Poulet carnivore Lv.2
Inscrit le : 25/03/2012 Messages : 17
| Sujet: Résolu demande une aide sur une fenêtre de message Lun 30 Avr 2012 - 22:11 | |
| bonjour tous le monde
je ne sais pas ou mettre cette demande c'est pour cela que je l'ai mise ici c'est peut-être une demande spécial !!!!
voila mon problème: lorsque j'écris un message l'event de mon personnage que je doit dialogué les caractères ne s'affiche pas dans le jeu comme par exemple le é , è , ê , à , ect .......
au faite j'ai acheté le RPG Maker XP es ce le scripte de windows message ? si c'est le cas pourriez vous me dire ou m'aider à résoudre se problème
merci d'avance à tous et à toutes
Dernière édition par dan59000 le Lun 21 Mai 2012 - 7:11, édité 1 fois |
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| Sujet: Re: Résolu demande une aide sur une fenêtre de message Mar 1 Mai 2012 - 11:54 | |
| Salut je ne peux pas trop t'aider car je connais pas trop mais voiçi le script windows message de mon log. Si ça ne fais pas disparaitre le bug on essaiera un autre - Code:
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#============================================================================== # ** Window_Message #------------------------------------------------------------------------------ # This message window is used to display text. #==============================================================================
class Window_Message < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose terminate_message $game_temp.message_window_showing = false if @input_number_window != nil @input_number_window.dispose end super end #-------------------------------------------------------------------------- # * Terminate Message #-------------------------------------------------------------------------- def terminate_message self.active = false self.pause = false self.index = -1 self.contents.clear # Clear showing flag @contents_showing = false # Call message callback if $game_temp.message_proc != nil $game_temp.message_proc.call end # Clear variables related to text, choices, and number input $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 # Open gold window if @gold_window != nil @gold_window.dispose @gold_window = nil end end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color x = y = 0 @cursor_width = 0 # Indent if choice if $game_temp.choice_start == 0 x = 8 end # If waiting for a message to be displayed if $game_temp.message_text != nil text = $game_temp.message_text # Control text processing 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 # Change "\\\\" to "\000" for convenience text.gsub!(/\\\\/) { "\000" } # Change "\\C" to "\001" and "\\G" to "\002" text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" } text.gsub!(/\\[Gg]/) { "\002" } # Get 1 text character in c (loop until unable to get text) while ((c = text.slice!(/./m)) != nil) # If \\ if c == "\000" # Return to original text c = "\\" end # If \C[n] if c == "\001" # Change text color text.sub!(/\[([0-9]+)\]/, "") color = $1.to_i if color >= 0 and color <= 7 self.contents.font.color = text_color(color) end # go to next text next end # If \G if c == "\002" # Make gold window 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 # go to next text next end # If new line text if c == "\n" # Update cursor width if choice if y >= $game_temp.choice_start @cursor_width = [@cursor_width, x].max end # Add 1 to y y += 1 x = 0 # Indent if choice if y >= $game_temp.choice_start x = 8 end # go to next text next end # Draw text self.contents.draw_text(4 + x, 32 * y, 40, 32, c) # Add x to drawn text width x += self.contents.text_size(c).width end end # If choice if $game_temp.choice_max > 0 @item_max = $game_temp.choice_max self.active = true self.index = 0 end # If number input 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 #-------------------------------------------------------------------------- # * Set Window Position and Opacity Level #-------------------------------------------------------------------------- def reset_window if $game_temp.in_battle self.y = 16 else case $game_system.message_position when 0 # up self.y = 16 when 1 # middle self.y = 160 when 2 # down self.y = 304 end end if $game_system.message_frame == 0 self.opacity = 255 else self.opacity = 0 end self.back_opacity = 160 end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super # If fade in 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 # If inputting number if @input_number_window != nil @input_number_window.update # Confirm 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 # Dispose of number input window @input_number_window.dispose @input_number_window = nil terminate_message end return end # If message is being displayed if @contents_showing # If choice isn't being displayed, show pause sign if $game_temp.choice_max == 0 self.pause = true end # Cancel 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 # Confirm 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 # If display wait message or choice exists when not fading out 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 # If message which should be displayed is not shown, but window is visible 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 #-------------------------------------------------------------------------- # * Cursor Rectangle Update #-------------------------------------------------------------------------- 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 end
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