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스크립트 첨부하였습니다...

여태까지 보던 스크립트랑은 구조가 달라보여서 혼자서 어떻게 추가해보려는데 못하겠네요...


폰트의 크기나 서체를 제어하고 싶은데 어떤 부분에 어떤걸 추가해야할지 모르겠습니다...ㅠㅠ


테스트 하시는 방법은


주석 : [pop]

주석 : 테스트 문구


주석 따로 따로 작성해야하더라고요....


꼭 좀 부탁드리겠습니다....












한가지 더 궁금한게 있는데,


Flash 3.0 ?

에서 사용하는게 자바스크립트(?)라고 하던데,

그러면 VX ACE에서 사용하는 것 과 같은건가요?

Comment '4'
  • profile
    습작 2013.11.24 22:58

    1.

    스크립트가 손상되었네요. 텍스트 파일로 저장시 잘 못 되어 <, > 등이 날아간 것 같습니다.

    2.

    플래쉬는 액션스크립트로 알고 있습니다. RPG Maker에서 사용하는 것과는 다릅니다.

  • profile
    수이스 2013.11.24 23:09
    - 아 그런 실수가 있었군요...... 수정하였습니다
    - 그렇군요 ㅠㅠ 플래쉬는 다른거군요
  • profile
    습작 2013.11.24 23:57
    수정했습니다. 그럼 좋은 작품 활동 하세요.^^


    # Some Popup v 2.8
    # VX Ace version
    # by mikb89

    # Details:
    #  Show some popup text when facing an event.
    #  Text can be placed in center of screen, over the player or over the event.
    #  Write [pop] in a comment to assign the popup to an event and write in the
    #   next comment the text that will be shown.
    # NOTE: [pop] is by default, but you can change it in the settings.
    #  Text can be also grayed, to indicate a non-available something. To do so,
    #   write [npop] instead of [pop].
    #  You can also show a picture instead of text. In order to do this, the first
    #   comment must be [ppop] and the second will contain the name of the Picture.
    #  It is possible to play a sound/music effect for each event. Just write in a
    #   third comment these lines:
    #    SE (or ME or BGM or BGS)
    #    Audio filename
    #    Volume (1-100)
    #    Pitch (50-150)
    #    You can omit the two last lines, and they will be set by default:
    #    Volume 80 for BGS and SE, 100 for BGM and ME
    #    Pitch 100
    # ATTENTION: comments have to be the first two (or three) commands of the event.
    #
    #  You can also call a script with:
    #    $game_player.remove_town_sprite
    #   in it to remove the sprite. For example if you put the sprite on an event
    #   which you'll speak, with this code you can remove the popup.

    # Configurations:
    module SPOP
      #
      Font_Name = "나눔고딕"
      #
      Font_Size = 30
      #
      ID = "pop" # set "loc" for old version compatibility.
       # What you have to write on a event to be identified as popup one.
       # If the value here is for example "pop" you'll have to write:
       #  - [pop] for the common text popup;
       #  - [npop] for the grayed out popup;
       #  - [ppop] for the picture popup.
      AUTO_REMOVE_AT_TRANSFER = true
       # Test to understand what I mean.
       #  true - gives the same effect as the one in Chrono Trigger towns.
       #  false - let the popup be visible after the teleport. Will fade out at the
       #          first player movement.
      GRAYED_COLOR = Color.new(255,255,255,255)
       # Value of grey color. Red, green, blue, alpha. From 0 to 255.
      WALK_8_DIR = false
       # You don't have to include the 8dir script. Just set true this.
      POPUP_TRANSITION = 1
       # The effect of the popup appearing/disappearing.
       #  0: no effect
       #  1: fading in/out
       #  2: movement up/down
       #  3: movement & fading
       #  4: reduced movement
       #  5: reduced movement & fading
       #  6: zoom in/out
       #  7: zoom & fading
       #  8: zoom & movement
       #  9: zoom, movement, fading
       # 10: zoom & reduced movement
       # 11: zoom, reduced movement, fading
      POPUP_SOUND = ["SE", "Cursor2", 80, 50]
       # Play something on popup.
       # 4 parameters:
       #  1. Sound kind ("SE", "ME", "BGS", "BGM");
       #  2. Name of the file;
       #  3. Volume (0-100);
       #  4. Pitch (50-150 (or 15-453 if you want MAXIMUM values)).
       # To deactivate sound just set "" the 2. or set 0 to 3. Examples:
       #  POPUP_SOUND = ["SE", "", 80, 100]
       #  POPUP_SOUND = ["SE", "Book1", 0, 100]
       # Won't be played.
       # Eventual BGM or BGS playing will fade as the graphic fade/zoom/move and
       #  will start after the popup close. Obviously not valid if using SE/ME.
      
       # Examples with ME, BGM, BGS:
       #  POPUP_SOUND = ["ME", "Item", 100, 100]
       #  POPUP_SOUND = ["BGM", "Town1", 100, 100]
       #  POPUP_SOUND = ["BGS", "Clock", 100, 100]
      POPUP_BINDING = 2
       # Where the popup should be binded.
       #  0: center of the screen
       #  1: over the player
       #  2: over the event
    end

    # Others:
    #  You'll see 'town' everywhere in the script. This is because of the SECOND
    #   name given to this script: "Popup town name".
    #  The FIRST original name was "Location system", from this the [loc] to add in
    #   event comments. By the way I never publicated the version with this name, so
    #   you won't find anything.

    #Codename: spop

    ($imported ||= {})[:mikb89_spop] = true

    # License:
    # - You can ask me to include support for other scripts as long as these scripts
    #   use the $imported[script] = true;
    # - You can modify and even repost my scripts, after having received a response
    #   by me. For reposting it, anyway, you must have done heavy edit or porting,
    #   you can't do a post with the script as is;
    # - You can use my scripts for whatever you want, from free to open to
    #   commercial games. I'd appreciate by the way if you let me know about what
    #   you're doing;
    # - You must credit me, if you use this script or part of it.

    class Game_Player < Game_Character
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      alias_method(:initGP_b4_spop, :initialize) unless method_defined?(:initGP_b4_spop)
    #class Game_Player#def initialize() <- aliased
      def initialize
        initGP_b4_spop
        @town_sprite = nil
        @town_text = ""
        reset_audio
        @town_ex_audio = nil
        @sync_event = nil
      end
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      alias_method(:updateGP_b4_spop, :update) unless method_defined?(:updateGP_b4_spop)
    #class Game_Player#def update() <- aliased
      def update
        updateGP_b4_spop
        if @town_sprite != nil
          case SPOP::POPUP_BINDING
          when 1
            @town_sprite.x = $game_player.screen_x
            if @town_sprite.y != $game_player.screen_y && $game_player.screen_y != @sync_y
              @town_sprite.y = $game_player.screen_y - (@town_sprite.y - @sync_y).abs
              @sync_y = $game_player.screen_y
            end
          when 2
            if @sync_event != nil
              @town_sprite.x = @sync_event.screen_x
              if @town_sprite.y != @sync_event.screen_y && @sync_event.screen_y != @sync_y
                @town_sprite.y = @sync_event.screen_y - (@town_sprite.y - @sync_y).abs
                @sync_y = @sync_event.screen_y
              end
              remove_town_sprite if Math.hypot(@sync_event.distance_x_from($game_player.x), @sync_event.distance_y_from($game_player.y)) > 2
            end
          end
          rem = false
          @town_sprite.visible = SceneManager.scene_is?(Scene_Map)
          @town_sprite.update
          if [1,3,5,7,9,11].include?(SPOP::POPUP_TRANSITION)
            @town_sprite.opacity -= 15 if @town_sprite.z == 5 && @town_sprite.opacity > 0
            @town_sprite.opacity += 15 if @town_sprite.z == 10 && @town_sprite.opacity < 255
            rem = true if @town_sprite.opacity <= 0
          end
          if [2,3,4,5,8,9,10,11].include?(SPOP::POPUP_TRANSITION)
            mov = [4,5,10,11].include?(SPOP::POPUP_TRANSITION) ? 32 : 64
            val = mov/16
            t = @town_sprite.y
            @town_sprite.y += val if @town_sprite.z == 5 && @toadd > -mov
            @town_sprite.y -= val if @town_sprite.z == 10 && @toadd > 0
            @toadd -= val if t != @town_sprite.y
            rem = true if @toadd <= -mov
          end
          if [6,7,8,9,10,11].include?(SPOP::POPUP_TRANSITION)
            if @town_sprite.z == 5 && @town_sprite.zoom_x > 0
              @town_sprite.zoom_x -= 0.25
              @town_sprite.zoom_y -= 0.25
            end
            if @town_sprite.z == 10 && @town_sprite.zoom_x < 1
              @town_sprite.zoom_x += 0.25
              @town_sprite.zoom_y += 0.25
            end
            rem = true if @town_sprite.zoom_x <= 0
          end
          if @town_ex_audio != nil
            if @audiowait > 0
              @audiowait -= 1
            elsif @audiowait == 0
              if @town_audio != nil
                @town_audio.play
                if @town_ex_audio.class != @town_audio.class
                  @town_ex_audio.replay
                  @town_ex_audio = nil
                end
                reset_audio if @town_audio.name != SPOP::POPUP_SOUND[1]
              end
              @audiowait = -1
            end
          end
          remove_town_sprite(true) if rem
        end
      end
      #--------------------------------------------------------------------------
      # * Removing of town sprite when changing map
      #--------------------------------------------------------------------------
      alias_method(:perform_transfer_b4_spop, :perform_transfer) unless method_defined?(:perform_transfer_b4_spop)
    #class Game_Player#def perform_transfer() <- aliased
      def perform_transfer
        remove_town_sprite(true, false) if SPOP::AUTO_REMOVE_AT_TRANSFER
        perform_transfer_b4_spop
      end
      #--------------------------------------------------------------------------
      # * Processing of Movement via input from the Directional Buttons
      #--------------------------------------------------------------------------
    #class Game_Player#def move_by_input() <- rewritten
      def move_by_input
        return unless movable?
        return if $game_map.interpreter.running?
        x, y = self.x, self.y
        case SPOP::WALK_8_DIR ? Input.dir8 : Input.dir4
        when 1
          move_diagonal(4,2)#lower_left
          if !@move_succeed
            check_town(x-1, y+1)
          else
            check_town(x-2, y+2)
          end
        when 2
          move_straight(2)#down
          if !@move_succeed
            check_town(x, y+1)
          else
            check_town(x, y+2)
          end
        when 3
          move_diagonal(6,2)#lower_right
          if !@move_succeed
            check_town(x+1, y+1)
          else
            check_town(x+2, y+2)
          end
        when 4
          move_straight(4)#left
          if !@move_succeed
            check_town(x-1, y)
          else
            check_town(x-2, y)
          end
        when 6
          move_straight(6)#right
          if !@move_succeed
            check_town(x+1, y)
          else
            check_town(x+2, y)
          end
        when 7
          move_diagonal(4,8)#upper_left
          if !@move_succeed
            check_town(x-1, y-1)
          else
            check_town(x-2, y-2)
          end
        when 8
          move_straight(8)#up
          if !@move_succeed
            check_town(x, y-1)
          else
            check_town(x, y-2)
          end
        when 9
          move_diagonal(6,8)#upper_right
          if !@move_succeed
            check_town(x+1, y-1)
          else
            check_town(x+2, y-2)
          end
        end
      end
      #--------------------------------------------------------------------------
      # * Operations for sprite removal and audio stopping
      #--------------------------------------------------------------------------
    #class Game_Player#def remove_town_sprite(instant, audio)
      def remove_town_sprite(instant=false, audio=true)
        if @town_sprite != nil
          if instant || SPOP::POPUP_TRANSITION == 0
            if audio
              @town_audio.class.stop if @town_audio != nil
              @town_ex_audio.replay if @town_ex_audio != nil
            end
            @town_ex_audio = nil
            @town_sprite.dispose
            @town_sprite = nil
            @sync_event = nil
          else
            @town_sprite.z = 5
            unless @town_audio.is_a?(RPG::SE)
              @town_audio.class.fade(4) if @town_audio != nil
            end
          end
        end
      end
      #--------------------------------------------------------------------------
      # * Set the audio as the one specified in SPOP or passed
      #--------------------------------------------------------------------------
    #class Game_Player#def reset_audio(spn)
      def reset_audio(spn = SPOP::POPUP_SOUND)
        @town_audio = (spn[1] == "" ||
                      spn[2] <= 0) ? nil :
                        case spn[0]
                        when "BGM"; RPG::BGM.new(spn[1], spn[2], spn[3])
                        when "BGS"; RPG::BGS.new(spn[1], spn[2], spn[3])
                        when "ME"; RPG::ME.new(spn[1], spn[2], spn[3])
                        when "SE"; RPG::SE.new(spn[1], spn[2], spn[3])
                        end
      end
      #--------------------------------------------------------------------------
      # * Check if there is a town event in front of the player
      #--------------------------------------------------------------------------
    #class Game_Player#def check_town(x, y)
      def check_town(x, y)
        return false if $game_map.interpreter.running?
        result = false
        for event in $game_map.events_xy(x, y)
          unless [1,2].include?(event.trigger) and event.priority_type == 1
            if event.list != nil
              if event.list[0].code == 108 and
                ["[#{SPOP::ID}]", "[n#{SPOP::ID}]", "[p#{SPOP::ID}]"].include?(event.list[0].parameters[0])
                result = true
                next if @town_sprite != nil && @town_sprite.z == 10 && @town_text == event.list[1].parameters[0]
                remove_town_sprite(true)
                @town_sprite = Sprite.new
                @town_sprite.z = 10
                if [6,7,8,9,10,11].include?(SPOP::POPUP_TRANSITION)
                  @town_sprite.zoom_x = @town_sprite.zoom_y = 0.0
                end
                @town_sprite.opacity = 15 if [1,3,5,7,9,11].include?(SPOP::POPUP_TRANSITION)
                if event.list[0].parameters[0] != "[p#{SPOP::ID}]"
                  @town_sprite.bitmap ||= Bitmap.new(1,1)
                  siz = @town_sprite.bitmap.text_size(event.list[1].parameters[0])
                  h = siz.height
                  s = siz.width+50
                  @town_sprite.bitmap.dispose
                  @town_sprite.bitmap = Bitmap.new(s, SPOP::Font_Size + 4)
                  if event.list[0].parameters[0] == "[n#{SPOP::ID}]"
                    ex = @town_sprite.bitmap.font.color
                    @town_sprite.bitmap.font.color = SPOP::GRAYED_COLOR
                  end
                  @town_sprite.bitmap.font.name = SPOP::Font_Name
                  @town_sprite.bitmap.font.size = SPOP::Font_Size
                  @town_sprite.bitmap.draw_text(0,2,s,SPOP::Font_Size,event.list[1].parameters[0],1)
                  @town_sprite.bitmap.font.color = ex if event.list[0].parameters[0] == "[n#{SPOP::ID}]"
                else
                  @town_sprite.bitmap = Cache.picture(event.list[1].parameters[0])
                  s = @town_sprite.bitmap.width
                  h = @town_sprite.bitmap.height
                end
                @town_text = event.list[1].parameters[0]
                @town_sprite.ox = s/2
                @town_sprite.oy = h/2-22
                case SPOP::POPUP_BINDING
                when 1
                  @town_sprite.x = $game_player.screen_x#*32+16
                  @town_sprite.y = @sync_y = $game_player.screen_y#*32+16
                when 2
                  @town_sprite.x = event.screen_x#*32+16
                  @town_sprite.y = @sync_y = event.screen_y#*32+16
                  @sync_event = event
                else
                  @town_sprite.x = 544/2# - s/2
                  @town_sprite.y = 416/2# - h/2
                end
                @town_sprite.y -= 64 if [0,1,6,7].include?(SPOP::POPUP_TRANSITION)
                @town_sprite.y -= 32 if [4,5,10,11].include?(SPOP::POPUP_TRANSITION)
                @toadd = [2,3,4,5,8,9,10,11].include?(SPOP::POPUP_TRANSITION) ? 64 : 0
                @toadd -= 32 if [4,5,10,11].include?(SPOP::POPUP_TRANSITION)
                if @town_audio != nil || event.list[2].code == 108
                  if ["BGM", "ME", "BGS", "SE"].include?(event.list[2].parameters[0]) &&
                    event.list[3].code == 408
                    arr = []
                    arr.push(event.list[2].parameters[0])
                    arr.push(event.list[3].parameters[0])
                    if event.list[4].code == 408
                      arr.push(event.list[4].parameters[0].to_i)
                      arr.push(event.list[5].parameters[0].to_i) if event.list[5].code == 408
                    else
                      arr.push(["BGS", "SE"].include?(event.list[2].parameters[0]) ? 80 : 100)
                    end
                    arr.push(100) if arr.size < 4
                    reset_audio(arr)
                  end
                  @town_ex_audio = @town_audio.class.last if [RPG::BGM, RPG::BGS].include?(@town_audio.class)
                  if @town_ex_audio != nil
                    @town_ex_audio.class.fade(4)
                    @audiowait = 4
                  else
                    @town_audio.play
                    reset_audio if arr != nil
                  end
                end
              end
            end
          end
        end
        remove_town_sprite unless result
        return result
      end
    end

    #--------------------------------------------------------------------------
    # * Sprite removal at Save (can't save a Sprite) and End
    #--------------------------------------------------------------------------
    class Scene_Save < Scene_File
      if method_defined?(:start)
        alias_method(:start_SSav_b4_spop, :start) unless method_defined?(:start_SSav_b4_spop)
      end
    #class Scene_Save#def start() <- aliased/added
      def start
        if respond_to?(:start_SSav_b4_spop)
          start_SSav_b4_spop
        else
          super
        end
        $game_player.remove_town_sprite(true)
      end
    end

    class Scene_End < Scene_MenuBase
      alias_method(:start_SEnd_b4_spop, :start) unless method_defined?(:start_SEnd_b4_spop)
    #class Scene_End#def start() <- aliased
      def start
        start_SEnd_b4_spop
        $game_player.remove_town_sprite(true)
      end
    end
  • profile
    수이스 2013.11.25 00:18
    감사합니다 ㅋㅋㅋ
    좋은 작품 내도록 해보겠습니다

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종류 분류 제목 글쓴이 날짜 조회 수
공지 묻고 답하기 가이드 습작 2014.06.14 12441
기타 해상도 1 file 츠키코로 2013.11.23 1117
RMVX 건물 내부로 들어갈 순 있는데 입구에서 멈춰버리네요ㅜㅜ 6 광글이 2013.11.23 791
RMVX 연타이벤트 문의입니다(그림 有) 2 file 피망군 2013.11.23 899
RMXP 캐릭터 배경색 2 file 린네 2013.11.23 1002
RMVX (도와주세요) 게임 세이브,로드 오류 3 file 후퇴차기 2013.11.23 1269
기타 캐릭터 대화창 1 츠키코로 2013.11.23 1005
RMVX 이벤트후 대화. 레몬쿨라 2013.11.23 723
기타 적캐릭터 1 츠키코로 2013.11.24 746
RMVXA RPGVXA로 온라인 턴제전투 할수있음 ? 2 NewSet 2013.11.24 1022
RMVX 대화창에 표시되는 기본캐릭터 크기를 매드파더처럼 대화창보다 위로 크게 보이게 할순 없나요? 1 세비 2013.11.24 908
RMVXA 텍스트 팝업 스크립트인데 화면 색조를 어둡게하면 안보여요.... 4 file 수이스 2013.11.24 1070
RMVX 레벨제한 던전 만들긴 했는데 1 광글이 2013.11.24 731
RMVXA 데미지이런계산식질문 3 하지않겟나 2013.11.24 570
RMVXA 스크립트 사용하는 법 기초적이고 간단한 질문드려요... 4 수이스 2013.11.24 743
RMVXA 이 스크립트에서 폰트 크기를 제어하려면 어떻게 해야하나요? 4 file 수이스 2013.11.24 916
RMVXA 스크립트 질문합니다 1 Rebiart 2013.11.24 671
RMVXA 툴 작업창을 늘릴수는 없나요? 2 file boogi505 2013.11.25 921
RMXP 메세지창 가운데정렬은 어떻게하나요? 2 박남우 2013.11.25 1024
기타 이런 스크립트 없나요? 4 강G군 2013.11.25 865
RMVX SE가 자동 반복되요.. 2 onicole 2013.11.25 874
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