# ———————————————————————————————————— # 本脚本来自[url]www.66rpg.com[/url],转载请保留此信息 将脚本复制加到Main上面 # ———————————————————————————————————— #——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"wav #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 # \M[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 #\f:文件名显示图片名称 #============================================================================== # ■ Game_System #------------------------------------------------------------------------------ # 处理系统附属数据的类。也可执行诸如 BGM 管理之类的功能。本类的实例请参考 # $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 = "" end end $加密 = true #============================================================================== # ■ 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 $game_system.typing = true 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 @right_picture = nil end if @left_picture != nil and @left_keep == true @left_picture.dispose @left_picture = nil end end #-------------------------------------------------------------------------- # ● 判断头像相关图像是否存在 #-------------------------------------------------------------------------- def picture_exist? return true if not @left_picture.nil? return true if not @right_picture.nil? return false end #-------------------------------------------------------------------------- # ● 判断头像相关图像是否存在 #-------------------------------------------------------------------------- def popchar=(v) @popchar = v 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 [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 @cursor_width = 0 @write_speed = 0 @write_wait = 0 @mid_stop = false @face_file = nil @popchar = -2 if @popchar != -3 reset_window 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/Battlers/face/" + $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 (/\\[Mm]\[(.+?)\]/.match(@now_text))!=nil then #——背景像设置 @right_picture = Sprite.new @right_picture.bitmap = Bitmap.new("Graphics/head/face/背景") if $game_temp.in_battle @right_picture.x = self.x - @right_picture.bitmap.width @right_picture.y = self.y else @right_picture.y = 320#[email]480-@right_picture.bitmap.height[/email] @right_picture.x = 40#[email]640-@right_picture.bitmap.width[/email] end [url=home.php?mod=space&uid=84331]@face[/url] = $1 + ".png" if $加密 == true if @left_picture != nil @left_picture.dispose end @left_picture = Sprite.new @left_picture.bitmap = Bitmap.new("Graphics/head/face/#{@face}") @left_picture.x = @right_picture.x + (@right_picture.bitmap.width - @left_picture.bitmap.width) / 2 @left_picture.y = @right_picture.y + (@right_picture.bitmap.height - @left_picture.bitmap.height) / 2 #@left_picture.y = 330#[email]480-@left_picture.bitmap.height[/email] # 頭像 三國3 #@left_picture.x = 50 @left_picture.mirror = true @now_text.gsub!(/\\[Ll]\[(.*?)\]/) { "" } else if FileTest.exist?("Graphics/Battlers/face/#{face}") if @left_picture != nil @left_picture.dispose end @left_picture = Sprite.new @left_picture.bitmap = Bitmap.new("Graphics/head/face/#{@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 =begin if (/\\[Rr]\[(.+?)\]/.match(@now_text))!=nil then @face = $1 + ".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/#{@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/#{@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 =end if (/\\[Rr]k/.match(@now_text)) != nil @right_keep = true @now_text.sub!(/\\[Rr]k/) { "" } end if (/\\[Ll]k/.match(@now_text)) != nil @right_keep = true @left_keep = true @now_text.sub!(/\\[Ll]k/) { "" } end # 显示人物姓名 name_window_set = false if (/\\[Mm]\[(.+?)\]/.match(@now_text)) != nil name_window_set = true name_text = $1 @now_text.sub!(/\\[Mm]\[(.*?)\]/) { "" } 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!(/\\[Mm]\[([0-9]+)\]/) 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 = -79 off_y = 80 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 w = 80 #名字 三國1 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 @battle_wait_count = @gold_window.opacity = self.opacity @gold_window.opacity = self.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" # S.P # 如果是战斗中的话,每解说完一句话的停顿帧数是4,不是战斗的话就20。 # 其中4是标准数值,利用倍数可以使停顿的时间增加…… # 比如4、8、12、16、20等等…… # 有兴趣的话还可以做成游戏系统设置(战斗解说速度:类似重装机兵)等等, # 这样就有了五种速度选项供玩家使用,不必担心玩家习惯不一的情况了。 @write_wait += $game_temp.in_battle ? 20 : 20 #@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 Audio.se_play("Audio/SE/打字音乐.wav") 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 and @battle_wait_count > 0 @fade_out = true if $game_temp.in_battle @battle_wait_count -= 48 if @battle_wait_count <= 0 @fade_out = false $game_temp.message_window_showing = false end else self.opacity -= 48 if self.opacity <= 0 self.visible = false @fade_out = false $game_temp.message_window_showing = false end end return end end # def #-------------------------------------------------------------------------- # ● 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 = 640 self.height = 488 # S.P # 用于战斗结束后信息的处理 elsif @popchar == -3 real_self_y = 40 self.y = 260 - real_self_y self.height = 120 + real_self_y self.width = 560 #(战斗信息窗口360) self.x = (740 - self.width) / 2 else ################################## #if $scene=Scene_Menu.new #self.y = 320 #self.width = 640 #self.height = 160 #self.z = 888888 #self.x = 0 #end ################################# if $game_temp.in_battle self.y = 330#(信息宽的上下调整) #self.width = 640 self.height = 120 # S.P self.width = 560 self.x = (840 - self.width) / 2 #(信息窗口的长度) #self.z = 888888 #self.x = 0 else case $game_system.message_position when 0 # 上 self.y = 16 when 1 # 中 self.y = 160 when 2 # 下 self.y = 320 end self.x = 120#80 方框位置 三國2 if @face_file == nil self.width = 700 else self.width = 600 self.x -= 60 end self.height = 160#(对话框宽度) 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 @battle_wait_count = self.opacity = 255 self.back_opacity = 0 elsif $game_system.message_frame == 0 @battle_wait_count = self.opacity = 255 else @battle_wait_count = self.opacity = 255 end # S.P self.back_opacity = 170 unless $game_temp.in_battle #对话框透明度 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 = 255 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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