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Ici, c'est un forum simple, pour tous savoir sur tous se qui est a savoir sur RMXP, avec quelque scripts, des ressources etc...
 
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 Advanced_Messages

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4 participants
AuteurMessage
emixam2
Testeur
Testeur
emixam2


Messages : 54
Date d'inscription : 14/01/2008
Age : 35
Localisation : Devant un ordinateur

Advanced_Messages Empty
MessageSujet: Advanced_Messages   Advanced_Messages Icon_minitimeJeu 17 Jan - 18:42

Voivi un script qui permet plein d'option différente dans les messages. Ce script n'est pas de moi. il est de Black Dragon.

À mettre au dessu de "main" dans un nouveau script nommé "Advenced_Message".

Code:
#===================================================
# ■ AMS - Advanced Message Script - R4 [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
#
# May 18, 2005

=begin
www.dubealex.com (Creation Asylum)

Instruction Manual:

Each of those "commands" are to be used in your message events.

 Change the text color temporarly (Default):

\c[ColorID]

Insert the color ID of your choice. All colors are coded in Window_Base starting at line #39, 0 is white.

 Change the text color temporarly (Hexadecimal):

\c[#000000]

Enter an Hexadecimal color code as in HTML in there. For example:

#000000 = black
#FFFFFF = white

 Show the gold window:

\G

This will show a gold window in the top-right corner of the screen, with the amount of gold the player have in possesion.

 Show the hero's name:

\n[HeroID]

Use the hero ID of the hero's name you want to display in the message box.

 Show the monter's name:

\m[MonsterID]

Use the monster ID of the monster's name you want to display in the message box. This function was added by Dubealex.

 Show an item's price:

\Price[ItemID]

Use the item ID of the item's price you want to display in the message box. This function was added by Dubealex.

 Show the current map name:

\Map

This will show the name of the map you are currently on. This function was added by Dubealex.

 Show a face graphic in your message box:

\f[FaceName]

FaceName must be the filename of a graphic file found in the directoyr Graphics\Pictures of your RPG Maker XP project. The file must be a PNG of 96X96 pixels. You do not need to write the file extention.

 Show the class name of a character:

\Class[HeroID]

Use the hero ID of the hero's class name you want to display in the message box. This function was added by Dubealex.

 Show variables, items, weapons, armor and skill names:

\v[xID]

You must replace the x by the first lettter of what you want to modify, it goes as follows:

Variable = Do not write anything, use the standard \v[VariableID]
Items = i + itemID --> \v[iID]
Armors = a + armorID --> \v[aID]
Weapons = w + weaponID --> \v[wID]
Skills = s + skillID --> \v[sID]

 Show a name or other info in a name box:

\Name[text]

Use this to show a name box above the message box that will contains the text you specified. You can also use variable and other commands such as "Show hero name" in that name box. As the following example:

\Name[\v[12]] --> Will show the value of variable ID# 12 in the name box.
\Name[Dubealex] --> Will show "Dubealex" in the name box.
\Name[\n[1]] --> Will show the name of hero ID# 1 in the name box.

 Modify the text opacity:

\o[Opacity]

Use this to modify the opacity of the text in the message box. Enter a number between 0 and 255, where 255 is fully opaque and 0 is fully transparent.

 Modify the text speed:

\s[Speed]

Use this to modify the speed of the text in the message box. Enter a number between 1 and 19, where 19 is the slowest.

 Modify the text size:

\h[Size]

Use this to modify the size of the text in the message box. Enter a number between 6 and 32, where 32 is the biggest.

 Show the message box above player or events:

\p[Option]

Use this to set the window to appear whether above the player or any event present in your map. Use the following options:

\p[Event ID]
\P[0]
\p[-1]

Using "\p[Event ID]" will put the window on top of the specified event ID.
Using "\p[0]" will put the window on top of the player.
Using "\p[-1]" will make a window without background and without borders.

 Add wait in message and other commands like that:

\| --> Wait for 1 second
\. --> Wait for .25 second
\~ --> Auto close window at last letter
\! --> Wait for key input from the player
\\ --> Will show the backslash \ character

 Set the letter by letter ON/OFF temporarly:

\< --> Will set it ON
\> --> Will set it OFF

 Change the font in a message box (permanent):

\t[FontName]

FontName must be a .TTF found in Windows\Fonts and must be case sensitive. The changes made to the font will be permanent. So remember to do another command to revert it to anything you want. This script now works with the parenthesis, new in R3... So no worry about that ! It's safe now. This feature was added by Dubealex.

 Play an SE as the letter are shown (permanent):

\a[FileName]

File must be in directory Audio\SE
Remember to set that effect OFF when you dont need it anymore using \a[] Leaving the brackets empty, or else the SE will be heard on all window from this point on.

 Display text as a superscript:

\[First]second

The "FIRST" will be at normal size, and "SECOND" will be a little bit higher on the line, as a superscript.

 Allow / Disallow Text Skip button (permanent):

\%

Use this command to toggle the text skip button to whether enabled or disabled. It's useful if you want to control the flow of some stories and you don't want the player to be able to skip the text by himself. Remember that the changes are permanent, meaning that if you use it once to disable the text skip, it will stay like that. Remember to do it once again to revert the text skip to enabled for the rest of the game. Feature added by Dubealex.

 Modify the text color of the name box (permanent):

\z[ColorID]

Use this as you use the normal color command \c[ColorID] - But this time it will set the color used in the name box; and the changes will be permanent. So remember to do it once again to change the color back. Feature added by Dubealex.

 Change the color of the text in message box permanentatly:

\Color[ColorID]

Use this as you use the normal color command \c[ColorID] - But this time it will set the color used in the message box permanently; meaning you wont have to use a color command on each message event from now on. Remember to do another command like this to revert the color to something you want. Feature added by Dubealex.

 Customize other aspects of the AMS:

In the first lines of the AMS, you can customize things.

Those lines help you configure the default you will use in the AMS; so you can now specify the font name and size for both message box and name box independatly, and set their windowskin; which will not affect any other windows as the menus.

You can also set the position and size of the name box, just play with the values and test it. The default are written in the comments aside each line so you cannot "mess" the script up.

I also created an object named $ams that hold all those values for you, and it saves them in your save files, and load them when you load a game. This means that if you changed the font in the middle of your game, save the game, and reload the game, the font will still be the one you specified in the middle of your game -- This would not have worked in any other message script.

You can also access those settings to read or write to them in your game using the ATTR_ACCESSOR I created.

=end


#===================================================

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
 
def initialize
 
 @name_box_x_offset = 0      #Choose the X axis offset of the name bos. default= 0
 @name_box_y_offset = -10    #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 = 24                      #Choose the default Font Size for message box text
 @name_font_size = 24            #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 = "window skin"  #Choose the WindowSkin for the Message Box
 @name_box_skin = "window skin"      #Choose the WindowSkin for the Name Box
 
 @message_width = 420          #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 = 120                  #Choose the X position of the message box. Default=80
 @message_y_bottom = 304    #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 Window_Message < Window_Selectable 

alias xrxs9_initialize initialize

def initialize

@alex_skip = false

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


#--------------------------------------------------------------------------

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
xrxs9_terminate_message
end

#--------------------------------------------------------------------------

def refresh
 
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
 
  name_window_set = false
  if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
    name_window_set = true
    name_text = $1
    @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


Suite plus bas.
Revenir en haut Aller en bas
emixam2
Testeur
Testeur
emixam2


Messages : 54
Date d'inscription : 14/01/2008
Age : 35
Localisation : Devant un ordinateur

Advanced_Messages Empty
MessageSujet: Re: Advanced_Messages   Advanced_Messages Icon_minitimeJeu 17 Jan - 18:45

Code:

  @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
    space = 20
    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 + 20 #+20
    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 +6 # +6
    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
#23.12        self.width = 600
        self.width = 530
        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



Suite plus bas
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emixam2
Testeur
Testeur
emixam2


Messages : 54
Date d'inscription : 14/01/2008
Age : 35
Localisation : Devant un ordinateur

Advanced_Messages Empty
MessageSujet: Re: Advanced_Messages   Advanced_Messages Icon_minitimeJeu 17 Jan - 18:46

Code:

#--------------------------------------------------------------------------

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
#===================================================

Utilisation: Si vous écriver les codes suivant dans les messages, vous obtiendré un effet précis:

\Class[Hero ID] = Montrer la classe d'un héro (remplacez Héro ID par ID du héro dans la base de donné. Advanced_Messages Montrerclassevv3
\Price[Item ID] = Montrer la valeur de l'objet choisi avec sont ID. Advanced_Messages Montrerprixitempy1
\Name[\n[Héro ID]] = Montrer le nom d'un héro dans une fenêtre autre que le message. Si il ne s'agit pas d'un héro dans la base de donné, vous pouvez écrire juste \Name[Nom du personnage]. Advanced_Messages Montrernomhrori1
\f[Nom du faceset] = permet d'afficher un faceset 96 X 96 dans la boite de dialogue. Le faceset doit être dans le dossier Picture. Advanced_Messages Facesetxb9
Noter bien: Si vous voulez mettre le nom et le faceset, vous devez écrire \f[Nom du faceset]\Name[\n[Héro ID] absolument dans cette ordre sans espace entre les deux code. Advanced_Messages Nomfacesetbg7
\c[0 à 7] = Changer la couleur du texte qui suis se code. Advanced_Messages Couleurbo7
\g = montrer l'argent possèder dans une petite fenêtre en haut à droite de l'écran. Advanced_Messages Fentreargentfn6
\s[0 à 19] = Changer la vitesse de défillement du lettre par lettre. (19 étant le plus lent)
\h[6 à 32] = permet de changer la grosseur du texte. (32 étant le plus gros. Advanced_Messages Grosseurtextegx9
\| = Vous attendé 1 seconde dans votre message
\. = Vous attendé 0.25 seconde dans votre message
\> = désactiver leffet lettre par lettre
\< = activer l'effet lettre par lettre
\~ = forcer la fenêtre à ce fermer automatiquement

Voilà
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NinjaXP78
Admin
Admin
NinjaXP78


Messages : 128
Date d'inscription : 11/01/2008
Age : 29
Localisation : Yvelines (78)

Advanced_Messages Empty
MessageSujet: Re: Advanced_Messages   Advanced_Messages Icon_minitimeJeu 17 Jan - 20:23

Super script, merci cheers cheers
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http://ninjarfoot.skyrock.com
ZZZZhack
Testeur
Testeur
ZZZZhack


Messages : 66
Date d'inscription : 13/01/2008
Age : 34
Localisation : Ne te retourne surtout pas !

Advanced_Messages Empty
MessageSujet: Re: Advanced_Messages   Advanced_Messages Icon_minitimeVen 18 Jan - 2:38

depuis ya une update 5 qu'est sorti en non officiel, je sais plus ou je l'ai mise par contre ...
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Guan Yu
Testeur
Testeur
Guan Yu


Messages : 43
Date d'inscription : 13/01/2008
Age : 32

Advanced_Messages Empty
MessageSujet: Re: Advanced_Messages   Advanced_Messages Icon_minitimeVen 18 Jan - 18:07

ce scripte est connu il y a une demos
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http://yin-yang-forum.forumpro.fr/index.htm
Contenu sponsorisé





Advanced_Messages Empty
MessageSujet: Re: Advanced_Messages   Advanced_Messages Icon_minitime

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Advanced_Messages
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