Elekami Fondateur
Messages postés : 19071 Date d'inscription : 19/07/2008 Jauge LPC :
| Sujet: [XP] Afficher un faceset Sam 12 Déc 2009 - 10:47 | |
| Sur RMXP, vous remarquerez qu'il n'y a pas d'option pour afficher un faceset, bien voilà comment! Créer un nouveau script au dessus de Main que vous nommerez "Window_Message2" et copier/coller y ce code: - Code:
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#================================================= #============================= # Window_Message #------------------------------------------------------------------------------ # #================================================= #=============================
class Window_Message < Window_Selectable #-------------------------------------------------------------------------- # #-------------------------------------------------------------------------- def initialize super(80, 304, 480, 160) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font = Font.new("Arial") self.visible = false self.z = 9998 @fade_in = false @fade_out = false @contents_showing = false @cursor_width = 0 @pic_width = 96 @pic_height = 96 self.active = false self.index = -1 end #-------------------------------------------------------------------------- # #-------------------------------------------------------------------------- def dispose terminate_message $game_temp.message_window_showing = false if @input_number_window != nil @input_number_window.dispose end super end #-------------------------------------------------------------------------- # #-------------------------------------------------------------------------- def terminate_message self.active = false self.pause = false self.index = -1 self.contents.clear @contents_showing = false
if $game_temp.message_proc != nil $game_temp.message_proc.call end
$game_temp.message_text = nil $game_temp.message_proc = nil $game_temp.choice_start = 99 $game_temp.choice_max = 0 $game_temp.choice_cancel_type = 0 $game_temp.choice_proc = nil $game_temp.num_input_start = 99 $game_temp.num_input_variable_id = 0 $game_temp.num_input_digits_max = 0
if @gold_window != nil @gold_window.dispose @gold_window = nil end end #-------------------------------------------------------------------------- # #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color x = y = 0 @cursor_width = 0
if $game_temp.choice_start == 0 x = 8 end
if $game_temp.message_text != nil text = $game_temp.message_text
begin last_text = text.clone text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] } end until text == last_text text.gsub!(/\\[Nn]\[([0-9]+)\]/) do $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : "" end text.gsub!(/\\[Ww]\[([0-9]+)\]/) do @pic_width = $1.to_i "" end text.gsub!(/\\[Hh]\[([0-9]+)\]/) do @pic_height = $1.to_i "" end text.gsub!(/\\[Ff]\[([\w]+)\]/) do temp = RPG::Cache.picture($1) pic_x = self.contents.width - @pic_width - 10 pic_y = self.contents.height / 2 - @pic_height / 2 dest = Rect.new(pic_x,pic_y,@pic_width, @pic_height) src = Rect.new(0,0,temp.width, temp.height) self.contents.stretch_blt(dest, temp, src) "" end
text.gsub!(/\\\\/) { "\000" } text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" } text.gsub!(/\\[Gg]/) { "\002" }
while ((c = text.slice!(/./m)) != nil)
if c == "\000" c = "\\" end
if c == "\001" text.sub!(/\[([0-9]+)\]/, "") color = $1.to_i if color >= 0 and color <= 7 self.contents.font.color = text_color(color) end next end
if c == "\002" if @gold_window == nil @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 next end
if c == "\n" if y >= $game_temp.choice_start @cursor_width = [@cursor_width, x].max end y += 1 x = 0
if y >= $game_temp.choice_start x = 8 end next end
self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
x += self.contents.text_size(c).width end end
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 reset_window 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 end if $game_system.message_frame == 0 self.opacity = 255 else self.opacity = 0 end self.back_opacity = 160 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
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 terminate_message end return end
if @fade_out == false and $game_temp.message_text != nil @contents_showing = true $game_temp.message_window_showing = true reset_window 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 #-------------------------------------------------------------------------- # #-------------------------------------------------------------------------- def update_cursor_rect if @index >= 0 n = $game_temp.choice_start + @index self.cursor_rect.set(8, n * 32, @cursor_width, 32) else self.cursor_rect.empty end end end Et à chaques fois que vous faites parler un personnage, dans Message copier/coller: \f[nom_de_l'image_sans_l'extention] L'image doit être 96x96 et dans le dossier Pictures de votre jeu, ne mettez pas l'extension! À faire: \f[Perso1] À ne pas faire: \f[Perso1.png] Faites ceci à chaques fois dans votre message, suivit sur la ligne suivante de ce que dit le perso. |
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