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[Partenaire] Super RPG
Sam 24 Jan 2009 - 0:38 par L\'homme sans visage
Voici le site de nôtre ami The Best of Maker.
Il parle de RPG maker (vous l'aurez sûrement devinez ) :
Super RPG
Il parle de RPG maker (vous l'aurez sûrement devinez ) :
Super RPG
Commentaires: 0
Dialogues en bulles de BD
RPG Socrate :: Général :: Scripts :: Divers
Page 1 sur 1
Dialogues en bulles de BD
#==============================================
# ■ Window_Message
#------------------------------------------------------------------------------
# 文章表示に使うメッセージウィンドウです。
#==============================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(80, 304, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# ● メッセージ終了処理
#--------------------------------------------------------------------------
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
if @comic !=nil
@comic.dispose
@comic = nil
end
end
#Comic Script
def GRmens_calc(x, y, w_size, text)
self.x = 700
rsl_size = w_size + 32
h_size = 64
rsl_x = [[x - rsl_size / 2, 0].max, 640 - rsl_size].min
if y <= 96
rsl_y = [[y - 16, 0].max, 480 - 116].min
else
rsl_y = [[y - 116, 0].max, 480 - 116].min
end
if x >= 608
ind_x = x - 16
ind_name = "ind_se"
else
ind_x = x + 8
ind_name = "ind_so"
end
if y <= 96
ind_y = rsl_y - 7
ind_name = "ind_no"
else
ind_y = rsl_y + 61
end
if x >= 608 and y <= 96
ind_name = "ind_ne"
end
@comic = Window_GRmens.new (rsl_x, rsl_y, rsl_size, ind_x, ind_y, ind_name, text)
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
x = y = 0
@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] }
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" }
#--------event
if (/\\[Nn]pc\[(.+?)\]/.match(last_text)) != nil
event_id = $1
x = $game_map.events[$1.to_i].screen_x
y = $game_map.events[$1.to_i].screen_y
text.sub!(/\\[Nn]pc\[(.*?)\]/) { "" }
w_size = self.contents.text_size(text).width
GRmens_calc(x, y, w_size, text)
end
#---------player
if (/\\[Pp]lr/.match(last_text)) != nil
x = $game_player.screen_x
y = $game_player.screen_y
text.sub!(/\\[Pp]lr/) { "" }
w_size = self.contents.text_size(text).width
GRmens_calc(x, y, w_size, text)
end
# "\\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 = self.opacity
@gold_window.back_opacity = self.back_opacity
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
self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
# 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
#--------------------------------------------------------------------------
# ● ウィンドウの位置と不透明度の設定
#--------------------------------------------------------------------------
def reset_window
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
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = 160
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
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
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)
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
@contents_showing = true
$game_temp.message_window_showing = true
reset_window
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
self.opacity -= 48
if self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
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, n * 32, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
end
Créez ensuite un autre script au dessus de main que vous appellerez Comic et copiez-y le code suivant:
Code:
class Window_GRmens < Window_Selectable
#--------------------------------------------------------------------------
def initialize(rsl_x, rsl_y, rsl_size, ind_x, ind_y, ind_name, text)
super(rsl_x, rsl_y, rsl_size, 64)
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.windowskin = RPG::Cache.windowskin("comic_skin")
w = self.contents.width
h = self.contents.height
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.contents.font.color = text_color(9)
self.contents.draw_text(0, 0, w, h, text)
@ind = Sprite.new
@ind.bitmap = RPG::Cache.picture(ind_name)
@ind.x = ind_x
@ind.y = ind_y
@ind.z = 101
end
#--------------------------------------------------------------------------
def dispose
self.contents = nil
@ind.dispose
super
end
end
Il suffit ensuite de placer avant le message soit \plr pour que la bulle indique le héros ou \npc[***] pour un autre evenement. (Il faut remplacer *** par le numero de l'évènement
# ■ Window_Message
#------------------------------------------------------------------------------
# 文章表示に使うメッセージウィンドウです。
#==============================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(80, 304, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# ● メッセージ終了処理
#--------------------------------------------------------------------------
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
if @comic !=nil
@comic.dispose
@comic = nil
end
end
#Comic Script
def GRmens_calc(x, y, w_size, text)
self.x = 700
rsl_size = w_size + 32
h_size = 64
rsl_x = [[x - rsl_size / 2, 0].max, 640 - rsl_size].min
if y <= 96
rsl_y = [[y - 16, 0].max, 480 - 116].min
else
rsl_y = [[y - 116, 0].max, 480 - 116].min
end
if x >= 608
ind_x = x - 16
ind_name = "ind_se"
else
ind_x = x + 8
ind_name = "ind_so"
end
if y <= 96
ind_y = rsl_y - 7
ind_name = "ind_no"
else
ind_y = rsl_y + 61
end
if x >= 608 and y <= 96
ind_name = "ind_ne"
end
@comic = Window_GRmens.new (rsl_x, rsl_y, rsl_size, ind_x, ind_y, ind_name, text)
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
x = y = 0
@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] }
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" }
#--------event
if (/\\[Nn]pc\[(.+?)\]/.match(last_text)) != nil
event_id = $1
x = $game_map.events[$1.to_i].screen_x
y = $game_map.events[$1.to_i].screen_y
text.sub!(/\\[Nn]pc\[(.*?)\]/) { "" }
w_size = self.contents.text_size(text).width
GRmens_calc(x, y, w_size, text)
end
#---------player
if (/\\[Pp]lr/.match(last_text)) != nil
x = $game_player.screen_x
y = $game_player.screen_y
text.sub!(/\\[Pp]lr/) { "" }
w_size = self.contents.text_size(text).width
GRmens_calc(x, y, w_size, text)
end
# "\\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 = self.opacity
@gold_window.back_opacity = self.back_opacity
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
self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
# 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
#--------------------------------------------------------------------------
# ● ウィンドウの位置と不透明度の設定
#--------------------------------------------------------------------------
def reset_window
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
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = 160
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
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
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)
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
@contents_showing = true
$game_temp.message_window_showing = true
reset_window
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
self.opacity -= 48
if self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
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, n * 32, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
end
Créez ensuite un autre script au dessus de main que vous appellerez Comic et copiez-y le code suivant:
Code:
class Window_GRmens < Window_Selectable
#--------------------------------------------------------------------------
def initialize(rsl_x, rsl_y, rsl_size, ind_x, ind_y, ind_name, text)
super(rsl_x, rsl_y, rsl_size, 64)
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.windowskin = RPG::Cache.windowskin("comic_skin")
w = self.contents.width
h = self.contents.height
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.contents.font.color = text_color(9)
self.contents.draw_text(0, 0, w, h, text)
@ind = Sprite.new
@ind.bitmap = RPG::Cache.picture(ind_name)
@ind.x = ind_x
@ind.y = ind_y
@ind.z = 101
end
#--------------------------------------------------------------------------
def dispose
self.contents = nil
@ind.dispose
super
end
end
Il suffit ensuite de placer avant le message soit \plr pour que la bulle indique le héros ou \npc[***] pour un autre evenement. (Il faut remplacer *** par le numero de l'évènement
okaya- Secrétaire Général
-
Nombre de messages : 103
Age : 26
Localisation : BOULOGNE-BILLANCOURT
Avertissement :
Points : 7598
Date d'inscription : 09/01/2009
RPG Socrate :: Général :: Scripts :: Divers
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Dim 26 Déc 2010 - 15:42 par Yosura