Vai al contenuto


Foto
- - - - -

[Script]Messaggi personalizzabili


  • Per cortesia connettiti per rispondere
37 risposte a questa discussione

#1 Tio

Tio

    Dark Hawn

  • Amministratori
  • 8376 messaggi

Inviato 02 settembre 2007 - 09:13

Premetto che lo script

lostodyssey1.jpg


tastolbd1ir5.jpg
Video con anteprima di gioco: http://it.youtube.co...h?v=VqMRDXo4Sh4

TRE COSE DA FARE:

1: LEGGETE IL NUOVO REGOLAMENTO!!!

2: NON MANDATEMI MESSAGGI PRIVATI PER CHIEDERMI AIUTO/PARERI/CONSIGLI PER VIDEOGIOCHI, PC, RPG O >>>>RPGMAKER<<<<.
PER QUELLO C'E' IL FORUM. CANCELLERO' TUTTI QUEI MESSAGGI SENZA RISPONDERE.
{C}
{C}{C}
{C}


{C}{C}3: NON CHIEDETE DI CHIUDERE I TOPIC "RISOLTI" NELLA SEZIONE INFORMATICA: NON C'E' MOTIVO DI FARLO{C}{C}

http://it.wikipedia.org/wiki/Tio
^me su wikipedia^

wiiforuma2rk0.jpg
ps3foruma2om6.jpg

www.rpg2s.net
Risorse, tutorial, scripts, giochi Rm2k, Rm2k3, RmXP

recordtetris1zv4.jpg

Inizia con CA e finisce con O, in mezzo ci sono 2 lettere doppie


#2 tricker

tricker

    Toy Soldier

  • Members
  • StellettaStellettaStellettaStelletta
  • 368 messaggi

Inviato 04 settembre 2007 - 07:11

grazie grazie grazie grazie grazie ! ! !
MI TROVATE QUI


My Homie...


Un vero Skater sa quando tentare di chiudere e quando invece

#3 nitrol1luigi

nitrol1luigi

    Cavia

  • Members
  • StellettaStellettaStelletta
  • 144 messaggi

Inviato 04 settembre 2007 - 07:59

Che ne dici tio, di inserire le istruzioni all'interno dello script? cos








FINALMENTE OPERATIVO!!!!!!!!!!!! Il forum dedicato al making con rm2k, rmxp, e altri tools, come fps creator e Elysium Diamond (per creare dei mmorpg!!!utilizzando anche le vosrte risosre di rmxp!) tanti script, guide, tutorial e informazioni utili!

''Mamma, sono uscita con amici. Sono andata ad una festa e mi sono ricordata quello che mi avevi detto: di non bere alcolici. Mi hai chiesto di non bere visto che dovevo guidare, cosi ho bevuto una Sprite. Mi sono sentita orgogliosa di me stessa, anche per aver ascoltato il modo in cui, dolcemente, mi hai suggerito di non bere se dovevo guidare, al contrario di quello che mi dicono alcuni amici. Ho fatto una scelta sana ed il tuo consiglio

#4 Mavors

Mavors

    Novizietto

  • Members
  • Stelletta
  • 1 messaggi

Inviato 07 settembre 2007 - 08:18

CITAZIONE
\~ --> Chiude la finestra appena appare questo comando (va inserito alla fine quindi)


Usando questo codice esce una nuova finestra con i soldi....
Come si fa a far chiudere la finestra automaticamente?

#5 Tio

Tio

    Dark Hawn

  • Amministratori
  • 8376 messaggi

Inviato 08 settembre 2007 - 03:24

devi inserirlo alla fine del messaggio wink.gif dovrebbe funzionare, l'avevo usato molto nell'introduzione di tales of tpc world..

per nitro: appena posso lo faccio wink.gif nel mentre ti consiglio di salvarti le istruzioni in un blocco note smile.gif

lostodyssey1.jpg


tastolbd1ir5.jpg
Video con anteprima di gioco: http://it.youtube.co...h?v=VqMRDXo4Sh4

TRE COSE DA FARE:

1: LEGGETE IL NUOVO REGOLAMENTO!!!

2: NON MANDATEMI MESSAGGI PRIVATI PER CHIEDERMI AIUTO/PARERI/CONSIGLI PER VIDEOGIOCHI, PC, RPG O >>>>RPGMAKER<<<<.
PER QUELLO C'E' IL FORUM. CANCELLERO' TUTTI QUEI MESSAGGI SENZA RISPONDERE.
{C}
{C}{C}
{C}


{C}{C}3: NON CHIEDETE DI CHIUDERE I TOPIC "RISOLTI" NELLA SEZIONE INFORMATICA: NON C'E' MOTIVO DI FARLO{C}{C}

http://it.wikipedia.org/wiki/Tio
^me su wikipedia^

wiiforuma2rk0.jpg
ps3foruma2om6.jpg

www.rpg2s.net
Risorse, tutorial, scripts, giochi Rm2k, Rm2k3, RmXP

recordtetris1zv4.jpg

Inizia con CA e finisce con O, in mezzo ci sono 2 lettere doppie


#6 Mavors

Mavors

    Novizietto

  • Members
  • Stelletta
  • 1 messaggi

Inviato 08 settembre 2007 - 04:59

CITAZIONE (Tio @ Sep 8 2007, 03:24 PM) <{POST_SNAPBACK}>
devi inserirlo alla fine del messaggio wink.gif dovrebbe funzionare, l'avevo usato molto nell'introduzione di tales of tpc world..

Si infatti lo inserisco alla fine ma invece di chiudere la finestra me ne apre un altra con i soldi....

Ecco l'evento



Ed ecco il risultato



Aiutatemi pls!!! weeping.gif

#7 Tio

Tio

    Dark Hawn

  • Amministratori
  • 8376 messaggi

Inviato 08 settembre 2007 - 05:35

strano, ho anche ricontrollato e si usa proprio quel tasto..
prova a sostituire dalla riga 84 fino alla fine con questo:
CODICE
#===================================================
# ▼ 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

  @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!(/\\\\/) { "0" }
  @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "1[#{$1}]" }
  @now_text.gsub!(/\\[Gg]/) { "2" }
  @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "3[#{$1}]" }
  @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "4[#{$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!(/\\[.]/) { "5" }
  @now_text.gsub!(/\\[|]/) { "6" }
  @now_text.gsub!(/\\[>]/) { "16" }
  @now_text.gsub!(/\\[<]/) { "17" }
  @now_text.gsub!(/\\[!]/) { "20" }
  @now_text.gsub!(/\\[~]/) { "21" }
  @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "22[#{$1}]" }
  @now_text.gsub!(/\\[Ii]/) { "23" }
  @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "24[#{$1}]" }
  @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "25[#{$1}]" }
  @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "26[#{$1}]" }
  @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "27[#{$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 == "0"
        c = "\\"
      end
      
      if c == "1"
        @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 == "2"
        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 == "3"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        speed = $1.to_i
        if speed >= 0 and speed <= 19
          @write_speed = speed
        end
        c = ""
      end

      if c == "4"
        @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 == "4"
        c = ""
      end
      
      if c == "5"
        @write_wait += 5
        c = ""
      end
      
      if c == "6"
        @write_wait += 20
        c = ""
      end
      
      if c == "16"
        text_not_skip = false
        c = ""
      end
      
      if c == "17"
        text_not_skip = true
        c = ""
      end
      
      if c == "20"
        @mid_stop = true
        c = ""
      end
      
      if c == "21"
        terminate_message
        return
      end
      
      if c == "23"
        @indent = @x
        c = ""
      end

      if c == "24"
        @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 == "25"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        self.contents.font.size = [[$1.to_i, 6].max, 32].min
        c = ""
      end

      if c == "26"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        @x += $1.to_i
        c = ""
      end
      
      if c == "27"
        @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 == "30"
        @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 == "22"
        @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("30[%s]%s", $data_items[index].icon_name, $data_items[index].name)
  end
when "w"
  unless $data_weapons[index].name == nil
    r = sprintf("30[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
  end
when "a"
  unless $data_armors[index].name == nil
    r = sprintf("30[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
  end
when "s"
  unless $data_skills[index].name == nil
    r = sprintf("30[%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
#===================================================

lostodyssey1.jpg


tastolbd1ir5.jpg
Video con anteprima di gioco: http://it.youtube.co...h?v=VqMRDXo4Sh4

TRE COSE DA FARE:

1: LEGGETE IL NUOVO REGOLAMENTO!!!

2: NON MANDATEMI MESSAGGI PRIVATI PER CHIEDERMI AIUTO/PARERI/CONSIGLI PER VIDEOGIOCHI, PC, RPG O >>>>RPGMAKER<<<<.
PER QUELLO C'E' IL FORUM. CANCELLERO' TUTTI QUEI MESSAGGI SENZA RISPONDERE.
{C}
{C}{C}
{C}


{C}{C}3: NON CHIEDETE DI CHIUDERE I TOPIC "RISOLTI" NELLA SEZIONE INFORMATICA: NON C'E' MOTIVO DI FARLO{C}{C}

http://it.wikipedia.org/wiki/Tio
^me su wikipedia^

wiiforuma2rk0.jpg
ps3foruma2om6.jpg

www.rpg2s.net
Risorse, tutorial, scripts, giochi Rm2k, Rm2k3, RmXP

recordtetris1zv4.jpg

Inizia con CA e finisce con O, in mezzo ci sono 2 lettere doppie


#8 Mavors

Mavors

    Novizietto

  • Members
  • Stelletta
  • 1 messaggi

Inviato 09 settembre 2007 - 09:22

No niente nn funziona...
Pu

#9 Tio

Tio

    Dark Hawn

  • Amministratori
  • 8376 messaggi

Inviato 10 settembre 2007 - 02:30

mah, pu

lostodyssey1.jpg


tastolbd1ir5.jpg
Video con anteprima di gioco: http://it.youtube.co...h?v=VqMRDXo4Sh4

TRE COSE DA FARE:

1: LEGGETE IL NUOVO REGOLAMENTO!!!

2: NON MANDATEMI MESSAGGI PRIVATI PER CHIEDERMI AIUTO/PARERI/CONSIGLI PER VIDEOGIOCHI, PC, RPG O >>>>RPGMAKER<<<<.
PER QUELLO C'E' IL FORUM. CANCELLERO' TUTTI QUEI MESSAGGI SENZA RISPONDERE.
{C}
{C}{C}
{C}


{C}{C}3: NON CHIEDETE DI CHIUDERE I TOPIC "RISOLTI" NELLA SEZIONE INFORMATICA: NON C'E' MOTIVO DI FARLO{C}{C}

http://it.wikipedia.org/wiki/Tio
^me su wikipedia^

wiiforuma2rk0.jpg
ps3foruma2om6.jpg

www.rpg2s.net
Risorse, tutorial, scripts, giochi Rm2k, Rm2k3, RmXP

recordtetris1zv4.jpg

Inizia con CA e finisce con O, in mezzo ci sono 2 lettere doppie


#10 Mavors

Mavors

    Novizietto

  • Members
  • Stelletta
  • 1 messaggi

Inviato 10 settembre 2007 - 11:09

Guarda io ho usato qst script e ho risolto il problema! E' lo stesso postato da te (mi sembra cambi solo l'ordine di alcuni codici) ma se qlkn ha il mio stesso problema che provi ad usare questo!


CODICE
#===================================================
# ■ 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
#===================================================

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 = "Tahoma"           #Choose the Font Name (Case Sensitive) for message box
@name_font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for Name Box
@font_size = 22                      #Choose the default Font Size for message box text
@name_font_size = 22            #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 = "001-Blue01"   #Choose the WindowSkin for the Message Box
@name_box_skin = "001-Blue01"       #Choose the WindowSkin for the Name Box

@message_width = 480          #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 = 80                  #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

  @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!(/\\\\/) { "0" }
  @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "1[#{$1}]" }
  @now_text.gsub!(/\\[Gg]/) { "2" }
  @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "3[#{$1}]" }
  @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "4[#{$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!(/\\[.]/) { "5" }
  @now_text.gsub!(/\\[|]/) { "6" }
  @now_text.gsub!(/\\[>]/) { "16" }
  @now_text.gsub!(/\\[<]/) { "17" }
  @now_text.gsub!(/\\[!]/) { "20" }
  @now_text.gsub!(/\\[~]/) { "21" }
  @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "22[#{$1}]" }
  @now_text.gsub!(/\\[Ii]/) { "23" }
  @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "24[#{$1}]" }
  @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "25[#{$1}]" }
  @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "26[#{$1}]" }
  @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "27[#{$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 == "0"
        c = "\\"
      end
      
      if c == "1"
        @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 == "2"
        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 == "3"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        speed = $1.to_i
        if speed >= 0 and speed <= 19
          @write_speed = speed
        end
        c = ""
      end

      if c == "4"
        @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 == "4"
        c = ""
      end
      
      if c == "5"
        @write_wait += 5
        c = ""
      end
      
      if c == "6"
        @write_wait += 20
        c = ""
      end
      
      if c == "16"
        text_not_skip = false
        c = ""
      end
      
      if c == "17"
        text_not_skip = true
        c = ""
      end
      
      if c == "20"
        @mid_stop = true
        c = ""
      end
      
      if c == "21"
        terminate_message
        return
      end
      
      if c == "23"
        @indent = @x
        c = ""
      end

      if c == "24"
        @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 == "25"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        self.contents.font.size = [[$1.to_i, 6].max, 32].min
        c = ""
      end

      if c == "26"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        @x += $1.to_i
        c = ""
      end
      
      if c == "27"
        @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 == "30"
        @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 == "22"
        @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("30[%s]%s", $data_items[index].icon_name, $data_items[index].name)
  end
when "w"
  unless $data_weapons[index].name == nil
    r = sprintf("30[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
  end
when "a"
  unless $data_armors[index].name == nil
    r = sprintf("30[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
  end
when "s"
  unless $data_skills[index].name == nil
    r = sprintf("30[%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
#===================================================


#11 tusapessi

tusapessi

    Cavia

  • Members
  • StellettaStellettaStelletta
  • 103 messaggi

Inviato 14 settembre 2007 - 02:42

scusate ma...dallo script vanno cancellate vero le parti come:
#===================================================
# ▲ CLASS Scene_Save Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Load Additional Code Begins
#===================================================

o sbaglio?
Il 98% dei ragazzi

#12 tricker

tricker

    Toy Soldier

  • Members
  • StellettaStellettaStellettaStelletta
  • 368 messaggi

Inviato 14 settembre 2007 - 02:51

CITAZIONE (tusapessi @ Sep 14 2007, 04:42 PM) <{POST_SNAPBACK}>
scusate ma...dallo script vanno cancellate vero le parti come:
#===================================================
# ▲ CLASS Scene_Save Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Load Additional Code Begins
#===================================================

o sbaglio?


Perch
MI TROVATE QUI


My Homie...


Un vero Skater sa quando tentare di chiudere e quando invece

#13 tusapessi

tusapessi

    Cavia

  • Members
  • StellettaStellettaStelletta
  • 103 messaggi

Inviato 15 settembre 2007 - 03:22

nn so..infatti kiedevo!!!
Il 98% dei ragazzi

#14 tusapessi

tusapessi

    Cavia

  • Members
  • StellettaStellettaStelletta
  • 103 messaggi

Inviato 15 settembre 2007 - 03:43

ehi io ho inserito lo script e quando faccio partire il gioco mi fa cos

Messaggio modificato da tusapessi, 15 settembre 2007 - 03:45

Il 98% dei ragazzi

#15 Tio

Tio

    Dark Hawn

  • Amministratori
  • 8376 messaggi

Inviato 16 settembre 2007 - 04:49

hai creato la classe sopra main?

cmq tutte le righe che iniziano con # le puoi tranquillamente cancellare, sono solamente commenti che servono per ambientarsi nel codice, per

lostodyssey1.jpg


tastolbd1ir5.jpg
Video con anteprima di gioco: http://it.youtube.co...h?v=VqMRDXo4Sh4

TRE COSE DA FARE:

1: LEGGETE IL NUOVO REGOLAMENTO!!!

2: NON MANDATEMI MESSAGGI PRIVATI PER CHIEDERMI AIUTO/PARERI/CONSIGLI PER VIDEOGIOCHI, PC, RPG O >>>>RPGMAKER<<<<.
PER QUELLO C'E' IL FORUM. CANCELLERO' TUTTI QUEI MESSAGGI SENZA RISPONDERE.
{C}
{C}{C}
{C}


{C}{C}3: NON CHIEDETE DI CHIUDERE I TOPIC "RISOLTI" NELLA SEZIONE INFORMATICA: NON C'E' MOTIVO DI FARLO{C}{C}

http://it.wikipedia.org/wiki/Tio
^me su wikipedia^

wiiforuma2rk0.jpg
ps3foruma2om6.jpg

www.rpg2s.net
Risorse, tutorial, scripts, giochi Rm2k, Rm2k3, RmXP

recordtetris1zv4.jpg

Inizia con CA e finisce con O, in mezzo ci sono 2 lettere doppie


#16 tusapessi

tusapessi

    Cavia

  • Members
  • StellettaStellettaStelletta
  • 103 messaggi

Inviato 17 settembre 2007 - 10:38

mmm...mi sembra di s
Il 98% dei ragazzi

#17 Ospite_dex91_*

Ospite_dex91_*
  • Guests

Inviato 17 settembre 2007 - 07:16

Raga non so quanto serva , ma provo a postare uno script sempre Advanced message che uso io nel mio gioco e va :

Create una classe sopra main e chiamatela come volete :

CODICE
#===================================================
# ■ AMS - Advanced Message Script - R4 [Update #2]
#===================================================
# Per informazioni e aggiornamenti sullo script visitate:
# www.dubealex.com (Creation Asylum)
#
# Modificato, aggiustato e migliorato da: Dubealex
# Original Script Core by: XRXS Scripter (Jap Dudes)
# HTML Hexadecimal color feature from: Phylomorphis
#
# Ringraziamenti:
# Rabu: Per aver aggiunto l'opzione Mostra face
#
# Traduzione in italiano by Tio
# Per pi

#18 Uca92

Uca92

    Omunculus

  • Members
  • StellettaStellettaStelletta
  • 176 messaggi

Inviato 25 ottobre 2007 - 04:58

Scusate, ma io scrivo Anno 2000 e nel messaggio del gioco mi viene scritto questo!! Anno ///... e in alto viene la finestra che mi segna quanti soldi ho!! come faccio a sistemarlo?
Ragazzi, questa si che

#19 Sephirock

Sephirock

    Renegade

  • Members
  • StellettaStellettaStellettaStellettaStellettaStellettaStelletta
  • 2301 messaggi

Inviato 25 ottobre 2007 - 08:16

Ma posso fare ad esempio \n[\v[1]] per fare in modo che viene mostrato il nome dell'eroe in base alla variabile?


The Cruel Clowns, i grandi fondatori dell'extreme brutal black metal!





#20 Uca92

Uca92

    Omunculus

  • Members
  • StellettaStellettaStelletta
  • 176 messaggi

Inviato 25 ottobre 2007 - 08:23

Uffa!! mi da quell'errore insopportabile, che tra l'altro non posso scrivere neanche alcuni numeri perch

Messaggio modificato da Uca92, 26 ottobre 2007 - 08:36

Ragazzi, questa si che




0 utente(i) stanno leggendo questa discussione

0 utenti, 0 visitatori, 0 utenti anonimi