特殊文字处理
这脚本干嘛用的?怎么会丢进sideview100汉化版的脚本里?这是个对对话窗起作用的脚本吧?
这货的使用说明意外的长,很长,非常长…长得让人不想看#==============================================================================
# ATS: Special Message Codes [VXA]
# Version: 1.0.6
# Author: modern algebra (rmrk.net)
# Date: 18 October 2012
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description:
#
# This script allows you to use a number of additional special codes in the
# message system, which will function similar to the default codes like
# \v[n], \c[n], etc. Please see the list of special message codes starting at
# line 54 for a full idea of what is added. Basically, it gives you greater
# control over the delivery of a message, allows you to make use of font
# effects like bolding and italicizing, and allows you to retrieve and
# display useful data like the names of weapons and armors.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# ATS Series:
#
# This script is part of the Advanced Text System series of scripts. These
# scripts are based off the Advanced Text System for RMVX, but since RMVX Ace
# has a much more sensibly designed message system, it is no longer necessary
# that it be one large script. For that reason, and responding to feedback on
# the ATS, I have split the ATS into multiple different scripts so that you
# only need to pick up the components for the features that you want. It is
# therefore easier to customize and configure.
#
# To find more scripts in the ATS Series, please visit:
# http://rmrk.net/index.php/topic,44525.0.html
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Instructions:
#
# This script is not difficult to use or configure. There are only ten
# configuration options for this script. These are:
#
# :message_speed :font_italic
# :show_fast_speed :font_outline
# :font_name :font_shadow
# :font_size :font_underline
# :font_bold :font_highlight
#
# :message_speed allows you to set the default number of frames to wait
# between drawing each letter in the message window. :show_fast_speed allows
# you to control the amount it speeds up when the player presses enter. You
# can gain instructions on setting the default value for both at line 180.
#
# All of the :font_ settings simply let you set the initial values for the
# font when used.
#
# As with other ATS scripts, you can change the value of these options in
# game with the following codes in a script call:
#
# ats_next(:message_option, x)
# ats_all(:message_option, x)
#
# Where :message_option is the symbol you want (:message_speed or
# :show_fast_speed) and x is the value you want to change it to. ats_next
# will only change it for the very next message, while ats_all will change it
# for every message to follow.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# List of Special Message Codes:
#
# The default message codes are retained, and this script adds a number of
# other desirable features. The following is a complete list of the message
# codes at your disposal. Simply insert them into a Display Message command,
# Choice Branches, or any other message related system.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Font Effects:
#
# \fn[fontname] - Change the font to fontname. If you put multiple fontnames
# separated by commas, then it will take the first one the user has installed
# \fs[n] - Change the font size to n.
# \{ - Increase the font size by 8.
# \} - Decrease the font size by 8.
# \c[n] - Set the colour of the text being drawn to the nth colour of the
# Windowskin palette. 0 is the normal color and 16 is the system color.
# \hc[RRGGBB] or \c[#RRGGBB] - Set the colour of the text being drawn to any
# colour, using hexadecimal values. You can set each colour (red, green,
# blue) to anything from 0-255 (00-FF). You must use hexadecimal values. If
# so desired, you can add an additional hex value from 00-FF to change the
# alpha.
# \b - Turn bold on. Text drawn after this code will be bolded.
# /b - Turn bold off.
# \i - Turn italic on. Text drawn after this code will be italicized.
# /i - Turn italic off.
# \o - Turn outline on.
# /o - Turn outline off.
# \s - Turn shadow on. Text drawn after this code will have a shadow.
# /s - Turn shadow off.
# \u - Turn underline on. Text drawn after this code will be underlined.
# /u - Turn underline off.
# \hl[n] - Turn highlight on. Text drawn after this code will be highlighted
# with colour n + 1 from the windowskin palette
# /hl OR \hl[0] - Turn highlight off.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Message Control:
#
# \s[n] - Sets the message speed to wait n frames between drawing every letter.
# 0 is instant.
# \s[+n] - Sets the message speed to wait an additional n frames between drawing
# every letter.
# \s[-n] - Sets the message speed to wait n less frames between drawing every
# letter.
# \. - Wait 15 frames before drawing the next character
# \| - Wait 60 frames before drawing the next character
# \w[n] - Wait n frames before drawing the next character
# \! - Pause text and wait for player to press Enter
# \^ - Skip Pause; allows you to close a message window without requiring player
# input.
# \> - Show line fast.
# \< - Stop showing line fast.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Replacement Codes:
#
# \p[n] - Draw the name of the actor in the xth position in the party. 1 is
# the party leader, 2 is the second member, etc.
# \n[n] - Draw the name of the actor with ID n
# \nn[n] - Draw the nickname of the actor with ID n.
# \pid[n] - Draw the ID of the actor in the nth position in the party.
# \ac[n] - Draw the class name of the actor with ID n.
# \al[n] - Draw the level of the actor with ID n.
# \ni[n] - Draw the name of the item with ID n.
# \nw[n] - Draw the name of the weapon with ID n.
# \na[n] - Draw the name of the armor with ID n.
# \ns[n] - Draw the name of the skill with ID n.
# \nt[n] - Draw the name of the state with ID n.
# \nc[n] - Draw the name of the class with ID n.
# \ne[n] - Draw the name of the event with ID n on the current map.
# \nm[n] - Draw the name of the enemy with ID n.
# \nv[n] - Draw the name of the variable with ID n.
# \nsw[n] - Draw the name of the switch with ID n.
# \nl[n] - Draw the name of the element with ID n.
# \nwt[n] - Draw the name of the weapon type with ID n.
# \nat[n] - Draw the name of the armor type with ID n.
# \nst[n] - Draw the name of the skill type with ID n.
# \np[n] - Draw the name of the actor in the nth position in the party.
# \map - Draw the name of the map the player is currently on.
# \map[n] - Draw the name of the map with ID n.
# \pg - Draws the amount of money the party has.
# \g - Draws the unit of currency.
# \vocab[method] - Will draw whatever Vocab.method returns, if it is a valid
# method call. Suitable values for method are: level, level_a, hp, hp_a,
# mp, mp_a, tp, tp_a, fight, escape, attack, guard, item, skill, equip,
# status, formation, save, game_end, weapon, armor, key_item, equip2,
# optimize, clear, new_game, continue, shutdown, to_title, cancel,
# currency_unit
# \vocab[param, n] - Will draw the label for parameter with ID n. 0 => Max HP;
# 1 => Max MP; 2 => Attack; 3 => Defence; 4 => Magic; 5 => Magic Defence;
# 6 => Agility; 7 => Luck
# \vocab[etype, n] - Will draw the label for equipment type with ID n.
# 0 => Weapon; 1 => Shield; 2 => Head; 3 => Body; 4 => Accessory
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Other Effects:
#
# \$ - Opens a window which shows the party's gold.
# \n - line break
# \i[n] - Draw icon with index n.
# \ii[n] - Draw icon of the item with ID n.
# \iw[n] - Draw icon of the weapon with ID n.
# \ia[n] - Draw icon of the armor with ID n.
# \is[n] - Draw icon of the skill with ID n.
# \it[n] - Draw icon of the state with ID n.
# \x[n] - Draw next character at pixel n of the window contents.
# \s{n,text} - Will only draw text if the switch with ID n is ON.
# \s!{n,text} - Will only draw text if the switch with ID n is OFF.
# \#{code} - This will evaluate code. So, if you know scipting, you can place
# any code there and it will draw whatever is returned by it. For instance:
# \#{$game_system.save_count} would draw the number of times the player has
# saved the current game.