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23 août 2007

script pour afficher un faceset dans un message

alor le script qui vas suivre est tout simplement G.E.N.I.A.L il permet d'afficher une photo d'un personnage  (max 96pix X 96pix).voila ici c'est assez simple il faut aler dans "Window_Message"suprimer tout ce qu'il y a dedans et ensuite y coler tout ce script :

#==============================================================================
# Window_Message
#------------------------------------------------------------------------------
#
#==============================================================================

class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def initialize
super(80, 304, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font = Font.new("Arial")
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
@pic_width = 96
@pic_height = 96
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
x = y = 0
@cursor_width = 0

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!(/\\[Ww]\[([0-9]+)\]/) do
@pic_width = $1.to_i
""
end
text.gsub!(/\\[Hh]\[([0-9]+)\]/) do
@pic_height = $1.to_i
""
end
text.gsub!(/\\[Ff]\[([\w]+)\]/) do
temp = RPG::Cache.picture($1)
pic_x = self.contents.width - @pic_width - 10
pic_y = self.contents.height / 2 - @pic_height / 2
dest = Rect.new(pic_x,pic_y,@pic_width, @pic_height)
src = Rect.new(0,0,temp.width, temp.height)
self.contents.stretch_blt(dest, temp, src)
""
end

text.gsub!(/\\\\/) { "\000" }
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }

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 == "\n"
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

self.contents.draw_text(4 + x, 32 * y, 40, 32, c)

x += self.contents.text_size(c).width
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 @fade_in
self.contents_opacity += 24
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end

if @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
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

et apres vous n'avez plus qu'a coler ceci dans chaques nouveau messages


\f[nom_de_l'image_sans_l'extention]


L'image doit être 96x96 et dans le dossier Pictures de votre jeu,
/!\ne mettez pas l'extension/!\,/!\ne renomez pas vos images avec des majuscules/!\ /!\ou avec des espaces/!\!!!!!!!!!!!!!!

À faire: \f[perso1]
À ne pas faire: \f[perso1.png]

Faites ceci à chaques fois dans chaques nouveau message , suivit de ce que dit le perso.

voila . et ça donne cela :

Sans_titre

pour ceux qui n'on pas de faceset il y a un site en japonais pour des faceset's

ps: ce n'est pas moi qui l'ai fait ce script seulement la mise en page ^^ . eychiro

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Commentaires
O
Vient poster tes scripts tuto et ressource sur le new forum daide sur rmxp http://rpgmakerxp.keuf.net
W
C'est super sa marche et au moin sa change des dialogue long et ennuyeux sans images.<br /> Pour conclure c'est super .^^
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