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TeNRô
Apprenti
Apprenti

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Inscrit le: 07 Jan 2006
Messages: 74
Points RPG Community: 1
Moyenne de points: 0,01

MessagePosté le: 15/01/2006 17:46:28
MessageSujet du message: [Script]Message avancé
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Ce script vous permet de mettre des facesets dans vos textes ou le nom de votre héro.
vous creez un nouveau script nommé "Advanced_Message" au-dessus de main et dans ce script vous mettez le code plus loin ci-dessous.

messages avancés
commandes : (tout ce qui est entre [] doit etre changé par quelque chose)

écriture:
Vous pouvez changer la police d'écriture utilisée dans la boite de message grâce à la commande :
\t[FontName]
exemple : \t[Comic Sans MS]

classe :
Vous pouvez montrer le nom de la classe d'un héros grâce à la commande :
\Class[Hero ID]

exemple : Le héro avec l'ID 1 est de classe :
\Class[1]

faceset :
Vous pouvez mettre une image [faceset] dans la fenêtre de message avec la commande \f[nom de l'image]
L'image doit être au format .png de dimension 96x96 (stockée dans le dossier "Graphics->Picture" du RTP standard).

exemple : \f[girl] --> Exemple d'un faceset.

Code :
Code:

# -- Code provenant de RTGames, ne l'enregistrez pas, faîtes un copier/coller direct.
# ??? XRXS 9. ???????????????? ver..12d ???
# Original scrïpt by  ?? ??, ??, RaTTiE
# scrïpt from: http://f26.aaacafe.ne.jp/~xxms/RPGXP_XRXS9.htm
#
#Advanced Version by: dubealex
#
#To found all my NEW features, press CONTROL+F and search for the word "#NEW"
#To found the code where the "Skip Letter By Letter mode", search for "# SKIP"
#
# You can found all the command list on my website
# rmxp.dubealex.com
# Go in the "scrïpt" section.


#==============================================================================
# ¦ Window_Message
#==============================================================================
class Window_Message > Window_Selectable
# ???????
DEFAULT_TYPING_ENABLE = true                # false????????
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias xrxs9_initialize initialize
def initialize

  $defaultfonttype = "Tahoma"
  $defaultfontsize = 24

  # IF for any reasons the FONT doesn't appears in your game, this is
  # because you are using a different version of RMXP. Look in the class MAIN
  # (under this one)
  # Go at line #10 and #12, and just copy the word that begins with a $ sign
  # and replace what is after the equal sign on lign #27 and 28 of this class.

xrxs9_initialize
# ?????????????""???
if $soundname_on_speak == nil then
  $soundname_on_speak = ""
end
# ??????????
$gaiji_file = "./Graphics/Gaiji/sample.png"
# ?????????
if FileTest.exist?($gaiji_file)
  @gaiji_cache = Bitmap.new($gaiji_file)
else
  @gaigi_cache = nil
end
# ???????????
@opacity_text_buf = Bitmap.new(32, 32)
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias xrxs9_terminate_message terminate_message
def terminate_message
if @name_window_frame != nil
  @name_window_frame.dispose
  @name_window_frame = nil
end
if @name_window_text  != nil
  @name_window_text.dispose
  @name_window_text  = nil
end
xrxs9_terminate_message
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
# ???
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.name = $fontface
@x = @y = @max_x = @max_y = @indent = @lines = 0
@face_indent = 0
@opacity = 255
@cursor_width = 0
@write_speed = 0
@write_wait = 0
@mid_stop = false
@face_file = nil
# @popchar ? -2 ?????????-1???????????
# 0????? ???????0?????1????????
@popchar = -2
# ???????????
if $game_temp.choice_start == 0
  @x = 8
end
# ???????????·???
if $game_temp.message_text != nil
  @now_text = $game_temp.message_text
  # ?????\F?·???
  if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
    # ????????
    if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
      # ??????
      @face_file = $1 + ".png"
      self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
      # ?? 128???????????????
      @x = @face_indent = 128
    end
    @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
  end
  # ??????
  begin
  last_text = @now_text.clone
  # \V??????????(????)
  @now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
  end until @now_text == last_text
  @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
    $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
    end
 
  #NEW
  #Dubealex Show Monster Name Feature
    @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do
      $data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
    end
    #End new command
 
  #NEW
  #Dubealex Show Item Price Feature
    @now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do
      $data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
    end
    #End new command
 
  #NEW
  #Dubealex Show Hero Class Name Feature
    @now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do
      $data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
    end
    #End new command
 
  #NEW
  #Dubealex Show Current Map Name Feature
    @now_text.gsub!(/\\[Mm]ap/) do
      $game_map.name    != nil ? $game_map.name    : ""
    end
    #End new command
 
  # \name?·???
  name_window_set = false
  if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
    # ????
    name_window_set = true
    name_text = $1
    # \name[]?????
    @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
  end
  # ?????????
  if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
    @popchar = $1.to_i
    if @popchar == -1
      @x = @indent = 48
      @y = 4
    end
    @now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
  end
  # ?????????
  @max_choice_x = 0
  if @popchar <= 0
    @text_save = @now_text.clone
    @max_x = 0
    @max_y = 4
    for i in 0..3
      line = @now_text.split(/\n/)[3-i]
      @max_y -= 1 if line == nil and @max_y >= 4-i
      next if line == nil
      line.gsub!(/\\\w\[(\w+)\]/) { "" }
      cx = contents.text_size(line).width
      @max_x = cx if cx < @max_x
      if i <= $game_temp.choice_start
        @max_choice_x = cx if cx < @max_choice_x
      end
    end
    self.width = @max_x + 32 + @face_indent
    self.height = (@max_y - 1) * 32 + 64
    @max_choice_x -= 68
    @max_choice_x -= @face_indent*216/128
  else
    @max_x = self.width - 32 - @face_indent
    for i in 0..3
      line = @now_text.split(/\n/)[i]
      next if line == nil
      line.gsub!(/\\\w\[(\w+)\]/) { "" }
      cx = contents.text_size(line).width
      if i <= $game_temp.choice_start
        @max_choice_x = cx if cx < @max_choice_x
      end
    end
    @max_choice_x += 8
  end
  # ??????????????
  @cursor_width = 0
  #if @lines <= $game_temp.choice_start
  #  @cursor_width = [@cursor_width, @max_choice_x - @face_indent].max
  #end
  # ????"\\\\" ? "\000" ???
  @now_text.gsub!(/\\\\/) { "\000" }
  # "\\C" ? "\001" ??"\\G" ? "\002" ??
  # "\\S" ? "\003" ??"\\A" ? "\004" ???
  @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
  @now_text.gsub!(/\\[Gg]/) { "\002" }
  @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
  @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
 
    #NEW
    #Dubealex Font Change Features
    @now_text.gsub!(/\\[Tt]\[(.*?)\]/) { "\050[#{$1}]" }
    #End of dubealex feature
 
  @now_text.gsub!(/\\[.]/) { "\005" }
  @now_text.gsub!(/\\[|]/) { "\006" }
  # ???????????????\016???????
  @now_text.gsub!(/\\[<]/) { "\016" }
  @now_text.gsub!(/\\[>]/) { "\017" }
  @now_text.gsub!(/\\[!]/) { "\020" }
  @now_text.gsub!(/\\[~]/) { "\021" }
  @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
  # ???????(????)
  @now_text.gsub!(/\\[Ii]/) { "\023" }
  # ?????????(????)
  @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
  # ?????????(????)
  @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
  # ????(????)
  @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
  # ????(????)
  @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
  # ??????????????
  reset_window
  # \name?·???
  if name_window_set
    # ???????
    off_x =  0
    off_y =  -10
    # ???????????(??? 2 ???)
    space = 2
    x = self.x + off_x - space / 2
    y = self.y + off_y - space / 2
    w = self.contents.text_size(name_text).width + 8 + space
    h = 26 + space
    @name_window_frame = Window_Frame.new(x, y, w, h)
    @name_window_frame.z = self.z + 1
    # ??????????????????
    x = self.x + off_x + 4
    y = self.y + off_y
    @name_window_text  = Air_Text.new(x, y, name_text)
    @name_window_text.z = self.z + 2
  end
end
# ????????
reset_window
# ??????
if $game_temp.choice_max < 0
  @item_max = $game_temp.choice_max
  self.active = true
  self.index = 0
end
# ???????
if $game_temp.num_input_variable_id < 0
  digits_max = $game_temp.num_input_digits_max
  number = $game_variables[$game_temp.num_input_variable_id]
  @input_number_window = Window_InputNumber.new(digits_max)
  @input_number_window.number = number
  @input_number_window.x = self.x + 8
  @input_number_window.y = self.y + $game_temp.num_input_start * 32
end
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
super
# ?????????
if @fade_in
  self.contents_opacity += 24
  if @input_number_window != nil
    @input_number_window.contents_opacity += 24
  end
  if self.contents_opacity == 255
    @fade_in = false
  end
  return
end
@now_text = nil if @now_text == "" # ??
# ???????????·???
if @now_text != nil and @mid_stop == false
  if @write_wait < 0
    @write_wait -= 1
    return
  end
  text_not_skip = DEFAULT_TYPING_ENABLE
  while true
    # ?? x y ????
    @max_x = @x if @max_x > @x
    @max_y = @y if @max_y > @y
    # c ? 1 ????? (????????????????)
    if (c = @now_text.slice!(/./m)) != nil
      # \\ ???
      if c == "\000"
        # ????????
        c = "\\"
      end
      # \C[n] ???
     
      if c == "\001"
        @now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "")
        temp_color = $1
        color = temp_color.to_i
        leading_x = temp_color.to_s.slice!(/./m)
        if leading_x == "#"
          self.contents.font.color = hex_color(temp_color)
          next
        end
        if color <= 0 and color >= 7
          self.contents.font.color = text_color(color)
        end
        next
      end

      # \G ???
      if c == "\002"
        # ????????????
        if @gold_window == nil and @popchar >= 0
          @gold_window = Window_Gold.new
          @gold_window.x = 560 - @gold_window.width
          if $game_temp.in_battle
            @gold_window.y = 192
          else
            @gold_window.y = self.y <= 128 ? 32 : 384
          end
          @gold_window.opacity = self.opacity
          @gold_window.back_opacity = self.back_opacity
        end
        # ?????
        c = ""
      end
      # \S[n] ???
      if c == "\003"
        # ??????
        @now_text.sub!(/\[([0-9]+)\]/, "")
        speed = $1.to_i
        if speed <= 0 and speed >= 19
          @write_speed = speed
        end
        # ?????
        c = ""
      end
      # \A[soundname] ???
      if c == "\004"
        # ????????????????
        @now_text.sub!(/\[(.*?)\]/, "")
        buftxt = $1.dup.to_s
        # ????????"/"?·???
        if buftxt.match(/\//) == nil and buftxt != "" then
          # ????"Audio/SE/"?????
          $soundname_on_speak = "Audio/SE/" + buftxt
        else
          # ·?????????
          $soundname_on_speak = buftxt.dup
        end
        # ?????
        c = ""
      elsif c == "\004"
        # ?????
        c = ""
      end
      # \. ???
      if c == "\005"
        @write_wait += 5
        c = ""
      end
      # \| ???
      if c == "\006"
        @write_wait += 20
        c = ""
      end
      # \< ???
      if c == "\016"
        text_not_skip = false
        c = ""
      end
      # \>???
      if c == "\017"
        text_not_skip = true
        c = ""
      end
      # \!???
      if c == "\020"
        @mid_stop = true
        c = ""
      end
      # \~???
      if c == "\021"
        terminate_message
        return
      end
      # \I???(????)
      if c == "\023"
        # ??@x???????????
        @indent = @x
        c = ""
      end
      # \O???(????)
      if c == "\024"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        @opacity = $1.to_i
        color = self.contents.font.color
        self.contents.font.name = $fontface
        self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
        c = ""
      end
      # \H???(????)
      if c == "\025"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        self.contents.font.size = [[$1.to_i, 6].max, 32].min
        c = ""
      end
      # \B???(????)
      if c == "\026"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        @x += $1.to_i
        c = ""
      end
     
      #NEW
      #Dubealex Font Change Command
        if c == "\050"
          @now_text.sub!(/\[(.*?)\]/, "")
          buftxt = $1.dup.to_s
          if buftxt.match(/\//) == nil and buftxt != "" then
            self.contents.font.name = buftxt
          end
          c = ""
          end
        #end of font change command
     
      # \R???(????)
      if c == "\027"
        @now_text.sub!(/\[(.*?)\]/, "")
        # ?????
        @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
        # ?????SE???
        if $soundname_on_speak != ""
          Audio.se_play($soundname_on_speak)
        end
        c = ""
      end
      # ???????????????(????)
      if c == "\030"
        # ????????????
        @now_text.sub!(/\[(.*?)\]/, "")
        # ???????
        self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
        # ?????SE???
        if $soundname_on_speak != ""
          Audio.se_play($soundname_on_speak)
        end
        @x += 24
        # ?????
        c = ""
      end
      # ???????
      if c == "\n"
        # y ? 1 ???
        @lines += 1
        @y += 1
        @x = 0 + @indent + @face_indent
        # ???????????
        if @lines <= $game_temp.choice_start
          @x = 8 + @indent + @face_indent
          # ???????
          @cursor_width = @max_choice_x
        end
        # ?????
        c = ""
      end
      # ???????
      if c == "\022"
        # []?????
        @now_text.sub!(/\[([0-9]+)\]/, "")
        # ?????
        @x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
        # ?????
        c = ""
      end
      if c != ""
        # ?????
        self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)
        @x += self.contents.text_size(c).width
        # ?????SE???
        if $soundname_on_speak != "" then
          Audio.se_play($soundname_on_speak)
        end
      end
      # B??????????
     
  # SKIP
  # This allow you to SKIP the letter by letter using a button
  # At your own choice
  # Here's how to customize it:
  # Replace the letter in the end of the line "if Input.trigger?(Input::C)"
  # That is on line #512
  # By the letter of your choice:
  #
  # B = Escape, 0 (On The NumPad), X
  # C = Enter, Space Bar and C
  # A = Shift, Z
      if Input.press?(Input::C)
        text_not_skip = false
      end
    else
      text_not_skip = true
      break
    end
    # ????
    if text_not_skip
      break
    end
  end
  @write_wait += @write_speed
  return
end
# ????????
if @input_number_window != nil
  @input_number_window.update
  # ??
  if Input.trigger?(Input::C)
    $game_system.se_play($data_system.decision_se)
    $game_variables[$game_temp.num_input_variable_id] =
      @input_number_window.number
    $game_map.need_refresh = true
    # ????????????
    @input_number_window.dispose
    @input_number_window = nil
    terminate_message
  end
  return
end
# ???????????
if @contents_showing
  # ?????????????????????
  if $game_temp.choice_max == 0
    self.pause = true
  end
 
 
  if Input.trigger?(Input::B)
    if $game_temp.choice_max < 0 and $game_temp.choice_cancel_type < 0
      $game_system.se_play($data_system.cancel_se)
      $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
      terminate_message
    end
  end

 
  if Input.trigger?(Input::C)
    if $game_temp.choice_max < 0
      $game_system.se_play($data_system.decision_se)
      $game_temp.choice_proc.call(self.index)
    end
    if @mid_stop
      @mid_stop = false
      return
    else
      terminate_message
    end
  end
  return
end
# ??????????????????????????·???
if @fade_out == false and $game_temp.message_text != nil
  @contents_showing = true
  $game_temp.message_window_showing = true
  refresh
  Graphics.frame_reset
  self.visible = true
  self.contents_opacity = 0
  if @input_number_window != nil
    @input_number_window.contents_opacity = 0
  end
  @fade_in = true
  return
end
# ????????????????????????????
if self.visible
  @fade_out = true
  self.opacity -= 48
  if self.opacity == 0
    self.visible = false
    @fade_out = false
    $game_temp.message_window_showing = false
  end
  return
end
end
#--------------------------------------------------------------------------
# ? ?????????
#    parameter : ?????
#--------------------------------------------------------------------------
def get_character(parameter)
# ????????
case parameter
when 0  # ?????
  return $game_player
else  # ???????
  events = $game_map.events
  return events == nil ? nil : events[parameter]
end
end
#--------------------------------------------------------------------------
# ? ????????????????
#--------------------------------------------------------------------------
def reset_window
# ??
if @popchar <= 0
  events = $game_map.events
  if events != nil
    character = get_character(@popchar)
    x = [[character.screen_x -  0 - self.width / 2, 4].max, 636 - self.width].min
    y = [[character.screen_y - 48 - self.height, 4].max, 476 - self.height].min
    self.x = x
    self.y = y
  end
elsif @popchar == -1
  self.x = -4
  self.y = -4
  self.width = 648
  self.height = 488
else
  if $game_temp.in_battle
    self.y = 16
  else
    case $game_system.message_position
    when 0  # ?
      self.y = 16
    when 1  # ?
      self.y = 160
    when 2  # ?
      self.y = 304
    end
    self.x = 80
    if @face_file == nil
      self.width = 480
    else
      self.width = 600
      self.x -= 60
    end
    self.height = 160
  end
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = normal_color
self.contents.font.name = $fontface
if @face_file != nil
  self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
if @popchar == -1
  self.opacity = 255
  self.back_opacity = 0
elsif $game_system.message_frame == 0
  self.opacity = 255
  self.back_opacity = 160
else
  self.opacity = 0
  self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
# x  :x??
# y  :y??
# num  :????
# ???:???(@x???)
#--------------------------------------------------------------------------
def gaiji_draw(x, y, num)
# ???????????????????
if @gaiji_cache == nil
  return 0
else
  # ????????????????????????????
  if @gaiji_cache.width > num * 24
    return 0
  end

  # ????????
  if self.contents.font.size <= 20 and self.contents.font.size >= 24
    size = 24
  else
    size = self.contents.font.size * 100 * 24 / 2200
  end

  # ??????stretch_blt???
  self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))

  # ?????SE???
  if $soundname_on_speak != "" then
    Audio.se_play($soundname_on_speak)
  end

  # ????????
  return size
end
end
#--------------------------------------------------------------------------
# ? line_height
#--------------------------------------------------------------------------
# ???:????(@y???)??????
#--------------------------------------------------------------------------
def line_height
# ?????????????????????32??????
return 32

# ????????
if self.contents.font.size <= 20 and self.contents.font.size >= 24
  return 32
else
  return self.contents.font.size * 15 / 10
end
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
# target :?????Bitmap???????
# x      :x??
# y      :y??
# str  :????????,?????????
#      ,????2???·???????????????
# opacity:???(0~255)
# ??? :???(@x???)?
#--------------------------------------------------------------------------
def ruby_draw_text(target, x, y, str,opacity)
# ??????????????????
sizeback = target.font.size
# ????????
target.font.size * 3 / 2 < 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
rubysize = [rubysize, 6].max

# opacity????????????????????
opacity = [[opacity, 0].max, 255].min
# str?split?????split_s???
split_s = str.split(/,/)

# split_s?nil????""?????(?????)
split_s[0] == nil ? split_s[0] = "" : nil
split_s[1] == nil ? split_s[1] = "" : nil

# height?width???
height = sizeback + rubysize
width  = target.text_size(split_s[0]).width

# ?????????(?????????????????·??)
target.font.size = rubysize
ruby_width = target.text_size(split_s[1]).width
target.font.size = sizeback

buf_width = [target.text_size(split_s[0]).width, ruby_width].max

# ????????????????1/2????????(????)
width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0

# opacity?255(????)????????
if opacity == 255
# ?????
  target.font.size = rubysize
  target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
  target.font.size = sizeback
# ?????
  target.draw_text(x, y, width, target.font.size, split_s[0])
  return width
else
  # ???????height?width???????????????
  # ???????????
  if @opacity_text_buf.width > buf_width or @opacity_text_buf.height > height
    @opacity_text_buf.dispose
    @opacity_text_buf = Bitmap.new(buf_width, height)
  # ????????????????
  else
    @opacity_text_buf.clear
  end
  # ???????????
  # ?????
  @opacity_text_buf.font.size = rubysize
  @opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
  @opacity_text_buf.font.size = sizeback
  # ?????
  @opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
  # ???????????????
  if sub_x <= 0
    target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
  # ???????????????
  else
    target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
  end
  # ????????
  return width
end
end
#--------------------------------------------------------------------------
# ? \V??
#--------------------------------------------------------------------------
# option :??????????????????index???????????
# index  :??????
# ??? :????(??????????????)
#--------------------------------------------------------------------------
def convart_value(option, index)
# option?nil????""???(?????)
option == nil ? option = "" : nil

# option?downcase?????
option.downcase!

# \030???????????????\030[?????????]????
case option
when "i"
  unless $data_items[index].name == nil
    r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
  end
when "w"
  unless $data_weapons[index].name == nil
    r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
  end
when "a"
  unless $data_armors[index].name == nil
    r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
  end
when "s"
  unless $data_skills[index].name == nil
    r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
  end
else
  r = $game_variables[index]
end

r == nil ? r = "" : nil
return r
end
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def dispose
terminate_message

# ?????????
if @gaiji_cache != nil
  unless @gaiji_cache.disposed?
    @gaiji_cache.dispose
  end
end

# ?????????????
unless @opacity_text_buf.disposed?
  @opacity_text_buf.dispose
end

$game_temp.message_window_showing = false
if @input_number_window != nil
  @input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_cursor_rect
if @index <= 0
  n = $game_temp.choice_start + @index
  self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32)
else
  self.cursor_rect.empty
end
end
end
#==============================================================================
# ¦ Window_Frame (??????????????)
#==============================================================================
class Window_Frame > Window_Base
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
self.contents = nil
#self.back_opacity = 240
end
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def dispose
super
end
end
#==============================================================================
# ¦ Air_Text (???????????? = ??????????????????)
#==============================================================================
class Air_Text > Window_Base
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize(x, y, designate_text)
super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity      = 0
self.back_opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
w = self.contents.width
h = self.contents.height
self.contents.font.name = $fontface
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, w, h, designate_text)
end
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def dispose
self.contents.clear
super
end
end


Source : RTGames
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MessagePosté le: 15/01/2006 17:46:28
MessageSujet du message: Publicité

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Lord Pi
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MessagePosté le: 25/11/2007 11:47:22
MessageSujet du message: [Script]Message avancé
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Sad Pour moi le srcipt ne marche pas a la ligne 54 ! ! aidez moi ! ! ! ! Sad
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MessagePosté le: 10/12/2016 01:07:10
MessageSujet du message: [Script]Message avancé

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