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한글 입력 스크립트 입니다. (vx -> xp)

by 헤르코스 posted Apr 18, 2009
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크게 작게 위로 아래로 댓글로 가기 인쇄
 배경 없는 것
제목 없음.PNG
배경 있는 것
제목 없음2.PNG

사용법 :
1. 스크립트 에디터를 여시고. 왼쪽 메뉴에서 Main에 마우스 우측클릭, 추가
2. 새로운 페이지가 생기면 아래 스크립트 부분을 복사해서 붙여넣기
3. 복사, 붙여넣기하면 생기는 출처와 관련된 마지막줄 삭제
4. 이벤트 작성, 이름 입력의 처리

아래에 .. 죄송합니다. 아이디가 뭔지 모르겠어요.. 상자그림..분... 의견을 보고 아무래도
검은바탕보단 배경이 나오는게 나을것 같다는 생각이 들어서 배경표시부분을 추가해보았습니다.
바꾸는 김에 윈도우도 투명하게 바꿔봤습니다.
혹시나 싶어서 쓰시는 분 입맛에 맞게 골라쓰시라고 쉽게 설정이 가능하게 해놓았습니다.
스크립트 가장 위쪽에 ■ Name Window Setting 부분에서 각각 수정해서 쓰시면 되겠습니다.

음... 스크립트를 복사해서 붙여넣기 하면 자꾸 "ㅂ" 이 " ㅂ"라고 바뀌면서 에러가 발생하네요..
왜 이런건지 여기 게시판에서 그렇게 만들어 주시는건지.. 잘은 모르겠습니다만..
혹시나 사용중에 ㅂ을 입력 (예를들어 바, 갑, 값 등등 ㅂ 이 들어간 글자를 입력할 때)
에러가 발생하면 " ㅂ"로 검색해 보시고 "ㅂ"로 바꿔주시기 바랍니다.

이하 스크립트 입니다.

#==============================================================================
# ■ Name Window Setting
#==============================================================================
module NWS
 
  BACKGROUND = true  #배경의 표시여부(true: 표시, false: 표시X)
  OPACITY = 200 #윈도우의 투명도(0~255)
 
  #캐릭터 그림과 이름이 표시되는 위쪽의 윈도우 부분
  NEW_X = 136 #x좌표
  NEW_Y = 72 # Y좌표
 
  #숫자, 자음, 모음 각각의 요소가 표시되는 아래쪽의 윈도우 부분
  NIW_X = 136 #x좌표
  NIW_Y = 200 # Y좌표
 
  #숫자, 자음, 모음 각각의 요소
  #순서를 바꿔도 괜찮고, ABCD라던가 새롭게 추가해도 괜찮습니다.
  #다만 바뀐것과 같게 아래의 VER_LINE, HOR_LINE, CONFIRM 세개도
  #수정해 줍시다.
  TABLE = [ '1','2','3','4','5', '6','7','8','9','0',
              '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 = 5 #세로의 갯수
  HOR_LINE = 10 #가로의 갯수
  CONFIRM = 49 #'결정'의 위치
 
end
#==============================================================================
# ■ Window_NameEdit
#==============================================================================
class Window_NameEdit < Window_Base
#---------------------------------------------------------------------------
  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"]
#--------------------------------------------------------------------------
  attr_reader   :name                     # 이름
  attr_reader   :prompt                     # 프롬프트
  attr_reader   :index                     # 커서 위치
  attr_reader   :max_char               # 최대 문자수
#--------------------------------------------------------------------------
  def initialize(actor, max_char)
    super(NWS::NEW_X, NWS::NEW_Y, (NWS::HOR_LINE + 1) * 32, 128)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = NWS::OPACITY
    @actor = actor
    @prompt = []
    @max_char = max_char
    name_array = actor.name.split(//)[0...@max_char]
    @name = []
    @default_name = []
    for i in 0...name_array.size
      @name << name_array[i]
      @default_name << name_array[i]
    end
    self.active = false
    refresh
  end
#--------------------------------------------------------------------------
  def restore_default
    @name = @default_name.dup
    @prompt = []
    refresh
  end
#--------------------------------------------------------------------------
  def add(character)
    @prompt << character
    refresh
  end
#--------------------------------------------------------------------------
  def back
    @prompt == [] ? @name.pop : @prompt.pop
    refresh
  end
#--------------------------------------------------------------------------
  def item_rect(index)
    rect = Rect.new(0, 0, 0, 0)
    rect.x = 188 - (@max_char + 1) * 12 + index * 32
    rect.y = 32
    rect.width = 32
    rect.height = 32
    return rect
  end
#--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_graphic(@actor, 60, 70)
    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)
    update_cursor
  end
#--------------------------------------------------------------------------
  def update_cursor
    self.cursor_rect = item_rect(@index)
  end
#--------------------------------------------------------------------------
  def update
    super
    update_cursor
  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
#============================================================================
# ■ 여기까지
#============================================================================

#============================================================================
# ■ Window_NameInput
#============================================================================
class Window_NameInput < Window_Base
#--------------------------------------------------------------------------
  def initialize
    super(NWS::NIW_X, NWS::NIW_Y, (NWS::HOR_LINE + 1) * 32, (NWS::VER_LINE + 1) * 32 )
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = NWS::OPACITY
    @index = 0
    refresh
    update_cursor
  end
#--------------------------------------------------------------------------
  def character
    return NWS::TABLE[@index]
  end
#--------------------------------------------------------------------------
  def is_decision
    return (@index == NWS::CONFIRM)
  end
#--------------------------------------------------------------------------
  def item_rect(index)
    rect = Rect.new(0, 0, 0, 0)
    rect.x = index % NWS::HOR_LINE * 32
    rect.y = index / NWS::HOR_LINE * 32
    rect.width = 32
    rect.height = 32
    return rect
  end
#--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...NWS::TABLE.size
      rect = item_rect(i)
      rect.x += 2
      rect.width -= 4
      self.contents.draw_text(rect, NWS::TABLE[i], 1)
    end
  end
#--------------------------------------------------------------------------
  def update_cursor
    self.cursor_rect = item_rect(@index)
  end
#--------------------------------------------------------------------------
  def cursor_down(wrap)
    if @index < NWS::VER_LINE * NWS::HOR_LINE - NWS::HOR_LINE
      @index += NWS::HOR_LINE
    elsif wrap
      @index -= NWS::VER_LINE * NWS::HOR_LINE - NWS::HOR_LINE
    end
  end
#--------------------------------------------------------------------------
  def cursor_up(wrap)
    if @index >= NWS::HOR_LINE
      @index -= NWS::HOR_LINE
    elsif wrap
      @index += NWS::VER_LINE * NWS::HOR_LINE - NWS::HOR_LINE
    end
  end
#--------------------------------------------------------------------------
  def cursor_right(wrap)
    if @index % NWS::HOR_LINE < (NWS::HOR_LINE - 1)
      @index += 1
    elsif wrap
      @index -= (NWS::HOR_LINE - 1)
    end
  end
#--------------------------------------------------------------------------
  def cursor_left(wrap)
    if @index % NWS::HOR_LINE > 0
      @index -= 1
    elsif wrap
      @index += (NWS::HOR_LINE - 1)
    end
  end
#--------------------------------------------------------------------------
  def cursor_to_decision
    @index = NWS::CONFIRM
  end
#--------------------------------------------------------------------------
  def update
    super
    last_mode = @mode
    last_index = @index
    if Input.repeat?(Input::DOWN)
      cursor_down(Input.trigger?(Input::DOWN))
    end
    if Input.repeat?(Input::UP)
      cursor_up(Input.trigger?(Input::UP))
    end
    if Input.repeat?(Input::RIGHT)
      cursor_right(Input.trigger?(Input::RIGHT))
    end
    if Input.repeat?(Input::LEFT)
      cursor_left(Input.trigger?(Input::LEFT))
    end
    if Input.trigger?(Input::A)
      cursor_to_decision
    end
    if @index != last_index
      $game_system.se_play($data_system.cursor_se)
    end
    update_cursor
  end
end

#===========================================================================
# ■ Scene_Name
#===========================================================================
class Scene_Name
#---------------------------------------------------------------------------
  def main
    @actor = $game_actors[$game_temp.name_actor_id]
    back = Spriteset_Map.new if NWS::BACKGROUND == true
    @edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char)
    @input_window = Window_NameInput.new
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    back.dispose if NWS::BACKGROUND == true
    @edit_window.dispose
    @input_window.dispose
  end
#--------------------------------------------------------------------------
  def terminate
    @menuback_sprite.dispose
    @edit_window.dispose
    @input_window.dispose
  end
#--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Map.new
  end
#--------------------------------------------------------------------------
  def update
    @edit_window.update
    @input_window.update
    if Input.repeat?(Input::B)
      if @edit_window.name == [] && @edit_window.prompt == []
        $game_system.se_play($data_system.buzzer_se)
      else
        $game_system.se_play($data_system.cancel_se)
        @edit_window.back
      end
    elsif Input.trigger?(Input::C)
      if @input_window.is_decision
        if @edit_window.name.size == 0 && @edit_window.prompt.size == 0        # 이름이 비어있는 경우
          @edit_window.restore_default
          if @edit_window.name.size == 0 && @edit_window.prompt.size == 0
            $game_system.se_play($data_system.buzzer_se)
          else
            $game_system.se_play($data_system.decision_se)
          end
        else
          $game_system.se_play($data_system.decision_se)
          name = @edit_window.prompt_to_letter
          name = @edit_window.name.to_s + name
          @actor.name = name
          return_scene
        end
      elsif @input_window.character != "" && @input_window.character != nil
        if @edit_window.name.size > @edit_window.max_char
          $game_system.se_play($data_system.buzzer_se)
        else
          $game_system.se_play($data_system.decision_se)
          @edit_window.add(@input_window.character)       
        end
      end
    end
  end
end