Citadin Lv.7
Age : 29 Inscrit le : 03/03/2010 Messages : 162
| Sujet: Script pour avoir les faces décoller de la boite de dialogue Jeu 11 Mar 2010 - 16:37 | |
| Yo ! Donc voilà j'aimerai savoir si il existe un script pour avoir les faces en dehors des boites de dialogues Exemple: Voilà merci d'avance |
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Illusionniste Lv.12
Age : 115 Inscrit le : 07/08/2009 Messages : 774
| Sujet: Re: Script pour avoir les faces décoller de la boite de dialogue Jeu 11 Mar 2010 - 17:34 | |
| Heu de mémoire je ne crois pas. Il y a un script pour mettre un nom au dessus de la fenêtre mais pas pour les facesets. Désolé PS: Golden Sun? |
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Mage Lv.11
Age : 27 Inscrit le : 02/03/2009 Messages : 513
| Sujet: Re: Script pour avoir les faces décoller de la boite de dialogue Jeu 11 Mar 2010 - 17:53 | |
| - Spoiler:
- Code:
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#============================================================================== # ? [VX] ? Neo-Face System Advance {Version 3.1} + Name Box ? #------------------------------------------------------------------------------ # ? by Woratana [woratana@hotmail.com] # ? Thaiware RPG Maker Community # ? Special Thanks: Mako, Rabu, Yatzumo #------------------------------------------------------------------------------ # Released on: 20/02/2008 # # +[Features in NFS Advance (a.k.a. Neo Face System 3)]+ # # ? For Both Face Systems # ? 2 Show Face Effects! You can use them together~ # ? [New!] Move Effect << Move Face from outside the screen to inside # ? Fade Effect << Fade in Face Picture # # ? Easier to change face side! Just type \side[side you want] in message box # (This change will change side for all the next messages until you change face side again) # (You can still change by call script: $game_message.side = side you want) #---------------------------------------------------------------------- # ? FACE SIDE [a.k.a. Face Mode :)] # ? \side[-1] << Switch to NORMAL Face System show in RIGHT SIDE # ? \side[0] << Switch to NORMAL Face System show in LEFT SIDE # ? \side[1] << Switch to NEO-FACE System show in LEFT SIDE # ? \side[2] << Switch to NEO-FACE System show in RIGHT SIDE #--------------------------------------------------------------------- # # ? For Neo Face System # ? Auto arrange Face Position (You can use any size of face file!) # ? Choose to use 1 or 8 face(s) per file # # ? For Normal Face System # ? Show face in right side! # # ? For Name Box # ? Edit your name box easily~ # ? Change color of name text in game by call script # $game_message.color = [Red,Green,Blue] # ? Add text after name, e.g. add ":" after name >>result>> "name:" # ? Move name box to right side when showing face in right side # ? Change name text's font/size, and can make it bold and/or has outline # # ? Call Name box by type this in message box: # \na[name you want] << e.g. \na[Worale] # # ? If you don't want to type same name every time, use this way: # \nn[name you want] << e.g. \nn[Worale] # This will show the name box repeatly unless you have \na[name] in that window, # and it will show until you type \nn[] to clear the repeat name. # #----------------------------------------------------------------------------- #==============================================================================
class Window_Base #--------------------------------- # [START] SETUP script PART #------------------------------- #------------------------------------------------ # ** NEO-FACE / NORMAL FACE SYSTEM SETUP #---------------------------------------------- DEFAULT_SIDE = 0 # Default Face Side when game start~ FACE_X_PLUS = 0 # Move Face Horizontally (Left: -, Right: +) FACE_Y_PLUS = 0 # /!\ ==> -112 <== si face sur le message /!\Move Face Vertically (Up: -, Down: +) TEXT_X_PLUS = 0 # Move Text Horizontally CHOICE_INPUT_X_PLUS = 10 # Move Choices Text and Input Number Text Horizontally MOVE_TEXT = true#true # (true/false) #True si FACE Y PLUS = 0 pour non cache les message, False si FACE Y PLUS = -112 pour déplace les messages # Move text to right side of face, when showing face in left side. #------------------------------- # ** NEO FACE SYSTEM #---------------------------- EightFaces_File = false # For NeoFace System: Use 8 Faces per file (or) 1 Face per file (true/false) #------------------------------------- # **SHOW FACE EFFECT # * For both Face Systems * #---------------------------------- FADE_EFFECT = true # Turn on/off fade effect (true/false) FADE_SPEED = 20 # Speed up face's fade effect by increase this number MOVE_EFFECT = true # Turn on/off "move in" effect (true/false) MOVE_SPEED = 10 # Speed up face's "move in" effect by increase this number #------------------------------------ # ** NAME BOX / NAME TEXT SETUP #---------------------------------- NAMEBOX_SKIN = "Window" # Windowskin of Name Box (In folder 'Graphics/System') NAMEBOX_OPACITY = 255 # Name Box Opacity (Lowest 0 - 255 Highest) NAMEBOX_BACK_OPACITY = 180 # Name Box Background Opacity NAMEBOX_X_PLUS = 115#20 # Move Name Box & Text Horizontally (both faces system) NAMEBOX_X_PLUS_NF = 140 # Addtional Name Box X only for NeoFace Name Box # When using NeoFace, X Plus will calculate by: NAMEBOX_X_PLUS + NAMEBOX_X_PLUS_NF NAMEBOX_Y_PLUS = 0 # Move Name Box & Text Vertically NAMEBOX_TEXT_LENGTH_PER_LETTER = 10 # Length of Text Per Letter (in pixel) NAMEBOX_TEXT_FONT = "UmePlus Gothic" # Name Text Font's Name NAMEBOX_TEXT_SIZE = 22 # Name Text Font's Size NAMEBOX_TEXT_HEIGHT_PLUS = 2 # Increase Name Text Height (For Big Size Text)
NAMEBOX_TEXT_BOLD = false # Make Text in Name Box Bold NAMEBOX_TEXT_OUTLINE = false # Make Black Outline around Text (Good with Opacity = 0) NAMEBOX_TEXT_DEFAULT_COLOR = [173,216,230]#[255,255,255] # [Red,Green,Blue]: Name Text Color (RGB) # You can easily find color code for RGB (RedGreenBlue) color in Google :) # You are allow to change color in game by call script: # $game_message.color = [Red,Green,Blue] NAMEBOX_TEXT_AFTER_NAME = ":" # Add Text after Name, leave "" to disable. NAMEBOX_BOX_WIDTH_PLUS = 6 # Increase Name Box Width NAMEBOX_BOX_HEIGHT_PLUS = 7 # Increase Name Box Height MOVE_NAMEBOX = true # (true/false) Move Text Box to Right Side if showing Face in Right side. #--------------------------------- # [END] SETUP script PART #------------------------------- end $worale = {} if $worale == nil $worale["NeoFace"] = true #============================================================================== # Window_Message #------------------------------------------------------------------------------ #============================================================================== class Window_Message alias msg_ini initialize #------------------------------------ # EDITED FROM ORIGINAL METHODS #---------------------------------- def initialize msg_ini @face = Sprite.new @face.z = self.z + 5 @nametxt = Sprite.new @nametxt.z = self.z + 15 @namebox = nil @ori_x = 0 @name_text = nil end alias msg_conspecha convert_special_characters def convert_special_characters clear_namebox if @namebox != nil msg_conspecha # CHECK FOR CALL NAME BOX/ CALL REPEAT NAME BOX/ CHANGE SIDE @text.scan(/\\na\[(.*?)\]/) if $1.to_s != "" @name_text = $1.to_s @text.sub!(/\\na\[(.*?)\]/) {} end @text.gsub!(/\\nn\[(.*?)\]/) do $game_message._name = $1.to_s a = "" end @text.scan(/\\side\[([-,0-9]+)\]/) if $1.to_s != "" $game_message.side = $1.to_i @text.sub!(/\\side\[([-,0-9]+)\]/) {} end @name_text = $game_message._name if @name_text == nil and $game_message._name != "" end def new_page contents.clear if @face.bitmap != nil @face.bitmap.dispose end if $game_message.face_name.empty? @contents_x = TEXT_X_PLUS else name = $game_message.face_name index = $game_message.face_index # CALL DRAW FACE METHOD draw_face2(name, self.x, self.y, index) # CHECK FOR MOVE EFFECT if MOVE_EFFECT == true @ori_x = @face.x if $game_message.side == 0 or $game_message.side == 1 @face.x = 0 - @face.width else @face.x = 416 + @face.width end end @contents_x = get_x_face end @contents_y = 0 @line_count = 0 @show_fast = false @line_show_fast = false @pause_skip = false contents.font.color = text_color(0) end
def start_message @text = "" for i in 0...$game_message.texts.size @text += "" if i >= $game_message.choice_start @text += $game_message.texts[i].clone + "\x00" end @item_max = $game_message.choice_max convert_special_characters reset_window new_page end def new_line if $game_message.face_name.empty? or MOVE_TEXT == false @contents_x = TEXT_X_PLUS else @contents_x = get_x_face end @contents_x += CHOICE_INPUT_X_PLUS if $game_message.choice_max > 0 @contents_y += WLH @line_count += 1 @line_show_fast = false end def update super if @name_text != nil draw_name(@name_text,self.x,self.y) end update_gold_window update_number_input_window update_back_sprite update_show_fast if @face.bitmap != nil # UPDATE FADE IN EFFECT if @face.opacity < 255 @face.opacity += FADE_SPEED end # UPDATE MOVE IN EFFECT if MOVE_EFFECT == true and @ori_x != @face.x if (@ori_x > @face.x and @face.x + MOVE_SPEED < @ori_x) or (@ori_x < @face.x and @face.x - MOVE_SPEED > @ori_x) @face.x += MOVE_SPEED if @ori_x > @face.x @face.x -= MOVE_SPEED if @ori_x < @face.x else @face.x = @ori_x end end end unless @opening or @closing if @wait_count > 0 @wait_count -= 1 elsif self.pause input_pause elsif self.active input_choice elsif @number_input_window.visible input_number elsif @text != nil update_message elsif continue? start_message open $game_message.visible = true else close if @face.bitmap != nil @face.bitmap.dispose end clear_namebox if @namebox != nil $game_message.visible = @closing end end end def start_number_input digits_max = $game_message.num_input_digits_max number = $game_variables[$game_message.num_input_variable_id] @number_input_window.digits_max = digits_max @number_input_window.number = number if $game_message.face_name.empty? or MOVE_TEXT == false @number_input_window.x = x - 23 else case $game_message.side when 0 @number_input_window.x = (x + 112) - 23 when 1 @number_input_window.x = (x + text_x) - 23 when 2 @number_input_window.x = x - 23 when -1 @number_input_window.x = x - 23 end end @number_input_window.x += CHOICE_INPUT_X_PLUS @number_input_window.y = y + @contents_y @number_input_window.active = true @number_input_window.visible = true @number_input_window.update end def update_cursor if @index >= 0 if $game_message.face_name.empty? x = TEXT_X_PLUS else x = get_x_face end y = ($game_message.choice_start + @index) * WLH # CHANGE WIDTH OF CURSOR FOR CHOICE SELECT if $game_message.face_name.empty? or MOVE_TEXT == false facesize = x else facesize = get_x_face facesize += @face.width if $game_message.side == 2 facesize += @face.width + 16 if $game_message.side == -1 end self.cursor_rect.set(x, y, contents.width - facesize, WLH) else self.cursor_rect.empty end end #-------------------------------- # ADDITIONAL METHODS #------------------------------ # RETURN Text X-Coordinate, DEPENDS ON FACE SIDE def get_x_face if MOVE_TEXT == true case $game_message.side when 0 return 112 + TEXT_X_PLUS when 1 return text_x when 2 return TEXT_X_PLUS else return TEXT_X_PLUS end else return TEXT_X_PLUS end end
# RETURN Text X-Coordinate for Face Side = 1 def text_x return @face.width + TEXT_X_PLUS end # Clear Name Box & Name Text def clear_namebox @nametxt.bitmap.dispose @namebox.dispose @namebox = nil @name_text = nil end #-------------------------------------- # DRAW FACE [Both Systems] METHOD #------------------------------------ def draw_face2(face_name, x, y, index = 0) if $game_message.side == 0 or $game_message.side == -1 or EightFaces_File == true # USE 8 FACES PER FILE bitmap = Cache.face(face_name) rect = Rect.new(0,0,0,0) rect.width = (bitmap.width / 4) rect.height = (bitmap.height / 2) rect.x = index % 4 * rect.width rect.y = index / 4 * rect.height @face.bitmap = Bitmap.new(rect.width,rect.height) @face.bitmap.blt(0,0,bitmap,rect) bitmap.dispose else # USE 1 FACES PER FILE @face.bitmap = Cache.face(face_name) end # SET X/Y OF FACE DEPENDS ON FACE SIDE if $game_message.side == 1 @face.mirror = false @face.x = x + 6 @face.y = y - (@face.height - 123) elsif $game_message.side == 2 @face.mirror = true @face.x = x + (538 - @face.width) @face.y = y - (@face.height - 123) elsif $game_message.side == 0 @face.mirror = false @face.x = x + 16 @face.y = y + 16 elsif $game_message.side == -1 @face.mirror = true @face.x = self.contents.width - @face.width + 16 @face.y = y + 16 end @face.x += FACE_X_PLUS @face.y += FACE_Y_PLUS @face.opacity = 0 if FADE_EFFECT == true end #-------------------------------------- # DRAW NAME BOX METHOD #----------------------------------- def draw_name(name,x,y) name = name + NAMEBOX_TEXT_AFTER_NAME namesize = calculate_name_size(name) @nametxt.bitmap = Bitmap.new(16 + (namesize * NAMEBOX_TEXT_LENGTH_PER_LETTER), 24 + NAMEBOX_TEXT_HEIGHT_PLUS) @nametxt.x = x + 8 + NAMEBOX_X_PLUS @nametxt.x += NAMEBOX_X_PLUS_NF if $game_message.side == 1 or $game_message.side == 2 @nametxt.y = y - 20 + NAMEBOX_Y_PLUS @nametxt.x = 544 - @nametxt.x - @nametxt.width if MOVE_NAMEBOX == true and ($game_message.side == 2 or $game_message.side == -1) @namebox = Window.new @namebox.windowskin = Cache.system(NAMEBOX_SKIN) @namebox.z = self.z + 10 @namebox.opacity = NAMEBOX_OPACITY @namebox.back_opacity = NAMEBOX_BACK_OPACITY @namebox.openness = 255 @namebox.x = @nametxt.x - NAMEBOX_BOX_WIDTH_PLUS @namebox.y = @nametxt.y - NAMEBOX_BOX_HEIGHT_PLUS @namebox.width = @nametxt.bitmap.width + (NAMEBOX_BOX_WIDTH_PLUS * 2) @namebox.height = @nametxt.bitmap.height + (NAMEBOX_BOX_HEIGHT_PLUS * 2) @nametxt.bitmap.font.name = NAMEBOX_TEXT_FONT @nametxt.bitmap.font.size = NAMEBOX_TEXT_SIZE @nametxt.bitmap.font.bold = NAMEBOX_TEXT_BOLD if NAMEBOX_TEXT_OUTLINE == true # MAKE TEXT OUTLINE @nametxt.bitmap.font.color = Color.new(0,0,0) @nametxt.bitmap.draw_text(0,2,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1) @nametxt.bitmap.draw_text(0,0,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1) @nametxt.bitmap.draw_text(2,0,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1) @nametxt.bitmap.draw_text(2,2,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1) end @nametxt.bitmap.font.color = Color.new($game_message.color[0],$game_message.color[1],$game_message.color[2]) @nametxt.bitmap.draw_text(1,1,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1) @name_text = nil end # CALCULATE REAL TEXT LENGTH (for Other Languages, e.g. Japanese) def calculate_name_size(name = "") name = name.scan(/./) return name.size end end # Window_Message
#============================================================================== # Game_Message: + store variables #------------------------------------------------------------------------------ #============================================================================== class Game_Message attr_accessor :side, :color, :_name alias wor_neoface_old_ini initialize def initialize @side = Window_Base::DEFAULT_SIDE @_name = "" @color = Window_Base::NAMEBOX_TEXT_DEFAULT_COLOR wor_neoface_old_ini end end
#============================================================================== # END Neo-Face System # by Woratana (woratana@hotmail) #==============================================================================
à la ligne 65 tu remplaces - Code:
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FACE_Y_PLUS = 0 par - Code:
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FACE_Y_PLUS = -112 et à la ligne 70 tu remplaces - Code:
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MOVE_TEXT = true par - Code:
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MOVE_TEXT = false |
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Citadin Lv.7
Age : 29 Inscrit le : 03/03/2010 Messages : 162
| Sujet: Re: Script pour avoir les faces décoller de la boite de dialogue Jeu 11 Mar 2010 - 22:32 | |
| Oui Golden Sun <3 Et merci pour le script ==> vais testez sa EDIT: Merci Sa marche !! ^^ |
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Mage Lv.11
Age : 27 Inscrit le : 02/03/2009 Messages : 513
| Sujet: Re: Script pour avoir les faces décoller de la boite de dialogue Ven 12 Mar 2010 - 16:26 | |
| met [RESOLU] dans le nom de ton sujet pour dire que t'as demande a été résolu ^^ |
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| Sujet: Re: Script pour avoir les faces décoller de la boite de dialogue | |
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