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标题:
那个 用66对话加强脚本发生了错误 求解决【加了出现错误的
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作者:
isanamida
时间:
2010-12-25 21:58
标题:
那个 用66对话加强脚本发生了错误 求解决【加了出现错误的
本帖最后由 isanamida 于 2011-1-12 13:06 编辑
自己尝试着做游戏便去找了整合脚本来参考 但是用了66对话加强的脚本之后配合显示地图名使用却弹出了这个
第114行是@mapname.setname
想问一下怎么解决
还有一个问题 就是我删掉地图名称显示的脚本去调试游戏的时候发现 对话的时候打字是这样——
可是显示成这样T T
同求解决办法T T
http://u.115.com/file/t887226ccb
这个就是范例了……
我用的脚本如下
#============================================================================
# 66加强对话框Fuki对话框整合+附送功能
# By whbm
#============================================================================
# 说明:
# 这是一个整合了66加强对话框和Fuki对话框功能脚本,你可以靠改变开关来切换
# 两个脚本。
# 附送功能:
# 在对话中按enter键跳过打字效果
# 33号开关控制对话框的切换:
# 打开--使用66加强对话框
# 关闭--使用Fuki对话框
# 34号开关控制附送功能的打开与关闭:
# 打开--使用附送功能
# 关闭--不使用附送功能
#============================================================================
# 66加强对话框说明--66rpg
#============================================================================
#默认为一个字一个字的方式,如果需要一次全部显示,
#请在游戏中使用脚本:$game_system.typing = true
#默认对话字没有声音,如果需要声音,
#请在游戏中使用脚本:$game_system.soundname_on_speak = "这里输入文件名"
#我唯一一个见过“胡乱配音”的游戏是天使帝国2代,该游戏说话的时候每个字符随机发一个外星语音
# 其他在对话中可以使用的功能:
# \n[1]:显示1号角色的姓名
# \name[李逍遥]:显示一个“李逍遥”方框,表示说话人姓名
# \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
# \v[1] :显示变量1
# \v[a1] :显示防具1
# \v[w1] :显示武器1
# \v[i1] :显示物品1
# \v[s1] :显示特技1
# \c[1-8]:更改颜色
# \g:显示金钱窗口
# \a[SE文件名]:对话的时候播放SE
# \s[1-19]:更改弹字的速度
# \. :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
# \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
# \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$game_system.soundname_on_speak设置的音效
# \L[001]:在左边显示图片“Graphics/battlers/66rpg_001_h.png”
# \R[001]:在右边显示图片“Graphics/battlers/66rpg_001_h.png”
# \Lk:清除左边的图像
# \Rk:清除右边的图像
#============================================================================
# Fuki对话框说明--bbschat
#============================================================================
#
# 呼出对话框 ver. 1.31 By パラ犬(日)
# 来自 [url]http://rpg.para.s3p.net/[/url]
#
# 汉化修改 66RPG bbschat(2006.1.5)
# 来自
#
# ●准备工作-窗口Skin
#
# 首先,确认自己使用的对话框窗口Skin,(数据库-系统-窗口外观图形)
# 然后根据该窗口Skin制作对话框尾部使用的两个箭头图形
# 尾部箭头图形命名方式:“窗口skin名-top”,“窗口skin名-under”
# 将该图形文件存放在“Graphics/Windowskins”文件夹下。
#
# 本演示游戏内置2套窗口和箭头图形,
# 一套是游戏默认的“001-Blue01”,一套是定制的“fk”
# 玩家可以根据自己的需要参照样本定制自己的呼出对话框窗口Skin。
#
# ●呼出对话框使用方法
#
# 在事件命令行使用[脚本]将事件ID代入[$mes_id]
# 该事件就可以使用呼出对话框了。
# (举例:$mes_id=4)
#
# ID 代入 -1 表示玩家,代入 0 表示事件自身。
# 代入 nil 或者 "" 则返回成通常的信息窗口。
# 对话框的表示位置可以通过事件的“更改文章选项”来设定(上、中、下)。
# 表示位置为“中央”的话,不管事件位置在哪里,对话框都将显示在画面中央。
#
# ●角色名字窗口的使用文字的方法
#
# 在事件命令行使用[脚本]将文字列代入[$mes_name]
# 对话框就会显示角色名字窗口
# (举例:$mes_name="阿尔西斯")
# 代入 nil 或者 "" 则不显示角色名字窗口。
#
# 以上两个机能是独立的,所以可以单独使用
#
# $mes_id=(ID) + $mes_name="名字" :呼出对话框显示 + 角色名字窗口
# $mes_id=(ID) + $mes_name="" :呼出对话框显示(没有角色名字)
# $mes_id=nil + $mes_name="名字" :默认信息窗口 + 角色名字窗口
# $mes_id=nil + $mes_name="" :默认信息窗口(没有角色名字)
#
# ●角色名字窗口使用角色图片的方法(汉化特别追加功能,原脚本只能使用文字)
#
# 如果能在对应文件夹中找到文件名和角色名字相同的图片,
# 则角色名字窗口显示角色头像图片,角色图片最好能包括角色的名字。
# 默认头像图片保存目录为“Graphics/Heads/”,玩家可自行修改。
#
# 如果不想使用角色名字直接作为头像文件名。
# 可以使用下面在 Game_Temp 类里增加的namebmp属性。
# 重新设定角色名字与文件名的对应关系。
#
# ●信息表示速度的变更方法
#
# 在事件命令行使用[脚本]将数值代入[$mes_speed]
# 速度为 0 即瞬间显示全部信息,数字越大,信息表示速度越慢。
# (举例:$mes_speed=1)
#
# ●其他设置
#
# 请参照下面的注释
#
# 补一句,用脚本chat(id,"名字")就相当于$mes_id=ID;$mes_name="名字"
#==============================================================================
module FUKI
# 头像图片保存目录的设定
HEAD_PIC_DIR = "Graphics/Heads/"
# 是否显示尾部图标
TAIL_SHOW = true
# Skin的设定
# 使用数据库默认窗口Skin情况下这里使用[""]
FUKI_SKIN_NAME = "fk2" # 呼出对话框用Skin
NAME_SKIN_NAME = "fk2" # 角色名字窗口用Skin
# 字体大小
MES_FONT_SIZE = 20 # 呼出对话框
NAME_FONT_SIZE = 14 # 角色名字窗口
# 字体颜色
#(设定为 Color.new(0, 0, 0, 0) 表示使用普通文字色)
FUKI_COLOR = Color.new(255, 255, 255, 255) # 呼出对话框
NAME_COLOR = Color.new(255, 255, 255, 255) # 角色名字窗口
# 窗口透明度
# 如修改窗口透明度请同时修改尾部箭头图形内部的透明度
FUKI_OPACITY = 255 # 呼出对话框
MES_OPACITY = 255 # 默认信息窗口
NAME_OPACITY = 255 # 角色名字窗口
# 角色名字窗口的相对位置
NAME_SHIFT_X = 0 # 横坐标
NAME_SHIFT_Y = 16 # 纵坐标
# 窗口表示时是否根据画面大小自动检查窗口出现的位置,
# 自动改变位置( true / false )
# 设置成 true 可能出现箭头图标颠倒的问题 <- bbschat
POS_FIX = false
# 在画面最边缘表示时的稍微挪动
# 使用圆形Skin的角和方框的角重合的情况下为 true
CORNER_SHIFT = false
SHIFT_PIXEL = 4 # true 时挪动的象素
# 角色高度尺寸
CHARACTOR_HEIGHT = 48
# 呼出对话框的相对位置(纵坐标)
POP_SHIFT_TOP = 0 # 表示位置为上的时候
POP_SHIFT_UNDER = 0 # 表示位置为下的时候
# 信息的表示速度(数字越小速度越快,0为瞬间表示)
# 游戏中 可随时用数字代入 $mes_speed 来改变消息表示速度。
MES_SPEED = 1
end
#==============================================================================
# 方便用户同时设置2个常用参数而使用的函数
#==============================================================================
def chat(id = 0,name = "")
$mes_id = id
$mes_name = name
end
#==============================================================================
# □ Game_Temp
#==============================================================================
class Game_Temp
attr_accessor :namebmp #保存头像图片的Hash表
alias initialize_fuki initialize
def initialize
initialize_fuki
# 如果不想使用角色名字直接作为头像文件名
# 可在这里重新设定角色名字与文件名的对应关系
@namebmp ={"玩家"=>"001-Player-Face", "维斯特"=>"002-Player-Face"}
end
end
#==============================================================================
# □ Game_System
#==============================================================================
class Game_System
attr_accessor :typing
attr_accessor :soundname_on_speak
alias carol3_ini initialize
def initialize
carol3_ini
@typing = true
@soundname_on_speak = nil
end
end
#==============================================================================
# □ Window_FukiMessage
#==============================================================================
class Window_FukiMessage < 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
#........................................................................
if $game_system.soundname_on_speak == nil then
$game_system.soundname_on_speak = ""
end
@opacity_text_buf = Bitmap.new(32, 32)
#........................................................................
@w = 0
@h = 0
@wait = 0
@dx = 0
@dy = 0
$mes_speed = FUKI::MES_SPEED
end
#--------------------------------------------------------------------------
# ○ 决定窗口尺寸并生成窗口
#--------------------------------------------------------------------------
def refresh_create
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = FUKI::MES_FONT_SIZE
# 取得窗口尺寸
get_windowsize
w = @w + 32 + 8
h = @h * (self.contents.font.size + 10) + 26
# 生成呼出窗口
set_fukidasi(self.x, self.y, w, h)
# 生成角色名字窗口
set_namewindow
# 初始化信息表示使用的变量
@dx = @dy = 0
@cursor_width = 0
@contents_drawing = true
# 瞬间表示的情况下
if $mes_speed == 0
# 循环信息描绘处理
while $game_temp.message_text != ""
draw_massage
end
draw_opt_text
@contents_showing_end = true
@contents_drawing = false
else
# 一个一个描绘文字
refresh_drawtext
end
end
#--------------------------------------------------------------------------
# ○ 一个一个描绘文字
#--------------------------------------------------------------------------
def refresh_drawtext
#........................................................................
if Input.trigger?(Input::C) and $game_switches[34]
# 循环信息描绘处理
while $game_temp.message_text != ""
draw_massage
end
draw_opt_text
@contents_showing_end = true
@contents_drawing = false
end
#........................................................................
if $game_temp.message_text != nil
if @wait > 0
@wait -= 1
elsif @wait == 0
# 描绘处理
draw_massage
@wait = $mes_speed
end
end
# 描绘结束
if $game_temp.message_text == ""
draw_opt_text
@contents_showing_end = true
@contents_drawing = false
end
end
#--------------------------------------------------------------------------
# ○ 66rpg-refresh
#--------------------------------------------------------------------------
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
@write_speed = 0
@write_wait = 0
@mid_stop = false
@face_file = nil
@popchar = -2
if $game_temp.choice_start == 0
@x = 8
end
if $game_temp.message_text != nil
@now_text = $game_temp.message_text
#——头像设置
if (/\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
@face_file = $1 + ".png"
@x = @face_indent = 128
if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
@now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
end
#——左半身像设置
if (/\\[Ll]\[(.+?)\]/.match(@now_text))!=nil then
@face = "66rpg_" + $1 + "_h.png"
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 = [email]480-@left_picture.bitmap.height[/email]
@left_picture.x = 0
@left_picture.mirror = true
@now_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 = [email]480-@left_picture.bitmap.height[/email]
@left_picture.x = 0
@left_picture.mirror = true
@now_text.gsub!(/\\[Ll]\[(.*?)\]/) { "" }
end
end
end
#——右半身像设置
if (/\\[Rr]\[(.+?)\]/.match(@now_text))!=nil then
@face = "66rpg_" + $1 + "_h.png"
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 = [email]480-@right_picture.bitmap.height[/email]
@right_picture.x = [email]640-@right_picture.bitmap.width[/email]
@now_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 = [email]480-@right_picture.bitmap.height[/email]
@right_picture.x = [email]640-@right_picture.bitmap.width[/email]
@now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "" }
end
end
end
if (/\\[Rr]k/.match(@now_text)) != nil
@right_keep = true
@now_text.sub!(/\\[Rr]k/) { "" }
end
if (/\\[Ll]k/.match(@now_text)) != nil
@left_keep = true
@now_text.sub!(/\\[Ll]k/) { "" }
end
# 显示人物姓名
name_window_set = false
if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
name_window_set = true
name_text = $1
@now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
end
# 文字位置的判定
if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
@popchar = $1.to_i
if @popchar == -1
@x = @indent = 48
@y = 4
end
@now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
end
# 开始
begin
last_text = @now_text.clone
@now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
end until @now_text == last_text
@now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
@now_text.gsub!(/\\\\/) { "\000" }
@now_text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
@now_text.gsub!(/\\[Gg]/) { "\002" }
@now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
@now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
@now_text.gsub!(/\\[.]/) { "\005" }
@now_text.gsub!(/\\[|]/) { "\006" }
@now_text.gsub!(/\\[>]/) { "\016" }
@now_text.gsub!(/\\[<]/) { "\017" }
@now_text.gsub!(/\\[!]/) { "\020" }
@now_text.gsub!(/\\[~]/) { "\021" }
@now_text.gsub!(/\\[Ii]/) { "\023" }
@now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
@now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
@now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
@now_text.gsub!(/\\[Kk]\[(.*?)\]/) { "\027[#{$1}]" }
if @popchar >= 0
@text_save = @now_text.clone
@max_x = 0
@max_y = 4
for i in 0..3
line = @now_text.split(/\n/)[3-i]
@max_y -= 1 if line == nil and @max_y <= 4-i
next if line == nil
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
off_x = 0
off_y = -40
space = 2
x = self.x + off_x - space / 2
y = self.y + off_y - space / 2
w = self.contents.text_size(name_text).width + 26 + space
h = 40 + space
@name_window_frame = Window_Frame.new(x, y, w, h)
@name_window_frame.z = self.z + 1
x = self.x + off_x + 4
y = self.y + off_y
@name_window_text = Air_Text.new(x+4, y+6, name_text)
@name_window_text.z = self.z + 2
end
end
reset_window
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
if $game_temp.num_input_variable_id > 0
digits_max = $game_temp.num_input_digits_max
number = $game_variables[$game_temp.num_input_variable_id]
@input_number_window = Window_InputNumber.new(digits_max)
@input_number_window.number = number
@input_number_window.x = self.x + 8
@input_number_window.y = self.y + $game_temp.num_input_start * 32
end
end
#==============================================================================
# ■ Window_Frame (枠だけで中身の無いウィンドウ)
#==============================================================================
class Window_Frame < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
self.contents = nil
self.back_opacity = 100
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
super
end
end
#==============================================================================
# ■ Air_Text (何も無いところに文字描写 = 枠の無い瞬間表示メッセージウィンドウ)
#==============================================================================
class Air_Text < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, designate_text)
super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity = 0
self.back_opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
w = self.contents.width
h = self.contents.height
self.contents.draw_text(0, 0, w, h, designate_text)
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
self.contents.clear
super
end
end
#--------------------------------------------------------------------------
# ○ 取得窗口尺寸
#--------------------------------------------------------------------------
def get_windowsize
x = y = 0
@h = @w = 0
@cursor_width = 0
# 有选择项的话,处理字的缩进
if $game_temp.choice_start == 0
x = 16
end
# 有等待显示的文字的情况下
if $game_temp.message_text != nil
text = $game_temp.message_text.clone
# 限制文字处理
begin
last_text = text.clone
text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
end until text == last_text
text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
# 为了方便、将 "\\\\" 变换为 "\000"
text.gsub!(/\\\\/) { "\000" }
# "\\C" 变为 "\001" 、"\\G" 变为 "\002"
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001" }
text.gsub!(/\\[Gg]/) { "\002" }
# c 获取 1 个字 (如果不能取得文字就循环)
while ((c = text.slice!(/./m)) != nil)
# \\ 的情况下
if c == "\000"
# 还原为本来的文字
c = "\\"
end
# \C[n] 或者 \G 的情况下
if c == "\001" or c == "\002"
# 下面的文字
next
end
# 另起一行文字的情况下
if c == "\n"
# y 累加 1
y += 1
# 取得纵横尺寸
@h = y
@w = x > @w ? x : @w
if y >= $game_temp.choice_start
@w = x + 8 > @w ? x + 8 : @w
end
x = 0
# 移动到选择项的下一行
if y >= $game_temp.choice_start
x = 8
end
# 下面的文字
next
end
# x 为要描绘文字的宽度加法运算
x += self.contents.text_size(c).width
end
end
# 输入数值的情况
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]
@h += 1
x = digits_max * self.contents.font.size + 16
@w = x > @w ? x : @w
end
end
#--------------------------------------------------------------------------
# ○ 描绘信息处理
#--------------------------------------------------------------------------
def draw_massage
# 有等待显示的文字的情况下
if $game_temp.message_text != nil
text = $game_temp.message_text
# 限制文字处理
begin
last_text = text.clone
text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
end until text == last_text
text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
# 为了方便、将 "\\\\" 变换为 "\000"
text.gsub!(/\\\\/) { "\000" }
# "\\C" 变为 "\001"、"\\G" 变为 "\002"
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
# c 获取 1 个字
if ((c = text.slice!(/./m)) != nil)
# 选择项的情况
if @dy >= $game_temp.choice_start
# 处理字的缩进
@dx = 8
# 描绘文字
self.contents.draw_text(4 + @dx, 32 * @dy, 40, 32, c)
# x 为要描绘文字宽度的加法运算
@dx += self.contents.text_size(c).width
# 循环
while ((c = text.slice!(/./m)) != "\n")
# 描绘文字
self.contents.draw_text(4 + @dx, 32 * @dy, 40, 32, c)
# x 为要描绘文字宽度的加法运算
@dx += self.contents.text_size(c).width
end
if c == "\n"
# 更新光标宽度
@cursor_width = [@cursor_width, @dx].max
# dy 累加 1
@dy += 1
@dx = 0
end
return
end
# \\ 的情况下
if c == "\000"
# 还原为本来的文字
c = "\\"
end
#\C[n] 的情况下
if c == "\001"
# 更改文字色
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
end
# \G 的情况下
if c == "\002"
# 生成金钱窗口
if @gold_window == nil
@gold_window = Window_Gold.new
@gold_window.x = 560 - @gold_window.width
if $game_temp.in_battle
@gold_window.y = 192
else
@gold_window.y = self.y >= 128 ? 32 : 384
end
@gold_window.opacity = self.opacity
@gold_window.back_opacity = self.back_opacity
end
end
# 另起一行文字的情况下
if c == "\n"
# dy 累加 1
@dy += 1
@dx = 0
end
# 描绘文字
self.contents.font.size = FUKI::MES_FONT_SIZE
font_size = self.contents.font.size
self.contents.draw_text(4+@dx, (font_size+10)*@dy, font_size, font_size, c)
# dx 为要描绘文字的宽度加法运算
@dx += self.contents.text_size(c).width
end
end
end
#--------------------------------------------------------------------------
# ○ 选择项和输入数值的情况下
#--------------------------------------------------------------------------
def draw_opt_text
# 选择项的情况下
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
# 输入数值的情况下
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
#--------------------------------------------------------------------------
# ○ 设置呼出对话框
#--------------------------------------------------------------------------
def set_fukidasi(x, y, width, height)
# $mes_id 为空的时候,不显示呼出对话框
if $mes_id == nil or $mes_id == ""
del_fukidasi
reset_window
else
# 不显示暂停标志
self.pause = false
# 取得对话框位置
pos = get_fuki_pos(width, height)
x = pos[0]
y = pos[1]
skin = FUKI::FUKI_SKIN_NAME != "" ? FUKI::FUKI_SKIN_NAME : $game_system.windowskin_name
# 生成呼出对话框
self.windowskin = RPG::Cache.windowskin(skin)
self.x = x
self.y = y
self.height = height
self.width = width
self.contents.dispose
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = FUKI::FUKI_OPACITY
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = FUKI::MES_FONT_SIZE
# 描绘尾部图标
if $game_system.message_frame == 0
# 取得位置
tale_pos = get_tale_pos
@tale = Sprite.new
# 是否显示尾部图标 <- bbschat
if FUKI::TAIL_SHOW == true
case @message_position
when 0 # 上
@tale.bitmap = RPG::Cache.windowskin(skin + "-top")
@tale.x = tale_pos[0]
@tale.y = tale_pos[1]
@tale.z = self.z + 1
when 1 # 中
@tale.dispose
@tale = nil
when 2 # 下
@tale.bitmap = RPG::Cache.windowskin(skin + "-under")
@tale.x = tale_pos[0]
@tale.y = tale_pos[1]
@tale.z = self.z + 1
end
end
end
end
end
#--------------------------------------------------------------------------
# ○ 计算呼出对话框的位置
#--------------------------------------------------------------------------
def get_fuki_pos(width, height)
# 取得角色
@character = get_character($mes_id)
if @character == nil
# 角色不存在的情况下使用默认信息框
del_fukidasi
reset_window
return
end
# 处理坐标
x = ( @character.real_x - $game_map.display_x + 64 ) * 32 / 128 - (width / 2)
# 为尽量显示在画面内而移动横坐标
if x + width > 640
x = 640 - width
elsif x < 0
x = 0
end
# 决定窗口位置
case $game_system.message_position
when 0 # 上
y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 - height - FUKI::CHARACTOR_HEIGHT + FUKI::POP_SHIFT_TOP
when 1 # 中
y = (480 - height) / 2
x = (640 - width) / 2
when 2 # 下
y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 + 32 + FUKI::POP_SHIFT_UNDER
end
# 纪录文章显示位置
@message_position = $game_system.message_position
# 如果选择自动修正,则如果文章会显示到画面外则自动改变窗口的尺寸(高度)
if FUKI::POS_FIX
case @message_position
when 0 # 上
if y <= 0
@message_position = 2
y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 + 32 + FUKI::POP_SHIFT_UNDER
end
when 2 # 下
if y + height >= 480
p "上"
@message_position = 0
y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 - height - FUKI::CHARACTOR_HEIGHT + FUKI::POP_SHIFT_TOP
end
end
end
return [x,y]
end
#--------------------------------------------------------------------------
# ○ 计算尾部图标的位置
#--------------------------------------------------------------------------
def get_tale_pos
case @message_position
when 0 # 上
# 处理坐标
x = ( @character.real_x - $game_map.display_x + 64 ) * 32 / 128 - 16
# 画面边缘的话则移动位置
if FUKI::CORNER_SHIFT
if x == 0
x = FUKI::SHIFT_PIXEL
elsif x == 640 - 32
x = 640 - 32 - FUKI::SHIFT_PIXEL
end
end
y = self.y + self.height - 16
when 1 # 中
x = nil
y = nil
when 2 # 下
# 处理坐标
x = ( @character.real_x - $game_map.display_x + 64 ) * 32 / 128 - 16
# 画面边缘的话则移动位置
if FUKI::CORNER_SHIFT
if x == 0
x = FUKI::SHIFT_PIXEL
elsif @tale.x == 640 - 32
x = 640 - 32 - FUKI::SHIFT_PIXEL
end
end
y = self.y - 16
end
return [x,y]
end
#--------------------------------------------------------------------------
# ○ 计算名字窗口的位置
#--------------------------------------------------------------------------
def get_name_pos
case @face_pic_txt
when 0 # 文字
x = self.x + FUKI::NAME_SHIFT_X
y = self.y - FUKI::NAME_FONT_SIZE - 16 + FUKI::NAME_SHIFT_Y
when 1 # 图片
if self.x >= @pic_width + 5
# 默认头像显示在对话框左边
x = self.x-@pic_width-5
else
# 对话框左边放不下时头像显示在右边
x = self.x + self.width
end
y = self.y+self.height/2 - (@pic_height + 5)/2
end
return [x,y]
end
#--------------------------------------------------------------------------
# ○ 设置角色名字窗口
#--------------------------------------------------------------------------
def set_namewindow
# $mes_name为空时不显示角色名字窗口
if $mes_name == nil or $mes_name == ""
return
else
# 设定变量
mes_name = $mes_name
skin = FUKI::NAME_SKIN_NAME != "" ? FUKI::NAME_SKIN_NAME : $game_system.windowskin_name
#判断名称是否有对应的图片"Graphics/heads/" +
if $game_temp.namebmp[mes_name] == nil then
sFile = "Graphics/heads/" + mes_name + ".png"
else
sFile = "Graphics/heads/" + $game_temp.namebmp[mes_name] + ".png"
end
if FileTest.exist?(sFile) == true then
@face_pic_txt = 1 #名字窗口使用头像<- bbschat
# 生成头像
bmp = Bitmap.new(sFile)
@pic_width = bmp.width
@pic_height = bmp.height
if self.x >= @pic_width + 5
# 默认头像显示在对话框左边
name_x = self.x-@pic_width-5
else
# 对话框左边放不下时头像显示在右边
name_x = self.x + self.width
end
name_y = self.y+self.height/2 - (@pic_height + 5)/2
# 生成角色头像窗口
@name_win = Window_Base.new(name_x, name_y, @pic_width + 5, @pic_height + 5)
@name_win.windowskin = RPG::Cache.windowskin(skin)
@name_win.back_opacity =0
@name_win.z = self.z + 1
@name_contents = Sprite.new
@name_contents.x = name_x + 2
@name_contents.y = name_y + 2
@name_contents.bitmap = bmp
#@name_contents.z = @name_win.z + 2 #这个用了似乎效果不好<- bbschat
else
@face_pic_txt = 0 #名字窗口使用文字<- bbschat
# 生成名字
name_width = mes_name.size / 2 * FUKI::NAME_FONT_SIZE
name_height = FUKI::NAME_FONT_SIZE
name_x = self.x + FUKI::NAME_SHIFT_X
name_y = self.y - name_height - 16 + FUKI::NAME_SHIFT_Y
# 生成角色名字窗口(只有边框)
@name_win = Window_Base.new(name_x, name_y, name_width + 16, name_height + 16)
@name_win.windowskin = RPG::Cache.windowskin(skin)
@name_win.back_opacity = FUKI::NAME_OPACITY
@name_win.z = self.z + 1
# 为了使空白比Windows类限定的更小使用双重结构
@name_contents = Sprite.new
@name_contents.x = name_x + 12
@name_contents.y = name_y + 8
@name_contents.bitmap = Bitmap.new(name_width, name_height)
@name_contents.z = @name_win.z + 2
# 设定文字色
nil_color = Color.new(0,0,0,0)
if FUKI::NAME_COLOR != nil_color
@name_contents.bitmap.font.color = FUKI::NAME_COLOR
else
@name_contents.bitmap.font.color = normal_color
end
@name_contents.bitmap.font.size = FUKI::NAME_FONT_SIZE
# 调整窗口尺寸
rect = @name_contents.bitmap.text_size(mes_name)
@name_win.width = rect.width + 32
# 描画名字
@name_contents.bitmap.draw_text(rect, mes_name)
end
end
end
#--------------------------------------------------------------------------
# ○ 释放呼出对话框和角色名字窗口
#--------------------------------------------------------------------------
def del_fukidasi
if @tale != nil
@tale.dispose
@tale = nil
end
if @name_win != nil
@name_win.dispose
@name_win = nil
@name_contents.dispose
@name_contents = nil
end
self.opacity = 0
self.x = 80
self.width = 480
self.height = 160
self.contents.dispose
self.contents = Bitmap.new(width - 32, height - 32)
self.pause = true
end
#--------------------------------------------------------------------------
# ○ 取得角色
# parameter : 参数
#--------------------------------------------------------------------------
def get_character(parameter)
if $game_switches[33]
#........................................................................
case parameter
when 0
return $game_player
else
events = $game_map.events
return events == nil ? nil : events[parameter]
end
#........................................................................
else
# 参数分歧
case parameter
when -1 # 玩家
return $game_player
when 0 # 该事件
events = $game_map.events
return events == nil ? nil : events[$active_event_id]
else # 特定事件
if parameter >0
events = $game_map.events
return events == nil ? nil : events[parameter]
else
$game_party.return_char(-parameter-2)
end
end
end
end
#--------------------------------------------------------------------------
# ● 设定窗口位置和不透明度
#--------------------------------------------------------------------------
def reset_window
if $game_switches[33]
#........................................................................
# 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 = -4
self.y = -4
self.width = 648
self.height = 488
else
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0 # 上
self.y = 16
when 1 # 中
self.y = 160
when 2 # 下
self.y = 304
end
self.x = 80
if @face_file == nil
self.width = 480
else
self.width = 600
self.x -= 60
end
self.height = 160
end
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
if @face_file != nil
self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
if @popchar == -1
self.opacity = 255
self.back_opacity = 0
elsif $game_system.message_frame == 0
self.opacity = 255
self.back_opacity = 200
else
self.opacity = 0
self.back_opacity = 200
end
#........................................................................
else
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0 # 上
self.y = 16
when 1 # 中
self.y = 160
when 2 # 下
self.y = 304
end
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = FUKI::MES_OPACITY
end
end
#--------------------------------------------------------------------------
# ● line_height-66rpg
#--------------------------------------------------------------------------
# 返回値:行高
#--------------------------------------------------------------------------
def line_height
return 32
if self.contents.font.size >= 20 and self.contents.font.size <= 24
return 32
else
return self.contents.font.size * 15 / 10
end
end
#--------------------------------------------------------------------------
# ● \V 变换-66rpg
#--------------------------------------------------------------------------
def convart_value(option, index)
option == nil ? option = "" : nil
option.downcase!
case option
when "i"
unless $data_items[index].name == nil
r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
end
when "w"
unless $data_weapons[index].name == nil
r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
end
when "a"
unless $data_armors[index].name == nil
r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
end
when "s"
unless $data_skills[index].name == nil
r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
end
else
r = $game_variables[index]
end
r == nil ? r = "" : nil
return r
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
if $game_switches[33]
#........................................................................
super
if @fade_in
self.contents_opacity += 24
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end
@now_text = nil if @now_text == ""
if @now_text != nil and @mid_stop == false
if @write_wait > 0
@write_wait -= 1
return
end
text_not_skip = $game_system.typing
while true
@max_x = @x if @max_x < @x
@max_y = @y if @max_y < @y
if (c = @now_text.slice!(/./m)) != nil
if c == "\000"
c = "\\"
end
if c == "\001"
@now_text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
c = ""
end
if c == "\002"
if @gold_window == nil and @popchar <= 0
@gold_window = Window_Gold.new
@gold_window.x = 560 - @gold_window.width
if $game_temp.in_battle
@gold_window.y = 192
else
@gold_window.y = self.y >= 128 ? 32 : 384
end
@gold_window.opacity = self.opacity
@gold_window.back_opacity = self.back_opacity
end
c = ""
end
if c == "\003"
@now_text.sub!(/\[([0-9]+)\]/, "")
speed = $1.to_i
if speed >= 0 and speed <= 19
@write_speed = speed
end
c = ""
end
if c == "\004"
@now_text.sub!(/\[(.*?)\]/, "")
buftxt = $1.dup.to_s
if buftxt.match(/\//) == nil and buftxt != "" then
$game_system.soundname_on_speak = "Audio/SE/" + buftxt
else
$game_system.soundname_on_speak = buftxt.dup
end
c = ""
elsif c == "\004"
c = ""
end
if c == "\005"
@write_wait += 5
c = ""
end
if c == "\006"
@write_wait += 20
c = ""
end
if c == "\016"
text_not_skip = false
c = ""
end
if c == "\017"
text_not_skip = true
c = ""
end
if c == "\020"
@mid_stop = true
c = ""
end
if c == "\021"
terminate_message
return
end
if c == "\023"
@indent = @x
c = ""
end
if c == "\024"
@now_text.sub!(/\[([0-9]+)\]/, "")
@opacity = $1.to_i
c = ""
end
if c == "\025"
@now_text.sub!(/\[([0-9]+)\]/, "")
self.contents.font.size = [[$1.to_i, 6].max, 32].min
c = ""
end
if c == "\026"
@now_text.sub!(/\[([0-9]+)\]/, "")
@x += $1.to_i
c = ""
end
if c == "\027"
@now_text.sub!(/\[(.*?)\]/, "")
@x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
if $game_system.soundname_on_speak != ""
Audio.se_play($game_system.soundname_on_speak)
end
c = ""
end
if c == "\030"
@now_text.sub!(/\[(.*?)\]/, "")
self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
if $game_system.soundname_on_speak != ""
Audio.se_play($game_system.soundname_on_speak)
end
@x += 24
c = ""
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
c = ""
end
if c != ""
# 文字描画
@x += opacity_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), c, @opacity)
if $game_system.soundname_on_speak != "" then
Audio.se_play($game_system.soundname_on_speak)
end
end
if Input.press?(Input::C) and $game_switches[34]
text_not_skip = false
end
if Input.press?(Input::B)
text_not_skip = false
end
else
text_not_skip = true
break
end
# 終了判定
if text_not_skip
break
end
end
@write_wait += @write_speed
return
end
if @input_number_window != nil
@input_number_window.update
# 決定
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
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
if @contents_showing
if $game_temp.choice_max == 0
self.pause = true
end
# 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
# 決定
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
if @mid_stop
@mid_stop = false
return
else
terminate_message
end
end
return
end
if @fade_out == false and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
refresh
Graphics.frame_reset
self.visible = true
self.contents_opacity = 0
if @input_number_window != nil
@input_number_window.contents_opacity = 0
end
@fade_in = true
return
end
if self.visible
@fade_out = true
self.opacity -= 48
if self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
#........................................................................
else
super
# 呼出模式下跟随事件移动
if @tale != nil
pos = get_fuki_pos(self.width, self.height)
self.x = pos[0]
self.y = pos[1]
tale_pos = get_tale_pos
@tale.x = tale_pos[0]
@tale.y = tale_pos[1]
if @name_win != nil
name_pos = get_name_pos
@name_win.x = name_pos[0]
@name_win.y = name_pos[1]
case @face_pic_txt
when 0 # 文字
@name_contents.x = @name_win.x + 12
@name_contents.y = @name_win.y + 8
when 1 # 图片
@name_contents.x = @name_win.x + 2
@name_contents.y = @name_win.y + 2
end
end
end
# 渐变的情况下
if @fade_in
self.contents_opacity += 24
if @name_win != nil
@name_win.opacity += 24
end
if @tale != nil
@tale.opacity += 24
end
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end
# 显示信息中的情况下
if @contents_drawing
refresh_drawtext
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
# 显示信息结束的情况下
if @contents_showing_end
# 不是显示选择项且不是呼出对话模式则显示暂停标志
if $game_temp.choice_max == 0 and @tale == nil
self.pause = true
else
self.pause = false
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
# 释放呼出窗口
del_fukidasi
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_create
if @name_win != nil
@name_win.opacity = 0
end
if @tale != nil
@tale.opacity = 0
end
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 @name_win != nil
@name_win.opacity -= 48
end
if @tale != nil
@tale.opacity -= 48
end
if self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
del_fukidasi
end
return
end
end
end
#--------------------------------------------------------------------------
# ● 透過文字描画 - 66rpg
#--------------------------------------------------------------------------
# target :描画対象。Bitmapクラスを指定。
# x :x座標
# y :y座標
# str :描画文字列
# opacity:透過率(0~255)
# 返回値 :文字幅(@x増加値)。
#--------------------------------------------------------------------------
def opacity_draw_text(target, x, y, str,opacity)
height = target.font.size
width = target.text_size(str).width
opacity = [[opacity, 0].max, 255].min
if opacity == 255
target.draw_text(x, y, width, height, str)
return width
else
if @opacity_text_buf.width < width or @opacity_text_buf.height < height
@opacity_text_buf.dispose
@opacity_text_buf = Bitmap.new(width, height)
else
@opacity_text_buf.clear
end
@opacity_text_buf.font.size = target.font.size
@opacity_text_buf.draw_text(0, 0, width, height, str)
target.blt(x, y, @opacity_text_buf, Rect.new(0, 0, width, height), opacity)
return width
end
end
def ruby_draw_text(target, x, y, str,opacity)
sizeback = target.font.size
target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
rubysize = [rubysize, 6].max
opacity = [[opacity, 0].max, 255].min
split_s = str.split(/,/)
split_s[0] == nil ? split_s[0] = "" : nil
split_s[1] == nil ? split_s[1] = "" : nil
height = sizeback + rubysize
width = target.text_size(split_s[0]).width
target.font.size = rubysize
ruby_width = target.text_size(split_s[1]).width
target.font.size = sizeback
buf_width = [target.text_size(split_s[0]).width, ruby_width].max
width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0
if opacity == 255
target.font.size = rubysize
target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
target.font.size = sizeback
target.draw_text(x, y, width, target.font.size, split_s[0])
return width
else
if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
@opacity_text_buf.dispose
@opacity_text_buf = Bitmap.new(buf_width, height)
else
@opacity_text_buf.clear
end
@opacity_text_buf.font.size = rubysize
@opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
@opacity_text_buf.font.size = sizeback
@opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
if sub_x >= 0
target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
else
target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
end
return width
end
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
if $game_switches[33]
#........................................................................
terminate_message
if @gaiji_cache != nil
unless @gaiji_cache.disposed?
@gaiji_cache.dispose
end
end
unless @opacity_text_buf.disposed?
@opacity_text_buf.dispose
end
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
#........................................................................
else
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
end
#--------------------------------------------------------------------------
# ● 信息结束处理
#--------------------------------------------------------------------------
def terminate_message
if $game_switches[33]
#........................................................................
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
if @name_window_frame != nil
@name_window_frame.dispose
@name_window_frame = nil
end
if @name_window_text != nil
@name_window_text.dispose
@name_window_text = nil
end
if @right_picture != nil and @right_keep == true
@right_picture.dispose
end
if @left_picture != nil and @left_keep == true
@left_picture.dispose
end
#........................................................................
else
self.active = false
self.pause = false
self.index = -1
self.contents.clear
# 清除显示中标志
@contents_showing = false
@contents_showing_end = 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
# 释放金钱窗口
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
end
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if $game_switches[33]
#.........................................................................
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(4 + @indent + @face_indent, n * 32 + 4, @cursor_width, 32)
else
self.cursor_rect.empty
end
#.........................................................................
else
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(8, n * 32, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
end
#--------------------------------------------------------------------------
# ● 取得普通文字色
#--------------------------------------------------------------------------
def normal_color
nil_color = Color.new(0,0,0,0)
if FUKI::FUKI_COLOR != nil_color
color = FUKI::FUKI_COLOR
else
color = super
end
return color
end
end
#==============================================================================
# ■ Interpreter
#==============================================================================
class Interpreter
#--------------------------------------------------------------------------
# ● 设置事件
# event_id : 事件 ID
#--------------------------------------------------------------------------
alias setup_fuki setup
def setup(list, event_id)
setup_fuki(list, event_id)
# 如果不是战斗中
if !($game_temp.in_battle)
# 记录事件 ID
$active_event_id = event_id
end
end
end
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成活动块
@spriteset = Spriteset_Map.new
# 生成信息窗口
@message_window = Window_FukiMessage.new
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面切换的话就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放活动块
@spriteset.dispose
# 释放信息窗口
@message_window.dispose
# 标题画面切换中的情况下
if $scene.is_a?(Scene_Title)
# 淡入淡出画面
Graphics.transition
Graphics.freeze
end
end
end
#==============================================================================
# ■ Window_InputNumber
#==============================================================================
class Window_InputNumber < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# digits_max : 位数
#--------------------------------------------------------------------------
def initialize(digits_max)
@digits_max = digits_max
@number = 0
# 从数字的幅度计算(假定与 0~9 等幅)光标的幅度
dummy_bitmap = Bitmap.new(32, 32)
dummy_bitmap.font.size = FUKI::MES_FONT_SIZE
@cursor_width = dummy_bitmap.text_size("0").width + 8
dummy_bitmap.dispose
super(0, 0, @cursor_width * @digits_max + 32, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = FUKI::MES_FONT_SIZE
self.z += 9999
self.opacity = 0
@index = 0
refresh
update_cursor_rect
end
end
复制代码
作者:
zhangbanxian
时间:
2010-12-28 21:17
没设地图名吧...
作者:
isanamida
时间:
2011-1-1 13:38
回复
zhangbanxian
的帖子
那个 我设了的……T T
作者:
px.凤翔九天
时间:
2011-1-1 14:46
亲娘啊....对这种不用插入代码功能的帖子感到很头痛...看了一下没觉得有问题啊?你要的难道不是你给的图片的效果?那就试试打开34号开关和33号开关试试效果。如果不是你想要的效果,请进一步说明,表示目前的题目有些理解不能。
作者:
isanamida
时间:
2011-1-2 21:48
回复
px.凤翔九天
的帖子
代码的话……因为刚刚发帖的时候发现不能显示所以才没有使用
而我说的问题 其实是在游戏里显示的时候跳行有问题……也就是说他没有占满一行所有的格子就直接跳到下一行了 如果加上颜色的话一行只显示十来个字就跳行了
我的语文水平有限说得不清楚T T
我只想要33开关的那个效果所以……
或许真的得把范例弄上来一下
作者:
px.凤翔九天
时间:
2011-1-2 21:57
回复
isanamida
的帖子
没占满格子是因为你输入时就在那里加上了换行符(你看不到)所以显示时就换行了。
此问题的解决方法?额,试着把\name[]单放一行,文字单方一行,到了边框处不按回车换行,让它自动跳行,估计可以的吧。
或者?是脚本中bitmap的绘制大小问题?如果我说的无效,我就得仔细看一下脚本了- -|
作者:
isanamida
时间:
2011-1-2 22:03
回复
px.凤翔九天
的帖子
打名字的时候后面的我没按回车换行但是放到游戏里还是这样 如果按你的方法是名字单放一行的话显示名字的小方框下面也会空出一行 虽然是解决了跳行的问题 但是这个新的问题麻烦也挺大= =
我也不知道为啥=n=b
作者:
px.凤翔九天
时间:
2011-1-2 23:03
回复
isanamida
的帖子
经过我的测试发现即使保留原脚本的完整性也会出现此问题...没办法...
试着改了一下,无效...等待高手前来解答吧....
作者:
步兵中尉
时间:
2011-1-3 00:42
你的错误是怎么触发的,这个总应该告知吧!
这样发个脚本上来,你都说了自己还附带其他脚本,万一冲突呢?
建议将工程发上来供大家参详
作者:
isanamida
时间:
2011-1-4 13:01
回复
px.凤翔九天
的帖子
这样啊……那也只好慢慢去解决了T T
但还是谢谢你帮忙TVT
isanamida于2011-1-8 13:11补充以下内容:
那个 并没有解决呢= =
而且还是挺急……
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