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#============================================================================== # ■ Window_Message # Pokemon Script Project - Krosk # 18/07/07 # Modifier par Palbolsky #----------------------------------------------------------------------------- # Scène à ne pas modifier de préférence #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- class Window_Message < Window_Selectable #-------------------------------------------------------------------------- # #-------------------------------------------------------------------------- def initialize # Redéfinition taille du cadre super(138, 33, 499, 71) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.z = 9998 self.opacity = 0 @dummy = Sprite.new @dummy.bitmap = RPG::Cache.picture($options[5]) @dummy.visible = false @dummy.x = 15 self.x = 9 @dummy.z = 9997 @fade_in = false @fade_out = false @contents_showing = false @cursor_width = 0 @speed_defilement = $options[0] self.active = false self.index = -1 $fontspecial = "Pokemon Emerald" @color = 0 end #-------------------------------------------------------------------------- # #-------------------------------------------------------------------------- def reset_window # Redéfinition if $game_temp.in_battle self.y = 159 @dummy.y = 177 else case $game_system.message_position when 0 # 上 self.y = 6 @dummy.y = 36 when 1 # 中 self.y = 166 @dummy.y = 160 when 2 # Redéfinition position du cadre inférieur self.y = 140 @dummy.y = 158 end end if $game_system.message_frame == 0 #self.opacity = 255 @dummy.opacity = 255 else #self.opacity = 0 @dummy.opacity = 0 end self.back_opacity = 255 @color = 0 end #-------------------------------------------------------------------------- # #-------------------------------------------------------------------------- def update super # フェードインの場合 if @fade_in self.contents_opacity += 24 if @input_number_window != nil @input_number_window.contents_opacity += 24 end if self.contents_opacity == 255 @fade_in = false if @speed_defilement != 0 refresh end end return end # 数値入力中の場合 if @input_number_window != nil @input_number_window.update # 決定 if Input.trigger?(Input::C) or TACTILE.det_clique(14,270,228,420) $game_system.se_play($data_system.decision_se) $game_variables[$game_temp.num_input_variable_id] = @input_number_window.number $game_map.need_refresh = true # 数値入力ウィンドウを解放 @input_number_window.dispose @input_number_window = nil terminate_message end return end # メッセージ表示中の場合 if @contents_showing # 選択肢の表示中でなければポーズサインを表示 if $game_temp.choice_max == 0 self.pause = true end # キャンセル if Input.trigger?(Input::B) if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0 $game_system.se_play($data_system.cancel_se) $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1) terminate_message end end # 決定 if Input.trigger?(Input::C) or TACTILE.det_clique(14,270,228,420) Audio.se_play("Audio/SE/Bip.ogg") if $game_temp.choice_max > 0 $game_system.se_play($data_system.decision_se) $game_temp.choice_proc.call(self.index) end terminate_message end return end # フェードアウト中以外で表示待ちのメッセージか選択肢がある場合 if @fade_out == false and $game_temp.message_text != nil $game_variables[15] = 1 $game_variables[14] = 2 @contents_showing = true $game_temp.message_window_showing = true reset_window if @speed_defilement == 0 refresh end self.visible = true @dummy.visible = true Graphics.frame_reset self.contents_opacity = 0 if @input_number_window != nil @input_number_window.contents_opacity = 0 end @fade_in = true return end # 表示すべきメッセージがないが、ウィンドウが可視状態の場合 if self.visible @fade_out = true @dummy.opacity = 0 #self.opacity -= 48 if @dummy.opacity == 0 #self.opacity == 0 self.visible = false @dummy.visible = false $dumtext.visible = false if $dumtext != nil $dumtext = nil @fade_out = false $game_temp.message_window_showing = false $game_variables[15] = 0 if not $game_variables[15] == 2 end return end end #-------------------------------------------------------------------------- # #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = Color.new(82,82,90) self.contents.font.name = $fontspecial self.contents.font.size = 15 text_count = 0 x = y = 0 push = false @cursor_width = 0 # 選択肢なら字下げを行う if $game_temp.choice_start == 0 x = 8 end # 表示待ちのメッセージがある場合 if $game_temp.message_text != nil text = $game_temp.message_text # 制御文字処理 begin last_text = text.clone text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] } # MODIF text.gsub!(/\\[Pp]\[([0-9]+)\]/) { $string[$1.to_i] } end until text == last_text text.gsub!(/\\[Nn]\[([0-9]+)\]/) do $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : "" end # 便宜上、"\\\\" を "\000" に変換 text.gsub!(/\\\\/) { "\000" } # "\\C" を "\001" に、"\\G" を "\002" に変換 text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" } text.gsub!(/\\[Gg]/) { "\002" } # c に 1 文字を取得 (文字が取得できなくなるまでループ) while ((c = text.slice!(/./m)) != nil) # \\ の場合 if c == "\000" # 本来の文字に戻す c = "\\" end # \C[n] の場合 if c == "\001" # 文字色を変更 text.sub!(/\[([0-9]+)\]/, "") color = $1.to_i if color >= 0 and color <= 7 #self.contents.font.color = text_color(color) @color = color end # 次の文字へ next end # \G の場合 if c == "\002" # ゴールドウィンドウを作成 if @gold_window == nil @gold_window = Window_Gold.new @gold_window.x = 560 - @gold_window.width if $game_temp.in_battle @gold_window.y = 192 else @gold_window.y = self.y >= 128 ? 32 : 384 end @gold_window.opacity = 255 @gold_window.back_opacity = 255 end # 次の文字へ next end # 改行文字の場合 if c == "\n" # 選択肢ならカーソルの幅を更新 if y >= $game_temp.choice_start @cursor_width = [@cursor_width, x].max end # y に 1 を加算 y += 1 x = 0 # 選択肢なら字下げを行う if y >= $game_temp.choice_start x = 8 end # 次の文字へ next end # 文字を描画 draw_msg_text(4 + x, 16 * y, 12, 32, c, 0, @color) text_count += 1 Input.update if Input.trigger?(Input::C) or TACTILE.det_clique(14,270,228,420) push = true end if text_count == @speed_defilement and @speed_defilement != 0 and push == false Graphics.update #$game_map.update $scene.update#spriteset.update text_count = 0 end # x に描画した文字の幅を加算 x += self.contents.text_size(c).width end end # 選択肢の場合 if $game_temp.choice_max > 0 @item_max = $game_temp.choice_max self.active = true self.index = 0 end # 数値入力の場合 if $game_temp.num_input_variable_id > 0 digits_max = $game_temp.num_input_digits_max number = $game_variables[$game_temp.num_input_variable_id] @input_number_window = Window_InputNumber.new(digits_max) @input_number_window.number = number @input_number_window.x = self.x + 8 @input_number_window.y = self.y + $game_temp.num_input_start * 32 end end #-------------------------------------------------------------------------- # #-------------------------------------------------------------------------- def update_cursor_rect if @index >= 0 n = $game_temp.choice_start + @index self.cursor_rect.set(0, n * 32, 32, 32) else self.cursor_rect.empty end end end class Interpreter def setup_choices(parameters) # Redéfinition # choice_max に選択肢の項目数を設定 $game_temp.choice_max = parameters[0].size # message_text に選択肢を設定 for text in parameters[0] # Espaces supplémentaires $game_temp.message_text += " " + text + "\n" end # キャンセルの場合の処理を設定 $game_temp.choice_cancel_type = parameters[1] # コールバックを設定 current_indent = @list[@index].indent $game_temp.choice_proc = Proc.new { |n| @branch[current_indent] = n } end end |
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#============================================================================== # ■ Window_Message_Arrow # Pokemon Script Project DS - Razbuz # 22/02/10 #----------------------------------------------------------------------------- # Scène à ne pas modifier de préférence #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- class Window_Message alias initialize_old initialize alias update_old update alias refresh_old refresh alias terminate_message_old terminate_message def initialize @arrow = Sprite.new @arrow.bitmap = RPG::Cache.picture("arrow") @arrow.x = 245 @arrow.y = 176 @arrow.z = 10000 @arrow.src_rect.set(0, 0, 32, 32) @arrow.visible = false @wait = 0 initialize_old end def terminate_message @arrow.visible = false terminate_message_old end def refresh @arrow.visible = true refresh_old end def update @arrow.update x = 1 y = -3 w = 32 @wait = (@wait + 1) % 33 if @wait == 6 @arrow.src_rect.set(x, y, w, w) end if @wait == 12 @arrow.src_rect.set(x+w, y, w, w) end if @wait == 18 @arrow.src_rect.set(x, y+w, w, w) end if @wait == 24 @arrow.src_rect.set(x+w, y+w, w, w) @wait = 0 end update_old end end |