[SCRIPT] [RM2K] CUSTOM TEXTBOX ENGINE V 3.0
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Hi folks!
I hope my English is okay. :D
Today I'd like to present my Custom Textbox Engine Script (CTBE).
This Script uses Banana Joe's Destiny Patch and only works on RPG Maker 2000.
What kind of Script is this?
Just like the thread's title tells, it's a custom message input and output system. Furthermore my script is highly customizable. Have a look at the screenshots. ;)
Features:
- bold type
- automatically adjusted message boxes
- up to four lines
- "show choice" feature
- different break tyes
- different text colors
- message sounds
Screenshots:

First screenshot of Version 2.5, second screenshot of Version 2.0.

A screenshot of my current main project.
Downloads:
All ingame texts are German.
Version 3.0 (Up-To-Date)
Version 2.5
Version 2.0
History:
Version 2.0 (Multimediaxis)
Version 2.0 (Quartier)
Version 1.0 (Quartier)
Have fun!
I hope my English is okay. :D
Today I'd like to present my Custom Textbox Engine Script (CTBE).
This Script uses Banana Joe's Destiny Patch and only works on RPG Maker 2000.
What kind of Script is this?
Just like the thread's title tells, it's a custom message input and output system. Furthermore my script is highly customizable. Have a look at the screenshots. ;)
Features:
- bold type
- automatically adjusted message boxes
- up to four lines
- "show choice" feature
- different break tyes
- different text colors
- message sounds
Screenshots:


First screenshot of Version 2.5, second screenshot of Version 2.0.

A screenshot of my current main project.
Downloads:
All ingame texts are German.
Version 3.0 (Up-To-Date)
Version 2.5
Version 2.0
History:
Version 2.0 (Multimediaxis)
Version 2.0 (Quartier)
Version 1.0 (Quartier)
Have fun!
I saw this on RPG-Atalier, it looks pretty promising.
However I'm using rm2k3 so I won't be able to use it.
Question however: How come you germans make so many neat patches for rm2k but not for rm2k3?
However I'm using rm2k3 so I won't be able to use it.
Question however: How come you germans make so many neat patches for rm2k but not for rm2k3?
author=Trujin
Question however: How come you germans make so many neat patches for rm2k but not for rm2k3?
Hm... I don't really know. Maybe in Germany rm2k is more popular than rm2k3. But I think a lot of patches work for both makers. For my share... I don't really like rm2k3. Perhaps its better than rm2k, but rm2k is a part of my youth. ;)
And of course I really love that DestinyPatch! :D :D
Haha, well I started with gamemaking back in 2002, the 50 pic limit drew me to rm2k3 quickly. Now it's 126 vs 9999 =p. Concidering the CMS I'm building that's a big plus. However, I just looked at your system and it's pretty neat, only downpart of it is that you used the first of everything. Which means it's going to be hard to apply to my project. Would be better if you used the 500+ variables and common events numbers 50 or something. Though Cherry's habbit of using variable numbers 3500 + is a bit too much XD.
Why do you need even 50 pictures? You can reuse the picture numbers, you know.
Basically, you pretty much only need multiple stuff if you've got a bunch of common events (custom menus and such), or multi-layer stuff. But when you change scenes you can always reference the new layers to those of that screen.
I could maybe see it for a freakishly complicated menu that had like zillions of options, plus fog, plus shadow. Or maybe if you were doing stuff by pixel.
Btw, can someone upgrade this code for 2k3? I'd like bold and auto-adjust.
Basically, you pretty much only need multiple stuff if you've got a bunch of common events (custom menus and such), or multi-layer stuff. But when you change scenes you can always reference the new layers to those of that screen.
I could maybe see it for a freakishly complicated menu that had like zillions of options, plus fog, plus shadow. Or maybe if you were doing stuff by pixel.
Btw, can someone upgrade this code for 2k3? I'd like bold and auto-adjust.
author=bulmabriefs144
I could maybe see it for a freakishly complicated menu that had like zillions of options, plus fog, plus shadow. Or maybe if you were doing stuff by pixel.
author=Trujin
Concidering the CMS I'm building that's a big plus.
'nough said: About a avarage of 130 pictures:

Whoa, that's intense. I think I have only 15 slots for pictures, even though I have loads and loads of pictures. But then, it works for me, as it's a 2D game with cinema shots.
1 Generic Picture
2 Free Text
3 Text Box
(2 works for stuff like I have the equivalent of DynText, just by typing words out and saving as a picture. I found I didn't need the plugin. 3 is a text box, and I managed to loop this with a text box with an arrow, creating a flashing arrow. All of this is normal, only unlike DynText, because it's done by picture, it can display foreign text)
4 World Map (I figured it's best to have this not be interrupting other pictures)
5 Light (This and 10 were two separate effects, because I wanted to be able to have something shine in the dark or in fog)
6/7/8/9 Semi-Common Pictures (stuff I wanted to not get interrupted by other pictures)
10 Overlay (Fog, dark rooms, lantern effect, and underwater. I used to have the lantern and dark room as a separate effect, but then I ran across a room that had the lantern effect in an underwater room)
(Nothing in 11-14 to my knowledge)
15 Mouse
1 Generic Picture
2 Free Text
3 Text Box
(2 works for stuff like I have the equivalent of DynText, just by typing words out and saving as a picture. I found I didn't need the plugin. 3 is a text box, and I managed to loop this with a text box with an arrow, creating a flashing arrow. All of this is normal, only unlike DynText, because it's done by picture, it can display foreign text)
4 World Map (I figured it's best to have this not be interrupting other pictures)
5 Light (This and 10 were two separate effects, because I wanted to be able to have something shine in the dark or in fog)
6/7/8/9 Semi-Common Pictures (stuff I wanted to not get interrupted by other pictures)
10 Overlay (Fog, dark rooms, lantern effect, and underwater. I used to have the lantern and dark room as a separate effect, but then I ran across a room that had the lantern effect in an underwater room)
(Nothing in 11-14 to my knowledge)
15 Mouse
author=Trujin
Haha, well I started with gamemaking back in 2002, the 50 pic limit drew me to rm2k3 quickly. Now it's 126 vs 9999 =p. Concidering the CMS I'm building that's a big plus. However, I just looked at your system and it's pretty neat, only downpart of it is that you used the first of everything. Which means it's going to be hard to apply to my project. Would be better if you used the 500+ variables and common events numbers 50 or something. Though Cherry's habbit of using variable numbers 3500 + is a bit too much XD.
It's not 126 vs 9999 anymore, it's 9999 vs 9999 since Hyper Patcher 2 now handles 9999 for 2k and 2k3.
Also, yes 2k is more popular and 2k v1.07 was the first version I actually analyzed so many of my data is only referencing 2k v1.07. But many patches are available for 2k and 2k3. DynRPG is only 2k3, though (because I saw that on an international level, 2k3 is more popular).
The 3350 habit was a decision after analyzing the variable usage in different projects. Of course, most projects use variables starting with #1. Also, many have set the amount of variables to the (normal) maximum, which is 5000, and use variables at the end (towards 5000) for some special purposes (e.g. 1,2,3,... is used for stuff following the storyline, 5000,4999,4998,... is used for technical stuff like menu, battle, etc.). Also, many games start "blocks" of variables (used for a specific purpose - battle system, for instance), with a "round" number (plus one), e.g. 1001, 2001, 2501, etc. So 3350, 3351, etc. was quite high, but not near a round number and not at the very end (5000) and looked like it would cause the least conflicts.
Man Trujin, I remember seeing that screenshot back in 2004ish I think?
It still looks impressive as hell.
The large pic count is usually due to displaying digits instead of whole numbers. (so something like 9999/9999 HP could take at least 9 pictures).
I don't use 2k anymore but the plugin looks great. It reminds me of the one I hacked together for Heroes of Umbra.
It still looks impressive as hell.
The large pic count is usually due to displaying digits instead of whole numbers. (so something like 9999/9999 HP could take at least 9 pictures).
I don't use 2k anymore but the plugin looks great. It reminds me of the one I hacked together for Heroes of Umbra.
Haha Cherry, it wasn't an "attack" on your methods, I was just wondering and you just explained it perfectly =).
DHM, you are totally right about the 2004'ish oldness of the screenshot. However, while the basic layout of the menu is still the same, a lot has changed in the past month. The first version was map based since that way I didn't have to use to many pictures. After that I made a version with pictures (after finding out about the picpointerpatch) and made the basic code for those selectable menu's. Last month I started to work with rpgmaker again (after a 4 year pauze) and changed the menu's event"scripting" to made it universal to be used in any menu I would like to display.
And you are totally right about that digit display, every digit is indeed one picture.
Nice game video you posted btw =).
DHM, you are totally right about the 2004'ish oldness of the screenshot. However, while the basic layout of the menu is still the same, a lot has changed in the past month. The first version was map based since that way I didn't have to use to many pictures. After that I made a version with pictures (after finding out about the picpointerpatch) and made the basic code for those selectable menu's. Last month I started to work with rpgmaker again (after a 4 year pauze) and changed the menu's event"scripting" to made it universal to be used in any menu I would like to display.
And you are totally right about that digit display, every digit is indeed one picture.
Nice game video you posted btw =).
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