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Lv1.梦旅人
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本帖最后由 hcm 于 2012-8-11 13:35 编辑
问题不明确哟。
你是想在对话框里的左边加入角色图片是么?
你的对话框脚本是默认还是别的呢。
默认的话是不能加入图片的哟,除非你用的是vx或者va
我给你一个对话框脚本- # 1. 此脚本主要是解决了在1.03版XP上的方块问题,以及增加了一些功能
- #
- # 2. 人名美化使用方法与以前一样
- #
- # 3. 默认人物头像在左边显示
- # 如果需要右边显示,在输入的名称之后加"@r"即可
- # 例: "阿尔西斯@r:"(注意必须小写)
- #
- # 4. 在对话中更改字体的方法:
- # \f[X]:更改字号为X
- #
- # 5. 在对话中显示(技能 物品 武器 防具 人物)图标和名称的方法:
- # \s[X]: 显示第X号技能图标和名称
- # \i[X]: 显示第X号物品图标和名称
- # \w[X]: 显示第X号武器图标和名称
- # \a[X]: 显示第X号防具图标和名称
- # \r[X]: 显示第X号人物图标和名称
- #
- # 6. 在对话中更改文字不透明度的方法:
- # \o[X]: 把文字不透明度更改为X (取值范围为0~255)
- #
- # 7. 在对话中关闭或开启拟声音效的方法:
- # \q:默认开启时,执行一次关闭,再执行一次则开启
- #
- # 8. 如果需要自定义字体颜色,
- # 可以打开"Graphics/Windowskins"目录下的"Window.png"文件查看
- # 使用方法与VX类似
- #
- # 素材要求:
- # 1. 要求所有半身像朝向一致(默认是正面偏右)
- #
- #--------------------------------------------------------------------------
- # ● 参数设置
- #--------------------------------------------------------------------------
- # 预设字体组
- FONT_ARRAY = ["黑体", "宋体", "仿宋_GB2312"]
- # 控制显示尾部图标的开关号
- TAIL_SHOW = true
- # 头像图片保存目录的设定
- FACE_PIC_DIR = "Graphics/Faces/"
- # 呼出对话框用Skin设定
- FUKI_SKIN_NAME = "Window"
- # 字体大小
- MES_FONT_SIZE = 20
- # 字体颜色
- FUKI_COLOR = Color.new(100, 100, 0, 255)
- # 窗口透明度
- FUKI_OPACITY = 200 # 呼出对话框
- MES_OPACITY = 160 # 默认信息窗口
- # 窗口表示时是否根据画面大小自动检查窗口出现的位置,
- # 自动改变位置( true / false )
- POS_FIX = true
- # 角色高度尺寸
- CHARACTOR_HEIGHT = 50
- # 呼出对话框的相对位置(纵坐标)
- POP_SHIFT_TOP = 0 # 表示位置为上的时候
- POP_SHIFT_UNDER = -4 # 表示位置为下的时候
- # 信息的表示速度(数字越小速度越快,0为瞬间表示)
- # 游戏中 可随时用数字代入 $mes_speed 来改变消息表示速度。
- MES_SPEED = 1
-
- $play_voice = true
- $mes_name = ""
- $mes_id = nil
- #==============================================================================
- #==============================================================================
- # 方便用户同时设置2个常用参数而使用的函数
- #==============================================================================
- def chat(id = nil,name = "")
- $mes_id = id
- $mes_name = name
- end
- #==============================================================================
- # □ Game_Temp
- #==============================================================================
- class Game_Temp
- attr_accessor :namebmp #保存头像图片的Hash表
- alias initialize_fuki initialize
- def initialize
- initialize_fuki
- # 如果不想使用角色名字直接作为头像文件名
- # 可在这里重新设定角色名字与文件名的对应关系
- @namebmp ={"玩家"=>"维斯特"}
- end
- end
- #==============================================================================
- # ■ Window_InputNumber
- #==============================================================================
- class Window_InputNumber < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # digits_max : 位数
- #--------------------------------------------------------------------------
- def initialize(digits_max)
- @digits_max = digits_max
- @number = 0
- # 从数字的幅度计算(假定与 0~9 等幅)光标的幅度
- dummy_bitmap = Bitmap.new(MES_FONT_SIZE, MES_FONT_SIZE)
- @cursor_width = dummy_bitmap.text_size("0").width + 8
- dummy_bitmap.dispose
- super(0, 0, @cursor_width * @digits_max + 32, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.font.size = MES_FONT_SIZE
- self.contents.font.color = FUKI_COLOR
- self.z += 9999
- self.opacity = 0
- @index = 0
- refresh
- update_cursor_rect
- end
- #--------------------------------------------------------------------------
- # ● 更新光标矩形
- #--------------------------------------------------------------------------
- def update_cursor_rect
- self.cursor_rect.set(@index * @cursor_width-4, 0, @cursor_width, MES_FONT_SIZE + 4)
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- s = sprintf("%0*d", @digits_max, @number)
- for i in 0...@digits_max
- self.contents.draw_text(i * @cursor_width, 0, 24, MES_FONT_SIZE + 4, s[i,1])
- end
- end
- end
- #==============================================================================
- # □ 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.contents.font.color = text_color(0)
- self.visible = false
- self.z = 9998
- @fade_in = false
- @fade_out = false
- @contents_showing = false
- @cursor_width = 0
- self.active = false
- self.index = -1
- @w = 0
- @h = 0
- @wait = 0
- @dx = 0
- @dy = 0
- $mes_speed = MES_SPEED
- #------------------------
- # ★ 特殊时期中断标志
- #------------------------
- @no_term_stop = false
- @save_x = 0
- @save_y = 0
- @old_text_info = []
- @show_right = false
- @show_name = false
- @face_width = 0
- end
- #--------------------------------------------------------------------------
- # ○ 决定窗口尺寸并生成窗口
- #--------------------------------------------------------------------------
- def refresh_create
- unless @no_term_stop
- @pic_skin.dispose if @pic_skin != nil
- if $game_temp.message_text.include?(":")
- if $game_temp.message_text.include?("@r")
- @show_right = true
- $game_temp.message_text.sub!(/\@r/, "")
- end
- @show_name = true
- $game_temp.message_text = '\c[7]【' + $game_temp.message_text
- $game_temp.message_text.sub!(/\:/, '\c[7]】\c[0]')
- end
- self.contents.clear
- self.contents.font.color = normal_color
- # 取得窗口尺寸
- get_windowsize
- w = @w + 40
- h = @h * (self.contents.font.size + 4) + 30
- h = 64 if h < 64
- # 生成呼出窗口
- set_fukidasi(self.x, self.y, w, h)
- draw_msg_face
- create_backbmp
- end
- # 初始化信息表示使用的变量
- @dx = @save_x
- @dx += @face_width unless @show_right
- @dy = @save_y
- @cursor_width = 0
- @contents_drawing = true
- #update
- # 瞬间表示的情况下
- if $mes_speed == 0
- # 循环信息描绘处理
- while $game_temp.message_text != ""
- draw_massage
- end
- draw_opt_text
- @contents_showing_end = true
- @contents_drawing = false
- else
- # 一个一个描绘文字
- refresh_drawtext
- end
- end
- #--------------------------------------------------------------------------
- # ○ 一个一个描绘文字
- #--------------------------------------------------------------------------
- def refresh_drawtext
- if $game_temp.message_text != ""
- if @wait > 0
- @wait -= 1
- elsif @wait == 0
- # 描绘处理
- draw_massage
- @wait = $mes_speed
- end
- else
- draw_opt_text
- @contents_showing_end = true
- @contents_drawing = false
- end
- end
- #--------------------------------------------------------------------------
- # ○ 取得窗口尺寸
- #--------------------------------------------------------------------------
- def get_windowsize
- get_face_width($mes_name)
- x = y = 0
- @h = @w = 0
- @cursor_width = 0
- # 有选择项的话,处理字的缩进
- if $game_temp.choice_start == 0
- x = 16
- end
- # 有等待显示的文字的情况下
- if $game_temp.message_text != nil
- text = $game_temp.message_text.clone
- # 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
- text.gsub!(/\\\\/) { "\x00" }
- text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\x01" }
- text.gsub!(/\\[Gg]/) { "\x02" }
- text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\x03" + $data_skills[$1.to_i].name }
- text.gsub!(/\\[Ii]\[([0-9]+)\]/) { "\x04" + $data_items[$1.to_i].name }
- text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\x05" + $data_weapons[$1.to_i].name }
- text.gsub!(/\\[Aa]\[([0-9]+)\]/) { "\x06" + $data_armors[$1.to_i].name }
- text.gsub!(/\\[Rr]\[([0-9]+)\]/) { "\x10" + $game_actors[$1.to_i].name }
- # c 获取 1 个字 (如果不能取得文字就循环)
- while ((c = text.slice!(/./m)) != nil)
- if c == "\x00"
- c = "\\"
- end
- if c == "\x01" or c == "\x02"
- next
- end
- if c == "\x03" or c == "\x04" or c == "\x05" or c == "\x06" or c == "\x010"
- c = " "
- end
- if c == "\n"
- # y 累加 1
- y += 1
- # 取得纵横尺寸
- @h = y
- @w = x > @w ? x : @w
- if y >= $game_temp.choice_start
- @w = x + MES_FONT_SIZE > @w ? x + MES_FONT_SIZE : @w
- end
- x = 0
- x = MES_FONT_SIZE if y >= $game_temp.choice_start
- # 下面的文字
- next
- end
- # x 为要描绘文字的宽度加法运算
- x += self.contents.text_size(c).width
- end
- 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]
- @h += 1
- x = digits_max * self.contents.font.size + 16
- @w = x > @w ? x : @w
- end
- @w += @face_width
- @w = 96 if @w < 96
- end
- #--------------------------------------------------------------------------
- # ○ 描绘信息处理
- #--------------------------------------------------------------------------
- def draw_massage
- # 有等待显示的文字的情况下
- if $game_temp.message_text != nil or @old_text_info != nil
- text = $game_temp.message_text
- #p text
- # 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
- text.gsub!(/\\\\/) { "\x00" }
- text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\x01[#{$1}]" }
- text.gsub!(/\\[Gg]/) { "\x02" }
- text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\x03[#{$1}]" }
- text.gsub!(/\\[Ii]\[([0-9]+)\]/) { "\x04[#{$1}]" }
- text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\x05[#{$1}]" }
- text.gsub!(/\\[Aa]\[([0-9]+)\]/) { "\x06[#{$1}]" }
- text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\x07[#{$1}]" }
- text.gsub!(/\\[Qq]/) { "\x08" }
- text.gsub!(/\\[Ff]\[([0-9]+)\]/) { "\x09[#{$1}]" }
- text.gsub!(/\\[Rr]\[([0-9]+)\]/) { "\x10[#{$1}]" }
- # c 获取 1 个字
- c = text.slice!(/./m)
- # 选择项的情况
- if @dy >= $game_temp.choice_start
- # 处理字的缩进
- @dx = MES_FONT_SIZE
- @dx += @face_width unless @show_right
- @dx += MES_FONT_SIZE if @show_name
- # 描绘文字
- self.contents.draw_text(@dx, 24 * @dy, 24, 24, c)
- # x 为要描绘文字宽度的加法运算
- @dx += self.contents.text_size(c).width
- # 循环
- while ((c = text.slice!(/./m)) != "\n")
- # 描绘文字
- self.contents.draw_text(@dx, 24 * @dy, 24, 24, c)
- # x 为要描绘文字宽度的加法运算
- @dx += self.contents.text_size(c).width
- end
- if c == "\n"
- # 更新光标宽度
- @cursor_width = [@cursor_width, @dx - @face_width].max
- # dy 累加 1
- @dy += 1
- end
- return
- end
- case c
- when "\x00"
- c = "\\"
- when "\x01"
- text.sub!(/\[([0-9]+)\]/, "")
- color = $1.to_i
- self.contents.font.color = text_color(color)
- when "\x02"
- @contents_showing_end = true
- @contents_drawing = false
- terminate_messageX
- @save_x = @dx
- @save_y = @dy
- when "\x03"
- text.sub!(/\[([0-9]+)\]/, "")
- last_character
- draw_icon($data_skills[$1.to_i], 4 + @dx, 24 * @dy)
- @dx += self.contents.text_size(" ").width
- when "\x04"
- text.sub!(/\[([0-9]+)\]/, "")
- last_character
- draw_icon($data_items[$1.to_i], 4 + @dx, 24 * @dy)
- @dx += self.contents.text_size(" ").width
- when "\x05"
- text.sub!(/\[([0-9]+)\]/, "")
- last_character
- draw_icon($data_weapons[$1.to_i], 4 + @dx, 24 * @dy)
- @dx += self.contents.text_size(" ").width
- when "\x06"
- text.sub!(/\[([0-9]+)\]/, "")
- last_character
- draw_icon($data_armors[$1.to_i], 4 + @dx, 24 * @dy)
- @dx += self.contents.text_size(" ").width
- when "\x07"
- text.sub!(/\[([0-9]+)\]/, "")
- self.contents.font.color.alpha = $1.to_i
- when "\x08"
- text.sub!(/\[([0-9]+)\]/, "")
- $play_voice = !$play_voice
- when "\x09"
- text.sub!(/\[([0-9]+)\]/, "")
- self.contents.font.name = FONT_ARRAY[$1.to_i]
- when "\x10"
- text.sub!(/\[([0-9]+)\]/, "")
- last_character
- draw_actor_graphic($game_actors[$1.to_i], 4 + @dx, 24 * @dy)
- @dx += self.contents.text_size(" ").width
- when "\n"
- @dy += 1
- @dx = 0
- @dx += @face_width unless @show_right
- @dx += MES_FONT_SIZE if @show_name
- last_character
- else
- last_character
- size_zy = 6 # 设定文字动态增大幅度
- if c != nil
- self.contents.font.size = MES_FONT_SIZE
- font_size = self.contents.font.size += size_zy
- @old_text_info.push(@dx , @dy , font_size, self.contents.font.color.clone, c)
- self.contents.draw_text(4 + @dx, (font_size + 4 - size_zy) * @dy - size_zy / 2, font_size, font_size, c)
- self.contents.font.size -= size_zy
- Audio.se_play("Audio/SE/Voice", 90, 100) if $play_voice and c != " "
- @dx += self.contents.text_size(c).width
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ○ 完成上一个字符的描绘
- #--------------------------------------------------------------------------
- def last_character
- size_zy = 6 # 设定文字动态增大幅度
- unless @old_text_info == []
- self.contents.fill_rect (4 + @old_text_info[0], (@old_text_info[2]+ 4 - size_zy) * @old_text_info[1] - size_zy / 2, @old_text_info[2], @old_text_info[2], Color.new(0,0,0,0))
- color = self.contents.font.color.clone
- self.contents.font.color = @old_text_info[3].clone
- self.contents.font.size = @old_text_info[2] -= size_zy
- self.contents.draw_text(4 + @old_text_info[0], (@old_text_info[2] + 4) * @old_text_info[1], @old_text_info[2], @old_text_info[2], @old_text_info[4])
- self.contents.font.color = color
- @old_text_info = []
- end
- end
- #--------------------------------------------------------------------------
- # ○ 选择项和输入数值的情况下
- #--------------------------------------------------------------------------
- def draw_opt_text
- # 选择项的情况下
- if $game_temp.choice_max > 0
- @item_max = $game_temp.choice_max
- self.active = true
- self.index = 0
- end
- # 输入数值的情况下
- 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 + @face_width + MES_FONT_SIZE + 8
- @input_number_window.y = self.y + $game_temp.num_input_start * (MES_FONT_SIZE + 2)
- end
- end
- #--------------------------------------------------------------------------
- # ○ 生成背景图片
- #--------------------------------------------------------------------------
- def create_backbmp
- @pic_skin.dispose if @pic_skin != nil
- @pic_skin = Sprite.new
- @pic_skin.opacity = 0 unless @no_term_stop
- @pic_skin.bitmap = Bitmap.new(self.width + 32, self.height + 32)
- @pic_skin.x = self.x + 2
- @pic_skin.y = self.y + 2
- @pic_skin.z = self.z
- bitmap = RPG::Cache.windowskin(FUKI_SKIN_NAME)
- rect = Rect.new(0, 0, 32, 32)
- @pic_skin.bitmap.blt(0, 0, bitmap, rect)
- rect = Rect.new(96, 0, 32, 32)
- @pic_skin.bitmap.blt(self.width-32, 0, bitmap, rect)
- rect = Rect.new(0, 96, 32, 32)
- @pic_skin.bitmap.blt(0, self.height-32, bitmap, rect)
- rect = Rect.new(96, 96, 32, 32)
- @pic_skin.bitmap.blt(self.width-32, self.height-32, bitmap, rect)
- rect = Rect.new(0, 32, 32, 32)
- @pic_skin.bitmap.stretch_blt(Rect.new(0, 32, 32, self.height - 64), bitmap, rect)
- rect = Rect.new(96, 32, 32, 32)
- @pic_skin.bitmap.stretch_blt(Rect.new(self.width-32,32,32,self.height-64), bitmap, rect)
- rect = Rect.new(32, 0, 32, 32)
- @pic_skin.bitmap.stretch_blt(Rect.new(32,0,self.width-64,self.height-32), bitmap, rect)
- rect = Rect.new(32, 96, 32, 32)
- @pic_skin.bitmap.stretch_blt(Rect.new(32,self.height-32,self.width-64,32), bitmap, rect)
- bitmap.dispose
- end
- #--------------------------------------------------------------------------
- # ○ 设置呼出对话框
- #--------------------------------------------------------------------------
- def set_fukidasi(x, y, width, height)
- begin
- self.pause = false # 不显示暂停标志
- pos = get_fuki_pos(width, height) # 取得对话框位置
- x = pos[0]
- y = pos[1]
- self.windowskin = RPG::Cache.windowskin($game_system.windowskin_name)
- self.x = x
- self.y = y
- self.height = height
- self.width = width
- unless @no_term_stop
- self.contents.dispose
- self.contents = Bitmap.new(width - 32, height - 32)
- self.back_opacity = FUKI_OPACITY
- self.contents.clear
- self.contents.font.color = Color.new(0, 100, 0, 255)
- self.contents.font.size = MES_FONT_SIZE
- end
- if $game_system.message_frame == 0
- tale_pos = get_tale_pos
- @tale = Sprite.new
- @tale.bitmap = Bitmap.new(64, 32)
- if TAIL_SHOW
- case @message_position
- when 0 # 上
- bitmap = RPG::Cache.windowskin(FUKI_SKIN_NAME)
- rect = Rect.new(32, 32, 64, 32)
- @tale.bitmap.blt(0, 0, bitmap, rect)
- bitmap.dispose
- @tale.x = tale_pos[0]
- @tale.x += 8 if @tale.x < 64
- if @tale.x > 640 - 64
- @tale.mirror = true
- @tale.x -= 64
- end
- @tale.y = tale_pos[1]
- @tale.z = self.z + 1
- when 1 # 中
- @tale.dispose
- @tale = nil
- when 2 # 下
- bitmap = RPG::Cache.windowskin(FUKI_SKIN_NAME)
- rect = Rect.new(32, 64, 64, 32)
- @tale.bitmap.blt(0, 0, bitmap, rect)
- bitmap.dispose
- @tale.x = tale_pos[0]
- @tale.x += 8 if @tale.x < 64
- if @tale.x > 640 - 64
- @tale.mirror = true
- @tale.x -= 64
- end
- @tale.y = tale_pos[1]
- @tale.z = self.z + 1
- end
- end
- end
- rescue
- del_fukidasi
- reset_window(width, height)
- end
- end
- #--------------------------------------------------------------------------
- # ○ 计算呼出对话框的位置
- #--------------------------------------------------------------------------
- def get_fuki_pos(width, height)
- # 取得角色
- @character = get_character($mes_id)
- if @character == nil
- # 角色不存在的情况下使用默认信息框
- del_fukidasi
- reset_window(width, height)
- return
- end
- # 处理坐标
- x = (@character.real_x - $game_map.display_x + 64) * 32 / 128 - (width / 2)
- # 为尽量显示在画面内而移动横坐标
- if x + width > 640
- x = 640 - width
- elsif x < 0
- x = 0
- end
- # 决定窗口位置
- case $game_system.message_position
- when 0 # 上
- y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 - height - CHARACTOR_HEIGHT + POP_SHIFT_TOP
- when 1 # 中
- x = (640 - width) / 2
- y = (480 - height) / 2
- when 2 # 下
- y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 + 32 + POP_SHIFT_UNDER
- end
- # 纪录文章显示位置
- @message_position = $game_system.message_position
- if POS_FIX
- case @message_position
- when 0 # 上
- if y <= 0
- @message_position = 2
- y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 + 32 + POP_SHIFT_UNDER
- end
- when 2 # 下
- if y + height >= 480
- @message_position = 0
- y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 - height - CHARACTOR_HEIGHT + POP_SHIFT_TOP
- end
- end
- end
- return [x, y]
- end
- #--------------------------------------------------------------------------
- # ○ 计算尾部图标的位置
- #--------------------------------------------------------------------------
- def get_tale_pos
- case @message_position
- when 0 # 上
- # 处理坐标
- x = ( @character.real_x - $game_map.display_x + 64 ) * 32 / 128 - 8
- y = self.y + self.height - 6
- when 1 # 中
- x = nil
- y = nil
- when 2 # 下
- # 处理坐标
- x = ( @character.real_x - $game_map.display_x + 64 ) * 32 / 128 - 8
- y = self.y - 18
- end
- return [x, y]
- end
- #--------------------------------------------------------------------------
- # ○ 设置角色半身像窗口
- #--------------------------------------------------------------------------
- def draw_msg_face
- @face_sprite.dispose if @face_sprite != nil
- # $mes_name为空时不显示
- if $mes_name == nil or $mes_name == ""
- return
- else
- # 设定变量
- mes_name = $mes_name
- if $game_temp.namebmp[mes_name] == nil
- sFile = FACE_PIC_DIR + mes_name
- else
- sFile = FACE_PIC_DIR + $game_temp.namebmp[mes_name]
- end
- bitmap = Bitmap.new(sFile)
- @pic_width = bitmap.width
- @pic_height = bitmap.height
- @face_sprite = Sprite.new
- @face_sprite.x = self.x + 26
- @face_sprite.x = self.x + self.width - @pic_width - 26 if @show_right
- @face_sprite.y = self.y + self.height - @pic_height - 6
- @face_sprite.bitmap = bitmap
- @face_sprite.z = self.z + 3
- @face_sprite.mirror = @show_right
- @face_sprite.opacity = 0
- end
- end
- #--------------------------------------------------------------------------
- # ○ 释放呼出对话框
- #--------------------------------------------------------------------------
- def del_fukidasi
- if @tale != nil
- @tale.dispose
- @tale = nil
- end
- self.opacity = 0
- self.x = 80
- self.width = 480
- self.height = 160
- self.contents.dispose
- self.contents = Bitmap.new(width - 32, height - 32)
- self.pause = true
- end
- #--------------------------------------------------------------------------
- # ○ 取得角色
- # parameter : 参数
- #--------------------------------------------------------------------------
- def get_character(parameter)
- # 参数分歧
- case parameter
- when nil
- return events == nil
- when -1 # 玩家
- return $game_player
- when 0 # 该事件
- events = $game_map.events
- return events == nil ? nil : events[$active_event_id]
- else # 特定事件
- events = $game_map.events
- return events == nil ? nil : events[parameter]
- end
- end
- #--------------------------------------------------------------------------
- # ● 设定窗口位置和不透明度
- #--------------------------------------------------------------------------
- def reset_window(width = nil, height = nil)
- if $game_temp.in_battle
- self.y = 16
- else
- case $game_system.message_position
- when 0 # 上
- self.y = 16
- when 1 # 中
- if height != nil and width != nil
- self.y = (480 - height) / 2 - 32
- self.x = (640 - width) / 2
- self.width = width
- self.height = height
- self.contents.dispose
- self.contents = Bitmap.new(width - 32, height - 32)
- else
- self.y = 160
- end
- when 2 # 下
- self.y = 304
- end
- end
- self.opacity = 0
- self.back_opacity = MES_OPACITY
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- update_fuki # 呼出模式下跟随事件移动
- if @fade_in # 渐变的情况下
- self.contents_opacity += 24
- @pic_skin.opacity += 20
- if @tale != nil
- @face_sprite.opacity += 24 if @face_sprite != nil and !@face_sprite.disposed?
- @tale.opacity += 20
- end
- @input_number_window.contents_opacity += 24 if @input_number_window != nil
- @fade_in = false if self.contents_opacity == 255
- return
- end
- if @contents_drawing # 显示信息中的情况下
- refresh_drawtext
- return
- end
- update_input_number_window # 输入数值的情况下
- if @contents_showing_end # 显示信息结束的情况下
- if $game_temp.choice_max == 0 and @tale == nil
- self.pause = true
- else
- self.pause = false
- end
- update_choose
- return
- end
- if @fade_out == false and $game_temp.message_text != nil # 在渐变以外的状态下
- @contents_showing = true
- $game_temp.message_window_showing = true
- reset_window
- refresh_create
- if @no_term_stop
- self.visible = true
- else
- @tale.opacity = 0 if @tale != nil
- Graphics.frame_reset
- self.visible = true
- self.contents_opacity = 0
- @input_number_window.contents_opacity = 0 if @input_number_window != nil
- @fade_in = true
- end
- return
- end
- unless @no_term_stop # 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
- @face_sprite.opacity -= 48 if @face_sprite != nil and !@face_sprite.disposed?
- @pic_skin.opacity -= 48 if @pic_skin != nil and !@pic_skin.disposed?
- @tale.opacity -= 48 if @tale != nil and [email protected]?
- if (@face_sprite == nil) or @face_sprite.disposed? or (@face_sprite.opacity == 0)
- self.visible = false
- @face_sprite.dispose if @face_sprite != nil
- @pic_skin.dispose
- @fade_out = false
- $game_temp.message_window_showing = false
- del_fukidasi
- end
- return
- end
- else
- $game_temp.message_window_showing = false
- end
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- terminate_message
- $game_temp.message_window_showing = false
- @input_number_window.dispose if @input_number_window != nil
- super
- end
- #--------------------------------------------------------------------------
- # ● 信息结束处理
- #--------------------------------------------------------------------------
- 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
- @contents_showing_end = false
- $mes_name = ""
- # 呼叫信息调用
- $game_temp.message_proc.call if $game_temp.message_proc != nil
- # 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
- # 释放金钱窗口
- if @gold_window != nil
- @gold_window.dispose
- @gold_window = nil
- end
- @no_term_stop = false
- @save_x = 0
- @save_y = 0
- @show_right = false
- @show_name = false
- @face_width = 0
- end
- #--------------------------------------------------------------------------
- # ● ★信息结束处理★
- #--------------------------------------------------------------------------
- def terminate_messageX
- self.active = false
- self.pause = false
- self.index = -1
- # 清除显示中标志
- @contents_showing = false
- @contents_showing_end = false
- # 呼叫信息调用
- $game_temp.message_proc.call if $game_temp.message_proc != nil
- # 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
- @no_term_stop = true
- @show_right = false
- @show_name = false
- @face_width = 0
- end
- #--------------------------------------------------------------------------
- # ● 刷新光标矩形
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if @index >= 0
- n = $game_temp.choice_start + @index
- self.cursor_rect.set(MES_FONT_SIZE / 2, n * (MES_FONT_SIZE + 4), @cursor_width, MES_FONT_SIZE + 4)
- self.cursor_rect.x += @face_width unless @show_right
- self.cursor_rect.x += MES_FONT_SIZE / 2 if @show_name
- else
- self.cursor_rect.empty
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取文字颜色色
- # n : 文字颜色编号 (0~31)
- #--------------------------------------------------------------------------
- def text_color(n)
- return normal_color if n > 31
- x = (n % 8) * 16
- y = 128 + (n / 8) * 16
- return RPG::Cache.windowskin(FUKI_SKIN_NAME).get_pixel(x, y)
- end
- #--------------------------------------------------------------------------
- # ● 取得普通文字色
- #--------------------------------------------------------------------------
- def normal_color
- nil_color = Color.new(0,100,0,255)
- return FUKI_COLOR if FUKI_COLOR != nil_color
- return nil_color
- end
- #--------------------------------------------------------------------------
- # ● 获取头像宽度
- #--------------------------------------------------------------------------
- def get_face_width(face_name)
- return if $mes_name == ""
- filename = FACE_PIC_DIR + face_name
- bitmap = Bitmap.new(filename)
- @face_width = bitmap.width + MES_FONT_SIZE
- bitmap.dispose
- end
- #--------------------------------------------------------------------------
- # ● 描绘物品
- # item : 物品
- #--------------------------------------------------------------------------
- def draw_icon(item, x, y)
- return if item == nil
- bitmap = RPG::Cache.icon(item.icon_name)
- self.contents.blt(x + 4, y, bitmap, Rect.new(0, 0, 24, 24))
- color = self.contents.font.color.clone
- self.contents.font.color = text_color(1)
- self.contents.draw_text(x + 28, y, self.contents.text_size(item.name).width + 5, 24, item.name)
- self.contents.font.color = color
- @dx += self.contents.text_size(item.name).width
- end
- #--------------------------------------------------------------------------
- # ● 图形的描绘
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_graphic(actor, x, y)
- bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
- cw = bitmap.width / 4
- ch = bitmap.height / 4
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x, y - 4, bitmap, src_rect)
- color = self.contents.font.color.clone
- self.contents.font.color = text_color(1)
- self.contents.draw_text(x + 32, y, self.contents.text_size(actor.name).width + 5, 24, actor.name)
- self.contents.font.color = color
- @dx += self.contents.text_size(actor.name).width
- end
- #--------------------------------------------------------------------------
- # ● 刷新呼出对话框
- #--------------------------------------------------------------------------
- def update_fuki
- if @tale != nil
- pos = get_fuki_pos(self.width, self.height)
- self.x = pos[0]
- self.y = pos[1]
- tale_pos = get_tale_pos
- @tale.mirror = false
- @tale.x = tale_pos[0]
- @tale.x += 8 if @tale.x < 64
- if @tale.x > 640 - 64
- @tale.mirror = true
- @tale.x -= 64
- end
- @tale.y = tale_pos[1]
- @pic_skin.x = self.x + 2
- @pic_skin.y = self.y + 2
- if @face_sprite != nil and !@face_sprite.disposed?
- @face_sprite.x = self.x + 26
- @face_sprite.x = self.x + self.width - @pic_width - 26 if @show_right
- @face_sprite.y = self.y + self.height - @pic_height - 6
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新数字输入框
- #--------------------------------------------------------------------------
- def update_input_number_window
- 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
- # 释放输入数值窗口
- @input_number_window.dispose
- @input_number_window = nil
- $game_map.need_refresh = true
- terminate_message
- del_fukidasi
- end
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新选择输入
- #--------------------------------------------------------------------------
- def update_choose
- 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
- del_fukidasi
- end
- end
- if Input.trigger?(Input::C)
- if $game_temp.choice_max > 0
- $game_system.se_play($data_system.decision_se)
- $game_temp.choice_proc.call(self.index)
- end
- terminate_message
- del_fukidasi
- end
- end
- end
复制代码 事件内容:
脚本:$mes_id = 1 #对话框出现在1号事件头顶
$mes_name = " " #引号里输入你的图片名字
文章:你好啊。我是XXX
这样就行了。另外 文章:@or 你好啊。我是XXX #加上@or 图片显示在右边 |
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