❤ 0 Auteur : Inconnu
Logiciel : RPG Maker XP
Note : Ce script a été testé pour la version 1.01 traduite en français. Il peut ne pas fonctionner sur les versions officielles.
Nombre de scripts : 1
Fonctionnalités
- Affichage lettre par lettre dans les boîtes de dialogue.
Certes, cet effet est présent dans le script Advanced Message Script (grâce à \> et \<), mais si vous voulez UNIQUEMENT cet effet, c'est ici !
Installation
A placer au-dessus de Main.
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| class Window_Message < Window_Selectable
# ------------------------------------
def initialize
super(80, 304, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.z = 9998
@update_text = true
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
end
# ------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
# ------------------------------------
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
@update_text = true
@contents_showing = false
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
$game_temp.message_text = nil
$game_temp.message_proc = nil
$game_temp.choice_start = 99
$game_temp.choice_max = 0
$game_temp.choice_cancel_type = 0
$game_temp.choice_proc = nil
$game_temp.num_input_start = 99
$game_temp.num_input_variable_id = 0
$game_temp.num_input_digits_max = 0
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
end
# ------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
@x = @y = 0
@cursor_width = 0
if $game_temp.choice_start == 0
@x = 8
end
if $game_temp.message_text != nil
@text = $game_temp.message_text
begin
last_text = @text.clone
@text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
end until @text == last_text
@text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
@text.gsub!(/\\\\/) { "\000" }
@text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
@text.gsub!(/\\[Gg]/) { "\002" }
end
end
# ------------------------------------
def reset_window
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0
self.y = 16
when 1
self.y = 160
when 2
self.y = 304
end
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = 160
end
# ------------------------------------
def update_text
if @text != nil
while ((c = @text.slice!(/./m)) != nil)
if c == "\000"
c = "\\"
end
if c == "\001"
@text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
end
if c == "\002"
if @gold_window == nil
@gold_window = Window_Gold.new
@gold_window.x = 560 - @gold_window.width
if $game_temp.in_battle
@gold_window.y = 192
else
@gold_window.y = self.y >= 128 ? 32 : 384
end
@gold_window.opacity = self.opacity
@gold_window.back_opacity = self.back_opacity
end
next
end
if c == "\n"
if @y >= $game_temp.choice_start
@cursor_width = [@cursor_width, @x].max
end
@y += 1
@x = 0
if @y >= $game_temp.choice_start
@x = 8
end
next
end
self.contents.draw_text(4 + @x, 32 * @y, 40, 32, c)
@x += self.contents.text_size(c).width
return
end
end
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
if $game_temp.num_input_variable_id > 0
digits_max = $game_temp.num_input_digits_max
number = $game_variables[$game_temp.num_input_variable_id]
@input_number_window = Window_InputNumber.new(digits_max)
@input_number_window.number = number
@input_number_window.x = self.x + 8
@input_number_window.y = self.y + $game_temp.num_input_start * 32
end
@update_text = false #�š
end
# ------------------------------------
def update
super
if @fade_in
self.contents_opacity = 255
if @input_number_window != nil
@input_number_window.contents_opacity = 255
end
if self.contents_opacity == 255
@fade_in = false
end
end
if @input_number_window != nil
@input_number_window.update
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
$game_variables[$game_temp.num_input_variable_id] =
@input_number_window.number
$game_map.need_refresh = true
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
if @contents_showing
if @update_text
update_text
return
end
if $game_temp.choice_max == 0
self.pause = true
end
if self.pause == true && Input.dir4 != 0
terminate_message
end
if Input.trigger?(Input::B)
if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
$game_system.se_play($data_system.cancel_se)
$game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
terminate_message
end
terminate_message if self.pause == true
end
if Input.trigger?(Input::C)
if $game_temp.choice_max > 0
$game_system.se_play($data_system.decision_se)
$game_temp.choice_proc.call(self.index)
end
terminate_message
end
return
end
if @fade_out == false and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
reset_window
refresh
Graphics.frame_reset
self.visible = true
self.contents_opacity = 0
if @input_number_window != nil
@input_number_window.contents_opacity = 0
end
@fade_in = true
return
end
if self.visible
@fade_out = true
self.opacity = 0
if self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
end
# ------------------------------------
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(8, n * 32, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
end |
Mis à jour le 14 novembre 2020.
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