Accueil du SiteAccueil du Site  AccueilAccueil  Dernières imagesDernières images  RechercherRechercher  ConnexionConnexion  S'enregistrerS'enregistrer  



Le Deal du moment :
Pokémon Évolutions Prismatiques : ...
Voir le deal

Partagez
 

 [vx]name box

Voir le sujet précédent Voir le sujet suivant Aller en bas 
AuteurMessage
rascasse
Chevalier (niveau 2)
Chevalier (niveau 2)
rascasse

Masculin
Messages postés : 82
Date d'inscription : 13/03/2009
Jauge LPC :
[vx]name box 89152714003 / 1003 / 100[vx]name box 8915271400


[vx]name box Empty
MessageSujet: [vx]name box   [vx]name box EmptyMer 1 Juil 2009 - 18:27

Voilà un script pour afficher le nom du personnage au dessus de la boite de dialogue par warotana.
Tester et il marche à mettre aux dessus de main bien sur.
Citation :
#==============================================================================

# ? [VX] ? Neo-Face System Advance {Version 3.1} + 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 Smile]

# ? \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:

# \na[name you want] << e.g. \na[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 Smile

# 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

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(/\\na\[(.*?)\]/)

if $1.to_s != ""

@name_text = $1.to_s

@text.sub!(/\\na\[(.*?)\]/) {}

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



Dernière édition par rascasse le Sam 4 Juil 2009 - 12:11, édité 1 fois
Revenir en haut Aller en bas
rascasse
Chevalier (niveau 2)
Chevalier (niveau 2)
rascasse

Masculin
Messages postés : 82
Date d'inscription : 13/03/2009
Jauge LPC :
[vx]name box 89152714003 / 1003 / 100[vx]name box 8915271400


[vx]name box Empty
MessageSujet: Re: [vx]name box   [vx]name box EmptyMer 1 Juil 2009 - 18:28

Et la fin ( le forume ne voulait pas tout mettre par manque de place
Citation :


#--------------------------------------

# 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)

#=============================================================================
Revenir en haut Aller en bas
Elekami
Fondateur
Fondateur
Elekami

Masculin
Messages postés : 19071
Date d'inscription : 19/07/2008
Jauge LPC :
[vx]name box 8915271400100 / 100100 / 100[vx]name box 8915271400

[vx]name box Pater_10
[vx]name box Staffe10
[vx]name box Mythe_10
[vx]name box Membre11
[vx]name box Doyen10
[vx]name box Scanar10
[vx]name box Compos10
[vx]name box Testeu10
[vx]name box Membre15
[vx]name box Partag10
[vx]name box Projet10
[vx]name box Projet16
[vx]name box Riche_10
[vx]name box Travai10
[vx]name box Collec10
[vx]name box Collec11
[vx]name box Collec12
[vx]name box Collec13
[vx]name box Connar10


[vx]name box Empty
MessageSujet: Re: [vx]name box   [vx]name box EmptyVen 3 Juil 2009 - 9:19

Merci, continue comme ça.
Revenir en haut Aller en bas
https://www.ledijonshow.fr https://twitter.com/EleKoptes
Invité
Invité
Anonymous


[vx]name box Empty
MessageSujet: Re: [vx]name box   [vx]name box EmptySam 10 Aoû 2013 - 4:02

Bonjour,
Je ne sais pas pourquoi il ne fonctionne pas chez moi il me met comme erreur:
Script 'm' line 295: NameError occurred.

undefined method 'convert_special_characters' for class 'Window_Message'

Je rage car cela fait plus de 8 jours que je recherche un script qui fait cela.Very Happy 

Merci d'avance.
Revenir en haut Aller en bas
lidenvice
Ancien staffeux
Ancien staffeux
lidenvice

Masculin
Messages postés : 1955
Date d'inscription : 18/10/2011
Jauge LPC :
[vx]name box 891527140068 / 10068 / 100[vx]name box 8915271400

[vx]name box Membre10
[vx]name box Doyen10
[vx]name box Travai10
[vx]name box Membre15
[vx]name box Altrui10
[vx]name box Padago10
[vx]name box Scanar10
[vx]name box Mappeu10
[vx]name box Event-10
[vx]name box Maker_10
[vx]name box Projet16
[vx]name box Mythe_10
[vx]name box Riche_10
[vx]name box Collec10
[vx]name box Collec11
[vx]name box Collec12
[vx]name box Collec13
[vx]name box Antino10
[vx]name box Serial10


[vx]name box Empty
MessageSujet: Re: [vx]name box   [vx]name box EmptySam 10 Aoû 2013 - 5:30

C'est un necropost, quand on a un souci avec un script on poste dans la section demande d'aide avec le lien vers le script. Ca évite de remonter un vieux sujet pour rien merci.
Revenir en haut Aller en bas
Contenu sponsorisé




[vx]name box Empty
MessageSujet: Re: [vx]name box   [vx]name box Empty

Revenir en haut Aller en bas
 
[vx]name box
Voir le sujet précédent Voir le sujet suivant Revenir en haut 
Page 1 sur 1

Permission de ce forum:Vous ne pouvez pas répondre aux sujets dans ce forum
Le Palais Créatif :: ~ PARTAGE ~ :: Scripts et plugins :: RPG Maker VX :: Système-
Sauter vers: