Mediafire | Rapidleech

RPG MAKER VX Text CostumizeThis script allows for various complex message commands. Among the features are some that will be familiar from previous message scripts, such as Seasons in the Abyss' SMS and AMS. Others, such as the formatted text and the animated facesets, are completely new (as far as I know). See below for the features and command codes



Features

  • NEW - Much better handling for faces, including large faces and improved positioning options for namebox, choicebox, and facebox
  • NEW - A large number of new actor commands for any public method of Game_Actor
  • NEW - The introduction of the \PID special message codes allows you to retrieve the ID of any party member
  • NEW - New Text effects, such as the ability to toggle Underline, Shadow, and Highlighted Text
  • NEW - Filters allow you to set a phrase or word to a key and allow for easy calling with the \F command. For instance, in the demo, the entire phrase: '\c[1]Advanced Text System\c[0], Version 2.0' is called by \F['ATS']
  • All relevant special message codes can be used in nameboxes and choiceboxes, such as show icon, colours, etc...
  • Can now Centre and/or Right Justify lines
  • Conditional Choice Options.
  • Vocab Replacement codes - Any words set in the database can be called
  • Separate Choice Box and Appended Choice Branches
  • Name Window
  • Paragraph Formatting
  • Animated Facesets
  • Appended Text Commands and Scrolling Message Window
  • Variable Letter-by-Letter Speed
  • Can play a sound effect as text is drawn
  • Lots of new message codes. See below for list
  • High in-game customizability
  • Can set the message window to different sizes and position


  • Screenshots


    Improved handling of larger facesets


    Appended Choices and Choicebox


    Message Window Position and Size is not static


    Paragraph Formatting and Justified Text. The Justified Text is NOT necessary. Note that the lines are formatted however, and you can ignore the text limitations of the Editor


    A few of the new font effects, as well as a namebox

    There are lots of other features too, but screenshots for all of them would be rather tedious.

    CommandsBasically: paste this script above Main and Below Materials in the Script Editor. If you intend to use the Paragraph Format feature of this script,then it is also necessary to paste the Paragraph Formatter above this entryin the editor. The Paragraph formatter can be found in the RMVX Scripts Database of rmrk.net - http://rmrk.net/index.php/topic,25129.0.html Now, the best way to learn how to use this script is to refer to the demo and the Configuration area of this script (starting at line 215), but I will here provide a list of commands and special message codes for reference.

    # ~~Settings~~
    # Settings can be changed in either $game_ats or $game_message, the primary
    # difference being that $game_ats modifies the default settings of the script,
    # while $game_message only modifies the settings for the next Show Text
    # command (or multiple Show Text commands if .appended_text is true). So that
    # means that modifying $game_ats will change that setting for every message,
    # while $game_message only for the one immediately following. One
    # thing to be noted is that when you do change the $game_ats, you will need
    # to use the code $game_message.clear to make it so that they will apply to
    # the very next message, rather than just all messages after that. Anyway,
    # this is the complete list of setting commands. Note that I only use .command
    # to indicate that it could be either $game_ats or $game_message prefacing
    # these commands.
    #
    # .message_x = integer (-1 for default placement)
    # .message_y = integer (-1 for default placement)
    # .message_width = positive integer
    # .message_height = positive integer
    # .message_opacity = integer (between 0 and 255)
    # .message_fontname = ["font", font"] EX: ["Arial", "Times New Roman"]
    # .message_fontsize = integer > 8
    # .message_colour = integer between 0 and 31 or Color object
    # .message_windowskin = "Window File"
    # .skip_disabled = true/false
    # .wlh = integer (Window Line Height)
    # .paragraph_format = true/false
    # .justified_text = true/false
    # .appended_text = true/false
    # .scrolling = true/false
    # .shown_lines = positive integer
    # .autopause = true/false
    # .faceside = true/false (true => Left, false => Right
    # .face_x = integer (-1 for default placement)
    # .face_y = integer (-1 for default placement)
    # .face_width = positive integer
    # .face_height = positive integer
    # .face_offset_x = integer
    # .face_offset_y = integer
    # .face_mirror = true/false
    # .face_opacity = integer (between 0 and 255)
    # .face_window = true/false
    # .face_window_opacity = integer (between 0 and 255)
    # .face_windowskin = "Window File"
    # .choicebox = true/false
    # .choices_appended = true/false
    # .choicebox_on_line = true/false
    # .choicebox_fitted = true/false
    # .choicebox_width = integer
    # .choicebox_opacity = integer (between 0 and 255)
    # .choicebox_windowskin
    # .choicebox_fontname = ["font", font"] EX: ["Arial", "Times New Roman"]
    # .choicebox_colour = integer between 0 and 31 or Color object
    # .choicebox_offset_x = integer
    # .choicebox_offset_y = integer
    # .choicebox_x = integer (-1 for default placement)
    # .choicebox_y = integer (-1 for default placement)
    # .row_max = integer
    # .column_max = integer
    # .lbl_se = true/false
    # .message_se = "filename", volume, pitch (volume / pitch not necessary)
    # .mt_se = true/false
    # .termination_se = "filename", volume, pitch (volume / pitch not necessary)
    # .mp_se = true/false
    # .pause_se = "filename", volume, pitch (volume / pitch not necessary)
    # .ms_se = true/false
    # .start_se = "filename", volume, pitch (volume / pitch not necessary)
    # .mf_se = true/false
    # .finish_se = "filename", volume, pitch (volume / pitch not necessary)
    # .letter_frames = positive integer
    # .face_letters = positive integer
    # .sound_letters = positive integer
    # .namebox_windowskin = "Window File"
    # .namebox_colour = integer between 0 and 31 or Color object
    # .namebox_fontname = ["font", font"] EX: ["Arial", "Times New Roman"]
    # .namebox_fontsize = integer > 8
    # .namebox_offset_x = integer
    # .namebox_offset_y = integer
    # .namebox_x = integer (-1 for default placement)
    # .namebox_y = integer (-1 for default placement)
    # .namebox_opacity = integer (between 0 and 255)
    # .back_sprite = "Name of File in Graphics/System"
    #
    # Two codes to exist in $game_message and not $game_ats are:
    # $game_message.character = event_id or 0 for player
    # $game_message.char_ref = 0-3 referring to Under, Left, Right, and Above
    #
    # Those codes set the text box to appear in position with reference to a
    # character on the map. They are the same as the \uc (Under) \lc (Left)
    # \rc (Right) and \oc (Over) commands. For more info, read below.
    #
    # ~~Special Message Codes~~
    # Retained Codes:
    # \v[x] - Shows the value located in the variable x
    # \n[x] - Shows the name of the Actor with ID x
    # \c[x] - Changes the colour of the text to x. x can be 0 - 31
    # \g - Shows the gold window
    # \. - A short pause of 15 frames (1/4 second) before continuing drawing
    # \| - A longer pause of 60 frames (1 second) before continuing drawing
    # \! - Pause. Waits for user input before continuing
    # \^ - Pause Skip. Forgoes user input at next pause. Can autoclose message
    # Modified Codes:
    # \> - Speeds up the letter by letter process
    # \< - Slows down the drawing of the text # \@ - Show Line Fast (the current line gets displayed quickly). This # replaces the old functionality of \>, \< # \@@ - Show message fast (to next scroll) # New Codes: # \pid[x] - Shows Actor ID of Party Member in position X (0-3) # \nc[x]- Shows the name of class with ID x # \np[x]- Shows the name of the Party Member with index x # \ne[x]- Shows the name of Event with ID x on the map # \nm[x]- Shows the name of Monster with ID x # \ni[x]- Shows the name of Item with ID x # \nw[x]- Shows the name of Weapon with ID x # \na[x]- Shows the name of Armour with ID x # \pi[x]- Shows the price of Item with ID x # \pw[x]- Shows the price of Weapon with ID x # \pa[x]- Shows the price of Armour with ID x # \iicon[x] - Shows the Icon of Item with ID x # \wicon[x] - Shows the Icon of Weapon with ID x # \aicon[x] - Shows the Icon of Armour with ID x # \icon[x] - Shows the Icon with ID x # \fn[font name] - Changes the font to font name chosen # \fs[x] - Changes the font size to x # \name[name] - Shows a name box with name displayed in the box # \nb[name] - same as \name - just a shorter code # \ani[target_id,animation_id] - Shows animation_id on target_id. 0 => player,
    # other numbers indicate the ID of the event
    # \bln[target_id,balloon_id] - Same as ani, but shows a balloon
    # \lb - Line Break. Applies only when Paragraph Formatting and it goes
    # to next line
    # \% - Disable Text Skip through user input
    # \se[sound effect name] - Plays a sound effect
    # \me[music effect name] - Plays a musical effect
    # \oc[character_id] - positions the message box over character. 0 => player;
    # other positive integers indicate events on map
    # \uc[character_id] - same as oc, but places box under character
    # \lc[character_id] - same as oc, but places box to left of character
    # \rc[character_id] - same as oc, but places box to right of character
    # \mxy[x, y] - Sets the message box's position to x, y
    # \fxy[x, y] - Sets the face box's position to x, y
    # \vocab[value] - prints vocab for that item type. Suitable values for this
    # are: level, level_a, hp, hp_a, mp, mp_a, atk, def, spi,
    # agi, weapon, armor1, armor2, armor3, armor4, weapon1,
    # weapon2, attack, skill, guard, item, equip, status, save,
    # game_end, fight, escape, new_game, shutdown, to_title,
    # continue, cancel, gold
    # \f[key] - Show Filter phrase attached to key
    # \b - Toggles Bold
    # \i - Toggles Italic
    # \u - Toggles Underline
    # \s - Toggles Shadow
    # \hl[x] - Highlights with color x. \hl toggles off
    # \ac[x]- Shows class of actor with ID x
    # \a..[x] - Shows the .. of Actor X. .. can be any of the following:
    # hp, maxhp, mp, maxmp, atk, def, spi, agi, exp_s, next_exp_s,
    # next_rest_exp_s, level, weapon_id, armor1_id, armor2_id,
    # armor3_id, armor4_id - and any other methods from Game_Actor.
    # \c - Centres text
    # \r - Sets right alignment to text
    #
    # There are two commands that can be used only in a choicebox, and these are:
    # \SOFF[switch ID]
    # \SON[switch ID]
    # These two commands mean that the choice they appear in will only be
    # available if the switch with ID switch ID is OFF or ON respectively. Thus,
    # having \SON[5] means the choice will only be possible if Switch 5 is on.


    Script
    NB: If you use Paragraph Formatting, then this script requires the Paragraph Formatter that can be found here: http://rmrk.net/index.php/topic,25129.0.html

    Script is too long.
    Retrieve the script from the demo.


    DOWNLOAD DEMO Advance Text System (ATS) RPG MAKER VX


    Download here


    by : modern algebra
    sources : rpgrevolution.com/forums

    1 comments:

    1. Hawkeye on November 16, 2010 2:12 PM

      whooo, that's a long script there, but very usefull. Thanks for the tutorial!

       

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