Ace 스크립트

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안녕하세요, 팀 허시의 그래픽팀장 에틴입니다. 오랜만이네요.

 

VX에 존재하던 한글 입력기를 VX Ace용으로 변경해보았습니다.

스크립트 하단부에 추가해주신 후, 일반 사용법대로 이벤트 편집기에서 '이름 입력의 처리'를 해주시면 됩니다.

 

텍스트 파일로도 첨부해놓으니 다운받아서 활용하셔도 괜찮습니다.

 

 

#==============================================================================
# ■ VX Ace 한글이름 입력 스크립트
#------------------------------------------------------------------------------
# VX에 존재하던 한글이름 입력 스크립트를 VX Ace용으로 개조했습니다.
# 급하게 쓰려고 짜집기한 물건이라 알려지지 않은 버그가 있을 수 있습니다.
# 기존의 소스에서 주석 부분은 번역하거나 변경하지 않았습니다.
#
# 2012. 1. 23 by 에틴. TeamHusH
#==============================================================================

#==============================================================================
# ■ Window_NameEdit
#------------------------------------------------------------------------------
#  名前入力画面で、名前を編集するウィンドウです。
#==============================================================================

class Window_NameEdit < Window_Base
  #---------------------------------------------------------------------------
   # ● 정수 
   CONSO = ["ㄱ","ㄲ","ㄳ","ㄴ","ㄵ","ㄶ","ㄷ","ㄸ","ㄹ","ㄺ","ㄻ","ㄼ","ㄽ","ㄾ","ㄿ","ㅀ","ㅁ","ㅂ","ㅃ","ㅄ","ㅅ","ㅆ","ㅇ","ㅈ","ㅉ","ㅊ","ㅋ","ㅌ","ㅍ","ㅎ"]
   HEAD = ["ㄱ","ㄲ","ㄴ","ㄷ","ㄸ","ㄹ","ㅁ","ㅂ","ㅃ","ㅅ","ㅆ","ㅇ","ㅈ","ㅉ","ㅊ","ㅋ","ㅌ","ㅍ","ㅎ"]
   TABLE = ["ㄱ","ㄲ","ㄳ","ㄴ","ㄵ","ㄶ","ㄷ","ㄹ","ㄺ","ㄻ","ㄼ","ㄽ","ㄾ","ㄿ","ㅀ","ㅁ","ㅂ","ㅄ","ㅅ","ㅆ","ㅇ","ㅈ","ㅊ","ㅋ","ㅌ","ㅍ","ㅎ"]
   TABLE_SIDE = ["ㄱ","ㄴ","ㄹ","ㅂ"]
   ANOTHER_TABLE_SIDE = [[nil,"ㅅ"],["ㅈ","ㅎ"],["ㄱ","ㅁ","ㅂ","ㅅ","ㅌ","ㅍ","ㅎ"],[nil,"ㅅ"]]
   VOWEL = ["ㅏ","ㅐ","ㅑ","ㅒ","ㅓ","ㅔ","ㅕ","ㅖ","ㅗ","ㅘ","ㅙ","ㅚ","ㅛ","ㅜ","ㅝ","ㅞ","ㅟ","ㅠ","ㅡ","ㅢ","ㅣ"]
   COM_VOWEL = ["ㅗ","ㅜ","ㅡ"]
   ANOTHER_COM_VOWEL = [["ㅏ","ㅐ","ㅣ"],["ㅓ","ㅔ","ㅣ"],"ㅣ"] 
  #--------------------------------------------------------------------------
 
  #--------------------------------------------------------------------------
  # ● 公開インスタンス変数
  #--------------------------------------------------------------------------
  attr_reader   :name                     # 名前
  attr_reader   :index                    # カーソル位置
  attr_reader   :max_char                 # 最大文字数
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize(actor, max_char)
     super(88, 84, 368, 128)
     @actor = actor
     @prompt = []
     @max_char = max_char
     name_array = actor.name.split(//)[0...@max_char]   # 최대 문자수에 거둔다
     @name = []
     @default_name = []
     @index = @name.size
     for i in 0...name_array.size
       @name << name_array[i]
       @default_name << name_array[i]
     end
     deactivate
     refresh
   end
 
  #--------------------------------------------------------------------------
  # ● デフォルトの名前に戻す
  #--------------------------------------------------------------------------
  def restore_default
    @name = @default_name
    @index = @name.size
    refresh
    return !@name.empty?
  end
  #--------------------------------------------------------------------------
  # ● 文字の追加
  #     ch : 追加する文字
  #--------------------------------------------------------------------------
  def add(ch)
     @prompt << ch
     refresh
   end
  #--------------------------------------------------------------------------
  # ● 一文字戻す
  #--------------------------------------------------------------------------
  def back
     @prompt == [] ? @name.pop : @prompt.pop
     refresh
   end
  #--------------------------------------------------------------------------
  # ● 顔グラフィックの幅を取得
  #--------------------------------------------------------------------------
  def face_width
    return 96
  end
  #--------------------------------------------------------------------------
  # ● 文字の幅を取得
  #--------------------------------------------------------------------------
  def char_width
    text_size($game_system.japanese? ? "가" : "A").width
  end
  #--------------------------------------------------------------------------
  # ● 名前を描画する左端の座標を取得
  #--------------------------------------------------------------------------
  def left
    name_center = (contents_width + face_width) / 2
    name_width = (@max_char + 1) * char_width
    return [name_center - name_width / 2, contents_width - name_width].min
  end
  #--------------------------------------------------------------------------
  # ● 項目を描画する矩形の取得
  #--------------------------------------------------------------------------
  def item_rect(index)
    Rect.new(left + index * char_width, 36, char_width, line_height)
  end
 
  #--------------------------------------------------------------------------
  # ● 下線の矩形を取得
  #--------------------------------------------------------------------------
  def underline_rect(index)
    rect = item_rect(index)
    rect.x += 1
    rect.y += rect.height - 4
    rect.width -= 2
    rect.height = 2
    rect
  end
  #--------------------------------------------------------------------------
  # ● 下線の色を取得
  #--------------------------------------------------------------------------
  def underline_color
    color = normal_color
    color.alpha = 48
    color
  end
  #--------------------------------------------------------------------------
  # ● 下線を描画
  #--------------------------------------------------------------------------
  def draw_underline(index)
    contents.fill_rect(underline_rect(index), underline_color)
  end
  #--------------------------------------------------------------------------
  # ● 文字を描画
  #--------------------------------------------------------------------------
  def draw_char(index)
    rect = item_rect(index)
    rect.x -= 1
    rect.width += 4
    change_color(normal_color)
    draw_text(rect, @name[index] || "")
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    draw_actor_face(@actor, 0, 0)
    name = prompt_to_letter
    if @name.size == @max_char
      @prompt = []
      name = ""
      @index = @name.size - 1
    else
      @index = @name.size
    end
    for i in 0...@name.size
      self.contents.draw_text(item_rect(i), @name[i], 1)
    end
    self.contents.draw_text(item_rect(@name.size), name, 1)
    cursor_rect.set(item_rect(@index))
  end
 
  #==============================================================================
 # ■ prompt_to_letter, 1st~5th phase, where?(array = from, c = what)
 #------------------------------------------------------------------------------
 # 이 이하는 글자를 조합하는 내용입니다.
 # 다른 부분은 관계없지만, 이 이하의 부분은 수정하지 않길 권장합니다.
 # 일부 폰트에서 특정 문자가 표현되지 않습니다. (삃,쮃 등등..)
 #
 # 2009. 3. 18 by Heircoss
 #==============================================================================
   def prompt_to_letter
     size = @prompt.size
     case size
     when 0
           return ""
     when 1
           return @prompt[0]
     when 2
           first_phase
     when 3
           second_phase
     when 4
           third_phase
     when 5
           fourth_phase
     when 6
           fifth_phase
     end
   end
  
   def first_phase
     if CONSO.include?(@prompt[0])
           if CONSO.include?(@prompt[1])
                 c0, c1 = conso_plus_conso
           else
                 return conso_plus_vowel
           end
     else
           c0, c1 = vowel_plus_vowel
     end
     if c1 == nil
           return c0
     else
           @name << @prompt.shift
     end                   
    return @prompt[0]
  end
 
   def second_phase
     if CONSO.include?(@prompt[0])
           if CONSO.include?(@prompt[1])
                 if CONSO.include?(@prompt[2])
                       @name << conso_plus_conso(@prompt.shift, @prompt.shift)
                 else
                       @name << @prompt.shift
                       return conso_plus_vowel
                 end
           else
                 if TABLE.include?(@prompt[2])
                       return conso_plus_vowel_plus_table
                 else
                       c0, c1 = vowel_plus_vowel(@prompt[1], @prompt[2])
                       if c1 == nil
                             return conso_plus_vowel(@prompt[0],c0)
                       else
                             @name << conso_plus_vowel(@prompt.shift, @prompt.shift)
                       end 
                end
           end
     else
           @name << vowel_plus_vowel(@prompt.shift, @prompt.shift)
     end
     return @prompt[0]
   end
  
   def third_phase
     if CONSO.include?(@prompt[2])
           if CONSO.include?(@prompt[3])
                 c0, c1 = conso_plus_conso(@prompt[2], @prompt[3])
                 if c1 == nil
                       conso, vowel, table = @prompt[0],@prompt[1],c0
                       return conso_plus_vowel_plus_table(conso, vowel, table)
                 else
                       conso, vowel, table = @prompt.shift, @prompt.shift, @prompt.shift
                       @name << conso_plus_vowel_plus_table(conso, vowel, table)
                 end           
          else
                 conso, vowel = @prompt.shift, @prompt.shift
                 @name << conso_plus_vowel(conso, vowel)
                 return  conso_plus_vowel
           end
     else
           if TABLE.include?(@prompt[3])
                 conso = @prompt[0]
                 vowel = vowel_plus_vowel(@prompt[1], @prompt[2])
                 table = @prompt[3]
                 return conso_plus_vowel_plus_table(conso, vowel, table)
           else
                 conso = @prompt.shift
                 vowel = vowel_plus_vowel(@prompt.shift, @prompt.shift)
                 @name << conso_plus_vowel(conso, vowel)
           end
     end
     return @prompt[0]
   end
  
   def fourth_phase
     if CONSO.include?(@prompt[4])
           if CONSO.include?(@prompt[2])
                 conso = @prompt.shift
                 vowel = @prompt.shift
                 table = conso_plus_conso(@prompt.shift,@prompt.shift)
                 @name << conso_plus_vowel_plus_table(conso, vowel, table)
           else
                 c0, c1 = conso_plus_conso(@prompt[3], @prompt[4])
                 if c1 == nil
                       conso = @prompt[0]
                       vowel = vowel_plus_vowel(@prompt[1], @prompt[2])
                       table =  c0
                       return conso_plus_vowel_plus_table(conso, vowel, table)
                 else
                       conso = @prompt.shift
                       vowel = vowel_plus_vowel(@prompt.shift, @prompt.shift)
                       table = @prompt.shift
                       @name << conso_plus_vowel_plus_table(conso, vowel, table)
                 end
           end
     else
           @name << second_phase
           @prompt = @prompt[3..4]
           return first_phase
     end
     return @prompt[0]   
   end
  
   def fifth_phase
     if CONSO.include?(@prompt[5])
       conso = @prompt.shift
       vowel = vowel_plus_vowel(@prompt.shift, @prompt.shift)
       table = conso_plus_conso(@prompt.shift, @prompt.shift)
       @name << conso_plus_vowel_plus_table(conso, vowel, table)
     else
       @name << third_phase
       @prompt = @prompt[4..5]
       return first_phase
     end
     return @prompt[0]
   end
  
   def conso_plus_conso(c0 = @prompt[0], c1 = @prompt[1])
     index0 = where?(TABLE_SIDE,c0)
     if index0 != nil
           index1 = where?(ANOTHER_TABLE_SIDE[index0],c1)
           if index1 != nil
                 index0 = where?(CONSO, c0)
                 return CONSO[index0 + index1 + 1]
           end
     end
     return c0, c1
   end
  
  def vowel_plus_vowel(c0 = @prompt[0], c1 = @prompt[1])
     index0 = where?(COM_VOWEL,c0)
     if index0 != nil
           index1 = where?(ANOTHER_COM_VOWEL[index0],c1)
           if index1 != nil
                 index0 = where?(VOWEL, c0)
                 return VOWEL[index0 + index1 + 1]
           end
     end
     return c0, c1                  
  end
  
  def conso_plus_vowel(c0 = @prompt[0], c1 = @prompt[1])
     index0 = where?(HEAD,c0)
     index1 = where?(VOWEL,c1)                         
    return [44032 + (588 * index0) + (28 * index1)].pack('U*')
  end
 
  def conso_plus_vowel_plus_table(c0 = @prompt[0], c1 = @prompt[1], c2 = @prompt[2])
     index0 = where?(HEAD,c0)
     index1 = where?(VOWEL,c1)
     index2 = where?(TABLE,c2)
     return [44032 + (588 * index0) + (28 * index1) + index2 + 1].pack('U*')
   end
  
   def where?(array, c)
     if array.class != Array && array == c
           return 0
     else
           array.each_with_index do |item, index|
                 return index if item == c
           end
     end
     return nil
   end
end

#==============================================================================
# ■ Window_NameInput
#------------------------------------------------------------------------------
#  名前入力画面で、文字を選択するウィンドウです。
#==============================================================================

class Window_NameInput < Window_Selectable
#--------------------------------------------------------------------------
# ● 문자표
# 이하 TABLE의 순서를 바꾸는 것은 스크립트의 실행에 큰 영향을 주지 않습니다.
# 다만 영어나 숫자, 기타 기호등을 집어넣을 경우는 기본적으로는 실행이 되겠지만,
# 혹시나 버그등이 발생할 수도 있습니다.
# 물론 입력할 문자등을 늘리는 이유로 칸이 부족해 창의 크기를 늘려야 한다면,
# 창의 x, y ,width, height 값을 적당히 조절하시고,
# VER_LINE, HOR_LINE, CONFIRM 또한 맞게 수정하셔야 합니다.
#--------------------------------------------------------------------------
  TABLE = [ 'ㅂ','ㅈ','ㄷ','ㄱ','ㅅ', 'ㅛ','ㅕ','ㅑ','ㅐ','ㅔ',
               'ㅃ','ㅉ','ㄸ','ㄲ','ㅆ',  '','','','ㅒ','ㅖ',
               'ㅁ','ㄴ','ㅇ','ㄹ','ㅎ', 'ㅗ','ㅓ','ㅏ','ㅣ','',
               'ㅋ','ㅌ','ㅊ','ㅍ','','ㅠ','ㅜ','ㅡ','','결정']
  VER_LINE = 4 #수직방향의 갯수
  HOR_LINE = 10 #수평방향의 갯수
  CONFIRM = 39 #결정 키 의 위치
 
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize(edit_window)
    super(edit_window.x, edit_window.y + edit_window.height + 8,
          edit_window.width, fitting_height(VER_LINE))
    @edit_window = edit_window
    @page = 0
    @index = 0
    refresh
    update_cursor
    activate
  end
  #--------------------------------------------------------------------------
  # ● 文字の取得
  #--------------------------------------------------------------------------
  def character
    @index < 40 ? TABLE[@index] : ""
  end
  #--------------------------------------------------------------------------
  # ● カーソル位置 決定判定
  #--------------------------------------------------------------------------
  def is_ok?
    @index == CONFIRM
  end
  #--------------------------------------------------------------------------
  # ● 項目を描画する矩形の取得
  #--------------------------------------------------------------------------
  def item_rect(index)
    rect = Rect.new
    rect.x = index % 10 * 32 + index % 10 / 5 * 16
    rect.y = index / 10 * line_height
    rect.width = 32
    rect.height = line_height
    rect
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
     self.contents.clear
     for i in 0...TABLE.size
       rect = item_rect(i)
       rect.x += 2
       rect.width -= 4
       self.contents.draw_text(rect, TABLE[i], 1)
     end
  end
  #--------------------------------------------------------------------------
  # ● カーソルの更新
  #--------------------------------------------------------------------------
  def update_cursor
    cursor_rect.set(item_rect(@index))
  end
  #--------------------------------------------------------------------------
  # ● カーソルの移動可能判定
  #--------------------------------------------------------------------------
  def cursor_movable?
    active
  end
  #--------------------------------------------------------------------------
  # ● カーソルを下に移動
  #     wrap : ラップアラウンド許可
  #--------------------------------------------------------------------------
  def cursor_down(wrap)
  if @index < VER_LINE * HOR_LINE - HOR_LINE
       @index += HOR_LINE
     elsif wrap
       @index -= VER_LINE * HOR_LINE - HOR_LINE
     end
  end
  #--------------------------------------------------------------------------
  # ● カーソルを上に移動
  #     wrap : ラップアラウンド許可
  #--------------------------------------------------------------------------
  def cursor_up(wrap)
     if @index >= HOR_LINE
       @index -= HOR_LINE
     elsif wrap
       @index += VER_LINE * HOR_LINE - HOR_LINE
     end
   end
  #--------------------------------------------------------------------------
  # ● カーソルを右に移動
  #     wrap : ラップアラウンド許可
  #--------------------------------------------------------------------------
  def cursor_right(wrap)
     if @index % HOR_LINE < (HOR_LINE - 1)
       @index += 1
     elsif wrap
       @index -= (HOR_LINE - 1)
     end
   end
  #--------------------------------------------------------------------------
  # ● カーソルを左に移動
  #     wrap : ラップアラウンド許可
  #--------------------------------------------------------------------------
  def cursor_left(wrap)
     if @index % HOR_LINE > 0
       @index -= 1
     elsif wrap
       @index += (HOR_LINE - 1)
     end
   end
  #--------------------------------------------------------------------------
  # ● 次のページへ移動
  #--------------------------------------------------------------------------
  def cursor_pagedown
    @page = (@page + 1) % TABLE.size
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 前のページへ移動
  #--------------------------------------------------------------------------
  def cursor_pageup
    @page = (@page + TABLE.size - 1) % TABLE.size
    refresh
  end
  #--------------------------------------------------------------------------
  # ● カーソルの移動処理
  #--------------------------------------------------------------------------
  def process_cursor_move
    last_page = @page
    super
    update_cursor
    Sound.play_cursor if @page != last_page
  end
  #--------------------------------------------------------------------------
  # ● 決定やキャンセルなどのハンドリング処理
  #--------------------------------------------------------------------------
  def process_handling
    return unless open? && active
    process_jump if Input.trigger?(:A)
    process_back if Input.repeat?(:B)
    process_ok   if Input.trigger?(:C)
  end
  #--------------------------------------------------------------------------
  # ● 決定にジャンプ
  #--------------------------------------------------------------------------
  def process_jump
    if @index != CONFIRM
      @index = CONFIRM
      Sound.play_cursor
    end
  end
  #--------------------------------------------------------------------------
  # ● 一文字戻す
  #--------------------------------------------------------------------------
  def process_back
    Sound.play_cancel if @edit_window.back
  end
  #--------------------------------------------------------------------------
  # ● 決定ボタンが押されたときの処理
  #--------------------------------------------------------------------------
  def process_ok
    if is_ok?
      on_name_ok
    elsif !character.empty?
      on_name_add
    elsif is_page_change?
      Sound.play_ok
      cursor_pagedown   
    end
  end
  #--------------------------------------------------------------------------
  # ● 名前に文字を追加
  #--------------------------------------------------------------------------
  def on_name_add
    if @edit_window.add(character)
      Sound.play_ok
    else
      Sound.play_buzzer
    end
  end
  #--------------------------------------------------------------------------
  # ● 名前の決定
  #--------------------------------------------------------------------------
  def on_name_ok
    if @edit_window.name.empty?
      if @edit_window.restore_default
        Sound.play_ok
      else
        Sound.play_buzzer
      end
    else
      Sound.play_ok
      call_ok_handler
    end
  end
end

#==============================================================================
# ■ Scene_Name
#------------------------------------------------------------------------------
#  名前入力画面の処理を行うクラスです。
#==============================================================================

class Scene_Name < Scene_MenuBase
  #--------------------------------------------------------------------------
  # ● 準備
  #--------------------------------------------------------------------------
  def prepare(actor_id, max_char)
    @actor_id = actor_id
    @max_char = max_char
  end
  #--------------------------------------------------------------------------
  # ● 開始処理
  #--------------------------------------------------------------------------
  def start
    super
    @actor = $game_actors[@actor_id]
    @edit_window = Window_NameEdit.new(@actor, @max_char)
    @input_window = Window_NameInput.new(@edit_window)
    @input_window.set_handler(:ok, method(:on_input_ok))
  end
  #--------------------------------------------------------------------------
  # ● 入力[決定]
  #--------------------------------------------------------------------------
  def on_input_ok
    prompt = @edit_window.prompt_to_letter   
    @actor.name =''
    for i in 0...@edit_window.name.size
      @actor.name += @edit_window.name[i]
    end
    @actor.name += prompt
    return_scene
  end
end

 


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209 기타 Improved Input System 1 습작 2015.01.02 976
208 버그픽스 Event Jitter Fix/Display Rounding Error Fix by Neon Black Alkaid 2013.08.31 1003
207 기타 (링크)RPG VX ACE 블랙잭 스크립트 게임애호가 2017.06.18 1003
206 맵/타일 Map Zoom Ace by MGC 습작 2016.02.28 1016
205 기타 메시지 표시 중에 자동으로 타이머 멈추기 1 file Bunny_Boy 2014.12.07 1026
204 기타 LUD Script Package file LuD 2017.08.15 1079
203 기타 '결정 키로 이벤트 시작' 조건분기 추가 file Bunny_Boy 2016.01.16 1165
202 버그픽스 Large Sprite ☆ Display Fix by Neon Black Alkaid 2014.02.08 1242
201 키입력 Improved Imput System(part of DP Core) by DiamondandPlatinum3 1 Alkaid 2014.02.12 1263
200 버그픽스 VX Ace Star Passibility Bug Fix by Neon Black 2 Alkaid 2014.02.26 1372
199 메시지 Item Choice Help Window for Ace 2 file 습작 2016.02.15 1379
198 키입력 Key Simulator by Fantasist 1 습작 2013.05.01 1388
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