Inscrit le : 04/05/2011 Messages : 225
| Sujet: [VX.Ace] Visual Novel Choice Jeu 1 Aoû 2013 - 10:13 | |
| Visual Novel Choice Auteur: Galv Images:Features: A purely aesthetic change. Changes the “Show Choices” function to look like the screenshot in a visual novel style layout. - Use a custom graphic that is displayed behind each choice. - Also added text code to use to change the custom graphic for individual choices if desired. - Uses a graphic for the cursor. - Settings that allow you to tweak sizes and positions for using your own custom graphics for everything. Script: - Code:
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#------------------------------------------------------------------------------# # Galv's Visual Novel Choices #------------------------------------------------------------------------------# # For: RPGMAKER VX ACE # Version 1.9 #------------------------------------------------------------------------------# # 2013-01-16 - Version 1.9 - Added Y offset for choice window # 2012-11-28 - Version 1.8 - Z level setting added # 2012-11-28 - Version 1.7 - Added compatability for some cursor scripts # 2012-11-28 - Version 1.6 - Fixed a bug that could crash the game. # 2012-11-28 - Version 1.5 - Added offset to change postion of cursor x and y # 2012-11-28 - Version 1.4 - Fixed z levels and made cursor use an image # 2012-11-27 - Version 1.3 - Fixed a bug with cancel choice selection # 2012-11-27 - Version 1.2 - added a switch to disable script effects # 2012-11-27 - Version 1.1 - added ability to use different image per choice # - added a couple more options # 2012-11-27 - Version 1.0 - release #------------------------------------------------------------------------------# # This script overwrites the default "Show Choices" list. The choices are # changed so they display centered on the screen with a graphic behind each # of them. Made with visual novel choice selection in mind. #------------------------------------------------------------------------------# # INSTRUCTIONS: # Copy the graphic from the demo /Graphics/System into your project. # Copy the script into your script list, below Materials and above Main # # Some setup options below, most only need to be changed if you use your own # custom choice image. #------------------------------------------------------------------------------# # Codes: #------------------------------------------------------------------------------# # Most of the usual codes that work in messages should work in choices. # (eg. \V[x], \N[x], \C[x], etc. Look at message tooltip to know more.) # # A new one has been added so you can change the background image for separate # choice options. # # \B[x] # # This works by adding the number x (as you put in the code above) to the end # of the CHOICE IMAGE file name. For example, the default choice image is: # "Choice.png" located in /Graphics/System/. If you put the code anywhere in # a choice box: \B[3] it will look for "Choice3.png" image in the same # location. #------------------------------------------------------------------------------# ($imported ||= {})["Galvs_Image_Choices"] = true module Galv_Choice #------------------------------------------------------------------------------# # SCRIPT SETUP OPTIONS #------------------------------------------------------------------------------# CURSOR_IMAGE = "Cursor" # Images used to determine which option you select CURSOR_OPACITY = 255 # Opacity of the cursor CURSOR_Y_OFFSET = 0 # Nudge cursor position vertically CURSOR_X_OFFSET = 0 # Nudge cursor position horizontally CHOICE_IMAGE = "Choice" # Image for each choice located in /Graphics/System IMAGE_Y_OFFSET = 3 # Nudge your choice image vertically if needed IMAGE_OPACITY = 215 # The opacity of the image CHOICE_HEIGHT = 45 # How tall each choice. CHOICE_ITEM_Y = 2 # Offset for choice item text CENTER_TEXT = true # left aligned if false, centered if true DISABLE_SWITCH = 1 # Turn this switch ON to disable this script CHOICES_Y = 0 # Y offset to move choice window up or down. # useful if you use a script that creates a namebox CHOICES_Z = 50 # The z value of the choices window. Try changing it # if pictures or other scripts appear over or under # the choices window to how you like. #------------------------------------------------------------------------------# OTHER_Y_OFFSET = 12 # May fix other cursor scripts positioning #------------------------------------------------------------------------------# # SCRIPT SETUP OPTIONS #------------------------------------------------------------------------------# end class Window_ChoiceList < Window_Command alias galv_choice_initialize initialize def initialize(message_window) galv_choice_initialize(message_window) self.z = Galv_Choice::CHOICES_Z end def start @index = 0 setup_choices make_cursor refresh open activate update_placement update_bgs refresh select(0) end def make_cursor return if $game_switches[Galv_Choice::DISABLE_SWITCH] @cursor_sprite = Sprite.new @cursor_sprite.bitmap = Cache.system(Galv_Choice::CURSOR_IMAGE) end def setup_choices @choice_sprite = [] if !$game_switches[Galv_Choice::DISABLE_SWITCH] self.opacity = 0 get_widths else self.opacity = 255 end end alias galv_choice_update_placement update_placement def update_placement if $game_switches[Galv_Choice::DISABLE_SWITCH] galv_choice_update_placement else self.width = [max_choice_width + 12, 96].max + padding * 4 self.width = [width, Graphics.width].min self.height = contents_height + Galv_Choice::CHOICE_HEIGHT - 10 self.x = (Graphics.width - width) / 2 if @message_window.openness < 100 self.y = Graphics.height - contents_height + item_height / 2 elsif @message_window.y >= Graphics.height / 2 self.y = @message_window.y - contents_height + item_height / 2 - Galv_Choice::CHOICES_Y else self.y = @message_window.y + @message_window.height + item_height / 2 + Galv_Choice::CHOICES_Y end end end alias galv_choice_contents_height contents_height def contents_height if $game_switches[Galv_Choice::DISABLE_SWITCH] galv_choice_contents_height else (item_max + 1) * item_height end end def draw_item(index) rect = item_rect_for_text(index) draw_text_ex(rect.x, rect.y, command_name(index)) if !$game_switches[Galv_Choice::DISABLE_SWITCH] draw_bgs(index) end end def item_rect_for_text(index) rect = item_rect(index) if $game_switches[Galv_Choice::DISABLE_SWITCH] rect.x += 4 rect.width -= 8 rect else if Galv_Choice::CENTER_TEXT rect.x = (max_choice_width - @text_sizes.collect {|s| text_size(s).width }[index] + (padding * 3)) / 2 else rect.x += 4 end rect.width -= 8 rect.y += Galv_Choice::CHOICE_ITEM_Y rect end end def get_widths @text_sizes = [] @choice_background = [] $game_message.choices.each_with_index do |c,i| @text_sizes[i] = esc_characters(c,i) end end def esc_characters(text,index) result = text.to_s.clone result.gsub!(/\\/) { "\e" } result.gsub!(/\e\e/) { "\\" } result.gsub!(/\eV\[(\d+)\]/i) { $game_variables[$1.to_i] } result.gsub!(/\eN\[(\d+)\]/i) { $game_actors[$1.to_i].name} result.gsub!(/\eP\[(\d+)\]/i) { if $game_party.members[$1.to_i].nil? "" else $game_party.members[$1.to_i].name end } result.gsub!(/\eG/i) { Vocab::currency_unit } result.gsub!(/\eC\[(\d+)\]/i) { "" } result.gsub!(/\eI\[(\d+)\]/i) { " " } result.gsub!(/\eB\[(\d+)\]/i) { @choice_background[index] = $1.to_i } result.gsub!(/\eB\[(\d+)\]/i) { "" } result end def convert_escape_characters(text) result = text.to_s.clone result.gsub!(/\\/) { "\e" } result.gsub!(/\e\e/) { "\\" } result.gsub!(/\eV\[(\d+)\]/i) { $game_variables[$1.to_i] } result.gsub!(/\eV\[(\d+)\]/i) { $game_variables[$1.to_i] } result.gsub!(/\eN\[(\d+)\]/i) { actor_name($1.to_i) } result.gsub!(/\eP\[(\d+)\]/i) { party_member_name($1.to_i) } result.gsub!(/\eG/i) { Vocab::currency_unit } result.gsub!(/\eB\[(\d+)\]/i) { "" } result end def item_height return line_height if $game_switches[Galv_Choice::DISABLE_SWITCH] return Galv_Choice::CHOICE_HEIGHT end def item_rect(index) rect = Rect.new rect.width = item_width rect.height = item_height - 15 rect.height += 15 if $game_switches[Galv_Choice::DISABLE_SWITCH] rect.x = index % col_max * (item_width + spacing) rect.y = index / col_max * item_height rect end def draw_bgs(index) return if @choice_sprite[index] != nil if @choice_background[index].nil? b = "" else b = @choice_background[index] end @choice_sprite[index] = Sprite.new @choice_sprite[index].bitmap = Cache.system(Galv_Choice::CHOICE_IMAGE + b.to_s) @choice_sprite[index].x = index % col_max * (item_width + spacing) @choice_sprite[index].y = index / col_max * item_height @choice_sprite[index].z = self.z - 2 end def update_bgs @choice_sprite.each_with_index do |s,i| s.y = self.y + i * Galv_Choice::CHOICE_HEIGHT + Galv_Choice::IMAGE_Y_OFFSET s.x = (Graphics.width - s.width) / 2 s.opacity = Galv_Choice::IMAGE_OPACITY end end def dispose_bgs @choice_sprite.each_with_index do |s,i| s.dispose s.bitmap.dispose end if !$game_switches[Galv_Choice::DISABLE_SWITCH] @cursor_sprite.dispose @cursor_sprite.bitmap.dispose @choice_sprite = [] end end alias galv_choice_call_ok_handler call_ok_handler def call_ok_handler galv_choice_call_ok_handler dispose_bgs end alias galv_choice_call_cancel_handler call_cancel_handler def call_cancel_handler galv_choice_call_cancel_handler dispose_bgs end def update_cursor if $game_switches[Galv_Choice::DISABLE_SWITCH] super else cursor_rect.empty return if @cursor_sprite.nil? || @choice_sprite.nil? if @index < 0 @cursor_sprite.opacity = 0 else @cursor_sprite.opacity = Galv_Choice::CURSOR_OPACITY @cursor_sprite.x = @choice_sprite[@index].x + Galv_Choice::CURSOR_X_OFFSET @cursor_sprite.y = @choice_sprite[@index].y + Galv_Choice::CURSOR_Y_OFFSET @cursor_sprite.z = self.z - 1 cursor_rect.y = (item_height * @index) + Galv_Choice::OTHER_Y_OFFSET end end end end # Window_ChoiceList < Window_Command Démo Version 1.7: http://www.mediafire.com/?0554xuxo8ejoya8
Dernière édition par Choco-sama le Lun 5 Aoû 2013 - 23:26, édité 1 fois |
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Petite Mme du Fow
Age : 34 Inscrit le : 23/11/2011 Messages : 192
| Sujet: Re: [VX.Ace] Visual Novel Choice Jeu 1 Aoû 2013 - 13:04 | |
| - Le Sage a écrit:
- Inutile, donc indispensable !
Et il avait bien raison...Woah je suis conquise ! Moi qui aime la présentation et la perfection du graphique j'adore ! Chapeau bas à Mr.Galv ! |
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