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  RPG-Maker VX => VX Skripte [Fertiger Code] => Thema gestartet von: woratana am Januar 23, 2008, 07:14:02

Titel: [VX] Neo-Face System 2.0
Beitrag von: woratana am Januar 23, 2008, 07:14:02
Hi everyone, I know this is not English board. But I found this website and just want to share my script.

It will be good if anyone can help me translate this, and I hope my English is not really hard to read. (I'm not native speaker by the way)

Version 1.0 of this script posted on Rpgrevolution.com Jan 20 2008, 11:26 AM
http://www.rpgrevolution.com/forums/index.php?showtopic=8131 (http://www.rpgrevolution.com/forums/index.php?showtopic=8131)

Version 2.0 posted on Jan 22 2008, 04:39 PM
and the one I posted here is version 2.0

Enjoy  :lol:

Neo-Face System
Version 2.0
by Woratana
Release Date: 22/01/2008
(http://i83.photobucket.com/albums/j295/woratana/faced.png)

Here is the second place I post this script,
I've posted this script in:
http://www.rpgrevolution.com/forums/index.php?showtopic=8131 (http://www.rpgrevolution.com/forums/index.php?showtopic=8131)
http://www.rpgmakervx.net/index.php?showtopic=364 (http://www.rpgmakervx.net/index.php?showtopic=364)

Introduction
Yesterday I read this thread: Your RPG Maker VX Maps (http://www.rpgrevolution.com/forums/index.php?showtopic=7968) and found Rabu (http://www.rpgrevolution.com/forums/index.php?showuser=6528)'s show face style
(http://www.rabugroup.homepage.t-online.de/Facepictures1.png)
I heard that he used show picture for this, and he posted the face graphic that cut already.

So I script one to make it easier~^^

Features
Version 2.0
- No limitation in face size, use 1 face per file
Example:
Face size 192*192 pixel
http://i83.photobucket.com/albums/j295/woratana/facess1.jpg (http://i83.photobucket.com/albums/j295/woratana/facess1.jpg)
Face size 255*255
http://i83.photobucket.com/albums/j295/woratana/facess2.jpg (http://i83.photobucket.com/albums/j295/woratana/facess2.jpg)

- Show face in left side, right side, or switch back to normal RMVX face system.

- Fix bug when use "Show Choice" command.
Before and After:
Version 1.0
http://i83.photobucket.com/albums/j295/woratana/faced1.png (http://i83.photobucket.com/albums/j295/woratana/faced1.png)
Version 2.0
http://i83.photobucket.com/albums/j295/woratana/faced2.png (http://i83.photobucket.com/albums/j295/woratana/faced2.png)

Version 1.0
- Face size: 192*192 pixel, use 1 face per file
- Show face in left side or right side.
- Turn on/off face's Fade In effect, and change speed of Fade In effect.

Script
Place it above main
#==============================================================================
# NeoFace System v.2.0 [RMVX Script]
#------------------------------------------------------------------------------
# by Woratana [woratana@hotmail.com]
# Thaiware RPG Maker Community
# Special Thanks: Rabu
#------------------------------------------------------------------------------
# Released on: 22/01/2008
# - Put face graphics in folder "face" of your project.

# [New Features in Version 2.0]
# - Auto arrange face position (You can use any size of face file)

# - Call Script "$game_message.side = (number)" to switch show face mode.
# $game_message.side = 0 << switch to normal face system (default face system of RMVX)
# $game_message.side = 1 << switch to NeoFace system (show face in left side)
# $game_message.side = 2 << switch to NeoFace system (show face in right side)
# Default system when you first setup this script is 1
# THESE NUMBERS & RESULTS ARE DIFFERENT FROM VERSION 1.0 #

# Fixed bug in Show Choice command.
#==============================================================================

#==============================================================================
# Window_Base
#------------------------------------------------------------------------------
#==============================================================================
class Window_Base
  
def draw_face2(face_name, x, y)
    @face.z = 201
    @face.bitmap = Cache.face(face_name)
  if $game_message.side == 1
    @face.mirror = false
    @face.x = x + 6
  else
    @face.mirror = true
    @face.x = x + (538 - @face.width)
  end
    @face.y = y - (@face.width - 123)
    @face.opacity = 0 # Change 0 to 255 to turn off face's fade in effect.
  end
end

#==============================================================================
# Window_Message
#------------------------------------------------------------------------------
#==============================================================================
class Window_Message

    alias msg_ini initialize
    def initialize
      msg_ini
      @face = Sprite.new
      $game_message.side = 1 # Default face's side when game start~ (default: 1)
      @default_conx = 0
      # Move text left (-) or right (+) when there's face in right side or no face (default: 0)
    end
    
    def new_page
    contents.clear
    if @face.bitmap != nil
    @face.bitmap.dispose
    end
    if $game_message.face_name.empty?
    @contents_x = @default_conx
    else
      name = $game_message.face_name
      index = $game_message.face_index
    if $game_message.side == 0 ##
      draw_face(name, index, 0, 0)
    else
      draw_face2(name, self.x, self.y)
    end
      get_x_face
      @contents_x = @fx
    end
    @contents_y = 0
    @line_count = 0
    @show_fast = false
    @line_show_fast = false
    @pause_skip = false
    contents.font.color = text_color(0)
  end

  def new_line
    if $game_message.face_name.empty?
      @contents_x = @default_conx
    else
      get_x_face
      @contents_x = @fx
  end
    @contents_y += WLH
    @line_count += 1
    @line_show_fast = false
  end
  
  def update
    super
    update_gold_window
    update_number_input_window
    update_back_sprite
    update_show_fast
    if @face.bitmap != nil and @face.opacity < 255
      @face.opacity += 20 # Speed up face's fade in by increase this number
    end
    unless @opening or @closing
      if @wait_count > 0
        @wait_count -= 1
      elsif self.pause
        input_pause
      elsif self.active
        input_choice
      elsif @number_input_window.visible
        input_number
      elsif @text != nil
        update_message
      elsif continue?
        start_message
        open
        $game_message.visible = true
      else
        close
        if @face.bitmap != nil
         @face.bitmap.dispose
        end
        $game_message.visible = @closing
      end
    end
  end
  
    def start_number_input
    digits_max = $game_message.num_input_digits_max
    number = $game_variables[$game_message.num_input_variable_id]
    @number_input_window.digits_max = digits_max
    @number_input_window.number = number
    if $game_message.face_name.empty?
      @number_input_window.x = x - 23
    else
      case $game_message.side ##
      when 0
        @number_input_window.x = (x + 112) - 23
      when 1
        @number_input_window.x = (x + @face.width) - 23
      when 2
        @number_input_window.x = x - 23
      end
    end
    @number_input_window.y = y + @contents_y
    @number_input_window.active = true
    @number_input_window.visible = true
    @number_input_window.update
  end
  
  def update_cursor
    if @index >= 0
      if $game_message.face_name.empty?
      x =  @default_conx
    else
      get_x_face
      x = @fx
      end
      y = ($game_message.choice_start + @index) * WLH
      if $game_message.face_name.empty?
        facesize = x
      else
        facesize = @face.width
      end
      self.cursor_rect.set(x, y, contents.width - facesize, WLH)
    else
      self.cursor_rect.empty
    end
  end
  
  def get_x_face
    case $game_message.side
    when 0
      @fx = 112
    when 1
      @fx = @face.width
    when 2
      @fx = @default_conx
    else
      @fx = @default_conx
    end
  end

    
  
end # Class

#==============================================================================
# Game_Message: + store side variable
#------------------------------------------------------------------------------
#==============================================================================
class Game_Message
  attr_accessor :side
end

#==============================================================================
# END NeoFace System
# by Woratana (woratana@hotmail)
#==============================================================================

Download
- Face graphic cut in 192*192 pixel by Rabu
Download Faces Pack Here! (http://www.mediafire.com/?6gijxywmdz4)

example:

(http://i83.photobucket.com/albums/j295/woratana/People1-1a.png)

Instruction Version 2.0
1) First, import the face graphic (any size) to folder "Face" in your game folder.
(http://i83.photobucket.com/albums/j295/woratana/nface1.png)
2) When you're choosing face graphic in event command "Show Message", you will see that it divided in 8 parts.
Don't worry about it, choose any part you want. All parts will show face same result in this script.
(http://i83.photobucket.com/albums/j295/woratana/nface2.png)
3) Type the message you want, and "Show Message" window should look like this:
(http://i83.photobucket.com/albums/j295/woratana/nface3.png)
4) Test the game, and you will see the result!
(http://i83.photobucket.com/albums/j295/woratana/nface4.png)
=================================

Change Face's Side & Switch to Normal VX Face System
You can show face in left or right side, or switch back to normal VX face system.

To change face's side, use event command "Call Script" and type this:
$game_message.side = (0 or 1 or 2)0 << switch to normal face system (default face system of RMVX)
1 << switch to NeoFace system (show face in left side)
2 << switch to NeoFace system (show face in right side)
^ 1 is DEFAULT MODE when you first place this script
(If you don't use this script before show message, face will show in the last side that you set)

Example:
$game_message.side = 0 Normal RMVX Face System
http://i83.photobucket.com/albums/j295/woratana/facess8.jpg (http://i83.photobucket.com/albums/j295/woratana/facess8.jpg) << In Editor
(http://i83.photobucket.com/albums/j295/woratana/facess7.jpg)

$game_message.side = 1 NeoFace system in Left side
http://i83.photobucket.com/albums/j295/woratana/facess4.jpg (http://i83.photobucket.com/albums/j295/woratana/facess4.jpg) << In Editor
(http://i83.photobucket.com/albums/j295/woratana/facess3.jpg)

$game_message.side = 2 NeoFace system in Right side
http://i83.photobucket.com/albums/j295/woratana/facess6.jpg (http://i83.photobucket.com/albums/j295/woratana/facess6.jpg) << In Editor
(http://i83.photobucket.com/albums/j295/woratana/facess5.jpg)
=================================

Author's Notes
Free for use in your non-commercial work if credit included. If your project is commercial, please contact me.

Please do not redistribute this script without permission. If you want to post it on any forum, please link to this topic.

Special Thanks
- Rabu (for cutout face graphics)
- ccoa's script thread, for outline of the script thread.

=====================================
For any comment, it will be good if you can type in English.

But if not, I will try translate it by Language tool~^^

Thank you
Titel: [VX] Neo-Face System 2.0
Beitrag von: Baur am Januar 23, 2008, 10:43:31
Oh woratana hier zu Gast. Wir kriegen internationalen Zuwachs.

Obwohl Version 2 jetzt optimierter ist, benutz ich doch lieber Yatzu's Facescript, wegen der geilen Namens-Boxen.

Jedenfalls schön, dass schon einige Leute für VX scripten.
Titel: [VX] Neo-Face System 2.0
Beitrag von: Goldenboss am Januar 23, 2008, 12:31:16
Hi,

i really like your Script.
It's nice. ;)

Greetings Markus
Titel: [VX] Neo-Face System 2.0
Beitrag von: Baur am Januar 23, 2008, 13:10:03
Find ich jetzt etwas undankbar Yatzu gegenüber. Der reisst sich den Arsch auf...aber was reg ich mich auf.
BTW, so "much easier" ist's jetzt auch nicht.

PS: Mag diese Abzocker-Mentalität nicht sonderlich und werde das in Zukunft wohl berücksichtigen, wenn's um eigene Ressourcen geht.
Titel: [VX] Neo-Face System 2.0
Beitrag von: Talyana Meriweather Rahl am Januar 23, 2008, 13:25:36
Ich mag beide Scripte muss ich sagen, ich respektiere auch jeden weil ich kann das ja nicht.
Irgendwie bin ich wohl für sachen die aus den PHP gehen zu dumm *g* obwohl ich nichtmal soooo gut PHP kann xD.

Das Face Script sieht echt toll aus und Baur (Rabu) hat schon recht die Namensboxen bei Yatzu-san sind auch genial *grins*.

Mal sehen welches ich nehme noch kann ich mich nicht entscheiden xD
Titel: [VX] Neo-Face System 2.0
Beitrag von: Baur am Januar 23, 2008, 14:36:03
Hi woratana, now that you're staying right here immediately, let me welcome you.

Your Script is well done, but we have one done by a member of this forum, that includes name-box. Some people would like your script to be enhanced with this feature. Because your's seems to be more simple in usage.
Titel: [VX] Neo-Face System 2.0
Beitrag von: woratana am Januar 23, 2008, 14:48:44
Hi Everyone~
Thanks for some posts that are in English. (I used Google Language Tools to help me translate though, so you guys don't have to post in English anymore <= (but sometimes Language tool is not work) ~^^)

@Rabu
Get it,
I will work on the name box, but I can't promise~^^
I want to find some solutions that works well too, because I don't like the user to call script a lot.

Anyone suggestion about this could help me~^^

Thanks

Woratana
Titel: [VX] Neo-Face System 2.0
Beitrag von: Yatzumo am Januar 23, 2008, 16:06:50
Hi woratana and welcome!

If you want to include a Namebox, try to get something out of my own Face-Script:
Click me! (http://forum.rpgvx.net/index.php?showtopic=193)

The Code to create the namebox:
    if heroname == 0

    else
      @aname = Window.new
      @aname.windowskin = Cache.system("Window")
      @aname.back_opacity = 180
      @aname.openness = 255
      @aname.z = 202  
      #-----------------------------------------------------------------------
      # ? Namen färben: 0-7
      #-----------------------------------------------------------------------
      if afcolor == 0 # Weiß
        fontcolor = Color.new(255, 255, 255, 255)
      elsif afcolor == 1 # Blau
        fontcolor = Color.new(128, 128, 255, 255)
      elsif afcolor == 2 # Rot
        fontcolor = Color.new(255, 128, 128, 255)
      elsif afcolor == 3 # Grün
        fontcolor = Color.new(128, 255, 128, 255)
      elsif afcolor == 4 # Hellblau
        fontcolor = Color.new(128, 255, 255, 255)
      elsif afcolor == 5 # Lila
        fontcolor = Color.new(255, 128, 255, 255)
      elsif afcolor == 6 # Gelb
        fontcolor = Color.new(255, 255, 128, 255)
      elsif afcolor == 7 # Grau
        fontcolor = Color.new(192, 192, 192, 255)
      elsif afcolor == 8 # Braun
        fontcolor = Color.new(231, 197, 142, 255)
      end
      @anametext = Sprite.new
      @anametext.z = 203
      
      case heroname
        when 1..20
          actor = $data_actors[heroname]
          @actor_id = heroname
          @name = actor.name
          @aname.width = (@name.size * 10) + 40
          @aname.height = 34
          
          if position == 0
            @aname.x = 544 - @aname.width - 15
            @aname.y = 268
            @anametext.x = 544 - @aname.width - 15
            @anametext.y = 268
          elsif position == 1
            @aname.x = 10
            @aname.y = 268
            @anametext.x = 10
            @anametext.y = 268
          end
          
          @anametext.bitmap = Bitmap.new((@name.size * 10) + 40, 32)
          @anametext.bitmap.font.color = fontcolor
          @anametext.bitmap.font.size = 20
          nametexthoehe = @anametext.bitmap.font.size
          nametextrect = Rect.new(0, 7, @anametext.bitmap.width, nametexthoehe)
          @anametext.bitmap.draw_text(nametextrect, @name, 1)
        else
          @aname.width = (heroname.size * 10) + 40
          @aname.height = 34
          
          if position == 0
            @aname.x = 544 - @aname.width - 15
            @aname.y = 268
            @anametext.x = 544 - @aname.width - 15
            @anametext.y = 268
          elsif position == 1
            @aname.x = 10
            @aname.y = 268
            @anametext.x = 10
            @anametext.y = 268
          end
          
          @anametext.bitmap = Bitmap.new((heroname.size * 10) + 40, 32)
          @anametext.bitmap.font.color = fontcolor
          @anametext.bitmap.font.size = 20
          nametexthoehe = @anametext.bitmap.font.size
          nametextrect = Rect.new(0, 7, @anametext.bitmap.width, nametexthoehe)
          @anametext.bitmap.draw_text(nametextrect, heroname, 1)
      end
    end

But it need a parameter from a call script.
BUT you can look at the window_message script to get the code for "\N

By the way: Sorry for my bad english.. I try the best. :)

@Rabu
Danke, dass du mich so schön verteidigst.. ^^
Zitat
PS: Mag diese Abzocker-Mentalität nicht sonderlich und werde das in Zukunft wohl berücksichtigen, wenn's um eigene Ressourcen geht.

Ganz deiner Meinung, schließe mich dem an.

MFG Yatzumo
Titel: [VX] Neo-Face System 2.0
Beitrag von: Baur am Januar 23, 2008, 16:22:11
Vor allem sollte man bedenken, dass wenn jetzt wortana die Name-Box-Funktion einbaut, dem Script auch ein Stück an Einfachheit verloren geht, weil man ja letzlich gezwungen ist, im Call Script-Aufruf ein Namen zu übergeben.

Noch können Computer nicht Gedanken lesen, auch wenn's manche User gern so hätten.

PS: Hi, Dainreth, willkommen.
Titel: [VX] Neo-Face System 2.0
Beitrag von: Dainreth am Januar 23, 2008, 16:25:37
Ach wie schön, bekannte Gesichter, Rabu und wortana. (Danke für die Empfehlung, Rabu)

@wortana
As I said on rmvx.net, I like your script..it's helpful, especially with update to version 2.0

@Yatzumo
Dein Skript kenne ich noch nicht, werde es gleich ausprobieren, bevor ich darüber urteile. Aber es scheint bei den anderen ja schon gut angekommen zu sein, bin gespannt.

@Rabu
Hab das jetzt nicht so mitbekommen, aber ich finde, ihr habt da Recht, Einfachheit ist lange nicht besser, dennoch wird es häufiger genutzt. Ist eben diese Bequemlichkeit.
Titel: [VX] Neo-Face System 2.0
Beitrag von: Yatzumo am Januar 23, 2008, 16:30:57
Es könnte einfacher werden, ich könnte mein Script genau so für den User einfacher machen. Allerdings würde das einen _VIEL_ längeren Code voraussetzen. Ich könnte das machen, ja, allerdings wäre es Zeitverschwendung.

Aber hey, was solls. Man kann niemanden übel nehmen, dass Einfachheit einfach lieber gesehen ist.
Ich verwende weiterhin meins, weil ich dadrin rumschreiben kann, wie ich will. :)Wenn mir was nicht dran passt => änder ich was. Wenn mir was fehlt => füg ichs hinzu.

@woratana
You script is really nice, but i like it to use 8 faces in one file. :)

MFG Yatzumo
Titel: [VX] Neo-Face System 2.0
Beitrag von: Dainreth am Januar 23, 2008, 16:34:31
Genau das ist sehr verständlich, insbesondere möchte man es ja auch für sich nutzen und ich finde, dass es schon ein netter Zug ist, überhaupt etwas zu veröffentlichen (vor allem nach diesen ganzen Vorfällen von wegen Credits usw. z.B. mit Tana, wers mitbekommen hat). Deshalb mag ich diese Verteufelungen überhaupt nicht, von wegen besser und schlechter, jeder soll das nehmen, was ihm besser gefällt und fertig ist die Sache.

@Rabu
Danke fürs Willkommen heißen.
Titel: [VX] Neo-Face System 2.0
Beitrag von: Baur am Januar 23, 2008, 16:35:38
Ist ja auch so, dass wenn du die Call Script-Aufrufe einmal hast, du das Zeug einfach nur kopierst und wieder irgendwo einfügst und anpasst. Ist ja jetzt wirklich nicht deeer grosse Aufwand.

Aber, BtT.
Titel: [VX] Neo-Face System 2.0
Beitrag von: Yatzumo am Januar 23, 2008, 16:55:05
Zitat
Aber, BtT.
Richtig. ^^
Kritik und Vorschläge für das Script sollten hier gepostet werden, keine Diskussion welches Script letztendlich besser ist.

Nochmal zum Abschluss:
Brauch btw keiner denken "Oh, ich nutze jetzt mal lieber Yatzus Script, weil er es ja exta für uns gemacht hat!" Ich fühl mich nicht ans Bein gepisst, weil irgendjemand lieber ein anderes Script verwendet. Bin glücklich darüber, dass es - so gut wie - fertig ist. xD

MFG Yatzumo
Titel: [VX] Neo-Face System 2.0
Beitrag von: woratana am Januar 24, 2008, 00:58:36
Sorry that I can answer just English post  :P

@Yatzumo
Thanks for share you script~^^
I just wonder why you use .bitmap instead of .contents as usual.

I'm so happy that window in RGSS and RGSS2 is not a lot different. It should be easier than I think to make one.  :lol:

The reason why I don't use 8 faces per file because I want to save the game's space and reduce work before import the file. If you import the 8 faces per file and you didn't use all the faces, it will waste your game's space. And if you want to make it more efficient, you have to paste just the faces you want in game on template. (which is slower than 1 face per file)

So this script will be good if you don't expect to use all the RTP faces and don't want to waste your game's size (and time to paste faces on template).~^^
Titel: [VX] Neo-Face System 2.0
Beitrag von: Yatzumo am Januar 24, 2008, 01:28:22
I used .bitmap, because I wanted to create a smaller window. If you use .content your window will be bigger. ^^ That's the reason why I do this.

Yes, you're right. IF I want to use the RTP-Faces, my game-space is very large, if I don't use all of them. But I don't use alle the RTP-Faces. I make some other for myself. Look at my avatara und you'll see. :P
Erverytime I want to use a new face, I put it into the latest file. Do you understand me? xD I think my english is very very bad..

Cya, Yatzumo
Titel: [VX] Neo-Face System 2.0
Beitrag von: woratana am Januar 24, 2008, 02:12:45
Zitat von: Yatzumo
I used .bitmap, because I wanted to create a smaller window. If you use .content your window will be bigger. ^^ That's the reason why I do this.
Thanks!  :lol:I never know that before.

Yes, you're right. IF I want to use the RTP-Faces, my game-space is very large, if I don't use all of them. But I don't use alle the RTP-Faces. I make some other for myself. Look at my avatara und you'll see. :P
Erverytime I want to use a new face, I put it into the latest file. Do you understand me? xD I think my english is very very bad..
I see.  :lol:
Well, I means by if you use 8 faces per file, you will need to paste the faces you want in photoshop or graphic program before import in RMVX. But for 1 face per file you can just cut it from big picture and save it in your face folder right away~^^

However, it's depend on who like what kind better~^^

p.s. I'm not good at English too  wacko.gif\" style=\"vertical-align:middle\" emoid=\":wacko:\" border=\"0\" alt=\"wacko.gif\" /]
Titel: [VX] Neo-Face System 2.0
Beitrag von: Shin Alcatraz am Februar 03, 2008, 19:31:48
HalliHallo^^ Also ich hab da mal en kleines Problem mit dem Script^-^ Hab alles wies beschrieben is eingefügt^^ naja jetz is das Problem das nur der Ausschnitt den ich angewählt habe angezeigt wird und der rest nich...hab jetz mal das eine skript command: ($game_message.side = (0 or 1 or 2))
eingefügt^^ (natürlich hab ich da die 1 eingesetzt xD) aba naja klappen tut es net >< Brauche dringend hilfe Q_Q

Liebe grüße
~~Shin~~

EDIT: Ok sry wir hams schon geschafft xD haben mal wieder net aufgepasst sorrü Q_Q

EDIT 2: Oh yes sry^^ I forgot to write English^^
Yes Dainreth is right the problem is already solved^^
My girlfriend and I were a little bit silly^^
Titel: [VX] Neo-Face System 2.0
Beitrag von: woratana am Februar 03, 2008, 21:30:47
@Shin
I don't understand German, but it seems you have solve problem already. (I don't sure)

If you have a question, please type in English. I will be better to answer :)

Thank you
Titel: [VX] Neo-Face System 2.0
Beitrag von: Dainreth am Februar 04, 2008, 13:15:58
@woratana
It seems that he find a solution as he writed by editing the post, so there is no problem anymore :)
Titel: [VX] Neo-Face System 2.0
Beitrag von: woratana am Februar 19, 2008, 07:55:18
NeoFace version 3 is coming!

New Features

- Allow 8 faces per file for NeoFace system~ (You can still use 1 face per file)

- New mode! $game_message.side = -1 Show Normal Face system in right side!
(http://woratana.fileave.com/neoface3.jpg)

- New Effect! Move Face horizontally from outside to inside the screen!!

- More New Features that you can easily config!!
Zitat
MOVE_TEXT = true # (true/false)
  # Move text to right side of face, when showing NeoFace in left side.
 
  FACE_X_PLUS = 0 # Move Face Horizontally
  FACE_Y_PLUS = 0 # Move Face Vertically

^ 3 FEATURES ABOVE WILL ALLOW YOU TO SHOW FACE ABOVE MESSAGE BOX!!
([url]http://woratana.fileave.com/neoface31.jpg[/url])

  TEXT_X_PLUS = 0 # Move Text Horizontally
  CHOICE_INPUT_X_PLUS = 10 # Move Choices Text and Input Number Text Horizontally
 
  EightFaces_File = false
  # for NeoFace System: use 8 Faces per file / 1 Face per file (true/false)
 
  DEFAULT_SIDE = 0 # Default Face's Side when game start~

  FADE_EFFECT = true # Turn on/off fade effect (true/false)
  FADE_SPEED = 20 # Speed up face's fade effect by increase this number
 
  MOVE_EFFECT = true # Turn on/off "move in" effect (true/false)
  MOVE_SPEED = 10 # Speed up face's "move in" effect by increase this number

NEW EFFECT! MOVE FACE FROM OUTSIDE TO INSIDE THE SCREEN!!

I'm planning to add NMS features in there, and maybe Name Box. What do you think about it?

Please let me know if you have any idea or suggestion about NeoFace 3 :lol:
Titel: [VX] Neo-Face System 2.0
Beitrag von: Neno am Februar 19, 2008, 21:41:23
I am waiting
cool about name box. you should to put :)
Titel: [VX] Neo-Face System 2.0
Beitrag von: woratana am Februar 20, 2008, 06:59:40
Script is nearly finish :)

Neo Face Advance + Name Box
Zitat
- Neo Face script is now more support with normal face system in RMVX

- Name box,
([url]http://woratana.fileave.com/533683-namebox.jpg[/url])

- Name box move to right side when showing face in right side!
([url]http://woratana.fileave.com/865811-namebox2.jpg[/url])

- Setup part is pretty long because it has more free to edit script, and you can just skip the part you don't want to edit :)
  #---------------------------------
  # [START] SETUP SCRIPT PART
  #-------------------------------
  
  #------------------------------------------------
  # ** NEO-FACE / NORMAL FACE SYSTEM SETUP
  #----------------------------------------------
  DEFAULT_SIDE = 0 # Default Face's Side when game start~
  
  FACE_X_PLUS = 0 # Move Face Horizontally (Left: -, Right: +)
  FACE_Y_PLUS = 0 # Move Face Vertically (Up: -, Down: +)
  TEXT_X_PLUS = 0 # Move Text Horizontally
  CHOICE_INPUT_X_PLUS = 10
  # Move Choices Text and Input Number Text Horizontally
  
  #-------------------------------
  # ** NEO FACE SYSTEM
  #----------------------------
  MOVE_TEXT = true # (true/false)
  # Move text to right side of face, when showing NeoFace in left side.
  
  EightFaces_File = false
  # For NeoFace System: Use 8 Faces per file (or) 1 Face per file (true/false)
  
  #-------------------------------------
  # **SHOW FACE EFFECT
  # * For both Face Systems *
  #----------------------------------
  FADE_EFFECT = true # Turn on/off fade effect (true/false)
  FADE_SPEED = 20 # Speed up face's fade effect by increase this number
  
  MOVE_EFFECT = true # Turn on/off "move in" effect (true/false)
  MOVE_SPEED = 10 # Speed up face's "move in" effect by increase this number
  
  #------------------------------------
  # ** NAME BOX / NAME TEXT SETUP
  #----------------------------------
  NAMEBOX_SKIN = "Window" # Windowskin of Name Box (In folder 'Graphics/System')
  NAMEBOX_OPACITY = 200
  NAMEBOX_X_PLUS = 160#8 # Move Name Box & Text Horizontally
  NAMEBOX_Y_PLUS = 0 # Move Name Box & Text Vertically
  
  NAMEBOX_TEXT_LENGTH_PER_LETTER = 10 # Length of Text Per Letter (in pixel)
  NAMEBOX_TEXT_FONT = "UmePlus Gothic" # Name Text Font's Name
  NAMEBOX_TEXT_SIZE = 22 # Name Text Font's Size
  NAMEBOX_TEXT_HEIGHT_PLUS = 2 # Increase Name Text Height (For Big Size Text)

  NAMEBOX_TEXT_BOLD = false # Make Text in Name Box Bold
  NAMEBOX_TEXT_DEFAULT_COLOR = [255,255,255] # [Red,Green,Blue]: Name Text Color (RGB)
  # You can easily find color code for RGB (RedGreenBlue) color in Google :)
  # You are allow to change color in game by call script:
  # $game_message.color = [Red,Green,Blue]
  
  NAMEBOX_TEXT_AFTER_NAME = ":" # Add Text after Name, leave "" to disable.
  
  NAMEBOX_BOX_WIDTH_PLUS = 6 # Increase Name Box Width
  NAMEBOX_BOX_HEIGHT_PLUS = 7 # Increase Name Box Height
  
  MOVE_NAMEBOX = true
  # (true/false) Move Text Box to Right Side if showing Face in Right side.
  
  #---------------------------------
  # [END] SETUP SCRIPT PART
  #-------------------------------

I have a question here, what keyword you guys like to use to call name box, because \n[name] has used to call hero's name in original RGSS.

I'm using \b[name], b is from "box" :P, please let me know if you have any idea about this.

Ask me if there's anything in SETUP SCRIPT PART (script above) that you don't understand, so I can change its comment~

Thanks for your support!
Titel: [VX] Neo-Face System 2.0
Beitrag von: ERZENGEL am Februar 20, 2008, 13:15:05
Hey that looks good :)I like the feature with the face on the right side because many faces look to left side and the NameBox looks good too. It will be the 2nd best script for vx at the moment!

EDIT: I think \b[n] is good but if you would create something which needs b you better use \name[n]. But if not use \b[n] because it's shorter :)
Titel: [VX] Neo-Face System 2.0
Beitrag von: Dainreth am Februar 20, 2008, 15:43:16
Nice new features, makes NFS more interesting..I take a look at the new version now :)
Titel: [VX] Neo-Face System 2.0
Beitrag von: woratana am Februar 22, 2008, 16:46:34
NeoFace Advance Beta-Release!

As you may see from NMS topic that I'm combining Neo-Face Advance (This script) to NMS,

I want you guys to help me try this :)please let me know if you find any bug~ (or if you didn't find it, let me know too)

Instruction is in very first part of the script~  :lol:

Ask me if there's anything you don't understand.

#==============================================================================
# ? [VX] ? Neo-Face System Advance {Version 3.0} + Name Box ?
#------------------------------------------------------------------------------
# ? by Woratana [woratana@hotmail.com]
# ? Thaiware RPG Maker Community
# ? Special Thanks: Mako, Rabu, Yatzumo
#------------------------------------------------------------------------------
# Released on: 20/02/2008
#
# +[Features in NFS Advance (a.k.a. Neo Face System 3)]+
#
# ? For Both Face Systems
# ? 2 Show Face Effects! You can use them together~
# ? [New!] Move Effect << Move Face from outside the screen to inside
# ? Fade Effect << Fade in Face Picture
#
# ? Easier to change face side! Just type \side[side you want] in message box
# (This change will change side for all the next messages until you change face side again)
# (You can still change by call script: $game_message.side = side you want)
#----------------------------------------------------------------------
# ? FACE SIDE [a.k.a. Face Mode :)]
# ? \side[-1] << Switch to NORMAL Face System show in RIGHT SIDE
# ? \side[0] << Switch to NORMAL Face System show in LEFT SIDE
# ? \side[1] << Switch to NEO-FACE System show in LEFT SIDE
# ? \side[2] << Switch to NEO-FACE System show in RIGHT SIDE
#---------------------------------------------------------------------
#
# ? For Neo Face System
# ? Auto arrange Face Position (You can use any size of face file!)
# ? Choose to use 1 or 8 face(s) per file
#
# ? For Normal Face System
# ? Show face in right side!
#
# ? For Name Box
# ? Edit your name box easily~
# ? Change color of name text in game by call script
# $game_message.color = [Red,Green,Blue]
# ? Add text after name, e.g. add ":" after name >>result>> "name:"
# ? Move name box to right side when showing face in right side
# ? Change name text's font/size, and can  make it bold and/or has outline
#
# ? Call Name box by type this in message box:
# \nb[name you want] << e.g. \nb[Worale]
#
# ? If you don't want to type same name every time, use this way:
# \nn[name you want] << e.g. \nn[Worale]
# This will show the name box repeatly unless you have \na[name] in that window,
# and it will show until you type \nn[] to clear the repeat name.
#
#-----------------------------------------------------------------------------
#==============================================================================

class Window_Base
  #---------------------------------
  # [START] SETUP SCRIPT PART
  #-------------------------------
  
  #------------------------------------------------
  # ** NEO-FACE / NORMAL FACE SYSTEM SETUP
  #----------------------------------------------
  DEFAULT_SIDE = 0 # Default Face Side when game start~
  
  FACE_X_PLUS = 0 # Move Face Horizontally (Left: -, Right: +)
  FACE_Y_PLUS = -112 # Move Face Vertically (Up: -, Down: +)
  TEXT_X_PLUS = 0 # Move Text Horizontally
  CHOICE_INPUT_X_PLUS = 10
  # Move Choices Text and Input Number Text Horizontally
  
  MOVE_TEXT = false#true # (true/false)
  # Move text to right side of face, when showing face in left side.
  
  #-------------------------------
  # ** NEO FACE SYSTEM
  #----------------------------
  EightFaces_File = false
  # For NeoFace System: Use 8 Faces per file (or) 1 Face per file (true/false)
  
  #-------------------------------------
  # **SHOW FACE EFFECT
  # * For both Face Systems *
  #----------------------------------
  FADE_EFFECT = true # Turn on/off fade effect (true/false)
  FADE_SPEED = 20 # Speed up face's fade effect by increase this number
  
  MOVE_EFFECT = true # Turn on/off "move in" effect (true/false)
  MOVE_SPEED = 10 # Speed up face's "move in" effect by increase this number
  
  #------------------------------------
  # ** NAME BOX / NAME TEXT SETUP
  #----------------------------------
  NAMEBOX_SKIN = "Window" # Windowskin of Name Box (In folder 'Graphics/System')
  NAMEBOX_OPACITY = 255 # Name Box Opacity (Lowest 0 - 255 Highest)
  NAMEBOX_BACK_OPACITY = 180 # Name Box Background Opacity
  
  NAMEBOX_X_PLUS = 115#20 # Move Name Box & Text Horizontally (both faces system)
  NAMEBOX_X_PLUS_NF = 140 # Addtional Name Box X only for NeoFace Name Box
  # When using NeoFace, X Plus will calculate by: NAMEBOX_X_PLUS + NAMEBOX_X_PLUS_NF
  NAMEBOX_Y_PLUS = 0 # Move Name Box & Text Vertically
  
  NAMEBOX_TEXT_LENGTH_PER_LETTER = 10 # Length of Text Per Letter (in pixel)
  NAMEBOX_TEXT_FONT = "UmePlus Gothic" # Name Text Font's Name
  NAMEBOX_TEXT_SIZE = 22 # Name Text Font's Size
  NAMEBOX_TEXT_HEIGHT_PLUS = 2 # Increase Name Text Height (For Big Size Text)

  NAMEBOX_TEXT_BOLD = false # Make Text in Name Box Bold
  NAMEBOX_TEXT_OUTLINE = false # Make Black Outline around Text (Good with Opacity = 0)
  NAMEBOX_TEXT_DEFAULT_COLOR = [173,216,230]#[255,255,255] # [Red,Green,Blue]: Name Text Color (RGB)
  # You can easily find color code for RGB (RedGreenBlue) color in Google :)
  # You are allow to change color in game by call script:
  # $game_message.color = [Red,Green,Blue]
  
  NAMEBOX_TEXT_AFTER_NAME = ":" # Add Text after Name, leave "" to disable.
  
  NAMEBOX_BOX_WIDTH_PLUS = 6 # Increase Name Box Width
  NAMEBOX_BOX_HEIGHT_PLUS = 7 # Increase Name Box Height
  
  MOVE_NAMEBOX = true
  # (true/false) Move Text Box to Right Side if showing Face in Right side.
  
  #---------------------------------
  # [END] SETUP SCRIPT PART
  #-------------------------------
end
  $worale = {} if $worale == nil
  $worale["NeoFace"] = true
#==============================================================================
# Window_Message
#------------------------------------------------------------------------------
#==============================================================================
class Window_Message < Window_Selectable
    alias msg_ini initialize
    
    #------------------------------------
    # EDITED FROM ORIGINAL METHODS
    #----------------------------------
    def initialize
      msg_ini
      @face = Sprite.new
      @face.z = self.z + 5
      @nametxt = Sprite.new
      @nametxt.z = self.z + 15
      @namebox = nil
      @ori_x = 0
      @name_text = nil
    end
    
    alias msg_conspecha convert_special_characters
    def convert_special_characters
     clear_namebox if @namebox != nil
     msg_conspecha
    
     # CHECK FOR CALL NAME BOX/ CALL REPEAT NAME BOX/ CHANGE SIDE
     @text.scan(/\\nb\[(.*?)\]/)
     if $1.to_s != ""
       @name_text = $1.to_s
       @text.sub!(/\\nb\[(.*?)\]/) {}
     end
  
     @text.gsub!(/\\nn\[(.*?)\]/) do
       $game_message._name = $1.to_s
       a = ""
     end
  
     @text.scan(/\\side\[([-,0-9]+)\]/)
     if $1.to_s != ""
       $game_message.side = $1.to_i
       @text.sub!(/\\side\[([-,0-9]+)\]/) {}
     end
  
     @name_text = $game_message._name if @name_text == nil and $game_message._name != ""
    end
    
    def new_page
    contents.clear
    if @face.bitmap != nil
    @face.bitmap.dispose
    end
    if $game_message.face_name.empty?
    @contents_x = TEXT_X_PLUS
    else
      name = $game_message.face_name
      index = $game_message.face_index
      # CALL DRAW FACE METHOD
      draw_face2(name, self.x, self.y, index)
      # CHECK FOR MOVE EFFECT
      if MOVE_EFFECT == true
        @ori_x = @face.x
        if $game_message.side == 0 or $game_message.side == 1
          @face.x = 0 - @face.width
        else
          @face.x = 416 + @face.width
        end
      end
      @contents_x = get_x_face
    end
    @contents_y = 0
    @line_count = 0
    @show_fast = false
    @line_show_fast = false
    @pause_skip = false
    contents.font.color = text_color(0)
  end

  def start_message
    @text = ""
    for i in 0...$game_message.texts.size
      @text += "" if i >= $game_message.choice_start
      @text += $game_message.texts[i].clone + "\x00"
    end
    @item_max = $game_message.choice_max
    convert_special_characters
    reset_window
    new_page
  end
  
  def new_line
    if $game_message.face_name.empty? or MOVE_TEXT == false
      @contents_x = TEXT_X_PLUS
    else
      @contents_x = get_x_face
    end
    @contents_x += CHOICE_INPUT_X_PLUS if $game_message.choice_max > 0
    @contents_y += WLH
    @line_count += 1
    @line_show_fast = false
  end
  
  def update
    super
    if @name_text != nil
      draw_name(@name_text,self.x,self.y)
    end
    update_gold_window
    update_number_input_window
    update_back_sprite
    update_show_fast
    if @face.bitmap != nil
      # UPDATE FADE IN EFFECT
      if @face.opacity < 255
        @face.opacity += FADE_SPEED
      end
      # UPDATE MOVE IN EFFECT
      if MOVE_EFFECT == true and @ori_x != @face.x
        if (@ori_x > @face.x and @face.x + MOVE_SPEED < @ori_x) or (@ori_x < @face.x and @face.x - MOVE_SPEED > @ori_x)
          @face.x += MOVE_SPEED if @ori_x > @face.x
          @face.x -= MOVE_SPEED if @ori_x < @face.x
        else
          @face.x = @ori_x
        end
      end
    end
    unless @opening or @closing
      if @wait_count > 0
        @wait_count -= 1
      elsif self.pause
        input_pause
      elsif self.active
        input_choice
      elsif @number_input_window.visible
        input_number
      elsif @text != nil
        update_message
      elsif continue?
        start_message
        open
        $game_message.visible = true
      else
        close
        if @face.bitmap != nil
         @face.bitmap.dispose
        end
        clear_namebox if @namebox != nil
        $game_message.visible = @closing
      end
    end
  end
  
    def start_number_input
    digits_max = $game_message.num_input_digits_max
    number = $game_variables[$game_message.num_input_variable_id]
    @number_input_window.digits_max = digits_max
    @number_input_window.number = number
    if $game_message.face_name.empty? or MOVE_TEXT == false
      @number_input_window.x = x - 23
    else
      case $game_message.side
      when 0
        @number_input_window.x = (x + 112) - 23
      when 1
        @number_input_window.x = (x + text_x) - 23
      when 2
        @number_input_window.x = x - 23
      when -1
        @number_input_window.x = x - 23
      end
    end
    @number_input_window.x += CHOICE_INPUT_X_PLUS
    @number_input_window.y = y + @contents_y
    @number_input_window.active = true
    @number_input_window.visible = true
    @number_input_window.update
  end
  
  def update_cursor
    if @index >= 0
      if $game_message.face_name.empty?
      x = TEXT_X_PLUS
      else
      x = get_x_face
      end
      y = ($game_message.choice_start + @index) * WLH
      # CHANGE WIDTH OF CURSOR FOR CHOICE SELECT
      if $game_message.face_name.empty? or MOVE_TEXT == false
        facesize = x
      else
        facesize = get_x_face
        facesize += @face.width if $game_message.side == 2
        facesize += @face.width + 16 if $game_message.side == -1
      end
      self.cursor_rect.set(x, y, contents.width - facesize, WLH)
    else
      self.cursor_rect.empty
    end
  end
  
  #--------------------------------
  # ADDITIONAL METHODS
  #------------------------------
  # RETURN Text X-Coordinate, DEPENDS ON FACE SIDE
  def get_x_face
  if MOVE_TEXT == true
    case $game_message.side
    when 0
      return 112 + TEXT_X_PLUS
    when 1
      return text_x
    when 2
      return TEXT_X_PLUS
    else
      return TEXT_X_PLUS
    end
  else
    return TEXT_X_PLUS
  end
   end

  # RETURN Text X-Coordinate for Face Side = 1
  def text_x
    return @face.width + TEXT_X_PLUS
  end
  
  # Clear Name Box & Name Text
  def clear_namebox
    @nametxt.bitmap.dispose
    @namebox.dispose
    @namebox = nil
    @name_text = nil
  end
  
  #--------------------------------------
  # DRAW FACE [Both Systems] METHOD
  #------------------------------------
  def draw_face2(face_name, x, y, index = 0)
  if $game_message.side == 0 or $game_message.side == -1 or EightFaces_File == true
    # USE 8 FACES PER FILE
    bitmap = Cache.face(face_name)
    rect = Rect.new(0,0,0,0)
    rect.width = (bitmap.width / 4)
    rect.height = (bitmap.height / 2)
    rect.x = index % 4 * rect.width
    rect.y = index / 4 * rect.height
    @face.bitmap = Bitmap.new(rect.width,rect.height)
    @face.bitmap.blt(0,0,bitmap,rect)
    bitmap.dispose
  else
    # USE 1 FACES PER FILE
    @face.bitmap = Cache.face(face_name)
  end
  # SET X/Y OF FACE DEPENDS ON FACE SIDE
  if $game_message.side == 1
    @face.mirror = false
    @face.x = x + 6
    @face.y = y - (@face.height - 123)
  elsif $game_message.side == 2
    @face.mirror = true
    @face.x = x + (538 - @face.width)
    @face.y = y - (@face.height - 123)
  elsif $game_message.side == 0
    @face.mirror = false
    @face.x = x + 16
    @face.y = y + 16
  elsif $game_message.side == -1
    @face.mirror = true
    @face.x = self.contents.width - @face.width + 16
    @face.y = y + 16
  end
    @face.x += FACE_X_PLUS
    @face.y += FACE_Y_PLUS
    @face.opacity = 0 if FADE_EFFECT == true
  end
  
  #--------------------------------------
  # DRAW NAME BOX METHOD
  #-----------------------------------
  def draw_name(name,x,y)
    name = name + NAMEBOX_TEXT_AFTER_NAME
    namesize = calculate_name_size(name)
    @nametxt.bitmap = Bitmap.new(16 + (namesize * NAMEBOX_TEXT_LENGTH_PER_LETTER), 24 + NAMEBOX_TEXT_HEIGHT_PLUS)
    @nametxt.x = x + 8 + NAMEBOX_X_PLUS
    @nametxt.x += NAMEBOX_X_PLUS_NF if $game_message.side == 1 or $game_message.side == 2
    @nametxt.y = y - 20 + NAMEBOX_Y_PLUS
    @nametxt.x = 544 - @nametxt.x - @nametxt.width if MOVE_NAMEBOX == true and ($game_message.side == 2 or $game_message.side == -1)
    @namebox = Window.new
    @namebox.windowskin = Cache.system(NAMEBOX_SKIN)
    @namebox.z = self.z + 10
    @namebox.opacity = NAMEBOX_OPACITY
    @namebox.back_opacity = NAMEBOX_BACK_OPACITY
    @namebox.openness = 255
    @namebox.x = @nametxt.x - NAMEBOX_BOX_WIDTH_PLUS
    @namebox.y = @nametxt.y - NAMEBOX_BOX_HEIGHT_PLUS
    @namebox.width = @nametxt.bitmap.width + (NAMEBOX_BOX_WIDTH_PLUS * 2)
    @namebox.height = @nametxt.bitmap.height + (NAMEBOX_BOX_HEIGHT_PLUS * 2)
    @nametxt.bitmap.font.name = NAMEBOX_TEXT_FONT
    @nametxt.bitmap.font.size = NAMEBOX_TEXT_SIZE
    @nametxt.bitmap.font.bold = NAMEBOX_TEXT_BOLD
    if NAMEBOX_TEXT_OUTLINE == true
      # MAKE TEXT OUTLINE
      @nametxt.bitmap.font.color = Color.new(0,0,0)
      @nametxt.bitmap.draw_text(0,2,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
      @nametxt.bitmap.draw_text(0,0,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
      @nametxt.bitmap.draw_text(2,0,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
      @nametxt.bitmap.draw_text(2,2,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
    end
    @nametxt.bitmap.font.color = Color.new($game_message.color[0],$game_message.color[1],$game_message.color[2])
    @nametxt.bitmap.draw_text(1,1,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
    @name_text = nil
  end
  
  # CALCULATE REAL TEXT LENGTH (for Other Languages, e.g. Japanese)
  def calculate_name_size(name = "")
    name = name.scan(/./)
    return name.size
  end
  
end # Window_Message

#==============================================================================
# Game_Message: + store variables
#------------------------------------------------------------------------------
#==============================================================================
class Game_Message
  attr_accessor :side, :color, :_name
  alias wor_neoface_old_ini initialize
  def initialize
    @side = Window_Base::DEFAULT_SIDE
    @_name = ""
    @color = Window_Base::NAMEBOX_TEXT_DEFAULT_COLOR
    wor_neoface_old_ini
  end
end

#==============================================================================
# END Neo-Face System
# by Woratana (woratana@hotmail)
#==============================================================================
Titel: [VX] Neo-Face System 2.0
Beitrag von: Angelos am März 02, 2008, 21:54:34
Zitat von: woratana
Download
- Face graphic cut in 192*192 pixel by Rabu
Download Faces Pack Here! ([url]http://www.mediafire.com/?6gijxywmdz4[/url])

example:


könnte jemand das face pack noch mal uppen oder einen neuen Download link posten ?
Der funktioniert nicht mehr.
Titel: [VX] Neo-Face System 2.0
Beitrag von: ERZENGEL am März 02, 2008, 22:08:21
http://rpgvx.bplaced.net/others/Faces_192_192.zip (http://rpgvx.bplaced.net/others/Faces_192_192.zip)

Bitte
Titel: [VX] Neo-Face System 2.0
Beitrag von: Skar am März 03, 2008, 03:13:00
Really great work Woratana, this Script is very useful!

I think it would be nice to add in the "setup script part"

Section
move NAMEBOX  true/false
move textbox to the RIGHT side if showing face in LEFT side

Thank you
Titel: [VX] Neo-Face System 2.0
Beitrag von: Angelos am März 03, 2008, 03:28:17
Zitat von: ERZENGEL
[url]http://rpgvx.bplaced.net/others/Faces_192_192.zip[/url] ([url]http://rpgvx.bplaced.net/others/Faces_192_192.zip[/url])

Bitte


Super danke dir :)
Titel: [VX] Neo-Face System 2.0
Beitrag von: woratana am März 03, 2008, 06:16:20
@Skar

I'm not sure what you mean by that, Sorry.

Do you mean you want to change:
move NAMEBOX true/false
move textbox to the RIGHT side if showing face in LEFT side
in game?
Same as side of face that you can change in game by \side[number of side]

---------------------------

@Erzengel

Thanks to upload it :)
Titel: [VX] Neo-Face System 2.0
Beitrag von: Skar am März 03, 2008, 11:55:08
I try to explaine: (sorry for my english, i hope you can understand)

[div class=\'codetop\']CODE[div class=\'codemain\' style=\'height:200px;white-space:pre;overflow:auto\']MOVE_NAMEBOX = true
  # (true/false) Move Text Box to Right Side if showing Face in Right side.


I cut this out from your Code.
When = true in the normal VX face system, the Namebox is always exactly at the right border of the screen, above the face, no matter how long the name is.

And i meant:
When the Face is at the left side, i want the Namebox at the right border of the screen, no matter how long the name is.

I hope you can understand this :D
Thank you for your patience


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