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ТЕМА: Кнопка скрытия сообщения
Кнопка скрытия сообщения 10 года 11 мес. назад #65859
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Делал я себе, значит, кнопку скрытия сообщения. Вроде даже довольно успешно, но немного не пошло...
В чистом проекте все работает вполне себе хорошо, но я использую скрипт Face Options от modern algebra в проекте, и тут возникла проблемка. Он там по-своему эти фейсы переписывает, из-за чего когда я пытаюсь скрыть, с помощью кнопки, сообщения - фейс все равно висит. Ну скрыть фейс у меня получилось, но толку с этого мало, т.к. он не появляется обратно, когда я вновь показываю сообщение, а как его заставить появляться обратно и только там где нужно, я дойти до этого никак не могу. Собственно кнопка ВНИМАНИЕ: Спойлер! [ Нажмите, чтобы развернуть ][ Нажмите, чтобы скрыть ] class Scene_Map
alias hide_messange_window_update update
def update
hide_messange_window_update
return if @message_window.openness == 0
if Input.trigger?(Input::C)
if @message_window.visible == false
Sound.play_cursor
@message_window.visible = ! @message_window.visible
if @message_window.visible == true
$game_switches[444] = false
else
$game_switches[444] = true
end
end
end
if Input.trigger?(Input::R)
Sound.play_cursor
@message_window.visible = ! @message_window.visible
if @message_window.visible == false
$game_switches[444] = true
else
$game_switches[444] = false
end
end
end
end На переключатели не обращайте внимания, это нужно для другой вещи. А вот непосредственно скрипт от алгебры ВНИМАНИЕ: Спойлер! [ Нажмите, чтобы развернуть ][ Нажмите, чтобы скрыть ] #==============================================================================
# ATS: Face Options
# Version: 1.0.3
# Author: modern algebra (rmrk.net)
# Date: 20 July 2013
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description:
#
# This script allows you to control the face settings of a message. Not only
# can you now give faces a talking animation and a blinking animation, but
# this also lets you use bigger facesets, to set the faceset based on actor
# ID or party ID, to encapsulate faces in their own windows, to set its
# position, to fade it in or scroll it in, and much more. For a complete list
# of features, be sure to read the Instructions starting at line 30 as well
# as the Editable Region starting at line 176.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# 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:
#
# Paste this script into its own slot in the Script Editor, above Main but
# below Materials.
#
# ~Animated Faces~
#
# For talking animations, you need to do two things. Firstly, the
# :animate_faces setting must be set to true. Secondly, the name of the
# faceset must include the following code:
#
# %[n]
#
# where n is the number of poses in the animation. Ex: a faceset named
# "Actor1%[4]" would have 4 poses. Starting from the selected index, the
# face would show the first pose, then the second, then the third, then the
# fourth, and then back to the first to repeat. You set the speed at which it
# animates by changing the :chars_per_face setting.
#
# To set a blinking animation, it does not matter whether :animate_faces is
# true, and you do not need to use special filenames. Rather, you simply need
# to identify a blink face. This can be done in two ways. First, you can do
# it in a script call before the message. The important settings are
# :blink_face_name and :blink_face_index. Where filenames can be long, it is
# best to set it to a local variable first, like so:
#
# n = "Actor1"
# ats_next(:blink_face_name, n)
# ats_next(:blink_face_index, 5)
#
# Naturally, "Actor1" is the name of the faceset which houses the blinking
# pose, and the index is 5 (so second row, second column). If the blinking
# pose is located within the same faceset as the normal pose, then you only
# need to set the :blink_face_index.
#
# The second way to do it is with the following message code, included at
# the very start of the message:
#
# \fb{"Actor1", 5}
#
# Again, change "Actor1" to whatever name you want the face to be, and 5 to
# whatever index. Similarly, you can exclude the filename if it is the same
# as the regular pose.
#
# You can change the rate at which the face blinks by changing the
# :frames_between_blinks and :frames_to_blink message settings. Read about
# them at lines 185-189.
#
# Finally, blinking also works with a talking animation, so if you are using
# a talking animation it is a good idea to have a full set of blinking poses
# as well. However, if you have only one, be sure that it is not in a faceset
# identified as a talking animation (i.e. one with a %[n] code).
#
#
# ~Large Faces~
#
# For large faces, you can of course make a set of 8. However, if you want
# to save each file separately, you can just make the very first character of
# the filename a $. In other words, an image saved as "Actor3-3" would be a
# regular faceset of 8 poses, while an image saved as "$Actor3-3" would be
# an image holding only a single large face. If a file has both $ and %[n]
# in its name, then it will treat it as a faceset with n poses, all aligned
# horizontally. In other words, "$Actor3-3%[2]" would be a set with two
# faces in, the first half of the image with one pose and the second with the
# second pose. Naturally, it will animate if used in a message, so this
# should only be done for large face talking animations.
#
# You set large faces just as you would a normal face. If you want the whole
# thing to be shown, you should make sure that the :face_width and
# :face_height settings are both set to -1. If, on the other hand, you want
# only to cut out the centre of the large face, you can change those values
# to whatever proportions you want. So, for instance, setting :face_width to
# 128 and face_height to 160 would cut out a 128x160 section of the face and
# show that.
#
#
# ~All Other Face Settings~
#
# There are a lot of configuration options in this script, and I direct you
# to the Editable Region at line 176 for detailed comments on what each does
# Here, I will just list them:
#
# :animate_faces :face_scroll_x
# :chars_per_face :face_scroll_y
# :frames_between_blinks :face_scroll_speed
# :frames_to_blink :face_fadein
# :blink_face_name :face_fade_speed
# :blink_face_index :face_opacity
# :face_x :face_blend_type
# :face_x_offset :face_match_screen_tone
# :face_y :face_tone
# :face_y_offset :face_window
# :face_width :face_padding
# :face_height :face_win_opacity
# :face_mirror :face_win_back_opacity
# :face_overlap_allowed
#
# As with other ATS scripts, you can change the value of these options in
# game with the following codes in a script call:
# ats_all(::face_opacity, 255)
# ats_next(:message_option, x)
# ats_all(:message_option, x)
#
# Where :message_option is the symbol you want 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 following is a complete list of the message codes at your disposal.
# Simply insert them into a Display Message command.
#
# \f{"filename":n} - set face to the one in "filename" at index n.
# \f{n} - set face to the pose at index n within the current faceset.
# \fb{"filename":n} - set blink face to the one in "filename" at index n.
# \fb{n} - set blink face to the pose at index in within the current faceset.
# \af[n] - set face to the face of the actor with ID n in the database.
# \mf[n] - set face to the face of party member in index n. 1 is the leader.
# \fa[n] - plays animation with ID n on the face.
# \fam[n] - plays a mirror of animation with ID n on the face.
# \fx[n] - sets :face_x to n, where n is: L, C, R, or an integer. See line 198.
# \fy[n] - sets :face_y to n, where n is: A, U, T, C, B, D, or an integer. See
# line 207.
# \fw - turns :face_window to true for this message. See line 273.
# \fm - turns :face_mirror to true for this message. See line 255.
# \ff - turns :face_fadein to true for this message. See line 251.
# \fsx - turns :face_scroll_x to true for this message. See line 242.
# \fsy - turns :face_scroll_y to true for this message. See line 245.
#==============================================================================
$imported = {} unless $imported
$imported[:MA_ATS_FaceOptions] = true
#==============================================================================
# ** Game_ATS
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new public instance variables - animate_faces; chars_per_face;
# frames_between_blinks; frames_to_blink; face_x; face_y; face_x_offset;
# face_y_offset; face_width; face_height; face_scroll_x; face_scroll_y;
# face_scroll_speed; face_fadein; face_fade_speed; face_mirror;
# face_opacity; face_blend_type; face_tone; face_window; face_padding;
# face_win_opacity; face_win_back_opacity; face_overlap_allowed;
# blink_face_name; blink_face_index
#==============================================================================
class Game_ATS
CONFIG ||= {}
CONFIG[:ats_face_options] = {
ats_face_options: true,
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
# EDITABLE REGION
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# ~Face Animation Settings~
#
# :animate_faces - true or false. Set this to true if you want faces to
# animate. Set it to false if you don't, but that should be rare since only
# faces with a %[n] code will animate, where n is the number of frames in
# the animation. No other faceset will animate. As such, this option should
# only ever be set to false if you only want a single pose from a faceset
# which with a %[n] code.
animate_faces: true,
# :chars_per_face - integer. When animating a face, this sets how many
# letters should be drawn before switching to the next frame.
chars_per_face: 8,
# :frames_between_blinks - x...y; x & y both integers. If using a blink
# face, the time between blinks in frames. There are 60 frames in 1 second.
frames_between_blinks: 180..300,
# :frames_to_blink - integer. Number of frames to show the blinking face.
frames_to_blink: 12,
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# ~Face Position and Size~
#
# :face_x - integer, :L, :C, or :R. The X coordinate of the face. If an
# integer, the face's x-coordinate is set directly to that position. You
# can also set it so that it is automatically positioned according to the
# position of the message window. If you set it to :L, it will be at the
# left end of the message window, and if you set it to :R it will be at the
# right end of the message window. If you set it to :C, it will be centred,
# but naturally that setting should only ever be used if the Y position of
# the face does not overlap with the message window.
face_x: :L,
# :face_y - integer, :A, :U, :T, :C, :B, or :D. The Y coordinate of the
# face. If an integer, the face's y-coordinate is set directly to that
# position. You can also set it so that it is automatically positioned
# according to the position of the message window. If you set it to :U (Up),
# the bottom of the face will be flush with the top border of the message
# window. If you set it to :T (Top), then the top of the face will be flush
# with the top border of the message window. If you set it to :C (Centre),
# then the centre of the face will match the centre of the message window.
# If you set it to :B (Bottom), then the bottom border of the face will be
# flush with the bottom border of the message window. If you set it to
# :D (Down), then the top of the face will be flush with the bottom border
# of the message window. Finally, if you set it to :A (Automatic), then it
# will be :C if the face is smaller than the message window, and otherwise
# it will be :T if the message window is in the upper portion of the screen
# or :B if the message window is in the lower portion of the screen. The
# recommended value is :C if you are using regular facesets or :A if you
# are using large facesets.
face_y: :A,
# :face_x_offset - integer. If using an automatic setting for :face_x,
# this is added or subtracted from the x placement, as appropriate.
face_x_offset: 0,
# :face_y_offset - integer. If using an automatic setting for :face_y,
# this is added or subtracted from the y placement, as appropriate.
face_y_offset: 0,
# :face_width - integer. The horizontal size of the face. If -1, it will
# be set to the width of the face used. If less than the width of the face
# used, it will take as much of the centre of the face as possible
face_width: -1,
# :face_height - integer. The vertical size of the face. If -1, it will be
# set to the height of the face used. If less than the height of the face
# used, it will take as much of the centre of the face as possible
face_height: -1,
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# ~Face Settings~
#
# :face_scroll_x - true or false. Whether the face should scroll in to
# place horizontally
face_scroll_x: false,
# :face_scroll_y - true or false. Whether the face should scroll in to
# place vertically
face_scroll_y: false,
# :face_scroll_speed - integer. The number of frames it takes to scroll
# into position.
face_scroll_speed: 15,
# :face_fadein - true or false. Whether face should fade in gradually.
face_fadein: false,
# :face_fade_speed - integer. The number of frames it takes to fade in.
face_fade_speed: 15,
# :face_mirror - true or false. Whether the face should be flipped to face
# the opposite direction.
face_mirror: false,
# :face_opacity - 0-255. The degree of transparancy of the face.
face_opacity: 255,
# :face_blend_type - 0-2. 0 => Normal; 1 => Add; 2 => Subtract. This
# should almost always be set to 0 as either other option changes the face
# dramatically. However, it can be used for a ghost or darkness effect.
face_blend_type: 0,
# :face_match_screen_tone - true or false. If true, the tone of the face
# will be the same as that of the screen unless you set :face_tone to
# something other than nil. Otherwise there will be no automatic setting.
face_match_screen_tone: false,
# :face_tone - Tone.new(-255 - 255, -225 - 255, -255 - 255, -255 - 255) -
# This allows you to blend a tone with the face. The values are
# (red, green, blue, gray). It should usually be set to nil, but might be
# useful for flashbacks or lighting effects, etc...
face_tone: nil,
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# ~Face Window Settings~
#
# :face_window - true or false. If true, face shown in its own window
face_window: false,
# :face_padding - integer. If using window, the size of the border.
face_padding: 6,
# :face_win_opacity - 0-255. The total opacity of the face window
face_win_opacity: 255,
# :face_win_back_opacity - 0-255. The back opacity of the face window
face_win_back_opacity: 192,
# :face_overlap_allowed - true or false. If false, this will not permit
# any overlap between the face's window and the regular window, and it
# will resize the message window to avoid it. It should not be used unless
# you are using either a flush left or flush right placement for the face
# window. Recommended value is true.
face_overlap_allowed: true,
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# END EDITABLE REGION
#////////////////////////////////////////////////////////////////////////
blink_face_name: "",
blink_face_index: -1,
}
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variables
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CONFIG[:ats_face_options].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
alias modb_ats_crtgmobj_6yh7 create_game_objects
alias mlba_ats_mksave_5tg9 make_save_contents
alias ma_ats_extrcsvcon_8uj2 extract_save_contents
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Create Game Objects
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def self.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
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def self.make_save_contents(*args, &block)
contents = mlba_ats_mksave_5tg9(*args, &block)
contents[:ats] = $game_ats
contents
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Extract Save Contents
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def self.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
#============================================================================
# ** 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
$imported[:AdvancedTextSystem] = true
end
#==============================================================================
# ** Game_Message
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new public instance variables - animate_faces; chars_per_face;
# frames_between_blinks; frames_to_blink; face_x; face_y; face_x_offset;
# face_y_offset; face_width; face_height; face_scroll_x; face_scroll_y;
# face_scroll_speed; face_fadein; face_fade_speed; face_mirror;
# face_opacity; face_blend_type; face_tone; face_window; face_padding;
# face_win_opacity; face_win_back_opacity; face_overlap_allowed;
# blink_face_name; blink_face_index
#==============================================================================
class Game_Message
Game_ATS::CONFIG[:ats_face_options].keys.each { |key| attr_accessor key }
end
#==============================================================================
# ** Sprite_ATS_Face
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This sprite shows a face graphic for messages.
#==============================================================================
class Sprite_ATS_Face < Sprite_Base
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variable
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_reader :num_frames
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def initialize(viewport = nil)
super(viewport)
self.bitmap = Bitmap.new(96, 96)
@num_frames = 1
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Free
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def dispose(*args)
bitmap.dispose if bitmap && !bitmap.disposed?
super(*args)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Setup
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def setup(faces, blink_faces = [])
if faces.empty? # No Face
bitmap.clear
@num_frames = 1 # Clear Bitmap
else
bitmap.dispose if bitmap && !bitmap.disposed? # Dispose old bitmap
rect = Rect.new(0, 0, faces[0].width, faces[0].height) # Set Rect
# Create Bitmap
h = blink_faces.empty? ? rect.height : rect.height*2
self.bitmap = Bitmap.new(rect.width*faces.size, h)
@num_frames = faces.size
# Draw all faces onto the bitmap
for i in 0...@num_frames
x = i*rect.width
bitmap.blt(x, 0, faces[i], rect)
bitmap.blt(x, rect.height, blink_faces[i % blink_faces.size], rect) if !blink_faces.empty?
end
src_rect.set(rect) # Set Source Rect
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Set Face Frame
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def set_column(index = 0)
src_rect.x = index*src_rect.width
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Set Face Frame
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def set_row(index = 0)
src_rect.y = index*src_rect.height
end
end
#==============================================================================
# ** Window_ATS_Face
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This window displays a face graphic for messages.
#==============================================================================
class Window_ATS_Face < Window_Base
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Create Face
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def create_face(face_name, face_index)
contents.clear
draw_face(face_name, face_index, 0, 0)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Draw Face Graphic
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def draw_face(face_name, face_index, x, y, enabled = true, *args)
bmp = Cache.face(face_name)
fw, fh = bmp.width, bmp.height
if face_name[/\A\$/] != nil # SINGLE
if face_name[/\%\[\s*(\d+)\s*\]/] != nil
fw /= $1.to_i
else
face_index = 0
end
cw, ch = contents.width - x, contents.height - y
rect = Rect.new((face_index*fw) + ((fw - cw) / 2), (fh - ch) / 2, cw, ch)
contents.blt(x, y, bmp, rect, enabled ? 255 : translucent_alpha)
else
fw /= 4
fh /= 2
rect = Rect.new(face_index % 4 * fw, face_index / 4 * fh, fw, fh)
contents.blt(x, y, bmp, rect, enabled ? 255 : translucent_alpha)
end
bmp.dispose
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Resize Window
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def resize(w, h)
self.width = w + (standard_padding*2)
self.height = h + (standard_padding*2)
create_contents
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Standard Padding
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def standard_padding
$game_message.face_padding
end
end
#==============================================================================
# ** Spriteset_ATS_Face
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This class creates and control the window and sprite for showing faces
#==============================================================================
class Spriteset_ATS_Face
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variables
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_reader :face_window
attr_reader :face_sprite
attr_reader :x
attr_reader :y
attr_reader :z
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def initialize(message_window, viewport = nil)
@message_window = message_window
@face_window = Window_ATS_Face.new(0, 0, 120, 120)
@face_sprite = Sprite_ATS_Face.new(viewport)
self.x, self.y, @dest_x, @dest_y = 0, 0, 0, 0
@dest_scroll_x_speed, @dest_scroll_y_speed = 0, 0
@dest_sprite_opacity, @dest_window_opacity = 255, 255
@dest_s_fade_speed, @dest_w_fade_speed = 0, 0
self.z = message_window.z + 1
clear
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Free
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def dispose
@face_window.dispose
@face_sprite.dispose
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def update
#if @message_window.visible == false - я пытался :(
#hide
#end
@face_sprite.update
@face_window.update
@face_window.visible = !empty? && $game_message.face_window
@face_sprite.visible = @face_window.open? if @face_window.visible
update_scroll
update_fade
update_blink
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Scroll
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def update_scroll
# Scroll X
if @dest_x > self.x
self.x = [self.x + @dest_scroll_x_speed, @dest_x].min
elsif @dest_x < self.x
self.x = [self.x + @dest_scroll_x_speed, @dest_x].max
end
# Scroll Y
if @dest_y > self.y
self.y = [self.y + @dest_scroll_y_speed, @dest_y].min
elsif @dest_y < self.y
self.y = [self.y + @dest_scroll_y_speed, @dest_y].max
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update fade
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def update_fade
if @dest_sprite_opacity != face_sprite.opacity
face_sprite.opacity += @dest_s_fade_speed
face_sprite.opacity = @dest_sprite_opacity if face_sprite.opacity > @dest_sprite_opacity
end
if @dest_window_opacity != face_window.opacity
face_window.opacity += @dest_w_fade_speed
face_window.opacity = @dest_window_opacity if face_window.opacity > @dest_window_opacity
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Blink
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def update_blink
if blinking?
@blink_timer -= 1
if @blink_timer <= 0
@blink_status = (@blink_status + 1) % 2
@face_sprite.set_row(@blink_status)
@blink_timer = case @blink_status
when 0
fbb = $game_message.frames_between_blinks
fbb.first + rand(fbb.last - fbb.first)
when 1 then $game_message.frames_to_blink
end
end
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Clear
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def clear
@face_name, @face_index, @blink_face_name, @blink_face_index = "", 0, "", 0
@face_width, @face_height = 0, 0
@active_face = -1
@blink_status, @blink_timer = 0, 0
@face_sprite.setup([])
hide
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Refresh
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def refresh(face_name = @face_name, face_index = @face_index)
@face_name, @face_index = face_name, face_index
@blink_face_name, @blink_face_index = $game_message.blink_face_name, $game_message.blink_face_index
return if empty?
# If blink face partially set, set the other aspect.
if $game_message.blink_face_index >= 0 && $game_message.blink_face_name.empty?
$game_message.blink_face_name = face_name
elsif !$game_message.blink_face_name.empty? && $game_message.blink_face_index < 0
$game_message.blink_face_index = 0
end
@face_width = $game_message.face_width + $game_message.face_padding
@face_height = $game_message.face_height + $game_message.face_padding
resize_face(face_name, face_index)
@face_sprite.setup(collect_faces, collect_faces($game_message.blink_face_name, $game_message.blink_face_index))
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Setup
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def setup(face_name = $game_message.face_name, face_index = $game_message.face_index)
need_refresh = (@face_name != face_name || @face_index != face_index ||
@blink_face_name != $game_message.blink_face_name ||
@blink_face_index != $game_message.blink_face_index ||
@face_width != ($game_message.face_width + $game_message.face_padding) ||
@face_height != ($game_message.face_height + $game_message.face_padding))
refresh(face_name, face_index) if need_refresh
unless empty?
@message_window.restore_overlap_width
update_placement
@message_window.adjust_placement_for_face
@face_sprite.opacity = $game_message.face_opacity
@face_window.opacity = $game_message.face_win_opacity
# Only Scroll and Fade if a new face
if need_refresh
setup_scroll
setup_fade
end
@face_sprite.mirror = $game_message.face_mirror
@face_sprite.blend_type = $game_message.face_blend_type
# Set Tone
case $game_message.face_tone
when Tone then @face_sprite.tone.set($game_message.face_tone)
when Array then @face_sprite.tone.set(*$game_message.face_tone)
else
($game_message.face_match_screen_tone ?
@face_sprite.tone.set($game_map.screen.tone) :
@face_sprite.tone.set(0, 0, 0, 0))
end
@face_window.back_opacity = $game_message.face_win_back_opacity
fbb = $game_message.frames_between_blinks
@blink_status = 0
@blink_timer = fbb.first + rand(fbb.last - fbb.first)
show
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Setup Scroll
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def setup_scroll
if $game_message.face_scroll_x
self.x = (self.x + @face_window.width) > (Graphics.width - self.x) ?
Graphics.width : -@face_window.width
@dest_scroll_x_speed = (@dest_x - self.x) / $game_message.face_scroll_speed
end
if $game_message.face_scroll_y
self.y = (self.y + @face_window.height) > (Graphics.height - self.y) ?
Graphics.height : -@face_window.height
@dest_scroll_y_speed = (@dest_y - self.y) / $game_message.face_scroll_speed
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Setup Fade
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def setup_fade
if $game_message.face_fadein
@face_sprite.opacity = 0
@face_window.opacity = 0
@dest_sprite_opacity = $game_message.face_opacity
@dest_window_opacity = $game_message.face_win_opacity
@dest_s_fade_speed = @dest_sprite_opacity / $game_message.face_fade_speed
@dest_w_fade_speed = @dest_window_opacity / $game_message.face_fade_speed
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Collect Faces
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def collect_faces(face_name = @face_name, face_index = @face_index)
return [] if !face_name || face_name.empty?
faces = []
# If face_file has animation code, add each frame
num = $game_message.animate_faces && face_name[/\%\[\s*(\d+)\s*\]/] ? $1.to_i : 1
for i in face_index...(face_index + num)
@face_window.create_face(face_name, i)
faces.push(@face_window.contents.dup)
end
@face_window.contents.clear
return faces.compact
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Resize Face
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def resize_face(face_name, face_index = 0)
# Get set size
wdth, hght = $game_message.face_width, $game_message.face_height
face = Cache.face(face_name)
fw, fh = face.width, face.height
face.dispose
# Adjust face width and height if faceset not single
if face_name[/\A\$/] == nil
fw /= 4
fh /= 2
else
fw /= $1.to_i if face_name[/\%\[\s*(\d+)\s*\]/]
end
wdth = wdth <= 0 ? fw : [fw, wdth].min
hght = hght <= 0 ? fh : [fh, hght].min
@face_window.resize([wdth, $game_message.face_width].max, [hght, $game_message.face_height].max)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Position
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def update_placement
set_x_placement
set_y_placement
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Set X Position
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def set_x_placement
# Update X
side_offset = $game_message.face_x_offset
side_offset += (@message_window.padding - $game_message.face_padding)
@dest_x = case $game_message.face_x
when Integer then $game_message.face_x - ($game_message.face_window ? 0 : $game_message.face_padding)
when :l, :L then @message_window.x + side_offset
when :c, :C then @message_window.x + ((@message_window.width -
@face_window.width) / 2) + $game_message.face_x_offset
when :r, :R then @message_window.x + @message_window.width -
@face_window.width - side_offset
end
self.x = @dest_x unless $game_message.face_scroll_x
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Set Y Position
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def set_y_placement
# Update Y
fy = $game_message.face_y
fy = fy.to_s.upcase.to_sym if fy.is_a?(Symbol)
# Automatic Set
if fy == :A
if @face_window.height <= @message_window.height
fy = :C # Centre if face smaller than message window
elsif @message_window.y < (Graphics.height - @message_window.height) / 2
fy = :T # Align with Top if message window above mid-screen
else
fy = :B # Align with Bottom otherwise
end
end
w_pad = ($game_message.face_window ? 0 : $game_message.face_padding)
@dest_y = case fy
when Integer then fy - w_pad
when :U, :AT then @message_window.y - @face_window.height +
$game_message.face_y_offset + w_pad
when :T, :BT then @message_window.y + $game_message.face_y_offset - w_pad
when :C then @message_window.y + ((@message_window.height -
@face_window.height) / 2) + $game_message.face_y_offset
when :B, :AB then @message_window.y + @message_window.height -
@face_window.height - $game_message.face_y_offset + w_pad
when :D, :BB then @message_window.y + @message_window.height -
$game_message.face_y_offset - w_pad
end
self.y = @dest_y unless $game_message.face_scroll_y
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Empty?
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def empty?
@face_name.empty?
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Animate Face?
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def animate_face?
!empty? && ($game_message.animate_faces && @face_sprite.src_rect.width < @face_sprite.bitmap.width)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Blinking?
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def blinking?
!empty? && ($game_message.blink_face_name && !$game_message.blink_face_name.empty?)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Scrolling?
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def scrolling?
!empty? && ((@dest_x != self.x) || (@dest_y != self.y))
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Fading
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def fading?
!empty? && ((@dest_sprite_opacity != face_sprite.opacity) || (@dest_window_opacity != face_window.opacity))
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Next Face
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def draw_next_face(direct = nil)
return if @active_face == direct
@active_face = direct ? direct : (@active_face + 1) % @face_sprite.num_frames
@face_sprite.set_column(@active_face)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Screen Ranges
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def screen_ranges
fx, fw = @dest_x, @face_window.width
fy, fh = @dest_y, @face_window.height
unless $game_message.face_window
fx += @face_window.padding
fy += @face_window.padding
fw -= 2*@face_window.padding
fh -= 2*@face_window.padding
end
return (fx...(fx + fw)), (fy...(fy + fh))
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Show / Hide
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def show
@face_sprite.visible = true
@face_window.visible = $game_message.face_window
if !@message_window.open?
@face_window.openness = 0
@face_window.open
end
end
def hide
@face_sprite.visible = false
@face_window.visible = false
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Check if Visible?
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def visible?
@face_sprite.visible || @face_window.visible
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Set X, Y
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[:x, :y].each { |writer|
define_method(:"#{writer}=") do |val|
instance_variable_set(:"@#{writer}", val)
@face_window.send(:"#{writer}=", val)
@face_sprite.send(:"#{writer}=", val + $game_message.face_padding)
end
}
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Set Z
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def z=(val)
@z = val + 1
@face_window.z = val
@face_sprite.z = val + 1
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Method Missing
# If method missing, call it on either sprite or window
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def method_missing(meth, *args, &block)
# Face Sprite Check
if @face_sprite && @face_sprite.respond_to?(meth)
return @face_sprite.send(meth, *args, &block)
# Face Window
elsif @face_window && @face_window.respond_to?(meth)
return @face_window.send(meth, *args, &block)
else
super
end
end
end
#==============================================================================
# ** Window_ChoiceList
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - update_placement
# new method - screen_ranges
#==============================================================================
class Window_ChoiceList
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Placement
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maatsfo_updplacm_6yh2 update_placement
def update_placement(*args)
maatsfo_updplacm_6yh2(*args)
@message_window.adjust_choice_placement_for_face
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Screen Ranges
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
unless method_defined?(:screen_ranges)
def screen_ranges
return ((self.x + self.padding)...(self.x + self.width - self.padding)),
((self.y + self.padding)...(self.y + self.height - self.padding))
end
end
end
#==============================================================================
# ** Window_ATS_Name (compatibility with ATS: Message Options)
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new method - screen_ranges
#==============================================================================
class Window_ATS_Name < Window_Base
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Screen Ranges
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
unless method_defined?(:screen_ranges)
def screen_ranges
return ((self.x + self.padding)...(self.x + self.width - self.padding)),
((self.y + self.padding)...(self.y + self.height - self.padding))
end
end
end
#==============================================================================
# ** Window_Message
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased methods - create_all_windows; new_page; process_escape_character
# overwritten method - draw_face
#==============================================================================
class Window_Message
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Create All Windows
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maatsfo_creatwins_3hn6 create_all_windows
def create_all_windows(*args, &block)
maatsfo_creatwins_3hn6(*args, &block) # Call Original Method
@atsfo_face = Spriteset_ATS_Face.new(self)
@atsmo_all_windows.push(@atsfo_face.face_window) if $imported[:ATS_MessageOptions]
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update All Windows
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maatsfo_updatewins_8jv3 update_all_windows
def update_all_windows(*args, &block)
maatsfo_updatewins_8jv3(*args, &block)
@atsfo_face.update
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Dispose All Windows
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maatsfo_disposallwins_6xq1 dispose_all_windows
def dispose_all_windows(*args, &block)
maatsfo_disposallwins_6xq1(*args, &block)
@atsfo_face.dispose
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Placement
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maatsfo_update_placement update_placement
def update_placement(*args)
restore_overlap_width
maatsfo_update_placement(*args) # Call Original Method
# Remove AF or PF code and process it
text = $game_message.all_text.dup
process_face_setting_codes(text)
while text.slice!(/\A\\([AM]?FB?)(\[\d+\]|{\s*['"]?.*?['"]?[\s,;:]*\d*\s*})/i) != nil
process_face_code($1, $2)
end
@atsfo_face.setup
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Restore Overlap Width
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def restore_overlap_width
if @overlap_width_adjust
self.x = @overlap_width_adjust[0]
resize(@overlap_width_adjust[1], height)
@overlap_width_adjust = nil
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Process Face Setting Codes
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def process_face_setting_codes(text)
text.gsub!(/[\\\e]FX\[(\d+|[RLC])\]/i) {
process_face_setting_code('FX', "[#{$1}]")
""
}
text.gsub!(/[\\\e]FY\[(\d+|[AUTCBD])\]/i) {
process_face_setting_code('FY', "[#{$1}]")
""
}
text.gsub!(/[\\\e](FF|FSX|FSY|FW|FM)/i) {
process_face_setting_code($1, "")
""
}
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Close
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
if instance_methods(false).include?(:close)
alias maatsfo_close_4hn6 close
def close(*args)
@atsfo_face.clear
maatsfo_close_4hn6(*args) # Call Original Method
end
else
def close(*args)
@atsfo_face.clear
super(*args) # Call Original Method
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * New Page
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maatsfo_newpag_7uj2 new_page
def new_page(text, pos, *args)
process_face_setting_codes(text)
while text[/\A\e[AM]?FB?(\[\d+\]|{\s*['"]?.*?['"]?[\s,;:]*\d*\s*})/i] != nil
text.slice!(/\A\e([AM]?FB?)/i)
process_face_code($1, text)
end
maatsfo_newpag_7uj2(text, pos, *args)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Draw Face (overwritten super method)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def draw_face(face_name, face_index, *args)
atsfo_change_face(face_name, face_index)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Change Face
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def atsfo_change_face(face_name, face_index, blink = false)
return if @atsf_testing
@atsfo_face_count = 0
if blink
$game_message.blink_face_name = face_name
$game_message.blink_face_index = face_index
@atsfo_face.refresh($game_message.face_name, $game_message.face_index)
else
$game_message.face_name = face_name
$game_message.face_index = face_index
@atsfo_face.setup($game_message.face_name, $game_message.face_index)
end
@atsfo_face.empty? ? @atsfo_face.hide : @atsfo_face.show
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * New Line X
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maatsfo_nwlinex_4jn6 new_line_x
def new_line_x(*args)
if @atsfo_face.visible?
return 0 if !$game_message.face_overlap_allowed
rfx, rfy = @atsfo_face.screen_ranges
rmx, rmy = screen_ranges
# If face window overlaps left side & overlaps some of the window
if !(rfy === rmy.first || rmy === rfy.first)
return 0
# If more room on the right side of the face than the left
elsif (rfx.first - rmx.first) < (rmx.last - rfx.last)
return [rfx.last - rmx.first + 16, 0].max
else # Left-aligned Text
return 0
end
else
maatsfo_nwlinex_4jn6(*args)
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Face Animation
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def update_face_animation
if @show_fast || @line_show_fast
@atsfo_face.draw_next_face(0)
else
@atsfo_face_count = (@atsfo_face_count + 1) % $game_message.chars_per_face
@atsfo_face.draw_next_face if @atsfo_face_count == 0
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Process Normal Character
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maatsfo_procsnormchar_8zj6 process_normal_character
def process_normal_character(*args)
update_face_animation if @atsfo_face.animate_face?
maatsfo_procsnormchar_8zj6(*args) # Call original method
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Process Escape Character
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maatsfo_procescchar_6ca8 process_escape_character
def process_escape_character(code, text, *args, &block)
result = process_face_setting_code(code, text) || process_face_code(code, text)
if code[/FA(M?)/]
mirror = !$1.empty?
anim_id = obtain_escape_param(text)
@atsfo_face.face_sprite.start_animation($data_animations[anim_id], mirror) unless @atsf_testing
result = true
end
# Call Original Method
maatsfo_procescchar_6ca8(code, text, *args, &block) unless result
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Process Face Code
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def process_face_code(code, text)
code.upcase!
blink = (code.slice!(/B\Z/) != nil)
if code[/([AM])F/] != nil # AF (Actor Face) or PF (Party Face)
type = ($1 == 'A')
param = obtain_escape_param(text)
actor = type ? $game_actors[param] : $game_party.members[[param - 1, 0].max]
# Change Face to chosen Actor
atsfo_change_face(actor.face_name, actor.face_index, blink) if actor
elsif code == 'F' # F (Face)
if text.slice!(/^{\s*['"]?(.*?)['"]?[\s,;:]*(\d*)\s*}/)
atsfo_change_face($1.empty? ? $game_message.face_name : $1, $2.to_i, blink)
end
else
return false
end
return true
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Process Face Setting Code
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def process_face_setting_code(code, text)
return false if code.nil? || code.empty?
case code.upcase
when 'FF' then $game_message.face_fadein = true
when 'FSX' then $game_message.face_scroll_x = true
when 'FSY' then $game_message.face_scroll_y = true
when 'FW' then $game_message.face_window = true
when 'FM' then $game_message.face_mirror = true
when 'FX'
$game_message.face_x = text.slice!(/\A\[([LCR])\]/i) != nil ? $1.to_sym :
obtain_escape_param(text)
when 'FY'
$game_message.face_y = text.slice!(/\A\[([AUTCBD])\]/i) != nil ? $1.to_sym :
obtain_escape_param(text)
else
return false
end
return true
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Wait / Input Pause / Input Choice / Input Number / Input Item
#``````````````````````````````````````````````````````````````````````````
# Change Face to Idle
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[:wait, :input_pause, :input_choice, :input_number, :input_item].each { |meth|
alias_method(:"maatsfo_#{meth}_7uj1", meth)
define_method(meth) do |*args|
@atsfo_face.draw_next_face(0)
send(:"maatsfo_#{meth}_7uj1", *args)
end
}
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Settings Changed?
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maatsfo_setngchn_5ov6 settings_changed?
def settings_changed?(*args)
return true if @overlap_width_adjust
maatsfo_setngchn_5ov6(*args) # Call Original Method
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Message Window Position
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def adjust_placement_for_face
rfx, rfy = @atsfo_face.screen_ranges
# Unless user allows face overlap with message window
unless $game_message.face_overlap_allowed
rmx, rmy = screen_ranges
# If face window overlaps vertically
if (rfy === rmy.first || rmy === rfy.first)
# If more space on right than left
if (rfx.first - rmx.first) < (rmx.last - rfx.last)
# Don't resize if it makes message window too small
if (rmx.last - rfx.last) > padding + 32
@overlap_width_adjust = [x, width]
# Resize and move message window to right of face
w = x + width - rfx.last
resize(w, height)
self.x = rfx.last
end
else
# Don't resize if it makes message window too small
if (rfx.first - rmx.first) > padding + 32
@overlap_width_adjust = [x, width]
# Resize so message window all to left of face
w = rfx.first - x
resize(w, height)
end
end
end
end
# Move Name Window if necessary
if $imported[:ATS_MessageOptions] && $game_message.message_name
@atsmo_name_window.z = self.z + 4
rnx, rny = @atsmo_name_window.screen_ranges
# If name overlaps with face window
if (rny === rfy.first || rfy === rny.first) && (rnx === rfx.first ||
rfx === rnx.first)
# if message window to left
if rfx.first - @atsmo_name_window.width > x
# Move name window to left of face
@atsmo_name_window.x = rfx.first - @atsmo_name_window.width
else
@atsmo_name_window.x = rfx.last
end
end
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Adjust Choice Window Placement
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def adjust_choice_placement_for_face
rcx, rcy = @choice_window.screen_ranges
rfx, rfy = @atsfo_face.screen_ranges
# If face window overlaps with choice window
if (rfy === rcy.first || rcy === rfy.first) && (rfx === rcx.first ||
rcx === rfx.first)
# if message window to left
if rfx.first - @choice_window.width > x
# Move name window to left of face
@choice_window.x = rfx.first - @choice_window.width
else
@choice_window.x = rfx.last
end
# Adjust to make sure not over a name
if $imported[:ATS_MessageOptions] && $game_message.message_name
rnx, rny = @atsmo_name_window.screen_ranges
rcx, rcy = @choice_window.screen_ranges
# If overlaps name window
if (rny === rcy.first || rcy === rny.first) && (rnx === rcx.first ||
rcx === rnx.first)
# Try to Centre
if rnx.first - @choice_window.width > x
@choice_window.x = rnx.first - @choice_window.width
else
@choice_window.x = rnx.last
end
end
end
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Resize
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def resize(w, h)
if w != self.width || h != self.height
self.width = w
self.height = h
create_contents
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Screen Ranges
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def screen_ranges
rmx = (self.x + self.padding)...(self.x + self.width - self.padding)
rmy = (self.y + self.padding)...(self.y + self.height - self.padding)
return rmx, rmy
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Total Line Width
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def maatsfo_line_width(y = 0)
nlx = new_line_x
w = contents_width
if @atsfo_face.visible?
rfx, rfy = @atsfo_face.screen_ranges
rmx, rmy = screen_ranges
if (rfy === rmy.first || rmy === rfy.first) && nlx < rfx.first &&
(rfx.first < (x + width - padding))
w = rfx.first - (x + padding)
end
end
w - nlx
end
if $imported[:ATS_Formatting]
def maatsf_total_line_width(y = 0); maatsfo_line_width(y); end
end
end То, что я в нем пытался сделать на 600 строке. Как можно проблему решить? |
Администратор запретил публиковать записи гостям.
|
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