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Autor Thema: [VX] Neo-Face System 2.0  (Gelesen 7082 mal)

Yatzumo

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[VX] Neo-Face System 2.0
« Antwort #15 am: Januar 24, 2008, 01:28:22 »
I used .bitmap, because I wanted to create a smaller window. If you use .content your window will be bigger. ^^ That's the reason why I do this.

Yes, you're right. IF I want to use the RTP-Faces, my game-space is very large, if I don't use all of them. But I don't use alle the RTP-Faces. I make some other for myself. Look at my avatara und you'll see. :P
Erverytime I want to use a new face, I put it into the latest file. Do you understand me? xD I think my english is very very bad..

Cya, Yatzumo

[VX] Neo-Face System 2.0

woratana

  • Gast
[VX] Neo-Face System 2.0
« Antwort #16 am: Januar 24, 2008, 02:12:45 »
Zitat von: Yatzumo
I used .bitmap, because I wanted to create a smaller window. If you use .content your window will be bigger. ^^ That's the reason why I do this.
Thanks!  :lol:I never know that before.

Yes, you're right. IF I want to use the RTP-Faces, my game-space is very large, if I don't use all of them. But I don't use alle the RTP-Faces. I make some other for myself. Look at my avatara und you'll see. :P
Erverytime I want to use a new face, I put it into the latest file. Do you understand me? xD I think my english is very very bad..
I see.  :lol:
Well, I means by if you use 8 faces per file, you will need to paste the faces you want in photoshop or graphic program before import in RMVX. But for 1 face per file you can just cut it from big picture and save it in your face folder right away~^^

However, it's depend on who like what kind better~^^

p.s. I'm not good at English too  wacko.gif\" style=\"vertical-align:middle\" emoid=\":wacko:\" border=\"0\" alt=\"wacko.gif\" /]

[VX] Neo-Face System 2.0

Shin Alcatraz

  • Gast
[VX] Neo-Face System 2.0
« Antwort #17 am: Februar 03, 2008, 19:31:48 »
HalliHallo^^ Also ich hab da mal en kleines Problem mit dem Script^-^ Hab alles wies beschrieben is eingefügt^^ naja jetz is das Problem das nur der Ausschnitt den ich angewählt habe angezeigt wird und der rest nich...hab jetz mal das eine skript command: ($game_message.side = (0 or 1 or 2))
eingefügt^^ (natürlich hab ich da die 1 eingesetzt xD) aba naja klappen tut es net >< Brauche dringend hilfe Q_Q

Liebe grüße
~~Shin~~

EDIT: Ok sry wir hams schon geschafft xD haben mal wieder net aufgepasst sorrü Q_Q

EDIT 2: Oh yes sry^^ I forgot to write English^^
Yes Dainreth is right the problem is already solved^^
My girlfriend and I were a little bit silly^^
« Letzte Änderung: Februar 04, 2008, 13:32:57 von Shin Alcatraz »

[VX] Neo-Face System 2.0

woratana

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[VX] Neo-Face System 2.0
« Antwort #18 am: Februar 03, 2008, 21:30:47 »
@Shin
I don't understand German, but it seems you have solve problem already. (I don't sure)

If you have a question, please type in English. I will be better to answer :)

Thank you

[VX] Neo-Face System 2.0

Dainreth

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[VX] Neo-Face System 2.0
« Antwort #19 am: Februar 04, 2008, 13:15:58 »
@woratana
It seems that he find a solution as he writed by editing the post, so there is no problem anymore :)

[VX] Neo-Face System 2.0

woratana

  • Gast
[VX] Neo-Face System 2.0
« Antwort #20 am: Februar 19, 2008, 07:55:18 »
NeoFace version 3 is coming!

New Features

- Allow 8 faces per file for NeoFace system~ (You can still use 1 face per file)

- New mode! $game_message.side = -1 Show Normal Face system in right side!


- New Effect! Move Face horizontally from outside to inside the screen!!

- More New Features that you can easily config!!
Spoiler for Hiden:
Zitat
MOVE_TEXT = true # (true/false)
  # Move text to right side of face, when showing NeoFace in left side.
 
  FACE_X_PLUS = 0 # Move Face Horizontally
  FACE_Y_PLUS = 0 # Move Face Vertically

^ 3 FEATURES ABOVE WILL ALLOW YOU TO SHOW FACE ABOVE MESSAGE BOX!!


  TEXT_X_PLUS = 0 # Move Text Horizontally
  CHOICE_INPUT_X_PLUS = 10 # Move Choices Text and Input Number Text Horizontally
 
  EightFaces_File = false
  # for NeoFace System: use 8 Faces per file / 1 Face per file (true/false)
 
  DEFAULT_SIDE = 0 # Default Face's Side when game start~

  FADE_EFFECT = true # Turn on/off fade effect (true/false)
  FADE_SPEED = 20 # Speed up face's fade effect by increase this number
 
  MOVE_EFFECT = true # Turn on/off "move in" effect (true/false)
  MOVE_SPEED = 10 # Speed up face's "move in" effect by increase this number

NEW EFFECT! MOVE FACE FROM OUTSIDE TO INSIDE THE SCREEN!!

I'm planning to add NMS features in there, and maybe Name Box. What do you think about it?

Please let me know if you have any idea or suggestion about NeoFace 3 :lol:

[VX] Neo-Face System 2.0

Neno

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[VX] Neo-Face System 2.0
« Antwort #21 am: Februar 19, 2008, 21:41:23 »
I am waiting
cool about name box. you should to put :)

[VX] Neo-Face System 2.0

woratana

  • Gast
[VX] Neo-Face System 2.0
« Antwort #22 am: Februar 20, 2008, 06:59:40 »
Script is nearly finish :)

Neo Face Advance + Name Box
Spoiler for Hiden:
Zitat
- Neo Face script is now more support with normal face system in RMVX

- Name box,


- Name box move to right side when showing face in right side!


- Setup part is pretty long because it has more free to edit script, and you can just skip the part you don't want to edit :)
  #---------------------------------
  # [START] SETUP SCRIPT PART
  #-------------------------------
  
  #------------------------------------------------
  # ** NEO-FACE / NORMAL FACE SYSTEM SETUP
  #----------------------------------------------
  DEFAULT_SIDE = 0 # Default Face's Side when game start~
  
  FACE_X_PLUS = 0 # Move Face Horizontally (Left: -, Right: +)
  FACE_Y_PLUS = 0 # Move Face Vertically (Up: -, Down: +)
  TEXT_X_PLUS = 0 # Move Text Horizontally
  CHOICE_INPUT_X_PLUS = 10
  # Move Choices Text and Input Number Text Horizontally
  
  #-------------------------------
  # ** NEO FACE SYSTEM
  #----------------------------
  MOVE_TEXT = true # (true/false)
  # Move text to right side of face, when showing NeoFace in left side.
  
  EightFaces_File = false
  # For NeoFace System: Use 8 Faces per file (or) 1 Face per file (true/false)
  
  #-------------------------------------
  # **SHOW FACE EFFECT
  # * For both Face Systems *
  #----------------------------------
  FADE_EFFECT = true # Turn on/off fade effect (true/false)
  FADE_SPEED = 20 # Speed up face's fade effect by increase this number
  
  MOVE_EFFECT = true # Turn on/off "move in" effect (true/false)
  MOVE_SPEED = 10 # Speed up face's "move in" effect by increase this number
  
  #------------------------------------
  # ** NAME BOX / NAME TEXT SETUP
  #----------------------------------
  NAMEBOX_SKIN = "Window" # Windowskin of Name Box (In folder 'Graphics/System')
  NAMEBOX_OPACITY = 200
  NAMEBOX_X_PLUS = 160#8 # Move Name Box & Text Horizontally
  NAMEBOX_Y_PLUS = 0 # Move Name Box & Text Vertically
  
  NAMEBOX_TEXT_LENGTH_PER_LETTER = 10 # Length of Text Per Letter (in pixel)
  NAMEBOX_TEXT_FONT = "UmePlus Gothic" # Name Text Font's Name
  NAMEBOX_TEXT_SIZE = 22 # Name Text Font's Size
  NAMEBOX_TEXT_HEIGHT_PLUS = 2 # Increase Name Text Height (For Big Size Text)

  NAMEBOX_TEXT_BOLD = false # Make Text in Name Box Bold
  NAMEBOX_TEXT_DEFAULT_COLOR = [255,255,255] # [Red,Green,Blue]: Name Text Color (RGB)
  # You can easily find color code for RGB (RedGreenBlue) color in Google :)
  # You are allow to change color in game by call script:
  # $game_message.color = [Red,Green,Blue]
  
  NAMEBOX_TEXT_AFTER_NAME = ":" # Add Text after Name, leave "" to disable.
  
  NAMEBOX_BOX_WIDTH_PLUS = 6 # Increase Name Box Width
  NAMEBOX_BOX_HEIGHT_PLUS = 7 # Increase Name Box Height
  
  MOVE_NAMEBOX = true
  # (true/false) Move Text Box to Right Side if showing Face in Right side.
  
  #---------------------------------
  # [END] SETUP SCRIPT PART
  #-------------------------------

I have a question here, what keyword you guys like to use to call name box, because \n[name] has used to call hero's name in original RGSS.

I'm using \b[name], b is from "box" :P, please let me know if you have any idea about this.

Ask me if there's anything in SETUP SCRIPT PART (script above) that you don't understand, so I can change its comment~

Thanks for your support!

[VX] Neo-Face System 2.0

ERZENGEL

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[VX] Neo-Face System 2.0
« Antwort #23 am: Februar 20, 2008, 13:15:05 »
Hey that looks good :)I like the feature with the face on the right side because many faces look to left side and the NameBox looks good too. It will be the 2nd best script for vx at the moment!

EDIT: I think \b[n] is good but if you would create something which needs b you better use \name[n]. But if not use \b[n] because it's shorter :)
« Letzte Änderung: Februar 20, 2008, 15:51:12 von ERZENGEL »

[VX] Neo-Face System 2.0

Dainreth

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[VX] Neo-Face System 2.0
« Antwort #24 am: Februar 20, 2008, 15:43:16 »
Nice new features, makes NFS more interesting..I take a look at the new version now :)
« Letzte Änderung: Februar 20, 2008, 16:13:19 von Dainreth »

[VX] Neo-Face System 2.0

woratana

  • Gast
[VX] Neo-Face System 2.0
« Antwort #25 am: Februar 22, 2008, 16:46:34 »
NeoFace Advance Beta-Release!

As you may see from NMS topic that I'm combining Neo-Face Advance (This script) to NMS,

I want you guys to help me try this :)please let me know if you find any bug~ (or if you didn't find it, let me know too)

Instruction is in very first part of the script~  :lol:

Ask me if there's anything you don't understand.

Spoiler for Hiden:
#==============================================================================
# ? [VX] ? Neo-Face System Advance {Version 3.0} + Name Box ?
#------------------------------------------------------------------------------
# ? by Woratana [woratana@hotmail.com]
# ? Thaiware RPG Maker Community
# ? Special Thanks: Mako, Rabu, Yatzumo
#------------------------------------------------------------------------------
# Released on: 20/02/2008
#
# +[Features in NFS Advance (a.k.a. Neo Face System 3)]+
#
# ? For Both Face Systems
# ? 2 Show Face Effects! You can use them together~
# ? [New!] Move Effect << Move Face from outside the screen to inside
# ? Fade Effect << Fade in Face Picture
#
# ? Easier to change face side! Just type \side[side you want] in message box
# (This change will change side for all the next messages until you change face side again)
# (You can still change by call script: $game_message.side = side you want)
#----------------------------------------------------------------------
# ? FACE SIDE [a.k.a. Face Mode :)]
# ? \side[-1] << Switch to NORMAL Face System show in RIGHT SIDE
# ? \side[0] << Switch to NORMAL Face System show in LEFT SIDE
# ? \side[1] << Switch to NEO-FACE System show in LEFT SIDE
# ? \side[2] << Switch to NEO-FACE System show in RIGHT SIDE
#---------------------------------------------------------------------
#
# ? For Neo Face System
# ? Auto arrange Face Position (You can use any size of face file!)
# ? Choose to use 1 or 8 face(s) per file
#
# ? For Normal Face System
# ? Show face in right side!
#
# ? For Name Box
# ? Edit your name box easily~
# ? Change color of name text in game by call script
# $game_message.color = [Red,Green,Blue]
# ? Add text after name, e.g. add ":" after name >>result>> "name:"
# ? Move name box to right side when showing face in right side
# ? Change name text's font/size, and can  make it bold and/or has outline
#
# ? Call Name box by type this in message box:
# \nb[name you want] << e.g. \nb[Worale]
#
# ? If you don't want to type same name every time, use this way:
# \nn[name you want] << e.g. \nn[Worale]
# This will show the name box repeatly unless you have \na[name] in that window,
# and it will show until you type \nn[] to clear the repeat name.
#
#-----------------------------------------------------------------------------
#==============================================================================

class Window_Base
  #---------------------------------
  # [START] SETUP SCRIPT PART
  #-------------------------------
  
  #------------------------------------------------
  # ** NEO-FACE / NORMAL FACE SYSTEM SETUP
  #----------------------------------------------
  DEFAULT_SIDE = 0 # Default Face Side when game start~
  
  FACE_X_PLUS = 0 # Move Face Horizontally (Left: -, Right: +)
  FACE_Y_PLUS = -112 # Move Face Vertically (Up: -, Down: +)
  TEXT_X_PLUS = 0 # Move Text Horizontally
  CHOICE_INPUT_X_PLUS = 10
  # Move Choices Text and Input Number Text Horizontally
  
  MOVE_TEXT = false#true # (true/false)
  # Move text to right side of face, when showing face in left side.
  
  #-------------------------------
  # ** NEO FACE SYSTEM
  #----------------------------
  EightFaces_File = false
  # For NeoFace System: Use 8 Faces per file (or) 1 Face per file (true/false)
  
  #-------------------------------------
  # **SHOW FACE EFFECT
  # * For both Face Systems *
  #----------------------------------
  FADE_EFFECT = true # Turn on/off fade effect (true/false)
  FADE_SPEED = 20 # Speed up face's fade effect by increase this number
  
  MOVE_EFFECT = true # Turn on/off "move in" effect (true/false)
  MOVE_SPEED = 10 # Speed up face's "move in" effect by increase this number
  
  #------------------------------------
  # ** NAME BOX / NAME TEXT SETUP
  #----------------------------------
  NAMEBOX_SKIN = "Window" # Windowskin of Name Box (In folder 'Graphics/System')
  NAMEBOX_OPACITY = 255 # Name Box Opacity (Lowest 0 - 255 Highest)
  NAMEBOX_BACK_OPACITY = 180 # Name Box Background Opacity
  
  NAMEBOX_X_PLUS = 115#20 # Move Name Box & Text Horizontally (both faces system)
  NAMEBOX_X_PLUS_NF = 140 # Addtional Name Box X only for NeoFace Name Box
  # When using NeoFace, X Plus will calculate by: NAMEBOX_X_PLUS + NAMEBOX_X_PLUS_NF
  NAMEBOX_Y_PLUS = 0 # Move Name Box & Text Vertically
  
  NAMEBOX_TEXT_LENGTH_PER_LETTER = 10 # Length of Text Per Letter (in pixel)
  NAMEBOX_TEXT_FONT = "UmePlus Gothic" # Name Text Font's Name
  NAMEBOX_TEXT_SIZE = 22 # Name Text Font's Size
  NAMEBOX_TEXT_HEIGHT_PLUS = 2 # Increase Name Text Height (For Big Size Text)

  NAMEBOX_TEXT_BOLD = false # Make Text in Name Box Bold
  NAMEBOX_TEXT_OUTLINE = false # Make Black Outline around Text (Good with Opacity = 0)
  NAMEBOX_TEXT_DEFAULT_COLOR = [173,216,230]#[255,255,255] # [Red,Green,Blue]: Name Text Color (RGB)
  # You can easily find color code for RGB (RedGreenBlue) color in Google :)
  # You are allow to change color in game by call script:
  # $game_message.color = [Red,Green,Blue]
  
  NAMEBOX_TEXT_AFTER_NAME = ":" # Add Text after Name, leave "" to disable.
  
  NAMEBOX_BOX_WIDTH_PLUS = 6 # Increase Name Box Width
  NAMEBOX_BOX_HEIGHT_PLUS = 7 # Increase Name Box Height
  
  MOVE_NAMEBOX = true
  # (true/false) Move Text Box to Right Side if showing Face in Right side.
  
  #---------------------------------
  # [END] SETUP SCRIPT PART
  #-------------------------------
end
  $worale = {} if $worale == nil
  $worale["NeoFace"] = true
#==============================================================================
# Window_Message
#------------------------------------------------------------------------------
#==============================================================================
class Window_Message < Window_Selectable
    alias msg_ini initialize
    
    #------------------------------------
    # EDITED FROM ORIGINAL METHODS
    #----------------------------------
    def initialize
      msg_ini
      @face = Sprite.new
      @face.z = self.z + 5
      @nametxt = Sprite.new
      @nametxt.z = self.z + 15
      @namebox = nil
      @ori_x = 0
      @name_text = nil
    end
    
    alias msg_conspecha convert_special_characters
    def convert_special_characters
     clear_namebox if @namebox != nil
     msg_conspecha
    
     # CHECK FOR CALL NAME BOX/ CALL REPEAT NAME BOX/ CHANGE SIDE
     @text.scan(/\\nb\[(.*?)\]/)
     if $1.to_s != ""
       @name_text = $1.to_s
       @text.sub!(/\\nb\[(.*?)\]/) {}
     end
  
     @text.gsub!(/\\nn\[(.*?)\]/) do
       $game_message._name = $1.to_s
       a = ""
     end
  
     @text.scan(/\\side\[([-,0-9]+)\]/)
     if $1.to_s != ""
       $game_message.side = $1.to_i
       @text.sub!(/\\side\[([-,0-9]+)\]/) {}
     end
  
     @name_text = $game_message._name if @name_text == nil and $game_message._name != ""
    end
    
    def new_page
    contents.clear
    if @face.bitmap != nil
    @face.bitmap.dispose
    end
    if $game_message.face_name.empty?
    @contents_x = TEXT_X_PLUS
    else
      name = $game_message.face_name
      index = $game_message.face_index
      # CALL DRAW FACE METHOD
      draw_face2(name, self.x, self.y, index)
      # CHECK FOR MOVE EFFECT
      if MOVE_EFFECT == true
        @ori_x = @face.x
        if $game_message.side == 0 or $game_message.side == 1
          @face.x = 0 - @face.width
        else
          @face.x = 416 + @face.width
        end
      end
      @contents_x = get_x_face
    end
    @contents_y = 0
    @line_count = 0
    @show_fast = false
    @line_show_fast = false
    @pause_skip = false
    contents.font.color = text_color(0)
  end

  def start_message
    @text = ""
    for i in 0...$game_message.texts.size
      @text += "" if i >= $game_message.choice_start
      @text += $game_message.texts[i].clone + "\x00"
    end
    @item_max = $game_message.choice_max
    convert_special_characters
    reset_window
    new_page
  end
  
  def new_line
    if $game_message.face_name.empty? or MOVE_TEXT == false
      @contents_x = TEXT_X_PLUS
    else
      @contents_x = get_x_face
    end
    @contents_x += CHOICE_INPUT_X_PLUS if $game_message.choice_max > 0
    @contents_y += WLH
    @line_count += 1
    @line_show_fast = false
  end
  
  def update
    super
    if @name_text != nil
      draw_name(@name_text,self.x,self.y)
    end
    update_gold_window
    update_number_input_window
    update_back_sprite
    update_show_fast
    if @face.bitmap != nil
      # UPDATE FADE IN EFFECT
      if @face.opacity < 255
        @face.opacity += FADE_SPEED
      end
      # UPDATE MOVE IN EFFECT
      if MOVE_EFFECT == true and @ori_x != @face.x
        if (@ori_x > @face.x and @face.x + MOVE_SPEED < @ori_x) or (@ori_x < @face.x and @face.x - MOVE_SPEED > @ori_x)
          @face.x += MOVE_SPEED if @ori_x > @face.x
          @face.x -= MOVE_SPEED if @ori_x < @face.x
        else
          @face.x = @ori_x
        end
      end
    end
    unless @opening or @closing
      if @wait_count > 0
        @wait_count -= 1
      elsif self.pause
        input_pause
      elsif self.active
        input_choice
      elsif @number_input_window.visible
        input_number
      elsif @text != nil
        update_message
      elsif continue?
        start_message
        open
        $game_message.visible = true
      else
        close
        if @face.bitmap != nil
         @face.bitmap.dispose
        end
        clear_namebox if @namebox != nil
        $game_message.visible = @closing
      end
    end
  end
  
    def start_number_input
    digits_max = $game_message.num_input_digits_max
    number = $game_variables[$game_message.num_input_variable_id]
    @number_input_window.digits_max = digits_max
    @number_input_window.number = number
    if $game_message.face_name.empty? or MOVE_TEXT == false
      @number_input_window.x = x - 23
    else
      case $game_message.side
      when 0
        @number_input_window.x = (x + 112) - 23
      when 1
        @number_input_window.x = (x + text_x) - 23
      when 2
        @number_input_window.x = x - 23
      when -1
        @number_input_window.x = x - 23
      end
    end
    @number_input_window.x += CHOICE_INPUT_X_PLUS
    @number_input_window.y = y + @contents_y
    @number_input_window.active = true
    @number_input_window.visible = true
    @number_input_window.update
  end
  
  def update_cursor
    if @index >= 0
      if $game_message.face_name.empty?
      x = TEXT_X_PLUS
      else
      x = get_x_face
      end
      y = ($game_message.choice_start + @index) * WLH
      # CHANGE WIDTH OF CURSOR FOR CHOICE SELECT
      if $game_message.face_name.empty? or MOVE_TEXT == false
        facesize = x
      else
        facesize = get_x_face
        facesize += @face.width if $game_message.side == 2
        facesize += @face.width + 16 if $game_message.side == -1
      end
      self.cursor_rect.set(x, y, contents.width - facesize, WLH)
    else
      self.cursor_rect.empty
    end
  end
  
  #--------------------------------
  # ADDITIONAL METHODS
  #------------------------------
  # RETURN Text X-Coordinate, DEPENDS ON FACE SIDE
  def get_x_face
  if MOVE_TEXT == true
    case $game_message.side
    when 0
      return 112 + TEXT_X_PLUS
    when 1
      return text_x
    when 2
      return TEXT_X_PLUS
    else
      return TEXT_X_PLUS
    end
  else
    return TEXT_X_PLUS
  end
   end

  # RETURN Text X-Coordinate for Face Side = 1
  def text_x
    return @face.width + TEXT_X_PLUS
  end
  
  # Clear Name Box & Name Text
  def clear_namebox
    @nametxt.bitmap.dispose
    @namebox.dispose
    @namebox = nil
    @name_text = nil
  end
  
  #--------------------------------------
  # DRAW FACE [Both Systems] METHOD
  #------------------------------------
  def draw_face2(face_name, x, y, index = 0)
  if $game_message.side == 0 or $game_message.side == -1 or EightFaces_File == true
    # USE 8 FACES PER FILE
    bitmap = Cache.face(face_name)
    rect = Rect.new(0,0,0,0)
    rect.width = (bitmap.width / 4)
    rect.height = (bitmap.height / 2)
    rect.x = index % 4 * rect.width
    rect.y = index / 4 * rect.height
    @face.bitmap = Bitmap.new(rect.width,rect.height)
    @face.bitmap.blt(0,0,bitmap,rect)
    bitmap.dispose
  else
    # USE 1 FACES PER FILE
    @face.bitmap = Cache.face(face_name)
  end
  # SET X/Y OF FACE DEPENDS ON FACE SIDE
  if $game_message.side == 1
    @face.mirror = false
    @face.x = x + 6
    @face.y = y - (@face.height - 123)
  elsif $game_message.side == 2
    @face.mirror = true
    @face.x = x + (538 - @face.width)
    @face.y = y - (@face.height - 123)
  elsif $game_message.side == 0
    @face.mirror = false
    @face.x = x + 16
    @face.y = y + 16
  elsif $game_message.side == -1
    @face.mirror = true
    @face.x = self.contents.width - @face.width + 16
    @face.y = y + 16
  end
    @face.x += FACE_X_PLUS
    @face.y += FACE_Y_PLUS
    @face.opacity = 0 if FADE_EFFECT == true
  end
  
  #--------------------------------------
  # DRAW NAME BOX METHOD
  #-----------------------------------
  def draw_name(name,x,y)
    name = name + NAMEBOX_TEXT_AFTER_NAME
    namesize = calculate_name_size(name)
    @nametxt.bitmap = Bitmap.new(16 + (namesize * NAMEBOX_TEXT_LENGTH_PER_LETTER), 24 + NAMEBOX_TEXT_HEIGHT_PLUS)
    @nametxt.x = x + 8 + NAMEBOX_X_PLUS
    @nametxt.x += NAMEBOX_X_PLUS_NF if $game_message.side == 1 or $game_message.side == 2
    @nametxt.y = y - 20 + NAMEBOX_Y_PLUS
    @nametxt.x = 544 - @nametxt.x - @nametxt.width if MOVE_NAMEBOX == true and ($game_message.side == 2 or $game_message.side == -1)
    @namebox = Window.new
    @namebox.windowskin = Cache.system(NAMEBOX_SKIN)
    @namebox.z = self.z + 10
    @namebox.opacity = NAMEBOX_OPACITY
    @namebox.back_opacity = NAMEBOX_BACK_OPACITY
    @namebox.openness = 255
    @namebox.x = @nametxt.x - NAMEBOX_BOX_WIDTH_PLUS
    @namebox.y = @nametxt.y - NAMEBOX_BOX_HEIGHT_PLUS
    @namebox.width = @nametxt.bitmap.width + (NAMEBOX_BOX_WIDTH_PLUS * 2)
    @namebox.height = @nametxt.bitmap.height + (NAMEBOX_BOX_HEIGHT_PLUS * 2)
    @nametxt.bitmap.font.name = NAMEBOX_TEXT_FONT
    @nametxt.bitmap.font.size = NAMEBOX_TEXT_SIZE
    @nametxt.bitmap.font.bold = NAMEBOX_TEXT_BOLD
    if NAMEBOX_TEXT_OUTLINE == true
      # MAKE TEXT OUTLINE
      @nametxt.bitmap.font.color = Color.new(0,0,0)
      @nametxt.bitmap.draw_text(0,2,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
      @nametxt.bitmap.draw_text(0,0,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
      @nametxt.bitmap.draw_text(2,0,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
      @nametxt.bitmap.draw_text(2,2,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
    end
    @nametxt.bitmap.font.color = Color.new($game_message.color[0],$game_message.color[1],$game_message.color[2])
    @nametxt.bitmap.draw_text(1,1,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
    @name_text = nil
  end
  
  # CALCULATE REAL TEXT LENGTH (for Other Languages, e.g. Japanese)
  def calculate_name_size(name = "")
    name = name.scan(/./)
    return name.size
  end
  
end # Window_Message

#==============================================================================
# Game_Message: + store variables
#------------------------------------------------------------------------------
#==============================================================================
class Game_Message
  attr_accessor :side, :color, :_name
  alias wor_neoface_old_ini initialize
  def initialize
    @side = Window_Base::DEFAULT_SIDE
    @_name = ""
    @color = Window_Base::NAMEBOX_TEXT_DEFAULT_COLOR
    wor_neoface_old_ini
  end
end

#==============================================================================
# END Neo-Face System
# by Woratana (woratana@hotmail)
#==============================================================================

[VX] Neo-Face System 2.0

Angelos

  • Gast
[VX] Neo-Face System 2.0
« Antwort #26 am: März 02, 2008, 21:54:34 »
Zitat von: woratana
Download
- Face graphic cut in 192*192 pixel by Rabu
Download Faces Pack Here!

example:


könnte jemand das face pack noch mal uppen oder einen neuen Download link posten ?
Der funktioniert nicht mehr.

[VX] Neo-Face System 2.0

ERZENGEL

  • Gast
[VX] Neo-Face System 2.0
« Antwort #27 am: März 02, 2008, 22:08:21 »
« Letzte Änderung: März 02, 2008, 22:08:37 von ERZENGEL »

[VX] Neo-Face System 2.0

Skar

  • Gast
[VX] Neo-Face System 2.0
« Antwort #28 am: März 03, 2008, 03:13:00 »
Really great work Woratana, this Script is very useful!

I think it would be nice to add in the "setup script part"

Section
move NAMEBOX  true/false
move textbox to the RIGHT side if showing face in LEFT side

Thank you

[VX] Neo-Face System 2.0

Angelos

  • Gast
[VX] Neo-Face System 2.0
« Antwort #29 am: März 03, 2008, 03:28:17 »
Zitat von: ERZENGEL
http://rpgvx.bplaced.net/others/Faces_192_192.zip

Bitte


Super danke dir :)

 


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