Delta Membre V.I.P.
Messages postés : 3126 Date d'inscription : 18/10/2011 Jauge LPC :
| Sujet: Window message XP de Dubealex Mer 16 Mai 2012 - 20:11 | |
| Copier ceci au dessus de Main dans l'éditeur de script et appelez le "Window_Message" - Code:
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# ??? XRXS 9. ???????????????? ver..12d ??? # Original Script by ?? ??, ??, RaTTiE # Script from: http://f26.aaacafe.ne.jp/~xxms/RPGXP_XRXS9.htm # #Advanced Version by: dubealex # #To found all my NEW features, press CONTROL+F and search for the word "#NEW" #To found the code where the "Skip Letter By Letter mode", search for "# SKIP" # # You can found all the command list on my website # rmxp.dubealex.com # Go in the "Script" section.
#============================================================================== # ¦ Window_Message #============================================================================== class Window_Message < Window_Selectable # ??????? DEFAULT_TYPING_ENABLE = true # false???????? #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- alias xrxs9_initialize initialize def initialize $defaultfonttype = "Arial" $defaultfontsize = 24 # IF for any reasons the FONT doesn't appears in your game, this is # because you are using a different version of RMXP. Look in the class MAIN # (under this one) # Go at line #10 and #12, and just copy the word that begins with a $ sign # and replace what is after the equal sign on lign #27 and 28 of this class.
xrxs9_initialize # ?????????????""??? if $soundname_on_speak == nil then $soundname_on_speak = "" end # ?????????? $gaiji_file = "./Graphics/Gaiji/sample.png" # ????????? if FileTest.exist?($gaiji_file) @gaiji_cache = Bitmap.new($gaiji_file) else @gaigi_cache = nil end # ??????????? @opacity_text_buf = Bitmap.new(32, 32) end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- alias xrxs9_terminate_message terminate_message def terminate_message if @name_window_frame != nil @name_window_frame.dispose @name_window_frame = nil end if @name_window_text != nil @name_window_text.dispose @name_window_text = nil end xrxs9_terminate_message end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh # ??? self.contents.clear self.contents.font.color = normal_color self.contents.font.name = $fontface @x = @y = @max_x = @max_y = @indent = @lines = 0 @face_indent = 0 @opacity = 255 @cursor_width = 0 @write_speed = 0 @write_wait = 0 @mid_stop = false @face_file = nil # @popchar ? -2 ?????????-1??????????? # 0????? ???????0?????1???????? @popchar = -2 # ??????????? if $game_temp.choice_start == 0 @x = 8 end # ???????????·??? if $game_temp.message_text != nil @now_text = $game_temp.message_text # ?????\F?·??? if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then # ???????? if FileTest.exist?("Graphics/Pictures/" + $1 + ".png") # ?????? @face_file = $1 + ".png" self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96)) # ?? 128??????????????? @x = @face_indent = 128 end @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" } end # ?????? begin last_text = @now_text.clone # \V??????????(????) @now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) } end until @now_text == last_text @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : "" end #NEW #Dubealex Show Monster Name Feature @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do $data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : "" end #End new command #NEW #Dubealex Show Item Price Feature @now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do $data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : "" end #End new command #NEW #Dubealex Show Hero Class Name Feature @now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do $data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : "" end #End new command #NEW #Dubealex Show Current Map Name Feature @now_text.gsub!(/\\[Mm]ap/) do $game_map.name != nil ? $game_map.name : "" end #End new command # \name?·??? name_window_set = false if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil # ???? name_window_set = true name_text = $1 # \name[]????? @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" } end # ????????? if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then @popchar = $1.to_i if @popchar == -1 @x = @indent = 48 @y = 4 end @now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" } end # ????????? @max_choice_x = 0 if @popchar >= 0 @text_save = @now_text.clone @max_x = 0 @max_y = 4 for i in 0..3 line = @now_text.split(/\n/)[3-i] @max_y -= 1 if line == nil and @max_y <= 4-i next if line == nil line.gsub!(/\\\w\[(\w+)\]/) { "" } cx = contents.text_size(line).width @max_x = cx if cx > @max_x if i >= $game_temp.choice_start @max_choice_x = cx if cx > @max_choice_x end end self.width = @max_x + 32 + @face_indent self.height = (@max_y - 1) * 32 + 64 @max_choice_x -= 68 @max_choice_x -= @face_indent*216/128 else @max_x = self.width - 32 - @face_indent for i in 0..3 line = @now_text.split(/\n/)[i] next if line == nil line.gsub!(/\\\w\[(\w+)\]/) { "" } cx = contents.text_size(line).width if i >= $game_temp.choice_start @max_choice_x = cx if cx > @max_choice_x end end @max_choice_x += 8 end # ?????????????? @cursor_width = 0 #if @lines >= $game_temp.choice_start # @cursor_width = [@cursor_width, @max_choice_x - @face_indent].max #end # ????"\\\\" ? "\000" ??? @now_text.gsub!(/\\\\/) { "\000" } # "\\C" ? "\001" ??"\\G" ? "\002" ?? # "\\S" ? "\003" ??"\\A" ? "\004" ??? @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" } @now_text.gsub!(/\\[Gg]/) { "\002" } @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" } @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" } #NEW #Dubealex Font Change Features @now_text.gsub!(/\\[Tt]\[(.*?)\]/) { "\050[#{$1}]" } #End of dubealex feature @now_text.gsub!(/\\[.]/) { "\005" } @now_text.gsub!(/\\[|]/) { "\006" } # ???????????????\016??????? @now_text.gsub!(/\\[>]/) { "\016" } @now_text.gsub!(/\\[<]/) { "\017" } @now_text.gsub!(/\\[!]/) { "\020" } @now_text.gsub!(/\\[~]/) { "\021" } @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" } # ???????(????) @now_text.gsub!(/\\[Ii]/) { "\023" } # ?????????(????) @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" } # ?????????(????) @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" } # ????(????) @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" } # ????(????) @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" } # ?????????????? reset_window # \name?·??? if name_window_set # ??????? off_x = 0 off_y = -10 # ???????????(??? 2 ???) space = 2 x = self.x + off_x - space / 2 y = self.y + off_y - space / 2 w = self.contents.text_size(name_text).width + 8 + space h = 26 + space @name_window_frame = Window_Frame.new(x, y, w, h) @name_window_frame.z = self.z + 1 # ?????????????????? x = self.x + off_x + 4 y = self.y + off_y @name_window_text = Air_Text.new(x, y, name_text) @name_window_text.z = self.z + 2 end end # ???????? reset_window # ?????? if $game_temp.choice_max > 0 @item_max = $game_temp.choice_max self.active = true self.index = 0 end # ??????? if $game_temp.num_input_variable_id > 0 digits_max = $game_temp.num_input_digits_max number = $game_variables[$game_temp.num_input_variable_id] @input_number_window = Window_InputNumber.new(digits_max) @input_number_window.number = number @input_number_window.x = self.x + 8 @input_number_window.y = self.y + $game_temp.num_input_start * 32 end end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def update super # ????????? if @fade_in self.contents_opacity += 24 if @input_number_window != nil @input_number_window.contents_opacity += 24 end if self.contents_opacity == 255 @fade_in = false end return end @now_text = nil if @now_text == "" # ?? # ???????????·??? if @now_text != nil and @mid_stop == false if @write_wait > 0 @write_wait -= 1 return end text_not_skip = DEFAULT_TYPING_ENABLE while true # ?? x y ???? @max_x = @x if @max_x < @x @max_y = @y if @max_y < @y # c ? 1 ????? (????????????????) if (c = @now_text.slice!(/./m)) != nil # \\ ??? if c == "\000" # ???????? c = "\\" end # \C[n] ??? if c == "\001" @now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "") temp_color = $1 color = temp_color.to_i leading_x = temp_color.to_s.slice!(/./m) if leading_x == "#" self.contents.font.color = hex_color(temp_color) next end if color >= 0 and color <= 7 self.contents.font.color = text_color(color) end next end
# \G ??? if c == "\002" # ???????????? if @gold_window == nil and @popchar <= 0 @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 # ????? c = "" end # \S[n] ??? if c == "\003" # ?????? @now_text.sub!(/\[([0-9]+)\]/, "") speed = $1.to_i if speed >= 0 and speed <= 19 @write_speed = speed end # ????? c = "" end # \A[soundname] ??? if c == "\004" # ???????????????? @now_text.sub!(/\[(.*?)\]/, "") buftxt = $1.dup.to_s # ????????"/"?·??? if buftxt.match(/\//) == nil and buftxt != "" then # ????"Audio/SE/"????? $soundname_on_speak = "Audio/SE/" + buftxt else # ·????????? $soundname_on_speak = buftxt.dup end # ????? c = "" elsif c == "\004" # ????? c = "" end # \. ??? if c == "\005" @write_wait += 5 c = "" end # \| ??? if c == "\006" @write_wait += 20 c = "" end # \> ??? if c == "\016" text_not_skip = false c = "" end # \<??? if c == "\017" text_not_skip = true c = "" end # \!??? if c == "\020" @mid_stop = true c = "" end # \~??? if c == "\021" terminate_message return end # \I???(????) if c == "\023" # ??@x??????????? @indent = @x c = "" end # \O???(????) if c == "\024" @now_text.sub!(/\[([0-9]+)\]/, "") @opacity = $1.to_i color = self.contents.font.color self.contents.font.name = $fontface self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255) c = "" end # \H???(????) if c == "\025" @now_text.sub!(/\[([0-9]+)\]/, "") self.contents.font.size = [[$1.to_i, 6].max, 32].min c = "" end # \B???(????) if c == "\026" @now_text.sub!(/\[([0-9]+)\]/, "") @x += $1.to_i c = "" end #NEW #Dubealex Font Change Command if c == "\050" @now_text.sub!(/\[(.*?)\]/, "") buftxt = $1.dup.to_s if buftxt.match(/\//) == nil and buftxt != "" then self.contents.font.name = buftxt end c = "" end #end of font change command # \R???(????) if c == "\027" @now_text.sub!(/\[(.*?)\]/, "") # ????? @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity) # ?????SE??? if $soundname_on_speak != "" Audio.se_play($soundname_on_speak) end c = "" end # ???????????????(????) if c == "\030" # ???????????? @now_text.sub!(/\[(.*?)\]/, "") # ??????? self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24)) # ?????SE??? if $soundname_on_speak != "" Audio.se_play($soundname_on_speak) end @x += 24 # ????? c = "" end # ??????? if c == "\n" # y ? 1 ??? @lines += 1 @y += 1 @x = 0 + @indent + @face_indent # ??????????? if @lines >= $game_temp.choice_start @x = 8 + @indent + @face_indent # ??????? @cursor_width = @max_choice_x end # ????? c = "" end # ??????? if c == "\022" # []????? @now_text.sub!(/\[([0-9]+)\]/, "") # ????? @x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i) # ????? c = "" end if c != "" # ????? self.contents.draw_text(0+@x, 32 * @y, 40, 32, c) @x += self.contents.text_size(c).width # ?????SE??? if $soundname_on_speak != "" then Audio.se_play($soundname_on_speak) end end # B?????????? # SKIP # This allow you to SKIP the letter by letter using a button # At your own choice # Here's how to customize it: # Replace the letter in the end of the line "if Input.trigger?(Input::C)" # That is on line #512 # By the letter of your choice: # # B = Escape, 0 (On The NumPad), X # C = Enter, Space Bar and C # A = Shift, Z if Input.press?(Input::C) text_not_skip = false end else text_not_skip = true break end # ???? if text_not_skip break end end @write_wait += @write_speed return end # ???????? if @input_number_window != nil @input_number_window.update # ?? if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_variables[$game_temp.num_input_variable_id] = @input_number_window.number $game_map.need_refresh = true # ???????????? @input_number_window.dispose @input_number_window = nil terminate_message end return end # ??????????? if @contents_showing # ????????????????????? if $game_temp.choice_max == 0 self.pause = true end if Input.trigger?(Input::B) if $game_temp.choice_max > 0 and $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?(Input::C) if $game_temp.choice_max > 0 $game_system.se_play($data_system.decision_se) $game_temp.choice_proc.call(self.index) end if @mid_stop @mid_stop = false return else terminate_message end end return end # ??????????????????????????·??? if @fade_out == false and $game_temp.message_text != nil @contents_showing = true $game_temp.message_window_showing = true refresh Graphics.frame_reset self.visible = true self.contents_opacity = 0 if @input_number_window != nil @input_number_window.contents_opacity = 0 end @fade_in = true return end # ???????????????????????????? if self.visible @fade_out = true self.opacity -= 48 if self.opacity == 0 self.visible = false @fade_out = false $game_temp.message_window_showing = false end return end end #-------------------------------------------------------------------------- # ? ????????? # parameter : ????? #-------------------------------------------------------------------------- def get_character(parameter) # ???????? case parameter when 0 # ????? return $game_player else # ??????? events = $game_map.events return events == nil ? nil : events[parameter] end end #-------------------------------------------------------------------------- # ? ???????????????? #-------------------------------------------------------------------------- def reset_window # ?? if @popchar >= 0 events = $game_map.events if events != nil character = get_character(@popchar) x = [[character.screen_x - 0 - self.width / 2, 4].max, 636 - self.width].min y = [[character.screen_y - 48 - self.height, 4].max, 476 - self.height].min self.x = x self.y = y end elsif @popchar == -1 self.x = -4 self.y = -4 self.width = 648 self.height = 488 else if $game_temp.in_battle self.y = 16 else case $game_system.message_position when 0 # ? self.y = 16 when 1 # ? self.y = 160 when 2 # ? self.y = 304 end self.x = 80 if @face_file == nil self.width = 480 else self.width = 600 self.x -= 60 end self.height = 160 end end self.contents = Bitmap.new(self.width - 32, self.height - 32) self.contents.font.color = normal_color self.contents.font.name = $fontface if @face_file != nil self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96)) end if @popchar == -1 self.opacity = 255 self.back_opacity = 0 elsif $game_system.message_frame == 0 self.opacity = 255 self.back_opacity = 160 else self.opacity = 0 self.back_opacity = 160 end end #-------------------------------------------------------------------------- # ? ???? #-------------------------------------------------------------------------- # x :x?? # y :y?? # num :???? # ???:???(@x???) #-------------------------------------------------------------------------- def gaiji_draw(x, y, num) # ??????????????????? if @gaiji_cache == nil return 0 else # ???????????????????????????? if @gaiji_cache.width < num * 24 return 0 end
# ???????? if self.contents.font.size >= 20 and self.contents.font.size <= 24 size = 24 else size = self.contents.font.size * 100 * 24 / 2200 end
# ??????stretch_blt??? self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))
# ?????SE??? if $soundname_on_speak != "" then Audio.se_play($soundname_on_speak) end
# ???????? return size end end #-------------------------------------------------------------------------- # ? line_height #-------------------------------------------------------------------------- # ???:????(@y???)?????? #-------------------------------------------------------------------------- def line_height # ?????????????????????32?????? return 32
# ???????? if self.contents.font.size >= 20 and self.contents.font.size <= 24 return 32 else return self.contents.font.size * 15 / 10 end end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- # target :?????Bitmap??????? # x :x?? # y :y?? # str :????????,????????? # ,????2???·??????????????? # opacity:???(0~255) # ??? :???(@x???)? #-------------------------------------------------------------------------- def ruby_draw_text(target, x, y, str,opacity) # ?????????????????? sizeback = target.font.size # ???????? target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2 rubysize = [rubysize, 6].max # opacity???????????????????? opacity = [[opacity, 0].max, 255].min # str?split?????split_s??? split_s = str.split(/,/)
# split_s?nil????""?????(?????) split_s[0] == nil ? split_s[0] = "" : nil split_s[1] == nil ? split_s[1] = "" : nil
# height?width??? height = sizeback + rubysize width = target.text_size(split_s[0]).width
# ?????????(?????????????????·??) target.font.size = rubysize ruby_width = target.text_size(split_s[1]).width target.font.size = sizeback
buf_width = [target.text_size(split_s[0]).width, ruby_width].max
# ????????????????1/2????????(????) width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0
# opacity?255(????)???????? if opacity == 255 # ????? target.font.size = rubysize target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1]) target.font.size = sizeback # ????? target.draw_text(x, y, width, target.font.size, split_s[0]) return width else # ???????height?width??????????????? # ??????????? if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height @opacity_text_buf.dispose @opacity_text_buf = Bitmap.new(buf_width, height) # ???????????????? else @opacity_text_buf.clear end # ??????????? # ????? @opacity_text_buf.font.size = rubysize @opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1) @opacity_text_buf.font.size = sizeback # ????? @opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1) # ??????????????? if sub_x >= 0 target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity) # ??????????????? else target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity) end # ???????? return width end end #-------------------------------------------------------------------------- # ? \V?? #-------------------------------------------------------------------------- # option :??????????????????index??????????? # index :?????? # ??? :????(??????????????) #-------------------------------------------------------------------------- def convart_value(option, index) # option?nil????""???(?????) option == nil ? option = "" : nil
# option?downcase????? option.downcase!
# \030???????????????\030[?????????]???? case option when "i" unless $data_items[index].name == nil r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name) end when "w" unless $data_weapons[index].name == nil r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name) end when "a" unless $data_armors[index].name == nil r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name) end when "s" unless $data_skills[index].name == nil r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name) end else r = $game_variables[index] end
r == nil ? r = "" : nil return r end #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- def dispose terminate_message
# ????????? if @gaiji_cache != nil unless @gaiji_cache.disposed? @gaiji_cache.dispose end end
# ????????????? unless @opacity_text_buf.disposed? @opacity_text_buf.dispose end
$game_temp.message_window_showing = false if @input_number_window != nil @input_number_window.dispose end super end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def update_cursor_rect if @index >= 0 n = $game_temp.choice_start + @index self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32) else self.cursor_rect.empty end end end #============================================================================== # ¦ Window_Frame (??????????????) #============================================================================== class Window_Frame < Window_Base #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def initialize(x, y, width, height) super(x, y, width, height) self.contents = nil #self.back_opacity = 240 end #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- def dispose super end end #============================================================================== # ¦ Air_Text (???????????? = ??????????????????) #============================================================================== class Air_Text < Window_Base #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def initialize(x, y, designate_text) super(x-16, y-16, 32 + designate_text.size * 12, 56) self.opacity = 0 self.back_opacity = 0 self.contents = Bitmap.new(self.width - 32, self.height - 32) w = self.contents.width h = self.contents.height self.contents.font.name = $fontface self.contents.font.color = normal_color self.contents.draw_text(0, 0, w, h, designate_text) end #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- def dispose self.contents.clear super end end
Voici comment l'utiliser. \n[Heros ID] Nom du héros possédant l'ID \m[Monster ID] ID du monstre \o[numeros] opacité entre 0 et 255 \f[nom de l'image] Affiche un faceset 100*100 dans le message à gauche. A stocker l'image dans pictures \P[event ID]fenêtre s'ouvre au dessus de l'événement \Price[Item ID]Prix de l'objet \Class[Heros ID] La classe \t[FontName] La Police d'écriture \Name[Text] Le Nom du héros à Noter \Name[ Essai ] pour une meilleure lisibilité laisser des espaces avant et après \h[numeros] Hauteur de police entre 6 et 32 \~ ferme la fenêtre \e[numeros] jamais essayé \v[XID] X pour S technique I Item A armure W arme \i retrait
Dernière édition par Delta le Mer 16 Mai 2012 - 21:25, édité 1 fois |
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