harunmuhammad17 Master of Box I play with Box, and Walk with Box
Jumlah posting : 54 Lokasi : Makassar
| Subyek: [XP] Window Masage with Face V 1.0 Sat 17 Aug 2013 - 12:25 | |
| berhubung tadi siang ane baca ini thread : [You must be registered and logged in to see this link.]ane buatin deh biar kgk capek'' lagi... cara pakenya cukup langsung di Copy-paste di : Window_Messege * Compability ini Scriptnya : - Code:
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module Face ACTOR_FACE = { 1 => 'Aluxes.png' # 2 => } end
#============================================================================== # ** Window_Message #------------------------------------------------------------------------------ # This message window is used to display text. #==============================================================================
class Window_Message < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(20, 304, 600, 160) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.z = 2000 @fade_in = false @fade_out = false @contents_showing = false @cursor_width = 0 self.active = false self.index = -1 end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose terminate_message $game_temp.message_window_showing = false if @input_number_window != nil @input_number_window.dispose end super end #-------------------------------------------------------------------------- # * Terminate Message #-------------------------------------------------------------------------- def terminate_message self.active = false self.pause = false self.index = -1 self.contents.clear # Clear showing flag @contents_showing = false # Call message callback if $game_temp.message_proc != nil $game_temp.message_proc.call end # Clear variables related to text, choices, and number input $game_temp.message_text = nil $game_temp.message_proc = nil $game_temp.choice_start = 99 $game_temp.choice_max = 0 $game_temp.choice_cancel_type = 0 $game_temp.choice_proc = nil $game_temp.num_input_start = 99 $game_temp.num_input_variable_id = 0 $game_temp.num_input_digits_max = 0 # Open gold window if @gold_window != nil @gold_window.dispose @gold_window = nil end # Open Face @face_pic.dispose if !@face_pic.nil? end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color self.active = false self.index = -1 @face = Game_Picture.new(0) @face.show(Face::ACTOR_FACE[1], 0, 30, 330, 100, 100, 255, 0) @face_pic = Sprite_Picture.new(nil, @face) @face_pic.z = 2200 x = y = 0 @cursor_width = 0 # Indent if choice if $game_temp.choice_start == 0 x = 8 end # If waiting for a message to be displayed if $game_temp.message_text != nil text = $game_temp.message_text # 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 # 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) # 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_temp.choice_start @cursor_width = [@cursor_width, x].max end # Add 1 to y y += 1 x = 0 # Indent if choice if y >= $game_temp.choice_start x = 8 end # go to next text next end # Draw text self.contents.draw_text(120 + x, 32 * y, 50, 32, c) # Add x to drawn text width x += self.contents.text_size(c).width end end # If choice if $game_temp.choice_max > 0 @item_max = $game_temp.choice_max self.active = true self.index = 0 end # If number input 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 #-------------------------------------------------------------------------- # * 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_temp.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 if $game_temp.choice_max == 0 self.pause = true end # Cancel 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 # Confirm if Input.trigger?(Input::C) if $game_temp.choice_max > 0 $game_system.se_play($data_system.decision_se) $game_temp.choice_proc.call(self.index) end terminate_message end return end # If display wait message or choice exists when not fading out if @fade_out == false and $game_temp.message_text != nil @contents_showing = true $game_temp.message_window_showing = true reset_window refresh Graphics.frame_reset self.visible = true self.contents_opacity = 0 if @input_number_window != nil @input_number_window.contents_opacity = 0 end @fade_in = true return end # 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_temp.message_window_showing = false end return end end #-------------------------------------------------------------------------- # * Cursor Rectangle Update #-------------------------------------------------------------------------- def update_cursor_rect if @index >= 0 n = $game_temp.choice_start + @index self.cursor_rect.set(123, n * 32, @cursor_width + 3, 32) else self.cursor_rect.empty end end end
nih ane ada dikit SS : [You must be registered and logged in to see this image.] " /> Q&AQ : kak ini Script apa??? A : buat Nampilin Muka Aktor di Message Q : Saya mau nampilin muka aktor yang lain caranya gimana?? A : ini masih dalam tahap Compibility,, artinya masih mau di kembangin lagi... dan ini cuma Script dasar, yang intinya cuma nampilin Face Actor Q : Kak,, kok Nge-Bug kalo pake Show Choice?? A : lah, ini ane lagi Fix,,, :3sabar aja,, ane bakal Update kok Q : Kak ini cara buat ganti grafiknya gimana?? A : check script line 4, di situ Aluxesnya ganti dengan nama file gambarmu Q : Kapan rencana mau nyempurnain Script ini kak?? A : ASAP... # Moga terbantu |
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BayuDwinata Basket Maniac The Powerless Warrior
Jumlah posting : 194 Lokasi : Rengat
| Subyek: Re: [XP] Window Masage with Face V 1.0 Sat 17 Aug 2013 - 13:38 | |
| wogh ini ditunggu nih BTW Windownya kecilin dikit dong Marginnya jadi kejauhan Script confirmed! Astral added |
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harunmuhammad17 Master of Box I play with Box, and Walk with Box
Jumlah posting : 54 Lokasi : Makassar
| Subyek: Re: [XP] Window Masage with Face V 1.0 Sat 17 Aug 2013 - 13:43 | |
| udah bisa di pake sih ini... cuma Bug''nya belum ketahuan.... - Bayu wrote:
- BTW Windownya kecilin dikit dong
Marginnya jadi kejauhan Emang niatnya saya mau besarin sih... yah nanti buat Versi kecilnya.... |
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| Subyek: Re: [XP] Window Masage with Face V 1.0 | |
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