Accents dans le nom des persos
Remplacer ce qu'il y a à l'intérieur de Scene_Name par ceci, et vous pourrez avoir les accents pendant le nommage de votre perso !
| Citation: |
| class Scene_Name # ------------------------- def main @actor = $game_actors[$game_temp.name_actor_id] @edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char) @input_window = Window_NameInput.new @alert_window = Window_Base.new(188, 208, 264, 64) @alert_window.contents = Bitmap.new(228, 32) @alert_window.contents.font.name = $fontface @alert_window.contents.font.size = 24 @alert_window.contents.draw_text_shadow(0, 0, 228, 32, "Vous devez entrer un nom.") @alert_window.z = 1001 @alert_window.visible = false c1 = "Français" c4 = "Espace" c5 = "Ret. arrière" c6 = "Défaut" c7 = "Terminer" commands = [c1, c4, c5, c6, c7] @command_window = Window_NameCommand.new(160, commands) @input_window.active = false @input_window.visible = true @command_window.index = 0 @command_window.visible = true @command_window.active = true @command_window.x = 0 @command_window.y = 128 @command_window.z = 1000 @alert_count = 0 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @edit_window.dispose @input_window.dispose @command_window.dispose @alert_window.dispose end # ------------------------- def update @edit_window.update @input_window.update @command_window.update @alert_window.update if @alert_window.visible == true && @alert_count > 0 @alert_count -= 1 if @alert_count <= 0 @command_window.active = true @alert_window.visible = false end return end if @input_window.active == false @command_window.active = true end if @command_window.active == false @input_window.active = true end if Input.repeat?(Input::B) && @input_window.active == true if @edit_window.index == 0 return else $game_system.se_play($data_system.cancel_se) @edit_window.back end end if Input.repeat?(Input::B) && @command_window.active == true $game_system.se_play($data_system.buzzer_se) return end if Input.trigger?(Input::C) if @command_window.active == true case @command_window.index when 0 $game_system.se_play($data_system.decision_se) @input_window.mode = 1 @input_window.refresh @command_window.active = false @input_window.active = true @input_window.index = 0 return when 1 if @edit_window.index < $game_temp.name_max_char $game_system.se_play($data_system.decision_se) @edit_window.add(" ") else $game_system.se_play($data_system.buzzer_se) end return when 2 $game_system.se_play($data_system.decision_se) @edit_window.back return when 3 $game_system.se_play($data_system.decision_se) @edit_window.restore_default return when 4 if @edit_window.name == "" $game_system.se_play($data_system.buzzer_se) @alert_window.visible = true @command_window.active = false @alert_count = 60 return end $game_system.se_play($data_system.decision_se) @actor.name = @edit_window.name $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new return end end if @edit_window.index == $game_temp.name_max_char && @input_window.active == true $game_system.se_play($data_system.buzzer_se) return end if @input_window.character == "" && @input_window.active == true $game_system.se_play($data_system.buzzer_se) return end if @input_window.character != nil && @input_window.active == true && @edit_window.index <= $game_temp.name_max_char $game_system.se_play($data_system.decision_se) if @input_window.mode == 1 @edit_window.char_type[@edit_window.index] = 1 else @edit_window.char_type[@edit_window.index] = 2 end @edit_window.add(@input_window.character) end return end end end class Window_NameEdit < Window_Base # --------------------------- attr_accessor :char_type attr_reader :name attr_reader :index # --------------------------- def initialize(actor, max_char) super(0, 0, 640, 128) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor @name = actor.name @max_char = max_char @char_type = [] name_array = @name.split(//)[0...@max_char] @name = "" for i in 0...name_array.size @name += name_array[i] @char_type[i] = 1 end @default_name = @name @index = name_array.size refresh update_cursor_rect end # --------------------------- def restore_default @name = @default_name for i in 0..@default_name.size @char_type[i] = 1 end @index = @name.split(//).size refresh update_cursor_rect end # --------------------------- def add(character) if @index < @max_char and character != "" @name += character @index += 1 refresh update_cursor_rect end end # --------------------------- def back if @index > 0 name_array = @name.split(//) @name = "" for i in 0...name_array.size-1 @name += name_array[i] end @index -= 1 refresh update_cursor_rect end end # --------------------------- def refresh self.contents.clear name_array = @name.split(//) for i in 0...@max_char c = name_array[i] if c == nil c = " " end x = 320 - @max_char * 14 + i * 28 if @char_type[i] == 1 self.contents.font.name = $fontface self.contents.font.size = 24 else self.contents.font.name = $fontface self.contents.font.size = 22 end self.contents.draw_text_shadow(x, 32, 28, 32, c, 1) end draw_actor_graphic(@actor, 320 - @max_char * 14 - 40, 80) end # --------------------------- def update_cursor_rect x = 320 - @max_char * 14 + @index * 28 self.cursor_rect.set(x, 32, 28, 32) end # --------------------------- def update super update_cursor_rect end end class Window_NameInput < Window_Base # ---------------------------------- attr_accessor :mode # ---------------------------------- ENGLISH_TABLE = [ "A","B","C","D","E", "F","G","H","I","J", "K","L","M","N","O", "P","Q","R","S","T", "U","V","W","X","Y", "Z","","","","", "0","1","2","3","4", "5", "6" ,"7", "8" ,"9", "","","","","", "a", "b" ,"c", "d" ,"e", "f","g","h","i","j", "k","l","m","n","o", "p","q","r","s","t", "u","v","w","x","y", "z","è","é","È","É", ".",",","?","!","/", "\\","<",">",";",":", "ç","â", "Â" , "à" , "À" , "@","#","$","%","^", "&","*","(",")","", "[","]","'","\"","~", "ë","Ë","ä","Ä","ï", "Ï","","","","", "","","","","", "","","","","", "", "" ,"", "" ,"", "","","","","", ] # ---------------------------------- def initialize super(160, 128, 480, 352) self.contents = Bitmap.new(width - 32, height - 32) self.active = false @index = -1 @mode = 1 refresh update_cursor_rect end # ---------------------------------- def index=(value) @index = value update_cursor_rect end #-------------------------------------- def character if @mode == 1 return ENGLISH_TABLE[@index] elsif @mode == 2 return HIRAGANA_TABLE[@index] else return KATAKANA_TABLE[@index] end end # ---------------------------------- def refresh self.contents.clear for i in 0..134 x = 4 + i / 5 / 9 * 152 + i % 5 * 28 y = i / 5 % 9 * 32 if @mode == 1 self.contents.font.name = $fontface self.contents.font.size = 24 self.contents.draw_text_shadow(x, y, 28, 32, ENGLISH_TABLE[i], 1) elsif @mode == 2 self.contents.font.name = $fontface self.contents.font.size = 22 self.contents.draw_text_shadow(x, y, 28, 32, HIRAGANA_TABLE[i], 1) else self.contents.font.name = $fontface self.contents.font.size = 22 self.contents.draw_text_shadow(x, y, 28, 32, KATAKANA_TABLE[i], 1) end end end # ---------------------------------- def update_cursor_rect if self.active == false self.cursor_rect.empty else x = 4 + @index / 5 / 9 * 152 + @index % 5 * 28 y = @index / 5 % 9 * 32 self.cursor_rect.set(x, y, 28, 32) end end # ---------------------------------- def update super if @index >= 0 && @index <= 134 if Input.repeat?(Input::RIGHT) $game_system.se_play($data_system.cursor_se) if @index % 5 == 4 if @index < 94 @index += 41 end else @index += 1 end end if Input.repeat?(Input::LEFT) $game_system.se_play($data_system.cursor_se) if @index % 5 == 0 if @index < 45 self.active = false @index = -999 return else @index -= 41 end else @index -= 1 end end if Input.repeat?(Input::DOWN) $game_system.se_play($data_system.cursor_se) if @index % 45 < 40 @index += 5 end end if Input.repeat?(Input::UP) if Input.trigger?(Input::UP) or @index % 45 >= 5 $game_system.se_play($data_system.cursor_se) if @index % 45 >= 5 @index -= 5 end end end end update_cursor_rect end end class Window_NameCommand < Window_Command # ------------------------------- def refresh self.contents.clear for i in 0...@item_max if i == 1 or i == 2 font = 1 self.contents.font.name = $fontface self.contents.font.size = 22 else font = 0 self.contents.font.name = $fontface self.contents.font.size = 24 end draw_item(i, normal_color, font) end end # ------------------------------- def draw_item(index, color, f) if f == 0 self.contents.font.color = color self.contents.font.name = $fontface self.contents.font.size = 24 else self.contents.font.name = $fontface self.contents.font.size = 22 end rect = Rect.new(4, 32 * index, self.contents.width - 8, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.draw_text_shadow_rect(rect, @commands[index]) end end |
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