Yami-Roxas Chef de projet
Nombre de messages : 116 Age : 28 Localisation : Si tu est une meuf ( 95 B ), je suis juste derrière toi . Emploi/loisirs : Programmation, dessin, et sport de chambre . Humeur : Neutre . Date d'inscription : 23/12/2007
| Sujet: Des dialogues en bulles de BD Dim 20 Jan - 14:22 | |
| Bon voilà le script est expliqué dans le titre. Remplacez déjà tout le script windows message par le code suivant: Code: #============================================== # ■ Window_Message #------------------------------------------------------------------------------ # 文章表示に使うメッセージウィンドウです。 #==============================================
class Window_Message < Window_Selectable #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize super(80, 304, 480, 160) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.z = 9998 @fade_in = false @fade_out = false @contents_showing = false @cursor_width = 0 self.active = false self.index = -1 end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def dispose terminate_message $game_temp.message_window_showing = false if @input_number_window != nil @input_number_window.dispose end super end #-------------------------------------------------------------------------- # ● メッセージ終了処理 #-------------------------------------------------------------------------- def terminate_message self.active = false self.pause = false self.index = -1 self.contents.clear # 表示中フラグをクリア @contents_showing = false # メッセージ コールバックを呼ぶ if $game_temp.message_proc != nil $game_temp.message_proc.call end # 文章、選択肢、数値入力に関する変数をクリア $game_temp.message_text = nil $game_temp.message_proc = nil $game_temp.choice_start = 99 $game_temp.choice_max = 0 $game_temp.choice_cancel_type = 0 $game_temp.choice_proc = nil $game_temp.num_input_start = 99 $game_temp.num_input_variable_id = 0 $game_temp.num_input_digits_max = 0 # ゴールドウィンドウを開放 if @gold_window != nil @gold_window.dispose @gold_window = nil end if @comic !=nil @comic.dispose @comic = nil end end #Comic Script def GRmens_calc(x, y, w_size, text) self.x = 700 rsl_size = w_size + 32 h_size = 64 rsl_x = [[x - rsl_size / 2, 0].max, 640 - rsl_size].min if y <= 96 rsl_y = [[y - 16, 0].max, 480 - 116].min else rsl_y = [[y - 116, 0].max, 480 - 116].min end if x >= 608 ind_x = x - 16 ind_name = "ind_se" else ind_x = x + 8 ind_name = "ind_so" end if y <= 96 ind_y = rsl_y - 7 ind_name = "ind_no" else ind_y = rsl_y + 61 end if x >= 608 and y <= 96 ind_name = "ind_ne" end @comic = Window_GRmens.new (rsl_x, rsl_y, rsl_size, ind_x, ind_y, ind_name, text) end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color self.contents.font.name = $fontface self.contents.font.size = $fontsize x = y = 0 @cursor_width = 0 # 選択肢なら字下げを行う if $game_temp.choice_start == 0 x = 8 end # 表示待ちのメッセージがある場合 if $game_temp.message_text != nil text = $game_temp.message_text # 制御文字処理 begin last_text = text.clone text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] } end until text == last_text text.gsub!(/\\[Nn]\[([0-9]+)\]/) do $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : "" end # 便宜上、"\\\\" を "\000" に変換 text.gsub!(/\\\\/) { "\000" } #--------event if (/\\[Nn]pc\[(.+?)\]/.match(last_text)) != nil event_id = $1 x = $game_map.events[$1.to_i].screen_x y = $game_map.events[$1.to_i].screen_y text.sub!(/\\[Nn]pc\[(.*?)\]/) { "" } w_size = self.contents.text_size(text).width GRmens_calc(x, y, w_size, text) end #---------player if (/\\[Pp]lr/.match(last_text)) != nil x = $game_player.screen_x y = $game_player.screen_y text.sub!(/\\[Pp]lr/) { "" } w_size = self.contents.text_size(text).width GRmens_calc(x, y, w_size, text) end # "\\C" を "\001" に、"\\G" を "\002" に変換 text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" } text.gsub!(/\\[Gg]/) { "\002" } # c に 1 文字を取得 (文字が取得できなくなるまでループ) while ((c = text.slice!(/./m)) != nil) # \\ の場合 if c == "\000" # 本来の文字に戻す c = "\\" end # \C[n] の場合 if c == "\001" # 文字色を変更 text.sub!(/\[([0-9]+)\]/, "") color = $1.to_i if color >= 0 and color <= 7 self.contents.font.color = text_color(color) end # 次の文字へ next end # \G の場合 if c == "\002" # ゴールドウィンドウを作成 if @gold_window == nil @gold_window = Window_Gold.new @gold_window.x = 560 - @gold_window.width if $game_temp.in_battle @gold_window.y = 192 else @gold_window.y = self.y >= 128 ? 32 : 384 end @gold_window.opacity = self.opacity @gold_window.back_opacity = self.back_opacity end # 次の文字へ next end # 改行文字の場合 if c == "\n" # 選択肢ならカーソルの幅を更新 if y >= $game_temp.choice_start @cursor_width = [@cursor_width, x].max end # y に 1 を加算 y += 1 x = 0 # 選択肢なら字下げを行う if y >= $game_temp.choice_start x = 8 end # 次の文字へ next end # 文字を描画 self.contents.draw_text(4 + x, 32 * y, 40, 32, c) # x に描画した文字の幅を加算 x += self.contents.text_size(c).width end end # 選択肢の場合 if $game_temp.choice_max > 0 @item_max = $game_temp.choice_max self.active = true self.index = 0 end # 数値入力の場合 if $game_temp.num_input_variable_id > 0 digits_max = $game_temp.num_input_digits_max number = $game_variables[$game_temp.num_input_variable_id] @input_number_window = Window_InputNumber.new(digits_max) @input_number_window.number = number @input_number_window.x = self.x + 8 @input_number_window.y = self.y + $game_temp.num_input_start * 32 end end #-------------------------------------------------------------------------- # ● ウィンドウの位置と不透明度の設定 #-------------------------------------------------------------------------- def reset_window if $game_temp.in_battle self.y = 16 else case $game_system.message_position when 0 # 上 self.y = 16 when 1 # 中 self.y = 160 when 2 # 下 self.y = 304 end end if $game_system.message_frame == 0 self.opacity = 255 else self.opacity = 0 end self.back_opacity = 160 end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update super # フェードインの場合 if @fade_in self.contents_opacity += 24 if @input_number_window != nil @input_number_window.contents_opacity += 24 end if self.contents_opacity == 255 @fade_in = false end return end # 数値入力中の場合 if @input_number_window != nil @input_number_window.update # 決定 if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_variables[$game_temp.num_input_variable_id] = @input_number_window.number $game_map.need_refresh = true # 数値入力ウィンドウを解放 @input_number_window.dispose @input_number_window = nil terminate_message end return end # メッセージ表示中の場合 if @contents_showing # 選択肢の表示中でなければポーズサインを表示 if $game_temp.choice_max == 0 self.pause = true end # キャンセル if Input.trigger?(Input::B) if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0 $game_system.se_play($data_system.cancel_se) $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1) terminate_message end end # 決定 if Input.trigger?(Input::C) if $game_temp.choice_max > 0 $game_system.se_play($data_system.decision_se) $game_temp.choice_proc.call(self.index) end terminate_message end return end # フェードアウト中以外で表示待ちのメッセージか選択肢がある場合 if @fade_out == false and $game_temp.message_text != nil @contents_showing = true $game_temp.message_window_showing = true reset_window refresh Graphics.frame_reset self.visible = true self.contents_opacity = 0 if @input_number_window != nil @input_number_window.contents_opacity = 0 end @fade_in = true return end # 表示すべきメッセージがないが、ウィンドウが可視状態の場合 if self.visible @fade_out = true self.opacity -= 48 if self.opacity == 0 self.visible = false @fade_out = false $game_temp.message_window_showing = false end return end end #-------------------------------------------------------------------------- # ● カーソルの矩形更新 #-------------------------------------------------------------------------- def update_cursor_rect if @index >= 0 n = $game_temp.choice_start + @index self.cursor_rect.set(8, n * 32, @cursor_width, 32) else self.cursor_rect.empty end end endCréez ensuite un autre script au dessus de main que vous appellerez Comic et copiez-y le code suivant: Code: class Window_GRmens < Window_Selectable #--------------------------------------------------------------------------
def initialize(rsl_x, rsl_y, rsl_size, ind_x, ind_y, ind_name, text) super(rsl_x, rsl_y, rsl_size, 64) self.contents = Bitmap.new(self.width - 32, self.height - 32) self.windowskin = RPG::Cache.windowskin("comic_skin") w = self.contents.width h = self.contents.height self.contents.font.name = $fontface self.contents.font.size = $fontsize self.contents.font.color = text_color(9) self.contents.draw_text(0, 0, w, h, text) @ind = Sprite.new @ind.bitmap = RPG::Cache.picture(ind_name) @ind.x = ind_x @ind.y = ind_y @ind.z = 101 end #-------------------------------------------------------------------------- def dispose self.contents = nil @ind.dispose super end endEt juste une ressource à placer dans graphics/windowskin Il n'y a pas besoin de changer le windowskin dans system,il faut juste la placer dans les ressources. Et quatre autres à placer dans graphics/pictures: Il suffit ensuite de placer avant le message soit \plr pour que la bulle indique le héros ou \npc[***] pour un autre evenement. (Il faut remplacer *** par le numero de l'évènement). Voilà,j'espère que ce script vous sera utile | |
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