http://scriptself.jpn.org/x/XRXS9.htm
A custom text command script from XRXS. Actually, it's one of base script for AMS(if you wonder, see AMS source).
Script and Expansions:
A custom text command script from XRXS. Actually, it's one of base script for AMS(if you wonder, see AMS source).
Script and Expansions:
Code:
# ▼▲▼ XRXS 9. メッセージ表示フルグレードアップ ver.2 ▼▲▼
# by 桜雅 在土
#
# update 2006/ 6/ 7
#
#==============================================================================
# â–¡ カスタマイズãƒã‚¤ãƒ³ãƒˆ
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# フォントè¨å®š
#--------------------------------------------------------------------------
DEFAULT_FONT_NAME = "" # æ–‡ç« éƒ¨åˆ†ã®æ–‡å—フォント ( "" ã§ç„¡å¤‰æ›´ )
DEFAULT_FONT_SIZE = 18 # 標準文å—サイズ( 22ãŒåˆæœŸè¨å®š )
DEFAULT_LINE_SPACE = 26 # 標準行間   ( 32ãŒåˆæœŸè¨å®š )
#--------------------------------------------------------------------------
# 基本メッセージウィンドウ
#--------------------------------------------------------------------------
DEFAULT_BG_PICTURE = "" # 背景ピクãƒãƒ£ ( "" ã§ä½¿ç”¨ã—ãªã„ )
DEFAULT_BG_X = 0 # 背景ピクãƒãƒ£ X ä½ç½®
DEFAULT_BG_Y = 320 # 背景ピクãƒãƒ£ Y ä½ç½®
DEFAULT_RECT = Rect.new(80, 304, 496, 160)
DEFAULT_BACK_OPACITY = 160 # ウィンドウã®ä¸é€æ˜Žåº¦
DEFAULT_STRETCH_ENABLE = true # 五行以上ã®å ´åˆè‡ªå‹•çš„ã«ã‚µã‚¤ã‚ºã‚’変更ã™ã‚‹
#--------------------------------------------------------------------------
# インフォメーションウィンドウ
#--------------------------------------------------------------------------
INFO_RECT = Rect.new(-16, 64, 672, DEFAULT_LINE_SPACE + 32)
#--------------------------------------------------------------------------
# 一文å—ãšã¤æ写 (falseã«ã™ã‚‹ã¨åŒæ™‚ã«å…¨è¡¨ç¤º)
#--------------------------------------------------------------------------
DEFAULT_TYPING_ENABLE = true
DEFAULT_TYPING_SPEED = 2
#--------------------------------------------------------------------------
# 高速スã‚ップ/タイピングスã‚ップ
#--------------------------------------------------------------------------
KEY_SHOW_ALL = Input::B # タイピングスã‚ップ(残りを瞬間表示)
KEY_MESSAGE_SKIP = Input::L # 高速スã‚ップ
#
# 高速スã‚ップを有効ã«ã™ã‚‹ã‚¹ã‚¤ãƒƒãƒã®ID.( 0 ã¯å¸¸æ™‚å¯èƒ½)
#
HISKIP_ENABLE_SWITCH_ID = 0
#
# 高速スã‚ップ・タイピングスã‚ップを共ã«ç¦æ¢ã™ã‚‹ã‚¹ã‚¤ãƒƒãƒã®ID. ( 0 ã¯å¸¸æ™‚å¯èƒ½)
#
SKIP_BAN_SWITCH_ID = 0
#--------------------------------------------------------------------------
# 顔グラフィック
#--------------------------------------------------------------------------
FACE_STRETCH_ENABLE = true # 顔グラフィックを↓指定ã®ã‚µã‚¤ã‚ºã«æ‹¡å¤§ã™ã‚‹ã€‚
FACE_WIDTH = 96 # 拡大後ã®ã€Œå¹…ï½£
FACE_HEIGHT = 96 # 拡大後ã®ã€Œé«˜ã•ï½£
#--------------------------------------------------------------------------
# ã‚ャラãƒãƒƒãƒ—
#--------------------------------------------------------------------------
CHARPOP_HEIGHT = 48 # ã‚ャラãƒãƒƒãƒ—ã®é«˜ã•
end
module XRXS9
#--------------------------------------------------------------------------
# ãƒãƒ¼ãƒ ウィンドウ
#--------------------------------------------------------------------------
NAME_WINDOW_TEXT_COLOR = Color.new(192,240,255,255) # \name ウィンドウ文å—色
NAME_WINDOW_TEXT_SIZE = 14 # \name ウィンドウã®æ–‡å—サイズ
NAME_WINDOW_SPACE = 10 # \name ウィンドウã®ä½™ç™½
NAME_WINDOW_OFFSET_X = 0 # \name ウィンドウã®ã‚ªãƒ•ã‚»ãƒƒãƒˆä½ç½® X
NAME_WINDOW_OFFSET_Y = -26 # \name ウィンドウã®ã‚ªãƒ•ã‚»ãƒƒãƒˆä½ç½® Y
#--------------------------------------------------------------------------
# 終了時フェードアウト (Fade Out Before Terminate)
#--------------------------------------------------------------------------
FOBT_DURATION = 20 # \fade を指定ã—ãŸæ™‚ã®ãƒ•ã‚§ãƒ¼ãƒ‰æŒç¶šæ™‚é–“
end
#==============================================================================
# --- セリフ効果音 ---
# $game_system.speak_se = RPG::AudioFile.new("")ã¨è¨å®šã—使用ã—ã¾ã™ã€‚
#==============================================================================
class Game_System
attr_accessor :speak_se
def speak_se_play
self.se_play(self.speak_se) if self.speak_se != nil
end
end
class Window_Message < Window_Selectable
# æ–‡å—æç”»SE除外文å—
NOT_SOUND_CHARACTERS = [" ", " ", "・", "ã€", "。", "─"]
end
#==============================================================================
# â–¡ Sprite_Pause
#==============================================================================
class Sprite_Pause < Sprite
def initialize
super
self.bitmap = RPG::Cache.windowskin($game_system.windowskin_name)
self.x = 604
self.y = 456
self.z = 6001
@count = 0
@wait_count = 0
update
end
def update
super
if @wait_count > 0
@wait_count -= 1
else
@count = (@count + 1)%4
x = 160 + @count % 2
y = 64 + @count / 2
self.src_rect.set(x, y, 16, 16)
@wait_count = 4
end
end
end
#==============================================================================
# â– Window_Message
#==============================================================================
class Window_Message < Window_Selectable
# 定数
LEFT = 0
CENTER = 1
RIGHT = 2
#--------------------------------------------------------------------------
# â—‹ line_height : è¡Œã®é«˜ã•(@yå¢—åŠ å€¤)ã‚’è¿”ã—ã¾ã™ã€‚
#--------------------------------------------------------------------------
def line_height
return DEFAULT_LINE_SPACE
end
#--------------------------------------------------------------------------
# ◠オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
alias xrxs9_initialize initialize
def initialize
# åˆæœŸåŒ–
@stand_pictuers = []
@held_windows = []
@extra_windows = []
@extra_sprites = []
# ãƒãƒ¼ã‚ºã‚µã‚¤ãƒ³
@pause = Sprite_Pause.new
@pause.visible = false
# 呼ã³æˆ»ã™
xrxs9_initialize
end
#--------------------------------------------------------------------------
# ◠解放
#--------------------------------------------------------------------------
alias xrxs9_dispose dispose
def dispose
# ホールドã•ã‚ŒãŸã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã‚’開放
@held_windows.each {|window| window.dispose}
@held_windows.clear
# ãƒãƒ¼ã‚ºã‚µã‚¤ãƒ³
@pause.dispose
# 外å—ã‚ャッシュ開放
if @gaiji_cache != nil
@gaiji_cache.dispose
@gaiji_cache = nil
end
# 呼ã³æˆ»ã™
xrxs9_dispose
end
#--------------------------------------------------------------------------
# ◠メッセージ終了処ç†
#--------------------------------------------------------------------------
alias xrxs9_terminate_message terminate_message
def terminate_message
# ç´ é€šã‚Šãƒ•ãƒ©ã‚°ã‚’ã‚¯ãƒªã‚¢
@passable = false
$game_player.messaging_moving = false
# 背景ピクãƒãƒ£ã‚’解放
if @bgframe_sprite != nil
@bgframe_sprite.dispose
end
# ウィンドウホールド
if @window_hold
# ウィンドウやスプライトã®è¤‡è£½ã‚’作æˆ
@held_windows.push(Window_Copy.new(self))
for window in @extra_windows
next if window.disposed?
@held_windows.push(Window_Copy.new(window))
end
for sprite in @extra_sprites
next if sprite.disposed?
@held_windows.push(Sprite_Copy.new(sprite))
end
# è¨å®šã‚’クリア
self.opacity = 0
self.contents_opacity = 0
@extra_windows.clear
@extra_sprites.clear
else
# ホールドã•ã‚ŒãŸã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã‚’開放
@held_windows.each {|object| object.dispose}
@held_windows.clear
end
# ãƒãƒ¼ãƒ ウィンドウらを解放
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
# 呼ã³æˆ»ã™
xrxs9_terminate_message
end
#--------------------------------------------------------------------------
# â—‹ ãƒãƒƒãƒ—ã‚ャラクターã®è¨å®šã¨å–å¾—
#--------------------------------------------------------------------------
def pop_character=(character_id)
@pop_character = character_id
end
def pop_character
return @pop_character
end
#--------------------------------------------------------------------------
# ○ クリア
#--------------------------------------------------------------------------
def clear
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = DEFAULT_FONT_SIZE
self.contents.font.name = DEFAULT_FONT_NAME if DEFAULT_FONT_NAME != ""
self.opacity = 255
self.back_opacity = DEFAULT_BACK_OPACITY
self.contents_opacity = 255
@mid_stop = false # \!   ã®ä¸æ–ä¸ãƒ•ãƒ©ã‚°
@face_file = nil # \f   ã®é¡”ファイル
@current_name = nil # \name   ã®ãƒãƒ¼ãƒ ä¿æŒ
@window_hold = false # \hold   ã®ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ãƒ›ãƒ¼ãƒ«ãƒ‰ã®ãƒ•ãƒ©ã‚°
@stand_pictuer_hold = false # \picthold ã®ã‚¹ã‚¿ãƒ³ãƒ‰ãƒ”クãƒãƒ£ã®ä¿æŒãƒ•ãƒ©ã‚°
@passable = false # \pass   ã®ç´ 通りå¯èƒ½ãƒ•ãƒ©ã‚°
@inforesize = false # \info   ã®ã‚¤ãƒ³ãƒ•ã‚©ãƒªã‚µã‚¤ã‚º
# ã‚ã¨æ®‹ã‚Šã®ã“ã“らã¸ã‚“ã®ã‚‚ã®ã‚’全㦠0 ã§åˆæœŸåŒ–
@x = @y = @indent = @line_index = 0
@cursor_width = @write_wait = @lines_max = 0
# タイピングスピードをå–å¾—
@write_speed = DEFAULT_TYPING_SPEED
# å„è¡Œã®æ画幅&ä½ç½®æƒãˆè¨å®šåˆæœŸåŒ–
@line_widths = []
@line_aligns = []
# self.pop_character ㌠nil ã®å ´åˆã€æ¨™æº–ä½ç½®ã€‚-1ã®å ´åˆã€æ–‡å—センター。
# 0以上ã®å ´åˆã€€ã‚ャラãƒãƒƒãƒ—。0ã¯ä¸»äººå…¬ã€1以é™ã¯ã‚¤ãƒ™ãƒ³ãƒˆã€‚
self.pop_character = nil
end
#--------------------------------------------------------------------------
# ◠リフレッシュ [å†å®šç¾©]
#--------------------------------------------------------------------------
def refresh
# ビットマップã®å–å¾—ã¨è¨å®š
if DEFAULT_BG_PICTURE != ""
bitmap = RPG::Cache.picture(DEFAULT_BG_PICTURE)
@bgframe_sprite = Sprite.new
@bgframe_sprite.x = DEFAULT_BG_X
@bgframe_sprite.y = DEFAULT_BG_Y
@bgframe_sprite.bitmap = bitmap
@bgframe_sprite.z += 5
end
# åˆæœŸåŒ–
self.clear
# 表示待ã¡ã®ãƒ¡ãƒƒã‚»ãƒ¼ã‚¸ãŒã‚ã‚‹å ´åˆ
if $game_temp.message_text != nil
@now_text = $game_temp.message_text
# 改行削除指定\_ãŒã‚ã‚‹ã‹?
if (/\\_\n/.match(@now_text)) != nil
$game_temp.choice_start -= 1
@now_text.gsub!(/\\_\n/) { "" }
end
# 顔表示指定\FãŒã‚ã‚‹ã‹?
if (/\\[Ff]\[(.+?)(?:,(\d+))?\]/.match(@now_text)) != nil
# ファイルãƒã‚§ãƒƒã‚¯
if RPG_FileTest.picture_exist?($1)
# フェイスファイルをè¨å®š
@face_file = $1 + ".png"
@face_index = $2.to_i
# 全行インデントを入れる。
src = RPG::Cache.picture(@face_file)
if FACE_STRETCH_ENABLE
@indent += FACE_WIDTH
elsif $2 == nil
@indent += src.width
@face_index = -1
else
@indent += src.width/4
end
end
@now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
end
# インフォ判定
@inforesize = (@now_text.gsub!(/\\info/) { "" } != nil)
# ウィンドウä¿æŒæŒ‡å®š\holdãŒã‚ã‚‹ã‹?
@window_hold = (@now_text.gsub!(/\\hold/) { "" } != nil)
# \vã®å³æ™‚変æ›
@now_text.gsub!(/\\[v]\[([0-9]+)\]/) { $game_variables[$1.to_i].to_s }
# \Vを独自ルーãƒãƒ³ã«å¤‰æ›´(è¿½åŠ éƒ¨åˆ†)
begin
last_text = @now_text.clone
@now_text.gsub!(/\\[V]\[([IiWwAaSs]?)([0-9]+)\]/) { 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
# \name 判定
if @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
@current_name = $1
end
# ウィンドウãƒãƒƒãƒ—判定
if @now_text.gsub!(/\\[Pp]\[([0-9]+)\]/) { "" }
self.pop_character = $1.to_i
end
# 改行指定
if (/\\n/.match(@now_text)) != nil
$game_temp.choice_start += 1
@now_text.gsub!(/\\n/) { "\n" }
end
# フェード判定
if @now_text.gsub!(/\\fade/) { "" }
@fade_count_before_terminate = XRXS9::FOBT_DURATION
end
# ç´ é€šã‚Šåˆ¤å®š
if @now_text.gsub!(/\\pass/) { "" }
@passable = true
$game_player.messaging_moving = true
end
# 末尾連続改行を削除
nil while( @now_text.sub!(/\n\n\z/) { "\n" } )
# 行数ã®å–å¾—
@lines_max = @now_text.scan(/\n/).size
# ç¾åœ¨æ載ã•ã‚Œã¦ã„る制御文å—ã‚’é…列化
rxs = [/\\\w\[(\w+)\]/, /\\[.]/, /\\[|]/, /\\[>]/, /\\[<]/, /\\[!]/,
/\\[~]/, /\\[i]/, /\\[Oo]\[([0-9]+)\]/, /\\[Hh]\[([0-9]+)\]/,
/\\[b]\[([0-9]+)\]/, /\\[Rr]\[(.*?)\]/, /\\[B]/, /\\[I]/]
@max_choice_x = 0
# インフォウィンドウã®å¼·åˆ¶ã‚»ãƒ³ã‚¿ãƒªãƒ³ã‚°
@line_aligns[0] = CENTER if @inforesize
#
# [è¡Œã”ã¨ã®è¨å®š]
#
lines = @now_text.split(/\n/)
for i in 0..@lines_max
# è¡Œã®å–å¾— (インデックスã¯é€†é †)
line = lines[@lines_max - i]
# 空白行ã®å ´åˆã¯æ¬¡ã¸
next if line == nil
# 制御文å—を削る
line.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
for rx in rxs
line.gsub!(rx) { "" }
end
# ä½ç½®æƒãˆã‚’å–å¾—
@line_aligns[@lines_max - i] =
line.sub!(/\\center/) {""} ? CENTER :
line.sub!(/\\right/) {""} ? RIGHT :
LEFT
# è¡Œã®æ¨ªå¹…ã®å–å¾—ã¨è¨å®š
cx = contents.text_size(line).width
@line_widths[@lines_max - i] = cx
end
# é¸æŠžè‚¢è¡Œä»¥é™ã®æœ€å¤§æ¨ªå¹…ã‚’å–å¾—
choices = @line_widths[$game_temp.choice_start, @line_widths.size]
@max_choice_x = choices == nil ? 0 : choices.max + 8
# ä½ç½®æƒãˆåˆ¶å¾¡æ–‡å—ã®å‰Šé™¤
@now_text.gsub!(/\\center/) {""}
@now_text.gsub!(/\\right/) {""}
# ã‚ャラãƒãƒƒãƒ—時ã®ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ãƒªã‚µã‚¤ã‚º
if self.pop_character != nil and self.pop_character >= 0
max_x = @line_widths.max
self.width = max_x + 32 + @indent + DEFAULT_FONT_SIZE/2
self.height = [@lines_max * line_height, @indent].max + 32
end
#
# 「変æ›ã€
#
# 便宜上ã€"\\\\" ã‚’ "\000" ã«å¤‰æ›
@now_text.gsub!(/\\\\/) { "\000" }
# "\\C" ã‚’ "\001" ã«ã€"\\G" ã‚’ "\002" ã«ã€
# "\\S" ã‚’ "\003" ã«ã€"\\A" ã‚’ "\004" ã«å¤‰æ›
@now_text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
@now_text.gsub!(/\\[Gg]/) { "\002" }
@now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
@now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
@now_text.gsub!(/\\[.]/) { "\005" }
@now_text.gsub!(/\\[|]/) { "\006" }
# 競åˆã™ã‚‹ã¨ä½•ã‹ã¨æ°—ã¾ãšã„ã®ã§ã€\016以é™ã‚’使用ã™ã‚‹
@now_text.gsub!(/\\[>]/) { "\016" }
@now_text.gsub!(/\\[<]/) { "\017" }
@now_text.gsub!(/\\[!]/) { "\020" }
@now_text.gsub!(/\\[~]/) { "\021" }
@now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
# インデントè¨å®š(è¿½åŠ éƒ¨åˆ†)
@now_text.gsub!(/\\[i]/) { "\023" }
# テã‚ストé€éŽçŽ‡æŒ‡å®š(è¿½åŠ éƒ¨åˆ†)
@now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
# テã‚ストサイズ指定(è¿½åŠ éƒ¨åˆ†)
@now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
# 空白挿入(è¿½åŠ éƒ¨åˆ†)
@now_text.gsub!(/\\[b]\[([0-9]+)\]/) { "\026[#{$1}]" }
# ルビ表示(è¿½åŠ éƒ¨åˆ†)
@now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
# Font.bold
@now_text.gsub!(/\\[B]/) { "\031" }
# Font.italic
@now_text.gsub!(/\\[I]/) { "\032" }
# ã“ã“ã§ä¸€æ—¦ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ä½ç½®æ›´æ–°
reset_window
#
# \nameãŒã‚ã‚‹ã‹?~「ãƒãƒ¼ãƒ ウィンドウã®ä½œæˆã€
#
if @current_name != nil
# フォントを一時è¨å®š
self.contents.font.size = XRXS9::NAME_WINDOW_TEXT_SIZE
# æž ã ã‘ウィンドウã®ä½œæˆ
x = self.x + XRXS9::NAME_WINDOW_OFFSET_X
y = self.y + XRXS9::NAME_WINDOW_OFFSET_Y
w = self.contents.text_size(@current_name).width + 8 + XRXS9::NAME_WINDOW_SPACE
h = 26 + XRXS9::NAME_WINDOW_SPACE
@name_window_frame = Window_Base.new(x, y, w, h)
@name_window_frame.opacity = 160
@name_window_frame.z = self.z + 2
# 擬似的ãªç©ºä¸æ–‡å—æ写(ウィンドウ使用)を作æˆ
x = self.x + XRXS9::NAME_WINDOW_OFFSET_X + 3 + XRXS9::NAME_WINDOW_SPACE / 2
y = self.y + XRXS9::NAME_WINDOW_OFFSET_Y + 1 + XRXS9::NAME_WINDOW_SPACE / 2
@name_window_text = Air_Text.new(x,y, @current_name, XRXS9::NAME_WINDOW_TEXT_SIZE, XRXS9::NAME_WINDOW_TEXT_COLOR)
@name_window_text.z = self.z + 3
# フォントを復旧
self.contents.font.size = DEFAULT_FONT_SIZE
# エクストラウィンドウã«ç™»éŒ²
@extra_windows.push(@name_window_frame)
@extra_windows.push(@name_window_text)
end
end
# ウィンドウを更新
reset_window
# コンテンツã®å†ä½œæˆ
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = normal_color
self.contents.font.name = DEFAULT_FONT_NAME if DEFAULT_FONT_NAME != ""
unless @face_file.nil?
# 顔グラをæç”»
src = RPG::Cache.picture(@face_file)
if @face_index == -1
w = src.width
h = src.height
x = 0
y = 0
else
w = src.width/4
h = src.height/4
x = (@face_index-1) % 4 * w
y = (@face_index-1) / 4 * h
end
if FACE_STRETCH_ENABLE
self.contents.stretch_blt(Rect.new(0,0,FACE_WIDTH,FACE_HEIGHT), src, Rect.new(x, y, w, h))
else
self.contents.blt(0, 0, src, Rect.new(x, y, w, h))
end
end
#
# é¸æŠžè‚¢ã®å ´åˆ
#
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
#
# 数値入力ã®å ´åˆ
#
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 + @indent
@input_number_window.y = self.y + $game_temp.num_input_start * 32
end
# フォントサイズをå†è¨å®š
self.contents.font.size = DEFAULT_FONT_SIZE
# è¡ŒåˆæœŸåŒ–
line_reset
# 瞬間表示ã®å ´åˆã¯ã“ã®ã¾ã¾ãƒ•ãƒ¬ãƒ¼ãƒ æ›´æ–°ã¸
update unless DEFAULT_TYPING_ENABLE
end
#--------------------------------------------------------------------------
# â—‹ è¡ŒåˆæœŸåŒ–
#--------------------------------------------------------------------------
def line_reset
# ä½ç½®æƒãˆã®å–å¾—
case @line_aligns[@line_index]
when LEFT
@x = @indent
@x += 8 if $game_temp.choice_start <= @line_index
when CENTER
@x = self.width / 2 - 16 - @line_widths[@line_index].to_i / 2
when RIGHT
@x = self.width - 40 - @line_widths[@line_index].to_i
end
end
#--------------------------------------------------------------------------
# ◠フレーム更新 [å†å®šç¾©]
#--------------------------------------------------------------------------
def update
# ãƒ¡ãƒƒã‚»ãƒ¼ã‚¸ç´ é€šã‚Šä¸ã«ã‚¤ãƒ™ãƒ³ãƒˆãŒé–‹å§‹ã—ãŸå ´åˆ
if @passable and not $game_player.messaging_moving
self.opacity = 0
terminate_message
return
end
# ãƒãƒ¼ã‚ºã‚µã‚¤ãƒ³
@pause.update if @pause.visible
# 呼ã³æˆ»ã™
super
# フレーム更新↓
update_main
end
#--------------------------------------------------------------------------
# ○ フレーム更新
#--------------------------------------------------------------------------
def update_main
# å‹•ãã«å¯¾å¿œ
if !self.pop_character.nil? and self.pop_character >= 0
update_reset_window
end
# フェードインã®å ´åˆ
if skippable_now? and Input.press?(KEY_MESSAGE_SKIP)
self.contents_opacity = 255
@fade_in = false
elsif @fade_in
self.contents_opacity += 24
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end
@now_text = nil if @now_text == "" # 変æ›
# 表示待ã¡ã®ãƒ¡ãƒƒã‚»ãƒ¼ã‚¸ãŒã‚ã‚‹å ´åˆ
if @now_text != nil and @mid_stop == false
if @write_wait > 0
@write_wait -= 1
return
end
text_not_skip = DEFAULT_TYPING_ENABLE
while true
# c ã« 1 æ–‡å—ã‚’å–å¾— (æ–‡å—ãŒå–å¾—ã§ããªããªã‚‹ã¾ã§ãƒ«ãƒ¼ãƒ—)
if (c = @now_text.slice!(/./m)) != nil
# \\ ã®å ´åˆ
if c == "\000"
# 本æ¥ã®æ–‡å—ã«æˆ»ã™
c = "\\"
end
# \C[n] ã®å ´åˆ
if c == "\001"
# æ–‡å—色を変更
@now_text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
if @opacity != nil
color = self.contents.font.color
self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
end
end
# 次ã®æ–‡å—ã¸
c = ""
end
# \G ã®å ´åˆ
if c == "\002"
# ゴールドウィンドウを作æˆ
if @gold_window == nil
@gold_window = Window_Gold.new
@gold_window.x = 560 - @gold_window.width
if $game_temp.in_battle
@gold_window.y = 192
else
@gold_window.y = self.y >= 128 ? 32 : 384
end
@gold_window.opacity = self.opacity
@gold_window.back_opacity = self.back_opacity
end
# 次ã®æ–‡å—ã¸
c = ""
end
# \S[n] ã®å ´åˆ
if c == "\003"
# æ–‡å—色を変更
@now_text.sub!(/\[([0-9]+)\]/, "")
speed = $1.to_i
if speed >= 0 and speed <= 19
@write_speed = speed
end
# 次ã®æ–‡å—ã¸
c = ""
end
# \. ã®å ´åˆ
if c == "\005"
@write_wait += 5
c = ""
end
# \| ã®å ´åˆ
if c == "\006"
@write_wait += 20
c = ""
end
# \> ã®å ´åˆ
if c == "\016"
text_not_skip = false
c = ""
end
# \<ã®å ´åˆ
if c == "\017"
text_not_skip = true
c = ""
end
# \!ã®å ´åˆ
if c == "\020"
@mid_stop = true
c = ""
end
# \~ã®å ´åˆ
if c == "\021"
terminate_message
return
end
# \Iã®å ´åˆ(è¿½åŠ éƒ¨åˆ†)
if c == "\023"
# 今ã®@xをインデントä½ç½®ã«è¨å®š
@indent = @x
c = ""
end
# \Oã®å ´åˆ(è¿½åŠ éƒ¨åˆ†)
if c == "\024"
@now_text.sub!(/\[([0-9]+)\]/, "")
@opacity = $1.to_i
color = self.contents.font.color
self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
c = ""
end
# \Hã®å ´åˆ(è¿½åŠ éƒ¨åˆ†)
if c == "\025"
@now_text.sub!(/\[([0-9]+)\]/, "")
self.contents.font.size = [[$1.to_i, 6].max, 32].min
c = ""
end
# \Bã®å ´åˆ(è¿½åŠ éƒ¨åˆ†)
if c == "\026"
@now_text.sub!(/\[([0-9]+)\]/, "")
@x += $1.to_i
c = ""
end
# \Rã®å ´åˆã€Œãƒ«ãƒ“ã€
if c == "\027"
process_ruby
# æ–‡å—æ写ã®SEã‚’æ¼”å¥
$game_system.speak_se_play
c = ""
end
# アイコンæ画用シーケンスã®å ´åˆ(è¿½åŠ éƒ¨åˆ†)
if c == "\030"
# アイコンファイルåã‚’å–å¾—
@now_text.sub!(/\[(.*?)\]/, "")
# アイコンをæç”»
self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
@x += 24
# 次ã®æ–‡å—ã¸
c = ""
end
#
# 改行文å—ã®å ´åˆ
#
if c == "\n"
# y ã« 1 ã‚’åŠ ç®—
@y += 1
#
# 次ã®è¡Œã¸ (æ”¹è¡Œå‡¦ç† + Xä½ç½®è¨å®š)
#
@line_index += 1
line_reset
# é¸æŠžè‚¢ãªã‚‰ã‚«ãƒ¼ã‚½ãƒ«ã®æ›´æ–°
if @line_index >= $game_temp.choice_start
@cursor_width = @max_choice_x
end
# 次ã®æ–‡å—ã¸
c = ""
end
# 外å—表示ã®å ´åˆ
if c == "\022"
# []部分ã®é™¤åŽ»
@now_text.sub!(/\[([0-9]+)\]/, "")
# 外å—を表示
@x += draw_gaiji(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
# 次ã®æ–‡å—ã¸
c = ""
end
# Font.boldã®å ´åˆ (排他的論ç†å’Œã§ã®å転)
if c == "\031"
self.contents.font.bold ^= true
c = ""
end
# Font.italicã®å ´åˆ
if c == "\032"
self.contents.font.italic ^= true
c = ""
end
if c != ""
# æ–‡å—ã‚’æç”»
self.contents.draw_text(4+@x, line_height * @y, 40, line_height, c)
@x += self.contents.text_size(c).width
# æ–‡å—æ写ã®SEã‚’æ¼”å¥
unless NOT_SOUND_CHARACTERS.include?(c)
$game_system.speak_se_play
end
end
# BボタンãŒæŠ¼ã•ã‚ŒãŸå ´åˆ
if skippable_now? and
(Input.press?(KEY_SHOW_ALL) or Input.press?(KEY_MESSAGE_SKIP)) and
(SKIP_BAN_SWITCH_ID == 0 ? true : !$game_switches[SKIP_BAN_SWITCH_ID])
text_not_skip = false
end
else
text_not_skip = true
break
end
# 終了判定
break if text_not_skip
end
@write_wait += @write_speed
return
end
# 数値入力ä¸ã®å ´åˆ
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ä¸ã®å ´åˆ
#
if @contents_showing
# 終了å‰ãƒ•ã‚§ãƒ¼ã‚ºã§ãªã„å ´åˆ
unless @fade_phase_before_terminate
# é¸æŠžè‚¢ã®è¡¨ç¤ºä¸ã§ãªã‘ã‚Œã°ãƒãƒ¼ã‚ºã‚µã‚¤ãƒ³ã‚’表示
if $game_temp.choice_max == 0
#self.pause = true
@pause.visible = true
end
# ã‚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
@pause.visible = false
return
end
end
# 決定
if Input.trigger?(Input::C) or
(skippable_now? and Input.press?(KEY_MESSAGE_SKIP))
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
@pause.visible = false
return
elsif @fade_count_before_terminate.to_i > 0
# 終了å‰ãƒ•ã‚§ãƒ¼ã‚ºã¸
@fade_phase_before_terminate = true
else
terminate_message
end
@pause.visible = false
end
end
# 終了å‰:カウント + フェードアウト
if @fade_phase_before_terminate
# 例外補æ£
@fade_count_before_terminate = 0 if @fade_count_before_terminate == nil
# カウント
@fade_count_before_terminate -= 1
# ä¸é€æ˜Žåº¦ã‚’計算・è¨å®š
opacity = @fade_count_before_terminate * (256 / XRXS9::FOBT_DURATION)
self.contents_opacity = opacity
# 終了判定
if @fade_count_before_terminate <= 0
@fade_count_before_terminate = 0
@fade_phase_before_terminate = false
terminate_message
end
end
return
end
#
# 以下ã€ãƒ¡ãƒƒã‚»ãƒ¼ã‚¸è¡¨ç¤ºä¸ã§ãªã„å ´åˆ
#
# フェードアウトä¸ä»¥å¤–ã§è¡¨ç¤ºå¾…ã¡ã®ãƒ¡ãƒƒã‚»ãƒ¼ã‚¸ã‹é¸æŠžè‚¢ãŒã‚ã‚‹å ´åˆ
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
# 表示ã™ã¹ãメッセージãŒãªã„ãŒã€ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ãŒå¯è¦–状態ã®å ´åˆ
if self.visible
@fade_out = true
self.opacity -= 48
if self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
end
#--------------------------------------------------------------------------
# ◠ウィンドウã®ä½ç½®ã¨ä¸é€æ˜Žåº¦ã®è¨å®š [å†å®šç¾©]
#--------------------------------------------------------------------------
def reset_window
if @inforesize
RectalCopy.copy(self, INFO_RECT)
elsif self.pop_character != nil and self.pop_character >= 0
update_reset_window
else
RectalCopy.copy(self, DEFAULT_RECT)
#
case ($game_temp.in_battle ? 0 : $game_system.message_position)
when 0 # 上 (戦闘ä¸ã¯ä¸Šæ‰±ã„)
self.y = [16, -XRXS9::NAME_WINDOW_OFFSET_Y + 4].max
when 1 # ä¸
self.y = 160
end
# 自動リサイズ
if DEFAULT_STRETCH_ENABLE and @lines_max >= 4
# æ‹¡å¼µã™ã‚‹å·®åˆ†ã‚’計算
d = @lines_max * DEFAULT_LINE_SPACE + 32 - self.height
if d > 0
self.height += d
case $game_system.message_position
when 1 # ä¸
self.y -= d/2
when 2 # 下
self.y -= d
end
end
end
if @face_file != nil
self.width += FACE_WIDTH
self.x -= FACE_WIDTH/2
end
end
if $game_system.message_frame == 0
self.back_opacity = DEFAULT_BACK_OPACITY
@name_window_frame.back_opacity = DEFAULT_BACK_OPACITY unless @name_window_frame.nil?
else
self.opacity = 0
@name_window_frame.back_opacity = 0 unless @name_window_frame.nil?
end
end
#--------------------------------------------------------------------------
# â—‹ ウィンドウã®ä½ç½®ã¨ä¸é€æ˜Žåº¦ã®è¨å®š (ã‚ャラãƒãƒƒãƒ—)
#--------------------------------------------------------------------------
def update_reset_window
#
# 「ã‚ャラãƒãƒƒãƒ—ã€
#
if self.pop_character == 0 or $game_map.events[self.pop_character] != nil
character = get_character(self.pop_character)
x = character.screen_x - self.width / 2
case $game_system.message_position
when 0
if @name_window_frame != nil and @name_window_frame.y <= 4
y = 4 - XRXS9::NAME_WINDOW_OFFSET_Y
else
y = character.screen_y - CHARPOP_HEIGHT - self.height
end
else
y = character.screen_y
end
self.x = [[x, 4].max, 636 - self.width ].min
self.y = [[y, 4].max, 476 - self.height].min
if @name_window_frame != nil
@name_window_frame.x = self.x + XRXS9::NAME_WINDOW_OFFSET_X
@name_window_frame.y = self.y + XRXS9::NAME_WINDOW_OFFSET_Y
@name_window_text.x = self.x + XRXS9::NAME_WINDOW_OFFSET_X + 1 + XRXS9::NAME_WINDOW_SPACE/2 - 16
@name_window_text.y = self.y + XRXS9::NAME_WINDOW_OFFSET_Y + 1 + XRXS9::NAME_WINDOW_SPACE/2 - 16
end
end
end
#--------------------------------------------------------------------------
# â—‹ カーソルã®çŸ©å½¢æ›´æ–° [オーãƒãƒ¼ãƒ©ã‚¤ãƒ‰]
#--------------------------------------------------------------------------
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(8 + @indent, n * line_height, @cursor_width, line_height)
else
self.cursor_rect.empty
end
end
#--------------------------------------------------------------------------
# â—‹ ã‚ャラクターã®å–å¾—
# parameter : パラメータ
#--------------------------------------------------------------------------
def get_character(parameter)
# パラメータã§åˆ†å²
case parameter
when 0 # プレイヤー
return $game_player
else # 特定ã®ã‚¤ãƒ™ãƒ³ãƒˆ
events = $game_map.events
return events == nil ? nil : events[parameter]
end
end
#--------------------------------------------------------------------------
# â—‹ ç¾åœ¨ã‚ースã‚ップãŒå¯èƒ½ã‹?
#--------------------------------------------------------------------------
def skippable_now?
return ((SKIP_BAN_SWITCH_ID == 0 ? true : !$game_switches[SKIP_BAN_SWITCH_ID]) and
(HISKIP_ENABLE_SWITCH_ID == 0 ? true : $game_switches[HISKIP_ENABLE_SWITCH_ID]))
end
#--------------------------------------------------------------------------
# â—‹ å¯è¦–状態
#--------------------------------------------------------------------------
def visible=(b)
@name_window_frame.visible = b unless @name_window_frame.nil?
@name_window_text.visible = b unless @name_window_text.nil?
@input_number_window.visible = b unless @input_number_window.nil?
super
end
#--------------------------------------------------------------------------
# メソッド テンプレート
#--------------------------------------------------------------------------
def process_ruby
end
def draw_gaiji(x, y, num)
end
def convart_value(option, index)
end
end
#==============================================================================
# â–¡ Air_Text (何も無ã„ã¨ã“ã‚ã«æ–‡å—æ写 = æž ã®ç„¡ã„瞬間表示メッセージウィンドウ)
#==============================================================================
class Air_Text < Window_Base
#--------------------------------------------------------------------------
# â—‹ オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
def initialize(x, y, designate_text, size, text_color)
super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
w = self.contents.width
h = self.contents.height
self.contents.font.size = size
self.contents.font.color = text_color
self.contents.draw_text(0, 0, w, h, designate_text)
end
end
#==============================================================================
# â–¡ Window_Copy
#------------------------------------------------------------------------------
# 指定ã®ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®ã‚³ãƒ”ーを作æˆã—ã¾ã™ã€‚
#==============================================================================
class Window_Copy < Window_Base
#--------------------------------------------------------------------------
# â—‹ オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
def initialize(window)
super(window.x, window.y, window.width, window.height)
self.contents = window.contents.dup unless window.contents.nil?
self.opacity = window.opacity
self.back_opacity = window.back_opacity
self.z = window.z
end
end
#==============================================================================
# â–¡ Sprite_Copy
#------------------------------------------------------------------------------
# 指定ã®ã‚¹ãƒ—ライトã®ã‚³ãƒ”ーを作æˆã—ã¾ã™ã€‚
#==============================================================================
class Sprite_Copy < Sprite
#--------------------------------------------------------------------------
# â—‹ オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
def initialize(sprite)
super()
self.bitmap = sprite.bitmap.dup unless sprite.bitmap.nil?
self.opacity = sprite.opacity
self.x = sprite.x
self.y = sprite.y
self.z = sprite.z
self.ox = sprite.ox
self.oy = sprite.oy
end
end
#==============================================================================
# â– Interpreter
#==============================================================================
class Interpreter
#--------------------------------------------------------------------------
# â— æ–‡ç« ã®è¡¨ç¤º
#--------------------------------------------------------------------------
def command_101
# ã»ã‹ã®æ–‡ç« ㌠message_text ã«è¨å®šæ¸ˆã¿ã®å ´åˆ
if $game_temp.message_text != nil
# 終了
return false
end
# メッセージ終了待機ä¸ãƒ•ãƒ©ã‚°ãŠã‚ˆã³ã‚³ãƒ¼ãƒ«ãƒãƒƒã‚¯ã‚’è¨å®š
@message_waiting = true
$game_temp.message_proc = Proc.new { @message_waiting = false }
# message_text ã« 1 行目をè¨å®š
$game_temp.message_text = @list[@index].parameters[0] + "\n"
line_count = 1
# ループ
loop do
# 次ã®ã‚¤ãƒ™ãƒ³ãƒˆã‚³ãƒžãƒ³ãƒ‰ãŒæ–‡ç« 2 行目以é™ã®å ´åˆ
if @list[@index+1].code == 401
# message_text ã« 2 行目以é™ã‚’追åŠ
$game_temp.message_text += @list[@index+1].parameters[0] + "\n"
line_count += 1
# イベントコマンドãŒæ–‡ç« 2 行目以é™ã§ã¯ãªã„å ´åˆ
else
# 次ã®ã‚¤ãƒ™ãƒ³ãƒˆã‚³ãƒžãƒ³ãƒ‰ãŒæ–‡ç« ã®è¡¨ç¤ºã®å ´åˆ
if @list[@index+1].code == 101
if (/\\next\Z/.match($game_temp.message_text)) != nil
$game_temp.message_text.gsub!(/\\next/) { "" }
$game_temp.message_text += @list[@index+1].parameters[0] + "\n"
# インデックスを進ã‚ã‚‹
@index += 1
next
end
# 次ã®ã‚¤ãƒ™ãƒ³ãƒˆã‚³ãƒžãƒ³ãƒ‰ãŒé¸æŠžè‚¢ã®è¡¨ç¤ºã®å ´åˆ
elsif @list[@index+1].code == 102
# é¸æŠžè‚¢ãŒç”»é¢ã«åŽã¾ã‚‹å ´åˆ
if @list[@index+1].parameters[0].size <= 4 - line_count
# インデックスを進ã‚ã‚‹
@index += 1
# é¸æŠžè‚¢ã®ã‚»ãƒƒãƒˆã‚¢ãƒƒãƒ—
$game_temp.choice_start = line_count
setup_choices(@list[@index].parameters)
end
# 次ã®ã‚¤ãƒ™ãƒ³ãƒˆã‚³ãƒžãƒ³ãƒ‰ãŒæ•°å€¤å…¥åŠ›ã®å‡¦ç†ã®å ´åˆ
elsif @list[@index+1].code == 103
# 数値入力ウィンドウãŒç”»é¢ã«åŽã¾ã‚‹å ´åˆ
if line_count < 4
# インデックスを進ã‚ã‚‹
@index += 1
# 数値入力ã®ã‚»ãƒƒãƒˆã‚¢ãƒƒãƒ—
$game_temp.num_input_start = line_count
$game_temp.num_input_variable_id = @list[@index].parameters[0]
$game_temp.num_input_digits_max = @list[@index].parameters[1]
end
end
# 継続
return true
end
# インデックスを進ã‚ã‚‹
@index += 1
end
end
end
#==============================================================================
# --- メッセージä¸ç§»å‹•è¨±å¯ ---
#==============================================================================
class Game_Player < Game_Character
attr_accessor :messaging_moving
end
#==============================================================================
# --- 範囲コピー ---
#==============================================================================
module RectalCopy
def self.copy(rect1, rect2)
rect1.x = rect2.x
rect1.y = rect2.y
rect1.width = rect2.width
rect1.height = rect2.height
end
end
Code:
# ▼▲▼ XRXS 9. ãƒ¡ãƒƒã‚»è¡¨ç¤ºãƒ•ãƒ«ã‚°ãƒ¬ã€Œè¿½åŠ åˆ¶å¾¡æ–‡å—〠▼▲▼ built 192000
# by 桜雅 在土 (\pass)
# 和希, RaTTiE (\V, \e, \R)
#==============================================================================
# â–¡ カスタマイズãƒã‚¤ãƒ³ãƒˆ
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# 外å—
#--------------------------------------------------------------------------
GAIJI_FILE = "gaiji.png" # ピクãƒãƒ£ãƒ•ã‚¡ã‚¤ãƒ«å
GAIJI_SIZE = 24 # 外å—一文å—ã®ã‚µã‚¤ã‚º
end
#==============================================================================
# â– Interpreter
#==============================================================================
class Interpreter
#--------------------------------------------------------------------------
# â—‹ åœæ¢ä¸ã‚’装ã†
#--------------------------------------------------------------------------
def pretend_stopping=(b)
@pretend_stopping = b
end
#--------------------------------------------------------------------------
# ◠実行ä¸åˆ¤å®š
#--------------------------------------------------------------------------
alias xrxs9_running? running?
def running?
return (not @pretend_stopping and xrxs9_running?)
end
end
#==============================================================================
# â– Game_Player
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ◠フレーム更新
#--------------------------------------------------------------------------
alias xrxs9_update update
def update
# メッセージä¸ç§»å‹•ã§ç„¡ã„å ´åˆ
return xrxs9_update unless @messaging_moving
# 変更
last_showing = $game_temp.message_window_showing
$game_system.map_interpreter.pretend_stopping = true
$game_temp.message_window_showing = false
# 呼ã³æˆ»ã™
xrxs9_update
# 復旧
$game_temp.message_window_showing = last_showing
$game_system.map_interpreter.pretend_stopping = nil
end
end
#==============================================================================
# â– Game_Event
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# ◠イベント起動
#--------------------------------------------------------------------------
alias xrxs9_start start
def start
# 呼ã³æˆ»ã™
xrxs9_start
# 実行ã•ã‚ŒãŸå ´åˆ ã‹ã¤ プレイヤーãŒãƒ¡ãƒƒã‚»ãƒ¼ã‚¸ç§»å‹•ä¸ã®å ´åˆ
if @starting and $game_player.messaging_moving
$game_player.messaging_moving = false
end
end
end
#------------------------------------------------------------------------------
#
#
# â–½ è¿½åŠ åˆ¶å¾¡æ–‡å—ã®æ画機能 [独立]
# (by 和希, RaTTiE)
#
#
#==============================================================================
# â– Window_Message
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# â—‹ 外å—æç”»
#--------------------------------------------------------------------------
# x   :x座標
# y   :y座標
# num  :外å—番å·
# 返り値:外å—å¹…(@xå¢—åŠ å€¤)
#--------------------------------------------------------------------------
def draw_gaiji(x, y, num)
# 外å—ã‚ャッシュãŒå˜åœ¨ã—ãªã„å ´åˆ
if @gaiji_cache == nil
# 外å—データèªã¿è¾¼ã¿
if RPG_FileTest.picture_exist?(GAIJI_FILE)
@gaiji_cache = RPG::Cache.picture(GAIJI_FILE)
else
return 0
end
end
# 指定ã—ãŸå¤–å—ãŒã‚ャッシュ範囲を超ãˆã¦ã„ã‚‹å ´åˆã¯ä½•ã‚‚ã—ãªã„
if @gaiji_cache.width < num * GAIJI_SIZE
return 0
end
# æ–‡å—サイズをå–å¾—
size = GAIJI_SIZE
# 外å—データをstretch_bltã§è»¢é€
self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * GAIJI_SIZE, 0, GAIJI_SIZE, GAIJI_SIZE))
# æ–‡å—æ写ã®SEã‚’æ¼”å¥
if SOUNDNAME_ON_SPEAK != "" then
Audio.se_play(SOUNDNAME_ON_SPEAK)
end
# æ–‡å—サイズを返ã™
return size
end
#--------------------------------------------------------------------------
# â—‹ \V変æ›
#--------------------------------------------------------------------------
# option :オプション。無指定åˆã¯è¦å®šå¤–ã®å ´åˆã¯indexã®ãƒ¦ãƒ¼ã‚¶å¤‰æ•°å€¤ã‚’è¿”ã™ã€‚
# index :インデックス
# 返り値 :変æ›çµæžœ(アイコン表示用シーケンス込ã¿)
#--------------------------------------------------------------------------
def convart_value(option, index)
# optionãŒnilã®å ´åˆã¯""ã«ç›´ã™(誤動作防æ¢)
option == nil ? option = "" : nil
# optionã¯downcaseã—ã¦ãŠã。
option.downcase!
# \030ã¯ã‚¢ã‚¤ã‚³ãƒ³è¡¨ç¤ºç”¨ã®ã‚·ãƒ¼ã‚±ãƒ³ã‚¹ã€‚\030[アイコンファイルå]ã§å®šç¾©ã€‚
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
end
#==============================================================================
# --- ルビ ---
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# â—‹ ãƒ«ãƒ“æ–‡å— ã®å‡¦ç†
#--------------------------------------------------------------------------
def process_ruby
@now_text.sub!(/\[(.*?)\]/, "")
# æ–‡å—ã¨ãƒ«ãƒ“ã‚’æç”»
x = @x
y = @y * line_height