hydramonDom Nov 18, 2012 8:32 pm
Usuario Nv10
Ehhh, que tal
Buano,
Introduccion [Hecha por mi, Fuck Yu google traductor] :
Este script permite hacer que el creador del juego pueda ponerle tantos colores a los textos como quiera, ¿la parte divertida? Se pueden utilizar todos esos colores en UN DIALOGO!
Antes de poner el script:
Para ocuparlo, valla a Window_Message y comente las líneas 104 y 106, mediante la aplicación de # al principio de sus líneas. Debido a que esto requiere una edición de secuencias de comandos directos para más colores a utilizar, esta muy posiblemente no ser compatible con SDK.
Imagen:
Script:
Esho es todo , nos vemos
Buano,
Introduccion [Hecha por mi, Fuck Yu google traductor] :
Este script permite hacer que el creador del juego pueda ponerle tantos colores a los textos como quiera, ¿la parte divertida? Se pueden utilizar todos esos colores en UN DIALOGO!
Antes de poner el script:
Para ocuparlo, valla a Window_Message y comente las líneas 104 y 106, mediante la aplicación de # al principio de sus líneas. Debido a que esto requiere una edición de secuencias de comandos directos para más colores a utilizar, esta muy posiblemente no ser compatible con SDK.
Imagen:
Script:
- Spoiler:
- =begin
More Text Colors
by PK8
Created: 5/6/2012
Modified: -
──────────────────────────────────────────────────────────────────────────────
■ Table of Contents
o Author's Notes - Line 15-17
o Introduction - Line 19-21
o Features - Line 23-25
o Methods Aliased - Line 27-34
o Changelog - Line 36-38
──────────────────────────────────────────────────────────────────────────────
■ Author's Notes
Updating the Windowskin Converter script for RMXP made me want to work on
this pretty quick script. Hopefully someone finds it useful.
──────────────────────────────────────────────────────────────────────────────
■ Introduction
This script lets end-users come up with as many colors as they'd like. The
fun part? They get to use all of those colors in the dialogue.
──────────────────────────────────────────────────────────────────────────────
■ Features
o Set as many colors as you'd like and reuse them for specific text or
for messages.
──────────────────────────────────────────────────────────────────────────────
■ Methods Aliased
Game_System.initialize
Window_Base.text_color
Window_Base.normal_color
Window_Base.disabled_color
Window_Base.system_color
Window_Base.crisis_color
Window_Base.knockout_color
──────────────────────────────────────────────────────────────────────────────
■ Changelog
v1 (5/6/2012) - Initial Release
=end
#==============================================================================
# ** Configuration
#==============================================================================
module PK8
class Text_Colors
#--------------------------------------------------------------------------
# * Do not modify
#--------------------------------------------------------------------------
Colors = []
#--------------------------------------------------------------------------
# * General Settings
#--------------------------------------------------------------------------
Switch = true
#--------------------------------------------------------------------------
# * Set the text colors
# Can be an Array or a Color (Color.new(red, green, blue, alpha))
# Setting to nil would make the script use the default color instead.
#--------------------------------------------------------------------------
Colors[0] = [255, 255, 255] # Normal Color
# RMXP Palette
Colors[1] = [128, 128, 255]
Colors[2] = [255, 128, 128]
Colors[3] = [128, 255, 128]
Colors[4] = [128, 255, 255]
Colors[5] = [255, 128, 255]
Colors[6] = [255, 255, 128]
Colors[7] = [192, 192, 192]
Colors[8] = [255, 255, 255, 128] # Disabled Color
Colors[9] = [192, 224, 255] # System Color
Colors[10] = [255, 255, 64] # Crisis Color
Colors[11] = [255, 64 , 0] # Knockout Color
# RMVX Palette
Colors[12] = [32 , 160, 214]
Colors[13] = [255, 120, 76]
Colors[14] = [102, 204, 64]
Colors[15] = [153, 204, 255]
Colors[16] = [204, 192, 255]
Colors[17] = [255, 255, 160]
Colors[18] = [128, 128, 128]
Colors[19] = [192, 192, 192]
Colors[20] = [32 , 128, 204]
Colors[21] = [255, 56 , 16]
Colors[22] = [0 , 160, 16]
Colors[23] = [64 , 154, 222]
Colors[24] = [160, 152, 255]
Colors[25] = [255, 204, 32]
Colors[26] = [0 , 0 , 0]
Colors[27] = [132, 170, 255] # VX's System Color
Colors[28] = [255, 255, 64] # VX's Crisis Color
Colors[29] = [255, 32 , 32] # VX's Knockout Color
Colors[30] = [32 , 32 , 64] # VX's Gauge Background Color
Colors[31] = [224, 128, 64] # VX's HP Gauge Color
Colors[32] = [240, 192, 64] # VX's HP Gauge Color 2
Colors[33] = [64 , 128, 192] # VX's MP Gauge Color
Colors[34] = [64 , 192, 240] # VX's MP Gauge Color 2 / MP Cost Color
Colors[35] = [128, 255, 128] # VX's Equip Screen Power Up Color
Colors[36] = [192, 128, 128] # VX's Equip Screen Power Down Color
Colors[37] = [128, 128, 255]
Colors[38] = [255, 128, 255]
Colors[39] = [0 , 160, 64] # Ace's TP Gauge Color
Colors[40] = [0 , 224, 96] # Ace's TP Gauge Color 2 / TP Cost Color
Colors[41] = [160, 96 , 224]
Colors[42] = [192, 128, 255]
#--------------------------------------------------------------------------
# * Set the colors for the interface. Can be one of the above, or a color.
#--------------------------------------------------------------------------
Color_Normal = 0
Color_Disabled = 8
Color_System = 9
Color_Crisis = 10
Color_Knockout = 11
#--------------------------------------------------------------------------
# * Do not modify
#--------------------------------------------------------------------------
for i in 0...Colors.size
if Colors[i].is_a?(Color)
Colors[i]=[Colors[i].red,Colors[i].green,Colors[i].blue,Colors[i].alpha]
end
end
end
end
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles data surrounding the system. Backround music, etc.
# is managed here as well. Refer to "$game_system" for the instance of
# this class.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
unless method_defined?(:pk8_textcolors_initialize)
alias_method(:pk8_textcolors_initialize, :initialize)
end
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :text_colors, :text_color_normal, :text_color_disabled,
:text_color_system, :text_color_crisis, :text_color_knockout
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
pk8_textcolors_initialize
@text_colors = PK8::Text_Colors::Colors
@text_color_normal = PK8::Text_Colors::Color_Normal
@text_color_disabled = PK8::Text_Colors::Color_Disabled
@text_color_system = PK8::Text_Colors::Color_System
@text_color_crisis = PK8::Text_Colors::Color_Crisis
@text_color_knockout = PK8::Text_Colors::Color_Knockout
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This class is for all in-game windows.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
unless method_defined?(:pk8_textcolors_normal_color)
alias_method(:pk8_textcolors_normal_color, :normal_color)
end
unless method_defined?(:pk8_textcolors_disabled_color)
alias_method(:pk8_textcolors_disabled_color, :disabled_color)
end
unless method_defined?(:pk8_textcolors_crisis_color)
alias_method(:pk8_textcolors_crisis_color, :crisis_color)
end
unless method_defined?(:pk8_textcolors_system_color)
alias_method(:pk8_textcolors_system_color, :system_color)
end
unless method_defined?(:pk8_textcolors_knockout_color)
alias_method(:pk8_textcolors_knockout_color, :knockout_color)
end
unless method_defined?(:pk8_textcolors_text_color)
alias_method(:pk8_textcolors_text_color, :text_color)
end
#--------------------------------------------------------------------------
# * Get Text Color
#--------------------------------------------------------------------------
def text_color(n)
if PK8::Text_Colors::Switch == true
if $game_system.text_colors.is_a?(Array)
if $game_system.text_colors[n].is_a?(Array)
return Color.new(*$game_system.text_colors[n])
elsif $game_system.text_colors[n].is_a?(Color)
return $game_system.text_colors[n]
end
end
end
pk8_textcolors_text_color(n)
end
#--------------------------------------------------------------------------
# * Get Normal Text Color
#--------------------------------------------------------------------------
def normal_color
if PK8::Text_Colors::Switch == true
if $game_system.text_color_normal.is_a?(Integer)
return text_color($game_system.text_color_normal)
elsif $game_system.text_color_normal.is_a?(Color)
return $game_system.text_color_normal
elsif $game_system.text_color_normal.is_a?(Array)
return Color.new(*$game_system.text_color_normal)
end
end
pk8_textcolors_normal_color
end
#--------------------------------------------------------------------------
# * Get Disabled Text Color
#--------------------------------------------------------------------------
def disabled_color
if PK8::Text_Colors::Switch == true
if $game_system.text_color_disabled.is_a?(Integer)
return text_color($game_system.text_color_disabled)
elsif $game_system.text_color_disabled.is_a?(Color)
return $game_system.text_color_disabled
elsif $game_system.text_color_disabled.is_a?(Array)
return Color.new(*$game_system.text_color_disabled)
end
end
pk8_textcolors_disabled_color
end
#--------------------------------------------------------------------------
# * Get System Text Color
#--------------------------------------------------------------------------
def system_color
if PK8::Text_Colors::Switch == true
if $game_system.text_color_system.is_a?(Integer)
return text_color($game_system.text_color_system)
elsif $game_system.text_color_system.is_a?(Color)
return $game_system.text_color_system
elsif $game_system.text_color_system.is_a?(Array)
return Color.new(*$game_system.text_color_system)
end
end
pk8_textcolors_system_color
end
#--------------------------------------------------------------------------
# * Get Crisis Text Color
#--------------------------------------------------------------------------
def crisis_color
if PK8::Text_Colors::Switch == true
if $game_system.text_color_crisis.is_a?(Integer)
return text_color($game_system.text_color_crisis)
elsif $game_system.text_color_crisis.is_a?(Color)
return $game_system.text_color_crisis
elsif $game_system.text_color_crisis.is_a?(Array)
return Color.new(*$game_system.text_color_crisis)
end
end
pk8_textcolors_crisis_color
end
#--------------------------------------------------------------------------
# * Get Knockout Text Color
#--------------------------------------------------------------------------
def knockout_color
if PK8::Text_Colors::Switch == true
if $game_system.text_color_knockout.is_a?(Integer)
return text_color($game_system.text_color_knockout)
elsif $game_system.text_color_knockout.is_a?(Color)
return $game_system.text_color_knockout
elsif $game_system.text_color_knockout.is_a?(Array)
return Color.new(*$game_system.text_color_knockout)
end
end
pk8_textcolors_knockout_color
end
end
Esho es todo , nos vemos