Text Scroll Script R3.2 [RPG Maker XP]

Text Scroll Script é um script para RPG Maker XP que permite rolar textos durante a gameplay. Também se pode ter livros com múltiplas imagens e conta com várias condições e opções para personalizar.


4 de setembro de 2015

Text Scroll Script é um script para rolagem de textos em projetos do RPG Maker XP criado pelo Dubealex.

O script permite rolar textos armazenados em um arquivo de texto na sua pasta de projeto durante a gameplay. Você também pode ter livros com múltiplas imagens e usar várias condições e opções para personalizar cores e velocidade.

Características em destaque

  • O jogador pode rolar o texto na tela.
  • Oferece opção para executar a rolagem em tempo real e paralelamente a outros eventos.
  • Rolagem de livro para ler múltiplos idiomas.
  • Oferece ao jogador controle para rolar para cima, para baixo, esquerda e direita.
  • Opções para controlar cor, background e velocidade.

Vídeo

Screenshots

Instalação

Insira o código abaixo acima do Main. Alternativamente, você pode baixar a demo para entender melhor. Vem também com o código da versão R3 no pacote de download:

#===============================================================================
# ■ Text Scroll Script - R3.2 - Created by Dubealex
#   Last updated: October 28, 2007
#
#   ● Full SDK 2.3 Compatible (Does NOT need or require SDK 2.3)
#===============================================================================
# For more infos and update, visit:
# www.creationasylum.net
#
# ● IMPORTANT NOTE ABOUT BOOK SCROLL:
#   Always add a 5 Frames WAIT just before and just after your book scroll
#   call script, otherwise menu and message windows might have a problem.
#
# ● Enhancement for R3.1 done by: DerVVulfman (04-26-2007)
#    - Modified script so it can go even slower
#    - Added a font change option
#    - Added comments that explain different parts of the script
#
# ● Release 3.2 - October 28, 2007:
#    - Reformated code to reflect my other script
#    - Fixed a bug from the enhanced R3.1 version in live Scroll feature
#    - Modified how the font/size settings are created and saved
#    - The font settings are saved in the save file
#===============================================================================


#===============================================================================
# ▼ CLASS TSS_Settings Begins
#   This class manage the Text Scroll font settings
#===============================================================================

class TSS_Settings

  def initialize

    $tss_settings = Array.new

    #===========================================================================
    # ■ TEXT SCROLL MAIN SETTINGS:
    #   tss_settings[0] is the font name you want to use
    #   tss_Settings[1] is the font size you want to use
    #   To modify those during the game, use the following in a call script:
    #   $tss_settings[0]="fontname" or $tss_settings[1]=fontsize
    #
    #===========================================================================

    $tss_settings[0] = 'Cartoon'   #fontname, exact name, in quotation marks
    $tss_settings[1] = 24          #fontsize, no quotation marks

    #--- ■ END OF SETTINGS------------------------------------------------------
  end
end
#===============================================================================
# ▲ CLASS TSS_Settings Ends
#===============================================================================


#===============================================================================
# ▼ CLASS Text_Scroller Begins
#   This class performs enhanced text display processing.
#===============================================================================
class Text_Scroller

  def initialize (file, opacity_scroll, opacity_bg, speed, live_scroll)
    # Read the text file
    text=IO.readlines("Text/#{file}")
    # Set Speed global value to speed
    $tss_speed = speed
    # Divide the screen height by the speed value
    $tss_iteration = 480.0 / speed
    # Set the size of the displayed text (from the file)
    $tss_sy = (text.size * 32) + 64
    # Set the scrolling text window, text... size & all
    $tss_scroll_window = Window_Scroll.new(file, 640, $tss_sy)
    $tss_scroll_window.opacity = opacity_scroll
    # Place the window at the bottom of the screen & etc
    $tss_scroll_window.z = 500
    $tss_scroll_window.x = 0
    $tss_scroll_window.y = 480
    # Set 'Y-Positioner' to use decimal values
    $tss_scroll_y_pos    = 480.0
    # Set the background, opacities & such
    $tss_bg_window = Window_bg.new
    $tss_bg_window.opacity = opacity_bg
    $tss_bg_window.z=400
    # Switch between 'live scroll' feature or regular
    case live_scroll
    when 0
      # Perform normal update
      update
    when 1
      # Set to Live Scroll, and use the Scene_Map's Update
      $live_scroll = true
    end
  end
#-------------------------------------------------------------------------------
  def update
    # Scroll through the estimated window size & place properly.
    for i in 0...(($tss_sy / 480.0) * $tss_iteration) + $tss_iteration
      $tss_scroll_y_pos -= $tss_speed
      $tss_scroll_window.y = $tss_scroll_y_pos.to_i
      Graphics.update
    end
    # Dispose of window & window background
    $tss_scroll_window.dispose
    $tss_bg_window.dispose
  end

end
#===============================================================================
# ▲ CLASS Text_Scroller Ends
#===============================================================================



#===============================================================================
# ▼ CLASS Window_Scroll Begins
#   This window is used to display text for the scrolling display system
#===============================================================================
class Window_Scroll < Window_Base

  def initialize (file, sx, sy)
    @sx=sx
    @sy=sy
    super(0, 0, sx, sy)
    self.contents = Bitmap.new(width - 32, height - 32)
    # Reset the font.  If not called, set to Tahoma.
    $tss_settings[0] = "Tahoma" if $tss_settings[0] == nil
    self.contents.font.name = $tss_settings[0]
    # Reset the font size.  If not called, set to 24
    $tss_settings[1] = 24 if $tss_settings[1] == nil
    self.contents.font.size = $tss_settings[1]
    @text=IO.readlines("Text/#{file}")
    @text_color=0
    refresh
  end
#-------------------------------------------------------------------------------
  def refresh
    y = 0
    for i in 0...@text.size
      y += 32
      if @text[i].index('/') == 0
        @text_color=@text[i].slice! (0..2)
        @text_color.slice!(0)
      end
      if @text[i].index('*') == 0
        line_color=@text[i].slice! (0..2)
        line_color.slice!(0)
        self.contents.font.color = text_color(line_color.to_i)
      else
        self.contents.font.color = text_color(@text_color.to_i)
      end
      self.contents.draw_text(0, y, @sx, 32, @text[i])
    end
  end

end
#===============================================================================
# ▲ CLASS Window_Scroll Ends
#===============================================================================



#===============================================================================
# ▼ CLASS Book_Scroll Begins
#   This class performs Book simulation systems.
#===============================================================================
class Book_Scroll

  def initialize (book_name, number_of_pages, start_page, opacity_scroll,
    opacity_bg)
    # Obtain the book name & Read the text file
    file = book_name.to_s+"/"+start_page.to_s+".rxdata"
    text=IO.readlines("Text/#{file}")
    $tss_sy= (text.size*32) + 64
    # Set the scrolling window
    $tss_scroll_window = Window_Scroll.new(file, 640, $tss_sy)
    $tss_scroll_window.opacity = opacity_scroll
    $tss_scroll_window.z=500
    $tss_scroll_window.x = 0
    $tss_scroll_window.y = 0
    $tss_scroll_y_pos    = 0.0
    # Set the background window
    $tss_bg_window = Window_bg.new
    $tss_bg_window.opacity = opacity_bg
    $tss_bg_window.z=400
    # Update the displayed page
    book_update(book_name, start_page, number_of_pages, opacity_scroll, opacity_bg)
    # $game_system.menu_disabled = true (Not needed...)
  end
#-------------------------------------------------------------------------------
  def book_update(book_name,start_page, number_of_pages, opacity_scroll,
   opacity_bg)
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # If the right directional button was pressed & not at the book's start.
      # IE:  Turning a page
      if Input.repeat?(Input::RIGHT) and number_of_pages > 1
        unless start_page == number_of_pages
          start_page+=1
        else
          start_page=1
        end
        # Dispose of windows
        $tss_scroll_window.dispose
        $tss_bg_window.dispose
        # Obtain new page from book file
        Book_Scroll.new(book_name, number_of_pages,start_page, opacity_scroll, opacity_bg)
        break
      end
      # If the left directional button was pressed & not at the book's start
      # IE:  Turning a page
      if Input.repeat?(Input::LEFT) and  number_of_pages > 1
        unless start_page == 1
          start_page-=1
        else
          start_page=number_of_pages
        end
        # Dispose of windows
        $tss_scroll_window.dispose
        $tss_bg_window.dispose
        # Obtain new page from book file
        Book_Scroll.new(book_name, number_of_pages,start_page, opacity_scroll, opacity_bg)
        break
      end
      # If up directional button is pushed
      if Input.repeat?(Input::UP)
        $tss_scroll_window.y+=15
      end
      # If down directional button is pushed
      if Input.repeat?(Input::DOWN)
        $tss_scroll_window.y-=15
      end
      # If ESC button was pressed
      if Input.trigger?(Input::B)
        # Dispose of Windows
        $tss_scroll_window.dispose
        $tss_bg_window.dispose
        # Re-enable menu
        # $game_system.menu_disabled = false (Not needed...)
       break
     end
   end
 end
end
#===============================================================================
# ▲ CLASS Book_Scroll Ends
#===============================================================================



#===============================================================================
# ▼ CLASS Scene_Map Additional Code Begins
#   This class performs map screen processing.
#===============================================================================
class Scene_Map

  alias alex_tss_original_update update
  def update
    # Set counter to 0 (replaces the for... in Text_Scroller)
    @@i=0
    # Perform the original call
    alex_tss_original_update
    # Perform if Live Update flag is true
    if $live_scroll
      $tss_scroll_y_pos -= $tss_speed
      $tss_scroll_window.y = $tss_scroll_y_pos.to_i
      @@i += 1
      if @@i ==(($tss_sy/480.0) * $tss_iteration) + $tss_iteration
        $tss_scroll_window.dispose
        $tss_bg_window.dispose
        @@i=0
        # Turn Live Update switch to false (turn system off)
        $live_scroll = false
      end
    end
  end

end
#===============================================================================
# ▲ CLASS Scene_Map Additional Code Ends
#===============================================================================



#===============================================================================
# ▼ CLASS Window_bg Begins
#   This window displays a background window for the text scrolling systems.
#===============================================================================
class Window_bg < Window_Base

  def initialize
    super(0, 0, 640, 480)
  end

end
#===============================================================================
# ▲ CLASS Window_bg Ends
#===============================================================================


#===============================================================================
# ▼ CLASS Scene_Save Additional Code Begins
#   Here we save text scroll font and size when the game is saved
#===============================================================================
class Scene_Save < Scene_File

    alias tss_original_write_save_data write_save_data

    def write_save_data(file)
        tss_original_write_save_data(file)
        Marshal.dump($tss_settings, file)
    end

end
#===============================================================================
# ▲ CLASS Scene_Save Additional Code Ends
#===============================================================================


#===============================================================================
# ▼ CLASS Scene_Load Additional Code Begins
#   Here we load text scroll font and size when the game is loaded
#===============================================================================
class Scene_Load < Scene_File

  alias tss_original_read_save_data read_save_data

  def read_save_data(file)
      tss_original_read_save_data(file)
      $tss_settings      = Marshal.load(file)
  end
end
#===============================================================================
# ▲ CLASS Scene_Load Additional Code Ends
#===============================================================================


#===============================================================================
# ▼ CLASS Scene_Title Additional Code Begins
#   Here we initialize everything needed to work with parrallax at game start
#===============================================================================
class Scene_Title
  TSS_Settings.new
end
#===============================================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===============================================================================

Mais RPG Maker XP

Download e ficha técnica

  • Download (clique com o botão esquerdo do mouse ou toque no link).
  • Desenvolvedor, publisher e/ou distribuidor: Dubealex
  • SO: Windows 98/98SE/Me/2000/XP/Vista/7
  • Tamanho: 601 KB
  • Licença: Grátis
  • Categoria: Programação XP
  • Tag: RPG Maker XP
  • Adicionado por: LichKing
  • Acessos: 285

Observação: se você gostou deste post ou ele lhe foi útil de alguma forma, por favor considere apoiar financeiramente a Gaming Room. Fico feliz só de ajudar, mas a contribuição do visitante é muito importante para que este site continua existindo e para que eu possa continuar provendo este tipo de conteúdo e melhorar cada vez mais. Acesse aqui e saiba como. Obrigado!

Deixe um comentário

Inscreva-se na nossa newsletter!