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Index du forum > Entraide > [VX Ace] Avatar sélectionné automatiquement dans les dialogues


Nérylis - posté le 17/10/2020 à 17:41:09 (149 messages postés)

❤ 0

Domaine concerné: Messages
Logiciel utilisé: VX Ace
Bonjour,

J'utilise la fonction \P[1] dans les dialogues afin de faire parler le personnage chef de groupe (je fais ça pour les dialogues optionnels qui peuvent se faire à n'importe quel moment du jeu et qui doit donc prendre en compte les personnages présents à l'instant t, raison pour laquelle je ne peux pas mettre un personnage fixe). Ça marche bien pour ce qui est d'afficher le nom du leader, mais comment je peux faire pour afficher le bon avatar correspondant ?


timtrack - posté le 17/10/2020 à 20:43:17 (653 messages postés)

❤ 2

Plop

Si t'as du courage, tu peux faire ça via des conditions, mais ça nécessite de faire une branche par protagoniste potentiel, t'en as beaucoup ?
Est-ce que tes personnages peuvent avoir des expressions différentes dans ces dialogues ? (colère, tristesse, joie etc.)

Je peux te proposer ce ptit script (testé sur projet vierge) :

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class Game_Interpreter
  def leader_dialogue(line, background = 0, position = 2)
    actor_dialogue($game_party.leader, line, background, position)
  end
  
  def actorID_dialogue(actorID, line, background = 0, position = 2)
    actor_dialogue($game_actors[actorID], line, background, position)
  end
  
  #affiche le contenu de line avec le visage de l'acteur actor
  def actor_dialogue(actor, line, background = 0, position = 2)
    $game_message.background = background #0 normal, 1 sombre, 2 rien
    $game_message.position = position #0 haut, 1 mid, 2 bas
    $game_message.face_name = actor.face_name
    $game_message.face_index = actor.face_index
    $game_message.new_page
    $game_message.add(line)
    Fiber.yield while $game_message.busy?
  end
end



Dans l'usage, tu peux faire un appel de script dans un événement :

Portion de code : Tout sélectionner

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line = "generic text string \\P[1]"
leader_dialogue(line)


Ce qui affichera le message avec pour visage le personnage en front de l'équipe.
Pense à doubler les "\" sinon ils sont perdus par la chaine de caractères.

Je me suis directement inspiré de ce thread sur les forums officiels :
https://forums.rpgmakerweb.com/index.php?threads/using-actor-face-graphics-from-database-in-text-box-rpg-maker-vx.77192/

edit : corrigé le script

Projet actuel


Nérylis - posté le 18/10/2020 à 10:08:41 (149 messages postés)

❤ 0

J'avais pensé aussi à faire des conditions, mais j'ai 9 personnages à la fin dans l'équipe, cela aurait été très fastidieux. Je n'utilise pas les expressions faciales, juste un avatar unique par personnage.

Je viens de tester rapidement ton script, ça a l'air de marcher. Je n'avais pas compris au départ, mais en gros, j'écris le dialogue dans l'appel de script. Et les sauts de ligne marchent aussi, donc ça c'est bien.

Je vais regarder ce soir plus en profondeur si je vois des problèmes. Sinon, je passerai le topic en résolu. Merci pour ton aide. :sourire3

Edit : Ok pour moi, tout fonctionne à merveille. Problème résolu. :)


Nérylis - posté le 29/11/2020 à 15:39:55 (149 messages postés)

❤ 0

Bonjour,

Je me permets de rebondir sur ce sujet. Je me suis aperçu que les codes de mise en forme de texte du script de Modern Algebra ne s'appliquaient pas dans les appels de script. Est-ce que c'est possible de remédier à ça ?

Voici le script en question :

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#==============================================================================
#    ATS: Special Message Codes [VXA]
#    Version: 1.0.6
#    Author: modern algebra (rmrk.net)
#    Date: 18 October 2012
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#
#    This script allows you to use a number of additional special codes in the
#   message system, which will function similar to the default codes like
#   \v[n], \c[n], etc. Please see the list of special message codes starting at
#   line 54 for a full idea of what is added. Basically, it gives you greater
#   control over the delivery of a message, allows you to make use of font
#   effects like bolding and italicizing, and allows you to retrieve and
#   display useful data like the names of weapons and armors.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  ATS Series:
#
#    This script is part of the Advanced Text System series of scripts. These
#   scripts are based off the Advanced Text System for RMVX, but since RMVX Ace
#   has a much more sensibly designed message system, it is no longer necessary
#   that it be one large script. For that reason, and responding to feedback on
#   the ATS, I have split the ATS into multiple different scripts so that you
#   only need to pick up the components for the features that you want. It is
#   therefore easier to customize and configure.
#
#    To find more scripts in the ATS Series, please visit:
#      http://rmrk.net/index.php/topic,44525.0.html
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    This script is not difficult to use or configure. There are only ten
#   configuration options for this script. These are:
#
#      :message_speed               :font_italic
#      :show_fast_speed             :font_outline
#      :font_name                   :font_shadow
#      :font_size                   :font_underline
#      :font_bold                   :font_highlight
#
#   :message_speed allows you to set the default number of frames to wait
#   between drawing each letter in the message window. :show_fast_speed allows
#   you to control the amount it speeds up when the player presses enter. You
#   can gain instructions on setting the default value for both at line 180.
#
#   All of the :font_ settings simply let you set the initial values for the
#   font when used.
#
#    As with other ATS scripts, you can change the value of these options in
#   game with the following codes in a script call:
#
#      ats_next(:message_option, x)
#      ats_all(:message_option, x)
#
#   Where :message_option is the symbol you want (:message_speed or
#   :show_fast_speed) and x is the value you want to change it to. ats_next
#   will only change it for the very next message, while ats_all will change it
#   for every message to follow.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  List of Special Message Codes:
#
#    The default message codes are retained, and this script adds a number of
#   other desirable features. The following is a complete list of the message
#   codes at your disposal. Simply insert them into a Display Message command,
#   Choice Branches, or any other message related system.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Font Effects:
#
# \fn[fontname] - Change the font to fontname. If you put multiple fontnames
#     separated by commas, then it will take the first one the user has installed
# \fs[n] - Change the font size to n.
# \{ - Increase the font size by 8.
# \} - Decrease the font size by 8.
# \c[n] - Set the colour of the text being drawn to the nth colour of the
#     Windowskin palette. 0 is the normal color and 16 is the system color.
# \hc[RRGGBB] or \c[#RRGGBB] - Set the colour of the text being drawn to any
#     colour, using hexadecimal values. You can set each colour (red, green,
#     blue) to anything from 0-255 (00-FF). You must use hexadecimal values. If
#     so desired, you can add an additional hex value from 00-FF to change the
#     alpha.
# \b     - Turn bold on. Text drawn after this code will be bolded.
# /b     - Turn bold off.
# \i     - Turn italic on. Text drawn after this code will be italicized.
# /i     - Turn italic off.
# \o     - Turn outline on.
# /o     - Turn outline off.
# \s     - Turn shadow on. Text drawn after this code will have a shadow.
# /s     - Turn shadow off.
# \u     - Turn underline on. Text drawn after this code will be underlined.
# /u     - Turn underline off.
# \hl[n] - Turn highlight on. Text drawn after this code will be highlighted
#     with colour n + 1 from the windowskin palette
# /hl OR \hl[0] - Turn highlight off.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Message Control:
#
# \s[n] - Sets the message speed to wait n frames between drawing every letter.
#     0 is instant.
# \s[+n] - Sets the message speed to wait an additional n frames between drawing
#     every letter.
# \s[-n] - Sets the message speed to wait n less frames between drawing every
#     letter.
# \. - Wait 15 frames before drawing the next character
# \| - Wait 60 frames before drawing the next character
# \w[n] - Wait n frames before drawing the next character
# \! - Pause text and wait for player to press Enter
# \^ - Skip Pause; allows you to close a message window without requiring player
#     input.
# \> - Show line fast.
# \< - Stop showing line fast.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Replacement Codes:
#
# \p[n] - Draw the name of the actor in the xth position in the party. 1 is
#     the party leader, 2 is the second member, etc.
# \n[n] - Draw the name of the actor with ID n
# \nn[n] - Draw the nickname of the actor with ID n.
# \pid[n] - Draw the ID of the actor in the nth position in the party.
# \ac[n] - Draw the class name of the actor with ID n.
# \al[n] - Draw the level of the actor with ID n.
# \ni[n] - Draw the name of the item with ID n.
# \nw[n] - Draw the name of the weapon with ID n.
# \na[n] - Draw the name of the armor with ID n.
# \ns[n] - Draw the name of the skill with ID n.
# \nt[n] - Draw the name of the state with ID n.
# \nc[n] - Draw the name of the class with ID n.
# \ne[n] - Draw the name of the event with ID n on the current map.
# \nm[n] - Draw the name of the enemy with ID n.
# \nv[n] - Draw the name of the variable with ID n.
# \nsw[n] - Draw the name of the switch with ID n.
# \nl[n] - Draw the name of the element with ID n.
# \nwt[n] - Draw the name of the weapon type with ID n.
# \nat[n] - Draw the name of the armor type with ID n.
# \nst[n] - Draw the name of the skill type with ID n.
# \np[n] - Draw the name of the actor in the nth position in the party.
# \map   - Draw the name of the map the player is currently on.
# \map[n] - Draw the name of the map with ID n.
# \pg - Draws the amount of money the party has.
# \g - Draws the unit of currency.
# \vocab[method] - Will draw whatever Vocab.method returns, if it is a valid
#     method call. Suitable values for method are: level, level_a, hp, hp_a,
#     mp, mp_a, tp, tp_a, fight, escape, attack, guard, item, skill, equip,
#     status, formation, save, game_end, weapon, armor, key_item, equip2,
#     optimize, clear, new_game, continue, shutdown, to_title, cancel,
#     currency_unit
# \vocab[param, n] - Will draw the label for parameter with ID n. 0 => Max HP;
#     1 => Max MP; 2 => Attack; 3 => Defence; 4 => Magic; 5 => Magic Defence;
#     6 => Agility; 7 => Luck
# \vocab[etype, n] - Will draw the label for equipment type with ID n.
#     0 => Weapon; 1 => Shield; 2 => Head; 3 => Body; 4 => Accessory
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Other Effects:
#
# \$ - Opens a window which shows the party's gold.
# \n - line break
# \i[n] - Draw icon with index n.
# \ii[n] - Draw icon of the item with ID n.
# \iw[n] - Draw icon of the weapon with ID n.
# \ia[n] - Draw icon of the armor with ID n.
# \is[n] - Draw icon of the skill with ID n.
# \it[n] - Draw icon of the state with ID n.
# \x[n] - Draw next character at pixel n of the window contents.
# \s{n,text} - Will only draw text if the switch with ID n is ON.
# \s!{n,text} - Will only draw text if the switch with ID n is OFF.
# \#{code} - This will evaluate code. So, if you know scipting, you can place
#     any code there and it will draw whatever is returned by it. For instance:
#     \#{$game_system.save_count} would draw the number of times the player has
#     saved the current game.
#==============================================================================
 
$imported = {} unless $imported
$imported[:ATS_SpecialMessageCodes] = true
 
#==============================================================================
# ** Game_ATS
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new public instance variables - message_speed; special_message_codes
#==============================================================================
 
class Game_ATS
  CONFIG = {} unless $imported[:AdvancedTextSystem]
  CONFIG[:special_message_codes] = {
    special_message_codes: true,
    #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
    #  EDITABLE REGION
    #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
    #   :message_speed => x,
    #      Changing the value of x determines the default number of frames to
    #     wait between drawing letters in a message window. 0 is instant.
    :message_speed =>   1,
    #   :show_fast_speed => x
    #      Changing the value of x determines the number of frames to wait
    #     between drawing letters when the player is holding enter. 0 is
    #     instant
      :show_fast_speed => 0,
    # Font Settings - Set the default settings for the font you are using here.
    :font_name => Font.default_name,       # String or Array of Strings
    :font_size => Font.default_size,       # Integer
    :font_bold => Font.default_bold,       # true or false
    :font_italic => Font.default_italic,   # true or false
    :font_outline => Font.default_outline, # true or false
    :font_shadow => Font.default_shadow,   # true or false
    :font_underline => false,              # true or false
    :font_highlight => -1,                 # Integer for colour of highlight
    #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
    #  END EDITABLE REGION
    #////////////////////////////////////////////////////////////////////////
  }
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  CONFIG[:special_message_codes].keys.each { |key| attr_accessor key }
end
 
#==============================================================================
#  Initialize Common ATS Data if no other ATS script interpreted first
#==============================================================================
 
if !$imported[:AdvancedTextSystem]
  #============================================================================
  # *** DataManager
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  #  Summary of Changes:
  #    aliased method - create_game_objects; make_save_contents;
  #      extract_save_contents
  #============================================================================
  module DataManager
    class << self
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      # * Create Game Objects
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      alias modb_ats_crtgmobj_6yh7 create_game_objects
      def create_game_objects(*args, &block)
        modb_ats_crtgmobj_6yh7(*args, &block)
        $game_ats = Game_ATS.new
        $game_ats.init_new_installs
      end
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      # * Make Save Contents
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      alias mlba_ats_mksave_5tg9 make_save_contents
      def make_save_contents(*args, &block)
        contents = mlba_ats_mksave_5tg9(*args, &block)
        contents[:ats] = $game_ats
        contents
      end
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      # * Extract Save Contents
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      alias ma_ats_extrcsvcon_8uj2 extract_save_contents
      def extract_save_contents(contents, *args, &block)
        ma_ats_extrcsvcon_8uj2(contents, *args, &block)
        $game_ats = contents[:ats] ? contents[:ats] : Game_ATS.new
        $game_ats.init_new_installs
      end
    end
  end
 
  #============================================================================
  # ** Game_ATS
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  #  This class holds the default data for all scripts in the ATS series
  #============================================================================
 
  class Game_ATS
    def initialize; reset; end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Reset any or all installed ATS scripts
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def reset(script_name = nil)
      if script_name.is_a? (Symbol) # If script to reset specified
        CONFIG[script_name].each_pair { |key, value|
          self.send("#{key}=".to_sym, value)
          $game_message.send("#{key}=".to_sym, value)
        }
      else                          # Reset all ATS scripts
        CONFIG.keys.each { |script| reset(script) }
      end
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Initialize any newly installed ATS scripts
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def init_new_installs
      CONFIG.keys.each { |script| reset(script) unless self.send(script) }
    end
  end
 
  #============================================================================
  # ** Game_Message
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  #  Summary of Changes:
  #    aliased method - clear
  #============================================================================
 
  class Game_Message
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Clear
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    alias mlb_ats_clrats_5tv1 clear
    def clear(*args, &block)
      mlb_ats_clrats_5tv1(*args, &block) # Run Original Method
      return if !$game_ats
      Game_ATS::CONFIG.values.each { |installed|
        installed.keys.each { |key| self.send("#{key}=".to_sym, $game_ats.send(key)) }
      }
    end
  end
 
  #============================================================================
  # ** Game_Interpreter
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  #  Summary of Changes:
  #    new methods - ats_all; ats_next
  #============================================================================
 
  class Game_Interpreter
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * ATS All
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def ats_all(sym, *args, &block)
      $game_ats.send("#{sym}=".to_sym, *args, &block)
      ats_next(sym, *args, &block)
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * ATS Next
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def ats_next(sym, *args, &block)
      $game_message.send("#{sym}=".to_sym, *args, &block)
    end
  end
end
 
$imported[:AdvancedTextSystem] = true
 
class Game_Message
  Game_ATS::CONFIG[:special_message_codes].keys.each { |key| attr_accessor key }
end
 
#==============================================================================
# ** Game_Event
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - name
#==============================================================================
 
class Game_Event
  def name
    return @event ? @event.name : ""
  end
end
 
#==============================================================================
# ** Window_Base
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - initialize; convert_escape_characters; calc_line_height;
#      process_escape_character; process_normal_character
#==============================================================================
 
class Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mlgb_atssmc_init_3do9 initialize
  def initialize(*args, &block)
    mlgb_atssmc_init_3do9(*args, &block) # Run Original Method
    @underline = false
    @highlight = -1
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Convert Escape Characters
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias ma_atssmc_convesc_4rc1 convert_escape_characters
  def convert_escape_characters(text, *args, &block)
    result = ma_atssmc_convesc_4rc1(text, *args, &block) # Run Original Method
    # Party
    result.gsub!(/\ePID\[(\d+)\]/i) { $1.to_i >= 1 ? $game_party.members[$1.to_i - 1].id.to_s : "1" }
    result.gsub!(/\ePG/i) { $game_party.gold }
    # Message Speed
    result.gsub!(/\eS\[([\+-]?\d+)\]/i) { "\eMS\[#{$1}\]" }
    result.gsub!(/\e%/)             { "\eDS%"}
    # Hex Colour
    result.gsub!(/\eC\[#/i)         { "\eHC[" }
    # Icons
    result.gsub!(/\eII\[(\d+)\]/i)  { "\eI\[#{$data_items[$1.to_i].icon_index}\]" rescue "" }
    result.gsub!(/\eIW\[(\d+)\]/i)  { "\eI\[#{$data_weapons[$1.to_i].icon_index}\]" rescue "" }
    result.gsub!(/\eIA\[(\d+)\]/i)  { "\eI\[#{$data_armors[$1.to_i].icon_index}\]" rescue "" }
    result.gsub!(/\eIS\[(\d+)\]/i)  { "\eI\[#{$data_skills[$1.to_i].icon_index}\]" rescue "" }
    result.gsub!(/\eIT\[(\d+)\]/i)  { "\eI\[#{$data_states[$1.to_i].icon_index}\]" rescue "" }
    # Actor Stats
    result.gsub!(/\eAC\[(\d+)\]/i)  { $data_classes[$game_actors[$1.to_i].class_id].name }
    result.gsub!(/\eAL\[(\d+)\]/i)  { $game_actors[$1.to_i].level.to_s }
    # Names
    result.gsub!(/\eMAP\[(\d+)\]/i) { load_data(sprintf("Data/Map%03d.rvdata2", $1.to_i)).display_name rescue "" }
    result.gsub!(/\eMAP/i)          { $game_map.display_name rescue "" }
    result.gsub!(/\eNP\[(\d+)\]/i)  { $game_party.members[$1.to_i].name rescue "" }
    result.gsub!(/\eNE\[(\d+)\]/i)  { $game_map.events[$1.to_i].name rescue "" }
    result.gsub!(/\eNN\[(\d+)\]/i)  { $game_actors[$1.to_i].nickname rescue "" }
    result.gsub!(/\eNI\[(\d+)\]/i)  { $data_items[$1.to_i].name rescue "" }
    result.gsub!(/\eNW\[(\d+)\]/i)  { $data_weapons[$1.to_i].name rescue "" }
    result.gsub!(/\eNA\[(\d+)\]/i)  { $data_armors[$1.to_i].name rescue "" }
    result.gsub!(/\eNS\[(\d+)\]/i)  { $data_skills[$1.to_i].name rescue "" }
    result.gsub!(/\eNT\[(\d+)\]/i)  { $data_states[$1.to_i].name rescue "" }
    result.gsub!(/\eNM\[(\d+)\]/i)  { $data_enemies[$1.to_i].name rescue "" }
    result.gsub!(/\eNC\[(\d+)\]/i)  { $data_classes[$1.to_i].name rescue "" }
    result.gsub!(/\eNV\[(\d+)\]/i)  { $data_system.variables[$1.to_i] }
    result.gsub!(/\eNSW\[(\d+)\]/i) { $data_system.switches[$1.to_i] }
    result.gsub!(/\eNWT\[(\d+)\]/i) { $data_system.weapon_types[$1.to_i] }
    result.gsub!(/\eNAT\[(\d+)\]/i) { $data_system.armor_types[$1.to_i] }
    result.gsub!(/\eNST\[(\d+)\]/i) { $data_system.skill_types[$1.to_i] }
    result.gsub!(/\eNL\[(\d+)\]/i)  { $data_system.elements[$1.to_i] }
    # Vocab
    result.gsub!(/\eVOCAB\[(\w+),\s*(\d+)\s*\]/i) { Vocab.send($1.downcase, $2.to_i) rescue "" }
    result.gsub!(/\eVOCAB\[(\w+)\]/i) { Vocab.send($1.downcase) rescue "" }
    # Font Settings
    result.gsub!(/\eB/i)            { "\eFE[0]" } # Bold On
    result.gsub!(/\/B/i)            { "\eFE[1]" } # Bold Off
    result.gsub!(/\eI([^\[])/i)     { "\eFE[2]#{$1}" } # Italics On
    result.gsub!(/\/I/i)            { "\eFE[3]" } # Italics Off
    result.gsub!(/\eO/i)            { "\eFE[4]" } # Outline On
    result.gsub!(/\/O/i)            { "\eFE[5]" } # Outline Off
    result.gsub!(/\eS([^\[!])/i)    { "\eFE[6]#{$1}" } # Shadow On
    result.gsub!(/\/S/i)            { "\eFE[7]" } # Shadow Off
    result.gsub!(/\eU/i)            { "\eFE[8]" } # Underline On
    result.gsub!(/\/U/i)            { "\e\FE[9]" } # Underline Off
    result.gsub!(/\eHL\[(\d+)\]/i)  { "\eHL[#{$1.to_i}]" } # Highlight On: custom colour
    result.gsub!(/\eHL([^\[])/i)    { "\eHL[17]#{$1}" }# Highlight On: system colour
    result.gsub!(/\/HL/i)           { "\eHL[0]" } # Hightlight Off
    result.gsub!(/\/FN/i)           { "\eFN[]" }  # Default Font
    result.gsub!(/\/FS/i)           { "\eFS[#{Font.default_size}]" } # Default Font
    # Conditional Text
    result.gsub!(/\eS\[(\d+)[,;:](.+?)\]/mi) { $game_switches[$1.to_i] ? $2 : "" }
    result.gsub!(/\eS!\[(\d+)[,;:](.+?)\]/mi) { $game_switches[$1.to_i] ? "" : $2 }
    result.gsub!(/\eS\{(\d+)[,;:](.+?)\}/mi) { $game_switches[$1.to_i] ? $2 : "" }
    result.gsub!(/\eS!\{(\d+)[,;:](.+?)\}/mi) { $game_switches[$1.to_i] ? "" : $2 }
    # Evaluation
    result.gsub!(/\e#\{(.+?)\}/im)  { (eval($1)).to_s rescue "" }
    # Do resubstitutions if requested
    if result.sub!(/\eRESUB/i, "") != nil
      result = convert_escape_characters(result, *args, &block)
    end
    result.gsub!(/\e(N|LB)/i, "\n") # Line Break
    result # Return result
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Calculate Line Height
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias ma_atssmc_clclnhght_3ek9 calc_line_height
  def calc_line_height(text, *args, &block)
    res = ma_atssmc_clclnhght_3ek9(text, *args, &block) # Run Original Method
    text.slice(/^.*$/).scan(/\eFS\[(\d+)\]/i) { |num| res = [res, num[0].to_i].max }
    res
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Process Normal Character
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mlra_atssmc_procnorm_5fg2 process_normal_character
  def process_normal_character(c, pos, *args, &block)
    draw_highlight_underline(c, pos) if @underline || @highlight
    mlra_atssmc_procnorm_5fg2(c, pos, *args, &block) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Process Escape Character
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias ma_atssmc_procesc_7gv1 process_escape_character
  def process_escape_character(code, text, pos, *args, &block)
    case code.upcase
    when 'X' then pos[:x] = obtain_escape_param(text)
    when 'HC' # Hex Colour
      hex = text.slice!(/^\[([ABCDEF\d]+)\]/i)
      rgb = $1.scan(/../).map { |hex| hex.to_i(16) }
      change_color(Color.new(*rgb)) if rgb.size.between?(3,4)
    when 'FE' # Font Settings
      param = obtain_escape_param(text)
      case param / 2
      when 0 then contents.font.bold = ((param % 2) == 0)     # Bold
      when 1 then contents.font.italic = ((param % 2) == 0)   # Italic
      when 2 then contents.font.outline = ((param % 2) == 0)  # Outline
      when 3 then contents.font.shadow = ((param % 2) == 0)   # Shadow
      when 4 then @underline = ((param % 2) == 0)             # Underline
      end
    when 'HL' then @highlight = obtain_escape_param(text) - 1 # Highlight
    when 'FN' # Font Name
      text.slice!(/^\[(.*?\])/)
      param = $1
      if param.nil? || param == ']'
        contents.font.name = Font.default_name
      else
        ary = []
        while param.slice!(/\s*(.+?)\s*[,;:\]]/) != nil do ary.push($1) end
        contents.font.name = ary
      end
    when 'FS' # Font Size
      text.slice!(/^\[(\d+)\]/)
      contents.font.size = [[$1.to_i, 16].max, 64].min
    else
      ma_atssmc_procesc_7gv1(code, text, pos, *args, &block) # Run Original Method
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Highlighting and Underlining
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_highlight_underline(c, pos)
    text_width = text_size(c).width
    y_space = (pos[:height] - contents.font.size) / 2
    if @underline      # Underlining
      y = pos[:y] + pos[:height]
      y -= [2, y_space].max
      contents.fill_rect(pos[:x], y, text_width, 2, contents.font.color)
    end
    if @highlight >= 0 # Highlighting
      y = pos[:y]
      y += y_space - 1 if y_space > 0
      text_height = [contents.font.size + 2, pos[:height]].min
      colour = text_color(@highlight)
      colour.alpha = 128 if colour.alpha > 128
      contents.fill_rect(pos[:x], y, text_width, text_height, colour)
    end
  end
end
 
#===============================================================================
# ** Window_Message
#+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - clear_instance_variables; process_escape_character;
#      update_show_fast; wait_for_one_character
#    overwritten super method - reset_font_settings
#===============================================================================
 
class Window_Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Clear Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias ma_atssmc_clrinsvar_3dq9 clear_instance_variables
  def clear_instance_variables(*args, &block)
    ma_atssmc_clrinsvar_3dq9(*args, &block) # Run Original Method
    @skip_disabled = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Reset Font Settings
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def reset_font_settings(*args, &block)
    change_color(normal_color)
    contents.font.name = $game_message.font_name
    contents.font.size = $game_message.font_size
    contents.font.bold = $game_message.font_bold
    contents.font.italic = $game_message.font_italic
    contents.font.outline = $game_message.font_outline
    contents.font.shadow = $game_message.font_shadow
    @underline = $game_message.font_underline
    @highlight = $game_message.font_highlight
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Process Escape Character
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mnaa_atssmc_escchar_3dr9 process_escape_character
  def process_escape_character(code, text, pos, *args, &block)
    case code.upcase
    when 'MS' # Set Message Speed
      if !text[/^\[([+-])/].nil?
        text.sub!(/^\[([\+-])/, '[' )
        sign = $1
      else
        sign = ""
      end
      param = obtain_escape_param(text)
      sign.empty? ? $game_message.message_speed = param : $game_message.message_speed += "#{sign}#{param}".to_i
      when 'DS'
        text.slice!(/^%/) # Delete buffer to ensure code isn't overextended
        @skip_disabled = !@skip_disabled
      when 'W' then wait(obtain_escape_param(text))
    else
      mnaa_atssmc_escchar_3dr9(code, text, pos, *args, &block) # Run Original Method
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Show Fast
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mlg_atssmc_updshwfast_7yb1 update_show_fast
  def update_show_fast(*args, &block)
    mlg_atssmc_updshwfast_7yb1(*args, &block)
    if $game_message.message_speed < 1
      @show_fast = true
    elsif @skip_disabled
      @show_fast = false
    elsif $game_message.show_fast_speed > 0
      @show_fast = Input.press?(:C)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Wait for One Character
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mdrnl_smcats_waitonechar_5rf1 wait_for_one_character
  def wait_for_one_character(*args, &block)
    mdrnl_smcats_waitonechar_5rf1(*args, &block) # Run Original Method
    if (@show_fast || @line_show_fast) && $game_message.show_fast_speed > 0
      wait($game_message.show_fast_speed)
    elsif $game_message.message_speed > 1
      wait($game_message.message_speed - 1)
    end
  end
end




Gari - posté le 29/11/2020 à 18:10:09 (5899 messages postés) - honor

❤ 0

Bonjour,

N'hésite pas à ouvrir un nouveau topic quand tu postes un nouveau problème.
Le script est conçu pour utiliser les balises codes dans les boîtes de message. De mémoire, il me semble que les balises par défaut fonctionnent dans les appels de script tant qu'ils respectent la casse.
Peut-être que tu n'as pas vraiment besoin de cette fonction ?

Edit : Je viens de regarder, et les balises n'ont pas l'air d'être prises en compte par défaut (sans script).
Voici ce que j'ai fait pour tester (en partant du principe que le fonctionnement était le même que pour xp : https://www.rpg-maker.fr/index.php?page=tutos&id=636) :
Appel de script avec

Citation:

$game_variables[1] = '\c[1]Mon contenu.'


Et ce que ça affiche.
image

Ce qu'il te faudrait, c'est pas tant une réécriture de ce script qu'un script bien foutu qui rende les balises utilisables via appel de script.
Après, si tu ne veux pas que le texte s'affiche comme une fonction message mais image, c'est encore autre chose.

Index du forum > Entraide > [VX Ace] Avatar sélectionné automatiquement dans les dialogues

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