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Age : 28 Inscrit le : 26/12/2010 Messages : 2220
![[VX] Téléphone portable Empty](https://2img.net/i/fa/empty.gif) | Sujet: [VX] Téléphone portable Lun 20 Juin 2011 - 14:10 | |
| Bonjour je vien de trouver un script pour avoir un téléphone dans le menu Crée par Necrozard et j'ai traduit les Explication en francais ![Smile](https://2img.net/i/fa/i/smiles/icon_smile.gif) Système téléphonique 2B Par: Necrozard Fonctionne avec RGSS + + Bonjour à tous, voici un script qui permet d'avoir un téléphone portable. Description: C'est un system téléphone portable,vous pouvez recevoir des messages (SMS) à partir d'un event, vous pouvez trouver une boîte de message,pour avoir des message d'un (PNG) qui vous signale quand vous avez un message dans votre boîte de message.Deuxièmement, un lecteur de musique, vous avez mis des fichiers musicaux dans un dossier spécifique et le joueur peus écouté la musique pendant que vous ètent en train de jouer et vous pouvez jouer le jeu de l'écoute de la musique que vous voulez.Vous pouvez aussi voire le calendrier. Utilisation: # Toutes les prochaines commandes, doivent être écrites dans appelle de script. # # Autoriser le joueur d'ouvrir le téléphone (Définir l'option dans le menu): # Mod:: ADD_MENU_OPTION = true / false # # Envoyez un SMS (message) pour le joueur: # Phone_Msg.new(title,autor,message) # # Ouvrez le téléphone In-Game: # $scene = Phone.new # # Mettre le téléphone en ligne (commune) ou off-line (Tu ne peux pas recevoir de message, par exemple # Dans des grottes): # $phone_online = true/false # # Mettre un fond de téléphone In-Game: # Mod:: BACK_PATH = "directory" (répertoire Où est le chemin de l'image) # Il est à 163x230 px. Screen: http://img98.imageshack.us/my.php?image=74791630fk3.png http://img98.imageshack.us/my.php?image=60114672iu8.png http://img368.imageshack.us/my.php?image=24721037lg1.png http://img368.imageshack.us/my.php?image=47812207my7.png http://img220.imageshack.us/my.php?image=54280606hv6.png La demo: http://www.mediafire.com/?mn53zazjytm Le script: j'ai juste fait la traduction des explication donc remplacé le script en anglais par celui là: - Spoiler:
############################################################################# #==================================================================# # Name: Phone System 0.1BETA # By: Necrozard # Date: 19/07/08 #==================================================================# #==================================================================# # Description: # Le téléphone vous permet de recevoir des SMS (messages) de PNJ quand et où vous voulez, il suffit # Le faire d'une manière facile avec «script d'appel». # Vous pouvez également supprimer ce message, parce que dans cette version, le message a une limite # De 10 messages. Si vous avez la boîte de message complet, une notification vous remarqué ce qui se # Passe jusqu'à ce que vous supprimez un message. #==================================================================# #Guide de l'utilisateur #: # Toutes les prochaines commandes, doivent être écrites dans le script d'appel. # # Autoriser le joueur d'ouvrir le téléphone (Définir l'option dans le menu): # Mod:: ADD_MENU_OPTION = true / false # # Envoyez un SMS (message) pour le joueur: # Phone_Msg.new(title,autor,message) # # Ouvrez le téléphone In-Game: # $scene = Phone.new # # Mettre le téléphone en ligne (commune) ou off-line (Tu ne peux pas recevoir de message, par exemple # Dans des grottes): # $phone_online = true/false # # Mettre un fond de téléphone In-Game: # Mod:: BACK_PATH = "directory" (répertoire Où est le chemin de l'image) # Il est à 163x230 px. # #==================================================================# # Modifications: # You can modify certain things to make the phone different. module Mod # MAX_MSGS_IN_BOX # Set here the max. messages you can have in your message box. MAX_MSGS_IN_BOX=20 # MAX_TRACKS_IN_MUSICLIST # Set here the max. messages you can have in your message box. MAX_TRACKS_IN_MUSICLIST=20 # ICON_TITLES: # Are the titles of each icon, in the main menu of the phone. # Max. 8 letters per word. ICON_TITLES=["SMS","Calendar","Pictures","Camera", "Calc.","Graphs","Map","Weather","Notes", "Clock","Settings","E-Mail","Call","Browser","Music"] # BACK_PATH # Its the path to the background image. # It has to be 163x230 px. BACK_PATH="CellPhone/background.jpg" # MSG_TITLE # Its a word that will take part before the Message Title. MSG_TITLE="Title" # MSG_OPS # Are the Message Options. MSG_OPS=["Read","Delete"] # SMS_TONE # Here you can set the path to the Sound when you receive # a Message.. SMS_TONE="Audio/SE/Chime2" # MENU_OPTION_TITLE and ADD_MENU_OPTION # With MENU_OPTION_TITLE, you can set the name of the # option in the Menu. Only if ADD_MENU_OPTION its true. # If its false, it won´t show itself. MENU_OPTION_TITLE = "Phone" ADD_MENU_OPTION = true end
$messages=[] $phone_online = true $full_msgbox=false
class Phone < Scene_Base def start @level=0 @aux=0 @aux2=0 @aux3=0 @map = Spriteset_Map.new @phone = Sprite.new @phone.bitmap = Cache.system("CellPhone/phone.png") @phone.x=150 @phone.y=20 @background = Sprite.new @background.bitmap = Cache.system(Mod::BACK_PATH) @background.x=188 @background.y=98 @cursor=0 @icons=[] @msgbox_slots=[] @msgbox_options_slots=[] @aux_fullmsg=true create_icons end def update $game_map.update @map.update if @phone_new != nil @phone_new.update end if @level==0 update_input_lvl0 update_icon_animation end if @level==1 update_input_lvl1 update_msgbox_cursor end if @level==2 update_input_lvl2 end if @level==3 update_input_lvl3 end if @level==4 update_input_lvl4 end if @level==5 update_input_lvl5 update_ipod_cursor end if @level==6 update_input_lvl6 end end
# ICONS - LVL 0 - MAIN MENU def update_input_lvl0 if @aux_fullmsg==true if Input.trigger?(Input::RIGHT) && @cursor <14 @cursor=@cursor+1 replace_icons elsif (Input.trigger?(Input::DOWN)) && !(@cursor >= 11 && @cursor <=14) @cursor=@cursor+4 replace_icons elsif Input.trigger?(Input::DOWN) && (@cursor>=11 && @cursor <=14) @cursor=@cursor replace_icons elsif Input.trigger?(Input::LEFT) && @cursor >0 @cursor=@cursor-1 replace_icons elsif Input.trigger?(Input::UP) && !(@cursor>=0 && @cursor<=3) @cursor=@cursor-4 replace_icons elsif Input.trigger?(Input::UP) && (@cursor>=0 && @cursor<=3) @cursor=@cursor replace_icons elsif Input.trigger?(Input::B) @level=nil @icons_base.contents.clear @icons_base.dispose for i in 0..14 @icons[i].bitmap.dispose @icons[i]=nil end @phone.bitmap.dispose @phone=nil @background.bitmap.dispose @background=nil $scene=Scene_Map.new elsif Input.trigger?(Input::C) case @cursor when 0 delete_icons create_slots(0) when 1 delete_icons create_calendar when 14 delete_icons create_ipod end end else if Input.trigger?(Input::C) || Input.trigger?(Input::B) @full_msgbox_new_back.bitmap.dispose @full_msgbox_new_back=nil @aux_fullmsg=true end end end
def create_icons @level=0 @phone.bitmap = Cache.system("CellPhone/phone.png") @background.bitmap = Cache.system(Mod::BACK_PATH) if $full_msgbox==true @aux_fullmsg=false @full_msgbox_new_back = Sprite.new @full_msgbox_new_back.bitmap = Cache.system("CellPhone/msgbox_full.png") @full_msgbox_new_back.x=188 @full_msgbox_new_back.y=155 @full_msgbox_new_back.z=105 end if @icons[0] != nil for i in 0..14 @icons[i].bitmap.dispose @icons[i]=nil end end @icons_base = Window_Base.new(145,20,237,374) @icons_base.opacity=0 @icons_base.contents.font.size=11 if $phone_online==true @icons_base.contents.draw_text(30,43,60,20,"Status: ",0) @icons_base.contents.font.color=@icons_base.text_color(3) @icons_base.contents.draw_text(62,43,60,20,"Online",0) else @icons_base.contents.draw_text(30,43,60,20,"Status: ",0) @icons_base.contents.font.color=@icons_base.knockout_color @icons_base.contents.draw_text(62,43,60,20,"Offline",0) end @icons_base.contents.font.color=@icons_base.normal_color a = 194 b = 110 c = 0 title_x=0 title_y=110 for i in 0..4 for j in 0..3 if(i==3 && j==3) break end @icons[j+c] = Sprite.new @icons[j+c].bitmap = Cache.system("CellPhone/"+(j+c).to_s+".png") @icons[j+c].x = a @icons[j+c].y = b @icons_base.contents.draw_text(title_x,title_y,100,20,Mod::ICON_TITLES[j+c],1) a=a+38 title_x=title_x+38 end if(i==3 && j==3) break end b=b+56 title_y=title_y+55 a=194 title_x=0 c=c+4 end end def delete_icons for i in 0..14 @icons[i].bitmap.dispose @icons[i]=nil end @icons_base.contents.clear @icons_base.dispose end
def update_icon_animation if @icons[@cursor]!=nil if(@aux>=0 && @aux<=5) @icons[@cursor].y=@icons[@cursor].y-1 @aux=@aux+0.5 end if(@aux>=5 &&@aux<=10) @icons[@cursor].y=@icons[@cursor].y+1 @aux=@aux+0.5 end if(@aux>=10) @aux=0 end end end def replace_icons if @icons[0] != nil a = 194 b = 110 c = 0 for i in 0..4 for j in 0..3 if(i==3 && j==3) break end @icons[j+c].x = a @icons[j+c].y = b a=a+38 end if(i==3 && j==3) break end b=b+56 a=194 c=c+4 end @aux=0 end end
# SLOTS - LVL 1 - MSG BOX def create_slots(cursor_index) @slots_scroll=0 for i in 0+@slots_scroll..9+@slots_scroll if ($messages[i]==nil && $messages[i+1]!=nil) $messages[i]=$messages[i+1] $messages[i+1]=nil end end @aux3=0 if @msgbox_slots[0] !=nil for i in 0+@slots_scroll..9+@slots_scroll @msgbox_slots[i].bitmap.dispose @msgbox_slots[i]=nil end @msgbox_base.contents.dispose @msgbox_cursor_graphic.bitmap.dispose @msgbox_title.bitmap.dispose @msgbox_title2.bitmap.dispose end @msgbox_cursor=cursor_index @msgbox_base = Window_Base.new(150,20,237,374) @msgbox_base.opacity=0 aux=123 aux2=86 for i in 0+@slots_scroll..9+@slots_scroll @msgbox_slots[i] = Sprite.new @msgbox_slots[i].bitmap = Cache.system("CellPhone/msgbox_slot.png") @msgbox_slots[i].x=188 @msgbox_slots[i].y=aux @msgbox_slots[i].z=3 n=i+1 if $messages[i] != nil @msgbox_base.contents.font.size=12 @msgbox_base.contents.draw_text(25,aux2,200,20,(n.to_s+" - "+Mod::MSG_TITLE+": "+$messages[i][0]),0) else @msgbox_base.contents.font.size=12 @msgbox_base.contents.draw_text(25,aux2,200,20,(n.to_s+" - "),0) end aux=aux+19 aux2=aux2+19 end @msgbox_arrow_down=Sprite.new @msgbox_arrow_down.bitmap = Cache.system("CellPhone/arrow_down.png") @msgbox_arrow_down.x = @msgbox_slots[9].x+74 @msgbox_arrow_down.y = @msgbox_slots[9].y+10 @msgbox_arrow_down.z = 100 @msgbox_arrow_up=Sprite.new @msgbox_arrow_up.bitmap = Cache.system("CellPhone/arrow_up.png") @msgbox_arrow_up.x = @msgbox_slots[0].x+74 @msgbox_arrow_up.y = @msgbox_slots[0].y-10 @msgbox_arrow_up.z = 100 @msgbox_arrow_up.opacity=0 @msgbox_cursor_graphic=Sprite.new @msgbox_cursor_graphic.bitmap = Cache.system("CellPhone/msgbox_cursor.png") @msgbox_cursor_graphic.x = @msgbox_slots[0].x @msgbox_cursor_graphic.y = @msgbox_slots[0].y @msgbox_cursor_graphic.z = 4 @msgbox_title=Sprite.new @msgbox_title.bitmap = Cache.system("CellPhone/msgbox_title.png") @msgbox_title.x=188 @msgbox_title.y=83 @msgbox_title.z=4 @msgbox_title2=Sprite.new @msgbox_title2.bitmap = Cache.system("CellPhone/msgbox_title2.png") @msgbox_title2.x=188 @msgbox_title2.y=313 @msgbox_title2.z=4 @level=1 end def replace_slots aux2=86 @msgbox_base.contents.clear for i in 0+@slots_scroll..9+@slots_scroll n=i+1 if $messages[i] != nil @msgbox_base.contents.font.size=12 @msgbox_base.contents.draw_text(25,aux2,200,20,(n.to_s+" - "+Mod::MSG_TITLE+": "+$messages[i][0]),0) else @msgbox_base.contents.font.size=12 @msgbox_base.contents.draw_text(25,aux2,200,20,(n.to_s+" - "),0) end aux2=aux2+19 end end
def update_msgbox_cursor if @msgbox_slots[@msgbox_cursor-@slots_scroll] != nil @msgbox_cursor_graphic.y = @msgbox_slots[@msgbox_cursor-@slots_scroll].y end end def update_arrow_animation if(@aux>=0 && @aux<=5) @msgbox_arrow_down.y=@msgbox_arrow_down.y-1 @msgbox_arrow_up.y=@msgbox_arrow_up.y-1 @aux=@aux+0.5 end if(@aux>=5 &&@aux<=10) @msgbox_arrow_down.y=@msgbox_arrow_down.y+1 @msgbox_arrow_up.y=@msgbox_arrow_up.y+1 @aux=@aux+0.5 end if(@aux>=10) @aux=0 end end end def update_input_lvl1 update_arrow_animation if @msgbox_cursor==Mod::MAX_MSGS_IN_BOX-1 already=true end if @msgbox_cursor==0 already=false end
if @msgbox_cursor < (9-@slots_scroll) @msgbox_arrow_down.opacity=255 else if already==true @msgbox_arrow_down.opacity=0 end end if @msgbox_cursor > (9-@slots_scroll) @msgbox_arrow_up.opacity=255 else if already==false @msgbox_arrow_up.opacity=0 end end if Input.trigger?(Input::DOWN) && @msgbox_cursor @msgbox_cursor=@msgbox_cursor+1 if @msgbox_cursor_graphic.y == @msgbox_slots[9].y @slots_scroll = @slots_scroll + 1 replace_slots end end if Input.trigger?(Input::UP) && @msgbox_cursor>0 @msgbox_cursor=@msgbox_cursor-1 if @msgbox_cursor_graphic.y == @msgbox_slots[0].y @slots_scroll = @slots_scroll - 1 replace_slots end end
if Input.trigger?(Input::B) for i in 0..8 @msgbox_slots[i].bitmap.dispose @msgbox_slots[i]=nil end @msgbox_base.contents.dispose @msgbox_cursor_graphic.bitmap.dispose @msgbox_title.bitmap.dispose @msgbox_title2.bitmap.dispose @msgbox_arrow_down.bitmap.dispose @msgbox_arrow_up.bitmap.dispose create_icons end @aux3=@aux3+1 if @aux3>=5 if Input.trigger?(Input::C) if $messages[@msgbox_cursor] != nil @aux3=0 @msgbox_arrow_down.bitmap.dispose @msgbox_arrow_up.bitmap.dispose make_msgbox_options end end end end
# MSG_OPTIONS - LVL2 - READ - DELETE def make_msgbox_options @msgbox_options_cursor=0 @msgbox_options_base = Window_Base.new(@msgbox_slots[@msgbox_cursor].x-38,@msgbox_slots[@msgbox_cursor].y-38,237,374) @msgbox_options_base.opacity=0 @msgbox_options_base.z=101 for i in 0..1 @msgbox_options_slots[i]=Sprite.new @msgbox_options_slots[i].bitmap=Cache.system("CellPhone/msgbox_options_slot.png") @msgbox_options_slots[i].x=10+@msgbox_slots[@msgbox_cursor].x+(80*i) @msgbox_options_slots[i].y=@msgbox_slots[@msgbox_cursor].y-10 @msgbox_options_slots[i].z=100 end @msgbox_options_cursor_graphic=Sprite.new @msgbox_options_cursor_graphic.bitmap=Cache.system("CellPhone/msgbox_options_cursor.png") @msgbox_options_cursor_graphic.x=10+@msgbox_slots[@msgbox_cursor].x @msgbox_options_cursor_graphic.y=@msgbox_slots[@msgbox_cursor].y-10 @msgbox_options_cursor_graphic.z=100 @msgbox_options_base.contents.font.size=16 @msgbox_options_base.contents.draw_text(37,12,50,20,Mod::MSG_OPS[0],1) @msgbox_options_base.contents.draw_text(117,12,50,20,Mod::MSG_OPS[1],1) @level=2 end def update_input_lvl2 if Input.trigger?(Input::RIGHT) @msgbox_options_cursor=1 @msgbox_options_cursor_graphic.x=10+@msgbox_slots[@msgbox_cursor].x+80 elsif Input.trigger?(Input::LEFT) @msgbox_options_cursor=0 @msgbox_options_cursor_graphic.x=10+@msgbox_slots[@msgbox_cursor].x end if Input.trigger?(Input::B) @msgbox_options_slots[0].bitmap.dispose @msgbox_options_slots[1].bitmap.dispose @msgbox_options_cursor_graphic.bitmap.dispose @msgbox_options_base.contents.clear @msgbox_options_base=nil create_slots(@msgbox_cursor) end @aux3=@aux3+1 if @aux3>=5 if Input.trigger?(Input::C) case @msgbox_options_cursor when 0 for i in 0..8 @msgbox_slots[i].bitmap.dispose @msgbox_slots[i]=nil end @msgbox_base.contents.clear @msgbox_cursor_graphic.bitmap.dispose @msgbox_options_slots[0].bitmap.dispose @msgbox_options_slots[1].bitmap.dispose @msgbox_options_cursor_graphic.bitmap.dispose @msgbox_options_base.contents.clear @msgbox_options_base=nil show_msg(@msgbox_cursor) @aux3=0 when 1 @msgbox_options_slots[0].bitmap.dispose @msgbox_options_slots[1].bitmap.dispose @msgbox_options_cursor_graphic.bitmap.dispose @msgbox_options_base.contents.clear @msgbox_options_base=nil $messages[@msgbox_cursor]=nil $full_msgbox=false create_slots(@msgbox_cursor) end end end end
# MSG - LVL 3 - MESSAGE def show_msg(msg) $messages[msg][3]=true @msgbox_base.contents.font.size=16 a = 0 for i in $messages[msg][2] @msgbox_base.contents.draw_text(25,122+13*a,200,20,i,0) a += 1 end @msgbox_base.contents.draw_text(3,84,200,20,$messages[msg][1],1) @msgbox_base.contents.draw_text(2,96,200,20,$messages[msg][0],1) @msgbox_back=Sprite.new @msgbox_back.bitmap = Cache.system("CellPhone/msgbox_back.png") @msgbox_back.x=188 @msgbox_back.y=123 @msgbox_back.z=4 @level=3 end def update_input_lvl3 if Input.trigger?(Input::B) @msgbox_base.contents.clear @msgbox_title.bitmap.dispose @msgbox_title2.bitmap.dispose @msgbox_back.bitmap.dispose create_slots(@msgbox_cursor) end end #end
# CALENDAR - LVL 4 - INTERFACE def create_calendar @c_index=1 @calendar_arrow_left=Sprite.new @calendar_arrow_left.bitmap = Cache.system("CellPhone/arrow_left.png") @calendar_arrow_left.x=208 @calendar_arrow_left.y=146 @calendar_arrow_left.z=5 @calendar_arrow_left.opacity=0 @calendar_arrow_right=Sprite.new @calendar_arrow_right.bitmap = Cache.system("CellPhone/arrow_right.png") @calendar_arrow_right.x=315 @calendar_arrow_right.y=146 @calendar_arrow_right.z=5 @calendar_arrow_right.opacity=0 @calendar_title=Sprite.new @calendar_title.bitmap = Cache.system("CellPhone/calendar_title.png") @calendar_title.x=188 @calendar_title.y=83 @calendar_title.z=4 @calendar_title2=Sprite.new @calendar_title2.bitmap = Cache.system("CellPhone/Calendar/bottom.png") @calendar_title2.x=188 @calendar_title2.y=293 @calendar_title2.z=4 @calendar = Sprite.new @calendar.bitmap = Cache.system("CellPhone/Calendar/1.png") @calendar.x=188 @calendar.y=123 @calendar.z=4 @level=4 end def calendar_arrow_update if(@aux>=0 && @aux<=5) @calendar_arrow_left.x=@calendar_arrow_left.x-1 @calendar_arrow_right.x=@calendar_arrow_right.x-1 @aux=@aux+0.5 end if(@aux>=5 &&@aux<=10) @calendar_arrow_left.x=@calendar_arrow_left.x+1 @calendar_arrow_right.x=@calendar_arrow_right.x+1 @aux=@aux+0.5 end if(@aux>=10) @aux=0 end end def update_input_lvl4 calendar_arrow_update if @c_index==1 @calendar_arrow_left.opacity=0 @calendar_arrow_right.opacity=255 end if @c_index>1 && @c_index<12 @calendar_arrow_left.opacity=255 @calendar_arrow_right.opacity=255 end if @c_index==12 @calendar_arrow_left.opacity=255 @calendar_arrow_right.opacity=0 end if Input.trigger?(Input::RIGHT) && @c_index<12 @c_index=@c_index+1 @calendar.bitmap = Cache.system("CellPhone/Calendar/"+@c_index.to_s+".png") elsif Input.trigger?(Input::LEFT) && @c_index>1 @c_index=@c_index-1 @calendar.bitmap = Cache.system("CellPhone/Calendar/"+@c_index.to_s+".png") end if Input.trigger?(Input::B) @calendar_title.bitmap.dispose @calendar_title2.bitmap.dispose @calendar.bitmap.dispose @calendar_arrow_left.bitmap.dispose @calendar_arrow_right.bitmap.dispose create_icons end end # I-POD - LVL 5 - MUSIC LIST def create_ipod @files=Dir.entries("Graphics/System/CellPhone/Memory/Music/") @files.delete(".") @files.delete("..")
@ipod_scroll=0 @ipod_slots=[] @aux3=0 @ipod_cursor=0 @ipod_base = Window_Base.new(150,20,237,374) @ipod_base.opacity=0 aux=123 aux2=86 for i in 0+@ipod_scroll..9+@ipod_scroll @ipod_slots[i] = Sprite.new @ipod_slots[i].bitmap = Cache.system("CellPhone/msgbox_slot.png") @ipod_slots[i].x=188 @ipod_slots[i].y=aux @ipod_slots[i].z=3 n=i+1 if @files[i] != nil @ipod_base.contents.font.size=10 @ipod_base.contents.draw_text(25,aux2,150,20,(n.to_s+" - "+@files[i]),0) else @ipod_base.contents.font.size=10 @ipod_base.contents.draw_text(25,aux2,150,20,(n.to_s+" - "),0) end aux=aux+19 aux2=aux2+19 end @ipod_arrow_down=Sprite.new @ipod_arrow_down.bitmap = Cache.system("CellPhone/arrow_down.png") @ipod_arrow_down.x = @ipod_slots[9].x+74 @ipod_arrow_down.y = @ipod_slots[9].y+10 @ipod_arrow_down.z = 100 @ipod_arrow_up=Sprite.new @ipod_arrow_up.bitmap = Cache.system("CellPhone/arrow_up.png") @ipod_arrow_up.x = @ipod_slots[0].x+74 @ipod_arrow_up.y = @ipod_slots[0].y-10 @ipod_arrow_up.z = 100 @ipod_arrow_up.opacity=0 @ipod_cursor_graphic=Sprite.new @ipod_cursor_graphic.bitmap = Cache.system("CellPhone/msgbox_cursor.png") @ipod_cursor_graphic.x = @ipod_slots[0].x @ipod_cursor_graphic.y = @ipod_slots[0].y @ipod_cursor_graphic.z = 4 @ipod_title=Sprite.new @ipod_title.bitmap = Cache.system("CellPhone/ipod_title.png") @ipod_title.x=188 @ipod_title.y=83 @ipod_title.z=4 @ipod_title2=Sprite.new @ipod_title2.bitmap = Cache.system("CellPhone/msgbox_title2.png") @ipod_title2.x=188 @ipod_title2.y=313 @ipod_title2.z=4 @level=5 end def replace_ipod_slots aux2=86 @ipod_base.contents.clear for i in 0+@ipod_scroll..9+@ipod_scroll n=i+1 if @files[i] != nil @ipod_base.contents.font.size=10 @ipod_base.contents.draw_text(25,aux2,150,20,(n.to_s+" - "+@files[i]),0) else @ipod_base.contents.font.size=10 @ipod_base.contents.draw_text(25,aux2,150,20,(n.to_s+" - "),0) end aux2=aux2+19 end end
def update_ipod_cursor if @ipod_slots[@ipod_cursor-@ipod_scroll] != nil @ipod_cursor_graphic.y = @ipod_slots[@ipod_cursor-@ipod_scroll].y end end def update_ipod_arrow_animation if(@aux>=0 && @aux<=5) @ipod_arrow_down.y=@ipod_arrow_down.y-1 @ipod_arrow_up.y=@ipod_arrow_up.y-1 @aux=@aux+0.5 end if(@aux>=5 &&@aux<=10) @ipod_arrow_down.y=@ipod_arrow_down.y+1 @ipod_arrow_up.y=@ipod_arrow_up.y+1 @aux=@aux+0.5 end if(@aux>=10) @aux=0 end end def update_input_lvl5 update_ipod_arrow_animation if @ipod_cursor==Mod::MAX_TRACKS_IN_MUSICLIST-1 already=true end if @ipod_cursor==0 already=false end
if @ipod_cursor < (9-@ipod_scroll) @ipod_arrow_down.opacity=255 else if already==true @ipod_arrow_down.opacity=0 end end if @ipod_cursor > (9-@ipod_scroll) @ipod_arrow_up.opacity=255 else if already==false @ipod_arrow_up.opacity=0 end end if Input.trigger?(Input::DOWN) && @ipod_cursor @ipod_cursor=@ipod_cursor+1 if @ipod_cursor_graphic.y == @ipod_slots[9].y @ipod_scroll = @ipod_scroll + 1 replace_ipod_slots end end if Input.trigger?(Input::UP) && @ipod_cursor>0 @ipod_cursor=@ipod_cursor-1 if @ipod_cursor_graphic.y == @ipod_slots[0].y @ipod_scroll = @ipod_scroll - 1 replace_ipod_slots end end
if Input.trigger?(Input::B) for i in 0..8 @ipod_slots[i].bitmap.dispose @ipod_slots[i]=nil end @ipod_base.contents.dispose @ipod_cursor_graphic.bitmap.dispose @ipod_title.bitmap.dispose @ipod_title2.bitmap.dispose @ipod_arrow_down.bitmap.dispose @ipod_arrow_up.bitmap.dispose create_icons end @aux3=@aux3+1 if @aux3>=5 if Input.trigger?(Input::C) if @files[@ipod_cursor] != nil @aux3=0 for i in 0..8 @ipod_slots[i].bitmap.dispose @ipod_slots[i]=nil end @ipod_base.contents.clear @ipod_cursor_graphic.bitmap.dispose @ipod_title.bitmap.dispose @ipod_title2.bitmap.dispose @ipod_arrow_down.bitmap.dispose @ipod_arrow_up.bitmap.dispose create_ipod_player(@ipod_cursor,1) end end end end
# I-POD - LVL 6 - PLAYER def create_ipod_player(index,cursor) @file=index @ipod_player_cursor_index=cursor @ipod_player_col=Sprite.new @ipod_player_col.bitmap = Cache.system("CellPhone/ipod_player_col.png") @ipod_player_col.x = 198 @ipod_player_col.y = 142 @ipod_player_col.z = 7 @ipod_player=Sprite.new @ipod_player.bitmap = Cache.system("CellPhone/ipod_player.png") @ipod_player.x = 188 @ipod_player.y = 84 @ipod_player.z = 6 @ipod_player_cursor=Sprite.new @ipod_player_cursor.bitmap = Cache.system("CellPhone/ipod_cursor.png") @ipod_player_cursor.x = 247 @ipod_player_cursor.y = 220 @ipod_player_cursor.z = 7 @ipod_base.contents.font.size=12 @ipod_base.contents.draw_text(28,62,150,20,(@files[@file]),1) @level=6 end def update_input_lvl6 if Input.trigger?(Input::RIGHT) && @ipod_player_cursor_index<2 @ipod_player_cursor_index=@ipod_player_cursor_index+1 end if Input.trigger?(Input::LEFT) && @ipod_player_cursor_index>0 @ipod_player_cursor_index=@ipod_player_cursor_index-1 end if Input.trigger?(Input::DOWN) @ipod_player_cursor_index=3 @ipod_player_cursor.bitmap = Cache.system("CellPhone/ipod_cursor4.png") @ipod_player_cursor.x = 247 @ipod_player_cursor.y = 254 @ipod_player_cursor.z = 7 end if Input.trigger?(Input::UP) @ipod_player_cursor_index=1 @ipod_player_cursor.bitmap = Cache.system("CellPhone/ipod_cursor.png") @ipod_player_cursor.x = 247 @ipod_player_cursor.y = 220 @ipod_player_cursor.z = 7 end case @ipod_player_cursor_index when 0 @ipod_player_cursor.bitmap = Cache.system("CellPhone/ipod_cursor2.png") @ipod_player_cursor.x = 210 @ipod_player_cursor.y = 220 @ipod_player_cursor.z = 7 when 1 @ipod_player_cursor.bitmap = Cache.system("CellPhone/ipod_cursor.png") @ipod_player_cursor.x = 247 @ipod_player_cursor.y = 220 @ipod_player_cursor.z = 7 when 2 @ipod_player_cursor.bitmap = Cache.system("CellPhone/ipod_cursor3.png") @ipod_player_cursor.x = 280 @ipod_player_cursor.y = 222 @ipod_player_cursor.z = 7 end if Input.trigger?(Input::C) case @ipod_player_cursor_index when 0 if @files[@file-1]!=nil Audio.bgm_stop @ipod_player_col.bitmap.dispose @ipod_player.bitmap.dispose @ipod_player_cursor.bitmap.dispose @ipod_base.contents.clear create_ipod_player(@file-1,0) end when 1 Audio.bgm_play("Graphics/System/CellPhone/Memory/Music/"+@files[@file]) when 2 if @files[@file+1]!=nil Audio.bgm_stop @ipod_player_col.bitmap.dispose @ipod_player.bitmap.dispose @ipod_player_cursor.bitmap.dispose @ipod_base.contents.clear create_ipod_player(@file+1,2) end when 3 Audio.bgm_stop end end if Input.trigger?(Input::B) @ipod_player_col.bitmap.dispose @ipod_player.bitmap.dispose @ipod_player_cursor.bitmap.dispose @ipod_base.contents.clear create_icons end end
#==================================================================# # Phone_Msg # Send messages to yhe player #==================================================================# class Phone_Msg < Window_Base def initialize(autor="Unknown",title="No title",msg="") super(0,0,40,42) self.opacity=0 if $phone_online==true if $messages[9] == nil $full_msgbox=false Audio.se_play(Mod::SMS_TONE) msg = msg.delete("\n") autor = autor.delete("\n") title= title.delete("\n") msg_array = msg.ltrim(190,self.contents.font.size,self.contents.font.name) array = [autor,title,msg_array,false,false] # readed, sended, deleted for i in 0..9 if $messages[i]==nil $messages[i]=array break end end $scene.one_time=true end if $messages[9] != nil $full_msgbox=true end end end end
#==================================================================# # String Modification # RGSS++ #==================================================================# class String def trim @subself = self.clone loop do @subself[0,1] = "" if @subself[0,1] == " " @subself[-1,1] = "" if @subself[-1,1] == " " break if @subself[0,1] != " " and @subself[-1,1] != " " end return @subself end def ltrim (width, fontsize, fontname=0) str = self.trim.clone bit = Bitmap.new(1,1) bit.font.name = fontname bit.font.size = fontsize wordcount = 0 size = 0 line = "" word = "" result = [] while ((c = str.slice!(/./m)) != nil) wordcount += bit.text_size(c).width if c != " " word += c if c == " " and (wordcount + size) <= width line += word word = "" size += wordcount + bit.text_size(c).width wordcount = 0 end if c == " " and (wordcount + size) >= width result.push(line) line = word word = "" size = wordcount wordcount = 0 end if c == "\n" and line != "" result.push(line) line = "" size = 0 wordcount = 0 end end line += word if word != "" if line != "" result.push(line) end return result end end
#==================================================================# # Scene_Map # Modification for Phone Notifications #==================================================================# class Scene_Map < Scene_Base
attr_accessor :one_time alias start_phone start def start start_phone @one_time=true for i in 0..9 if $messages[i] !=nil if $messages[i][3] == false if @unreaded_msg == nil @unreaded_msg=0 @unreaded_msg=@unreaded_msg + 1 $messages[i][4]=true else @unreaded_msg=@unreaded_msg + 1 $messages[i][4]=true end end end end if @unreaded_msg !=nil if @unreaded_msg != 0 if @alert != nil @alert.bitmap.dispose end if @msg_alert_base != nil @msg_alert_base.contents.clear @msg_alert_base.dispose end @alert=Sprite.new @alert.bitmap = Cache.system("CellPhone/new_msgs.png") @alert.x=10 @alert.y=10 @msg_alert_base = Window_Base.new(-6,0,130,130) @msg_alert_base.contents.draw_text(0,74,100,20,@unreaded_msg.to_s,1) @msg_alert_base.opacity=0 end end end alias terminate_phone terminate def terminate terminate_phone if @msg_alert_base != nil super @msg_alert_base.contents.clear @msg_alert_base.dispose @alert.bitmap.dispose end end alias update_phone update def update update_phone if @msg_alert_base != nil @msg_alert_base.update end if @one_time==true for i in 0..9 if $messages[i] !=nil if $messages[i][3] == false if $messages[i][4]== false if @unreaded_msg == nil @unreaded_msg=0 @unreaded_msg=@unreaded_msg + 1 $messages[i][4]=true else @unreaded_msg=@unreaded_msg + 1 $messages[i][4]=true end end end end end if @unreaded_msg !=nil if @unreaded_msg != 0 if @alert != nil @alert.bitmap.dispose end if @msg_alert_base != nil @msg_alert_base.contents.clear @msg_alert_base.dispose end @alert=Sprite.new @alert.bitmap = Cache.system("CellPhone/new_msgs.png") @alert.x=10 @alert.y=10 @msg_alert_base = Window_Base.new(-6,0,130,130) @msg_alert_base.contents.draw_text(0,74,100,20,@unreaded_msg.to_s,1) @msg_alert_base.opacity=0 end end @one_time=false end end end
#==================================================================# # Scene_Menu # Modification for Phone Option in Menu. #==================================================================# class Scene_Menu < Scene_Base def create_command_window if Mod::ADD_MENU_OPTION==true s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Mod::MENU_OPTION_TITLE s6 = Vocab::save s7 = Vocab::game_end @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7]) @command_window.index = @menu_index if $game_party.members.size == 0 # パーティ人数が 0 人の場合 @command_window.draw_item(0, false) # アイテムを無効化 @command_window.draw_item(1, false) # スキルを無効化 @command_window.draw_item(2, false) # 装備を無効化 @command_window.draw_item(3, false) # ステータスを無効化 end if $game_system.save_disabled # セーブ禁止の場合 @command_window.draw_item(4, false) # セーブを無効化 end end if Mod::ADD_MENU_OPTION==false s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::save s6 = Vocab::game_end @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index if $game_party.members.size == 0 # パーティ人数が 0 人の場合 @command_window.draw_item(0, false) # アイテムを無効化 @command_window.draw_item(1, false) # スキルを無効化 @command_window.draw_item(2, false) # 装備を無効化 @command_window.draw_item(3, false) # ステータスを無効化 end if $game_system.save_disabled # セーブ禁止の場合 @command_window.draw_item(4, false) # セーブを無効化 end end end
def update_command_selection if Mod::ADD_MENU_OPTION==true if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision case @command_window.index when 0 # アイテム $scene = Scene_Item.new when 1,2,3 # スキル、装備、ステータス start_actor_selection when 4 $scene = Phone.new when 5 # セーブ $scene = Scene_File.new(true, false, false) when 6 # ゲーム終了 $scene = Scene_End.new end end end if Mod::ADD_MENU_OPTION==false if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision case @command_window.index when 0 # アイテム $scene = Scene_Item.new when 1,2,3 # スキル、装備、ステータス start_actor_selection when 4 # セーブ $scene = Scene_File.new(true, false, false) when 5 # ゲーム終了 $scene = Scene_End.new end end end end end
Voilà |
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