Laguna Dream Party
Mr & Ms Pac-Man
- 15/6/03
- 120
- 0
- Thread starter
- #21
Ken nói rằng có thể chuyển được font chữ lung tung rất thú vị, nhưng lại không thấy nói cách làm, (chắc là để giữ nghề) sau đây tôi sẽ giúp các bạn làm được như thế
Các bạn copy toàn bộ những dòng Script sau và đè nó lên phần Windows_Message của RMXP:
# ----------------------------
class Window_Message < Window_Selectable
attr_accessor :autoclosetime
attr_accessor :op
# ----------------------------
def initialize
super(80, 304, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
@autoclosetime = -1
@op = 255
@refreshflag = false
self.active = false
self.index = -1
end
# ----------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
# ----------------------------
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
@contents_showing = false
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
$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
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
end
# ----------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.name = "Arial"
self.contents.font.size = 18
x = y = 0
@cursor_width = 0
@autoclosetime = -1
@refreshflag = true
lineheight = 32
active = ""
a = ""
centerflag = false
rightflag = false
bannerflag = false
if $game_temp.choice_start == 0
x = 8
end
if $game_temp.message_text != nil
text = $game_temp.message_text
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
text.gsub!(/\\\\/) { "\000" }
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
text.gsub!(/\\[Ii]\[([0-9]+)\]/) { "\003[#{$1}]" }
text.gsub!(/\\[Ff]\[([0-9]+)\]/) { "\004[#{$1}]" }
text.gsub!(/\\[Aa]\[([0-9]+)\]/) { "\005[#{$1}]" }
text.gsub!(/\\[Xx]/) { "\006" }
text.gsub!(/\\[Rr]/) { "\007" }
text.gsub!(/\\[Dd]/) { "\011" }
text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\023[#{$1}]" }
text.gsub!(/\\[Bb]/) { "\017" }
text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\014[#{$1}]" }
text.gsub!(/\\[Mm]\[([0-9]+)\]/) { "\015[#{$1}]" }
text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\016[#{$1}]" }
text.gsub!(/\\[Jj]\[([0-9]+)\]/) { "\013[#{$1}]" }
text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\021[#{$1}]" }
text.gsub!(/\\[Kk]\[([0-9]+)\]/) { "\022[#{$1}]" }
while ((c = text.slice!(/./m)) != nil)
if c == "\000"
c = "\\"
end
if c == "\001"
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
next
end
if c == "\002"
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
next
end
if c == "\003"
text.sub!(/\[([0-9]+)\]/, "")
item_sub = $1.to_i
c = $data_items[item_sub].name
l = self.contents.text_size(c).width
draw_item_name($data_items[item_sub], x, y * 32 + 1)
x = x + l + 24
next
end
if c == "\004"
text.sub!(/\[([0-9]+)\]/, "")
fontize = $1.to_i
case fontize
when 1
self.contents.font.name = "Arial"
when 2
self.contents.font.name = "High Tower Text"
when 3
self.contents.font.name = "Tw Cen MT"
when 4
self.contents.font.name = "Tahoma"
end
next
end
if c == "\005"
text.sub!(/\[([0-9]+)\]/, "")
@autoclosetime = $1.to_i
next
end
if c == "\006"
centerflag = true
next
end
if c == "\007"
rightflag = true
next
end
if c == "\011"
self.contents.font.name = "Arial"
self.contents.font.size = 18
self.contents.font.color = normal_color
lineheight = 32
next
end
if c == "\014"
text.sub!(/\[([0-9]+)\]/, "")
w_sub = $1.to_i
c = $data_weapons[w_sub].name
l = self.contents.text_size(c).width
bitmap = RPG::Cache.icon($data_weapons[w_sub].icon_name)
self.contents.blt(x+4, y * 32+ 4, bitmap, Rect.new(0, 0, 24, 24))
x += 28
self.contents.draw_text(x+4, 32 * y, l+32, lineheight, c)
x = x + l
next
end
if c == "\015"
text.sub!(/\[([0-9]+)\]/, "")
a_sub = $1.to_i
c = $data_armors[a_sub].name
l = self.contents.text_size(c).width
bitmap = RPG::Cache.icon($data_armors[a_sub].icon_name)
self.contents.blt(x+4, y * 32+ 4, bitmap, Rect.new(0, 0, 24, 24))
x += 28
self.contents.draw_text(x+4, 32 * y, l+32, lineheight, c)
x = x + l
next
end
if c == "\016"
text.sub!(/\[([0-9]+)\]/, "")
@op = $1.to_i
next
end
if c == "\017"
bannerflag = true
next
end
if c == "\018"
text.sub!(/\[([0-9]+)\]/, "")
jump = $1.to_i
x += jump
next
end
if c == "\021"
text.sub!(/\[([0-9]+)\]/, "")
lineheight = $1.to_i
next
end
if c == "\022"
text.sub!(/\[([0-9]+)\]/, "")
skill_sub = $1.to_i
c = $data_skills[skill_sub].name
l = self.contents.text_size(c).width
bitmap = RPG::Cache.icon($data_skills[skill_sub].icon_name)
self.contents.blt(x+4, y * 32+ 4, bitmap, Rect.new(0, 0, 24, 24))
x += 28
self.contents.draw_text(x+4, 32 * y, l+32, lineheight, c)
x = x + l
next
end
if c == "\023"
text.sub!(/\[([0-9]+)\]/, "")
bigness = $1.to_i
self.contents.font.size = bigness
next
end
if c == "\n"
if centerflag == true
x = 448 - x
x = x / 2
self.contents.draw_text(x, 32 * y, 44
, lineheight, a)
end
if rightflag == true
x = 448 - x
self.contents.draw_text(x, 32 * y, 44
, lineheight, a)
end
if bannerflag == true
x = 448 - x
x = x / 2
self.contents.draw_text(x, 44, 44
, lineheight, a)
end
a = ""
centerflag = false
rightflag = false
bannerflag = false
if y >= $game_temp.choice_start
@cursor_width = [@cursor_width, x].max
end
y += 1
x = 0
if y >= $game_temp.choice_start
x = 8
end
next
end
if centerflag == false && rightflag == false && bannerflag == false
self.contents.draw_text(4 + x, 32 * y, 40, lineheight, c)
x += self.contents.text_size(c).width
else
a += c
x += self.contents.text_size(c).width
end
end
end
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 reset_window
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0
self.y = 16
when 1
self.y = 160
when 2
self.y = 304
end
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = 160
end
# ----------------------------
def update
super
if @refreshflag && @fade_in == false
self.contents_opacity = @op
end
if @autoclosetime == 0
@autoclosetime = -1
terminate_message
end
if @autoclosetime >= 1
@autoclosetime -= 1
end
if @fade_in
self.contents_opacity += 24
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity >= @op
@fade_in = false
end
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
@op = 255
terminate_message
end
return
end
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 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 update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(8, n * 32, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
end
Ngoài những chức năng chủ yếu, nó còn cho phép các bạn :
Tự động đóng hộp thoại sau n Frames, dùng câu lệnh \a[n]
Chuyển đổi font chữ sang font có thứ tự n trong hệ thống font, dùng \f[n]
Nếu muốn chuyển về bình thường thì dùng \d
Các thứ khác tự tìm hiểu lấy, đang bận.
Các bạn copy toàn bộ những dòng Script sau và đè nó lên phần Windows_Message của RMXP:
# ----------------------------
class Window_Message < Window_Selectable
attr_accessor :autoclosetime
attr_accessor :op
# ----------------------------
def initialize
super(80, 304, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
@autoclosetime = -1
@op = 255
@refreshflag = false
self.active = false
self.index = -1
end
# ----------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
# ----------------------------
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
@contents_showing = false
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
$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
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
end
# ----------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.name = "Arial"
self.contents.font.size = 18
x = y = 0
@cursor_width = 0
@autoclosetime = -1
@refreshflag = true
lineheight = 32
active = ""
a = ""
centerflag = false
rightflag = false
bannerflag = false
if $game_temp.choice_start == 0
x = 8
end
if $game_temp.message_text != nil
text = $game_temp.message_text
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
text.gsub!(/\\\\/) { "\000" }
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
text.gsub!(/\\[Ii]\[([0-9]+)\]/) { "\003[#{$1}]" }
text.gsub!(/\\[Ff]\[([0-9]+)\]/) { "\004[#{$1}]" }
text.gsub!(/\\[Aa]\[([0-9]+)\]/) { "\005[#{$1}]" }
text.gsub!(/\\[Xx]/) { "\006" }
text.gsub!(/\\[Rr]/) { "\007" }
text.gsub!(/\\[Dd]/) { "\011" }
text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\023[#{$1}]" }
text.gsub!(/\\[Bb]/) { "\017" }
text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\014[#{$1}]" }
text.gsub!(/\\[Mm]\[([0-9]+)\]/) { "\015[#{$1}]" }
text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\016[#{$1}]" }
text.gsub!(/\\[Jj]\[([0-9]+)\]/) { "\013[#{$1}]" }
text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\021[#{$1}]" }
text.gsub!(/\\[Kk]\[([0-9]+)\]/) { "\022[#{$1}]" }
while ((c = text.slice!(/./m)) != nil)
if c == "\000"
c = "\\"
end
if c == "\001"
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
next
end
if c == "\002"
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
next
end
if c == "\003"
text.sub!(/\[([0-9]+)\]/, "")
item_sub = $1.to_i
c = $data_items[item_sub].name
l = self.contents.text_size(c).width
draw_item_name($data_items[item_sub], x, y * 32 + 1)
x = x + l + 24
next
end
if c == "\004"
text.sub!(/\[([0-9]+)\]/, "")
fontize = $1.to_i
case fontize
when 1
self.contents.font.name = "Arial"
when 2
self.contents.font.name = "High Tower Text"
when 3
self.contents.font.name = "Tw Cen MT"
when 4
self.contents.font.name = "Tahoma"
end
next
end
if c == "\005"
text.sub!(/\[([0-9]+)\]/, "")
@autoclosetime = $1.to_i
next
end
if c == "\006"
centerflag = true
next
end
if c == "\007"
rightflag = true
next
end
if c == "\011"
self.contents.font.name = "Arial"
self.contents.font.size = 18
self.contents.font.color = normal_color
lineheight = 32
next
end
if c == "\014"
text.sub!(/\[([0-9]+)\]/, "")
w_sub = $1.to_i
c = $data_weapons[w_sub].name
l = self.contents.text_size(c).width
bitmap = RPG::Cache.icon($data_weapons[w_sub].icon_name)
self.contents.blt(x+4, y * 32+ 4, bitmap, Rect.new(0, 0, 24, 24))
x += 28
self.contents.draw_text(x+4, 32 * y, l+32, lineheight, c)
x = x + l
next
end
if c == "\015"
text.sub!(/\[([0-9]+)\]/, "")
a_sub = $1.to_i
c = $data_armors[a_sub].name
l = self.contents.text_size(c).width
bitmap = RPG::Cache.icon($data_armors[a_sub].icon_name)
self.contents.blt(x+4, y * 32+ 4, bitmap, Rect.new(0, 0, 24, 24))
x += 28
self.contents.draw_text(x+4, 32 * y, l+32, lineheight, c)
x = x + l
next
end
if c == "\016"
text.sub!(/\[([0-9]+)\]/, "")
@op = $1.to_i
next
end
if c == "\017"
bannerflag = true
next
end
if c == "\018"
text.sub!(/\[([0-9]+)\]/, "")
jump = $1.to_i
x += jump
next
end
if c == "\021"
text.sub!(/\[([0-9]+)\]/, "")
lineheight = $1.to_i
next
end
if c == "\022"
text.sub!(/\[([0-9]+)\]/, "")
skill_sub = $1.to_i
c = $data_skills[skill_sub].name
l = self.contents.text_size(c).width
bitmap = RPG::Cache.icon($data_skills[skill_sub].icon_name)
self.contents.blt(x+4, y * 32+ 4, bitmap, Rect.new(0, 0, 24, 24))
x += 28
self.contents.draw_text(x+4, 32 * y, l+32, lineheight, c)
x = x + l
next
end
if c == "\023"
text.sub!(/\[([0-9]+)\]/, "")
bigness = $1.to_i
self.contents.font.size = bigness
next
end
if c == "\n"
if centerflag == true
x = 448 - x
x = x / 2
self.contents.draw_text(x, 32 * y, 44
, lineheight, a)end
if rightflag == true
x = 448 - x
self.contents.draw_text(x, 32 * y, 44
, lineheight, a)end
if bannerflag == true
x = 448 - x
x = x / 2
self.contents.draw_text(x, 44, 44
, lineheight, a)end
a = ""
centerflag = false
rightflag = false
bannerflag = false
if y >= $game_temp.choice_start
@cursor_width = [@cursor_width, x].max
end
y += 1
x = 0
if y >= $game_temp.choice_start
x = 8
end
next
end
if centerflag == false && rightflag == false && bannerflag == false
self.contents.draw_text(4 + x, 32 * y, 40, lineheight, c)
x += self.contents.text_size(c).width
else
a += c
x += self.contents.text_size(c).width
end
end
end
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 reset_window
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0
self.y = 16
when 1
self.y = 160
when 2
self.y = 304
end
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = 160
end
# ----------------------------
def update
super
if @refreshflag && @fade_in == false
self.contents_opacity = @op
end
if @autoclosetime == 0
@autoclosetime = -1
terminate_message
end
if @autoclosetime >= 1
@autoclosetime -= 1
end
if @fade_in
self.contents_opacity += 24
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity >= @op
@fade_in = false
end
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
@op = 255
terminate_message
end
return
end
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 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 update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(8, n * 32, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
end
Ngoài những chức năng chủ yếu, nó còn cho phép các bạn :
Tự động đóng hộp thoại sau n Frames, dùng câu lệnh \a[n]
Chuyển đổi font chữ sang font có thứ tự n trong hệ thống font, dùng \f[n]
Nếu muốn chuyển về bình thường thì dùng \d
Các thứ khác tự tìm hiểu lấy, đang bận.
)...dzì dzậy đừng ai hỏi tui hết nhe...