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Which Character is talking with taking up a line of text?

I've looked around the site for ages, but i can't find it so i decided to join.. and ask.
I'm pretty much a noob, but I really want to know how to do this:
When one of my Actors 'talks' using Show Text, how to i get the name to appear in a box in the top left of the text windowwithout having to type:
Show Text

Name:
Blah Blah Blah
and the 'Name:' Taking up a whole line of text..
Also, how can you add picture next to the text??

Reply would be very apprecited  :blush:
 

Acera

Sponsor

That's done using a custom script. If you really want to use it you should search for ccoa's (spelling?) UMS (universal message system).  I've used it before and it's very, very user friendly to use and has quite a lot of options. There are other scripts which do the same, but I've never tested any of them, so I can't help you with that.

If you can't find the script anywhere just reply here, I probably have it hanging around somewhere on a memory stick.

~MindHunterr
 
Nah, I've looked on search, I found alot of things talking about it but not the actual UMS,
Unless i overlook it :/

Could anyone link me to the tread if they know where it is :S
 

Nachos

Sponsor

Just use:

\name[Guy]



Code:
#==============================================================================
# ** Letter by Letter Message Window
#------------------------------------------------------------------------------
# Slipknot (dubealex.com/asylum)
# Version 1.11
# September 8, 2006
#------------------------------------------------------------------------------
# Thanks to:
#  - Dubealex, for some of the features.
#  - RPG Advocate, for the hexadecimal color.
#==============================================================================

# Loads the maps' names
$data_map_infos = load_data('Data/MapInfos.rxdata')

#==============================================================================
# ** Game_Message
#------------------------------------------------------------------------------
#  This class handles the message data
#==============================================================================

class Game_Message
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :letter_by_letter, :speed, :can_skip, :height, :font,
    :sound_enable, :sound, :path, :face_rect, :fit, :skin, :nb_skin,
    :nbyo, :opacity, :shadow, :outline, :pause, :autoclose_frames
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Letter by letter mode
    @letter_by_letter = true
    # Lettter by letter mode's speed
    @speed = 3
    # If this option is false, the player can't skip the message
    @can_skip = true
    # Height of each line, used within the fit or above event options
    @height = 32
    # Always resize the message
    @fit = false
    # Font for the mesage text
    @font = Font.default_name
    # Sound enable
    @sound_enable = true
    # Sound for letter by letter, ['filename', vol]
    @sound = ['032-Switch01', 80]
    # Folder for the message pictures
    @path = 'Graphics/Pictures/'
    # Face rect (only the last two numbers are used)
    @face_rect = Rect.new(0, 0, 96, 96)
    # Skin for the message window, nil = default
    @skin = nil
    # Skin for the name box, nil = default
    @nb_skin = nil
    # Name box y offset
    @nbyo = 20
    # Message window's opacity
    @opacity = 160
    # Outline text
    @outline = false
    # Shadow text
    @shadow = false
    # Show or not the pause graphic
    @pause = true
    # Frames before the message autoclose
    @autoclose_frames = 8
  end
end

#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
#  Adds Game Message
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :message
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias slipknot_lblms_initialize initialize
  #--------------------------------------------------------------------------
  # * Load Database
  #--------------------------------------------------------------------------
  def initialize
    slipknot_lblms_initialize
    @message = Game_Message.new
  end
end

#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
#  Adds a reader to the Event Name
#==============================================================================

class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Name
  #--------------------------------------------------------------------------
  def name
    @event.name
  end
end

#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  Adds a reader to the Character Sprites
#==============================================================================

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :character_sprites
end

#==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
#  Rewrites Window_Message
#==============================================================================

class Window_Message < Window_Selectable
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias slipknot_lblms_initialize initialize
  alias slipknot_lblms_terminatemessage terminate_message
  #--------------------------------------------------------------------------
  # * Initialize
  #--------------------------------------------------------------------------
  def initialize
    slipknot_lblms_initialize
    @autoclose = -1
  end
  #--------------------------------------------------------------------------
  # * Terminate Message
  #--------------------------------------------------------------------------
  def terminate_message
    slipknot_lblms_terminatemessage
    [@name_box, @picture].each do |x|
      x.dispose if x && ! x.disposed?
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.opacity = $game_system.message_frame == 0 ? 255 : 0
    self.back_opacity = system.opacity
    unless system.fit
      self.width, self.height = 480, 160
      skin = system.skin ? system.skin : $game_system.windowskin_name
      self.windowskin = RPG::Cache.windowskin(skin)
      self.contents = Bitmap.new(448, 128)
    else
      contents.clear
      contents.font.color = normal_color
      contents.font.size = Font.default_size
    end
    contents.font.name = system.font
    @x = @y = @wait_count = indent = 0
    @fit_size, @sound = false, system.sound_enable
    @start_x = 4
    @cursor_width = [0, 0, 0, 0]
    @x = 8 if $game_temp.choice_start == 0
    return if ! (@text = $game_temp.message_text)
    @text.gsub!(/\\\\/) { "\000" }
    @text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
    @text.gsub!('\$') { $game_party.gold.to_s }
    @text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
      $game_actors[$1.to_i] ? $game_actors[$1.to_i].name : ''
    end
    @text.gsub!(/\\[Nn][Pp]\[([\d+])\]/) do
      $game_party.actors[$1.to_i] ? $game_party.actors[$1.to_i].name : ''
    end
    @text.gsub!(/\\[Cc]lass\[(\d+)\]/) do
      $game_actors[$1.to_i] ? $game_actors[$1.to_i].class_name : ''
    end
    @text.gsub!(/\\[Mm]ap/) { $data_map_infos[$game_map.map_id].name }
    gold_set = @text.gsub!(/\\[Gg]/, '')
    if @text[/\\[Nn]ame/]
      if @text.sub!(/\\[Nn]ame\[(.*?)\]/, '')
        name_text = $1
      elsif @text.sub!(/\\[Nn]ame/, '')
        name_text = $game_map.events[$game_system.map_interpreter.event_id].name
      end
    end
    if @text[/\\[Ff]ace/]
      # Left
      if @text.sub!(/\\[Ff]ace{(.+?)}/, '')
        face, face_name = 1, $1
      # Right
      elsif @text.sub!(/\\[Ff]ace\[(.+?)\]/, '')
        face, face_name = 2, $1
      end
    end
    picture = $1 if @text.sub!(/\\[Pp]ic\[(.+?)\]/, '')
    if @text[/\\[Pp]/]
      if @text.sub!(/\\[Pp]\[([-1,0-9]+)\]/, '')
        event = $1.to_i
      elsif @text.gsub!(/\\[Pp]/, '')
        event = $game_system.map_interpreter.event_id
      end
    end
    @text.gsub!('\$') { $game_party.gold.to_s }
    @text.gsub!(/\\[Cc]\[([0-9A-Fa-f #]+?)\]/) { "\001[#$1]" }
    @text.gsub!(/\\[Cc]/) { "\001[0]" }
    @text.gsub!(/\\[Ii]con{([IiWwAaSs])}\[(\d+)\]/) { change_icon($1, $2.to_i) }
    @text.gsub!(/\\[Ii]con\[(.*?)\]/) { "\002[#$1]" }
    @text.gsub!('\!') { "\003" }
    @text.gsub!('\.') { "\004" }
    @text.gsub!(/\\[Ss]\[([Xx\d]+)\]/) { "\005[#$1]" }
    @text.gsub!(/\\[Bb]/) { "\006" }
    @text.gsub!(/\\[Ii]/) { "\007" }
    @text.gsub!(/\\[Ff]\[(.*?)\]/) { "\010[#$1]" }
    @text.gsub!(/\\\%\[(\d+)\]/) { "\011[#$1]" }
    @text.gsub!('\%') { "\011" }
    if @fit_size = (event || system.fit)
      lines_size = [0, 0, 0, 0]
      save, lines = @text.clone, 0
      while (c = @text.slice!(/./m))
        if c == "\n"
          lines += 1
          break if lines == 4
          if lines >= $game_temp.choice_start
            lines_size[lines] += 16
          end
          next
        end
        lines_size[lines] += eval_text(c, true)
      end
    end
    if face
      if @fit_size
        mh = system.height
        fh = system.face_rect.height
        lines = (fh.to_f / mh.to_f).ceil if (lines * mh) < fh
        f_x = face == 2 ? 0 : lines_size.max + 16
        f_y = (lines * mh) <= fh ? 0 : (lines * mh - fh) / 2
        @start_x += system.face_rect.width + 4 if face == 2
        indent += system.face_rect.width + 8
      else
        f_x, f_y = face == 2 ? 16 : 336, 16
        @start_x += system.face_rect.width + 36 if face == 2
      end
      f_bitmap = RPG::Cache.load_bitmap(system.path, face_name)
    end
    if @fit_size
      @text = save
      self.height = lines * system.height + 32
      self.height += 32 if $game_temp.num_input_variable_id > 0
      self.width = lines_size.max + indent + 40
      windowskin = system.skin ? system.skin : $game_system.windowskin_name
      self.windowskin = RPG::Cache.windowskin(windowskin)
      self.contents = Bitmap.new(self.width - 32, self.height - 32)
      contents.font.name = system.font
    end
    contents.blt(f_x, f_y, f_bitmap, system.face_rect) if face
    if ! event
      h2 = self.height / 2
      self.y = $game_temp.in_battle ? 96 - h2 + system.nbyo :
        case $game_system.message_position
        when 0 then 96 - h2 + system.nbyo
        when 1 then 240 - h2
        when 2 then 384 - h2
        end
      self.x = 320 - self.width / 2
    else
      c = event > 0 ? $game_map.events[event] : $game_player
      mx, my = 636 - self.width, 476 - self.height
      fx = [[c.screen_x - self.width / 2, 4].max, mx].min
      sy = name_text ? system.nbyo + 4 : 4
      ch = [$scene.spriteset.character_sprites[event - 1].bitmap.height /
        4 + 4, 48].max
      fy = [[c.screen_y - (ch + self.height), sy].max, my].min
      self.x, self.y = fx, fy
    end
    if name_text
      @name_box = Window_NameBox.new(x, y - system.nbyo, name_text)
      @name_box.back.opacity = 0 if $game_system.message_frame == 1
    end
    if picture
      @picture = Sprite.new
      @picture.bitmap = RPG::Cache.load_bitmap(system.path, picture)
      @picture.x = self.x + self.width - @picture.bitmap.width
      @picture.y = self.y - @picture.bitmap.height
    end
    if gold_set
      @gold_window = Window_Gold.new
      @gold_window.x = 560 - @gold_window.width
      if $game_temp.in_battle
        @gold_window.y = 192
      else
        @gold_window.y = self.y >= 128 ? 32 : 384
      end
      @gold_window.opacity = self.opacity
      @gold_window.back_opacity = self.back_opacity
    end
  end
  #--------------------------------------------------------------------------
  # * Evaluate Text
  #--------------------------------------------------------------------------
  def eval_text(c, read = false)
    case c
    when "\000"
      c = '\\'
    when "\001"
      @text.sub!(/\[(.*?)\]/, '')
      return 0 if read
      h, c = $1, $1.to_i
      contents.font.color = h.slice!(/./) == '#' ? hex_color(h) : text_color(c)
      return
    when "\002"
      @text.sub!(/\[(.*?)\]/, '')
      return 24 if read
      y = @fit_size ? system.height * @y + (system.height - 24) / 2 : 32 * @y + 4
      contents.blt(@x + @start_x, y, RPG::Cache.icon($1.to_s), Rect.new(0, 0, 24, 24))
      @x += 24
      return unless @y >= $game_temp.choice_start
      @cursor_width[@y] += 24
      return
    when "\003"
      return 0 if read
      @stop = true
      return
    when "\004"
      return 0 if read
      @wait_count += 10
      return
    when "\005"
      @text.sub!(/\[([x\d]+)\]/, '')
      if $1.downcase == 'x'
        contents.font.size = Font.default_size
      else
        contents.font.size = [[$1.to_i, 6].max, system.height].min
      end
      return 0
    when "\006"
      contents.font.bold = (! contents.font.bold)
      return 0
    when "\007"
      contents.font.italic = (! contents.font.italic)
      return 0
    when "\010"
      @text.sub!(/\[(.*?)\]/, '')
      if $1.downcase == 'x'
        contents.font.name = system.font
      else
        contents.font.name = [$1.to_s, system.font]
      end
      return 0
    when "\011"
      @text.sub!(/\[(\d+)\]/, '')
      return 0 if read
      @autoclose = $1 ? $1.to_i : system.autoclose_frames
      return
    when "\n"
      @y += 1
      @x = 0
      @x = 8 if @y >= $game_temp.choice_start
      return
    end
    w = contents.text_size(c).width
    return w if read
    y = @fit_size ? system.height * @y : 32 * @y
    if system.outline
      color = contents.font.color.dup
      contents.font.color.set(0, 0, 0, 255)
      contents.draw_text(@x + @start_x + 1, y, w * 2, system.height, c)
      contents.draw_text(@x + @start_x, y + 1, w * 2, system.height, c)
      contents.draw_text(@x + @start_x - 1, y, w * 2, system.height, c)
      contents.draw_text(@x + @start_x, y - 1, w * 2, system.height, c)
      contents.font.color = color
      contents.draw_text(@x + @start_x, y, w * 2, system.height, c)
    elsif system.shadow
      color = contents.font.color.dup
      contents.font.color.set(0, 0, 0, 192)
      contents.draw_text(@x + @start_x + 2, y + 2, w * 2, system.height, c)
      contents.font.color = color
      contents.draw_text(@x + @start_x, y, w * 2, system.height, c)
    else
      contents.draw_text(@x + @start_x, y, w * 2, system.height, c)
    end
    @sound = (system.sound_enable && c != ' ')
    @x += w
    return if @y < $game_temp.choice_start || @y > 3
    @cursor_width[@y] += w
  end
  #--------------------------------------------------------------------------
  # * Finish
  #--------------------------------------------------------------------------
  def finish
    if temp.choice_max > 0
      @item_max, self.active, self.index = temp.choice_max, true, 0
    end
    if temp.num_input_variable_id > 0
      digits_max = temp.num_input_digits_max
      number = $game_variables[temp.num_input_variable_id]
      @input_number_window = Window_InputNumber.new(digits_max)
      input_number.number = number
      input_number.x = x + 8
      input_number.y = y + temp.num_input_start * (@fit_size ? system.height : 32)
    end
  end
  #--------------------------------------------------------------------------
  # * Database Icon
  #--------------------------------------------------------------------------
  def change_icon(option, index)
    s = case option.downcase
      when 'i'  then $data_items[index]
      when 'w' then $data_weapons[index]
      when 'a'  then $data_armors[index]
      when 's'  then $data_skills[index]
      end
    return sprintf("\002[%s]%s", s.icon_name, s.name) if s.name
  end
  #--------------------------------------------------------------------------
  # * Hexadecimal Color
  #--------------------------------------------------------------------------
  def hex_color(string)
    return normal_color if string.size != 6
    r = g = b = 0
    5.times do |i|
      s = string.slice!(/./m)
      v = hex_convert(s.downcase)
      case i
      when 0 then r += v * 16
      when 1 then r += v
      when 2 then g += v * 16
      when 3 then g += v
      when 4 then b += v * 16
      when 5 then b += v
      end
    end
    return Color.new(r, g, b)
  end
  #--------------------------------------------------------------------------
  def hex_convert(c)
    return c.to_i if c[/[0-9]/]
    case c
    when 'a' then 10
    when 'b' then 11
    when 'c' then 12
    when 'd' then 13
    when 'e' then 14
    when 'f' then 15
    end
  end
  #--------------------------------------------------------------------------
  # * Game Message
  #--------------------------------------------------------------------------
  def system() $game_system.message end
  #--------------------------------------------------------------------------
  # * Game Temp
  #--------------------------------------------------------------------------
  def temp() $game_temp end
  #--------------------------------------------------------------------------
  # * Input Number Window
  #--------------------------------------------------------------------------
  def input_number() @input_number_window end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    if @contents_showing
      super
      if @fade_in
        self.contents_opacity += 24
        if input_number
          input_number.contents_opacity += 24
        end
        @fade_in = contents_opacity != 255
        return
      end
      if @text
        if Input.trigger?(13)
          if @stop
            self.pause = @stop = false
            return
          end
          @skip = system.can_skip
        end
        return if @stop
        if @wait_count > 0 && ! @skip
          @wait_count -= 1
          return
        end
        loop do
          if (c = @text.slice!(/./m))
            eval_text(c)
            if @stop
              self.pause = system.pause
              return
            end
            if ! @skip && @sound
              Audio.se_play('Audio/SE/' + system.sound[0], system.sound[1])
              @sound = false
            end
            @wait_count += system.speed
          else
            @text = nil
            break
          end
          break if ! @skip
        end
        return if @text || @autoclose != -1
        finish
        return
      else
        if @autoclose > 0
          @autoclose -= 1
          return
        elsif @autoclose == 0
          terminate_message
          @autoclose = -1
          return
        end
      end
    end
    if input_number
      input_number.update
      if Input.trigger?(13)
        $game_system.se_play($data_system.decision_se)
        $game_variables[$game_temp.num_input_variable_id] = input_number.number
        $game_map.need_refresh = true
        input_number.dispose
        @input_number_window = nil
        terminate_message
      end
      return
    end
    if @contents_showing
      self.pause = ($game_temp.choice_max == 0) & system.pause
      if Input.trigger?(12)
        if $game_temp.choice_max > 0 && $game_temp.choice_cancel_type > 0
          $game_system.se_play($data_system.cancel_se)
          $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
          terminate_message
        end
      end
      if Input.trigger?(13)
        if $game_temp.choice_max > 0
          $game_system.se_play($data_system.decision_se)
          $game_temp.choice_proc.call(self.index)
        end
        terminate_message
      end
      return
    end
    if ! @fade_out && $game_temp.message_text
      @contents_showing = temp.message_window_showing = true
      @stop = false
      @autoclose = -1
      @skip = (! system.letter_by_letter)
      reset_window
      refresh
      @wait_count, self.visible = 0, true
      return
    end
    return if ! visible
    @fade_out = true
    self.opacity -= 48
    if self.opacity == 0
      self.visible = @fade_out = false
      $game_temp.message_window_showing = false
    end
  end
  #--------------------------------------------------------------------------
  # * Updates Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if index >= 0
      n = $game_temp.choice_start + @index
      y = (@fit_size ? system.height : 32) * n
      cursor_rect.set(4 + @start_x, y, @cursor_width.max + 8,
        @fit_size ? system.height : 32)
    else
      cursor_rect.empty
    end
  end
end

#==============================================================================
# ** Window_NameBox
#------------------------------------------------------------------------------
#  This window is used to display the box above the message.
#==============================================================================

class Window_NameBox < Sprite
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :back
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x, y, text)
    dumb = Bitmap.new(160, 42)
    dumb.font.name = system.font
    size = dumb.text_size(text).width
    dumb.dispose
    @back = Window_Base.new(x, y, size + 12, 32)
    skin = system.nb_skin ? system.nb_skin : $game_system.windowskin_name
    @back.windowskin = RPG::Cache.windowskin(skin)
    viewport = Viewport.new(x + 6, y + 5, size, 22)
    @back.z = viewport.z = 9999
    super(viewport)
    self.bitmap = Bitmap.new(size, 22)
    bitmap.font.name = system.font
    bitmap.draw_text(0, 0, size, 22, text)
  end
  #--------------------------------------------------------------------------
  # * Game Message
  #--------------------------------------------------------------------------
  def system() $game_system.message end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    @back.dispose
    @back = nil
    super
  end
end

#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
#  Adds a reader to the Event ID and Game Message
#==============================================================================

class Interpreter
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :event_id
  #--------------------------------------------------------------------------
  # * Game Message
  #--------------------------------------------------------------------------
  def message
    $game_system.message
  end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  Adds a reader to the Spriteset
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :spriteset
end
 

___

Sponsor

Briefly, you need to open up the demo in RMXP and copy all the custom scripts over to your game, below everything else but above "Main" - this should be everything below "Screen Debug" and until "Main".

There should be a more complete explanation of this somewhere here in the forum.
 
Open your game, go to Script Editor (right next to Sound Text, the musical note). On the left side, scroll down until you see Main. Right-click Main and press "Insert". Go to the blank script that's been created, and paste all of the code into the script.

This should be in a FAQ if not already...
 

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