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Liste des sujets

Window_Message rmxp

re006
re006
Niveau 5
31 octobre 2005 à 16:57:55

Bonjour , ma page de rmxp du script "Window_Message" s´est effacée .
Est-ce que quelqu´un aurait la gentillesse de me donner le script ?
Merci d´avance .

Ultraseed
Ultraseed
Niveau 9
31 octobre 2005 à 17:02:22

bonjour désolé j´utilis pas rmxp parce que ça pus aurevoir
:dehors:

[Lloyd_Irving]
[Lloyd_Irving]
Niveau 8
31 octobre 2005 à 18:29:08

Vu que je suis exeptionnellement généreux, le voila:

  1. =================================================

=============================

  1. ■ Window_Message
  1. -------------------------------------------------

-----------------------------

#

 文章表示に&#
20351;うメッセー&#12
472;ウィンドウ&#1239
1;す。

  1. =================================================

=============================

class Window_Message < Window_Selectable

  1. -------------------------------------------------

-------------------------
# ●
オブジェクト&#
21021;期化

  1. -------------------------------------------------

-------------------------
def initialize
super(80, 304, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
end

  1. -------------------------------------------------

-------------------------
# ● 解放

  1. -------------------------------------------------

-------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end

  1. -------------------------------------------------

-------------------------
# ●
メッセージ終&#
20102;処理

  1. -------------------------------------------------

-------------------------
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
#
表示中フラグ&#
12434;クリア
@contents_showing = false
# メッセージ
コールバック&#
12434;呼ぶ
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
#
文章、選択肢&#
12289;数値入力に&#38
306;する変数を&#1246
3;リア
$game_temp.message_text = nil
$game_temp.message_proc = nil
$game_temp.choice_start = 99
$game_temp.choice_max = 0
$game_temp.choice_cancel_type = 0
$game_temp.choice_proc = nil
$game_temp.num_input_start = 99
$game_temp.num_input_variable_id = 0
$game_temp.num_input_digits_max = 0
#
ゴールドウィ&#
12531;ドウを開放
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
end

  1. -------------------------------------------------

-------------------------
# ● リフレッシュ

  1. -------------------------------------------------

-------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
x = y = 0
@cursor_width = 0
#
選択肢なら字&#
19979;げを行う
if $game_temp.choice_start == 0
x = 8
end
#
表示待ちのメ&#
12483;セージがあ&#12
427;場合
if $game_temp.message_text != nil
text = $game_temp.message_text
# 制御文字処理
begin
last_text = text.clone
text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
end until text == last_text
text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
# 便宜上、"\\\\" を "\000" に変換
text.gsub!(/\\\\/) { "\000" }
# "\\C" を "\001" に、"\\G" を "\002" に変換
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
# c に 1 文字を取得
(文字が取得で&

  1. 12365;なくなるま&#1

2391;ループ)
while ((c = text.slice!(/./m)) != nil)
# \\ の場合
if c == "\000"
#
本来の文字に&#
25147;す
c = "\\"
end
# \C[n] の場合
if c == "\001"
# 文字色を変更
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
# 次の文字へ
next
end
# \G の場合
if c == "\002"
#
ゴールドウィ&#
12531;ドウを作成
if @gold_window == nil
@gold_window = Window_Gold.new
@gold_window.x = 560 - @gold_window.width
if $game_temp.in_battle
@gold_window.y = 192
else
@gold_window.y = self.y >= 128 ? 32 : 384
end
@gold_window.opacity = self.opacity
@gold_window.back_opacity = self.back_opacity
end
# 次の文字へ
next
end
#
改行文字の場&#
21512;
if c == "\n"
#
選択肢ならカ&#
12540;ソルの幅を&#26
356;新
if y >= $game_temp.choice_start
@cursor_width = [@cursor_width, x].max
end
# y に 1 を加算
y += 1
x = 0
#
選択肢なら字&#
19979;げを行う
if y >= $game_temp.choice_start
x = 8
end
# 次の文字へ
next
end
# 文字を描画
self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
# x
に描画した文&#
23383;の幅を加算
x += self.contents.text_size(c).width
end
end
# 選択肢の場合
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
#
数値入力の場&#
21512;
if $game_temp.num_input_variable_id > 0
digits_max = $game_temp.num_input_digits_max
number =
$game_variables[$game_temp.num_input_variable_id]

@input_number_window = Window_InputNumber.new(digits_max)
@input_number_window.number = number
@input_number_window.x = self.x + 8
@input_number_window.y = self.y + $game_temp.num_input_start * 32
end
end

  1. -------------------------------------------------

-------------------------
# ●
ウィンドウの&#
20301;置と不透明&#24
230;の設定

  1. -------------------------------------------------

-------------------------
def reset_window
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0 # 上
self.y = 16
when 1 # 中
self.y = 160
when 2 # 下
self.y = 304
end
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = 160
end

  1. -------------------------------------------------

-------------------------
# ● フレーム更新

  1. -------------------------------------------------

-------------------------
def update
super
#
フェードイン&#
12398;場合
if @fade_in
self.contents_opacity += 24
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end
#
数値入力中の&#
22580;合
if @input_number_window != nil
@input_number_window.update
# 決定
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
$game_variables[$game_temp.num_input_variable_id] =
@input_number_window.number
$game_map.need_refresh = true
#
数値入力ウィ&#
12531;ドウを解放
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
#
メッセージ表&#
31034;中の場合
if @contents_showing
#
選択肢の表示&#
20013;でなければ&#12
509;ーズサイン&#1243
4;表示
if $game_temp.choice_max == 0
self.pause = true
end
# キャンセル
if Input.trigger?(Input::B)
if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
$game_system.se_play($data_system.cancel_se)

$game_temp.choice_proc.call($game_temp.choice_canc
el_type - 1)
terminate_message
end
end
# 決定
if Input.trigger?(Input::C)
if $game_temp.choice_max > 0
$game_system.se_play($data_system.decision_se)
$game_temp.choice_proc.call(self.index)
end
terminate_message
end
return
end
#
フェードアウ&#
12488;中以外で表&#31
034;待ちのメッ&#1247
5;ージか選択肢
がある場合
if @fade_out == false and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
reset_window
refresh
Graphics.frame_reset
self.visible = true
self.contents_opacity = 0
if @input_number_window != nil
@input_number_window.contents_opacity = 0
end
@fade_in = true
return
end
#
表示すべきメ&#
12483;セージがな&#12
356;が、ウィン&#1248
9;ウが可視状態
の場合
if self.visible
@fade_out = true
self.opacity -= 48
if self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
end

  1. -------------------------------------------------

-------------------------
# ●
カーソルの矩&#
24418;更新

  1. -------------------------------------------------

-------------------------
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(8, n * 32, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
end

[Lloyd_Irving]
[Lloyd_Irving]
Niveau 8
31 octobre 2005 à 18:31:16

sa foire pour les ronds et les carrés

créé un nouveau projet et copie-colle

Extra-terrestre
Extra-terrestre
Niveau 10
31 octobre 2005 à 18:31:41

mouais bon...
un conseil, crée un nouveau projet et copie le script qui te manque directement du nouveau projet à ton projet

Extra-terrestre
Extra-terrestre
Niveau 10
31 octobre 2005 à 18:32:07

arf on m´as devancé^^

[Lloyd_Irving]
[Lloyd_Irving]
Niveau 8
31 octobre 2005 à 18:38:42

nananère euh !

Lol

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