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下面这个draw_text必备扩展脚本,如何把显示表情动画的功能整合进去。会的大佬帮忙看下
#=========================================================================== # * draw_text必备扩展 #=========================================================================== =begin !c[n] #改用n号颜色 *注 颜色在color处自定 !s[n] #改用n号大小 !n[name] #改用名称为name的字体 !b0 #关闭粗体 !b1 #开启粗体 !i0 #关闭斜体 !i1 #开启斜体 i[n] #描绘id为n的物品的图标 s[n] #描绘id为n的特技的图标 w[n] #描绘id为n的武器的图标 a[n] #描绘id为n的防具的图标 l[filename] #描绘文件名为filename的图标 \\n #手动换行 其他功能—— *投影 *自动换行 =end class Bitmap def ti_draw_text(x, y, text) #记录bitmap数据 name_copy = self.font.name size_copy = self.font.size bold_copy = self.font.bold italic_copy = self.font.italic color_copy = self.font.color.clone #初始数据 text_copy = text tx,ty = x,y rect = Rect.new(0, 0, 32, 32) #字体 text_copy.gsub!(/!c\[([0-9]+)\]/) { "\001[#{$1}]" } text_copy.gsub!(/!s\[([0-9]+)\]/) { "\002[#{$1}]" } text_copy.gsub!(/!n\[(.+)\]/) { "\003[#{$1}]" } text_copy.gsub!(/!b0/) { "\004" } text_copy.gsub!(/!b1/) { "\005" } text_copy.gsub!(/!i0/) { "\006" } text_copy.gsub!(/!i1/) { "\007" } #图标 text_copy.gsub!(/i\[([0-9]+)\]/) { "\020[#{$1}]" } text_copy.gsub!(/s\[([0-9]+)\]/) { "\021[#{$1}]" } text_copy.gsub!(/w\[([0-9]+)\]/) { "\022[#{$1}]" } text_copy.gsub!(/a\[([0-9]+)\]/) { "\023[#{$1}]" } text_copy.gsub!(/l\[(.+)\]/) { "\025[#{$1}]" } #其他 text_copy.gsub!(/v\[([0-9]+)\]/) { $game_variables[$1.to_i] } text_copy.gsub!(/\\n/) { "\030" } #颜色 color = [] color[0] = Color.new(255, 255, 255, 255)#白 color[1] = Color.new(128, 128, 255, 255)#蓝√ color[2] = Color.new(250, 70, 70, 255)#(255, 0, 0, 255)#(255, 0, 80, 255)#红√ color[3] = Color.new(82, 226, 82, 255)#绿√ color[4] = Color.new(0, 255, 255, 255)#青√ color[5] = Color.new(255, 128, 255, 255)#粉红 color[6] = Color.new(240, 241, 87, 255)#黄√ color[7] = Color.new(192, 192, 192, 255)#灰 color[8] = Color.new(255, 195, 105, 255)#桔色 color[9] = Color.new(255, 0, 255, 255)#紫色√ while ((c = text_copy.slice!(/./m)) != nil) #==================================== #设置字体 #==================================== #颜色 if c == "\001" text_copy.sub!(/\[([0-9]+)\]/, "") next if color[$1.to_i].nil? self.font.color = color[$1.to_i] next end #大小 if c == "\002" text_copy.sub!(/\[([0-9]+)\]/, "") self.font.size = $1.to_i next end #名称 if c == "\003" text_copy.sub!(/\[(.+)\]/, "") self.font.name = $1 if Font.exist?($1) next end #粗体关 if c == "\004" self.font.bold = false next end #粗体开 if c == "\005" self.font.bold = true next end #斜体关 if c == "\006" self.font.italic = false next end #斜体开 if c == "\007" self.font.italic = true next end #==================================== #描绘图标 #==================================== #物品 if c == "\020" text_copy.sub!(/\[([0-9]+)\]/, "") if !$data_items[$1.to_i].nil? and $data_items[$1.to_i].icon_name != "" next if tx + 24 > self.width - 32 bitmap = RPG::Cache.icon($data_items[$1.to_i].icon_name) self.blt(tx, ty, bitmap, rect) tx += 24 end next end #特技 if c == "\021" text_copy.sub!(/\[([0-9]+)\]/, "") if !$data_skills[$1.to_i].nil? and $data_skills[$1.to_i].icon_name != "" next if tx + 24 > self.width - 32 bitmap = RPG::Cache.icon($data_skills[$1.to_i].icon_name) self.blt(tx, ty, bitmap, rect) tx += 24 end next end #武器 if c == "\022" text_copy.sub!(/\[([0-9]+)\]/, "") if !$data_weapons[$1.to_i].nil? and $data_weapons[$1.to_i].icon_name != "" next if tx + 24 > self.width - 32 bitmap = RPG::Cache.icon($data_weapons[$1.to_i].icon_name) self.blt(tx, ty, bitmap, rect) tx += 24 end next end #防具 if c == "\023" text_copy.sub!(/\[([0-9]+)\]/, "") if !$data_armors[$1.to_i].nil? and $data_armors[$1.to_i].icon_name != "" next if tx + 24 > self.width - 32 bitmap = RPG::Cache.icon($data_armors[$1.to_i].icon_name) self.blt(tx, ty, bitmap, rect) tx += 24 end next end #自定 if c == "\025" text_copy.sub!(/\[(.+)\]/, "") if $1 != "" next if tx + 24 > self.width - 32 bitmap = RPG::Cache.icon($1) self.blt(tx, ty, bitmap, rect) tx += 24 end next end #==================================== #其他 #==================================== #换行 if c == "\030" ty += self.font.size next end cx = self.text_size(c).width + 1 #投影 #dl_color_copy = self.font.color.clone #self.font.color.set(0, 0, 0) #self.draw_text(tx+1, ty+1, cx, self.font.size, c) #self.draw_text(tx-1, ty+1, cx, self.font.size, c) #self.draw_text(tx+1, ty-1, cx, self.font.size, c) #self.draw_text(tx-1, ty-1, cx, self.font.size, c) #self.font.color = dl_color_copy self.draw_text(tx, ty, cx, self.font.size, c) tx += cx #自动换行 if tx >= self.width tx = 0 + 6 ty += self.font.size + 5 end end #恢复调整 self.font.name = name_copy self.font.size = size_copy self.font.bold = bold_copy self.font.italic = italic_copy self.font.color = color_copy end end
#===========================================================================
# * draw_text必备扩展
#===========================================================================
=begin
!c[n] #改用n号颜色 *注 颜色在color处自定
!s[n] #改用n号大小
!n[name] #改用名称为name的字体
!b0 #关闭粗体
!b1 #开启粗体
!i0 #关闭斜体
!i1 #开启斜体
i[n] #描绘id为n的物品的图标
s[n] #描绘id为n的特技的图标
w[n] #描绘id为n的武器的图标
a[n] #描绘id为n的防具的图标
l[filename] #描绘文件名为filename的图标
\\n #手动换行
其他功能——
*投影
*自动换行
=end
class Bitmap
def ti_draw_text(x, y, text)
#记录bitmap数据
name_copy = self.font.name
size_copy = self.font.size
bold_copy = self.font.bold
italic_copy = self.font.italic
color_copy = self.font.color.clone
#初始数据
text_copy = text
tx,ty = x,y
rect = Rect.new(0, 0, 32, 32)
#字体
text_copy.gsub!(/!c\[([0-9]+)\]/) { "\001[#{$1}]" }
text_copy.gsub!(/!s\[([0-9]+)\]/) { "\002[#{$1}]" }
text_copy.gsub!(/!n\[(.+)\]/) { "\003[#{$1}]" }
text_copy.gsub!(/!b0/) { "\004" }
text_copy.gsub!(/!b1/) { "\005" }
text_copy.gsub!(/!i0/) { "\006" }
text_copy.gsub!(/!i1/) { "\007" }
#图标
text_copy.gsub!(/i\[([0-9]+)\]/) { "\020[#{$1}]" }
text_copy.gsub!(/s\[([0-9]+)\]/) { "\021[#{$1}]" }
text_copy.gsub!(/w\[([0-9]+)\]/) { "\022[#{$1}]" }
text_copy.gsub!(/a\[([0-9]+)\]/) { "\023[#{$1}]" }
text_copy.gsub!(/l\[(.+)\]/) { "\025[#{$1}]" }
#其他
text_copy.gsub!(/v\[([0-9]+)\]/) { $game_variables[$1.to_i] }
text_copy.gsub!(/\\n/) { "\030" }
#颜色
color = []
color[0] = Color.new(255, 255, 255, 255)#白
color[1] = Color.new(128, 128, 255, 255)#蓝√
color[2] = Color.new(250, 70, 70, 255)#(255, 0, 0, 255)#(255, 0, 80, 255)#红√
color[3] = Color.new(82, 226, 82, 255)#绿√
color[4] = Color.new(0, 255, 255, 255)#青√
color[5] = Color.new(255, 128, 255, 255)#粉红
color[6] = Color.new(240, 241, 87, 255)#黄√
color[7] = Color.new(192, 192, 192, 255)#灰
color[8] = Color.new(255, 195, 105, 255)#桔色
color[9] = Color.new(255, 0, 255, 255)#紫色√
while ((c = text_copy.slice!(/./m)) != nil)
#====================================
#设置字体
#====================================
#颜色
if c == "\001"
text_copy.sub!(/\[([0-9]+)\]/, "")
next if color[$1.to_i].nil?
self.font.color = color[$1.to_i]
next
end
#大小
if c == "\002"
text_copy.sub!(/\[([0-9]+)\]/, "")
self.font.size = $1.to_i
next
end
#名称
if c == "\003"
text_copy.sub!(/\[(.+)\]/, "")
self.font.name = $1 if Font.exist?($1)
next
end
#粗体关
if c == "\004"
self.font.bold = false
next
end
#粗体开
if c == "\005"
self.font.bold = true
next
end
#斜体关
if c == "\006"
self.font.italic = false
next
end
#斜体开
if c == "\007"
self.font.italic = true
next
end
#====================================
#描绘图标
#====================================
#物品
if c == "\020"
text_copy.sub!(/\[([0-9]+)\]/, "")
if !$data_items[$1.to_i].nil? and $data_items[$1.to_i].icon_name != ""
next if tx + 24 > self.width - 32
bitmap = RPG::Cache.icon($data_items[$1.to_i].icon_name)
self.blt(tx, ty, bitmap, rect)
tx += 24
end
next
end
#特技
if c == "\021"
text_copy.sub!(/\[([0-9]+)\]/, "")
if !$data_skills[$1.to_i].nil? and $data_skills[$1.to_i].icon_name != ""
next if tx + 24 > self.width - 32
bitmap = RPG::Cache.icon($data_skills[$1.to_i].icon_name)
self.blt(tx, ty, bitmap, rect)
tx += 24
end
next
end
#武器
if c == "\022"
text_copy.sub!(/\[([0-9]+)\]/, "")
if !$data_weapons[$1.to_i].nil? and $data_weapons[$1.to_i].icon_name != ""
next if tx + 24 > self.width - 32
bitmap = RPG::Cache.icon($data_weapons[$1.to_i].icon_name)
self.blt(tx, ty, bitmap, rect)
tx += 24
end
next
end
#防具
if c == "\023"
text_copy.sub!(/\[([0-9]+)\]/, "")
if !$data_armors[$1.to_i].nil? and $data_armors[$1.to_i].icon_name != ""
next if tx + 24 > self.width - 32
bitmap = RPG::Cache.icon($data_armors[$1.to_i].icon_name)
self.blt(tx, ty, bitmap, rect)
tx += 24
end
next
end
#自定
if c == "\025"
text_copy.sub!(/\[(.+)\]/, "")
if $1 != ""
next if tx + 24 > self.width - 32
bitmap = RPG::Cache.icon($1)
self.blt(tx, ty, bitmap, rect)
tx += 24
end
next
end
#====================================
#其他
#====================================
#换行
if c == "\030"
ty += self.font.size
next
end
cx = self.text_size(c).width + 1
#投影
#dl_color_copy = self.font.color.clone
#self.font.color.set(0, 0, 0)
#self.draw_text(tx+1, ty+1, cx, self.font.size, c)
#self.draw_text(tx-1, ty+1, cx, self.font.size, c)
#self.draw_text(tx+1, ty-1, cx, self.font.size, c)
#self.draw_text(tx-1, ty-1, cx, self.font.size, c)
#self.font.color = dl_color_copy
self.draw_text(tx, ty, cx, self.font.size, c)
tx += cx
#自动换行
if tx >= self.width
tx = 0 + 6
ty += self.font.size + 5
end
end
#恢复调整
self.font.name = name_copy
self.font.size = size_copy
self.font.bold = bold_copy
self.font.italic = italic_copy
self.font.color = color_copy
end
end
整合表情动画
#============================================================================== # ■ Window_Message #------------------------------------------------------------------------------ # 显示文章的信息窗口。 #============================================================================== class Window_Message < Window_Selectable #-------------------------------------------------------------------------- # ● 初始化状态 #-------------------------------------------------------------------------- def initialize super(236, 304, 563, 160) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.z = 9997 @fade_in = false @fade_out = false @contents_showing = false @cursor_width = 0 # 更改窗口皮肤 self.windowskin = RPG::Cache.windowskin('对话皮肤/对话框') # 描绘字体样式 self.contents.font.name = (["simsun.ttf","黑体"]) #@bq = [] #for i in 0..63 #@bq += [RPG::Cache.animation("表情#{i}", 0)] #end #for i in 74..99 #@bq += [RPG::Cache.animation("表情#{i}", 0)] #end self.active = false self.index = -1 end #-------------------------------------------------------------------------- # ● 释放 #-------------------------------------------------------------------------- def dispose terminate_message $game_temp.message_window_showing = false # @bq.clear 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 #============================夏娜改=========================== if @ani_array != nil for sp in @ani_array sp.loop_animation(nil) sp.bitmap.dispose sp.dispose end @ani_array.clear @ani_array = nil end if @w17v != nil @w17v.dispose @w17v = nil end #============================================================= end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color x = y = 0 @cursor_width = 0 # 到选择项的下一行字 if $game_temp.choice_start == 0 x = 0#8 # 选择项文字和光标的距离 end # 有等待显示的文字的情况下 if $game_temp.message_text != nil text = $game_temp.message_text #=====================6饭改,长文不换行显示========================= if (/\\_\n/.match(text)) != nil $game_temp.choice_start -= 1 text.gsub!(/\\_\n/) { "" } end #=====================6饭改,手动换行=============================== if (/\\n/.match(text)) != nil $game_temp.choice_start += 1 text.gsub!(/\\n/) { "\n" } end #=================================================================== # 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" } #===========================夏娜改,6饭再改=========================== # text.gsub!(/\#\[([0-9]+)\]/) { "\003[#{$1}]" } text.gsub!(/\#([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 #===========================夏娜改,6饭再改=========================== if c == "\003" # text.sub!(/\[([0-9]+)\]/, "") text.sub!(/([0-9]+)/, "") @ani_array = [] if @ani_array.nil? id = $1.to_i id = 100 if $1.to_i == 0 @w17v = Viewport.new(self.x + x + 6 ,self.y + y * 32 ,100,100) @w17v.z = 9999 w17 = RPG::Sprite.new(@w17v) w17.bitmap = Bitmap.new(48,46) w17.loop_animation($data_animations[id]) @ani_array.push w17 x += 32 # 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 == "\n" # 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 = 0 #8 # 选择项文字和光标的距离 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 #-------------------------------------------------------------------------- # ● 设置窗口位置与不透明度 #-------------------------------------------------------------------------- def reset_window if $game_temp.in_battle self.y = 16 else case $game_system.message_position when 0 # 上 self.y = 18+64 when 1 # 中 self.y = 304 when 2 # 下 self.y = 592-58 end end if $game_system.message_frame == 0 self.opacity = 255 else self.opacity = 0 end self.back_opacity = 160 end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update super #============================夏娜改=========================== if @ani_array != nil and (Graphics.frame_count % 4 == 0) for sp in @ani_array sp.update end end #============================================================= # 渐变的情况下 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 # 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 # 显示信息中的情况下 if @contents_showing # 如果不是在显示选择项中就显示暂停标志 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 # 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 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 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 self.opacity == 0 self.visible = false @fade_out = false $game_temp.message_window_showing = false end return end end #-------------------------------------------------------------------------- # ● 刷新光标矩形 #-------------------------------------------------------------------------- def update_cursor_rect if @index >= 0 n = $game_temp.choice_start + @index # self.cursor_rect.set(8, n * 32, @cursor_width, 32) # 默认长度 self.cursor_rect.set(3, n * 32, 520, 32) else self.cursor_rect.empty end end end
#==============================================================================
# ■ Window_Message
#------------------------------------------------------------------------------
# 显示文章的信息窗口。
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化状态
#--------------------------------------------------------------------------
def initialize
super(236, 304, 563, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9997
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
# 更改窗口皮肤
self.windowskin = RPG::Cache.windowskin('对话皮肤/对话框')
# 描绘字体样式
self.contents.font.name = (["simsun.ttf","黑体"])
#@bq = []
#for i in 0..63
#@bq += [RPG::Cache.animation("表情#{i}", 0)]
#end
#for i in 74..99
#@bq += [RPG::Cache.animation("表情#{i}", 0)]
#end
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
# @bq.clear
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
#============================夏娜改===========================
if @ani_array != nil
for sp in @ani_array
sp.loop_animation(nil)
sp.bitmap.dispose
sp.dispose
end
@ani_array.clear
@ani_array = nil
end
if @w17v != nil
@w17v.dispose
@w17v = nil
end
#=============================================================
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
x = y = 0
@cursor_width = 0
# 到选择项的下一行字
if $game_temp.choice_start == 0
x = 0#8 # 选择项文字和光标的距离
end
# 有等待显示的文字的情况下
if $game_temp.message_text != nil
text = $game_temp.message_text
#=====================6饭改,长文不换行显示=========================
if (/\\_\n/.match(text)) != nil
$game_temp.choice_start -= 1
text.gsub!(/\\_\n/) { "" }
end
#=====================6饭改,手动换行===============================
if (/\\n/.match(text)) != nil
$game_temp.choice_start += 1
text.gsub!(/\\n/) { "\n" }
end
#===================================================================
# 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" }
#===========================夏娜改,6饭再改===========================
# text.gsub!(/\#\[([0-9]+)\]/) { "\003[#{$1}]" }
text.gsub!(/\#([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
#===========================夏娜改,6饭再改===========================
if c == "\003"
# text.sub!(/\[([0-9]+)\]/, "")
text.sub!(/([0-9]+)/, "")
@ani_array = [] if @ani_array.nil?
id = $1.to_i
id = 100 if $1.to_i == 0
@w17v = Viewport.new(self.x + x + 6 ,self.y + y * 32 ,100,100)
@w17v.z = 9999
w17 = RPG::Sprite.new(@w17v)
w17.bitmap = Bitmap.new(48,46)
w17.loop_animation($data_animations[id])
@ani_array.push w17
x += 32
# 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 == "\n"
# 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 = 0 #8 # 选择项文字和光标的距离
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
#--------------------------------------------------------------------------
# ● 设置窗口位置与不透明度
#--------------------------------------------------------------------------
def reset_window
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0 # 上
self.y = 18+64
when 1 # 中
self.y = 304
when 2 # 下
self.y = 592-58
end
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = 160
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
#============================夏娜改===========================
if @ani_array != nil and (Graphics.frame_count % 4 == 0)
for sp in @ani_array
sp.update
end
end
#=============================================================
# 渐变的情况下
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
# 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
# 显示信息中的情况下
if @contents_showing
# 如果不是在显示选择项中就显示暂停标志
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
# 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
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
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 self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
# self.cursor_rect.set(8, n * 32, @cursor_width, 32) # 默认长度
self.cursor_rect.set(3, n * 32, 520, 32)
else
self.cursor_rect.empty
end
end
end
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