Salve a tutti, devo aggiungere un tutorial al mio gioco e mi servirebbe uno script che mi permetta di creare dei message box più grandi, ho usato questo script (Guarda sotto ) ma non va bene perché il software non mi permette di scrivere testi troppo lunghi.
I need you
#============================================================================== # # ▼ Yanfly Engine Ace - Ace Message System v1.05 # -- Last Updated: 2012.01.13 # -- Level: Normal # -- Requires: n/a # #==============================================================================
$imported = {} if $imported.nil? $imported["YEA-MessageSystem"] = true
#============================================================================== # ▼ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.07.21 - Fixed REGEXP error at line 824 # 2012.01.13 - Bug Fixed: Negative tags didn't display other party members. # 2012.01.12 - Compatibility Update: Message Actor Codes # 2012.01.10 - Added Feature: \pic[x] text code. # 2012.01.04 - Bug Fixed: \ic tag was \ii. No longer the case. # - Added: Scroll Text window now uses message window font. # 2011.12.31 - Started Script and Finished. # #============================================================================== # ▼ Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # While RPG Maker VX Ace certainly improved the message system a whole lot, it # wouldn't hurt to add in a few more features, such as name windows, converting # textcodes to write out the icons and/or names of items, weapons, armours, and # more in quicker fashion. This script also gives the developer the ability to # adjust the size of the message window during the game, give it a separate # font, and to give the player a text fast-forward feature. # #============================================================================== # ▼ Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To install this script, open up your script editor and copy/paste this script # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save. # # ----------------------------------------------------------------------------- # Message Window text Codes - These go inside of your message window. # ----------------------------------------------------------------------------- # Default: Effect: # \v[x] - Writes variable x's value. # \n[x] - Writes actor x's name. # \p[x] - Writes party member x's name. # \g - Writes gold currency name. # \c[x] - Changes the colour of the text to x. # \i[x] - Draws icon x at position of the text. # \{ - Makes text bigger by 8 points. # \} - Makes text smaller by 8 points. # \$ - Opens gold window. # \. - Waits 15 frames (quarter second). # \| - Waits 60 frames (a full second). # \! - Waits until key is pressed. # \> - Following text is instant. # \< - Following text is no longer instant. # \^ - Skips to the next message. # \\ - Writes a "\" in the window. # # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # # Wait: Effect: # \w[x] - Waits x frames (60 frames = 1 second). Message window only. # # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # # NameWindow: Effect: # \n - Creates a name box with x string. Left side. *Note # \nc - Creates a name box with x string. Centered. *Note # \nr - Creates a name box with x string. Right side. *Note # # *Note: Works for message window only. # # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # # Position: Effect: # \px[x] - Sets x position of text to x. # \py[x] - Sets y position of text to y. # # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # # Picture: Effect: # \pic[x] - Draws picture x from the Graphics\Pictures folder. # # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # # Outline: Effect: # \oc[x] - Sets outline colour to x. # \oo[x] - Sets outline opacity to x. # # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # # Font: Effect: # \fr - Resets all font changes. # \fz[x] - Changes font size to x. # \fn[x] - Changes font name to x. # \fb - Toggles font boldness. # \fi - Toggles font italic. # \fo - Toggles font outline. # \fs - Toggles font shadow. # # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # # Actor: Effect: # \af[x] - Shows face of actor x. *Note # \ac[x] - Writes out actor's class name. *Note # \as[x] - Writes out actor's subclass name. Req: Class System. *Note # \an[x] - Writes out actor's nickname. *Note # # *Note: If x is 0 or negative, it will show the respective # party member's face instead. # 0 - Party Leader # -1 - 1st non-leader member. # -2 - 2nd non-leader member. So on. # # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # # Names: Effect: # \nc[x] - Writes out class x's name. # \ni[x] - Writes out item x's name. # \nw[x] - Writes out weapon x's name. # \na[x] - Writes out armour x's name. # \ns[x] - Writes out skill x's name. # \nt[x] - Writes out state x's name. # # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # # Icon Names: Effect: # \ic[x] - Writes out class x's name including icon. * # \ii[x] - Writes out item x's name including icon. # \iw[x] - Writes out weapon x's name including icon. # \ia[x] - Writes out armour x's name including icon. # \is[x] - Writes out skill x's name including icon. # \it[x] - Writes out state x's name including icon. # # *Note: Requires YEA - Class System # # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # # And those are the text codes added with this script. Keep in mind that some # of these text codes only work for the Message Window. Otherwise, they'll work # for help descriptions, actor biographies, and others. # #============================================================================== # ▼ Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # #==============================================================================
module YEA module MESSAGE
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - General Message Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # The following below will adjust the basic settings and that will affect # the majority of the script. Adjust them as you see fit. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This button is the button used to make message windows instantly skip # forward. Hold down for the effect. Note that when held down, this will # speed up the messages, but still wait for the pauses. However, it will # automatically go to the next page when prompted. TEXT_SKIP = :A # Input::A is the shift button on keyboard.
# This variable adjusts the number of visible rows shown in the message # window. If you do not wish to use this feature, set this constant to 0. # If the row value is 0 or below, it will automatically default to 4 rows. VARIABLE_ROWS = 21
# This variable adjusts the width of the message window shown. If you do # not wish to use this feature, set this constant to 0. If the width value # is 0 or below, it will automatically default to the screen width. VARIABLE_WIDTH = 22
# This is the amount of space that the message window will indent whenever # a face is used. Default: 112 FACE_INDENT_X = 112
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Name Window Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # The name window is a window that appears outside of the main message # window box to display whatever text is placed inside of it like a name. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NAME_WINDOW_X_BUFFER = -20 # Buffer x position of the name window. NAME_WINDOW_Y_BUFFER = 0 # Buffer y position of the name window. NAME_WINDOW_PADDING = 20 # Padding added to the horizontal position. NAME_WINDOW_OPACITY = 255 # Opacity of the name window. NAME_WINDOW_COLOUR = 6 # Text colour used by default for names.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Message Font Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Ace Message System separates the in-game system font form the message # font. Adjust the settings here for your fonts. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This array constant determines the fonts used. If the first font does not # exist on the player's computer, the next font in question will be used # in place instead and so on. MESSAGE_WINDOW_FONT_NAME = ["Verdana", "Arial", "Courier New"]
# These adjust the other settings regarding the way the game font appears # including the font size, whether or not the font is bolded by default, # italic by default, etc. MESSAGE_WINDOW_FONT_SIZE = 20 # Font size. MESSAGE_WINDOW_FONT_BOLD = false # Default bold? MESSAGE_WINDOW_FONT_ITALIC = true # Default italic? MESSAGE_WINDOW_FONT_OUTLINE = true # Default outline? MESSAGE_WINDOW_FONT_SHADOW = true # Default shadow?
end # MESSAGE end # YEA
#============================================================================== # ▼ Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #==============================================================================
#-------------------------------------------------------------------------- # alias method: reset_font_settings #-------------------------------------------------------------------------- alias window_base_reset_font_settings_ams reset_font_settings def reset_font_settings if @message_font setup_message_font else window_base_reset_font_settings_ams contents.font.out_color = Font.default_out_color contents.font.outline = Font.default_outline contents.font.shadow = Font.default_shadow end end
#-------------------------------------------------------------------------- # alias method: convert_escape_characters #-------------------------------------------------------------------------- alias window_base_convert_escape_characters_ams convert_escape_characters def convert_escape_characters(text) result = window_base_convert_escape_characters_ams(text) result = convert_ace_message_system_new_escape_characters(result) return result end
#-------------------------------------------------------------------------- # new method: escape_actor_class_name #-------------------------------------------------------------------------- def escape_actor_class_name(actor_id) actor_id = $game_party.members[actor_id.abs].id if actor_id <= 0 actor = $game_actors[actor_id] return "" if actor.nil? return actor.class.name end
#-------------------------------------------------------------------------- # new method: actor_subclass_name #-------------------------------------------------------------------------- def escape_actor_subclass_name(actor_id) return "" unless $imported["YEA-ClassSystem"] actor_id = $game_party.members[actor_id.abs].id if actor_id <= 0 actor = $game_actors[actor_id] return "" if actor.nil? return "" if actor.subclass.nil? return actor.subclass.name end
#-------------------------------------------------------------------------- # new method: escape_actor_nickname #-------------------------------------------------------------------------- def escape_actor_nickname(actor_id) actor_id = $game_party.members[actor_id.abs].id if actor_id <= 0 actor = $game_actors[actor_id] return "" if actor.nil? return actor.nickname end
#-------------------------------------------------------------------------- # new method: escape_icon_item #-------------------------------------------------------------------------- def escape_icon_item(data_id, type) case type when :class return "" unless $imported["YEA-ClassSystem"] icon = $data_classes[data_id].icon_index name = $data_items[data_id].name when :item icon = $data_items[data_id].icon_index name = $data_items[data_id].name when :weapon icon = $data_weapons[data_id].icon_index name = $data_weapons[data_id].name when :armour icon = $data_armors[data_id].icon_index name = $data_armors[data_id].name when :skill icon = $data_skills[data_id].icon_index name = $data_skills[data_id].name when :state icon = $data_states[data_id].icon_index name = $data_states[data_id].name else; return "" end text = "\eI[#{icon}]" + name return text end
#-------------------------------------------------------------------------- # alias method: process_escape_character #-------------------------------------------------------------------------- alias window_base_process_escape_character_ams process_escape_character def process_escape_character(code, text, pos) case code.upcase #--- when 'FZ' contents.font.size = obtain_escape_param(text) when 'FN' text.sub!(/\[(.*?)\]/, "") font_name = $1.to_s font_name = Font.default_name if font_name.nil? contents.font.name = font_name.to_s #--- when 'OC' colour = text_color(obtain_escape_param(text)) contents.font.out_color = colour when 'OO' contents.font.out_color.alpha = obtain_escape_param(text) #--- when 'AMSF' case obtain_escape_param(text) when 0; reset_font_settings when 1; contents.font.bold = !contents.font.bold when 2; contents.font.italic = !contents.font.italic when 3; contents.font.outline = !contents.font.outline when 4; contents.font.shadow = !contents.font.shadow end #--- when 'PX' pos[:x] = obtain_escape_param(text) when 'PY' pos[:y] = obtain_escape_param(text) #--- when 'PIC' text.sub!(/\[(.*?)\]/, "") bmp = Cache.picture($1.to_s) rect = Rect.new(0, 0, bmp.width, bmp.height) contents.blt(pos[:x], pos[:y], bmp, rect) #--- else window_base_process_escape_character_ams(code, text, pos) end end
#-------------------------------------------------------------------------- # alias method: initialize #-------------------------------------------------------------------------- alias window_choicelist_initialize_ams initialize def initialize(message_window) window_choicelist_initialize_ams(message_window) setup_message_font end
#-------------------------------------------------------------------------- # alias method: initialize #-------------------------------------------------------------------------- alias window_scrolltext_initialize_ams initialize def initialize window_scrolltext_initialize_ams setup_message_font end
#-------------------------------------------------------------------------- # update #-------------------------------------------------------------------------- def update super return if self.active return if self.openness == 0 return if @closing @close_counter -= 1 return if @close_counter > 0 close end
#-------------------------------------------------------------------------- # calculate_size #-------------------------------------------------------------------------- def calculate_size(code, text) case code when "\e" return calculate_escape_code_width(obtain_escape_code(text), text) else return 0 end end
#-------------------------------------------------------------------------- # calculate_escape_code_width #-------------------------------------------------------------------------- def calculate_escape_code_width(code, text) dw = -text_size("\e").width - text_size(code).width case code.upcase when 'C', 'OC', 'OO' dw += -text_size("[" + obtain_escape_param(text).to_s + "]").width return dw when 'I' dw += -text_size("[" + obtain_escape_param(text).to_s + "]").width dw += 24 return dw when '{' make_font_bigger when '}' make_font_smaller when 'FZ' contents.font.size = obtain_escape_param(text) when 'FN' text.sub!(/\[(.*?)\]/, "") font_name = $1.to_s font_name = Font.default_name if font_name.nil? contents.font.name = font_name.to_s when 'AMSF' case obtain_escape_param(text) when 0; reset_font_settings when 1; contents.font.bold = !contents.font.bold when 2; contents.font.italic = !contents.font.italic when 3; contents.font.outline = !contents.font.outline when 4; contents.font.shadow = !contents.font.shadow end else return dw end end
#-------------------------------------------------------------------------- # set_y_position #-------------------------------------------------------------------------- def set_x_position(x_position) case x_position when 1 # Left self.x = @message_window.x self.x += YEA::MESSAGE::NAME_WINDOW_X_BUFFER when 2 # 3/10 self.x = @message_window.x self.x += @message_window.width * 3 / 10 self.x -= self.width / 2 when 3 # Center self.x = @message_window.x self.x += @message_window.width / 2 self.x -= self.width / 2 when 4 # 7/10 self.x = @message_window.x self.x += @message_window.width * 7 / 10 self.x -= self.width / 2 when 5 # Right self.x = @message_window.x + @message_window.width self.x -= self.width self.x -= YEA::MESSAGE::NAME_WINDOW_X_BUFFER end self.x = [[self.x, Graphics.width - self.width].min, 0].max end
#-------------------------------------------------------------------------- # set_y_position #-------------------------------------------------------------------------- def set_y_position case $game_message.position when 0 self.y = @message_window.height self.y -= YEA::MESSAGE::NAME_WINDOW_Y_BUFFER else self.y = @message_window.y - self.height self.y += YEA::MESSAGE::NAME_WINDOW_Y_BUFFER end end
#-------------------------------------------------------------------------- # alias method: initialize #-------------------------------------------------------------------------- alias window_message_initialize_ams initialize def initialize window_message_initialize_ams setup_message_font end
#-------------------------------------------------------------------------- # alias method: dispose_all_windows #-------------------------------------------------------------------------- alias window_message_dispose_all_windows_ams dispose_all_windows def dispose_all_windows window_message_dispose_all_windows_ams @name_window.dispose end
#-------------------------------------------------------------------------- # alias method: update_all_windows #-------------------------------------------------------------------------- alias window_message_update_all_windows_ams update_all_windows def update_all_windows window_message_update_all_windows_ams @name_window.update @name_window.back_opacity = self.back_opacity @name_window.opacity = self.opacity end
#-------------------------------------------------------------------------- # alias method: update_show_fast #-------------------------------------------------------------------------- alias window_message_update_show_fast_ams update_show_fast def update_show_fast @show_fast = true if Input.press?(YEA::MESSAGE::TEXT_SKIP) window_message_update_show_fast_ams end
#-------------------------------------------------------------------------- # overwrite method: convert_escape_characters #-------------------------------------------------------------------------- def convert_escape_characters(text) result = super(text.to_s.clone) result = namebox_escape_characters(result) result = message_escape_characters(result) return result end
#-------------------------------------------------------------------------- # new method: namebox #-------------------------------------------------------------------------- def namewindow(text, position) @name_text = text @name_position = position return "" end
#-------------------------------------------------------------------------- # new method: message_escape_characters #-------------------------------------------------------------------------- def message_escape_characters(result) result.gsub!(/\eAF\[(-?\d+)]/i) { change_face($1.to_i) } return result end
#-------------------------------------------------------------------------- # new method: change_face #-------------------------------------------------------------------------- def change_face(actor_id) actor_id = $game_party.members[actor_id.abs].id if actor_id <= 0 actor = $game_actors[actor_id] return "" if actor.nil? $game_message.face_name = actor.face_name $game_message.face_index = actor.face_index return "" end
#-------------------------------------------------------------------------- # alias method: new_page #-------------------------------------------------------------------------- alias window_message_new_page_ams new_page def new_page(text, pos) adjust_message_window_size window_message_new_page_ams(text, pos) end
#-------------------------------------------------------------------------- # new method: clear_name_window #-------------------------------------------------------------------------- def clear_name_window @name_text = "" @name_position = 0 end
#-------------------------------------------------------------------------- # new method: start_name_window #-------------------------------------------------------------------------- def start_name_window return if @name_text == "" @name_window.start(@name_text, @name_position) end
#-------------------------------------------------------------------------- # overwrite method: fiber_main #-------------------------------------------------------------------------- def fiber_main $game_message.visible = true update_background update_placement loop do process_all_text if $game_message.has_text? process_input $game_message.clear @gold_window.close @name_window.start_close Fiber.yield break unless text_continue? end close_and_wait $game_message.visible = false @fiber = nil end
#-------------------------------------------------------------------------- # alias method: open_and_wait #-------------------------------------------------------------------------- alias window_message_open_and_wait_ams open_and_wait def open_and_wait clear_name_window adjust_message_window_size window_message_open_and_wait_ams end
#-------------------------------------------------------------------------- # alias method: close_and_wait #-------------------------------------------------------------------------- alias window_message_close_and_wait_ams close_and_wait def close_and_wait @name_window.force_close window_message_close_and_wait_ams end
#-------------------------------------------------------------------------- # alias method: all_close? #-------------------------------------------------------------------------- alias window_message_all_close_ams all_close? def all_close? return window_message_all_close_ams && @name_window.close? end
#-------------------------------------------------------------------------- # alias method: process_escape_character #-------------------------------------------------------------------------- alias window_message_process_escape_character_ams process_escape_character def process_escape_character(code, text, pos) case code.upcase when 'W' # Wait wait(obtain_escape_param(text)) else window_message_process_escape_character_ams(code, text, pos) end end
end # Window_Message
#============================================================================== # # ▼ End of File # #==============================================================================
Question
Zocchina
Salve a tutti, devo aggiungere un tutorial al mio gioco e mi servirebbe uno script che mi permetta di creare dei message box più grandi, ho usato questo script (Guarda sotto
) ma non va bene perché il software non mi permette di scrivere testi troppo lunghi.
I need you
I miei script per RPG Maker Vx Ace:
ZCN TT Add-on
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