#==============================================================================
# ATS: Special Message Codes [VXA] 【自动测试系统:特殊信息代码[VXA]】
# Version: 1.0.6 【版本:1.0.6】
# Author: modern algebra (rmrk.net) 【作者:现代代数(rmrk.net公司)】
# Date: 18 October 2012 【日期:2012年10月18日】
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description: 【说明:】
#
# 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.
# 【此脚本允许您在消息系统中使用许多附加的特殊代码,
# 这些代码的功能与默认代码(如\v[n]、\c[n]等)类似。
# 有关所添加内容的详细信息,请参阅从第54行开始的特殊消息代码列表。
# 基本上,它可以让你更好地控制消息的传递,允许你使用字体,
# 效果像粗体和斜体,并允许你检索和显示有用的数据,如武器和盔甲的名称。】
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# 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.
# 【此脚本是高级文本系统脚本系列的一部分。这些脚本针对RMVX的高级文本系统开发的,
# 但是由于RMVX Ace有一个更合理设计的消息系统,因此不再需要它是一个大脚本。
# 出于这个原因,为了响应关于ATS的反馈,我将ATS分成多个不同的脚本,
# 这样您只需要为您想要的特性选择组件。因此,定制和配置更容易。】
# To find more scripts in the ATS Series, please visit:
# 【要在ATS系列中找到更多脚本,请访问:】
# [url]http://rmrk.net/index.php/topic[/url],44525.0.html
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Instructions: 【说明书】
#
# This script is not difficult to use or configure. There are only ten
# configuration options for this script. These are:
# 【此脚本不难使用或配置。此脚本只有10个配置选项。这些是:】
# :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.
# 【:message_speed 允许您设置在消息窗口中绘制每个字母之间等待的默认帧数。
# :show_fast_speed 允许您按enter键调节的加速量。
# 您可以在第180行获得有关设置这两个的默认值的说明。】
#
# All of the :font_ settings simply let you set the initial values for the
# font when used.
# 【所有的:字体设置只允许您在使用时设置字体的初始值。】
#
# As with other ATS scripts, you can change the value of these options in
# game with the following codes in a script call:
# 【与其他ATS脚本一样,
# 您可以在脚本调用中使用如下代码在游戏中更改这些选项的值:】
#
# 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.
# 【其中:message_option是您想要的符号(:message_speed或:show_fast_speed),
# x是要将其更改为的值。ats_next将只为下一条消息更改它,
# 而ats_all将为接下来的每条消息更改它。】
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# List of Special Message Codes: 【特殊信息代码列表:】
#
# 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.
# 【保留了默认的消息代码,并且这个脚本添加了许多其他需要的特性。
# 以下是您可以使用的消息代码的完整列表。只需将它们插入到显示消息命令中,
# 选择分支,或任何其他与消息相关的系统。】
# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Font Effects: 【字体效果】
#
# \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
# 【将字体改为fontname。如果你放了多个字体名用逗号分隔,
# 那么它将使用用户安装的第一个】
#
# \fs[n] - Change the font size to n. 【改变字体大小】
# \{ - Increase the font size by 8. 【字体大小增加8像素】
# \} - Decrease the font size by 8. 【字体大小减小8像素】
#
# \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.
#【将所绘制文本的颜色设置为窗框调色板的第n种颜色。0是正常颜色,16是系统颜色。】
#
# \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.
#【使用十六进制值将正在绘制的文本的颜色设置为任意颜色。
# 你可以设置每种颜色(红色,绿色,蓝色)到0-255(00-FF)的任何值。
# 必须使用十六进制值。如果需要,可以从00-FF中添加额外的十六进制值来更改alpha。】
#
# \bn - Turn bold on. Text drawn after this code will be bolded.
# /bf - Turn bold off.【字体加粗/字体取消加粗】
# \i - Turn italic on. Text drawn after this code will be italicized.
# /i - Turn italic off.【字体斜体/字体取消斜体】
# \o - Turn outline on.
# /o - Turn outline off. 【字体外轮廓/字体取消外轮廓】
# \s - Turn shadow on. Text drawn after this code will have a shadow.
# /s - Turn shadow off. 【字体阴影/字体取消阴影】
# \u - Turn underline on. Text drawn after this code will be underlined.
# /u - Turn underline off. 【字体加下划线/字体取消下划线/】
# \hl[n] - Turn highlight on. Text drawn after this code will be highlighted
# with colour n + 1 from the windowskin palette
# 【启用“高光”。在此代码之后绘制的文本将以WindowsSkin调色板中的n+1颜色突出显示】
# /hl OR \hl[0] - Turn highlight off. 【字体取消高光】
# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Message Control: 【消息控制:】
#
# \s[n] - Sets the message speed to wait n frames between drawing every letter.
# 0 is instant.
# 【将消息速度设置为在绘制每个字母之间等待n帧。0是瞬时。】
# \s[+n] - Sets the message speed to wait an additional n frames between drawing
# every letter.
# 【设置消息速度,以便在绘制每个字母之间增加等待n帧。】
# \s[-n] - Sets the message speed to wait n less frames between drawing every
# letter.
# 【将消息速度设置为在绘制每个字母之间减少等待n帧。】
# \. - Wait 15 frames before drawing the next character
# 【等15帧后再画下一个字符】
# \| - Wait 60 frames before drawing the next character
# 【等60帧后再画下一个字符】
# \w[n] - Wait n frames before drawing the next character
# 【在绘制下一个字符之前等待n帧】
# \! - Pause text and wait for player to press Enter
# 【暂停文本等待 按Enter键才取消 】
# \^ - Skip Pause; allows you to close a message window without requiring player
# input.
# 【跳过暂停;允许关闭信息窗口而不需要玩家另行输入指令。】
# \> - Show line fast. 【显示行快进】
# \< - Stop showing line fast. 【取消行快进】
# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Replacement Codes: 【替换代码】
#
# \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.
# 【画出在 第X个位置 的角色的名字。1是队伍领导,2是第二队员,以此类推。】
#
# \n[n] - Draw the name of the actor with ID n 【画出ID为 n 的的名字】
# \nn[n] - Draw the nickname of the actor with ID n. 【画出ID为n的角色的名字】
# \pid[n] - Draw the ID of the actor in the nth position in the party.
# 【画出队员第 n 位角的基础位置】
# \ac[n] - Draw the class name of the actor with ID n.【画出ID为 n 的的职业名称】
# \al[n] - Draw the level of the actor with ID n. 【画出ID为 n 的等级】
# \ni[n] - Draw the name of the item with ID n. 【画出ID为 n 的物品名称】
# \nw[n] - Draw the name of the weapon with ID n. 【画出ID为 n 的武器名称】
# \na[n] - Draw the name of the armor with ID n. 【画出ID为 n 的护具名称】
# \ns[n] - Draw the name of the skill with ID n. 【画出ID为 n 的特技名称】
# \nt[n] - Draw the name of the state with ID n. 【画出ID为 n 的状态名称】
# \nc[n] - Draw the name of the class with ID n. 【画出ID为 n 的职业名称】
# \ne[n] - Draw the name of the event with ID n on the current map.
# 【画出ID为 n 的事件名称】
# \nm[n] - Draw the name of the enemy with ID n. 【画出ID为 n 的敌人名称】
# \nv[n] - Draw the name of the variable with ID n.【画出ID为 n 的变数名称】
# \nsw[n] - Draw the name of the switch with ID n.【画出ID为 n 的开关名称】
# \nl[n] - Draw the name of the element with ID n. 【画出ID为 n 的属性名称】
# \nwt[n] - Draw the name of the weapon type with ID n.【画出ID为 n 的武器类别名称】
# \nat[n] - Draw the name of the armor type with ID n. 【画出ID为 n 的护甲类别名称】
# \nst[n] - Draw the name of the skill type with ID n. 【画出ID为 n 的特技类别名称】
# \np[n] - Draw the name of the actor in the nth position in the part .
# 【描写出队伍中第 n 个角色名称】
#
# \map - Draw the name of the map the player is currently on.
# 【绘制玩家行动体当前所在地图的名称】
#
# \map[n] - Draw the name of the map with ID n.
# 【绘制ID为n的地图的名称】
#
# \pg - Draws the amount of money the party has.【绘写队伍现有的金额】
# \g - Draws the unit of currency. 【绘制货币单位】
#
# \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
# 【会画出任何东西声乐方法如果是有效的方法调用,则返回。方法的合适值是:
# 等级,等级_a,hp,hp,mp,mp_a,tp,tp_a,战斗,逃跑,攻击,守卫,
# 物品,技能,装备,状态,队形,保存,游戏结束,武器,盔甲,钥匙项,
# 装备2,优化,清除,新游戏,继续,关闭,到游戏标题,取消,货币单位】
# \vocab[param, n] - Will draw the label for parameter with ID n.
# 【将 ID为n的参数 绘制标签。】
# 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.
# 【将 ID为n 的设备类型 绘制标签。】
# 0 => Weapon; 1 => Shield; 2 => Head; 3 => Body; 4 => Accessory
# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Other Effects: 【其它效果】
#
# \$ - Opens a window which shows the party's gold.
# 【打开了一个显示队伍所持金的窗口。】
# \lb - line break 【换行符】
# \i[n] - Draw icon with index n. 【用索引n 绘制小图标。】
# \ii[n] - Draw icon of the item with ID n. 【绘制 物品ID为n 的 小图标。】
# \iw[n] - Draw icon of the weapon with ID n. 【绘制 武器ID为n 的 小图标。】
# \ia[n] - Draw icon of the armor with ID n. 【绘制 护具ID为n 的 小图标。】
# \is[n] - Draw icon of the skill with ID n. 【绘制 特技ID为n 的 小图标。】
# \it[n] - Draw icon of the state with ID n. 【绘制 状态ID为n 的 小图标。】
# \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.
# 【只在ID为n的开关 打开时 才绘制文本。】
# \s!{n,text} - Will only draw text if the switch with ID n is OFF.
# 【仅在ID为n的开关 关闭时 才绘制文本。】
# \#{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:
# 【这将计算代码。所以,如果你知道sciping,
# 你可以把任何代码放在那里,它会画出它返回的任何东西。例如:】
# \#{$game_system.save_count}
# would draw the number of times the player has saved the current game.
# 【将绘制玩家保存当前游戏的次数。】
#==============================================================================
$imported = {} unless $imported
$imported[:ATS_SpecialMessageCodes] = true
#==============================================================================
# ** Game_ATS
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new public instance variables - message_speed; special_message_codes
#==============================================================================
class Game_ATS
CONFIG = {} unless $imported[:AdvancedTextSystem]
CONFIG[:special_message_codes] = {
special_message_codes: true,
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
# EDITABLE REGION 【可编辑区域】
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# :message_speed => x,
# Changing the value of x determines the default number of frames to
# wait between drawing letters in a message window. 0 is instant.
# 【更改x的值将确定在消息窗口中绘制字母之间等待的默认帧数。0是即时的。】
:message_speed => 1,
# :show_fast_speed => x
# Changing the value of x determines the number of frames to wait
# between drawing letters when the player is holding enter. 0 is
# instant
#【改变x的值决定了当玩家按住enter键时,在绘制字母之间等待的帧数。0是即时的】
:show_fast_speed => 0,
# Font Settings - Set the default settings for the font you are using here.
# 【 字体设置 - 设置您在这里使用的字体的默认设置。】
:font_name => Font.default_name, # String or Array of Strings
:font_size => Font.default_size, # Integer
:font_bold => Font.default_bold, # true or false
:font_italic => Font.default_italic, # true or false
:font_outline => Font.default_outline, # true or false
:font_shadow => Font.default_shadow, # true or false
:font_underline => false, # true or false
:font_highlight => -1, # Integer for colour of highlight
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# END EDITABLE REGION 【结束可编辑区域】
#////////////////////////////////////////////////////////////////////////
}
#--------------------------------------------------------------------------
# * Public Instance Variables 【公共实例变量】
#--------------------------------------------------------------------------
CONFIG[:special_message_codes].keys.each { |key| attr_accessor key }
end
#==============================================================================
# Initialize Common ATS Data if no other ATS script interpreted first
# 如果未首先解译其他ATS脚本,则初始化公共ATS数据
#==============================================================================
if !$imported[:AdvancedTextSystem]
#============================================================================
# *** DataManager 【数据库控制模块】
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes: 【变更摘要:】
# aliased method -
# create_game_objects;
# make_save_contents;
# extract_save_contents
#============================================================================
module DataManager
class << self
#--------------------------------------------------------------------------
# * Create Game Objects
#--------------------------------------------------------------------------
alias modb_ats_crtgmobj_6yh7 create_game_objects
def create_game_objects(*args, &block)
modb_ats_crtgmobj_6yh7(*args, &block)
$game_ats = Game_ATS.new
$game_ats.init_new_installs
end
#--------------------------------------------------------------------------
# * Make Save Contents
#--------------------------------------------------------------------------
alias mlba_ats_mksave_5tg9 make_save_contents
def make_save_contents(*args, &block)
contents = mlba_ats_mksave_5tg9(*args, &block)
contents[:ats] = $game_ats
contents
end
#--------------------------------------------------------------------------
# * Extract Save Contents
#--------------------------------------------------------------------------
alias ma_ats_extrcsvcon_8uj2 extract_save_contents
def extract_save_contents(contents, *args, &block)
ma_ats_extrcsvcon_8uj2(contents, *args, &block)
$game_ats = contents[:ats] ? contents[:ats] : Game_ATS.new
$game_ats.init_new_installs
end
end
end
#============================================================================
# ** Game_ATS
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This class holds the default data for all scripts in the ATS series
# 【这个类保存ATS系列中所有脚本的默认数据】
#============================================================================
class Game_ATS
def initialize; reset; end
#--------------------------------------------------------------------------
# * Reset any or all installed ATS scripts 【重置任何或所有已安装的ATS脚本】
#--------------------------------------------------------------------------
def reset(script_name = nil)
if script_name.is_a? (Symbol) # If script to reset specified
CONFIG[script_name].each_pair { |key, value|
self.send("#{key}=".to_sym, value)
$game_message.send("#{key}=".to_sym, value)
}
else # Reset all ATS scripts
CONFIG.keys.each { |script| reset(script) }
end
end
#--------------------------------------------------------------------------
# * Initialize any newly installed ATS scripts 【初始化任何新安装的ATS脚本】
#--------------------------------------------------------------------------
def init_new_installs
CONFIG.keys.each { |script| reset(script) unless self.send(script) }
end
end
#============================================================================
# ** Game_Message
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes: 【变更摘要:】
# aliased method - clear
#============================================================================
class Game_Message
#--------------------------------------------------------------------------
# * Clear
#--------------------------------------------------------------------------
alias mlb_ats_clrats_5tv1 clear
def clear(*args, &block)
mlb_ats_clrats_5tv1(*args, &block) # Run Original Method
return if !$game_ats
Game_ATS::CONFIG.values.each { |installed|
installed.keys.each { |key| self.send("#{key}=".to_sym, $game_ats.send(key)) }
}
end
end
#============================================================================
# ** Game_Interpreter
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes: 【变更摘要:】
# new methods - ats_all; ats_next
#============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# * ATS All
#--------------------------------------------------------------------------
def ats_all(sym, *args, &block)
$game_ats.send("#{sym}=".to_sym, *args, &block)
ats_next(sym, *args, &block)
end
#--------------------------------------------------------------------------
# * ATS Next
#--------------------------------------------------------------------------
def ats_next(sym, *args, &block)
$game_message.send("#{sym}=".to_sym, *args, &block)
end
end
end
$imported[:AdvancedTextSystem] = true
class Game_Message
Game_ATS::CONFIG[:special_message_codes].keys.each { |key| attr_accessor key }
end
#==============================================================================
# ** Game_Event
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes: 【变更摘要:】
# new method - name
#==============================================================================
class Game_Event
def name
return @event ? @event.name : ""
end
end
#==============================================================================
# ** Window_Base
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes: 【变更摘要:】
# aliased methods -
# initialize;
# convert_escape_characters;
# calc_line_height;
# process_escape_character;
# process_normal_character
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# * Object Initialization 【对象初始化】
#--------------------------------------------------------------------------
alias mlgb_atssmc_init_3do9 initialize
def initialize(*args, &block)
mlgb_atssmc_init_3do9(*args, &block) # Run Original Method 【运行原始方法】
@underline = false
@highlight = -1
end
#--------------------------------------------------------------------------
# * Convert Escape Characters 【转换转义字符】
#--------------------------------------------------------------------------
alias ma_atssmc_convesc_4rc1 convert_escape_characters
def convert_escape_characters(text, *args, &block)
result = ma_atssmc_convesc_4rc1(text, *args, &block) # Run Original Method 【运行原始方法】
# Party
result.gsub!(/\ePID\[(\d+)\]/i) { $1.to_i >= 1 ? $game_party.members[$1.to_i - 1].id.to_s : "1" }
result.gsub!(/\ePG/i) { $game_party.gold }
# Message Speed
result.gsub!(/\eS\[([\+-]?\d+)\]/i) { "\eMS\[#{$1}\]" }
result.gsub!(/\e%/) { "\eDS%"}
# Hex Colour
result.gsub!(/\eC\[#/i) { "\eHC[" }
# Icons
result.gsub!(/\eII\[(\d+)\]/i) { "\eI\[#{$data_items[$1.to_i].icon_index}\]" rescue "" }
result.gsub!(/\eIW\[(\d+)\]/i) { "\eI\[#{$data_weapons[$1.to_i].icon_index}\]" rescue "" }
result.gsub!(/\eIA\[(\d+)\]/i) { "\eI\[#{$data_armors[$1.to_i].icon_index}\]" rescue "" }
result.gsub!(/\eIS\[(\d+)\]/i) { "\eI\[#{$data_skills[$1.to_i].icon_index}\]" rescue "" }
result.gsub!(/\eIT\[(\d+)\]/i) { "\eI\[#{$data_states[$1.to_i].icon_index}\]" rescue "" }
# Actor Stats
result.gsub!(/\eAC\[(\d+)\]/i) { $data_classes[$game_actors[$1.to_i].class_id].name }
result.gsub!(/\eAL\[(\d+)\]/i) { $game_actors[$1.to_i].level.to_s }
# Names
result.gsub!(/\eMAP\[(\d+)\]/i) { load_data(sprintf("Data/Map%03d.rvdata2", $1.to_i)).display_name rescue "" }
result.gsub!(/\eMAP/i) { $game_map.display_name rescue "" }
result.gsub!(/\eNP\[(\d+)\]/i) { $game_party.members[$1.to_i].name rescue "" }
result.gsub!(/\eNE\[(\d+)\]/i) { $game_map.events[$1.to_i].name rescue "" }
result.gsub!(/\eNN\[(\d+)\]/i) { $game_actors[$1.to_i].nickname rescue "" }
result.gsub!(/\eNI\[(\d+)\]/i) { $data_items[$1.to_i].name rescue "" }
result.gsub!(/\eNW\[(\d+)\]/i) { $data_weapons[$1.to_i].name rescue "" }
result.gsub!(/\eNA\[(\d+)\]/i) { $data_armors[$1.to_i].name rescue "" }
result.gsub!(/\eNS\[(\d+)\]/i) { $data_skills[$1.to_i].name rescue "" }
result.gsub!(/\eNT\[(\d+)\]/i) { $data_states[$1.to_i].name rescue "" }
result.gsub!(/\eNM\[(\d+)\]/i) { $data_enemies[$1.to_i].name rescue "" }
result.gsub!(/\eNC\[(\d+)\]/i) { $data_classes[$1.to_i].name rescue "" }
result.gsub!(/\eNV\[(\d+)\]/i) { $data_system.variables[$1.to_i] }
result.gsub!(/\eNSW\[(\d+)\]/i) { $data_system.switches[$1.to_i] }
result.gsub!(/\eNWT\[(\d+)\]/i) { $data_system.weapon_types[$1.to_i] }
result.gsub!(/\eNAT\[(\d+)\]/i) { $data_system.armor_types[$1.to_i] }
result.gsub!(/\eNST\[(\d+)\]/i) { $data_system.skill_types[$1.to_i] }
result.gsub!(/\eNL\[(\d+)\]/i) { $data_system.elements[$1.to_i] }
# Vocab
result.gsub!(/\eVOCAB\[(\w+),\s*(\d+)\s*\]/i) { Vocab.send($1.downcase, $2.to_i) rescue "" }
result.gsub!(/\eVOCAB\[(\w+)\]/i) { Vocab.send($1.downcase) rescue "" }
# Font Settings
result.gsub!(/\eBN/i) { "\eFE[0]" } # Bold On
result.gsub!(/\/BF/i) { "\eFE[1]" } # Bold Off
result.gsub!(/\eI([^\[])/i) { "\eFE[2]#{$1}" } # Italics On
result.gsub!(/\/I/i) { "\eFE[3]" } # Italics Off
result.gsub!(/\eO/i) { "\eFE[4]" } # Outline On
result.gsub!(/\/O/i) { "\eFE[5]" } # Outline Off
result.gsub!(/\eS([^\[!])/i) { "\eFE[6]#{$1}" } # Shadow On
result.gsub!(/\/S/i) { "\eFE[7]" } # Shadow Off
result.gsub!(/\eU/i) { "\eFE[8]" } # Underline On
result.gsub!(/\/U/i) { "\e\FE[9]" } # Underline Off
result.gsub!(/\eHL\[(\d+)\]/i) { "\eHL[#{$1.to_i}]" } # Highlight On: custom colour
result.gsub!(/\eHL([^\[])/i) { "\eHL[17]#{$1}" }# Highlight On: system colour
result.gsub!(/\/HL/i) { "\eHL[0]" } # Hightlight Off
result.gsub!(/\/FN/i) { "\eFN[]" } # Default Font
result.gsub!(/\/FS/i) { "\eFS[#{Font.default_size}]" } # Default Font
# Conditional Text
result.gsub!(/\eS\[(\d+)[,;:](.+?)\]/mi) { $game_switches[$1.to_i] ? $2 : "" }
result.gsub!(/\eS!\[(\d+)[,;:](.+?)\]/mi) { $game_switches[$1.to_i] ? "" : $2 }
result.gsub!(/\eS\{(\d+)[,;:](.+?)\}/mi) { $game_switches[$1.to_i] ? $2 : "" }
result.gsub!(/\eS!\{(\d+)[,;:](.+?)\}/mi) { $game_switches[$1.to_i] ? "" : $2 }
# Evaluation
result.gsub!(/\e#\{(.+?)\}/im) { (eval($1)).to_s rescue "" }
# Do resubstitutions if requested 【如有要求,进行更换】
if result.sub!(/\eRESUB/i, "") != nil
result = convert_escape_characters(result, *args, &block)
end
result.gsub!(/\eLB/i, "\n") # Line Break 【换行】
result # Return result
end
#--------------------------------------------------------------------------
# * Calculate Line Height 【计算线条高度】
#--------------------------------------------------------------------------
alias ma_atssmc_clclnhght_3ek9 calc_line_height
def calc_line_height(text, *args, &block)
res = ma_atssmc_clclnhght_3ek9(text, *args, &block) # Run Original Method
text.slice(/^.*$/).scan(/\eFS\[(\d+)\]/i) { |num| res = [res, num[0].to_i].max }
res
end
#--------------------------------------------------------------------------
# * Process Normal Character 【处理正常字符】
#--------------------------------------------------------------------------
alias mlra_atssmc_procnorm_5fg2 process_normal_character
def process_normal_character(c, pos, *args, &block)
draw_highlight_underline(c, pos) if @underline || @highlight
mlra_atssmc_procnorm_5fg2(c, pos, *args, &block) # Run Original Method
end
#--------------------------------------------------------------------------
# * Process Escape Character 【处理转义字符】
#--------------------------------------------------------------------------
alias ma_atssmc_procesc_7gv1 process_escape_character
def process_escape_character(code, text, pos, *args, &block)
case code.upcase
when 'X' then pos[:x] = obtain_escape_param(text)
when 'HC' # Hex Colour
hex = text.slice!(/^\[([ABCDEF\d]+)\]/i)
rgb = $1.scan(/../).map { |hex| hex.to_i(16) }
change_color(Color.new(*rgb)) if rgb.size.between?(3,4)
when 'FE' # Font Settings
param = obtain_escape_param(text)
case param / 2
when 0 then contents.font.bold = ((param % 2) == 0) # Bold
when 1 then contents.font.italic = ((param % 2) == 0) # Italic
when 2 then contents.font.outline = ((param % 2) == 0) # Outline
when 3 then contents.font.shadow = ((param % 2) == 0) # Shadow
when 4 then @underline = ((param % 2) == 0) # Underline
end
when 'HL' then @highlight = obtain_escape_param(text) - 1 # Highlight
when 'FN' # Font Name
text.slice!(/^\[(.*?\])/)
param = $1
if param.nil? || param == ']'
contents.font.name = Font.default_name
else
ary = []
while param.slice!(/\s*(.+?)\s*[,;:\]]/) != nil do ary.push($1) end
contents.font.name = ary
end
when 'FS' # Font Size
text.slice!(/^\[(\d+)\]/)
contents.font.size = [[$1.to_i, 16].max, 64].min
else
ma_atssmc_procesc_7gv1(code, text, pos, *args, &block) # Run Original Method
end
end
#--------------------------------------------------------------------------~
# * Draw Highlighting and Underlining 【绘制突出显示和下划线】
#--------------------------------------------------------------------------~
def draw_highlight_underline(c, pos)
text_width = text_size(c).width
y_space = (pos[:height] - contents.font.size) / 2
if @underline # Underlining 【下划线】
y = pos[:y] + pos[:height]
y -= [2, y_space].max
contents.fill_rect(pos[:x], y, text_width, 2, contents.font.color)
end
if @highlight >= 0 # Highlighting 【突出显示】
y = pos[:y]
y += y_space - 1 if y_space > 0
text_height = [contents.font.size + 2, pos[:height]].min
colour = text_color(@highlight)
colour.alpha = 128 if colour.alpha > 128
contents.fill_rect(pos[:x], y, text_width, text_height, colour)
end
end
end
#===============================================================================
# ** Window_Message
#+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes: 【变更摘要:】
# aliased method -
# clear_instance_variables;
# process_escape_character;
# update_show_fast;
# wait_for_one_character
# overwritten super method - reset_font_settings
#===============================================================================
class Window_Message
#--------------------------------------------------------------------------~
# * Clear Instance Variables 【清除实例变量】
#--------------------------------------------------------------------------~
alias ma_atssmc_clrinsvar_3dq9 clear_instance_variables
def clear_instance_variables(*args, &block)
ma_atssmc_clrinsvar_3dq9(*args, &block) # Run Original Method
@skip_disabled = false
end
#--------------------------------------------------------------------------~
# * Reset Font Settings 【重置字体设置】
#--------------------------------------------------------------------------~
def reset_font_settings(*args, &block)
change_color(normal_color)
contents.font.name = $game_message.font_name
contents.font.size = $game_message.font_size
contents.font.bold = $game_message.font_bold
contents.font.italic = $game_message.font_italic
contents.font.outline = $game_message.font_outline
contents.font.shadow = $game_message.font_shadow
@underline = $game_message.font_underline
@highlight = $game_message.font_highlight
end
#--------------------------------------------------------------------------~
# * Process Escape Character 【处理转义字符】
#--------------------------------------------------------------------------~
alias mnaa_atssmc_escchar_3dr9 process_escape_character
def process_escape_character(code, text, pos, *args, &block)
case code.upcase
when 'MS' # Set Message Speed
if !text[/^\[([+-])/].nil?
text.sub!(/^\[([\+-])/, '[' )
sign = $1
else
sign = ""
end
param = obtain_escape_param(text)
sign.empty? ? $game_message.message_speed = param : $game_message.message_speed += "#{sign}#{param}".to_i
when 'DS'
text.slice!(/^%/) # Delete buffer to ensure code isn't overextended
@skip_disabled = !@skip_disabled
when 'W' then wait(obtain_escape_param(text))
else
mnaa_atssmc_escchar_3dr9(code, text, pos, *args, &block) # Run Original Method
end
end
#--------------------------------------------------------------------------~
# * Update Show Fast 【快速更新显示】
#--------------------------------------------------------------------------~
alias mlg_atssmc_updshwfast_7yb1 update_show_fast
def update_show_fast(*args, &block)
mlg_atssmc_updshwfast_7yb1(*args, &block)
if $game_message.message_speed < 1
@show_fast = true
elsif @skip_disabled
@show_fast = false
elsif $game_message.show_fast_speed > 0
@show_fast = Input.press?(:C)
end
end
#--------------------------------------------------------------------------~
# * Wait for One Character 【等待一个字符】
#--------------------------------------------------------------------------~
alias mdrnl_smcats_waitonechar_5rf1 wait_for_one_character
def wait_for_one_character(*args, &block)
mdrnl_smcats_waitonechar_5rf1(*args, &block) # Run Original Method
if (@show_fast || @line_show_fast) && $game_message.show_fast_speed > 0
wait($game_message.show_fast_speed)
elsif $game_message.message_speed > 1
wait($game_message.message_speed - 1)
end
end
end