Donat_RPG Voyageur intrigué

Nombre de messages: 19 Date d'inscription: 15/07/2010
 | Sujet: Script nom au dessus du message Dim 15 Aoû - 16:07 | |
| Hellow a tous ! Varkan , quel script utilise tu pour afficher un nom au dessus d'un message ? |
|
Berger Acassien Avéré


Nombre de messages: 95 Date d'inscription: 03/08/2010
 | Sujet: Re: Script nom au dessus du message Dim 15 Aoû - 17:06 | |
| Le Neo Message, je crois, attends tu peux le trouver là : http://rpg-maker-vx.bbactif.com/autres-f172/marche-de-biward-ouverts-aux-demandes-par-mp-t8624.htm Bon effectivement c'est pas exactement la même chose mais bon enfin voilà quoi. |
|
giratina1 Bêta-Testeur


Nombre de messages: 159 Date d'inscription: 04/04/2010
 | Sujet: Re: Script nom au dessus du message Dim 15 Aoû - 17:59 | |
| Je suis plus très sur mais je crois qu'il ne faut pas de script mais juste inscrire le nom dans l'event du message entre des slash je crois mais attendez la réponse de Varkan... |
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Varkan Seigneur d'Acassia


Nombre de messages: 1451 Age: 23 Date d'inscription: 15/10/2006
 | Sujet: Re: Script nom au dessus du message Dim 15 Aoû - 18:46 | |
| Alors il faut un script, cerlui-ci : | Spoiler: | | | #=============================================================================== # # Yanfly Engine RD - Custom Message System # Last Date Updated: 2009.06.14 # Level: Easy, Lunatic # # This is by no means a complex message system like Modern Algebra's ATS or # Woratana's Neo Message System. If you want a message system with a lot of # features, I highly recommend that you take a look at those. This message # system here will supply the most basic functions and needs without adding # too many extra features. # # What this script has to offer is basic functionality for new tags, a namebox # window, and drawn items, weapons, and armours along with their icons. There # also exists a Lunatic Mode to create quick and easy custom shortcuts. For # the most part, this script is plug and play. # #=============================================================================== # Updates: # ---------------------------------------------------------------------------- # o 2009.06.14 - Started script and finished. #=============================================================================== # Instructions #=============================================================================== # # Scroll down and bind ROW_VARIABLE to the desired variable. This variable will # let you adjust how many rows can be viewed at once. If the rows are set to 0, # it will display the default row amount of 4 rows. # # The following are codes you may use when typing out your messages. Replace # x, y with numbers unless specified otherwise. # # Code: Effect: # \v[x] Writes variable x's value. # \n[x] Writes actor x's name. # \c[x] Changes the colour of the text to x. # \g Displays the gold window. # \. Waits 15 frames (quarter second). # \| Waits 60 frames (a full second). # \! Waits until key is pressed. # \> Following text is instant. # \< Following text is no longer instant. # \^ Skips to the next message. # \\ Writes a "" in the window. # # \w[x] Waits x frames (60 frames = 1 second). # # \nb[x] Creates a name window with x. Left side. # \nbl[x] Creates a name window with x. Locks the namebox. Left side. # \nbu[x] Creates a name window with x. Unlocks the namebox. Left side. # \rnb[x] Creates a name window with x. Right side. # \rnbl[x] Creates a name window with x. Locks the namebox. Right side. # \rnbu[x] Creates a name window with x. Unlocks the namebox. Right side. # \nbu Closes name window. Unlocks the namebox. # # \fn[x] Changes the font name to x. Set to 0 to reset font name. # \fs[x] Changes the font size to x. Set to 0 to reset font size. # \fb Changes the font to bold and back. # \fi Changes the font to italic # \fh Changes the font to shadowed and back. # # \ac[x] Writes actor x's class name. # \as[x] Writes actor x's subclass name. Requires Subclass System. # \ax[x] Writes actor x's combination class name. Requires Subclass System. # \af[x] Replaces face with actor x's face. # \af[x:y] Replaces face with actor x's face name but uses expression y. # # \pn[x] Writes ally's name in party slot x. # \pc[x] Writes ally's class name in party slot x. # \ps[x] Writes ally's subclass name in party slot x. # \px[x] Writes ally's combination class name in party slot x. # \pf[x] Replaces face with ally's face in party slot x. # \pf[x:y] Replaces face with ally's face name but uses expression y. # # \nc[x] Writes class ID x's name. # \ni[x] Writes item ID x's name. # \nw[x] Writes weapon ID x's name. # \na[x] Writes armour ID x's name. # \ns[x] Writes skill ID x's name. # \nt[x] Writes state ID x's name. # # \i[x] Draws icon ID x into the message window. # \ii[x] Writes item ID x's name with icon included. # \iw[x] Writes weapon ID x's name with icon included. # \ia[x] Writes armour ID x's name with icon included. # \is[x] Writes skill ID x's name with icon included. # \it[x] Writes state ID x's name with icon included. # #=============================================================================== # # Compatibility # - Incompatible: Any other message systems obviously. # - Alias: Window_Message: initialize, update, dispose, new_page # - Overwrites: Game_Interpreter: command_101, setup_choices # - Overwrites: Window_Message: convert_special_characters, update_message # #=============================================================================== # Credits: # Woratana for reference on stringing multiple message text. # Modern Algebra for reference on a few misc methods. #===============================================================================
$imported = {} if $imported == nil $imported["CustomMessageSystem"] = true
module YE module MESSAGE # This adjusts how many rows are shown. On screen. If it's 0 or under, a # maximum of 4 rows will be shown. If it's above, it will show that many # rows and texts following it immediately after will also display that many # extra rows. ROW_VARIABLE = 90 # This adjusts the icon width. Used mostly for monospaced fonts so that # icons will not break the alignment. ICON_WIDTH = 24 # This determines where you would like the namebox window to appear relative # to the message window. Adjust the following accordingly. NAME_WINDOW_X = 0 # Adjusts X position offset from Message Window. NAME_WINDOW_Y = 40 # Adjusts Y position offset from Message Window. NAME_WINDOW_W = 20 # Adjusts extra width added to the Name Window. NAME_WINDOW_H = 40 # Adjusts the height of the Name Window. NAME_COLOUR = 0 # Default colour used for name box. # The following lets you adjust whether or not you would like to see the # back of the name window. NAME_WINDOW_SHOW_BACK = true # The following allows you to adjust the font defaults for ALL text in the # game. This includes the text outside of the message window and includes # the text within the menu windows. FONT_NAME = ["Verdana", "Arial", "Courier New"] FONT_SIZE = 20 FONT_BOLD = false FONT_ITALIC = false FONT_SHADOW = true end # MESSAGE end # YE
#=============================================================================== # How to Use: Lunatic Mode #=============================================================================== # # This portion is for those who know how to script. # # \X[x] or \X[x:y] or \X[x:y:z] # These let you create your own custom tags. If you use the first tag, there is # one case for the "custom_convert" definition to return. If you use the second # tag, there will be two cases for you to select from. And likewise, if there's # three tags, then the z case will also be taken into account of. # #===============================================================================
class Window_Message < Window_Selectable def custom_convert(x_case, y_case = 0, z_case = 0) text = "" case x_case #--------------------------------------------------------------------------- # ////////////////////////////////////////////////////////////////////////// # This is where you begin adding in your own custom converted tags. #--------------------------------------------------------------------------- when 1 # Show the full name of the actor. case y_case # This is the extra case for the actor. when 1 text = "\\n[1] von Xiguel" when 2 text = "Michelle \\n[2]" when 3 text = "\\n[3] Manfred" when 4 text = "\\n[4] Fernaeus" end when 2 # Show how much gold the party has. text = $game_party.gold when 3 # Show party's max level text = $game_party.max_level #--------------------------------------------------------------------------- # This is the part you guys shouldn't touch afterwards. # ////////////////////////////////////////////////////////////////////////// #---------------------------------------------------------------------------"" end return text end end # Window_Message
#=============================================================================== # Editting anything past this point may potentially result in causing computer # damage, incontinence, explosion of user's head, coma, death, and/or halitosis. # Therefore, edit at your own risk. #===============================================================================
Font.default_size = YE::MESSAGE::FONT_SIZE Font.default_name = YE::MESSAGE::FONT_NAME Font.default_bold = YE::MESSAGE::FONT_BOLD Font.default_italic = YE::MESSAGE::FONT_ITALIC Font.default_shadow = YE::MESSAGE::FONT_SHADOW
#=============================================================================== # Window_Message #===============================================================================
class Window_Message < Window_Selectable #-------------------------------------------------------------------------- # alias initialize #-------------------------------------------------------------------------- alias initialize_cms initialize unless $@ def initialize initialize_cms var = $game_variables[YE::MESSAGE::ROW_VARIABLE] @max_rows = (var <= 0) ? 4 : var nheight = YE::MESSAGE::NAME_WINDOW_H @name_window = Window_Base.new(YE::MESSAGE::NAME_WINDOW_X, 0, 100, nheight) @name_text = Window_Base.new(YE::MESSAGE::NAME_WINDOW_X, 0, 100, 56) @name_window.openness = 0 @name_text.openness = 0 @name_text.opacity = 0 @name_window.z = self.z + 1 @name_text.z = @name_window.z + 1 @name_window_lock = false end #-------------------------------------------------------------------------- # alias dispose #-------------------------------------------------------------------------- alias dispose_cms dispose unless $@ def dispose dispose_cms @name_window.dispose if @name_window != nil @name_text.dispose if @name_text != nil end #-------------------------------------------------------------------------- # close #-------------------------------------------------------------------------- def close super @name_window.close @name_text.close @name_window_lock = false end #-------------------------------------------------------------------------- # alias update #-------------------------------------------------------------------------- alias update_cms update unless $@ def update @name_window.update @name_text.update refresh_size update_cms end #-------------------------------------------------------------------------- # refresh_size #-------------------------------------------------------------------------- def refresh_size var = $game_variables[YE::MESSAGE::ROW_VARIABLE] @max_rows = (var <= 0) ? 4 : var calc_height = @max_rows * 24 + 32 if self.height != calc_height self.height = calc_height create_contents end end #-------------------------------------------------------------------------- # overwrite reset_window #-------------------------------------------------------------------------- def reset_window var = $game_variables[YE::MESSAGE::ROW_VARIABLE] wheight = var <= 0 ? 4 * 24 + 32 : var * 24 + 32 @background = $game_message.background @position = $game_message.position self.opacity = (@background == 0) ? 255 : 0 case @position when 0 # Top self.y = 0 @gold_window.y = 360 when 1 # Middle self.y = (Graphics.height - wheight) / 2 @gold_window.y = 0 when 2 # Bottom self.y = (Graphics.height - wheight) @gold_window.y = 0 end end
#-------------------------------------------------------------------------- # overwrite convert_special_characters #-------------------------------------------------------------------------- def convert_special_characters @name_window_open = false #------------------------------------------------------------- # Lunatic REGEXP Conversions #------------------------------------------------------------- @text.gsub!(/\\X\[(\d+)\]/i) { custom_convert($1.to_i) } @text.gsub!(/\\X\[(\d+) \d+)\]/i) { custom_convert($1.to_i, $2.to_i) } @text.gsub!(/\\X\[(\d+) \d+) \d+)\]/i) { custom_convert($1.to_i, $2.to_i, $3.to_i) } #------------------------------------------------------------- # Default REGEXP Conversions #------------------------------------------------------------- @text.gsub!(/\\V\[(\d+)\]/i) { $game_variables[$1.to_i] } @text.gsub!(/\\V\[(\d+)\]/i) { $game_variables[$1.to_i] } @text.gsub!(/\\N\[(\d+)\]/i) { $game_actors[$1.to_i].name } @text.gsub!(/\\C\[(\d+)\]/i) { "\x01{#{$1}}" } @text.gsub!(/\\G/i) { "\x02" } @text.gsub!(/\\\./) { "\x03" } @text.gsub!(/\\\|/) { "\x04" } @text.gsub!(/\\!/) { "\x05" } @text.gsub!(/\\>/) { "\x06" } @text.gsub!(/\\) { "\x07" } @text.gsub!(/\\\^/) { "\x08" } @text.gsub!(/\\\\/) { "\" } #------------------------------------------------------------- # New REGEXP Conversions #------------------------------------------------------------- @text.gsub!(/\\W\[(\d+)\]/i) { "\x09{#{$1}}" } @text.gsub!(/\\I\[(\d+)\]/i) { "\x10{#{$1}}" } @text.gsub!(/\\FS\[(\d+)\]/i) { "\x11{#{$1}}" } @text.gsub!(/\\FN\[(.*?)\]/i) { "\x12{#{$1}}" } @text.gsub!(/\\FB/i) { "\x13" } @text.gsub!(/\\FI/i) { "\x14" } @text.gsub!(/\\FH/i) { "\x15" } #------------------------------------------------------------- # Automatic Actor REGEXP Conversions #------------------------------------------------------------- @text.gsub!(/\\AN\[(\d+)\]/i) { if $game_actors[$1.to_i] != nil $game_actors[$1.to_i].name else "" end } @text.gsub!(/\\AC\[(\d+)\]/i) { if $game_actors[$1.to_i] != nil $game_actors[$1.to_i].class.name else "" end } @text.gsub!(/\\AS\[(\d+)\]/i) { if $imported["SubclassSelectionSystem"] and $game_actors[$1.to_i] != nil and $game_actors[$1.to_i].subclass != nil $game_actors[$1.to_i].subclass.name else "" end } @text.gsub!(/\\AX\[(\d+)\]/i) { combination_class($game_actors[$1.to_i]) } @text.gsub!(/\\AF\[(\d+)\]/i) { if $game_actors[$1.to_i] != nil $game_message.face_name = $game_actors[$1.to_i].face_name $game_message.face_index = $game_actors[$1.to_i].face_index end "" } @text.gsub!(/\\AF\[(\d+) \d+)\]/i) { if $game_actors[$1.to_i] != nil $game_message.face_name = $game_actors[$1.to_i].face_name $game_message.face_index = $2.to_i end "" } #------------------------------------------------------------- # Automatic Party REGEXP Conversions #------------------------------------------------------------- @text.gsub!(/\\PN\[(\d+)\]/i) { if $game_party.members[$1.to_i] != nil $game_party.members[$1.to_i].name else "" end } @text.gsub!(/\\PC\[(\d+)\]/i) { if $game_party.members[$1.to_i] != nil $game_party.members[$1.to_i].class.name else "" end } @text.gsub!(/\\PS\[(\d+)\]/i) { if $imported["SubclassSelectionSystem"] and $game_party.members[$1.to_i] != nil and $game_party.members[$1.to_i].subclass != nil $game_party.members[$1.to_i].subclass.name else "" end } @text.gsub!(/\\PX\[(\d+)\]/i) { combination_class($game_party.members[$1.to_i]) } @text.gsub!(/\\PF\[(\d+)\]/i) { if $game_party.members[$1.to_i] != nil $game_message.face_name = $game_party.members[$1.to_i].face_name $game_message.face_index = $game_party.members[$1.to_i].face_index end "" } @text.gsub!(/\\PF\[(\d+) \d+)\]/i) { if $game_party.members[$1.to_i] != nil $game_message.face_name = $game_party.members[$1.to_i].face_name $game_message.face_index = $2.to_i end "" } #------------------------------------------------------------- # Auto Class, Item, Weapon, and Armour REGEXP Conversions #------------------------------------------------------------- @text.gsub!(/\\NC\[(\d+)\]/i) { $data_classes[$1.to_i].name } @text.gsub!(/\\NI\[(\d+)\]/i) { $data_items[$1.to_i].name } @text.gsub!(/\\NW\[(\d+)\]/i) { $data_weapons[$1.to_i].name } @text.gsub!(/\\NA\[(\d+)\]/i) { $data_armors[$1.to_i].name } @text.gsub!(/\\NS\[(\d+)\]/i) { $data_skills[$1.to_i].name } @text.gsub!(/\\NT\[(\d+)\]/i) { $data_states[$1.to_i].name } @text.gsub!(/\\II\[(\d+)\]/i) { "\x10{#{$data_items[$1.to_i].icon_index}}" + "#{$data_items[$1.to_i].name}"} @text.gsub!(/\\IW\[(\d+)\]/i) { "\x10{#{$data_weapons[$1.to_i].icon_index}}" + "#{$data_weapons[$1.to_i].name}"} @text.gsub!(/\\IA\[(\d+)\]/i) { "\x10{#{$data_armors[$1.to_i].icon_index}}" + "#{$data_armors[$1.to_i].name}"} @text.gsub!(/\\IS\[(\d+)\]/i) { "\x10{#{$data_skills[$1.to_i].icon_index}}" + "#{$data_skills[$1.to_i].name}"} @text.gsub!(/\\IT\[(\d+)\]/i) { "\x10{#{$data_states[$1.to_i].icon_index}}" + "#{$data_states[$1.to_i].name}"} #------------------------------------------------------------- # Name box REGEXP Conversions #------------------------------------------------------------- @text.gsub!(/\\NB\[(.*?)\]/i) { if $1.to_s != nil refresh_name_box($1.to_s) end "" } @text.gsub!(/\\NBL\[(.*?)\]/i) { if $1.to_s != nil refresh_name_box($1.to_s) @name_window_lock = true end "" } @text.gsub!(/\\NBU\[(.*?)\]/i) { if $1.to_s != nil refresh_name_box($1.to_s) @name_window_lock = false end "" } @text.gsub!(/\\NBU/i) { @name_window.close @name_text.close @name_window_lock = false "" } @text.gsub!(/\\RNB\[(.*?)\]/i) { if $1.to_s != nil refresh_name_box($1.to_s, 1) end "" } @text.gsub!(/\\RNBL\[(.*?)\]/i) { if $1.to_s != nil refresh_name_box($1.to_s, 1) @name_window_lock = true end "" } @text.gsub!(/\\RNBU\[(.*?)\]/i) { if $1.to_s != nil refresh_name_box($1.to_s, 1) @name_window_lock = false end "" } # Close the Name Window unless @name_window_lock @name_window.close if !@name_window_open @name_text.close if !@name_window_open end end #-------------------------------------------------------------------------- # overwrite update_message #-------------------------------------------------------------------------- def update_message loop do text_height = [contents.font.size + (contents.font.size / 5), WLH].max c = @text.slice!(/./m) # Get next text character case c #---------------------------------------------------------------------- # Default Cases #---------------------------------------------------------------------- when nil # There is no text that must be drawn finish_message # Finish update break when "\x00" # New line new_line if @line_count >= @max_rows # If line count is maximum unless @text.empty? # If there is more self.pause = true # Insert number input break end end when "\x01" # \C[n] (text character color change) @text.sub!(/\{(\d+)\}/, "") contents.font.color = text_color($1.to_i) next when "\x02" # \G (gold display) @gold_window.refresh @gold_window.open when "\x03" # \. (wait 1/4 second) @wait_count = 15 break when "\x04" # \| (wait 1 second) @wait_count = 60 break when "\x05" # \! (Wait for input) self.pause = true break when "\x06" # \> (Fast display ON) @line_show_fast = true when "\x07" # \< (Fast display OFF) @line_show_fast = false when "\x08" # \^ (No wait for input) @pause_skip = true #---------------------------------------------------------------------- # New Cases #---------------------------------------------------------------------- when "\x09" # \| Wait x frames @text.sub!(/\{(\d+)\}/, "") @wait_count = $1.to_i break when "\x10" # \i Draws icon ID x @text.sub!(/\{(\d+)\}/, "") icon = $1.to_i icon_width = (24 - YE::MESSAGE::ICON_WIDTH) / 2 draw_icon(icon, @contents_x - icon_width, @contents_y) @contents_x += YE::MESSAGE::ICON_WIDTH when "\x11" # \fs Font Size Change @text.sub!(/\{(\d+)\}/, "") size = $1.to_i if size <= 0 # If 0, revert back to the default font size. size = Font.default_size end contents.font.size = size text_height = [size + (size / 5), WLH].max when "\x12" # \fs Font Name Change @text.sub!(/\{(.*?)\}/, "") name = $1.to_s if name == "0" # If 0, revert back to the default font. name = Font.default_name end contents.font.name = name when "\x13" # \fb Font bold contents.font.bold = contents.font.bold ? false : true when "\x14" # \fi Font italic contents.font.italic = contents.font.italic ? false : true when "\x15" # \fi Font shadowed contents.font.shadow = contents.font.shadow ? false : true #---------------------------------------------------------------------- # Finish Up #---------------------------------------------------------------------- else # Normal text character contents.draw_text(@contents_x, @contents_y, 40, text_height, c) c_width = contents.text_size(c).width @contents_x += c_width end break unless @show_fast or @line_show_fast end end #-------------------------------------------------------------------------- # alias new_page #-------------------------------------------------------------------------- alias new_page_cms new_page unless $@ def new_page new_page_cms contents.font.name = Font.default_name contents.font.size = Font.default_size contents.font.bold = Font.default_bold contents.font.italic = Font.default_italic contents.font.shadow = Font.default_shadow end #-------------------------------------------------------------------------- # combination_class #-------------------------------------------------------------------------- def combination_class(actor) return "" if actor == nil class1 = actor.class.name return class1 unless $imported["SubclassSelectionSystem"] return class1 if actor.subclass == nil class2 = actor.subclass.name text = sprintf(YE::SUBCLASS::DISPLAY_FORMAT, class1, class2) return text unless YE::SUBCLASS::USE_COMPLEX_CLASS_NAMES if YE::SUBCLASS::COMPLEX_CLASS_NAMES_FULL.include?(text) text = YE::SUBCLASS::COMPLEX_CLASS_NAMES_FULL[text] end return text end #-------------------------------------------------------------------------- # refresh_name_box #-------------------------------------------------------------------------- def refresh_name_box(name, side = 0) return if $game_temp.in_battle font_colour = YE::MESSAGE::NAME_COLOUR font_name = Font.default_name font_size = Font.default_size font_bold = Font.default_bold font_italic = Font.default_italic font_shadow = Font.default_shadow icon = 0 name_width = 0 #---Convert Special Characters name = name.gsub(/\x01\{(\d+)\}/i) { font_colour = $1.to_i ""} name = name.gsub(/\x09\{(\d+)\}/i) {""} name = name.gsub(/\x10\{(\d+)\}/i) { icon = $1.to_i name_width += YE::MESSAGE::ICON_WIDTH ""} name = name.gsub(/\x11\{(\d+)\}/i) { font_size = $1.to_i ""} name = name.gsub(/\x12\{(.*?)\}/i) { font_name = $1.to_s ""} name = name.gsub(/\x13/i) { font_bold = true ""} name = name.gsub(/\x14/i) { font_italic = true ""} name = name.gsub(/\x15/i) { font_shadow = true ""} #---Convert Special Characters @name_text.contents.font.name = font_name @name_text.contents.font.size = font_size @name_text.contents.font.bold = font_bold @name_text.contents.font.italic = font_italic @name_text.contents.font.shadow = font_shadow name_width += @name_text.contents.text_size(name).width name_width += YE::MESSAGE::NAME_WINDOW_W @name_window.width = name_width + 40 @name_text.width = @name_window.width var = $game_variables[YE::MESSAGE::ROW_VARIABLE] wheight = var <= 0 ? 4 * 24 + 32 : var * 24 + 32 position = $game_message.position case position when 0 @name_window.y = self.height - YE::MESSAGE::NAME_WINDOW_H @name_window.y += YE::MESSAGE::NAME_WINDOW_Y when 1 @name_window.y = (Graphics.height - wheight) / 2 @name_window.y -= YE::MESSAGE::NAME_WINDOW_Y when 2 @name_window.y = (Graphics.height - wheight) @name_window.y -= YE::MESSAGE::NAME_WINDOW_Y end offset = (@name_text.height - @name_window.height) / 2 @name_text.y = @name_window.y - offset if YE::MESSAGE::NAME_WINDOW_SHOW_BACK and $game_message.background == 0 @name_window.opacity = 255 else @name_window.opacity = 0 end if side == 0 @name_window.x = YE::MESSAGE::NAME_WINDOW_X else @name_window.x = Graphics.width - YE::MESSAGE::NAME_WINDOW_X @name_window.x -= @name_window.width end @name_text.x = @name_window.x @name_window.create_contents @name_text.create_contents txh = [font_size + (font_size / 5), WLH].max @name_text.contents.font.color = text_color(font_colour) @name_text.contents.font.name = font_name @name_text.contents.font.size = font_size @name_text.contents.font.bold = font_bold @name_text.contents.font.italic = font_italic @name_text.contents.font.shadow = font_shadow if icon > 0 iw = YE::MESSAGE::ICON_WIDTH @name_text.draw_icon(icon, YE::MESSAGE::NAME_WINDOW_W / 2, 0) @name_text.contents.draw_text(iw, 0, name_width + 8 - iw, txh, name, 1) else @name_text.contents.draw_text(0, 0, name_width + 8, txh, name, 1) end @name_window.open @name_text.open @name_window_open = true end end # Window_Message
#=============================================================================== # Game_Interpreter #===============================================================================
class Game_Interpreter #-------------------------------------------------------------------------- # overwrite Show Text #-------------------------------------------------------------------------- def command_101 unless $game_message.busy $game_message.face_name = @params[0] $game_message.face_index = @params[1] $game_message.background = @params[2] $game_message.position = @params[3] flow = true loop { if @list[@index].code == 101 and meet_stringing_conditions and flow @index += 1 else break end flow = @row_check while @list[@index].code == 401 and meet_stringing_conditions $game_message.texts.push(@list[@index].parameters[0]) @index += 1 end } if @list[@index].code == 102 # Show choices setup_choices(@list[@index].parameters) elsif @list[@index].code == 103 # Number input processing setup_num_input(@list[@index].parameters) end set_message_waiting # Set to message wait state end return false end #-------------------------------------------------------------------------- # overwrite setup_choices #-------------------------------------------------------------------------- def setup_choices(params) var = $game_variables[YE::MESSAGE::ROW_VARIABLE] rows = (var <= 0) ? 4 : var if $game_message.texts.size <= rows - params[0].size $game_message.choice_start = $game_message.texts.size $game_message.choice_max = params[0].size for s in params[0] $game_message.texts.push(s) end $game_message.choice_cancel_type = params[1] $game_message.choice_proc = Proc.new { |n| @branch[@indent] = n } @index += 1 end end #-------------------------------------------------------------------------- # meet_stringing_conditions #-------------------------------------------------------------------------- def meet_stringing_conditions var = $game_variables[YE::MESSAGE::ROW_VARIABLE] rows = (var <= 0) ? 4 : var @row_check = (rows > 4) ? true : false return true if rows > $game_message.texts.size return false end end # Game_Interpreter
#=============================================================================== # # END OF FILE # #=============================================================================== |
Puis il faut écrire comme ceci :
\nb[Virginn]Acassia powaa ! |
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Donat_RPG Voyageur intrigué

Nombre de messages: 19 Date d'inscription: 15/07/2010
 | Sujet: Re: Script nom au dessus du message Lun 16 Aoû - 11:20 | |
| Ah merci  Mais c'est normal que ça me fasse ça ? :  |
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Varkan Seigneur d'Acassia


Nombre de messages: 1451 Age: 23 Date d'inscription: 15/10/2006
 | Sujet: Re: Script nom au dessus du message Lun 16 Aoû - 12:22 | |
| oO vraiment bizarre, ou as-tu placé ton script ? |
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Donat_RPG Voyageur intrigué

Nombre de messages: 19 Date d'inscription: 15/07/2010
 | Sujet: Re: Script nom au dessus du message Lun 16 Aoû - 13:11 | |
| |
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Varkan Seigneur d'Acassia


Nombre de messages: 1451 Age: 23 Date d'inscription: 15/10/2006
 | Sujet: Re: Script nom au dessus du message Lun 16 Aoû - 16:36 | |
| Oui non mais j'imaginais bien qu'il était au dessus de main mais où xD bref met le en première position pour voir. |
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Dragongaze13 Habitant d'Acassia

Nombre de messages: 87 Date d'inscription: 27/06/2010
 | Sujet: Re: Script nom au dessus du message Lun 16 Aoû - 17:20 | |
| Problème de comptabilité ? |
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Donat_RPG Voyageur intrigué

Nombre de messages: 19 Date d'inscription: 15/07/2010
 | Sujet: Re: Script nom au dessus du message Mar 17 Aoû - 15:36 | |
| Ouais mais là je l'ai mis au dessus de tout mes script's à part les script du sbs ...
Ps : C'est pas \nb[...] mais \na[...] mais le face foire tout le temps ... |
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Varkan Seigneur d'Acassia


Nombre de messages: 1451 Age: 23 Date d'inscription: 15/10/2006
 | Sujet: Re: Script nom au dessus du message Mar 17 Aoû - 15:45 | |
| chez moi c'est \nb[...] et je l'ai mit 3ème position et il est également en dessus du SBS.
Donc peut être une incompatibilité... faudrait que tu prennes du temps à enlever un par un tes scripts, donc les copier et coller sur un projet vierge et à chaque enlèvement, test ton jeu pour voir si ça marche. C'est comme ça que je procède, c'est chiant, c'est long, mais avec cette méthode, moi perso j'arrive à savoir pourquoi ça bug. |
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Donat_RPG Voyageur intrigué

Nombre de messages: 19 Date d'inscription: 15/07/2010
 | Sujet: Re: Script nom au dessus du message Mar 17 Aoû - 19:36 | |
| En même temps je n'ai qu'un seul script à part le SBS : le script des effets de lumières ... |
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Varkan Seigneur d'Acassia


Nombre de messages: 1451 Age: 23 Date d'inscription: 15/10/2006
 | Sujet: Re: Script nom au dessus du message Mar 17 Aoû - 21:03 | |
| Alors honnêtement je ne sais pas oO |
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Donat_RPG Voyageur intrigué

Nombre de messages: 19 Date d'inscription: 15/07/2010
 | Sujet: Re: Script nom au dessus du message Sam 21 Aoû - 15:09 | |
| Au faite , le problème c'est que j'avais une version anglaise (pour le sbs vous voyez) et pour la V anglais il faut des faceset comme cela : | Spoiler: | | | http://usui.moo.jp/graphics/rpg_sozai/actor/raf/Actor72_raf.jpg |
Donc j'ai qu'a plus mettre tout mon projet dans une V fr ^^ (Z'avez vu j'suis trop fort *_*)
Edit > Au faite merde c'est pas ça -_- ! Varkan est-ce que ça t'as déjà fait ça avec le script ? Et le script que tu viens de me donner tu le sors de l'éditeur de script de ton jeu ou d'un site ? |
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Varkan Seigneur d'Acassia


Nombre de messages: 1451 Age: 23 Date d'inscription: 15/10/2006
 | Sujet: Re: Script nom au dessus du message Sam 21 Aoû - 21:47 | |
| De mon jeu je le sors ^^
Et sinon ça ne m'a jamais fait ça oO je ne comprends vraiment pas =/ |
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