Ace Message System
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Ace Message System
Ace Message System
Por "Yanfly
Estreando a seção de RGSS3 na Master Maker venho postar um sistema de mensagens aprimorado para o novo RPG Maker lançado pela Enterbrain.
Descrição
Dentre as várias melhorias aplicadas no RPG Maker Ace está o sistema de mensagens, mas mesmo assim sempre é bom melhora-lo ainda mais.
Funções padrões do RPG Maker Ace no sistema de mensagens
Por "Yanfly
Estreando a seção de RGSS3 na Master Maker venho postar um sistema de mensagens aprimorado para o novo RPG Maker lançado pela Enterbrain.
Descrição
Dentre as várias melhorias aplicadas no RPG Maker Ace está o sistema de mensagens, mas mesmo assim sempre é bom melhora-lo ainda mais.
Funções padrões do RPG Maker Ace no sistema de mensagens
\v - Escreve valor de x variável.
\n - Escreve o nome do ator x.
\p - Escreve o nome do partido é membro x.
\g - Escreve nome da moeda de ouro.
\c - Muda a cor do texto para x.
\i - Desenha o ícone x na posição do texto.
\{ - Torna o texto maior de 8 pontos.
\} - Faz de texto menores de 8 pontos.
\$ - Abre a janela de ouro.
\. - Espera 15 frames.
\| - Espera 60 frames.
\! - Aguarda até que a tecla é pressionada.
\> - Texto seguinte é instantânea.
\< - Texto a seguir não é mais imediato.
\^ - Pula para a próxima mensagem.
\\ - - Escreve um "\" na janela.
Novos comandos implantados através do script
Efeito Esperar
\ W - Espera X frames (60 frames = 1 segundo). Única mensagem.
Efeito Nome na janela
\n- Cria uma caixa de nome x lado esquerdo. * Nota
\nc- Cria uma caixa de nome x Centralizado. * Nota
\nr- Cria uma caixa de nome x lado direito. * Nota
*Nota: Funciona somente em uma janela, caso queira nas outras, reutilize o código.
Efeito de Posição
\px - Define a posição x de texto para x. * Nota
\py - Define a posição y de texto para x. * Nota
*Nota: Funciona somente em uma janela, caso queira nas outras, reutilize o código.
Efeito Outline (contorno)
\oc - Define a cor de contorno para x.
\oo - Define a opacidade de destaque para x.
Efeito de fonte
\fr - Apaga todas as alterações de fonte.
\fz - Altera o tamanho da fonte para x.
\fn - Muda o tipo de fonte para x.
\fb - Alterna para fonte em negrito.
\fi - Alterna para fonte em itálico.
\fo - Adiciona contorno a fonte.
\fs - Alterna sombra na fonte.
Efeito no personagem(s)
\af - Mostra o rosto do ator x. * Nota
\ac - Escreve o nome de ator de classe. * Nota
\as - Escreve o nome de ator subclasse. Requer script Class System * Nota
\an - Grava apelido do personagem * Nota
*Note: Se x é 0 ou negativo, ele irá mostrar os respectivos membros do grupo a partir do membro em em primeiro lugar.
Exemplo:
0 - líder do grupo
-1 - 1 membro não-líder.
-2 - 2 - Membro não-líder 2. Assim por diante.
Efeito de Nomes
\nc - Escreve classe x nome.
\ni - EscreveGrava nome do item x é.
\nw - Escreve nome da arma x é.
\na - Escreve armadura x nome.
\ns - Escreve o nome de habilidade x é.
\nt - Escreve estado x do nome.
Efeito Ícone
\ic - Escreve classe x é o nome incluindo ícone. * *
\ii - Escreve nome do item x, incluindo ícone.
\iw - Escreve a arma x incluindo o nome do ícone.
\ia - Escreve a armadura x incluindo o nome do ícone.
\is - Escreve o nome de habilidade x, incluindo ícone.
\it - Escreve o nome de estado x, incluindo ícone.
Screenshots
Código
Código
Basta copiar acima do Main
- Código:
#==============================================================================
#
# ▼ Yanfly Engine Ace - Ace Message System v1.00
# -- Last Updated: 2011.12.31
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-MessageSystem"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 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. *Note
# \py[x] - Sets y position of text to x. *Note
#
# *Note: Works for message window only.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# 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!(/\eII\[(\d+)\]/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)
if actor_id <= 0
actor_id = $game_party.members[actor_id.abs].id
end
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"]
if actor_id <= 0
actor_id = $game_party.members[actor_id.abs].id
end
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)
if actor_id <= 0
actor_id = $game_party.members[actor_id.abs].id
end
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
#---
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_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
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)
if actor_id <= 0
actor_id = $game_party.members[actor_id.abs].id
end
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))
when 'PX'
pos[:x] = obtain_escape_param(text)
when 'PY'
pos[:y] = obtain_escape_param(text)
else
window_message_process_escape_character_ams(code, text, pos)
end
end
end # Window_Message
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
Re: Ace Message System
Interessante...
Isso abre um mundo de possibilidades, como guias funcionais de NPCs que ajudam em tudo, como por exemplo, se seu personagem ficar com um de-buff Poison (IMAGEM POISON) use um Antidote (IMAGEM ANTIDOTE)
Etc...
muito bom!
Isso abre um mundo de possibilidades, como guias funcionais de NPCs que ajudam em tudo, como por exemplo, se seu personagem ficar com um de-buff Poison (IMAGEM POISON) use um Antidote (IMAGEM ANTIDOTE)
Etc...
muito bom!
FranMAD- Moderador
- Mensagens : 1848
Fama : 172
Re: Ace Message System
Essa coisa de ícones seguidos dos nomes é muito parecido com Super Mario Galaxy.
Eu gostei dessa nova possiblidades
Bela contribuição
Eu gostei dessa nova possiblidades
Bela contribuição
Re: Ace Message System
QUando vi o nome seguido do icone tbm lembrei de mario galaxy aushuahuashsua gostei bastante!! vou usar quando baixar o VX Ace
Silver- Membro
- Mensagens : 923
Fama : 36
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