# ———————————————————————————————————— # 本脚本来自www.66rpg.com,转载请保留此信息 # ———————————————————————————————————— #从此精简版本中去除的标记: # \. :停顿一刹那(1、2帧) # \| :停顿片刻(20帧) # \> :文字不用打字方式 # \< :文字使用打字方式 # \! :等待玩家按回车再继续 # \~ :文字直接消失 # \K[今天天气不错]:在出现“今天天气不错”这几个字的时候播放$game_system.soundname_on_speak设置的音效
#新增的标记: # \d[4]:空4个字节(2个汉字)的位置 # \t: 显示游戏时间窗口 # \v[7]:显示7号变量的值 # \v[a7]:显示7号防具的名称 # \v[s7]:显示7号特技的名称 # \v[w7]:显示7号武器的名称 # \v[i7]:显示7号道具的名称 # \A:头像及姓名框靠左排列 # \a:头像及姓名框靠右排列 # \u[rrggbb]:直接以RGB值十六进制指定颜色
#强化功能的标记: # \F[001]:在对话显示头像“Graphics/battlers/66rpg_001_f.png” # \f[1]:在对话中显示1号角色的头像,没有的话同\F[1]效果 # \L[001]:在左边显示图片“Graphics/battlers/66rpg_001_h.png” # \l[1]:在左边显示1号角色的半身像,没有的话同\L[1]效果 # \R[001]:在右边显示图片“Graphics/battlers/66rpg_001_h.png” # \r[1]:在右边显示1号角色的半身像,没有的话同\R[1]效果 # \m[李逍遥]:用默认颜色(颜色0)显示一个“李逍遥”方框,表示说话人姓名 # \m2[\n[1]]:用颜色2显示1号主角的姓名方框 ----不知道有多少人盼这个功能盼了多久了呵呵
#下面是脚本:
#——说明
# 其他在对话中可以使用的功能: # \n[1]:显示1号角色的姓名
# \m[李逍遥]:用默认颜色(颜色0)显示一个“李逍遥”方框,表示说话人姓名 # \m2[\n[1]]:用颜色2显示1号主角的姓名方框
# \p[1]:对话框出现在1号事件的上方 # \p[0]:主人公上方出现对话框 #——————————————————使用\p功能后可以自动调整对话框大小
# \\:显示"\"这个符号
# \c[0-7]:更改颜色
# \u[rrggbb]:直接以十六进制指定颜色,注意这里会把透明度重设为255
# \g:显示金钱窗口
# \t: 显示游戏时间窗口
# \I :下一行从这个位置开始
# \o[123]:文字透明度改为123,模拟将死之人(汗)
# \h[12]:改用12号字
# \b[50]:空50象素
# \d[4]:空4个字节(2个汉字)的位置
# \F[001]:在对话显示头像“Graphics/battlers/66rpg_001_f.png” # \f[1]:在对话中显示1号角色的头像,没有的话同\F[1]效果 # \L[001]:在左边显示图片“Graphics/battlers/66rpg_001_h.png” # \l[1]:在左边显示1号角色的半身像,没有的话同\L[1]效果 # \R[001]:在右边显示图片“Graphics/battlers/66rpg_001_h.png” # \r[1]:在右边显示1号角色的半身像,没有的话同\R[1]效果
# \Lk:清除左边的图像 # \Rk:清除右边的图像
# \v[7]:显示7号变量的值 # \v[a7]:显示7号防具的名称 # \v[s7]:显示7号特技的名称 # \v[w7]:显示7号武器的名称 # \v[i7]:显示7号道具的名称
# \A:头像及姓名框靠左排列 # \a:头像及姓名框靠右排列
#============================================================================== # ■ Window_Message #------------------------------------------------------------------------------ class Window_Message < Window_Selectable #-------------------------------------------------------------------------- # ● 初始化状态 #-------------------------------------------------------------------------- def initialize super(80, 304, 480, 160) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.z = 9998 @fade_in = false @fade_out = false @contents_showing = false @cursor_width = 0 self.active = false self.index = -1 @popchar = -2 @alignment = true end #-------------------------------------------------------------------------- # ● 释放 #-------------------------------------------------------------------------- def dispose terminate_message $game_temp.message_window_showing = false if @input_number_window != nil @input_number_window.dispose end super end #-------------------------------------------------------------------------- # ● 处理信息结束 #-------------------------------------------------------------------------- def terminate_message self.active = false self.pause = false self.index = -1 self.contents.clear # 清除显示中标志 @contents_showing = false # 呼叫信息调用 if $game_temp.message_proc != nil $game_temp.message_proc.call end # 清除文章、选择项、输入数值的相关变量 $game_temp.message_text = nil $game_temp.message_proc = nil $game_temp.choice_start = 99 $game_temp.choice_max = 0 $game_temp.choice_cancel_type = 0 $game_temp.choice_proc = nil $game_temp.num_input_start = 99 $game_temp.num_input_variable_id = 0 $game_temp.num_input_digits_max = 0 # 开放金钱窗口 if @gold_window != nil @gold_window.dispose @gold_window = nil end # 开放时间窗口 if @playtime_window != nil @playtime_window.dispose @playtime_window = nil end # 开放姓名窗口 if @name_window != nil @name_window.dispose @name_window = nil end if @name_airtext != nil @name_airtext.dispose @name_airtext = nil end # 开放角色图片 if @right_picture != nil and @right_keep == true @right_picture.dispose end if @left_picture != nil and @left_keep == true @left_picture.dispose end @face_bitmap = nil end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh # 初期化 self.contents.clear self.contents.font.color = normal_color self.contents.font.size = Font.default_size x = y = max_x = max_y = @indent = lines = 0 @left_keep = @right_keep = false @face_indent = 0 @opacity = 255 @cursor_width = 0 face = nil if $game_temp.choice_start == 0 x = 8 end if $game_temp.message_text != nil text = $game_temp.message_text #——对齐设置 if (/\\([Aa])/.match(text))!=nil then if $1 == "A" @alignment = true else @alignment = false end text.gsub!(/\\([Aa])/) { "" } end #——头像设置 if (/\\([Ff])\[(.+?)\]/.match(text))!=nil then face = "66rpg_" + $2 + "_f.png" if $1 == "f" and $game_actors[$2.to_i] != nil face = $game_actors[$2.to_i].battler_name + "_f.png" end if FileTest.exist?("Graphics/Battlers/#{face}") @face_bitmap = Bitmap.new("Graphics/Battlers/#{face}") if @alignment x = @face_indent = 128 self.contents.blt(16, 16, @face_bitmap, Rect.new(0, 0, 96, 96)) else self.contents.blt(self.contents.width - 112, 16, @face_bitmap, Rect.new(0, 0, 96, 96)) end else face = nil @face_bitmap = nil end text.gsub!(/\\([Ff])\[(.*?)\]/) { "" } end #——左半身像设置 if (/\\([Ll])\[(.+?)\]/.match(text))!=nil then face = "66rpg_" + $2 + "_h.png" if $1 == "l" and $game_actors[$2.to_i] != nil face = $game_actors[$2.to_i].battler_name + "_h.png" end if $加密 == true if @left_picture != nil @left_picture.dispose end @left_picture = Sprite.new @left_picture.bitmap = Bitmap.new("Graphics/battlers/#{face}") @left_picture.y = 480-@left_picture.bitmap.height @left_picture.x = 0 @left_picture.mirror = true text.gsub!(/\\([Ll])\[(.*?)\]/) { "" } else if FileTest.exist?("Graphics/battlers/#{face}") if @left_picture != nil @left_picture.dispose end @left_picture = Sprite.new @left_picture.bitmap = Bitmap.new("Graphics/battlers/#{face}") @left_picture.y = 480-@left_picture.bitmap.height @left_picture.x = 0 @left_picture.mirror = true text.gsub!(/\\([Ll])\[(.*?)\]/) { "" } end end end #——右半身像设置 if (/\\([Rr])\[(.+?)\]/.match(text))!=nil then face = "66rpg_" + $2 + "_h.png" if $1 == "r" and $game_actors[$2.to_i] != nil face = $game_actors[$2.to_i].battler_name + "_h.png" end if $加密 == true if @right_picture != nil @right_picture.dispose end @right_picture = Sprite.new @right_picture.bitmap = Bitmap.new("Graphics/battlers/#{face}") @right_picture.y = 480-@right_picture.bitmap.height @right_picture.x = 640-@right_picture.bitmap.width text.gsub!(/\\([Rr])\[(.*?)\]/) { "" } else if FileTest.exist?("Graphics/battlers/#{face}") if @right_picture != nil @right_picture.dispose end @right_picture = Sprite.new @right_picture.bitmap = Bitmap.new("Graphics/battlers/#{face}") @right_picture.y = 480-@right_picture.bitmap.height @right_picture.x = 640-@right_picture.bitmap.width text.gsub!(/\\([Rr])\[(.*?)\]/) { "" } end end end if (/\\[Rr]k/.match(text)) != nil @right_keep = true text.sub!(/\\[Rr]k/) { "" } end if (/\\[Ll]k/.match(text)) != nil @left_keep = true text.sub!(/\\[Ll]k/) { "" } end # 替换人物姓名 text.gsub!(/\\[Nn]\[([0-9]+)\]/) do $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : "" end # 显示人物姓名 name_window_set = false if (/\\[Mm]([0-9]*?)\[(.+?)\]/.match(text)) != nil name_window_set = true if $1 == "" color = 0 else color = $1.to_i end if color >= 0 and color <= 7 name_color = color end name_text = $2 text.sub!(/\\[Mm]([0-9]*?)\[(.*?)\]/) { "" } end # 文字位置的判定 if (/\\[Pp]\[([-1,0-9]+)\]/.match(text))!=nil then @popchar = $1.to_i if @popchar == -1 x = @indent = 48 y = 4 end text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" } end # 开始 begin last_text = text.clone text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) } end until text == last_text text.gsub!(/\\\\/) { "\000" } text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" } text.gsub!(/\\[Gg]/) { "\002" } text.gsub!(/\\[Tt]/) { "\003" } text.gsub!(/\\[Uu]\[([0-9A-Fa-f]{6})\]/) { "\004[#{$1}]" } text.gsub!(/\\[Ii]/) { "\023" } text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" } text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" } text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" } text.gsub!(/\\[Dd]\[([0-9]+)\]/) { "\027[#{$1}]" } if @popchar >= 0 max_x = 0 max_y = 4 for i in 0..3 line = text.split(/\n/)[3-i] max_y -= 1 if line == nil and max_y <= 4-i next if line == nil cx = contents.text_size(line).width max_x = cx if cx > max_x end self.width = max_x + 48 + @face_indent self.height = (max_y - 1) * 32 + 64 else max_x = self.width - 32 - @face_indent end reset_window if name_window_set w = self.contents.text_size(name_text).width + 16 xn = @alignment ? self.x : self.x + self.width - w yn = self.y >= 40 ? self.y - 40 : self.y + self.height @name_window = Window_Name.new(xn, yn, w) @name_window.z = self.z + 1 @name_airtext = Window_AirText.new(xn + 8, yn + 8, name_text, name_color) @name_airtext.z = self.z + 2 end while ((c = text.slice!(/./m)) != nil) if c == "\000" c = "\\" end if c == "\001" text.sub!(/\[([0-9]+)\]/, "") color = $1.to_i 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 next end if c == "\003" if @playtime_window == nil and @popchar <=0 @playtime_window = Window_PlayTime.new @playtime_window.x = 80 if $game_temp.in_battle @playtime_window.y = 192 else @playtime_window.y = self.y >= 128 ? 32 : 384 end @playtime_window.opacity = self.opacity @playtime_window.back_opacity = self.back_opacity end end if c == "\004" text.sub!(/\[([0-9A-Fa-f]{2})([0-9A-Fa-f]{2})([0-9A-Fa-f]{2})\]/, "") self.contents.font.color = Color.new($1.to_i(16), $2.to_i(16), $3.to_i(16), 255) next end if c == "\023" @indent = x next end if c == "\024" text.sub!(/\[([0-9]+)\]/, "") self.contents.font.color.alpha = [[0, $1.to_i].max, 255].min next end if c == "\025" text.sub!(/\[([0-9]+)\]/, "") self.contents.font.size = [[$1.to_i, 6].max, 32].min next end if c == "\026" text.sub!(/\[([0-9]+)\]/, "") x += $1.to_i next end if c == "\027" text.sub!(/\[([0-9]+)\]/, "") x += $1.to_i * self.contents.font.size / 2 next end if c == "\030" text.sub!(/\[(.*?)\]/, "") self.contents.blt(x , y * line_height + 4, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24)) x += 24 next end if c == "\n" if lines >= $game_temp.choice_start @cursor_width = [@cursor_width, max_x - @face_indent].max end lines += 1 y += 1 x = 0 + @indent + @face_indent if lines >= $game_temp.choice_start x = 8 + @indent + @face_indent end next end # 描绘文字 self.contents.draw_text(x, line_height * y, 40, 32, c) # x 为要描绘文字的加法运算 x += self.contents.text_size(c).width end end 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 #-------------------------------------------------------------------------- # ● 更新 #-------------------------------------------------------------------------- def update super # 渐变的情况下 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 # 输入数值的情况下 if @input_number_window != nil @input_number_window.update # 确定 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 # 释放输入数值窗口 @input_number_window.dispose @input_number_window = nil terminate_message end return end # 显示信息中的情况下 if @contents_showing # 如果不是在显示选择项中就显示暂停标志 if $game_temp.choice_max == 0 self.pause = true end # 取消 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 # 确定 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 terminate_message end return end # 在渐变以外的状态下有等待显示的信息与选择项的场合 if @fade_out == false and $game_temp.message_text != nil @contents_showing = true $game_temp.message_window_showing = true reset_window 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 # 没有可以显示的信息、但是窗口为可见的情况下 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 #-------------------------------------------------------------------------- # ● 获得字符 #-------------------------------------------------------------------------- def get_character(parameter) case parameter when 0 return $game_player else events = $game_map.events return events == nil ? nil : events[parameter] end end #-------------------------------------------------------------------------- # ● 设置窗口位置与不透明度 #-------------------------------------------------------------------------- def reset_window # 判定 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 |