03-02-2008, 08:10 AM
Advanced Enter Hero Name Window
by RPG Advocate
saved from Phylomortis.Com
by RPG Advocate
saved from Phylomortis.Com
Introduction
This script changes the Enter Hero Name window to allow for both English and Japanese input. It also changes the style to that of the newer Final Fantasy games.
Note: In order for this script to show up properly, you need to have Japanese encoding enabled in your browser.
Demo
>Click<
Script
Advanced Enter Hero Name Window
Code:
# Advanced Enter Hero Name Window
# by RPG Advocate
#==============================================================================
# ** Window_NameEdit
#------------------------------------------------------------------------------
# This window is used to edit your name on the input name screen.
#==============================================================================
class Window_NameEdit < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :char_type # character type
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
# max_char : maximum number of characters
#--------------------------------------------------------------------------
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 = []
# Fit name within maximum number of characters
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
#--------------------------------------------------------------------------
# * Return to Default Name
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# Draw name
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 = "Arial"
self.contents.font.size = 24
else
self.contents.font.name = "MS Pゴシック"
self.contents.font.size = 22
end
self.contents.draw_text(x, 32, 28, 32, c, 1)
end
# Draw graphic
draw_actor_graphic(@actor, 320 - @max_char * 14 - 40, 80)
end
end
#==============================================================================
# ** Window_NameInput
#------------------------------------------------------------------------------
# This window is used to select text characters on the input name screen.
#==============================================================================
class Window_NameInput < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :mode
#--------------------------------------------------------------------------
# * CONSTANTS
#--------------------------------------------------------------------------
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","","","","",
".",",","?","!","/",
"\\","<",">",";",":",
"","", "" , "" , "" ,
"@","#","$","%","^",
"&","*","(",")","",
"[","]","'","\"","~",
"","","","","",
"","","","","",
"","","","","",
"","","","","",
"", "" ,"", "" ,"",
"","","","","",
]
HIRAGANA_TABLE =
[
"あ","い","う","え","お",
"か","き","く","け","こ",
"さ","し","す","せ","そ",
"た","ち","つ","て","と",
"な","に","ぬ","ね","の",
"は","ひ","ふ","へ","ほ",
"ま","み","む","め","も",
"や", "" ,"ゆ", "" ,"よ",
"ら","り","る","れ","ろ",
"わ", "" ,"を", "" ,"ん",
"が","ぎ","ぐ","げ","ご",
"ざ","じ","ず","ぜ","ぞ",
"だ","ぢ","づ","で","ど",
"ば","び","ぶ","べ","ぼ",
"ぱ","ぴ","ぷ","ぺ","ぽ",
"ゃ","ゅ","ょ","っ","ゎ",
"ぁ","ぃ","ぅ","ぇ","ぉ",
"ー","・", "" , "" , "" ,
"","","","","",
"","","","","",
"","","","","",
"","","","","",
"","","","","",
"","","","","",
"","","","","",
"","","","","",
"","","","","",
"","","","","",
]
KATAKANA_TABLE =
[
"ア","イ","ウ","エ","オ",
"カ","キ","ク","ケ","コ",
"サ","シ","ス","セ","ソ",
"タ","チ","ツ","テ","ト",
"ナ","ニ","ヌ","ネ","ノ",
"ハ","ヒ","フ","ヘ","ホ",
"マ","ミ","ム","メ","モ",
"ヤ", "" ,"ユ", "" ,"ヨ",
"ラ","リ","ル","レ","ロ",
"ワ", "" ,"ヲ", "" ,"ン",
"ガ","ギ","グ","ゲ","ゴ",
"ザ","ジ","ズ","ゼ","ゾ",
"ダ","ヂ","ヅ","デ","ド",
"バ","ビ","ブ","ベ","ボ",
"パ","ピ","プ","ペ","ポ",
"ャ","ュ","ョ","ッ","ヮ",
"ァ","ィ","ゥ","ェ","ォ",
"ー","・","ヴ", "" , "" ,
"","","","","",
"","","","","",
"","","","","",
"","","","","",
"","","","","",
"","","","","",
"","","","","",
"","","","","",
"","","","","",
"","","","","",
]
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# * Set Cursor Position
# index : new cursor position
#--------------------------------------------------------------------------
def index=(value)
@index = value
update_cursor_rect
end
#--------------------------------------------------------------------------
# * Set Character Type
#--------------------------------------------------------------------------
def character
if @mode == 1
return ENGLISH_TABLE[@index]
elsif @mode == 2
return HIRAGANA_TABLE[@index]
else
return KATAKANA_TABLE[@index]
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
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 = "Arial"
self.contents.font.size = 24
self.contents.draw_text(x, y, 28, 32, ENGLISH_TABLE[i], 1)
elsif @mode == 2
self.contents.font.name = "MS Pゴシック"
self.contents.font.size = 22
self.contents.draw_text(x, y, 28, 32, HIRAGANA_TABLE[i], 1)
else
self.contents.font.name = "MS Pゴシック"
self.contents.font.size = 22
self.contents.draw_text(x, y, 28, 32, KATAKANA_TABLE[i], 1)
end
end
end
#--------------------------------------------------------------------------
# * Update Cursor Rectangle
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
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
#==============================================================================
# ** Window_NameCommand
#------------------------------------------------------------------------------
# This window is used to choose the font on the input name screen.
#==============================================================================
class Window_NameCommand < Window_Command
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
if i == 1 or i == 2
font = 1
self.contents.font.name = "MS Pゴシック"
self.contents.font.size = 22
else
font = 0
self.contents.font.name = "Arial"
self.contents.font.size = 24
end
draw_item(i, normal_color, font)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# color : text color
# f : character fontname
#--------------------------------------------------------------------------
def draw_item(index, color, f)
if f == 0
self.contents.font.color = color
self.contents.font.name = "Arial"
self.contents.font.size = 24
else
self.contents.font.name = "MS Pゴシック"
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(rect, @commands[index])
end
end
#==============================================================================
# ** Scene_Name
#------------------------------------------------------------------------------
# This class performs name input screen processing.
#==============================================================================
class Scene_Name
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Get actor
@actor = $game_actors[$game_temp.name_actor_id]
# Make windows
@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 = "Arial"
@alert_window.contents.font.size = 24
@alert_window.contents.draw_text(0, 0, 228, 32, "You must enter a name.")
@alert_window.z = 1001
@alert_window.visible = false
c1 = "English"
c2 = "ひらがな"
c3 = "カタカナ"
c4 = "Space"
c5 = "Backspace"
c6 = "Default"
c7 = "Done"
commands = [c1, c2, c3, 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
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@edit_window.dispose
@input_window.dispose
@command_window.dispose
@alert_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@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
$game_system.se_play($data_system.decision_se)
@input_window.mode = 2
@input_window.refresh
@command_window.active = false
@input_window.active = true
@input_window.index = 0
return
when 2
$game_system.se_play($data_system.decision_se)
@input_window.mode = 3
@input_window.refresh
@command_window.active = false
@input_window.active = true
@input_window.index = 0
return
when 3
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 4
$game_system.se_play($data_system.decision_se)
@edit_window.back
return
when 5
$game_system.se_play($data_system.decision_se)
@edit_window.restore_default
return
when 6
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