Code: |
module POKEMON_S VARIABLE_BULLE_ID_EVENT = 19 INTERRUPTEUR_BULLE = 3 end class Bulle_Bw < Window_Selectable def initialize #Fenêtre du texte super(138, 33, 499, 71) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.x = 9 self.z = 9998 self.opacity = 0 self.active = false self.index = -1 #Options générales @fade_in = false @fade_out = false @contents_showing = false @cursor_width = 0 @speed_defilement = $SPEED_MSG $fontspecial = "Pokemon Emerald" #Bulle BW=========================================== @dummy = Sprite.new @dummy.bitmap = RPG::Cache.picture("Messages/Bulle") @dummy.z = 9997 @dummy.visible = false @fleche = Sprite.new @fleche.z = 9998 @fleche.visible = false if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y > 15 + 96 $game_system.message_position = 0 else $game_system.message_position = 2 end if $game_system.message_position == 0 @dummy.x = 15 @dummy.y = 15 @fleche.y = @dummy.y + @dummy.bitmap.height - 2 @fleche.bitmap.rect.set(0, $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y - 96, @fleche.bitmap.width, @fleche.bitmap.height) if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x < 15 + 128 @fleche.bitmap = RPG::Cache.picture("Messages/Flêche HD") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x else @fleche.bitmap = RPG::Cache.picture("Messages/Flêche HG") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x - @fleche.bitmap.width end else @dummy.x = 15 @dummy.y = 15 + 192 - @dummy.bitmap.height - 2 if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x < 15 + 128 @fleche.bitmap = RPG::Cache.picture("Messages/Flêche BD") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x - @fleche.bitmap.width else @fleche.bitmap = RPG::Cache.picture("Messages/Flêche BG") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x end @fleche.y = @dummy.y - @fleche.bitmap.height + 2 end #==================================================== end def reset_window if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y > 15 + 96 $game_system.message_position = 0 else $game_system.message_position = 2 end if $game_system.message_position == 0 @dummy.x = 15 @dummy.y = 15 @fleche.y = @dummy.y + @dummy.bitmap.height - 2 @fleche.bitmap.rect.set(0, $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y - 96, @fleche.bitmap.width, @fleche.bitmap.height) if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x < 15 + 128 @fleche.bitmap = RPG::Cache.picture("Messages/Flêche HD") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x else @fleche.bitmap = RPG::Cache.picture("Messages/Flêche HG") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x - @fleche.bitmap.width end else @dummy.x = 15 @dummy.y = 15 + 192 - @dummy.bitmap.height - 2 if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x < 15 + 128 @fleche.bitmap = RPG::Cache.picture("Messages/Flêche BD") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x - @fleche.bitmap.width else @fleche.bitmap = RPG::Cache.picture("Messages/Flêche BG") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x @fleche.y = @dummy.y - @fleche.bitmap.height + 2 end end if $game_system.message_frame == 0 @dummy.opacity = 255 else @dummy.opacity = 0 end self.back_opacity = 255 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) $game_system.se_play($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) Audio.se_play("Audio/SE/Message") 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 $game_system.message_position = 2 @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(0,0,0) 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) 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 >= $game_temp.choice_start x = 8 end # 次の文字へ next end # 文字を描画 draw_text(4 + x, 16 * y, 12, 32, c) text_count += 1 Input.update if Input.trigger?(Input::C) push = true end if text_count == @speed_defilement and @speed_defilement != 0 and push == false Graphics.update #$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 + $game_temp.num_input_start * 32 end end end |
Yuri a écrit: |
Ce que tu proposes c'est la première solution xD |
Mack a écrit: |
Pourquoi ne pas initialiser les deux en même temps, mais switcher de l'une à l'autre en fonction du besoin ? ( Sinon, tout faire dans la même classe mais bon xD ) |
Code: |
@message_window = Window_Message.new @bulles_window = Window_Bulles.new |
Code: |
if ($game_variables[1]==true) @message_window.update else @bulles_window.update end |
Mack a écrit: | ||||
What ? xD Dans ta Scene_Map t'as un truc comme ça :
Et dans la def update :
|
Code: |
module POKEMON_S VARIABLE_BULLE_ID_EVENT = 19 INTERRUPTEUR_BULLE = 3 end class Bulle_Bw < Window_Selectable def initialize #Fenêtre du texte super(138, 33, 499, 71) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.x = 9 self.z = 9998 self.opacity = 0 self.active = false self.index = -1 #Options générales @fade_in = false @fade_out = false @contents_showing = false @cursor_width = 0 @speed_defilement = $SPEED_MSG $fontspecial = "Pokemon Emerald" #Bulle BW=========================================== @dummy = Sprite.new @dummy.bitmap = RPG::Cache.picture("Messages/Bulle") @dummy.z = 9997 @dummy.visible = false @fleche = Sprite.new @fleche.z = 9998 @fleche.visible = false end def re_initialize if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y > 15 + 96 $game_system.message_position = 0 else $game_system.message_position = 2 end if $game_system.message_position == 0 @dummy.x = 15 @dummy.y = 15 @fleche.y = @dummy.y + @dummy.bitmap.height - 2 @fleche.bitmap.rect.set(0, $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y - 96, @fleche.bitmap.width, @fleche.bitmap.height) if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x < 15 + 128 @fleche.bitmap = RPG::Cache.picture("Messages/Flêche HD") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x else @fleche.bitmap = RPG::Cache.picture("Messages/Flêche HG") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x - @fleche.bitmap.width end else @dummy.x = 15 @dummy.y = 15 + 192 - @dummy.bitmap.height - 2 if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x < 15 + 128 @fleche.bitmap = RPG::Cache.picture("Messages/Flêche BD") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x - @fleche.bitmap.width else @fleche.bitmap = RPG::Cache.picture("Messages/Flêche BG") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x end @fleche.y = @dummy.y - @fleche.bitmap.height + 2 end #==================================================== end def reset_window if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y > 15 + 96 $game_system.message_position = 0 else $game_system.message_position = 2 end if $game_system.message_position == 0 @dummy.x = 15 @dummy.y = 15 @fleche.y = @dummy.y + @dummy.bitmap.height - 2 @fleche.bitmap.rect.set(0, $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y - 96, @fleche.bitmap.width, @fleche.bitmap.height) if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x < 15 + 128 @fleche.bitmap = RPG::Cache.picture("Messages/Flêche HD") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x else @fleche.bitmap = RPG::Cache.picture("Messages/Flêche HG") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x - @fleche.bitmap.width end else @dummy.x = 15 @dummy.y = 15 + 192 - @dummy.bitmap.height - 2 if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x < 15 + 128 @fleche.bitmap = RPG::Cache.picture("Messages/Flêche BD") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x - @fleche.bitmap.width else @fleche.bitmap = RPG::Cache.picture("Messages/Flêche BG") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x @fleche.y = @dummy.y - @fleche.bitmap.height + 2 end end if $game_system.message_frame == 0 @dummy.opacity = 255 else @dummy.opacity = 0 end self.back_opacity = 255 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) $game_system.se_play($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) Audio.se_play("Audio/SE/Message") 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 $game_system.message_position = 2 @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(0,0,0) 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) 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 >= $game_temp.choice_start x = 8 end # 次の文字へ next end # 文字を描画 draw_text(4 + x, 16 * y, 12, 32, c) text_count += 1 Input.update if Input.trigger?(Input::C) push = true end if text_count == @speed_defilement and @speed_defilement != 0 and push == false Graphics.update #$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 end |
Code: |
if $game_switches[POKEMON_S::INTERRUPTEUR_BULLE] == true and $game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT] != 0 @bulle.re_initialize @bulle.update else @message_window.update end |
Mack a écrit: |
Bah, c'est tout simplement que soit tu actives pas ton interrupteur, soit tu donnes pas de valeur à ta variables ^^". ( Ou alors que tu te plantes de Scene_Map, il me semble qu'il y en a plusieurs dans le SK ... ) Pour vérifier rajoute un p "TEST" entre else et @message_window.update. |
Code: |
module POKEMON_S VARIABLE_BULLE_ID_EVENT = 19 INTERRUPTEUR_BULLE = 3 end class Bulle_Bw < Window_Selectable def initialize #Fenêtre du texte super(138, 33, 499, 71) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.x = 9 self.z = 9998 self.opacity = 0 self.active = false self.index = -1 #Options générales @fade_in = false @fade_out = false @contents_showing = false @cursor_width = 0 @speed_defilement = $SPEED_MSG $fontspecial = "Pokemon Emerald" #Bulle BW=========================================== @dummy = Sprite.new @dummy.bitmap = RPG::Cache.picture("Messages/Bulle") @dummy.z = 9997 @dummy.visible = false @fleche = Sprite.new @fleche.z = 9998 @fleche.visible = false end def re_initialize if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y > 15 + 96 $game_system.message_position = 0 else $game_system.message_position = 2 end if $game_system.message_position == 0 @dummy.x = 15 @dummy.y = 15 @fleche.y = @dummy.y + @dummy.bitmap.height - 2 @fleche.bitmap.rect.set(0, $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y - 96, @fleche.bitmap.width, @fleche.bitmap.height) if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x < 15 + 128 @fleche.bitmap = RPG::Cache.picture("Messages/Flêche HD") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x else @fleche.bitmap = RPG::Cache.picture("Messages/Flêche HG") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x - @fleche.bitmap.width end else @dummy.x = 15 @dummy.y = 15 + 192 - @dummy.bitmap.height - 2 if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x < 15 + 128 @fleche.bitmap = RPG::Cache.picture("Messages/Flêche BD") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x - @fleche.bitmap.width else @fleche.bitmap = RPG::Cache.picture("Messages/Flêche BG") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x end @fleche.y = @dummy.y - @fleche.bitmap.height + 2 end #==================================================== end def reset_window if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y > 15 + 96 $game_system.message_position = 0 else $game_system.message_position = 2 end if $game_system.message_position == 0 @dummy.x = 15 @dummy.y = 15 @fleche.y = @dummy.y + @dummy.bitmap.height - 2 @fleche.bitmap.rect.set(0, $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y - 96, @fleche.bitmap.width, @fleche.bitmap.height) if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x < 15 + 128 @fleche.bitmap = RPG::Cache.picture("Messages/Flêche HD") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x else @fleche.bitmap = RPG::Cache.picture("Messages/Flêche HG") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x - @fleche.bitmap.width end else @dummy.x = 15 @dummy.y = 15 + 192 - @dummy.bitmap.height - 2 if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x < 15 + 128 @fleche.bitmap = RPG::Cache.picture("Messages/Flêche BD") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x - @fleche.bitmap.width else @fleche.bitmap = RPG::Cache.picture("Messages/Flêche BG") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x @fleche.y = @dummy.y - @fleche.bitmap.height + 2 end end if $game_system.message_frame == 0 @dummy.opacity = 255 else @dummy.opacity = 0 end self.back_opacity = 255 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) $game_system.se_play($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) Audio.se_play("Audio/SE/Message") 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 @fleche.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 $game_system.message_position = 2 @fade_out = false $game_temp.message_window_showing = false $game_variables[15] = 0 if not $game_variables[15] == 2 end return end end def terminate_message #@arrow.visible = false #terminate_message_old end def refresh self.contents.clear self.contents.font.color = Color.new(0,0,0) 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) 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 >= $game_temp.choice_start x = 8 end # 次の文字へ next end # 文字を描画 draw_text(4 + x, 16 * y, 12, 32, c) text_count += 1 Input.update if Input.trigger?(Input::C) push = true end if text_count == @speed_defilement and @speed_defilement != 0 and push == false Graphics.update #$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 end |
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if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y > 15 + 96 |
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if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y > 7 |
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module POKEMON_S VARIABLE_BULLE_ID_EVENT = 19 INTERRUPTEUR_BULLE = 3 end class Bulle_Bw < Window_Selectable def initialize #Fenêtre du texte super(138, 33, 499, 71) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.x = 10 self.z = 9998 self.opacity = 0 self.active = false self.index = -1 #Options générales @fade_in = false @fade_out = false @contents_showing = false @cursor_width = 0 @speed_defilement = $SPEED_MSG $fontspecial = "Pokemon Emerald" #Bulle BW=========================================== @dummy = Sprite.new @dummy.bitmap = RPG::Cache.picture("Messages/Bulle") @dummy.z = 9997 @dummy.visible = false @fleche = Sprite.new @fleche.z = 9998 @fleche.visible = false end def re_initialize if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y * 16 > 15 + 96 $game_system.message_position = 0 @dummy.x = 15 @dummy.y = 15 @fleche.y = @dummy.y + @dummy.bitmap.height - 2 self.y = @dummy.y + 6 - 24 if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x * 16 < 15 + 128 @fleche.bitmap = RPG::Cache.picture("Messages/Flêche HD") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x * 16 @fleche.bitmap.rect.set(0, $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y * 16 - 96, @fleche.bitmap.width, @fleche.bitmap.height) else @fleche.bitmap = RPG::Cache.picture("Messages/Flêche HG") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x * 16 - @fleche.bitmap.width @fleche.bitmap.rect.set(0, $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y * 16 - 96, @fleche.bitmap.width, @fleche.bitmap.height) end else $game_system.message_position = 2 @dummy.x = 15 @dummy.y = 15 + 192 - @dummy.bitmap.height - 2 self.y = @dummy.y + 6 - 24 if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x * 16 < 15 + 128 @fleche.bitmap = RPG::Cache.picture("Messages/Flêche BD") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x * 16 - @fleche.bitmap.width @fleche.bitmap.rect.set(0, $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y * 16 - 96, @fleche.bitmap.width, @fleche.bitmap.height) else @fleche.bitmap = RPG::Cache.picture("Messages/Flêche BG") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x * 16 @fleche.y = @dummy.y - @fleche.bitmap.height + 2 @fleche.bitmap.rect.set(0, $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y * 16 - 96, @fleche.bitmap.width, @fleche.bitmap.height) end end if $game_system.message_frame == 0 @dummy.opacity = 255 else @dummy.opacity = 0 end self.back_opacity = 255 #==================================================== end def reset_window if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y * 16 > 15 + 96 $game_system.message_position = 0 @dummy.x = 15 @dummy.y = 15 @fleche.y = @dummy.y + @dummy.bitmap.height - 2 self.y = @dummy.y + 6 - 24 if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x * 16 < 15 + 128 @fleche.bitmap = RPG::Cache.picture("Messages/Flêche HD") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x * 16 @fleche.bitmap.rect.set(0, $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y * 16 - 96, @fleche.bitmap.width, @fleche.bitmap.height) else @fleche.bitmap = RPG::Cache.picture("Messages/Flêche HG") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x * 16 - @fleche.bitmap.width @fleche.bitmap.rect.set(0, $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y * 16 - 96, @fleche.bitmap.width, @fleche.bitmap.height) end else $game_system.message_position = 2 @dummy.x = 15 @dummy.y = 15 + 192 - @dummy.bitmap.height - 2 self.y = @dummy.y + 6 - 24 if $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x * 16 < 15 + 128 @fleche.bitmap = RPG::Cache.picture("Messages/Flêche BD") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x * 16 - @fleche.bitmap.width @fleche.bitmap.rect.set(0, $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y * 16 - 96, @fleche.bitmap.width, @fleche.bitmap.height) else @fleche.bitmap = RPG::Cache.picture("Messages/Flêche BG") @fleche.x = $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].x * 16 @fleche.y = @dummy.y - @fleche.bitmap.height + 2 @fleche.bitmap.rect.set(0, $game_map.events[$game_variables[POKEMON_S::VARIABLE_BULLE_ID_EVENT]].y * 16 - 96, @fleche.bitmap.width, @fleche.bitmap.height) end end if $game_system.message_frame == 0 @dummy.opacity = 255 else @dummy.opacity = 0 end self.back_opacity = 255 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) $game_system.se_play($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) Audio.se_play("Audio/SE/Message") 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 @fleche.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 $game_system.message_position = 2 @fade_out = false $game_temp.message_window_showing = false $game_variables[15] = 0 if not $game_variables[15] == 2 end return end end def terminate_message self.active = false self.pause = false self.index = -1 self.contents.clear # 表示中フラグをクリア @contents_showing = false # メッセージ コールバックを呼ぶ if $game_temp.message_proc != nil $game_temp.message_proc.call end # 文章、選択肢、数値入力に関する変数をクリア $game_temp.message_text = nil $game_temp.message_proc = nil $game_temp.choice_start = 99 $game_temp.choice_max = 0 $game_temp.choice_cancel_type = 0 $game_temp.choice_proc = nil $game_temp.num_input_start = 99 $game_temp.num_input_variable_id = 0 $game_temp.num_input_digits_max = 0 # ゴールドウィンドウを開放 if @gold_window != nil @gold_window.dispose @gold_window = nil end end def refresh self.contents.clear self.contents.font.color = Color.new(0,0,0) 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) 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 >= $game_temp.choice_start x = 8 end # 次の文字へ next end # 文字を描画 draw_text_black(4 + x, 16 * y, 12, 32, c) text_count += 1 Input.update if Input.trigger?(Input::C) push = true end if text_count == @speed_defilement and @speed_defilement != 0 and push == false Graphics.update #$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 end |