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Playm

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1

Thursday, July 30th 2015, 3:50am

Speichern und Laden während ShowText für den RPG Maker XP

:presentation: Intro


Vor inzwischen drei Wochen hat yamina-chan die Frage gestellt, ob man es hinbekommt während einem Dialog zu speichern und an dieser Stelle im Dialog das Spiel wieder fortsetzen zu können.[1] Inzwischen steht dafür ein fertiges Skript, was allerdings ein eigenes Messagesystem mitbringt (optisch identisch mit dem Standard) und mit custom message systemen, die es sonst so in der Community gibt leider nicht kompatibel ist.

:wrench-screwdriver: Benutzung


Fügt das Skript über Main auf einer neuen Seite ein.
Während eine ShowText Nachricht angezeigt wird, kann der Spieler nun das Menü öffnen und Speichern, oder zum Titelbildschirm zurückkehren und einen Spielstand laden. Weiterhin funktioniert natürlich via Change Menu Access-Eventbefehl dem Spieler das Öffnen des Menüs zu verbieten.

Worauf ihr achten müsst: Bei ShowChoices kann man eine Option treffen, dass der Spieler die Choice mit dem B-Button (Escape) wegdrücken kann. Wenn diese Option nicht auf Dissallow steht, wird beim Druck auf den B-Button dieser Fall abgearbeitet, anstatt das Menü geöffnet. Das soll so sein und ist kein Fehler, ihr müsst euch halt nur dieser Option im Maker bewusst sein und darauf achten, was ihr dort auswählt.

:ruby: Quellcode


Spoiler: Save and Load in Dialogue Quellcode für RPG Maker XP :rmxp:

Ruby Source code

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#==============================================================================
# ** Let you save and load in Dialogue [Version 1.0]
#------------------------------------------------------------------------------
#  Ermöglicht dem Spieler innerhalb eines Dialoges das Menü zu öffnen, um zum
#  Beispiel zu speichern. Beim Laden wird das Spiel genau an dieser Stelle im
#  Dialog wieder aufgenommen.
#    Es wird das komplette Messagesystem umgeschrieben, weswegen keinerlei
#    Kompatibilität zu anderen Skripten besteht, die ebenso auf diese Klassen
#    und Methoden zugreifen. Auch der Interpreter wird an einigen Stellen um-
#    gekrempelt.
#------------------------------------------------------------------------------
#  Autor: Playm
#  Datum: Juli 2015
#  Maker: RPG Maker XP
#  Einfache Nutzung in nicht-kommerziellen  RMXP  Projekten ist gestattet.
#  Keine kommerzielle Nutzung gestattet. Für Lizenzen an den Autor wenden.
#  Keine Weiterverbreitung in originaler oder abgeänderter Form gestattet.
#==============================================================================
# ** Game_System
#==============================================================================
class Game_System
  #----------------------------------------------------------------------------
  # * Public Instance Variables
  #----------------------------------------------------------------------------
  attr_reader   :message                  # message object
  #----------------------------------------------------------------------------
  # * Alias
  #----------------------------------------------------------------------------
  alias_method( :org_ini_wo_saveable_msg, :initialize )
  #----------------------------------------------------------------------------
  # * Object Initialization
  #----------------------------------------------------------------------------
  def initialize
    org_ini_wo_saveable_msg
    @message = Game_Message.new
  end
end
#==============================================================================
# ** Game_Message
#------------------------------------------------------------------------------
#  This class handles message maintenance data, such as the text, choices,
#  number input, etc. Refer to "$game_system.message" for the instance of 
#  this class.
#==============================================================================
class Game_Message
  #----------------------------------------------------------------------------
  # * Public Instance Variables
  #----------------------------------------------------------------------------
  attr_accessor :message_text             # message text
  attr_accessor :message_interpreter      # handle for message callback
  attr_accessor :choice_start             # show choices: opening line
  attr_accessor :choice_max               # show choices: number of items
  attr_accessor :choice_cancel_type       # show choices: cancel
  attr_accessor :choice_indent            # show choices: indent for callback
  attr_accessor :choice_interpreter       # handle for choices callback
  attr_accessor :num_input_start          # input number: opening line
  attr_accessor :num_input_variable_id    # input number: variable ID
  attr_accessor :num_input_digits_max     # input number: digit amount
  attr_accessor :message_window_showing   # message window showing
  #----------------------------------------------------------------------------
  # * Object Initialization
  #----------------------------------------------------------------------------
  def initialize
    @message_text           = nil
    @message_interpreter    = nil
    @choice_start           = 99
    @choice_max             = 0
    @choice_cancel_type     = 0
    @choice_indent          = 0
    @choice_interpreter     = nil
    @num_input_start        = 99
    @num_input_variable_id  = 0
    @num_input_digits_max   = 0
    @message_window_showing = false
  end
end
#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
#  Rewrite all messagerelated methods: setup_choices, command_101, command_102,
#  command_103, command_104.
#==============================================================================
class Interpreter
  #--------------------------------------------------------------------------
  # * Setup Choices
  #--------------------------------------------------------------------------
  def setup_choices(parameters)
    # Set choice item count to choice_max
    $game_system.message.choice_max = parameters[0].size
    # Set choice to message_text
    for text in parameters[0]
      $game_system.message.message_text += text + "\n"
    end
    # Set cancel processing
    $game_system.message.choice_cancel_type = parameters[1]
    # Prepare callback
    $game_system.message.choice_indent = @list[@index].indent
    $game_system.message.choice_interpreter = self
  end
  #--------------------------------------------------------------------------
  # * Callback method for choices
  #--------------------------------------------------------------------------
  def choice_callback( n )
    @branch[ $game_system.message.choice_indent ] = n
  end
  #--------------------------------------------------------------------------
  # * Reset message waiting flag
  #--------------------------------------------------------------------------
  def reset_message_waiting
    @message_waiting = false
  end
  #--------------------------------------------------------------------------
  # * Show Text
  #--------------------------------------------------------------------------
  def command_101
    # Pause Interpreter if old message_text still active
    return false if $game_system.message.message_text != nil
    start_message
    # Set message text on first line
    $game_system.message.message_text = @list[@index].parameters[0] + "\n"
    line_count = 1
    # Loop
    loop do
      # If next event command text is on the second line or after
      if @list[@index+1].code == 401
        # Add the second line or after to message_text
        $game_system.message.message_text += @list[@index+1].parameters[0] + "\n"
        line_count += 1
      # If event command is not on the second line or after
      else
        # If next event command is show choices
        if @list[@index+1].code == 102
          # If choices fit on screen
          if @list[@index+1].parameters[0].size <= 4 - line_count
            # Advance index
            @index += 1
            # Choices setup
            $game_system.message.choice_start = line_count
            setup_choices(@list[@index].parameters)
          end
        # If next event command is input number
        elsif @list[@index+1].code == 103
          # If number input window fits on screen
          if line_count < 4
            # Advance index
            @index += 1
            # Number input setup
            $game_system.message.num_input_start = line_count
            $game_system.message.num_input_variable_id = @list[@index].parameters[0]
            $game_system.message.num_input_digits_max = @list[@index].parameters[1]
          end
        end
        # Continue
        return true
      end
      # Advance index
      @index += 1
    end
  end
  #--------------------------------------------------------------------------
  # * Show Choices
  #--------------------------------------------------------------------------
  def command_102
    # Pause Interpreter if message is showing
    return false if $game_system.message.message_text != nil
    start_message
    # Choices setup
    $game_system.message.message_text = ""
    $game_system.message.choice_start = 0
    setup_choices(@parameters)
    # Continue
    return true
  end
  #--------------------------------------------------------------------------
  # * Input Number
  #--------------------------------------------------------------------------
  def command_103
    # Pause Interpreter if message is showing
    return false if $game_system.message.message_text != nil
    start_message
    # Number input setup
    $game_system.message.message_text = ""
    $game_system.message.num_input_start = 0
    $game_system.message.num_input_variable_id = @parameters[0]
    $game_system.message.num_input_digits_max = @parameters[1]
    # Continue
    return true
  end
  #--------------------------------------------------------------------------
  # * Change Text Options
  #--------------------------------------------------------------------------
  def command_104
    # Pause Interpreter if message is showing
    return false if $game_system.message.message_window_showing
    # Change each option
    $game_system.message_position = @parameters[0]
    $game_system.message_frame = @parameters[1]
    # Continue
    return true
  end
  #--------------------------------------------------------------------------
  # * Start New Message
  #--------------------------------------------------------------------------
  def start_message
    # Set message end waiting flag and prepare callback
    @message_waiting = true
    $game_system.message.message_interpreter = self
  end
end
#==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
#  Rewrite like everything.
#==============================================================================
class Window_Message < Window_Selectable
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    terminate_message( false )
    $game_system.message.message_window_showing = false
    if @input_number_window != nil
      @input_number_window.dispose
    end
    super
  end
  #--------------------------------------------------------------------------
  # * Terminate Message
  #--------------------------------------------------------------------------
  def terminate_message( clear_temp=true )
    self.active = false
    self.pause = false
    self.index = -1
    self.contents.clear
    # Clear showing flag
    @contents_showing = false
    # Close gold window
    if @gold_window != nil
      @gold_window.dispose
      @gold_window = nil
    end
    # Stop
    return unless clear_temp
    # Call message callback
    if $game_system.message.message_interpreter != nil
      $game_system.message.message_interpreter.reset_message_waiting
    end
    # Clear variables related to text, choices, and number input
    $game_system.message.message_text = nil
    $game_system.message.choice_start = 99
    $game_system.message.choice_max = 0
    $game_system.message.choice_cancel_type = 0
    $game_system.message.num_input_start = 99
    $game_system.message.num_input_variable_id = 0
    $game_system.message.num_input_digits_max = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    x = y = 0
    @cursor_width = 0
    # Indent if choice
    if $game_system.message.choice_start == 0
      x = 8
    end
    # If waiting for a message to be displayed
    if $game_system.message.message_text != nil
      text = $game_system.message.message_text.clone # Hier ein Clone dran            !!!
      # Control text processing
      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
      # Substitute Unicode
      text.gsub!(/\\U([A-F0-9]+)/i){ $1.to_i(16).to_a.pack('U') }
      # Substitute \$ with currency unit
      text.gsub!(/\\\$/) { $data_system.words.gold }
      # Change "\\\\" to "\000" for convenience
      text.gsub!(/\\\\/) { "\000" }
      # Change "\\C" to "\001" and "\\G" to "\002"
      text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
      text.gsub!(/\\[Gg]/) { "\002" }
      # Get 1 text character in c (loop until unable to get text)
      while ((c = text.slice!(/./m)) != nil)
        #p $game_system.message.message_text if Input.press?(Input::SHIFT)
        # If \\
        if c == "\000"
          # Return to original text
          c = "\\"
        end
        # If \C[n]
        if c == "\001"
          # Change text color
          text.sub!(/\[([0-9]+)\]/, "")
          color = $1.to_i
          if color >= 0 and color <= 7
            self.contents.font.color = text_color(color)
          end
          # go to next text
          next
        end
        # If \G
        if c == "\002"
          # Make gold window
          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
          # go to next text
          next
        end
        # If new line text
        if c == "\n"
          # Update cursor width if choice
          if y >= $game_system.message.choice_start
            @cursor_width = [@cursor_width, x].max
          end
          # Add 1 to y
          y += 1
          x = 0
          # Indent if choice
          if y >= $game_system.message.choice_start
            x = 8
          end
          # go to next text
          next
        end
        # Draw text
        self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
        # Add x to drawn text width
        x += self.contents.text_size(c).width
      end
    end
    # If choice
    if $game_system.message.choice_max > 0
      @item_max = $game_system.message.choice_max
      self.active = true
      self.index = 0
    end
    # If number input
    if $game_system.message.num_input_variable_id > 0
      digits_max = $game_system.message.num_input_digits_max
      number = $game_variables[$game_system.message.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_system.message.num_input_start * 32
    end
  end
  #--------------------------------------------------------------------------
  # * Set Window Position and Opacity Level
  #--------------------------------------------------------------------------
  def reset_window
    if $game_temp.in_battle
      self.y = 16
    else
      case $game_system.message_position
      when 0  # up
        self.y = 16
      when 1  # middle
        self.y = 160
      when 2  # down
        self.y = 304
      end
    end
    if $game_system.message_frame == 0
      self.opacity = 255
    else
      self.opacity = 0
    end
    self.back_opacity = 160
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If fade in
    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
    # If inputting number
    if @input_number_window != nil
      @input_number_window.update
      # Confirm
      if Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se)
        $game_variables[$game_system.message.num_input_variable_id] =
          @input_number_window.number
        $game_map.need_refresh = true
        # Dispose of number input window
        @input_number_window.dispose
        @input_number_window = nil
        terminate_message
      end
      return
    end
    # If message is being displayed
    if @contents_showing
      # If choice isn't being displayed, show pause sign
      self.pause = true if $game_system.message.choice_max == 0
      # If B-Button is pressed
      if Input.trigger?(Input::B)
        # Cancle Choice if active
        if $game_system.message.choice_max > 0 and $game_system.message.choice_cancel_type > 0
          $game_system.se_play($data_system.cancel_se)
          interpreter = $game_system.message.choice_interpreter
          interpreter.choice_callback($game_system.message.choice_cancel_type - 1)
          terminate_message
        else # if there is no choice or cancle choice forbidden
          unless $game_system.menu_disabled
            # Set menu calling flag or beep flag
            $game_temp.menu_calling = true
            $game_temp.menu_beep = true
          end
        end
      end
      # Confirm
      if Input.trigger?(Input::C)
        if $game_system.message.choice_max > 0
          $game_system.se_play($data_system.decision_se)
          interpreter = $game_system.message.choice_interpreter
          interpreter.choice_callback(self.index)
        end
        terminate_message
      end
      return
    end
    # If display wait message or choice exists when not fading out
    if @fade_out == false and $game_system.message.message_text != nil
      @contents_showing = true
      $game_system.message.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
    # If message which should be displayed is not shown, but window is visible
    if self.visible
      @fade_out = true
      self.opacity -= 48
      if self.opacity == 0
        self.visible = false
        @fade_out = false
        $game_system.message.message_window_showing = false
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index >= 0
      n = $game_system.message.choice_start + @index
      self.cursor_rect.set(8, n * 32, @cursor_width, 32)
    else
      self.cursor_rect.empty
    end
  end
end
highlight to read


[1] Speichern/Laden (oder Menü aufrufen) wärend einer Messagebox. – RPG Maker XP » Skript-Anfragen

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