| 
 ช่วยหน่อยนะครับเรื่องสคริปท์สระลอยครับ - jateknight -  03-05-2013
 
 ต้องบอกก่อนนะครับว่าผมใช้ RPG Maker ไม่เป็น
 แต่ว่าผมกำลังแปลเกมอยู่อะครับให้เป็นภาษาไทย
 
 แปลเสร็จหมดแล้วก็ลองเล่นดูครับ มีปัญหาว่าสระมันลอย ก็ไปค้นกูเกิ้ลได้สคริปท์สระลอยมาครับ พอแก้สระลอยได้เจอปัญหาใหม่คือ พอมีช้อยส์ให้เลือก พวก Take|Don't Take พวกนี้ มันไม่ยอมขึ้นมาให้เลือกครับ แล้วก็บังคับตัวละครไม่ได้ ผมก็ค้นๆดู ไปเจอสคริปท์ Window_Message อีกตัวนึงครับที่คนสร้างเกมเค้าใส่เอาไว้
 
 ที่นี้ผมก็มั่วๆเอาว่าไอสคริปท์สระลอยเนี่ย เป็น Window_Message เหมือนกัน มันจะมีสองอันไม่ได้ เดียวมันตีกัน ผมเลยลบของเค้าทิ้งไปครับ แล้วใช้สคริปต์สระลอย
 
 ปัญหาก็หายครับ แต่ปัญหาใหม่ก็ตามมาอีก ไอสคริปท์ที่ผมไปลบเนี่ย เป็นสคริปท์ที่เขียนให้มีลูกเล่นเกี่ยวกับตัวอักษรอ่ะครับ เช่น \centerสวัสดี คำว่าสวัสดีจะอยู่ตรงกลาง กับ \s[8] ตัวอักษรที่ออกมาจะมีความช้ากว่าปกติ แต่ที่นี้ผมไปลบสคริปท์เขามันก็เลยออกมาเป็น \centerสวัสดี มันไม่สวยอ่ะครับ เลยอยากจะขอความช่วยเหลือว่าผมต้องทำยังไงครับผม
 
 นี่คือสคริปท์ของเขาอ่ะครับ
 
 
 Code: # ▽▽▽ XRXSv2. メッセージ表示フルグレードアップVX ▽▽▽#
 # publish 2010/ 3/ 2
 # update  - 11/ 1/10a
 #
 #==============================================================================
 # カスタマイズポイント
 #==============================================================================
 class Window_Message < Window_Selectable
 #
 # 基本行数
 #
 MAX_LINE = 3
 #
 # \p[] - キャラポップの高さ
 #
 CHARPOP_HEIGHT = 40
 #
 # \name[] - 名前枠 X,Y座標
 #
 NAME_WINDOW_OFFSET_X =   0
 NAME_WINDOW_OFFSET_Y = -24
 end
 #==============================================================================
 # 参照機能
 #==============================================================================
 class Game_Temp
 attr_accessor :last_gain_material
 attr_accessor :last_gain_holder
 end
 #==============================================================================
 # フルグレードアップベース - 制御文字・基本機能
 #==============================================================================
 class Window_Message < Window_Selectable
 #--------------------------------------------------------------------------
 # ● 特殊文字の変換 + 準備
 #--------------------------------------------------------------------------
 alias xrxsv2_convert_special_characters convert_special_characters
 def convert_special_characters
 # 初期化
 contents.font.size   = Font.default_size
 contents.font.bold   = Font.default_italic
 contents.font.italic = Font.default_bold
 contents.font.shadow = Font.default_shadow
 @type_wait = 0
 @line_widths = []
 @line_aligns = []
 self.pop_character = nil
 # ウィンドウ保持指定\holdがあるか?
 @window_hold = (@text.gsub!(/\\hold/) { "" } != nil)
 # \info
 @info_mode = (@text.gsub!(/\\info/) { "" } != nil)
 # 改行削除指定\_があるか?
 if (/\\_(.*?)\x00/.match(@text)) != nil
 $game_message.choice_start -= 1
 @text.gsub!(/\\_(.*?)\x00/) { $1.to_s }
 end
 # \name 判定
 if @text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
 name = $1
 bitmap = @name_sprite.bitmap
 w = [bitmap.text_size(name).width, 1].max
 bitmap.dispose
 @name_sprite.bitmap = Bitmap.new(w, 32)
 bitmap = @name_sprite.bitmap
 bitmap.draw_text(0, 0, bitmap.width, bitmap.height, name)
 @name_window.width = w + 16
 @name_window.create_contents
 @name_window.openness = 0
 @name_window.open
 @name_window.visible = true
 @name_sprite.visible = true
 else
 @name_window.visible = false
 @name_sprite.visible = false
 @name_sprite.bitmap.dispose
 @name_sprite.bitmap = Bitmap.new(32,32)
 end
 # キャラボップモード
 if @text.gsub!(/\\[Pp]\[-1\]/) { "" }
 self.pop_character = -1
 elsif @text.gsub!(/\\[Pp]\[([0-9]+)\]/) { "" }
 self.pop_character = $1.to_i
 elsif @text.gsub!(/\\[Pp]/) { "" }
 self.pop_character = 0
 end
 # 制御文字処理
 xrxsv2_convert_special_characters
 @text.gsub!(/\\[Ss]\[([0-9]+)\]/i) { "\x11[#{$1}]" }
 @text.gsub!(/\\size\[([0-9]+)\]/i) { "\x12[#{$1}]" }
 @text.gsub!(/\\[Oo]\[([0-9]+)\]/i) { "\x13[#{$1}]" }
 @text.gsub!(/\\icon\[([0-9]+)\]/i) { "\x17[#{$1}]" }
 @text.gsub!(/\\last_holder/i) { "\x18" }
 @text.gsub!(/\\last_material/i) { "\x19" }
 @text.gsub!(/\\B/) { "\x14" }
 @text.gsub!(/\\I/) { "\x15" }
 @text.gsub!(/\\D/) { "\x16" }
 @text.gsub!(/\\n/) { "\x00" }
 #
 # ライン情報の取得
 rxs = ["\x01","\x02","\x03","\x04","\x05","\x06","\x07","\x08",
 /\[([0-9]+)\]/,
 "\x11","\x12","\x13","\x14", "\x15", "\x16", "\x17", "\x18","\x19"]
 lines = @text.split("\x00")
 @lines_max = lines.size
 for i in 0...@lines_max
 line = lines[i]
 for rx in rxs
 line.gsub!(rx) {""}
 end
 @line_aligns[i] =
 line.sub!(/\\center/) {""} ? CENTER :
 line.sub!(/\\right/)  {""} ? RIGHT :
 AUTO
 # 行の横幅の取得と設定
 cx = contents.text_size(line).width
 @line_widths[i] = cx
 end
 # 位置揃え制御文字の削除
 @text.gsub!(/\\center/) {""}
 @text.gsub!(/\\right/) {""}
 # キャラポップ時のウィンドウリサイズ
 reszie_window_for_pop
 end
 #--------------------------------------------------------------------------
 # ● メッセージの更新 *
 #--------------------------------------------------------------------------
 def update_message
 @wait_count = @type_wait
 loop do
 c = @text.slice!(/./m)
 case update_message_type(c)
 when 1
 break
 when 2
 next
 end
 break unless @show_fast or @line_show_fast
 end
 end
 #--------------------------------------------------------------------------
 # 一文字の描画 (返り値 1:break, 2:next)
 #--------------------------------------------------------------------------
 def update_message_type(c)
 case c
 when nil                          # 描画すべき文字がない
 finish_message                  # 更新終了
 return 1
 when "\x00"                       # 改行
 new_line
 max = MAX_LINE
 max = 14 if self.pop_character != nil
 if @line_count >= max      # 行数が最大のとき
 unless @text.empty?           # さらに続きがあるなら
 self.pause = true           # 入力待ちを入れる
 return 1
 end
 end
 when "\x01"                       # \C[n]  (文字色変更)
 @text.sub!(/\[([0-9]+)\]/, "")
 contents.font.color = text_color($1.to_i)
 return 2
 when "\x11"                       # \s[n]  (スピード変更)
 @text.sub!(/\[([0-9]+)\]/, "")
 @type_wait = $1.to_i
 return 2
 when "\x12"                       # \size
 @text.sub!(/\[([0-9]+)\]/, "")
 contents.font.size = $1.to_i
 return 2
 when "\x13"                       # \O
 @text.sub!(/\[([0-9]+)\]/, "")
 contents.font.color.alpha = $1.to_i
 return 2
 when "\x02"                       # \G  (所持金表示)
 @gold_window.refresh
 @gold_window.open
 when "\x03"                       # \.  (ウェイト 1/4 秒)
 @wait_count = 15
 return 1
 when "\x04"                       # \|  (ウェイト 1 秒)
 @wait_count = 60
 return 1
 when "\x05"                       # \!  (入力待ち)
 self.pause = true
 return 1
 when "\x06"                       # \>  (瞬間表示 ON)
 @line_show_fast = true
 when "\x07"                       # \<  (瞬間表示 OFF)
 @line_show_fast = false
 when "\x08"                       # \^  (入力待ちなし)
 @pause_skip = true
 when "\x14" #\B
 contents.font.bold ^= true
 when "\x15" #\I
 contents.font.italic ^= true
 when "\x16" #\D
 contents.font.shadow ^= true
 when "\x17"
 @text.sub!(/\[([0-9]+)\]/, "")
 draw_icon($1.to_i, @contents_x, @contents_y)
 @contents_x += 24
 when "\x18"
 name = ($game_temp.last_gain_holder.name rescue "")
 update_message_type_draw_at(name)
 when "\x19"
 item = ($game_temp.last_gain_material.item rescue nil)
 draw_item_name(item, @contents_x, @contents_y)
 @contents_x += 196
 else                              # 普通の文字
 update_message_type_draw_at(c)
 end
 return 0
 end
 def update_message_type_draw_at(c)
 return if c.to_s.size == 0
 c_width  = contents.text_size(c).width
 c_height = contents.text_size(c).height
 contents.draw_text(@contents_x, @contents_y - (c_height - WLH) / 2, c_width, c_height, c)
 @contents_x += c_width
 end
 #--------------------------------------------------------------------------
 # ● 改ページ処理
 #--------------------------------------------------------------------------
 alias xrxsv2_new_page new_page
 def new_page
 xrxsv2_new_page
 update_charpop_window
 end
 #--------------------------------------------------------------------------
 # ● 改行処理
 #--------------------------------------------------------------------------
 alias xrxsv2_new_line new_line
 def new_line
 xrxsv2_new_line
 set_align
 end
 #--------------------------------------------------------------------------
 # 位置揃え
 #--------------------------------------------------------------------------
 def set_align
 w = @line_widths[@line_count].to_i
 a = @line_aligns[@line_count]
 case a
 when CENTER
 @contents_x = @contents_x + ((contents.width - @contents_x) - w) / 2
 when RIGHT
 @contents_x = contents.width - w
 end
 end
 #--------------------------------------------------------------------------
 # ● メッセージの終了
 #--------------------------------------------------------------------------
 alias xrxsv2_terminate_message terminate_message
 def terminate_message
 xrxsv2_terminate_message
 process_hold
 end
 #--------------------------------------------------------------------------
 # 定数
 #--------------------------------------------------------------------------
 AUTO   = 0
 LEFT   = 1
 CENTER = 2
 RIGHT  = 3
 end
 #==============================================================================
 # アクティブイベント取得
 #==============================================================================
 class Game_Interpreter
 attr_reader   :event_id
 end
 #==============================================================================
 # 各種機能の追加 - キャラポップ/ネーム/ホールド
 #==============================================================================
 class Window_Message < Window_Selectable
 #--------------------------------------------------------------------------
 # ● カーソルの更新 *
 #--------------------------------------------------------------------------
 def update_cursor
 if @index >= 0
 x = ($game_message.face_name.empty? ? 0 : 112)
 y = ($game_message.choice_start + @index) * WLH - 1
 w = contents.width - x
 if self.pop_character != nil
 x += 28
 w -= 20
 end
 self.cursor_rect.set(x, y, w, WLH)
 else
 self.cursor_rect.empty
 end
 end
 #--------------------------------------------------------------------------
 # キャラクターの取得
 #   parameter : パラメータ
 #--------------------------------------------------------------------------
 def get_character(parameter)
 # パラメータで分岐
 case parameter
 when -1  # プレイヤー
 return $game_player
 when 0  # 現在アクティブなイベント
 id = $game_map.interpreter.event_id
 events = $game_map.events
 return events == nil ? nil : events[id]
 else  # 特定のイベント
 events = $game_map.events
 return events == nil ? nil : events[parameter]
 end
 end
 #--------------------------------------------------------------------------
 # (メッセージ終了時)ホールドの処理
 #--------------------------------------------------------------------------
 def process_hold
 if @window_hold
 @held_windows.push(Window_Copy.new(self))
 @held_windows.push(Window_Copy.new(@name_window))
 @held_windows.push(Sprite_Copy.new(@name_sprite))
 @held_windows.push(Sprite_Copy.new(@back_sprite))
 for sprite in @extra_sprites
 next if sprite.disposed?
 @held_windows.push(Sprite_Copy.new(sprite))
 end
 @extra_sprites.clear
 self.openness = 0
 @name_window.openness = 0
 @back_sprite.visible = false
 else
 @held_windows.each {|object| object.dispose}
 @held_windows.clear
 end
 @name_window.close
 @name_sprite.visible = false
 end
 #--------------------------------------------------------------------------
 # キャラポップ位置の設定と取得
 #--------------------------------------------------------------------------
 def pop_character=(character_id)
 @pop_character = character_id
 end
 def pop_character
 return @pop_character
 end
 #--------------------------------------------------------------------------
 # キャラポップ時のウィンドウリサイズ
 #--------------------------------------------------------------------------
 def reszie_window_for_pop
 if self.pop_character != nil
 max_x = @line_widths.max.to_i
 n  = max_x + 32
 n += $game_message.face_name.empty? ? 0 : 122
 m  = $game_message.face_name.empty? ? 0 : 96
 w  = @name_sprite.bitmap.width
 self.width  = [n, w].max
 self.height = [@lines_max * WLH, m].max + 32
 create_contents
 update_charpop_window
 elsif @info_mode
 @line_aligns[0] = CENTER
 self.x = - 8
 self.width = Graphics.width + 16
 self.height = 56
 create_contents
 else
 self.x = 0
 self.width  = Graphics.width
 self.height = MAX_LINE * WLH + 32
 create_contents
 end
 end
 #--------------------------------------------------------------------------
 # ● 背景スプライトの作成
 #--------------------------------------------------------------------------
 alias xrxsv2_create_back_sprite create_back_sprite
 def create_back_sprite
 xrxsv2_create_back_sprite
 @back_sprite.zoom_x = 1.0 * Graphics.width / @back_sprite.bitmap.width
 @name_window = Window_Base.new(0,0,112,36)
 @name_window.visible = false
 @name_sprite = Sprite.new
 @name_sprite.bitmap = Bitmap.new(32,32)
 @name_sprite.visible = false
 self.x = self.x
 self.y = self.y
 self.z = self.z
 @held_windows = []
 @extra_sprites = []
 end
 #--------------------------------------------------------------------------
 # ● 背景スプライトの解放
 #--------------------------------------------------------------------------
 alias xrxsv2_dispose_back_sprite dispose_back_sprite
 def dispose_back_sprite
 xrxsv2_dispose_back_sprite
 @name_window.dispose
 @name_sprite.dispose
 for window in @held_windows
 window.dispose
 end
 end
 #--------------------------------------------------------------------------
 # ● 背景スプライトの更新
 #--------------------------------------------------------------------------
 alias xrxsv2_update_back_sprite update_back_sprite
 def update_back_sprite
 @name_window.update
 xrxsv2_update_back_sprite
 update_charpop_window
 end
 #--------------------------------------------------------------------------
 # ウィンドウの位置と不透明度の設定 (キャラポップ)
 #--------------------------------------------------------------------------
 def update_charpop_window
 if self.pop_character
 character = get_character(self.pop_character)
 return if character == nil
 # [X座標]
 n = self.width / 2
 n = [n, @name_skin.width + 16].max if @current_name != nil
 w = @name_sprite.bitmap.width
 x = character.screen_x - [[n, w].max, self.width - 32].min
 # [Y座標]
 case @position
 when 0
 y = character.screen_y - CHARPOP_HEIGHT - self.height
 else
 y = character.screen_y + 16
 end
 x_max = Graphics.width - 4 - self.width
 x_min = 4
 y_max = Graphics.height - self.height
 y_min = 4
 self.x = [[x, x_max].min, x_min].max
 self.y = [[y, y_max].min, y_min].max
 end
 end
 #--------------------------------------------------------------------------
 # 位置の連動
 #--------------------------------------------------------------------------
 def x=(n)
 super
 if @name_window
 @name_window.x = n + NAME_WINDOW_OFFSET_X
 @name_sprite.x = n + NAME_WINDOW_OFFSET_X + 8
 end
 end
 def y=(n)
 super
 if @name_window
 @name_window.y = n + NAME_WINDOW_OFFSET_Y
 @name_sprite.y = n + NAME_WINDOW_OFFSET_Y + 2
 end
 end
 def z=(n)
 super
 if @name_window
 @name_window.z = n + 1
 @name_sprite.z = n + 2
 end
 end
 end
 #==============================================================================
 # 伸縮対応
 #==============================================================================
 class Window_Message < Window_Selectable
 #--------------------------------------------------------------------------
 # ● ウィンドウの背景と位置の設定 [再定義]
 #--------------------------------------------------------------------------
 def reset_window
 @background = $game_message.background
 @position = $game_message.position
 if @background == 0   # 通常ウィンドウ
 self.opacity = 255
 else                  # 背景を暗くする、透明にする
 self.opacity = 0
 end
 case @position
 when 0  # 上
 self.y = 0
 @gold_window.y = 360
 when 1  # 中
 self.y = (Graphics.height - self.height) / 2
 @gold_window.y = 0
 when 2  # 下
 self.y = Graphics.height - self.height
 @gold_window.y = 0
 end
 end
 end
 #==============================================================================
 # □ Window_Copy
 #------------------------------------------------------------------------------
 #   指定のウィンドウのコピーを作成します。
 #==============================================================================
 class Window_Copy < Window_Base
 #--------------------------------------------------------------------------
 # ○ オブジェクト初期化
 #--------------------------------------------------------------------------
 def initialize(window)
 super(window.x, window.y, window.width, window.height)
 self.contents = window.contents.dup unless window.contents.nil?
 self.opacity = window.opacity
 self.back_opacity = window.back_opacity
 self.z = window.z - 3
 self.visible = window.visible
 end
 end
 #==============================================================================
 # □ Sprite_Copy
 #------------------------------------------------------------------------------
 #   指定のスプライトのコピーを作成します。
 #==============================================================================
 class Sprite_Copy < Sprite
 #--------------------------------------------------------------------------
 # ○ オブジェクト初期化
 #--------------------------------------------------------------------------
 def initialize(sprite)
 super()
 self.bitmap = sprite.bitmap.dup unless sprite.bitmap.nil?
 self.opacity = sprite.opacity
 self.x = sprite.x
 self.y = sprite.y
 self.z = sprite.z - 3
 self.ox = sprite.ox
 self.oy = sprite.oy
 self.zoom_x = sprite.zoom_x
 self.visible = sprite.visible
 end
 end
สคริปท์แก้สระลอยที่ผมใช้ เป็นของคุณ วอราม่อนครับ ขอบคุณมากนะครับ
 
 Code: #==============================================================================# Window_Message
 #------------------------------------------------------------------------------
 # RMVX Window_Message with Thai Vowels Support
 # by Woratana [[email protected]]
 # Thaiware RPG Maker Community
 # Special Thanks: Thai AMS by Mako & Nechigawara
 #==============================================================================
 
 class Window_Message < Window_Selectable
 #--------------------------------------------------------------------------
 # ● 定数
 #--------------------------------------------------------------------------
 MAX_LINE = 4                            # 最大行数
 #--------------------------------------------------------------------------
 # ● オブジェクト初期化
 #--------------------------------------------------------------------------
 def initialize
 super(0, 288, 544, 128)
 self.z = 200
 self.active = false
 self.index = -1
 self.openness = 0
 @opening = false            # ウィンドウのオープン中フラグ
 @closing = false            # ウィンドウのクローズ中フラグ
 @text = nil                 # 表示すべき残りの文章
 @contents_x = 0             # 次の文字を描画する X 座標
 @contents_y = 0             # 次の文字を描画する Y 座標
 @line_count = 0             # 現在までに描画した行数
 @wait_count = 0             # ウェイトカウント
 @background = 0             # 背景タイプ
 @position = 2               # 表示位置
 @show_fast = false          # 早送りフラグ
 @line_show_fast = false     # 行単位早送りフラグ
 @pause_skip = false         # 入力待ち省略フラグ
 @last_c = nil
 @last_chara = ""
 create_gold_window
 create_number_input_window
 create_back_sprite
 end
 #--------------------------------------------------------------------------
 # ● 解放
 #--------------------------------------------------------------------------
 def dispose
 super
 dispose_gold_window
 dispose_number_input_window
 dispose_back_sprite
 end
 #--------------------------------------------------------------------------
 # ● フレーム更新
 #--------------------------------------------------------------------------
 def update
 super
 update_gold_window
 update_number_input_window
 update_back_sprite
 update_show_fast
 unless @opening or @closing             # ウィンドウの開閉中以外
 if @wait_count > 0                    # 文章内ウェイト中
 @wait_count -= 1
 elsif self.pause                      # 文章送り待機中
 input_pause
 elsif self.active                     # 選択肢入力中
 input_choice
 elsif @number_input_window.visible    # 数値入力中
 input_number
 elsif @text != nil                    # 残りの文章が存在
 update_message                        # メッセージの更新
 elsif continue?                       # 続ける場合
 start_message                         # メッセージの開始
 open                                  # ウィンドウを開く
 $game_message.visible = true
 else                                  # 続けない場合
 close                                 # ウィンドウを閉じる
 $game_message.visible = @closing
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● 所持金ウィンドウの作成
 #--------------------------------------------------------------------------
 def create_gold_window
 @gold_window = Window_Gold.new(384, 0)
 @gold_window.openness = 0
 end
 #--------------------------------------------------------------------------
 # ● 数値入力ウィンドウの作成
 #--------------------------------------------------------------------------
 def create_number_input_window
 @number_input_window = Window_NumberInput.new
 @number_input_window.visible = false
 end
 #--------------------------------------------------------------------------
 # ● 背景スプライトの作成
 #--------------------------------------------------------------------------
 def create_back_sprite
 @back_sprite = Sprite.new
 @back_sprite.bitmap = Cache.system("MessageBack")
 @back_sprite.visible = (@background == 1)
 @back_sprite.z = 190
 end
 #--------------------------------------------------------------------------
 # ● 所持金ウィンドウの解放
 #--------------------------------------------------------------------------
 def dispose_gold_window
 @gold_window.dispose
 end
 #--------------------------------------------------------------------------
 # ● 数値入力ウィンドウの解放
 #--------------------------------------------------------------------------
 def dispose_number_input_window
 @number_input_window.dispose
 end
 #--------------------------------------------------------------------------
 # ● 背景スプライトの解放
 #--------------------------------------------------------------------------
 def dispose_back_sprite
 @back_sprite.dispose
 end
 #--------------------------------------------------------------------------
 # ● 所持金ウィンドウの更新
 #--------------------------------------------------------------------------
 def update_gold_window
 @gold_window.update
 end
 #--------------------------------------------------------------------------
 # ● 数値入力ウィンドウの更新
 #--------------------------------------------------------------------------
 def update_number_input_window
 @number_input_window.update
 end
 #--------------------------------------------------------------------------
 # ● 背景スプライトの更新
 #--------------------------------------------------------------------------
 def update_back_sprite
 @back_sprite.visible = (@background == 1)
 @back_sprite.y = y - 16
 @back_sprite.opacity = openness
 @back_sprite.update
 end
 #--------------------------------------------------------------------------
 # ● 早送りフラグの更新
 #--------------------------------------------------------------------------
 def update_show_fast
 if self.pause or self.openness < 255
 @show_fast = false
 elsif Input.trigger?(Input::C) and @wait_count < 2
 @show_fast = true
 elsif not Input.press?(Input::C)
 @show_fast = false
 end
 if @show_fast and @wait_count > 0
 @wait_count -= 1
 end
 end
 #--------------------------------------------------------------------------
 # ● 次のメッセージを続けて表示するべきか判定
 #--------------------------------------------------------------------------
 def continue?
 return true if $game_message.num_input_variable_id > 0
 return false if $game_message.texts.empty?
 if self.openness > 0 and not $game_temp.in_battle
 return false if @background != $game_message.background
 return false if @position != $game_message.position
 end
 return true
 end
 #--------------------------------------------------------------------------
 # ● メッセージの開始
 #--------------------------------------------------------------------------
 def start_message
 @text = ""
 for i in 0...$game_message.texts.size
 @text += "  " if i >= $game_message.choice_start
 @text += $game_message.texts[i].clone + "\x00"
 end
 @item_max = $game_message.choice_max
 convert_special_characters
 reset_window
 new_page
 end
 #--------------------------------------------------------------------------
 # ● 改ページ処理
 #--------------------------------------------------------------------------
 def new_page
 contents.clear
 if $game_message.face_name.empty?
 @contents_x = 0
 else
 name = $game_message.face_name
 index = $game_message.face_index
 draw_face(name, index, 0, 0)
 @contents_x = 112
 end
 @contents_y = 0
 @line_count = 0
 @show_fast = false
 @line_show_fast = false
 @pause_skip = false
 contents.font.color = text_color(0)
 end
 #--------------------------------------------------------------------------
 # ● 改行処理
 #--------------------------------------------------------------------------
 def new_line
 if $game_message.face_name.empty?
 @contents_x = 0
 else
 @contents_x = 112
 end
 @contents_y += WLH
 @line_count += 1
 @line_show_fast = false
 end
 #--------------------------------------------------------------------------
 # ● 特殊文字の変換
 #--------------------------------------------------------------------------
 def convert_special_characters
 @text.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] }
 @text.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] }
 @text.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name }
 @text.gsub!(/\\C\[([0-9]+)\]/i) { "\x01[#{$1}]" }
 @text.gsub!(/\\G/)              { "\x02" }
 @text.gsub!(/\\\./)             { "\x03" }
 @text.gsub!(/\\\|/)             { "\x04" }
 @text.gsub!(/\\!/)              { "\x05" }
 @text.gsub!(/\\>/)              { "\x06" }
 @text.gsub!(/\\</)              { "\x07" }
 @text.gsub!(/\\\^/)             { "\x08" }
 @text.gsub!(/\\\\/)             { "\\" }
 end
 #--------------------------------------------------------------------------
 # ● ウィンドウの背景と位置の設定
 #--------------------------------------------------------------------------
 def reset_window
 @background = $game_message.background
 @position = $game_message.position
 if @background == 0   # 通常ウィンドウ
 self.opacity = 255
 else                  # 背景を暗くする、透明にする
 self.opacity = 0
 end
 case @position
 when 0  # 上
 self.y = 0
 @gold_window.y = 360
 when 1  # 中
 self.y = 144
 @gold_window.y = 0
 when 2  # 下
 self.y = 288
 @gold_window.y = 0
 end
 end
 #--------------------------------------------------------------------------
 # ● メッセージの終了
 #--------------------------------------------------------------------------
 def terminate_message
 self.active = false
 self.pause = false
 self.index = -1
 @gold_window.close
 @number_input_window.active = false
 @number_input_window.visible = false
 $game_message.main_proc.call if $game_message.main_proc != nil
 $game_message.clear
 end
 #--------------------------------------------------------------------------
 # ● メッセージの更新
 #--------------------------------------------------------------------------
 def update_message
 loop do
 c = @text.slice!(/./m)            # 次の文字を取得
 p = ""
 deduct = 0
 if c == "้" or c == "่" or c == "๊" or c == "๋" or c == "ี" or c == "ิ" or c == "ื" or c == "ึ" or c == "ุ" or c == "ู" or c == "ั" or c == "็" or c == "์"
 p = c
 elsif c == "ำ"
 deduct = 2
 else
 @last_c = nil
 end
 case c
 when nil                          # 描画すべき文字がない
 finish_message                  # 更新終了
 break
 when "\x00"                       # 改行
 new_line
 if @line_count >= MAX_LINE      # 行数が最大のとき
 unless @text.empty?           # さらに続きがあるなら
 self.pause = true           # 入力待ちを入れる
 break
 end
 end
 when "\x01"                       # \C[n]  (文字色変更)
 @text.sub!(/\[([0-9]+)\]/, "")
 contents.font.color = text_color($1.to_i)
 next
 when "\x02"                       # \G  (所持金表示)
 @gold_window.refresh
 @gold_window.open
 when "\x03"                       # \.  (ウェイト 1/4 秒)
 @wait_count = 15
 break
 when "\x04"                       # \|  (ウェイト 1 秒)
 @wait_count = 60
 break
 when "\x05"                       # \!  (入力待ち)
 self.pause = true
 break
 when "\x06"                       # \>  (瞬間表示 ON)
 @line_show_fast = true
 when "\x07"                       # \<  (瞬間表示 OFF)
 @line_show_fast = false
 when "\x08"                       # \^  (入力待ちなし)
 @pause_skip = true
 else                              # 普通の文字
 if p != ""
 @contents_x -= @last_c
 c = @last_chara
 c.concat(p)
 end
 @contents_x -= deduct
 contents.draw_text(@contents_x, @contents_y, 40, WLH, c)
 c_width = contents.text_size(c).width
 if @last_c != nil
 @contents_x += @last_c
 else
 @contents_x += c_width
 @last_c = c_width
 @last_chara = c
 end
 @contents_x += deduct
 end
 break unless @show_fast or @line_show_fast
 end
 end
 #--------------------------------------------------------------------------
 # ● メッセージの更新終了
 #--------------------------------------------------------------------------
 def finish_message
 if $game_message.choice_max > 0
 start_choice
 elsif $game_message.num_input_variable_id > 0
 start_number_input
 elsif @pause_skip
 terminate_message
 else
 self.pause = true
 end
 @wait_count = 10
 @text = nil
 end
 #--------------------------------------------------------------------------
 # ● 選択肢の開始
 #--------------------------------------------------------------------------
 def start_choice
 self.active = true
 self.index = 0
 end
 #--------------------------------------------------------------------------
 # ● 数値入力の開始
 #--------------------------------------------------------------------------
 def start_number_input
 digits_max = $game_message.num_input_digits_max
 number = $game_variables[$game_message.num_input_variable_id]
 @number_input_window.digits_max = digits_max
 @number_input_window.number = number
 if $game_message.face_name.empty?
 @number_input_window.x = x
 else
 @number_input_window.x = x + 112
 end
 @number_input_window.y = y + @contents_y
 @number_input_window.active = true
 @number_input_window.visible = true
 @number_input_window.update
 end
 #--------------------------------------------------------------------------
 # ● カーソルの更新
 #--------------------------------------------------------------------------
 def update_cursor
 if @index >= 0
 x = $game_message.face_name.empty? ? 0 : 112
 y = ($game_message.choice_start + @index) * WLH
 self.cursor_rect.set(x, y, contents.width - x, WLH)
 else
 self.cursor_rect.empty
 end
 end
 #--------------------------------------------------------------------------
 # ● 文章送りの入力処理
 #--------------------------------------------------------------------------
 def input_pause
 if Input.trigger?(Input::B) or Input.trigger?(Input::C)
 self.pause = false
 if @text != nil and not @text.empty?
 new_page if @line_count >= MAX_LINE
 else
 terminate_message
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● 選択肢の入力処理
 #--------------------------------------------------------------------------
 def input_choice
 if Input.trigger?(Input::B)
 if $game_message.choice_cancel_type > 0
 Sound.play_cancel
 $game_message.choice_proc.call($game_message.choice_cancel_type - 1)
 terminate_message
 end
 elsif Input.trigger?(Input::C)
 Sound.play_decision
 $game_message.choice_proc.call(self.index)
 terminate_message
 end
 end
 #--------------------------------------------------------------------------
 # ● 数値入力の処理
 #--------------------------------------------------------------------------
 def input_number
 if Input.trigger?(Input::C)
 Sound.play_decision
 $game_variables[$game_message.num_input_variable_id] =
 @number_input_window.number
 $game_map.need_refresh = true
 terminate_message
 end
 end
 end
 
 
 ===============================
RPG Maker VX นะครับ
 
 ขอบคุณครับ
 
 ปล.เกมที่ผมแปลคือเกม The Witch's House นะครับ ผมส่งอีเมลล์ไปขออนุญาตคุณ Fummy แล้ว (คนสร้างเกม) ถ้าเขาไม่อนุญาตผมก็จะแปลมาเล่นเองกับเพื่อนๆครับ แต่ถ้าเขาอนุญาตผมก็จะเอาที่ผมแปลเนี่ยไปปล่อยให้คนอื่นเล่นกันครับ
 
 
 RE: ช่วยหน่อยนะครับเรื่องสคริปท์สระลอยครับ - XthemeCore -  03-05-2013
 
 ลองตัวนี้ดูครับ (ตัวเดียวกับที่ให้มาแล้วยัดของคุณ วอราม่อน เข้าไป)
 
 Code: # ▽▽▽ XRXSv2. メッセージ表示フルグレードアップVX ▽▽▽#
 # publish 2010/ 3/ 2
 # update  - 11/ 1/10a
 #
 #==============================================================================
 # カスタマイズポイント
 #==============================================================================
 class Window_Message < Window_Selectable
 #
 # 基本行数
 #
 MAX_LINE = 3
 #
 # \p[] - キャラポップの高さ
 #
 CHARPOP_HEIGHT = 40
 #
 # \name[] - 名前枠 X,Y座標
 #
 NAME_WINDOW_OFFSET_X =   0
 NAME_WINDOW_OFFSET_Y = -24
 end
 #==============================================================================
 # 参照機能
 #==============================================================================
 class Game_Temp
 attr_accessor :last_gain_material
 attr_accessor :last_gain_holder
 end
 #==============================================================================
 # フルグレードアップベース - 制御文字・基本機能
 #==============================================================================
 class Window_Message < Window_Selectable
 #--------------------------------------------------------------------------
 # ● 特殊文字の変換 + 準備
 #--------------------------------------------------------------------------
 alias xrxsv2_convert_special_characters convert_special_characters
 def convert_special_characters
 # 初期化
 contents.font.size   = Font.default_size
 contents.font.bold   = Font.default_italic
 contents.font.italic = Font.default_bold
 contents.font.shadow = Font.default_shadow
 @type_wait = 0
 @line_widths = []
 @line_aligns = []
 self.pop_character = nil
 # ウィンドウ保持指定\holdがあるか?
 @window_hold = (@text.gsub!(/\\hold/) { "" } != nil)
 # \info
 @info_mode = (@text.gsub!(/\\info/) { "" } != nil)
 # 改行削除指定\_があるか?
 if (/\\_(.*?)\x00/.match(@text)) != nil
 $game_message.choice_start -= 1
 @text.gsub!(/\\_(.*?)\x00/) { $1.to_s }
 end
 # \name 判定
 if @text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
 name = $1
 bitmap = @name_sprite.bitmap
 w = [bitmap.text_size(name).width, 1].max
 bitmap.dispose
 @name_sprite.bitmap = Bitmap.new(w, 32)
 bitmap = @name_sprite.bitmap
 bitmap.draw_text(0, 0, bitmap.width, bitmap.height, name)
 @name_window.width = w + 16
 @name_window.create_contents
 @name_window.openness = 0
 @name_window.open
 @name_window.visible = true
 @name_sprite.visible = true
 else
 @name_window.visible = false
 @name_sprite.visible = false
 @name_sprite.bitmap.dispose
 @name_sprite.bitmap = Bitmap.new(32,32)
 end
 # キャラボップモード
 if @text.gsub!(/\\[Pp]\[-1\]/) { "" }
 self.pop_character = -1
 elsif @text.gsub!(/\\[Pp]\[([0-9]+)\]/) { "" }
 self.pop_character = $1.to_i
 elsif @text.gsub!(/\\[Pp]/) { "" }
 self.pop_character = 0
 end
 # 制御文字処理
 xrxsv2_convert_special_characters
 @text.gsub!(/\\[Ss]\[([0-9]+)\]/i) { "\x11[#{$1}]" }
 @text.gsub!(/\\size\[([0-9]+)\]/i) { "\x12[#{$1}]" }
 @text.gsub!(/\\[Oo]\[([0-9]+)\]/i) { "\x13[#{$1}]" }
 @text.gsub!(/\\icon\[([0-9]+)\]/i) { "\x17[#{$1}]" }
 @text.gsub!(/\\last_holder/i) { "\x18" }
 @text.gsub!(/\\last_material/i) { "\x19" }
 @text.gsub!(/\\B/) { "\x14" }
 @text.gsub!(/\\I/) { "\x15" }
 @text.gsub!(/\\D/) { "\x16" }
 @text.gsub!(/\\n/) { "\x00" }
 #
 # ライン情報の取得
 rxs = ["\x01","\x02","\x03","\x04","\x05","\x06","\x07","\x08",
 /\[([0-9]+)\]/,
 "\x11","\x12","\x13","\x14", "\x15", "\x16", "\x17", "\x18","\x19"]
 lines = @text.split("\x00")
 @lines_max = lines.size
 for i in 0...@lines_max
 line = lines[i]
 for rx in rxs
 line.gsub!(rx) {""}
 end
 @line_aligns[i] =
 line.sub!(/\\center/) {""} ? CENTER :
 line.sub!(/\\right/)  {""} ? RIGHT :
 AUTO
 # 行の横幅の取得と設定
 cx = contents.text_size(line).width
 @line_widths[i] = cx
 end
 # 位置揃え制御文字の削除
 @text.gsub!(/\\center/) {""}
 @text.gsub!(/\\right/) {""}
 # キャラポップ時のウィンドウリサイズ
 reszie_window_for_pop
 end
 #--------------------------------------------------------------------------
 # ● メッセージの更新 *
 #--------------------------------------------------------------------------
 def update_message
 @wait_count = @type_wait
 loop do
 c = @text.slice!(/./m)            # 次の文字を取得
 p = ""
 deduct = 0
 if c == "้" or c == "่" or c == "๊" or c == "๋" or c == "ี" or c == "ิ" or c == "ื" or c == "ึ" or c == "ุ" or c == "ู" or c == "ั" or c == "็" or c == "์"
 p = c
 elsif c == "ำ"
 deduct = 2
 else
 @last_c = nil
 end
 case update_message_type(c)
 when 1
 break
 when 2
 next
 end
 break unless @show_fast or @line_show_fast
 end
 end
 #--------------------------------------------------------------------------
 # 一文字の描画 (返り値 1:break, 2:next)
 #--------------------------------------------------------------------------
 def update_message_type(c)
 case c
 when nil                          # 描画すべき文字がない
 finish_message                  # 更新終了
 return 1
 when "\x00"                       # 改行
 new_line
 max = MAX_LINE
 max = 14 if self.pop_character != nil
 if @line_count >= max      # 行数が最大のとき
 unless @text.empty?           # さらに続きがあるなら
 self.pause = true           # 入力待ちを入れる
 return 1
 end
 end
 when "\x01"                       # \C[n]  (文字色変更)
 @text.sub!(/\[([0-9]+)\]/, "")
 contents.font.color = text_color($1.to_i)
 return 2
 when "\x11"                       # \s[n]  (スピード変更)
 @text.sub!(/\[([0-9]+)\]/, "")
 @type_wait = $1.to_i
 return 2
 when "\x12"                       # \size
 @text.sub!(/\[([0-9]+)\]/, "")
 contents.font.size = $1.to_i
 return 2
 when "\x13"                       # \O
 @text.sub!(/\[([0-9]+)\]/, "")
 contents.font.color.alpha = $1.to_i
 return 2
 when "\x02"                       # \G  (所持金表示)
 @gold_window.refresh
 @gold_window.open
 when "\x03"                       # \.  (ウェイト 1/4 秒)
 @wait_count = 15
 return 1
 when "\x04"                       # \|  (ウェイト 1 秒)
 @wait_count = 60
 return 1
 when "\x05"                       # \!  (入力待ち)
 self.pause = true
 return 1
 when "\x06"                       # \>  (瞬間表示 ON)
 @line_show_fast = true
 when "\x07"                       # \<  (瞬間表示 OFF)
 @line_show_fast = false
 when "\x08"                       # \^  (入力待ちなし)
 @pause_skip = true
 when "\x14" #\B
 contents.font.bold ^= true
 when "\x15" #\I
 contents.font.italic ^= true
 when "\x16" #\D
 contents.font.shadow ^= true
 when "\x17"
 @text.sub!(/\[([0-9]+)\]/, "")
 draw_icon($1.to_i, @contents_x, @contents_y)
 @contents_x += 24
 when "\x18"
 name = ($game_temp.last_gain_holder.name rescue "")
 update_message_type_draw_at(name)
 when "\x19"
 item = ($game_temp.last_gain_material.item rescue nil)
 draw_item_name(item, @contents_x, @contents_y)
 @contents_x += 196
 else                              # 普通の文字
 update_message_type_draw_at(c)
 end
 return 0
 end
 def update_message_type_draw_at(c)
 return if c.to_s.size == 0
 c_width  = contents.text_size(c).width
 c_height = contents.text_size(c).height
 contents.draw_text(@contents_x, @contents_y - (c_height - WLH) / 2, c_width, c_height, c)
 @contents_x += c_width
 end
 #--------------------------------------------------------------------------
 # ● 改ページ処理
 #--------------------------------------------------------------------------
 alias xrxsv2_new_page new_page
 def new_page
 xrxsv2_new_page
 update_charpop_window
 end
 #--------------------------------------------------------------------------
 # ● 改行処理
 #--------------------------------------------------------------------------
 alias xrxsv2_new_line new_line
 def new_line
 xrxsv2_new_line
 set_align
 end
 #--------------------------------------------------------------------------
 # 位置揃え
 #--------------------------------------------------------------------------
 def set_align
 w = @line_widths[@line_count].to_i
 a = @line_aligns[@line_count]
 case a
 when CENTER
 @contents_x = @contents_x + ((contents.width - @contents_x) - w) / 2
 when RIGHT
 @contents_x = contents.width - w
 end
 end
 #--------------------------------------------------------------------------
 # ● メッセージの終了
 #--------------------------------------------------------------------------
 alias xrxsv2_terminate_message terminate_message
 def terminate_message
 xrxsv2_terminate_message
 process_hold
 end
 #--------------------------------------------------------------------------
 # 定数
 #--------------------------------------------------------------------------
 AUTO   = 0
 LEFT   = 1
 CENTER = 2
 RIGHT  = 3
 end
 #==============================================================================
 # アクティブイベント取得
 #==============================================================================
 class Game_Interpreter
 attr_reader   :event_id
 end
 #==============================================================================
 # 各種機能の追加 - キャラポップ/ネーム/ホールド
 #==============================================================================
 class Window_Message < Window_Selectable
 #--------------------------------------------------------------------------
 # ● カーソルの更新 *
 #--------------------------------------------------------------------------
 def update_cursor
 if @index >= 0
 x = ($game_message.face_name.empty? ? 0 : 112)
 y = ($game_message.choice_start + @index) * WLH - 1
 w = contents.width - x
 if self.pop_character != nil
 x += 28
 w -= 20
 end
 self.cursor_rect.set(x, y, w, WLH)
 else
 self.cursor_rect.empty
 end
 end
 #--------------------------------------------------------------------------
 # キャラクターの取得
 #   parameter : パラメータ
 #--------------------------------------------------------------------------
 def get_character(parameter)
 # パラメータで分岐
 case parameter
 when -1  # プレイヤー
 return $game_player
 when 0  # 現在アクティブなイベント
 id = $game_map.interpreter.event_id
 events = $game_map.events
 return events == nil ? nil : events[id]
 else  # 特定のイベント
 events = $game_map.events
 return events == nil ? nil : events[parameter]
 end
 end
 #--------------------------------------------------------------------------
 # (メッセージ終了時)ホールドの処理
 #--------------------------------------------------------------------------
 def process_hold
 if @window_hold
 @held_windows.push(Window_Copy.new(self))
 @held_windows.push(Window_Copy.new(@name_window))
 @held_windows.push(Sprite_Copy.new(@name_sprite))
 @held_windows.push(Sprite_Copy.new(@back_sprite))
 for sprite in @extra_sprites
 next if sprite.disposed?
 @held_windows.push(Sprite_Copy.new(sprite))
 end
 @extra_sprites.clear
 self.openness = 0
 @name_window.openness = 0
 @back_sprite.visible = false
 else
 @held_windows.each {|object| object.dispose}
 @held_windows.clear
 end
 @name_window.close
 @name_sprite.visible = false
 end
 #--------------------------------------------------------------------------
 # キャラポップ位置の設定と取得
 #--------------------------------------------------------------------------
 def pop_character=(character_id)
 @pop_character = character_id
 end
 def pop_character
 return @pop_character
 end
 #--------------------------------------------------------------------------
 # キャラポップ時のウィンドウリサイズ
 #--------------------------------------------------------------------------
 def reszie_window_for_pop
 if self.pop_character != nil
 max_x = @line_widths.max.to_i
 n  = max_x + 32
 n += $game_message.face_name.empty? ? 0 : 122
 m  = $game_message.face_name.empty? ? 0 : 96
 w  = @name_sprite.bitmap.width
 self.width  = [n, w].max
 self.height = [@lines_max * WLH, m].max + 32
 create_contents
 update_charpop_window
 elsif @info_mode
 @line_aligns[0] = CENTER
 self.x = - 8
 self.width = Graphics.width + 16
 self.height = 56
 create_contents
 else
 self.x = 0
 self.width  = Graphics.width
 self.height = MAX_LINE * WLH + 32
 create_contents
 end
 end
 #--------------------------------------------------------------------------
 # ● 背景スプライトの作成
 #--------------------------------------------------------------------------
 alias xrxsv2_create_back_sprite create_back_sprite
 def create_back_sprite
 xrxsv2_create_back_sprite
 @back_sprite.zoom_x = 1.0 * Graphics.width / @back_sprite.bitmap.width
 @name_window = Window_Base.new(0,0,112,36)
 @name_window.visible = false
 @name_sprite = Sprite.new
 @name_sprite.bitmap = Bitmap.new(32,32)
 @name_sprite.visible = false
 self.x = self.x
 self.y = self.y
 self.z = self.z
 @held_windows = []
 @extra_sprites = []
 end
 #--------------------------------------------------------------------------
 # ● 背景スプライトの解放
 #--------------------------------------------------------------------------
 alias xrxsv2_dispose_back_sprite dispose_back_sprite
 def dispose_back_sprite
 xrxsv2_dispose_back_sprite
 @name_window.dispose
 @name_sprite.dispose
 for window in @held_windows
 window.dispose
 end
 end
 #--------------------------------------------------------------------------
 # ● 背景スプライトの更新
 #--------------------------------------------------------------------------
 alias xrxsv2_update_back_sprite update_back_sprite
 def update_back_sprite
 @name_window.update
 xrxsv2_update_back_sprite
 update_charpop_window
 end
 #--------------------------------------------------------------------------
 # ウィンドウの位置と不透明度の設定 (キャラポップ)
 #--------------------------------------------------------------------------
 def update_charpop_window
 if self.pop_character
 character = get_character(self.pop_character)
 return if character == nil
 # [X座標]
 n = self.width / 2
 n = [n, @name_skin.width + 16].max if @current_name != nil
 w = @name_sprite.bitmap.width
 x = character.screen_x - [[n, w].max, self.width - 32].min
 # [Y座標]
 case @position
 when 0
 y = character.screen_y - CHARPOP_HEIGHT - self.height
 else
 y = character.screen_y + 16
 end
 x_max = Graphics.width - 4 - self.width
 x_min = 4
 y_max = Graphics.height - self.height
 y_min = 4
 self.x = [[x, x_max].min, x_min].max
 self.y = [[y, y_max].min, y_min].max
 end
 end
 #--------------------------------------------------------------------------
 # 位置の連動
 #--------------------------------------------------------------------------
 def x=(n)
 super
 if @name_window
 @name_window.x = n + NAME_WINDOW_OFFSET_X
 @name_sprite.x = n + NAME_WINDOW_OFFSET_X + 8
 end
 end
 def y=(n)
 super
 if @name_window
 @name_window.y = n + NAME_WINDOW_OFFSET_Y
 @name_sprite.y = n + NAME_WINDOW_OFFSET_Y + 2
 end
 end
 def z=(n)
 super
 if @name_window
 @name_window.z = n + 1
 @name_sprite.z = n + 2
 end
 end
 end
 #==============================================================================
 # 伸縮対応
 #==============================================================================
 class Window_Message < Window_Selectable
 #--------------------------------------------------------------------------
 # ● ウィンドウの背景と位置の設定 [再定義]
 #--------------------------------------------------------------------------
 def reset_window
 @background = $game_message.background
 @position = $game_message.position
 if @background == 0   # 通常ウィンドウ
 self.opacity = 255
 else                  # 背景を暗くする、透明にする
 self.opacity = 0
 end
 case @position
 when 0  # 上
 self.y = 0
 @gold_window.y = 360
 when 1  # 中
 self.y = (Graphics.height - self.height) / 2
 @gold_window.y = 0
 when 2  # 下
 self.y = Graphics.height - self.height
 @gold_window.y = 0
 end
 end
 end
 #==============================================================================
 # □ Window_Copy
 #------------------------------------------------------------------------------
 #   指定のウィンドウのコピーを作成します。
 #==============================================================================
 class Window_Copy < Window_Base
 #--------------------------------------------------------------------------
 # ○ オブジェクト初期化
 #--------------------------------------------------------------------------
 def initialize(window)
 super(window.x, window.y, window.width, window.height)
 self.contents = window.contents.dup unless window.contents.nil?
 self.opacity = window.opacity
 self.back_opacity = window.back_opacity
 self.z = window.z - 3
 self.visible = window.visible
 end
 end
 #==============================================================================
 # □ Sprite_Copy
 #------------------------------------------------------------------------------
 #   指定のスプライトのコピーを作成します。
 #==============================================================================
 class Sprite_Copy < Sprite
 #--------------------------------------------------------------------------
 # ○ オブジェクト初期化
 #--------------------------------------------------------------------------
 def initialize(sprite)
 super()
 self.bitmap = sprite.bitmap.dup unless sprite.bitmap.nil?
 self.opacity = sprite.opacity
 self.x = sprite.x
 self.y = sprite.y
 self.z = sprite.z - 3
 self.ox = sprite.ox
 self.oy = sprite.oy
 self.zoom_x = sprite.zoom_x
 self.visible = sprite.visible
 end
 end
ใช้ได้แล้วตอบกลับด้วยนะครับ
 ป.ล. จริงๆผมกะจะแปล The Witch's House ต่อจาก Ao Oni นะเนีย -*-
 แต่ไม่เป็นครับแบ่งๆกันไป ^^ (ao oni ก็ยังไม่สมบูรณ์ดี)
 
 
 RE: ช่วยหน่อยนะครับเรื่องสคริปท์สระลอยครับ - jateknight -  03-05-2013
 
 สระยังลอยอยู่อะครับ
 
 ปล.แล้วจะแปลเกมอะไรต่อหรอครับ ผมจะได้ไม่แปลชนกัน
 
 
 RE: ช่วยหน่อยนะครับเรื่องสคริปท์สระลอยครับ - XthemeCore -  03-06-2013
 
 ลองตัวนี้ดูครับ น่าจะใช้ได้แล้ว วิธีใช้
 ให้ใส่แทนที่ XRXSv2 (ตัวเก่า) ตรงช่องที่เขียนว่า ●メッセージ表示フルグレードアップVX
 โดยถ้ามี script ของคุณวอราม่อนอยู่ให้เอาออกด้วย (เดี๋ยว script ตีกัน) เป็นอันจบ
 
 
 Code: # ▽▽▽ XRXSv2. メッセージ表示フルグレードアップVX ▽▽▽#
 # publish 2010/ 3/ 2
 # update  - 11/ 1/10a
 #
 #==============================================================================
 # カスタマイズポイント
 #==============================================================================
 class Window_Message < Window_Selectable
 #
 # 基本行数
 #
 MAX_LINE = 3
 #
 # \p[] - キャラポップの高さ
 #
 CHARPOP_HEIGHT = 40
 #
 # \name[] - 名前枠 X,Y座標
 #
 NAME_WINDOW_OFFSET_X =   0
 NAME_WINDOW_OFFSET_Y = -24
 end
 #==============================================================================
 # 参照機能
 #==============================================================================
 class Game_Temp
 attr_accessor :last_gain_material
 attr_accessor :last_gain_holder
 end
 #==============================================================================
 # フルグレードアップベース - 制御文字・基本機能
 #==============================================================================
 class Window_Message < Window_Selectable
 #--------------------------------------------------------------------------
 # ● 特殊文字の変換 + 準備
 #--------------------------------------------------------------------------
 alias xrxsv2_convert_special_characters convert_special_characters
 def convert_special_characters
 # 初期化
 contents.font.size   = Font.default_size
 contents.font.bold   = Font.default_italic
 contents.font.italic = Font.default_bold
 contents.font.shadow = Font.default_shadow
 @type_wait = 0
 @line_widths = []
 @line_aligns = []
 self.pop_character = nil
 # ウィンドウ保持指定\holdがあるか?
 @window_hold = (@text.gsub!(/\\hold/) { "" } != nil)
 # \info
 @info_mode = (@text.gsub!(/\\info/) { "" } != nil)
 # 改行削除指定\_があるか?
 if (/\\_(.*?)\x00/.match(@text)) != nil
 $game_message.choice_start -= 1
 @text.gsub!(/\\_(.*?)\x00/) { $1.to_s }
 end
 # \name 判定
 if @text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
 name = $1
 bitmap = @name_sprite.bitmap
 w = [bitmap.text_size(name).width, 1].max
 bitmap.dispose
 @name_sprite.bitmap = Bitmap.new(w, 32)
 bitmap = @name_sprite.bitmap
 bitmap.draw_text(0, 0, bitmap.width, bitmap.height, name)
 @name_window.width = w + 16
 @name_window.create_contents
 @name_window.openness = 0
 @name_window.open
 @name_window.visible = true
 @name_sprite.visible = true
 else
 @name_window.visible = false
 @name_sprite.visible = false
 @name_sprite.bitmap.dispose
 @name_sprite.bitmap = Bitmap.new(32,32)
 end
 # キャラボップモード
 if @text.gsub!(/\\[Pp]\[-1\]/) { "" }
 self.pop_character = -1
 elsif @text.gsub!(/\\[Pp]\[([0-9]+)\]/) { "" }
 self.pop_character = $1.to_i
 elsif @text.gsub!(/\\[Pp]/) { "" }
 self.pop_character = 0
 end
 # 制御文字処理
 xrxsv2_convert_special_characters
 @text.gsub!(/\\[Ss]\[([0-9]+)\]/i) { "\x11[#{$1}]" }
 @text.gsub!(/\\size\[([0-9]+)\]/i) { "\x12[#{$1}]" }
 @text.gsub!(/\\[Oo]\[([0-9]+)\]/i) { "\x13[#{$1}]" }
 @text.gsub!(/\\icon\[([0-9]+)\]/i) { "\x17[#{$1}]" }
 @text.gsub!(/\\last_holder/i) { "\x18" }
 @text.gsub!(/\\last_material/i) { "\x19" }
 @text.gsub!(/\\B/) { "\x14" }
 @text.gsub!(/\\I/) { "\x15" }
 @text.gsub!(/\\D/) { "\x16" }
 @text.gsub!(/\\n/) { "\x00" }
 #
 # ライン情報の取得
 rxs = ["\x01","\x02","\x03","\x04","\x05","\x06","\x07","\x08",
 /\[([0-9]+)\]/,
 "\x11","\x12","\x13","\x14", "\x15", "\x16", "\x17", "\x18","\x19"]
 lines = @text.split("\x00")
 @lines_max = lines.size
 for i in 0...@lines_max
 line = lines[i]
 for rx in rxs
 line.gsub!(rx) {""}
 end
 @line_aligns[i] =
 line.sub!(/\\center/) {""} ? CENTER :
 line.sub!(/\\right/)  {""} ? RIGHT :
 AUTO
 # 行の横幅の取得と設定
 cx = contents.text_size(line).width
 @line_widths[i] = cx
 end
 # 位置揃え制御文字の削除
 @text.gsub!(/\\center/) {""}
 @text.gsub!(/\\right/) {""}
 # キャラポップ時のウィンドウリサイズ
 reszie_window_for_pop
 end
 #--------------------------------------------------------------------------
 # ● メッセージの更新 *
 #--------------------------------------------------------------------------
 def update_message
 @wait_count = @type_wait
 loop do
 c = @text.slice!(/./m)            # 次の文字を取得
 case update_message_type(c)
 when 1
 break
 when 2
 next
 end
 break unless @show_fast or @line_show_fast
 end
 end
 #--------------------------------------------------------------------------
 # 一文字の描画 (返り値 1:break, 2:next)
 #--------------------------------------------------------------------------
 def update_message_type(c)
 case c
 when nil                          # 描画すべき文字がない
 finish_message                  # 更新終了
 return 1
 when "\x00"                       # 改行
 new_line
 max = MAX_LINE
 max = 14 if self.pop_character != nil
 if @line_count >= max      # 行数が最大のとき
 unless @text.empty?           # さらに続きがあるなら
 self.pause = true           # 入力待ちを入れる
 return 1
 end
 end
 when "\x01"                       # \C[n]  (文字色変更)
 @text.sub!(/\[([0-9]+)\]/, "")
 contents.font.color = text_color($1.to_i)
 return 2
 when "\x11"                       # \s[n]  (スピード変更)
 @text.sub!(/\[([0-9]+)\]/, "")
 @type_wait = $1.to_i
 return 2
 when "\x12"                       # \size
 @text.sub!(/\[([0-9]+)\]/, "")
 contents.font.size = $1.to_i
 return 2
 when "\x13"                       # \O
 @text.sub!(/\[([0-9]+)\]/, "")
 contents.font.color.alpha = $1.to_i
 return 2
 when "\x02"                       # \G  (所持金表示)
 @gold_window.refresh
 @gold_window.open
 when "\x03"                       # \.  (ウェイト 1/4 秒)
 @wait_count = 15
 return 1
 when "\x04"                       # \|  (ウェイト 1 秒)
 @wait_count = 60
 return 1
 when "\x05"                       # \!  (入力待ち)
 self.pause = true
 return 1
 when "\x06"                       # \>  (瞬間表示 ON)
 @line_show_fast = true
 when "\x07"                       # \<  (瞬間表示 OFF)
 @line_show_fast = false
 when "\x08"                       # \^  (入力待ちなし)
 @pause_skip = true
 when "\x14" #\B
 contents.font.bold ^= true
 when "\x15" #\I
 contents.font.italic ^= true
 when "\x16" #\D
 contents.font.shadow ^= true
 when "\x17"
 @text.sub!(/\[([0-9]+)\]/, "")
 draw_icon($1.to_i, @contents_x, @contents_y)
 @contents_x += 24
 when "\x18"
 name = ($game_temp.last_gain_holder.name rescue "")
 update_message_type_draw_at(name)
 when "\x19"
 item = ($game_temp.last_gain_material.item rescue nil)
 draw_item_name(item, @contents_x, @contents_y)
 @contents_x += 196
 else                              # 普通の文字
 update_message_type_draw_at(c)
 end
 return 0
 end
 
 def update_message_type_draw_at(c)
 
 return if c.to_s.size == 0
 
 
 c_width  = contents.text_size(c).width
 c_height = contents.text_size(c).height
 
 if c == "่" or c == "้" or c == "๊" or c == "๋"
 @contents_x -= 2
 elsif c == "ิ" or c == "ี" or c == "ึ" or c == "ื" or c == "็"
 @contents_x -= 7
 elsif c == "ำ"
 @contents_x -= 3
 elsif c == "์" or c == "ั"
 @contents_x -= 6
 elsif c == "ู" or c == "ุ"
 @contents_x -= 6
 end
 
 contents.draw_text(@contents_x, @contents_y - (c_height - WLH) / 2, c_width, c_height, c)
 
 if c == "่" or c == "้" or c == "๊" or c == "๋"
 @contents_x += 1
 elsif c == "ิ" or c == "ี" or c == "ึ" or c == "ื" or c == "็"
 @contents_x += 1
 elsif c == "ำ"
 @contents_x += 1
 elsif c == "์" or c == "ั"
 @contents_x += 1
 elsif c == "ู" or c == "ุ"
 @contents_x += 1
 end
 
 @contents_x += c_width
 end
 #--------------------------------------------------------------------------
 # ● 改ページ処理
 #--------------------------------------------------------------------------
 alias xrxsv2_new_page new_page
 def new_page
 xrxsv2_new_page
 update_charpop_window
 end
 #--------------------------------------------------------------------------
 # ● 改行処理
 #--------------------------------------------------------------------------
 alias xrxsv2_new_line new_line
 def new_line
 xrxsv2_new_line
 set_align
 end
 #--------------------------------------------------------------------------
 # 位置揃え
 #--------------------------------------------------------------------------
 def set_align
 w = @line_widths[@line_count].to_i
 a = @line_aligns[@line_count]
 case a
 when CENTER
 @contents_x = @contents_x + ((contents.width - @contents_x) - w) / 2
 when RIGHT
 @contents_x = contents.width - w
 end
 end
 #--------------------------------------------------------------------------
 # ● メッセージの終了
 #--------------------------------------------------------------------------
 alias xrxsv2_terminate_message terminate_message
 def terminate_message
 xrxsv2_terminate_message
 process_hold
 end
 #--------------------------------------------------------------------------
 # 定数
 #--------------------------------------------------------------------------
 AUTO   = 0
 LEFT   = 1
 CENTER = 2
 RIGHT  = 3
 end
 #==============================================================================
 # アクティブイベント取得
 #==============================================================================
 class Game_Interpreter
 attr_reader   :event_id
 end
 #==============================================================================
 # 各種機能の追加 - キャラポップ/ネーム/ホールド
 #==============================================================================
 class Window_Message < Window_Selectable
 #--------------------------------------------------------------------------
 # ● カーソルの更新 *
 #--------------------------------------------------------------------------
 def update_cursor
 if @index >= 0
 x = ($game_message.face_name.empty? ? 0 : 112)
 y = ($game_message.choice_start + @index) * WLH - 1
 w = contents.width - x
 if self.pop_character != nil
 x += 28
 w -= 20
 end
 self.cursor_rect.set(x, y, w, WLH)
 else
 self.cursor_rect.empty
 end
 end
 #--------------------------------------------------------------------------
 # キャラクターの取得
 #   parameter : パラメータ
 #--------------------------------------------------------------------------
 def get_character(parameter)
 # パラメータで分岐
 case parameter
 when -1  # プレイヤー
 return $game_player
 when 0  # 現在アクティブなイベント
 id = $game_map.interpreter.event_id
 events = $game_map.events
 return events == nil ? nil : events[id]
 else  # 特定のイベント
 events = $game_map.events
 return events == nil ? nil : events[parameter]
 end
 end
 #--------------------------------------------------------------------------
 # (メッセージ終了時)ホールドの処理
 #--------------------------------------------------------------------------
 def process_hold
 if @window_hold
 @held_windows.push(Window_Copy.new(self))
 @held_windows.push(Window_Copy.new(@name_window))
 @held_windows.push(Sprite_Copy.new(@name_sprite))
 @held_windows.push(Sprite_Copy.new(@back_sprite))
 for sprite in @extra_sprites
 next if sprite.disposed?
 @held_windows.push(Sprite_Copy.new(sprite))
 end
 @extra_sprites.clear
 self.openness = 0
 @name_window.openness = 0
 @back_sprite.visible = false
 else
 @held_windows.each {|object| object.dispose}
 @held_windows.clear
 end
 @name_window.close
 @name_sprite.visible = false
 end
 #--------------------------------------------------------------------------
 # キャラポップ位置の設定と取得
 #--------------------------------------------------------------------------
 def pop_character=(character_id)
 @pop_character = character_id
 end
 def pop_character
 return @pop_character
 end
 #--------------------------------------------------------------------------
 # キャラポップ時のウィンドウリサイズ
 #--------------------------------------------------------------------------
 def reszie_window_for_pop
 if self.pop_character != nil
 max_x = @line_widths.max.to_i
 n  = max_x + 32
 n += $game_message.face_name.empty? ? 0 : 122
 m  = $game_message.face_name.empty? ? 0 : 96
 w  = @name_sprite.bitmap.width
 self.width  = [n, w].max
 self.height = [@lines_max * WLH, m].max + 32
 create_contents
 update_charpop_window
 elsif @info_mode
 @line_aligns[0] = CENTER
 self.x = - 8
 self.width = Graphics.width + 16
 self.height = 56
 create_contents
 else
 self.x = 0
 self.width  = Graphics.width
 self.height = MAX_LINE * WLH + 32
 create_contents
 end
 end
 #--------------------------------------------------------------------------
 # ● 背景スプライトの作成
 #--------------------------------------------------------------------------
 alias xrxsv2_create_back_sprite create_back_sprite
 def create_back_sprite
 xrxsv2_create_back_sprite
 @back_sprite.zoom_x = 1.0 * Graphics.width / @back_sprite.bitmap.width
 @name_window = Window_Base.new(0,0,112,36)
 @name_window.visible = false
 @name_sprite = Sprite.new
 @name_sprite.bitmap = Bitmap.new(32,32)
 @name_sprite.visible = false
 self.x = self.x
 self.y = self.y
 self.z = self.z
 @held_windows = []
 @extra_sprites = []
 end
 #--------------------------------------------------------------------------
 # ● 背景スプライトの解放
 #--------------------------------------------------------------------------
 alias xrxsv2_dispose_back_sprite dispose_back_sprite
 def dispose_back_sprite
 xrxsv2_dispose_back_sprite
 @name_window.dispose
 @name_sprite.dispose
 for window in @held_windows
 window.dispose
 end
 end
 #--------------------------------------------------------------------------
 # ● 背景スプライトの更新
 #--------------------------------------------------------------------------
 alias xrxsv2_update_back_sprite update_back_sprite
 def update_back_sprite
 @name_window.update
 xrxsv2_update_back_sprite
 update_charpop_window
 end
 #--------------------------------------------------------------------------
 # ウィンドウの位置と不透明度の設定 (キャラポップ)
 #--------------------------------------------------------------------------
 def update_charpop_window
 if self.pop_character
 character = get_character(self.pop_character)
 return if character == nil
 # [X座標]
 n = self.width / 2
 n = [n, @name_skin.width + 16].max if @current_name != nil
 w = @name_sprite.bitmap.width
 x = character.screen_x - [[n, w].max, self.width - 32].min
 # [Y座標]
 case @position
 when 0
 y = character.screen_y - CHARPOP_HEIGHT - self.height
 else
 y = character.screen_y + 16
 end
 x_max = Graphics.width - 4 - self.width
 x_min = 4
 y_max = Graphics.height - self.height
 y_min = 4
 self.x = [[x, x_max].min, x_min].max
 self.y = [[y, y_max].min, y_min].max
 end
 end
 #--------------------------------------------------------------------------
 # 位置の連動
 #--------------------------------------------------------------------------
 def x=(n)
 super
 if @name_window
 @name_window.x = n + NAME_WINDOW_OFFSET_X
 @name_sprite.x = n + NAME_WINDOW_OFFSET_X + 8
 end
 end
 def y=(n)
 super
 if @name_window
 @name_window.y = n + NAME_WINDOW_OFFSET_Y
 @name_sprite.y = n + NAME_WINDOW_OFFSET_Y + 2
 end
 end
 def z=(n)
 super
 if @name_window
 @name_window.z = n + 1
 @name_sprite.z = n + 2
 end
 end
 end
 #==============================================================================
 # 伸縮対応
 #==============================================================================
 class Window_Message < Window_Selectable
 #--------------------------------------------------------------------------
 # ● ウィンドウの背景と位置の設定 [再定義]
 #--------------------------------------------------------------------------
 def reset_window
 @background = $game_message.background
 @position = $game_message.position
 if @background == 0   # 通常ウィンドウ
 self.opacity = 255
 else                  # 背景を暗くする、透明にする
 self.opacity = 0
 end
 case @position
 when 0  # 上
 self.y = 0
 @gold_window.y = 360
 when 1  # 中
 self.y = (Graphics.height - self.height) / 2
 @gold_window.y = 0
 when 2  # 下
 self.y = Graphics.height - self.height
 @gold_window.y = 0
 end
 end
 end
 #==============================================================================
 # □ Window_Copy
 #------------------------------------------------------------------------------
 #   指定のウィンドウのコピーを作成します。
 #==============================================================================
 class Window_Copy < Window_Base
 #--------------------------------------------------------------------------
 # ○ オブジェクト初期化
 #--------------------------------------------------------------------------
 def initialize(window)
 super(window.x, window.y, window.width, window.height)
 self.contents = window.contents.dup unless window.contents.nil?
 self.opacity = window.opacity
 self.back_opacity = window.back_opacity
 self.z = window.z - 3
 self.visible = window.visible
 end
 end
 #==============================================================================
 # □ Sprite_Copy
 #------------------------------------------------------------------------------
 #   指定のスプライトのコピーを作成します。
 #==============================================================================
 class Sprite_Copy < Sprite
 #--------------------------------------------------------------------------
 # ○ オブジェクト初期化
 #--------------------------------------------------------------------------
 def initialize(sprite)
 super()
 self.bitmap = sprite.bitmap.dup unless sprite.bitmap.nil?
 self.opacity = sprite.opacity
 self.x = sprite.x
 self.y = sprite.y
 self.z = sprite.z - 3
 self.ox = sprite.ox
 self.oy = sprite.oy
 self.zoom_x = sprite.zoom_x
 self.visible = sprite.visible
 end
 end
ใช้ได้หรือไม่ตอบด้วย
 
 ป.ล. ผมยังไม่มีแผนแปลโปรเจคใดๆครับ แต่ล่าสุดมีข่าวว่ามีคนแปล ib แล้ว (ไม่ใช่ผม) ลองติดตามดูนะครับ
 
 
 RE: ช่วยหน่อยนะครับเรื่องสคริปท์สระลอยครับ - jateknight -  03-08-2013
 
 ใช้ได้แล้วครับ ขอบคุณมากๆเลยครับ
 
 
 
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