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Diorm -
posté le 10/10/2012 à 23:07:21 (20 messages postés)
| | Domaine concerné: script Logiciel utilisé: RMXP Suite à une modification du script pour mettre plus de petits textes dans un seul message (qui ne semble pas régler car les caractères les plus bas sont à moitié effacés) les rectangles pour la sélection de choix n'ont pas subits la même modification et j'aimerais bien modifier cela comme vous pouvez voir:
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Diorm -
posté le 16/10/2012 à 15:27:39 (20 messages postés)
| | Est-ce que c'est bien celui-là?
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| #==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
# This message window is used to display text.
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(20, 400, 600, 100)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# * Terminate Message
#--------------------------------------------------------------------------
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
# Clear showing flag
@contents_showing = false
# Call message callback
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
# Clear variables related to text, choices, and number input
$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
# Open gold window
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
x = y = 0
@cursor_width = 0
# Indent if choice
if $game_temp.choice_start == 0
x = 8
end
# If waiting for a message to be displayed
if $game_temp.message_text != nil
text = $game_temp.message_text
# Control text processing
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
# Change "\\\\" to "\000" for convenience
text.gsub!(/\\\\/) { "\000" }
# Change "\\C" to "\001" and "\\G" to "\002"
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
# Get 1 text character in c (loop until unable to get text)
while ((c = text.slice!(/./m)) != nil)
# If \\
if c == "\000"
# Return to original text
c = "\\"
end
# If \C[n]
if c == "\001"
# Change text color
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
# go to next text
next
end
# If \G
if c == "\002"
# Make gold window
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
# go to next text
next
end
# If new line text
if c == "\n"
# Update cursor width if choice
if y >= $game_temp.choice_start
@cursor_width = [@cursor_width, x].max
end
# Add 1 to y
y += 1
x = 0
# Indent if choice
if y >= $game_temp.choice_start
x = 8
end
# go to next text
next
end
# ICI POUR ESPACEMENT TEXT
self.contents.draw_text(4 + x, 18 * y, 40, 18, c)
# Add x to drawn text width
x += self.contents.text_size(c).width
end
end
# If choice
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
# If number input
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
#--------------------------------------------------------------------------
# * Set Window Position and Opacity Level
#--------------------------------------------------------------------------
def reset_window
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0 # up
self.y = 100
when 1 # middle
self.y = 160
when 2 # down
self.y = 370
end
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = 160
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# If fade in
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 inputting number
if @input_number_window != nil
@input_number_window.update
# Confirm
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
# Dispose of number input window
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
# If message is being displayed
if @contents_showing
# If choice isn't being displayed, show pause sign
if $game_temp.choice_max == 0
self.pause = true
end
# Cancel
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
# Confirm
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 display wait message or choice exists when not fading out
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 message which should be displayed is not shown, but window is visible
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
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
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
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Crystal -
posté le 16/10/2012 à 16:02:09 (2112 messages postés)
| | À la fin complètement, tu as ceci:
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| 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 |
Il suffit de changer les 32 par admettons 16 et tu verras la différence. Si 16 ne marche pas, ajuste par essai-erreur.
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elfangor -
posté le 16/10/2012 à 16:06:40 (55 messages postés)
| [Reprise de RM. Lentement] | Ligne 277, change
"self.cursor_rect.set(8, n * 32, @cursor_width, 32)"
Par
"self.cursor_rect.set(8, n * X, @cursor_width, "
Où les X sont la taille de ton texte ! Je dirais Quelque chose genre 20, mais de là à être sûr... Bonne chance
EDIT : Ah, j'me suis fait griller ! Mince alors
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Bon... Si je m'y mets une heure tous les six mois, j'aurais fini... Avec mon arrière petit-fils ! Bien ! |
Diorm -
posté le 16/10/2012 à 21:12:24 (20 messages postés)
| | Merci à tous! 18 semble le bon chiffre
| Index du forum > Entraide > [RMXP] Rectangle de Selection de choix trop grand
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