DaD Posted November 8, 2006 Share Posted November 8, 2006 Descrizione Questo script praticamente permette di modificare la finestra dei messagi con delle simpatiche Ballon in stile fumetto. Autore パラ犬 Allegati Avrete bisogno di due picture da inserire nella cartella Graphic/Windowskin eccole; Uno , Due Istruzioni per l'uso Allora per mettere il messaggio sopra l'eroe la stringa è $mes_id=-1 per metterlo sopra un evento è $mes_id=Id evento per disabilitare i baloon è $mes_id=nil poi su può far apparire il nome sulla finestra con il comando $mes_name="Nome" e lo si può levare con $mes_name="" Imettete questo script sopra main e chiamatelo FUKI #============================================================================== # ++ メッセージふきだし表示 ver. 1.16 ++ # Script by パラ犬 #------------------------------------------------------------------------------ # ふきだし表示をするには、 # テール用画像「(スキン名)-top」「(スキン名)-under」を # 「Graphics/Windowskins」フォルダにインポートしておく必要があります。 #------------------------------------------------------------------------------ # # [ふきだし表示の使い方] # イベントコマンド「スクリプト」で「$mes_id」にイベントIDを代入することで # そのイベントにふきだしがポップするようになります。 # (記述例: $mes_id=4 ) # IDに-1を代入するとプレイヤー、0でそのイベント自身。 # nilまたは""を代入すると、通常のメッセージ表示に戻ります。 # 表示位置はイベント「文章オプション」で変更できます。 # 表示位置に「中央」を指定すると、イベントの位置に関係なく # 画面中央に表示されます。 # # [名前ウインドウの使い方] # イベントコマンド「スクリプト」で「$mes_name」に文字列を代入することで # 名前ウインドウを表示します。 # (記述例: $mes_name="アルシェス" ) # ""またはnilを代入すると、非表示になります。 # # 二つの機能は独立していますので、それぞれ単体で使えます。 # $mes_id=(ID) + $mes_name="名前" :ふきだし表示 + 名前ウインドウ # $mes_id=(ID) + $mes_name="" :ふきだし表示 (名前なし) # $mes_id=nil + $mes_name="名前" :デフォルトウインドウ + 名前ウインドウ # $mes_id=nil + $mes_name="" :デフォルトウインドウ (名前なし) # # [メッセージ表示スピードの変更法] # イベントコマンド「スクリプト」で「$mes_speed」に数値を代入します。 # (記述例: $mes_speed=1 ) #============================================================================== module FUKI # スキンの設定 # ウインドウスキンと同じものを使うときは「""」 FUKI_SKIN_NAME = "001-Blue01" # ふきだし用スキン NAME_SKIN_NAME = "001-Blue01" # 名前表示用スキン # フォントサイズ MES_FONT_SIZE = 20 # メッセージウインドウとふきだし NAME_FONT_SIZE = 20 # 名前ウインドウ # ウインドウの透明度 FUKI_OPACITY = 255 # ふきだしウインドウ MES_OPACITY = 255 # 通常のメッセージウインドウ NAME_OPACITY = 255 # 名前ウインドウ # 名前ウインドウの相対位置 NAME_SHIFT_X = 0 # 横位置 NAME_SHIFT_Y = 16 # 縦位置 # 画面の一番端ではふきだしを少しずらす # 角の丸いスキンを使っていて、枠の角がふきだしと重なる場合に true にする CORNER_SHIFT = false SHIFT_PIXEL = 4 # trueの時にずらすピクセル数 # キャラクターの縦のサイズ CHARACTOR_HEIGHT = 48 # ふきだしの相対位置(縦位置) POP_SHIFT_TOP = 0 # 表示位置が上のとき POP_SHIFT_UNDER = -16 # 表示位置が下のとき # メッセージ表示速度(数字が小さいほど速い。0で瞬間表示) # $mes_speedに数値を代入することで、ゲーム中に変更可。 MES_SPEED = 1 end #============================================================================== # □ Window_FukiMessage #============================================================================== class Window_FukiMessage < 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 self.contents.font.name = "Arial" @w = 0 @h = 0 @wait = 0 @dx = 0 @dy = 0 $mes_speed = FUKI::MES_SPEED end #-------------------------------------------------------------------------- # ○ サイズを決定してウインドウを作成 #-------------------------------------------------------------------------- def refresh_create self.contents.clear self.contents.font.color = normal_color self.contents.font.size = FUKI::MES_FONT_SIZE self.contents.font.name = "Arial" # ウインドウサイズを取得 get_windowsize w = @w + 32 + 8 h = @h * (self.contents.font.size + 10) + 26 # ふきだしウインドウを作成 set_fukidasi(self.x, self.y, w, h) # 名前ウインドウを作成 set_namewindow # メッセージ表示用変数の初期化 @dx = @dy = 0 @cursor_width = 0 @contents_drawing = true # 瞬間表示の場合、ここで表示処理 if $mes_speed == 0 # 描画処理をループ while $game_temp.message_text != "" draw_massage end draw_opt_text @contents_showing_end = true @contents_drawing = false else # 一文字ずつ描画 refresh_drawtext end end #-------------------------------------------------------------------------- # ○ 一文字ずつ描画 #-------------------------------------------------------------------------- def refresh_drawtext if $game_temp.message_text != nil if @wait > 0 @wait -= 1 elsif @wait == 0 # 描画処理 draw_massage @wait = $mes_speed end end # 描画終了 if $game_temp.message_text == "" draw_opt_text @contents_showing_end = true @contents_drawing = false end end #----------------------------------- if @face != nil @face_win.visible = true if @face_win.visible == false @face_win.contents.clear pic_x = @face_win.contents.width - @pic_width pic_y = @face_win.contents.height / 2 - @pic_height / 2 dest = Rect.new(pic_x, pic_y, @pic_width, @pic_height) src = Rect.new(0, 0, @face.width, @face.height) @face_win.contents.stretch_blt(dest, @face, src) end #----------------------------------------------------------------------- #-------------------------------------------------------------------------- # ○ ウインドウサイズを取得 #-------------------------------------------------------------------------- def get_windowsize x = y = 0 @h = @w = 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.clone # 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 "0" に変換 text.gsub!(//) { "0" } # "C" を "1" に、"G" を "2" に変換 text.gsub!(/[Cc][([0-9]+)]/) { "1[#{$1}]" } text.gsub!(/[Gg]/) { "2" } # 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 == "0" # 本来の文字に戻す c = "" end # C[n] または G の場合 if c == "1" or c == "2" # 次の文字へ next end # 改行文字の場合 if c == "n" # y に 1 を加算 y += 1 # 縦横サイズを取得 @h = y @w = x > @w ? x : @w if y >= $game_temp.choice_start @w = x + 8 > @w ? x + 8 : @w end 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 # x に描画した文字の幅を加算 x += self.contents.text_size(c).width end 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] @h += 1 x = digits_max * self.contents.font.size + 16 self.contents.font.name = "Arial" @w = x > @w ? x : @w end end #-------------------------------------------------------------------------- # ○ 描画処理 #-------------------------------------------------------------------------- def draw_massage # 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 "0" に変換 text.gsub!(//) { "0" } # "C" を "1" に、"G" を "2" に変換 text.gsub!(/[Cc][([0-9]+)]/) { "1[#{$1}]" } text.gsub!(/[Gg]/) { "2" } # c に 1 文字を取得 if ((c = text.slice!(/./m)) != nil) # 選択肢の場合 if @dy >= $game_temp.choice_start # 字下げを行う @dx = 8 # 文字を描画 self.contents.draw_text(4 + @dx, 32 * @dy, 40, 32, c) self.contents.font.name = "Arial" # x に描画した文字の幅を加算 @dx += self.contents.text_size(c).width self.contents.font.name = "Arial" # ループ while ((c = text.slice!(/./m)) != "n") # 文字を描画 self.contents.draw_text(4 + @dx, 32 * @dy, 40, 32, c) self.contents.font.name = "Arial" # x に描画した文字の幅を加算 @dx += self.contents.text_size(c).width end if c == "n" # カーソルの幅を更新 @cursor_width = [@cursor_width, @dx].max # y に 1 を加算 @dy += 1 @dx = 0 end return end # の場合 if c == "0" # 本来の文字に戻す c = "" end # C[n] の場合 if c == "1" # 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) self.contents.font.name = "Arial" end end # G の場合 if c == "2" # 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 self.contents.font.name = "Arial" end end # 改行文字の場合 if c == "n" # y に 1 を加算 @dy += 1 @dx = 0 end # 文字を描画 self.contents.font.size = FUKI::MES_FONT_SIZE font_size = self.contents.font.size self.contents.draw_text(4+@dx, (font_size+10)*@dy, font_size, font_size, c) self.contents.font.name = "Arial" # x に描画した文字の幅を加算 @dx += self.contents.text_size(c).width self.contents.font.name = "Arial" end end end #-------------------------------------------------------------------------- # ○ 選択肢と数値入力を有効に #-------------------------------------------------------------------------- def draw_opt_text # 選択肢の場合 if $game_temp.choice_max > 0 @item_max = $game_temp.choice_max self.active = true self.index = 0 self.contents.font.name = "Arial" 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 #-------------------------------------------------------------------------- # ○ ふきだしを表示 #-------------------------------------------------------------------------- def set_fukidasi(x, y, width, height) # $mes_id が空のときはふきだしを表示しない if $mes_id == nil or $mes_id == "" del_fukidasi reset_window else # ポーズサインを非表示 self.pause = false self.contents.font.name = "Arial" # キャラクターを取得 character = get_character($mes_id) if character == nil # キャラクターが存在しないときは通常のメッセージウインドウに del_fukidasi reset_window return end # マップがスクロールされていないときの座標処理 if $game_map.display_x == 0 x = character.x * 32 - (width / 2) + 16 elsif $game_map.display_x == ($game_map.width - 20) * 128 x = ( character.real_x - $game_map.display_x + 64 ) / 128 * 32 - (width / 2) + 16 else x = ( character.real_x - $game_map.display_x + 64 ) / 128 * 32 - (width / 2) end # はみ出すときは画面内に収まるように移動 if x + width > 640 x = 640 - width elsif x < 0 x = 0 end # ウインドウの位置を決定 case $game_system.message_position when 0 # 上 y = ( (character.real_y - $game_map.display_y + 64) / 128) * 32 - height + 16 - FUKI::CHARACTOR_HEIGHT + FUKI::POP_SHIFT_TOP when 1 # 中 y = (480 - height) / 2 x = (640 - width) / 2 when 2 # 下 y = ( (character.real_y - $game_map.display_y + 64) / 128) * 32 + 48 + FUKI::POP_SHIFT_UNDER end skin = FUKI::FUKI_SKIN_NAME != "" ? FUKI::FUKI_SKIN_NAME : $game_system.windowskin_name # ふきだし用メッセージウインドウを作成 self.windowskin = RPG::Cache.windowskin(skin) self.x = x self.y = y self.height = height self.width = width self.contents.dispose self.contents = Bitmap.new(width - 32, height - 32) self.back_opacity = FUKI::FUKI_OPACITY self.contents.clear self.contents.font.color = normal_color self.contents.font.size = FUKI::MES_FONT_SIZE self.contents.font.name = "Arial" # ふきだしのテールを描画 if $game_system.message_frame == 0 @fuki = Sprite.new case $game_system.message_position when 0 # 上 @fuki.bitmap = RPG::Cache.windowskin(skin + "-top") # マップがスクロールされていないときの座標処理 if $game_map.display_x == 0 @fuki.x = character.x * 32 elsif $game_map.display_x == ($game_map.width - 20) * 128 @fuki.x = ( character.real_x - $game_map.display_x + 64 ) / 128 * 32 else @fuki.x = ( character.real_x - $game_map.display_x + 64 ) / 128 * 32 - 16 end # 画面端では位置をずらす if FUKI::CORNER_SHIFT if @fuki.x == 0 @fuki.x = FUKI::SHIFT_PIXEL elsif @fuki.x == 640 - 32 @fuki.x = 640 - 32 - FUKI::SHIFT_PIXEL end end @fuki.y = y + height - 16 @fuki.z = self.z + 1 when 1 # 中 @fuki.dispose @fuki = nil when 2 # 下 @fuki.bitmap = RPG::Cache.windowskin(skin + "-under") # マップがスクロールされていないときの座標処理 if $game_map.display_x == 0 @fuki.x = character.x * 32 elsif $game_map.display_x == ($game_map.width - 20) * 128 @fuki.x = ( character.real_x - $game_map.display_x + 64 ) / 128 * 32 else @fuki.x = ( character.real_x - $game_map.display_x + 64 ) / 128 * 32 - 16 end # 画面端では位置をずらす if FUKI::CORNER_SHIFT if @fuki.x == 0 @fuki.x = FUKI::SHIFT_PIXEL elsif @fuki.x == 640 - 32 @fuki.x = 640 - 32 - FUKI::SHIFT_PIXEL end end @fuki.y = y - 16 @fuki.z = self.z + 1 end end end end #-------------------------------------------------------------------------- # ○ 名前ウインドウを表示 #-------------------------------------------------------------------------- def set_namewindow # $mes_name が空のときは名前ウインドウを表示しない if $mes_name == nil or $mes_name == "" return else # 変数をセット mes_name = $mes_name name_width = mes_name.size / 2 * FUKI::NAME_FONT_SIZE name_height = FUKI::NAME_FONT_SIZE name_x = x + FUKI::NAME_SHIFT_X name_y = y - name_height - 16 + FUKI::NAME_SHIFT_Y # 名前ウインドウ(枠のみ)を作成 @name_win = Window_Base.new(name_x, name_y, name_width + 16, name_height + 16) skin = FUKI::NAME_SKIN_NAME != "" ? FUKI::NAME_SKIN_NAME : $game_system.windowskin_name @name_win.windowskin = RPG::Cache.windowskin(skin) @name_win.back_opacity = FUKI::NAME_OPACITY @name_win.z = self.z + 1 # 余白をwindowクラスの限界よりも小さくするため、二重構造に viewport = Viewport.new(name_x+12, name_y+8, name_width, name_height) viewport.z = @name_win.z + 1 @name_contents = Sprite.new(viewport) @name_contents.bitmap = Bitmap.new(name_width, name_height) @name_contents.z = @name_win.z + 2 @name_contents.bitmap.font.color = normal_color @name_contents.bitmap.font.size = FUKI::NAME_FONT_SIZE # ウインドウサイズを調整 rect = @name_contents.bitmap.text_size(mes_name) @name_win.width = rect.width + 32 # 名前を描画 @name_contents.bitmap.draw_text(rect, mes_name) end end #-------------------------------------------------------------------------- # ○ ふきだしと名前ウインドウを破棄 #-------------------------------------------------------------------------- def del_fukidasi if @fuki != nil @fuki.dispose @fuki = nil end if @name_win != nil @name_win.dispose @name_win = nil @name_contents.dispose @name_contents = nil end self.opacity = 0 self.x = 80 self.width = 480 self.height = 160 self.contents.dispose self.contents = Bitmap.new(width - 32, height - 32) self.pause = true self.contents.font.name = "Arial" 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 -1 # プレイヤー return $game_player when 0 # このイベント events = $game_map.events return events == nil ? nil : events[$active_event_id] 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 if $game_temp.in_battle self.y = 16 self.contents.font.name = "Arial" else case $game_system.message_position when 0 # 上 self.y = 16 self.contents.font.name = "Arial" when 1 # 中 self.y = 160 self.contents.font.name = "Arial" when 2 # 下 self.y = 304 self.contents.font.name = "Arial" end end if $game_system.message_frame == 0 self.opacity = 255 self.contents.font.name = "Arial" else self.opacity = 0 self.contents.font.name = "Arial" end self.back_opacity = FUKI::MES_OPACITY self.contents.font.name = "Arial" 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 self.contents.font.name = "Arial" if @name_win != nil @name_win.opacity += 24 end if @fuki != nil @fuki.opacity += 24 end if @input_number_window != nil @input_number_window.contents_opacity += 24 end if self.contents_opacity == 255 @fade_in = false end return end # メッセージ表示中の場合 if @contents_drawing refresh_drawtext 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 # メッセージ表示終了の場合 if @contents_showing_end # 選択肢の表示中でなければポーズサインを表示 # ふきだしモードでは非表示 if $game_temp.choice_max == 0 and @fuki == nil self.pause = true self.contents.font.name = "Arial" else self.pause = false self.contents.font.name = "Arial" 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 # ふきだしを破棄 del_fukidasi 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_create if @name_win != nil @name_win.opacity = 0 end if @fuki != nil @fuki.opacity = 0 end Graphics.frame_reset self.visible = true self.contents_opacity = 0 self.contents.font.name = "Arial" 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 self.contents.font.name = "Arial" if @name_win != nil @name_win.opacity -= 48 end if @fuki != nil @fuki.opacity -= 48 end if self.opacity == 0 self.visible = false self.contents.font.name = "Arial" @fade_out = false $game_temp.message_window_showing = false del_fukidasi end return end 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 self.contents.font.name = "Arial" # 表示中フラグをクリア @contents_showing = false @contents_showing_end = 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 end #-------------------------------------------------------------------------- # ○ カーソルの矩形更新 #-------------------------------------------------------------------------- def update_cursor_rect if @index >= 0 n = $game_temp.choice_start + @index self.cursor_rect.set(8, n * 32, @cursor_width, 32) self.contents.font.name = "Arial" else self.cursor_rect.empty self.contents.font.name = "Arial" end end end #============================================================================== # ■ Interpreter #============================================================================== class Interpreter #-------------------------------------------------------------------------- # ● イベントのセットアップ # event_id : イベント ID #-------------------------------------------------------------------------- alias setup_fuki setup def setup(list, event_id) setup_fuki(list, event_id) # 戦闘中でなければ if !($game_temp.in_battle) # イベントIDを記録 $active_event_id = event_id end end end #============================================================================== # ■ Scene_Map #============================================================================== class Scene_Map #-------------------------------------------------------------------------- # ● メイン処理 #-------------------------------------------------------------------------- def main # スプライトセットを作成 @spriteset = Spriteset_Map.new # メッセージウィンドウを作成 @message_window = Window_FukiMessage.new # トランジション実行 Graphics.transition # メインループ loop do # ゲーム画面を更新 Graphics.update # 入力情報を更新 Input.update # フレーム更新 update # 画面が切り替わったらループを中断 if $scene != self break end end # トランジション準備 Graphics.freeze # スプライトセットを解放 @spriteset.dispose # メッセージウィンドウを解放 @message_window.dispose # タイトル画面に切り替え中の場合 if $scene.is_a?(Scene_Title) # 画面をフェードアウト Graphics.transition Graphics.freeze end end end #============================================================================== # ■ Window_InputNumber #============================================================================== class Window_InputNumber < Window_Base #-------------------------------------------------------------------------- # ● オブジェクト初期化 # digits_max : 桁数 #-------------------------------------------------------------------------- def initialize(digits_max) @digits_max = digits_max @number = 0 # 数字の幅からカーソルの幅を計算 (0~9 は等幅と仮定) dummy_bitmap = Bitmap.new(32, 32) dummy_bitmap.font.size = FUKI::MES_FONT_SIZE @cursor_width = dummy_bitmap.text_size("0").width + 8 dummy_bitmap.dispose super(0, 0, @cursor_width * @digits_max + 32, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.size = FUKI::MES_FONT_SIZE self.z += 9999 self.opacity = 0 self.contents.font.name = "Arial" @index = 0 refresh update_cursor_rect end end #============================================================================== # ■ Window_Gold #============================================================================== class Window_Gold < Window_Base #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize height = FUKI::MES_FONT_SIZE + 32 super(0, 0, 160, height) self.contents = Bitmap.new(width - 32, height - 32) self.back_opacity = FUKI::MES_OPACITY self.contents.font.size = FUKI::MES_FONT_SIZE self.contents.font.name = "Arial" refresh end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.color = normal_color self.contents.draw_text(4, 0, 120-cx-2, FUKI::MES_FONT_SIZE, $game_party.gold.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(124-cx, 0, cx, FUKI::MES_FONT_SIZE, $data_system.words.gold, 2) self.contents.font.name = "Arial" end end TPC Radio Site | Blog | Big-Bughttp://img102.imageshack.us/img102/4332/slackware2userbarok0.gifhttp://img141.imageshack.us/img141/1571/nokappams1cf8.png http://i29.tinypic.com/2vijdlh.jpg Link to comment Share on other sites More sharing options...
Tio Posted November 9, 2006 Share Posted November 9, 2006 dad, la tua firma è all'interno dello script, mi sa che ti conviene riscriverlo XD "Dopo gli ultimi Final Fantasy, ho capito solamente una cosa: che il gioco è bello quando Nomura poco."Making is not dead. You are dead.RELEASE: La Bussola d'Oro | Download | Video di anteprima - La Partenza di Hanna http://i.imgur.com/cFgc2lW.png Prova Standrama! Link to comment Share on other sites More sharing options...
DaD Posted November 9, 2006 Author Share Posted November 9, 2006 dad, la tua firma è all'interno dello script, mi sa che ti conviene riscriverlo XDGhezz :\ appena ho tempo lo uppo in un txt. TPC Radio Site | Blog | Big-Bughttp://img102.imageshack.us/img102/4332/slackware2userbarok0.gifhttp://img141.imageshack.us/img141/1571/nokappams1cf8.png http://i29.tinypic.com/2vijdlh.jpg Link to comment Share on other sites More sharing options...
Spiderman 2099 Posted September 13, 2007 Share Posted September 13, 2007 dato ke lo script qui nn è completo e io sono in possesso della versione corretta ho pensato di far felice qualcuno postandolo, ma mi è sembrato inutile aprire un nuovo topic dato che questo non è mai stato "aggiornato" allora, lo script da mettere in una nuova classe sopra main è il seguente: #============================================================================== # ++ メッセージふきだし表示 ver. 1.16 ++ # Script by パラ犬 #------------------------------------------------------------------------------ # ふきだし表示をするには、 # テール用画像「(スキン名)-top」「(スキン名)-under」を # 「Graphics/Windowskins」フォルダにインポートしておく必要があります。 #------------------------------------------------------------------------------ # # [ふきだし表示の使い方] # イベントコマンド「スクリプト」で「$mes_id」にイベントIDを代入することで # そのイベントにふきだしがポップするようになります。 # (記述例: $mes_id=4 ) # IDに-1を代入するとプレイヤー、0でそのイベント自身。 # nilまたは""を代入すると、通常のメッセージ表示に戻ります。 # 表示位置はイベント「文章オプション」で変更できます。 # 表示位置に「中央」を指定すると、イベントの位置に関係なく # 画面中央に表示されます。 # # [名前ウインドウの使い方] # イベントコマンド「スクリプト」で「$mes_name」に文字列を代入することで # 名前ウインドウを表示します。 # (記述例: $mes_name="アルシェス" ) # ""またはnilを代入すると、非表示になります。 # # 二つの機能は独立していますので、それぞれ単体で使えます。 # $mes_id=(ID) + $mes_name="名前" :ふきだし表示 + 名前ウインドウ # $mes_id=(ID) + $mes_name="" :ふきだし表示 (名前なし) # $mes_id=nil + $mes_name="名前" :デフォルトウインドウ + 名前ウインドウ # $mes_id=nil + $mes_name="" :デフォルトウインドウ (名前なし) # # [メッセージ表示スピードの変更法] # イベントコマンド「スクリプト」で「$mes_speed」に数値を代入します。 # (記述例: $mes_speed=1 ) #============================================================================== module FUKI # スキンの設定 # ウインドウスキンと同じものを使うときは「""」 FUKI_SKIN_NAME = "001-Blue01" # ふきだし用スキン NAME_SKIN_NAME = "001-Blue01" # 名前表示用スキン # フォントサイズ MES_FONT_SIZE = 20 # メッセージウインドウとふきだし NAME_FONT_SIZE = 20 # 名前ウインドウ # ウインドウの透明度 FUKI_OPACITY = 255 # ふきだしウインドウ MES_OPACITY = 255 # 通常のメッセージウインドウ NAME_OPACITY = 255 # 名前ウインドウ # 名前ウインドウの相対位置 NAME_SHIFT_X = 0 # 横位置 NAME_SHIFT_Y = 16 # 縦位置 # 画面の一番端ではふきだしを少しずらす # 角の丸いスキンを使っていて、枠の角がふきだしと重なる場合に true にする CORNER_SHIFT = false SHIFT_PIXEL = 4 # trueの時にずらすピクセル数 # キャラクターの縦のサイズ CHARACTOR_HEIGHT = 48 # ふきだしの相対位置(縦位置) POP_SHIFT_TOP = 0 # 表示位置が上のとき POP_SHIFT_UNDER = -16 # 表示位置が下のとき # メッセージ表示速度(数字が小さいほど速い。0で瞬間表示) # $mes_speedに数値を代入することで、ゲーム中に変更可。 MES_SPEED = 1 end #============================================================================== # □ Window_FukiMessage #============================================================================== class Window_FukiMessage < 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 self.contents.font.name = "Arial" @w = 0 @h = 0 @wait = 0 @dx = 0 @dy = 0 $mes_speed = FUKI::MES_SPEED end #-------------------------------------------------------------------------- # ○ サイズを決定してウインドウを作成 #-------------------------------------------------------------------------- def refresh_create self.contents.clear self.contents.font.color = normal_color self.contents.font.size = FUKI::MES_FONT_SIZE self.contents.font.name = "Arial" # ウインドウサイズを取得 get_windowsize w = @w + 32 + 8 h = @h * (self.contents.font.size + 10) + 26 # ふきだしウインドウを作成 set_fukidasi(self.x, self.y, w, h) # 名前ウインドウを作成 set_namewindow # メッセージ表示用変数の初期化 @dx = @dy = 0 @cursor_width = 0 @contents_drawing = true # 瞬間表示の場合、ここで表示処理 if $mes_speed == 0 # 描画処理をループ while $game_temp.message_text != "" draw_massage end draw_opt_text @contents_showing_end = true @contents_drawing = false else # 一文字ずつ描画 refresh_drawtext end end #-------------------------------------------------------------------------- # ○ 一文字ずつ描画 #-------------------------------------------------------------------------- def refresh_drawtext if $game_temp.message_text != nil if @wait > 0 @wait -= 1 elsif @wait == 0 # 描画処理 draw_massage @wait = $mes_speed end end # 描画終了 if $game_temp.message_text == "" draw_opt_text @contents_showing_end = true @contents_drawing = false end end #----------------------------------- if @face != nil @face_win.visible = true if @face_win.visible == false @face_win.contents.clear pic_x = @face_win.contents.width - @pic_width pic_y = @face_win.contents.height / 2 - @pic_height / 2 dest = Rect.new(pic_x, pic_y, @pic_width, @pic_height) src = Rect.new(0, 0, @face.width, @face.height) @face_win.contents.stretch_blt(dest, @face, src) end #----------------------------------------------------------------------- #-------------------------------------------------------------------------- # ○ ウインドウサイズを取得 #-------------------------------------------------------------------------- def get_windowsize x = y = 0 @h = @w = 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.clone # 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 "0" に変換 text.gsub!(/\\\\/) { "0" } # "\\C" を "1" に、"\\G" を "2" に変換 text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "1[#{$1}]" } text.gsub!(/\\[Gg]/) { "2" } # 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 == "0" # 本来の文字に戻す c = "\\" end # \C[n] または \G の場合 if c == "1" or c == "2" # 次の文字へ next end # 改行文字の場合 if c == "\n" # y に 1 を加算 y += 1 # 縦横サイズを取得 @h = y @w = x > @w ? x : @w if y >= $game_temp.choice_start @w = x + 8 > @w ? x + 8 : @w end 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 # x に描画した文字の幅を加算 x += self.contents.text_size(c).width end 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] @h += 1 x = digits_max * self.contents.font.size + 16 self.contents.font.name = "Arial" @w = x > @w ? x : @w end end #-------------------------------------------------------------------------- # ○ 描画処理 #-------------------------------------------------------------------------- def draw_massage # 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 "0" に変換 text.gsub!(/\\\\/) { "0" } # "\\C" を "1" に、"\\G" を "2" に変換 text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "1[#{$1}]" } text.gsub!(/\\[Gg]/) { "2" } # c に 1 文字を取得 if ((c = text.slice!(/./m)) != nil) # 選択肢の場合 if @dy >= $game_temp.choice_start # 字下げを行う @dx = 8 # 文字を描画 self.contents.draw_text(4 + @dx, 32 * @dy, 40, 32, c) self.contents.font.name = "Arial" # x に描画した文字の幅を加算 @dx += self.contents.text_size(c).width self.contents.font.name = "Arial" # ループ while ((c = text.slice!(/./m)) != "\n") # 文字を描画 self.contents.draw_text(4 + @dx, 32 * @dy, 40, 32, c) self.contents.font.name = "Arial" # x に描画した文字の幅を加算 @dx += self.contents.text_size(c).width end if c == "\n" # カーソルの幅を更新 @cursor_width = [@cursor_width, @dx].max # y に 1 を加算 @dy += 1 @dx = 0 end return end # \\ の場合 if c == "0" # 本来の文字に戻す c = "\\" end # \C[n] の場合 if c == "1" # 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) self.contents.font.name = "Arial" end end # \G の場合 if c == "2" # 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 self.contents.font.name = "Arial" end end # 改行文字の場合 if c == "\n" # y に 1 を加算 @dy += 1 @dx = 0 end # 文字を描画 self.contents.font.size = FUKI::MES_FONT_SIZE font_size = self.contents.font.size self.contents.draw_text(4+@dx, (font_size+10)*@dy, font_size, font_size, c) self.contents.font.name = "Arial" # x に描画した文字の幅を加算 @dx += self.contents.text_size(c).width self.contents.font.name = "Arial" end end end #-------------------------------------------------------------------------- # ○ 選択肢と数値入力を有効に #-------------------------------------------------------------------------- def draw_opt_text # 選択肢の場合 if $game_temp.choice_max > 0 @item_max = $game_temp.choice_max self.active = true self.index = 0 self.contents.font.name = "Arial" 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 #-------------------------------------------------------------------------- # ○ ふきだしを表示 #-------------------------------------------------------------------------- def set_fukidasi(x, y, width, height) # $mes_id が空のときはふきだしを表示しない if $mes_id == nil or $mes_id == "" del_fukidasi reset_window else # ポーズサインを非表示 self.pause = false self.contents.font.name = "Arial" # キャラクターを取得 character = get_character($mes_id) if character == nil # キャラクターが存在しないときは通常のメッセージウインドウに del_fukidasi reset_window return end # マップがスクロールされていないときの座標処理 if $game_map.display_x == 0 x = character.x * 32 - (width / 2) + 16 elsif $game_map.display_x == ($game_map.width - 20) * 128 x = ( character.real_x - $game_map.display_x + 64 ) / 128 * 32 - (width / 2) + 16 else x = ( character.real_x - $game_map.display_x + 64 ) / 128 * 32 - (width / 2) end # はみ出すときは画面内に収まるように移動 if x + width > 640 x = 640 - width elsif x < 0 x = 0 end # ウインドウの位置を決定 case $game_system.message_position when 0 # 上 y = ( (character.real_y - $game_map.display_y + 64) / 128) * 32 - height + 16 - FUKI::CHARACTOR_HEIGHT + FUKI::POP_SHIFT_TOP when 1 # 中 y = (480 - height) / 2 x = (640 - width) / 2 when 2 # 下 y = ( (character.real_y - $game_map.display_y + 64) / 128) * 32 + 48 + FUKI::POP_SHIFT_UNDER end skin = FUKI::FUKI_SKIN_NAME != "" ? FUKI::FUKI_SKIN_NAME : $game_system.windowskin_name # ふきだし用メッセージウインドウを作成 self.windowskin = RPG::Cache.windowskin(skin) self.x = x self.y = y self.height = height self.width = width self.contents.dispose self.contents = Bitmap.new(width - 32, height - 32) self.back_opacity = FUKI::FUKI_OPACITY self.contents.clear self.contents.font.color = normal_color self.contents.font.size = FUKI::MES_FONT_SIZE self.contents.font.name = "Arial" # ふきだしのテールを描画 if $game_system.message_frame == 0 @fuki = Sprite.new case $game_system.message_position when 0 # 上 @fuki.bitmap = RPG::Cache.windowskin(skin + "-top") # マップがスクロールされていないときの座標処理 if $game_map.display_x == 0 @fuki.x = character.x * 32 elsif $game_map.display_x == ($game_map.width - 20) * 128 @fuki.x = ( character.real_x - $game_map.display_x + 64 ) / 128 * 32 else @fuki.x = ( character.real_x - $game_map.display_x + 64 ) / 128 * 32 - 16 end # 画面端では位置をずらす if FUKI::CORNER_SHIFT if @fuki.x == 0 @fuki.x = FUKI::SHIFT_PIXEL elsif @fuki.x == 640 - 32 @fuki.x = 640 - 32 - FUKI::SHIFT_PIXEL end end @fuki.y = y + height - 16 @fuki.z = self.z + 1 when 1 # 中 @fuki.dispose @fuki = nil when 2 # 下 @fuki.bitmap = RPG::Cache.windowskin(skin + "-under") # マップがスクロールされていないときの座標処理 if $game_map.display_x == 0 @fuki.x = character.x * 32 elsif $game_map.display_x == ($game_map.width - 20) * 128 @fuki.x = ( character.real_x - $game_map.display_x + 64 ) / 128 * 32 else @fuki.x = ( character.real_x - $game_map.display_x + 64 ) / 128 * 32 - 16 end # 画面端では位置をずらす if FUKI::CORNER_SHIFT if @fuki.x == 0 @fuki.x = FUKI::SHIFT_PIXEL elsif @fuki.x == 640 - 32 @fuki.x = 640 - 32 - FUKI::SHIFT_PIXEL end end @fuki.y = y - 16 @fuki.z = self.z + 1 end end end end #-------------------------------------------------------------------------- # ○ 名前ウインドウを表示 #-------------------------------------------------------------------------- def set_namewindow # $mes_name が空のときは名前ウインドウを表示しない if $mes_name == nil or $mes_name == "" return else # 変数をセット mes_name = $mes_name name_width = mes_name.size / 2 * FUKI::NAME_FONT_SIZE name_height = FUKI::NAME_FONT_SIZE name_x = x + FUKI::NAME_SHIFT_X name_y = y - name_height - 16 + FUKI::NAME_SHIFT_Y # 名前ウインドウ(枠のみ)を作成 @name_win = Window_Base.new(name_x, name_y, name_width + 16, name_height + 16) skin = FUKI::NAME_SKIN_NAME != "" ? FUKI::NAME_SKIN_NAME : $game_system.windowskin_name @name_win.windowskin = RPG::Cache.windowskin(skin) @name_win.back_opacity = FUKI::NAME_OPACITY @name_win.z = self.z + 1 # 余白をwindowクラスの限界よりも小さくするため、二重構造に viewport = Viewport.new(name_x+12, name_y+8, name_width, name_height) viewport.z = @name_win.z + 1 @name_contents = Sprite.new(viewport) @name_contents.bitmap = Bitmap.new(name_width, name_height) @name_contents.z = @name_win.z + 2 @name_contents.bitmap.font.color = normal_color @name_contents.bitmap.font.size = FUKI::NAME_FONT_SIZE # ウインドウサイズを調整 rect = @name_contents.bitmap.text_size(mes_name) @name_win.width = rect.width + 32 # 名前を描画 @name_contents.bitmap.draw_text(rect, mes_name) end end #-------------------------------------------------------------------------- # ○ ふきだしと名前ウインドウを破棄 #-------------------------------------------------------------------------- def del_fukidasi if @fuki != nil @fuki.dispose @fuki = nil end if @name_win != nil @name_win.dispose @name_win = nil @name_contents.dispose @name_contents = nil end self.opacity = 0 self.x = 80 self.width = 480 self.height = 160 self.contents.dispose self.contents = Bitmap.new(width - 32, height - 32) self.pause = true self.contents.font.name = "Arial" 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 -1 # プレイヤー return $game_player when 0 # このイベント events = $game_map.events return events == nil ? nil : events[$active_event_id] 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 if $game_temp.in_battle self.y = 16 self.contents.font.name = "Arial" else case $game_system.message_position when 0 # 上 self.y = 16 self.contents.font.name = "Arial" when 1 # 中 self.y = 160 self.contents.font.name = "Arial" when 2 # 下 self.y = 304 self.contents.font.name = "Arial" end end if $game_system.message_frame == 0 self.opacity = 255 self.contents.font.name = "Arial" else self.opacity = 0 self.contents.font.name = "Arial" end self.back_opacity = FUKI::MES_OPACITY self.contents.font.name = "Arial" 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 self.contents.font.name = "Arial" if @name_win != nil @name_win.opacity += 24 end if @fuki != nil @fuki.opacity += 24 end if @input_number_window != nil @input_number_window.contents_opacity += 24 end if self.contents_opacity == 255 @fade_in = false end return end # メッセージ表示中の場合 if @contents_drawing refresh_drawtext 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 # メッセージ表示終了の場合 if @contents_showing_end # 選択肢の表示中でなければポーズサインを表示 # ふきだしモードでは非表示 if $game_temp.choice_max == 0 and @fuki == nil self.pause = true self.contents.font.name = "Arial" else self.pause = false self.contents.font.name = "Arial" 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 # ふきだしを破棄 del_fukidasi 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_create if @name_win != nil @name_win.opacity = 0 end if @fuki != nil @fuki.opacity = 0 end Graphics.frame_reset self.visible = true self.contents_opacity = 0 self.contents.font.name = "Arial" 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 self.contents.font.name = "Arial" if @name_win != nil @name_win.opacity -= 48 end if @fuki != nil @fuki.opacity -= 48 end if self.opacity == 0 self.visible = false self.contents.font.name = "Arial" @fade_out = false $game_temp.message_window_showing = false del_fukidasi end return end 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 self.contents.font.name = "Arial" # 表示中フラグをクリア @contents_showing = false @contents_showing_end = 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 end #-------------------------------------------------------------------------- # ○ カーソルの矩形更新 #-------------------------------------------------------------------------- def update_cursor_rect if @index >= 0 n = $game_temp.choice_start + @index self.cursor_rect.set(8, n * 32, @cursor_width, 32) self.contents.font.name = "Arial" else self.cursor_rect.empty self.contents.font.name = "Arial" end end end #============================================================================== # ■ Interpreter #============================================================================== class Interpreter #-------------------------------------------------------------------------- # ● イベントのセットアップ # event_id : イベント ID #-------------------------------------------------------------------------- alias setup_fuki setup def setup(list, event_id) setup_fuki(list, event_id) # 戦闘中でなければ if !($game_temp.in_battle) # イベントIDを記録 $active_event_id = event_id end end end #============================================================================== # ■ Scene_Map #============================================================================== class Scene_Map #-------------------------------------------------------------------------- # ● メイン処理 #-------------------------------------------------------------------------- def main # スプライトセットを作成 @spriteset = Spriteset_Map.new # メッセージウィンドウを作成 @message_window = Window_FukiMessage.new # トランジション実行 Graphics.transition # メインループ loop do # ゲーム画面を更新 Graphics.update # 入力情報を更新 Input.update # フレーム更新 update # 画面が切り替わったらループを中断 if $scene != self break end end # トランジション準備 Graphics.freeze # スプライトセットを解放 @spriteset.dispose # メッセージウィンドウを解放 @message_window.dispose # タイトル画面に切り替え中の場合 if $scene.is_a?(Scene_Title) # 画面をフェードアウト Graphics.transition Graphics.freeze end end end #============================================================================== # ■ Window_InputNumber #============================================================================== class Window_InputNumber < Window_Base #-------------------------------------------------------------------------- # ● オブジェクト初期化 # digits_max : 桁数 #-------------------------------------------------------------------------- def initialize(digits_max) @digits_max = digits_max @number = 0 # 数字の幅からカーソルの幅を計算 (0~9 は等幅と仮定) dummy_bitmap = Bitmap.new(32, 32) dummy_bitmap.font.size = FUKI::MES_FONT_SIZE @cursor_width = dummy_bitmap.text_size("0").width + 8 dummy_bitmap.dispose super(0, 0, @cursor_width * @digits_max + 32, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.size = FUKI::MES_FONT_SIZE self.z += 9999 self.opacity = 0 self.contents.font.name = "Arial" @index = 0 refresh update_cursor_rect end end #============================================================================== # ■ Window_Gold #============================================================================== class Window_Gold < Window_Base #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize height = FUKI::MES_FONT_SIZE + 32 super(0, 0, 160, height) self.contents = Bitmap.new(width - 32, height - 32) self.back_opacity = FUKI::MES_OPACITY self.contents.font.size = FUKI::MES_FONT_SIZE self.contents.font.name = "Arial" refresh end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.color = normal_color self.contents.draw_text(4, 0, 120-cx-2, FUKI::MES_FONT_SIZE, $game_party.gold.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(124-cx, 0, cx, FUKI::MES_FONT_SIZE, $data_system.words.gold, 2) self.contents.font.name = "Arial" end end per far comparire il ballon far eseguire dall'evento col quale si parla tale script $mes_id=0 N.B. Basta eseguirlo una sola volta e compariranno sempre i ballon fino a che non facciate eseguire quests'altra stringa qua: $mes_id=nil Il problema è che non so come si fa a far parlare una terza persona col Fuki, mi pare esista una demo a tal proposito, però non l'ho a disposizione, se qualche anima pia ce l'ha sul pc e potrebbe upparla penso faccia un piacere a molti oltre che al sottoscritto xD Progetto in corso:http://i209.photobucket.com/albums/bb92/SalvyTheCrow/khymeia-logo.png>>> Topic del Progetto <<< Percentuale di completamento: 1% circa (ci vorrà tempo e pazienza >.<) Link to comment Share on other sites More sharing options...
Sleeping Leonhart Posted September 13, 2007 Share Posted September 13, 2007 Dato che qualcuno ha riesumato lo script vi spiego come funziona.Allora per mettere il messaggio sopra l'eroe la stringa è $mes_id=-1 per metterlo sopra un evento è $mes_id=Id evento per disabilitare i baloon è $mes_id=nil poi su può far apparire il nome sulla finestra con il comando $mes_name="Nome" e lo si può levare con $mes_name="" Spero vi sia utile. http://img296.imageshack.us/img296/8784/csuserbarew2.pngScarica la Demo!Tutti i miei script(o quasi) li trovi Qui! Link to comment Share on other sites More sharing options...
Timisci Posted September 13, 2007 Share Posted September 13, 2007 Bravi entrambi Progetto in corso: "Hero Walking: Toward Another Life" Video Old Intro su Youtube Visite: 11.896! http://img212.imageshack.us/img212/1060/logheryb0.jpg *Posizioni raggiunte nei contest* http://www.rpg2s.net/awards/bestuser1.jpghttp://www.rpg2s.net/awards/beststaff1.jpg http://www.rpg2s.net/awards/bestmaker3.jpghttp://www.rpg2s.net/awards/bestcritical1.jpghttp://www.rpg2s.net/awards/mostcharismatic2.jpg http://www.rpg2s.net/awards/mosthelpful1.jpghttp://www.rpg2s.net/awards/mostpolite1.jpghttp://www.rpg2s.net/awards/mostpresent1.jpg http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif http://img230.imageshack.us/img230/1273/sccontest1batio5.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img143.imageshack.us/img143/3755/destroyae4.png http://img141.imageshack.us/img141/3081/comics3od3.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif SE VUOI AVERE RENS PER RISORSE, TUTORIAL, DEMO, ECC... LEGGI QUI Link to comment Share on other sites More sharing options...
Spiderman 2099 Posted September 14, 2007 Share Posted September 14, 2007 grande Leonhart! xD hai permesso ai miei dubbi di dissolversi xD, cmq la cosa che so è che per far parlare l'evento con cui si interagisce basta lo 0 xD per gli altri si mette l'id! olè, finalmente potròl uscare completamente lo script xD Progetto in corso:http://i209.photobucket.com/albums/bb92/SalvyTheCrow/khymeia-logo.png>>> Topic del Progetto <<< Percentuale di completamento: 1% circa (ci vorrà tempo e pazienza >.<) Link to comment Share on other sites More sharing options...
Soul Eater Posted September 14, 2007 Share Posted September 14, 2007 Davvero un ottimo lavoro a tutti e due:D!!! Targhettehttp://www.rpg2s.net/awards/mostpolite2.jpghttp://www.rpg2s.net/awards/mostpresent1.jpghttp://i51.tinypic.com/2mfnpt2.png http://www.rpg2s.net/dax_games/r2s_regali5.png Link to comment Share on other sites More sharing options...
AngelKing Posted October 12, 2007 Share Posted October 12, 2007 scusate, arriva un niubbetto XD! Cm faccio a far eseguire uno script, cioè dove lo devo mettere quel comando??? Link to comment Share on other sites More sharing options...
Sleeping Leonhart Posted October 13, 2007 Share Posted October 13, 2007 Ultimo comando dell'ultima pagina degli eventi(Il comando "Script"). http://img296.imageshack.us/img296/8784/csuserbarew2.pngScarica la Demo!Tutti i miei script(o quasi) li trovi Qui! Link to comment Share on other sites More sharing options...
Caios Posted October 13, 2007 Share Posted October 13, 2007 Dice che manca la windowskin 001-Blue01-under, ma io l'ho messo con il nome giusto! Help please! Che cos'e' la firma? Link to comment Share on other sites More sharing options...
Timisci Posted October 14, 2007 Share Posted October 14, 2007 Ho provato lo script ed anche a me da lo stesso errore...Non so se è il nome della picture che è sbagliata o se c'è altro da "impostare".Caios, aspetta che qualcuno a cui funziona ti dia una risposta ^^' Progetto in corso: "Hero Walking: Toward Another Life" Video Old Intro su Youtube Visite: 11.896! http://img212.imageshack.us/img212/1060/logheryb0.jpg *Posizioni raggiunte nei contest* http://www.rpg2s.net/awards/bestuser1.jpghttp://www.rpg2s.net/awards/beststaff1.jpg http://www.rpg2s.net/awards/bestmaker3.jpghttp://www.rpg2s.net/awards/bestcritical1.jpghttp://www.rpg2s.net/awards/mostcharismatic2.jpg http://www.rpg2s.net/awards/mosthelpful1.jpghttp://www.rpg2s.net/awards/mostpolite1.jpghttp://www.rpg2s.net/awards/mostpresent1.jpg http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif http://img230.imageshack.us/img230/1273/sccontest1batio5.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img143.imageshack.us/img143/3755/destroyae4.png http://img141.imageshack.us/img141/3081/comics3od3.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif SE VUOI AVERE RENS PER RISORSE, TUTORIAL, DEMO, ECC... LEGGI QUI Link to comment Share on other sites More sharing options...
Caios Posted October 14, 2007 Share Posted October 14, 2007 Ok...Cmq il nome da mettere e' quello che ho detto prima, perche' dice l'errore che manca il file con quel nome, che io ho messo. *_* Che cos'e' la firma? Link to comment Share on other sites More sharing options...
Sleeping Leonhart Posted October 14, 2007 Share Posted October 14, 2007 Sicuro? .... a me funziona.Devi mettere le due picture nella cartella Windowskin.I nomi sono"nomeskin-under""nomeskin-top"la skin è impostata qui:module FUKI # スキンの設定 # ウインドウスキンと同じものを使うときは「""」 FUKI_SKIN_NAME = "001-Blue01" # ふきだし用スキン NAME_SKIN_NAME = "001-Blue01" # 名前表示用スキン Se gia hai fatto cosi nn so che dirti..al limite posto una demo http://img296.imageshack.us/img296/8784/csuserbarew2.pngScarica la Demo!Tutti i miei script(o quasi) li trovi Qui! Link to comment Share on other sites More sharing options...
Lusianl Posted April 10, 2008 Share Posted April 10, 2008 Ho risolto io il problema..Dipendeva dalle picture, si salvano sull'hardisk con i seguenti nomi:001blue01under4dp-001blue01top5dd, quindi vi bastera rinominare le picture:001-Blue01-under e 001-blue01-top!! http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
spriggan Posted July 6, 2008 Share Posted July 6, 2008 Grazie, veramente carino l'effetto.Ho solo un problema, quando immetto un testo con troppe righe mi taglia in parte l'ultima riga..In teoria posso ovviare segmentando il testo.. Però magari posso settare qualcosa nello script. http://img32.imageshack.us/img32/9568/catbloodlq25.gif"E' forse finita la guerra quando i tedeschi hanno bombardato Pearl Harbor?"http://img514.imageshack.us/img514/8265/bannerghe.pngNel mio gioco dico il ca77o che mi pare, il ca77o che mi pare, il ca77o che mi pare.Non comprendono ancora che l’italiano è fondamentalmente un volgare ed ignorante cazzone con il culto della personalità carismatica dominante ed autoritaria per mancanza della propria, e che nel nostro paese l’anti-intellettualismo è uno dei pochi valori in cui tutti si riconoscono. (Bucknasty) Link to comment Share on other sites More sharing options...
Lusianl Posted July 6, 2008 Share Posted July 6, 2008 uhm..E' strano, a me funziona perfettamente lo script facendomi vedere tutte le righe. http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
Blackbird Posted July 13, 2008 Share Posted July 13, 2008 (edited) Ottimo script.. Penso lo userò ;) Edited July 13, 2008 by Tidus86 Partecipante al Rpg2s.net Game Contest #3http://www.rpg2s.net/images/gc3/gc3_firma.pngGioco in Sviluppo: Frank'n'Stein: Il delitto è servito http://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/gif/SloganContest1.gif Link to comment Share on other sites More sharing options...
spriggan Posted August 25, 2008 Share Posted August 25, 2008 (edited) Non so perchè ma a me continua a darmi questo errore.. mi taglia a metà le parole nelle choice.. http://img295.imageshack.us/img295/1884/senzatitolo1oc2.png Capita a qualcun altro? Può essere un problema di font al limite? Bho.. Edited August 25, 2008 by spriggan http://img32.imageshack.us/img32/9568/catbloodlq25.gif"E' forse finita la guerra quando i tedeschi hanno bombardato Pearl Harbor?"http://img514.imageshack.us/img514/8265/bannerghe.pngNel mio gioco dico il ca77o che mi pare, il ca77o che mi pare, il ca77o che mi pare.Non comprendono ancora che l’italiano è fondamentalmente un volgare ed ignorante cazzone con il culto della personalità carismatica dominante ed autoritaria per mancanza della propria, e che nel nostro paese l’anti-intellettualismo è uno dei pochi valori in cui tutti si riconoscono. (Bucknasty) Link to comment Share on other sites More sharing options...
Dark Sora Posted October 3, 2008 Share Posted October 3, 2008 Sicuro? .... a me funziona.Devi mettere le due picture nella cartella Windowskin.I nomi sono"nomeskin-under""nomeskin-top"la skin è impostata qui:module FUKI # スキンの設定 # ウインドウスキンと同じものを使うときは「""」 FUKI_SKIN_NAME = "001-Blue01" # ふきだし用スキン NAME_SKIN_NAME = "001-Blue01" # 名前表示用スキン Se gia hai fatto cosi nn so che dirti..al limite posto una demo Posta :happy: I miei tutorialBS in tempo reale ad eventiTecnica RubaPesca ad eventiEvocareLancio del massoMinigioco del NegozioPartecipante al Rpg2s.net Game Contest 2008/2009http://www.rpg2s.net/contest/GameContest0809/gc0809-bannerino.jpgGioco in Sviluppo: Factionshttp://img252.imageshack.us/img252/8742/bannerinoteamlrmiu6.png http://img393.imageshack.us/img393/9920/legenrpgmaniamu3.gifForum:The legend of making 26373462 I love you!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Mai Dire Speciale CinemaL'Uomo che Usciva TuttiBotte e Risposte / Rapine a mano a manoMobbastaMobbasta veramente per�Mani in AltoPer un peloGiammangiatoAnche no / Il buio / AhiaBurleAcqua Corrente / UrgenzeLegendRpgManiaIl 70% dei ragazzi pensa che GTA sia il miglior gioco del mondo. Il restante 30% pensa che Kingdom Hearts sia il gioco pi� bello. Se fai parte di questo 30% copia e incolla questa frase nella tua firma/blog.MITICO OBSIDIAN LORD!!!The March of The SwordmasterHoly ThunderforceBard's SongTALES OF MAGICEntra nella scuola di magia e diventa il mago pi� grande del mondo!Tales of Magic � completamente gratuito e senza alcun obbligo! Il manuale ti fornir� informazioni sulle modalit� di funzionamento del gioco.LINK DEL GIOCOBunnies AreaBunnies Can't PhoneBunnies Can't play 360Bunnies Can't play RugbyBunnies Can't win racesBunnies Can't Cook EggsBunnies Can't cook turkeyBunnies Can't DateBunnies Can't ParkBunnies Can't play with FireworksMi conoscete???Se s� cliccate qui Epitaffi:1)E' diventato carne secca...2)Giocava a buttarsi gi� dal castello...3)Stava abbracciando una bomba a mano...4)Gli piaceva bere nitroglicerina...5)Ha ingoiato un candelotto di dinamite...6)Ha effettuato il salto in lungo nel cratere di un vulcano...7)Quando i suoi compagni di classe giocavano a calcio lui era la palla...________________________________________________________________________________A prescindere dal colore della pelle e dalla religione siamo tutti uguali e tutti abbiamo ugal diritto di vivere. Credi la scuola sia una seccatura? Un'imposizione dei genitori? Sai quanto darebbero questi bambini per avere un'istruzione? Invece loro ed i loro genitori vengono sfruttati nelle industrie delle pi� note multinazionali americane ed europee: Nike, Nestl�, Kraft...Se sei anche tu contro il razzismo e contro lo sfruttamento inserisci questa frase nella tua firma.________________________________________________________________________________Now Playing:PS3 : Soul Calibur 4PS2 : Kingdom Hearts Re Chain of MemoriesDS : Final Fantasy IV / Final Fantasy XII : Revenant Wings / Spore Creatures / Dinosaur KingPSP : Ratchet and Clank : Size Matters / Secret Agent Clank / Naruto Ultimate Ninja Heroes 2 / GuitarWay To Heaven 4 AmplifiedPC : Frets on Fire con la chitarra!!! O_ORpg Maker XpI miei progetti:Per ora nulla...http://team.ffonline.it/imgpersonaggio/cloud_it.jpghttp://img230.imageshack.us/img230/608/pencehaynerroxasolettejyt1.th.jpghttp://r3.fodey.com/15d01c4c6f2dd4908b320f697f7fbe7bd.1.gifhttp://img801.mytextgraphics.com/flamewordmaker/2008/03/28/2554b85201dbda32d87d5873d964a4fd.gif Link to comment Share on other sites More sharing options...
Squall_Leonheart Posted December 1, 2008 Share Posted December 1, 2008 Per caso è compatibile con lo script dei face nei mess? Iscriviti sul mio canale youtube -https://www.youtube.com/channel/UCYOxXExvlXiOFfYD1fTFpww?view_as=subscriberSeguimi su Instagram -https://www.instagram.com/ancestralguitarist/---------------------------------------------------------------------------------------------------------------------------------------Contest vinti---------------------------------------------------------------------------------------------------------------------------------------FACE CONTEST # 3BANNER CONTEST #69 Link to comment Share on other sites More sharing options...
Squall_Leonheart Posted July 17, 2009 Share Posted July 17, 2009 Dunque ho tre problemi: 1)Non riesco a personalizzare la grafica 2)Non mi funziona il codice per gli eventi 3)La finestrella che mostra il nome è troppo piccola Iscriviti sul mio canale youtube -https://www.youtube.com/channel/UCYOxXExvlXiOFfYD1fTFpww?view_as=subscriberSeguimi su Instagram -https://www.instagram.com/ancestralguitarist/---------------------------------------------------------------------------------------------------------------------------------------Contest vinti---------------------------------------------------------------------------------------------------------------------------------------FACE CONTEST # 3BANNER CONTEST #69 Link to comment Share on other sites More sharing options...
Atzlith Posted December 24, 2009 Share Posted December 24, 2009 Dunque ho tre problemi: 1)Non riesco a personalizzare la grafica 2)Non mi funziona il codice per gli eventi 3)La finestrella che mostra il nome è troppo piccola Forse avrai risolto da tempo. Ma sempre meglio rispondere per chi non sa o non ha capito. 1) per la grafica, immetti nella windowskin quello che vuoi, cioè un ordinario nuovo windowskin, naturalmente poi non t leggerà le freccette da mettere sopra o sotto da collegare all'evento o al personaggio principale. perchè lo script fa questo ragionamento: windowskin, nome: "nome prova"freccette, nome: "nome della windowskin + "-under" o "-top"" quindi dovresti scrivere "nomeprova-under" etc... 2) per gli eventi, aveva già detto tutto sleeping leonhart e comunque gli ID da immettere sono sopra a sinistra nella finestra eventi. 3) ....a questo non so che rispondere. °^° Non l'ho provato. XD Detto questo, spero che chi avesse avuto dei dubbi, abbia capito. ^^ Intanto dico che questo script è bellissimo! Lo userò sicuramente per un progetto!! Targhetta: http://img717.imageshack.us/img717/7703/fcp3.png Face Contest (e non me n'ero accorta°-°)- o - o - http://i670.photobucket.com/albums/vv69/Atzlith/OdiernaTitlemini.pngIl miglior negozio Kawai trovato! Ve lo consiglio! ;)http://i670.photobucket.com/albums/vv69/Atzlith/MilkShop.png Link to comment Share on other sites More sharing options...
Astaroth Posted January 6, 2010 Share Posted January 6, 2010 Ho un problema. Come faccio a fare in modo che il dialogo non sia tagliato dal bordo della mappa. Cioè: io ho il personaggio in basso, e metà della finestra di dialogo è tagliata dal bordo inferiore della mappa. Grazie in anticipo. Risorse per tutti! http://img362.imageshack.us/img362/933/gigacciolabannerbc7.gifFan Di Pocket Quest! http://mypsn.eu.playstation.com/psn/profile/Batullo.png Link to comment Share on other sites More sharing options...
Astaroth Posted January 6, 2010 Share Posted January 6, 2010 Ho un problema. Come faccio a fare in modo che il dialogo non sia tagliato dal bordo della mappa. Cioè: io ho il personaggio in basso, e metà della finestra di dialogo è tagliata dal bordo inferiore della mappa. Grazie in anticipo. Risorse per tutti! http://img362.imageshack.us/img362/933/gigacciolabannerbc7.gifFan Di Pocket Quest! http://mypsn.eu.playstation.com/psn/profile/Batullo.png Link to comment Share on other sites More sharing options...
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