#==============================================================================
# 本脚本来自[url]www.66rpg.com[/url],转载、使用请保留此信息
#==============================================================================
# 作者:柳柳
#
# 使用方法:插入到main前即可,之后就会显示每个事件的名字。
# 不想显示名字的NPC直接把名字设置为一个空格就行了。
#
# 附加功能:名字颜色区分:比如一个NPC的名字是 柳柳,2 就会用2号颜色(红色)显示
#
# 修改NPC名的方法:$game_map.events[事件ID编号].name =
# 比如某个宝箱,原名宝箱,打开后名为“打开的宝箱”,则
# $game_map.events[@event_id].name = "打开的宝箱" 或者
# $game_map.events[2].name = "打开的宝箱" (假设宝箱是2号事件)
#
# 修改颜色定义:70-88行,131-149行,自己随便改。
#
# 给主角带上名字:192行,改 "" 为 "主角" 或者 $game_party.actors[0].name 即可
#
# 是否显示姓名的开关:157行,开头的井号去掉。则以后39号开关打开的时候才会显示姓名
#
#==============================================================================
# ■ Game_Event
#------------------------------------------------------------------------------
# 处理事件的类。条件判断、事件页的切换、并行处理、执行事件功能
# 在 Game_Map 类的内部使用。
#==============================================================================
class Game_Event < Game_Character
#——————————————————————————————————————
# 用来返回名称
#——————————————————————————————————————
def name
return @event.name
end
def name=(newname)
@event.name = newname
end
end
#==============================================================================
# ■ Sprite_Character
#------------------------------------------------------------------------------
# 角色显示用脚本。监视 Game_Character 类的实例、
# 自动变化脚本状态。
#==============================================================================
class Sprite_Character < RPG::Sprite
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_accessor :character # 角色
#--------------------------------------------------------------------------
# ● 初始化对像
# viewport : 查看端口
# character : 角色 (Game_Character)
#--------------------------------------------------------------------------
def initialize(viewport, character = nil)
name = character.name
super(viewport)
@character = character
@namesprite = Sprite.new
@namesprite.bitmap = Bitmap.new(160, 48)
@namesprite.bitmap.font.name = "黑体"
@namesprite.bitmap.font.size = 16
@namesprite.bitmap.font.color.set(255, 255, 255)
@evname = name
@evname_split = name.split(/,/)[0]
if name[0, 2]=="EV"
@evname_split = " "
end
if name.split(/,/)[1] != nil
case name.split(/,/)[1]
when "0"
@namesprite.bitmap.font.color.set(255, 255, 255)
when "1"
@namesprite.bitmap.font.color.set(128, 128, 255)
when "2"
@namesprite.bitmap.font.color.set(255, 128, 128)
when "3"
@namesprite.bitmap.font.color.set(128, 255, 128)
when "4"
@namesprite.bitmap.font.color.set(128, 255, 255)
when "5"
@namesprite.bitmap.font.color.set(255, 128, 255)
when "6"
@namesprite.bitmap.font.color.set(255, 255, 128)
when "7"
@namesprite.bitmap.font.color.set(192, 192, 192)
else
@namesprite.bitmap.font.color.set(255, 255, 255)
end
end
if @evname_split != "" and @evname_split != nil
@namesprite.bitmap.draw_text(0, 0, 160, 36, @evname_split, 1)
end
update
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
# 元件 ID、文件名、色相与现在的情况存在差异的情况下
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
# 记忆元件 ID 与文件名、色相
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
# 元件 ID 为有效值的情况下
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
# 元件 ID 为无效值的情况下
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
end
if @evname != @character.name
@namesprite.bitmap.clear
@evname = @character.name
@evname_split = @character.name.split(/,/)[0]
if @character.name.split(/,/)[1] != nil
case @character.name.split(/,/)[1]
when "0"
@namesprite.bitmap.font.color.set(255, 255, 255)
when "1"
@namesprite.bitmap.font.color.set(128, 128, 255)
when "2"
@namesprite.bitmap.font.color.set(255, 128, 128)
when "3"
@namesprite.bitmap.font.color.set(128, 255, 128)
when "4"
@namesprite.bitmap.font.color.set(128, 255, 255)
when "5"
@namesprite.bitmap.font.color.set(255, 128, 255)
when "6"
@namesprite.bitmap.font.color.set(255, 255, 128)
when "7"
@namesprite.bitmap.font.color.set(192, 192, 192)
else
@namesprite.bitmap.font.color.set(255, 255, 255)
end
end
if @evname_split != "" and @evname_split != nil
@namesprite.bitmap.draw_text(0, 0, 160, 36, @evname_split, 1)
end
end
@namesprite.x = self.x-80
@namesprite.y = self.y-self.oy-24
# @namesprite.visible = $game_switches[39]
# 设置可视状态
self.visible = (not @character.transparent)
# 图形是角色的情况下
if @tile_id == 0
# 设置传送目标的矩形
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
# 设置脚本的坐标
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.screen_z(@ch)
# 设置不透明度、合成方式、茂密
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
# 动画
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
end
end
#==============================================================================
# ■ Game_Player
#------------------------------------------------------------------------------
# 处理主角的类。事件启动的判定、以及地图的滚动等功能。
# 本类的实例请参考 $game_player。
#==============================================================================
class Game_Player < Game_Character
def name
return $game_party.actors[0].name#显示主角名称,如果不要显示,请在$game_party.actors[0].name改为 ""
end
end
#==============================================================================
# 本脚本来自[url]www.66rpg.com[/url],转载、使用请保留此信息
#==============================================================================