Sujet n°8327
Posté par spirow le 30 Oct - 19:42 (2010)
Titre : Adapter un script a psp
Bonjour,

Quelqu'un saurais t-il adapter ce script a psp svp ?
Il sert a voir l'image perso dans les messages.
Merci d'avance !


Spoiler




  1. #==============================================================================  
  2. # Window_Message  
  3. #------------------------------------------------------------------------------  
  4. #  
  5. #==============================================================================  
  6.   
  7. class Window_Message < Window_Selectable  
  8. #--------------------------------------------------------------------------  
  9. #  
  10. #--------------------------------------------------------------------------  
  11. def initialize  
  12. super(80, 304, 480, 160)  
  13. self.contents = Bitmap.new(width - 32, height - 32)  
  14. self.contents.font = Font.new("Arial")  
  15. self.visible = false  
  16. self.z = 9998  
  17. @fade_in = false  
  18. @fade_out = false  
  19. @contents_showing = false  
  20. @cursor_width = 0  
  21. @pic_width = 96  
  22. @pic_height = 96  
  23. self.active = false  
  24. self.index = -1  
  25. end  
  26. #--------------------------------------------------------------------------  
  27. #  
  28. #--------------------------------------------------------------------------  
  29. def dispose  
  30. terminate_message  
  31. $game_temp.message_window_showing = false  
  32. if @input_number_window != nil  
  33. @input_number_window.dispose  
  34. end  
  35. super  
  36. end  
  37. #--------------------------------------------------------------------------  
  38. #  
  39. #--------------------------------------------------------------------------  
  40. def terminate_message  
  41. self.active = false  
  42. self.pause = false  
  43. self.index = -1  
  44. self.contents.clear  
  45. @contents_showing = false  
  46.   
  47. if $game_temp.message_proc != nil  
  48. $game_temp.message_proc.call  
  49. end  
  50.   
  51. $game_temp.message_text = nil  
  52. $game_temp.message_proc = nil  
  53. $game_temp.choice_start = 99  
  54. $game_temp.choice_max = 0  
  55. $game_temp.choice_cancel_type = 0  
  56. $game_temp.choice_proc = nil  
  57. $game_temp.num_input_start = 99  
  58. $game_temp.num_input_variable_id = 0  
  59. $game_temp.num_input_digits_max = 0  
  60.   
  61. if @gold_window != nil  
  62. @gold_window.dispose  
  63. @gold_window = nil  
  64. end  
  65. end  
  66. #--------------------------------------------------------------------------  
  67. #  
  68. #--------------------------------------------------------------------------  
  69. def refresh  
  70. self.contents.clear  
  71. self.contents.font.color = normal_color  
  72. x = y = 0  
  73. @cursor_width = 0  
  74.   
  75. if $game_temp.choice_start == 0  
  76. x = 8  
  77. end  
  78.   
  79. if $game_temp.message_text != nil  
  80. text = $game_temp.message_text  
  81.   
  82. begin  
  83. last_text = text.clone  
  84. text.gsub!(/\[Vv]\[([0-9]+)\]/) { $game_variables[[b]$1[/b].to_i] }  
  85. end until text == last_text  
  86. text.gsub!(/\[Nn]\[([0-9]+)\]/) do  
  87. $game_actors[[b]$1[/b].to_i] != nil ? $game_actors[[b]$1[/b].to_i].name : ""  
  88. end  
  89. text.gsub!(/\[Ww]\[([0-9]+)\]/) do  
  90. @pic_width = $1.to_i  
  91. ""  
  92. end  
  93. text.gsub!(/\[Hh]\[([0-9]+)\]/) do  
  94. @pic_height = $1.to_i  
  95. ""  
  96. end  
  97. text.gsub!(/\[Ff]\[([\w]+)\]/) do  
  98. temp = RPG::Cache.picture($1)  
  99. pic_x = self.contents.width - @pic_width - 10  
  100. pic_y = self.contents.height / 2 - @pic_height / 2  
  101. dest = Rect.new(pic_x,pic_y,@pic_width@pic_height)  
  102. src = Rect.new(0,0,temp.width, temp.height)  
  103. self.contents.stretch_blt(dest, temp, src)  
  104. ""  
  105. end  
  106.   
  107. text.gsub!(/\\/) { "\000" }  
  108. text.gsub!(/\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }  
  109. text.gsub!(/\[Gg]/) { "\002" }  
  110.   
  111. while ((c = text.slice!(/./m)) != nil)  
  112.   
  113. if c == "\000"  
  114. c = "\"  
  115. end  
  116.   
  117. if c == "\001"  
  118. text.sub!(/\[([0-9]+)\]/, "")  
  119. color = $1.to_i  
  120. if color >= 0 and color <= 7  
  121. self.contents.font.color = text_color(color)  
  122. end  
  123. next  
  124. end  
  125.   
  126. if c == "\002"  
  127. if @gold_window == nil  
  128. @gold_window = Window_Gold.new  
  129. @gold_window.x = 560 - @gold_window.width  
  130. if $game_temp.in_battle  
  131. @gold_window.y = 192  
  132. else  
  133. @gold_window.y = self.y >= 128 ? 32 : 384  
  134. end  
  135. @gold_window.opacity = self.opacity  
  136. @gold_window.back_opacity = self.back_opacity  
  137. end  
  138. next  
  139. end  
  140.   
  141. if c == "\n"  
  142. if y >= $game_temp.choice_start  
  143. @cursor_width = [[b]@cursor_width[/b], x].max  
  144. end  
  145. y += 1  
  146. x = 0  
  147.   
  148. if y >= $game_temp.choice_start  
  149. x = 8  
  150. end  
  151. next  
  152. end  
  153.   
  154. self.contents.draw_text(4 + x, 32 * y, 40, 32, c)  
  155.   
  156. x += self.contents.text_size(c).width  
  157. end  
  158. end  
  159.   
  160. if $game_temp.choice_max > 0  
  161. @item_max = $game_temp.choice_max  
  162. self.active = true  
  163. self.index = 0  
  164. end  
  165.   
  166. if $game_temp.num_input_variable_id > 0  
  167. digits_max = $game_temp.num_input_digits_max  
  168. number = $game_variables[[b]$game_temp[/b].num_input_variable_id]  
  169. @input_number_window = Window_InputNumber.new(digits_max)  
  170. @input_number_window.number = number  
  171. @input_number_window.x = self.x + 8  
  172. @input_number_window.y = self.y + $game_temp.num_input_start * 32  
  173. end  
  174. end  
  175. #--------------------------------------------------------------------------  
  176. #  
  177. #--------------------------------------------------------------------------  
  178. def reset_window  
  179. if $game_temp.in_battle  
  180. self.y = 16  
  181. else  
  182. case $game_system.message_position  
  183. when 0 # ?  
  184. self.y = 16  
  185. when 1 # ?  
  186. self.y = 160  
  187. when 2 # ?  
  188. self.y = 304  
  189. end  
  190. end  
  191. if $game_system.message_frame == 0  
  192. self.opacity = 255  
  193. else  
  194. self.opacity = 0  
  195. end  
  196. self.back_opacity = 160  
  197. end  
  198. #--------------------------------------------------------------------------  
  199. #  
  200. #--------------------------------------------------------------------------  
  201. def update  
  202. super  
  203.   
  204. if @fade_in  
  205. self.contents_opacity += 24  
  206. if @input_number_window != nil  
  207. @input_number_window.contents_opacity += 24  
  208. end  
  209. if self.contents_opacity == 255  
  210. @fade_in = false  
  211. end  
  212. return  
  213. end  
  214.   
  215. if @input_number_window != nil  
  216. @input_number_window.update  
  217.   
  218. if Input.trigger?(Input::C)  
  219. $game_system.se_play($data_system.decision_se)  
  220. $game_variables[[b]$game_temp[/b].num_input_variable_id] =  
  221. @input_number_window.number  
  222. $game_map.need_refresh = true  
  223.   
  224. @input_number_window.dispose  
  225. @input_number_window = nil  
  226. terminate_message  
  227. end  
  228. return  
  229. end  
  230.   
  231. if @contents_showing  
  232.   
  233. if $game_temp.choice_max == 0  
  234. self.pause = true  
  235. end  
  236.   
  237. if Input.trigger?(Input::B)  
  238. if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0  
  239. $game_system.se_play($data_system.cancel_se)  
  240. $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)  
  241. terminate_message  
  242. end  
  243. end  
  244.   
  245. if Input.trigger?(Input::C)  
  246. if $game_temp.choice_max > 0  
  247. $game_system.se_play($data_system.decision_se)  
  248. $game_temp.choice_proc.call(self.index)  
  249. end  
  250. terminate_message  
  251. end  
  252. return  
  253. end  
  254.   
  255. if @fade_out == false and $game_temp.message_text != nil  
  256. @contents_showing = true  
  257. $game_temp.message_window_showing = true  
  258. reset_window  
  259. refresh  
  260. Graphics.frame_reset  
  261. self.visible = true  
  262. self.contents_opacity = 0  
  263. if @input_number_window != nil  
  264. @input_number_window.contents_opacity = 0  
  265. end  
  266. @fade_in = true  
  267. return  
  268. end  
  269.   
  270. if self.visible  
  271. @fade_out = true  
  272. self.opacity -= 48  
  273. if self.opacity == 0  
  274. self.visible = false  
  275. @fade_out = false  
  276. $game_temp.message_window_showing = false  
  277. end  
  278. return  
  279. end  
  280. end  
  281. #--------------------------------------------------------------------------  
  282. #  
  283. #--------------------------------------------------------------------------  
  284. def update_cursor_rect  
  285. if @index >= 0  
  286. n = $game_temp.choice_start + @index  
  287. self.cursor_rect.set(8, n * 32, @cursor_width, 32)  
  288. else  
  289. self.cursor_rect.empty  
  290. end  
  291. end  
  292. end

Posté par KnightLink le 31 Oct - 13:09 (2010)
Citation:
Il sert a voir l'image perso dans les messages.

... HEING ? Le faceset ? ... ???

Posté par spirow le 31 Oct - 20:26 (2010)
Oui ^^ mais il faut l'adapter a psp ^^

J'ai trouvé ce script qui a l'air beaucoup mieu !!!!!


Spoiler
# ▼▲▼ 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
# 一文字ずつ描写
DEFAULT_TYPING_ENABLE = true # falseにすると瞬間表示
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
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‰åãŒãªã„å ´åˆã¯""とする
if $soundname_on_speak == nil then
$soundname_on_speak = ""
end
# 外字ファイルパス設定
$gaiji_file = "./Graphics/Gaiji/sample.png"
# 外字データ読み込み
if FileTest.exist?($gaiji_file)
@gaiji_cache = Bitmap.new($gaiji_file)
else
@gaigi_cache = nil
end
# 文字透過転送用バッファ
@opacity_text_buf = Bitmap.new(32, 32)
end
#--------------------------------------------------------------------------
# ● メッセージ終了処理
#--------------------------------------------------------------------------
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
# 初期化
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 が -2 ã®å ´åˆã€æ¨™æº–ä½ç½®ã€‚-1ã®å ´åˆã€æ–‡å­—ã‚»ãƒ³ã‚¿ãƒ¼ã€‚
# 0ä»¥ä¸Šã®å ´åˆã€€ã‚­ãƒ£ãƒ©ãƒãƒƒãƒ—ã€‚0は主人公、1以降はイベント。
@popchar = -2
# 選択肢なら字下げを行う
if $game_temp.choice_start == 0
@x = 8
end
# è¡¨ç¤ºå¾…ã¡ã®ãƒ¡ãƒƒã‚»ãƒ¼ã‚¸ãŒãƒ»ã‚‹å ´åˆ
if $game_temp.message_text != nil
@now_text = $game_temp.message_text
# 顔表示指定\Fが・るか?
if (/\A\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
# ファイルチェック
if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
# 顔グラを描画
@face_file = $1 + ".png"
self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
# 全行 128ピクセルのインデントを入れる。
@x = @face_indent = 128
end
@now_text.gsub!(/\[Ff]\[(.*?)\]/) { "" }
end
# 制御文字処理
begin
last_text = @now_text.clone
# \Vを独自ルーチンに変更(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
# \nameが・るか?
name_window_set = false
if (/\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
# 値を設定
name_window_set = true
name_text = $1
# \name[]部分を削除
@now_text.sub!(/\[Nn]ame\[(.*?)\]/) { "" }
end
# ウィンドウ位置判定
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
# ウィンドウ幅の取得
@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
# 選択肢ならカーソルの幅を更新
@cursor_width = 0
#if @lines >= $game_temp.choice_start
# @cursor_width = [@cursor_width, @max_choice_x - @face_indent].max
#end
# 便宜上、"\\" を "\000" に変換
@now_text.gsub!(/\\/) { "\000" }
# "\C" を "\001" に、"\G" を "\002" に、
# "\S" を "\003" に、"\A" を "\004" に変換
@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" }
# 競合すると何かと気まずいので、\016以降を使用する
@now_text.gsub!(/\[>]/) { "\016" }
@now_text.gsub!(/\[<]/) { "\017" }
@now_text.gsub!(/\[!]/) { "\020" }
@now_text.gsub!(/\[~]/) { "\021" }
@now_text.gsub!(/\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
# インデント設定(è¿½åŠ éƒ¨åˆ†)
@now_text.gsub!(/\[Ii]/) { "\023" }
# テキスト透過率指定(è¿½åŠ éƒ¨åˆ†)
@now_text.gsub!(/\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
# テキストサイズ指定(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}]" }
# ここで一旦ウィンドウ位置更新
reset_window
# \nameが・るか?
if name_window_set
# オフセット位置
off_x = 0
off_y = -10
# æž ã ã‘ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®ä½œæˆ(余白を 2 に設定)
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
# 擬似的な空中文字描写ウィンドウを作成
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 ´åˆ
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
# æ•°å€¤å…¥åŠ›ã®å ´åˆ
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
# ãƒ•ã‚§ãƒ¼ãƒ‰ã‚¤ãƒ³ã®å ´åˆ
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 == "" # 変換
# è¡¨ç¤ºå¾…ã¡ã®ãƒ¡ãƒƒã‚»ãƒ¼ã‚¸ãŒãƒ»ã‚‹å ´åˆ
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 の保存。
@max_x = @x if @max_x < @x
@max_y = @y if @max_y < @y
# c に 1 文字を取得 (文字が取得できなくなるまでループ)
if (c = @now_text.slice!(/./m)) != nil
# \ ã®å ´åˆ
if c == "\000"
# 本来の文字に戻す
c = "\"
end
# \C[n] ã®å ´åˆ
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 ´åˆ
if c == "\002"
# ゴールドウィンドウを作成
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
# 次の文字へ
c = ""
end
# \S[n] ã®å ´åˆ
if c == "\003"
# 文字色を変更
@now_text.sub!(/\[([0-9]+)\]/, "")
speed = $1.to_i
if speed >= 0 and speed <= 19
@write_speed = speed
end
# 次の文字へ
c = ""
end
# \A[soundname] ã®å ´åˆ
if c == "\004"
# 再生ファイルを変更するための準備
@now_text.sub!(/\[(.*?)\]/, "")
buftxt = $1.dup.to_s
# 再生ファイル名に"/"が・るか?
if buftxt.match(/\//) == nil and buftxt != "" then
# なければ"Audio/SE/"を結合する
$soundname_on_speak = "Audio/SE/" + buftxt
else
# ・ればそのままコピー
$soundname_on_speak = buftxt.dup
end
# 次の文字へ
c = ""
elsif c == "\004"
# 次の文字へ
c = ""
end
# \. ã®å ´åˆ
if c == "\005"
@write_wait += 5
c = ""
end
# \| ã®å ´åˆ
if c == "\006"
@write_wait += 20
c = ""
end
# \> ã®å ´åˆ
if c == "\016"
text_not_skip = false
c = ""
end
# \<ã®å ´åˆ
if c == "\017"
text_not_skip = true
c = ""
end
# \!ã®å ´åˆ
if c == "\020"
@mid_stop = true
c = ""
end
# \~ã®å ´åˆ
if c == "\021"
terminate_message
return
end
# \Iã®å ´åˆ(è¿½åŠ éƒ¨åˆ†)
if c == "\023"
# 今の@xをインデント位置に設定
@indent = @x
c = ""
end
# \Oã®å ´åˆ(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 ´åˆ(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 ´åˆ(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 ´åˆ(è¿½åŠ éƒ¨åˆ†)
if c == "\027"
@now_text.sub!(/\[(.*?)\]/, "")
# 文字を描画
@x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
# 文字描写のSEを演奏
if $soundname_on_speak != ""
Audio.se_play($soundname_on_speak)
end
c = ""
end
# ã‚¢ã‚¤ã‚³ãƒ³æç”»ç”¨ã‚·ãƒ¼ã‚±ãƒ³ã‚¹ã®å ´åˆ(è¿½åŠ éƒ¨åˆ†)
if c == "\030"
# アイコンファイル名を取得
@now_text.sub!(/\[(.*?)\]/, "")
# アイコンを描画
self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
# 文字描写のSEを演奏
if $soundname_on_speak != ""
Audio.se_play($soundname_on_speak)
end
@x += 24
# 次の文字へ
c = ""
end
# æ”¹è¡Œæ–‡å­—ã®å ´åˆ
if c == "\n"
# y に 1 ã‚’åŠ ç®—
@lines += 1
@y += 1
@x = 0 + @indent + @face_indent
# 選択肢なら字下げを行う
if @lines >= $game_temp.choice_start
@x = 8 + @indent + @face_indent
# カーソルの更新
@cursor_width = @max_choice_x
end
# 次の文字へ
c = ""
end
# å¤–å­—è¡¨ç¤ºã®å ´åˆ
if c == "\022"
# []部分の除去
@now_text.sub!(/\[([0-9]+)\]/, "")
# 外字を表示
@x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
# 次の文字へ
c = ""
end
if c != ""
# 文字を描画
self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)
@x += self.contents.text_size(c).width
# 文字描写のSEを演奏
if $soundname_on_speak != "" then
Audio.se_play($soundname_on_speak)
end
end
# Bãƒœã‚¿ãƒ³ãŒæŠ¼ã•ã‚ŒãŸå ´åˆ
# 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
# æ•°å€¤å…¥åŠ›ä¸­ã®å ´åˆ
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
# ãƒ¡ãƒƒã‚»ãƒ¼ã‚¸è¡¨ç¤ºä¸­ã®å ´åˆ
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

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
# ãƒ•ã‚§ãƒ¼ãƒ‰ã‚¢ã‚¦ãƒˆä¸­ä»¥å¤–ã§è¡¨ç¤ºå¾…ã¡ã®ãƒ¡ãƒƒã‚»ãƒ¼ã‚¸ã‹é¸æŠžè‚¢ãŒãƒ»ã‚‹å ´åˆ
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
# è¡¨ç¤ºã™ã¹ããƒ¡ãƒƒã‚»ãƒ¼ã‚¸ãŒãªã„ãŒã€ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ãŒå¯è¦–çŠ¶æ…‹ã®å ´åˆ
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
#--------------------------------------------------------------------------
# ● キャラクターの取得
# parameter : パラメータ
#--------------------------------------------------------------------------
def get_character(parameter)
# パラメータで分岐
case parameter
when 0 # プレイヤー
return $game_player
else # 特定のイベント
events = $game_map.events
return events == nil ? nil : events[parameter]
end
end
#--------------------------------------------------------------------------
# ● ウィンドウの位置と不透明度の設定
#--------------------------------------------------------------------------
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 # 中
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
#--------------------------------------------------------------------------
# ● 外字描画
#--------------------------------------------------------------------------
# x   :x座標
# y   :y座標
# num  :外字番号
# 返り値:外字幅(@xå¢—åŠ å€¤)
#--------------------------------------------------------------------------
def gaiji_draw(x, y, num)
# å¤–å­—ãƒ‡ãƒ¼ã‚¿ãŒå­˜åœ¨ã—ãªã„å ´åˆã¯ä½•ã‚‚ã—ãªã„
if @gaiji_cache == nil
return 0
else
# æŒ‡å®šã—ãŸå¤–å­—ãŒã‚­ãƒ£ãƒƒã‚·ãƒ¥ç¯„å›²ã‚’è¶…ãˆã¦ã„ã‚‹å ´åˆã¯ä½•ã‚‚ã—ãªã„
if @gaiji_cache.width < num * 24
return 0
end
# 文字サイズを計算
if self.contents.font.size >= 20 and self.contents.font.size <= 24
size = 24
else
size = self.contents.font.size * 100 * 24 / 2200
end
# 外字データをstretch_bltで転送
self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))
# 文字描写のSEを演奏
if $soundname_on_speak != "" then
Audio.se_play($soundname_on_speak)
end
# 文字サイズを返す
return size
end
end
#--------------------------------------------------------------------------
# ● line_height
#--------------------------------------------------------------------------
# 返り値:行の高さ(@yå¢—åŠ å€¤)を返します。
#--------------------------------------------------------------------------
def line_height
# 現状、選択肢等に対応ができない為、自動的に32を返します。
return 32
# 文字サイズを計算
if self.contents.font.size >= 20 and self.contents.font.size <= 24
return 32
else
return self.contents.font.size * 15 / 10
end
end
#--------------------------------------------------------------------------
# ● ルビ文字描画
#--------------------------------------------------------------------------
# target :描画対象。Bitmapクラスを指定。
# x :x座標
# y :y座標
# str  :描画文字列。本文,ルビの形式で入力。
#      ,区切りが2ã¤ä»¥ä¸Šãƒ»ã£ãŸå ´åˆã¯è‡ªå‹•çš„ã«ç„¡è¦–ã•ã‚Œã‚‹ã€‚
# opacity:透過率(0~255)
# 返り値 :文字幅(@xå¢—åŠ å€¤)。
#--------------------------------------------------------------------------
def ruby_draw_text(target, x, y, str,opacity)
# フォントサイズをバックアップしておく
sizeback = target.font.size
# ルビサイズの計算
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€¤ãŒå…¥ã£ã¦ã„ã‚‹å ´åˆã¯ä¿®æ­£ã€‚
opacity = [[opacity, 0].max, 255].min
# strã‚’splitで分割し、split_sã«æ ¼ç´
split_s = str.split(/,/)
# split_sがnilã®å ´åˆã¯""にしておく(誤動作防止)
split_s[0] == nil ? split_s[0] = "" : nil
split_s[1] == nil ? split_s[1] = "" : nil
# heightとwidthを計算
height = sizeback + rubysize
width = target.text_size(split_s[0]).width
# バッファ用の幅計算(ルビの幅が本文の幅を越える可能性が・る為)
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
# 本文の描画幅とルビの描画幅の差を1/2ã«ã—ã¦å¤‰æ•°ã«æ ¼ç´(後で使用)
width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0
# opacityが255(透過なし)ã®å ´åˆã¯é€šå¸¸æç”»
if opacity == 255
# ルビの描画
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
# 本文の描画
target.draw_text(x, y, width, target.font.size, split_s[0])
return width
else
# 表示テキストのheight、widthãŒãƒãƒƒãƒ•ã‚¡ã‚µã‚¤ã‚ºã‚’ä¸Šå›žã‚‹å ´åˆã¯
# バッファを再生成する。
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)
# ãã†ã§ãªã„å ´åˆã¯ãƒãƒƒãƒ•ã‚¡ã‚¯ãƒªã‚¢ã€‚
else
@opacity_text_buf.clear
end
# バッファにテキスト描画
# ルビの描画
@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
# 本文の描画
@opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
# ãƒ«ãƒ“ã®å¹…ãŒæœ¬æ–‡ã®å¹…ã‚’ä¸‹å›žã‚‹å ´åˆ
if sub_x >= 0
target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
# ãƒ«ãƒ“ã®å¹…ãŒæœ¬æ–‡ã®å¹…ã‚’ä¸Šå›žã‚‹å ´åˆ
else
target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
end
# 文字サイズを返す
return width
end
end
#--------------------------------------------------------------------------
# ● \V変換
#--------------------------------------------------------------------------
# option ï¼šã‚ªãƒ—ã‚·ãƒ§ãƒ³ã€‚ç„¡æŒ‡å®šåˆã¯è¦å®šå¤–ã®å ´åˆã¯indexのユーザ変数値を返す。
# index :インデックス
# 返り値 :変換結果(アイコン表示用シーケンス込み)
#--------------------------------------------------------------------------
def convart_value(option, index)
# optionがnilã®å ´åˆã¯""に直す(誤動作防止)
option == nil ? option = "" : nil
# optionはdowncaseしておく。
option.downcase!
# \030はアイコン表示用のシーケンス。\030[アイコンファイル名]で定義。
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
# 外字キャッシュ開放
if @gaiji_cache != nil
unless @gaiji_cache.disposed?
@gaiji_cache.dispose
end
end
# 文字透過転送用バッファ開放
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
#--------------------------------------------------------------------------
# ● カーソルの矩形更新
#--------------------------------------------------------------------------
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„ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦)
#==============================================================================
class Window_Frame < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
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 (何も無いところに文字描写 = æž ã®ç„¡ã„çž¬é–“è¡¨ç¤ºãƒ¡ãƒƒã‚»ãƒ¼ã‚¸ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦)
#==============================================================================
class Air_Text < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
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



Mais il faut aussi l'intégrer a psp...

Voila ou je l'ai trouvé, tout est expliqué:

http://rpgcreative.net/rpgmaker/scripts-58-message-avance.html

Posté par Qwerty le 2 Nov - 00:31 (2010)
Tu peux le faire toi même. Tu met le script tel quel ensuite RMXP va te dire que des scripts manqua a toit de trouver les scripts.
Enfin je crois que c'est ça je n'en suis pas sur a 100%

Posté par spirow le 2 Nov - 19:02 (2010)
Raté ^^ j'ai déja essayer :/

Posté par Junki le 6 Nov - 20:58 (2010)
A mon avis il risque de te faire buggé d'autres script auquel il faudra par la suite apporter des modifications.

Posté par RevengeOfShadow le 1 Déc - 16:02 (2010)
Oui, ça risque d'être compliqué, en particulier à cause de "afficher_message". Mais de toute façon un projet PSP avec faceset ça va faire bizarre ! (Enfin c'est toi qui vois !)

Posté par Newtiteuf le 13 Déc - 18:54 (2010)
le mieux reste encore de créer toi même ton propre système d'affichage de faceset Clin d'œil foireux ... car chaque projet est différent et tout dépend de ta version de PSP Clin d'œil foireux