AlertWindow ACE - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker VX/VXAce (RGSS2/3) Engines (https://www.save-point.org/forum-117.html) +---- Thread: AlertWindow ACE (/thread-8834.html) |
AlertWindow ACE - kyonides - 10-25-2023 AlertWindow ACE
versions 1.2.0 & 0.8.0
by Kyonides
Introduction There was a forumer that "stubbornly" wanted to use pop up windows that looked pretty much like VX ACE's default Window_MapName class. This means that it would show up the same way the map name does. Obviously, it will not be triggered after a map transfer for obvious reasons. Just in case you did not know this, my script allows you to pass either a single line of text or an Array of lines as its first parameter. Don't worry, my friends! The rest of the parameters are totally optional! Convenient Features You can set an additional button to close the alerts. \gs[1] gets replaced by the corresponding game switch, i.e. ON or OFF. \v[1] gets replaced by the corresponding game variable. Set the Alert Window's Coordinates: $game_system.set_alert_xy(X, Y) Examples for Passing a Single Line of Text: Code: pop_up("Some text") Examples for Passing 2+ Lines of Text: Code: texts = ["Line1", "Line2"] Optional Parameters: Code: pop_up(text, 60) Code: pop_up(text, 60, 1, 120, 80) ...and a few other arguments. DOWNLOAD DEMO
Either 1.2.0 or 0.8.0 Terms & Conditions Free for use in ANY game. Due credit is mandatory. That's it! RE: AlertWindow ACE - kyonides - 10-25-2023 Some Convenient Features Have Been Added to the Script!
And yes, there is a link to a demo featuring the latest version of AlertWindow! Side Note: \gs needs to be used since version 0.8.0 because a simple \s escape character could be treated as a white space by Ruby. RE: AlertWindow ACE - kyonides - 10-27-2023 The Script Brings Brand New Extra Features Now!
The recent release of version 1.0.0 comes with some extra goodies:
Keep in mind that you better use 'single quotes' if you're planning to use those custom escape characters. RE: AlertWindow ACE - kyonides - 10-29-2023 The Script's Latest Feature is a Very Old one!
I know that doesn't seem to make any sense to you, but it's totally true! Our good old friend, the text alignment that was lost in version 0.8.0 has made a great comeback in version 1.1.0, my dear friends. And nope, you don't have to fear anything for you won't lose any of the typical escape codes at all. Just in case you want to manually set the text alignment before a group of alerts show up, use this: Code: $game_system.alert_align = 1 RE: AlertWindow ACE - kyonides - 11-01-2023 A New Release Has Come!
Since version 1.2.0 came out, you can include icons in your alerts and they will get aligned just like as rest of its contents does by default. Oh but it also includes a new feature, one I personally dislike but some forumers might find it useful under certain circumstances. Did you ever feel like the player shouldn't move an inch while the alert is displayed on screen? Well, some mysterious guy called Tw0Face certainly did so now anybody can set the STOP_PLAYER_MOVEMENT Constant to true to make sure the hero won't move at all. Code: STOP_PLAYER_MOVEMENT = true Set it to false or nil to enable all movements at any time. Do you need to change that setting in game? Guess what? You can do it if you feel like it! Code: $game_system.alert_stop_player = true |