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Dienstag, 12. Februar 2013, 23:26

Kompaktere Befehlskette des AMSR4.1 - € ChaosgodEsperEdit

Hallo zusammen.
Ich Arbeite derzeit fleißig an meinem Projekt, jedoch bin ich jetzt nicht der größte spezialist in Ruby und benötige daher bei meinem Problem etwas Unterstützung.
Ich bin mir sicher, das auch Andere von diesem Problem profitieren werden.


~ Mein Problem ~
Mein Problem richtet sich auf die Befehlsketten im "AMS" v. R4.1 edited by ChaosgodEsper
Und zwar bin ich dabei zu versuchen \face[facename] mit \name[text] zu kombinieren

(Ich habe es schon etwas editiert, es arbeitet auch einwandfrei jedoch bin ich nicht zufrieden damit, da die befehlskette noch zu lang ist)

z.B.
Befehl im Show - Text fenster:
\t[\n[2]]\f[H1]

Was ich genau verändert habe:
\t -> ersetzt \name (um es kürzer zu schreiben)
\f -> ersetzt \face (um es kürzer zu schreiben)

\n[@actorID] -> bekannte funktion - Anzeigen des Namens (String) anhand der Actor-Tabelle


~ Warum schreibe ich namen in die Actor Tabelle? ~
1. Da der Name dort als "String" festgehalten wird - und man kann ihn leicht verändern, und voila. Der name verändert sich in jeder Textbox!
2. Man muss den Namen nicht in das Show - Text fenster mit \name[blabla ich bin ein name] eintragen ( Dies spaart extrem viel Platz in der 1 Zeile der Textbox für andere Wörter)


~ Mein erhoffter Lösungsansatz ~
\t mit \f so zu kominieren dass man statts \t[\n[2]]\f[H1]
nur noch

\t[int,"Png-Dateiname"] schreiben muss.

Wenn kein Bild angezeigt werden soll benutze ich einfach ein Bild namens "0" welches Transparent ist \t[int,0] (0 hier der Dateiname)




~ Als Beispiel ~
@Database Actor-tabelle

ID Name
[01]: Held
[02]: Heldin

Ressource im Faceordner
Facegrafik name : H1.png



~Gewünschtes Ergebnis~
Rmxp Message-Fenster -> Im editor
\t[1,H1]Hallo

In der Namebox erscheint nun der name des [01]Helden der Actortabelle -> Held
In der Messagebox darunter wird in die 1 Zeile -> Hallo geschrieben (Standart)
Das Bild "H1" wird auf den voreingestellten x,y koordinaten angezeigt -> H1

Rmxp Message-Fenster -> im editor
\t[2,H1]Hallolili


In der Namebox erscheint nun der name des [02]Helden der Actortabelle -> Heldin
In der Messagebox darunter wird in die 1 Zeile -> Hallolili geschrieben (Standart)
Das Bild "H1" wird auf den voreingestellten x,y koordinaten angezeigt -> H1


~Warum das Ganze? ~
Der Grund dieser Idee ist, da der Rmxp nicht in die 4 Zeile der Textbox Schreiben kann (außer bei Show Choice (Warum auch immer))
um so die Befehlskette zu verkürzen.
So kann in die erste Zeile der Messagebox mehr hineingeschrieben werden, ohne dass der Zeilenumbruch "so früh" kommt.
Allerdings ergibt dies auch nur Sinn, wenn die Datei der Facegrafik einen kurzen Namen hat.

Außerdem Sieht \t[int,Dateiname] wesentlich übersichtlicher aus als \t[\n[@actorID]]\f["Datei"] und spaart in der 1 Textzeile sehr viel Platz ein.


Ich hoffe es ist euch jetzt klar, was mein derzeitiges Problem ist (ist leider etwas kompliziert geschrieben)

Grüße Reqiuem

ORIGINAL AMS R4.1 By ChaosgodEsper

Spoiler

Quellcode

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#===================================================
# ■ AMS - Advanced Message Script - R4.1 [Update #2]
#===================================================
# For more infos and update, visit:
# www.dubealex.com (Creation Asylum)
#
# Edited, Fixed and Enhanced by: Dubealex
# Original Script Core by: XRXS Scripter (Jap Dudes)
# HTML Hexadecimal color feature from: Phylomorphis
#
# Special Thanks:
# Rabu: For enabling the Show Face feature in an encrypted project
#
# To found all my new features, search the following:  #NEW
# To configure the button to skip the dialog, search:  #SKIP_TEXT_CODE
#
# New face and Messagebox Picture Function added by Chaosgod_Espér
#
# December 14, 2009
#===================================================
 
LETTER_BY_LETTER_MODE = true   #Set the letter by letter mode ON/OFF
 
#===================================================
# ▼ CLASS AMS Begins
#===================================================
class AMS
 
  attr_accessor :name_box_x_offset
  attr_accessor :name_box_y_offset
  attr_accessor :font_type
  attr_accessor :name_font_type
  attr_accessor :font_size
  attr_accessor :name_font_size
  attr_accessor :message_box_opacity
  attr_accessor :name_box_skin
  attr_accessor :name_box_text_color
  attr_accessor :message_box_text_color
  attr_accessor :message_box_skin
  attr_accessor :name_box_width
  attr_accessor :name_box_height
  attr_accessor :message_width
  attr_accessor :message_height
  attr_accessor :message_x
  attr_accessor :message_y_bottom
  attr_accessor :message_y_middle
  attr_accessor :message_y_top
  attr_accessor :event_message_x_ofset
  attr_accessor :event_message_y_ofset
  attr_accessor :boxname
 
def initialize
 
  @name_box_x_offset = -15   	#Choose the X axis offset of the name bos. default= 0
  @name_box_y_offset = -12	#Choose the Y axis offset of the name bos. default= -10
  @name_box_width = 8       	#Choose the width of the Name Box. default= 8  
  @name_box_height = 26    	#Choose the height of the Name Box. default= 26
 
  @font_type = "Arial"       	#Choose the Font Name (Case Sensitive) for message box
  @name_font_type = "Arial" #Choose the Font Name (Case Sensitive) for Name Box
  @font_size = 22                  	#Choose the default Font Size for message box text
  @name_font_size = 20        	#Choose the deafault Font Size for Name Box text
  @name_box_text_color=0    	#Choose the Text Color of the Name Box
  @message_box_text_color=0   #Choose the Text Color of the Message Box
 
  @message_box_opacity = 160        	#Choose the opacity of the message window. Default=160
  @message_box_skin = "leer"   #Choose the WindowSkin for the Message Box
  @name_box_skin = "leer"   	#Choose the WindowSkin for the Name Box
 
  @message_width = 470      	#Choose the width size of the message box. Default=480
  @message_height = 160     	#Choose the height size of the message box. Default=160
  @message_x = 115              	#Choose the X position of the message box. Default=80
  @message_y_bottom = 330	#Choose the Y bottom position of the message box. Default=304
  @message_y_middle = 160	#Choose the Y middle position of the message box. Default=160
  @message_y_top = 16       	#Choose the Y top position of the message box. Default=16
 
  @event_message_x_ofset = 0   #Choose the X position offset of the event message. Default=0
  @event_message_y_ofset = 48   #Choose the Y position offset of the event message. Default=48
 
end
end
#===================================================
# ▲ CLASS AMS Ends
#===================================================
 
 
#===================================================
# ▼ Class Window_Message Begins
#===================================================
class Scene_Map
  attr_accessor :message_window
end
 
class Window_Message < Window_Selectable  
  attr_accessor :boxname
  attr_accessor :nameboxpic
alias xrxs9_initialize initialize
 
def initialize
 
  @alex_skip = false
  @boxname	= "HUD/Message Box.png"  #Name of the Message Box Picture
  @nameboxpic = true   #Set the namebox Picture mode ON/OFF
 
  xrxs9_initialize
 
  if $soundname_on_speak == nil then
 	$soundname_on_speak = ""
  end
 
  $gaiji_file = "./Graphics/Gaiji/sample.png"
 
  if FileTest.exist?($gaiji_file)
 	@gaiji_cache = Bitmap.new($gaiji_file)
  else
 	@gaigi_cache = nil
  end
  @opacity_text_buf = Bitmap.new(32, 32)
end
 
 
#--------------------------------------------------------------------------
def dispose_box
 
if(@box != nil)
  #loop do
	#@box.opacity -= 35
	#Graphics.update
	#Input.update
	#if(@box.opacity < 10)
  	#break
	#end
  #end
  @box.dispose if(@box != nil)
  @box = nil if(@box != nil)
  @face.dispose if(@face != nil)
  @face = nil if(@face != nil)
end
 
end
 
 
alias xrxs9_terminate_message terminate_message
 
def terminate_message
 
if @name_window_frame != nil
   @name_window_frame.dispose
   @name_window_frame = nil
end
 
if @name_window_text  != nil
   @name_window_text.dispose
   @name_window_text  = nil
end
 
dispose_box
 
xrxs9_terminate_message
end
 
#--------------------------------------------------------------------------
 
def refresh
 
if(@nameboxpic == true && $game_system.message_frame == 0)
  if(@box == nil)
	@box = Sprite.new
	@box.x = 5
	@box.y = 298
	@box.z = 9990
	@box.opacity = 0
	@box.bitmap = RPG::Cache.picture(@boxname)
	@box.visible = true
  end
  loop do
	@box.opacity += 25
	Graphics.update
	Input.update
	if(@box.opacity > 250)
  	break
	end
  end
  @box.opacity = 255
end
 
self.contents.clear
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
self.windowskin = RPG::Cache.windowskin($ams.message_box_skin)
@x = @y = @max_x = @max_y = @indent = @lines = 0
@face_indent = 0
@opacity = 255
@cursor_width = 0
@write_speed = 0
@write_wait = 0
@mid_stop = false
@face_file = nil
@popchar = -2
 
if $game_temp.choice_start == 0
   @x = 8
end
 
if $game_temp.message_text != nil
   @now_text = $game_temp.message_text
   if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
  	@face_file = $1 + ".png"
  	@x = @face_indent = 128
 	if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
   	self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
 	end
 	@now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
   end
 
   begin
   last_text = @now_text.clone
   @now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
   end until @now_text == last_text
   @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
 	$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
	end
 
   #NEW
   #Dubealex's Stop Skip Text ON-OFF
   @now_text.gsub!(/\\[%]/) { "\100" }
   #End new command
 
   #NEW
   #Dubealex's Show Monster Name Feature
	@now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do
	$data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
	end
	#End new command
 
   #NEW
   #Dubealex's Show Item Price Feature
	@now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do
	$data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
	end
	#End new command
 
   #NEW
   #Dubealex's Show Hero Class Name Feature
	@now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do
	$data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
	end
	#End new command
 
   #NEW
   #Dubealex's Show Current Map Name Feature
	@now_text.gsub!(/\\[Mm]ap/) do
	$game_map.name	!= nil ? $game_map.name	: ""
	end
	#End new command
 
   #NEW
   #Dubealex's Choose Name Box Text Color
	@now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do
	$ams.name_box_text_color=$1.to_i
	@now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" }
	end
	#End new command
 
   #NEW
   #Espér faceset
   if (/\\[Ff]ace\[(.+?)\]/.match(@now_text)) != nil
 	if FileTest.exist?("./Graphics/Pictures/Faces/#{$1}.png")
   	@face = Sprite.new
   	@face.x = 520
   	@face.y = 240
   	@face.z = 10000
   	@face.bitmap = RPG::Cache.picture("Faces/" + $1 + ".png")
   	@face.visible = true
 	else
   	@face = Sprite.new
   	@face.x = 520
   	@face.y = 240
   	@face.z = 10000
   	@face.bitmap = RPG::Cache.picture("Faces/Leerface.png")
   	@face.visible = true
 	end
 	@now_text.sub!(/\\[Ff]ace\[(.*?)\]/) { "" }
   end
	#End new command
 
   if (/\\[Ff]ace\[(.+?)\]/.match(@now_text)) != nil
 	if FileTest.exist?("./Graphics/Pictures/Faces/#{$1}.png")
   	@face = Sprite.new
   	@face.x = 520
   	@face.y = 240
   	@face.z = 10000
   	@face.bitmap = RPG::Cache.picture("Faces/" + $1 + ".png")
   	@face.visible = true
 	else
   	@face = Sprite.new
   	@face.x = 520
   	@face.y = 240
   	@face.z = 10000
   	@face.bitmap = RPG::Cache.picture("Faces/Leerface.png")
   	@face.visible = false
 	end
 	@now_text.sub!(/\\[Ff]ace\[(.*?)\]/) { "" }
   end
 
   name_window_set = false
   if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
 	name_window_set = true
 	name_text = $1
 	if FileTest.exist?("./Graphics/Pictures/Faces/#{$1}.png")
   	@face = Sprite.new
   	@face.x = 520
   	@face.y = 240
   	@face.z = 10000
   	@face.bitmap = RPG::Cache.picture("Faces/" + $1 + ".png")
   	@face.visible = true
 	else
   	@face = Sprite.new
   	@face.x = 520
   	@face.y = 240
   	@face.z = 10000
   	@face.bitmap = RPG::Cache.picture("Faces/Leerface.png")
   	@face.visible = false
 	end
 	@now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
   end
 
   if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
 	@popchar = $1.to_i
 	if @popchar == -1
   	@x = @indent = 48
   	@y = 4
 	end
 	@now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
   end
 
   @max_choice_x = 0
   if @popchar >= 0
 	@text_save = @now_text.clone
 	@max_x = 0
 	@max_y = 4
 	for i in 0..3
   	line = @now_text.split(/\n/)[3-i]
   	@max_y -= 1 if line == nil and @max_y <= 4-i
   	next if line == nil
   	line.gsub!(/\\\w\[(\w+)\]/) { "" }
   	cx = contents.text_size(line).width
   	@max_x = cx if cx > @max_x
   	if i >= $game_temp.choice_start
     	@max_choice_x = cx if cx > @max_choice_x
   	end
 	end
 	self.width = @max_x + 32 + @face_indent
 	self.height = (@max_y - 1) * 32 + 64
 	@max_choice_x -= 68
 	@max_choice_x -= @face_indent*216/128
   else
 	@max_x = self.width - 32 - @face_indent
 	for i in 0..3
   	line = @now_text.split(/\n/)[i]
   	next if line == nil
   	line.gsub!(/\\\w\[(\w+)\]/) { "" }
   	cx = contents.text_size(line).width
   	if i >= $game_temp.choice_start
     	@max_choice_x = cx if cx > @max_choice_x
   	end
 	end
 	@max_choice_x += 8
   end
   @cursor_width = 0
   @now_text.gsub!(/\\\\/) { "\000" }
   @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
   @now_text.gsub!(/\\[Gg]/) { "\002" }
   @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
   @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
 
	#NEW
	#Dubealex's Permanent Color Change
	@now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do
  	$ams.message_box_text_color= $1.to_i
 	@now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" }
  	end
	#End of new command
 
	#NEW
	#Dubealex's Font Change Feature
 	@now_text.gsub(/\\[Tt]\[(.*?)\]/) do
  	buftxt = $1.to_s
  	$ams.font_type = buftxt
  	@now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }
  	end
	#End of new command
 
   @now_text.gsub!(/\\[.]/) { "\005" }
   @now_text.gsub!(/\\[|]/) { "\006" }
   @now_text.gsub!(/\\[>]/) { "\016" }
   @now_text.gsub!(/\\[<]/) { "\017" }
   @now_text.gsub!(/\\[!]/) { "\020" }
   @now_text.gsub!(/\\[~]/) { "\021" }
   @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
   @now_text.gsub!(/\\[Ii]/) { "\023" }
   @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
   @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
   @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
   @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
 
   reset_window
 
   if name_window_set
 	color=$ams.name_box_text_color
 	off_x =  $ams.name_box_x_offset
 	off_y =  $ams.name_box_y_offset
 	space = 2
 	x = self.x + off_x - space / 2
 	y = self.y + off_y - space / 2
 	w = self.contents.text_size(name_text).width + $ams.name_box_width + space
 	h = $ams.name_box_height + space
 	@name_window_frame = Window_Frame.new(x, y, w, h)
 	@name_window_frame.z = self.z + 1
 	x = self.x + off_x + 4
 	y = self.y + off_y
 	@name_window_text  = Air_Text.new(x, y, name_text, color)
 	@name_window_text.z = self.z + 2
   end
end
 
reset_window
 
if $game_temp.choice_max > 0
   @item_max = $game_temp.choice_max
   self.active = true
   self.index = 0
end
 
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
 
#--------------------------------------------------------------------------
 
def update
 
super
 
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
@now_text = nil if @now_text == ""
 
if @now_text != nil and @mid_stop == false
   if @write_wait > 0
 	@write_wait -= 1
 	return
   end
   text_not_skip = LETTER_BY_LETTER_MODE
   while true
 	@max_x = @x if @max_x < @x
 	@max_y = @y if @max_y < @y
 	if (c = @now_text.slice!(/./m)) != nil
   	if c == "\000"
     	c = "\\"
   	end
 
   	if c == "\001"
     	@now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "")
     	temp_color = $1
     	color = temp_color.to_i
     	leading_x = temp_color.to_s.slice!(/./m)
     	if leading_x == "#"
       	self.contents.font.color = hex_color(temp_color)
       	next
     	end
     	if color >= 0 and color <= 7
       	self.contents.font.color = text_color(color)
     	end
     	next
   	end
 
   	if c == "\002"
     	if @gold_window == nil and @popchar <= 0
       	@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
     	c = ""
   	end
 
   	if c == "\003"
     	@now_text.sub!(/\[([0-9]+)\]/, "")
     	speed = $1.to_i
     	if speed >= 0 and speed <= 19
       	@write_speed = speed
     	end
     	c = ""
   	end
 
   	if c == "\004"
     	@now_text.sub!(/\[(.*?)\]/, "")
     	buftxt = $1.dup.to_s
     	if buftxt.match(/\//) == nil and buftxt != "" then
       	$soundname_on_speak = "Audio/SE/" + buftxt
     	else
       	$soundname_on_speak = buftxt.dup
     	end
     	c = ""
   	elsif c == "\004"
     	c = ""
   	end
 
   	if c == "\005"
     	@write_wait += 5
     	c = ""
   	end
 
   	if c == "\006"
     	@write_wait += 20
     	c = ""
   	end
 
   	if c == "\016"
     	text_not_skip = false
     	c = ""
   	end
 
   	if c == "\017"
     	text_not_skip = true
     	c = ""
   	end
 
   	if c == "\020"
     	@mid_stop = true
     	c = ""
   	end
 
   	if c == "\021"
     	terminate_message
     	return
   	end
 
   	if c == "\023"
     	@indent = @x
     	c = ""
   	end
 
   	if c == "\024"
     	@now_text.sub!(/\[([0-9]+)\]/, "")
     	@opacity = $1.to_i
     	color = self.contents.font.color
     	self.contents.font.name = $ams.font_type
     	self.contents.font.size = $ams.font_size
     	self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
     	c = ""
   	end
 
   	if c == "\025"
     	@now_text.sub!(/\[([0-9]+)\]/, "")
     	self.contents.font.size = [[$1.to_i, 6].max, 32].min
     	c = ""
   	end
 
   	if c == "\026"
     	@now_text.sub!(/\[([0-9]+)\]/, "")
     	@x += $1.to_i
     	c = ""
   	end
 
   	if c == "\027"
     	@now_text.sub!(/\[(.*?)\]/, "")
     	@x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
     	if $soundname_on_speak != ""
       	Audio.se_play($soundname_on_speak)
     	end
   	c = ""
   	end
 
   	if c == "\030"
     	@now_text.sub!(/\[(.*?)\]/, "")
     	self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
     	if $soundname_on_speak != ""
       	Audio.se_play($soundname_on_speak)
     	end
     	@x += 24
     	c = ""
   	end
 
   	if c == "\n"
     	@lines += 1
     	@y += 1
     	@x = 0 + @indent + @face_indent
     	if @lines >= $game_temp.choice_start
       	@x = 8 + @indent + @face_indent
       	@cursor_width = @max_choice_x
     	end
     	c = ""
   	end
 
   	if c == "\022"
     	@now_text.sub!(/\[([0-9]+)\]/, "")
     	@x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
     	c = ""
   	end
 
   	#NEW
   	#Dubealex's Text Skip On/OFF Command
    	if c == "\100"
       	if @alex_skip==false
          	@alex_skip=true
       	else
         	@alex_skip=false
       	end
      	c = ""
    	end  
    	#end of new command
 
   	if c != ""
     	self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)
     	@x += self.contents.text_size(c).width
     	if $soundname_on_speak != "" then
       	Audio.se_play($soundname_on_speak)
     	end
   	end
 
#SKIP_TEXT_CODE
 
# B = Escape, 0 (On The NumPad), X
# C = Enter, Space Bar and C
# A = Shift, Z
 
   if Input.press?(Input::C) # <-- Change the value on that line
 	if @alex_skip==false  	
 	text_not_skip = false
 	end
   	end
 	else
   	text_not_skip = true
   	break
 	end
 
 	if text_not_skip
   	break
 	end
   end
   @write_wait += @write_speed
   return
end
 
if @input_number_window != nil
   @input_number_window.update
   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
 	@input_number_window.dispose
 	@input_number_window = nil
 	terminate_message
   end
   return
end
 
if @contents_showing
   if $game_temp.choice_max == 0
 	self.pause = true
   end
 
   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_cancel_type - 1)
   	terminate_message
 	end
   end
 
   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
 	if @mid_stop
   	@mid_stop = false
   	return
 	else
   	terminate_message
 	end
   end
   return
end
 
if @fade_out == false and $game_temp.message_text != nil
   @contents_showing = true
   $game_temp.message_window_showing = true
   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 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
 
#--------------------------------------------------------------------------
 
def get_character(parameter)
 
case parameter
when 0  
   return $game_player
else
   events = $game_map.events
   return events == nil ? nil : events[parameter]
end
end
 
#--------------------------------------------------------------------------
 
def reset_window
 
#MESSAGE_SIZE
#MESSAGE_POSITION
 
if @popchar >= 0
   events = $game_map.events
   if events != nil
 	character = get_character(@popchar)
 	x = [[character.screen_x -  $ams.event_message_x_ofset - self.width / 2, 4].max, 636 - self.width].min
 	y = [[character.screen_y - $ams.event_message_y_ofset - self.height, 4].max, 476 - self.height].min
 	self.x = x
 	self.y = y
   end
elsif @popchar == -1
   self.x = -4
   self.y = -4
   self.width = 648
   self.height = 488
else
   if $game_temp.in_battle
 	self.y = 16
   else
 	case $game_system.message_position
 	when 0  
   	self.y = $ams.message_y_top
 	when 1  
   	self.y = $ams.message_y_middle
 	when 2  
   	self.y = $ams.message_y_bottom
 	end
 	self.x = $ams.message_x
 	if @face_file == nil
   	self.width = $ams.message_width
   	self.x = $ams.message_x
 	else
   	if self.width <= 600
     	self.width = 600
     	self.x -=60
    	end
 	end
 	self.height = $ams.message_height
   end
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
  self.contents.font.size = $ams.font_size
if @face_file != nil
   self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
if @popchar == -1
   self.opacity = 255
   self.back_opacity = 0
elsif $game_system.message_frame == 0
   self.opacity = 255
   self.back_opacity = $ams.message_box_opacity
else
   self.opacity = 0
   self.back_opacity = $ams.message_box_opacity
end
end
 
#--------------------------------------------------------------------------
 
def gaiji_draw(x, y, num)
 
if @gaiji_cache == nil
   return 0
else
   if @gaiji_cache.width < num * 24
 	return 0
   end
 
   if self.contents.font.size >= 20 and self.contents.font.size <= 24
 	size = 24
   else
 	size = self.contents.font.size * 100 * 24 / 2200
   end
 
   self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))
 
   if $soundname_on_speak != "" then
 	Audio.se_play($soundname_on_speak)
   end
   return size
end
end
 
#--------------------------------------------------------------------------
 
def line_height
return 32
 
if self.contents.font.size >= 20 and self.contents.font.size <= 24
   return 32
else
   return self.contents.font.size * 15 / 10
end
end
 
#--------------------------------------------------------------------------
 
def ruby_draw_text(target, x, y, str,opacity)
 
sizeback = target.font.size
target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
rubysize = [rubysize, 6].max
opacity = [[opacity, 0].max, 255].min
split_s = str.split(/,/)
split_s[0] == nil ? split_s[0] = "" : nil
split_s[1] == nil ? split_s[1] = "" : nil
 
height = sizeback + rubysize
width  = target.text_size(split_s[0]).width
 
target.font.size = rubysize
ruby_width = target.text_size(split_s[1]).width
target.font.size = sizeback
 
buf_width = [target.text_size(split_s[0]).width, ruby_width].max
 
width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0
 
if opacity == 255
   target.font.size = rubysize
   target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
   target.font.size = sizeback
   target.draw_text(x, y, width, target.font.size, split_s[0])
   return width
else
   if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
 	@opacity_text_buf.dispose
 	@opacity_text_buf = Bitmap.new(buf_width, height)
   else
 	@opacity_text_buf.clear
   end
   @opacity_text_buf.font.size = rubysize
   @opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
   @opacity_text_buf.font.size = sizeback
   @opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
   if sub_x >= 0
 	target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
   else
 	target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
   end
   return width
end
end
 
#--------------------------------------------------------------------------
 
def convart_value(option, index)
option == nil ? option = "" : nil
option.downcase!
 
case option
when "i"
   unless $data_items[index].name == nil
 	r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
   end
when "w"
   unless $data_weapons[index].name == nil
 	r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
   end
when "a"
   unless $data_armors[index].name == nil
 	r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
   end
when "s"
   unless $data_skills[index].name == nil
 	r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
   end
else
   r = $game_variables[index]
end
 
r == nil ? r = "" : nil
return r
end
 
#--------------------------------------------------------------------------
 
def dispose
terminate_message
 
if @gaiji_cache != nil
   unless @gaiji_cache.disposed?
 	@gaiji_cache.dispose
   end
end
 
unless @opacity_text_buf.disposed?
   @opacity_text_buf.dispose
end
 
$game_temp.message_window_showing = false
if @input_number_window != nil
   @input_number_window.dispose
end
 
super
end
 
#--------------------------------------------------------------------------
 
def update_cursor_rect
if @index >= 0
   n = $game_temp.choice_start + @index
   self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32)
else
   self.cursor_rect.empty
end
end
end
#=========================================
# ▲ CLASS Window_Message Ends
#=========================================
 
 
#=========================================
# ▼ Class Window_Frame Begins
#=========================================
class Window_Frame < Window_Base
 
def initialize(x, y, width, height)
super(x, y, width, height)
self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)
self.contents = nil
end
 
#--------------------------------------------------------------------------
 
def dispose
super
end
end
#=========================================
# ▲ CLASS Window_Frame Ends
#=========================================
 
 
#=========================================
# ▼ CLASS Game_Map Additional Code Begins
#=========================================
class Game_Map
 
#Dubealex's Addition (from XRXS) to show Map Name on screen
def name
  $map_infos[@map_id]
end
end
#=========================================
# ▲ CLASS Game_Map Additional Code Ends
#=========================================
 
 
#=========================================
# ▼ CLASS Scene_Title Additional Code Begins
#=========================================
class Scene_Title
 
#Dubealex's Addition (from XRXS) to show Map Name on screen
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
	$map_infos[key] = $map_infos[key].name
  end
 
  #Dubealex's addition to save data from the AMS in the save files
  $ams = AMS.new
 
end
#=========================================
# ▲ CLASS Scene_Title Additional Code Ends
#=========================================
 
 
#=========================================
# ▼ CLASS Window_Base Additional Code Begins
#=========================================
class Window_Base < Window
 
#Dubealex Addition (from Phylomorphis) to use HTML Hex Code Colors
def hex_color(string)
   red = 0
   green = 0
   blue = 0
   if string.size != 6
 	print("Hex strings must be six characters long.")
 	print("White text will be used.")
 	return Color.new(255, 255, 255, 255)
   end
   for i in 1..6
 	s = string.slice!(/./m)
 	if s == "#"
   	print("Hex color string may not contain the \"#\" character.")
   	print("White text will be used.")
   	return Color.new(255, 255, 255, 255)
 	end
 	value = hex_convert(s)
 	if value == -1
   	print("Error converting hex value.")
   	print("White text will be used.")
   	return Color.new(255, 255, 255, 255)
 	end
 	case i
 	when 1
   	red += value * 16
 	when 2
   	red += value
 	when 3
   	green += value * 16
 	when 4
   	green += value
 	when 5
   	blue += value * 16
 	when 6
   	blue += value
 	end
   end
   return Color.new(red, green, blue, 255)
end
 
#--------------------------------------------------------------------------
 
def hex_convert(character)
   case character
	when "0"
  	return 0
   when "1"
  	return 1
   when "2"
  	return 2
   when "3"
  	return 3
   when "4"
  	return 4
   when "5"
  	return 5
   when "6"
  	return 6
   when "7"
  	return 7
   when "8"
  	return 8
   when "9"
  	return 9
   when "A"
  	return 10
   when "B"
  	return 11
   when "C"
  	return 12
   when "D"
  	return 13
   when "E"
  	return 14
   when "F"
  	return 15
	end
   return -1
end
end
#=========================================
# ▲ CLASS Window_Base Additional Code Ends
#=========================================
 
 
#=========================================
# ▼ Class Air_Text Begins
#=========================================
class Air_Text < Window_Base
 
def initialize(x, y, designate_text, color=0)
 
super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity  	= 0
self.back_opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
w = self.contents.width
h = self.contents.height
self.contents.font.name = $ams.name_font_type
self.contents.font.size = $ams.name_font_size
self.contents.font.color = text_color(color)
self.contents.draw_text(0, 0, w, h, designate_text)
end
 
#--------------------------------------------------------------------------
 
def dispose
self.contents.clear
super
end
end
#==========================================
# ▲ CLASS Air_Text  Ends
#==========================================
 
 
#===================================================
# ▼ CLASS Scene_Save Additional Code Begins
#===================================================
class Scene_Save < Scene_File
 
  alias ams_original_write_save_data write_save_data
 
  def write_save_data(file)
	ams_original_write_save_data(file)
	Marshal.dump($ams, file)
  end
 
end
#===================================================
# ▲ CLASS Scene_Save Additional Code Ends
#===================================================
 
 
#===================================================
# ▼ CLASS Scene_Load Additional Code Begins
#===================================================
class Scene_Load < Scene_File
 
  alias ams_original_read_save_data read_save_data
 
  def read_save_data(file)
	ams_original_read_save_data(file)
	$ams  	= Marshal.load(file)
  end
 
end
#===================================================
# ▲ CLASS Scene_Load Additional Code Ends
#===================================================
zum Lesen den Text mit der Maus markieren

Dieser Beitrag wurde bereits 6 mal editiert, zuletzt von »Requiem« (13. Februar 2013, 02:43)


2

Samstag, 16. Februar 2013, 20:58

Das AMS ist mehr als veraltet. Neuere Message Systeme sind das UMS und das Hermes (dies ist eine Weiterentwicklung des AMS).
Leider ist es so, dass das AMS so schlecht geschrieben ist, dass ich eher Lust hätte es komplett neu zu schreiben, als es anzupassen, da es sich meiner Meinung nach zu viele Unschönheiten erlaubt.


Wegen deinem Problem mit den nur 3 Zeilen im ShowText Feld, ließ mal diesen Thread.

3

Sonntag, 17. Februar 2013, 05:16

Ich wusste nicht, dass das problem mit der 4 Textzeile schon gelößt wurde, denn grundsätzlich geht es mir nur darum!
Jetzt kann ich endlich anfangen die Texte richtig fertig zu schreiben.

Vielen Dank für die Info, ist genau das was ich suche =)

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