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    • Da Ally
      Nome Script: Dimensione e Posizione Box Messaggio
      Versione: N/D
      Autore/i: Zerbu
       
      Informazioni:
      Questo script consente di impostare le dimensioni di una finestra di messaggio e/o impostarlo su una posizione fissa sullo schermo di gioco.
       
      Screenshots:
       
       
       
      Istruzioni:
      Create quattro variabili per le seguenti impostazioni:
      - Larghezza della finestra di messaggio
      - Altezza della finestra di messaggio
      - Posizione X sullo schermo
      - Posizione Y sullo schermo
       
      Quindi, modificate le impostazioni nello script per assegnare e individuare quali variabili vengono utilizzate:
       

      #-------------------------------------------------------------------------- # Options #-------------------------------------------------------------------------- # Variable with the message width # If the variable value is 0, the full width of the window will be used MESSAGE_WIDTH = 2 # Variable with the message height # If the variable value is 0, the default height will be used MESSAGE_HEIGHT = 3 # Variable with the X position # If the variable value is -1, it will be centred on the screen MESSAGE_X = 4 # Variable with the Y position # If the variable value is 0, the position chosen in the editor # (Top, Middle, Bottom) will be used MESSAGE_Y = 5 Script: 

      #============================================================================== # Message Box Options #------------------------------------------------------------------------------ # by Zerbu #============================================================================== class Window_Message < Window_Base #-------------------------------------------------------------------------- # Options #-------------------------------------------------------------------------- # Variable with the message width # If the variable value is 0, the full width of the window will be used MESSAGE_WIDTH = 2 # Variable with the message height # If the variable value is 0, the default height will be used MESSAGE_HEIGHT = 3 # Variable with the X position # If the variable value is -1, it will be centred on the screen MESSAGE_X = 4 # Variable with the Y position # If the variable value is 0, the position chosen in the editor # (Top, Middle, Bottom) will be used MESSAGE_Y = 5 #-------------------------------------------------------------------------- # DO NOT EDIT BELOW unless you know what you're doing! # If you are not careful, editing below could cause chaos in your game # world, and I don't mean something the player will enjoy! #-------------------------------------------------------------------------- #-------------------------------------------------------------------------- # alias method: window_width #-------------------------------------------------------------------------- alias default_window_width window_width def window_width #--- if $game_variables[MESSAGE_WIDTH] != 0 $game_variables[MESSAGE_WIDTH] #--- else default_window_width end #--- end #-------------------------------------------------------------------------- # alias method: window_height #-------------------------------------------------------------------------- alias default_window_height window_height def window_height #--- if $game_variables[MESSAGE_HEIGHT] != 0 $game_variables[MESSAGE_HEIGHT] #--- else default_window_height #--- end end #-------------------------------------------------------------------------- # alias method: update_placement #-------------------------------------------------------------------------- alias default_placement update_placement #--- def update_placement #--- default_placement #--- if $game_variables[MESSAGE_X] == -1 x_space = Graphics.width - window_width self.x = x_space-(x_space/2) #--- else self.x = $game_variables[MESSAGE_X] #--- end #--- if $game_variables[5] != 0 self.y = $game_variables[MESSAGE_Y] end #--- if (self.width != window_width || self.height != window_height) self.width = window_width self.height = window_height create_contents end #--- end end #============================================================================== # END SCRIPT #==============================================================================
    • Da Ally
      Nome Script: Effetto nel Testo dei Messaggi
      Versione: 2
      Autore/i: Zerbu
       
      Informazioni:
      Questo script, inserisce un suono durante lo scorrimento del testo nei messaggi.
       
      Istruzioni:
      Inserite lo script sotto Material.
      Per cambiare l'effetto del suono, fate riferimento a questa riga:

      MESSAGE_SOUND = RPG::SE.new("Knock", 70, 80) Script:
      #============================================================================== # Text Sound Effect (version 2) # NEW FEATURE: Switch to turn off sound effect #------------------------------------------------------------------------------ # by Zerbu #============================================================================== module Text_Sound_Effect #-------------------------------------------------------------------------- # Options #-------------------------------------------------------------------------- # The sound effect to play MESSAGE_SOUND = RPG::SE.new("Knock", 70, 80) # The number of characters to display before each time the sound plays # The default is 3, it's recommended you keep it as this unless you # know what you're doing MESSAGE_SOUND_FRAMES = 3 # Switch to disable sound effect # If you need to turn off the sound effect for any part of the game, # turn this switch on # Set to nil to disable this feature MESSAGE_SOUND_DISABLE = nil end class Window_Base < Window include Text_Sound_Effect #-------------------------------------------------------------------------- # alias method: process_characer #-------------------------------------------------------------------------- alias textsound_process_character_normal process_character def process_character(c, text, pos) if !MESSAGE_SOUND_DISABLE or !$game_switches[MESSAGE_SOUND_DISABLE] #--- if !defined?(@sound_frames) @sound_frames = 0 end #--- if @sound_frames == 0 MESSAGE_SOUND.play end #--- @sound_frames+=1 #--- if @sound_frames == MESSAGE_SOUND_FRAMES @sound_frames = 0 end #--- end textsound_process_character_normal(c, text, pos) end #--- end
    • Da Ally
      Nome Script: ATS: Codici Speciali nei Messaggi
      Versione: 1.0
      Autore/i: modern algebra

      Informazioni:
      Questo script consente di utilizzare una serie di ulteriori codici speciali nei messaggi, che saanno funzioni simili ai codici di default come v[n], c[n], ecc...

      Per consultare l'elenco dei codici andate a linea 54 per un'idea completa di ciò che viene aggiunto. In sostanza, ti dà un maggiore controllo sul messaggio e ti permette di fare uso di effetti come il carattere grassetto e corsivo, e consente di recuperare e visualizzare i dati utili come i nomi di armi e armature.

      Istruzioni:
      Inserite lo script sotto Material.

      Istruzioni all'interno dello script.

      Script:


      #============================================================================== # ATS: Special Message Codes [VXA] # Version: 1.0 # Author: modern algebra (rmrk.net) # Date: December 11, 2011 #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Description: # # This script allows you to use a number of additional special codes in the # message system, which will function similar to the default codes like # v[n], c[n], etc. Please see the list of special message codes starting at # line 54 for a full idea of what is added. Basically, it gives you greater # control over the delivery of a message, allows you to make use of font # effects like bolding and italicizing, and allows you to retrieve and # display useful data like the names of weapons and armors. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # ATS Series: # # This script is part of the Advanced Text System series of scripts. These # scripts are based off the Advanced Text System for RMVX, but since RMVX Ace # has a much more sensibly designed message system, it is no longer necessary # that it be one large script. For that reason, and responding to feedback on # the ATS, I have split the ATS into multiple different scripts so that you # only need to pick up the components for the features that you want. It is # therefore easier to customize and configure. # # To find more scripts in the ATS Series, please visit: # http://rmrk.net/index.php/topic,44525.0.html #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Instructions: # # This script is not difficult to use or configure. There are only two # configuration options for this script. These are: # # :message_speed # :show_fast_speed # # :message_speed allows you to set the default number of frames to wait # between drawing each letter in the message window. :show_fast_speed allows # you to control the amount it speeds up when the player presses enter. You # can gain instructions on setting the default value for both at line 180. # # As with other ATS scripts, you can change the value of these options in # game with the following codes in a script call: # # ats_next(:message_option, <img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/lunettes.gif' class='bbc_emoticon' alt='8-)' /> # ats_all(:message_option, <img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> # # Where :message_option is the symbol you want (:message_speed or # :show_fast_speed) and x is the value you want to change it to. ats_next # will only change it for the very next message, while ats_all will change it # for every message to follow. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # List of Special Message Codes: # # The default message codes are retained, and this script adds a number of # other desirable features. The following is a complete list of the message # codes at your disposal. Simply insert them into a Display Message command, # Choice Branches, or any other message related system. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Font Effects: # # fn[fontname] - Change the font to fontname. If you put multiple fontnames # separated by commas, then it will take the first one the user has installed # fs[n] - Change the font size to n. # { - Increase the font size by 8. # } - Decrease the font size by 8. # c[n] - Set the colour of the text being drawn to the nth colour of the # Windowskin palette. 0 is the normal color and 16 is the system color. # hc[RRGGBB] or c[#RRGGBB] - Set the colour of the text being drawn to any # colour, using hexadecimal values. You can set each colour (red, green, # blue) to anything from 0-255 (00-FF). You must use hexadecimal values. If # so desired, you can add an additional hex value from 00-FF to change the # alpha. # b - Turn bold on. Text drawn after this code will be bolded. # /b - Turn bold off. # i - Turn italic on. Text drawn after this code will be italicized. # /i - Turn italic off. # o - Turn outline on. # /o - Turn outline off. # s - Turn shadow on. Text drawn after this code will have a shadow. # /s - Turn shadow off. # u - Turn underline on. Text drawn after this code will be underlined. # /u - Turn underline off. # hl[n] - Turn highlight on. Text drawn after this code will be highlighted # with colour n + 1 from the windowskin palette # /hl OR hl[0] - Turn highlight off. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Message Control: # # s[n] - Sets the message speed to wait n frames between drawing every letter. # 0 is instant. # s[+n] - Sets the message speed to wait an additional n frames between drawing # every letter. # s[-n] - Sets the message speed to wait n less frames between drawing every # letter. # . - Wait 15 frames before drawing the next character # | - Wait 60 frames before drawing the next character # w[n] - Wait n frames before drawing the next character # ! - Pause text and wait for player to press Enter # ^ - Skip Pause; allows you to close a message window without requiring player # input. # > - Show line fast. # < - Stop showing line fast. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Replacement Codes: # # p[n] - Draw the name of the actor in the xth position in the party. 1 is # the party leader, 2 is the second member, etc. # n[n] - Draw the name of the actor with ID n # nn[n] - Draw the nickname of the actor with ID n. # pid[n] - Draw the ID of the actor in the nth position in the party. # ac[n] - Draw the class name of the actor with ID n. # al[n] - Draw the level of the actor with ID n. # ni[n] - Draw the name of the item with ID n. # nw[n] - Draw the name of the weapon with ID n. # na[n] - Draw the name of the armor with ID n. # ns[n] - Draw the name of the skill with ID n. # nt[n] - Draw the name of the state with ID n. # nc[n] - Draw the name of the class with ID n. # ne[n] - Draw the name of the event with ID n on the current map. # nm[n] - Draw the name of the enemy with ID n. # nv[n] - Draw the name of the variable with ID n. # nsw[n] - Draw the name of the switch with ID n. # nl[n] - Draw the name of the element with ID n. # nwt[n] - Draw the name of the weapon type with ID n. # nat[n] - Draw the name of the armor type with ID n. # nst[n] - Draw the name of the skill type with ID n. # np[n] - Draw the name of the actor in the nth position in the party. # map - Draw the name of the map the player is currently on. # map[n] - Draw the name of the map with ID n. # pg - Draws the amount of money the party has. # g - Draws the unit of currency. # vocab[method] - Will draw whatever Vocab.method returns, if it is a valid # method call. Suitable values for method are: level, level_a, hp, hp_a, # mp, mp_a, tp, tp_a, fight, escape, attack, guard, item, skill, equip, # status, formation, save, game_end, weapon, armor, key_item, equip2, # optimize, clear, new_game, continue, shutdown, to_title, cancel, # currency_unit # vocab[param, n] - Will draw the label for parameter with ID n. 0 => Max HP; # 1 => Max MP; 2 => Attack; 3 => Defence; 4 => Magic; 5 => Magic Defence; # 6 => Agility; 7 => Luck # vocab[etype, n] - Will draw the label for equipment type with ID n. # 0 => Weapon; 1 => Shield; 2 => Head; 3 => Body; 4 => Accessory #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Other Effects: # # $ - Opens a window which shows the party's gold. # n - line break # i[n] - Draw icon with index n. # ii[n] - Draw icon of the item with ID n. # iw[n] - Draw icon of the weapon with ID n. # ia[n] - Draw icon of the armor with ID n. # is[n] - Draw icon of the skill with ID n. # it[n] - Draw icon of the state with ID n. # x[n] - Draw next character at pixel n of the window contents. # s[n,text] - Will only draw text only if the switch with ID n is ON. # s![n,text] - Will only draw text only if the switch with ID n is OFF. # #{code} - This will evaluate code. So, if you know scipting, you can place # any code there and it will draw whatever is returned by it. For instance: # #{$game_system.save_count} would draw the number of times the player has # saved the current game. #============================================================================== $imported = {} unless $imported $imported[:ATS_SpecialMessageCodes] = true #============================================================================== # ** Game_ATS #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Summary of Changes: # new public instance variables - message_speed; special_message_codes #============================================================================== class Game_ATS CONFIG = {} unless $imported[:AdvancedTextSystem] CONFIG[:special_message_codes] = { special_message_codes:true, # # EDITABLE REGION #|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| # :message_speed => x, # Changing the value of x determines the default number of frames to # wait between drawing letters in a message window. 0 is instant. :message_speed => 1, # :show_fast_speed => x # Changing the value of x determines the number of frames to wait # between drawing letters when the player is holding enter. 0 is # instant :show_fast_speed => 0 #|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| # END EDITABLE REGION #//////////////////////////////////////////////////////////////////////// } #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Public Instance Variables #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CONFIG[:special_message_codes].keys.each { |key| attr_accessor key } end #============================================================================== # Initialize Common ATS Data if no other ATS script interpreted first #============================================================================== if !$imported[:AdvancedTextSystem] #============================================================================ # *** DataManager #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Summary of Changes: # aliased method - create_game_objects; make_save_contents; # extract_save_contents #============================================================================ module DataManager class << self #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Create Game Objects #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias modb_ats_crtgmobj_6yh7 create_game_objects def create_game_objects(*args, &block) modb_ats_crtgmobj_6yh7(*args, &block) $game_ats = Game_ATS.new $game_ats.init_new_installs end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Make Save Contents #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias mlba_ats_mksave_5tg9 make_save_contents def make_save_contents(*args, &block) contents = mlba_ats_mksave_5tg9(*args, &block) contents[:ats] = $game_ats contents end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Extract Save Contents #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias ma_ats_extrcsvcon_8uj2 extract_save_contents def extract_save_contents(contents, *args, &block) ma_ats_extrcsvcon_8uj2(contents, *args, &block) $game_ats = contents[:ats] ? contents[:ats] : Game_ATS.new $game_ats.init_new_installs end end end #============================================================================ # ** Game_ATS #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # This class holds the default data for all scripts in the ATS series #============================================================================ class Game_ATS def initialize; reset; end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Reset any or all installed ATS scripts #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def reset(script_name = nil) if script_name.is_a? (Symbol) # If script to reset specified CONFIG[script_name].each_pair { |key, value| self.send("#{key}=".to_sym, value) $game_message.send("#{key}=".to_sym, value) } else # Reset all ATS scripts CONFIG.keys.each { |script| reset(script) } end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Initialize any newly installed ATS scripts #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def init_new_installs CONFIG.keys.each { |script| reset(script) unless self.send(script) } end end #============================================================================ # ** Game_Message #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Summary of Changes: # aliased method - clear #============================================================================ class Game_Message #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Clear #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias mlb_ats_clrats_5tv1 clear def clear(*args, &block) mlb_ats_clrats_5tv1(*args, &block) # Run Original Method return if !$game_ats Game_ATS::CONFIG.values.each { |installed| installed.keys.each { |key| self.send("#{key}=".to_sym, $game_ats.send(key)) } } end end #============================================================================ # ** Game_Interpreter #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Summary of Changes: # new methods - ats_all; ats_next #============================================================================ class Game_Interpreter #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * ATS All #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def ats_all(sym, *args, &block) $game_ats.send("#{sym}=".to_sym, *args, &block) ats_next(sym, *args, &block) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * ATS Next #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def ats_next(sym, *args, &block) $game_message.send("#{sym}=".to_sym, *args, &block) end end end $imported[:AdvancedTextSystem] = true class Game_Message Game_ATS::CONFIG[:special_message_codes].keys.each { |key| attr_accessor key } end #============================================================================== # ** Game_Event #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Summary of Changes: # new method - name #============================================================================== class Game_Event def name return @event ? @event.name : "" end end #============================================================================== # ** Window_Base #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Summary of Changes: # aliased methods - initialize; convert_escape_characters; calc_line_height; # process_escape_character; process_normal_character; reset_font_settings #============================================================================== class Window_Base #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Object Initialization #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias mlgb_atssmc_init_3do9 initialize def initialize(*args, &block) mlgb_atssmc_init_3do9(*args, &block) # Run Original Method @underline = false @highlight = -1 end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Convert Escape Characters #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias ma_atssmc_convesc_4rc1 convert_escape_characters def convert_escape_characters(*args, &block) result = ma_atssmc_convesc_4rc1(*args, &block) # Run Original Method # Party result.gsub!(/ePID[(d+)]/i) { $1.to_i >= 1 ? $game_party.members[$1.to_i - 1].id.to_s : "1" } result.gsub!(/ePG/i) { $game_party.gold } # Message Speed result.gsub!(/eS[([+-]?d+)]/i) { "eMS[#{$1}]" } result.gsub!(/e%/) { "eDS%"} # Hex Colour result.gsub!(/eC[#/i) { "eHC[" } # Icons result.gsub!(/eII[(d+)]/i) { "eI[#{$data_items[$1.to_i].icon_index}]" rescue "" } result.gsub!(/eIW[(d+)]/i) { "eI[#{$data_weapons[$1.to_i].icon_index}]" rescue "" } result.gsub!(/eIA[(d+)]/i) { "eI[#{$data_armors[$1.to_i].icon_index}]" rescue "" } result.gsub!(/eIS[(d+)]/i) { "eI[#{$data_skills[$1.to_i].icon_index}]" rescue "" } result.gsub!(/eIT[(d+)]/i) { "eI[#{$data_states[$1.to_i].icon_index}]" rescue "" } # Actor Stats result.gsub!(/eAC[(d+)]/i) { $data_classes[$game_actors[$1.to_i].class_id].name } result.gsub!(/eAL[(d+)]/i) { $game_actors[$1.to_i].level.to_s } # Names result.gsub!(/eMAP[(d+)]/i) { load_data(sprintf("Data/Map%03d.rvdata2", $1.to_i)).display_name rescue "" } result.gsub!(/eMAP/i) { $game_map.display_name rescue "" } result.gsub!(/eNE[(d+)]/i) { $game_map.events[$1.to_i].name } result.gsub!(/eNN[(d+)]/i) { $game_actors[$1.to_i].nickname } result.gsub!(/eNI[(d+)]/i) { $data_items[$1.to_i].name rescue "" } result.gsub!(/eNW[(d+)]/i) { $data_weapons[$1.to_i].name rescue "" } result.gsub!(/eNA[(d+)]/i) { $data_armors[$1.to_i].name rescue "" } result.gsub!(/eNS[(d+)]/i) { $data_skills[$1.to_i].name rescue "" } result.gsub!(/eNT[(d+)]/i) { $data_states[$1.to_i].name rescue "" } result.gsub!(/eNM[(d+)]/i) { $data_enemies[$1.to_i].name rescue "" } result.gsub!(/eNC[(d+)]/i) { $data_classes[$1.to_i].name rescue "" } result.gsub!(/eNV[(d+)]/i) { $data_system.variables[$1.to_i] } result.gsub!(/eNSW[(d+)]/i) { $data_system.switches[$1.to_i] } result.gsub!(/eNWT[(d+)]/i) { $data_system.weapon_types[$1.to_i] } result.gsub!(/eNAT[(d+)]/i) { $data_system.armor_types[$1.to_i] } result.gsub!(/eNST[(d+)]/i) { $data_system.skill_types[$1.to_i] } result.gsub!(/eNL[(d+)]/i) { $data_system.elements[$1.to_i] } # Vocab result.gsub!(/eVOCAB[(w+),s*(d+)s*]/i) { Vocab.send($1.downcase, $2.to_i) rescue "" } result.gsub!(/eVOCAB[(w+)]/i) { Vocab.send($1.downcase) rescue "" } # Font Settings result.gsub!(/eB/i) { "eFE[0]" } # Bold On result.gsub!(//B/i) { "eFE[1]" } # Bold Off result.gsub!(/eI([^[])/i) { "eFE[2]#{$1}" } # Italics On result.gsub!(//I/i) { "eFE[3]" } # Italics Off result.gsub!(/eO/i) { "eFE[4]" } # Outline On result.gsub!(//O/i) { "eFE[5]" } # Outline Off result.gsub!(/eS([^[!])/i) { "eFE[6]#{$1}" } # Shadow On result.gsub!(//S/i) { "eFE[7]" } # Shadow Off result.gsub!(/eU/i) { "eFE[8]" } # Underline On result.gsub!(//U/i) { "eFE[9]" } # Underline Off result.gsub!(/eHL[(d+)]/i) { "eHL[#{$1.to_i}]" } # Highlight On: custom colour result.gsub!(/eHL([^[])/i) { "eHL[17]#{$1}" }# Highlight On: system colour result.gsub!(//HL/i) { "eHL[0]" } # Hightlight Off result.gsub!(//FN/i) { "eFN[]" } # Default Font result.gsub!(//FS/i) { "eFS[#{Font.default_size}]" } # Default Font # Conditional Text result.gsub!(/eS[(d+)[,;:](.+?)]/i) { $game_switches[$1.to_i] ? $2 : "" } result.gsub!(/eS![(d+)[,;:](.+?)]/i) { $game_switches[$1.to_i] ? "" : $2 } # Evaluation result.gsub!(/e#{(.+?)}/im) { (eval($1)).to_s rescue "" } # Do resubstitutions if requested if result.sub!(/eRESUB/i, "") != nil result = convert_escape_characters(result, *args, &block) end result.gsub!(/eN/i, "n") # Line Break result # Return result end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Calculate Line Height #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias ma_atssmc_clclnhght_3ek9 calc_line_height def calc_line_height(text, *args, &block) res = ma_atssmc_clclnhght_3ek9(text, *args, &block) # Run Original Method text.slice(/^.*$/).scan(/eFS[(d+)]/i) { |num| res = [res, num[0].to_i].max } res end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Process Normal Character #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias mlra_atssmc_procnorm_5fg2 process_normal_character def process_normal_character(c, pos, *args, &block) draw_highlight_underline(c, pos) if @underline || @highlight mlra_atssmc_procnorm_5fg2(c, pos, *args, &block) # Run Original Method end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Process Escape Character #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias ma_atssmc_procesc_7gv1 process_escape_character def process_escape_character(code, text, pos, *args, &block) case code.upcase when 'X' then pos[:x] = obtain_escape_param(text) when 'HC' # Hex Colour hex = text.slice!(/^[([ABCDEFd]+)]/i) rgb = $1.scan(/../).map { |hex| hex.to_i(16) } change_color(Color.new(*rgb)) if rgb.size.between?(3,4) when 'FE' # Font Settings param = obtain_escape_param(text) case param / 2 when 0 then contents.font.bold = ((param % 2) == 0) # Bold when 1 then contents.font.italic = ((param % 2) == 0) # Italic when 2 then contents.font.outline = ((param % 2) == 0) # Outline when 3 then contents.font.shadow = ((param % 2) == 0) # Shadow when 4 then @underline = ((param % 2) == 0) # Underline end when 'HL' then @highlight = obtain_escape_param(text) - 1 # Highlight when 'FN' # Font Name text.slice!(/^[(.*?])/) param = $1 if param.nil? || param == ']' contents.font.name = Font.default_name else ary = [] while param.slice!(/s*(.+?)s*[,;:]]/) != nil do ary.push($1) end contents.font.name = ary end when 'FS' # Font Size text.slice!(/^[(d+)]/) contents.font.size = [[$1.to_i, 16].max, 64].min else ma_atssmc_procesc_7gv1(code, text, pos, *args, &block) # Run Original Method end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Reset Font Settings #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias ma_atssmc_resetfont_8jb5 reset_font_settings def reset_font_settings(*args, &block) ma_atssmc_resetfont_8jb5(*args, &block) # Run Original Method contents.font.outline = Font.default_outline contents.font.shadow = Font.default_shadow @underline = false @highlight = -1 end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Draw Highlighting and Underlining #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def draw_highlight_underline(c, pos) text_width = text_size(c).width y_space = (pos[:height] - contents.font.size) / 2 if @underline # Underlining y = pos[:y] + pos[:height] y -= [2, y_space].max contents.fill_rect(pos[:x], y, text_width, 2, contents.font.color) end if @highlight >= 0 # Highlighting y = pos[:y] y += y_space - 1 if y_space > 0 text_height = [contents.font.size + 2, pos[:height]].min colour = text_color(@highlight) colour.alpha = 128 if colour.alpha > 128 contents.fill_rect(pos[:x], y, text_width, text_height, colour) end end end #=============================================================================== # ** Window_Message #+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Summary of Changes: # aliased method - clear_instance_variables; process_escape_character; # update_show_fast; wait_for_one_character #=============================================================================== class Window_Message #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Clear Instance Variables #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias ma_atssmc_clrinsvar_3dq9 clear_instance_variables def clear_instance_variables(*args, &block) ma_atssmc_clrinsvar_3dq9(*args, &block) # Run Original Method @skip_disabled = false end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Process Escape Character #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias mnaa_atssmc_escchar_3dr9 process_escape_character def process_escape_character(code, text, pos, *args, &block) case code.upcase when 'MS' # Set Message Speed if !text[/^[([+-])/].nil? text.sub!(/^[([+-])/, '[' ) sign = $1 else sign = "" end param = obtain_escape_param(text) sign.empty? ? $game_message.message_speed = param : $game_message.message_speed += "#{sign}#{param}".to_i when 'DS' text.slice!(/^%/) # Delete buffer to ensure code isn't overextended @skip_disabled = !@skip_disabled when 'W' then wait(obtain_escape_param(text)) else mnaa_atssmc_escchar_3dr9(code, text, pos, *args, &block) # Run Original Method end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Update Show Fast #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias mlg_atssmc_updshwfast_7yb1 update_show_fast def update_show_fast(*args, &block) mlg_atssmc_updshwfast_7yb1(*args, &block) @show_fast = Input.press? (Input::C) if $game_message.show_fast_speed > 0 @show_fast = false if @skip_disabled end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Wait for One Character #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias mdrnl_smcats_waitonechar_5rf1 wait_for_one_character def wait_for_one_character(*args, &block) mdrnl_smcats_waitonechar_5rf1(*args, &block) # Run Original Method if (@show_fast || @line_show_fast) && $game_message.show_fast_speed > 0 wait($game_message.show_fast_speed) elsif $game_message.message_speed > 1 wait($game_message.message_speed - 1) end end end Incompatibilità:
      Potrebbe non funzionare con script che utilizzano gli stessi codici per i messaggi.
    • Da Ally
      Nome Script: NMS - Neo Message System
      Versione: 3.0
      Autore/i: Woratana

      Informazioni:
      Un sistema di messaggi che prende piede dall'AMS di dubealex,e quindi riportato anche per VX.
      Con questo script,si possono inserire opzioni che non sono presenti nel VX,esempio:


       

      Istruzioni:
      All'interno della demo ^^

      Demo:
      http://www.mediafire.com/?2mhjjkk4mte
    • Da Ally
      Nome Script: AMS Script Dubealex - Update 2z
      Versione: R4 Update 2z
      Autore/i: Dubealex, modificato da Zarethal.
       
      Informazioni:
      Ebbene finalmente sono riuscito a tappare i bug più evidenti di questo script, ossia l'impossibilità di mostrare alcuni numeri durante il gioco (o in alcuni casi il crash dello stesso quando si visualizza un dialogo contenente dei numeri).
      Non so se le modifiche possano avere degli effetti collaterali, tuttavia penso possa essere ugualmente utile a chi come me per molto tempo ha dato i numeri nel cercare una soluzione che rendesse questo script più abbordabile.
       
      Inoltre, rispetto a gran parte delle fonti su internet, ho provveduto ad integrare le istruzioni per i comandi speciali all'interno dello script stesso in modo da facilitarne l'uso, spero vi sia d'aiuto :clindoeil:
       
      Istruzioni:
      Inserito lo script sopra Main.
      Altre istruzioni all'interno dello script.
       
      Script:

      #=================================================== # ■ AMS - Advanced Message Script - R4 [Update #2z] #=================================================== # Per informazioni e aggiornamenti sullo script visitate: # www.dubealex.com (Creation Asylum) # # Modificato, aggiustato e migliorato da: Dubealex # Original Script Core by: XRXS Scripter (Jap Dudes) # HTML Hexadecimal color feature from: Phylomorphis # # Ringraziamenti: # Rabu: Per aver aggiunto l'opzione Mostra face # # Traduzione in italiano by Tio # Per più informazioni visitate www.rpgshrine.altervista.org # Per trovare gli ultimi aggiornamenti nello script cercate: #NEW # Per configurare il bottone che fa saltare il dialogo cercare: #SKIP_TEXT_CODE # # May 18, 2005 #=================================================== #=================================================== # ISTRUZIONI E CORREZIONE BUG - ZARETHAL #=================================================== # # Mostra oro: \G # Cambiare font: \t[FontName] # Mostra la classe di un pg: \Class[Hero ID] # Prezzo di uno strumento: \Price[Item ID] # Mostra il nome di una mappa: \ Map # Inserire un faceset nel dialogo: \f[FileName] (devono essere per forza file png di 96x96 pixel messi nella cartella pictures) # Usare comandi per i colori in exadecimale: \\c[#000000](modificare i numeri) # Cambiare colore al testo: \c[Color ID] # Mostrare qualcosa: \v[ID]-->Mostra una variabile # \v[i ID]-->mostra un oggetto # \v[w ID]-->mostra un'arma # \v[a ID]-->mostra un'armatura # \v[s ID]-->mostra una abilità # Mettere il messaggio su un evento: \P[Event ID] # Mettere il messaggio sul giocatore: \ p[0] ,se mettere \p[-1] verrà la window skin senza bordi e background # Mostrare il nome: \name[Nome] # Mostrare il nome di un eroe: \n[ID] # Mostrare il nome di un eroe nel window name: \name[\n[ID]] # Cambiare la velocità: \s[0-19]La velocità va da 0 a 19(0 è il più veloce,19 il più lento) # Cambire la grandezza del dialogo:\h[6-32] 36 è il più grande,6 ci vuole il microscopio. # Mostrare un nome di mostro: \m[ID] # Attendi imput: \! # Iniziare/Interrompere la modalità letter-by-letter: finisce con \>,inizia con \< # Aspettare: \| è un secondo,\. è 0.25 secondi # Cambaire l'opacità: \o[Numero],da 0(trasparente) a 255. # Attivare/disattivare la modalità salta dialogo: \% # Modificare il colore permanentemente: \Color[ID] # Cambiare il colore nel nome: \z[ID] # Chiusura automatica di un testo: \~ #=================================================== LETTER_BY_LETTER_MODE = true #Setta la modalità di lettura lettera per lettera #(per toglierla modificare true in false) #=================================================== # ▼ Inizio CLASSE AMS #=================================================== class AMS attr_accessor :name_box_x_offset attr_accessor :name_box_y_offset attr_accessor :font_type attr_accessor :name_font_type attr_accessor :font_size attr_accessor :name_font_size attr_accessor :message_box_opacity attr_accessor :name_box_skin attr_accessor :name_box_text_color attr_accessor :message_box_text_color attr_accessor :message_box_skin attr_accessor :name_box_width attr_accessor :name_box_height attr_accessor :message_width attr_accessor :message_height attr_accessor :message_x attr_accessor :message_y_bottom attr_accessor :message_y_middle attr_accessor :message_y_top attr_accessor :event_message_x_ofset attr_accessor :event_message_y_ofset def initialize @name_box_x_offset = 10 #Sceglie la posizione X della finestra col nome. Iniziale= 0 @name_box_y_offset = 25 #Sceglie la posizione Y della finestra col nome. Iniziale= -10 @name_box_width = 20 #Sceglie la larghezza della finestra col nome. Iniziale= 8 @name_box_height = 26 #Sceglie l'altezza della finestra col nome. Iniziale= 26 @font_type = "Tahoma" #Sceglie il font per la finestra dei messaggi @name_font_type = "Tahoma" #Sceglie il font per la finestra col nome @font_size = 22 #Sceglie la grandezza del font nella finestra dei messaggi @name_font_size = 22 #Sceglie la grandezza del font per la finestra col nome @name_box_text_color=0 #Sceglie il colore del font per la finestra dei messaggi @message_box_text_color=0 #Sceglie il colore del font per la finestra col nome @message_box_opacity = 200 #Sceglie l'opacità della finestra dei messaggi.Iniziale=160 @message_box_skin = "001-Blue01" #Nome della Windowskin della finestra dei messaggi. @name_box_skin = "001-Blue01" #Nome della Windowskin della finestra col nome. @message_width = 480 #Sceglie la larghezza della finestra dei messaggi. Iniziale=480 @message_height = 160 #Sceglie l'altezza della finestra dei messaggi. Iniziale=160 @message_x = 80 #Sceglie la posizione X della finestra dei messaggi. Iniziale=80 @message_y_bottom = 304 #Sceglie la posizione Y della finestra a partire dal basso. Iniziale=304 @message_y_middle = 160 #Sceglie la posizione Y della finestra a partire dall'alto. Iniziale=160 @message_y_top = 16 #Sceglie la posizione della finestra del nome in alto. Iniziale=16 @event_message_x_ofset = 0 #Sceglie la posizione X della finestra orientata agli eventi. Iniziale=0 @event_message_y_ofset = 48 #Sceglie la posizione Y della finestra orientata agli eventi. Iniziale=48 end end #=================================================== # ▲ Finisce CLASSE AMS #=================================================== #=================================================== # ▼ Inizia Classe Window_Message #=================================================== class Window_Message < Window_Selectable alias xrxs9_initialize initialize def initialize @[member=alex]_skip = false 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($gaiji_file) else @gaigi_cache = nil end @opacity_text_buf = Bitmap.new(32, 32) end #-------------------------------------------------------------------------- alias xrxs9_terminate_message terminate_message def terminate_message if @name_window_frame != nil @name_window_frame.dispose @name_window_frame = nil end if @name_window_text != nil @name_window_text.dispose @name_window_text = nil end xrxs9_terminate_message end #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = text_color($ams.message_box_text_color) self.contents.font.name = $ams.font_type self.contents.font.size = $ams.font_size self.windowskin = RPG::Cache.windowskin($ams.message_box_skin) @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 if $game_temp.choice_start == 0 @x = 8 end if $game_temp.message_text != nil @now_text = $game_temp.message_text if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then @face_file = $1 + ".png" @x = @face_indent = 128 if FileTest.exist?("Graphics/Pictures/" + $1 + ".png") self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96)) end @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" } end begin last_text = @now_text.clone @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's Stop Skip Text ON-OFF @now_text.gsub!(/\\[%]/) { "\100" } #Fine nuovo comando #NEW #Dubealex's Show Monster Name Feature @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do $data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : "" end #Fine nuovo comando #NEW #Dubealex's 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 #Fine nuovo comando #NEW #Dubealex's 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 #Fine nuovo comando #NEW #Dubealex's Show Current Map Name Feature @now_text.gsub!(/\\[Mm]ap/) do $game_map.name != nil ? $game_map.name : "" end #Fine nuovo comando #NEW #Dubealex's Choose Name Box Text Color @now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do $ams.name_box_text_color=$1.to_i @now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" } end #FIne nuovo comando name_window_set = false if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil name_window_set = true name_text = $1 @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 @now_text.gsub!(/\\\\/) { "0" } @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "1[#{$1}]" } @now_text.gsub!(/\\[Gg]/) { "2" } @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "3[#{$1}]" } @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "4[#{$1}]" } #NEW #Dubealex's Permanent Color Change @now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do $ams.message_box_text_color= $1.to_i @now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" } end #Fine nuovo comando #NEW #Dubealex's Font Change Feature @now_text.gsub(/\\[Tt]\[(.*?)\]/) do buftxt = $1.to_s $ams.font_type = buftxt @now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" } end #Fine nuovo comando @now_text.gsub!(/\\[.]/) { "5" } @now_text.gsub!(/\\[|]/) { "6" } @now_text.gsub!(/\\[>]/) { "16" } @now_text.gsub!(/\\[<]/) { "17" } @now_text.gsub!(/\\[!]/) { "20" } @now_text.gsub!(/\\[~]/) { "21" } @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "22[#{$1}]" } @now_text.gsub!(/\\[Ii]/) { "23" } @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "24[#{$1}]" } @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "25[#{$1}]" } @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "26[#{$1}]" } @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "27[#{$1}]" } reset_window if name_window_set color=$ams.name_box_text_color off_x = $ams.name_box_x_offset off_y = $ams.name_box_y_offset space = 2 x = self.x + off_x - space / 2 y = self.y + off_y - space / 2 w = self.contents.text_size(name_text).width + $ams.name_box_width + space h = $ams.name_box_height + 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, color) @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 = LETTER_BY_LETTER_MODE while true @max_x = @x if @max_x < @x @max_y = @y if @max_y < @y if (c = @now_text.slice!(/./m)) != nil if c == "\0" c = "\\" end if c == "\1" @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 if c == "\2" 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 if c == "\3" @now_text.sub!(/\[([0-9]+)\]/, "") speed = $1.to_i if speed >= 0 and speed <= 19 @write_speed = speed end c = "" end if c == "\4" @now_text.sub!(/\[(.*?)\]/, "") buftxt = $1.dup.to_s if buftxt.match(/\//) == nil and buftxt != "" then $soundname_on_speak = "Audio/SE/" + buftxt else $soundname_on_speak = buftxt.dup end c = "" elsif c == "\4" c = "" end if c == "\5" @write_wait += 5 c = "" end if c == "\6" @write_wait += 20 c = "" end if c == "16" text_not_skip = false c = "" end if c == "17" text_not_skip = true c = "" end if c == "20" @mid_stop = true c = "" end if c == "21" terminate_message return end if c == "23" @indent = @x c = "" end if c == "24" @now_text.sub!(/\[([0-9]+)\]/, "") @opacity = $1.to_i color = self.contents.font.color self.contents.font.name = $ams.font_type self.contents.font.size = $ams.font_size self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255) c = "" end if c == "25" @now_text.sub!(/\[([0-9]+)\]/, "") self.contents.font.size = [[$1.to_i, 6].max, 32].min c = "" end if c == "26" @now_text.sub!(/\[([0-9]+)\]/, "") @x += $1.to_i c = "" end if c == "27" @now_text.sub!(/\[(.*?)\]/, "") @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity) if $soundname_on_speak != "" Audio.se_play($soundname_on_speak) end c = "" end if c == "30" @now_text.sub!(/\[(.*?)\]/, "") self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24)) if $soundname_on_speak != "" Audio.se_play($soundname_on_speak) end @x += 24 c = "" end if c == "\n" @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 == "22" @now_text.sub!(/\[([0-9]+)\]/, "") @x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i) c = "" end #NEW #Dubealex's Text Skip On/OFF Command if c == "\100" if @[member=alex]_skip==false @[member=alex]_skip=true else @[member=alex]_skip=false end c = "" end #Fine nuovo comando if c != "" self.contents.draw_text(0+@x, 32 * @y, 40, 32, c) @x += self.contents.text_size(c).width if $soundname_on_speak != "" then Audio.se_play($soundname_on_speak) end end #SKIP_TEXT_CODE # B = Esc, 0 (tastiera numerica), X # C = Invio, Barra spaziatrice e C # A = Shift, Z if Input.press?(Input::C) # <-- Cambia il valore in quella linea if @[member=alex]_skip==false text_not_skip = false end 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:: 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 #-------------------------------------------------------------------------- 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 #GRANDEZZA_MESSAGGIO #POSIZIONE_MESSAGGIO if @popchar >= 0 events = $game_map.events if events != nil character = get_character(@popchar) x = [[character.screen_x - $ams.event_message_x_ofset - self.width / 2, 4].max, 636 - self.width].min y = [[character.screen_y - $ams.event_message_y_ofset - 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 = $ams.message_y_top when 1 self.y = $ams.message_y_middle when 2 self.y = $ams.message_y_bottom end self.x = $ams.message_x if @face_file == nil self.width = $ams.message_width self.x = $ams.message_x else if self.width <= 600 self.width = 600 self.x -=60 end end self.height = $ams.message_height end end self.contents = Bitmap.new(self.width - 32, self.height - 32) self.contents.font.color = text_color($ams.message_box_text_color) self.contents.font.name = $ams.font_type self.contents.font.size = $ams.font_size 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 = $ams.message_box_opacity else self.opacity = 0 self.back_opacity = $ams.message_box_opacity end end #-------------------------------------------------------------------------- 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 self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24)) if $soundname_on_speak != "" then Audio.se_play($soundname_on_speak) end return size end end #-------------------------------------------------------------------------- def line_height 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 #-------------------------------------------------------------------------- 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, 0].max, 255].min split_s = str.split(/,/) split_s[0] == nil ? split_s[0] = "" : nil split_s[1] == nil ? split_s[1] = "" : nil 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 width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0 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 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 #-------------------------------------------------------------------------- def convart_value(option, index) option == nil ? option = "" : nil option.downcase! case option when "i" unless $data_items[index].name == nil r = sprintf("30[%s]%s", $data_items[index].icon_name, $data_items[index].name) end when "w" unless $data_weapons[index].name == nil r = sprintf("30[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name) end when "a" unless $data_armors[index].name == nil r = sprintf("30[%s]%s", $data_armors[index].icon_name, $data_armors[index].name) end when "s" unless $data_skills[index].name == nil r = sprintf("30[%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 = $game_temp.choice_start + @index self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32) else self.cursor_rect.empty end end end #========================================= # ▲ Finisce CLASSE Window_Message #========================================= #========================================= # ▼ Inizia Classe Window_Frame #========================================= class Window_Frame < Window_Base def initialize(x, y, width, height) super(x, y, width, height) self.windowskin = RPG::Cache.windowskin($ams.name_box_skin) self.contents = nil end #-------------------------------------------------------------------------- def dispose super end end #========================================= # ▲ Esci CLASSE Window_Frame #========================================= #========================================= # ▼ Inizia aggiunte classe Game_Map #========================================= class Game_Map #Dubealex's Addition (from XRXS), mostra nome della mappa nel gioco def name $map_infos[@map_id] end end #========================================= # ▲ Finisce aggiunte classe Game_Map #========================================= #========================================= # ▼ Inizia aggiunte classe Scene_Title #========================================= class Scene_Title #Dubealex's Addition (from XRXS) mostra nome della mappa nel gioco $map_infos = load_data("Data/MapInfos.rxdata") for key in $map_infos.keys $map_infos[key] = $map_infos[key].name end #Dubealex's addition, salva i dati dei messaggi quando salvi il gioco $ams = AMS.new end #========================================= # ▲ Finisce aggiunte classe Scene_Title #========================================= #========================================= # ▼ Inizia aggiunte classe Window_Base #========================================= class Window_Base < Window #Dubealex Addition (from Phylomorphis) per usare i codici dei colori HTML def hex_color(string) red = 0 green = 0 blue = 0 if string.size != 6 print("Vengono usati sei carrateri.") print("Sarà usato il colore bianco per il testo.") return Color.new(255, 255, 255, 255) end for i in 1..6 s = string.slice!(/./m) if s == "#" print("Potrebbe non essere prensete il carattere \"#\".") print("Sarà usato il colore bianco per il testo.") return Color.new(255, 255, 255, 255) end value = hex_convert(s) if value == -1 print("Errore nel convertire il valore.") print("Sarà usato il colore bianco per il testo.") return Color.new(255, 255, 255, 255) end case i when 1 red += value * 16 when 2 red += value when 3 green += value * 16 when 4 green += value when 5 blue += value * 16 when 6 blue += value end end return Color.new(red, green, blue, 255) end #-------------------------------------------------------------------------- def hex_convert(character) case character when "0" return 0 when "1" return 1 when "2" return 2 when "3" return 3 when "4" return 4 when "5" return 5 when "6" return 6 when "7" return 7 when "8" return 8 when "9" return 9 when "A" return 10 when "B" return 11 when "C" return 12 when "D" return 13 when "E" return 14 when "F" return 15 end return -1 end end #========================================= # ▲ Finisce aggiunte classe Window_Base #========================================= #========================================= # ▼ Inizia classe Air_Text #========================================= class Air_Text < Window_Base def initialize(x, y, designate_text, color=0) 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 = $ams.name_font_type self.contents.font.size = $ams.name_font_size self.contents.font.color = text_color(color) self.contents.draw_text(0, 0, w, h, designate_text) end #-------------------------------------------------------------------------- def dispose self.contents.clear super end end #========================================== # ▲ Finisce classe Air_Text #========================================== #=================================================== # ▼ Inizia aggiunte classe Scene_Save #=================================================== class Scene_Save < Scene_File alias ams_original_write_save_data write_save_data def write_save_data(file) ams_original_write_save_data(file) Marshal.dump($ams, file) end end #=================================================== # ▲ Finisce aggiunte classe Scene_Save #=================================================== #=================================================== # ▼ Inizia aggiunte classe Scene_Load #=================================================== class Scene_Load < Scene_File alias ams_original_read_save_data read_save_data def read_save_data(file) ams_original_read_save_data(file) $ams = Marshal.load(file) end end #=================================================== # ▲ Finisce aggiunte classe Scene_Load #=================================================== Se avete qualche commento da fare scrivete pure, non sono sicuro sia privo di errori perciò accetto qualsiasi critica >.<
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