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Тема: Yanfly Engine Ace - Ace Message System + Yami Engine Ace - Pop Message

  1. #1
    Администратор Аватар для Пётр
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    По умолчанию Yanfly Engine Ace - Ace Message System + Yami Engine Ace - Pop Message

    Yanfly Engine Ace - Ace Message System v1.5
    Версия: 1.5
    Тип: Работа с окнами сообщений




    Описание:

    Скрипт, значительно расширяющий возможности работы с диалоговым окном

    Особенности:

    Краткий перечень основных особенностей и возможностей...
    • Дополнительные команды диалогового окна
    • Возможность работы с портретами актеров
    • Настройка размеров и положений окон диалога


    Использование:

    Стандартно.

    Демо-версия:

    https://yadi.sk/d/-JY-q5DHfVcdd

    Скрипт:

    Спойлер Код:
    Код:
    #==============================================================================
    # 
    # ▼ Yanfly Engine Ace - Ace Message System v1.05
    # -- Last Updated: 2012.01.13
    # -- Level: Normal
    # -- Requires: n/a
    # 
    #==============================================================================
    
    $imported = {} if $imported.nil?
    $imported["YEA-MessageSystem"] = true
    
    #==============================================================================
    # ▼ Updates
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # 2012.07.21 - Fixed REGEXP error at line 824
    # 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
    # 
    #==============================================================================


    Скриншоты:





    P.s. Тема создана по просьбе трудящихся.(отвечаю на вопрос в ВК) Демка немного сырая. Пока расшифровал только доп. команды окон.
    Если кто переведет полностью и расширит демку, буду рад.

  2. #2
    Администратор Аватар для Пётр
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    24.04.2014
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    6
    Репутация: 132 Добавить или отнять репутацию

    По умолчанию Yami Engine Ace - Pop Message

    Меня тут спросили. "А где взять систему диалогов как в "To the moon"?"

    Для тех кто забыл или не в курсе:
    2015-03-25 23-39-49 Скриншот эк&#108.png

    Задача решается крайне просто, если к этому скрипту добавить еще и этот:
    Спойлер Скрипт:
    Код:
    #==============================================================================
    # 
    #  ? Yami Engine Ace - Pop Message
    # -- Last Updated: 2012.06.07
    # -- Level: Normal
    # -- Requires: n/a
    # 
    #==============================================================================
    
    $imported = {} if $imported.nil?
    $imported["YSE-PopMessage"] = true
    
    #==============================================================================
    #  ? Updates
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # 2012.06.07 - Fixed Compatible: YEA - Ace Message System.
    # 2012.05.11 - Fixed Message Position.
    #            - Remove Requirement: YSE - Fix Events Order.
    # 2012.05.07 - Fixed Face position.
    #            - Added Requirement: YSE - Fix Events Order.
    # 2012.04.06 - You can change Bubble Tag filename.
    # 2012.03.28 - Fixed Default Message Position and Sizes.
    # 2012.03.27 - Fixed Default Message.
    # 2012.03.27 - Added Bubble Tag.
    # 2012.03.25 - Fixed Escape Message.
    # 2012.03.24 - Fixed Battle Message.
    # 2012.03.24 - Rewrote script.
    # 
    #==============================================================================
    #  ? Instructions
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # To install this script, open up your script editor and copy/paste this script
    # to an open slot below  ? Materials/‘f ? but above  ? Main. Remember to save.
    # 
    # -----------------------------------------------------------------------------
    # Message Window text Codes - These go inside of your message window.
    # -----------------------------------------------------------------------------
    #  Position:   Effect:
    #    \bm[x]    - Sets Message Window position to event x. *Note
    #    \cbm      - Cancel bubble message.
    #
    #              *Note: Set to 0 to sets position to Game Player.
    #
    #==============================================================================
    #  ? 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 YSE
      module POP_MESSAGE
        
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Visual Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        LIMIT = { # Start.
          :limit_width    =>  0,  # Set to 0 to disable limit.
          :limit_line     =>  6,  # Set to 0 to disable limit.
        } # End.
        
        POSITION = { # Start.
          :x_buffer       =>  0,
          :y_buffer       =>  -36,
          :face_x_buffer  =>  8,
          :face_y_buffer  =>  24,
          :tag_y_buffer   =>  -6,
          :name_x_buffer  =>  112, # Require YEA - Message System.
        } # End.
        
        EFFECT = { # Start.
          :fade_face       =>  true,
          :move_face       =>  true,
          :use_bubble_tag  =>  true,
          :bubble_tag_name => "BubbleTag",
        } # End.
        
      end
    end
    
    #==============================================================================
    #  ? 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.
    #==============================================================================
    
    #==============================================================================
    #  ? Spriteset_Map
    #==============================================================================
    
    class Spriteset_Map
      
      #--------------------------------------------------------------------------
      # public instance variables
      #--------------------------------------------------------------------------
      attr_accessor :character_sprites
      
    end # Spriteset_Map
    
    #==============================================================================
    #  ? Window_Message_Face
    #==============================================================================
    
    class Window_Message_Face < Window_Base
      
      #--------------------------------------------------------------------------
      # initialize
      #--------------------------------------------------------------------------
      def initialize
        super(0, 0, 120, 120)
        self.opacity = 0
        @face_name = ""
        @face_index = 0
        @move_x = 0
        close
      end
      
      #--------------------------------------------------------------------------
      # message_window=
      #--------------------------------------------------------------------------
      def message_window=(window)
        @message_window = window
      end
      
      #--------------------------------------------------------------------------
      # set_face
      #--------------------------------------------------------------------------
      def set_face
        contents.clear
        return unless @message_window
        if !$game_message.face_name.empty?
          draw_face($game_message.face_name, $game_message.face_index, 0, 0)
          set_position
          show_face
        else
          hide_face
        end
      end
      
      #--------------------------------------------------------------------------
      # set_position
      #--------------------------------------------------------------------------
      def set_position
        return unless @message_window
        self.x = @message_window.x
        self.y = @message_window.y - 96
        self.x += YSE::POP_MESSAGE::POSITION[:face_x_buffer]
        self.y += YSE::POP_MESSAGE::POSITION[:face_y_buffer]
        self.y += (@message_window.real_lines - 1) * 24
        self.z = @message_window.z + 1
        if (@face_name != $game_message.face_name || @face_index != $game_message.face_index)
          if YSE::POP_MESSAGE::EFFECT[:move_face]
            @move_x = 30
            self.x -= 30
          end
          @face_name = $game_message.face_name
          @face_index = $game_message.face_index
          self.contents_opacity = 0 if YSE::POP_MESSAGE::EFFECT[:fade_face]
        end
      end
      
      #--------------------------------------------------------------------------
      # show_face
      #--------------------------------------------------------------------------
      def show_face
        open
      end
      
      #--------------------------------------------------------------------------
      # hide_face
      #--------------------------------------------------------------------------
      def hide_face
        contents.clear
        close
      end
      
      #--------------------------------------------------------------------------
      # update
      #--------------------------------------------------------------------------
      def update
        super
        self.contents_opacity += 15 if self.contents_opacity < 255
        unless @move_x <= 0
          self.x += 2
          @move_x -= 2
        end
      end
      
    end # Sprite_Message_Face
    
    #==============================================================================
    #  ? Window_Message
    #==============================================================================
    
    class Window_Message < Window_Base
      
      #--------------------------------------------------------------------------
      # new method: face_window=
      #--------------------------------------------------------------------------
      def face_window=(window)
        @face_window = window
      end
      
      #--------------------------------------------------------------------------
      # new method: bubble_tag=
      #--------------------------------------------------------------------------
      def bubble_tag=(sprite)
        @bubble_tag = sprite
      end
      
      #--------------------------------------------------------------------------
      # new method: message_escape_characters_pop_message
      #--------------------------------------------------------------------------
      def message_escape_characters_pop_message(result)
        result.gsub!(/\eBM\[(\d+)\]/i) { event_pop_message_setup($1.to_i, false) }
        result.gsub!(/\eBMF\[(\d+)\]/i) { event_pop_message_setup($1.to_i, true) }
        result.gsub!(/\eCBM/i) { event_pop_message_setup(nil, false) }
        result
      end
      
      #--------------------------------------------------------------------------
      # alias method: convert_escape_characters
      #--------------------------------------------------------------------------
      alias yse_convert_escape_characters_pm convert_escape_characters
      def convert_escape_characters(text)
        result = yse_convert_escape_characters_pm(text)
        result = message_escape_characters_pop_message(result)
        result
      end
      
      #--------------------------------------------------------------------------
      # new method: event_pop_message_setup
      #--------------------------------------------------------------------------
      def event_pop_message_setup(event_id, follower = false)
        if follower && $game_player.followers[event_id].nil?
          @event_pop_id = nil
          @event_pop_follower = false
          return ""
        end
        @event_pop_follower = follower
        @event_pop_id = event_id
        return ""
      end
      
      #--------------------------------------------------------------------------
      # new method: set_face_position
      #--------------------------------------------------------------------------
      def set_face_position
        return unless SceneManager.scene_is?(Scene_Map)
        return unless @event_pop_id
        return unless @face_window
        contents.clear
        @face_window.set_face
        return unless $imported["YEA-MessageSystem"]
        return if @face_window.close?
        #@name_window.x = self.x + YSE::POP_MESSAGE::POSITION[:face_x_buffer] + YSE::POP_MESSAGE::POSITION[:name_x_buffer] if (@name_position == 1 || @name_position == 2)
      end
      
      #--------------------------------------------------------------------------
      # alias method: new_page
      #--------------------------------------------------------------------------
      alias window_message_new_page_pm_yse new_page
      def new_page(text, pos)
        window_message_new_page_pm_yse(text, pos)
        set_face_position
      end
      
      #--------------------------------------------------------------------------
      # alias method: close
      #--------------------------------------------------------------------------
      alias pop_message_close close
      def close
        pop_message_close
        return unless SceneManager.scene_is?(Scene_Map) 
        return unless @event_pop_id
        @event_pop_id = nil
        @event_pop_follower = false
        @face_window.hide_face
        return unless YSE::POP_MESSAGE::EFFECT[:use_bubble_tag]
        @bubble_tag.visible = false if @bubble_tag
      end
      
      #--------------------------------------------------------------------------
      # alias method: open_and_wait
      #--------------------------------------------------------------------------
      alias pop_message_open_and_wait open_and_wait
      def open_and_wait
        pop_message_open_and_wait
        return unless YSE::POP_MESSAGE::EFFECT[:use_bubble_tag]
        @bubble_tag.visible = true if @event_pop_id && @bubble_tag
      end
      
      #--------------------------------------------------------------------------
      # alias method: process_all_text
      #--------------------------------------------------------------------------
      alias pop_message_process_all_text process_all_text
      def process_all_text
        @event_pop_id = nil
        convert_escape_characters($game_message.all_text)
        update_placement
        adjust_pop_message($game_message.all_text)
        pop_message_process_all_text
      end
    
      #--------------------------------------------------------------------------
      # alias method: update_placement
      #--------------------------------------------------------------------------
      alias event_pop_message_update_placement update_placement
      def update_placement
        if SceneManager.scene_is?(Scene_Map) 
          if @event_pop_id.nil?
            fix_default_message
            event_pop_message_update_placement
          elsif @event_pop_id == 0
            character = $game_player
            self.y = character.screen_y - self.height + YSE::POP_MESSAGE::POSITION[:y_buffer]
            self.x = character.screen_x - self.width / 2 + YSE::POP_MESSAGE::POSITION[:x_buffer]
            fix_position_bubble(character)
            set_bubble_tag(character)
          elsif @event_pop_id > 0
            hash = @event_pop_follower ? $game_player.followers : $game_map.events
            character = hash[@event_pop_id]
            self.y = character.screen_y - self.height + YSE::POP_MESSAGE::POSITION[:y_buffer]
            self.x = character.screen_x - self.width / 2 + YSE::POP_MESSAGE::POSITION[:x_buffer]
            fix_position_bubble(character)
            set_bubble_tag(character)
          end
        else
          event_pop_message_update_placement
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: fix_default_message
      #--------------------------------------------------------------------------
      def fix_default_message
        self.width = window_width
        self.height = window_height
        self.x = 0
        @face_window.hide_face if @face_window
        create_contents
        return unless YSE::POP_MESSAGE::EFFECT[:use_bubble_tag]
        @bubble_tag.visible = false if @bubble_tag
      end
      
      #--------------------------------------------------------------------------
      # new method: fix_position_bubble
      #--------------------------------------------------------------------------
      def fix_position_bubble(character)
        end_x = self.x + self.width
        end_y = self.y + self.height
        self.x = 0 if self.x < 0
        self.y = character.screen_y if self.y < 0
        self.x = Graphics.width - self.width if end_x > Graphics.width
        self.y = Graphics.height - self.height if end_y > Graphics.height
      end
      
      #--------------------------------------------------------------------------
      # new method: set_bubble_tag
      #--------------------------------------------------------------------------
      def set_bubble_tag(character)
        return unless YSE::POP_MESSAGE::EFFECT[:use_bubble_tag]
        return unless @bubble_tag
        up = self.y == character.screen_y
        self.y += up ? @bubble_tag.height / 2 : -@bubble_tag.height / 2
        @bubble_tag.x = character.screen_x - @bubble_tag.width / 2
        if up
          @bubble_tag.src_rect.set(0, @bubble_tag.height, @bubble_tag.width, @bubble_tag.height)
          @bubble_tag.y = self.y - @bubble_tag.height - YSE::POP_MESSAGE::POSITION[:tag_y_buffer]
        else
          @bubble_tag.src_rect.set(0, 0, @bubble_tag.width, @bubble_tag.height)
          @bubble_tag.y = self.y + self.height + YSE::POP_MESSAGE::POSITION[:tag_y_buffer]
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: cal_number_line
      #--------------------------------------------------------------------------
      def cal_number_line(text)
        result = 0
        text.each_line { result += 1 }
        return result
      end
      
      #--------------------------------------------------------------------------
      # new method: cal_width_line
      #--------------------------------------------------------------------------
      def cal_width_line(text)
        result = 0
        text.each_line { |line|
          result = text_size(line).width if result < text_size(line).width
        }
        return result
      end
    
      #--------------------------------------------------------------------------
      # alias method: adjust_message_window_size
      #--------------------------------------------------------------------------
      if $imported["YEA-MessageSystem"]
      alias yse_pop_message_adjust_message_window_size adjust_message_window_size
      def adjust_message_window_size
        start_name_window if @event_pop_id
        return if @event_pop_id
        yse_pop_message_adjust_message_window_size
      end
      end
      
      #--------------------------------------------------------------------------
      # new method: adjust_pop_message
      #--------------------------------------------------------------------------
      def adjust_pop_message(text = " ")
        return unless SceneManager.scene_is?(Scene_Map) 
        unless @event_pop_id
          if $imported["YEA-MessageSystem"]
            #adjust_message_window_size 
          end
          return
        end
        n_line = cal_number_line(text)
        n_line = YSE::POP_MESSAGE::LIMIT[:limit_line] if YSE::POP_MESSAGE::LIMIT[:limit_line] > 0 && cal_number_line(text) > YSE::POP_MESSAGE::LIMIT[:limit_line]
        @real_lines = n_line
        self.height = fitting_height(n_line)
        self.width = cal_width_line(text) + 24
        self.width += new_line_x
        if self.width > YSE::POP_MESSAGE::LIMIT[:limit_width] && YSE::POP_MESSAGE::LIMIT[:limit_width] > 0
          self.width = YSE::POP_MESSAGE::LIMIT[:limit_width]
        end
        create_contents
        update_placement
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: new_line_x
      #--------------------------------------------------------------------------
      def new_line_x
        if $game_message.face_name.empty?
          return 0
        else
          result = YSE::POP_MESSAGE::POSITION[:face_x_buffer]
          p_x = $imported["YEA-MessageSystem"] ? YEA::MESSAGE::FACE_INDENT_X : 112
          result += p_x
          return result
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: real_lines
      #--------------------------------------------------------------------------
      def real_lines
        @real_lines
      end
      
    end # Window_Message
    
    #==============================================================================
    #  ? Scene_Map
    #==============================================================================
    
    class Scene_Map < Scene_Base
      
      #--------------------------------------------------------------------------
      # alias method: create_message_window
      #--------------------------------------------------------------------------
      alias yse_pm_create_message_window create_message_window
      def create_message_window
        yse_pm_create_message_window
        @face_window = Window_Message_Face.new
        @face_window.message_window = @message_window
        if YSE::POP_MESSAGE::EFFECT[:use_bubble_tag]
          @bubble_tag_sprite = Sprite.new
          @bubble_tag_sprite.visible = false
          @bubble_tag_sprite.bitmap = Cache.system(YSE::POP_MESSAGE::EFFECT[:bubble_tag_name])
          @bubble_tag_sprite.src_rect.set(0, 0, @bubble_tag_sprite.width, @bubble_tag_sprite.height / 2)
          @message_window.bubble_tag = @bubble_tag_sprite
        end
        @message_window.face_window = @face_window
      end
      
      #--------------------------------------------------------------------------
      # alias method: dispose_spriteset
      #--------------------------------------------------------------------------
      alias pop_message_dispose_spriteset dispose_spriteset
      def dispose_spriteset
        pop_message_dispose_spriteset
        return unless @bubble_tag_sprite
        @bubble_tag_sprite.dispose
      end
      
    end # Scene_Map
    
    #==============================================================================
    # 
    #  ? End of File
    # 
    #==============================================================================


    Описание:
    Скрипт выводит сообщение над указанным событием.

    Пример:
    2015-03-25 23-45-21 Скриншот эк&#108.png

    Файл, необходимый для работы:
    BubbleTag.png

  3. #3
    Местный Аватар для Eviald
    Информация о пользователе
    Регистрация
    02.01.2015
    Адрес
    Ясногорск, Тульская обл.
    Сообщений
    156
    Репутация: 9 Добавить или отнять репутацию

    По умолчанию

    А не существует ли случайно такой скрипт, который позволял бы настроить показ сообщений так, чтобы они сами закрывались?

    Т.е к примеру, идет кат-сцена, возникает диалог между двумя персонажами, и когда тот или иной персонаж сказал что либо, то игроку, наблюдающему за сиим действием, не приходилось бы самому, нажимать кнопку Enter, подтверждая тем самым, что текст прочитан, покажите следующий...

    В общем что то на вроде авто сообщений.

    С уважением, Эвиальд.
    Последний раз редактировалось Eviald; 26.03.2015 в 14:07.
    “Итак во всем, как хотите, чтобы с вами поступали люди, так поступайте и вы с ними, ибо в этом закон и пророки” (Евангелие от Матфея, 7:12).

  4. #4
    Авторитет Аватар для Bloody
    Информация о пользователе
    Регистрация
    22.04.2008
    Сообщений
    1,765
    Записей в дневнике
    94
    Репутация: 36 Добавить или отнять репутацию

    По умолчанию

    Скрипты из этой темы такое могут. У них у каждого обширная инструкция, так что даже со слабым знанием языка можно разобраться.

  5. #5
    Местный Аватар для Eviald
    Информация о пользователе
    Регистрация
    02.01.2015
    Адрес
    Ясногорск, Тульская обл.
    Сообщений
    156
    Репутация: 9 Добавить или отнять репутацию

    По умолчанию

    Цитата Сообщение от Bloody Посмотреть сообщение
    Скрипты из этой темы такое могут. У них у каждого обширная инструкция, так что даже со слабым знанием языка можно разобраться.
    Благодарю, Bloody! Посмотрим, получится ли у меня разобраться в настройках этого скрипта, но с отсутствием даже слабого знания языка

    С уважением, Эвиальд.
    “Итак во всем, как хотите, чтобы с вами поступали люди, так поступайте и вы с ними, ибо в этом закон и пророки” (Евангелие от Матфея, 7:12).

  6. #6
    Супер-модератор Аватар для dirge
    Информация о пользователе
    Регистрация
    25.02.2013
    Сообщений
    924
    Репутация: 79 Добавить или отнять репутацию

    По умолчанию

    Для этого не нужны скрипты, наведи в редакторе на область где ты вводишь сообщения и там будут команды, которые можно использовать в сообщении. Так вот там есть такая вещь как \^ которая перейдет к следующему сообщению, после показа первого, но тут нюанс, что человек может не успеть прочитать, поэтому придется играться с паузами - \| и \.

  7. #7
    Администратор Аватар для Пётр
    Информация о пользователе
    Регистрация
    24.04.2014
    Адрес
    Краснодар
    Сообщений
    3,991
    Записей в дневнике
    6
    Репутация: 132 Добавить или отнять репутацию

    По умолчанию

    Цитата Сообщение от dirge Посмотреть сообщение
    Для этого не нужны скрипты, наведи в редакторе на область где ты вводишь сообщения и там будут команды, которые можно использовать в сообщении. Так вот там есть такая вещь как \^ которая перейдет к следующему сообщению, после показа первого, но тут нюанс, что человек может не успеть прочитать, поэтому придется играться с паузами - \| и \.
    Опередил меня.

  8. #8
    Местный Аватар для Eviald
    Информация о пользователе
    Регистрация
    02.01.2015
    Адрес
    Ясногорск, Тульская обл.
    Сообщений
    156
    Репутация: 9 Добавить или отнять репутацию

    По умолчанию

    Цитата Сообщение от dirge Посмотреть сообщение
    Для этого не нужны скрипты, наведи в редакторе на область где ты вводишь сообщения и там будут команды, которые можно использовать в сообщении. Так вот там есть такая вещь как \^ которая перейдет к следующему сообщению, после показа первого, но тут нюанс, что человек может не успеть прочитать, поэтому придется играться с паузами - \| и \.
    Ух! Здорово! Век живи - век учись! Как говорится...

    Благодарю, dirge!
    “Итак во всем, как хотите, чтобы с вами поступали люди, так поступайте и вы с ними, ибо в этом закон и пророки” (Евангелие от Матфея, 7:12).

  9. #9
    Авторитет Аватар для Bloody
    Информация о пользователе
    Регистрация
    22.04.2008
    Сообщений
    1,765
    Записей в дневнике
    94
    Репутация: 36 Добавить или отнять репутацию

    По умолчанию

    Цитата Сообщение от dirge Посмотреть сообщение
    Для этого не нужны скрипты, наведи в редакторе на область где ты вводишь сообщения и там будут команды, которые можно использовать в сообщении. Так вот там есть такая вещь как \^ которая перейдет к следующему сообщению, после показа первого, но тут нюанс, что человек может не успеть прочитать, поэтому придется играться с паузами - \| и \.
    о таком варианте я вообще не подумал)

  10. #10

    По умолчанию

    > вообще не подумал
    Правильно, ибо зачем париться, если есть скрипты? ~__о
    Я знаю, как лучше.

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