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  • النتائج 1 إلى 9 من 9

    الموضوع: [برنامج ونص] الفيس ميكر for RPG makerxp

    1. #1
      التسجيل
      15-02-2006
      الدولة
      كوكب الارض
      المشاركات
      769
      المواضيع
      33
      شكر / اعجاب مشاركة

      [برنامج ونص] الفيس ميكر for RPG makerxp

      هذه وصلت البرنامج http://www.megaupload.com/?d=OVS2DUBC
      البرنامج جدا سهل لمجد إنك تفتحه راح تفهمه
      كل الي عليك هو ان ترسم شخصيتك وتحفظها بملف \Graphics\Pictures للعبتك
      و بعدين يجي دور النص

      كود:
      #===================================================
      # ■ AMS - Advanced Message Script - R3
      #===================================================
      # For more infos and update, visit:
      # www.dubealex.com (Creation Asylum)
      #
      # Edited, Fixed and Enhanced by: Dubealex
      # Original Script Core by: XRXS Scripter (Jap Dudes)
      # HTML Hexadecimal color feature from: Phylomorphis 
      #
      # Special Thanks:
      # Rabu: For enabling the Show Face feature in an encrypted project
      #
      # To found all my new features, search the following:  #NEW
      # To configure the button to skip the dialog, search:  #SKIP_TEXT_CODE
      #
      # February 13, 2005
      #===================================================
      LETTER_BY_LETTER_MODE = true   #Set the letter by letter mode ON/OFF          
      #===================================================
      # ▼ CLASS AMS Begins
      #===================================================
      class AMS
       
        attr_accessor :name_box_x_offset
        attr_accessor :name_box_y_offset 
        attr_accessor :font_type
        attr_accessor :name_font_type
        attr_accessor :font_size
        attr_accessor :name_font_size
        attr_accessor :message_box_opacity 
        attr_accessor :name_box_skin
        attr_accessor :name_box_text_color
        attr_accessor :message_box_text_color
        attr_accessor :message_box_skin
        attr_accessor :name_box_width
        attr_accessor :name_box_height
       
       def initialize
       
        @name_box_x_offset = 0       #Choose the X axis offset of the name bos. default= 0
        @name_box_y_offset = -10    #Choose the Y axis offset of the name bos. default= -10
        @name_box_width = 8           #Choose the width of the Name Box. default= 8  
        @name_box_height = 26        #Choose the height of the Name Box. default= 26
       
        @font_type = "Tahoma"           #Choose the Font Name (Case Sensitive) for message box
        @name_font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for Name Box
        @font_size = 22                      #Choose the default Font Size for message box text
        @name_font_size = 22            #Choose the deafault Font Size for Name Box text
        @name_box_text_color=0        #Choose the Text Color of the Name Box
        @message_box_text_color=0   #Choose the Text Color of the Message Box
       
        @message_box_opacity = 160            #Choose the opacity of the message window. Default=160
        @message_box_skin = "001-Blue01"   #Choose the WindowSkin for the Message Box
        @name_box_skin = "001-Blue01"       #Choose the WindowSkin for the Name Box
       
       end
      end
      #===================================================
      # ▲ CLASS AMS Ends
      #===================================================
       
      #===================================================
      # ▼ Class Window_Message Begins
      #===================================================
      class Window_Message < Window_Selectable   
      alias xrxs9_initialize initialize
      def initialize
      @alex_skip = false
       xrxs9_initialize
       if $soundname_on_speak == nil then
         $soundname_on_speak = ""
       end
       $gaiji_file = "./Graphics/Gaiji/sample.png"
       if FileTest.exist?($gaiji_file)
         @gaiji_cache = Bitmap.new($gaiji_file)
       else
         @gaigi_cache = nil
       end
       @opacity_text_buf = Bitmap.new(32, 32)
      end
      #--------------------------------------------------------------------------
      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
      #--------------------------------------------------------------------------
      def refresh
       
       self.contents.clear
       self.contents.font.color = text_color($ams.message_box_text_color)
       self.contents.font.name = $ams.font_type
       self.contents.font.size = $ams.font_size
       self.windowskin = RPG::Cache.windowskin($ams.message_box_skin)
       @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 = -2
       
       if $game_temp.choice_start == 0
         @x = 8
       end
       
       if $game_temp.message_text != nil
         @now_text = $game_temp.message_text
         if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
            @face_file = $1 + ".png"
            @x = @face_indent = 128
           if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
             self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
           end
           @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
         end
         begin
         last_text = @now_text.clone
         @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's Stop Skip Text ON-OFF
         @now_text.gsub!(/\\[%]/) { "\100" }
         #End new command
       
         #NEW
         #Dubealex's 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's 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's 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's Show Current Map Name Feature
          @now_text.gsub!(/\\[Mm]ap/) do
          $game_map.name    != nil ? $game_map.name    : ""
          end
          #End new command
       
         #NEW
         #Dubealex's Choose Name Box Text Color
          @now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do
          $ams.name_box_text_color=$1.to_i
          @now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" }
          end
          #End new command
       
         name_window_set = false
         if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
           name_window_set = true
           name_text = $1
           @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
         end
         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
         @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
         @cursor_width = 0
         @now_text.gsub!(/\\\\/) { "\000" }
         @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
         @now_text.gsub!(/\\[Gg]/) { "\002" }
         @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
         @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
       
          #NEW 
          #Dubealex's Permanent Color Change
          @now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do
            $ams.message_box_text_color= $1.to_i
           @now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" }
            end
          #End of new command
       
          #NEW 
          #Dubealex's Font Change Feature
           @now_text.gsub(/\\[Tt]\[(.*?)\]/) do
            buftxt = $1.to_s
            $ams.font_type = buftxt
            @now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }
            end
          #End of new command
       
         @now_text.gsub!(/\\[.]/) { "\005" }
         @now_text.gsub!(/\\[|]/) { "\006" }
         @now_text.gsub!(/\\[>]/) { "\016" }
         @now_text.gsub!(/\\[<]/) { "\017" }
         @now_text.gsub!(/\\[!]/) { "\020" }
         @now_text.gsub!(/\\[~]/) { "\021" }
         @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
         @now_text.gsub!(/\\[Ii]/) { "\023" }
         @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
         @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
         @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
         @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
       
         reset_window
       
         if name_window_set
           color=$ams.name_box_text_color
           off_x =  $ams.name_box_x_offset
           off_y =  $ams.name_box_y_offset
           space = 2
           x = self.x + off_x - space / 2
           y = self.y + off_y - space / 2
           w = self.contents.text_size(name_text).width + $ams.name_box_width + space
           h = $ams.name_box_height + space
           @name_window_frame = Window_Frame.new(x, y, w, h)
           @name_window_frame.z = self.z + 1
           x = self.x + off_x + 4
           y = self.y + off_y
           @name_window_text  = Air_Text.new(x, y, name_text, color)
           @name_window_text.z = self.z + 2
         end
       end
       reset_window
       
       if $game_temp.choice_max > 0
         @item_max = $game_temp.choice_max
         self.active = true
         self.index = 0
       end
       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
      #--------------------------------------------------------------------------
      def update
       
       super
       
       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 == "" 
       if @now_text != nil and @mid_stop == false
         if @write_wait > 0
           @write_wait -= 1
           return
         end
         text_not_skip = LETTER_BY_LETTER_MODE
         while true
           @max_x = @x if @max_x < @x
           @max_y = @y if @max_y < @y
           if (c = @now_text.slice!(/./m)) != nil
             if c == "\000"
               c = "\\"
             end
       
             if c == "\001"
               @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
             if c == "\002"
               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
               c = ""
             end
             if c == "\003"
               @now_text.sub!(/\[([0-9]+)\]/, "")
               speed = $1.to_i
               if speed >= 0 and speed <= 19
                 @write_speed = speed
               end
               c = ""
             end
             if c == "\004"
               @now_text.sub!(/\[(.*?)\]/, "")
               buftxt = $1.dup.to_s
               if buftxt.match(/\//) == nil and buftxt != "" then
                 $soundname_on_speak = "Audio/SE/" + buftxt
               else
                 $soundname_on_speak = buftxt.dup
               end
               c = ""
             elsif c == "\004" 
               c = ""
             end
       
             if c == "\005"
               @write_wait += 5
               c = ""
             end
       
             if c == "\006"
               @write_wait += 20
               c = ""
             end
       
             if c == "\016"
               text_not_skip = false
               c = ""
             end
       
             if c == "\017"
               text_not_skip = true
               c = ""
             end
       
             if c == "\020"
               @mid_stop = true
               c = ""
             end
       
             if c == "\021"
               terminate_message
               return
             end
       
             if c == "\023"
               @indent = @x
               c = ""
             end
             if c == "\024"
               @now_text.sub!(/\[([0-9]+)\]/, "")
               @opacity = $1.to_i
               color = self.contents.font.color
               self.contents.font.name = $ams.font_type
               self.contents.font.size = $ams.font_size
               self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
               c = ""
             end
             if c == "\025"
               @now_text.sub!(/\[([0-9]+)\]/, "")
               self.contents.font.size = [[$1.to_i, 6].max, 32].min
               c = ""
             end
             if c == "\026"
               @now_text.sub!(/\[([0-9]+)\]/, "")
               @x += $1.to_i
               c = ""
             end
       
             if c == "\027"
               @now_text.sub!(/\[(.*?)\]/, "")
               @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
               if $soundname_on_speak != ""
                 Audio.se_play($soundname_on_speak)
               end
             c = ""
             end
             if c == "\030"
               @now_text.sub!(/\[(.*?)\]/, "")
               self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
               if $soundname_on_speak != ""
                 Audio.se_play($soundname_on_speak)
               end
               @x += 24
               c = ""
             end
             if c == "\n"
               @lines += 1
               @y += 1
               @x = 0 + @indent + @face_indent
               if @lines >= $game_temp.choice_start
                 @x = 8 + @indent + @face_indent
                 @cursor_width = @max_choice_x
               end
               c = ""
             end
       
             if c == "\022"
               @now_text.sub!(/\[([0-9]+)\]/, "")
               @x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
               c = ""
             end
       
             #NEW
             #Dubealex's Text Skip On/OFF Command
              if c == "\100"
                 if @alex_skip==false
                    @alex_skip=true
                 else
                   @alex_skip=false
                 end
                c = ""
              end  
              #end of new command
       
             if c != ""
               self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)
               @x += self.contents.text_size(c).width
               if $soundname_on_speak != "" then
                 Audio.se_play($soundname_on_speak)
               end
             end
       
      #SKIP_TEXT_CODE
      # B = Escape, 0 (On The NumPad), X 
      # C = Enter, Space Bar and C
      # A = Shift, Z 
         if Input.press?(Input::C) # <-- Change the value on that line
           if @alex_skip==false      
           text_not_skip = false
           end
             end
           else
             text_not_skip = true
             break
           end
       
           if text_not_skip
             break
           end
         end
         @write_wait += @write_speed
         return
       end
       if @input_number_window != nil
         @input_number_window.update
         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
           @input_number_window.dispose
           @input_number_window = nil
           terminate_message
         end
         return
       end
       if @contents_showing
         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
       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
       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
      #--------------------------------------------------------------------------
      def get_character(parameter)
       case parameter
       when 0  
         return $game_player
       else 
         events = $game_map.events
         return events == nil ? nil : events[parameter]
       end
      end
      #--------------------------------------------------------------------------
      def reset_window
       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 $game_system.message_position
           when 0  
             self.y = 16
           when 1  
             self.y = 160
           when 2  
             self.y = 304
           end
           self.x = 80
           if @face_file == nil
             self.width = 480
           else
             self.width = 600
             self.x -= 60
           end
           self.height = 160
         end
       end
       self.contents = Bitmap.new(self.width - 32, self.height - 32)
       self.contents.font.color = text_color($ams.message_box_text_color)
       self.contents.font.name = $ams.font_type
        self.contents.font.size = $ams.font_size
       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 = $ams.message_box_opacity
       else
         self.opacity = 0
         self.back_opacity = $ams.message_box_opacity
       end
      end
      #--------------------------------------------------------------------------
      def gaiji_draw(x, y, num)
       if @gaiji_cache == nil
         return 0
       else
         if @gaiji_cache.width < num * 24
           return 0
         end
         if self.contents.font.size >= 20 and self.contents.font.size <= 24
           size = 24
         else
           size = self.contents.font.size * 100 * 24 / 2200
         end
         self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))
         if $soundname_on_speak != "" then
           Audio.se_play($soundname_on_speak)
         end
         return size
       end
      end
      #--------------------------------------------------------------------------
      def line_height
       return 32
       if self.contents.font.size >= 20 and self.contents.font.size <= 24
         return 32
       else
         return self.contents.font.size * 15 / 10
       end
      end
      #--------------------------------------------------------------------------
      def ruby_draw_text(target, x, y, str,opacity)
       sizeback = target.font.size
       target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
       rubysize = [rubysize, 6].max
       opacity = [[opacity, 0].max, 255].min
       split_s = str.split(/,/)
       split_s[0] == nil ? split_s[0] = "" : nil
       split_s[1] == nil ? split_s[1] = "" : nil
       height = sizeback + rubysize
       width  = target.text_size(split_s[0]).width
       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
       width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0
       if opacity == 255
         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
         target.draw_text(x, y, width, target.font.size, split_s[0])
         return width
       else
         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)
         else
           @opacity_text_buf.clear
         end
         @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
         @opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
         if sub_x >= 0
           target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
         else
           target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
         end
         return width
       end
      end
      #--------------------------------------------------------------------------
      def convart_value(option, index)
       option == nil ? option = "" : nil
       option.downcase!
       case option
       when "i"
         unless $data_items[index].name == nil
           r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
         end
       when "w"
         unless $data_weapons[index].name == nil
           r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
         end
       when "a"
         unless $data_armors[index].name == nil
           r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
         end
       when "s"
         unless $data_skills[index].name == nil
           r = sprintf("\030[%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
      #--------------------------------------------------------------------------
      def dispose
       terminate_message
       if @gaiji_cache != nil
         unless @gaiji_cache.disposed?
           @gaiji_cache.dispose
         end
       end
       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
      #--------------------------------------------------------------------------
      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
      #=========================================
      # ▲ CLASS Window_Message Ends
      #=========================================
       
      #=========================================
      # ▼ Class Window_Frame Begins
      #=========================================
      class Window_Frame < Window_Base
      def initialize(x, y, width, height)
       super(x, y, width, height)
       self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)
       self.contents = nil
      end
      #--------------------------------------------------------------------------
      def dispose
       super
      end
      end
      #=========================================
      # ▲ CLASS Window_Frame Ends
      #=========================================
       
      #=========================================
      # ▼ CLASS Game_Map Additional Code Begins
      #=========================================
      class Game_Map
       
      #Dubealex's Addition (from XRXS) to show Map Name on screen
      def name
        $map_infos[@map_id]
      end
      end
      #=========================================
      # ▲ CLASS Game_Map Additional Code Ends
      #=========================================
       
      #=========================================
      # ▼ CLASS Scene_Title Additional Code Begins
      #=========================================
      class Scene_Title
      #Dubealex's Addition (from XRXS) to show Map Name on screen
        $map_infos = load_data("Data/MapInfos.rxdata")
        for key in $map_infos.keys
          $map_infos[key] = $map_infos[key].name
        end
       
        #Dubealex's addition to save data from the AMS in the save files
        $ams = AMS.new
       
      end
      #=========================================
      # ▲ CLASS Scene_Title Additional Code Ends
      #=========================================
       
      #=========================================
      # ▼ CLASS Window_Base Additional Code Begins
      #=========================================
      class Window_Base < Window
       
      #Dubealex Addition (from Phylomorphis) to use HTML Hex Code Colors
       def hex_color(string)
         red = 0
         green = 0
         blue = 0
         if string.size != 6
           print("Hex strings must be six characters long.")
           print("White text will be used.")
           return Color.new(255, 255, 255, 255)
         end
         for i in 1..6
           s = string.slice!(/./m)
           if s == "#"
             print("Hex color string may not contain the \"#\" character.")
             print("White text will be used.")
             return Color.new(255, 255, 255, 255)
           end
           value = hex_convert(s)
           if value == -1
             print("Error converting hex value.")
             print("White text will be used.")
             return Color.new(255, 255, 255, 255)
           end
           case i
           when 1
             red += value * 16
           when 2
             red += value
           when 3
             green += value * 16
           when 4
             green += value
           when 5
             blue += value * 16
           when 6
             blue += value
           end
         end
         return Color.new(red, green, blue, 255)
       end
       
      #--------------------------------------------------------------------------
       
       def hex_convert(character)
         case character
          when "0"
            return 0
         when "1"
            return 1
         when "2"
            return 2
         when "3"
            return 3
         when "4"
            return 4
         when "5"
            return 5
         when "6"
            return 6
         when "7"
            return 7
         when "8"
            return 8
         when "9"
            return 9
         when "A"
            return 10
         when "B"
            return 11
         when "C"
            return 12
         when "D"
            return 13
         when "E"
            return 14
         when "F"
            return 15
          end
         return -1
       end
      end
      #=========================================
      # ▲ CLASS Window_Base Additional Code Ends
      #=========================================
       
      #=========================================
      # ▼ Class Air_Text Begins 
      #=========================================
      class Air_Text < Window_Base
      def initialize(x, y, designate_text, color=0)
       
       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 = $ams.name_font_type
       self.contents.font.size = $ams.name_font_size
       self.contents.font.color = text_color(color)
       self.contents.draw_text(0, 0, w, h, designate_text)
      end
      #--------------------------------------------------------------------------
      def dispose
       self.contents.clear
       super
      end
      end 
      #==========================================
      # ▲ CLASS Air_Text  Ends
      #==========================================
       
      #===================================================
      # ▼ CLASS Scene_Save Additional Code Begins
      #===================================================
      class Scene_Save < Scene_File
       
        alias ams_original_write_save_data write_save_data
       
        def write_save_data(file)
          ams_original_write_save_data(file)
          Marshal.dump($ams, file)
        end
       
      end
      #===================================================
      # ▲ CLASS Scene_Save Additional Code Ends
      #=================================================== 
       
      #===================================================
      # ▼ CLASS Scene_Load Additional Code Begins
      #===================================================
      class Scene_Load < Scene_File
       
        alias ams_original_read_save_data read_save_data
       
        def read_save_data(file)
          ams_original_read_save_data(file)
          $ams      = Marshal.load(file)
        end
       
      end
      #===================================================
      # ▲ CLASS Scene_Load Additional Code Ends
      #===================================================
      النص له استخدامات كثيره ما فاضي اشرح بس راح احط الديمو فيه شرح بطريقه احلى

      اولا تصنع الحدث (event) تختر إظهار نص (show text)
      وتبدأ نص الكلام ب [اسم الصورة]f\
      لازم تكون png.* و الحجم يفضل 96x96
      و بعدها تظهر الصوره بجانب الكلام

      واتمنا ان اكون فدتكم بشيء

      اي سؤال؟ (لا لا محد يسأل بليس) امزح تفضلو إسألوا
      الملفات المرفقة الملفات المرفقة

    2. #2
      التسجيل
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      رد: [برنامج ونص] الفيس ميكر for RPG makerxp

      الله يبارك فيك واخيرا اقدر أضيف هذه الخاصية للبروجكت ^^

      مشكور وماقصرت وماشاء الله شكل مشروعك راح يكون رائع دوم انته
      تعرف تستخدم هذه الكودات

      سؤال بسيط ؟ هل شاركت في كريتشن أسليوم ؟

    3. #3
      التسجيل
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      رد: [برنامج ونص] الفيس ميكر for RPG makerxp

      نعم
      RMXP.org
      neoseeker.com
      Creation Asylum
      كل مايتعلق بالار بي جي ميكر أكس بي you'll find me there
      اليوزر مالي A J

    4. #4
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      رد: [برنامج ونص] الفيس ميكر for RPG makerxp

      الرابط معطوب حق البرنامج

    5. #5
      التسجيل
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      Smile رد: [برنامج ونص] الفيس ميكر for RPG makerxp

      اقتباس المشاركة الأصلية كتبت بواسطة كابتن ماجد 3 مشاهدة المشاركة
      الرابط معطوب حق البرنامج
      اتمنى ان يكون هذا البديل : اضغط هنا
      لكن أنصحك بان ترسم الوجوه بنفسك
      وشكرا

    6. #6
      التسجيل
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      رد: [برنامج ونص] الفيس ميكر for RPG makerxp

      مشكور برينس بس هذا الرابط لبنامج مشابه للموقع اسرع واسهل وممكن تحفظه بثلاث احجام مختلفة

      يا الاخ كابتن ماجد جرب هذة الرابطة http://rapidshare.com/files/10400669...r_3.1.rar.html

      كيف؟

    7. #7
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      رد: [برنامج ونص] الفيس ميكر for RPG makerxp

      ممكن تشرحلي طريقة التحميل

    8. #8
      التسجيل
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      رد: [برنامج ونص] الفيس ميكر for RPG makerxp

      أولا أختر فري(free) في اسفل الصفحه
      وستظهر صفحه جديد وسيطلب منك انتظار نصف دقيقه
      بعدها سيظهر مربع تعلوه صوره لأحرف وارقام انجلزية دون الارقام و الاحرف الكبيره و مغمقه
      واختر داون لود فروم كوجينت(Download from cogent)
      اذا ظهرت لك صفحه تطلب منك رفع برامجك هذا يعني انك ادخلت رموز خاطئة عليك اعادة المحاوله يعني اختر (Click here to try again).

    9. #9
      التسجيل
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      رد: [برنامج ونص] الفيس ميكر for RPG makerxp

      كل الي عليك هو انك تنقل المالفات الموجودة في ملف الرار الى ملف خاص
      وتجد البرنامج في هذا الملف.

    ضوابط المشاركة

    • لا تستطيع إضافة مواضيع جديدة
    • لا تستطيع الرد على المواضيع
    • لا تستطيع إرفاق ملفات
    • لا تستطيع تعديل مشاركاتك
    •