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Slipknot

Mensaje Letra x Letra

12 posts in this topic

[center]
Letter by Letter Message Window
Version: 1.11
[/center]

Última Actualización

Septiembre 8, 2006

Introducción

Este script introduce algunas cosas nuevas a la ventana de mensajes de RMXP.

Versiones

Version 1.11 (08/09/06)
  • correjido: Autoclose más suave
  • agregado: Tiempo antes de cerrarse
  • agregado: Ocultar el gráfico de la pausa

Versión 1.1 (16/08/06)
  • correjido: Carpeta para las imágenes
  • agregado: Imágen sobre los mensajes
  • agregado: Autocerrado
  • agregado: Sombra y Borde

Demo

http://www.fileul.com/view.php?file=KqdJbz

Características
  • Letra por letra: tú puedes usar o no el modo de letra por letra, como en muchos RPGs.
  • Name box: tú puedes mostrar el nombre de alguien o algo en una peuqña cajita encima del mensaje. \name[texto]
  • Face: tú puedes mostrar la cara de quien esta hablando. \face[imagen]
  • Fuente: tú puedes cambiar la fuente y el tamaño del texto. \f[nombre]
  • Colores: el mensaje ahora soporta colores hexadecimales. \c[######]
  • Negrita y cursiva: el texto puede ser escrito con negrita o con cursiva. \b \i
  • Iconos: puedes mostrar iconos en tus mensajes. \icon[archivo]
  • Mapa: puedes mostrar el nombre del mapa en que se encuentra el jugador. \map
  • Sobre evento: el mensaje puede ser colocado sobre cualquier evento del mapa, o sobre el jugador. \p[#]
  • Detener: el mensaje puede ser detenido hasta que el jugador presione una tecla.
    \!
  • Autocerrar: el mensaje se cerrará sin que el jugador presione una tecla. \%
  • Sombra y Borde: el texto puede ser mostrado con una sombra o un borde.
  • Más cosas: mira el Demo para verlas.

Script

CODE
#==============================================================================
# ** Letter by Letter Message Window
#------------------------------------------------------------------------------
# Slipknot (dubealex.com/asylum)
# Version 1.11
# September 8, 2006
#------------------------------------------------------------------------------
# Thanks to:
#  - Dubealex, for some of the features.
#  - RPG Advocate, for the hexadecimal color.
#==============================================================================

#------------------------------------------------------------------------------
# SDK log
#------------------------------------------------------------------------------
SDK.log('Letter by Letter Message Window', 'Slipknot', '1.11', '08.09.06')

#------------------------------------------------------------------------------
# Begin SDK Enabled Check
#------------------------------------------------------------------------------
if SDK.state('Letter by Letter Message Window')

# Loads the maps' names
$data_map_infos = load_data('Data/MapInfos.rxdata')

#==============================================================================
# ** Game_Message
#------------------------------------------------------------------------------
#  This class handles the message data
#==============================================================================

class Game_Message
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :letter_by_letter, :speed, :can_skip, :height, :font,
   :sound_enable, :sound, :path, :face_rect, :fit, :skin, :nb_skin,
   :nbyo, :opacity, :shadow, :outline, :pause, :autoclose_frames
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   # Letter by letter mode
   @letter_by_letter = true
   # Lettter by letter mode's speed
   @speed = 3
   # If this option is false, the player can't skip the message
   @can_skip = true
   # Height of each line, used within the fit or above event options
   @height = 32
   # Always resize the message
   @fit = false
   # Font for the mesage text
   @font = Font.default_name
   # Sound enable
   @sound_enable = false
   # Sound for letter by letter, ['filename', vol]
   @sound = ['032-Switch01', 80]
   # Folder for the message pictures
   @path = 'Graphics/Pictures/'
   # Face rect (only the last two numbers are used)
   @face_rect = Rect.new(0, 0, 96, 96)
   # Skin for the message window, nil = default
   @skin = nil
   # Skin for the name box, nil = default
   @nb_skin = nil
   # Name box y offset
   @nbyo = 20
   # Message window's opacity
   @opacity = 160
   # Outline text
   @outline = false
   # Shadow text
   @shadow = false
   # Show or not the pause graphic
   @pause = true
   # Frames before the message autoclose
   @autoclose_frames = 8
 end
end

#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
#  Adds Game Message
#==============================================================================

class Game_System
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_reader :message
 #--------------------------------------------------------------------------
 # * Alias Listing
 #--------------------------------------------------------------------------
 alias slipknot_lblms_initialize initialize
 #--------------------------------------------------------------------------
 # * Load Database
 #--------------------------------------------------------------------------
 def initialize
   slipknot_lblms_initialize
   @message = Game_Message.new
 end
end

#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
#  Adds a reader to the Event Name
#==============================================================================

class Game_Event < Game_Character
 #--------------------------------------------------------------------------
 # * Name
 #--------------------------------------------------------------------------
 def name
   @event.name
 end
end

#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  Adds a reader to the Character Sprites
#==============================================================================

class Spriteset_Map
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_reader :character_sprites
end

#==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
#  Rewrites Window_Message
#==============================================================================

class Window_Message < Window_Selectable
 #--------------------------------------------------------------------------
 # * Alias Listing
 #--------------------------------------------------------------------------
 alias slipknot_lblms_initialize initialize
 alias slipknot_lblms_terminatemessage terminate_message
 #--------------------------------------------------------------------------
 # * Initialize
 #--------------------------------------------------------------------------
 def initialize
   slipknot_lblms_initialize
   @autoclose = -1
 end
 #--------------------------------------------------------------------------
 # * Terminate Message
 #--------------------------------------------------------------------------
 def terminate_message
   slipknot_lblms_terminatemessage
   [@name_box, @picture].each do |x|
     x.dispose if x && ! x.disposed?
   end
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.opacity = $game_system.message_frame == 0 ? 255 : 0
   self.back_opacity = system.opacity
   unless system.fit
     self.width, self.height = 480, 160
     skin = system.skin ? system.skin : $game_system.windowskin_name
     self.windowskin = RPG::Cache.windowskin(skin)
     self.contents = Bitmap.new(448, 128)
   else
     contents.clear
     contents.font.color = normal_color
     contents.font.size = Font.default_size
   end
   contents.font.name = system.font
   @x = @y = @wait_count = indent = 0
   @fit_size, @sound = false, system.sound_enable
   @start_x = 4
   @cursor_width = [0, 0, 0, 0]
   @x = 8 if $game_temp.choice_start == 0
   return if ! (@text = $game_temp.message_text)
   @text.gsub!(/\\\\/) { "\000" }
   @text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
   @text.gsub!('\$') { $game_party.gold.to_s }
   @text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
     $game_actors[$1.to_i] ? $game_actors[$1.to_i].name : ''
   end
   @text.gsub!(/\\[Nn][Pp]\[([\d+])\]/) do
     $game_party.actors[$1.to_i] ? $game_party.actors[$1.to_i].name : ''
   end
   @text.gsub!(/\\[Cc]lass\[(\d+)\]/) do
     $game_actors[$1.to_i] ? $game_actors[$1.to_i].class_name : ''
   end
   @text.gsub!(/\\[Mm]ap/) { $data_map_infos[$game_map.map_id].name }
   gold_set = @text.gsub!(/\\[Gg]/, '')
   if @text[/\\[Nn]ame/]
     if @text.sub!(/\\[Nn]ame\[(.*?)\]/, '')
       name_text = $1
     elsif @text.sub!(/\\[Nn]ame/, '')
       name_text = $game_map.events[$game_system.map_interpreter.event_id].name
     end
   end
   if @text[/\\[Ff]ace/]
     # Left
     if @text.sub!(/\\[Ff]ace{(.+?)}/, '')
       face, face_name = 1, $1
     # Right
     elsif @text.sub!(/\\[Ff]ace\[(.+?)\]/, '')
       face, face_name = 2, $1
     end
   end
   picture = $1 if @text.sub!(/\\[Pp]ic\[(.+?)\]/, '')
   if @text[/\\[Pp]/]
     if @text.sub!(/\\[Pp]\[([-1,0-9]+)\]/, '')
       event = $1.to_i
     elsif @text.gsub!(/\\[Pp]/, '')
       event = $game_system.map_interpreter.event_id
     end
   end
   @text.gsub!('\$') { $game_party.gold.to_s }
   @text.gsub!(/\\[Cc]\[([0-9A-Fa-f #]+?)\]/) { "\001[#$1]" }
   @text.gsub!(/\\[Cc]/) { "\001[0]" }
   @text.gsub!(/\\[Ii]con{([IiWwAaSs])}\[(\d+)\]/) { change_icon($1, $2.to_i) }
   @text.gsub!(/\\[Ii]con\[(.*?)\]/) { "\002[#$1]" }
   @text.gsub!('\!') { "\003" }
   @text.gsub!('\.') { "\004" }
   @text.gsub!(/\\[Ss]\[([Xx\d]+)\]/) { "\005[#$1]" }
   @text.gsub!(/\\[Bb]/) { "\006" }
   @text.gsub!(/\\[Ii]/) { "\007" }
   @text.gsub!(/\\[Ff]\[(.*?)\]/) { "\010[#$1]" }
   @text.gsub!(/\\\%\[(\d+)\]/) { "\011[#$1]" }
   @text.gsub!('\%') { "\011" }
   if @fit_size = (event || system.fit)
     lines_size = [0, 0, 0, 0]
     save, lines = @text.clone, 0
     while (c = @text.slice!(/./m))
       if c == "\n"
         lines += 1
         break if lines == 4
         if lines >= $game_temp.choice_start
           lines_size[lines] += 16
         end
         next
       end
       lines_size[lines] += eval_text(c, true)
     end
   end
   if face
     if @fit_size
       mh = system.height
       fh = system.face_rect.height
       lines = (fh.to_f / mh.to_f).ceil if (lines * mh) < fh
       f_x = face == 2 ? 0 : lines_size.max + 16
       f_y = (lines * mh) <= fh ? 0 : (lines * mh - fh) / 2
       @start_x += system.face_rect.width + 4 if face == 2
       indent += system.face_rect.width + 8
     else
       f_x, f_y = face == 2 ? 16 : 336, 16
       @start_x += system.face_rect.width + 36 if face == 2
     end
     f_bitmap = RPG::Cache.load_bitmap(system.path, face_name)
   end
   if @fit_size
     @text = save
     self.height = lines * system.height + 32
     self.height += 32 if $game_temp.num_input_variable_id > 0
     self.width = lines_size.max + indent + 40
     windowskin = system.skin ? system.skin : $game_system.windowskin_name
     self.windowskin = RPG::Cache.windowskin(windowskin)
     self.contents = Bitmap.new(self.width - 32, self.height - 32)
     contents.font.name = system.font
   end
   contents.blt(f_x, f_y, f_bitmap, system.face_rect) if face
   if ! event
     h2 = self.height / 2
     self.y = $game_temp.in_battle ? 96 - h2 + system.nbyo :
       case $game_system.message_position
       when 0 then 96 - h2 + system.nbyo
       when 1 then 240 - h2
       when 2 then 384 - h2
       end
     self.x = 320 - self.width / 2
   else
     c = event > 0 ? $game_map.events[event] : $game_player
     mx, my = 636 - self.width, 476 - self.height
     fx = [[c.screen_x - self.width / 2, 4].max, mx].min
     sy = name_text ? system.nbyo + 4 : 4
     ch = [$scene.spriteset.character_sprites[event - 1].bitmap.height /
       4 + 4, 48].max
     fy = [[c.screen_y - (ch + self.height), sy].max, my].min
     self.x, self.y = fx, fy
   end
   if name_text
     @name_box = Window_NameBox.new(x, y - system.nbyo, name_text)
     @name_box.back.opacity = 0 if $game_system.message_frame == 1
   end
   if picture
     @picture = Sprite.new
     @picture.bitmap = RPG::Cache.load_bitmap(system.path, picture)
     @picture.x = self.x + self.width - @picture.bitmap.width
     @picture.y = self.y - @picture.bitmap.height
   end
   if gold_set
     @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
 end
 #--------------------------------------------------------------------------
 # * Evaluate Text
 #--------------------------------------------------------------------------
 def eval_text(c, read = false)
   case c
   when "\000"
     c = '\\'
   when "\001"
     @text.sub!(/\[(.*?)\]/, '')
     return 0 if read
     h, c = $1, $1.to_i
     contents.font.color = h.slice!(/./) == '#' ? hex_color(h) : text_color(c)
     return
   when "\002"
     @text.sub!(/\[(.*?)\]/, '')
     return 24 if read
     y = @fit_size ? system.height * @y + (system.height - 24) / 2 : 32 * @y + 4
     contents.blt(@x + @start_x, y, RPG::Cache.icon($1.to_s), Rect.new(0, 0, 24, 24))
     @x += 24
     return unless @y >= $game_temp.choice_start
     @cursor_width[@y] += 24
     return
   when "\003"
     return 0 if read
     @stop = true
     return
   when "\004"
     return 0 if read
     @wait_count += 10
     return
   when "\005"
     @text.sub!(/\[([x\d]+)\]/, '')
     if $1.downcase == 'x'
       contents.font.size = Font.default_size
     else
       contents.font.size = [[$1.to_i, 6].max, system.height].min
     end
     return 0
   when "\006"
     contents.font.bold = (! contents.font.bold)
     return 0
   when "\007"
     contents.font.italic = (! contents.font.italic)
     return 0
   when "\010"
     @text.sub!(/\[(.*?)\]/, '')
     if $1.downcase == 'x'
       contents.font.name = system.font
     else
       contents.font.name = [$1.to_s, system.font]
     end
     return 0
   when "\011"
     @text.sub!(/\[(\d+)\]/, '')
     return 0 if read
     @autoclose = $1 ? $1.to_i : system.autoclose_frames
     return
   when "\n"
     @y += 1
     @x = 0
     @x = 8 if @y >= $game_temp.choice_start
     return
   end
   w = contents.text_size(c).width
   return w if read
   y = @fit_size ? system.height * @y : 32 * @y
   if system.outline
     color = contents.font.color.dup
     contents.font.color.set(0, 0, 0, 255)
     contents.draw_text(@x + @start_x + 1, y, w * 2, system.height, c)
     contents.draw_text(@x + @start_x, y + 1, w * 2, system.height, c)
     contents.draw_text(@x + @start_x - 1, y, w * 2, system.height, c)
     contents.draw_text(@x + @start_x, y - 1, w * 2, system.height, c)
     contents.font.color = color
     contents.draw_text(@x + @start_x, y, w * 2, system.height, c)
   elsif system.shadow
     color = contents.font.color.dup
     contents.font.color.set(0, 0, 0, 192)
     contents.draw_text(@x + @start_x + 2, y + 2, w * 2, system.height, c)
     contents.font.color = color
     contents.draw_text(@x + @start_x, y, w * 2, system.height, c)
   else
     contents.draw_text(@x + @start_x, y, w * 2, system.height, c)
   end
   @sound = (system.sound_enable && c != ' ')
   @x += w
   return if @y < $game_temp.choice_start || @y > 3
   @cursor_width[@y] += w
 end
 #--------------------------------------------------------------------------
 # * Finish
 #--------------------------------------------------------------------------
 def finish
   if temp.choice_max > 0
     @item_max, self.active, self.index = temp.choice_max, true, 0
   end
   if temp.num_input_variable_id > 0
     digits_max = temp.num_input_digits_max
     number = $game_variables[temp.num_input_variable_id]
     @input_number_window = Window_InputNumber.new(digits_max)
     input_number.number = number
     input_number.x = x + 8
     input_number.y = y + temp.num_input_start * (@fit_size ? system.height : 32)
   end
 end
 #--------------------------------------------------------------------------
 # * Database Icon
 #--------------------------------------------------------------------------
 def change_icon(option, index)
   s = case option.downcase
     when 'i'  then $data_items[index]
     when 'w' then $data_weapons[index]
     when 'a'  then $data_armors[index]
     when 's'  then $data_skills[index]
     end
   return sprintf("\002[%s]%s", s.icon_name, s.name) if s.name
 end
 #--------------------------------------------------------------------------
 # * Hexadecimal Color
 #--------------------------------------------------------------------------
 def hex_color(string)
   return normal_color if string.size != 6
   r = g = b = 0
   5.times do |i|
     s = string.slice!(/./m)
     v = hex_convert(s.downcase)
     case i
     when 0 then r += v * 16
     when 1 then r += v
     when 2 then g += v * 16
     when 3 then g += v
     when 4 then b += v * 16
     when 5 then b += v
     end
   end
   return Color.new(r, g, b)
 end
 #--------------------------------------------------------------------------
 def hex_convert(c)
   return c.to_i if c[/[0-9]/]
   case c
   when 'a' then 10
   when 'b' then 11
   when 'c' then 12
   when 'd' then 13
   when 'e' then 14
   when 'f' then 15
   end
 end
 #--------------------------------------------------------------------------
 # * Game Message
 #--------------------------------------------------------------------------
 def system() $game_system.message end
 #--------------------------------------------------------------------------
 # * Game Temp
 #--------------------------------------------------------------------------
 def temp() $game_temp end
 #--------------------------------------------------------------------------
 # * Input Number Window
 #--------------------------------------------------------------------------
 def input_number() @input_number_window end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   if @contents_showing
     super
     if @fade_in
       self.contents_opacity += 24
       if input_number
         input_number.contents_opacity += 24
       end
       @fade_in = contents_opacity != 255
       return
     end
     if @text
       if Input.trigger?(13)
         if @stop
           self.pause = @stop = false
           return
         end
         @skip = system.can_skip
       end
       return if @stop
       if @wait_count > 0 && ! @skip
         @wait_count -= 1
         return
       end
       loop do
         if (c = @text.slice!(/./m))
           eval_text(c)
           if @stop
             self.pause = system.pause
             return
           end
           if ! @skip && @sound
             Audio.se_play('Audio/SE/' + system.sound[0], system.sound[1])
             @sound = false
           end
           @wait_count += system.speed
         else
           @text = nil
           break
         end
         break if ! @skip
       end
       return if @text || @autoclose != -1
       finish
       return
     else
       if @autoclose > 0
         @autoclose -= 1
         return
       elsif @autoclose == 0
         terminate_message
         @autoclose = -1
         return
       end
     end
   end
   if input_number
     input_number.update
     if Input.trigger?(13)
       $game_system.se_play($data_system.decision_se)
       $game_variables[$game_temp.num_input_variable_id] = input_number.number
       $game_map.need_refresh = true
       input_number.dispose
       @input_number_window = nil
       terminate_message
     end
     return
   end
   if @contents_showing
     self.pause = ($game_temp.choice_max == 0) & system.pause
     if Input.trigger?(12)
       if $game_temp.choice_max > 0 && $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?(13)
       if $game_temp.choice_max > 0
         $game_system.se_play($data_system.decision_se)
         $game_temp.choice_proc.call(self.index)
       end
       terminate_message
     end
     return
   end
   if ! @fade_out && $game_temp.message_text
     @contents_showing = temp.message_window_showing = true
     @stop = false
     @autoclose = -1
     @skip = (! system.letter_by_letter)
     reset_window
     refresh
     @wait_count, self.visible = 0, true
     return
   end
   return if ! visible
   @fade_out = true
   self.opacity -= 48
   if self.opacity == 0
     self.visible = @fade_out = false
     $game_temp.message_window_showing = false
   end
 end
 #--------------------------------------------------------------------------
 # * Updates Cursor Rectangle
 #--------------------------------------------------------------------------
 def update_cursor_rect
   if index >= 0
     n = $game_temp.choice_start + @index
     y = (@fit_size ? system.height : 32) * n
     cursor_rect.set(4 + @start_x, y, @cursor_width.max + 8,
       @fit_size ? system.height : 32)
   else
     cursor_rect.empty
   end
 end
end

#==============================================================================
# ** Window_NameBox
#------------------------------------------------------------------------------
#  This window is used to display the box above the message.
#==============================================================================

class Window_NameBox < Sprite
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_reader :back
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize(x, y, text)
   dumb = Bitmap.new(160, 42)
   dumb.font.name = system.font
   size = dumb.text_size(text).width
   dumb.dispose
   @back = Window_Base.new(x, y, size + 12, 32)
   skin = system.nb_skin ? system.nb_skin : $game_system.windowskin_name
   @back.windowskin = RPG::Cache.windowskin(skin)
   viewport = Viewport.new(x + 6, y + 5, size, 22)
   @back.z = viewport.z = 9999
   super(viewport)
   self.bitmap = Bitmap.new(size, 22)
   bitmap.font.name = system.font
   bitmap.draw_text(0, 0, size, 22, text)
 end
 #--------------------------------------------------------------------------
 # * Game Message
 #--------------------------------------------------------------------------
 def system() $game_system.message end
 #--------------------------------------------------------------------------
 # * Dispose
 #--------------------------------------------------------------------------
 def dispose
   @back.dispose
   @back = nil
   super
 end
end

#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
#  Adds a reader to the Event ID and Game Message
#==============================================================================

class Interpreter
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_reader :event_id
 #--------------------------------------------------------------------------
 # * Game Message
 #--------------------------------------------------------------------------
 def message
   $game_system.message
 end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  Adds a reader to the Spriteset
#==============================================================================

class Scene_Map
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_reader :spriteset
end

#------------------------------------------------------------------------------
# End SDK Enabled Test
#------------------------------------------------------------------------------
end


Instructiones

Tú solo necesitas pegar el código antes de Main, pero después de SDK.
Cada función del script esta explicada en el Demo.

Para remover la dependencia a SDK, solo tienes que remover estas líneas:
CODE
#------------------------------------------------------------------------------
# SDK log
#------------------------------------------------------------------------------
SDK.log('Letter by Letter Message Window', 'Slipknot', '?.?', '??.??.??')

#------------------------------------------------------------------------------
# Begin SDK Enabled Check
#------------------------------------------------------------------------------
if SDK.state('Letter by Letter Message Window')

CODE
#------------------------------------------------------------------------------
# End SDK Enabled Test
#------------------------------------------------------------------------------
end


Compatibilidad

Este script podría no funcionar con otros sistemas de mensajes, lo que es algo obvio...

F.A.Q.

P: El texto no aparece, ¿cómo lo hago aparecer?
R: Pega esto sobre Main: Font.default_name = 'Tahoma'

P: ¿Cómo uso la caja del nombre?
R: Con \Name[texto], esto está explicado en el demo.

Notas del autor

Disfrútalo, dame crédito y asegúrate de reportar cualquier error.
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Esta buenazo me va de maravillas muchas gracias happy.gif , solamente tengo una pequeña duda. verguenza.gif

user posted image
Como puedes ver... en el cuadro de texto se da un espacio( que esta marcado con una pequeña linea negra)Mi pregunta es como puedo reducir este tamaño de espacio, aun asi el sistema de mensajes esta muy bueno y sin dudas ahorra muchisimo tiempo. FELICITACIONES laugh.gif
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achis... a mi no me aparece eso... escribiste bien el codigo para el name box? quizas sea eso.
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Jajaja, es que no debes dejar espacio tienes que poner eso seguido, ejemplo:

\name[Sergio:] Aqui va el texto corrido...


creo que es eso... no he probado ese Sistema de Texto...

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No, el sitio donde está aljoda está cerrado por mantenimiento... pero simpre puedes probar el script en tu proyecto, o en uno nuevo. icon13.gif
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Lo lamento por lo del demo, creo que en unos días el sitio volvera, o si no lo subo a otro lugar icon13.gif
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Si tenian razon, pero como es el SDK ahora que lo he puesto hay mucha opciones en el menu que por mas que le doy ( la tecla para poder usar la opcion) no sirve... por que sera asi... auxilio.gif de todas maneras gracias por todo
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es posible apurar un poco el texto¿?¿?
el script esta muy bueno pero el texto es demasiado lento cheesy.gif
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Busca esto en el script.

CODE

# Lettter by letter mode's speed
@speed = 3


Y cambia el 3 por el numero de la velocidad que quieres.

Mientras mas alto mas rapido.
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asdasd no me resulta eso de apurarlo help ojomorado.gif Edited by Tatsuki735
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