# ▼▲▼ XRXS 9. メッセージ表示フルグレードアップ ver..12d ▼▲▼
# Original Script by 桜雅 在土, 和希, RaTTiE
# Script from:
http://f26.aaacafe.ne.jp/~xxms/RPGXP_XRXS9.htm#
#
#
#To found all my NEW features, press CONTROL+F and search for the word "#NEW"
#To found the code where the "Skip Letter By Letter mode", search for "# SKIP"
#
# You can found all the command list on my website
# rmxp.dubealex.com
# Go in the "Script" section.
#==============================================================================
# â– Window_Message
#==============================================================================
class Window_Message < Window_Selectable
# 一文å—ãšã¤æ写
DEFAULT_TYPING_ENABLE = true # falseã«ã™ã‚‹ã¨çž¬é–“表示
#--------------------------------------------------------------------------
# ◠オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
alias xrxs9_initialize initialize
def initialize
# IF for any reasons the FONT doesn't appears in your game, this is
# because you are using a different version of RMXP. Look in the class MAIN
# (under this one)
# Go at line #10 and #12, and just copy the word that begins with a $ sign
# and replace what is after the equal sign on lign #27 and 28 of this class.
xrxs9_initialize
# å†ç”Ÿã‚µã‚¦ãƒ³ãƒ‰åãŒãªã„å ´åˆã¯""ã¨ã™ã‚‹
if $soundname_on_speak == nil then
$soundname_on_speak = ""
end
# 外å—ファイルパスè¨å®š
$gaiji_file = "./Graphics/Gaiji/sample.png"
# 外å—データèªã¿è¾¼ã¿
if FileTest.exist?($gaiji_file)
@gaiji_cache = Bitmap.new($gaiji_file)
else
@gaigi_cache = nil
end
# æ–‡å—é€éŽè»¢é€ç”¨ãƒãƒƒãƒ•ã‚¡
@opacity_text_buf = Bitmap.new(32, 32)
end
#--------------------------------------------------------------------------
# ◠メッセージ終了処ç†
#--------------------------------------------------------------------------
alias xrxs9_terminate_message terminate_message
def terminate_message
if @name_window_frame != nil
@name_window_frame.dispose
@name_window_frame = nil
end
if @name_window_text != nil
@name_window_text.dispose
@name_window_text = nil
end
xrxs9_terminate_message
end
#--------------------------------------------------------------------------
# ◠リフレッシュ
#--------------------------------------------------------------------------
def refresh
# åˆæœŸåŒ–
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.name = $fontface
@x = @y = @max_x = @max_y = @indent = @lines = 0
@face_indent = 0
@opacity = 255
@cursor_width = 0
@write_speed = 0
@write_wait = 0
@mid_stop = false
@face_file = nil
# @popchar ㌠-2 ã®å ´åˆã€æ¨™æº–ä½ç½®ã€‚-1ã®å ´åˆã€æ–‡å—センター。
# 0以上ã®å ´åˆã€€ã‚ャラãƒãƒƒãƒ—。0ã¯ä¸»äººå…¬ã€1以é™ã¯ã‚¤ãƒ™ãƒ³ãƒˆã€‚
@popchar = -2
# é¸æŠžè‚¢ãªã‚‰å—下ã’ã‚’è¡Œã†
if $game_temp.choice_start == 0
@x = 8
end
# 表示待ã¡ã®ãƒ¡ãƒƒã‚»ãƒ¼ã‚¸ãŒãƒ»ã‚‹å ´åˆ
if $game_temp.message_text != nil
@now_text = $game_temp.message_text
# 顔表示指定\FãŒãƒ»ã‚‹ã‹ï¼Ÿ
if (/\A\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
# ファイルãƒã‚§ãƒƒã‚¯
if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
# 顔グラをæç”»
@face_file = $1 + ".png"
self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
# 全行 128ピクセルã®ã‚¤ãƒ³ãƒ‡ãƒ³ãƒˆã‚’入れる。
@x = @face_indent = 128
end
@now_text.gsub!(/\[Ff]\[(.*?)\]/) { "" }
end
# 制御文å—処ç†
begin
last_text = @now_text.clone
# \Vを独自ルーãƒãƒ³ã«å¤‰æ›´(è¿½åŠ éƒ¨åˆ†)
@now_text.gsub!(/\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
end until @now_text == last_text
@now_text.gsub!(/\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
#NEW
#Dubealex Show Monster Name Feature
@now_text.gsub!(/\[Mm]\[([0-9]+)\]/) do
$data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
end
#End new command
#NEW
#Dubealex Show Item Price Feature
@now_text.gsub!(/\[Pp]rice\[([0-9]+)\]/) do
$data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
end
#End new command
#NEW
#Dubealex Show Hero Class Name Feature
@now_text.gsub!(/\[Cc]lass\[([0-9]+)\]/) do
$data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
end
#End new command
#NEW
#Dubealex Show Current Map Name Feature
@now_text.gsub!(/\[Mm]ap/) do
$game_map.name != nil ? $game_map.name : ""
end
#End new command
# \nameãŒãƒ»ã‚‹ã‹ï¼Ÿ
name_window_set = false
if (/\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
# 値をè¨å®š
name_window_set = true
name_text = $1
# \name[]部分を削除
@now_text.sub!(/\[Nn]ame\[(.*?)\]/) { "" }
end
# ウィンドウä½ç½®åˆ¤å®š
if (/\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
@popchar = $1.to_i
if @popchar == -1
@x = @indent = 48
@y = 4
end
@now_text.gsub!(/\[Pp]\[([-1,0-9]+)\]/) { "" }
end
# ウィンドウ幅ã®å–å¾—
@max_choice_x = 0
if @popchar >= 0
@text_save = @now_text.clone
@max_x = 0
@max_y = 4
for i in 0..3
line = @now_text.split(/\n/)[3-i]
@max_y -= 1 if line == nil and @max_y <= 4-i
next if line == nil
line.gsub!(/\\w\[(\w+)\]/) { "" }
cx = contents.text_size(line).width
@max_x = cx if cx > @max_x
if i >= $game_temp.choice_start
@max_choice_x = cx if cx > @max_choice_x
end
end
self.width = @max_x + 32 + @face_indent
self.height = (@max_y - 1) * 32 + 64
@max_choice_x -= 68
@max_choice_x -= @face_indent*216/128
else
@max_x = self.width - 32 - @face_indent
for i in 0..3
line = @now_text.split(/\n/)
next if line == nil
line.gsub!(/\\w\[(\w+)\]/) { "" }
cx = contents.text_size(line).width
if i >= $game_temp.choice_start
@max_choice_x = cx if cx > @max_choice_x
end
end
@max_choice_x += 8
end
# é¸æŠžè‚¢ãªã‚‰ã‚«ãƒ¼ã‚½ãƒ«ã®å¹…ã‚’æ›´æ–°
@cursor_width = 0
#if @lines >= $game_temp.choice_start
# @cursor_width = [@cursor_width, @max_choice_x - @face_indent].max
#end
# 便宜上ã€"\\" ã‚’ "\000" ã«å¤‰æ›
@now_text.gsub!(/\\/) { "\000" }
# "\C" ã‚’ "\001" ã«ã€"\G" ã‚’ "\002" ã«ã€
# "\S" ã‚’ "\003" ã«ã€"\A" ã‚’ "\004" ã«å¤‰æ›
@now_text.gsub!(/\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
@now_text.gsub!(/\[Gg]/) { "\002" }
@now_text.gsub!(/\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
@now_text.gsub!(/\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
#NEW
#Dubealex Font Change Features
@now_text.gsub!(/\[Tt]\[(.*?)\]/) { "\050[#{$1}]" }
#End of dubealex feature
@now_text.gsub!(/\[.]/) { "\005" }
@now_text.gsub!(/\[|]/) { "\006" }
# 競åˆã™ã‚‹ã¨ä½•ã‹ã¨æ°—ã¾ãšã„ã®ã§ã€\016以é™ã‚’使用ã™ã‚‹
@now_text.gsub!(/\[>]/) { "\016" }
@now_text.gsub!(/\[<]/) { "\017" }
@now_text.gsub!(/\[!]/) { "\020" }
@now_text.gsub!(/\[~]/) { "\021" }
@now_text.gsub!(/\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
# インデントè¨å®š(è¿½åŠ éƒ¨åˆ†)
@now_text.gsub!(/\[Ii]/) { "\023" }
# テã‚ストé€éŽçŽ‡æŒ‡å®š(è¿½åŠ éƒ¨åˆ†)
@now_text.gsub!(/\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
# テã‚ストサイズ指定(è¿½åŠ éƒ¨åˆ†)
@now_text.gsub!(/\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
# 空白挿入(è¿½åŠ éƒ¨åˆ†)
@now_text.gsub!(/\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
# ルビ表示(è¿½åŠ éƒ¨åˆ†)
@now_text.gsub!(/\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
# ã“ã“ã§ä¸€æ—¦ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ä½ç½®æ›´æ–°
reset_window
# \nameãŒãƒ»ã‚‹ã‹ï¼Ÿ
if name_window_set
# オフセットä½ç½®
off_x = 0
off_y = -10
# æž ã ã‘ウィンドウã®ä½œæˆ(余白を 2 ã«è¨å®š)
space = 2
x = self.x + off_x - space / 2
y = self.y + off_y - space / 2
w = self.contents.text_size(name_text).width + 8 + space
h = 26 + space
@name_window_frame = Window_Frame.new(x, y, w, h)
@name_window_frame.z = self.z + 1
# 擬似的ãªç©ºä¸æ–‡å—æ写ウィンドウを作æˆ
x = self.x + off_x + 4
y = self.y + off_y
@name_window_text = Air_Text.new(x, y, name_text)
@name_window_text.z = self.z + 2
end
end
# ウィンドウを更新
reset_window
# é¸æŠžè‚¢ã®å ´åˆ
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
# 数値入力ã®å ´åˆ
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
#--------------------------------------------------------------------------
# ◠フレーム更新
#--------------------------------------------------------------------------
def update
super
# フェードインã®å ´åˆ
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
end
return
end
@now_text = nil if @now_text == "" # 変æ›
# 表示待ã¡ã®ãƒ¡ãƒƒã‚»ãƒ¼ã‚¸ãŒãƒ»ã‚‹å ´åˆ
if @now_text != nil and @mid_stop == false
if @write_wait > 0
@write_wait -= 1
return
end
text_not_skip = DEFAULT_TYPING_ENABLE
while true
# 最大 x y ã®ä¿å˜ã€‚
@max_x = @x if @max_x < @x
@max_y = @y if @max_y < @y
# c ã« 1 æ–‡å—ã‚’å–å¾— (æ–‡å—ãŒå–å¾—ã§ããªããªã‚‹ã¾ã§ãƒ«ãƒ¼ãƒ—)
if (c = @now_text.slice!(/./m)) != nil
# \ ã®å ´åˆ
if c == "\000"
# 本æ¥ã®æ–‡å—ã«æˆ»ã™
c = "\"
end
# \C[n] ã®å ´åˆ
if c == "\001"
@now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "")
temp_color = $1
color = temp_color.to_i
leading_x = temp_color.to_s.slice!(/./m)
if leading_x == "#"
self.contents.font.color = hex_color(temp_color)
next
end
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
next
end
# \G ã®å ´åˆ
if c == "\002"
# ゴールドウィンドウを作æˆ
if @gold_window == nil and @popchar <= 0
@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 = self.opacity
@gold_window.back_opacity = self.back_opacity
end
# 次ã®æ–‡å—ã¸
c = ""
end
# \S[n] ã®å ´åˆ
if c == "\003"
# æ–‡å—色を変更
@now_text.sub!(/\[([0-9]+)\]/, "")
speed = $1.to_i
if speed >= 0 and speed <= 19
@write_speed = speed
end
# 次ã®æ–‡å—ã¸
c = ""
end
# \A[soundname] ã®å ´åˆ
if c == "\004"
# å†ç”Ÿãƒ•ã‚¡ã‚¤ãƒ«ã‚’変更ã™ã‚‹ãŸã‚ã®æº–å‚™
@now_text.sub!(/\[(.*?)\]/, "")
buftxt = $1.dup.to_s
# å†ç”Ÿãƒ•ã‚¡ã‚¤ãƒ«åã«"/"ãŒãƒ»ã‚‹ã‹ï¼Ÿ
if buftxt.match(/\//) == nil and buftxt != "" then
# ãªã‘ã‚Œã°"Audio/SE/"ã‚’çµåˆã™ã‚‹
$soundname_on_speak = "Audio/SE/" + buftxt
else
# ・れã°ãã®ã¾ã¾ã‚³ãƒ”ー
$soundname_on_speak = buftxt.dup
end
# 次ã®æ–‡å—ã¸
c = ""
elsif c == "\004"
# 次ã®æ–‡å—ã¸
c = ""
end
# \. ã®å ´åˆ
if c == "\005"
@write_wait += 5
c = ""
end
# \| ã®å ´åˆ
if c == "\006"
@write_wait += 20
c = ""
end
# \> ã®å ´åˆ
if c == "\016"
text_not_skip = false
c = ""
end
# \<ã®å ´åˆ
if c == "\017"
text_not_skip = true
c = ""
end
# \!ã®å ´åˆ
if c == "\020"
@mid_stop = true
c = ""
end
# \~ã®å ´åˆ
if c == "\021"
terminate_message
return
end
# \Iã®å ´åˆ(è¿½åŠ éƒ¨åˆ†)
if c == "\023"
#
今ã®@xをインデントä½ç½®ã«è¨å®š@indent = @x
c = ""
end
# \Oã®å ´åˆ(è¿½åŠ éƒ¨åˆ†)
if c == "\024"
@now_text.sub!(/\[([0-9]+)\]/, "")
@opacity = $1.to_i
color = self.contents.font.color
self.contents.font.name = $fontface
self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
c = ""
end
# \Hã®å ´åˆ(è¿½åŠ éƒ¨åˆ†)
if c == "\025"
@now_text.sub!(/\[([0-9]+)\]/, "")
self.contents.font.size = [[$1.to_i, 6].max, 32].min
c = ""
end
# \Bã®å ´åˆ(è¿½åŠ éƒ¨åˆ†)
if c == "\026"
@now_text.sub!(/\[([0-9]+)\]/, "")
@x += $1.to_i
c = ""
end
#NEW
#Dubealex Font Change Command
if c == "\050"
@now_text.sub!(/\[(.*?)\]/, "")
buftxt = $1.dup.to_s
if buftxt.match(/\//) == nil and buftxt != "" then
self.contents.font.name = buftxt
end
c = ""
end
#end of font change command
# \Rã®å ´åˆ(è¿½åŠ éƒ¨åˆ†)
if c == "\027"
@now_text.sub!(/\[(.*?)\]/, "")
# æ–‡å—ã‚’æç”»
@x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
# æ–‡å—æ写ã®SEã‚’æ¼”å¥
if $soundname_on_speak != ""
Audio.se_play($soundname_on_speak)
end
c = ""
end
# アイコンæ画用シーケンスã®å ´åˆ(è¿½åŠ éƒ¨åˆ†)
if c == "\030"
# アイコンファイルåã‚’å–å¾—
@now_text.sub!(/\[(.*?)\]/, "")
# アイコンをæç”»
self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
# æ–‡å—æ写ã®SEã‚’æ¼”å¥
if $soundname_on_speak != ""
Audio.se_play($soundname_on_speak)
end
@x += 24
# 次ã®æ–‡å—ã¸
c = ""
end
# 改行文å—ã®å ´åˆ
if c == "\n"
# y ã« 1 ã‚’åŠ ç®—
@lines += 1
@y += 1
@x = 0 + @indent + @face_indent
# é¸æŠžè‚¢ãªã‚‰å—下ã’ã‚’è¡Œã†
if @lines >= $game_temp.choice_start
@x = 8 + @indent + @face_indent
# カーソルã®æ›´æ–°
@cursor_width = @max_choice_x
end
# 次ã®æ–‡å—ã¸
c = ""
end
# 外å—表示ã®å ´åˆ
if c == "\022"
# []部分ã®é™¤åŽ»
@now_text.sub!(/\[([0-9]+)\]/, "")
# 外å—を表示
@x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
# 次ã®æ–‡å—ã¸
c = ""
end
if c != ""
# æ–‡å—ã‚’æç”»
self.contents.draw_text(
0+@x, 32 * @y, 40, 32, c)
@x += self.contents.text_size(c).width
# æ–‡å—æ写ã®SEã‚’æ¼”å¥
if $soundname_on_speak != "" then
Audio.se_play($soundname_on_speak)
end
end
# BボタンãŒæŠ¼ã•ã‚ŒãŸå ´åˆ
# SKIP
# This allow you to SKIP the letter by letter using a button
# At your own choice
# Here's how to customize it:
# Replace the letter in the end of the line "if Input.trigger?(Input::C)"
# That is on line #512
# By the letter of your choice:
#
# B = Escape, 0 (On The NumPad), X
# C = Enter, Space Bar and C
# A = Shift, Z
if Input.press?(Input::C)
text_not_skip = false
end
else
text_not_skip = true
break
end
# 終了判定
if text_not_skip
break
end
end
@write_wait += @write_speed
return
end
# 数値入力ä¸ã®å ´åˆ
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ä¸ã®å ´åˆ
if @contents_showing
# é¸æŠžè‚¢ã®è¡¨ç¤ºä¸ã§ãªã‘ã‚Œã°ãƒãƒ¼ã‚ºã‚µã‚¤ãƒ³ã‚’表示
if $game_temp.choice_max == 0
self.pause = true
end
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
if Input.trigger?(Input::C)
if $game_temp.choice_max > 0
$game_system.se_play($data_system.decision_se)
$game_temp.choice_proc.call(self.index)
end
if @mid_stop
@mid_stop = false
return
else
terminate_message
end
end
return
end
# フェードアウトä¸ä»¥å¤–ã§è¡¨ç¤ºå¾…ã¡ã®ãƒ¡ãƒƒã‚»ãƒ¼ã‚¸ã‹é¸æŠžè‚¢ãŒãƒ»ã‚‹å ´åˆ
if @fade_out == false and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
refresh
Graphics.frame_reset
self.visible = true
self.contents_opacity = 0
if @input_number_window != nil
@input_number_window.contents_opacity = 0
end
@fade_in = true
return
end
# 表示ã™ã¹ãメッセージãŒãªã„ãŒã€ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ãŒå¯è¦–状態ã®å ´åˆ
if self.visible
@fade_out = true
self.opacity -= 48
if self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
end
#--------------------------------------------------------------------------
# â— ã‚ャラクターã®å–å¾—
# parameter : パラメータ
#--------------------------------------------------------------------------
def get_character(parameter)
# パラメータã§åˆ†å²
case parameter
when 0 # プレイヤー
return $game_player
else # 特定ã®ã‚¤ãƒ™ãƒ³ãƒˆ
events = $game_map.events
return events == nil ? nil : events[parameter]
end
end
#--------------------------------------------------------------------------
# ◠ウィンドウã®ä½ç½®ã¨ä¸é€æ˜Žåº¦ã®è¨å®š
#--------------------------------------------------------------------------
def reset_window
# 判定
if @popchar >= 0
events = $game_map.events
if events != nil
character = get_character(@popchar)
x = [[character.screen_x - 0 - self.width / 2, 4].max, 636 - self.width].min
y = [[character.screen_y - 48 - self.height, 4].max, 476 - self.height].min
self.x = x
self.y = y
end
elsif @popchar == -1
self.x = -4
self.y = -4
self.width = 648
self.height = 488
else
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0 # 上
self.y = 16
when 1 # ä¸
self.y = 160
when 2 # 下
self.y = 304
end
self.x = 80
if @face_file == nil
self.width = 480
else
self.width = 600
self.x -= 60
end
self.height = 160
end
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = normal_color
self.contents.font.name = $fontface
if @face_file != nil
self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
if @popchar == -1
self.opacity = 255
self.back_opacity = 0
elsif $game_system.message_frame == 0
self.opacity = 255
self.back_opacity = 160
else
self.opacity = 0
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# ◠外å—æç”»
#--------------------------------------------------------------------------
# x   :x座標
# y   :y座標
# num  :外å—番å·
# 返り値:外å—å¹…(@xå¢—åŠ å€¤)
#--------------------------------------------------------------------------
def gaiji_draw(x, y, num)
# 外å—データãŒå˜åœ¨ã—ãªã„å ´åˆã¯ä½•ã‚‚ã—ãªã„
if @gaiji_cache == nil
return 0
else
# 指定ã—ãŸå¤–å—ãŒã‚ャッシュ範囲を超ãˆã¦ã„ã‚‹å ´åˆã¯ä½•ã‚‚ã—ãªã„
if @gaiji_cache.width < num * 24
return 0
end
# æ–‡å—サイズを計算
if self.contents.font.size >= 20 and self.contents.font.size <= 24
size = 24
else
size = self.contents.font.size * 100 * 24 / 2200
end
# 外å—データをstretch_bltã§è»¢é€
self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))
# æ–‡å—æ写ã®SEã‚’æ¼”å¥
if $soundname_on_speak != "" then
Audio.se_play($soundname_on_speak)
end
# æ–‡å—サイズを返ã™
return size
end
end
#--------------------------------------------------------------------------
# â— line_height
#--------------------------------------------------------------------------
# 返り値:行ã®é«˜ã•(@yå¢—åŠ å€¤)ã‚’è¿”ã—ã¾ã™ã€‚
#--------------------------------------------------------------------------
def line_height
# ç¾çŠ¶ã€é¸æŠžè‚¢ç‰ã«å¯¾å¿œãŒã§ããªã„為ã€è‡ªå‹•çš„ã«32ã‚’è¿”ã—ã¾ã™ã€‚
return 32
# æ–‡å—サイズを計算
if self.contents.font.size >= 20 and self.contents.font.size <= 24
return 32
else
return self.contents.font.size * 15 / 10
end
end
#--------------------------------------------------------------------------
# ◠ルビ文å—æç”»
#--------------------------------------------------------------------------
# target :æ画対象。Bitmapクラスを指定。
# x :x座標
# y :y座標
# str  :æ画文å—列。本文,ルビã®å½¢å¼ã§å…¥åŠ›ã€‚
#      ,区切りãŒ2ã¤ä»¥ä¸Šãƒ»ã£ãŸå ´åˆã¯è‡ªå‹•çš„ã«ç„¡è¦–ã•ã‚Œã‚‹ã€‚
# opacity:é€éŽçŽ‡(0~255)
# 返り値 :文å—å¹…(@xå¢—åŠ å€¤)。
#--------------------------------------------------------------------------
def ruby_draw_text(target, x, y, str,opacity)
# フォントサイズをãƒãƒƒã‚¯ã‚¢ãƒƒãƒ—ã—ã¦ãŠã
sizeback = target.font.size
# ルビサイズã®è¨ˆç®—
target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
rubysize = [rubysize, 6].max
# opacityã«è¦å®šå€¤ä»¥ä¸Šã®å€¤ãŒå…¥ã£ã¦ã„ã‚‹å ´åˆã¯ä¿®æ£ã€‚
opacity = [[opacity, 0].max, 255].min
# strã‚’splitã§åˆ†å‰²ã—ã€split_sã«æ ¼ç´
split_s = str.split(/,/)
# split_sãŒnilã®å ´åˆã¯""ã«ã—ã¦ãŠã(誤動作防æ¢)
split_s[0] == nil ? split_s[0] = "" : nil
split_s[1] == nil ? split_s[1] = "" : nil
# heightã¨widthを計算
height = sizeback + rubysize
width = target.text_size(split_s[0]).width
# ãƒãƒƒãƒ•ã‚¡ç”¨ã®å¹…計算(ルビã®å¹…ãŒæœ¬æ–‡ã®å¹…を越ãˆã‚‹å¯èƒ½æ€§ãŒãƒ»ã‚‹ç‚º)
target.font.size = rubysize
ruby_width = target.text_size(split_s[1]).width
target.font.size = sizeback
buf_width = [target.text_size(split_s[0]).width, ruby_width].max
# 本文ã®æ画幅ã¨ãƒ«ãƒ“ã®æ画幅ã®å·®ã‚’1/2ã«ã—ã¦å¤‰æ•°ã«æ ¼ç´(後ã§ä½¿ç”¨)
width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0
# opacityãŒ255(é€éŽãªã—)ã®å ´åˆã¯é€šå¸¸æç”»
if opacity == 255
# ルビã®æç”»
target.font.size = rubysize
target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
target.font.size = sizeback
# 本文ã®æç”»
target.draw_text(x, y, width, target.font.size, split_s[0])
return width
else
# 表示テã‚ストã®heightã€widthãŒãƒãƒƒãƒ•ã‚¡ã‚µã‚¤ã‚ºã‚’ä¸Šå›žã‚‹å ´åˆã¯
# ãƒãƒƒãƒ•ã‚¡ã‚’å†ç”Ÿæˆã™ã‚‹ã€‚
if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
@opacity_text_buf.dispose
@opacity_text_buf = Bitmap.new(buf_width, height)
# ãã†ã§ãªã„å ´åˆã¯ãƒãƒƒãƒ•ã‚¡ã‚¯ãƒªã‚¢ã€‚
else
@opacity_text_buf.clear
end
# ãƒãƒƒãƒ•ã‚¡ã«ãƒ†ã‚ストæç”»
# ルビã®æç”»
@opacity_text_buf.font.size = rubysize
@opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
@opacity_text_buf.font.size = sizeback
# 本文ã®æç”»
@opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
# ルビã®å¹…ãŒæœ¬æ–‡ã®å¹…ã‚’ä¸‹å›žã‚‹å ´åˆ
if sub_x >= 0
target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
# ルビã®å¹…ãŒæœ¬æ–‡ã®å¹…ã‚’ä¸Šå›žã‚‹å ´åˆ
else
target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
end
# æ–‡å—サイズを返ã™
return width
end
end
#--------------------------------------------------------------------------
# â— \V変æ›
#--------------------------------------------------------------------------
# option :オプション。無指定åˆã¯è¦å®šå¤–ã®å ´åˆã¯indexã®ãƒ¦ãƒ¼ã‚¶å¤‰æ•°å€¤ã‚’è¿”ã™ã€‚
# index :インデックス
# 返り値 :変æ›çµæžœ(アイコン表示用シーケンス込ã¿)
#--------------------------------------------------------------------------
def convart_value(option, index)
# optionãŒnilã®å ´åˆã¯""ã«ç›´ã™(誤動作防æ¢)
option == nil ? option = "" : nil
# optionã¯downcaseã—ã¦ãŠã。
option.downcase!
# \030ã¯ã‚¢ã‚¤ã‚³ãƒ³è¡¨ç¤ºç”¨ã®ã‚·ãƒ¼ã‚±ãƒ³ã‚¹ã€‚\030[アイコンファイルå]ã§å®šç¾©ã€‚
case option
when "i"
unless $data_items[index].name == nil
r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
end
when "w"
unless $data_weapons[index].name == nil
r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
end
when "a"
unless $data_armors[index].name == nil
r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
end
when "s"
unless $data_skills[index].name == nil
r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
end
else
r = $game_variables[index]
end
r == nil ? r = "" : nil
return r
end
#--------------------------------------------------------------------------
# ◠解放
#--------------------------------------------------------------------------
def dispose
terminate_message
# 外å—ã‚ャッシュ開放
if @gaiji_cache != nil
unless @gaiji_cache.disposed?
@gaiji_cache.dispose
end
end
# æ–‡å—é€éŽè»¢é€ç”¨ãƒãƒƒãƒ•ã‚¡é–‹æ”¾
unless @opacity_text_buf.disposed?
@opacity_text_buf.dispose
end
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# ◠カーソルã®çŸ©å½¢æ›´æ–°
#--------------------------------------------------------------------------
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
end
#==============================================================================
# â– Window_Frame (æž ã ã‘ã§ä¸èº«ã®ç„¡ã„ウィンドウ)
#==============================================================================
class Window_Frame < Window_Base
#--------------------------------------------------------------------------
# ◠オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
self.contents = nil
#self.back_opacity = 240
end
#--------------------------------------------------------------------------
# ◠解放
#--------------------------------------------------------------------------
def dispose
super
end
end
#==============================================================================
# â– Air_Text (何も無ã„ã¨ã“ã‚ã«æ–‡å—æ写 = æž ã®ç„¡ã„瞬間表示メッセージウィンドウ)
#==============================================================================
class Air_Text < Window_Base
#--------------------------------------------------------------------------
# ◠オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
def initialize(x, y, designate_text)
super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity = 0
self.back_opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
w = self.contents.width
h = self.contents.height
self.contents.font.name = $fontface
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, w, h, designate_text)
end
#--------------------------------------------------------------------------
# ◠解放
#--------------------------------------------------------------------------
def dispose
self.contents.clear
super
end
end