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  Zonemaker
  Scripts
 
Dans cette section vous aurez besoin d'un logiciel appelé Winrar Zip Archive qui vous permettra de décompresser les téléchargements que nous vous proposons. Nous vous invitons a le télécharger si vous ne l'avez pas cliquez ici !
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Bonjour,
Aujourd'hui nous avons construit spécialement pour vous un script qui vous permettra d'avoir une sauvegarde améliorée avec plusieurs slot ! Nous allons procéder à l'explication :
Cliquez ici pour télécharger le script ! Puis faites un clic droit sur l'archive et cliquez sur Extract files...
Alors une fenêtre s'ouvre ! Cliquez sur le + de Mes documents puis sur le + de RPGXP ! Cliquez ensuite sur le + " Du nom que vous avez donné à votre projet " Exemple : Project 1 ou Votre prénom etc. puis cliquez sur le + de Graphics puis cliquez sur Graphics puis sur OK !
Ensuite ouvrez l'éditeur de scripts (F11) et remplacez le script Scene_Files par celui-ci : Sélectionnez tout le texte jusqu'a STOP ! Puis lisez la suite pour finir !

=begin
#------------------------------------------------------------------------
#                     Menu Sauvegarde améliorée
#                               RPG Maker XP
#
# Auteur : Aymeric Admin
#
# Créé le  14 Mai 2008
#
#
# Fonction :  Permet d'améliorer le menu sauvegarde. Il est possible de supprimer
#             une sauvegarde. Un message de confirmation pour remplacer
#             ou effacer est présent aussi.
#
# Site : www.zonemaker.fr.gd
#
# Remarque : Script disponible aussi sous RPG Maker VX
#
#------- Modification ---------
#
#------------------------------------------------------------------------
# N'oubliez pas de mettre avant le script "Main" :
class Scene_Load < Scene_File 
  def scene
    return 0
  end
end
class Scene_Save < Scene_File 
  def scene
    return 1
  end
  def on_decision(filename)
    $game_system.se_play($data_system.save_se)
    file = File.open(filename, "wb")
    write_save_data(file)
    file.close
  end
end

#------------------------------------------------------------------------
=end

module AM_SAVE

#--------------------------------------------------------
#                 Définissez les images
#--------------------------------------------------------
 
  GAUGE_EXP       = "015-Greens01" # Image pour la gauge d'expérience
  GAUGE_HP        = "014-Reds01"   # Image pour la gauge de points de vie
  GAUGE_SP        = "013-Blues01"  # Image pour la gauge de poins de magie
  FOND_GAUGE      = "Back2"        # Fond des jauges
  WINDOWSKIN_BIS = "001-Blue01"          # Windowskin lorsqu'il y a un slot utilisé
  FOND            = "fond_save"    # Arrière plan
 
  # La constante ci-dessous permet d'inverser les windowskins. Si vous mettez
  # "true", le "WINDOWSKIN_BIS" de ci-dessus sera appliqué seulement aux slots
  # de sauvegardes vides. Sinon, si vous mettez "false", ça sera le windowskin par défaut
  # qui sera appliqué aux slot vides
  INVERSE_WINDOWSKIN = false
 
end

#--------------------------------------------------------
#             Module Files (Crée par Samarium)
#       Ce module permetrra de prendre toutes les
#               données du fichier rxdata
#--------------------------------------------------------

module Files
  class Donnees
    # Index du fichier
    attr_accessor :file_index
    # Donnée de la classe File
    attr_reader :time_stamp
    # Donées du ficher rxdata
    attr_reader :characters
    attr_reader :frame_count
    attr_reader :system
    attr_reader :switches
    attr_reader :variables
    attr_reader :self_switches
    attr_reader :screen
    attr_reader :actors
    attr_reader :party
    attr_reader :troop
    attr_reader :map
    attr_reader :player
    def initialize(file_index = 0)
      @file_index = file_index
      if exist? 
        file = File.open(filename, "r")
        @time_stamp         = file.mtime
        @characters         = Marshal.load(file)
        @frame_count        = Marshal.load(file)
        @system             = Marshal.load(file)
        @switches           = Marshal.load(file)
        @variables          = Marshal.load(file)
        @self_switches      = Marshal.load(file)
        @screen             = Marshal.load(file)
        @actors             = Marshal.load(file)
        @party              = Marshal.load(file)
        @troop              = Marshal.load(file)
        @map                = Marshal.load(file)
        @player             = Marshal.load(file)
        file.close
      end
    end
    def exist?
      return FileTest.exist?(filename)
    end
    def filename
      return "Save#{file_index + 1}.rxdata"
    end
  end 
end

#--------------------------------------------------------
#              Window_SaveFile modifié
#             Les fenêtres pour les slots
#--------------------------------------------------------

class Window_SaveFile < Window_Base
 
  attr_reader   :selected                
 
  def initialize(file_index, filename = nil)
    super(15, 64 + file_index % 4 * 85, 130, 80)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    @opacity = 80
    self.opacity = @opacity
    @file_index = file_index
    # Charge les données du fichier.
    @game = Files::Donnees.new(file_index)

    refresh
    @selected = false
  end
 
  def refresh
    self.contents.clear
    self.contents.font.size = 18
    name = "Slot #{@file_index + 1}"
    self.contents.font.color = normal_color
  # name = "File #{@file_index + 1}"
    self.contents.draw_text(0, 0, 600, 32, name)
    # Si il y a déjà une sauvegarde
  
   
    if @game.exist?
      @game = Files::Donnees.new(@file_index)
       windowskin = AM_SAVE::INVERSE_WINDOWSKIN ? AM_SAVE::WINDOWSKIN_BIS : $game_system.windowskin_name
      self.windowskin = RPG::Cache.windowskin(windowskin)
      text = @game.time_stamp.strftime("%d/%m/%Y %H:%M")
    else
       windowskin = AM_SAVE::INVERSE_WINDOWSKIN ? $game_system.windowskin_name : AM_SAVE::WINDOWSKIN_BIS
      self.windowskin = RPG::Cache.windowskin(windowskin)
       text = "Vide"
    end
    self.contents.font.size = 15
    self.contents.font.color = normal_color
    self.contents.draw_text(0, 25, 600, 32, text)
  end
  def selected=(selected)
    @selected = selected
    update_cursor_rect
  end
  # Défini l'opacité et positionnement du slot lorsque ce dernier est sélectionné
  def update_cursor_rect
    if @selected
      self.opacity = 255
      self.x = 30
    else
      self.opacity = @opacity
      self.x = 15
    end
  end
end

#--------------------------------------------------------
#               Window_SaveStatus
#   Fenêtre avec les indications des héros (PV, MP ...)
#--------------------------------------------------------

class Window_FileStatus < Window_Base
 
  def initialize
    super(640, 80, 440, 300)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = 15
    self.opacity = 150
    refresh
  end
  def refresh(file_index=0)
      self.contents.clear
       @game = Files::Donnees.new(file_index)
      if @game.exist?
        # Affiche en boucle les héros
        for i in 0...@game.characters.size
          # Algorithme pour afficher 2 héros sur 2 colonnes
          x = i < 2 ? 64 : 270
          j = (i == 2  or i == 0) ? 0 : j+1
          y = j * 135
          # Affichage des caractéristiques
          actor = @game.party.actors[i]
          draw_actor_name(actor, x, y)
          draw_actor_graphic(actor, x - 40, y + 80)
  #       draw_actor_class(actor, x + 144, y)
          draw_actor_level(actor, x, y + 16)
          draw_actor_state(actor, x + 60, y + 16)
          draw_actor_exp(actor, x, y + 40)
          draw_actor_hp(actor, x , y + 60)
          draw_actor_sp(actor, x, y + 80)
        end
      end
    end
  # Permet de faire bouger vers la gauche la fenêtre
  def bouger
    self.x -= 50 if self.x >= 220 if @game.exist?
    return true if self.x <= 220
  end
  # permet de retirer la fenêtre de l'écran
   def retirer
    self.x += 50 if self.x <= 640 if @game.exist?
    return true if self.x >= 640
  end
  # Déssine une jauge
  def draw_gauge(x, y, min, max, file, width, height)
    pourcentage = max == 0 ? 0 : min.to_f / max.to_f
    gauge = RPG::Cache.picture(file)
    fond = RPG::Cache.picture(AM_SAVE::FOND_GAUGE)
    gauge_dest = Rect.new(x, y, width * pourcentage, gauge.height)
    fond_dest = Rect.new(x, y,width, fond.height)
    gauge_source = Rect.new(0,0, gauge.width, gauge.height)
    fond_source = Rect.new(0,0, fond.width,fond.height)
    self.contents.stretch_blt(fond_dest, fond, fond_source)
    self.contents.stretch_blt(gauge_dest, gauge, gauge_source)
  end 
 # Reprise de la méthode de Window_Base en affichant la jauge d'expérience
  def draw_actor_exp(actor, x, y)
    min = actor.level == 99 ? 1 : actor.exp_s
    max = actor.level == 99 ? 1 : actor.next_exp_s
    draw_gauge(x + 32, y + 16, min, max,AM_SAVE::GAUGE_EXP, 80,
    if actor.level == 99
      self.contents.draw_text(x + 33, y, 600, 32, "-----/-----")
    else
      self.contents.draw_text(x + 33, y, 600, 32, min.to_s + "/" + max.to_s)
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, "Exp")
   end
  # Reprise de la méthode de Window_Base en affichant la jauge de PV
  def draw_actor_hp(actor, x, y, width=144)
    draw_gauge(x + 32, y + 16,actor.hp , actor.maxhp,AM_SAVE::GAUGE_HP, 80,
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
      if width - 32 >= 108
      hp_x = x + width - 138
      flag = true
    elsif width - 32 >= 48
      hp_x = x + width - 88
      flag = false
    end
    self.contents.font.color = actor.hp == 0 ? knockout_color :
      actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
    self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
    if flag
      self.contents.font.color = normal_color
      self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
      self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
    end
  end
  # Reprise de la méthode de Window_Base en affichant la jauge de MP
  def draw_actor_sp(actor, x, y, width = 144)
    draw_gauge(x + 32, y + 16,actor.sp , actor.maxsp,AM_SAVE::GAUGE_SP, 80,
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
    if width - 32 >= 108
     sp_x = x + width - 138
      flag = true
    elsif width - 32 >= 48
      sp_x = x + width - 88
      flag = false
    end
    self.contents.font.color = actor.sp == 0 ? knockout_color :
      actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
    self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
    if flag
      self.contents.font.color = normal_color
      self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
      self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
    end
  end
end

#--------------------------------------------------------
#                   Window_FileInfo
#     Fenêtre avec les infos du jeu en bas de l'écran
#--------------------------------------------------------

class Window_FileInfo < Window_Base
 
  def initialize
    super(-4, 480, 681, 80)
    self.contents = Bitmap.new(width, height)
    self.contents.font.name = $fontface
    self.contents.font.color = normal_color
    self.opacity = 150
   
    refresh
  end
 
  def refresh(file_index = 0)
    self.contents.clear
    @game = Files::Donnees.new(file_index)
    if @game.exist?
       self.contents.font.size = 20
      @total_sec = @game.frame_count / Graphics.frame_rate
      cx = contents.text_size($data_system.words.gold).width
      cgold = contents.text_size(@game.party.gold.to_s).width
      # Affiche argent possédé, sauvegardes effetués et temps joué
      self.contents.draw_text(4, 0, 130, 32, "Argent possédé :")
      self.contents.draw_text(140, 0, 120-cx-2, 32, @game.party.gold.to_s)
      self.contents.draw_text(142 + cgold, 0, cx, 32, $data_system.words.gold)
      self.contents.draw_text(250, 0, 300, 32, "Sauvegardes effectuées : " + @game.system.save_count.to_s)
      hour = @total_sec / 60 / 60
      min = @total_sec / 60 % 60
      sec = @total_sec % 60
      time_string = sprintf("d:d:d", hour, min, sec)
      self.contents.draw_text(4, 20, 100, 32, "Temps joué : ")
      self.contents.draw_text(140, 20, 100, 32, time_string)
      self.contents.font.size = 16
      self.contents.draw_text(370, 20, 400, 32, "Appuyez sur Z pour effacer une sauvegarde")
    end
  end
 # permet de faire bouger la fenêtre vers le haut
  def bouger
    self.y -= 10 if self.y > 420 if @game.exist?
  end
end

#--------------------------------------------------------
#                   Window_FileConfirm
#              Fenêtre pour les confirmations
#--------------------------------------------------------

class Window_FileConfirm < Window_Selectable
 
   attr_reader :type

  def initialize
    super(640, 160, 410, 130)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = 20
    refresh
    self.active = false
    self.opacity = 150
    @type = 0
  end
 # Affiche des phrases de confirmation selon le type choisit
  def refresh(type = 0)
    self.contents.clear
    @type = type
    self.index = 1
    if type == 0
      self.contents.draw_text(0, 10, 410, 32, "Il existe déjà une sauvegarde à cet emplacement.", 1)
      self.contents.draw_text(50, 32, 300, 32, "Etes vous sûr de la remplacer ?", 1)
    elsif type == 1
      self.contents.draw_text(50, 20, 300, 32, "Etes vous sûr de la supprimer ?", 1)
    elsif type == 2
       self.index = -1
       self.contents.draw_text(0, 40, 400, 32, "Le fichier a été supprimé avec succès", 1)
    elsif type == 3 or type == 4
       self.index = -1
       self.contents.draw_text(0, 40, 400, 32, "Jeu sauvegardé avec succès", 1)  
     end
     # Sélection du "Oui" ou "Non"
    if type != 2 and type != 3 and type != 4
      self.contents.draw_text(110, 70, 50, 32, "Oui", 1)
      self.contents.draw_text(220, 70, 50, 32, "Non", 1)
    end
  end

  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(110 * @index, 70, 50, 32)
    end
  end
  # Bouge la fenêtre vers la gauche
  def bouger
   self.x -= 50 if self.x >= 220
   return true if self.x <= 220    
 end
  # Retire la fenêtre
  def retirer
   self.x += 50 if self.x <= 640
   return true if self.x >= 640
  end
end

#--------------------------------------------------------
#                   Scene_File modifié
#           Scene et actions pour les sauvegardes
#--------------------------------------------------------

class Scene_File
 
  def initialize(help_text)
    @help_text = help_text
  end
 
  def main
    # Initialisation des objets pour les différentes fenêtres
    @help_window = Window_Help.new
    @help_window.set_text(@help_text, 1)  
    @file_status_window = Window_FileStatus.new
    @file_info_window = Window_FileInfo.new
    @confirm_window = Window_FileConfirm.new
    @confirm = false
    @delete = false
    @auto_retirer = false
    # Affichage du fond
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.picture(AM_SAVE::FOND)
    @help_window.opacity = 0
    @savefile_windows = []
    for i in 0..3
      @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
    end
    @file_index = 0
    @savefile_windows[@file_index].selected = true
    # Mise à jour comme toujours
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @help_window.dispose
    @file_status_window.dispose
    @file_info_window.dispose
    @sprite.dispose
     @confirm_window.dispose
    for i in @savefile_windows
      i.dispose
    end
  end

  def update
    # Mise à jour des fenêtres
    @help_window.update
    @file_status_window.update
    @file_info_window.update
    @confirm_window.update
    @sprite.update
    for i in @savefile_windows
      i.update
    end
    # Si la fenêtre de confirmation est active, on affiche la sélection
    if @confirm_window.active
       update_confirm
    end
    # On bouge la fenêtre d'info
    @file_info_window.bouger
    # Si on demande confirmation
    if @confirm
       # On bouge la fenêtre de confirmation après avoir retirer la fenêtre de Statut
      if @file_status_window.retirer
         @confirm_window.bouger
         @confirm_window.active  = true
         save_reussie if @confirm_window.type == 3  if @confirm_window.bouger
      end
    else
      # Réciproquement ...
      if @confirm_window.retirer
      @file_status_window.bouger 
      @confirm_window.active  = false
    end
  end
    # Si on demande le retirement automatique
    if @auto_retirer
      @auto_retirer = false
      @savefile_windows[@file_index].refresh
      # On affiche pendant 2 secondes
      wait(2)
     end
    # Si on appuie sur Entrée
    if Input.trigger?(Input::C)
      # Si c'est pour une confirmation
         if @confirm
           case @confirm_window.index
           # Annulation
           when 2
           $game_system.se_play($data_system.cancel_se)
           @confirm = false
           return
           # validation
           when 1           
             case @confirm_window.type
              when 0 
                # on sauvegarde
                 on_decision(make_filename(@file_index))
                save_reussie
              when 1
                # On supprime
                delete(make_filename(@file_index))
                @confirm_window.refresh(2)
                @auto_retirer = true
              end
            end
          else
            # Si la scene est "Scene_Save"
            if scene == 1
              # Si il existe déjç une sauvegarde
              if File.exist?(make_filename(@file_index))
               @confirm_window.refresh
               # On demande confirmation
               @confirm = true
             else
               # Sinon, on sauvegarde directement
               on_decision(make_filename(@file_index))
                @confirm_window.refresh(3)
                @confirm = true
               end
             else
               # Si la scene est "Scene_Load"
               on_decision(make_filename(@file_index))
            end
          end
        return
      end
    # Si on appuie sur "Echap" : Annulation
    if Input.trigger?(Input::B)
      # On revient au menu
      if !@confirm
        on_cancel
      else
        # On enlève la fenêtr de confirmation
        $game_system.se_play($data_system.cancel_se)
        @confirm = false
      end
     return
   end
  # Si on appuie sur "Z"
  if Input.trigger?(Input::A) and File.exist?(make_filename(@file_index))
    # on demande confirmation
     @confirm_window.refresh(1)
     @confirm = true
   return
 end
 # Si on choisit les slots
  if !@confirm
    if Input.repeat?(Input::DOWN)
      if Input.trigger?(Input::DOWN) or @file_index < 3
        @file_status_window.x = 640
        @file_info_window.y = 480
        $game_system.se_play($data_system.cursor_se)
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index + 1) % 4
        @savefile_windows[@file_index].selected = true
        # On réfraichit les fenêtres
        @file_status_window.refresh(@file_index)
        @file_info_window.refresh(@file_index)
      return
      end
    end
    if Input.repeat?(Input::UP)
      if Input.trigger?(Input::UP) or @file_index > 0
        @file_status_window.x = 640
        @file_info_window.y = 480
        $game_system.se_play($data_system.cursor_se)
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index + 3) % 4
        @savefile_windows[@file_index].selected = true
         # On réfraichit les fenêtres
        @file_status_window.refresh(@file_index)
        @file_info_window.refresh(@file_index)
        return
      end
    end
  end 
  end
  # Le nom du fichier
  def make_filename(file_index)
    game = Files::Donnees.new(file_index)
    return game.filename
  end
  # Sélection dans la fenêtre de confirmation
  def update_confirm
    if (Input.trigger?(Input::LEFT) or Input.trigger?(Input::UP)) and @confirm_window.index != 1
      $game_system.se_play($data_system.cursor_se)
      @confirm_window.index = 1
      return
    elsif (Input.trigger?(Input::RIGHT) or Input.trigger?(Input::DOWN)) and @confirm_window.index != 2
      $game_system.se_play($data_system.cursor_se)
      @confirm_window.index = 2
      return
    end
  end
   # Attente (Calcul en secondes)   
   def wait(time)
    total_sec_dep = Graphics.frame_count / Graphics.frame_rate
    loop do
       total_sec = Graphics.frame_count / Graphics.frame_rate
        Graphics.update
        Input.update
        if total_sec >= (total_sec_dep + time)
          @confirm = false
          break
        end
      end
    return
    end
# Si la sauvegarde est réussie, on éfraichit les fenêtres et on retire automatiquement
 def save_reussie
     @savefile_windows[@file_index].refresh
     @file_status_window.refresh(@file_index)
     @file_info_window.refresh(@file_index)
     @confirm_window.refresh(4)
     @auto_retirer = true
  end
 # Suppression du fichier  
  def delete(filename)
    File.delete(filename)
    @file_info_window.y = 480
  end
end
STOP ! STOP ! STOP ! STOP ! STOP ! STOP ! STOP ! STOP !

 

Puis fait un clic droit sur le script main et clic sur Nouveau script puis écrivez ceci :

class   Scene_Load   <   Scene_File     
      def   scene
            return   0
      end
end
class   Scene_Save   <   Scene_File     
      def   scene
            return   1
      end
      def   on_decision(filename)
            $game_system.se_play($data_system.save_se)
            file   =   File.open(filename,   "wb")
            write_save_data(file)
            file.close
      end
end

Autre script:
Pour mettre plein d'options dans vos messages.
Creer un script en dessus de main et nommer le:
Advanced_Message et inserez ceci:
# ▼▲▼ XRXS 9. メッセージ表示フルグレードアップ ver..12d ▼▲▼
# Original Script by 桜雅 在土, 和希, RaTTiE
# Script from: http://f26.aaacafe.ne.jp/~xxms/RPGXP_XRXS9.htm
#
#
#
#To found all my NEW features, press CONTROL+F and search for the word "#NEW"
#To found the code where the "Skip Letter By Letter mode", search for "# SKIP"
#
# You can found all the command list on my website
# rmxp.dubealex.com
# Go in the "Script" section.


#==============================================================================
# ■ Window_Message
#==============================================================================
class Window_Message < Window_Selectable
# 一文字ずつ描写
DEFAULT_TYPING_ENABLE = true # falseにすると瞬間表示
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias xrxs9_initialize initialize
def initialize

$fontface = $defaultfonttype
$fontsize = $defaultfontsize

# IF for any reasons the FONT doesn't appears in your game, this is
# because you are using a different version of RMXP. Look in the class MAIN
# (under this one)
# Go at line #10 and #12, and just copy the word that begins with a $ sign
# and replace what is after the equal sign on lign #27 and 28 of this class.

xrxs9_initialize
# 再生サウンド名がない場合は""とする
if $soundname_on_speak == nil then
$soundname_on_speak = ""
end
# 外字ファイルパス設定
$gaiji_file = "./Graphics/Gaiji/sample.png"
# 外字データ読み込み
if FileTest.exist?($gaiji_file)
@gaiji_cache = Bitmap.new($gaiji_file)
else
@gaigi_cache = nil
end
# 文字透過転送用バッファ
@opacity_text_buf = Bitmap.new(32, 32)
end
#--------------------------------------------------------------------------
# ● メッセージ終了処理
#--------------------------------------------------------------------------
alias xrxs9_terminate_message terminate_message
def terminate_message
if @name_window_frame != nil
@name_window_frame.dispose
@name_window_frame = nil
end
if @name_window_text != nil
@name_window_text.dispose
@name_window_text = nil
end
xrxs9_terminate_message
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
# 初期化
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.name = $fontface
@x = @y = @max_x = @max_y = @indent = @lines = 0
@face_indent = 0
@opacity = 255
@cursor_width = 0
@write_speed = 0
@write_wait = 0
@mid_stop = false
@face_file = nil
# @popchar が -2 の場合、標準位置。-1の場合、文字センター。
# 0以上の場合 キャラポップ。0は主人公、1以降はイベント。
@popchar = -2
# 選択肢なら字下げを行う
if $game_temp.choice_start == 0
@x = 8
end
# 表示待ちのメッセージが・る場合
if $game_temp.message_text != nil
@now_text = $game_temp.message_text
# 顔表示指定Fが・るか?
if (/A[Ff][(.+?)]/.match(@now_text))!=nil then
# ファイルチェック
if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
# 顔グラを描画
@face_file = $1 + ".png"
self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
# 全行 128ピクセルのインデントを入れる。
@x = @face_indent = 128
end
@now_text.gsub!(/[Ff][(.*?)]/) { "" }
end
# 制御文字処理
begin
last_text = @now_text.clone
# Vを独自ルーチンに変更(追加部分)
@now_text.gsub!(/[Vv][([IiWwAaSs]?)([0-9]+)]/) { convart_value($1, $2.to_i) }
end until @now_text == last_text
@now_text.gsub!(/[Nn][([0-9]+)]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end

#NEW
#Dubealex Show Monster Name Feature
@now_text.gsub!(/[Mm][([0-9]+)]/) do
$data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
end
#End new command

#NEW
#Dubealex Show Item Price Feature
@now_text.gsub!(/[Pp]rice[([0-9]+)]/) do
$data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
end
#End new command

#NEW
#Dubealex Show Hero Class Name Feature
@now_text.gsub!(/[Cc]lass[([0-9]+)]/) do
$data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
end
#End new command

#NEW
#Dubealex Show Current Map Name Feature
@now_text.gsub!(/[Mm]ap/) do
$game_map.name != nil ? $game_map.name : ""
end
#End new command

# nameが・るか?
name_window_set = false
if (/[Nn]ame[(.+?)]/.match(@now_text)) != nil
# 値を設定
name_window_set = true
name_text = $1
# name[]部分を削除
@now_text.sub!(/[Nn]ame[(.*?)]/) { "" }
end
# ウィンドウ位置判定
if (/[Pp][([-1,0-9]+)]/.match(@now_text))!=nil then
@popchar = $1.to_i
if @popchar == -1
@x = @indent = 48
@y = 4
end
@now_text.gsub!(/[Pp][([-1,0-9]+)]/) { "" }
end
# ウィンドウ幅の取得
@max_choice_x = 0
if @popchar >= 0
@text_save = @now_text.clone
@max_x = 0
@max_y = 4
for i in 0..3
line = @now_text.split(/n/)[3-i]
@max_y -= 1 if line == nil and @max_y <= 4-i
next if line == nil
line.gsub!(/w[(w+)]/) { "" }
cx = contents.text_size(line).width
@max_x = cx if cx > @max_x
if i >= $game_temp.choice_start
@max_choice_x = cx if cx > @max_choice_x
end
end
self.width = @max_x + 32 + @face_indent
self.height = (@max_y - 1) * 32 + 64
@max_choice_x -= 68
@max_choice_x -= @face_indent*216/128
else
@max_x = self.width - 32 - @face_indent
for i in 0..3
line = @now_text.split(/n/)[i]
next if line == nil
line.gsub!(/w[(w+)]/) { "" }
cx = contents.text_size(line).width
if i >= $game_temp.choice_start
@max_choice_x = cx if cx > @max_choice_x
end
end
@max_choice_x += 8
end
# 選択肢ならカーソルの幅を更新
@cursor_width = 0
#if @lines >= $game_temp.choice_start
# @cursor_width = [@cursor_width, @max_choice_x - @face_indent].max
#end
# 便宜上、"" を "00" に変換
@now_text.gsub!(//) { "00" }
# "C" を "01" に、"G" を "02" に、
# "S" を "03" に、"A" を "04" に変換
@now_text.gsub!(/[Cc][([0123456789ABCDEF#]+)]/) { "01[#{$1}]" }
@now_text.gsub!(/[Gg]/) { "02" }
@now_text.gsub!(/[Ss][([0-9]+)]/) { "03[#{$1}]" }
@now_text.gsub!(/[Aa][(.*?)]/) { "04[#{$1}]" }

#NEW
#Dubealex Font Change Features
@now_text.gsub!(/[Tt][(.*?)]/) { "50[#{$1}]" }
#End of dubealex feature

@now_text.gsub!(/[.]/) { "05" }
@now_text.gsub!(/[|]/) { "06" }
# 競合すると何かと気まずいので、16以降を使用する
@now_text.gsub!(/[>]/) { "16" }
@now_text.gsub!(/[<]/) { "17" }
@now_text.gsub!(/[!]/) { "20" }
@now_text.gsub!(/[~]/) { "21" }
@now_text.gsub!(/[Ee][([0-9]+)]/) { "22[#{$1}]" }
# インデント設定(追加部分)
@now_text.gsub!(/[Ii]/) { "23" }
# テキスト透過率指定(追加部分)
@now_text.gsub!(/[Oo][([0-9]+)]/) { "24[#{$1}]" }
# テキストサイズ指定(追加部分)
@now_text.gsub!(/[Hh][([0-9]+)]/) { "25[#{$1}]" }
# 空白挿入(追加部分)
@now_text.gsub!(/[Bb][([0-9]+)]/) { "26[#{$1}]" }
# ルビ表示(追加部分)
@now_text.gsub!(/[Rr][(.*?)]/) { "27[#{$1}]" }
# ここで一旦ウィンドウ位置更新
reset_window
# nameが・るか?
if name_window_set
# オフセット位置
off_x = 0
off_y = -10
# 枠だけウィンドウの作成(余白を 2 に設定)
space = 2
x = self.x + off_x - space / 2
y = self.y + off_y - space / 2
w = self.contents.text_size(name_text).width + 8 + space
h = 26 + space
@name_window_frame = Window_Frame.new(x, y, w, h)
@name_window_frame.z = self.z + 1
# 擬似的な空中文字描写ウィンドウを作成
x = self.x + off_x + 4
y = self.y + off_y
@name_window_text = Air_Text.new(x, y, name_text)
@name_window_text.z = self.z + 2
end
end
# ウィンドウを更新
reset_window
# 選択肢の場合
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
# 数値入力の場合
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
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
# フェードインの場合
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
@now_text = nil if @now_text == "" # 変換
# 表示待ちのメッセージが・る場合
if @now_text != nil and @mid_stop == false
if @write_wait > 0
@write_wait -= 1
return
end
text_not_skip = DEFAULT_TYPING_ENABLE
while true
# 最大 x y の保存。
@max_x = @x if @max_x < @x
@max_y = @y if @max_y < @y
# c に 1 文字を取得 (文字が取得できなくなるまでループ)
if (c = @now_text.slice!(/./m)) != nil
# の場合
if c == "00"
# 本来の文字に戻す
c = ""
end
# C[n] の場合

if c == "01"
@now_text.sub!(/[([0123456789ABCDEF#]+)]/, "")
temp_color = $1
color = temp_color.to_i
leading_x = temp_color.to_s.slice!(/./m)
if leading_x == "#"
self.contents.font.color = hex_color(temp_color)
next
end
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
next
end

# G の場合
if c == "02"
# ゴールドウィンドウを作成
if @gold_window == nil and @popchar <= 0
@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
# 次の文字へ
c = ""
end
# S[n] の場合
if c == "03"
# 文字色を変更
@now_text.sub!(/[([0-9]+)]/, "")
speed = $1.to_i
if speed >= 0 and speed <= 19
@write_speed = speed
end
# 次の文字へ
c = ""
end
# A[soundname] の場合
if c == "04"
# 再生ファイルを変更するための準備
@now_text.sub!(/[(.*?)]/, "")
buftxt = $1.dup.to_s
# 再生ファイル名に"/"が・るか?
if buftxt.match(///) == nil and buftxt != "" then
# なければ"Audio/SE/"を結合する
$soundname_on_speak = "Audio/SE/" + buftxt
else
# ・ればそのままコピー
$soundname_on_speak = buftxt.dup
end
# 次の文字へ
c = ""
elsif c == "04"
# 次の文字へ
c = ""
end
# . の場合
if c == "05"
@write_wait += 5
c = ""
end
# | の場合
if c == "06"
@write_wait += 20
c = ""
end
# > の場合
if c == "16"
text_not_skip = false
c = ""
end
# <の場合
if c == "17"
text_not_skip = true
c = ""
end
# !の場合
if c == "20"
@mid_stop = true
c = ""
end
# ~の場合
if c == "21"
terminate_message
return
end
# Iの場合(追加部分)
if c == "23"
# 今の@xをインデント位置に設定
@indent = @x
c = ""
end
# Oの場合(追加部分)
if c == "24"
@now_text.sub!(/[([0-9]+)]/, "")
@opacity = $1.to_i
color = self.contents.font.color
self.contents.font.name = $fontface
self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
c = ""
end
# Hの場合(追加部分)
if c == "25"
@now_text.sub!(/[([0-9]+)]/, "")
self.contents.font.size = [[$1.to_i, 6].max, 32].min
c = ""
end
# Bの場合(追加部分)
if c == "26"
@now_text.sub!(/[([0-9]+)]/, "")
@x += $1.to_i
c = ""
end

#NEW
#Dubealex Font Change Command
if c == "50"
@now_text.sub!(/[(.*?)]/, "")
buftxt = $1.dup.to_s
if buftxt.match(///) == nil and buftxt != "" then
self.contents.font.name = buftxt
end
c = ""
end
#end of font change command

# Rの場合(追加部分)
if c == "27"
@now_text.sub!(/[(.*?)]/, "")
# 文字を描画
@x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
# 文字描写のSEを演奏
if $soundname_on_speak != ""
Audio.se_play($soundname_on_speak)
end
c = ""
end
# アイコン描画用シーケンスの場合(追加部分)
if c == "30"
# アイコンファイル名を取得
@now_text.sub!(/[(.*?)]/, "")
# アイコンを描画
self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
# 文字描写のSEを演奏
if $soundname_on_speak != ""
Audio.se_play($soundname_on_speak)
end
@x += 24
# 次の文字へ
c = ""
end
# 改行文字の場合
if c == "n"
# y に 1 を加算
@lines += 1
@y += 1
@x = 0 + @indent + @face_indent
# 選択肢なら字下げを行う
if @lines >= $game_temp.choice_start
@x = 8 + @indent + @face_indent
# カーソルの更新
@cursor_width = @max_choice_x
end
# 次の文字へ
c = ""
end
# 外字表示の場合
if c == "22"
# []部分の除去
@now_text.sub!(/[([0-9]+)]/, "")
# 外字を表示
@x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
# 次の文字へ
c = ""
end
if c != ""
# 文字を描画
self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)
@x += self.contents.text_size(c).width
# 文字描写のSEを演奏
if $soundname_on_speak != "" then
Audio.se_play($soundname_on_speak)
end
end
# Bボタンが押された場合

# SKIP
# This allow you to SKIP the letter by letter using a button
# At your own choice
# Here's how to customize it:
# Replace the letter in the end of the line "if Input.trigger?(Input::C)"
# That is on line #512
# By the letter of your choice:
#
# B = Escape, 0 (On The NumPad), X
# C = Enter, Space Bar and C
# A = Shift, Z
if Input.press?(Input::C)
text_not_skip = false
end
else
text_not_skip = true
break
end
# 終了判定
if text_not_skip
break
end
end
@write_wait += @write_speed
return
end
# 数値入力中の場合
if @input_number_window != nil
@input_number_window.update
# 決定
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
# 数値入力ウィンドウを解放
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
# メッセージ表示中の場合
if @contents_showing
# 選択肢の表示中でなければポーズサインを表示
if $game_temp.choice_max == 0
self.pause = true
end


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

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
if @mid_stop
@mid_stop = false
return
else
terminate_message
end
end
return
end
# フェードアウト中以外で表示待ちのメッセージか選択肢が・る場合
if @fade_out == false and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
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
# 表示すべきメッセージがないが、ウィンドウが可視状態の場合
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
#--------------------------------------------------------------------------
# ● キャラクターの取得
# parameter : パラメータ
#--------------------------------------------------------------------------
def get_character(parameter)
# パラメータで分岐
case parameter
when 0 # プレイヤー
return $game_player
else # 特定のイベント
events = $game_map.events
return events == nil ? nil : events[parameter]
end
end
#--------------------------------------------------------------------------
# ● ウィンドウの位置と不透明度の設定
#--------------------------------------------------------------------------
def reset_window
# 判定
if @popchar >= 0
events = $game_map.events
if events != nil
character = get_character(@popchar)
x = [[character.screen_x - 0 - self.width / 2, 4].max, 636 - self.width].min
y = [[character.screen_y - 48 - self.height, 4].max, 476 - self.height].min
self.x = x
self.y = y
end
elsif @popchar == -1
self.x = -4
self.y = -4
self.width = 648
self.height = 488
else
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0 # 上
self.y = 16
when 1 # 中
self.y = 160
when 2 # 下
self.y = 304
end
self.x = 80
if @face_file == nil
self.width = 480
else
self.width = 600
self.x -= 60
end
self.height = 160
end
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = normal_color
self.contents.font.name = $fontface
if @face_file != nil
self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
if @popchar == -1
self.opacity = 255
self.back_opacity = 0
elsif $game_system.message_frame == 0
self.opacity = 255
self.back_opacity = 160
else
self.opacity = 0
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# ● 外字描画
#--------------------------------------------------------------------------
# x   :x座標
# y   :y座標
# num  :外字番号
# 返り値:外字幅(@x増加値)
#--------------------------------------------------------------------------
def gaiji_draw(x, y, num)
# 外字データが存在しない場合は何もしない
if @gaiji_cache == nil
return 0
else
# 指定した外字がキャッシュ範囲を超えている場合は何もしない
if @gaiji_cache.width < num * 24
return 0
end

# 文字サイズを計算
if self.contents.font.size >= 20 and self.contents.font.size <= 24
size = 24
else
size = self.contents.font.size * 100 * 24 / 2200
end

# 外字データをstretch_bltで転送
self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))

# 文字描写のSEを演奏
if $soundname_on_speak != "" then
Audio.se_play($soundname_on_speak)
end

# 文字サイズを返す
return size
end
end
#--------------------------------------------------------------------------
# ● line_height
#--------------------------------------------------------------------------
# 返り値:行の高さ(@y増加値)を返します。
#--------------------------------------------------------------------------
def line_height
# 現状、選択肢等に対応ができない為、自動的に32を返します。
return 32

# 文字サイズを計算
if self.contents.font.size >= 20 and self.contents.font.size <= 24
return 32
else
return self.contents.font.size * 15 / 10
end
end
#--------------------------------------------------------------------------
# ● ルビ文字描画
#--------------------------------------------------------------------------
# target :描画対象。Bitmapクラスを指定。
# x :x座標
# y :y座標
# str  :描画文字列。本文,ルビの形式で入力。
#      ,区切りが2つ以上・った場合は自動的に無視される。
# opacity:透過率(0~255)
# 返り値 :文字幅(@x増加値)。
#--------------------------------------------------------------------------
def ruby_draw_text(target, x, y, str,opacity)
# フォントサイズをバックアップしておく
sizeback = target.font.size
# ルビサイズの計算
target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
rubysize = [rubysize, 6].max

# opacityに規定値以上の値が入っている場合は修正。
opacity = [[opacity, 0].max, 255].min
# strをsplitで分割し、split_sに格納
split_s = str.split(/,/)

# split_sがnilの場合は""にしておく(誤動作防止)
split_s[0] == nil ? split_s[0] = "" : nil
split_s[1] == nil ? split_s[1] = "" : nil

# heightとwidthを計算
height = sizeback + rubysize
width = target.text_size(split_s[0]).width

# バッファ用の幅計算(ルビの幅が本文の幅を越える可能性が・る為)
target.font.size = rubysize
ruby_width = target.text_size(split_s[1]).width
target.font.size = sizeback

buf_width = [target.text_size(split_s[0]).width, ruby_width].max

# 本文の描画幅とルビの描画幅の差を1/2にして変数に格納(後で使用)
width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0

# opacityが255(透過なし)の場合は通常描画
if opacity == 255
# ルビの描画
target.font.size = rubysize
target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
target.font.size = sizeback
# 本文の描画
target.draw_text(x, y, width, target.font.size, split_s[0])
return width
else
# 表示テキストのheight、widthがバッファサイズを上回る場合は
# バッファを再生成する。
if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
@opacity_text_buf.dispose
@opacity_text_buf = Bitmap.new(buf_width, height)
# そうでない場合はバッファクリア。
else
@opacity_text_buf.clear
end
# バッファにテキスト描画
# ルビの描画
@opacity_text_buf.font.size = rubysize
@opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
@opacity_text_buf.font.size = sizeback
# 本文の描画
@opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
# ルビの幅が本文の幅を下回る場合
if sub_x >= 0
target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
# ルビの幅が本文の幅を上回る場合
else
target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
end
# 文字サイズを返す
return width
end
end
#--------------------------------------------------------------------------
# ● V変換
#--------------------------------------------------------------------------
# option :オプション。無指定又は規定外の場合はindexのユーザ変数値を返す。
# index :インデックス
# 返り値 :変換結果(アイコン表示用シーケンス込み)
#--------------------------------------------------------------------------
def convart_value(option, index)
# optionがnilの場合は""に直す(誤動作防止)
option == nil ? option = "" : nil

# optionはdowncaseしておく。
option.downcase!

# �30はアイコン表示用のシーケンス。30[アイコンファイル名]で定義。
case option
when "i"
unless $data_items[index].name == nil
r = sprintf("30[%s]%s", $data_items[index].icon_name, $data_items[index].name)
end
when "w"
unless $data_weapons[index].name == nil
r = sprintf("30[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
end
when "a"
unless $data_armors[index].name == nil
r = sprintf("30[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
end
when "s"
unless $data_skills[index].name == nil
r = sprintf("30[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
end
else
r = $game_variables[index]
end

r == nil ? r = "" : nil
return r
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
terminate_message

# 外字キャッシュ開放
if @gaiji_cache != nil
unless @gaiji_cache.disposed?
@gaiji_cache.dispose
end
end

# 文字透過転送用バッファ開放
unless @opacity_text_buf.disposed?
@opacity_text_buf.dispose
end

$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# ● カーソルの矩形更新
#--------------------------------------------------------------------------
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
end
#==============================================================================
# ■ Window_Frame (枠だけで中身の無いウィンドウ)
#==============================================================================
class Window_Frame < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
self.contents = nil
#self.back_opacity = 240
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
super
end
end
#==============================================================================
# ■ Air_Text (何も無いところに文字描写 = 枠の無い瞬間表示メッセージウィンドウ)
#==============================================================================
class Air_Text < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, designate_text)
super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity = 0
self.back_opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
w = self.contents.width
h = self.contents.height
self.contents.font.name = $fontface
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, w, h, designate_text)
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
self.contents.clear
super
end
end
Voila le script est fini
---------------------------------------------------------------------------
Ceci est un script vous permettant de depasser le lv 99 et vos caracteristiques pourront aussi dépasser le max:creer un fichier en dessus de main et coller le code ci-dessous:
#LV限界突破
# Liste des limites de stat, de hp, de sp et de niveau!!
BASE_FINAL_LEVEL = 9999 #上限レベル(あんまり大きな値を設定するとハングします)
MAXHP_LIMIT = 99999999 #HP限界値
MAXSP_LIMIT = 99999999 #SP限界値
STR_LIMIT = 999999 #STR限界値
DEX_LIMIT = 999999 #DEX限界値
AGI_LIMIT = 999999 #AGI限界値
INT_LIMIT = 999999 #INT限界値

class Game_Actor < Game_Battler
def new_final_level
lv = BASE_FINAL_LEVEL
#以下上限LV個別指定用
#case self.id
#when 1
# lv = 255
#when 2
# lv = 999
#when 8
# lv = 15600
#end
return lv
end
#--------------------------------------------------------------------------
# ● EXP 計算
#--------------------------------------------------------------------------
def make_exp_list
actor = $data_actors[@actor_id]
@exp_list = Array.new(new_final_level + 2)
@exp_list[1] = 0
pow_i = 2.4 + actor.exp_inflation / 100.0
for i in 2..new_final_level + 1
if i > new_final_level
@exp_list[i] = 0
else
n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
@exp_list[i] = @exp_list[i-1] + Integer(n)
end
end
end
#--------------------------------------------------------------------------
# ● MaxHP の取得
#--------------------------------------------------------------------------
def maxhp
n = [[base_maxhp + @maxhp_plus, 1].max, MAXHP_LIMIT].min
for i in @states
n *= $data_states[i].maxhp_rate / 100.0
end
n = [[Integer(n), 1].max, MAXHP_LIMIT].min
return n
end
#--------------------------------------------------------------------------
# ● 基本 MaxHP の取得
#--------------------------------------------------------------------------
def base_maxhp
n = $data_actors[@actor_id].parameters[0, 1]
n += $data_actors[@actor_id].parameters[0, 2] * @level
return n
end
#--------------------------------------------------------------------------
# ● 基本 MaxSP の取得
#--------------------------------------------------------------------------
def base_maxsp
n = $data_actors[@actor_id].parameters[1, 1]
n += $data_actors[@actor_id].parameters[1, 2] * @level
return n
end
#--------------------------------------------------------------------------
# ● 基本腕力の取得
#--------------------------------------------------------------------------
def base_str
n = $data_actors[@actor_id].parameters[2, 1]
n += $data_actors[@actor_id].parameters[2, 2] * @level
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.str_plus : 0
n += armor1 != nil ? armor1.str_plus : 0
n += armor2 != nil ? armor2.str_plus : 0
n += armor3 != nil ? armor3.str_plus : 0
n += armor4 != nil ? armor4.str_plus : 0
return [[n, 1].max, STR_LIMIT].min
end
#--------------------------------------------------------------------------
# ● 基本器用さの取得
#--------------------------------------------------------------------------
def base_dex
n = $data_actors[@actor_id].parameters[3, 1]
n += $data_actors[@actor_id].parameters[3, 2] * @level
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.dex_plus : 0
n += armor1 != nil ? armor1.dex_plus : 0
n += armor2 != nil ? armor2.dex_plus : 0
n += armor3 != nil ? armor3.dex_plus : 0
n += armor4 != nil ? armor4.dex_plus : 0
return [[n, 1].max, DEX_LIMIT].min
end
#--------------------------------------------------------------------------
# ● 基本素早さの取得
#--------------------------------------------------------------------------
def base_agi
n = $data_actors[@actor_id].parameters[4, 1]
n += $data_actors[@actor_id].parameters[4, 2] * @level
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.agi_plus : 0
n += armor1 != nil ? armor1.agi_plus : 0
n += armor2 != nil ? armor2.agi_plus : 0
n += armor3 != nil ? armor3.agi_plus : 0
n += armor4 != nil ? armor4.agi_plus : 0
return [[n, 1].max, AGI_LIMIT].min
end
#--------------------------------------------------------------------------
# ● 基本魔力の取得
#--------------------------------------------------------------------------
def base_int
n = $data_actors[@actor_id].parameters[5, 1]
n += $data_actors[@actor_id].parameters[5, 2] * @level
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.int_plus : 0
n += armor1 != nil ? armor1.int_plus : 0
n += armor2 != nil ? armor2.int_plus : 0
n += armor3 != nil ? armor3.int_plus : 0
n += armor4 != nil ? armor4.int_plus : 0
return [[n, 1].max, INT_LIMIT].min
end
#--------------------------------------------------------------------------
# ● EXP の変更
# exp : 新しい EXP
#--------------------------------------------------------------------------
def exp=(exp)
# ★EXPの上限チェックを解除
@exp = [exp, 0].max
# レベルアップ
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
# スキル習得
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
# レベルダウン
while @exp < @exp_list[@level]
@level -= 1
end
# 現在の HP と SP が最大値を超えていたら修正
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# ● レベルの変更
# level : 新しいレベル
#--------------------------------------------------------------------------
def level=(level)
# 上下限チェック
# ★LV上限をnew_final_levelでチェックするように変更
level = [[level, new_final_level].min, 1].max
# EXP を変更
self.exp = @exp_list[level]
end
end


class Game_Battler
#--------------------------------------------------------------------------
# ● MaxSP の取得
#--------------------------------------------------------------------------
def maxsp
n = [[base_maxsp + @maxsp_plus, 0].max, MAXSP_LIMIT].min
for i in @states
n *= $data_states[i].maxsp_rate / 100.0
end
n = [[Integer(n), 0].max, MAXSP_LIMIT].min
return n
end
#--------------------------------------------------------------------------
# ● 腕力の取得
#--------------------------------------------------------------------------
def str
n = [[base_str + @str_plus, 1].max, STR_LIMIT].min
for i in @states
n *= $data_states[i].str_rate / 100.0
end
n = [[Integer(n), 1].max, STR_LIMIT].min
return n
end
#--------------------------------------------------------------------------
# ● 器用さの取得
#--------------------------------------------------------------------------
def dex
n = [[base_dex + @dex_plus, 1].max, DEX_LIMIT].min
for i in @states
n *= $data_states[i].dex_rate / 100.0
end
n = [[Integer(n), 1].max, DEX_LIMIT].min
return n
end
#--------------------------------------------------------------------------
# ● 素早さの取得
#--------------------------------------------------------------------------
def agi
n = [[base_agi + @agi_plus, 1].max, AGI_LIMIT].min
for i in @states
n *= $data_states[i].agi_rate / 100.0
end
n = [[Integer(n), 1].max, AGI_LIMIT].min
return n
end
#--------------------------------------------------------------------------
# ● 魔力の取得
#--------------------------------------------------------------------------
def int
n = [[base_int + @int_plus, 1].max, INT_LIMIT].min
for i in @states
n *= $data_states[i].int_rate / 100.0
end
n = [[Integer(n), 1].max, INT_LIMIT].min
return n
end
#--------------------------------------------------------------------------
# ● MaxHP の設定
# maxhp : 新しい MaxHP
#--------------------------------------------------------------------------
def maxhp=(maxhp)
@maxhp_plus += maxhp - self.maxhp
@maxhp_plus = [[@maxhp_plus, -MAXHP_LIMIT].max, MAXHP_LIMIT].min
@hp = [@hp, self.maxhp].min
end
#--------------------------------------------------------------------------
# ● MaxSP の設定
# maxsp : 新しい MaxSP
#--------------------------------------------------------------------------
def maxsp=(maxsp)
@maxsp_plus += maxsp - self.maxsp
@maxsp_plus = [[@maxsp_plus, -MAXSP_LIMIT].max, MAXSP_LIMIT].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# ● 腕力の設定
# str : 新しい腕力
#--------------------------------------------------------------------------
def str=(str)
@str_plus += str - self.str
@str_plus = [[@str_plus, -STR_LIMIT].max, STR_LIMIT].min
end
#--------------------------------------------------------------------------
# ● 器用さの設定
# dex : 新しい器用さ
#--------------------------------------------------------------------------
def dex=(dex)
@dex_plus += dex - self.dex
@dex_plus = [[@dex_plus, -DEX_LIMIT].max, DEX_LIMIT].min
end
#--------------------------------------------------------------------------
# ● 素早さの設定
# agi : 新しい素早さ
#--------------------------------------------------------------------------
def agi=(agi)
@agi_plus += agi - self.agi
@agi_plus = [[@agi_plus, -AGI_LIMIT].max, AGI_LIMIT].min
end
#--------------------------------------------------------------------------
# ● 魔力の設定
# int : 新しい魔力
#--------------------------------------------------------------------------
def int=(int)
@int_plus += int - self.int
@int_plus = [[@int_plus, -INT_LIMIT].max, INT_LIMIT].min
end
end

Voilà le script est fini ! a:link { color:#6699FF;
 
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