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Crawling-Flesh
Crawling-Flesh
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Nombre de messages : 10
Age : 30
Distinction : aucune
Date d'inscription : 26/05/2014
http://www.zebar.be

[VX Ace] Multi Curseurs pour Galv's Visual Novel Choices Empty [VX Ace] Multi Curseurs pour Galv's Visual Novel Choices

le Mar 10 Juin 2014 - 16:17
Bonjour !

Je vous propose une petite modification d'un script de Galv qui permet d'utiliser plusieurs curseurs dans le "Visual Novel Choices" (et donc d'avoir des fenêtre de choix de tailles différentes).

   
Visual Novel Choices - Multi Curseurs


   Auteur : Galv (modifié par Crawling-Flesh)

   Principe du script : Changer de curseur via une variable

   Instructions :
Explication du script de base
Explication de la modification

   Screens : Il y a deux vidéos juste au dessus. Ca vous suffit pas ? :p (en plus c'est un peu compliqué de représenter en screen l'intérêt de la modification ^^)

   Script :
Spoiler:

Code:

#------------------------------------------------------------------------------#
#  Galv's Visual Novel Choices
#  Modifié par Crawling-Flesh
#------------------------------------------------------------------------------#
#  For: RPGMAKER VX ACE
#  Version 1.9
#------------------------------------------------------------------------------#
#  2013-01-16 - Version 1.9 - Added Y offset for choice window
#  2012-11-28 - Version 1.8 - Z level setting added
#  2012-11-28 - Version 1.7 - Added compatability for some cursor scripts
#  2012-11-28 - Version 1.6 - Fixed a bug that could crash the game.
#  2012-11-28 - Version 1.5 - Added offset to change postion of cursor x and y
#  2012-11-28 - Version 1.4 - Fixed z levels and made cursor use an image
#  2012-11-27 - Version 1.3 - Fixed a bug with cancel choice selection
#  2012-11-27 - Version 1.2 - added a switch to disable script effects
#  2012-11-27 - Version 1.1 - added ability to use different image per choice
#                           - added a couple more options
#  2012-11-27 - Version 1.0 - release
#------------------------------------------------------------------------------#
#  This script overwrites the default "Show Choices" list. The choices are
#  changed so they display centered on the screen with a graphic behind each
#  of them. Made with visual novel choice selection in mind.
#------------------------------------------------------------------------------#
#  INSTRUCTIONS:
#  Copy the graphic from the demo /Graphics/System into your project.
#  Copy the script into your script list, below Materials and above Main
#
#  Some setup options below, most only need to be changed if you use your own
#  custom choice image.
#------------------------------------------------------------------------------#
#  Codes:
#------------------------------------------------------------------------------#
#  Most of the usual codes that work in messages should work in choices.
#  (eg. \V[x], \N[x], \C[x], etc. Look at message tooltip to know more.)
#
#  A new one has been added so you can change the background image for separate
#  choice options.
#
#  \B[x]
#
#  This works by adding the number x (as you put in the code above) to the end
#  of the CHOICE IMAGE file name. For example, the default choice image is:
#  "Choice.png" located in /Graphics/System/. If you put the code anywhere in
#  a choice box:  \B[3]  it will look for "Choice3.png" image in the same
#  location.
#------------------------------------------------------------------------------#
 
($imported ||= {})["Galvs_Image_Choices"] = true
module Galv_Choice
 
#------------------------------------------------------------------------------#
#  SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
  
 CURSOR_IMAGE = "Cursor"  # Curseur de base
  CURSOR_OPACITY = 255      # Opacity of the cursor
  CURSOR_Y_OFFSET = 0       # Nudge cursor position vertically
  CURSOR_X_OFFSET = 0       # Nudge cursor position horizontally

  CURSOR_IMAGE2 = "Cursor2"  # Curseur numéro 2
  CURSOR_OPACITY = 255      # Opacity of the cursor
  CURSOR_Y_OFFSET = 0       # Nudge cursor position vertically
  CURSOR_X_OFFSET = 0       # Nudge cursor position horizontally
 
 CHOICE_IMAGE = "Choice"   # Image for each choice located in /Graphics/System
  IMAGE_Y_OFFSET = 3        # Nudge your choice image vertically if needed
  IMAGE_OPACITY = 215       # The opacity of the image
 
 CHOICE_HEIGHT = 45        # How tall each choice.
  CHOICE_ITEM_Y = 2         # Offset for choice item text
  
 CENTER_TEXT = true        # left aligned if false, centered if true
                            
 DISABLE_SWITCH = 1        # Turn this switch ON to disable this script
  
 CHOICES_Y = 0             # Y offset to move choice window up or down.
                            # useful if you use a script that creates a namebox
  CHOICES_Z = 50            # The z value of the choices window. Try changing it
                            # if pictures or other scripts appear over or under
                            # the choices window to how you like.
  
#------------------------------------------------------------------------------#
  OTHER_Y_OFFSET = 12       # May fix other cursor scripts positioning
#------------------------------------------------------------------------------#
#  SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
 
end
 
class Window_ChoiceList < Window_Command
 
 alias galv_choice_initialize initialize
  def initialize(message_window)
    galv_choice_initialize(message_window)
    self.z = Galv_Choice::CHOICES_Z
  end
  
 def start
    @index = 0
    setup_choices
    make_cursor
    refresh
    open
    activate
    update_placement
    update_bgs
    refresh
    select(0)
  end
  
def make_cursor
if $game_variables[numéro de la variable à vérifier] == 0
    @cursor_sprite = Sprite.new
    @cursor_sprite.bitmap = Cache.system(Galv_Choice::CURSOR_IMAGE)
else
    @cursor_sprite = Sprite.new
    @cursor_sprite.bitmap = Cache.system(Galv_Choice::CURSOR_IMAGE2)
end
end
  
 def setup_choices
    @choice_sprite = []
    if !$game_switches[Galv_Choice::DISABLE_SWITCH]
      self.opacity = 0
      get_widths
    else
      self.opacity = 255
    end
  end
  
 alias galv_choice_update_placement update_placement
  def update_placement
    if $game_switches[Galv_Choice::DISABLE_SWITCH]
      galv_choice_update_placement
    else
      self.width = [max_choice_width + 12, 96].max + padding * 4
      self.width = [width, Graphics.width].min
      self.height = contents_height + Galv_Choice::CHOICE_HEIGHT - 10
      self.x = (Graphics.width - width) / 2
      
     if @message_window.openness < 100
        self.y = Graphics.height - contents_height + item_height / 2
      elsif @message_window.y >= Graphics.height / 2
        self.y = @message_window.y - contents_height + item_height / 2 - Galv_Choice::CHOICES_Y
      else
        self.y = @message_window.y + @message_window.height + item_height / 2 + Galv_Choice::CHOICES_Y
      end
    end
  end
 
 alias galv_choice_contents_height contents_height
  def contents_height
    if $game_switches[Galv_Choice::DISABLE_SWITCH]
      galv_choice_contents_height
    else
      (item_max + 1) * item_height
    end
  end
  
 def draw_item(index)
    rect = item_rect_for_text(index)
    draw_text_ex(rect.x, rect.y, command_name(index))
    if !$game_switches[Galv_Choice::DISABLE_SWITCH]
      draw_bgs(index)
    end
  end
  
 def item_rect_for_text(index)
    rect = item_rect(index)
    
   if $game_switches[Galv_Choice::DISABLE_SWITCH]
      rect.x += 4
      rect.width -= 8
      rect
    else
      if Galv_Choice::CENTER_TEXT
        rect.x = (max_choice_width - @text_sizes.collect {|s| text_size(s).width }[index] + (padding * 3)) / 2
      else
        rect.x += 4
      end
      rect.width -= 8
      rect.y += Galv_Choice::CHOICE_ITEM_Y
      rect
    end
  end
  
 def get_widths
    @text_sizes = []
    @choice_background = []
    $game_message.choices.each_with_index do |c,i|
      @text_sizes[i] = esc_characters(c,i)
    end
  end
  
 def esc_characters(text,index)
    result = text.to_s.clone
    result.gsub!(/\\/)            { "\e" }
    result.gsub!(/\e\e/)          { "\\" }
    result.gsub!(/\eV\[(\d+)\]/i) { $game_variables[$1.to_i] }
    result.gsub!(/\eN\[(\d+)\]/i) { $game_actors[$1.to_i].name}
    result.gsub!(/\eP\[(\d+)\]/i) {
      if $game_party.members[$1.to_i].nil?
        ""
      else
        $game_party.members[$1.to_i].name
      end
    }
    result.gsub!(/\eG/i)          { Vocab::currency_unit }
    result.gsub!(/\eC\[(\d+)\]/i)  { "" }
    result.gsub!(/\eI\[(\d+)\]/i)  { "   " }
    result.gsub!(/\eB\[(\d+)\]/i)  { @choice_background[index] = $1.to_i }
    result.gsub!(/\eB\[(\d+)\]/i)  { "" }
    result
  end
  
 def convert_escape_characters(text)
    result = text.to_s.clone
    result.gsub!(/\\/)            { "\e" }
    result.gsub!(/\e\e/)          { "\\" }
    result.gsub!(/\eV\[(\d+)\]/i) { $game_variables[$1.to_i] }
    result.gsub!(/\eV\[(\d+)\]/i) { $game_variables[$1.to_i] }
    result.gsub!(/\eN\[(\d+)\]/i) { actor_name($1.to_i) }
    result.gsub!(/\eP\[(\d+)\]/i) { party_member_name($1.to_i) }
    result.gsub!(/\eG/i)          { Vocab::currency_unit }
    result.gsub!(/\eB\[(\d+)\]/i)  { "" }
    result
  end
  
 def item_height
    return line_height if $game_switches[Galv_Choice::DISABLE_SWITCH]
    return Galv_Choice::CHOICE_HEIGHT
  end
  
 def item_rect(index)
    rect = Rect.new
    rect.width = item_width
    rect.height = item_height - 15
    rect.height += 15 if $game_switches[Galv_Choice::DISABLE_SWITCH]
    rect.x = index % col_max * (item_width + spacing)
    rect.y = index / col_max * item_height
    rect
  end
  
 def draw_bgs(index)
    return if @choice_sprite[index] != nil
    
   if @choice_background[index].nil?
      b = ""
    else
      b = @choice_background[index]
    end
    @choice_sprite[index] = Sprite.new
    @choice_sprite[index].bitmap = Cache.system(Galv_Choice::CHOICE_IMAGE + b.to_s)
    @choice_sprite[index].x = index % col_max * (item_width + spacing)
    @choice_sprite[index].y = index / col_max * item_height
    @choice_sprite[index].z = self.z - 2
  end
 
 def update_bgs
    @choice_sprite.each_with_index do |s,i|
      s.y = self.y + i * Galv_Choice::CHOICE_HEIGHT + Galv_Choice::IMAGE_Y_OFFSET
      s.x = (Graphics.width - s.width) / 2
      s.opacity = Galv_Choice::IMAGE_OPACITY
    end
  end
  
 def dispose_bgs
    @choice_sprite.each_with_index do |s,i|
      s.dispose
      s.bitmap.dispose
    end
    if !$game_switches[Galv_Choice::DISABLE_SWITCH]
      @cursor_sprite.dispose
      @cursor_sprite.bitmap.dispose
      @choice_sprite = []
    end
  end
  
 alias galv_choice_call_ok_handler call_ok_handler
  def call_ok_handler
    galv_choice_call_ok_handler
    dispose_bgs
  end
  alias galv_choice_call_cancel_handler call_cancel_handler
  def call_cancel_handler
    galv_choice_call_cancel_handler
    dispose_bgs
  end
  
 def update_cursor
    if $game_switches[Galv_Choice::DISABLE_SWITCH]
      super
    else
      cursor_rect.empty
      return if @cursor_sprite.nil? || @choice_sprite.nil?
      if @index < 0
        @cursor_sprite.opacity = 0
      else
        @cursor_sprite.opacity = Galv_Choice::CURSOR_OPACITY
        @cursor_sprite.x = @choice_sprite[@index].x + Galv_Choice::CURSOR_X_OFFSET
        @cursor_sprite.y = @choice_sprite[@index].y + Galv_Choice::CURSOR_Y_OFFSET
        @cursor_sprite.z = self.z - 1
        cursor_rect.y = (item_height * @index) + Galv_Choice::OTHER_Y_OFFSET
      end
    end
  end
 
end # Window_ChoiceList < Window_Command

Spytje
Spytje
Administrateur

Nombre de messages : 5933
Localisation : La terre
Distinction : Spiraliste [Korn']
Forestia : Projet du mois juillet 2014
Papy Pulkigrat [Yama']
Date d'inscription : 16/03/2008

[VX Ace] Multi Curseurs pour Galv's Visual Novel Choices Empty Re: [VX Ace] Multi Curseurs pour Galv's Visual Novel Choices

le Mar 10 Juin 2014 - 17:27
Voila une modification de script intéressante, merci pour ton travail Smile

J'avais déjà testé le script d'origine dans un projet mais maintenant avec les modifications que tu as apportés c'est encore mieux.

+3 points de participations.

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