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Nome Script: MSX - Name Input

Versione: 1.0

Autore/i: Melosx

 

Features:

Modifica la schermata di inserimento del nome eroe.

 

Screenshots:

 

21suvb.png

 

 

Istruzioni:

Copiare sotto materialse sopra main.

 

Script:

 

 

 

 

#==============================================================================# ** MSX - Name Input 1.0#==============================================================================# Author:   Melosx# Version: 1.0# Release Date: 25/05/2012 => v1.0#				  #==============================================================================# * Instructions# -----------------------------------------------------------------------------# Copy this script under Materials and above Main.#==============================================================================#==============================================================================# ** Window_NameEdit#==============================================================================class Window_NameEdit < Window_Base  def initialize(actor, max_char)	x = 0	y = 0	super(x, y, 544, 128)	@actor = actor	@max_char = max_char	@default_name = @name = actor.name[0, @max_char]	@index = @name.size	deactivate	refresh  end  def char_width	text_size($game_system.japanese? ? "あ" : "A").width  end  def item_rect(index)	Rect.new(left + index * char_width, 68, char_width, line_height)  end  def underline_rect(index)	rect = item_rect(index)	rect.x += 1	rect.y += rect.height	rect.width -= 2	rect.height = 2	rect  end  def underline_color	color = normal_color	color.alpha = 96	color  end  def draw_char(index)	rect = item_rect(index)	rect.width += 4	change_color(normal_color)	draw_text(rect, @name[index] || "")  end  def refresh	contents.clear	draw_actor_face(@actor, 0, 0)	draw_actor_class(@actor, 156, 0)	draw_actor_level(@actor, 156, 30)	draw_actor_graphic(@actor, 116, 40)	draw_actor_hp(@actor, 306, 5, 150)	draw_actor_mp(@actor, 326, 30, 150)	@max_char.times {|i| draw_underline(i) }	@name.size.times {|i| draw_char(i) }	cursor_rect.set(item_rect(@index))  endend#==============================================================================# ** Window_NameInput#==============================================================================class Window_NameInput < Window_Selectable  MSX_LATIN1 = ['A','B','C','D','E',  'a','b','c','d','e',  '0','1','2','3','4',				'F','G','H','I','J',  'f','g','h','i','j',  '5','6','7','8','9',				'K','L','M','N','O',  'k','l','m','n','o',  '/','=,'@','<','>',				'P','Q','R','S','T',  'p','q','r','s','t',  '(',')','*','+','-',				'U','V','W','X','Y',  'u','v','w','x','y',  '[',]','^','_',':',				'Z',' ',' ',' ',' ',  'z',' ',' ',' ',' ',  '{','}','|','~',';',				' ',' ',' ',' ',' ',  ' ',' ',' ',' ',' ',  '!','#','$','%','&',				' ',' ',' ',' ',' ',  ' ',' ',' ',' ',' ',  ' ',' ',' ',' ',' ',				' ',' ',' ',' ',' ',  ' ',' ',' ',' ',' ',  ' ','Del','<-Pg','Pg->','OK']									  MSX_LATIN2 = ['Á','É','Í','Ó','Ú',  'á','é','í','ó','ú',  ' ',' ',' ',' ',' ',				'À','È','Ì','Ò','Ù',  'à','è','ì','ò','ù',  ' ',' ',' ',' ',' ',				'Â','Ê','Î','Ô','Û',  'â','ê','î','ô','û',  ' ',' ',' ',' ',' ',				'Ä','Ë','Ï','Ö','Ü',  'ä','ë','ï','ö','ü',  ' ',' ',' ',' ',' ',				'Ā','Ē','Ī','Ō','Ū',  'ā','ē','ī','ō','ū',  ' ',' ',' ',' ',' ',				'Ã','Å','Æ','Ç','Ð',  'ã','å','æ','ç','ð',  ' ',' ',' ',' ',' ',				'Ñ','Õ','Ø','Š','Ŵ',  'ñ','õ','ø','š','ŵ',  ' ',' ',' ',' ',' ',				'Ý','Ŷ','Ÿ','Ž','Þ',  'ý','ÿ','ŷ','ž','þ',  ' ',' ',' ',' ',' ',				'IJ','Œ','ij','œ','ß',  '«','»',' ',' ',' ',  ' ','Del','<-Pg','Pg->','OK']  MSX_JAPAN1 = ['あ','い','う','え','お',  'が','ぎ','ぐ','げ','ご',  'ア','イ','ウ','エ','オ',			   'か','き','く','け','こ',  'ざ','じ','ず','ぜ','ぞ',  'カ','キ','ク','ケ','コ',			   'さ','し','す','せ','そ',  'だ','ぢ','づ','で','ど',  'サ','シ','ス','セ','ソ',			   'た','ち','つ','て','と',  'ば','び','ぶ','べ','ぼ',  'タ','チ','ツ','テ','ト',			   'な','に','ぬ','ね','の',  'ぱ','ぴ','ぷ','ぺ','ぽ',  'ナ','ニ','ヌ','ネ','ノ',			   'は','ひ','ふ','へ','ほ',  'ぁ','ぃ','ぅ','ぇ','ぉ',  'ハ','ヒ','フ','ヘ','ホ',			   'ま','み','む','め','も',  'っ','ゃ','ゅ','ょ','ゎ',  'マ','ミ','ム','メ','モ',			   'や','ゆ','よ','わ','ん',  'ー','~','・','=','☆',  'ヤ','ユ','ヨ','ワ','ン',			   'ら','り','る','れ','ろ',  'ゔ','を','ラ','リ','ル',  ' ','Del','<-Pg','Pg->','OK']  MSX_JAPAN2 = ['ガ','ギ','グ','ゲ','ゴ',  'A','B','C','D','E',  'a','b','c','d','e',				'ザ','ジ','ズ','ゼ','ゾ',  'F','G','H','I','J',  'f','g','h','i','j',				'ダ','ヂ','ヅ','デ','ド',  'K','L','M','N','O',  'k','l','m','n','o',				'バ','ビ','ブ','ベ','ボ',  'P','Q','R','S','T',  'p','q','r','s','t',				'パ','ピ','プ','ペ','ポ',  'U','V','W','X','Y',  'u','v','w','x','y',				'ァ','ィ','ゥ','ェ','ォ',  'Z','[',']','^','_',  'z','{','}','|','~',				'ッ','ャ','ュ','ョ','ヮ',  '0','1','2','3','4',  '!','#','$','%','&',				'ー','~','・','=','☆',  '5','6','7','8','9',  '(',')','*','+','-',				'ヴ','ヲ','ロ',' ',' ',  '/','=','@','<','>',  ' ','Del','<-Pg','Pg->','OK']#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-#  def initialize(edit_window)	super(0, edit_window.y + edit_window.height, Graphics.width, Graphics.height - edit_window.height)	@edit_window = edit_window	@page = 0	@index = 0	refresh	update_cursor	activate  end  def table	return [MSX_LATIN1, MSX_LATIN2, MSX_JAPAN1, MSX_JAPAN2]  end  def character	@index < 133 ? table[@page][@index] : ""  end  def is_page_change?	@index == 133  end  def is_ok?	@index == 134  end  def item_rect(index)	rect = Rect.new	rect.x = index % 15 * 32 + index % 15 / 5 * 16	rect.y = index / 15 * line_height	rect.width = 32	rect.height = line_height	rect  end  def refresh	contents.clear	change_color(normal_color)	135.times {|i| draw_text(item_rect(i), table[@page][i], 1) }  end  def cursor_down(wrap)	if @index < 120 or wrap	  @index = (index + 15) % 135	end  end  def cursor_up(wrap)	if @index >= 15 or wrap	  @index = (index + 120) % 135	end  end  def cursor_right(wrap)	if @index % 15 < 14	  @index += 1	elsif wrap	  @index -= 14	end  end  def cursor_left(wrap)	if @index % 15 > 0	  @index -= 1	elsif wrap	  @index += 14	end  end  def process_jump	if @index != 134	  @index = 134	  Sound.play_cursor	end  end  def process_ok	if @index == 131	  process_back	elsif @index == 132	  cursor_pageup	elsif !character.empty?	  on_name_add	elsif is_page_change?	  Sound.play_ok	  cursor_pagedown	elsif is_ok?	  on_name_ok	end  endend

 

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42, y, 42, line_height, actor.tp.to_i, 2) end #-------------------------------------------------------------------------- # * Draw Parameters # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # type : Type of parameters (0-3) #-------------------------------------------------------------------------- def draw_actor_param(actor, x, y, param_id, width = 156) draw_syvkal_gauge(x, y, width, actor.params_rate(param_id), param_gauge_color1(param_id), param_gauge_color2(param_id), PARSTYLE) draw_actor_param_original(actor, x, y, param_id) end #-------------------------------------------------------------------------- # * Auto Generate Color # color1 : initial color # color2 : ending color # r : rate (full at 1.0) 1 -> color1, 0 -> color2 #-------------------------------------------------------------------------- def auto_color(color1, color2, r = @rate) a_color = Color.new a_color.red = (1-r)*color2.red + r*color1.red a_color.green = (1-r)*color2.green + r*color1.green a_color.blue = (1-r)*color2.blue + r*color1.blue a_color.alpha = (1-r)*color2.alpha + r*color1.alpha return a_color end #-------------------------------------------------------------------------- # * Draw Syvkal Style Gauge # rate : Rate (full at 1.0) # color1 : Left side color # color2 : Right side color # style : gauge draw style #-------------------------------------------------------------------------- def draw_syvkal_gauge(x, y, width, rate, color1, color2, style = '') fill_w = (width * rate).to_i gauge_y = y + line_height - 8 h = 6 style.slice!(/\s*/); style = style.split(/\s*/) if style.empty? or (style[0] == '|' && style[1] == '|') contents.fill_rect(x-2, gauge_y-2, width+4, 10, COLOR1) contents.fill_rect(x-1, gauge_y-1, width+2, 8, COLOR2) contents.gradient_fill_rect(x, gauge_y, width, 6, COLOR3, COLOR4) contents.gradient_fill_rect(x, gauge_y, fill_w, 6, color1, color2) else adj1 = style_adj_string(style[0]); adj2 = style_adj_string(style[1], true) h += 4 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) a3 = adj1[2]; a4 = adj2[4].nil? ? adj2[2] : adj2[4] contents.fill_rect(x-a3 +a1, gauge_y-2 + i, width+(a3+a4) - a1 - a2, 1, COLOR1) end h -= 2 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) a3 = adj1[1]; a4 = adj2[3].nil? ? adj2[1] : adj2[3] contents.fill_rect(x-a3 +a1, gauge_y-1 + i, width+(a3+a4) - a1 - a2, 1, COLOR2) end h -= 2 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) contents.gradient_fill_rect(x +a1, gauge_y +i, width - a1 - a2, 1, COLOR3, COLOR4) end for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) contents.gradient_fill_rect(x +a1, gauge_y +i, fill_w - a1 - a2, 1, color1, color2) end end end #-------------------------------------------------------------------------- # * Get Style Specific Adjustment Array # sym : edge style '(', ')', '<', '>', '|', '/' or '\' # edge : end of the gauge? # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Returns an array containing the following: # * a formular string to be evaluated # * adjustments to x and width values for Outer and Inner Borders #-------------------------------------------------------------------------- def style_adj_string(sym, edge = false) case sym when '/' SLANTDSIZE ? [(edge ? 'i+2' : '(h+1) - i'), 3, 5] : [(edge ? 'i' : '(h-1) - i'), 3, 5] when '\\' SLANTDSIZE ? [(edge ? '(h+1) - i' : 'i+2'), 3, 5] : [(edge ? '(h-1) - i' : 'i'), 3, 5] when '<' [(edge ? '(h/2)-((h/2) - i).abs' : '((h/2) - i).abs'), 2, 3] when '>' [(edge ? '((h/2) - i).abs' : '(h/2)-((h/2) - i).abs'), 2, 3] when '(' [(edge ? '((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i' : '(h-6) - ((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i'), THICKCURVED ? 3 : 2, THICKCURVED ? 5 : 4, 3, 5] when ')' [(edge ? '(h-3) - ((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i' : '((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i'), 3, 5, THICKCURVED ? 3 : 2, THICKCURVED ? 5 : 4] else # eg. | or invalid sym ['0', 1, 2] end end #-------------------------------------------------------------------------- # * Draw Gauge #-------------------------------------------------------------------------- def draw_gauge(x, y, width, rate, color1, color2, style = '') r = [rate, 1.0].min draw_syvkal_gauge(x, y, width, r, color1, color2, style) endend#==============================================================================# ** Game_BattlerBase#------------------------------------------------------------------------------# Added specialised 'params_rate' function.#==============================================================================class Game_BattlerBase #-------------------------------------------------------------------------- # * Get Percentage of Paramaters #-------------------------------------------------------------------------- def params_rate(param_id) return [param(param_id).to_f / P_MAX, 1.0].min endend#==============================================================================# ** Script Import#============================================================================== $imported = {} if $imported == nil $imported["Syvkal's Menu Bars"] = true
    • Da Ally
      Nome Script: MSX - Windowskin 128 Color
      Versione: 1.0
      Autore/i: Melosx
       
      Informazioni:
      Permette di inserire nella windowskin 128 quadratini colorati da usare nei vostri giochi al posto dei 32 di default... Volendo avrei potuto portare al massimo numero inseribile i colori ma non credo ci sia qualcuno che abbia intenzione di usare 2048 colori diversi nella windowskin...
       
      Istruzioni:
      Copiatelo, come ogni altro, sotto Materials e sopra Main. Usate la windowskin che ho postato come base... Le prima due righe di colori sono quelli standard...
      Nello script ci sono altre istruzioni...
       
      Windowskin:

       
      Script:
       
       
      #==============================================================================# ** Windowskin 128 Color v1.0#==============================================================================# Author: Melosx# Release Date: 10/04/2012 => v1.0#==============================================================================# * Instructions# -----------------------------------# Place the script under Material and above Main.##==============================================================================# * Description# -----------------------------------# With this script you can use a windowskin with 128 colors.# You can add new color code following the instruction in the Color Zone.##==============================================================================class Window_Base < Window #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|COLORS ZONE|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=### To add new color follow this template:## def COLOR_NAME; text_color(ID); end## ID is a number from 0 to 127 and it is the place of the color in the# windowskin.##----------------------------ADD HERE YOUR COLORS-----------------------------# def msx_color; text_color(32); end; # <- My favourite color ^.^ #=-=-=-=-=-=-=-=-=-=-=-=-=-=-==--=-=-|END|-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# def text_color(n) windowskin.get_pixel(64 + (n % 16) * 4, 96 + (n / 16) * 4) end end
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