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#1 RMXP + XAS = NAME DROP SCRIPT! Empty RMXP + XAS = NAME DROP SCRIPT!
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G@MeF@Ce

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I had this idea to some how use the XRXS damage pop up
as some quick and flashy way of text display...

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just for simple, fast, and easy questing
to keep that XAS action rush going ^,^

after questing for the right code and tons of
trial and error...I finally got this zany idea to work...
(still a work in progress)

Instructions:

first make sure you have XAS :-P
place this script above main
(F11 to access your script database)

Spoiler:
Code:

=begin
XAS NAME DROP
by gameface101
12-23-09
=end

class Sprite_Character < RPG::Sprite
  alias name_drop_update update
  def update
    name_drop_update
    if @character != nil and @character.damage != nil
      damage(@character.damage, @character.critical, @character.state, @character.character_hue)
      @character.damage = nil
      @character.critical = false
      @character.state = nil
      @character.item = nil
    end
  end
end
class Game_Character
  attr_accessor :damage
  attr_accessor :critical
  attr_accessor :state
  attr_accessor :item
  alias name_drop_initialize initialize
  def initialize
    @damage = nil
    @critical = false
    @state = nil
    @item = nil
    name_drop_initialize
  end
end
     

Now make an event, insert new event command
in the 'list of event commands' window
choose tab 3
bottom right click on the script button and insert
the following codes to do the following...
*X = the event's ID number

Critical:
Code:
$game_map.events[X].critical = true
$game_map.events[X].damage =
"GAMEFACE101.COM"

Item:

Code:
$game_map.events[X].item = true
$game_map.events[X].damage =
"NAME DROP SCRIPT!"

State:

Code:
$game_map.events[X].state = true
$game_map.events[X].damage = "COOL!"

I would like to have more control over color of the font,
time of the pop up, and animations...
without having to edit the
XRXS - Damage Pop Up script
hopefully these features will be on a newer version.

~enjoy! ^,^
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#2 RMXP + XAS = NAME DROP SCRIPT! Empty Re: RMXP + XAS = NAME DROP SCRIPT!
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mr_wiggles

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THIS IS WHAT YOU MENT!!!

ok now i see the picture, this is kinda cool... nice idea
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#3 RMXP + XAS = NAME DROP SCRIPT! Empty Re: RMXP + XAS = NAME DROP SCRIPT!
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albertfish

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Nicely done, I'm going to try this one out later.
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#4 RMXP + XAS = NAME DROP SCRIPT! Empty Re: RMXP + XAS = NAME DROP SCRIPT!
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G@MeF@Ce

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just to clarify...
this takes the damage pop up from the XAS ABS...
and uses it as a messaging system!

@albertfish - this is just a trick script...
but an early attempt to have a different way in displaying text.

when you get the chance to take a look...
it works through the XRXS Damage Pop Up script
though it calls Game_Character & Sprite_Character classes.

I would like to make this a stand alone plug and play script.
with a module for easy settings to change
font size
font color
font type

and how the text will appear

fade in/out
pop up
rotate

who knows... this may be a start of a new
simple and flashy easy to use AMS!.......?
well I should get carried away now...
I still have a lot to learn with scripting.




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#5 RMXP + XAS = NAME DROP SCRIPT! Empty Re: RMXP + XAS = NAME DROP SCRIPT!
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mr_wiggles

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This would be a nice and handy little AMS though. i like the concept.
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#6 RMXP + XAS = NAME DROP SCRIPT! Empty Re: RMXP + XAS = NAME DROP SCRIPT!
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albertfish

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@Gameface101 Well, when things settle down a little bit around here, I can help you work on this script to make it stand alone.

I also am soon going to start working on some Ruby tutorials, mainly for basic scripting, but may get bit in depth later.
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#7 RMXP + XAS = NAME DROP SCRIPT! Empty Re: RMXP + XAS = NAME DROP SCRIPT!
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mr_wiggles

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@ albert - looking forword to them, and i have herd "like the cows" that you are makeing your own ABS Shocked ? this true? I love you
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#8 RMXP + XAS = NAME DROP SCRIPT! Empty Re: RMXP + XAS = NAME DROP SCRIPT!
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albertfish

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It's a possibility. I have given it some thought Razz.
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#9 RMXP + XAS = NAME DROP SCRIPT! Empty Re: RMXP + XAS = NAME DROP SCRIPT!
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G@MeF@Ce

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@albertfish - thanks in advance for your help.
as you know, you are my Obi-Wan in scripting.
every time I learn more from you I feel the force
getting stronger Suspect

it will be some time in which I could give some thought
towards making my own ABS ^,^

just know that you have my full support if you do
decide to take on a new action battle system.



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#10 RMXP + XAS = NAME DROP SCRIPT! Empty Re: RMXP + XAS = NAME DROP SCRIPT!
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Ragnai

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Nice, I think that you could turn this into a real pretty looking messaging system?
Beside the render and the standart textoutput there wouldn't be that many problems or am I false?

Would look really(!) nice in a game in comparison with these text-boxes .__.
~Ragnai
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#11 RMXP + XAS = NAME DROP SCRIPT! Empty Re: RMXP + XAS = NAME DROP SCRIPT!
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G@MeF@Ce

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@Ragnai ~ I threw in some shadow, now it looks really nice ^,^

@albertfish - still a work in progress
can't wait to make it stand alone...
oh and I changed the name

XAS NAME DROP

XAS SHADOW WORD POP V.2
Spoiler:
Code:

=begin

XAS SHADOW WORD POP V.2
by gameface101
1-2-10
=end


class Sprite_Character < RPG::Sprite
  alias name_drop_update update
  def update
    name_drop_update
    if @character != nil and @character.damage != nil
      damage(@character.damage, @character.critical, @character.state, @character.character_hue)
      @character.damage = nil
      @character.critical = false
      @character.state = nil
      @character.item = nil
    end
  end
end
class Game_Character
  attr_accessor :damage
  attr_accessor :critical
  attr_accessor :state
  attr_accessor :item
  alias name_drop_initialize initialize
  def initialize
    @damage = nil
    @critical = false
    @state = nil
    @item = nil
    name_drop_initialize
  end
end

class Bitmap
  if !method_defined?("draw_text_original")
    alias draw_text_original draw_text
  end
  def draw_text(x, y, width = 0, height = 0, str = "", align = 0)
    last_color = font.color.dup
    font.color = Color.new( 0, 0, 0,last_color.alpha)
    case x
    when Numeric
      draw_text_original(x+1, y+1, width, height, str, align)
      font.color = last_color
      draw_text_original(x, y, width, height, str, align)
    when Rect
      rect  = x
      str  = y
      align = width
      shadow_rect = x.dup
      shadow_rect.x += 1
      shadow_rect.y += 1
      draw_text_original( shadow_rect, str, align)
      font.color = last_color
      draw_text_original( rect, str, align)
    end
  end
end

module RPG
  class Sprite < ::Sprite
    def damage(value, critical, state, item)
      dispose_damage
      if value.is_a?(Numeric)
        damage_string = value.abs.to_s
      else
        damage_string = value.to_s
      end
      bitmap = Bitmap.new(160, 48)
      bitmap.font.name = "Arial Black"
      bitmap.font.size = 24 #master font size
      bitmap.font.color.set(0, 0, 0)
      bitmap.draw_text_original(-1, 12-1, 160, 36, damage_string, 1) # ??
      bitmap.draw_text_original(+1, 12-1, 160, 36, damage_string, 1) # ???
      bitmap.draw_text_original(-1, 12+1, 160, 36, damage_string, 1) # ??
      bitmap.draw_text_original(+1, 12+1, 160, 36, damage_string, 1) # ??
      if value.is_a?(Numeric) and value < 0
        bitmap.font.color.set(176, 255, 144)
      else
        bitmap.font.color.set(255, 255, 255)
      end
      bitmap.draw_text_original(0, 12, 160, 36, damage_string, 1) # ??
      if critical
        bitmap.font.size = 24 # critical header size
        bitmap.font.color.set(0, 0, 0)
        bitmap.draw_text_original(-1, -1, 160, 20, "WARNING!", 1) # ??
        bitmap.draw_text_original(+1, -1, 160, 20, "WARNING!", 1) # ??
        bitmap.draw_text_original(-1, +1, 160, 20, "WARNING!", 1) # ??
        bitmap.draw_text_original(+1, +1, 160, 20, "WARNING!", 1) # ??
        bitmap.font.color.set(255, 55, 55)#red
        bitmap.draw_text_original(0, 0, 160, 20, "WARNING!", 1) # ??
      end
      if state
        bitmap.font.size = 24 # state header size
        bitmap.font.color.set(0, 0, 0)
        bitmap.draw_text_original(-1, -1, 160, 20, "BONUS!", 1) # ??
        bitmap.draw_text_original(+1, -1, 160, 20, "BONUS!", 1) # ??
        bitmap.draw_text_original(-1, +1, 160, 20, "BONUS!", 1) # ??
        bitmap.draw_text_original(+1, +1, 160, 20, "BONUS!", 1) # ??
        bitmap.font.color.set(55, 255, 55)#green
        bitmap.draw_text_original(0, 0, 160, 20, "BONUS!", 1) # ??
      end
      @_damage_sprite = ::Sprite.new(self.viewport)
      @_damage_sprite.bitmap = bitmap
      @_damage_sprite.ox = 80
      @_damage_sprite.oy = 20
      @_damage_sprite.x = self.x
      @_damage_sprite.y = self.y - self.oy / 2
      @_damage_sprite.z = 3000
      @_damage_duration = 60#how long
    end
  end
end

in your events use the call script command
(3rd page bottom right list of events commands)
X = event_ID

for critical messaging:
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Code:
$game_map.events[X].critical = true
$game_map.events[X].damage =
"critical message"

for state messaging:
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Code:
$game_map.events[X].state = true
$game_map.events[X].damage =
"secret message"

for plain messaging:
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Code:

$game_map.events[X].damage =
"shadow word pop is COOL!"

currently working on an XAS mini-map
but will get back to this one...so that I can make a module
for easy options: duration, font settings, animations, shadow, etc...
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#12 RMXP + XAS = NAME DROP SCRIPT! Empty Re: RMXP + XAS = NAME DROP SCRIPT!
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Legault123

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I really like this idea, is this discontinued or do you plan to make it better @GF ?
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#13 RMXP + XAS = NAME DROP SCRIPT! Empty Re: RMXP + XAS = NAME DROP SCRIPT!
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G@MeF@Ce

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@Legault - I usually revisit my scripts to improve them as my RGSS improves. Once they are solid/stable I share them with the public. I still have a long ways to go learning Ruby so you can expect future versions.

@albertfish - ready when you are ^,^
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#14 RMXP + XAS = NAME DROP SCRIPT! Empty Re: RMXP + XAS = NAME DROP SCRIPT!
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i also was waiting for this to be improved since it has a lot of potential,but i dont mind waiting, still need to do a lot of work, this just need be independent from xas or not Cool
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