#==============================================================================
# ■ 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