赞 | 0 |
VIP | 0 |
好人卡 | 0 |
积分 | 1 |
经验 | 2557 |
最后登录 | 2013-10-5 |
在线时间 | 1 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 51
- 在线时间
- 1 小时
- 注册时间
- 2010-7-21
- 帖子
- 180
|
你一个脚本吧、
脚本1
#▼▼▼通用变量、方法、模块、类▼▼▼
#==============================================================================
# ■ (模块)T_m
#------------------------------------------------------------------------------
# 用来存储常用常量
#=============================================================================
module T_m
#-----------------------------------------------------------------------------
# ● 地名窗口常量
#-----------------------------------------------------------------------------
#▼地名窗口
WIDTH = 150 # 窗口宽度最小值
IN_TIME = 35 # 窗口出现时间
SHOW_TIME = 120 # 窗口显示时间
FADE_TIME = 30 # 窗口淡去时间
TEXT1_SIZE = 19 # 地图名,区域名的字体大小
TEXT2_SIZE = 13 # 地区名的字体大小
TEXT1_COLOR = Color.new(255,255,255) # 地图名,区域名的默认颜色
TEXT2_COLOR = Color.new(255,60,60) # 地区名的默认颜色
SKIN = "red-grey" # 窗口皮肤的文件名
VX_H = 416 # VX窗口高度
VX_W = 544 # VX窗口宽度
ZONE_NUM =8 # 地区名占用角色名的编号
Map_W_S=1 # 控制是否显示的开关
#▼地区名窗口
Z_IN_TIME = 30 # 窗口出现时间
Z_SHOW_TIME = 70 # 窗口显示时间
Z_FADE_TIME = 30 # 窗口淡去时间
ZONE_W_S=2 # 控制是否显示开关
#▼计算
HEIGHT = TEXT1_SIZE + TEXT2_SIZE + 34 # 窗口高度
MWINDOW_Y = VX_H - HEIGHT - 16 # 窗口Y坐标
#----------------------------------------------------------------------------
# ● 路牌门牌NPC常量
#----------------------------------------------------------------------------
#▼路口窗口
RT_WIDTH=240 #窗口宽度的最小值
RT_Y=30 #窗口Y值
RT_INTIME=20 #窗口出现时间
RT_ONTIME=60 #窗口持续时间
RT_FADETIME=20 #窗口消失时间
RT_S=3 #控制开关
RT_TEXTSIZE=20 #字体大小
RT_TEXTCOLOR=Color.new(255,255,255) #字体颜色
#▼NPC窗口
NPC_ICON_TALK="talk" #「谈话」图标名
NPC_ICON_TRADE="trade" #「交易」图标名
NPC_ICON_CHECK="check" #「调查」图标名
NPC_NAME_SIZE=16 #「NPC」人名字号
NPC_S=4 #「NPC控制开关」编号
#▼门牌窗口
DOOR_NAME_SIZE=22 #门牌「名称」字号
DOOR_TYPE_SIZE =16 #门牌「类型」字号
DOOR_S=5 #「门牌」控制开关编号
#----------------------------------------------------------------------------
# ●其他
#----------------------------------------------------------------------------
def self.preview_dis
return @preview_dis
end
def self.preview_dis=(a)
return @preview_dis=a
end
@preview_dis=false
end
#----------------------------------------------------------------------------
# ● 方法:读取属性
#----------------------------------------------------------------------------
def readattr(str,section,ignore_caps = false)
str="" if str.class!=String
result=''
section.upcase! if ignore_caps
s = section.to_sym
temp = str.split(/=/)
temp.each{|i|i.strip!}
temp[0].upcase! if ignore_caps
temp[0]=" " if temp[0]==nil
if temp[0].to_sym==s
unless temp[1]==nil
result=temp[1]
end
end
return result
end
#==============================================================================
# ■ Game_Map
#------------------------------------------------------------------------------
# 对Game_Map类的追加定义。
#=============================================================================
class Game_Map
#--------------------------------------------------------------------------
# ● 获取所在场景名称
#--------------------------------------------------------------------------
def name
load_data("Data/MapInfos.rvdata")
end
end
#==============================================================================
# ■ Game_Character
#------------------------------------------------------------------------------
# 判断当前人物所在区域id(by beside)。
#=============================================================================
class Game_Character
def area_id
for area in $data_areas.values
if in_area?(area)
return area.id
end
end
end
end
#==============================================================================
# ◎ GPRA_Bitmap
#------------------------------------------------------------------------------
# ◎ Bitmap功能加强
#------------------------------------------------------------------------------
# 制作者:绿梨子红苹果
# 个人主页:vbgm.9126.com
# E-Mail:[email protected]
# QQ:42378361
#==============================================================================
class Bitmap
# 影子字
def draw_text_s(x, y, width, height, str, align=0)
# 保存当前颜色
r=self.font.color.red
g=self.font.color.green
b=self.font.color.blue
# 颜色更改成黑色
self.font.color.set(0, 0, 0)
# 绘制影子
self.draw_text(x+2, y+2, width, height, str, align)
# 恢复原始字色
self.font.color.set(r,g,b)
# 绘制原来的字
self.draw_text(x, y, width, height, str, align)
end
# 描边字
def draw_text_f(x, y, width, height, str, align=0)
# 保存当前颜色
r=self.font.color.red
g=self.font.color.green
b=self.font.color.blue
# 颜色更改成黑色
self.font.color.set(0, 0, 0)
# 绘制边框
self.draw_text(x-1, y-1, width, height, str, align)
self.draw_text(x-1, y+1, width, height, str, align)
self.draw_text(x+1, y-1, width, height, str, align)
self.draw_text(x+1, y+1, width, height, str, align)
self.draw_text(x, y-1, width, height, str, align)
self.draw_text(x, y+1, width, height, str, align)
self.draw_text(x-1, y, width, height, str, align)
self.draw_text(x+1, y, width, height, str, align)
# 恢复原始字色
self.font.color.set(r,g,b)
# 绘制原来的字
self.draw_text(x, y, width, height, str, align)
end
end
脚本2
#▼▼▼区域,地图,地区名显示▼▼▼ by trentswd
#==============================================================================
# ■ Map_Window
#------------------------------------------------------------------------------
# 游戏中显示地名的窗口。
#=============================================================================
class Map_Window<Window_Base
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize
super(-(5+T_m::WIDTH),T_m::MWINDOW_Y,T_m::WIDTH,T_m::HEIGHT)
self.windowskin = Cache.system(T_m::SKIN)
create_contents
self.opacity = 255
self.contents_opacity = 255
self.contents.font.name=["华文细黑","STXihei","微软雅黑"]
@id=$game_map.map_id
@time=0
@a_id=$game_player.area_id
@zone_change=false
@a_name=""
@a_name=area_name if @a_id.is_a?(Numeric)
@preview_not_dis=true
end
#--------------------------------------------------------------------------
# ● 地区标记为改变
#--------------------------------------------------------------------------
def zone_change
@zone_change=true
end
#--------------------------------------------------------------------------
# ● 得到地名
#--------------------------------------------------------------------------
def name(id=$game_map.map_id)
name=$game_map.name[id].name.split(/@/)[0]
return name
end
#--------------------------------------------------------------------------
# ● 得到区域名
#--------------------------------------------------------------------------
def area_name(id=$game_player.area_id)
name=$data_areas[id].name.split(/@/)[0]
return name
end
#--------------------------------------------------------------------------
# ● 得到地区名
#--------------------------------------------------------------------------
def zone(id=$game_map.map_id)
name=$game_map.name[id].name.split(/@/)[1]
return name
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if @a_id!=$game_player.area_id
@a_id=$game_player.area_id
if @a_id.is_a?(Numeric) && $game_switches[T_m::Map_W_S] == true && (area_name.split(/,/)[0]!="2"&&area_name.split(/,/)[0]!="6"&&area_name.split(/,/)[0]!="4"&&area_name.split(/,/)[0]!="8")&&self.area_name!=@a_name
@a_name=self.area_name
@preview_not_dis=false
T_m::preview_dis=false
self.width=[T_m::WIDTH,T_m::TEXT1_SIZE*self.name.size/3+50].max
if @time==0
self.x=-5-self.width
end
create_contents
self.contents.font.size=T_m::TEXT1_SIZE
self.contents.font.color=T_m::TEXT1_COLOR
self.contents.draw_text(0,0,self.width-32,T_m::TEXT1_SIZE,self.area_name)
self.contents.font.size=T_m::TEXT2_SIZE
self.contents.font.color=T_m::TEXT2_COLOR
self.contents.draw_text(0,T_m::TEXT1_SIZE+2,self.width-32,T_m::TEXT2_SIZE,$game_actors[T_m::ZONE_NUM].name)
#~ if @time==0
@time=T_m::IN_TIME+T_m::SHOW_TIME+T_m::FADE_TIME
#~ elsif @time>T_m::SHOW_TIME+T_m::FADE_TIME
#~ @time=@time
#~ elsif @time>T_m::FADE_TIME
#~ @time=T_m::SHOW_TIME+T_m::FADE_TIME
#~ else
#~ @time=T_m::IN_TIME+(-self.width-5-self.x)/(self.width/T_m::IN_TIME)+T_m::SHOW_TIME+T_m::FADE_TIME
#~ end
elsif $game_switches[T_m::Map_W_S] == true && $game_player.area_id.is_a?(Numeric)==false
@a_name=self.name
if T_m::preview_dis
T_m::preview_dis=false
else
self.width=[T_m::WIDTH,T_m::TEXT1_SIZE*self.name.size/3+50].max
if @time==0
self.x=-5-self.width
end
create_contents
self.contents.font.size=T_m::TEXT1_SIZE
self.contents.font.color=T_m::TEXT1_COLOR
self.contents.draw_text(0,0,self.width-32,T_m::TEXT1_SIZE,self.name)
self.contents.font.size=T_m::TEXT2_SIZE
self.contents.font.color=T_m::TEXT2_COLOR
self.contents.draw_text(0,T_m::TEXT1_SIZE+2,self.width-32,T_m::TEXT2_SIZE,$game_actors[T_m::ZONE_NUM].name)
#~ if @time==0
@time=T_m::IN_TIME+T_m::SHOW_TIME+T_m::FADE_TIME
#~ elsif @time>T_m::SHOW_TIME+T_m::FADE_TIME
#~ @time=@time
#~ elsif @time>T_m::FADE_TIME
#~ @time=T_m::SHOW_TIME+T_m::FADE_TIME
#~ else
#~ @time=T_m::IN_TIME+(-self.width-5-self.x)/(self.width/T_m::IN_TIME)+T_m::SHOW_TIME+T_m::FADE_TIME
#~ end
end
end
end
if @id!=$game_map.map_id
self.contents.clear
@id=$game_map.map_id
if $game_switches[T_m::Map_W_S] == true
if @zone_change == true
if self.zone==nil || self.zone==""
else
$game_actors[T_m::ZONE_NUM].name=self.zone
end
end
self.width=[T_m::WIDTH,T_m::TEXT1_SIZE*self.name.size/3+50].max
if @time==0
self.x=-5-self.width
end
create_contents
self.contents.font.size=T_m::TEXT1_SIZE
self.contents.font.color=T_m::TEXT1_COLOR
if $game_player.area_id.is_a?(Numeric)
mapname=self.area_name if (self.area_name!= nil && self.area_name!= "")
else
mapname=self.name
end
self.contents.draw_text(0,0,self.width-32,T_m::TEXT1_SIZE,mapname)
self.contents.font.size=T_m::TEXT2_SIZE
self.contents.font.color=T_m::TEXT2_COLOR
self.contents.draw_text(0,T_m::TEXT1_SIZE+2,self.width-32,T_m::TEXT2_SIZE,$game_actors[T_m::ZONE_NUM].name)
#~ if @time==0
@time=T_m::IN_TIME+T_m::SHOW_TIME+T_m::FADE_TIME
#~ elsif @time>T_m::SHOW_TIME+T_m::FADE_TIME
#~ @time=@time
#~ elsif @time>T_m::FADE_TIME
#~ @time=T_m::SHOW_TIME+T_m::FADE_TIME
#~ else
#~ @time=T_m::IN_TIME+(-self.width-5-self.x)/(self.width/T_m::IN_TIME)+T_m::SHOW_TIME+T_m::FADE_TIME
#~ end
end
end
if @direct==1
self.contents.clear
self.width=[T_m::WIDTH,T_m::TEXT1_SIZE*self.name.size/3+50].max
if @time==0
self.x=-5-self.width
end
create_contents
self.contents.font.size=T_m::TEXT1_SIZE
self.contents.font.color=T_m::TEXT1_COLOR
dname=@a_name
self.contents.draw_text(0,0,self.width-32,T_m::TEXT1_SIZE,dname)
self.contents.font.size=T_m::TEXT2_SIZE
self.contents.font.color=T_m::TEXT2_COLOR
self.contents.draw_text(0,T_m::TEXT1_SIZE+2,self.width-32,T_m::TEXT2_SIZE,$game_actors[T_m::ZONE_NUM].name)
@time=T_m::IN_TIME+T_m::SHOW_TIME+T_m::FADE_TIME
@direct=0
end
if @time>T_m::SHOW_TIME+T_m::FADE_TIME
self.opacity = 255*(T_m::IN_TIME+T_m::SHOW_TIME+T_m::FADE_TIME-@time)/(T_m::IN_TIME-1)
self.contents_opacity = 255*(T_m::IN_TIME+T_m::SHOW_TIME+T_m::FADE_TIME-@time)/(T_m::IN_TIME-1)
self.x = -self.width-5+self.width*(T_m::IN_TIME+T_m::SHOW_TIME+T_m::FADE_TIME-@time)/(T_m::IN_TIME-1)
@time-=1
elsif @time>T_m::FADE_TIME
@time-=1
elsif @time>0
self.opacity = 255*(@time-1)/(T_m::FADE_TIME-1)
self.contents_opacity = 255*(@time-1)/(T_m::FADE_TIME-1)
self.x = -self.width-5+self.width*(@time-1)/(T_m::FADE_TIME-1)
@time-=1
else
self.opacity = 0
self.contents_opacity = 0
self.x = -self.width-5
end
end
#--------------------------------------------------------------------------
# ● 直接显示
#--------------------------------------------------------------------------
def d_display
@direct=1
end
end
#==============================================================================
# ■ Scene_Map
#------------------------------------------------------------------------------
# 对Scene_Map的追加定义。
#==============================================================================
class Scene_Map < Scene_Base
def map_window
return @map_window
end
def zone_window
return @zone_window
end
#--------------------------------------------------------------------------
# ● 开始处理时建立对象
#--------------------------------------------------------------------------
alias _start start
def start
@map_window = Map_Window.new
@zone_window = Zone_Window.new
_start
end
#--------------------------------------------------------------------------
# ● 释放时释放对象
#--------------------------------------------------------------------------
alias _terminate terminate
def terminate
@map_window.dispose
@zone_window.dispose
_terminate
end
#--------------------------------------------------------------------------
# ● 刷新时刷新对象
#--------------------------------------------------------------------------
alias _update update
def update
@zone_window.refresh
@map_window.refresh
_update
end
#--------------------------------------------------------------------------
# ● 标记为地区已改变(这个参数传递的很囧我承认)
#--------------------------------------------------------------------------
def zone_change
@map_window.zone_change
end
end
#==============================================================================
# ■ Zone_Window
#------------------------------------------------------------------------------
# 显示地区名的类
#=============================================================================
class Zone_Window<Window_Base
#--------------------------------------------------------------------------
# ● 新建对象初始化
#--------------------------------------------------------------------------
def initialize
super(0,0,50,50)
create_contents
self.opacity = 0
self.contents_opacity = 0
@time=0
self.contents.font.shadow = false
end
#--------------------------------------------------------------------------
# ● 直接显示
#--------------------------------------------------------------------------
def d_display
@direct=1
end
#--------------------------------------------------------------------------
# ● 得到地区名
#--------------------------------------------------------------------------
def zone(id=$game_map.map_id)
name=$data_areas[$game_player.area_id].name.split(/@/)[1] if $game_player.area_id.is_a?(Numeric)
if name==nil || name==""
name=$game_map.name[id].name.split(/@/)[1]
end
#~ p name
return name
end
#--------------------------------------------------------------------------
# ● 得到地区英文名
#--------------------------------------------------------------------------
def zonee(id=$game_map.map_id)
name=$game_map.name[id].name.split(/@/)[2]
if $game_player.area_id.is_a?(Numeric)
if $data_areas[$game_player.area_id].name.split(/@/)[1]!=nil &&
$data_areas[$game_player.area_id].name.split(/@/)[1]!=""
name=$data_areas[$game_player.area_id].name.split(/@/)[2]
end
end
name="" if name==nil
return name
end
#--------------------------------------------------------------------------
# ● 描绘中文名
#--------------------------------------------------------------------------
def drawtext(x)
self.contents.font.name=["华文中宋","STZhongsong","宋体","黑体"]
self.contents.font.size=36
self.contents.font.shadow=false
self.contents.font.color=Color.new(255,255,255)
self.contents.draw_text_f(x,0,self.contents.width,36,@text)
end
#--------------------------------------------------------------------------
# ● 描绘英文名
#--------------------------------------------------------------------------
def drawtexten(x)
self.contents.font.name=["Copperplate Gothic Light"]
self.contents.font.size=12
self.contents.font.shadow=false
self.contents.font.color=Color.new(255,255,255)
self.contents.draw_text_f(x,49,self.contents.width,12,@texten)
end
#--------------------------------------------------------------------------
# ● 描绘横线
#--------------------------------------------------------------------------
def drawline
self.contents.fill_rect(self.contents.width-5-@textw-1, 40, @textw+2, 5, Color.new(0,0,0,255))
self.contents.fill_rect(self.contents.width-5-@textw, 41, @textw, 3, Color.new(255,255,255,255))
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if (self.zone != $game_actors[T_m::ZONE_NUM].name && self.zone != "" && self.zone != nil)||@direct==1
$game_actors[T_m::ZONE_NUM].name=self.zone
$scene.zone_change
if ($game_switches[T_m::ZONE_W_S] == true)|| @direct==1
@text=self.zone
@texten=self.zonee
@[email protected]*36/3
@[email protected]*6
@textw=[@textl,@textenl].max+24
@l=@textw/12
self.x=T_m::VX_W-@textw-@textl-5-16
self.y=0
self.width=@textw+@textl+5+32
self.height=32+12+12+36
@time=T_m::Z_IN_TIME+T_m::Z_SHOW_TIME+T_m::Z_FADE_TIME
@direct=0
create_contents
end
end
if @time>T_m::Z_SHOW_TIME+T_m::Z_FADE_TIME
self.contents_opacity = 255*(T_m::Z_IN_TIME+T_m::Z_SHOW_TIME+T_m::Z_FADE_TIME-@time)/(T_m::Z_IN_TIME-1)
drawline
if @time%2==1
self.contents.clear
drawline
drawtext((self.contents.width-5-(@textw-@textl)/2-@textl)*(T_m::Z_IN_TIME+T_m::Z_SHOW_TIME+T_m::Z_FADE_TIME-@time)/(T_m::Z_IN_TIME-1))
drawtexten(self.contents.width-(5+(@textw-@textenl)/2+@textenl)*(T_m::Z_IN_TIME+T_m::Z_SHOW_TIME+T_m::Z_FADE_TIME-@time)/(T_m::Z_IN_TIME-1))
end
@time-=1
elsif @time>T_m::Z_FADE_TIME
@time-=1
elsif @time>0
self.contents_opacity = 255*(@time-1)/(T_m::Z_FADE_TIME-1)
if @time%2==1
self.contents.clear
drawline
drawtext(self.contents.width-(5+(@textw-@textl)/2+@textl)*(@time-1)/(T_m::Z_FADE_TIME-1))
drawtexten((self.contents.width-5-(@textw-@textenl)/2-@textenl)*(@time-1)/(T_m::Z_FADE_TIME-1))
self.contents.blur
end
@time-=1
else
self.opacity=0
self.contents_opacity=0
end
end
end
不用的时候把开关1开关2和开关8关闭就行了。很好用
附件放到\Graphics\System里, |
评分
-
查看全部评分
|