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[已经解决] 灵儿续传的增强型对话框脚本怎么改文字色?

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Lv2.观梦者

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2010-11-20
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发表于 2012-1-31 22:01:43 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式
话说就是这个脚本来着,好心的、厉害的兄弟姐妹们帮帮忙啊!

# ————————————————————————————————————
# 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 = 0
#--------------------------------------------------------------------------
# ● 初始化状态
#--------------------------------------------------------------------------
def initialize
super(80, 304, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 600
@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 = "66rpg_" + $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 = "66rpg_" + $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
@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
@right_picture.z = 999
@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

#颜色自定义设定范围0-255
self.contents.font.color = Color.new($color0, $color1, $color2)
#颜色自定义设定范围0-255

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)
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)
$game_system.se_play($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)
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)
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 = 648
self.height = 488
else
if $game_temp.in_battle
self.y = 48
self.z = 9999
else
case $game_system.message_position
when 0 # 上
self.y = 16
self.height = 160
when 1 # 中
self.y = 160
self.height = 160
when 2 # 下
self.y = 344
self.height = 120
end
self.x = 80
if @face_bitmap == nil
self.width = 480
else
self.width = 600
self.x -= 60
end
#self.height = 120
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 - 32, 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

Lv1.梦旅人

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发表于 2012-1-31 22:40:45 | 只看该作者
注释里……应该提到了吧……
  1. #使用方法:在文章前输入如下脚本定义颜色
  2. # $color0 = 数值
  3. # $color1 = 数值
  4. # $color2 = 数值
  5. #\name参数的颜色自定义设定范围0-255
  6. #使用方法:在文章前输入如下脚本定义颜色
  7. # $ncolor0 = 数值
  8. # $ncolor1 = 数值
  9. # $ncolor2 = 数值
复制代码
  1. # \c[1-8]:更改颜色
复制代码

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路人

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发表于 2012-1-31 23:20:18 | 只看该作者
腐琴琴 发表于 2012-1-31 22:40
注释里……应该提到了吧……

换头像了?呃........切入正题:
  1. # \c[1-8]:更改颜色
复制代码
很明显这一行说了。默认的也能变色啊
比如对话里输入:\c[4]测试啊啊啊啊啊啊啊啊啊啊啊啊\c[0]测试..........0。那么
  1. 测试啊啊啊啊啊啊啊啊啊啊啊啊
复制代码
就会变色,而
  1. 测试..........
复制代码
只是白色
为填坑而修炼中……
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 楼主| 发表于 2012-1-31 23:44:45 | 只看该作者
腐琴琴 发表于 2012-1-31 22:40
注释里……应该提到了吧……

就是脚本那个,我弄了的,可无论换成什么值,它现出来的都是还是默认的白色啊!
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发表于 2012-2-1 10:15:06 | 只看该作者
本帖最后由 腐琴琴 于 2012-2-1 10:20 编辑
aaalbx 发表于 2012-1-31 23:20
换头像了?呃........切入正题:很明显这一行说了。默认的也能变色啊
比如对话里输入:\c[4]测试啊啊啊啊 ...


额是啊,偶尔换换比较好玩~

不过貌似这个颜色换起来有点坑爹。LZ我截图给你吧……

调颜色的话在事件页里面的画面闪烁可以找数字。


比如这样,那么数字就是250 150 150


那么在文章前面插入脚本,文字就会变成那个粉红了。
貌似可以不用再加C【N】了,里面那个P是为了显示在主角头上。和颜色无关。


同样的方法调个紫色什么的……


然后在color前面加个n就是名字颜色。似乎同样不需要C[N]这句话了。
里面那个NAME是为了看看效果。


然后就是效果了。







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