Le Yanfly Ace Message System agit comme une couche d’extension au-dessus du système de messages VX Ace. Il conserve le fonctionnement natif du moteur, mais ajoute des points de contrôle supplémentaires sur le texte, les fenêtres et leur comportement en jeu.
Concrètement, le script permet de gérer séparément les polices du jeu et celles des messages, d’introduire des fenêtres de nom dynamiques, d’accélérer l’affichage du texte, et d’utiliser un grand nombre de text codes pour afficher icônes, noms d’objets, images ou informations contextuelles.
Ce script permet aussi d’ajuster la taille de la fenêtre de message en jeu et d’ajouter un mode avance rapide des dialogues.
Le script ne modifie pas la logique événementielle de VX Ace. Il se concentre exclusivement sur l’interface, l’affichage et le confort de lecture.

Liste des codes texte disponibles
Voici une liste rapide de tous les codes texte utilisables avec ce script :
# Défaut : Effet :
# \v[x] - Affiche la valeur de la variable x.
# \n[x] - Affiche le nom de l’acteur x.
# \p[x] - Affiche le nom du membre de l’équipe x.
# \g - Affiche le nom de la monnaie.
# \c[x] - Change la couleur du texte en x.
# \i[x] - Dessine l’icône x à la position du texte.
# \{ - Augmente la taille du texte de 8 points.
# \} - Réduit la taille du texte de 8 points.
# \$ - Ouvre la fenêtre d’or.
# \. - Attend 15 frames (¼ de seconde).
# \| - Attend 60 frames (1 seconde).
# \! - Attend qu’une touche soit pressée.
# \> - Le texte suivant s’affiche instantanément.
# \< - Le texte suivant n’est plus instantané.
# \^ - Passe directement au message suivant.
# \\ - Affiche un "\" dans la fenêtre.
#
# Attente :
# \w[x] - Attend x frames (60 frames = 1 seconde). Message uniquement.
#
# Fenêtre de nom :
# \n<x> - Fenêtre de nom avec x. Gauche. *Note
# \nc<x> - Fenêtre de nom avec x. Centrée. *Note
# \nr<x> - Fenêtre de nom avec x. Droite. *Note
#
# *Note : Fonctionne uniquement pour la fenêtre de message.
#
# Position :
# \px[x] - Définit la position X.
# \py[x] - Définit la position Y.
#
# Image :
# \pic[x] - Affiche l’image x depuis Graphics\Pictures.
#
# Contour :
# \oc[x] - Définit la couleur du contour.
# \oo[x] - Définit l’opacité du contour.
#
# Police :
# \fr - Réinitialise la police.
# \fz[x] - Taille de police.
# \fn[x] - Nom de la police.
# \fb - Gras.
# \fi - Italique.
# \fo - Contour.
# \fs - Ombre.
#
# Héros :
# \af[x] - Visage du héros. *Note
# \ac[x] - Nom de la classe.
# \as[x] - Nom de la sous-classe (Class System requis).
# \an[x] - Surnom.
#
# Noms :
# \nc[x] - Classe.
# \ni[x] - Objet.
# \nw[x] - Arme.
# \na[x] - Armure.
# \ns[x] - Compétence.
# \nt[x] - État.
#
# Noms avec icône :
# \ic[x] - Classe + icône.
# \ii[x] - Objet + icône.
# \iw[x] - Arme + icône.
# \ia[x] - Armure + icône.
# \is[x] - Compétence + icône.
# \it[x] - État + icône.
#
# *Requiert YEA – Class System
Avance rapide du texte

Maintenir SHIFT pour faire défiler les messages rapidement.
Changer la police en cours de message

# Police Effet :
# \fr – Réinitialise toutes les modifications de police.
# \fz[x] – Change la taille de la police en x.
# \fn[x] – Change le nom de la police en x.
# \fb – Active/désactive le gras de la police.
# \fi – Active/désactive l’italique de la police.
# \fo – Active/désactive le contour de la police.
# \fs – Active/désactive l’ombre de la police.
Une police séparée du reste du jeu
La police de la fenêtre de message est indépendante de la police utilisée par le jeu. Vous pouvez ajuster ce réglage dans le module pour donner à vos messages une police différente du reste du jeu.

Fenêtre de nom

# Fenêtre de Nom : Effet :
# \n<x> – Crée une fenêtre de nom avec la chaîne x. Côté gauche. *Note
# \nc<x> – Crée une fenêtre de nom avec la chaîne x. Centrée. *Note
# \nr<x> – Crée une fenêtre de nom avec la chaîne x. Côté droit. *Note
#
# *Note : Fonctionne uniquement pour la fenêtre de message.
Les codes texte peuvent aussi être utilisés dans la fenêtre de nom.

Taille de la fenêtre de message
La hauteur (nombre de lignes) et la largeur peuvent être contrôlées via des variables.




Ajustement du nombre de lignes
La hauteur (nombre de lignes) et la largeur peuvent être contrôlées via des variables.

Raccourcis avec icônes

Ces raccourcis permettent d’écrire rapidement le nom d’un objet accompagné de son icône :
# Nom Icone : Effet :
# \ic[x] - Écrit le nom de la classe x en incluant l’icône. *
# \ii[x] - Écrit le nom de l’objet x en incluant l’icône.
# \iw[x] - Écrit le nom de l’arme x en incluant l’icône.
# \ia[x] - Écrit le nom de l’armure x en incluant l’icône.
# \is[x] - Écrit le nom de la compétence x en incluant l’icône.
# \it[x] - Écrit le nom de l’état x en incluant l’icône.
#
# *Note : Nécessite YEA - Class System
Raccourcis sans icônes

Et si, pour une raison quelconque, vous souhaitez utiliser les raccourcis sans les icônes placées devant, utilisez les codes texte suivants :
# Noms : Effet :
# \nc[x] - Écrit le nom de la classe x.
# \ni[x] - Écrit le nom de l’objet x.
# \nw[x] - Écrit le nom de l’arme x.
# \na[x] - Écrit le nom de l’armure x.
# \ns[x] - Écrit le nom de la compétence x.
# \nt[x] - Écrit le nom de l’état x.
Positionnement de texte

Vous pouvez définir la position à laquelle le texte apparaîtra ensuite à l’aide de \PX[X] et \PY[X].
# Position : Effet :
# \px[x] - Définit la position X du texte à x.
# \py[x] - Définit la position Y du texte à y.
Manipuler les contours du texte

Pour changer la couleur du contour du texte, écrivez \OC[X].
Vous pouvez également modifier l’opacité du contour avec \OO[X] pour obtenir un contour plus foncé ou plus clair.
# Outline : Effet :
# \oc[x] - Définit la couleur du contour à x.
# \oo[x] - Définit l’opacité du contour à x.
Images dans les messages

Vous pouvez ajouter des images à vos messages.
Cette fonctionnalité a été ajoutée dans la version 1.02 du script.
# Picture : Effet :
# \pic[x] - Affiche l’image x depuis le dossier Graphics\Pictures.
Script
#==============================================================================
#
# ▼ Yanfly Engine Ace - Ace Message System v1.05
# -- Last Updated: 2012.01.13
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-MessageSystem"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.07.21 - Fixed REGEXP error at line 824
# 2012.01.13 - Bug Fixed: Negative tags didn't display other party members.
# 2012.01.12 - Compatibility Update: Message Actor Codes
# 2012.01.10 - Added Feature: \pic[x] text code.
# 2012.01.04 - Bug Fixed: \ic tag was \ii. No longer the case.
# - Added: Scroll Text window now uses message window font.
# 2011.12.31 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# While RPG Maker VX Ace certainly improved the message system a whole lot, it
# wouldn't hurt to add in a few more features, such as name windows, converting
# textcodes to write out the icons and/or names of items, weapons, armours, and
# more in quicker fashion. This script also gives the developer the ability to
# adjust the size of the message window during the game, give it a separate
# font, and to give the player a text fast-forward feature.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Message Window text Codes - These go inside of your message window.
# -----------------------------------------------------------------------------
# Default: Effect:
# \v[x] - Writes variable x's value.
# \n[x] - Writes actor x's name.
# \p[x] - Writes party member x's name.
# \g - Writes gold currency name.
# \c[x] - Changes the colour of the text to x.
# \i[x] - Draws icon x at position of the text.
# \{ - Makes text bigger by 8 points.
# \} - Makes text smaller by 8 points.
# \$ - Opens 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.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# Wait: Effect:
# \w[x] - Waits x frames (60 frames = 1 second). Message window only.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# NameWindow: Effect:
# \n<x> - Creates a name box with x string. Left side. *Note
# \nc<x> - Creates a name box with x string. Centered. *Note
# \nr<x> - Creates a name box with x string. Right side. *Note
#
# *Note: Works for message window only.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# Position: Effect:
# \px[x] - Sets x position of text to x.
# \py[x] - Sets y position of text to y.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# Picture: Effect:
# \pic[x] - Draws picture x from the Graphics\Pictures folder.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# Outline: Effect:
# \oc[x] - Sets outline colour to x.
# \oo[x] - Sets outline opacity to x.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# Font: Effect:
# \fr - Resets all font changes.
# \fz[x] - Changes font size to x.
# \fn[x] - Changes font name to x.
# \fb - Toggles font boldness.
# \fi - Toggles font italic.
# \fo - Toggles font outline.
# \fs - Toggles font shadow.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# Actor: Effect:
# \af[x] - Shows face of actor x. *Note
# \ac[x] - Writes out actor's class name. *Note
# \as[x] - Writes out actor's subclass name. Req: Class System. *Note
# \an[x] - Writes out actor's nickname. *Note
#
# *Note: If x is 0 or negative, it will show the respective
# party member's face instead.
# 0 - Party Leader
# -1 - 1st non-leader member.
# -2 - 2nd non-leader member. So on.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# Names: Effect:
# \nc[x] - Writes out class x's name.
# \ni[x] - Writes out item x's name.
# \nw[x] - Writes out weapon x's name.
# \na[x] - Writes out armour x's name.
# \ns[x] - Writes out skill x's name.
# \nt[x] - Writes out state x's name.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# Icon Names: Effect:
# \ic[x] - Writes out class x's name including icon. *
# \ii[x] - Writes out item x's name including icon.
# \iw[x] - Writes out weapon x's name including icon.
# \ia[x] - Writes out armour x's name including icon.
# \is[x] - Writes out skill x's name including icon.
# \it[x] - Writes out state x's name including icon.
#
# *Note: Requires YEA - Class System
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# And those are the text codes added with this script. Keep in mind that some
# of these text codes only work for the Message Window. Otherwise, they'll work
# for help descriptions, actor biographies, and others.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module MESSAGE
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - General Message Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# The following below will adjust the basic settings and that will affect
# the majority of the script. Adjust them as you see fit.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This button is the button used to make message windows instantly skip
# forward. Hold down for the effect. Note that when held down, this will
# speed up the messages, but still wait for the pauses. However, it will
# automatically go to the next page when prompted.
TEXT_SKIP = :A # Input::A is the shift button on keyboard.
# This variable adjusts the number of visible rows shown in the message
# window. If you do not wish to use this feature, set this constant to 0.
# If the row value is 0 or below, it will automatically default to 4 rows.
VARIABLE_ROWS = 21
# This variable adjusts the width of the message window shown. If you do
# not wish to use this feature, set this constant to 0. If the width value
# is 0 or below, it will automatically default to the screen width.
VARIABLE_WIDTH = 22
# This is the amount of space that the message window will indent whenever
# a face is used. Default: 112
FACE_INDENT_X = 112
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Name Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# The name window is a window that appears outside of the main message
# window box to display whatever text is placed inside of it like a name.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
NAME_WINDOW_X_BUFFER = -20 # Buffer x position of the name window.
NAME_WINDOW_Y_BUFFER = 0 # Buffer y position of the name window.
NAME_WINDOW_PADDING = 20 # Padding added to the horizontal position.
NAME_WINDOW_OPACITY = 255 # Opacity of the name window.
NAME_WINDOW_COLOUR = 6 # Text colour used by default for names.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Message Font Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Ace Message System separates the in-game system font form the message
# font. Adjust the settings here for your fonts.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This array constant determines the fonts used. If the first font does not
# exist on the player's computer, the next font in question will be used
# in place instead and so on.
MESSAGE_WINDOW_FONT_NAME = ["Verdana", "Arial", "Courier New"]
# These adjust the other settings regarding the way the game font appears
# including the font size, whether or not the font is bolded by default,
# italic by default, etc.
MESSAGE_WINDOW_FONT_SIZE = 24 # Font size.
MESSAGE_WINDOW_FONT_BOLD = false # Default bold?
MESSAGE_WINDOW_FONT_ITALIC = false # Default italic?
MESSAGE_WINDOW_FONT_OUTLINE = true # Default outline?
MESSAGE_WINDOW_FONT_SHADOW = false # Default shadow?
end # MESSAGE
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
#==============================================================================
# ■ Variable
#==============================================================================
module Variable
#--------------------------------------------------------------------------
# self.message_rows
#--------------------------------------------------------------------------
def self.message_rows
return 4 if YEA::MESSAGE::VARIABLE_ROWS <= 0
return 4 if $game_variables[YEA::MESSAGE::VARIABLE_ROWS] <= 0
return $game_variables[YEA::MESSAGE::VARIABLE_ROWS]
end
#--------------------------------------------------------------------------
# self.message_width
#--------------------------------------------------------------------------
def self.message_width
return Graphics.width if YEA::MESSAGE::VARIABLE_WIDTH <= 0
return Graphics.width if $game_variables[YEA::MESSAGE::VARIABLE_WIDTH] <= 0
return $game_variables[YEA::MESSAGE::VARIABLE_WIDTH]
end
end # Variable
#==============================================================================
# ■ Game_Interpreter
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# overwrite method: command_101
#--------------------------------------------------------------------------
def command_101
wait_for_message
$game_message.face_name = @params[0]
$game_message.face_index = @params[1]
$game_message.background = @params[2]
$game_message.position = @params[3]
while continue_message_string?
@index += 1
if @list[@index].code == 401
$game_message.add(@list[@index].parameters[0])
end
break if $game_message >= Variable.message_rows
end
case next_event_code
when 102
@index += 1
setup_choices(@list[@index].parameters)
when 103
@index += 1
setup_num_input(@list[@index].parameters)
when 104
@index += 1
setup_item_choice(@list[@index].parameters)
end
wait_for_message
end
#--------------------------------------------------------------------------
# new method: continue_message_string?
#--------------------------------------------------------------------------
def continue_message_string?
return true if next_event_code == 101 && Variable.message_rows > 4
return next_event_code == 401
end
end # Game_Interpreter
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# new method: setup_message_font
#--------------------------------------------------------------------------
def setup_message_font
@message_font = true
change_color(normal_color)
contents.font.out_color = Font.default_out_color
contents.font.name = YEA::MESSAGE::MESSAGE_WINDOW_FONT_NAME
contents.font.size = YEA::MESSAGE::MESSAGE_WINDOW_FONT_SIZE
contents.font.bold = YEA::MESSAGE::MESSAGE_WINDOW_FONT_BOLD
contents.font.italic = YEA::MESSAGE::MESSAGE_WINDOW_FONT_ITALIC
contents.font.outline = YEA::MESSAGE::MESSAGE_WINDOW_FONT_OUTLINE
contents.font.shadow = YEA::MESSAGE::MESSAGE_WINDOW_FONT_SHADOW
end
#--------------------------------------------------------------------------
# alias method: reset_font_settings
#--------------------------------------------------------------------------
alias window_base_reset_font_settings_ams reset_font_settings
def reset_font_settings
if @message_font
setup_message_font
else
window_base_reset_font_settings_ams
contents.font.out_color = Font.default_out_color
contents.font.outline = Font.default_outline
contents.font.shadow = Font.default_shadow
end
end
#--------------------------------------------------------------------------
# alias method: convert_escape_characters
#--------------------------------------------------------------------------
alias window_base_convert_escape_characters_ams convert_escape_characters
def convert_escape_characters(text)
result = window_base_convert_escape_characters_ams(text)
result = convert_ace_message_system_new_escape_characters(result)
return result
end
#--------------------------------------------------------------------------
# new method: convert_ace_message_system_new_escape_characters
#--------------------------------------------------------------------------
def convert_ace_message_system_new_escape_characters(result)
#---
result.gsub!(/\eFR/i) { "\eAMSF[0]" }
result.gsub!(/\eFB/i) { "\eAMSF[1]" }
result.gsub!(/\eFI/i) { "\eAMSF[2]" }
result.gsub!(/\eFO/i) { "\eAMSF[3]" }
result.gsub!(/\eFS/i) { "\eAMSF[4]" }
#---
result.gsub!(/\eAC\[([-+]?\d+)\]/i) { escape_actor_class_name($1.to_i) }
result.gsub!(/\eAS\[([-+]?\d+)\]/i) { escape_actor_subclass_name($1.to_i) }
result.gsub!(/\eAN\[([-+]?\d+)\]/i) { escape_actor_nickname($1.to_i) }
#---
result.gsub!(/\eNC\[(\d+)\]/i) { $data_classes[$1.to_i].name }
result.gsub!(/\eNI\[(\d+)\]/i) { $data_items[$1.to_i].name }
result.gsub!(/\eNW\[(\d+)\]/i) { $data_weapons[$1.to_i].name }
result.gsub!(/\eNA\[(\d+)\]/i) { $data_armors[$1.to_i].name }
result.gsub!(/\eNS\[(\d+)\]/i) { $data_skills[$1.to_i].name }
result.gsub!(/\eNT\[(\d+)\]/i) { $data_states[$1.to_i].name }
#---
result.gsub!(/\eIC\[(\d+)\]/i) { escape_icon_item($1.to_i, :class) }
result.gsub!(/\eII\[(\d+)\]/i) { escape_icon_item($1.to_i, :item) }
result.gsub!(/\eIW\[(\d+)\]/i) { escape_icon_item($1.to_i, :weapon) }
result.gsub!(/\eIA\[(\d+)\]/i) { escape_icon_item($1.to_i, :armour) }
result.gsub!(/\eIS\[(\d+)\]/i) { escape_icon_item($1.to_i, :skill) }
result.gsub!(/\eIT\[(\d+)\]/i) { escape_icon_item($1.to_i, :state) }
#---
return result
end
#--------------------------------------------------------------------------
# new method: escape_actor_class_name
#--------------------------------------------------------------------------
def escape_actor_class_name(actor_id)
actor_id = $game_party.members[actor_id.abs].id if actor_id <= 0
actor = $game_actors[actor_id]
return "" if actor.nil?
return actor.class.name
end
#--------------------------------------------------------------------------
# new method: actor_subclass_name
#--------------------------------------------------------------------------
def escape_actor_subclass_name(actor_id)
return "" unless $imported["YEA-ClassSystem"]
actor_id = $game_party.members[actor_id.abs].id if actor_id <= 0
actor = $game_actors[actor_id]
return "" if actor.nil?
return "" if actor.subclass.nil?
return actor.subclass.name
end
#--------------------------------------------------------------------------
# new method: escape_actor_nickname
#--------------------------------------------------------------------------
def escape_actor_nickname(actor_id)
actor_id = $game_party.members[actor_id.abs].id if actor_id <= 0
actor = $game_actors[actor_id]
return "" if actor.nil?
return actor.nickname
end
#--------------------------------------------------------------------------
# new method: escape_icon_item
#--------------------------------------------------------------------------
def escape_icon_item(data_id, type)
case type
when :class
return "" unless $imported["YEA-ClassSystem"]
icon = $data_classes[data_id].icon_index
name = $data_items[data_id].name
when :item
icon = $data_items[data_id].icon_index
name = $data_items[data_id].name
when :weapon
icon = $data_weapons[data_id].icon_index
name = $data_weapons[data_id].name
when :armour
icon = $data_armors[data_id].icon_index
name = $data_armors[data_id].name
when :skill
icon = $data_skills[data_id].icon_index
name = $data_skills[data_id].name
when :state
icon = $data_states[data_id].icon_index
name = $data_states[data_id].name
else; return ""
end
text = "\eI[#{icon}]" + name
return text
end
#--------------------------------------------------------------------------
# alias method: process_escape_character
#--------------------------------------------------------------------------
alias window_base_process_escape_character_ams process_escape_character
def process_escape_character(code, text, pos)
case code.upcase
#---
when 'FZ'
contents.font.size = obtain_escape_param(text)
when 'FN'
text.sub!(/\[(.*?)\]/, "")
font_name = $1.to_s
font_name = Font.default_name if font_name.nil?
contents.font.name = font_name.to_s
#---
when 'OC'
colour = text_color(obtain_escape_param(text))
contents.font.out_color = colour
when 'OO'
contents.font.out_color.alpha = obtain_escape_param(text)
#---
when 'AMSF'
case obtain_escape_param(text)
when 0; reset_font_settings
when 1; contents.font.bold = !contents.font.bold
when 2; contents.font.italic = !contents.font.italic
when 3; contents.font.outline = !contents.font.outline
when 4; contents.font.shadow = !contents.font.shadow
end
#---
when 'PX'
pos[:x] = obtain_escape_param(text)
when 'PY'
pos[:y] = obtain_escape_param(text)
#---
when 'PIC'
text.sub!(/\[(.*?)\]/, "")
bmp = Cache.picture($1.to_s)
rect = Rect.new(0, 0, bmp.width, bmp.height)
contents.blt(pos[:x], pos[:y], bmp, rect)
#---
else
window_base_process_escape_character_ams(code, text, pos)
end
end
end # Window_Base
#==============================================================================
# ■ Window_ChoiceList
#==============================================================================
class Window_ChoiceList < Window_Command
#--------------------------------------------------------------------------
# alias method: initialize
#--------------------------------------------------------------------------
alias window_choicelist_initialize_ams initialize
def initialize(message_window)
window_choicelist_initialize_ams(message_window)
setup_message_font
end
end # Window_ChoiceList
#==============================================================================
# ■ Window_ScrollText
#==============================================================================
class Window_ScrollText < Window_Base
#--------------------------------------------------------------------------
# alias method: initialize
#--------------------------------------------------------------------------
alias window_scrolltext_initialize_ams initialize
def initialize
window_scrolltext_initialize_ams
setup_message_font
end
end # Window_ScrollText
#==============================================================================
# ■ Window_NameMessage
#==============================================================================
class Window_NameMessage < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(message_window)
@message_window = message_window
super(0, 0, Graphics.width, fitting_height(1))
self.opacity = YEA::MESSAGE::NAME_WINDOW_OPACITY
self.z = @message_window.z + 1
self.openness = 0
setup_message_font
@close_counter = 0
deactivate
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
return if self.active
return if self.openness == 0
return if @closing
@close_counter -= 1
return if @close_counter > 0
close
end
#--------------------------------------------------------------------------
# start_close
#--------------------------------------------------------------------------
def start_close
@close_counter = 4
deactivate
end
#--------------------------------------------------------------------------
# force_close
#--------------------------------------------------------------------------
def force_close
@close_counter = 0
deactivate
close
end
#--------------------------------------------------------------------------
# start
#--------------------------------------------------------------------------
def start(text, x_position)
@text = text.clone
set_width
create_contents
set_x_position(x_position)
set_y_position
refresh
activate
open
end
#--------------------------------------------------------------------------
# set_width
#--------------------------------------------------------------------------
def set_width
text = @text.clone
dw = standard_padding * 2 + text_size(text).width
dw += YEA::MESSAGE::NAME_WINDOW_PADDING * 2
dw += calculate_size(text.slice!(0, 1), text) until text.empty?
self.width = dw
end
#--------------------------------------------------------------------------
# calculate_size
#--------------------------------------------------------------------------
def calculate_size(code, text)
case code
when "\e"
return calculate_escape_code_width(obtain_escape_code(text), text)
else
return 0
end
end
#--------------------------------------------------------------------------
# calculate_escape_code_width
#--------------------------------------------------------------------------
def calculate_escape_code_width(code, text)
dw = -text_size("\e").width - text_size(code).width
case code.upcase
when 'C', 'OC', 'OO'
dw += -text_size("[" + obtain_escape_param(text).to_s + "]").width
return dw
when 'I'
dw += -text_size("[" + obtain_escape_param(text).to_s + "]").width
dw += 24
return dw
when '{'
make_font_bigger
when '}'
make_font_smaller
when 'FZ'
contents.font.size = obtain_escape_param(text)
when 'FN'
text.sub!(/\[(.*?)\]/, "")
font_name = $1.to_s
font_name = Font.default_name if font_name.nil?
contents.font.name = font_name.to_s
when 'AMSF'
case obtain_escape_param(text)
when 0; reset_font_settings
when 1; contents.font.bold = !contents.font.bold
when 2; contents.font.italic = !contents.font.italic
when 3; contents.font.outline = !contents.font.outline
when 4; contents.font.shadow = !contents.font.shadow
end
else
return dw
end
end
#--------------------------------------------------------------------------
# set_y_position
#--------------------------------------------------------------------------
def set_x_position(x_position)
case x_position
when 1 # Left
self.x = @message_window.x
self.x += YEA::MESSAGE::NAME_WINDOW_X_BUFFER
when 2 # 3/10
self.x = @message_window.x
self.x += @message_window.width * 3 / 10
self.x -= self.width / 2
when 3 # Center
self.x = @message_window.x
self.x += @message_window.width / 2
self.x -= self.width / 2
when 4 # 7/10
self.x = @message_window.x
self.x += @message_window.width * 7 / 10
self.x -= self.width / 2
when 5 # Right
self.x = @message_window.x + @message_window.width
self.x -= self.width
self.x -= YEA::MESSAGE::NAME_WINDOW_X_BUFFER
end
self.x = [[self.x, Graphics.width - self.width].min, 0].max
end
#--------------------------------------------------------------------------
# set_y_position
#--------------------------------------------------------------------------
def set_y_position
case $game_message.position
when 0
self.y = @message_window.height
self.y -= YEA::MESSAGE::NAME_WINDOW_Y_BUFFER
else
self.y = @message_window.y - self.height
self.y += YEA::MESSAGE::NAME_WINDOW_Y_BUFFER
end
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
reset_font_settings
@text = sprintf("\eC[%d]%s", YEA::MESSAGE::NAME_WINDOW_COLOUR, @text)
draw_text_ex(YEA::MESSAGE::NAME_WINDOW_PADDING, 0, @text)
end
end # Window_NameMessage
#==============================================================================
# ■ Window_Message
#==============================================================================
class Window_Message < Window_Base
#--------------------------------------------------------------------------
# alias method: initialize
#--------------------------------------------------------------------------
alias window_message_initialize_ams initialize
def initialize
window_message_initialize_ams
setup_message_font
end
#--------------------------------------------------------------------------
# overwrite method: window_width
#--------------------------------------------------------------------------
def window_width
return Variable.message_width
end
#--------------------------------------------------------------------------
# overwrite method: window_height
#--------------------------------------------------------------------------
def window_height
return fitting_height(Variable.message_rows)
end
#--------------------------------------------------------------------------
# alias method: create_all_windows
#--------------------------------------------------------------------------
alias window_message_create_all_windows_ams create_all_windows
def create_all_windows
window_message_create_all_windows_ams
@name_window = Window_NameMessage.new(self)
end
#--------------------------------------------------------------------------
# overwrite method: create_back_bitmap
#--------------------------------------------------------------------------
def create_back_bitmap
@back_bitmap = Bitmap.new(width, height)
rect1 = Rect.new(0, 0, Graphics.width, 12)
rect2 = Rect.new(0, 12, Graphics.width, fitting_height(4) - 24)
rect3 = Rect.new(0, fitting_height(4) - 12, Graphics.width, 12)
@back_bitmap.gradient_fill_rect(rect1, back_color2, back_color1, true)
@back_bitmap.fill_rect(rect2, back_color1)
@back_bitmap.gradient_fill_rect(rect3, back_color1, back_color2, true)
end
#--------------------------------------------------------------------------
# alias method: dispose_all_windows
#--------------------------------------------------------------------------
alias window_message_dispose_all_windows_ams dispose_all_windows
def dispose_all_windows
window_message_dispose_all_windows_ams
@name_window.dispose
end
#--------------------------------------------------------------------------
# alias method: update_all_windows
#--------------------------------------------------------------------------
alias window_message_update_all_windows_ams update_all_windows
def update_all_windows
window_message_update_all_windows_ams
@name_window.update
@name_window.back_opacity = self.back_opacity
@name_window.opacity = self.opacity
end
#--------------------------------------------------------------------------
# alias method: update_show_fast
#--------------------------------------------------------------------------
alias window_message_update_show_fast_ams update_show_fast
def update_show_fast
@show_fast = true if Input.press?(YEA::MESSAGE::TEXT_SKIP)
window_message_update_show_fast_ams
end
#--------------------------------------------------------------------------
# overwrite method: input_pause
#--------------------------------------------------------------------------
def input_pause
self.pause = true
wait(10)
Fiber.yield until Input.trigger?(:B) || Input.trigger?(:C) ||
Input.press?(YEA::MESSAGE::TEXT_SKIP)
Input.update
self.pause = false
end
#--------------------------------------------------------------------------
# overwrite method: convert_escape_characters
#--------------------------------------------------------------------------
def convert_escape_characters(text)
result = super(text.to_s.clone)
result = namebox_escape_characters(result)
result = message_escape_characters(result)
return result
end
#--------------------------------------------------------------------------
# new method: namebox_escape_characters
#--------------------------------------------------------------------------
def namebox_escape_characters(result)
result.gsub!(/\eN\<(.+?)\>/i) { namewindow($1, 1) }
result.gsub!(/\eN1\<(.+?)\>/i) { namewindow($1, 1) }
result.gsub!(/\eN2\<(.+?)\>/i) { namewindow($1, 2) }
result.gsub!(/\eNC\<(.+?)\>/i) { namewindow($1, 3) }
result.gsub!(/\eN3\<(.+?)\>/i) { namewindow($1, 3) }
result.gsub!(/\eN4\<(.+?)\>/i) { namewindow($1, 4) }
result.gsub!(/\eN5\<(.+?)\>/i) { namewindow($1, 5) }
result.gsub!(/\eNR\<(.+?)\>/i) { namewindow($1, 5) }
return result
end
#--------------------------------------------------------------------------
# new method: namebox
#--------------------------------------------------------------------------
def namewindow(text, position)
@name_text = text
@name_position = position
return ""
end
#--------------------------------------------------------------------------
# new method: message_escape_characters
#--------------------------------------------------------------------------
def message_escape_characters(result)
result.gsub!(/\eAF\[(-?\d+)]/i) { change_face($1.to_i) }
return result
end
#--------------------------------------------------------------------------
# new method: change_face
#--------------------------------------------------------------------------
def change_face(actor_id)
actor_id = $game_party.members[actor_id.abs].id if actor_id <= 0
actor = $game_actors[actor_id]
return "" if actor.nil?
$game_message.face_name = actor.face_name
$game_message.face_index = actor.face_index
return ""
end
#--------------------------------------------------------------------------
# alias method: new_page
#--------------------------------------------------------------------------
alias window_message_new_page_ams new_page
def new_page(text, pos)
adjust_message_window_size
window_message_new_page_ams(text, pos)
end
#--------------------------------------------------------------------------
# overwrite method: new_line_x
#--------------------------------------------------------------------------
def new_line_x
return $game_message.face_name.empty? ? 0 : YEA::MESSAGE::FACE_INDENT_X
end
#--------------------------------------------------------------------------
# new method: adjust_message_window_size
#--------------------------------------------------------------------------
def adjust_message_window_size
self.height = window_height
self.width = window_width
create_contents
update_placement
self.x = (Graphics.width - self.width) / 2
start_name_window
end
#--------------------------------------------------------------------------
# new method: clear_name_window
#--------------------------------------------------------------------------
def clear_name_window
@name_text = ""
@name_position = 0
end
#--------------------------------------------------------------------------
# new method: start_name_window
#--------------------------------------------------------------------------
def start_name_window
return if @name_text == ""
@name_window.start(@name_text, @name_position)
end
#--------------------------------------------------------------------------
# overwrite method: fiber_main
#--------------------------------------------------------------------------
def fiber_main
$game_message.visible = true
update_background
update_placement
loop do
process_all_text if $game_message.has_text?
process_input
$game_message.clear
@gold_window.close
@name_window.start_close
Fiber.yield
break unless text_continue?
end
close_and_wait
$game_message.visible = false
@fiber = nil
end
#--------------------------------------------------------------------------
# alias method: open_and_wait
#--------------------------------------------------------------------------
alias window_message_open_and_wait_ams open_and_wait
def open_and_wait
clear_name_window
adjust_message_window_size
window_message_open_and_wait_ams
end
#--------------------------------------------------------------------------
# alias method: close_and_wait
#--------------------------------------------------------------------------
alias window_message_close_and_wait_ams close_and_wait
def close_and_wait
@name_window.force_close
window_message_close_and_wait_ams
end
#--------------------------------------------------------------------------
# alias method: all_close?
#--------------------------------------------------------------------------
alias window_message_all_close_ams all_close?
def all_close?
return window_message_all_close_ams && @name_window.close?
end
#--------------------------------------------------------------------------
# alias method: process_escape_character
#--------------------------------------------------------------------------
alias window_message_process_escape_character_ams process_escape_character
def process_escape_character(code, text, pos)
case code.upcase
when 'W' # Wait
wait(obtain_escape_param(text))
else
window_message_process_escape_character_ams(code, text, pos)
end
end
end # Window_Message
#==============================================================================
#
# ▼ End of File
#
#==============================================================================FAQ – Yanfly Ace Message System
Le script Yanfly Ace Message System étend le système de messages natif de RPG Maker VX Ace. Il améliore l’affichage du texte, ajoute des fenêtres de nom, des raccourcis de texte et un meilleur contrôle de l’interface des messages.
Il n’est pas obligatoire pour utiliser RPG Maker VX Ace, mais il est fortement recommandé si vous utilisez l’écosystème Yanfly Engine VX Ace et souhaitez un système de dialogues plus avancé.
Non, le Yanfly Ace Message System est un script fondation, lui aussi.
Non. Le script n’altère pas la logique événementielle du moteur. Il agit uniquement sur l’affichage des messages, leur mise en forme et leur comportement à l’écran.
Oui. Le script Yanfly Ace Message System permet d’utiliser certains text codes directement dans les fenêtres de nom, ce qui n’est pas possible avec le système par défaut de VX Ace.
Oui. Il est conçu pour fonctionner avec le Yanfly Engine VX Ace et s’intègre correctement aux autres scripts Yanfly.