VX 스크립트

 

여기 홈페이지 많고도 많은 대화창스크립트가 있는데

이걸 또 올리는 이유가 있습니다...

제가 예전에 질문한 것 중에

 <지금 속한 엑터의 인덱스에 따라 대화창에 이름이나 얼굴을 표시할 수 있게 할 수 있나요?>

라는 질문을 올린적이 있습니다..

몇 분께서 (감사함ㅎ)노력은 해 주셨지만 만족할만한 결과가 나오질 못했지요..

아직까지 그런 스크립트는 없다고 말들을 하셨습니다..

 

하지만 Yanfly Engine RD 이분의 싸이트에 가 보니 스크립트로 만들어져 있더군요..헐..

대화창에  pf[x] 를 넣으면 (x는 엑터 인덱스번호 입니다.) x번호에 해당하는 얼굴 그래픽을 보여주더군요..(대박이었음)

예를들어 pf[0]면 어느 누구던간에 그 선두 엑터의 얼굴그래픽을 보여줍니다.

마찮가지로 pn[0]을 입력하면 어느 누구던간에 그 선두 엑터의 이름을 표시합니다.

이게 왜 중요하냐면.... 엄청난 노가다를 단 한 단어로 해결되기 때문이지여..

지금 만들고 있는 수호지에 너무 유용하게 쓰입니다..

그 외에도 중요한 여러 효과가 많이 있습니다.

아쉬운 것은 말풍선효과와 글자소리내 주는 기능은 없습니다..

다른 메시지스크립트와는 반드시 충돌을 하니, 여기 스크립트 안에다가 새로 만드는 수밖에 없습니다..

지금.. 이 좋은 스크립트를 여러분도 활용하시지요..

출처입니다 : http://pockethouse.com/   (자료의 출처는 반드시 남깁시다.)

#===============================================================================
#
# Yanfly Engine RD - Custom Message System
# Last Date Updated: 2009.06.14
# Level: Easy, Lunatic
#
# This is by no means a complex message system like Modern Algebra's ATS or
# Woratana's Neo Message System. If you want a message system with a lot of
# features, I highly recommend that you take a look at those. This message
# system here will supply the most basic functions and needs without adding
# too many extra features.
#
# What this script has to offer is basic functionality for new tags, a namebox
# window, and drawn items, weapons, and armours along with their icons. There
# also exists a Lunatic Mode to create quick and easy custom shortcuts. For
# the most part, this script is plug and play.
#
#===============================================================================
# Updates:
# ----------------------------------------------------------------------------
# o 2009.06.14 - Started script and finished.
#===============================================================================
# Instructions
#===============================================================================
#
# Scroll down and bind ROW_VARIABLE to the desired variable. This variable will
# let you adjust how many rows can be viewed at once. If the rows are set to 0,
# it will display the default row amount of 4 rows.
#
# The following are codes you may use when typing out your messages. Replace
# x, y with numbers unless specified otherwise.
#
# Code:       Effect:
# v[x]       Writes variable x's value.
# n[x]       Writes actor x's name.
# c[x]       Changes the colour of the text to x.
# g          Displays the gold window.
# .          Waits 15 frames (quarter second).
# |          Waits 60 frames (a full second).
# !          Waits until key is pressed.
# >          Following text is instant.
# <          Following text is no longer instant.
# ^          Skips to the next message.
#           Writes a "" in the window.
#
# w[x]       Waits x frames (60 frames = 1 second).
#
# nb[x]      Creates a name window with x. Left side.
# nbl[x]     Creates a name window with x. Locks the namebox. Left side.
# nbu[x]     Creates a name window with x. Unlocks the namebox. Left side.
# rnb[x]     Creates a name window with x. Right side.
# rnbl[x]    Creates a name window with x. Locks the namebox. Right side.
# rnbu[x]    Creates a name window with x. Unlocks the namebox. Right side.
# nbu        Closes name window. Unlocks the namebox.
#
# fn[x]      Changes the font name to x. Set to 0 to reset font name.
# fs[x]      Changes the font size to x. Set to 0 to reset font size.
# fb         Changes the font to bold and back.
# fi         Changes the font to italic
# fh         Changes the font to shadowed and back.
#
# ac[x]      Writes actor x's class name.
# as[x]      Writes actor x's subclass name. Requires Subclass System.
# ax[x]      Writes actor x's combination class name. Requires Subclass System.
# af[x]      Replaces face with actor x's face.
# af[x:y]    Replaces face with actor x's face name but uses expression y.
#
# pn[x]      Writes ally's name in party slot x.
# pc[x]      Writes ally's class name in party slot x.
# ps[x]      Writes ally's subclass name in party slot x.
# px[x]      Writes ally's combination class name in party slot x.
# pf[x]      Replaces face with ally's face in party slot x.
# pf[x:y]    Replaces face with ally's face name but uses expression y.
#
# nc[x]      Writes class ID x's name.
# ni[x]      Writes item ID x's name.
# nw[x]      Writes weapon ID x's name.
# na[x]      Writes armour ID x's name.
# ns[x]      Writes skill ID x's name.
# nt[x]      Writes state ID x's name.
#
# i[x]       Draws icon ID x into the message window.
# ii[x]      Writes item ID x's name with icon included.
# iw[x]      Writes weapon ID x's name with icon included.
# ia[x]      Writes armour ID x's name with icon included.
# is[x]      Writes skill ID x's name with icon included.
# it[x]      Writes state ID x's name with icon included.
#
#===============================================================================
#
# Compatibility
# - Incompatible: Any other message systems obviously.
# - Alias: Window_Message: initialize, update, dispose, new_page
# - Overwrites: Game_Interpreter: command_101, setup_choices
# - Overwrites: Window_Message: convert_special_characters, update_message
#
#===============================================================================
# Credits:
# Woratana for reference on stringing multiple message text.
# Modern Algebra for reference on a few misc methods.
#===============================================================================

$imported = {} if $imported == nil
$imported["CustomMessageSystem"] = true

module YE
  module MESSAGE
   
    # This adjusts how many rows are shown. On screen. If it's 0 or under, a
    # maximum of 4 rows will be shown. If it's above, it will show that many
    # rows and texts following it immediately after will also display that many
    # extra rows.
    ROW_VARIABLE = 19
   
    # This adjusts the icon width. Used mostly for monospaced fonts so that
    # icons will not break the alignment.
    ICON_WIDTH = 24
   
    # This determines where you would like the namebox window to appear relative
    # to the message window. Adjust the following accordingly.
    NAME_WINDOW_X = 0        # Adjusts X position offset from Message Window.
    NAME_WINDOW_Y = 40       # Adjusts Y position offset from Message Window.
    NAME_WINDOW_W = 20       # Adjusts extra width added to the Name Window.
    NAME_WINDOW_H = 40       # Adjusts the height of the Name Window.
    NAME_COLOUR   = 6        # Default colour used for name box.
   
    # The following lets you adjust whether or not you would like to see the
    # back of the name window.
    NAME_WINDOW_SHOW_BACK = true
   
    # The following allows you to adjust the font defaults for ALL text in the
    # game. This includes the text outside of the message window and includes
    # the text within the menu windows.
    FONT_NAME = ["Verdana", "Arial", "Courier New"]
    FONT_SIZE = 20
    FONT_BOLD = false
    FONT_ITALIC = false
    FONT_SHADOW = true
   
   
  end # MESSAGE
end # YE

#===============================================================================
# How to Use: Lunatic Mode
#===============================================================================
#
# This portion is for those who know how to script.
#
# X[x] or X[x:y] or X[x:y:z]
# These let you create your own custom tags. If you use the first tag, there is
# one case for the "custom_convert" definition to return. If you use the second
# tag, there will be two cases for you to select from. And likewise, if there's
# three tags, then the z case will also be taken into account of.
#
#===============================================================================

class Window_Message < Window_Selectable
 
  def custom_convert(x_case, y_case = 0, z_case = 0)
    text = ""
    case x_case
    #---------------------------------------------------------------------------
    # //////////////////////////////////////////////////////////////////////////
    # This is where you begin adding in your own custom converted tags.
    #---------------------------------------------------------------------------
    when 1 # Show the full name of the actor.
      case y_case # This is the extra case for the actor.
      when 1
        text = "n[1] von Xiguel"
      when 2
        text = "Michelle n[2]"
      when 3
        text = "n[3] Manfred"
      when 4
        text = "n[4] Fernaeus"
      end
     
    when 2 # Show how much gold the party has.
      text = $game_party.gold
     
    when 3 # Show party's max level
      text = $game_party.max_level
     
    #---------------------------------------------------------------------------
    # This is the part you guys shouldn't touch afterwards.
    # //////////////////////////////////////////////////////////////////////////
    #---------------------------------------------------------------------------""
    end
    return text
  end
 
end # Window_Message

#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================

Font.default_size = YE::MESSAGE::FONT_SIZE
Font.default_name = YE::MESSAGE::FONT_NAME
Font.default_bold = YE::MESSAGE::FONT_BOLD
Font.default_italic = YE::MESSAGE::FONT_ITALIC
Font.default_shadow = YE::MESSAGE::FONT_SHADOW

#===============================================================================
# Window_Message
#===============================================================================

class Window_Message < Window_Selectable
 
  #--------------------------------------------------------------------------
  # alias initialize
  #--------------------------------------------------------------------------
  alias initialize_cms initialize unless $@
  def initialize
    initialize_cms
    var = $game_variables[YE::MESSAGE::ROW_VARIABLE]
    @max_rows = (var <= 0) ? 4 : var
    nheight = YE::MESSAGE::NAME_WINDOW_H
    @name_window = Window_Base.new(YE::MESSAGE::NAME_WINDOW_X, 0, 100, nheight)
    @name_text = Window_Base.new(YE::MESSAGE::NAME_WINDOW_X, 0, 100, 56)
    @name_window.openness = 0
    @name_text.openness = 0
    @name_text.opacity = 0
    @name_window.z = self.z + 1
    @name_text.z = @name_window.z + 1
    @name_window_lock = false
  end
 
  #--------------------------------------------------------------------------
  # alias dispose
  #--------------------------------------------------------------------------
  alias dispose_cms dispose unless $@
  def dispose
    dispose_cms
    @name_window.dispose if @name_window != nil
    @name_text.dispose if @name_text != nil
  end
 
  #--------------------------------------------------------------------------
  # close
  #--------------------------------------------------------------------------
  def close
    super
    @name_window.close
    @name_text.close
    @name_window_lock = false
  end
 
  #--------------------------------------------------------------------------
  # alias update
  #--------------------------------------------------------------------------
  alias update_cms update unless $@
  def update
    @name_window.update
    @name_text.update
    refresh_size
    update_cms
  end
 
  #--------------------------------------------------------------------------
  # refresh_size
  #--------------------------------------------------------------------------
  def refresh_size
    var = $game_variables[YE::MESSAGE::ROW_VARIABLE]
    @max_rows = (var <= 0) ? 4 : var
    calc_height = @max_rows * 24 + 32
    if self.height != calc_height
      self.height = calc_height
      create_contents
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite reset_window
  #--------------------------------------------------------------------------
  def reset_window
    var = $game_variables[YE::MESSAGE::ROW_VARIABLE]
    wheight = var <= 0 ? 4 * 24 + 32 : var * 24 + 32
    @background = $game_message.background
    @position = $game_message.position
    self.opacity = (@background == 0) ? 255 : 0
    case @position
    when 0  # Top
      self.y = 0
      @gold_window.y = 360
    when 1  # Middle
      self.y = (Graphics.height - wheight) / 2
      @gold_window.y = 0
    when 2  # Bottom
      self.y = (Graphics.height - wheight)
      @gold_window.y = 0
    end
  end

  #--------------------------------------------------------------------------
  # overwrite convert_special_characters
  #--------------------------------------------------------------------------
  def convert_special_characters
    @name_window_open = false
    #-------------------------------------------------------------
    # Lunatic REGEXP Conversions
    #-------------------------------------------------------------
    @text.gsub!(/X[(d+)]/i) {
      custom_convert($1.to_i) }
    @text.gsub!(/X[(d+):(d+)]/i) {
      custom_convert($1.to_i, $2.to_i) }
    @text.gsub!(/X[(d+):(d+):(d+)]/i) {
      custom_convert($1.to_i, $2.to_i, $3.to_i) }
   
    #-------------------------------------------------------------
    # Default REGEXP Conversions
    #-------------------------------------------------------------
    @text.gsub!(/V[(d+)]/i)    { $game_variables[$1.to_i] }
    @text.gsub!(/V[(d+)]/i)    { $game_variables[$1.to_i] }
    @text.gsub!(/N[(d+)]/i)    { $game_actors[$1.to_i].name }
    @text.gsub!(/C[(d+)]/i)    { "x01{#{$1}}" }
    @text.gsub!(/G/i)             { "x02" }
    @text.gsub!(/./)             { "x03" }
    @text.gsub!(/|/)             { "x04" }
    @text.gsub!(/!/)              { "x05" }
    @text.gsub!(/>/)              { "x06" }
    @text.gsub!(/</)              { "x07" }
    @text.gsub!(/^/)             { "x08" }
    @text.gsub!(/\/)             { "" }
   
    #-------------------------------------------------------------
    # New REGEXP Conversions
    #-------------------------------------------------------------
    @text.gsub!(/W[(d+)]/i)    { "x09{#{$1}}" }
    @text.gsub!(/I[(d+)]/i)    { "x10{#{$1}}" }
    @text.gsub!(/FS[(d+)]/i)   { "x11{#{$1}}" }
    @text.gsub!(/FN[(.*?)]/i)   { "x12{#{$1}}" }
    @text.gsub!(/FB/i)            { "x13" }
    @text.gsub!(/FI/i)            { "x14" }
    @text.gsub!(/FH/i)            { "x15" }
   
    #-------------------------------------------------------------
    # Automatic Actor REGEXP Conversions
    #-------------------------------------------------------------
    @text.gsub!(/AN[(d+)]/i) {
      if $game_actors[$1.to_i] != nil
        $game_actors[$1.to_i].name
      else
        ""
      end }
    @text.gsub!(/AC[(d+)]/i) {
      if $game_actors[$1.to_i] != nil
        $game_actors[$1.to_i].class.name
      else
        ""
      end }
    @text.gsub!(/AS[(d+)]/i) {
      if $imported["SubclassSelectionSystem"] and
      $game_actors[$1.to_i] != nil and
      $game_actors[$1.to_i].subclass != nil
        $game_actors[$1.to_i].subclass.name
      else
        ""
      end }
    @text.gsub!(/AX[(d+)]/i) {
      combination_class($game_actors[$1.to_i]) }
    @text.gsub!(/AF[(d+)]/i) {
      if $game_actors[$1.to_i] != nil
        $game_message.face_name = $game_actors[$1.to_i].face_name
        $game_message.face_index = $game_actors[$1.to_i].face_index
      end
      "" }
    @text.gsub!(/AF[(d+):(d+)]/i) {
      if $game_actors[$1.to_i] != nil
        $game_message.face_name = $game_actors[$1.to_i].face_name
        $game_message.face_index = $2.to_i
      end
      "" }
   
    #-------------------------------------------------------------
    # Automatic Party REGEXP Conversions
    #-------------------------------------------------------------
    @text.gsub!(/PN[(d+)]/i) {
      if $game_party.members[$1.to_i] != nil
        $game_party.members[$1.to_i].name
      else
        ""
      end }
    @text.gsub!(/PC[(d+)]/i) {
      if $game_party.members[$1.to_i] != nil
        $game_party.members[$1.to_i].class.name
      else
        ""
      end }
    @text.gsub!(/PS[(d+)]/i) {
      if $imported["SubclassSelectionSystem"] and
      $game_party.members[$1.to_i] != nil and
      $game_party.members[$1.to_i].subclass != nil
        $game_party.members[$1.to_i].subclass.name
      else
        ""
      end }
    @text.gsub!(/PX[(d+)]/i) {
      combination_class($game_party.members[$1.to_i]) }
    @text.gsub!(/PF[(d+)]/i) {
      if $game_party.members[$1.to_i] != nil
        $game_message.face_name = $game_party.members[$1.to_i].face_name
        $game_message.face_index = $game_party.members[$1.to_i].face_index
      end
      "" }
    @text.gsub!(/PF[(d+):(d+)]/i) {
      if $game_party.members[$1.to_i] != nil
        $game_message.face_name = $game_party.members[$1.to_i].face_name
        $game_message.face_index = $2.to_i
      end
      "" }
   
    #-------------------------------------------------------------
    # Auto Class, Item, Weapon, and Armour REGEXP Conversions
    #-------------------------------------------------------------
    @text.gsub!(/NC[(d+)]/i) {
      $data_classes[$1.to_i].name }
    @text.gsub!(/NI[(d+)]/i) {
      $data_items[$1.to_i].name }
    @text.gsub!(/NW[(d+)]/i) {
      $data_weapons[$1.to_i].name }
    @text.gsub!(/NA[(d+)]/i) {
      $data_armors[$1.to_i].name }
    @text.gsub!(/NS[(d+)]/i) {
      $data_skills[$1.to_i].name }
    @text.gsub!(/NT[(d+)]/i) {
      $data_states[$1.to_i].name }
    @text.gsub!(/II[(d+)]/i) {
      "x10{#{$data_items[$1.to_i].icon_index}}" +
      "#{$data_items[$1.to_i].name}"}
    @text.gsub!(/IW[(d+)]/i) {
      "x10{#{$data_weapons[$1.to_i].icon_index}}" +
      "#{$data_weapons[$1.to_i].name}"}
    @text.gsub!(/IA[(d+)]/i) {
      "x10{#{$data_armors[$1.to_i].icon_index}}" +
      "#{$data_armors[$1.to_i].name}"}
    @text.gsub!(/IS[(d+)]/i) {
      "x10{#{$data_skills[$1.to_i].icon_index}}" +
      "#{$data_skills[$1.to_i].name}"}
    @text.gsub!(/IT[(d+)]/i) {
      "x10{#{$data_states[$1.to_i].icon_index}}" +
      "#{$data_states[$1.to_i].name}"}
     
    #-------------------------------------------------------------
    # Name box REGEXP Conversions
    #-------------------------------------------------------------
    @text.gsub!(/NB[(.*?)]/i) {
      if $1.to_s != nil
        refresh_name_box($1.to_s)
      end
      "" }
    @text.gsub!(/NBL[(.*?)]/i) {
      if $1.to_s != nil
        refresh_name_box($1.to_s)
        @name_window_lock = true
      end
      "" }
    @text.gsub!(/NBU[(.*?)]/i) {
      if $1.to_s != nil
        refresh_name_box($1.to_s)
        @name_window_lock = false
      end
      "" }
    @text.gsub!(/NBU/i) {
      @name_window.close
      @name_text.close
      @name_window_lock = false
      "" }
    @text.gsub!(/RNB[(.*?)]/i) {
      if $1.to_s != nil
        refresh_name_box($1.to_s, 1)
      end
      "" }
    @text.gsub!(/RNBL[(.*?)]/i) {
      if $1.to_s != nil
        refresh_name_box($1.to_s, 1)
        @name_window_lock = true
      end
      "" }
    @text.gsub!(/RNBU[(.*?)]/i) {
      if $1.to_s != nil
        refresh_name_box($1.to_s, 1)
        @name_window_lock = false
      end
      "" }
     
    # Close the Name Window
    unless @name_window_lock
      @name_window.close if !@name_window_open
      @name_text.close if !@name_window_open
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite update_message
  #--------------------------------------------------------------------------
  def update_message
    loop do
      text_height = [contents.font.size + (contents.font.size / 5), WLH].max
      c = @text.slice!(/./m)            # Get next text character
      case c
      #----------------------------------------------------------------------
      # Default Cases
      #----------------------------------------------------------------------
      when nil    # There is no text that must be drawn
        finish_message                  # Finish update
        break
      when "x00" # New line
        new_line
        if @line_count >= @max_rows     # If line count is maximum
          unless @text.empty?           # If there is more
            self.pause = true           # Insert number input
            break
          end
        end
      when "x01" # C[n]  (text character color change)
        @text.sub!(/{(d+)}/, "")
        contents.font.color = text_color($1.to_i)
        next
      when "x02" # G  (gold display)
        @gold_window.refresh
        @gold_window.open
      when "x03" # .  (wait 1/4 second)
        @wait_count = 15
        break
      when "x04" # |  (wait 1 second)
        @wait_count = 60
        break
      when "x05" # !  (Wait for input)
        self.pause = true
        break
      when "x06" # >  (Fast display ON)
        @line_show_fast = true
      when "x07" # <  (Fast display OFF)
        @line_show_fast = false
      when "x08" # ^  (No wait for input)
        @pause_skip = true
       
      #----------------------------------------------------------------------
      # New Cases
      #----------------------------------------------------------------------
      when "x09" # |  Wait x frames
        @text.sub!(/{(d+)}/, "")
        @wait_count = $1.to_i
        break
      when "x10" # i  Draws icon ID x
        @text.sub!(/{(d+)}/, "")
        icon = $1.to_i
        icon_width = (24 - YE::MESSAGE::ICON_WIDTH) / 2
        draw_icon(icon, @contents_x - icon_width, @contents_y)
        @contents_x += YE::MESSAGE::ICON_WIDTH
      when "x11" # fs Font Size Change
        @text.sub!(/{(d+)}/, "")
        size = $1.to_i
        if size <= 0 # If 0, revert back to the default font size.
          size = Font.default_size
        end
        contents.font.size = size
        text_height = [size + (size / 5), WLH].max
      when "x12" # fs Font Name Change
        @text.sub!(/{(.*?)}/, "")
        name = $1.to_s
        if name == "0" # If 0, revert back to the default font.
          name = Font.default_name
        end
        contents.font.name = name
      when "x13" # fb Font bold
        contents.font.bold = contents.font.bold ? false : true
      when "x14" # fi Font italic
        contents.font.italic = contents.font.italic ? false : true
      when "x15" # fi Font shadowed
        contents.font.shadow = contents.font.shadow ? false : true
       
      #----------------------------------------------------------------------
      # Finish Up
      #----------------------------------------------------------------------
      else                              # Normal text character
        contents.draw_text(@contents_x, @contents_y, 40, text_height, c)
        c_width = contents.text_size(c).width
        @contents_x += c_width
      end
      break unless @show_fast or @line_show_fast
    end
  end
 
  #--------------------------------------------------------------------------
  # alias new_page
  #--------------------------------------------------------------------------
  alias new_page_cms new_page unless $@
  def new_page
    new_page_cms
    contents.font.name = Font.default_name
    contents.font.size = Font.default_size
    contents.font.bold = Font.default_bold
    contents.font.italic = Font.default_italic
    contents.font.shadow = Font.default_shadow
  end
 
  #--------------------------------------------------------------------------
  # combination_class
  #--------------------------------------------------------------------------
  def combination_class(actor)
    return "" if actor == nil
    class1 = actor.class.name
    return class1 unless $imported["SubclassSelectionSystem"]
    return class1 if actor.subclass == nil
    class2 = actor.subclass.name
    text = sprintf(YE::SUBCLASS::DISPLAY_FORMAT, class1, class2)
    return text unless YE::SUBCLASS::USE_COMPLEX_CLASS_NAMES
    if YE::SUBCLASS::COMPLEX_CLASS_NAMES_FULL.include?(text)
      text = YE::SUBCLASS::COMPLEX_CLASS_NAMES_FULL[text]
    end
    return text
  end
 
  #--------------------------------------------------------------------------
  # refresh_name_box
  #--------------------------------------------------------------------------
  def refresh_name_box(name, side = 0)
    return if $game_temp.in_battle
    font_colour = YE::MESSAGE::NAME_COLOUR
    font_name = Font.default_name
    font_size = Font.default_size
    font_bold = Font.default_bold
    font_italic = Font.default_italic
    font_shadow = Font.default_shadow
    icon = 0
    name_width = 0
    #---Convert Special Characters
    name = name.gsub(/x01{(d+)}/i) {
      font_colour = $1.to_i
      ""}
    name = name.gsub(/x09{(d+)}/i) {""}
    name = name.gsub(/x10{(d+)}/i) {
      icon = $1.to_i
      name_width += YE::MESSAGE::ICON_WIDTH
      ""}
    name = name.gsub(/x11{(d+)}/i) {
      font_size = $1.to_i
      ""}
    name = name.gsub(/x12{(.*?)}/i) {
      font_name = $1.to_s
      ""}
    name = name.gsub(/x13/i) {
      font_bold = true
      ""}
    name = name.gsub(/x14/i) {
      font_italic = true
      ""}
    name = name.gsub(/x15/i) {
      font_shadow = true
      ""}
    #---Convert Special Characters
    @name_text.contents.font.name = font_name
    @name_text.contents.font.size = font_size
    @name_text.contents.font.bold = font_bold
    @name_text.contents.font.italic = font_italic
    @name_text.contents.font.shadow = font_shadow
    name_width += @name_text.contents.text_size(name).width
    name_width += YE::MESSAGE::NAME_WINDOW_W
    @name_window.width = name_width + 40
    @name_text.width = @name_window.width
    var = $game_variables[YE::MESSAGE::ROW_VARIABLE]
    wheight = var <= 0 ? 4 * 24 + 32 : var * 24 + 32
    position = $game_message.position
    case position
    when 0
      @name_window.y = self.height - YE::MESSAGE::NAME_WINDOW_H
      @name_window.y += YE::MESSAGE::NAME_WINDOW_Y
    when 1
      @name_window.y = (Graphics.height - wheight) / 2
      @name_window.y -= YE::MESSAGE::NAME_WINDOW_Y
    when 2
      @name_window.y = (Graphics.height - wheight)
      @name_window.y -= YE::MESSAGE::NAME_WINDOW_Y
    end
    offset = (@name_text.height - @name_window.height) / 2
    @name_text.y = @name_window.y - offset
    if YE::MESSAGE::NAME_WINDOW_SHOW_BACK and $game_message.background == 0
      @name_window.opacity = 255
    else
      @name_window.opacity = 0
    end
    if side == 0
      @name_window.x = YE::MESSAGE::NAME_WINDOW_X
    else
      @name_window.x = Graphics.width - YE::MESSAGE::NAME_WINDOW_X
      @name_window.x -= @name_window.width
    end
    @name_text.x = @name_window.x
    @name_window.create_contents
    @name_text.create_contents
    txh = [font_size + (font_size / 5), WLH].max
    @name_text.contents.font.color = text_color(font_colour)
    @name_text.contents.font.name = font_name
    @name_text.contents.font.size = font_size
    @name_text.contents.font.bold = font_bold
    @name_text.contents.font.italic = font_italic
    @name_text.contents.font.shadow = font_shadow
    if icon > 0
      iw = YE::MESSAGE::ICON_WIDTH
      @name_text.draw_icon(icon, YE::MESSAGE::NAME_WINDOW_W / 2, 0)
      @name_text.contents.draw_text(iw, 0, name_width + 8 - iw, txh, name, 1)
    else
      @name_text.contents.draw_text(0, 0, name_width + 8, txh, name, 1)
    end
    @name_window.open
    @name_text.open
    @name_window_open = true
  end
 
end # Window_Message

#===============================================================================
# Game_Interpreter
#===============================================================================

class Game_Interpreter
 
  #--------------------------------------------------------------------------
  # overwrite Show Text
  #--------------------------------------------------------------------------
  def command_101
    unless $game_message.busy
      $game_message.face_name = @params[0]
      $game_message.face_index = @params[1]
      $game_message.background = @params[2]
      $game_message.position = @params[3]
      flow = true
      loop {
        if @list[@index].code == 101 and meet_stringing_conditions and flow
          @index += 1
        else
          break
        end
        flow = @row_check
        while @list[@index].code == 401 and meet_stringing_conditions
          $game_message.texts.push(@list[@index].parameters[0])
          @index += 1
        end }
      if @list[@index].code == 102 # Show choices
        setup_choices(@list[@index].parameters)
      elsif @list[@index].code == 103 # Number input processing
        setup_num_input(@list[@index].parameters)
      end
      set_message_waiting # Set to message wait state
    end
    return false
  end
 
  #--------------------------------------------------------------------------
  # overwrite setup_choices
  #--------------------------------------------------------------------------
  def setup_choices(params)
    var = $game_variables[YE::MESSAGE::ROW_VARIABLE]
    rows = (var <= 0) ? 4 : var
    if $game_message.texts.size <= rows - params[0].size
      $game_message.choice_start = $game_message.texts.size
      $game_message.choice_max = params[0].size
      for s in params[0]
        $game_message.texts.push(s)
      end
      $game_message.choice_cancel_type = params[1]
      $game_message.choice_proc = Proc.new { |n| @branch[@indent] = n }
      @index += 1
    end
  end
 
  #--------------------------------------------------------------------------
  # meet_stringing_conditions
  #--------------------------------------------------------------------------
  def meet_stringing_conditions
    var = $game_variables[YE::MESSAGE::ROW_VARIABLE]
    rows = (var <= 0) ? 4 : var
    @row_check = (rows > 4) ? true : false
    return true if rows > $game_message.texts.size
    return false
  end
 
end # Game_Interpreter

#===============================================================================
#
# END OF FILE
#
#===============================================================================

TAG •
Comment '8'
  • ?
    사과나무 2010.01.31 12:08

    오오오ㅗ오오오 감사합니다!

    정말 필요했는데 ㅠㅜ

  • ?
    희믜 2010.02.17 16:44

    우와 ! 감사요 !

     

  • ?
    나의우주 2010.02.21 13:57

    우왕.. 감사 ㅎㅎ

  • ?
    박보영 2010.08.12 22:31

    스샷이..필요해요ㅜㅜ

  • ?
    환영유카 2010.10.23 21:30

    그니까는 pf[0]nb[n[1]] 요로코롬 문장에 넣으면 첫번째 해당하는 캐릭에 얼굴이 표기되면서 왼쪽상단에 데이터베이스에 있는 첫번째 이름 표기됩니다.

  • ?
    Maxim_Cool 2012.01.23 05:16

    수고하시네요!!!!

  • profile
    FNS키리토 2012.04.20 09:56

    오오! 이거 진짜 필요했었어요!ㅋ

  • ?
    아키Ra 2016.05.18 19:34
    Window_Popup 파일
    이 없다고 뜨는데 어떻게해야하나요??

List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 3 습작 2012.12.24 5398
577 풍선대화 메세지시스템 32 file RPGbooster 2008.10.11 6126
576 맵/타일 월드맵 스크립트 49 아방스 2008.09.07 6123
575 기타 게임시간&밤낮 54 file 허걱 2009.02.14 6111
574 몬스터 도감 [수정] 68 file RPGbooster 2008.10.08 6074
573 퀘스트 디아블로 스타일 퀘스트 시스템(번역) 38 file 훈덕 2009.02.03 6049
572 기타 캐릭터 소개화면 16 file 좀비사냥꾼 2009.03.29 6044
571 스킬 합성샾 스크립트 ^^ [동영상 포함] 6 file 아방스 2008.09.23 6038
570 전투 포켓몬 스크립트 한글화 완료 26 file 서울냥이 2010.10.11 6028
569 파티 대규모파티 KGC스크립 50 file RPGbooster 2008.10.08 6012
568 기타 작은 게이지바 표시 스크립트 44 file 허걱 2009.02.05 5979
» 메시지 대화창효과 8 078656577er 2009.10.20 5972
566 전투 ActBattle 전투 스크립트 13 file 사람이라면? 2010.08.16 5962
565 메뉴 창 크기 변경 스크립트 6 file Incubus 2008.05.25 5945
564 기타 빛 이펙트 71 file DEVIL<Li Patanis Roni Kraudus> 2008.06.06 5860
563 전투 지형에 따른 전투배경화면 표시 스크립트!! 30 file 레오 2008.09.17 5855
562 체력 게이지바 스크립트 30 아방스 2008.09.01 5829
561 액알 스크립트 33 츠키아 2008.08.11 5826
560 이동 및 탈것 3D 던젼 스크립트 38 아방스 2010.12.06 5772
559 스킬 무기 업그레이드 시스템 27 file 담먹캐 2009.11.01 5757
558 타이틀/게임오버 RPG VX - 타이틀 스크린 스크립트 23 아방스 2008.01.24 5740
Board Pagination Prev 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ... 32 Next
/ 32