Project1
标题:
NPC头上显示名字脚本,跪求 [我找到的一种没法用]
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作者:
yangjunyin2002
时间:
2012-12-17 17:53
标题:
NPC头上显示名字脚本,跪求 [我找到的一种没法用]
本帖最后由 yangjunyin2002 于 2012-12-17 19:28 编辑
有一种我找到了,可是和别的脚本冲突,我又不想删那个脚本,于是,我又找了一个。可是不知道怎么用。
#==============================================================================
# 显示NPC名
#------------------------------------------------------------------------------
# 跟原版一样,EV开头的不显示,逗号后加颜色代码
# 修改某事件名的方法:
# set_npc_name("新名", 事件ID, 地图ID, 是否永久生效)
# 事件ID 为空时表示当前事件
# 地图ID 为空时表示当前地图
# 是否永久生效 默认永久,否则只允许修改当前地图
#==============================================================================
# 参数设定
#==============================================================================
module NPC
NAME_FONT = "黑体"
NAME_SIZE = 16
NAME_SHADOW = false
NAME_WIDTH = 120
end
#==============================================================================
# 重定事件名
#==============================================================================
def set_npc_name(name, event_id = nil, map_id = nil, forever = true)
# 处理事件 ID
if event_id == nil
event_id = $game_map.interpreter.event_id
end
# 处理地图 ID
if map_id == nil
$game_map.events[event_id].name = name
map_id = $game_map.map_id
else
map_id = map_id
end
return unless forever
data = load_data(sprintf("Data/Map%03d.rvdata", map_id))
# 更改名
data.events[event_id].name = name
save_data(data, sprintf("Data/Map%03d.rvdata", map_id))
end
#==============================================================================
# ■ Game_Character
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# ◎ 定义实例变量
#--------------------------------------------------------------------------
attr_accessor :name # 名称
#--------------------------------------------------------------------------
# ◎ 初始化对象
#--------------------------------------------------------------------------
alias character_ini initialize
def initialize
character_ini
@name = ""
end
end
#==============================================================================
# ■ Game_Event
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# ◎ 定义实例变量
#--------------------------------------------------------------------------
attr_reader :erased
#--------------------------------------------------------------------------
# ◎ 初始化对像
# map_id : 地图 ID
# event : 事件 (RPG::Event)
#--------------------------------------------------------------------------
alias event_ini initialize
def initialize(map_id, event)
event_ini(map_id, event)
@name = @event.name
end
end
#==============================================================================
# ■ Game_Player
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ◎ 获取角色名
#--------------------------------------------------------------------------
def name
return $game_party.members[0].name
end
end
#==============================================================================
# ■ Game_Interpreter
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# ◎ 定义实例变量
#--------------------------------------------------------------------------
attr_reader :event_id
end
#==============================================================================
# ■ Sprite_Character
#==============================================================================
class Sprite_Character < Sprite_Base
#--------------------------------------------------------------------------
# ◎ 初始化对象
# viewport : 视区
# character : 角色 (Game_Character)
#--------------------------------------------------------------------------
def initialize(viewport, character = nil)
super(viewport)
@character = character
@balloon_duration = 0
## 名称
@name = @character.name
set_name_sprite
update
end
#--------------------------------------------------------------------------
# ◎ 释放
#--------------------------------------------------------------------------
def dispose
dispose_balloon
super
##
return if @name_sprite == nil
@name_sprite.bitmap.dispose
@name_sprite.dispose
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
update_bitmap
self.visible = (not @character.transparent)
update_src_rect
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.screen_z
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
update_balloon
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
start_animation(animation)
@character.animation_id = 0
end
if @character.balloon_id != 0
@balloon_id = @character.balloon_id
start_balloon
@character.balloon_id = 0
end
## 名称可视和跟随
unless @name_sprite == nil or @name_sprite.disposed?
if @character.is_a?(Game_Event) and @character.erased
@name_sprite.visible = false
return
else
@name_sprite.visible = true
end
if @character.is_a?(Game_Player) and @character.in_vehicle?
@name_sprite.visible = false
return
else
@name_sprite.visible = true
end
if @name != @character.name
@name = @character.name
refresh_name_sprite
end
@name_sprite.x = self.x - 80
@name_sprite.y = self.y - self.height - NPC::NAME_SIZE+2
@name_sprite.z = self.z+1
end
end
#--------------------------------------------------------------------------
# ○ 设定 NPC 名称
#--------------------------------------------------------------------------
def set_name_sprite
return if @character.name[0, 2] == "EV"
return if @character.name == ""
return if @character.character_name == ""
return if @character.is_a?(Game_Event) and @character.erased
@color_board = Window_Base.new(0,0,33,33)
@color_board.visible = false
@name_sprite = Sprite.new
@name_sprite.bitmap = Bitmap.new(NPC::NAME_WIDTH, NPC::NAME_SIZE+2)
@name_sprite.bitmap.font.name = NPC::NAME_FONT
@name_sprite.bitmap.font.size = NPC::NAME_SIZE
@name_sprite.bitmap.font.shadow = NPC::NAME_SHADOW
refresh_name_sprite
end
#--------------------------------------------------------------------------
# ○ 更新 NPC 名称
#--------------------------------------------------------------------------
def refresh_name_sprite
name,color_index = @name.split(/,/)
color_index = 0 if color_index == ""
@name_sprite.bitmap.font.color = @color_board.text_color(color_index.to_i)
@name_sprite.bitmap.clear
@name_sprite.bitmap.draw_text(0,0,160,NPC::NAME_SIZE+2,name,1)
end
end
复制代码
作者:
a364774426
时间:
2012-12-17 18:36
直接编辑事件的名称不就行了吗?如果事件名称以EV开头则不显示。
作者:
yangjunyin2002
时间:
2012-12-17 19:29
a364774426 发表于 2012-12-17 18:36
直接编辑事件的名称不就行了吗?如果事件名称以EV开头则不显示。
不过,我发现,只要把事件名称里的东西去掉,就只剩那个NPC的名字就行了,这样就会有的。否则只会在NPC头上显示SET之类的东西
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