Jump to content
Rpg²S Forum

Roland

Utenti
  • Posts

    6
  • Joined

  • Last visited

Posts posted by Roland

  1. Questo è lo script!!

     

    #===================================================

    # ■ AMS - Advanced Message Script - R4 [update #2]

    #===================================================

    # Per informazioni e aggiornamenti sullo script visitate:

    # www.dubealex.com (Creation Asylum)

    #

    # Modificato, aggiustato e migliorato da: Dubealex

    # Original Script Core by: XRXS Scripter (Jap Dudes)

    # HTML Hexadecimal color feature from: Phylomorphis

    #

    # Ringraziamenti:

    # Rabu: Per aver aggiunto l'opzione Mostra face

    #

    # Traduzione in italiano by Tio

    # Per più informazioni visitate www.rpgshrine.altervista.org

    # Per trovare gli ultimi aggiornamenti nello script cercate: #NEW

    # Per configurare il bottone che fa saltare il dialogo cercare: #SKIP_TEXT_CODE

    #

    # May 18, 2005

    #===================================================

     

    LETTER_BY_LETTER_MODE = false #Setta la modalità di lettura lettera per lettera

    #(per toglierla modificare true in false)

     

    #===================================================

    # ▼ Inizio CLASSE AMS

    #===================================================

    class AMS

     

    attr_accessor :name_box_x_offset

    attr_accessor :name_box_y_offset

    attr_accessor :font_type

    attr_accessor :name_font_type

    attr_accessor :font_size

    attr_accessor :name_font_size

    attr_accessor :message_box_opacity

    attr_accessor :name_box_skin

    attr_accessor :name_box_text_color

    attr_accessor :message_box_text_color

    attr_accessor :message_box_skin

    attr_accessor :name_box_width

    attr_accessor :name_box_height

    attr_accessor :message_width

    attr_accessor :message_height

    attr_accessor :message_x

    attr_accessor :message_y_bottom

    attr_accessor :message_y_middle

    attr_accessor :message_y_top

    attr_accessor :event_message_x_ofset

    attr_accessor :event_message_y_ofset

     

    def initialize

     

    @name_box_x_offset = 4 #Sceglie la posizione X della finestra col nome. Iniziale= 0

    @name_box_y_offset = -10 #Sceglie la posizione Y della finestra col nome. Iniziale= -10

    @name_box_width = 20 #Sceglie la larghezza della finestra col nome. Iniziale= 8

    @name_box_height = 26 #Sceglie l'altezza della finestra col nome. Iniziale= 26

     

    @font_type = "Tahoma" #Sceglie il font per la finestra dei messaggi

    @name_font_type = "Tahoma" #Sceglie il font per la finestra col nome

    @font_size = 22 #Sceglie la grandezza del font nella finestra dei messaggi

    @name_font_size = 18 #Sceglie la grandezza del font per la finestra col nome

    @name_box_text_color=0 #Sceglie il colore del font per la finestra dei messaggi

    @message_box_text_color=0 #Sceglie il colore del font per la finestra col nome

     

    @message_box_opacity = 160 #Sceglie l'opacità della finestra dei messaggi.Iniziale=160

    @message_box_skin = "old" #Nome della Windowskin della finestra dei messaggi.

    @name_box_skin = "sky" #Nome della Windowskin della finestra col nome.

     

    @message_width = 480 #Sceglie la larghezza della finestra dei messaggi. Iniziale=480

    @message_height = 100 #Sceglie l'altezza della finestra dei messaggi. Iniziale=160

    @message_x = 100 #Sceglie la posizione X della finestra dei messaggi. Iniziale=80

    @message_y_bottom = 380 #Sceglie la posizione Y della finestra a partire dal basso. Iniziale=304

    @message_y_middle = 160 #Sceglie la posizione Y della finestra a partire dall'alto. Iniziale=160

    @message_y_top = 16 #Sceglie la posizione della finestra del nome in alto. Iniziale=16

     

    @event_message_x_ofset = 0 #Sceglie la posizione X della finestra orientata agli eventi. Iniziale=0

    @event_message_y_ofset = 48 #Sceglie la posizione Y della finestra orientata agli eventi. Iniziale=48

     

    end

    end

    #===================================================

    # ▲ Finisce CLASSE AMS

    #===================================================

     

     

    #===================================================

    # ▼ Inizia Classe Window_Message

    #===================================================

    class Window_Message < Window_Selectable

     

    alias xrxs9_initialize initialize

     

    def initialize

     

    @alex_skip = false

     

    xrxs9_initialize

     

    if $soundname_on_speak == nil then

    $soundname_on_speak = ""

    end

     

    $gaiji_file = "./Graphics/Gaiji/sample.png"

     

    if FileTest.exist?($gaiji_file)

    @gaiji_cache = Bitmap.new($gaiji_file)

    else

    @gaigi_cache = nil

    end

    @opacity_text_buf = Bitmap.new(32, 32)

    end

     

     

    #--------------------------------------------------------------------------

     

    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

     

    #--------------------------------------------------------------------------

     

    def refresh

     

    self.contents.clear

    self.contents.font.color = text_color($ams.message_box_text_color)

    self.contents.font.name = $ams.font_type

    self.contents.font.size = $ams.font_size

    self.windowskin = RPG::Cache.windowskin($ams.message_box_skin)

    @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 = -2

     

    if $game_temp.choice_start == 0

    @x = 8

    end

     

    if $game_temp.message_text != nil

    @now_text = $game_temp.message_text

    if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then

    @face_file = $1 + ".png"

    @x = @face_indent = 128

    if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")

    self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))

    end

    @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }

    end

     

    begin

    last_text = @now_text.clone

    @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's Stop Skip Text ON-OFF

    @now_text.gsub!(/\\[%]/) { "\100" }

    #Fine nuovo comando

     

    #NEW

    #Dubealex's Show Monster Name Feature

    @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do

    $data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""

    end

    #Fine nuovo comando

     

    #NEW

    #Dubealex's 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

    #Fine nuovo comando

     

    #NEW

    #Dubealex's 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

    #Fine nuovo comando

     

    #NEW

    #Dubealex's Show Current Map Name Feature

    @now_text.gsub!(/\\[Mm]ap/) do

    $game_map.name != nil ? $game_map.name : ""

    end

    #Fine nuovo comando

     

    #NEW

    #Dubealex's Choose Name Box Text Color

    @now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do

    $ams.name_box_text_color=$1.to_i

    @now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" }

    end

    #FIne nuovo comando

     

    name_window_set = false

    if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil

    name_window_set = true

    name_text = $1

    @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }

    end

     

    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

     

    @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

    @cursor_width = 0

    @now_text.gsub!(/\\\\/) { "\000" }

    @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's Permanent Color Change

    @now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do

    $ams.message_box_text_color= $1.to_i

    @now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" }

    end

    #Fine nuovo comando

     

    #NEW

    #Dubealex's Font Change Feature

    @now_text.gsub(/\\[Tt]\[(.*?)\]/) do

    buftxt = $1.to_s

    $ams.font_type = buftxt

    @now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }

    end

    #Fine nuovo comando

     

    @now_text.gsub!(/\\[.]/) { "\005" }

    @now_text.gsub!(/\\[|]/) { "\006" }

    @now_text.gsub!(/\\[>]/) { "\016" }

    @now_text.gsub!(/\\[<]/) { "\017" }

    @now_text.gsub!(/\\[!]/) { "\020" }

    @now_text.gsub!(/\\[~]/) { "\021" }

    @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }

    @now_text.gsub!(/\\[ii]/) { "\023" }

    @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }

    @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }

    @now_text.gsub!(/\\[bb]\[([0-9]+)\]/) { "\026[#{$1}]" }

    @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }

     

    reset_window

     

    if name_window_set

    color=$ams.name_box_text_color

    off_x = $ams.name_box_x_offset

    off_y = $ams.name_box_y_offset

    space = 2

    x = self.x + off_x - space / 2

    y = self.y + off_y - space / 2

    w = self.contents.text_size(name_text).width + $ams.name_box_width + space

    h = $ams.name_box_height + space

    @name_window_frame = Window_Frame.new(x, y, w, h)

    @name_window_frame.z = self.z + 1

    x = self.x + off_x + 4

    y = self.y + off_y

    @name_window_text = Air_Text.new(x, y, name_text, color)

    @name_window_text.z = self.z + 2

    end

    end

     

    reset_window

     

    if $game_temp.choice_max > 0

    @item_max = $game_temp.choice_max

    self.active = true

    self.index = 0

    end

     

    if $game_temp.num_input_variable_id > 0

    digits_max = $game_temp.num_input_digits_max

    number = $game_variables[$game_temp.num_input_variable_id]

    @input_number_window = Window_InputNumber.new(digits_max)

    @input_number_window.number = number

    @input_number_window.x = self.x + 8

    @input_number_window.y = self.y + $game_temp.num_input_start * 32

    end

    end

     

    #--------------------------------------------------------------------------

     

    def update

     

    super

     

    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 == ""

     

    if @now_text != nil and @mid_stop == false

    if @write_wait > 0

    @write_wait -= 1

    return

    end

    text_not_skip = LETTER_BY_LETTER_MODE

    while true

    @max_x = @x if @max_x < @x

    @max_y = @y if @max_y < @y

    if (c = @now_text.slice!(/./m)) != nil

    if c == "\000"

    c = "\\"

    end

     

    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

     

    if c == "\002"

    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

    c = ""

    end

     

    if c == "\003"

    @now_text.sub!(/\[([0-9]+)\]/, "")

    speed = $1.to_i

    if speed >= 0 and speed <= 19

    @write_speed = speed

    end

    c = ""

    end

     

    if c == "\004"

    @now_text.sub!(/\[(.*?)\]/, "")

    buftxt = $1.dup.to_s

    if buftxt.match(/\//) == nil and buftxt != "" then

    $soundname_on_speak = "Audio/SE/" + buftxt

    else

    $soundname_on_speak = buftxt.dup

    end

    c = ""

    elsif c == "\004"

    c = ""

    end

     

    if c == "\005"

    @write_wait += 5

    c = ""

    end

     

    if c == "\006"

    @write_wait += 20

    c = ""

    end

     

    if c == "\016"

    text_not_skip = false

    c = ""

    end

     

    if c == "\017"

    text_not_skip = true

    c = ""

    end

     

    if c == "\020"

    @mid_stop = true

    c = ""

    end

     

    if c == "\021"

    terminate_message

    return

    end

     

    if c == "\023"

    @indent = @x

    c = ""

    end

     

    if c == "\024"

    @now_text.sub!(/\[([0-9]+)\]/, "")

    @opacity = $1.to_i

    color = self.contents.font.color

    self.contents.font.name = $ams.font_type

    self.contents.font.size = $ams.font_size

    self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)

    c = ""

    end

     

    if c == "\025"

    @now_text.sub!(/\[([0-9]+)\]/, "")

    self.contents.font.size = [[$1.to_i, 6].max, 32].min

    c = ""

    end

     

    if c == "\026"

    @now_text.sub!(/\[([0-9]+)\]/, "")

    @x += $1.to_i

    c = ""

    end

     

    if c == "\027"

    @now_text.sub!(/\[(.*?)\]/, "")

    @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)

    if $soundname_on_speak != ""

    Audio.se_play($soundname_on_speak)

    end

    c = ""

    end

     

    if c == "\030"

    @now_text.sub!(/\[(.*?)\]/, "")

    self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))

    if $soundname_on_speak != ""

    Audio.se_play($soundname_on_speak)

    end

    @x += 24

    c = ""

    end

     

    if c == "\n"

    @lines += 1

    @y += 1

    @x = 0 + @indent + @face_indent

    if @lines >= $game_temp.choice_start

    @x = 8 + @indent + @face_indent

    @cursor_width = @max_choice_x

    end

    c = ""

    end

     

    if c == "\022"

    @now_text.sub!(/\[([0-9]+)\]/, "")

    @x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)

    c = ""

    end

     

    #NEW

    #Dubealex's Text Skip On/OFF Command

    if c == "\100"

    if @alex_skip==false

    @alex_skip=true

    else

    @alex_skip=false

    end

    c = ""

    end

    #Fine nuovo comando

     

    if c != ""

    self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)

    @x += self.contents.text_size©.width

    if $soundname_on_speak != "" then

    Audio.se_play($soundname_on_speak)

    end

    end

     

    #SKIP_TEXT_CODE

     

    # B = Esc, 0 (tastiera numerica), X

    # C = Invio, Barra spaziatrice e C

    # A = Shift, Z

     

    if Input.press?(Input::C) # <-- Cambia il valore in quella linea

    if @alex_skip==false

    text_not_skip = false

    end

    end

    else

    text_not_skip = true

    break

    end

     

    if text_not_skip

    break

    end

    end

    @write_wait += @write_speed

    return

    end

     

    if @input_number_window != nil

    @input_number_window.update

    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

    @input_number_window.dispose

    @input_number_window = nil

    terminate_message

    end

    return

    end

     

    if @contents_showing

    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

     

    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

     

    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

     

    #--------------------------------------------------------------------------

     

    def get_character(parameter)

     

    case parameter

    when 0

    return $game_player

    else

    events = $game_map.events

    return events == nil ? nil : events[parameter]

    end

    end

     

    #--------------------------------------------------------------------------

     

    def reset_window

     

    #GRANDEZZA_MESSAGGIO

    #POSIZIONE_MESSAGGIO

     

    if @popchar >= 0

    events = $game_map.events

    if events != nil

    character = get_character(@popchar)

    x = [[character.screen_x - $ams.event_message_x_ofset - self.width / 2, 4].max, 636 - self.width].min

    y = [[character.screen_y - $ams.event_message_y_ofset - 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

    self.y = $ams.message_y_top

    when 1

    self.y = $ams.message_y_middle

    when 2

    self.y = $ams.message_y_bottom

    end

    self.x = $ams.message_x

    if @face_file == nil

    self.width = $ams.message_width

    self.x = $ams.message_x

    else

    if self.width <= 600

    self.width = 600

    self.x -=60

    end

    end

    self.height = $ams.message_height

    end

    end

    self.contents = Bitmap.new(self.width - 32, self.height - 32)

    self.contents.font.color = text_color($ams.message_box_text_color)

    self.contents.font.name = $ams.font_type

    self.contents.font.size = $ams.font_size

    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 = $ams.message_box_opacity

    else

    self.opacity = 0

    self.back_opacity = $ams.message_box_opacity

    end

    end

     

    #--------------------------------------------------------------------------

     

    def gaiji_draw(x, y, num)

     

    if @gaiji_cache == nil

    return 0

    else

    if @gaiji_cache.width < num * 24

    return 0

    end

     

    if self.contents.font.size >= 20 and self.contents.font.size <= 24

    size = 24

    else

    size = self.contents.font.size * 100 * 24 / 2200

    end

     

    self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))

     

    if $soundname_on_speak != "" then

    Audio.se_play($soundname_on_speak)

    end

    return size

    end

    end

     

    #--------------------------------------------------------------------------

     

    def line_height

    return 32

     

    if self.contents.font.size >= 20 and self.contents.font.size <= 24

    return 32

    else

    return self.contents.font.size * 15 / 10

    end

    end

     

    #--------------------------------------------------------------------------

     

    def ruby_draw_text(target, x, y, str,opacity)

     

    sizeback = target.font.size

    target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2

    rubysize = [rubysize, 6].max

    opacity = [[opacity, 0].max, 255].min

    split_s = str.split(/,/)

    split_s[0] == nil ? split_s[0] = "" : nil

    split_s[1] == nil ? split_s[1] = "" : nil

     

    height = sizeback + rubysize

    width = target.text_size(split_s[0]).width

     

    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

     

    width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0

     

    if opacity == 255

    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

    target.draw_text(x, y, width, target.font.size, split_s[0])

    return width

    else

    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)

    else

    @opacity_text_buf.clear

    end

    @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

    @opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)

    if sub_x >= 0

    target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)

    else

    target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)

    end

    return width

    end

    end

     

    #--------------------------------------------------------------------------

     

    def convart_value(option, index)

    option == nil ? option = "" : nil

    option.downcase!

     

    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

     

    #--------------------------------------------------------------------------

     

    def dispose

    terminate_message

     

    if @gaiji_cache != nil

    unless @gaiji_cache.disposed?

    @gaiji_cache.dispose

    end

    end

     

    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

     

    #--------------------------------------------------------------------------

     

    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

    #=========================================

    # ▲ Finisce CLASSE Window_Message

    #=========================================

     

     

    #=========================================

    # ▼ Inizia Classe Window_Frame

    #=========================================

    class Window_Frame < Window_Base

     

    def initialize(x, y, width, height)

    super(x, y, width, height)

    self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)

    self.contents = nil

    end

     

    #--------------------------------------------------------------------------

     

    def dispose

    super

    end

    end

    #=========================================

    # ▲ Esci CLASSE Window_Frame

    #=========================================

     

     

    #=========================================

    # ▼ Inizia aggiunte classe Game_Map

    #=========================================

    class Game_Map

     

    #Dubealex's Addition (from XRXS), mostra nome della mappa nel gioco

    def name

    $map_infos[@map_id]

    end

    end

    #=========================================

    # ▲ Finisce aggiunte classe Game_Map

    #=========================================

     

     

    #=========================================

    # ▼ Inizia aggiunte classe Scene_Title

    #=========================================

    class Scene_Title

     

    #Dubealex's Addition (from XRXS) mostra nome della mappa nel gioco

    $map_infos = load_data("Data/MapInfos.rxdata")

    for key in $map_infos.keys

    $map_infos[key] = $map_infos[key].name

    end

     

    #Dubealex's addition, salva i dati dei messaggi quando salvi il gioco

    $ams = AMS.new

     

    end

    #=========================================

    # ▲ Finisce aggiunte classe Scene_Title

    #=========================================

     

     

    #=========================================

    # ▼ Inizia aggiunte classe Window_Base

    #=========================================

    class Window_Base < Window

     

    #Dubealex Addition (from Phylomorphis) per usare i codici dei colori HTML

    def hex_color(string)

    red = 0

    green = 0

    blue = 0

    if string.size != 6

    print("Vengono usati sei carrateri.")

    print("Sarà usato il colore bianco per il testo.")

    return Color.new(255, 255, 255, 255)

    end

    for i in 1..6

    s = string.slice!(/./m)

    if s == "#"

    print("Potrebbe non essere prensete il carattere \"#\".")

    print("Sarà usato il colore bianco per il testo.")

    return Color.new(255, 255, 255, 255)

    end

    value = hex_convert(s)

    if value == -1

    print("Errore nel convertire il valore.")

    print("Sarà usato il colore bianco per il testo.")

    return Color.new(255, 255, 255, 255)

    end

    case i

    when 1

    red += value * 16

    when 2

    red += value

    when 3

    green += value * 16

    when 4

    green += value

    when 5

    blue += value * 16

    when 6

    blue += value

    end

    end

    return Color.new(red, green, blue, 255)

    end

     

    #--------------------------------------------------------------------------

     

    def hex_convert(character)

    case character

    when "0"

    return 0

    when "1"

    return 1

    when "2"

    return 2

    when "3"

    return 3

    when "4"

    return 4

    when "5"

    return 5

    when "6"

    return 6

    when "7"

    return 7

    when "8"

    return 8

    when "9"

    return 9

    when "A"

    return 10

    when "B"

    return 11

    when "C"

    return 12

    when "D"

    return 13

    when "E"

    return 14

    when "F"

    return 15

    end

    return -1

    end

    end

    #=========================================

    # ▲ Finisce aggiunte classe Window_Base

    #=========================================

     

     

    #=========================================

    # ▼ Inizia classe Air_Text

    #=========================================

    class Air_Text < Window_Base

     

    def initialize(x, y, designate_text, color=0)

     

    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 = $ams.name_font_type

    self.contents.font.size = $ams.name_font_size

    self.contents.font.color = text_color(color)

    self.contents.draw_text(0, 0, w, h, designate_text)

    end

     

    #--------------------------------------------------------------------------

     

    def dispose

    self.contents.clear

    super

    end

    end

    #==========================================

    # ▲ Finisce classe Air_Text

    #==========================================

     

     

    #===================================================

    # ▼ Inizia aggiunte classe Scene_Save

    #===================================================

    class Scene_Save < Scene_File

     

    alias ams_original_write_save_data write_save_data

     

    def write_save_data(file)

    ams_original_write_save_data(file)

    Marshal.dump($ams, file)

    end

     

    end

    #===================================================

    # ▲ Finisce aggiunte classe Scene_Save

    #===================================================

     

     

    #===================================================

    # ▼ Inizia aggiunte classe Scene_Load

    #===================================================

    class Scene_Load < Scene_File

     

    alias ams_original_read_save_data read_save_data

     

    def read_save_data(file)

    ams_original_read_save_data(file)

    $ams = Marshal.load(file)

    end

     

    end

    #===================================================

    # ▲ Finisce aggiunte classe Scene_Load

    #===================================================

     

  2. Ho un piccolo problema con i dialoghi...ho lo script advanced message.Ho settato la finestra dei messaggi.

    Ora il mio messaggio ha 2 righe, quando provo il gioco e faccio partire il dialogo mi esce solo la prima riga, quando premo

    invio finisce il dialogo.... sapreste aiutarmi??!!

×
×
  • Create New...