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使用了这个脚本,但是为什么其他功能都可以实现,就是
# \L[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”
这两句的功能不能实现呢(即显示图片)?
还是输入的时候有要求??
新手,求助·~~谢谢~~~- # ————————————————————————————————————
- # 本脚本来自www.66rpg.com,转载请保留此信息
- # ————————————————————————————————————
- #——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
- # 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
- # \name[\n[1]]:显示1号主角的姓名方框
- # \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
- # \> :文字不用打字方式
- # \< :文字使用打字方式
- # \\:显示"\"这个符号
- # \c[1-8]:更改颜色
- # \g:显示金钱窗口
- # \t: 显示游戏时间窗口
- # \v[7]:显示7号变量的值
- # \v[a7]:显示7号防具的名称
- # \v[s7]:显示7号特技的名称
- # \v[w7]:显示7号武器的名称
- # \v[i7]:显示7号道具的名称
- # \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
- # \L[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
- # \A:头像及姓名框靠左排列
- # \a:头像及姓名框靠右排列
- # \M[60]:等待60帧文字直接消失
- # \MS[1-8]:更改文字背景颜色
- # \ME:恢复文字背景颜色
- #颜色自定义设定范围0-255
- #使用方法:在文章前输入如下脚本定义颜色
- # $color0 = 数值
- # $color1 = 数值
- # $color2 = 数值
- #\name参数的颜色自定义设定范围0-255
- #使用方法:在文章前输入如下脚本定义颜色
- # $ncolor0 = 数值
- # $ncolor1 = 数值
- # $ncolor2 = 数值
- # \! :等待玩家按回车再继续
- #$speed :文字的打字速度设置用的,数字越大速度越慢。
- #============================
- class Game_System
- attr_accessor :typing
- alias carol3_ini initialize
- def initialize
- carol3_ini
- @typing = true
- end
- end
- #=================================#==============================================================================
- # ■ Window_Message
- #------------------------------------------------------------------------------
- class Window_Message < Window_Selectable
- #颜色自定义用的全局变量定义
- $color0 = 255
- $color1 = 255
- $color2 = 255
- #颜色自定义用的全局变量定义
-
- #说话速度设置用的全局变量
-
- $speed = 1
-
- #--------------------------------------------------------------------------
- # ● 初始化状态
- #--------------------------------------------------------------------------
- def initialize
- super(80, 304, 540, 160)
- self.contents = Bitmap.new(width - 40, height - 32)
- self.visible = false
- self.z = 199
- @fade_in = false
- @fade_out = false
- @contents_showing = false
- @cursor_width = 0
- # Start
- @bflag = false
- # End
- @autoclosetime = -1
- self.active = false
- self.index = -1
- @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
- #Start
- # ピクチャ廃棄処理
- begin
- # if @spgra.disposed? == false
- @spgra.dispose
- # end
- # if @backgraphic.disposed? == false
- @backgraphic.dispose
- # end
- rescue
- # print "ピクチャが読み込めていません!"
- end
- #End
- # 开放时间窗口
- if @playtime_window != nil
- @playtime_window.dispose
- @playtime_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
- end
- if @left_picture != nil and @left_keep == true
- @left_picture.dispose
- end
- @face_bitmap = nil
- 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
- @opacity = 255
- @cursor_width = 0
- @autoclosetime = -1
- @write_speed = $speed
- @write_wait = 0
- @mid_stop = false
- face = nil
- @popchar = -2
- @alignment = true
- if $game_temp.choice_start == 0
- @x = 8
- end
- if $game_temp.message_text != nil
- @now_text = $game_temp.message_text
- #——对齐设置
- if (/\\([Aa])/.match(@now_text))!=nil then
- if $1 == "A"
- @alignment = true
- else
- @alignment = false
- end
- @now_text.gsub!(/\\([Aa])/) { "" }
- end
- #——头像设置
- if (/\\([Ff])\[(.+?)\]/.match(@now_text))!=nil then
- @face = $2 + "_f.png"
- if $1 == "f" and $game_actors[$2.to_i] != nil
- face = $game_actors[$2.to_i].battler_name + "_f.png"
- end
- if FileTest.exist?("Graphics/Pictures/#{face}")
- @face_bitmap = Bitmap.new("Graphics/Pictures/#{face}")
- if @alignment
- @x = @face_indent = 128
- self.contents.blt(16, 16, @face_bitmap, Rect.new(0, 0, 96, 96))
- else
- self.contents.blt(self.contents.width - 112, 16, @face_bitmap,
- Rect.new(0, 0, 96, 96))
- end
- else
- face = nil
- @face_bitmap = nil
- end
- @now_text.gsub!(/\\([Ff])\[(.*?)\]/) { "" }
- end
- #——左半身像设置
- if (/\\[Ll]\[(.+?)\]/.match(@now_text))!=nil then
- @face = $1 + "_h.png"
- if $加密 == true
- if @left_picture != nil
- @left_picture.dispose
- end
- @left_picture = Sprite.new
- @left_picture.bitmap = Bitmap.new("Graphics/battlers/#{@face}")
- @left_picture.y = 480-@left_picture.bitmap.height
- @left_picture.x = 0
- @left_picture.mirror = true
- @now_text.gsub!(/\\[Ll]\[(.*?)\]/) { "" }
- else
- if FileTest.exist?("Graphics/battlers/#{@face}")
- if @left_picture != nil
- @left_picture.dispose
- end
- @left_picture = Sprite.new
- @left_picture.bitmap = Bitmap.new("Graphics/battlers/#{@face}")
- @left_picture.y = 480-@left_picture.bitmap.height
- @left_picture.x = 0
- @left_picture.mirror = true
- @now_text.gsub!(/\\[Ll]\[(.*?)\]/) { "" }
- end
- end
- end
- #——右半身像设置
- if (/\\[Rr]\[(.+?)\]/.match(@now_text))!=nil then
- @face = $1 + "_h.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}")
- @right_picture.y = 480-@right_picture.bitmap.height
- @right_picture.x = 640-@right_picture.bitmap.width
- @right_picture.z = 9999
- @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}")
- @right_picture.y = 480-@right_picture.bitmap.height
- @right_picture.x = 640-@right_picture.bitmap.width
- @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "" }
- 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
- @left_keep = true
- @now_text.sub!(/\\[Ll]k/) { "" }
- end
- # 替换人物姓名
- @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
- $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
- end
- # 显示人物姓名
- name_window_set = false
- if (/\\[Nn][Aa][Mm][Ee](.*?)\[(.+?)\]/.match(@now_text)) != nil
- name_window_set = true
- name_text = $2
- @now_text.sub!(/\\[Nn][Aa][Mm][Ee](.*?)\[(.*?)\]/) { "" }
- 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!(/\\\\/) { "\000" }
- @now_text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
- @now_text.gsub!(/\\[Gg]/) { "\002" }
- @now_text.gsub!(/\\[Tt]/) { "\004" }
- @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) { "\050[#{$1}]" }
- @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!(/\\[Dd]\[([0-9]+)\]/) { "\027[#{$1}]" }
- @now_text.gsub!(/\\[!]/) { "\020" }
- @now_text.gsub!(/\\[>]/) { "\016" }
- @now_text.gsub!(/\\[<]/) { "\017" }
- # Start
- # ◎
- # "\\MS" を "\052" に、 "\\ME" を "\053" に変更
- @now_text.gsub!(/\\[Mm][Ss]\[([0-9]+)\]/) { "\052[#{$1}]" }
- @now_text.gsub!(/\\[Mm][Ee]/) { "\053" }
- # ◎
- # End
- 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 = 0
- off_y = -40
- space = 2
- w = self.contents.text_size(name_text).width + 26 + space
- x = @alignment ? self.x + off_x - space / 2 : self.x + off_x - space / 2 + self.width - w
- y = self.y + off_y - space / 2
- h = 40 + space
- @name_window_frame = Window_Frame.new(x, y, w, h)
- @name_window_frame.z = self.z + 1
- x = @alignment ? self.x + off_x - space / 2 + 4 : self.x + off_x - space / 2 + 4 + self.width - w
- y = self.y + off_y - space / 2
- @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 @autoclosetime == 0
- @autoclosetime = -1
- terminate_message
- end
- if @autoclosetime >= 1
- @autoclosetime -= 1
- end
- 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
- @gold_window.opacity = self.opacity
- @gold_window.back_opacity = self.back_opacity
- end
- c = ""
- end
- if c == "\004"
- if @playtime_window == nil and @popchar <=0
- @playtime_window = Window_PlayTime.new
- @playtime_window.x = 80
- if $game_temp.in_battle
- @playtime_window.y = 192
- else
- @playtime_window.y = self.y >= 128 ? 32 : 384
- end
- @playtime_window.opacity = self.opacity
- @playtime_window.back_opacity = self.back_opacity
- end
- 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 == "\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!(/\[([0-9]+)\]/, "")
- @x += $1.to_i * self.contents.font.size / 2
- next
- 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))
- @x += 24
- c = ""
- end
- if c == "\050"
- @now_text.sub!(/\[([0-9]+)\]/, "")
- @autoclosetime = $1.to_i
- next
- end
- # Start
- # ◎
- # \MSの場合
- if c == "\052"
- @now_text.sub!(/\[([0-9]+)\]/, "")
- bcolor = $1.to_i
- @bflag = true
- end
- # \MEの場合
- if c == "\053"
- @bflag = false
- bcolor = 0
- end
- # ◎
- # End
- # Start
- # ◎
- if @bflag == true
- if bcolor >= 0 and bcolor <= 7
- bsize = self.contents.text_size(c).width
- self.contents.fill_rect(4 + @x, 32 * @y, bsize, 32, text_color(bcolor))
- end
- end
- # ◎
- # 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)
- end
- if Input.press?(Input::B) and $game_switches[93] == false
- 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) and $game_switches[93] == false
-
- $game_system.se_play($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) and $game_switches[93] == false
-
- 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) and $game_switches[93] == false
- 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
- @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
- #--------------------------------------------------------------------------
- # ● 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 = 50
- self.height = 488
- else
- if $game_temp.in_battle
- case $game_system.message_position
- when 0 # 上
- self.y = 16
- when 1 # 中
- self.y = 160
- when 2 # 下
- self.y = 315
- case $game_system.message_position
- when 0
- self.x = 0
- when 1
- self.x =0
- when 2
- self.x = 0
- end
- end
- else
- case $game_system.message_position
- when 0 # 上
- self.y = 16
- when 1 # 中
- self.y = 160
- when 2 # 下
- self.y = 315
- end
- case $game_system.message_position
- when 0
- self.x = 0
- when 1
- self.x = 0
- when 2
- self.x = 0
- end
-
- if @face_bitmap == nil
- self.width = 640
- else
- self.width = 640
- self.x -= 20
- end
- self.height = 170
- end
- end
- self.contents = Bitmap.new(self.width - 32, self.height - 32)
- if @face_bitmap != nil
- if @alignment
- self.contents.blt(16, 16, @face_bitmap, Rect.new(0, 0, 96, 96))
- else
- self.contents.blt(self.contents.width - 112, 16, @face_bitmap,
- Rect.new(0, 0, 96, 96))
- end
- end
- if @popchar == -1
- self.opacity = 255
- self.back_opacity = 0
- elsif $game_system.message_frame == 0
- self.opacity = 255
- self.back_opacity = 100
- else
- self.opacity = 0
- self.back_opacity = 100
- end
- 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
- #--------------------------------------------------------------------------
- # ● \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
- #--------------------------------------------------------------------------
- # ● 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
- #--------------------------------------------------------------------------
- # ● 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 = 100
- 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
- #参数的颜色自定义设定范围0-255
- $ncolor0 = 255
- $ncolor1 = 255
- $ncolor2 = 255
- #参数的颜色自定义设定范围0-255
-
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(x, y, designate_text)
- super(x-16, y-16, 32 + designate_text.size * 12, 56)
- self.opacity = 0
- self.back_opacity = 0
- self.contents = Bitmap.new(self.width - 50, self.height - 32)
- w = self.contents.width
- h = self.contents.height
-
- #颜色自定义设定范围0-255
- self.contents.font.color = Color.new($ncolor0, $ncolor1, $ncolor2)
- #颜色自定义设定范围0-255
-
-
- # self.contents.font.color = text_color(color)
- 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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