Project1
标题:
请教对话框里加字体的东西~
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作者:
naibo456
时间:
2011-8-4 19:43
标题:
请教对话框里加字体的东西~
本帖最后由 naibo456 于 2011-8-4 19:46 编辑
我想在66RPG的对话框加强脚本里加一个修改字体的脚本,比如f[1]就是楷体什么的,两个脚本我弄到了,可惜不能同时使用,望各位大侠给看看,把修改字体的脚本加到对话框脚本里,万分感谢~~~~~
[line]1[/line]
附:66RPG的对话框加强脚本
#——说明
#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:
#
[1]:显示1号角色的姓名
#
ame[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
# 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
# [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
#==============================================================================
# ■ 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
if $game_system.soundname_on_speak == nil then
$game_system.soundname_on_speak = ""
end
@opacity_text_buf = Bitmap.new(32, 32)
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
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
end
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 = 480-@left_picture.bitmap.height
@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 = 480-@left_picture.bitmap.height
@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 = 480-@right_picture.bitmap.height
@right_picture.x = 640-@right_picture.bitmap.width
@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 = 480-@right_picture.bitmap.height
@right_picture.x = 640-@right_picture.bitmap.width
@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(/
/)[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
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
def update
super
if @fade_in
self.contents_opacity += 24
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end
@now_text = nil if @now_text == ""
if @now_text != nil and @mid_stop == false
if @write_wait > 0
@write_wait -= 1
return
end
text_not_skip = $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 == "
"
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::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
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
#--------------------------------------------------------------------------
# ● ウィンドウの位置と不透明度の設定
#--------------------------------------------------------------------------
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 = -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
end
#--------------------------------------------------------------------------
# ● line_height
#--------------------------------------------------------------------------
# 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
#--------------------------------------------------------------------------
# ● 透過文字描画
#--------------------------------------------------------------------------
# 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
#--------------------------------------------------------------------------
# ● V 变换
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
terminate_message
if @gaiji_cache != nil
unless @gaiji_cache.disposed?
@gaiji_cache.dispose
end
end
unless @opacity_text_buf.disposed?
@opacity_text_buf.dispose
end
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# ● 矩形更新
#--------------------------------------------------------------------------
def update_cursor_rect
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
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 = 200
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
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和更改字体的脚本
#==================================================================
# 66RPG 对话使用第二字体
#==================================================================
#------------------------------------------------------------
#这个脚本的念头是在论坛上问类似问题时,受simounF的回答,而启发的
#
#由于目前我对脚本的了解也只是皮毛,有不正确的地方,请大家给我指点一下喔
#对此脚本有疑问请在bbs.66RPG.com给我站内短信吧……>_< 猫哥哥
#==============================================================
#
#★使用方法★:将本脚本插入到main脚本之前。
# 先设置下面的预处理内容,然后用f[n]来在对话里切换字体(默认的n=0~4)
# 和整合的对话脚本可能有冲突,懂脚本的自己修改一下吧
#
# f[1]回到默认
# f[2]使用第二字体
# f[3]使用第三字体
# f[4]使用第四字体
# ●注意,在未来对本脚本做修改的情况下,请不要使用n=1~4之外的数字
# 比如f[0]或者f[9]等,否则必然出现脚本错误!!
#
#=================预先处理=======================
#
###########①默认字体(如果修改了main或者Window_Base里的默认字体,把这里设置一下)-------
#
$cat_默认文字字体 ="黑体" #默认的黑体
$cat_默认字体大小 =22 #默认的22号
$cat_默认字体颜色 = Color.new(255,255,255,255) #默认用的白色
#不懂怎么换颜色的菜鸟看这里: ↑上面这个括号里,四个数值分别是(红,绿,蓝,透明度),取值范围是(0~255),想要什么颜色自己更该数值试试看吧。
#
###########②第二字体的设置#########################
$cat_使用的第二字体 ="楷体_GB2312"
$cat_使用的第二字体大小 =22
$cat_使用的第二字体颜色 = Color.new(255,55,55,255) #红
##################################################
#
###########③第三字体的设置#########################
$cat_使用的第三字体 ="宋体"
$cat_使用的第三字体大小 =22
$cat_使用的第三字体颜色 = Color.new(225,225,80,255) #黄
##################################################
#
###########④第四字体的设置#########################
$cat_使用的第四字体 ="华文行楷"
$cat_使用的第四字体大小 =42
$cat_使用的第四字体颜色 = Color.new(0,0,123,255) #蓝
######################################################
#
#----------定义部分-------------
#——字体---
class Window_Base
def font_style(n)
case n
when 1
return $cat_默认文字字体
when 2
return $cat_使用的第二字体
when 3
return $cat_使用的第三字体
when 4
return $cat_使用的第四字体
end
end
#---大小---
def font_size(n)
case n
when 1
return $cat_默认字体大小
when 2
return $cat_使用的第二字体大小
when 3
return $cat_使用的第三字体大小
when 4
return $cat_使用的第四字体大小
end
end
#----颜色------
def text_color2nd(n)
case n
when 1
return $cat_默认字体颜色
when 2
return $cat_使用的第二字体颜色
when 3
return $cat_使用的第三字体颜色
when 4
return $cat_使用的第四字体颜色
end
end
end
#----------重新定义刷新--------------------
class Window_Message
def refresh
self.contents.clear
#======增添修改的部分=============================
self.contents.font.color = $cat_默认字体颜色 #
self.contents.font.name = $cat_默认文字字体 #
self.contents.font.size = $cat_默认字体大小 #
#=================================================
x = y = 0
@cursor_width = 0
# 到选择项的下一行字
if $game_temp.choice_start == 0
x = 8
end
# 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" に、"\G" 变为 "\002"
text.gsub!(/\[Cc][([0-9]+)]/) { "\001[#{$1}]" }
text.gsub!(/\[Gg]/) { "\002" }
#=====增添修改修改的部分================================
text.gsub!(/\[Ff][([0-9]+)]/) { "\003[#{$1}]" }#
#=======================================================
# 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] 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
# 下面的文字
next
end
#=========增添修改的部分============================================================
# F[n] 的情况下
if c == "\003"
# 更改文字字体
text.sub!(/[([0-9]+)]/, "")
style = $1.to_i
color2nd = $1.to_i
size = $1.to_i
if style >= 1 and style <= 4 # 4是字体最大的编号,增加字体要加大这个数字
color2nd >= 1 and color2nd <= 4 # 如果修改了上面的最大值,这里也要改
size >= 1 and size <= 4 # 如果修改了上面的最大值,这里也要改
self.contents.font.name = font_style(style)
self.contents.font.color = text_color2nd(color2nd)
self.contents.font.size = font_size(size)
end
# 下面的文字
next
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
# 下面的文字
next
end
# 另起一行文字的情况下
if c == "
"
# 刷新选择项及光标的高
if y >= $game_temp.choice_start
@cursor_width = [@cursor_width, x].max
end
# y 加 1
y += 1
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
# 描绘文字
self.contents.draw_text(4 + x, 32 * 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
# 选择项的情况
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
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
end
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望各位高手大侠将这两个脚本合并一下~万分感谢~
naibo456于2011-8-4 22:00补充以下内容:
求助啊! dsu_plus_rewardpost_czw
作者:
YamazakiRyusa
时间:
2011-8-5 10:04
本帖最后由 YamazakiRyusa 于 2011-8-5 10:19 编辑
加个条件分歧就可以了,等我做吧。
YamazakiRyusa于2011-8-5 10:18补充以下内容:
可以直接在事件中编个脚本写出来。
字体.png
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2011-8-5 10:18 上传
Font.default_name = (["华文细黑" , "黑体"])
复制代码
作者:
naibo456
时间:
2011-8-5 12:25
嗯,这个很不错,但想在一句话中加入很多字体,又应该怎么办呢?
这个答案不错,先谢谢了!
但要是有有更好的就好了……
naibo456于2011-8-9 21:01补充以下内容:
这样也可以了,谢谢你!
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