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 Visual Novel Choice

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Messages postés : 3012
Date d'inscription : 19/10/2009
Jauge LPC :
Visual Novel Choice 891527140058 / 10058 / 100Visual Novel Choice 8915271400

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Visual Novel Choice Empty
MessageSujet: Visual Novel Choice   Visual Novel Choice EmptyJeu 1 Aoû 2013 - 12:15

Visual Novel Choice

Auteur: Galv


Images:

Visual Novel Choice Visual-novel-choices3

Visual Novel Choice Visual-novel-choices4


Features:

A purely aesthetic change. Changes the “Show Choices” function to look like the screenshot in a visual novel style layout.
- Use a custom graphic that is displayed behind each choice.
- Also added text code to use to change the custom graphic for individual choices if desired.
- Uses a graphic for the cursor.
- Settings that allow you to tweak sizes and positions for using your own custom graphics for everything.


Script:

Code:
#------------------------------------------------------------------------------#
#  Galv's Visual Novel Choices
#------------------------------------------------------------------------------#
#  For: RPGMAKER VX ACE
#  Version 1.9
#------------------------------------------------------------------------------#
#  2013-01-16 - Version 1.9 - Added Y offset for choice window
#  2012-11-28 - Version 1.8 - Z level setting added
#  2012-11-28 - Version 1.7 - Added compatability for some cursor scripts
#  2012-11-28 - Version 1.6 - Fixed a bug that could crash the game.
#  2012-11-28 - Version 1.5 - Added offset to change postion of cursor x and y
#  2012-11-28 - Version 1.4 - Fixed z levels and made cursor use an image
#  2012-11-27 - Version 1.3 - Fixed a bug with cancel choice selection
#  2012-11-27 - Version 1.2 - added a switch to disable script effects
#  2012-11-27 - Version 1.1 - added ability to use different image per choice
#                          - added a couple more options
#  2012-11-27 - Version 1.0 - release
#------------------------------------------------------------------------------#
#  This script overwrites the default "Show Choices" list. The choices are
#  changed so they display centered on the screen with a graphic behind each
#  of them. Made with visual novel choice selection in mind.
#------------------------------------------------------------------------------#
#  INSTRUCTIONS:
#  Copy the graphic from the demo /Graphics/System into your project.
#  Copy the script into your script list, below Materials and above Main
#
#  Some setup options below, most only need to be changed if you use your own
#  custom choice image.
#------------------------------------------------------------------------------#
#  Codes:
#------------------------------------------------------------------------------#
#  Most of the usual codes that work in messages should work in choices.
#  (eg. \V[x], \N[x], \C[x], etc. Look at message tooltip to know more.)
#
#  A new one has been added so you can change the background image for separate
#  choice options.
#
#  \B[x]
#
#  This works by adding the number x (as you put in the code above) to the end
#  of the CHOICE IMAGE file name. For example, the default choice image is:
#  "Choice.png" located in /Graphics/System/. If you put the code anywhere in
#  a choice box:  \B[3]  it will look for "Choice3.png" image in the same
#  location.
#------------------------------------------------------------------------------#
 
($imported ||= {})["Galvs_Image_Choices"] = true
module Galv_Choice
 
#------------------------------------------------------------------------------#
#  SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
 
 CURSOR_IMAGE = "Cursor"  # Images used to determine which option you select
  CURSOR_OPACITY = 255      # Opacity of the cursor
  CURSOR_Y_OFFSET = 0      # Nudge cursor position vertically
  CURSOR_X_OFFSET = 0      # Nudge cursor position horizontally
 
 CHOICE_IMAGE = "Choice"  # Image for each choice located in /Graphics/System
  IMAGE_Y_OFFSET = 3        # Nudge your choice image vertically if needed
  IMAGE_OPACITY = 215      # The opacity of the image
 
 CHOICE_HEIGHT = 45        # How tall each choice.
  CHOICE_ITEM_Y = 2        # Offset for choice item text
 
 CENTER_TEXT = true        # left aligned if false, centered if true
                           
 DISABLE_SWITCH = 1        # Turn this switch ON to disable this script
 
 CHOICES_Y = 0            # Y offset to move choice window up or down.
                            # useful if you use a script that creates a namebox
  CHOICES_Z = 50            # The z value of the choices window. Try changing it
                            # if pictures or other scripts appear over or under
                            # the choices window to how you like.
 
#------------------------------------------------------------------------------#
  OTHER_Y_OFFSET = 12      # May fix other cursor scripts positioning
#------------------------------------------------------------------------------#
#  SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
 
end
 
class Window_ChoiceList < Window_Command
 
 alias galv_choice_initialize initialize
  def initialize(message_window)
    galv_choice_initialize(message_window)
    self.z = Galv_Choice::CHOICES_Z
  end
 
 def start
    @index = 0
    setup_choices
    make_cursor
    refresh
    open
    activate
    update_placement
    update_bgs
    refresh
    select(0)
  end
 
 def make_cursor
    return if $game_switches[Galv_Choice::DISABLE_SWITCH]
    @cursor_sprite = Sprite.new
    @cursor_sprite.bitmap = Cache.system(Galv_Choice::CURSOR_IMAGE)
  end
 
 def setup_choices
    @choice_sprite = []
    if !$game_switches[Galv_Choice::DISABLE_SWITCH]
      self.opacity = 0
      get_widths
    else
      self.opacity = 255
    end
  end
 
 alias galv_choice_update_placement update_placement
  def update_placement
    if $game_switches[Galv_Choice::DISABLE_SWITCH]
      galv_choice_update_placement
    else
      self.width = [max_choice_width + 12, 96].max + padding * 4
      self.width = [width, Graphics.width].min
      self.height = contents_height + Galv_Choice::CHOICE_HEIGHT - 10
      self.x = (Graphics.width - width) / 2
     
    if @message_window.openness < 100
        self.y = Graphics.height - contents_height + item_height / 2
      elsif @message_window.y >= Graphics.height / 2
        self.y = @message_window.y - contents_height + item_height / 2 - Galv_Choice::CHOICES_Y
      else
        self.y = @message_window.y + @message_window.height + item_height / 2 + Galv_Choice::CHOICES_Y
      end
    end
  end
 
 alias galv_choice_contents_height contents_height
  def contents_height
    if $game_switches[Galv_Choice::DISABLE_SWITCH]
      galv_choice_contents_height
    else
      (item_max + 1) * item_height
    end
  end
 
 def draw_item(index)
    rect = item_rect_for_text(index)
    draw_text_ex(rect.x, rect.y, command_name(index))
    if !$game_switches[Galv_Choice::DISABLE_SWITCH]
      draw_bgs(index)
    end
  end
 
 def item_rect_for_text(index)
    rect = item_rect(index)
   
  if $game_switches[Galv_Choice::DISABLE_SWITCH]
      rect.x += 4
      rect.width -= 8
      rect
    else
      if Galv_Choice::CENTER_TEXT
        rect.x = (max_choice_width - @text_sizes.collect {|s| text_size(s).width }[index] + (padding * 3)) / 2
      else
        rect.x += 4
      end
      rect.width -= 8
      rect.y += Galv_Choice::CHOICE_ITEM_Y
      rect
    end
  end
 
 def get_widths
    @text_sizes = []
    @choice_background = []
    $game_message.choices.each_with_index do |c,i|
      @text_sizes[i] = esc_characters(c,i)
    end
  end
 
 def esc_characters(text,index)
    result = text.to_s.clone
    result.gsub!(/\\/)            { "\e" }
    result.gsub!(/\e\e/)          { "\\" }
    result.gsub!(/\eV\[(\d+)\]/i) { $game_variables[$1.to_i] }
    result.gsub!(/\eN\[(\d+)\]/i) { $game_actors[$1.to_i].name}
    result.gsub!(/\eP\[(\d+)\]/i) {
      if $game_party.members[$1.to_i].nil?
        ""
      else
        $game_party.members[$1.to_i].name
      end
    }
    result.gsub!(/\eG/i)          { Vocab::currency_unit }
    result.gsub!(/\eC\[(\d+)\]/i)  { "" }
    result.gsub!(/\eI\[(\d+)\]/i)  { "  " }
    result.gsub!(/\eB\[(\d+)\]/i)  { @choice_background[index] = $1.to_i }
    result.gsub!(/\eB\[(\d+)\]/i)  { "" }
    result
  end
 
 def convert_escape_characters(text)
    result = text.to_s.clone
    result.gsub!(/\\/)            { "\e" }
    result.gsub!(/\e\e/)          { "\\" }
    result.gsub!(/\eV\[(\d+)\]/i) { $game_variables[$1.to_i] }
    result.gsub!(/\eV\[(\d+)\]/i) { $game_variables[$1.to_i] }
    result.gsub!(/\eN\[(\d+)\]/i) { actor_name($1.to_i) }
    result.gsub!(/\eP\[(\d+)\]/i) { party_member_name($1.to_i) }
    result.gsub!(/\eG/i)          { Vocab::currency_unit }
    result.gsub!(/\eB\[(\d+)\]/i)  { "" }
    result
  end
 
 def item_height
    return line_height if $game_switches[Galv_Choice::DISABLE_SWITCH]
    return Galv_Choice::CHOICE_HEIGHT
  end
 
 def item_rect(index)
    rect = Rect.new
    rect.width = item_width
    rect.height = item_height - 15
    rect.height += 15 if $game_switches[Galv_Choice::DISABLE_SWITCH]
    rect.x = index % col_max * (item_width + spacing)
    rect.y = index / col_max * item_height
    rect
  end
 
 def draw_bgs(index)
    return if @choice_sprite[index] != nil
   
  if @choice_background[index].nil?
      b = ""
    else
      b = @choice_background[index]
    end
    @choice_sprite[index] = Sprite.new
    @choice_sprite[index].bitmap = Cache.system(Galv_Choice::CHOICE_IMAGE + b.to_s)
    @choice_sprite[index].x = index % col_max * (item_width + spacing)
    @choice_sprite[index].y = index / col_max * item_height
    @choice_sprite[index].z = self.z - 2
  end
 
 def update_bgs
    @choice_sprite.each_with_index do |s,i|
      s.y = self.y + i * Galv_Choice::CHOICE_HEIGHT + Galv_Choice::IMAGE_Y_OFFSET
      s.x = (Graphics.width - s.width) / 2
      s.opacity = Galv_Choice::IMAGE_OPACITY
    end
  end
 
 def dispose_bgs
    @choice_sprite.each_with_index do |s,i|
      s.dispose
      s.bitmap.dispose
    end
    if !$game_switches[Galv_Choice::DISABLE_SWITCH]
      @cursor_sprite.dispose
      @cursor_sprite.bitmap.dispose
      @choice_sprite = []
    end
  end
 
 alias galv_choice_call_ok_handler call_ok_handler
  def call_ok_handler
    galv_choice_call_ok_handler
    dispose_bgs
  end
  alias galv_choice_call_cancel_handler call_cancel_handler
  def call_cancel_handler
    galv_choice_call_cancel_handler
    dispose_bgs
  end
 
 def update_cursor
    if $game_switches[Galv_Choice::DISABLE_SWITCH]
      super
    else
      cursor_rect.empty
      return if @cursor_sprite.nil? || @choice_sprite.nil?
      if @index < 0
        @cursor_sprite.opacity = 0
      else
        @cursor_sprite.opacity = Galv_Choice::CURSOR_OPACITY
        @cursor_sprite.x = @choice_sprite[@index].x + Galv_Choice::CURSOR_X_OFFSET
        @cursor_sprite.y = @choice_sprite[@index].y + Galv_Choice::CURSOR_Y_OFFSET
        @cursor_sprite.z = self.z - 1
        cursor_rect.y = (item_height * @index) + Galv_Choice::OTHER_Y_OFFSET
      end
    end
  end
 
end # Window_ChoiceList < Window_Command


Démo Version 1.7: http://www.mediafire.com/?0554xuxo8ejoya8
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Cataclysm
Chevalier (niveau 4)
Chevalier (niveau 4)
Cataclysm

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Messages postés : 121
Date d'inscription : 25/07/2011
Jauge LPC :
Visual Novel Choice 891527140015 / 10015 / 100Visual Novel Choice 8915271400

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Visual Novel Choice Empty
MessageSujet: Re: Visual Novel Choice   Visual Novel Choice EmptyJeu 1 Aoû 2013 - 13:31

Je connaissais ce script, il est très bien foutu ^^. Je le recommande Wink !
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Heaven
Chevalier Dragon (niveau 1)
Chevalier Dragon (niveau 1)
Heaven

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Messages postés : 755
Date d'inscription : 01/04/2013
Jauge LPC :
Visual Novel Choice 891527140055 / 10055 / 100Visual Novel Choice 8915271400

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Visual Novel Choice Empty
MessageSujet: Re: Visual Novel Choice   Visual Novel Choice EmptyJeu 1 Aoû 2013 - 14:06

J'avais ce genre de choix dans un jeu, mais je connaissais pas le script =/
Merci du partage Choco'


Heav'n
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Visual Novel Choice Empty
MessageSujet: Re: Visual Novel Choice   Visual Novel Choice Empty

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