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Text Scroll Script - Enhanced - Printable Version

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Text Scroll Script - Enhanced - mageone - 06-09-2010

hello

grats DerVVulfman, this script really rocks, i love it.

got 1 question about it please :

i am using it for an intro text scroll before the Title screen.
i d like the player to be able to skip the intro text scroll by pressing a button.

in other word, when a button is pressed the scrolling text stop and dissipear.
is it possible ?

thank you


Text Scroll Script - Enhanced - Ace - 06-09-2010

Dunno if it works but try this:
In the frame update method fill in:

if Input.trigger?(Input::C)
# Switch to Title
$scene = Scene_Title.new
end


Text Scroll Script - Enhanced - mageone - 06-09-2010

@Zarox, thank you for your attention

actually i have tried :
Code:
if Input.trigger?(Input::C)
# Switch to Title
p 'C pressed !'

end

in the update frame method, as per your advice, to check if i can have an influence, but i couldn't get the print message while pressing C, so i guess it s not working.

anyway, another problem comes with it :

if i find a way to kill the intro scrolling text by pressing C in the script, all scrolling text will be killed by C and i don't want that.

i d rather find a way to kill the scroll text with an event + script call.
event on the map with the scrolling text set on parallel process with a condition,
when C is pressed / script call

do you know how to type the command in the script so you can call it and close the text ?
thank you


RE: Text Scroll Script - Enhanced - skye_sken - 02-13-2021

Hello. I have modified this script slightly to essentially use it as a float-enabler. What this means is that I display a short line of text in certain coordinates so it appears as if the protagonist in the middle of the screen would be uttering the float, like this:

[Image: bb_frostford.jpg]

After a time has elapsed, the float disappears. I currently contain with timers on how long until player can activate the same float again so they cannot flood the screen by spamming. 

However, I have a slight problem with this. I would like to know if there is a way to dispose of the float (erase it) upon script call? Since otherwise, two objects close to eachother will essentially be drawn upon eachother (unless contained by timers more tightly, but that is an unsatisfactory method to me), like this: 

[Image: bb_floatspam.jpg]

I have tried calling these, and they seem to work for a moment, but they crash the game immediately after flushing the float:

        $tss_scroll_window.dispose
        $tss_bg_window.dispose

I would appreciate any help, and if there is anything I could do in return, please ask.


RE: Text Scroll Script - Enhanced - DerVVulfman - 02-14-2021

Truthfully, I believe that this script needs a bit of an overhaul. When I did this work, and update to Dubealex's original work, I was still quite a beginner.

Of a special point which you may not be aware... This script relies on a .txt file for the stored text. That is plainly obvious. What may not be obvious is that encrypting/compressing an RPGMaker game into the .rgsaad only encrypts the graphics and .rxdata files within the Data folder. Text files do not encrypt with the rest of the game, and would be quite open for viewing by anyone. Not a fun prospect if you want content to be secret... prevent spoilers.


RE: Text Scroll Script - Enhanced - skye_sken - 02-14-2021

It is not an inconvenience; I will mostly include small sniplets of flavor into these text files.

Are you aware of a method to safely remove the text with script call?


RE: Text Scroll Script - Enhanced - DerVVulfman - 02-14-2021

I decided to currently piddle around with the script.  Winking   Basically, a review and overhaul with some safety features to add. So I may be adding in a few command calls.

Examples:..OLD:   Text_Scroller.new("Credits Demo.rxdata", 0, 150,  2, 0)
......................NEW:   text_scroll("Credits Demo.rxdata", 0, 150,  2, 0)
......................OLD:   Book_Scroller.new(Book_Title", 11, 1, 0, 150)
......................NEW:   book_scroll(Book_Title", 11, 1, 0, 150)

But if you viewed Dubealex's original demo, do not be fooled.  While his demo has files in a text folder with .rxdata extensions, those are merely text files with the extension changed.  They are not true .rxdata converted files and do not encrypt with the project.  THIS TOO, I will be including.... a simple converter.

While the script includes a BOOK feature, I would recommend my Lily's Librams.  It delivers a book system not unlike "Elder Scrolls: OBLIVION".


RE: Text Scroll Script - Enhanced - skye_sken - 02-14-2021

My gratitude! I will anxiously wait for updates on the script. For my part, it works well enough, but as mentioned a way to disable the process at will would be of paramount interest.


RE: Text Scroll Script - Enhanced - DerVVulfman - 02-14-2021

Oh

My

GAWD!!!


What a mess this script is!   Geez.  Oh, I'm gonna have to do a complete redo on this rather than look at this shamble I call a code.  Better to die of a million cuts!  Wait. No.  A million kittens!  Haha!  Yes.  Have you ever drowned in kittens?  It's so much worse than drowning in grown cats.  Oh, the allergies alone!

*cough*  Sheogorath moment there.........

Yeah, I have begun a base rewrite from the original source.  And already I have eliminated many of his Global variables, those that use '$' symbols.  In case you weren't aware, global variables tend to use more resources than other variables and should be used instead to identify class objects (ie $game_actors, $game_system, etc).

And I now have a new module... this should look entertaining:
Code:
module TextScroll
 
 # GAME TEXT FOLDER
 # ================
 # This single value determines the folder in which your scrolling
 # text may be found.  Do not use \ when separating folders, and
 # do not end the entry with a /.
 #  
   CACHE = "Data/Text"
 
   
 # GAME SCREEN DEFINITIONS
 # =======================
 # This section allows you to define the size of your game screen, this
 # if a resolution script is in play, one that may change the size of
 # the game window itself.
 #
   SCREEN_WIDTH  = 640
   SCREEN_HEIGHT = 480


 # SCROLLING TEXT FONTS
 # ====================
 # This section defines the start-up font used for the system, it can
 # be changed by way of $game_system script calls.
 #
   FONT_NAME     = "Tahoma"
   FONT_SIZE     = 24

 # SCROLLING TEXT SPACING
 # ======================
 # This section lets you determine how much space there is between each
 # individual line rendered (LINE_SPACING), and how much space is present
 # for each line before lettering is clipped (LINE_HEIGHT). Typically,
 # these are the same. But they need not be.
 LINE_SPACING  = 32
 LINE_HEIGHT   = 32
 
 
end
You may find some of this interesting.  You can actually set the Text files to be within a subfolder of the Data folder itself now.

Alas, this update is it for now as I have other duties tonight.


RE: Text Scroll Script - Enhanced - DerVVulfman - 02-15-2021

I'm taking another break again... Prolly lunch and playing a bit of Elder Scrolls dungeon crawling Cheery

However, I wanted to give a heads up on the current crop of script calls in the works. You may find a number of these new commands quite enjoyable.

textscroll
Hm. Do I want it to be textscroll, or text_scroll. A final version has not been decided. But suffice to say, this shorter version of the original call looks better than running Text_scroller.new(yadda, yadda, yadda).

book_scroll
Ah, see what I mean? To include an underscore, or not. That is the question. Okay, I was going Hamlet with that one. But it is again a more convenient means to bring up the Book_Scroller feature.

text_scroll_font
This beats the TS_FONT system. This command will let you change the font and font size for a given window's text.

text_scroll_spacing
NEW! This command will let you set how much space there are between the lines of text, and how much vertical space you have in the draw_text command. I mean, the original system only set 32px vertical for the text. What if you wanted a 60pt font??? It would be DECIMATED!

text_scroll_cancel
NEW! This command actually closes the scrolling window! BUT, it only functions properly using the text scroll feature, and not book scroll. And it can only be used during live-update whereby the player and events may still operate. Trust me, I was able to cancel a scrolling message in a demo with this.

book_float_override
NEW! Exclusive for the Book Scrolling system, this allows you to set the "vertical position" of the scrolling window. It does not work for the Text Scroller system. It is book scroller only as the book scroller system does not automate scrolling.

book_enter_cancel
NEW! Until recent, you could only close the book scroller system with the ESC/Cancel key. This command lets you allow the ENTER key to function, a fine addition for single-page/short messages displayed by the Book Scroll system.

book_scroll_disable
NEW: Also exclusive for the Book Scroller system, this feature prevents the player from using the UP/DOWN keys to scroll the pages of a book. This could be handy if the text to appear on a book's page is meant to precisely fill the current window without overlap. And single-line messages can benefit too.

book_timed_cancel
NEW: One final exclusive for the Book Scroller system, this feature closes the book after X number of seconds have passed. This will force the book's text to be visible for a set amount of time. However, it will disable the player's ability to use ENTER/EXIT to close the book itself.


Have I missed anything? I don't think so. But it is a near-redo of many features while keeping some base mechanics present. Oh, and many a methods have very concise and descriptive comments throughout. Um... the comments increase the size drastically, if not the new features described.

Ahhh... now's time for snackin' n gamin'.

My next endeavor will be to add converters so this script will indeed use encryptable/compressable .rxdata files.