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Тема: Поиск скриптов

  1. #571

    По умолчанию

    100500 большое спасибо!

  2. #572
    Познающий Аватар для 100500
    Информация о пользователе
    Регистрация
    22.05.2011
    Сообщений
    343
    Записей в дневнике
    14
    Репутация: 25 Добавить или отнять репутацию

    По умолчанию

    Подскажите пожалуйста, есть ли скрипты для увеличения количества кадров анимации ходьбы персонажа? Задницей чую, что должны быть, а найти не могу.
    RPG Maker VX, как всегда =)
    -----
    Прошу прощения, сам отыскал. Стоит только захотеть, как говориться =)
    Код:
    #==============================================================================
    #  Extra Movement Frames v. 1.0
    #  Author: modern algebra (rmrk.net)
    #  Date: January 20, 2008
    #------------------------------------------------------------------------------
    #   Instructions:
    #     Insert this script above main in the database. To add a character with
    #     extra movement frames, simply rename the character graphic to something
    #     of the form:
    #          !$%[<number of movement frames>]<Regular name>
    #
    #     Example: !$%[4]001-Fighter01    
    #     That would make the graphic 001-Fighter01 be interpreted as having 4 frames
    #------------------------------------------------------------------------------
    # ** Game_Character
    #------------------------------------------------------------------------------
    #  Summary of changes:
    #     aliased methods - update_animation
    #     new class variables - height divisor, width divisor
    #     new methods - calculate_divisors
    #==============================================================================
    
    class Game_Character
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_reader :height_divisor  # The height of a single frame
      attr_reader :width_divisor   # number of frames in the x direction
      attr_reader :char_frames
      #--------------------------------------------------------------------------
      # * Calculate Divisors
      #--------------------------------------------------------------------------
      #  Sets up the instance variables required
      #--------------------------------------------------------------------------
      def calculate_divisors
        return unless @previous_character.nil? || @previous_character != @character_name
        bitmap = Cache.character (@character_name)
        sign = @character_name[/^[\!\$].[\%]\[\d*\]/]
        if !sign.nil? && sign.size > 5
          @original_pattern = 0
          @width_divisor = sign[4, sign.size - 5].to_i
          @height_divisor = 4
          @char_frames = @width_divisor
        elsif !sign.nil? && sign.include? ('$')
          @width_divisor = 3
          @height_divisor = 4
          @char_frames = 3
        else
          @width_divisor = 12
          @height_divisor = 8
          @char_frames = 3
        end
        @previous_character = @character_name
      end
      #--------------------------------------------------------------------------
      # * Update Animation
      #--------------------------------------------------------------------------
      #  Change the hard coded values to ones dependent on character graphic format
      #--------------------------------------------------------------------------
      alias ma_extra_movement_frames_anim_upd update_animation
      def update_animation
        if @width_divisor == 12 || @width_divisor == 3
          ma_extra_movement_frames_anim_upd
          return
        end
        saved_anime_count = @anime_count
        pattern_original = @pattern
        speed = @move_speed + (dash? ? 1 : 0)
        ma_extra_movement_frames_anim_upd
        if (saved_anime_count > (18 - speed * 2)) && (@step_anime || (@stop_count <= 0))
          @pattern = (pattern_original + 1) % @char_frames
        end
      end
    end
    
    #==============================================================================
    # * Sprite Character
    #------------------------------------------------------------------------------
    #  Summary of changes:
    #     aliased methods - update_src_rect, update_bitmap
    #==============================================================================
    
    class Sprite_Character
      #--------------------------------------------------------------------------
      # * Update Src Rect
      #--------------------------------------------------------------------------
      #  Interpret multiple movement frames: Changed pattern
      #--------------------------------------------------------------------------
      alias ma_extra_movement_frames_src_rect_upd update_src_rect
      def update_src_rect
        if @tile_id == 0
          ma_extra_movement_frames_src_rect_upd
          index = @character.character_index
          pattern = @character.pattern < @character.char_frames ? @character.pattern : 1
          sx = (index % 4 * 3 + pattern) * @cw
          sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
          self.src_rect.set(sx, sy, @cw, @ch)
        end
      end
      #--------------------------------------------------------------------------
      # * Update Bitmap
      #--------------------------------------------------------------------------
      #  Change hard coded values to ones dependent on character graphic
      #--------------------------------------------------------------------------
      alias ma_extra_movement_frames_bmp_upd update_bitmap
      def update_bitmap
        @character.calculate_divisors
        saved_tile_id = @tile_id
        saved_character_name = @character_name
        saved_character_index = @character_index
        ma_extra_movement_frames_bmp_upd
        if saved_tile_id  != @character.tile_id or
           saved_character_name != @character.character_name or
           saved_character_index != @character.character_index
          unless @tile_id > 0
            @cw = bitmap.width / @character.width_divisor
            @ch = bitmap.height / @character.height_divisor
            self.ox = @cw / 2
            self.oy = @ch
          end
        end
      end
    end
    
    #==============================================================================
    # ** Window Base
    #------------------------------------------------------------------------------
    #  Summary of changes:
    #     overwritten methods - draw_character
    #==============================================================================
    
    class Window_Base
      #--------------------------------------------------------------------------
      # * Draw Charater (overwritten for extra movement frames)
      #     character_name  : the name of the character file
      #     character_index : the index of the character in the file
      #     x               : the x position to draw
      #     y               : the y position to draw
      #--------------------------------------------------------------------------
      def draw_character(character_name, character_index, x, y)
        return if character_name == nil
        bitmap = Cache.character(character_name)
        sign = character_name[/^[\!\$].[\%]\[\d*\]/]
        if !sign.nil? && sign.size > 5
          cw = bitmap.width / sign[4, sign.size - 5].to_i
          ch = bitmap.height / 4
        elsif sign != nil and sign.include?('$')
          cw = bitmap.width / 3
          ch = bitmap.height / 4
        else
          cw = bitmap.width / 12
          ch = bitmap.height / 8
        end
        n = character_index
        src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
        self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
      end
    end
    Последний раз редактировалось 100500; 15.01.2012 в 21:52.

  3. #573

    По умолчанию

    Ребят, я запарился уже с этим VX Ace, подскажите пожалуйста.
    Пытался сменить шрифт в игре этим скриптом:
    Код:
    begin
      Font.default_name = "tahoma"
      Font.default_size = 20
      Font.default_shadow = true
      Font.default_bold = true
      Font.default_italic = false
    end
    Сначала вставлял код в Main, как это было в VX, но результата не было.
    Вставил в "Пользовательские" - заработал. Правда, если в главном меню на шрифт действуют и толщина и наклон (да и тень, вроде бы), то в диалогах шрифт вообще как-то странно себя ведет,
    то размера маленького, то еще что-то. В общем, подскажите нормальный скрипт для смены шрифта в RPG Maker VX Ace, спасибо.

  4. #574
    Познающий Аватар для 100500
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    По умолчанию

    Насколько я понимаю, проблема не в скрипте, а в шрифте.
    Вот попробовал Calibri, всё не так страшно как с Tahoma, т.к. последний несколько шире:
    Поиск скриптов-123123123144444-png
    Изображения Изображения

  5. #575

    По умолчанию

    Нормально отображается опять же только в главном меню. В самой игре, увы, курсив и толщина работать не хотят.

  6. #576
    Хранитель Аватар для Темный
    Информация о пользователе
    Регистрация
    13.05.2011
    Сообщений
    2,449
    Записей в дневнике
    20
    Репутация: 50 Добавить или отнять репутацию

    По умолчанию

    слушай не парься ты возьми новую систему сообщений скрипт и он там все настраивает.
    Код:
     #==============================================================================
    # 
    # ▼ Yanfly Engine Ace - Ace Message System v1.04
    # -- Last Updated: 2012.01.13
    # -- Level: Normal
    # -- Requires: n/a
    # 
    #==============================================================================
    $imported = {} if $imported.nil?
    $imported["YEA-MessageSystem"] = true
    #==============================================================================
    # ▼ Updates
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # 2012.01.13 - Bug Fixed: Negative tags didn't display other party members.
    # 2012.01.12 - Compatibility Update: Message Actor Codes
    # 2012.01.10 - Added Feature: \pic[x] text code.
    # 2012.01.04 - Bug Fixed: \ic tag was \ii. No longer the case.
    #            - Added: Scroll Text window now uses message window font.
    # 2011.12.31 - Started Script and Finished.
    # 
    #==============================================================================
    # ▼ Introduction
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # While RPG Maker VX Ace certainly improved the message system a whole lot, it
    # wouldn't hurt to add in a few more features, such as name windows, converting
    # textcodes to write out the icons and/or names of items, weapons, armours, and
    # more in quicker fashion. This script also gives the developer the ability to
    # adjust the size of the message window during the game, give it a separate
    # font, and to give the player a text fast-forward feature.
    # 
    #==============================================================================
    # ▼ Instructions
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # To install this script, open up your script editor and copy/paste this script
    # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
    # 
    # -----------------------------------------------------------------------------
    # Message Window text Codes - These go inside of your message window.
    # -----------------------------------------------------------------------------
    #  Default:    Effect:
    #    \v[x]     - Writes variable x's value.
    #    \n[x]     - Writes actor x's name.
    #    \p[x]     - Writes party member x's name.
    #    \g        - Writes gold currency name.
    #    \c[x]     - Changes the colour of the text to x.
    #    \i[x]     - Draws icon x at position of the text.
    #    \{        - Makes text bigger by 8 points.
    #    \}        - Makes text smaller by 8 points.
    #    \$        - Opens gold window.
    #    \.        - Waits 15 frames (quarter second).
    #    \|        - Waits 60 frames (a full second).
    #    \!        - Waits until key is pressed.
    #    \>        - Following text is instant.
    #    \<        - Following text is no longer instant.
    #    \^        - Skips to the next message.
    #    \\        - Writes a "\" in the window.
    # 
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # 
    #  Wait:       Effect:
    #    \w[x]     - Waits x frames (60 frames = 1 second). Message window only.
    # 
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # 
    #  NameWindow: Effect:
    #    \n<x>     - Creates a name box with x string. Left side. *Note
    #    \nc<x>    - Creates a name box with x string. Centered. *Note
    #    \nr<x>    - Creates a name box with x string. Right side. *Note
    # 
    #              *Note: Works for message window only.
    # 
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # 
    #  Position:   Effect:
    #    \px[x]    - Sets x position of text to x.
    #    \py[x]    - Sets y position of text to y.
    # 
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # 
    #  Picture:    Effect:
    #    \pic[x]   - Draws picture x from the Graphics\Pictures folder.
    # 
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # 
    #  Outline:    Effect:
    #    \oc[x]    - Sets outline colour to x.
    #    \oo[x]    - Sets outline opacity to x.
    # 
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # 
    #  Font:       Effect:
    #    \fr       - Resets all font changes.
    #    \fz[x]    - Changes font size to x.
    #    \fn[x]    - Changes font name to x.
    #    \fb       - Toggles font boldness.
    #    \fi       - Toggles font italic.
    #    \fo       - Toggles font outline.
    #    \fs       - Toggles font shadow.
    # 
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # 
    #  Actor:      Effect:
    #    \af[x]    - Shows face of actor x. *Note
    #    \ac[x]    - Writes out actor's class name. *Note
    #    \as[x]    - Writes out actor's subclass name. Req: Class System. *Note
    #    \an[x]    - Writes out actor's nickname. *Note
    # 
    #              *Note: If x is 0 or negative, it will show the respective
    #               party member's face instead.
    #                   0 - Party Leader
    #                  -1 - 1st non-leader member.
    #                  -2 - 2nd non-leader member. So on.
    # 
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # 
    #  Names:      Effect:
    #    \nc[x]    - Writes out class x's name.
    #    \ni[x]    - Writes out item x's name.
    #    \nw[x]    - Writes out weapon x's name.
    #    \na[x]    - Writes out armour x's name.
    #    \ns[x]    - Writes out skill x's name.
    #    \nt[x]    - Writes out state x's name.
    # 
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # 
    #  Icon Names: Effect:
    #    \ic[x]    - Writes out class x's name including icon. *
    #    \ii[x]    - Writes out item x's name including icon.
    #    \iw[x]    - Writes out weapon x's name including icon.
    #    \ia[x]    - Writes out armour x's name including icon.
    #    \is[x]    - Writes out skill x's name including icon.
    #    \it[x]    - Writes out state x's name including icon.
    # 
    #              *Note: Requires YEA - Class System
    # 
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # 
    # And those are the text codes added with this script. Keep in mind that some
    # of these text codes only work for the Message Window. Otherwise, they'll work
    # for help descriptions, actor biographies, and others.
    # 
    #==============================================================================
    # ▼ Compatibility
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
    # it will run with RPG Maker VX without adjusting.
    # 
    #==============================================================================
    module YEA
      module MESSAGE
        
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - General Message Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # The following below will adjust the basic settings and that will affect
        # the majority of the script. Adjust them as you see fit.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This button is the button used to make message windows instantly skip
        # forward. Hold down for the effect. Note that when held down, this will
        # speed up the messages, but still wait for the pauses. However, it will
        # automatically go to the next page when prompted.
        TEXT_SKIP = :A     # Input::A is the shift button on keyboard.
        
        # This variable adjusts the number of visible rows shown in the message
        # window. If you do not wish to use this feature, set this constant to 0.
        # If the row value is 0 or below, it will automatically default to 4 rows.
        VARIABLE_ROWS  = 21
        
        # This variable adjusts the width of the message window shown. If you do
        # not wish to use this feature, set this constant to 0. If the width value
        # is 0 or below, it will automatically default to the screen width.
        VARIABLE_WIDTH = 22
        
        # This is the amount of space that the message window will indent whenever
        # a face is used. Default: 112
        FACE_INDENT_X = 112
        
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Name Window Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # The name window is a window that appears outside of the main message
        # window box to display whatever text is placed inside of it like a name.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        NAME_WINDOW_X_BUFFER = -20     # Buffer x position of the name window.
        NAME_WINDOW_Y_BUFFER = 0       # Buffer y position of the name window.
        NAME_WINDOW_PADDING  = 20      # Padding added to the horizontal position.
        NAME_WINDOW_OPACITY  = 255     # Opacity of the name window.
        NAME_WINDOW_COLOUR   = 6       # Text colour used by default for names.
        
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Message Font Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # Ace Message System separates the in-game system font form the message
        # font. Adjust the settings here for your fonts.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This array constant determines the fonts used. If the first font does not
        # exist on the player's computer, the next font in question will be used
        # in place instead and so on.
        MESSAGE_WINDOW_FONT_NAME = ["Verdana", "Arial", "Courier New"]
        
        # These adjust the other settings regarding the way the game font appears
        # including the font size, whether or not the font is bolded by default,
        # italic by default, etc.
        MESSAGE_WINDOW_FONT_SIZE    = 24       # Font size.
        MESSAGE_WINDOW_FONT_BOLD    = false    # Default bold?
        MESSAGE_WINDOW_FONT_ITALIC  = false    # Default italic?
        MESSAGE_WINDOW_FONT_OUTLINE = true     # Default outline?
        MESSAGE_WINDOW_FONT_SHADOW  = false    # Default shadow?
        
      end # MESSAGE
    end # YEA
    #==============================================================================
    # ▼ Editting anything past this point may potentially result in causing
    # computer damage, incontinence, explosion of user's head, coma, death, and/or
    # halitosis so edit at your own risk.
    #==============================================================================
    #==============================================================================
    # ■ Variable
    #==============================================================================
    module Variable
      
      #--------------------------------------------------------------------------
      # self.message_rows
      #--------------------------------------------------------------------------
      def self.message_rows
        return 4 if YEA::MESSAGE::VARIABLE_ROWS <= 0
        return 4 if $game_variables[YEA::MESSAGE::VARIABLE_ROWS] <= 0
        return $game_variables[YEA::MESSAGE::VARIABLE_ROWS]
      end
      
      #--------------------------------------------------------------------------
      # self.message_width
      #--------------------------------------------------------------------------
      def self.message_width
        return Graphics.width if YEA::MESSAGE::VARIABLE_WIDTH <= 0
        return Graphics.width if $game_variables[YEA::MESSAGE::VARIABLE_WIDTH] <= 0
        return $game_variables[YEA::MESSAGE::VARIABLE_WIDTH]
      end
      
    end # Variable
    #==============================================================================
    # ■ Game_Interpreter
    #==============================================================================
    class Game_Interpreter
      
      #--------------------------------------------------------------------------
      # overwrite method: command_101
      #--------------------------------------------------------------------------
      def command_101
        wait_for_message
        $game_message.face_name = @params[0]
        $game_message.face_index = @params[1]
        $game_message.background = @params[2]
        $game_message.position = @params[3]
        while continue_message_string?
          @index += 1
          if @list[@index].code == 401
            $game_message.add(@list[@index].parameters[0])
          end
          break if $game_message.texts.size >= Variable.message_rows
        end
        case next_event_code
        when 102
          @index += 1
          setup_choices(@list[@index].parameters)
        when 103
          @index += 1
          setup_num_input(@list[@index].parameters)
        when 104
          @index += 1
          setup_item_choice(@list[@index].parameters)
        end
        wait_for_message
      end
      
      #--------------------------------------------------------------------------
      # new method: continue_message_string?
      #--------------------------------------------------------------------------
      def continue_message_string?
        return true if next_event_code == 101 && Variable.message_rows > 4
        return next_event_code == 401
      end
      
    end # Game_Interpreter
    #==============================================================================
    # ■ Window_Base
    #==============================================================================
    class Window_Base < Window
      
      #--------------------------------------------------------------------------
      # new method: setup_message_font
      #--------------------------------------------------------------------------
      def setup_message_font
        @message_font = true
        change_color(normal_color)
        contents.font.out_color = Font.default_out_color
        contents.font.name = YEA::MESSAGE::MESSAGE_WINDOW_FONT_NAME
        contents.font.size = YEA::MESSAGE::MESSAGE_WINDOW_FONT_SIZE
        contents.font.bold = YEA::MESSAGE::MESSAGE_WINDOW_FONT_BOLD
        contents.font.italic = YEA::MESSAGE::MESSAGE_WINDOW_FONT_ITALIC
        contents.font.outline = YEA::MESSAGE::MESSAGE_WINDOW_FONT_OUTLINE
        contents.font.shadow = YEA::MESSAGE::MESSAGE_WINDOW_FONT_SHADOW
      end
      
      #--------------------------------------------------------------------------
      # alias method: reset_font_settings
      #--------------------------------------------------------------------------
      alias window_base_reset_font_settings_ams reset_font_settings
      def reset_font_settings
        if @message_font
          setup_message_font
        else
          window_base_reset_font_settings_ams
          contents.font.out_color = Font.default_out_color
          contents.font.outline = Font.default_outline
          contents.font.shadow = Font.default_shadow
        end
      end
      
      #--------------------------------------------------------------------------
      # alias method: convert_escape_characters
      #--------------------------------------------------------------------------
      alias window_base_convert_escape_characters_ams convert_escape_characters
      def convert_escape_characters(text)
        result = window_base_convert_escape_characters_ams(text)
        result = convert_ace_message_system_new_escape_characters(result)
        return result
      end
      
      #--------------------------------------------------------------------------
      # new method: convert_ace_message_system_new_escape_characters
      #--------------------------------------------------------------------------
      def convert_ace_message_system_new_escape_characters(result)
        #---
        result.gsub!(/\eFR/i) { "\eAMSF[0]" }
        result.gsub!(/\eFB/i) { "\eAMSF[1]" }
        result.gsub!(/\eFI/i) { "\eAMSF[2]" }
        result.gsub!(/\eFO/i) { "\eAMSF[3]" }
        result.gsub!(/\eFS/i) { "\eAMSF[4]" }
        #---
        result.gsub!(/\eAC\[([-+]?\d+)\]/i) { escape_actor_class_name($1.to_i) }
        result.gsub!(/\eAS\[([-+]?\d+)\]/i) { escape_actor_subclass_name($1.to_i) }
        result.gsub!(/\eAN\[([-+]?\d+)\]/i) { escape_actor_nickname($1.to_i) }
        #---
        result.gsub!(/\eNC\[(\d+)\]/i) { $data_classes[$1.to_i].name }
        result.gsub!(/\eNI\[(\d+)\]/i) { $data_items[$1.to_i].name }
        result.gsub!(/\eNW\[(\d+)\]/i) { $data_weapons[$1.to_i].name }
        result.gsub!(/\eNA\[(\d+)\]/i) { $data_armors[$1.to_i].name }
        result.gsub!(/\eNS\[(\d+)\]/i) { $data_skills[$1.to_i].name }
        result.gsub!(/\eNT\[(\d+)\]/i) { $data_states[$1.to_i].name }
        #---
        result.gsub!(/\eIC\[(\d+)\]/i) { escape_icon_item($1.to_i, :class) }
        result.gsub!(/\eII\[(\d+)\]/i) { escape_icon_item($1.to_i, :item) }
        result.gsub!(/\eIW\[(\d+)\]/i) { escape_icon_item($1.to_i, :weapon) }
        result.gsub!(/\eIA\[(\d+)\]/i) { escape_icon_item($1.to_i, :armour) }
        result.gsub!(/\eIS\[(\d+)\]/i) { escape_icon_item($1.to_i, :skill) }
        result.gsub!(/\eIT\[(\d+)\]/i) { escape_icon_item($1.to_i, :state) }
        #---
        return result
      end
      
      #--------------------------------------------------------------------------
      # new method: escape_actor_class_name
      #--------------------------------------------------------------------------
      def escape_actor_class_name(actor_id)
        actor_id = $game_party.members[actor_id.abs].id if actor_id <= 0
        actor = $game_actors[actor_id]
        return "" if actor.nil?
        return actor.class.name
      end
      
      #--------------------------------------------------------------------------
      # new method: actor_subclass_name
      #--------------------------------------------------------------------------
      def escape_actor_subclass_name(actor_id)
        return "" unless $imported["YEA-ClassSystem"]
        actor_id = $game_party.members[actor_id.abs].id if actor_id <= 0
        actor = $game_actors[actor_id]
        return "" if actor.nil?
        return "" if actor.subclass.nil?
        return actor.subclass.name
      end
      
      #--------------------------------------------------------------------------
      # new method: escape_actor_nickname
      #--------------------------------------------------------------------------
      def escape_actor_nickname(actor_id)
        actor_id = $game_party.members[actor_id.abs].id if actor_id <= 0
        actor = $game_actors[actor_id]
        return "" if actor.nil?
        return actor.nickname
      end
      
      #--------------------------------------------------------------------------
      # new method: escape_icon_item
      #--------------------------------------------------------------------------
      def escape_icon_item(data_id, type)
        case type
        when :class
          return "" unless $imported["YEA-ClassSystem"]
          icon = $data_classes[data_id].icon_index
          name = $data_items[data_id].name
        when :item
          icon = $data_items[data_id].icon_index
          name = $data_items[data_id].name
        when :weapon
          icon = $data_weapons[data_id].icon_index
          name = $data_weapons[data_id].name
        when :armour
          icon = $data_armors[data_id].icon_index
          name = $data_armors[data_id].name
        when :skill
          icon = $data_skills[data_id].icon_index
          name = $data_skills[data_id].name
        when :state
          icon = $data_states[data_id].icon_index
          name = $data_states[data_id].name
        else; return ""
        end
        text = "\eI[#{icon}]" + name
        return text
      end
      
      #--------------------------------------------------------------------------
      # alias method: process_escape_character
      #--------------------------------------------------------------------------
      alias window_base_process_escape_character_ams process_escape_character
      def process_escape_character(code, text, pos)
        case code.upcase
        #---
        when 'FZ'
          contents.font.size = obtain_escape_param(text)
        when 'FN'
          text.sub!(/\[(.*?)\]/, "")
          font_name = $1.to_s
          font_name = Font.default_name if font_name.nil?
          contents.font.name = font_name.to_s
        #---
        when 'OC'
          colour = text_color(obtain_escape_param(text))
          contents.font.out_color = colour
        when 'OO'
          contents.font.out_color.alpha = obtain_escape_param(text)
        #---
        when 'AMSF'
          case obtain_escape_param(text)
          when 0; reset_font_settings
          when 1; contents.font.bold = !contents.font.bold
          when 2; contents.font.italic = !contents.font.italic
          when 3; contents.font.outline = !contents.font.outline
          when 4; contents.font.shadow = !contents.font.shadow
          end
        #---
        when 'PX'
          pos[:x] = obtain_escape_param(text)
        when 'PY'
          pos[:y] = obtain_escape_param(text)
        #---
        when 'PIC'
          text.sub!(/\[(.*?)\]/, "")
          bmp = Cache.picture($1.to_s)
          rect = Rect.new(0, 0, bmp.width, bmp.height)
          contents.blt(pos[:x], pos[:y], bmp, rect)
        #---
        else
          window_base_process_escape_character_ams(code, text, pos)
        end
      end
      
    end # Window_Base
    #==============================================================================
    # ■ Window_ChoiceList
    #==============================================================================
    class Window_ChoiceList < Window_Command
      
      #--------------------------------------------------------------------------
      # alias method: initialize
      #--------------------------------------------------------------------------
      alias window_choicelist_initialize_ams initialize
      def initialize(message_window)
        window_choicelist_initialize_ams(message_window)
        setup_message_font
      end
      
    end # Window_ChoiceList
    #==============================================================================
    # ■ Window_ScrollText
    #==============================================================================
    class Window_ScrollText < Window_Base
      
      #--------------------------------------------------------------------------
      # alias method: initialize
      #--------------------------------------------------------------------------
      alias window_scrolltext_initialize_ams initialize
      def initialize
        window_scrolltext_initialize_ams
        setup_message_font
      end
      
    end # Window_ScrollText
    #==============================================================================
    # ■ Window_NameMessage
    #==============================================================================
    class Window_NameMessage < Window_Base
      
      #--------------------------------------------------------------------------
      # initialize
      #--------------------------------------------------------------------------
      def initialize(message_window)
        @message_window = message_window
        super(0, 0, Graphics.width, fitting_height(1))
        self.opacity = YEA::MESSAGE::NAME_WINDOW_OPACITY
        self.z = @message_window.z + 1
        self.openness = 0
        setup_message_font
        @close_counter = 0
        deactivate
      end
      
      #--------------------------------------------------------------------------
      # update
      #--------------------------------------------------------------------------
      def update
        super
        return if self.active
        return if self.openness == 0
        return if @closing
        @close_counter -= 1
        return if @close_counter > 0
        close
      end
      
      #--------------------------------------------------------------------------
      # start_close
      #--------------------------------------------------------------------------
      def start_close
        @close_counter = 4
        deactivate
      end
      
      #--------------------------------------------------------------------------
      # force_close
      #--------------------------------------------------------------------------
      def force_close
        @close_counter = 0
        deactivate
        close
      end
      
      #--------------------------------------------------------------------------
      # start
      #--------------------------------------------------------------------------
      def start(text, x_position)
        @text = text.clone
        set_width
        create_contents
        set_x_position(x_position)
        set_y_position
        refresh
        activate
        open
      end
      
      #--------------------------------------------------------------------------
      # set_width
      #--------------------------------------------------------------------------
      def set_width
        text = @text.clone
        dw = standard_padding * 2 + text_size(text).width
        dw += YEA::MESSAGE::NAME_WINDOW_PADDING * 2
        dw += calculate_size(text.slice!(0, 1), text) until text.empty?
        self.width = dw
      end
      
      #--------------------------------------------------------------------------
      # calculate_size
      #--------------------------------------------------------------------------
      def calculate_size(code, text)
        case code
        when "\e"
          return calculate_escape_code_width(obtain_escape_code(text), text)
        else
          return 0
        end
      end
      
      #--------------------------------------------------------------------------
      # calculate_escape_code_width
      #--------------------------------------------------------------------------
      def calculate_escape_code_width(code, text)
        dw = -text_size("\e").width - text_size(code).width
        case code.upcase
        when 'C', 'OC', 'OO'
          dw += -text_size("[" + obtain_escape_param(text).to_s + "]").width
          return dw
        when 'I'
          dw += -text_size("[" + obtain_escape_param(text).to_s + "]").width
          dw += 24
          return dw
        when '{'
          make_font_bigger
        when '}'
          make_font_smaller
        when 'FZ'
          contents.font.size = obtain_escape_param(text)
        when 'FN'
          text.sub!(/\[(.*?)\]/, "")
          font_name = $1.to_s
          font_name = Font.default_name if font_name.nil?
          contents.font.name = font_name.to_s
        when 'AMSF'
          case obtain_escape_param(text)
          when 0; reset_font_settings
          when 1; contents.font.bold = !contents.font.bold
          when 2; contents.font.italic = !contents.font.italic
          when 3; contents.font.outline = !contents.font.outline
          when 4; contents.font.shadow = !contents.font.shadow
          end
        else
          return dw
        end
      end
      
      #--------------------------------------------------------------------------
      # set_y_position
      #--------------------------------------------------------------------------
      def set_x_position(x_position)
        case x_position
        when 1 # Left
          self.x = @message_window.x
          self.x += YEA::MESSAGE::NAME_WINDOW_X_BUFFER
        when 2 # 3/10
          self.x = @message_window.x
          self.x += @message_window.width * 3 / 10
          self.x -= self.width / 2
        when 3 # Center
          self.x = @message_window.x
          self.x += @message_window.width / 2
          self.x -= self.width / 2
        when 4 # 7/10
          self.x = @message_window.x
          self.x += @message_window.width * 7 / 10
          self.x -= self.width / 2
        when 5 # Right
          self.x = @message_window.x + @message_window.width
          self.x -= self.width
          self.x -= YEA::MESSAGE::NAME_WINDOW_X_BUFFER
        end
        self.x = [[self.x, Graphics.width - self.width].min, 0].max
      end
      
      #--------------------------------------------------------------------------
      # set_y_position
      #--------------------------------------------------------------------------
      def set_y_position
        case $game_message.position
        when 0
          self.y = @message_window.height
          self.y -= YEA::MESSAGE::NAME_WINDOW_Y_BUFFER
        else
          self.y = @message_window.y - self.height
          self.y += YEA::MESSAGE::NAME_WINDOW_Y_BUFFER
        end
      end
      
      #--------------------------------------------------------------------------
      # refresh
      #--------------------------------------------------------------------------
      def refresh
        contents.clear
        reset_font_settings
        @text = sprintf("\eC[%d]%s", YEA::MESSAGE::NAME_WINDOW_COLOUR, @text)
        draw_text_ex(YEA::MESSAGE::NAME_WINDOW_PADDING, 0, @text)
      end
      
    end # Window_NameMessage
    #==============================================================================
    # ■ Window_Message
    #==============================================================================
    class Window_Message < Window_Base
      
      #--------------------------------------------------------------------------
      # alias method: initialize
      #--------------------------------------------------------------------------
      alias window_message_initialize_ams initialize
      def initialize
        window_message_initialize_ams
        setup_message_font
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: window_width
      #--------------------------------------------------------------------------
      def window_width
        return Variable.message_width
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: window_height
      #--------------------------------------------------------------------------
      def window_height
        return fitting_height(Variable.message_rows)
      end
      
      #--------------------------------------------------------------------------
      # alias method: create_all_windows
      #--------------------------------------------------------------------------
      alias window_message_create_all_windows_ams create_all_windows
      def create_all_windows
        window_message_create_all_windows_ams
        @name_window = Window_NameMessage.new(self)
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: create_back_bitmap
      #--------------------------------------------------------------------------
      def create_back_bitmap
        @back_bitmap = Bitmap.new(width, height)
        rect1 = Rect.new(0, 0, Graphics.width, 12)
        rect2 = Rect.new(0, 12, Graphics.width, fitting_height(4) - 24)
        rect3 = Rect.new(0, fitting_height(4) - 12, Graphics.width, 12)
        @back_bitmap.gradient_fill_rect(rect1, back_color2, back_color1, true)
        @back_bitmap.fill_rect(rect2, back_color1)
        @back_bitmap.gradient_fill_rect(rect3, back_color1, back_color2, true)
      end
      
      #--------------------------------------------------------------------------
      # alias method: dispose_all_windows
      #--------------------------------------------------------------------------
      alias window_message_dispose_all_windows_ams dispose_all_windows
      def dispose_all_windows
        window_message_dispose_all_windows_ams
        @name_window.dispose
      end
      
      #--------------------------------------------------------------------------
      # alias method: update_all_windows
      #--------------------------------------------------------------------------
      alias window_message_update_all_windows_ams update_all_windows
      def update_all_windows
        window_message_update_all_windows_ams
        @name_window.update
        @name_window.back_opacity = self.back_opacity
        @name_window.opacity = self.opacity
      end
      
      #--------------------------------------------------------------------------
      # alias method: update_show_fast
      #--------------------------------------------------------------------------
      alias window_message_update_show_fast_ams update_show_fast
      def update_show_fast
        @show_fast = true if Input.press?(YEA::MESSAGE::TEXT_SKIP)
        window_message_update_show_fast_ams
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: input_pause
      #--------------------------------------------------------------------------
      def input_pause
        self.pause = true
        wait(10)
        Fiber.yield until Input.trigger?(:B) || Input.trigger?(:C) ||
          Input.press?(YEA::MESSAGE::TEXT_SKIP)
        Input.update
        self.pause = false
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: convert_escape_characters
      #--------------------------------------------------------------------------
      def convert_escape_characters(text)
        result = super(text.to_s.clone)
        result = namebox_escape_characters(result)
        result = message_escape_characters(result)
        return result
      end
      
      #--------------------------------------------------------------------------
      # new method: namebox_escape_characters
      #--------------------------------------------------------------------------
      def namebox_escape_characters(result)
        result.gsub!(/\eN\<(.+?)\>/i)  { namewindow($1, 1) }
        result.gsub!(/\eN1\<(.+?)\>/i) { namewindow($1, 1) }
        result.gsub!(/\eN2\<(.+?)\>/i) { namewindow($1, 2) }
        result.gsub!(/\eNC\<(.+?)\>/i) { namewindow($1, 3) }
        result.gsub!(/\eN3\<(.+?)\>/i) { namewindow($1, 3) }
        result.gsub!(/\eN4\<(.+?)\>/i) { namewindow($1, 4) }
        result.gsub!(/\eN5\<(.+?)\>/i) { namewindow($1, 5) }
        result.gsub!(/\eNR\<(.+?)\>/i) { namewindow($1, 5) }
        return result
      end
      
      #--------------------------------------------------------------------------
      # new method: namebox
      #--------------------------------------------------------------------------
      def namewindow(text, position)
        @name_text = text
        @name_position = position
        return ""
      end
      
      #--------------------------------------------------------------------------
      # new method: message_escape_characters
      #--------------------------------------------------------------------------
      def message_escape_characters(result)
        result.gsub!(/\eAF\[(\d+)\]/i) { change_face($1.to_i) }
        return result
      end
      
      #--------------------------------------------------------------------------
      # new method: change_face
      #--------------------------------------------------------------------------
      def change_face(actor_id)
        actor_id = $game_party.members[actor_id.abs].id if actor_id <= 0
        actor = $game_actors[actor_id]
        return "" if actor.nil?
        $game_message.face_name = actor.face_name
        $game_message.face_index = actor.face_index
        return ""
      end
      
      #--------------------------------------------------------------------------
      # alias method: new_page
      #--------------------------------------------------------------------------
      alias window_message_new_page_ams new_page
      def new_page(text, pos)
        adjust_message_window_size
        window_message_new_page_ams(text, pos)
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: new_line_x
      #--------------------------------------------------------------------------
      def new_line_x
        return $game_message.face_name.empty? ? 0 : YEA::MESSAGE::FACE_INDENT_X
      end
      
      #--------------------------------------------------------------------------
      # new method: adjust_message_window_size
      #--------------------------------------------------------------------------
      def adjust_message_window_size
        self.height = window_height
        self.width = window_width
        create_contents
        update_placement
        self.x = (Graphics.width - self.width) / 2
        start_name_window
      end
      
      #--------------------------------------------------------------------------
      # new method: clear_name_window
      #--------------------------------------------------------------------------
      def clear_name_window
        @name_text = ""
        @name_position = 0
      end
      
      #--------------------------------------------------------------------------
      # new method: start_name_window
      #--------------------------------------------------------------------------
      def start_name_window
        return if @name_text == ""
        @name_window.start(@name_text, @name_position)
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: fiber_main
      #--------------------------------------------------------------------------
      def fiber_main
        $game_message.visible = true
        update_background
        update_placement
        loop do
          process_all_text if $game_message.has_text?
          process_input
          $game_message.clear
          @gold_window.close
          @name_window.start_close
          Fiber.yield
          break unless text_continue?
        end
        close_and_wait
        $game_message.visible = false
        @fiber = nil
      end
      
      #--------------------------------------------------------------------------
      # alias method: open_and_wait
      #--------------------------------------------------------------------------
      alias window_message_open_and_wait_ams open_and_wait
      def open_and_wait
        clear_name_window
        adjust_message_window_size
        window_message_open_and_wait_ams
      end
      
      #--------------------------------------------------------------------------
      # alias method: close_and_wait
      #--------------------------------------------------------------------------
      alias window_message_close_and_wait_ams close_and_wait
      def close_and_wait
        @name_window.force_close
        window_message_close_and_wait_ams
      end
      
      #--------------------------------------------------------------------------
      # alias method: all_close?
      #--------------------------------------------------------------------------
      alias window_message_all_close_ams all_close?
      def all_close?
        return window_message_all_close_ams && @name_window.close?
      end
      
      #--------------------------------------------------------------------------
      # alias method: process_escape_character
      #--------------------------------------------------------------------------
      alias window_message_process_escape_character_ams process_escape_character
      def process_escape_character(code, text, pos)
        case code.upcase
        when 'W' # Wait
          wait(obtain_escape_param(text))
        else
          window_message_process_escape_character_ams(code, text, pos)
        end
      end
      
    end # Window_Message
    #==============================================================================
    # 
    # ▼ End of File
    # 
    #==============================================================================
    Последний раз редактировалось Темный; 01.02.2012 в 02:45.



  7. #577

    По умолчанию

    Спасибо, попробую разобраться.
    Код в Main?

    А, нет. Походу, раскидать по скриптам нужно?
    Извиняюсь, я в этом не очень силен.
    Последний раз редактировалось Dylan Pilgrim; 01.02.2012 в 02:12.

  8. #578
    Познающий Аватар для 100500
    Информация о пользователе
    Регистрация
    22.05.2011
    Сообщений
    343
    Записей в дневнике
    14
    Репутация: 25 Добавить или отнять репутацию

    По умолчанию

    Темный, убери код в тег "CODE", пожалуйста. А то палец чуть не отвалился, пока я эту страницу на своём микроскопическом экране проматывал.
    Dylan Pilgrim, в секцию "Материалы" (или как там она называется в этом переводе).

    ps А, "Пользовательские" она называется =)
    pps обычно скрипты устанавливаются туда. Есть, конечно, и исключения, но об этом пишут в инструкциях к скрипту
    Последний раз редактировалось 100500; 01.02.2012 в 02:17.

  9. #579
    Хранитель Аватар для Темный
    Информация о пользователе
    Регистрация
    13.05.2011
    Сообщений
    2,449
    Записей в дневнике
    20
    Репутация: 50 Добавить или отнять репутацию

    По умолчанию

    100500 пытался не выходит((
    нет этот скрипт в ставь в раздел пользовательские скрипты



  10. #580

    По умолчанию

    Сам уже в описании нашел ;3
    Сейчас попробую.

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