Conectarse
Buscar
Últimos temas
Los posteadores más activos del mes
No hay usuarios |
Estadísticas
Tenemos 98 miembros registradosEl último usuario registrado es Lawdesifi
Nuestros miembros han publicado un total de 6208 mensajes en 777 argumentos.
XRXS - Mensaje ex
2 participantes
Drupogame :: RPG Maker :: RPG maker XP :: Scripts
Página 1 de 1.
XRXS - Mensaje ex
Este sistema de mensajes es hecho por xideroung y bueno es el mejor sistema de mensajes de todos, o al menos para mi lo es.
Solo copiar y pegar sobre main. Las intrucciones estan al comienzo del script en portugues pero se entienden facilmente, se los recomiendo mucho.
Solo copiar y pegar sobre main. Las intrucciones estan al comienzo del script en portugues pero se entienden facilmente, se los recomiendo mucho.
- Código:
################################################################################
################################### XMS ########################################
################################################################################
=begin
MESSAGE EX
--------------------------------------------------------------------------------
Script criado pelo site XMS
Created by XMS site
Versão - built 200723(XRXS21)
Tradução e tutorial por Moghunter
--------------------------------------------------------------------------------
FUNÇÃO
Sistema avançado de apresentação de mensssagens.
UTILIZAÇÃO
Os códigos devem ser colocados na janela de mensagens
Nota I - Quando estiver escrito n no código significa que você deve colocar
um numero.
--------------------------------------------------------------------------------
JANELA INFORMATIVA
\Info
Permite que a janela se estenda até os limites da tela
--------------------------------------------------------------------------------
DEIXAR A JANELA DE MENSAGEM PERMANENTE NA TELA
\hold
--------------------------------------------------------------------------------
EFEITO FADE APÓS O TERMINIO DA MENSSAGEM
\fade
O Texto desaparece lentamente
--------------------------------------------------------------------------------
APRESENTAR UMA JANELA SEPARADA COM NOME
\name[NOME]
No lugar do nome coloque o nome do personagem.
--------------------------------------------------------------------------------
POSIÇÃO DA JANELA
\p[n]
No lugar do n coloque o numero ID do evento para que a janela se
posicione no evento.
Caso quiser que a janela se posicione no herói coloque 0
--------------------------------------------------------------------------------
TEXTO CENTRALIZADO
\center
--------------------------------------------------------------------------------
TEXTO DO LADO DIREITO
\right
--------------------------------------------------------------------------------
FONTE EM NEGRITO
\B
--------------------------------------------------------------------------------
TAMANHO DA FONTE
\h[n]
No lugar do n coloque o valor do tamanho da fonte de 6 a 32
--------------------------------------------------------------------------------
TRANSPARÊNCIA DA FONTE
\o[n]
No lugar do n coloque o valor da transparência (De 0 a 255)
--------------------------------------------------------------------------------
ADICIONAR ESPAÇO
\b[n]
--------------------------------------------------------------------------------
PULAR UMA LINHA PARA BAIXO
\n
--------------------------------------------------------------------------------
JUNTAR VÁRIAS JANELAS DE MENSAGENS EM APENAS UMA JANELA,
\next
Logo que terminar de escrever a ultima sentença do texto coloque
o código \next para poder juntar a próxima janela.
--------------------------------------------------------------------------------
MOSTRAR FACE DE UM PERSONAGEM
\f[NOME]
No lugar do nome coloque o nome do arquivo de imagem, este arquivo
deve estar na pasta pictures.
É possível usar o código desta maneira
\f[NOME,n]
O código permite apresentar a face por parte divididas de 1 à 16.
Exemplo
\f[Alex,4]
No exemplo o script vai dividir a imagem por 16 e vai apresentar a parte
numero 4.
--------------------------------------------------------------------------------
VELOCIDADE DA MENSAGEM
\s[n]
No lugar do n coloque a valor numérico da velocidade (de 0 a 19)
--------------------------------------------------------------------------------
APRESENTAR O VALOR DA VARIÁVEL
\v[n]
No lugar do n coloque o numero ID da variável
--------------------------------------------------------------------------------
APRESENTAR DINHEIRO
\g
--------------------------------------------------------------------------------
FONTE EM ITÁLICO
\I
--------------------------------------------------------------------------------
PAUSA ENTRE UMA PALAVRA E OUTRA
\!
--------------------------------------------------------------------------------
FECHAMENTO AUTOMÁTICO DA JANELA
\~
--------------------------------------------------------------------------------
APRESENTAR O NOME DO PERSONAGEM
\n[n]
No lugar do n coloque o numero ID do personagem.
--------------------------------------------------------------------------------
COR DO TEXTO
\c[n]
No lugar do n coloque estes números.
0 = Branco
1 = Azul escuro
2 = Vermelho
3 = Verde
4 = Azul claro
5 = Roxo
6 = Amarelo
--------------------------------------------------------------------------------
MOVER-SE ENQUANTO A MENSAGEM ESTÁ ATIVA
\pass
Permite que o personagem possa se mover enquanto a janela de mensagem estiver
ativa
--------------------------------------------------------------------------------
APRESENTAR NOMES DOS ITENS,ARMAS e ARMADURAS + A IMAGEM DO ÍCONE
\V[]
Permite apresentar o nome e a imagem do ícone dos itens,armaduras e armas.
Dentro dos colchetes coloque estas letras seguidas do seu numero ID.
i = Item
w = Arma
a = Armadura(Equipamento de defesa.
Exemplo de uso
---------
\V[i3]
---------
No exemplo definimos que a imagem ira apresentar o item numero ID 3, que
corresponde ao Full Potion
--------------------------------------------------------------------------------
CARACTERES EM PICTURES
\e[n]
Apresenta uma letra em pictures de 24x24, permitindo a possibilidades de
colocar qualquer tipo caractere que desejar, inclusive com textura.
É necessário ter uma imagem com o nome de Gaiji.png na pasta pictures.
A imagem deve ter de 24 de altura, por X de largura.
O n é a posição que o script vai ler o arquivo de imagem, ou seja,caso
colocarmos o código \e[2] o mensagem vai apresentar a imagem do arquivo na
posição 60 de largura.
--------------------------------------------------------------------------------
=end
class Window_Message < Window_Selectable
# Nome da fonte das letras da janela de mensagem.
DEFAULT_FONT_NAME = "Georgia"
# Tamanho da fonte da janela de mensagem.
DEFAULT_FONT_SIZE = 20
# Espaço entre uma linha de texto e outra.
DEFAULT_LINE_SPACE = 25
# Nome do arquivo de imagem que ficará atrás da janela de mensagem
DEFAULT_BG_PICTURE = ""
# Posição da imagem padrão na horizontal.
DEFAULT_BG_X = 0
# Posição da imagem padrão na vertical.
DEFAULT_BG_Y = 320
# Rect.new (X, Y, L, A)
# X = Posição na horizontal.
# Y = Posição na vertical.
# L = Largura da janela.
# A = Altura da janela.
DEFAULT_RECT = Rect.new(115, 318, 440, 120)
# Transparência da janela de mensagem, de 0 a 255.
DEFAULT_BACK_OPACITY = 120
# Ajuste automático do tamanho da janela, ou seja, caso você escrever
#além dos limites do tamanho da janela, o script vai ajustar
#automaticamente o tamanho da janela conforme o tamanho da fonte e
#a quantidade de letras, coloque true ou false.
DEFAULT_STRETCH_ENABLE = false
# Extender tamanho da janela.
INFO_RECT = Rect.new(-16, 64, 672, DEFAULT_LINE_SPACE + 40)
# Janela de informação
# Rect.new (X, Y, L, A, DEFAULT_LINE_SPACE)
# X = Posição na horizontal.
# Y = Posição na vertical.
# L = Largura da janela.
# A = Altura da janela.
# DEFAULT_LINE_SPACE = Espaço entre as extremidades da linha.
DEFAULT_TYPING_ENABLE = true
# Ativar apresentação de leitura de letras, coloque false se
#quiser que o texto apareça instantaneamente
SOUNDNAME_ON_SPEAK = ""
# Definição do nome do arquivo de som .
KEY_SHOW_ALL = Input::C
# Cancela a leitura de letras.
KEY_MESSAGE_SKIP = Input::L
# Pular a próxima mensagem.
HISKIP_ENABLE_SWITCH_ID = 0
# Definição da Switch que ativará a apresentação instantânea da mensagem.
SKIP_BAN_SWITCH_ID = 2
# Definição da Switch que cancela a função das teclas B, L e S
FACE_STRETCH_ENABLE = false # Extender o tamanho da face.
FACE_WIDTH = 90 # Largura da face.
FACE_HEIGHT = 90 # Altura da face.
CHARPOP_HEIGHT = 48
end
module XRXS9
NAME_WINDOW_TEXT_COLOR = Color.new(192,240,255,255) # Cor da fonte.
NAME_WINDOW_TEXT_SIZE = 19 # Tamanho da fonte.
NAME_WINDOW_SPACE = 10 # Espaço da janela.
NAME_WINDOW_OFFSET_X = 0 # Posição X.
NAME_WINDOW_OFFSET_Y = -26 # Posição Y.
FOBT_DURATION = 40 # Tempo de fade.
end
class Window_Message < Window_Selectable
LEFT = 0
CENTER = 1
RIGHT = 2
def line_height
return DEFAULT_LINE_SPACE
end
alias xrxs9_initialize initialize
def initialize
@stand_pictuers = []
@held_windows = []
@extra_windows = []
@extra_sprites = []
xrxs9_initialize
@opacity_text_buf = Bitmap.new(32, 32)
end
alias xrxs9_dispose dispose
def dispose
@held_windows.each {|window| window.dispose}
@held_windows.clear
if @gaiji_cache != nil and not @gaiji_cache.disposed?
@gaiji_cache.dispose
end
unless @opacity_text_buf.disposed?
@opacity_text_buf.dispose
end
xrxs9_dispose
end
alias xrxs9_terminate_message terminate_message
def terminate_message
@passable = false
$game_player.messaging_moving = false
if @bgframe_sprite != nil
@bgframe_sprite.dispose
end
if @window_hold
@held_windows.push(Window_Copy.new(self))
for window in @extra_windows
next if window.disposed?
@held_windows.push(Window_Copy.new(window))
end
for sprite in @extra_sprites
next if sprite.disposed?
@held_windows.push(Sprite_Copy.new(sprite))
end
self.opacity = 0
self.contents_opacity = 0
@extra_windows.clear
@extra_sprites.clear
else
@held_windows.each {|object| object.dispose}
@held_windows.clear
end
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 pop_character=(character_id)
@pop_character = character_id
end
def pop_character
return @pop_character
end
def clear
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = DEFAULT_FONT_SIZE
self.contents.font.name = DEFAULT_FONT_NAME if DEFAULT_FONT_NAME != ""
self.opacity = 255
self.back_opacity = DEFAULT_BACK_OPACITY
self.contents_opacity = 255
@mid_stop = false
@face_file = nil
@current_name = nil
@window_hold = false
@stand_pictuer_hold = false
@passable = false
@inforesize = false
@x = @y = @indent = @line_index = 0
@cursor_width = @write_speed = @write_wait = @lines_max = 0
@line_widths = []
@line_aligns = []
self.pop_character = nil
end
def refresh
if DEFAULT_BG_PICTURE != ""
bitmap = RPG::Cache.picture(DEFAULT_BG_PICTURE)
@bgframe_sprite = Sprite.new
@bgframe_sprite.x = DEFAULT_BG_X
@bgframe_sprite.y = DEFAULT_BG_Y
@bgframe_sprite.bitmap = bitmap
@bgframe_sprite.z += 5
end
self.clear
if $game_temp.message_text != nil
@now_text = $game_temp.message_text
if (/\\_\n/.match(@now_text)) != nil
$game_temp.choice_start -= 1
@now_text.gsub!(/\\_\n/) { "" }
end
if (/\\[Ff]\[(.+?)(\,*?)([0-9]*?)\]/.match(@now_text)) != nil
# if RPG_FileTest.picture_exist?($1)
@face_file = $1 + ".png"
@face_index = $3.to_i
src = RPG::Cache.picture(@face_file)
if $2 == ""
@face_index = -1
end
if FACE_STRETCH_ENABLE
@indent += FACE_WIDTH
elsif $2 == ""
@indent += src.width
else
@indent += src.width/4
end
#end
@now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
end
@inforesize = (@now_text.gsub!(/\\info/) { "" } != nil)
@window_hold = (@now_text.gsub!(/\\hold/) { "" } != nil)
@now_text.gsub!(/\\[v]\[([0-9]+)\]/) { $game_variables[$1.to_i].to_s }
begin
last_text = @now_text.clone
@now_text.gsub!(/\\[V]\[([IiWwAaSs]?)([0-9]+)\]/) { 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
if @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
@current_name = $1
end
if @now_text.gsub!(/\\[Pp]\[([0-9]+)\]/) { "" }
self.pop_character = $1.to_i
end
if (/\\n/.match(@now_text)) != nil
$game_temp.choice_start += 1
@now_text.gsub!(/\\n/) { "\n" }
end
if @now_text.gsub!(/\\fade/) { "" }
@fade_count_before_terminate = XRXS9::FOBT_DURATION
end
if @now_text.gsub!(/\\pass/) { "" }
@passable = true
$game_player.messaging_moving = true
end
nil while( @now_text.sub!(/\n\n\z/) { "\n" } )
@lines_max = @now_text.scan(/\n/).size
rxs = [/\\\w\[(\w+)\]/, /\\[.]/, /\\[|]/, /\\[>]/, /\\[<]/, /\\[!]/,
/\\[~]/, /\\[i]/, /\\[Oo]\[([0-9]+)\]/, /\\[Hh]\[([0-9]+)\]/,
/\\[b]\[([0-9]+)\]/, /\\[Rr]\[(.*?)\]/, /\\[B]/, /\\[I]/]
@max_choice_x = 0
lines = @now_text.split(/\n/)
for i in 0..@lines_max
line = lines[@lines_max - i]
next if line == nil
line.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
for rx in rxs
line.gsub!(rx) { "" }
end
@line_aligns[@lines_max - i] =
line.sub!(/\\center/) {""} ? CENTER :
line.sub!(/\\right/) {""} ? RIGHT :
LEFT
cx = contents.text_size(line).width
@line_widths[@lines_max - i] = cx
end
choices = @line_widths[$game_temp.choice_start, @line_widths.size]
@max_choice_x = choices == nil ? 0 : choices.max + 8
@now_text.gsub!(/\\center/) {""}
@now_text.gsub!(/\\right/) {""}
@line_aligns[0] = CENTER if @inforesize
if self.pop_character != nil and self.pop_character >= 0
max_x = @line_widths.max
self.width = max_x + 32 #+ @indent + DEFAULT_FONT_SIZE/2
self.height = [@lines_max * line_height, @indent].max + 32
end
@now_text.gsub!(/\\\\/) { "\000" }
@now_text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
@now_text.gsub!(/\\[Gg]/) { "\002" }
@now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
@now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
@now_text.gsub!(/\\[.]/) { "\005" }
@now_text.gsub!(/\\[|]/) { "\006" }
@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!(/\\[i]/) { "\023" }
@now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
@now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
@now_text.gsub!(/\\[b]\[([0-9]+)\]/) { "\026[#{$1}]" }
@now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
@now_text.gsub!(/\\[B]/) { "\031" }
@now_text.gsub!(/\\[I]/) { "\032" }
reset_window
if @current_name != nil
self.contents.font.size = XRXS9::NAME_WINDOW_TEXT_SIZE
x = self.x + XRXS9::NAME_WINDOW_OFFSET_X
y = self.y + XRXS9::NAME_WINDOW_OFFSET_Y
w = self.contents.text_size(@current_name).width + 8 + XRXS9::NAME_WINDOW_SPACE
h = 26 + XRXS9::NAME_WINDOW_SPACE
@name_window_frame = Window_Base.new(x, y, w, h)
@name_window_frame.opacity = 160
@name_window_frame.z = self.z + 2
x = self.x + XRXS9::NAME_WINDOW_OFFSET_X + 3 + XRXS9::NAME_WINDOW_SPACE / 2
y = self.y + XRXS9::NAME_WINDOW_OFFSET_Y + 1 + XRXS9::NAME_WINDOW_SPACE / 2
@name_window_text = Air_Text.new(x,y, @current_name, XRXS9::NAME_WINDOW_TEXT_SIZE, XRXS9::NAME_WINDOW_TEXT_COLOR)
@name_window_text.z = self.z + 3
self.contents.font.size = DEFAULT_FONT_SIZE
@extra_windows.push(@name_window_frame)
@extra_windows.push(@name_window_text)
end
end
reset_window
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = normal_color
self.contents.font.name = DEFAULT_FONT_NAME if DEFAULT_FONT_NAME != ""
unless @face_file.nil?
src = RPG::Cache.picture(@face_file)
if @face_index == -1
w = src.width
h = src.height
x = 0
y = 0
else
w = src.width/4
h = src.height/4
x = (@face_index-1) % 4 * w
y = (@face_index-1) / 4 * h
end
if FACE_STRETCH_ENABLE
self.contents.stretch_blt(Rect.new(0,0,FACE_WIDTH,FACE_HEIGHT), src, Rect.new(x, y, w, h))
else
self.contents.blt(0, 0, src, Rect.new(x, y, w, h))
end
end
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
if $game_temp.num_input_variable_id > 0
digits_max = $game_temp.num_input_digits_max
number = $game_variables[$game_temp.num_input_variable_id]
@input_number_window = Window_InputNumber.new(digits_max)
@input_number_window.number = number
@input_number_window.x = self.x + 8 + @indent
@input_number_window.y = self.y + $game_temp.num_input_start * 32
end
self.contents.font.size = DEFAULT_FONT_SIZE
line_reset
update unless DEFAULT_TYPING_ENABLE
end
def line_reset
case @line_aligns[@line_index]
when LEFT
@x = @indent
@x += 8 if $game_temp.choice_start <= @line_index
when CENTER
@x = self.width / 2 - 16 - @line_widths[@line_index].to_i / 2
when RIGHT
@x = self.width - 40 - @line_widths[@line_index].to_i
end
end
def update
if @passable and not $game_player.messaging_moving
self.opacity = 0
terminate_message
return
end
super
update_main
end
def update_main
if !self.pop_character.nil? and self.pop_character >= 0
update_reset_window
end
if skippable_now? and Input.press?(KEY_MESSAGE_SKIP)
self.contents_opacity = 255
@fade_in = false
elsif @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
if (c = @now_text.slice!(/./m)) != nil
if c == "\000"
c = "\\"
end
if c == "\001"
@now_text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
if @opacity != nil
color = self.contents.font.color
self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
end
end
c = ""
end
if c == "\002"
if @gold_window == nil
@gold_window = Window_Gold.new
@gold_window.x = 560 - @gold_window.width
if $game_temp.in_battle
@gold_window.y = 192
else
@gold_window.y = self.y >= 128 ? 32 : 384
end
@gold_window.opacity = self.opacity
@gold_window.back_opacity = self.back_opacity
end
c = ""
end
if c == "\003"
@now_text.sub!(/\[([0-9]+)\]/, "")
speed = $1.to_i
if speed >= 0 and speed <= 19
@write_speed = speed
end
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
if c == "\023"
@indent = @x
c = ""
end
if c == "\024"
@now_text.sub!(/\[([0-9]+)\]/, "")
@opacity = $1.to_i
color = self.contents.font.color
self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
c = ""
end
if c == "\025"
@now_text.sub!(/\[([0-9]+)\]/, "")
self.contents.font.size = [[$1.to_i, 6].max, 32].min
c = ""
end
if c == "\026"
@now_text.sub!(/\[([0-9]+)\]/, "")
@x += $1.to_i
c = ""
end
if c == "\027"
process_ruby
if SOUNDNAME_ON_SPEAK != ""
Audio.se_play("Audio/SE/" + 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))
if SOUNDNAME_ON_SPEAK != ""
Audio.se_play("Audio/SE/" + SOUNDNAME_ON_SPEAK)
end
@x += 24
c = ""
end
if c == "\n"
@y += 1
@line_index += 1
line_reset
if @line_index >= $game_temp.choice_start
@cursor_width = @max_choice_x
end
c = ""
end
if c == "\022"
@now_text.sub!(/\[([0-9]+)\]/, "")
@x += draw_gaiji(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
if SOUNDNAME_ON_SPEAK != "" then
Audio.se_play("Audio/SE/" + SOUNDNAME_ON_SPEAK)
end
c = ""
end
if c == "\031"
self.contents.font.bold ^= true
c = ""
end
if c == "\032"
self.contents.font.italic ^= true
c = ""
end
if c != ""
self.contents.draw_text(4+@x, line_height * @y, 40, line_height, c)
@x += self.contents.text_size(c).width
if SOUNDNAME_ON_SPEAK != "" then
Audio.se_play("Audio/SE/" + SOUNDNAME_ON_SPEAK)
end
end
if skippable_now? and
(Input.press?(KEY_SHOW_ALL) or Input.press?(KEY_MESSAGE_SKIP)) and
(SKIP_BAN_SWITCH_ID == 0 ? true : !$game_switches[SKIP_BAN_SWITCH_ID])
text_not_skip = false
end
else
text_not_skip = true
break
end
break if text_not_skip
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
unless @fade_phase_before_terminate
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
return
end
end
if Input.trigger?(Input::C) or
(skippable_now? and Input.press?(KEY_MESSAGE_SKIP))
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
elsif @fade_count_before_terminate.to_i > 0
@fade_phase_before_terminate = true
else
terminate_message
end
end
end
if @fade_phase_before_terminate
@fade_count_before_terminate = 0 if @fade_count_before_terminate == nil
@fade_count_before_terminate -= 1
opacity = @fade_count_before_terminate * (256 / XRXS9::FOBT_DURATION)
self.contents_opacity = opacity
if @fade_count_before_terminate <= 0
@fade_count_before_terminate = 0
@fade_phase_before_terminate = false
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
$game_temp.message_window_showing = false
end
return
end
end
def reset_window
if @inforesize
RectalCopy.copy(self, INFO_RECT)
elsif self.pop_character != nil and self.pop_character >= 0
update_reset_window
else
RectalCopy.copy(self, DEFAULT_RECT)
case ($game_temp.in_battle ? 0 : $game_system.message_position)
when 0
self.y = [16, -XRXS9::NAME_WINDOW_OFFSET_Y + 4].max
when 1
self.y = 160
end
if DEFAULT_STRETCH_ENABLE and @lines_max >= 4
d = @lines_max * DEFAULT_LINE_SPACE + 32 - self.height
if d > 0
self.height += d
case $game_system.message_position
when 1
self.y -= d/2
when 2
self.y -= d
end
end
end
if @face_file != nil
self.width += FACE_WIDTH
self.x -= FACE_WIDTH/2
end
end
if $game_system.message_frame == 0
self.back_opacity = DEFAULT_BACK_OPACITY
@name_window_frame.back_opacity = DEFAULT_BACK_OPACITY unless @name_window_frame.nil?
else
self.opacity = 0
@name_window_frame.back_opacity = 0 unless @name_window_frame.nil?
end
end
def update_reset_window
if self.pop_character == 0 or $game_map.events[self.pop_character] != nil
character = get_character(self.pop_character)
x = character.screen_x - self.width / 2
case $game_system.message_position
when 0
if @name_window_frame != nil and @name_window_frame.y <= 4
y = 4 - XRXS9::NAME_WINDOW_OFFSET_Y
else
y = character.screen_y - CHARPOP_HEIGHT - self.height
end
else
y = character.screen_y
end
self.x = [[x, 4].max, 636 - self.width ].min
self.y = [[y, 4].max, 476 - self.height].min
if @name_window_frame != nil
@name_window_frame.x = self.x + XRXS9::NAME_WINDOW_OFFSET_X
@name_window_frame.y = self.y + XRXS9::NAME_WINDOW_OFFSET_Y
@name_window_text.x = self.x + XRXS9::NAME_WINDOW_OFFSET_X + 1 + XRXS9::NAME_WINDOW_SPACE/2 - 16
@name_window_text.y = self.y + XRXS9::NAME_WINDOW_OFFSET_Y + 1 + XRXS9::NAME_WINDOW_SPACE/2 - 16
end
end
end
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(8 + @indent, n * line_height, @cursor_width, line_height)
else
self.cursor_rect.empty
end
end
def get_character(parameter)
case parameter
when 0
return $game_player
else
events = $game_map.events
return events == nil ? nil : events[parameter]
end
end
def skippable_now?
return ((SKIP_BAN_SWITCH_ID == 0 ? true : !$game_switches[SKIP_BAN_SWITCH_ID]) and
(HISKIP_ENABLE_SWITCH_ID == 0 ? true : $game_switches[HISKIP_ENABLE_SWITCH_ID]))
end
def visible=(b)
@name_window_frame.visible = b unless @name_window_frame.nil?
@name_window_text.visible = b unless @name_window_text.nil?
@input_number_window.visible = b unless @input_number_window.nil?
super
end
def process_ruby
end
def draw_gaiji(x, y, num)
end
def convart_value(option, index)
end
end
class Air_Text < Window_Base
def initialize(x, y, designate_text, size, text_color)
super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
w = self.contents.width
h = self.contents.height
self.contents.font.size = size
self.contents.font.color = text_color
self.contents.draw_text(0, 0, w, h, designate_text)
end
end
class Window_Copy < Window_Base
def initialize(window)
super(window.x, window.y, window.width, window.height)
self.contents = window.contents.dup unless window.contents.nil?
self.opacity = window.opacity
self.back_opacity = window.back_opacity
self.z = window.z
end
end
class Sprite_Copy < Sprite
def initialize(sprite)
super()
self.bitmap = sprite.bitmap.dup unless sprite.bitmap.nil?
self.opacity = sprite.opacity
self.x = sprite.x
self.y = sprite.y
self.z = sprite.z
self.ox = sprite.ox
self.oy = sprite.oy
end
end
class Interpreter
def command_101
if $game_temp.message_text != nil
return false
end
@message_waiting = true
$game_temp.message_proc = Proc.new { @message_waiting = false }
$game_temp.message_text = @list[@index].parameters[0] + "\n"
line_count = 1
loop do
if @list[@index+1].code == 401
$game_temp.message_text += @list[@index+1].parameters[0] + "\n"
line_count += 1
else
if @list[@index+1].code == 101
if (/\\next\Z/.match($game_temp.message_text)) != nil
$game_temp.message_text.gsub!(/\\next/) { "" }
$game_temp.message_text += @list[@index+1].parameters[0] + "\n"
@index += 1
next
end
elsif @list[@index+1].code == 102
if @list[@index+1].parameters[0].size <= 4 - line_count
@index += 1
$game_temp.choice_start = line_count
setup_choices(@list[@index].parameters)
end
elsif @list[@index+1].code == 103
if line_count < 4
@index += 1
$game_temp.num_input_start = line_count
$game_temp.num_input_variable_id = @list[@index].parameters[0]
$game_temp.num_input_digits_max = @list[@index].parameters[1]
end
end
return true
end
@index += 1
end
end
end
class Game_Player < Game_Character
attr_accessor :messaging_moving
end
module RectalCopy
def self.copy(rect1, rect2)
rect1.x = rect2.x
rect1.y = rect2.y
rect1.width = rect2.width
rect1.height = rect2.height
end
end
#--------------------------------------------------------------------------
class Window_Message < Window_Selectable
GAIJI_FILE = "gaiji.png" # Nome do arquivo de imagem.
GAIJI_SIZE = 24 # Tamanho de leitura da imagem.
end
class Interpreter
def pretend_stopping=(b)
@pretend_stopping = b
end
alias xrxs9_running? running?
def running?
return (not @pretend_stopping and xrxs9_running?)
end
end
class Game_Player < Game_Character
alias xrxs9_update update
def update
return xrxs9_update unless @messaging_moving
last_showing = $game_temp.message_window_showing
$game_system.map_interpreter.pretend_stopping = true
$game_temp.message_window_showing = false
xrxs9_update
$game_temp.message_window_showing = last_showing
$game_system.map_interpreter.pretend_stopping = nil
end
end
class Game_Event < Game_Character
alias xrxs9_start start
def start
xrxs9_start
if @starting and $game_player.messaging_moving
$game_player.messaging_moving = false
end
end
end
class Window_Message < Window_Selectable
def draw_gaiji(x, y, num)
if @gaiji_cache == nil
if RPG_FileTest.picture_exist?(GAIJI_FILE)
@gaiji_cache = RPG::Cache.picture(GAIJI_FILE)
else
return 0
end
end
if @gaiji_cache.width < num * GAIJI_SIZE
return 0
end
size = GAIJI_SIZE
self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * GAIJI_SIZE, 0, GAIJI_SIZE, GAIJI_SIZE))
if SOUNDNAME_ON_SPEAK != "" then
Audio.se_play(SOUNDNAME_ON_SPEAK)
end
return size
end
def convart_value(option, index)
option == nil ? option = "" : nil
option.downcase!
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
end
class Window_Message < Window_Selectable
def process_ruby
@now_text.sub!(/\[(.*?)\]/, "")
x = @x
y = @y * line_height
w = 40
h = line_height
@x += self.contents.draw_ruby_text(x, y, w, h, $1)
end
end
class Bitmap
def draw_ruby_text(x, y, w, h, str)
sizeback = self.font.size
self.font.size * 3 / 2 > 32 ? rubysize = 32 - self.font.size : rubysize = self.font.size / 2
rubysize = [rubysize, 6].max
split_s = str.split(/,/)
split_s[0] = "" if split_s[0] == nil
split_s[1] = "" if split_s[1] == nil
height = sizeback + rubysize
width = self.text_size(split_s[0]).width
self.font.size = rubysize
ruby_width = self.text_size(split_s[1]).width
self.font.size = sizeback
buf_width = [self.text_size(split_s[0]).width, ruby_width].max
width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0
self.font.size = rubysize
self.draw_text(x + sub_x, 4 + y - self.font.size, self.text_size(split_s[1]).width, self.font.size, split_s[1])
self.font.size = sizeback
self.draw_text(x, y, width, h, split_s[0])
return width
end
end
#-------------------------------------------------------------------------------
module XRXS9
BACKLOG_KEY = Input::Y # Definição da tecla da janela de Log
BACKLOG_MAX_HEIGHT = 1600 # Altura maxima da janela de log
BACKLOG_MAX_INDEX = 12 # Quantidade maxima de frases.
end
class Window_Message < Window_Selectable
alias xrxs9ax_initialize initialize
def initialize
xrxs9ax_initialize
@log_window = Window_MessageLog.new
@log_window.z = self.z + 100
end
alias xrxs9ax_terminate_message terminate_message
def terminate_message
@log_window.add_log(@current_name, self.contents)
xrxs9ax_terminate_message
end
alias xrxs9ax_update_main update_main
def update_main
if Input.trigger?(XRXS9::BACKLOG_KEY) and $game_temp.message_window_showing
self.visible = false
@log_window.show
self.visible = true
return
end
xrxs9ax_update_main
end
end
class Window_MessageLog < Window_Base
def initialize
super(0,0,640,480)
self.visible = false
self.back_opacity = 160
self.contents = Bitmap.new(width - 32, XRXS9::BACKLOG_MAX_HEIGHT)
self.contents.font.color = XRXS9::NAME_WINDOW_TEXT_COLOR
self.contents.font.size = XRXS9::NAME_WINDOW_TEXT_SIZE
@names = []
@contetns = []
end
def show
self.refresh
self.visible = true
loop do
Graphics.update
Input.update
self.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
self.visible = false
break
end
end
end
def update
super
if Input.repeat?(Input::UP) and self.oy >= 32
$game_system.se_play($data_system.cursor_se)
self.oy -= 32
return
end
if Input.repeat?(Input::DOWN) and self.oy <= XRXS9::BACKLOG_MAX_HEIGHT - 448
$game_system.se_play($data_system.cursor_se)
self.oy += 32
return
end
end
def cut_excess(limit_index)
for i in limit_index...@contetns.size
next if @contetns[i].nil?
@contetns[i].dispose
@contetns[i] = nil
@names[i] = nil
end
@contetns.compact!
@names.compact!
end
def add_log(name, contents)
@names.insert(0, name.to_s)
@contetns.insert(0, contents.dup)
cut_excess(XRXS9::BACKLOG_MAX_INDEX)
end
def refresh
y = XRXS9::BACKLOG_MAX_HEIGHT
index = 0
self.contents.clear
loop do
contents = @contetns[index]
if contents.nil? or y <= 0
break
end
self.contents.blt(4, y - contents.height, contents, contents.rect)
y -= contents.height
self.contents.draw_text(4, y-24, 600, 24, @names[index].to_s)
y -= 32
index += 1
end
cut_excess(index)
self.oy = XRXS9::BACKLOG_MAX_HEIGHT - 416
end
def dispose
for contents in @contetns
next if contents.nil?
contents.dispose
end
super
end
end
#------------------------------------------------------------------------------
module XRXS9C
SWITCH_ID = 8 #Definição da Switch que ativa a mensagem cinematografica.
RECT = Rect.new(0,400,640,96)#X,Y,H,L,D da janela de mensagem cine.
end
class Window_Message < Window_Selectable
alias xrxs9c_reset_window reset_window
def reset_window
if $game_switches[XRXS9C::SWITCH_ID]
RectalCopy.copy(self, XRXS9C::RECT)
self.opacity = 0
@line_aligns[0] = CENTER
@line_aligns[1] = CENTER
return
end
xrxs9c_reset_window
end
end
class Scene_Map
alias xrxs9c_main main
def main
black = Color.new(0,0,0,255)
@cinemasks = []
mask = Sprite.new
mask.bitmap = Bitmap.new(640,48)
mask.bitmap.fill_rect(0,0,640,48, black)
mask.x = 0
mask.y = -48
mask.z = 5001
@cinemasks[0] = mask
mask = Sprite.new
mask.bitmap = Bitmap.new(640,72)
mask.bitmap.fill_rect(0,0,640,72, black)
mask.x = 0
mask.y = 480
mask.z = 5001
@cinemasks[1] = mask
mask = Sprite.new
mask.bitmap = Bitmap.new(640,480)
mask.bitmap.fill_rect(0,0,640,480, black)
mask.x = 0
mask.y = 0
mask.z = 199
mask.opacity = 0
@cinemasks[2] = mask
@cinema_fadecount = 24
xrxs9c_main
@cinemasks.each{|sprite| sprite.dispose }
end
alias xrxs9c_update update
def update
update_cinema
xrxs9c_update
end
def update_cinema
if ( $game_switches[XRXS9C::SWITCH_ID] and @cinema_fadecount > 0) or
(not $game_switches[XRXS9C::SWITCH_ID] and @cinema_fadecount < 24)
@cinema_fadecount += ($game_switches[XRXS9C::SWITCH_ID] ? -1 : 1)
@cinemasks[0].y = 0 - 6 * @cinema_fadecount / 3
@cinemasks[1].y = 480 - 9 * (24 - @cinema_fadecount) / 3
@cinemasks[2].opacity = 4 * (24 - @cinema_fadecount)
end
end
end
#-------------------------------------------------------------------------------
class Window_Message < Window_Selectable
def pop_character=(character_id)
@pop_character = character_id
$mes_id = character_id
end
end
The_King_Jaas- Co-Administrador
- Mensajes : 1737
Fecha de inscripción : 02/02/2011
Drupogame :: RPG Maker :: RPG maker XP :: Scripts
Página 1 de 1.
Permisos de este foro:
No puedes responder a temas en este foro.
Lun Ene 23, 2012 11:32 pm por edux
» edux returns
Lun Ene 23, 2012 11:30 pm por edux
» The Elder Scrolls IV: Oblivion
Vie Ene 20, 2012 11:28 pm por Aljevalsar
» Kojima promete que habrá un Metal Gear Solid de auténtico sigilo
Jue Dic 22, 2011 7:33 pm por Anime_Maker
» Este fin de semana habrá nuevos modos para Modern Warfare 3
Jue Dic 15, 2011 12:03 pm por Akeo
» Kojima quiso crear un Metal Gear Solid 5 ambientado en la Segunda Guerra Mundial
Jue Dic 15, 2011 11:01 am por Akeo
» Darksiders II se dejará ver en los Spike VGA
Miér Dic 14, 2011 11:50 am por Akeo
» El creador de Bayonetta desmiente estar implicado en el desarrollo de Metal Gear Rising
Miér Dic 14, 2011 1:54 am por Akeo
» Los creadores de Bayonetta se encargan del desarrollo de Metal Gear Rising
Miér Dic 14, 2011 1:52 am por Akeo
» En Construccion: Mundo Abismal
Lun Oct 24, 2011 4:03 am por SagahonArturo
» Visceral Games busca nuevo personal para la franquicia Dead Space
Mar Oct 11, 2011 3:22 am por The_King_Jaas
» buenas
Mar Oct 11, 2011 3:21 am por The_King_Jaas
» Batman: Arkham City llegará "sin ninguna limitación"
Sáb Oct 08, 2011 1:44 am por Akeo
» Los creadores de Bulletstorm admiten divertidos que el juego tenía demasiadas palabras malsonantes
Sáb Oct 08, 2011 1:41 am por Akeo
» PES 2012: El primer DLC estará disponible el 11 de octubre
Sáb Oct 08, 2011 1:39 am por Akeo