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本帖最后由 冰舞蝶恋 于 2010-9-26 12:37 编辑
- #===============================================================================
- #
- # Yanfly Engine Melody - Custom Message Melody
- # Last Date Updated: 2010.05.22
- # Level: Easy, Normal, Hard, Lunatic
- #
- # The message system by itself is fine and easy to accept as it is. However, it
- # wouldn't hurt to have it do a few more features. This script will allow your
- # message boxes to perform extra functions such as drawing icons, using an
- # external choice window, and using Lunatic shortcuts.
- #
- # Custom Message Melody will also separate the in-game font from the message
- # window font. This way, fancier-looking fonts can be used for dialogue while
- # more systematically appropriate fonts can be used for in-game material.
- #
- # This is by no means a complex message system like Modern Algebra's ATS or
- # Woratana's Neo Message System. If you want a message system with a lot of
- # features, I highly recommend that you take a look at those. This message
- # system here will supply the most basic functions and needs without adding
- # too many extra features.
- #===============================================================================
- # Updates
- # -----------------------------------------------------------------------------
- # o 2010.05.22 - Converted to Yanfly Engine Melody.
- #===============================================================================
- # Instructions
- # -----------------------------------------------------------------------------
- # To install this script, open up your script editor and copy/paste this script
- # to an open slot below ▼ Materials but above ▼ Main. Remember to save.
- #
- # -----------------------------------------------------------------------------
- # Message Window REGEXP Codes - These go inside of your message window.
- # -----------------------------------------------------------------------------
- # Code: Effect:
- # \v[x] Writes variable x's value.
- # \n[x] Writes actor x's name.
- # \c[x] Changes the colour of the text to x.
- # \g Displays the 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.
- #
- # \f[x] Draws actor ID x's face in the window.
- # \w[x] Waits x frames (60 frames = 1 second).
- #
- # \nb[x] Creates a name window with x. Left side.
- # \nbl[x] Creates a name window with x. Locks the namebox. Left side.
- # \nbu[x] Creates a name window with x. Unlocks the namebox. Left side.
- # \rnb[x] Creates a name window with x. Right side.
- # \rnbl[x] Creates a name window with x. Locks the namebox. Right side.
- # \rnbu[x] Creates a name window with x. Unlocks the namebox. Right side.
- # \nbu Closes name window. Unlocks the namebox.
- #
- # \fn[x] Changes the font name to x. Set to 0 to reset font name.
- # \fs[x] Changes the font size to x. Set to 0 to reset font size.
- # \fb Changes the font to bold and back.
- # \fi Changes the font to italic
- # \fh Changes the font to shadowed and back.
- #
- # \ac[x] Writes actor x's class name.
- # \as[x] Writes actor x's subclass name. Requires JP Classes.
- # \ax[x] Writes actor x's combination class name. Requires JP Classes.
- # \af[x] Replaces face with actor x's face.
- # \af[x:y] Replaces face with actor x's face name but uses expression y.
- #
- # \pn[x] Writes ally's name in party slot x.
- # \pc[x] Writes ally's class name in party slot x.
- # \ps[x] Writes ally's subclass name in party slot x.
- # \px[x] Writes ally's combination class name in party slot x.
- # \pf[x] Replaces face with ally's face in party slot x.
- # \pf[x:y] Replaces face with ally's face name but uses expression y.
- #
- # \nc[x] Writes class ID x's name.
- # \ni[x] Writes item ID x's name.
- # \nw[x] Writes weapon ID x's name.
- # \na[x] Writes armour ID x's name.
- # \ns[x] Writes skill ID x's name.
- # \nt[x] Writes state ID x's name.
- #
- # \i[x] Draws icon ID x into the message window.
- # \ii[x] Writes item ID x's name with icon included.
- # \iw[x] Writes weapon ID x's name with icon included.
- # \ia[x] Writes armour ID x's name with icon included.
- # \is[x] Writes skill ID x's name with icon included.
- # \it[x] Writes state ID x's name with icon included.
- #
- #===============================================================================
- $imported = {} if $imported == nil
- $imported["CustomMessageMelody"] = true
- module YEM
- module MESSAGE
-
- #===========================================================================
- # Sectio I. Basic Settings
- # --------------------------------------------------------------------------
- # The following below will adjust the basic settings and that will affect
- # the majority of the script.
- #===========================================================================
-
- # This adjusts the pixel width given to your icons so they won't throw
- # certain monospaced fonts out of alignment.
- ICON_WIDTH = 24
-
- # This adjusts how many rows are shown on screen. If it's 0 or under, a
- # maximum of 4 rows will be shown. If it's above, it will show that many
- # rows and texts following it immediately after will also display that many
- # extra rows.
- ROW_VARIABLE = 82
-
- # This adjusts how wide the message window will be in pixels. The window
- # will automatically center itself to the new width.
- WIDTH_VARIABLE = 83
-
- # 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 = Input::A # Input::A is the shift button on keyboard.
-
- #===========================================================================
- # Section II. 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.
- #===========================================================================
-
- # This determines where you would like the namebox window to appear relative
- # to the message window. Adjust the following accordingly.
- NAME_WINDOW_X = -20 # Adjusts X position offset from Message Window.
- NAME_WINDOW_Y = 40 # Adjusts Y position offset from Message Window.
- NAME_WINDOW_W = 20 # Adjusts extra width added to the Name Window.
- NAME_WINDOW_H = 40 # Adjusts the height of the Name Window.
- NAME_COLOUR = 6 # Default colour used for name box.
-
- # The following lets you adjust whether or not you would like to see the
- # back of the name window.
- NAME_WINDOW_SHOW_BACK = true
-
- #===========================================================================
- # Section III. Choice Settings
- # --------------------------------------------------------------------------
- # There are now different ways to display choices now. One is the default
- # method, another is through a choice window. Adjust the settings properly.
- # To change the type of choice window shown, adjust the choice variable
- # during the game.
- # Var: Type:
- # 0 Normal
- # 1 Outside window without a face. In the center of the screen.
- # 2 Outside window without a face. Right side of the screen.
- # 3 Outside window without a face. Left side of the screen.
- # 4 Outside window with a face. In the center of the screen.
- # 5 Outside window with a face. Right side of the screen.
- # 6 Outside window with a face. Left side of the screen.
- #===========================================================================
-
- # This is the indent used for choices when used through the regular method.
- # Otherwise, inside of the choice window, there will be no indent.
- CHOICE_INDENT = "\x06 \x07"
-
- # These variables adjust the type of choice window displayed and which
- # actor's face graphic to be displayed inside of the choice variable.
- CHOICE_VARIABLE = 84
- FACE_VARIABLE = 85
-
- CHOICE_WINDOW_X = 100 # The X offset for the choice window.
- CHOICE_WINDOW_Y = 0 # The Y offset for the choice window.
- CHOICE_WINDOW_W = 60 # Minimum size for the choice width.
- CHOICE_WINDOW_E = 20 # Extra width added to each side of an option.
-
- #===========================================================================
- # Section IV. Sound Settings
- # --------------------------------------------------------------------------
- # When text is being played out on the screen by a message. This can be
- # changed in game through the following script calls:
- # $game_message.text_sound = "name" Filename of sound to be played.
- # $game_message.text_volume = 60 Volume of sound to be played.
- # $game_message.text_pitch = 100 Pitch of sound to be played.
- #===========================================================================
-
- # This adjusts the default sound that's played when text appears. If you
- # don't want to use this feature, just set this value to nil.
- SOUND_DEFAULT = "Cursor"
-
- # The sound pitch varies each time it's played by this amount. This is so
- # that the sound doesn't become monotonous and actually offers variability.
- # Set this value to 0 if you don't want any changes.
- SOUND_PITCH_OFFSET = 3
-
- #===========================================================================
- # Section V. Message Window-Only Font
- # --------------------------------------------------------------------------
- # Custom Message Melody will also separate the in-game font from the message
- # window font. This way, fancier-looking fonts can be used for dialogue
- # while more systematically appropriate fonts can be used for game material.
- #===========================================================================
-
- # 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 = ["Verdana", "Arial", "Courier New"]
-
- end # MESSAGE
- end # YEM
- #===============================================================================
- # Lunatic Mode - Custom Message System
- #===============================================================================
- #
- # This portion is for those who know how to script and would like to use various
- # tags to produce easy Lunatic Mode shortcuts.
- #
- # \X[x] or \X[x:y] or \X[x:y:z]
- # These let you create your own custom tags. If you use the first tag, there is
- # one case for the "custom_convert" definition to return. If you use the second
- # tag, there will be two cases for you to select from. And likewise, if there's
- # three tags, then the z case will also be taken into account of.
- #
- #===============================================================================
- class Window_Message < Window_Selectable
-
- #--------------------------------------------------------------------------
- # new method: self.custom_convert
- #--------------------------------------------------------------------------
- def self.custom_convert(x_case, y_case = 0, z_case = 0)
- text = ""
- case x_case
- #----------------------------------------------------------------------
- # Start editting here.
- #----------------------------------------------------------------------
- when 1 # Show the full name of the actor.
- case y_case # This is the extra case for the actor.
- when 1
- text = "\\n[1] von Xiguel"
- when 2
- text = "Michelle \\n[2]"
- when 3
- text = "\\n[3] Manfred"
- when 4
- text = "\\n[4] Fernaeus"
- end
-
- when 2 # Show how much gold the party has.
- text = $game_party.gold
-
- when 3 # Show party's max level
- text = $game_party.max_level
-
- #----------------------------------------------------------------------
- # Stop editting past this point.
- #----------------------------------------------------------------------
- end
- return text
- end
-
- end # Window_Message
- #===============================================================================
- # Editting anything past this point may potentially result in causing computer
- # damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
- # Therefore, edit at your own risk.
- #===============================================================================
- #===============================================================================
- # Game_Message
- #===============================================================================
- class Game_Message
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :text_sound
- attr_accessor :text_volume
- attr_accessor :text_pitch
- attr_accessor :choice_text
-
- #--------------------------------------------------------------------------
- # alias method: initialize
- #--------------------------------------------------------------------------
- alias initialize_cms initialize unless $@
- def initialize
- @text_sound = YEM::MESSAGE::SOUND_DEFAULT
- @text_volume = 60
- @text_pitch = 100
- initialize_cms
- end
-
- #--------------------------------------------------------------------------
- # alias method: clear
- #--------------------------------------------------------------------------
- alias clear_cms clear unless $@
- def clear
- @choice_text = []
- clear_cms
- end
-
- end # Game_Message
- #===============================================================================
- # Game_Interpreter
- #===============================================================================
- class Game_Interpreter
-
- #--------------------------------------------------------------------------
- # overwrite method: command_101 (Show Text)
- #--------------------------------------------------------------------------
- def command_101
- unless $game_message.busy
- $game_message.face_name = @params[0]
- $game_message.face_index = @params[1]
- $game_message.background = @params[2]
- $game_message.position = @params[3]
- flow = true
- loop {
- if @list[@index].code == 101 and meet_stringing_conditions and flow
- @index += 1
- else
- break
- end
- flow = @row_check
- while @list[@index].code == 401 and meet_stringing_conditions
- $game_message.texts.push(@list[@index].parameters[0])
- @index += 1
- end }
- if @list[@index].code == 102 # Show choices
- setup_choices(@list[@index].parameters)
- elsif @list[@index].code == 103 # Number input processing
- setup_num_input(@list[@index].parameters)
- end
- set_message_waiting # Set to message wait state
- end
- return false
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: setup_choices
- #--------------------------------------------------------------------------
- def setup_choices(params)
- var = $game_variables[YEM::MESSAGE::ROW_VARIABLE]
- rows = (var <= 0) ? 4 : var
- return unless $game_message.texts.size <= rows - params[0].size or
- $game_variables[YEM::MESSAGE::CHOICE_VARIABLE] > 0
- $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
-
- #--------------------------------------------------------------------------
- # new method: meet_stringing_conditions
- #--------------------------------------------------------------------------
- def meet_stringing_conditions
- var = $game_variables[YEM::MESSAGE::ROW_VARIABLE]
- rows = (var <= 0) ? 4 : var
- @row_check = (rows > 4) ? true : false
- return true if rows > $game_message.texts.size
- return false
- end
-
- end # Game_Interpreter
- #===============================================================================
- # Window_Message
- #===============================================================================
- class Window_Message < Window_Selectable
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :position
-
- #--------------------------------------------------------------------------
- # alias method: initialize
- #--------------------------------------------------------------------------
- alias initialize_cms initialize unless $@
- def initialize
- initialize_cms
- var = $game_variables[YEM::MESSAGE::ROW_VARIABLE]
- @max_rows = (var <= 0) ? 4 : var
- nheight = YEM::MESSAGE::NAME_WINDOW_H
- @choice_window = Window_MessageChoice.new(self)
- @name_window = Window_Base.new(YEM::MESSAGE::NAME_WINDOW_X, 0, 100, nheight)
- @name_text = Window_Base.new(YEM::MESSAGE::NAME_WINDOW_X, 0, 100, 56)
- @name_window.openness = 0
- @name_text.openness = 0
- @name_text.opacity = 0
- @name_window.z = self.z + 1
- @name_text.z = @name_window.z + 1
- @name_window_lock = false
- end
-
- #--------------------------------------------------------------------------
- # alias method: dispose
- #--------------------------------------------------------------------------
- alias dispose_cms dispose unless $@
- def dispose
- dispose_cms
- @name_window.dispose if @name_window != nil
- @name_text.dispose if @name_text != nil
- @choice_window.dispose if @choice_window != nil
- end
-
- #--------------------------------------------------------------------------
- # new method: close
- #--------------------------------------------------------------------------
- def close
- super
- @choice_window.close
- @name_window.close
- @name_text.close
- @name_window_lock = false
- end
-
- #--------------------------------------------------------------------------
- # alias method: update
- #--------------------------------------------------------------------------
- alias update_cms update unless $@
- def update
- @name_window.update
- @name_text.update
- @choice_window.update
- update_cms
- end
-
- #--------------------------------------------------------------------------
- # new method: refresh_size
- #--------------------------------------------------------------------------
- def refresh_size
- var = $game_variables[YEM::MESSAGE::ROW_VARIABLE]
- $game_variables[YEM::MESSAGE::ROW_VARIABLE] = 4 if var <= 0
- @max_rows = (var <= 0) ? 4 : var
- calc_height = @max_rows * 24 + 32
- $game_variables[YEM::MESSAGE::WIDTH_VARIABLE] = Graphics.width if
- $game_variables[YEM::MESSAGE::WIDTH_VARIABLE] <= 0
- widthvar = [$game_variables[YEM::MESSAGE::WIDTH_VARIABLE], 32].max
- $game_variables[YEM::MESSAGE::WIDTH_VARIABLE] = [widthvar, 32].max
- if (self.height != calc_height) or (widthvar != self.width)
- self.height = calc_height
- self.width = [widthvar, Graphics.width].min
- self.x = (Graphics.width - self.width) / 2
- create_contents
- end
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: reset_window
- #--------------------------------------------------------------------------
- def reset_window
- var = $game_variables[YEM::MESSAGE::ROW_VARIABLE]
- wheight = var <= 0 ? 4 * 24 + 32 : var * 24 + 32
- @background = $game_message.background
- @position = $game_message.position
- self.opacity = (@background == 0) ? 255 : 0
- case @position
- when 0 # Top
- self.y = 0
- @gold_window.y = 360
- when 1 # Middle
- self.y = (Graphics.height - wheight) / 2
- @gold_window.y = 0
- when 2 # Bottom
- self.y = (Graphics.height - wheight)
- @gold_window.y = 0
- end
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: input_pause
- #--------------------------------------------------------------------------
- def input_pause
- if Input.trigger?(Input::B) or Input.trigger?(Input::C) or
- Input.press?(YEM::MESSAGE::TEXT_SKIP)
- self.pause = false
- if @text != nil and not @text.empty?
- new_page if @line_count >= MAX_LINE
- else
- terminate_message
- end
- end
- end
-
- #--------------------------------------------------------------------------
- # called method: actor_face_art
- #--------------------------------------------------------------------------
- def self.actor_face_art(value)
- if value == 0 and $game_party.members[0] != nil
- $game_message.face_name = $game_party.members[0].face_name
- $game_message.face_index = $game_party.members[0].face_index
- elsif $game_actors[value] != nil
- $game_message.face_name = $game_actors[value].face_name
- $game_message.face_index = $game_actors[value].face_index
- end
- return ""
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: start_message
- #--------------------------------------------------------------------------
- def start_message
- refresh_size
- @text = ""
- choice_type = $game_variables[YEM::MESSAGE::CHOICE_VARIABLE]
- for i in 0...$game_message.texts.size
- if choice_type > 0 and i >= $game_message.choice_start
- $game_message.choice_text += [$game_message.texts[i].clone]
- else
- @text += YEM::MESSAGE::CHOICE_INDENT if i >= $game_message.choice_start
- @text += $game_message.texts[i].clone + "\x00"
- end
- end
- @item_max = $game_message.choice_max
- convert_special_characters
- reset_window
- new_page
- end
-
- #--------------------------------------------------------------------------
- # alias method: new_page
- #--------------------------------------------------------------------------
- alias new_page_cms new_page unless $@
- def new_page
- new_page_cms
- @name_window.update_windowskin if $imported["SystemGameOptions"]
- self.contents.font.name = YEM::MESSAGE::MESSAGE_WINDOW_FONT
- self.contents.font.size = Font.default_size
- self.contents.font.bold = Font.default_bold
- self.contents.font.italic = Font.default_italic
- self.contents.font.shadow = Font.default_shadow
- end
-
- #--------------------------------------------------------------------------
- # combination_class
- #--------------------------------------------------------------------------
- def combination_class(actor)
- return "" if actor == nil
- class1 = actor.class.name
- return class1 unless $imported["JobSystemClasses"]
- return class1 if actor.subclass == nil
- class2 = actor.subclass.name
- text = sprintf("%s/%s", class1, class2)
- text = YEM::JOB::COMBINATION_NAMES[text]
- return text
- end
-
- #--------------------------------------------------------------------------
- # refresh_name_box
- #--------------------------------------------------------------------------
- def refresh_name_box(name, side = 0)
- return if $game_temp.in_battle
- font_colour = YEM::MESSAGE::NAME_COLOUR
- font_name = Font.default_name
- font_size = Font.default_size
- font_bold = Font.default_bold
- font_italic = Font.default_italic
- font_shadow = Font.default_shadow
- icon = 0
- name_width = 0
- #---Convert Special Characters
- name = name.gsub(/\x01\{(\d+)\}/i) {
- font_colour = $1.to_i; ""}
- name = name.gsub(/\x09\{(\d+)\}/i) {""}
- name = name.gsub(/\x10\{(\d+)\}/i) {
- icon = $1.to_i; name_width += YEM::MESSAGE::ICON_WIDTH; ""}
- name = name.gsub(/\x11\{(\d+)\}/i) {
- font_size = $1.to_i; ""}
- name = name.gsub(/\x12\{(.*?)\}/i) {
- font_name = $1.to_s; ""}
- name = name.gsub(/\x13/i) {
- font_bold = true; ""}
- name = name.gsub(/\x14/i) {
- font_italic = true; ""}
- name = name.gsub(/\x15/i) {
- font_shadow = true; ""}
- #---Convert Special Characters
- @name_text.contents.font.name = YEM::MESSAGE::MESSAGE_WINDOW_FONT
- @name_text.contents.font.size = font_size
- @name_text.contents.font.bold = font_bold
- @name_text.contents.font.italic = font_italic
- @name_text.contents.font.shadow = font_shadow
- name_width += @name_text.contents.text_size(name).width
- name_width += YEM::MESSAGE::NAME_WINDOW_W
- @name_window.width = [name_width + 40, Graphics.width].min
- @name_text.width = @name_window.width
- var = $game_variables[YEM::MESSAGE::ROW_VARIABLE]
- wheight = var <= 0 ? 4 * 24 + 32 : var * 24 + 32
- position = $game_message.position
- case position
- when 0
- @name_window.y = self.height - YEM::MESSAGE::NAME_WINDOW_H
- @name_window.y += YEM::MESSAGE::NAME_WINDOW_Y
- when 1
- @name_window.y = (Graphics.height - wheight) / 2
- @name_window.y -= YEM::MESSAGE::NAME_WINDOW_Y
- when 2
- @name_window.y = (Graphics.height - wheight)
- @name_window.y -= YEM::MESSAGE::NAME_WINDOW_Y
- end
- offset = (@name_text.height - @name_window.height) / 2
- @name_text.y = @name_window.y - offset
- if YEM::MESSAGE::NAME_WINDOW_SHOW_BACK and $game_message.background == 0
- @name_window.opacity = 255
- else
- @name_window.opacity = 0
- end
- if side == 0
- @name_window.x = [YEM::MESSAGE::NAME_WINDOW_X + self.x, 0].max
- else
- @name_window.x = self.x + self.width - @name_window.width
- @name_window.x -= YEM::MESSAGE::NAME_WINDOW_X
- @name_window.x = self.x + self.width - @name_window.width if
- (@name_window.x + @name_window.width) > Graphics.width
- end
- @name_text.x = @name_window.x
- @name_window.create_contents
- @name_text.create_contents
- txh = [font_size + (font_size / 5), WLH].max
- @name_text.contents.font.color = text_color(font_colour)
- @name_text.contents.font.name = YEM::MESSAGE::MESSAGE_WINDOW_FONT
- @name_text.contents.font.size = font_size
- @name_text.contents.font.bold = font_bold
- @name_text.contents.font.italic = font_italic
- @name_text.contents.font.shadow = font_shadow
- if icon > 0
- iw = YEM::MESSAGE::ICON_WIDTH
- @name_text.draw_icon(icon, YEM::MESSAGE::NAME_WINDOW_W / 2, 0)
- @name_text.contents.draw_text(iw, 0, name_width + 8 - iw, txh, name, 1)
- else
- @name_text.contents.draw_text(0, 0, name_width + 8, txh, name, 1)
- end
- @name_window.open
- @name_text.open
- @name_window_open = true
- end
-
- #--------------------------------------------------------------------------
- # alias method: start_choice
- #--------------------------------------------------------------------------
- alias start_choice_cms start_choice unless $@
- def start_choice
- self.active = true
- if $game_variables[YEM::MESSAGE::CHOICE_VARIABLE] > 0
- @choice_window.appear
- self.index = -1
- else
- self.active = true
- self.index = 0
- end
- end
-
- #--------------------------------------------------------------------------
- # alias method: input_choice
- #--------------------------------------------------------------------------
- alias input_choice_cms input_choice unless $@
- def input_choice
- if Input.trigger?(Input::C) and @choice_window.active
- Sound.play_decision
- $game_message.choice_proc.call(@choice_window.index)
- @choice_window.disappear
- terminate_message
- elsif Input.trigger?(Input::B) and @choice_window.active
- if $game_message.choice_cancel_type > 0
- Sound.play_cancel
- $game_message.choice_proc.call($game_message.choice_cancel_type - 1)
- @choice_window.disappear
- terminate_message
- end
- else
- input_choice_cms
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: play_text_sound
- #--------------------------------------------------------------------------
- def play_text_sound
- return if $game_message.text_sound == nil
- return if @line_show_fast or @show_fast
- name = $game_message.text_sound
- $game_message.text_volume = 60 if $game_message.text_volume == nil
- vol = $game_message.text_volume
- $game_message.text_pitch = 100 if $game_message.text_pitch == nil
- pitch = $game_message.text_pitch
- pitch += rand(YEM::MESSAGE::SOUND_PITCH_OFFSET)
- pitch -= rand(YEM::MESSAGE::SOUND_PITCH_OFFSET)
- RPG::SE.new(name, vol, pitch).play
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: convert_special_characters
- #--------------------------------------------------------------------------
- def convert_special_characters
- @name_window_open = false
- @text = Window_Message.convert_regexp(@text)
- #-------------------------------------------------------------
- # Name box REGEXP Conversions
- #-------------------------------------------------------------
- @text.gsub!(/\\NB\[(.*?)\]/i) {
- if $1.to_s != nil
- refresh_name_box($1.to_s)
- end; "" }
- @text.gsub!(/\\NBL\[(.*?)\]/i) {
- if $1.to_s != nil
- refresh_name_box($1.to_s)
- @name_window_lock = true
- end; "" }
- @text.gsub!(/\\NBU\[(.*?)\]/i) {
- if $1.to_s != nil
- refresh_name_box($1.to_s)
- @name_window_lock = false
- end; "" }
- @text.gsub!(/\\NBU/i) {
- @name_window.close
- @name_text.close
- @name_window_lock = false
- "" }
- @text.gsub!(/\\RNB\[(.*?)\]/i) {
- if $1.to_s != nil
- refresh_name_box($1.to_s, 1)
- end; "" }
- @text.gsub!(/\\RNBL\[(.*?)\]/i) {
- if $1.to_s != nil
- refresh_name_box($1.to_s, 1)
- @name_window_lock = true
- end; "" }
- @text.gsub!(/\\RNBU\[(.*?)\]/i) {
- if $1.to_s != nil
- refresh_name_box($1.to_s, 1)
- @name_window_lock = false
- end; "" }
- # Close the Name Window
- unless @name_window_lock
- @name_window.close if !@name_window_open
- @name_text.close if !@name_window_open
- end
- end
-
- end # Window_Message
- #===============================================================================
- # Window_MessageChoice
- #===============================================================================
- class Window_MessageChoice < Window_Selectable
-
- #--------------------------------------------------------------------------
- # initialize
- #--------------------------------------------------------------------------
- def initialize(parent_window)
- @parent = parent_window
- dx = @parent.x; dy = @parent.y; dw = @parent.width; dh = @parent.height
- super(dx, dy-dh, dw, dh)
- self.openness = 0
- self.active = false
- self.z = @parent.z + 1
- end
-
- #--------------------------------------------------------------------------
- # appear
- #--------------------------------------------------------------------------
- def appear
- self.update_windowskin if $imported["SystemGameOptions"]
- self.open
- self.active = true
- self.index = 0
- refresh
- end
-
- #--------------------------------------------------------------------------
- # disappear
- #--------------------------------------------------------------------------
- def disappear
- self.update_windowskin if $imported["SystemGameOptions"]
- self.close
- self.active = false
- self.index = -1
- end
-
- #--------------------------------------------------------------------------
- # refresh
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- reset_content_settings
- @data = []
- for i in $game_message.choice_text
- @text = Window_Message.convert_regexp(i)
- @data += [@text]
- end
- @type = $game_variables[YEM::MESSAGE::CHOICE_VARIABLE]
- self.width = [calc_width, Graphics.width].min
- case @type
- when 1, 4
- centered_window
- when 2, 5
- self.x = @parent.width - self.width + @parent.x
- self.x -= YEM::MESSAGE::CHOICE_WINDOW_X unless @type == 5
- centered_window if Graphics.width - self.x - self.width > self.x
- when 3, 6
- self.width = calc_width
- self.x = @parent.x
- self.x += YEM::MESSAGE::CHOICE_WINDOW_X unless @type == 6
- centered_window if self.x > Graphics.width - self.x - self.width
- end
- self.x = [self.x, 0].max
- self.x = Graphics.width - self.width if self.x + self.width > Graphics.width
- self.height = 32 + @data.size * WLH
- case @parent.position
- when 0, 1
- self.y = @parent.height + @parent.y
- self.y -= YEM::MESSAGE::CHOICE_WINDOW_Y
- when 2
- self.y = @parent.y - self.height
- self.y += YEM::MESSAGE::CHOICE_WINDOW_Y
- end
- @item_max = @data.size
- create_contents
- draw_choice_face
- for i in 0..(@item_max.size-1); draw_item(i); end
- end
-
- #--------------------------------------------------------------------------
- # centered_window
- #--------------------------------------------------------------------------
- def centered_window; self.x = (Graphics.width - self.width)/2; end
-
- #--------------------------------------------------------------------------
- # face_types
- #--------------------------------------------------------------------------
- def face_types; return [4,5,6]; end
-
- #--------------------------------------------------------------------------
- # reset_content_settings
- #--------------------------------------------------------------------------
- def reset_content_settings
- self.contents.font.color = normal_color
- self.contents.font.name = YEM::MESSAGE::MESSAGE_WINDOW_FONT
- self.contents.font.size = Font.default_size
- self.contents.font.bold = Font.default_bold
- self.contents.font.italic = Font.default_italic
- self.contents.font.shadow = Font.default_shadow
- end
-
- #--------------------------------------------------------------------------
- # calc_width
- #--------------------------------------------------------------------------
- def calc_width
- max_size = YEM::MESSAGE::CHOICE_WINDOW_W
- for text in @data
- text_width = contents.text_size(text).width
- text_width += 32
- max_size = [text_width, max_size].max
- end
- max_size += YEM::MESSAGE::CHOICE_WINDOW_E
- max_size += 112 if face_types.include?(@type)
- return max_size
- end
-
- #--------------------------------------------------------------------------
- # draw_choice_face
- #--------------------------------------------------------------------------
- def draw_choice_face
- return unless face_types.include?(@type)
- if $game_variables[YEM::MESSAGE::FACE_VARIABLE] <= 0
- index = -1 * $game_variables[YEM::MESSAGE::FACE_VARIABLE]
- index = [$game_party.members.size-1, index].min
- actor = $game_party.members[index]
- else
- actor = $game_actors[$game_variables[YEM::MESSAGE::FACE_VARIABLE]]
- actor = $game_party.members[0] if actor == nil
- end
- draw_actor_face(actor, 0, 0)
- end
-
- #--------------------------------------------------------------------------
- # draw_item
- #--------------------------------------------------------------------------
- def draw_item(index)
- rect = item_rect(index)
- self.contents.clear_rect(rect)
- reset_content_settings
- text = @data[index]
- return if text == nil
- align = 0; icon = 0; rect.width -= 8; dx = rect.x
- text.gsub!(/\x01\{(\d+)\}/i) {
- self.contents.font.color = text_color($1.to_i); ""}
- text.gsub!(/\x10\{(\d+)\}/i) {
- icon = $1.to_i; dx += 24; ""}
- text.gsub!(/\x11\{(\d+)\}/i) {
- self.contents.font.size = $1.to_i; ""}
- text.gsub!(/\x12\{(.*?)\}/i) {
- self.contents.font.name = $1.to_s; ""}
- text.gsub!(/\x13/i) {
- self.contents.font.bold = !self.contents.font.bold; ""}
- text.gsub!(/\x14/i) {
- self.contents.font.italic = !self.contents.font.italic; ""}
- text.gsub!(/\x15/i) {
- self.contents.font.shadow = !self.contents.font.shadow; ""}
- text.gsub!(/\x16\{(\d+)\}/i) {
- align = $1.to_i; ""}
- dx += 4 if icon == 0
- draw_icon(icon, rect.x, rect.y)
- self.contents.draw_text(dx, rect.y, rect.width, WLH, text, align)
- end
-
- #--------------------------------------------------------------------------
- # item_rect
- #--------------------------------------------------------------------------
- def item_rect(index)
- if face_types.include?(@type)
- rect = Rect.new(0, 0, 0, 0)
- rect.width = (contents.width + @spacing) / @column_max - @spacing - 112
- rect.height = WLH
- rect.x = 112 + index % @column_max * (rect.width + @spacing)
- rect.y = index / @column_max * WLH
- return rect
- else
- return super(index)
- end
- end
-
- end # Window_MessageChoice
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