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Lv1.梦旅人
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脚本就在这里,如何使用自己研究吧,链接这种东西,想要就会有的吗?- #===============================================================
- # + [VX] [ NMS - Neo Message System 3.0 Beta ] +
- #--------------------------------------------------------------
- # >> by Woratana [[email protected]]
- # >> Thaiware RPG Maker Community
- # >> Special Thanks: Mako, Yatzumo, Straycat, Erzengel, RPG,
- # Dubalex, Modern Algebra, Equilibrium Keeper
- #--------------------------------------------------------------
- # Released on: 07/06/2008 (D-M-Y)
- #--------------------------------------------------------------
- # Include: NEO-FACE SYSTEM ADVANCE (Version 3.0) by Woratana
- #===============================================================
- # Note:
- # - This script started when VX English is not coming out yet,
- # so some of comments here are still be Japanese :)
- # - This script is included newest version of Neo-Face System,
- # so you have to remove old Neo-Face System if you have it.
- =begin
- =============================================
- + NMS 3 Beta + [07/06/2008]
- - Add 'Text Remove List'
- - Change window size & position temporarily
- - You can now call script:
- $game_message.create_nms_data
- to reset NMS data or create NMS data for old save file
- - Fixed bug for write actor's class name
- - Fixed bug for out-of-screen name box
- - Add NAMEBOX_Y_PLUS_TOP to fix out-of-screen name box when show message on Top
- - Set name box's opacity for different types of message background
- - Auto fix if message window is out of screen
- - You can draw new face while message is running, and also set new face size
- =============================================
- =============================================
- + NMS 2.3 + [11/03/2008 - 06/04/2008]
- - Remove Color for [WRITE TEXT] features
- - 'Quick Text' feature
- - Animated Face
- - Play SE/ME
- - Typing Sound
- - Scroll Text Vertically and Horizontally
- - Auto-cut text (Not work perfectly)
- - Hex Color (Special Thanks: RPG & Erzengel)
- - Pop Message (Work in Progress)
- - Add the script code in comment of some settings,
- so user can change it in game by call script.
- =============================================
- =============================================
- + NMS 2.1 + [11/03/2008]: Fixed Name Box Bug
- =============================================
- =====================================
- + NMS 2.0 FEATURES LIST +
- =====================================
- Use these features in message box
- ----------------------------------
- >> NMS MESSAGE FEATURES
- ----------------------------------
- --------------------------
- >> [SPECIAL CALL] PART
- --------------------------
- \ce[Common Event ID] << Run Common Event immediately
- \ani[Animation ID] << Show Animation on 'This Event'
- \bal[Balloon ID] << Show Ballon on 'This Event'
- * Note: This Event = Event that show this message
- --------------------------
- >> [MESSAGE WINDOW] PART
- --------------------------
- * temporary properties will be using only one time
- \wx[x] << Set temporary X to x
- \wy[y] << Set temporary Y to y
- \ww[width] << Set temporary Width to width
- \wh[height] << Set temporary Height to height
- ----------------------------------------
- >> +[ POP TEXT ]+
- ----------------------------------------
- Pop text is the message box that will show over character
- and has size equal to message size
- You can call pop text by put this in message
- \p[character]
- * character: Character you want to show message box over~
- 0 for Player
- -1 for This Event
- 1 or more for that event ID
- ----------------------------------------
- >> +[ QUICK TEXT ]+ a.k.a. Shortcut
- ----------------------------------------
- Add & Call your very long text (or) text that you use many times by shortcut.
- You can put special syntax in it, e.g. 'Welcome to \c[10]Syria Village\c[0]
- $nms.qt[Quick Text ID] = 'Text you want' << Add Quick Text
- \qt[Quick Text ID] << Call Quick Text from message box
- --------------------------
- >> [DRAW IMAGE] PART
- --------------------------
- \dw[weapon ID] << Draw Weapon Icon + Weapon Name
- \da[armor ID] << Draw Armor Icon + Armor Name
- \di[item ID] << Draw Item Icon + Item Name
- \ds[skill ID] << Draw Skill Icon + Skill Name
- \ic[icon ID] << Draw Icon
- \dp[image_name] << Draw Image from folder 'System'
- --------------------------
- >> [WRITE TEXT] PART
- --------------------------
- \map << Write Map Name
- \nc[actor ID] << Write Class of Actor
- \np[1 to 4 (order in party)] << Write Name of actor in that order
- \nm[monster ID] << Write Monster Name
- \nt[troop ID] << Write Troop Name
- \nw[weapon ID] << Write Weapon Name
- \na[armor ID] << Write Armor Name
- \ns[skill ID] << Write Skill Name
- \ni[item ID] << Write Item Name
- \price[item ID] << Write Item Price
- --------------------------
- >> [TEXT EFFECT] PART
- --------------------------
- \fn[Font Name] (or) << Change Font Name
- \fs[Font Size] << Change Font Size
- \delay[Delay] << Change text Delay per letter (in frame, 60 frames = about 1 sec)
- \ref << Reset Font Name
- \res << Reset Font Size
- \red << Reset text Delay
- \b << Turn on/off BOLD text
- \i << Turn on/off ITALIC text
- \sh << Turn on/off SHADOW text
- \lbl << Turn on/off LETTER-BY-LETTER Mode (default is ON)
- --------------------------
- >> [NAME BOX & FACE] PART
- --------------------------
- \nb[Name] << Show Name Box in current message window
- \rnb[Name] (or) $nms._name = 'Name' << Repeat Name Box:
- Name Box with this name will show again and again in next messages
- unless there is \nb[Name] in that message, or you've stop this option by type \rnb[]
- \sd[side] (or) $nms.side = side << Change Face Side:
- (0: Left Side Normal Face | -1: Right Side Normal Face)
- (1: Left Side Neo Face | 2: Right Side Neo Face)
- $nms.color = [Red,Green,Blue] << Change Name Text Color:
- Put RGB Color in, e.g. [255,100,200]
- \fa[face_file_name, face_index] (or) \fa[face_file_name, face_index, new_side]
- << Draw new face while message is running~
- face_file_name: Face image's name
- face_index: Index of the face in image (0 - 7)
- new_side: Face side you want to change to
- --------------------------
- >> [SOUND] PART
- --------------------------
- \se[filename] << Play SE
- \me[filename] << Play ME
- \bgm[filename] << Play BGM
- \typ << Turn on/off typing sound
- --------------------------
- >> [Misc.] PART
- --------------------------
- \cb << Turn on/off cancel skip text feature (Player can/can't press [Enter] to skip text)
- \nl << Start new line
- \sc[x] << Create blank space x pixel
- \w[x] << Wait x frames
- \c[#XXXXXX] << Use Hex Color for text
- ----------------------------------
- >> VX DEFAULT MESSAGE FEATURES
- ----------------------------------
- \v[variable ID] << Write value from variable
- \n[actor ID] << Write actor's name
- \c[color ID] << Change text color (Color ID is from Down-right corner in Windowskin)
- \g << Show gold window
- \. << Wait 15 frames (about 1/4 sec)
- \| << Wait 60 frames (about 1 sec)
- \! << Wait for player to press button to continue message
- \> << Skip letter-by-letter in current line
- \< << Stop 'skip letter-by-letter' in current line
- \^ << Close message box immediately
- \\ << Write '\'
- =end
- class Window_Base
-
- #---------------------------------
- # [START] SETUP SCRIPT PART
- #-------------------------------
- #---------------------------------
- # ? MESSAGE SYSTEM
- #-------------------------------
- NMS_FONT_NAME = "方正准圆繁体"#Font.default_name # Default Font Name
- NMS_FONT_SIZE = 20 # Default Font Size
-
- # COLOR_ID is from Windowskin image in down-right corder
- NMS_ITEM_NAME_COLOR_ID = 5
- NMS_WEAPON_NAME_COLOR_ID = 10
- NMS_ARMOR_NAME_COLOR_ID = 4
- NMS_SKILL_NAME_COLOR_ID = 2
-
- NMS_DELAY_PER_LETTER = 0 # Delay between letter when showing text letter-by-letter
- # Delay is in frame, 60 frames = 1 second
- # $nms.text_delay = (number)
-
- TEXT_X_PLUS = 0 # Move Text Horizontally
- CHOICE_INPUT_X_PLUS = 0
- # Move Choices Text and Input Number Text Horizontally
-
- # [NEW SETTING] #
- NMS_MSGWIN_X = 0 # Default Message Window X
- # $nms.msg_x = (number)
-
- NMS_MSGWIN_WIDTH = 640 # Default Message Window Width
- # $nms.msg_w = (number)
- NMS_MSGWIN_MIN_HEIGHT = 128 # Default & Minimum Message Window Height
- # $nms.msg_h_user = (number)
-
- NMS_MAX_LINE = 4 # Max Message Lines to display per page
- # $nms.max_line = (number)
- NMS_GET_NEXT_LINE = false # Get messages from next message command, if box is not full
- # $nms.next_msg = true/false
-
- NMS_MSG_BACK = "MessageBack" # Message Back Image File Name (For 'Dim Background' Message)
- # (Must be in folder 'System')
- # $nms.mback = 'Image Name'
- NMS_MSG_BACK_OPACITY = 255 # message Back's Opacity
- # $nms.mback_opac = (0 - 255)
-
- NMS_TEXT_SCROLL = false # Use Vertical Text Scroll?
- # $nms.txt_scrl = true/false
-
- NMS_TEXT_AUTO_CUT = false # Text will automatically start new line if that line is full
- # (Some bug, it may cut in the middle of word..)
- # $nms.txt_cut = true/false
-
- NMS_TEXT_AUTO_SCROLL_HORIZONTAL = false # Text will automatically scroll to the left if line is full
- # This will not work if NMS_TEXT_AUTO_CUT is true
- # $nms.txt_scrl_hori = true/false
- NMS_TEXT_AUTO_SCROLL_HORIZONTAL_DELAY = 1 # Scroll Delay (in frame)
- # $nms.txt_scrl_hori_delay = (number)
-
- NMS_USER_NEW_LINE = false # Text will goes in new line ONLY when type \nl
- # (Good for Text Auto Cut)
- # $nms.txt_unl = true/false
-
- NMS_REMOVE_LIST = [] # List of text that you want to remove from message
- # for example, NMS_REMOVE_LIST = ['test', '[MS]']
- # will remove text 'test' and '[MS]' before show message
- # Note that this is NOT case sensitive
-
- #---------------------------------
- # ? FACE SYSTEM
- #-------------------------------
- #------------------------------------------------
- # ** BOTH FACE SYSTEMS SETUP
- #----------------------------------------------
- DEFAULT_FACE_SIDE = 0 # Default Face Side when game start~
- # (0: Left Side Normal Face | -1: Right Side Normal Face)
- # (1: Left Side Neo Face | 2: Right Side Neo Face)
- # $nms.side = (side no.)
-
- FACE_X_PLUS = 0 # Move Face Horizontally (Left: -, Right: +)
- FACE_Y_PLUS = 0 # Move Face Vertically (Up: -, Down: +)
-
- MOVE_TEXT = true # (true/false)
- # Move text to right side of face, when showing face in left side.
-
- #-------------------------------------
- # **SHOW FACE EFFECT
- # * For both Face Systems *
- #----------------------------------
- FADE_EFFECT = true # Turn on/off fade effect (true/false)
- # $nms.face_fade = true/false
- FADE_SPEED = 10 # Speed up face's fade effect by increase this number
- FADE_ONLY_FIRST = true # Use Fade Effect only in first message window?
-
- MOVE_EFFECT = false # Turn on/off "move in" effect (true/false)
- # $nms.face_move = true/false
- MOVE_SPEED = 50 # Speed up face's "move in" effect by increase this number
- MOVE_ONLY_FIRST = true # Use Move Effect only in first message window?
-
- FADE_MOVE_WHEN_USE_NEW_FACE = true
- # Use Fade and Move effect when change Face graphic
- # (In case using FADE_ONLY_FIRST and MOVE_ONLY_FIRST)
-
- #-------------------------------
- # ** NEO FACE SYSTEM
- #----------------------------
- EightFaces_File = false
- # Use 8 Faces per file (or) 1 Face per file (true/false)
-
- #-------------------------------
- # ** ANIMATED FACE SYSTEM
- #----------------------------
- ANIMATE_FACE_DELAY = 6 # Face animate every _ frame
- # $nms.animf_delay = (number)
-
- ANIMATE_FACE_CONTINUE = false # Face continue to animate after text stop writing?
- # $nms.animf_cont = (true/false)
-
- #------------------------------------
- # ? NAME BOX SYSTEM
- #----------------------------------
- NAMEBOX_SKIN = 'Window' # Windowskin of Name Box (In folder 'Graphics/System')
- NAMEBOX_OPACITY = 255 # Name Box Opacity when using 'Normal Background' message
- # (Lowest 0 - 255 Highest)
- NAMEBOX_OPACITY_DIM_BG = 0 # Name Box Opacity when using 'Dim Background'
- NAMEBOX_OPACITY_NO_BG = 0 # Name Box Opacity when using 'Transparent' Background
- NAMEBOX_BACK_OPACITY = 180 # Name Box Background Opacity
-
- NAMEBOX_X_PLUS_NOR = 102 # Additional Name Box X [Horizontal] for Normal Face Name Box
- NAMEBOX_X_PLUS_NEO = 160 # Additional Name Box X for Neo Face Name Box
- NAMEBOX_X_PLUS_EIENSHINKEN = -2
- NAMEBOX_Y_PLUS = 0 # Move Name Box & Text Vertically
- NAMEBOX_Y_PLUS_TOP = 140
- # Move Name Box & Text Vertically if message box is on Top
-
- NAMEBOX_TEXT_FONT = "方正准圆繁体" # Name Text Font's Name
- NAMEBOX_TEXT_SIZE = Font.default_size # Name Text Font's Size
- NAMEBOX_TEXT_HEIGHT_PLUS = 2 # Increase Name Text Height (For Big Size Text)
- NAMEBOX_TEXT_BOLD = false # Make Text in Name Box Bold
- NAMEBOX_TEXT_OUTLINE = false # Make Black Outline around Text (Good with Opacity = 0)
- NAMEBOX_TEXT_DEFAULT_COLOR = [255,255,255]#[255,255,255] # [Red,Green,Blue]: Name Text Color (RGB)
- # You can easily find color code for RGB (Red Green Blue) color in Google :)
- # You are allow to change color in game by call script:
- # $nms.color = [Red,Green,Blue]
-
- NAMEBOX_TEXT_AFTER_NAME = " " # Add Text after Name, leave "" to disable.
-
- NAMEBOX_BOX_WIDTH_PLUS = 6 # Increase Name Box Width
- NAMEBOX_BOX_HEIGHT_PLUS = 7 # Increase Name Box Height
-
- MOVE_NAMEBOX = true
- # (true/false) Move Text Box to Right Side if showing Face in Right side.
- #---------------------------------
- # ? TEXT TYPING SOUND SYSTEM
- #-------------------------------
- TYPING_SOUND = true # Use Typing Sound?
- # $nms.typ_se = true/false
- TYPING_SOUND_FILE = 'Cursor'
- # Sound File Name for Typing Sound (Must be in Folder 'Audio/SE')
- # $nms.typ_file = 'filename'
- TYPING_SOUND_VOLUME = 60 # Typing Sound's Volume
- # $nms.typ_vol = 0 - 100
- TYPING_SOUND_SKIP = 4
- # How many frames you want to skip before play typing sound again?
- # $nms.typ_skip = (no. of frames)
- #---------------------------------
- # [END] SETUP SCRIPT PART
- #-------------------------------
- end
- $worale = {} if $worale == nil
- $worale["NMS"] = true
-
- class Window_Message < Window_Selectable
- #--------------------------------------------------------------------------
- # ? ALIAS
- #--------------------------------------------------------------------------
- alias wor_nms_winmsg_ini initialize
- def initialize
- wor_nms_winmsg_ini
- $nms = $game_message
- contents.font.name = $nms.nms_fontname
- contents.font.size = $nms.nms_fontsize
- [url=home.php?mod=space&uid=84331]@face[/url] = Sprite.new
- @face.z = self.z + 5
- @nametxt = Sprite.new
- @nametxt.z = self.z + 15
- @namebox = nil
- @ori_x = 0
- @name_text = nil
- [url=home.php?mod=space&uid=32227]@ShowTime[/url] = 0 # To check if this is first time it shows message (For face)
- @face_data = Array.new(3)
- @face_data_old = Array.new(3)
-
- #NMS 2++
- self.width = $nms.msg_w
- self.height = $nms.msg_h
- update_window_size(true)
- self.x = $nms.msg_x
-
- @typse_count = 0
- @delay_text = 0
- @no_press_input = false
- @biggest_text_height = 0
- @all_text_width = 0
- @animf_dl = 0 # Animation Face Delay
- @animf = false # Using Animation Face?
- @animf_ind = 0 # Animation Face Index
- [url=home.php?mod=space&uid=81924]@pop[/url] = nil # Pop ID
- end
- #--------------------------------------------------------------------------
- # ? ??
- #--------------------------------------------------------------------------
- def dispose
- super
- dispose_gold_window
- dispose_number_input_window
- dispose_back_sprite
- $game_switches[22] = true
- end
- #--------------------------------------------------------------------------
- # ? EDITED
- #--------------------------------------------------------------------------
- def update
- super
- if self.visible == true
- update_back_sprite
- update_gold_window
- update_number_input_window
- update_show_fast
- update_window_size
- update_animate_face if @animf
-
- @typse_count -= 1 if @typse_count > 0
-
- if @name_text != nil
- draw_name(@name_text,self.x,self.y)
- end
- if @face.bitmap != nil
- # UPDATE FADE IN EFFECT
- if @face.opacity < 255
- @face.opacity += FADE_SPEED
- end
- # UPDATE MOVE IN EFFECT
- if $nms.face_move and @ori_x != @face.x
- if (@ori_x > @face.x and @face.x + MOVE_SPEED < @ori_x) or (@ori_x < @face.x and @face.x - MOVE_SPEED > @ori_x)
- @face.x += MOVE_SPEED if @ori_x > @face.x
- @face.x -= MOVE_SPEED if @ori_x < @face.x
- else
- @face.x = @ori_x
- end
- end
- end
- end
- unless @opening or @closing
- if @wait_count > 0
- @wait_count -= 1
- elsif self.pause
- input_pause
- elsif self.active
- input_choice
- elsif @number_input_window.visible
- input_number
- elsif @text != nil
- if @delay_text > 0
- @delay_text -= 1
- else
- update_message
- end
- elsif continue?
- @showtime += 1
- start_message
- open
- $game_message.visible = true
- else
- close
- @showtime = 0
- if @face.bitmap != nil
- @face.bitmap.dispose
- end
- clear_namebox if @namebox != nil
- $game_message.visible = @closing
- end
- end
- end
- #--------------------------------------------------------------------------
- # ? NEW
- #--------------------------------------------------------------------------
- def update_window_size(direct = false, create_bitmap = true)
- if (self.width != $nms.msg_w or self.height != $nms.msg_h) or direct
- self.width = $nms.msg_w if $nms.msg_w > 32
- self.height = $nms.msg_h if $nms.msg_h > 32
- create_contents if create_bitmap
- end
- end
- #--------------------------------------------------------------------------
- # ? ???????????
- #--------------------------------------------------------------------------
- def create_gold_window
- @gold_window = Window_Gold.new(384, 0)
- @gold_window.openness = 0
- end
- #--------------------------------------------------------------------------
- # ? ????????????
- #--------------------------------------------------------------------------
- def create_number_input_window
- @number_input_window = Window_NumberInput.new
- @number_input_window.visible = false
- end
- #--------------------------------------------------------------------------
- # ? ??????????
- #--------------------------------------------------------------------------
- def create_back_sprite
- @back_sprite = Sprite.new
- @back_sprite.bitmap = @old_mback = Cache.system($game_message.mback)
- @back_sprite.opacity = @old_mback_opac = $game_message.mback_opac
- @back_sprite.visible = (@background == 1)
- @back_sprite.z = 190
- end
- #--------------------------------------------------------------------------
- # ? ???????????
- #--------------------------------------------------------------------------
- def dispose_gold_window
- @gold_window.dispose
- end
- #--------------------------------------------------------------------------
- # ? ????????????
- #--------------------------------------------------------------------------
- def dispose_number_input_window
- @number_input_window.dispose
- end
- #--------------------------------------------------------------------------
- # ? ??????????
- #--------------------------------------------------------------------------
- def dispose_back_sprite
- @back_sprite.dispose
- end
- #--------------------------------------------------------------------------
- # ? ???????????
- #--------------------------------------------------------------------------
- def update_gold_window
- @gold_window.update
- end
- #--------------------------------------------------------------------------
- # ? ????????????
- #--------------------------------------------------------------------------
- def update_number_input_window
- @number_input_window.update
- end
- #--------------------------------------------------------------------------
- # ? ??????????
- #--------------------------------------------------------------------------
- def update_back_sprite
- @back_sprite.visible = (@background == 1)
- @back_sprite.y = y - 16
- @back_sprite.opacity = $nms.mback_opac > openness ? openness : $nms.mback_opac
- @back_sprite.update
- end
- #--------------------------------------------------------------------------
- # ? ?????????
- #--------------------------------------------------------------------------
- def update_show_fast
- if self.pause or self.openness < 255
- @show_fast = false
- elsif Input.trigger?(Input::C) and @wait_count < 2 and !@no_press_input
- @show_fast = true
- elsif not Input.press?(Input::C)
- @show_fast = false
- end
- if @show_fast and @wait_count > 0
- @wait_count -= 1
- end
- end
- #--------------------------------------------------------------------------
- # ? ????????????????????
- #--------------------------------------------------------------------------
- def continue?
- return true if $game_message.num_input_variable_id > 0
- return false if $game_message.texts.empty?
- if self.openness > 0 and not $game_temp.in_battle
- return false if @background != $game_message.background
- return false if @position != $game_message.position
- end
- return true
- end
- #--------------------------------------------------------------------------
- # ? EDITED: NMS 2.2+
- #--------------------------------------------------------------------------
- def start_message
- @all_text_width = 0
- @pop = nil
-
- @text = ""
- @text_line = $game_message.texts.size < $game_message.max_line ? $game_message.texts.size + 1 : MAX_LINE + 1
- for i in 0...$game_message.texts.size
- # Change " " to "" (Spacing for choice)
- @text += "" if i >= $game_message.choice_start
- @text += $game_message.texts[i].clone + "\x00"
- end
-
- @item_max = $game_message.choice_max
- convert_special_characters
- reset_window
- update_window_size
- new_page
- end
- #--------------------------------------------------------------------------
- # ? EDITED
- #--------------------------------------------------------------------------
- def new_page
- @animf = false
- contents.clear
-
- if @face.bitmap != nil
- @face.bitmap.dispose
- end
- if $game_message.face_name.empty?
- @contents_x = TEXT_X_PLUS
- else
- nms_draw_new_face
- # CHECK FOR MOVE EFFECT
- @ori_x = @face.x
- if $nms.face_move and ((MOVE_ONLY_FIRST and @showtime <= 1) or (MOVE_ONLY_FIRST == false))
- if $game_message.side == 0 or $game_message.side == 1
- @face.x = 0 - @face.width
- else
- @face.x = Graphics.width
- end
- end
- @contents_x = get_x_face
- end
- @main_contents_x = @contents_x
- @contents_y = 0
- @line_count = 0
- @typse_count = 0
- @show_fast = false
- @line_show_fast = false
- @pause_skip = false
- contents.font.color = text_color(0)
- @contents_x += CHOICE_INPUT_X_PLUS if $game_message.choice_max > 00
-
- if @old_mback != Cache.system($nms.mback) or @old_mback_opac != $nms.mback_opac
- dispose_back_sprite; create_back_sprite
- end
-
- @no_press_input = false
- self.oy = 0
- end
- #--------------------------------------------------------------------------
- # ? EDITED
- #--------------------------------------------------------------------------
- def new_line
- biggest = @biggest_text_height > WLH ? @biggest_text_height : WLH
- @contents_y += biggest
- if $nms.txt_scrl and @contents_y >= contents.height and @text != ""
- rect = Rect.new(0, biggest, contents.width, contents.height - biggest)
- cont_s = Bitmap.new(contents.width,contents.height)
- cont_s.blt(0, 0, contents, rect)
- rect_s = Rect.new(0,0,contents.width,contents.height)
- contents.clear_rect(0, 0, contents.width, contents.height)
- contents.blt(0, 0, cont_s, rect_s)
- @contents_y = rect.height
- cont_s.dispose
- @show_fast = false
- @no_press_input = true
- end
- @contents_x = @main_contents_x
- @contents_x += CHOICE_INPUT_X_PLUS if $game_message.choice_max > 0
- @biggest_text_height = WLH
- @line_count += 1
- @line_show_fast = false
- end
- #--------------------------------------------------------------------------
- # ? EDITED
- #--------------------------------------------------------------------------
- def convert_special_characters
- clear_namebox if @namebox != nil
-
- # Woratana's :: Quick Text
- @text.gsub!(/\\QT\[([0-9]+)\]/i) { $nms.qt[$1.to_i] }
-
- #--------------------------
- # DEFAULT FEATURES
- #-----------------------
- @text.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] }
- @text.gsub!(/\\N\[([0-9]+)\]/i) { $game_party.members[($1.to_i)-1].name}
- @text.gsub!(/\\C\[(.*?)\]/i) { "\x01{#{$1}}" }
- @text.gsub!(/\\G/i) { "\x02" }
- @text.gsub!(/\\\./) { "\x03" }
- @text.gsub!(/\\\|/) { "\x04" }
- @text.gsub!(/\\!/) { "\x05" }
- @text.gsub!(/\\>/) { "\x06" }
- @text.gsub!(/\\</) { "\x07" }
- @text.gsub!(/\\\^/) { "\x08" }
- @text.gsub!(/\\\\/) { "\\" }
-
- #--------------------------
- # * NMS FEATURES!!
- #-----------------------
- # Woratana's :: Draw Weapon Name + Icon
- @text.gsub!(/\\DW\[([0-9]+)\]/i) { "\x83[#{$data_weapons[$1.to_i].icon_index}]\x01{#{NMS_WEAPON_NAME_COLOR_ID}}\\nw[#{$1.to_i}]\x01{#{$nms.last_color}}"}
- # Woratana's :: Draw Item Name + Icon
- @text.gsub!(/\\DI\[([0-9]+)\]/i) { "\x83[#{$data_items[$1.to_i].icon_index}]\x01{#{NMS_ITEM_NAME_COLOR_ID}}\\ni[#{$1.to_i}]\x01{#{$nms.last_color}}" }
- # Woratana's :: Draw Armor Name + Icon
- @text.gsub!(/\\DA\[([0-9]+)\]/i) { "\x83[#{$data_armors[$1.to_i].icon_index}]\x01{#{NMS_ARMOR_NAME_COLOR_ID}}\\na[#{$1.to_i}]\x01{#{$nms.last_color}}"}
- # Woratana's :: Draw Skill Name + Icon
- @text.gsub!(/\\DS\[([0-9]+)\]/i) { "\x83[#{$data_skills[$1.to_i].icon_index}]\x01{#{NMS_ITEM_NAME_COLOR_ID}}\\ns[#{$1.to_i}]\x01{#{$nms.last_color}}"}
- # Woratana's :: Call Animation
- @text.gsub!(/\\ANI\[([0-9]+)\]/i) { "\x80[#{$1}]" }
- # Woratana's :: Call Balloon
- @text.gsub!(/\\BAL\[([0-9]+)\]/i) { "\x81[#{$1}]" }
- # Woratana's :: Call Common Event
- @text.gsub!(/\\CE\[([0-9]+)\]/i) { "\x82[#{$1}]" }
- # Woratana's :: Draw Icon
- @text.gsub!(/\\IC\[([0-9]+)\]/i) { "\x83[#{$1}]" }
- # Woratana's :: Map Name
- @text.gsub!(/\\MAP/i) { nms_get_map_name }
- # Woratana's :: Actor Class Name
- @text.gsub!(/\\NC\[([0-9]+)\]/i) { $data_classes[$game_actors[$1.to_i].class_id].name }
- # Woratana's :: Party Actor Name
- @text.gsub!(/\\NP\[([0-9]+)\]/i) { $game_party.members[($1.to_i - 1)].name }
- # Woratana's :: Monster Name
- @text.gsub!(/\\NM\[([0-9]+)\]/i) { $data_enemies[$1.to_i].name }
- # Woratana's :: Troop Name
- @text.gsub!(/\\NT\[([0-9]+)\]/i) { $data_troops[$1.to_i].name }
- # Woratana's :: Item Name
- @text.gsub!(/\\NI\[([0-9]+)\]/i) { $data_items[$1.to_i].name }
- # Woratana's :: Weapon Name
- @text.gsub!(/\\NW\[([0-9]+)\]/i) { $data_weapons[$1.to_i].name }
- # Woratana's :: Armor Name
- @text.gsub!(/\\NA\[([0-9]+)\]/i) { $data_armors[$1.to_i].name }
- # Woratana's :: Skill Name
- @text.gsub!(/\\NS\[([0-9]+)\]/i) { $data_skills[$1.to_i].name }
- # Woratana's :: Item Price
- @text.gsub!(/\\PRICE\[([0-9]+)\]/i) { $data_items[$1.to_i].price.to_s }
-
- # Woratana's :: Font Name Change
- @text.gsub!(/\\FN\[(.*?)\]/i) { "\x84[#{$1}]" }
- # Woratana's :: Font Size Change
- @text.gsub!(/\\FS\[(.*?)\]/i) { "\x85[#{$1}]" }
- # Woratana's :: Reset Font Name
- @text.gsub!(/\\REF/i) { "\x86" }
- # Woratana's :: Reset Font Size
- @text.gsub!(/\\RES/i) { "\x87" }
- # Woratana's :: BOLD Text
- @text.gsub!(/\\B/i) { "\x88" }
- # Woratana's :: ITALIC Text
- @text.gsub!(/\\I/i) { "\x89" }
- # Woratana's :: Text DELAY
- @text.gsub!(/\\DELAY\[([0-9]+)\]/i) { "\x90[#{$1}]"}
- # Woratana's :: Reset Text Delay
- @text.gsub!(/\\RED/i) { "\x91" }
- # Woratana's :: Turn On/Off Letter by Letter
- @text.gsub!(/\\LBL/i) { "\x92" }
-
- # Woratana's NeoFace System
- @text.scan(/\\SD\[([-,0-9]+)\]/i)
- if $1.to_s != ""
- $game_message.side = $1.to_i
- @text.sub!(/\\SD\[([-,0-9]+)\]/i) {}
- end
-
- # Woratana's :: Name Box
- @text.scan(/\\NB\[(.*?)\]/i)
- if $1.to_s != ""
- n_text = $1.to_s.gsub(/\x01\{(.*?)\}/i) {} # Clear If there's Color
- @name_text = n_text
- @text.sub!(/\\NB\[(.*?)\]/i) {}
- end
-
- # Woratana's :: Repeat Name Box
- @text.gsub!(/\\RNB\[(.*?)\]/i) do
- $game_message._name = $1.to_s
- a = ""
- end
-
- # NMS 2++
- # Woratana's :: SHADOW Text
- @text.gsub!(/\\SH/i) { "\x93" }
- # Woratana's :: Cancel Skip Text Button
- @text.gsub!(/\\CB/i) { "\x94" }
- # Woratana's :: Wait X Frame
- @text.gsub!(/\\W\[([0-9]+)\]/i) { "\x95[#{$1}]" }
- # Woratana's :: Add Space X Pixel
- @text.gsub!(/\\SC\[([0-9]+)\]/i) { "\x96[#{$1}]" }
-
- # Woratana's :: Play SE
- @text.gsub!(/\\SE\[(.*?)\]/i) { "\x97[#{$1}]" }
- # Woratana's :: Play ME
- @text.gsub!(/\\ME\[(.*?)\]/i) { "\x98[#{$1}]" }
- # Woratana's :: Play BGM
- @text.gsub!(/\\BGM\[(.*?)\]/i) { "\x99[#{$1}]" }
-
- # Woratana's :: Start New Line
- @text.gsub!(/\\NL/i) { "\x09" }
- # Woratana's :: Turn ON/OFF Typing Sound
- @text.gsub!(/\\TYP/i) { "\x10" }
- # Woratana's :: Draw Picture
- @text.gsub!(/\\DP\[(.*?)\]/i) { "\x11[#{$1}]" }
-
- # Woratana's :: Draw Face
- @text.gsub!(/\\FA\{(.*?)\}/i) { "\x12{#{$1}}" }
-
- # Woratana's :: Temporary Width
- @text.scan(/\\WW\[([-,0-9]+)\]/i)
- if $1.to_s != ''
- $nms.msg_temp_w = $1.to_i
- @text.sub!(/\\WW\[([-,0-9]+)\]/i) {}
- end
- # Woratana's :: Temporary Height
- @text.scan(/\\WH\[([-,0-9]+)\]/i)
- if $1.to_s != ''
- $nms.msg_temp_h = $1.to_i
- @text.sub!(/\\WH\[([-,0-9]+)\]/i) {}
- end
- # Woratana's :: Temporary X
- @text.scan(/\\WX\[([-,0-9]+)\]/i)
- if $1.to_s != ''
- $nms.msg_temp_x = $1.to_i
- @text.sub!(/\\WX\[([-,0-9]+)\]/i) {}
- end
- # Woratana's :: Temporary Y
- @text.scan(/\\WY\[([-,0-9]+)\]/i)
- if $1.to_s != ''
- $nms.msg_temp_y = $1.to_i
- @text.sub!(/\\WY\[([-,0-9]+)\]/i) {}
- end
- # Woratana's :: Remove text list
- NMS_REMOVE_LIST.each {|i| @text.gsub!(/#{i}/i) {} }
-
- # Woratana's :: Pop Text
- @text.scan(/\\P\[(.*?)\]/i)
- if $1.to_s != ""
- @pop = $1.to_i
- contents.font.name = $nms.nms_fontname if contents.font.name != $nms.nms_fontname
- contents.font.size = $nms.nms_fontsize if contents.font.size != $nms.nms_fontsize
- a = @text.split(/\x00/)
- for i in 0..(a.size - 1)
- text_width = contents.text_size(a[i]).width
- @all_text_width = text_width if @all_text_width < text_width
- end
- nms_draw_new_face
- if @face.bitmap != nil
- if get_x_face == 0 and MOVE_TEXT
- @all_text_width += (@face.width + TEXT_X_PLUS)
- else
- @all_text_width += get_x_face
- end
- @face.bitmap.dispose
- @face.bitmap = nil
- end
- @text.sub!(/\\P\[(.*?)\]/i) {}
- end
-
- @name_text = $game_message._name if @name_text == nil and $game_message._name != ""
- end
- #--------------------------------------------------------------------------
- # ? EDIT: NMS 2.2++
- #--------------------------------------------------------------------------
- def reset_window
- @background = $game_message.background
- @position = $game_message.position
- if @background == 0
- self.opacity = 255
- else
- self.opacity = 0
- end
- # Calculate Window X/Y and Size depends on Pop or normal message
- if @pop != nil
- $nms.msg_h = [((@text_line * WLH) + 8), $nms.msg_h_user].min
- $nms.msg_w = @all_text_width + 32
-
- case @pop
- when 0 # Player
- set_window_xy($game_player)
- when -1 # This Event
- set_window_xy($game_map.events[$game_message.event_id])
- else # Event ID
- set_window_xy($game_map.events[@pop])
- end
- else
- $nms.msg_h = ((((@text_line * WLH) + 8) > $nms.msg_h_user) and ($nms.txt_scrl == false)) ? ((@text_line * WLH) + 8) : $nms.msg_h_user
- $nms.msg_w = NMS_MSGWIN_WIDTH
- self.x = $nms.msg_x
- case @position
- when 0 # Down
- self.y = 0
- @gold_window.y = 360
- when 1 # Middle
- self.y = ((Graphics.height - $nms.msg_h) / 2)
- @gold_window.y = 0
- when 2 # Up
- self.y = Graphics.height - $nms.msg_h
- @gold_window.y = 0
- end
- end
- # Temporary Size & Position
- if !$nms.msg_temp_w.nil?
- $nms.msg_w = $nms.msg_temp_w
- $nms.msg_temp_w = nil
- end
- if !$nms.msg_temp_h.nil?
- $nms.msg_h = $nms.msg_temp_h
- $nms.msg_temp_h = nil
- end
- if !$nms.msg_temp_x.nil?
- self.x = $nms.msg_temp_x
- $nms.msg_temp_x = nil
- end
- if !$nms.msg_temp_y.nil?
- self.y = $nms.msg_temp_y
- $nms.msg_temp_y = nil
- end
- # Fix Window Position if it's out of screen
- self.x = 0 if self.x < 0
- self.x = Graphics.width - $nms.msg_w if (self.x + $nms.msg_w) > Graphics.width
- self.y = 0 if self.y < 0
- self.y = Graphics.height - $nms.msg_h if (self.y + $nms.msg_h) > Graphics.height
- end
- #--------------------------------------------------------------------------
- # ? SET Window XY for Pop Message
- #--------------------------------------------------------------------------
- def set_window_xy(chara)
- char_x = chara.screen_x
- char_y = chara.screen_y
- self.x = char_x - ($nms.msg_w / 2)
- self.y = ((char_y - 32 - $nms.msg_h) >= 0) ? (char_y - 32 - $nms.msg_h) : (char_y + 32)
- end
- #--------------------------------------------------------------------------
- # ? ????????
- #--------------------------------------------------------------------------
- def terminate_message
- self.active = false
- self.pause = false
- self.index = -1
- @gold_window.close
- @number_input_window.active = false
- @number_input_window.visible = false
- $game_message.main_proc.call if $game_message.main_proc != nil
- $game_message.clear
- end
- #--------------------------------------------------------------------------
- # ? EDITED
- #--------------------------------------------------------------------------
- def update_message
- loop do
- c = @text.slice!(/./m)
- case c
- when nil
- finish_message
- break
- when "\x00"
- new_line if !$nms.txt_unl
- if @line_count >= $game_message.max_line
- unless @text.empty?
- self.pause = true
- break
- end
- end
- when "\x80"
- @text.sub!(/\[([0-9]+)\]/, "")
- $game_map.events[$game_message.event_id].animation_id = $1.to_i
- when "\x81"
- @text.sub!(/\[([0-9]+)\]/, "")
- $game_map.events[$game_message.event_id].balloon_id = $1.to_i
- when "\x82"
- @text.sub!(/\[([0-9]+)\]/, "")
- a = $game_map.interpreter.params[0]
- $game_map.interpreter.params[0] = $1.to_i
- $game_map.interpreter.command_117
- $game_map.interpreter.params[0] = a
- when "\x83"
- @text.sub!(/\[([0-9]+)\]/, "")
- bitmap = Cache.system("Iconset")
- icon_index = $1.to_i
- # Check for Auto Cut
- new_line if $nms.txt_cut and (@contents_x + 24 > contents.width)
- # Draw ICON
- draw_icon(icon_index, @contents_x, @contents_y, true)
- @contents_x += 24
- when "\x84"
- @text.sub!(/\[(.*?)\]/, "")
- $nms.nms_fontname = $1.to_s
- next
- when "\x85"
- @text.sub!(/\[([0-9]+)\]/, "")
- $nms.nms_fontsize = $1.to_i; next
- when "\x86"
- $nms.nms_fontname = NMS_FONT_NAME; next
- when "\x87"
- $nms.nms_fontsize = NMS_FONT_SIZE; next
- when "\x88"
- contents.font.bold = contents.font.bold == true ? false : true
- next
- when "\x89"
- contents.font.italic = contents.font.italic == true ? false : true
- next
- when "\x90"
- @text.sub!(/\[([0-9]+)\]/, "")
- $nms.text_delay = $1.to_i; next
- when "\x91"
- $nms.text_delay = NMS_DELAY_PER_LETTER; next
- when "\x92"
- $nms.lbl = $nms.lbl == true ? false : true; next
- when "\x93"
- contents.font.shadow = contents.font.shadow == true ? false : true
- next
- when "\x94"
- @no_press_input = @no_press_input == true ? false : true
- next
- when "\x95"
- @text.sub!(/\[([0-9]+)\]/, "")
- @wait_count = $1.to_i
- break
- when "\x96"
- @text.sub!(/\[([0-9]+)\]/, "")
- @contents_x += $1.to_i
- next
- when "\x97"
- @text.sub!(/\[(.*?)\]/, "")
- RPG::SE.new($1).play
- when "\x98"
- @text.sub!(/\[(.*?)\]/, "")
- RPG::ME.new($1).play
- when "\x99"
- @text.sub!(/\[(.*?)\]/, "")
- RPG::BGM.new($1).play
- when "\x09"
- new_line
- when "\x10"
- $nms.typ_se = !$nms.typ_se
- when "\x11"
- @text.sub!(/\[(.*?)\]/, "")
- bitmap = Cache.system($1.to_s)
- rect = Rect.new(0,0,0,0)
- rect.width = bitmap.width
- rect.height = bitmap.height
- # Check for Auto Cut & Scroll
- if (@contents_x + bitmap.width > contents.width)
- if $nms.txt_cut; new_line
- elsif $nms.txt_scrl_hori; nms_scroll_hori(bitmap.width)
- end
- end
- # Draw Image
- self.contents.blt(@contents_x, @contents_y, bitmap, rect)
- @contents_x += bitmap.width
- @biggest_text_height = bitmap.height if bitmap.height > @biggest_text_height
- bitmap.dispose
- when "\x12"
- @text.sub!(/\{(.*?)\}/, "")
- a = $1.to_s.split(',')
- $nms.face_name = a[0]
- $nms.face_index = a[1].to_i
- $nms.side = a[2].to_i unless a[2].nil?
- nms_draw_new_face
- @ori_x = @face.x
- when "\x01"
- @text.sub!(/\{(.*?)\}/, "")
- color_code = $1.to_s
- if color_code.include?('#')
- color_code.sub!(/([0123456789ABCDEF]+)/, "")
- contents.font.color = get_hex($1)
- else
- $nms.last_color = color_code.to_i
- contents.font.color = text_color($nms.last_color)
- end
- next
- when "\x02"
- @gold_window.refresh
- @gold_window.open
- when "\x03"
- @wait_count = 15
- break
- when "\x04"
- @wait_count = 60
- break
- when "\x05"
- self.pause = true
- break
- when "\x06"
- @line_show_fast = true
- when "\x07"
- @line_show_fast = false
- when "\x08"
- @pause_skip = true
- else
- contents.font.name = $nms.nms_fontname if contents.font.name != $nms.nms_fontname
- contents.font.size = $nms.nms_fontsize if contents.font.size != $nms.nms_fontsize
- c_width = contents.text_size(c).width
-
- # Check for Text Cut & Scroll Horizontal
- if (@contents_x + c_width > contents.width)
- if $nms.txt_cut; new_line
- elsif $nms.txt_scrl_hori
- nms_scroll_hori(c_width)
- @wait_count = $nms.txt_scrl_hori_delay
- @text = c + @text
- return
- end
- end
- nms_line_height = contents.text_size(c).height
- contents.draw_text(@contents_x, @contents_y, 40, nms_line_height, c)
- @contents_x += c_width
- # Change Biggest Text Height
- @biggest_text_height = nms_line_height if nms_line_height > @biggest_text_height
-
- # Play Typing Sound
- if $nms.typ_se and @typse_count <= 0
- RPG::SE.new($nms.typ_file, $nms.typ_vol).play
- @typse_count += $nms.typ_skip
- end
- #Show Fast & Text Delay
- @show_fast = true if $nms.lbl == false
- @delay_text += $nms.text_delay
- end
- break unless @show_fast or @line_show_fast
- end
- end
- #--------------------------------------------------------------------------
- # ? ??????????
- #--------------------------------------------------------------------------
- def finish_message
- if $game_message.choice_max > 0
- start_choice
- elsif $game_message.num_input_variable_id > 0
- start_number_input
- elsif @pause_skip
- terminate_message
- else
- self.pause = true
- end
- @wait_count = 10
- @text = nil
- end
- #--------------------------------------------------------------------------
- # ? ??????
- #--------------------------------------------------------------------------
- def start_choice
- self.active = true
- self.index = 0
- end
- #--------------------------------------------------------------------------
- # ? EDITED
- #--------------------------------------------------------------------------
- def start_number_input
- digits_max = $game_message.num_input_digits_max
- number = $game_variables[$game_message.num_input_variable_id]
- @number_input_window.digits_max = digits_max
- @number_input_window.number = number
- if $game_message.face_name.empty? or MOVE_TEXT == false
- @number_input_window.x = x - 23
- else
- case $game_message.side
- when 0
- @number_input_window.x = (x + 112) - 23
- when 1
- @number_input_window.x = (x + text_x) - 23
- when 2
- @number_input_window.x = x - 23
- when -1
- @number_input_window.x = x - 23
- end
- end
- @number_input_window.x += CHOICE_INPUT_X_PLUS
- @number_input_window.y = y + @contents_y
- @number_input_window.active = true
- @number_input_window.visible = true
- @number_input_window.update
- end
- #--------------------------------------------------------------------------
- # ? EDITED
- #--------------------------------------------------------------------------
- def update_cursor
- if @index >= 0
- if $game_message.face_name.empty?
- x = TEXT_X_PLUS
- else
- x = get_x_face
- end
- y = ($game_message.choice_start + @index) * WLH
- # CHANGE WIDTH OF CURSOR FOR CHOICE SELECT
- if $game_message.face_name.empty? or MOVE_TEXT == false
- facesize = x
- else
- facesize = get_x_face
- facesize += @face.width if $game_message.side == 2
- facesize += @face.width + 16 if $game_message.side == -1
- end
- self.cursor_rect.set(x, y, contents.width - facesize, WLH)
- else
- self.cursor_rect.empty
- end
- end
- #--------------------------------------------------------------------------
- # ? ?????????
- #--------------------------------------------------------------------------
- def input_pause
- if Input.trigger?(Input::B) or Input.trigger?(Input::C)
- self.pause = false
- if @text != nil and not @text.empty?
- new_page if @line_count >= $game_message.max_line
- else
- terminate_message
- end
- end
- end
- #--------------------------------------------------------------------------
- # ? ????????
- #--------------------------------------------------------------------------
- def input_choice
- if Input.trigger?(Input::B)
- if $game_message.choice_cancel_type > 0
- Sound.play_cancel
- $game_message.choice_proc.call($game_message.choice_cancel_type - 1)
- terminate_message
- end
- elsif Input.trigger?(Input::C)
- Sound.play_decision
- $game_message.choice_proc.call(self.index)
- terminate_message
- end
- end
- #--------------------------------------------------------------------------
- # ? ???????
- #--------------------------------------------------------------------------
- def input_number
- if Input.trigger?(Input::C)
- Sound.play_decision
- $game_variables[$game_message.num_input_variable_id] =
- @number_input_window.number
- $game_map.need_refresh = true
- terminate_message
- end
- end
- end
- #==============================================================================
- # NMS +[ADD ON]+ WINDOW_MESSAGE_CLASS
- #------------------------------------------------------------------------------
- #==============================================================================
- class Window_Message < Window_Selectable
-
- # Return X for Text
- def get_x_face
- if MOVE_TEXT == true
- case $game_message.side
- when 0
- return 112 + TEXT_X_PLUS
- when 1
- return text_x
- when 2
- return TEXT_X_PLUS
- else
- return TEXT_X_PLUS
- end
- else
- return TEXT_X_PLUS
- end
- end
- def text_x
- return @face.width + TEXT_X_PLUS
- end
-
- # Clear Name Box & Name Text
- def clear_namebox
- @nametxt.bitmap.dispose
- @namebox.dispose
- @namebox = nil
- @name_text = nil
- end
-
- def nms_get_map_name
- mapdata = load_data("Data/MapInfos.rvdata")
- map_id = $game_map.map_id
- return mapdata[map_id].name
- end
-
- #--------------------------------------
- # DRAW FACE [Both Systems] METHOD
- #------------------------------------
- def draw_face2(face_name, x, y, index = 0, animf = false, animf_index = 0, animf_max = 1, nofade = false)
- if animf
- # Use Animated Face
- bitmap = Cache.face(face_name)
- rect = Rect.new(0,0,0,0)
- rect.width = (bitmap.width / animf_max)
- rect.height = bitmap.height
- rect.x = animf_index * rect.width
- rect.y = 0
- @face.bitmap = Bitmap.new(rect.width,rect.height)
- @face.bitmap.blt(0,0,bitmap,rect)
- bitmap.dispose
- elsif $game_message.side == 0 or $game_message.side == -1 or EightFaces_File
- # USE 8 FACES PER FILE
- bitmap = Cache.face(face_name)
- faceskin = Cache.face("faceskin")
- rect = Rect.new(0,0,0,0)
- rect.width = (bitmap.width / 4)
- rect.height = (bitmap.height / 2)
- rect.x = index % 4 * rect.width
- rect.y = index / 4 * rect.height
- @face.bitmap = Bitmap.new(rect.width,rect.height)
- @face.bitmap.blt(0,0,bitmap,rect)
- @face.bitmap.blt(0,0,faceskin,rect)
- bitmap.dispose
- else
- # USE 1 FACES PER FILE
- @face.bitmap = Cache.face(face_name)
- end
- # SET X/Y OF FACE DEPENDS ON FACE SIDE
- if $game_message.side == 1
- @face.mirror = false
- @face.x = x + 6
- @face.y = y - 6 + height - @face.height
- elsif $game_message.side == 2
- @face.mirror = true
- @face.x = x + ((self.width - 6) - @face.width)
- @face.y = y - 6 + height - @face.height
- elsif $game_message.side == 0
- @face.mirror = false
- @face.x = x + 16
- @face.y = y - 16 + height - @face.height
- elsif $game_message.side == -1
- @face.mirror = true
- @face.x = x + self.contents.width - @face.width + 16
- @face.y = y - 16 + height - @face.height
- end
- @face.x += FACE_X_PLUS
- @face.y += FACE_Y_PLUS
- @face_data = [face_name, index, $game_message.side]
- if @face_data != @face_data_old and FADE_MOVE_WHEN_USE_NEW_FACE; @showtime = 1; @face_data_old = @face_data; end
- @face.opacity = 0 if !nofade and ($nms.face_fade == true and ((FADE_ONLY_FIRST and @showtime <= 1) or (FADE_ONLY_FIRST == false)))
- end
- #--------------------------------------
- # DRAW NAME BOX METHOD
- #-----------------------------------
- def draw_name(name,x,y)
- name = name + NAMEBOX_TEXT_AFTER_NAME
- a = Bitmap.new(33,33)
- a.font.name = NAMEBOX_TEXT_FONT
- a.font.size = NAMEBOX_TEXT_SIZE
- rect = a.text_size(name)
- a.dispose
- @nametxt.bitmap = Bitmap.new(16 + rect.width, rect.height + NAMEBOX_TEXT_HEIGHT_PLUS)
- @nametxt.x = x + 8
- # Eienshinken
- if $game_message.side == 1 or $game_message.side == 2
- if @face.bitmap == nil
- @nametxt.x += NAMEBOX_X_PLUS_EIENSHINKEN
- else
- @nametxt.x += NAMEBOX_X_PLUS_NEO
- end
- else
- if @face.bitmap == nil
- @nametxt.x += NAMEBOX_X_PLUS_EIENSHINKEN
- else
- @nametxt.x += NAMEBOX_X_PLUS_NOR
- end
- end
- @nametxt.y = y - 20 + ($game_message.position == 0 ? NAMEBOX_Y_PLUS_TOP : NAMEBOX_Y_PLUS)
- namebox_x_plus = ($game_message.side == 1 or $game_message.side == 2) ? NAMEBOX_X_PLUS_NEO : NAMEBOX_X_PLUS_NOR
- @nametxt.x = ((self.x + $nms.msg_w) - namebox_x_plus - @nametxt.width) if MOVE_NAMEBOX and ($game_message.side == 2 or $game_message.side == -1)
- @namebox = Window.new
- @namebox.windowskin = Cache.system(NAMEBOX_SKIN)
- @namebox.z = self.z + 10
- @namebox.opacity = case @background
- when 0; NAMEBOX_OPACITY
- when 1; NAMEBOX_OPACITY_DIM_BG
- when 2; NAMEBOX_OPACITY_NO_BG
- end
- @namebox.back_opacity = NAMEBOX_BACK_OPACITY
- @namebox.openness = 255
- @namebox.x = @nametxt.x - NAMEBOX_BOX_WIDTH_PLUS
- @namebox.y = @nametxt.y - NAMEBOX_BOX_HEIGHT_PLUS
- @namebox.width = @nametxt.bitmap.width + (NAMEBOX_BOX_WIDTH_PLUS * 2)
- @namebox.height = @nametxt.bitmap.height + (NAMEBOX_BOX_HEIGHT_PLUS * 2)
- # Fixed position bug
- @namebox.x = 0 if @namebox.x < 0
- @namebox.x = (Graphics.width - @namebox.width) if (@namebox.x + @namebox.width) > Graphics.width
- @nametxt.bitmap.font.name = NAMEBOX_TEXT_FONT
- @nametxt.bitmap.font.size = NAMEBOX_TEXT_SIZE
- @nametxt.bitmap.font.bold = NAMEBOX_TEXT_BOLD
- if NAMEBOX_TEXT_OUTLINE == true
- # MAKE TEXT OUTLINE
- old_shadow = @nametxt.bitmap.font.shadow
- @nametxt.bitmap.font.color = Color.new(0,0,0)
- @nametxt.bitmap.draw_text(0,2,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
- @nametxt.bitmap.draw_text(0,0,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
- @nametxt.bitmap.draw_text(2,0,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
- @nametxt.bitmap.draw_text(2,2,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
- @nametxt.bitmap.font.shadow = old_shadow
- end
- @nametxt.bitmap.font.color = Color.new($game_message.color[0],$game_message.color[1],$game_message.color[2])
- @nametxt.bitmap.draw_text(1,1,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
- @name_text = nil
- end
-
- #--------------------------------------
- # DRAW NEW FACE
- #-----------------------------------
- def nms_draw_new_face
- # Setup Face Name / Index
- name = $game_message.face_name
- index = $game_message.face_index
- animf_test = name.sub(/\[([0-9]+)\]/, "")
- # Animated?
- @animf = $1.to_i > 0 ? true : false
- @animf_maxind = $1.to_i
- @animf_ind = 0
- @animf_dl = $nms.animf_delay
- # CALL DRAW FACE METHOD
- draw_face2(name, self.x, self.y, index, @animf, @animf_ind, @animf_maxind)
- end
- #--------------------------------------
- # UPDATE ANIMATION FACE
- #-----------------------------------
- def update_animate_face
- if (!self.pause or $nms.animf_cont)
- @animf_dl -= 1
- if @animf_dl <= 0
- @animf_ind = (@animf_ind + 1) % @animf_maxind
- @animf_dl = $nms.animf_delay
- draw_face2($game_message.face_name, self.x, self.y, index, @animf, @animf_ind, @animf_maxind, true)
- end
- elsif @animf_ind != 0
- @animf_ind = 0
- draw_face2($game_message.face_name, self.x, self.y, index, @animf, @animf_ind, @animf_maxind, true)
- end
- end
- #--------------------------------------
- # SCROLL TEXT HORIZONTAL
- #-----------------------------------
- def nms_scroll_hori(scr_width)
- biggest = @biggest_text_height > WLH ? @biggest_text_height : WLH
- rect = Rect.new(0, @contents_y, contents.width, biggest)
- bitmap = Bitmap.new(rect.width, rect.height)
- bitmap.blt(0, 0, contents, rect)
- contents.clear_rect(rect)
- rect = Rect.new(0, 0, rect.width, rect.height)
- contents.blt(0 - scr_width, @contents_y, bitmap, rect)
- contents.clear_rect(0, 0, @face.width, @face.height) if @face.bitmap != nil
- bitmap.dispose
- @contents_x = @contents_x - scr_width
- end
-
- #--------------------------------------
- # GET HEX COLOR by RPG & ERZENGEL
- #------------------------------------
- def get_hex(n)
- red = 0
- green = 0
- blue = 0
- if n.size != 6
- print("Hex triplets must be six characters long!\nNormal color will be used.")
- return normal_color
- end
- for i in 1..6
- sliced = n.slice!(/./m)
- value = hexconvert(sliced)
- case i
- when 1; red += value * 16
- when 2; red += value
- when 3; green += value * 16
- when 4; green += value
- when 5; blue += value * 16
- when 6; blue += value
- end
- end
- return Color.new(red, green, blue)
- end
- def hexconvert(n)
- case n
- when "0"; return 0
- when "1"; return 1
- when "2"; return 2
- when "3"; return 3
- when "4"; return 4
- when "5"; return 5
- when "6"; return 6
- when "7"; return 7
- when "8"; return 8
- when "9"; return 9
- when "A"; return 10
- when "B"; return 11
- when "C"; return 12
- when "D"; return 13
- when "E"; return 14
- when "F";return 15
- else; return -1
- end
- end
- end # CLASS END
- #==============================================================================
- # NMS +[ADD ON]+ OTHER CLASS
- #------------------------------------------------------------------------------
- #==============================================================================
- # STORE variables here~*
- class Game_Message
- attr_accessor :nms_fontname, :nms_fontsize, :event_id, :side, :color, :_name,
- :last_color, :text_delay, :lbl, :msg_w, :msg_h, :msg_x, :max_line, :nms_face_name,
- :nms_face_index, :next_msg, :typ_se, :typ_file, :typ_skip, :typ_vol, :mback, :mback_opac,
- :qt, :txt_scrl, :msg_h_user, :animf_delay, :animf_cont, :txt_cut, :txt_unl, :txt_scrl_hori,
- :txt_scrl_hori_delay, :face_fade, :face_move, :msg_temp_y, :msg_temp_x, :msg_temp_h,
- :msg_temp_w
-
- alias wor_nms_old_ini initialize
- def initialize
- create_nms_data
- wor_nms_old_ini
- end
-
- def create_nms_data
- # NFS
- @side = Window_Base::DEFAULT_FACE_SIDE
- @_name = ""
- @color = Window_Base::NAMEBOX_TEXT_DEFAULT_COLOR
- # NMS
- @last_color = 0
- @nms_fontname = Window_Base::NMS_FONT_NAME
- @nms_fontsize = Window_Base::NMS_FONT_SIZE
- @event_id = 0
- @text_delay = Window_Base::NMS_DELAY_PER_LETTER
- @lbl = true
- @msg_w = Window_Base::NMS_MSGWIN_WIDTH
- @msg_h = @msg_h_user = Window_Base::NMS_MSGWIN_MIN_HEIGHT
- @msg_x = Window_Base::NMS_MSGWIN_X
- @max_line = Window_Base::NMS_MAX_LINE
- @nms_face_name = ""
- @nms_face_index = 1
- @next_msg = false
- @typ_se = Window_Base::TYPING_SOUND
- @typ_file = Window_Base::TYPING_SOUND_FILE
- @typ_skip = Window_Base::TYPING_SOUND_SKIP
- @typ_vol = Window_Base::TYPING_SOUND_VOLUME
- @mback = Window_Base::NMS_MSG_BACK
- @mback_opac = Window_Base::NMS_MSG_BACK_OPACITY
- @qt = Array.new
- @txt_scrl = Window_Base::NMS_TEXT_SCROLL
- @animf_delay = Window_Base::ANIMATE_FACE_DELAY
- @animf_cont = Window_Base::ANIMATE_FACE_CONTINUE
- @txt_cut = Window_Base::NMS_TEXT_AUTO_CUT
- @txt_scrl_hori = Window_Base::NMS_TEXT_AUTO_SCROLL_HORIZONTAL
- @txt_scrl_hori_delay = Window_Base::NMS_TEXT_AUTO_SCROLL_HORIZONTAL_DELAY
- @txt_unl = Window_Base::NMS_USER_NEW_LINE
- @face_fade = Window_Base::FADE_EFFECT
- @face_move = Window_Base::MOVE_EFFECT
- @msg_temp_x = nil
- @msg_temp_y = nil
- @msg_temp_h = nil
- @msg_temp_w = nil
- end
- end
- class Game_Map
- attr_accessor :interpreter
- end
- class Game_Interpreter
- attr_accessor :params
- end
- class Game_Interpreter
- def command_101
- unless $game_message.busy
- $game_message.event_id = @event_id
- $game_message.face_name = @params[0]
- $game_message.face_index = @params[1]
- $game_message.background = @params[2]
- $game_message.position = @params[3]
- next_msg = true
- loop do
- if @list[@index].code == 101 and $game_message.max_line > $game_message.texts.size and next_msg
- @index += 1
- else
- break
- end
- next_msg = false
- while @list[@index].code == 401 and $game_message.max_line > $game_message.texts.size
- next_msg = $game_message.next_msg
- $game_message.texts.push(@list[@index].parameters[0])
- @index += 1
- end
- end
- if @list[@index].code == 102
- setup_choices(@list[@index].parameters)
- elsif @list[@index].code == 103
- setup_num_input(@list[@index].parameters)
- end
- set_message_waiting
- end
- return false
- end
-
- def setup_choices(params)
- if $game_message.texts.size <= $game_message.max_line - params[0].size
- $game_message.choice_start = $game_message.texts.size
- $game_message.choice_max = params[0].size
- for s in params[0]
- $game_message.texts.push(s)
- end
- $game_message.choice_cancel_type = params[1]
- $game_message.choice_proc = Proc.new { |n| @branch[@indent] = n }
- @index += 1
- end
- end
- end
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