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Lv1.梦旅人
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上脚本- #============================================================================
- # 66加强对话框Fuki对话框整合+附送功能
- # By whbm
- #============================================================================
- # 说明:
- # 这是一个整合了66加强对话框和Fuki对话框功能脚本,你可以靠改变开关来切换
- # 两个脚本。
-
- # 附送功能:
- # 在对话中按enter键跳过打字效果
- # 33号开关控制对话框的切换:
- # 打开--使用66加强对话框
- # 关闭--使用Fuki对话框
- # 34号开关控制附送功能的打开与关闭:
- # 打开--使用附送功能
- # 关闭--不使用附送功能
- #============================================================================
- # 66加强对话框说明--66rpg
- #============================================================================
- #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:$game_system.typing = true
-
- #默认对话字没有声音,如果需要声音,
- #请在游戏中使用脚本:$game_system.soundname_on_speak = "这里输入文件名"
- #我唯一一个见过“胡乱配音”的游戏是天使帝国2代,该游戏说话的时候每个字符随机发一个外星语音
- # 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
- # \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
- # \\:显示"\"这个符号
- # \v[1] :显示变量1
- # \v[a1] :显示防具1
- # \v[w1] :显示武器1
- # \v[i1] :显示物品1
- # \v[s1] :显示特技1
- # \c[1-8]:更改颜色
- # \g:显示金钱窗口
- # \a[SE文件名]:对话的时候播放SE
- # \s[1-19]:更改弹字的速度
- # \. :停顿一刹那(1、2帧)
- # \| :停顿片刻(20帧)
- # \> :文字不用打字方式
- # \< :文字使用打字方式
- # \! :等待玩家按回车再继续
- # \~ :文字直接消失
- # \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
- # \K[今天天气不错]:在出现“今天天气不错”这几个字的时候播放$game_system.soundname_on_speak设置的音效
- # \L[001]:在左边显示图片“Graphics/battlers/66rpg_001_h.png”
- # \R[001]:在右边显示图片“Graphics/battlers/66rpg_001_h.png”
- # \Lk:清除左边的图像
- # \Rk:清除右边的图像
-
-
-
- #============================================================================
- # Fuki对话框说明--bbschat
- #============================================================================
- #
- # 呼出对话框 ver. 1.31 By パラ犬(日)
- # 来自 http://rpg.para.s3p.net/
- #
- # 汉化修改 66RPG bbschat(2006.1.5)
- # 来自
- #
- # ●准备工作-窗口Skin
- #
- # 首先,确认自己使用的对话框窗口Skin,(数据库-系统-窗口外观图形)
- # 然后根据该窗口Skin制作对话框尾部使用的两个箭头图形
- # 尾部箭头图形命名方式:“窗口skin名-top”,“窗口skin名-under”
- # 将该图形文件存放在“Graphics/Windowskins”文件夹下。
- #
- # 本演示游戏内置2套窗口和箭头图形,
- # 一套是游戏默认的“001-Blue01”,一套是定制的“fk”
- # 玩家可以根据自己的需要参照样本定制自己的呼出对话框窗口Skin。
- #
- # ●呼出对话框使用方法
- #
- # 在事件命令行使用[脚本]将事件ID代入[$mes_id]
- # 该事件就可以使用呼出对话框了。
- # (举例:$mes_id=4)
- #
- # ID 代入 -1 表示玩家,代入 0 表示事件自身。
- # 代入 nil 或者 "" 则返回成通常的信息窗口。
- # 对话框的表示位置可以通过事件的“更改文章选项”来设定(上、中、下)。
- # 表示位置为“中央”的话,不管事件位置在哪里,对话框都将显示在画面中央。
- #
- # ●角色名字窗口的使用文字的方法
- #
- # 在事件命令行使用[脚本]将文字列代入[$mes_name]
- # 对话框就会显示角色名字窗口
- # (举例:$mes_name="阿尔西斯")
- # 代入 nil 或者 "" 则不显示角色名字窗口。
- #
- # 以上两个机能是独立的,所以可以单独使用
- #
- # $mes_id=(ID) + $mes_name="名字" :呼出对话框显示 + 角色名字窗口
- # $mes_id=(ID) + $mes_name="" :呼出对话框显示(没有角色名字)
- # $mes_id=nil + $mes_name="名字" :默认信息窗口 + 角色名字窗口
- # $mes_id=nil + $mes_name="" :默认信息窗口(没有角色名字)
- #
- # ●角色名字窗口使用角色图片的方法(汉化特别追加功能,原脚本只能使用文字)
- #
- # 如果能在对应文件夹中找到文件名和角色名字相同的图片,
- # 则角色名字窗口显示角色头像图片,角色图片最好能包括角色的名字。
- # 默认头像图片保存目录为“Graphics/Heads/”,玩家可自行修改。
- #
- # 如果不想使用角色名字直接作为头像文件名。
- # 可以使用下面在 Game_Temp 类里增加的namebmp属性。
- # 重新设定角色名字与文件名的对应关系。
- #
- # ●信息表示速度的变更方法
- #
- # 在事件命令行使用[脚本]将数值代入[$mes_speed]
- # 速度为 0 即瞬间显示全部信息,数字越大,信息表示速度越慢。
- # (举例:$mes_speed=1)
- #
- # ●其他设置
- #
- # 请参照下面的注释
- #
- # 补一句,用脚本chat(id,"名字")就相当于$mes_id=ID;$mes_name="名字"
- #==============================================================================
- module FUKI
- # 头像图片保存目录的设定
- HEAD_PIC_DIR = "Graphics/Heads/"
- # 是否显示尾部图标
- TAIL_SHOW = true
- # Skin的设定
- # 使用数据库默认窗口Skin情况下这里使用[""]
- FUKI_SKIN_NAME = "fk" # 呼出对话框用Skin
- NAME_SKIN_NAME = "fk" # 角色名字窗口用Skin
- # 字体大小
- MES_FONT_SIZE = 22 # 呼出对话框
- NAME_FONT_SIZE = 14 # 角色名字窗口
- # 字体颜色
- #(设定为 Color.new(0, 0, 0, 0) 表示使用普通文字色)
- FUKI_COLOR = Color.new(255, 255, 255, 255) # 呼出对话框
- NAME_COLOR = Color.new(255, 255, 255, 255) # 角色名字窗口
- # 窗口透明度
- # 如修改窗口透明度请同时修改尾部箭头图形内部的透明度
- FUKI_OPACITY = 255 # 呼出对话框
- MES_OPACITY = 255 # 默认信息窗口
- NAME_OPACITY = 255 # 角色名字窗口
- # 角色名字窗口的相对位置
- NAME_SHIFT_X = 0 # 横坐标
- NAME_SHIFT_Y = 16 # 纵坐标
- # 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 )
- # 设置成 true 可能出现箭头图标颠倒的问题 <- bbschat
- POS_FIX = false
- # 在画面最边缘表示时的稍微挪动
- # 使用圆形Skin的角和方框的角重合的情况下为 true
- CORNER_SHIFT = false
- SHIFT_PIXEL = 4 # true 时挪动的象素
- # 角色高度尺寸
- CHARACTOR_HEIGHT = 48
- # 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 = 0 # 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
- end
- #==============================================================================
- # 方便用户同时设置2个常用参数而使用的函数
- #==============================================================================
- def chat(id = 0,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 ={, }
- end
- end
- #==============================================================================
- # □ Game_System
- #==============================================================================
- class Game_System
- attr_accessor :typing
- attr_accessor :soundname_on_speak
- alias carol3_ini initialize
- def initialize
- carol3_ini
- @typing = true
- @soundname_on_speak = nil
- end
- end
- #==============================================================================
- # □ Window_FukiMessage
- #==============================================================================
- class Window_FukiMessage < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 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 = 9998
- @fade_in = false
- @fade_out = false
- @contents_showing = false
- @cursor_width = 0
- self.active = false
- self.index = -1
- #........................................................................
- if $game_system.soundname_on_speak == nil then
- $game_system.soundname_on_speak = ""
- end
- @opacity_text_buf = Bitmap.new(32, 32)
- #........................................................................
- @w = 0
- @h = 0
- @wait = 0
- @dx = 0
- @dy = 0
- $mes_speed = FUKI::MES_SPEED
- end
- #--------------------------------------------------------------------------
- # ○ 决定窗口尺寸并生成窗口
- #--------------------------------------------------------------------------
- def refresh_create
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.font.size = FUKI::MES_FONT_SIZE
- # 取得窗口尺寸
- get_windowsize
- w = @w + 32 + 8
- h = @h * (self.contents.font.size + 10) + 26
- # 生成呼出窗口
- set_fukidasi(self.x, self.y, w, h)
- # 生成角色名字窗口
- set_namewindow
- # 初始化信息表示使用的变量
- @dx = @dy = 0
- @cursor_width = 0
- @contents_drawing = true
- # 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 Input.trigger?(Input::C) and $game_switches[34]
- # 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
- end
- #........................................................................
- if $game_temp.message_text != nil
- if @wait > 0
- @wait -= 1
- elsif @wait == 0
- # 描绘处理
- draw_massage
- @wait = $mes_speed
- end
- end
- # 描绘结束
- if $game_temp.message_text == ""
- draw_opt_text
- @contents_showing_end = true
- @contents_drawing = false
- end
- end
- #--------------------------------------------------------------------------
- # ○ 66rpg-refresh
- #--------------------------------------------------------------------------
- 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
- @write_speed = 0
- @write_wait = 0
- @mid_stop = false
- @face_file = nil
- @popchar = -2
- if $game_temp.choice_start == 0
- @x = 8
- end
- if $game_temp.message_text != nil
- @now_text = $game_temp.message_text
- #——头像设置
- if (/\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
- @face_file = $1 + ".png"
- @x = @face_indent = 128
- if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
- self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
- 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
- @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
- # 显示人物姓名
- name_window_set = false
- if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
- name_window_set = true
- name_text = $1
- @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
- 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!(/\\[Nn]\[([0-9]+)\]/) do
- $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
- end
- @now_text.gsub!(/\\\\/) { "\000" }
- @now_text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
- @now_text.gsub!(/\\[Gg]/) { "\002" }
- @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
- @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
- @now_text.gsub!(/\\[.]/) { "\005" }
- @now_text.gsub!(/\\[|]/) { "\006" }
- @now_text.gsub!(/\\[>]/) { "\016" }
- @now_text.gsub!(/\\[<]/) { "\017" }
- @now_text.gsub!(/\\[!]/) { "\020" }
- @now_text.gsub!(/\\[~]/) { "\021" }
-
- @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!(/\\[Kk]\[(.*?)\]/) { "\027[#{$1}]" }
- 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
- x = self.x + off_x - space / 2
- y = self.y + off_y - space / 2
- w = self.contents.text_size(name_text).width + 26 + space
- h = 40 + space
- @name_window_frame = Window_Frame.new(x, y, w, h)
- @name_window_frame.z = self.z + 1
- x = self.x + off_x + 4
- y = self.y + off_y
- @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
-
- #==============================================================================
- # ■ 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
- #--------------------------------------------------------------------------
- # ● 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
- self.contents.draw_text(0, 0, w, h, designate_text)
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- def dispose
- self.contents.clear
- super
- end
- end
- #--------------------------------------------------------------------------
- # ○ 取得窗口尺寸
- #--------------------------------------------------------------------------
- def get_windowsize
- 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
- # 为了方便、将 "\\\\" 变换为 "\000"
- text.gsub!(/\\\\/) { "\000" }
- # "\\C" 变为 "\001" 、"\\G" 变为 "\002"
- text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001" }
- text.gsub!(/\\[Gg]/) { "\002" }
- # c 获取 1 个字 (如果不能取得文字就循环)
- while ((c = text.slice!(/./m)) != nil)
- # \\ 的情况下
- if c == "\000"
- # 还原为本来的文字
- c = "\\"
- end
- # \C[n] 或者 \G 的情况下
- if c == "\001" or c == "\002"
- # 下面的文字
- next
- end
- # 另起一行文字的情况下
- 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 + 8 > @w ? x + 8 : @w
- end
- x = 0
- # 移动到选择项的下一行
- if y >= $game_temp.choice_start
- x = 8
- end
- # 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
- 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
- text = $game_temp.message_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
- # 为了方便、将 "\\\\" 变换为 "\000"
- text.gsub!(/\\\\/) { "\000" }
- # "\\C" 变为 "\001"、"\\G" 变为 "\002"
- text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
- text.gsub!(/\\[Gg]/) { "\002" }
- # c 获取 1 个字
- if ((c = text.slice!(/./m)) != nil)
- # 选择项的情况
- if @dy >= $game_temp.choice_start
- # 处理字的缩进
- @dx = 8
- # 描绘文字
- self.contents.draw_text(4 + @dx, 32 * @dy, 40, 32, 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(4 + @dx, 32 * @dy, 40, 32, 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].max
- # dy 累加 1
- @dy += 1
- @dx = 0
- end
- return
- end
- # \\ 的情况下
- if c == "\000"
- # 还原为本来的文字
- c = "\\"
- end
- #\C[n] 的情况下
- if c == "\001"
- # 更改文字色
- text.sub!(/\[([0-9]+)\]/, "")
- color = $1.to_i
- if color >= 0 and color <= 7
- self.contents.font.color = text_color(color)
- end
- end
- # \G 的情况下
- if c == "\002"
- # 生成金钱窗口
- if @gold_window == nil
- @gold_window = Window_Gold.new
- @gold_window.x = 560 - @gold_window.width
- if $game_temp.in_battle
- @gold_window.y = 192
- else
- @gold_window.y = self.y >= 128 ? 32 : 384
- end
- @gold_window.opacity = self.opacity
- @gold_window.back_opacity = self.back_opacity
- end
- end
- # 另起一行文字的情况下
- if c == "\n"
- # dy 累加 1
- @dy += 1
- @dx = 0
- end
- # 描绘文字
- self.contents.font.size = FUKI::MES_FONT_SIZE
- font_size = self.contents.font.size
- self.contents.draw_text(4+@dx, (font_size+10)*@dy, font_size, font_size, c)
- # dx 为要描绘文字的宽度加法运算
- @dx += self.contents.text_size(c).width
- end
- 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 + 8
- @input_number_window.y = self.y + $game_temp.num_input_start * 32
- end
- end
- #--------------------------------------------------------------------------
- # ○ 设置呼出对话框
- #--------------------------------------------------------------------------
- def set_fukidasi(x, y, width, height)
- # $mes_id 为空的时候,不显示呼出对话框
- if $mes_id == nil or $mes_id == ""
- del_fukidasi
- reset_window
- else
- # 不显示暂停标志
- self.pause = false
- # 取得对话框位置
- pos = get_fuki_pos(width, height)
- x = pos[0]
- y = pos[1]
- skin = FUKI::FUKI_SKIN_NAME != "" ? FUKI::FUKI_SKIN_NAME : $game_system.windowskin_name
- # 生成呼出对话框
- self.windowskin = RPG::Cache.windowskin(skin)
- self.x = x
- self.y = y
- self.height = height
- self.width = width
- self.contents.dispose
- self.contents = Bitmap.new(width - 32, height - 32)
- self.back_opacity = FUKI::FUKI_OPACITY
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.font.size = FUKI::MES_FONT_SIZE
- # 描绘尾部图标
- if $game_system.message_frame == 0
- # 取得位置
- tale_pos = get_tale_pos
- @tale = Sprite.new
- # 是否显示尾部图标 <- bbschat
- if FUKI::TAIL_SHOW == true
- case @message_position
- when 0 # 上
- @tale.bitmap = RPG::Cache.windowskin(skin + "-top")
- @tale.x = tale_pos[0]
- @tale.y = tale_pos[1]
- @tale.z = self.z + 1
- when 1 # 中
- @tale.dispose
- @tale = nil
- when 2 # 下
- @tale.bitmap = RPG::Cache.windowskin(skin + "-under")
- @tale.x = tale_pos[0]
- @tale.y = tale_pos[1]
- @tale.z = self.z + 1
- end
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ○ 计算呼出对话框的位置
- #--------------------------------------------------------------------------
- def get_fuki_pos(width, height)
-
- # 取得角色
- @character = get_character($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
- 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 - FUKI::CHARACTOR_HEIGHT + FUKI::POP_SHIFT_TOP
- when 1 # 中
- y = (480 - height) / 2
- x = (640 - width) / 2
- when 2 # 下
- y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 + 32 + FUKI::POP_SHIFT_UNDER
- end
- # 纪录文章显示位置
- @message_position = $game_system.message_position
- # 如果选择自动修正,则如果文章会显示到画面外则自动改变窗口的尺寸(高度)
- if FUKI::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 + FUKI::POP_SHIFT_UNDER
- end
- when 2 # 下
- if y + height >= 480
- p "上"
- @message_position = 0
- y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 - height - FUKI::CHARACTOR_HEIGHT + FUKI::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 - 16
- # 画面边缘的话则移动位置
- if FUKI::CORNER_SHIFT
- if x == 0
- x = FUKI::SHIFT_PIXEL
- elsif x == 640 - 32
- x = 640 - 32 - FUKI::SHIFT_PIXEL
- end
- end
- y = self.y + self.height - 16
- 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 - 16
- # 画面边缘的话则移动位置
- if FUKI::CORNER_SHIFT
- if x == 0
- x = FUKI::SHIFT_PIXEL
- elsif @tale.x == 640 - 32
- x = 640 - 32 - FUKI::SHIFT_PIXEL
- end
- end
- y = self.y - 16
- end
- return [x,y]
- end
- #--------------------------------------------------------------------------
- # ○ 计算名字窗口的位置
- #--------------------------------------------------------------------------
- def get_name_pos
- case @face_pic_txt
- when 0 # 文字
- x = self.x + FUKI::NAME_SHIFT_X
- y = self.y - FUKI::NAME_FONT_SIZE - 16 + FUKI::NAME_SHIFT_Y
- when 1 # 图片
- if self.x >= @pic_width + 5
- # 默认头像显示在对话框左边
- x = self.x-@pic_width-5
- else
- # 对话框左边放不下时头像显示在右边
- x = self.x + self.width
- end
- y = self.y+self.height/2 - (@pic_height + 5)/2
- end
- return [x,y]
- end
- #--------------------------------------------------------------------------
- # ○ 设置角色名字窗口
- #--------------------------------------------------------------------------
- def set_namewindow
-
- # $mes_name为空时不显示角色名字窗口
- if $mes_name == nil or $mes_name == ""
- return
- else
- # 设定变量
- mes_name = $mes_name
- skin = FUKI::NAME_SKIN_NAME != "" ? FUKI::NAME_SKIN_NAME : $game_system.windowskin_name
-
- #判断名称是否有对应的图片"Graphics/heads/" +
- if $game_temp.namebmp[mes_name] == nil then
- sFile = "Graphics/heads/" + mes_name + ".png"
- else
- sFile = "Graphics/heads/" + $game_temp.namebmp[mes_name] + ".png"
- end
-
- if FileTest.exist?(sFile) == true then
-
- @face_pic_txt = 1 #名字窗口使用头像<- bbschat
-
- # 生成头像
- bmp = Bitmap.new(sFile)
- @pic_width = bmp.width
- @pic_height = bmp.height
-
- if self.x >= @pic_width + 5
- # 默认头像显示在对话框左边
- name_x = self.x-@pic_width-5
- else
- # 对话框左边放不下时头像显示在右边
- name_x = self.x + self.width
- end
- name_y = self.y+self.height/2 - (@pic_height + 5)/2
-
- # 生成角色头像窗口
- @name_win = Window_Base.new(name_x, name_y, @pic_width + 5, @pic_height + 5)
- @name_win.windowskin = RPG::Cache.windowskin(skin)
- @name_win.back_opacity =0
- @name_win.z = self.z + 1
-
- @name_contents = Sprite.new
- @name_contents.x = name_x + 2
- @name_contents.y = name_y + 2
- @name_contents.bitmap = bmp
- #@name_contents.z = @name_win.z + 2 #这个用了似乎效果不好<- bbschat
-
- else
-
- @face_pic_txt = 0 #名字窗口使用文字<- bbschat
- # 生成名字
- name_width = mes_name.size / 2 * FUKI::NAME_FONT_SIZE
- name_height = FUKI::NAME_FONT_SIZE
- name_x = self.x + FUKI::NAME_SHIFT_X
- name_y = self.y - name_height - 16 + FUKI::NAME_SHIFT_Y
- # 生成角色名字窗口(只有边框)
- @name_win = Window_Base.new(name_x, name_y, name_width + 16, name_height + 16)
- @name_win.windowskin = RPG::Cache.windowskin(skin)
- @name_win.back_opacity = FUKI::NAME_OPACITY
- @name_win.z = self.z + 1
-
- # 为了使空白比Windows类限定的更小使用双重结构
- @name_contents = Sprite.new
- @name_contents.x = name_x + 12
- @name_contents.y = name_y + 8
- @name_contents.bitmap = Bitmap.new(name_width, name_height)
- @name_contents.z = @name_win.z + 2
-
- # 设定文字色
- nil_color = Color.new(0,0,0,0)
- if FUKI::NAME_COLOR != nil_color
- @name_contents.bitmap.font.color = FUKI::NAME_COLOR
- else
- @name_contents.bitmap.font.color = normal_color
- end
- @name_contents.bitmap.font.size = FUKI::NAME_FONT_SIZE
- # 调整窗口尺寸
- rect = @name_contents.bitmap.text_size(mes_name)
- @name_win.width = rect.width + 32
- # 描画名字
- @name_contents.bitmap.draw_text(rect, mes_name)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ○ 释放呼出对话框和角色名字窗口
- #--------------------------------------------------------------------------
- def del_fukidasi
- if @tale != nil
- @tale.dispose
- @tale = nil
- end
- if @name_win != nil
- @name_win.dispose
- @name_win = nil
- @name_contents.dispose
- @name_contents = 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)
- if $game_switches[33]
- #........................................................................
- case parameter
- when 0
- return $game_player
- else
- events = $game_map.events
- return events == nil ? nil : events[parameter]
- end
- #........................................................................
- else
- # 参数分歧
- case parameter
- 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
- if parameter >0
- events = $game_map.events
- return events == nil ? nil : events[parameter]
- else
- $game_party.return_char(-parameter-2)
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 设定窗口位置和不透明度
- #--------------------------------------------------------------------------
- def reset_window
- if $game_switches[33]
- #........................................................................
- # 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 = 16
- else
- case $game_system.message_position
- when 0 # 上
- self.y = 16
- when 1 # 中
- self.y = 160
- when 2 # 下
- self.y = 304
- end
- self.x = 80
- if @face_file == nil
- self.width = 480
- else
- self.width = 600
- self.x -= 60
- end
- self.height = 160
- end
- end
- self.contents = Bitmap.new(self.width - 32, self.height - 32)
- if @face_file != nil
- self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
- end
- if @popchar == -1
- self.opacity = 255
- self.back_opacity = 0
- elsif $game_system.message_frame == 0
- self.opacity = 255
- self.back_opacity = 200
- else
- self.opacity = 0
- self.back_opacity = 200
- end
- #........................................................................
- else
- if $game_temp.in_battle
- self.y = 16
- else
- case $game_system.message_position
- when 0 # 上
- self.y = 16
- when 1 # 中
- self.y = 160
- when 2 # 下
- self.y = 304
- end
- end
- if $game_system.message_frame == 0
- self.opacity = 255
- else
- self.opacity = 0
- end
- self.back_opacity = FUKI::MES_OPACITY
- end
- end
- #--------------------------------------------------------------------------
- # ● line_height-66rpg
- #--------------------------------------------------------------------------
- # 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-66rpg
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- if $game_switches[33]
- #........................................................................
- super
- 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 == "\003"
- @now_text.sub!(/\[([0-9]+)\]/, "")
- speed = $1.to_i
- if speed >= 0 and speed <= 19
- @write_speed = speed
- end
- c = ""
- end
- if c == "\004"
- @now_text.sub!(/\[(.*?)\]/, "")
- buftxt = $1.dup.to_s
- if buftxt.match(/\//) == nil and buftxt != "" then
- $game_system.soundname_on_speak = "Audio/SE/" + buftxt
- else
- $game_system.soundname_on_speak = buftxt.dup
- end
- c = ""
- elsif c == "\004"
- c = ""
- end
- if c == "\005"
- @write_wait += 5
- c = ""
- end
- if c == "\006"
- @write_wait += 20
- c = ""
- 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 == "\021"
- terminate_message
- return
- 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!(/\[(.*?)\]/, "")
- @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
- if $game_system.soundname_on_speak != ""
- Audio.se_play($game_system.soundname_on_speak)
- end
- c = ""
- 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))
- if $game_system.soundname_on_speak != ""
- Audio.se_play($game_system.soundname_on_speak)
- end
- @x += 24
- c = ""
- 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)
- if $game_system.soundname_on_speak != "" then
- Audio.se_play($game_system.soundname_on_speak)
- end
- end
- if Input.press?(Input::C) and $game_switches[34]
- text_not_skip = false
- 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
- #........................................................................
- else
- super
- # 呼出模式下跟随事件移动
- 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.x = tale_pos[0]
- @tale.y = tale_pos[1]
-
- if @name_win != nil
- name_pos = get_name_pos
- @name_win.x = name_pos[0]
- @name_win.y = name_pos[1]
- case @face_pic_txt
- when 0 # 文字
- @name_contents.x = @name_win.x + 12
- @name_contents.y = @name_win.y + 8
- when 1 # 图片
- @name_contents.x = @name_win.x + 2
- @name_contents.y = @name_win.y + 2
- end
- end
- end
-
- # 渐变的情况下
- if @fade_in
- self.contents_opacity += 24
- if @name_win != nil
- @name_win.opacity += 24
- end
- if @tale != nil
- @tale.opacity += 24
- end
- if @input_number_window != nil
- @input_number_window.contents_opacity += 24
- end
- if self.contents_opacity == 255
- @fade_in = false
- end
- return
- end
- # 显示信息中的情况下
- if @contents_drawing
- refresh_drawtext
- return
- end
- # 输入数值的情况下
- if @input_number_window != nil
- @input_number_window.update
- # 确定
- if Input.trigger?(Input::C)
- $game_system.se_play($data_system.decision_se)
- $game_variables[$game_temp.num_input_variable_id] =
- @input_number_window.number
- $game_map.need_refresh = true
- # 释放输入数值窗口
- @input_number_window.dispose
- @input_number_window = nil
- terminate_message
- end
- return
- end
- # 显示信息结束的情况下
- if @contents_showing_end
- # 不是显示选择项且不是呼出对话模式则显示暂停标志
- if $game_temp.choice_max == 0 and @tale == nil
- self.pause = true
- else
- self.pause = false
- end
- # 取消
- if Input.trigger?(Input::B)
- if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
- $game_system.se_play($data_system.cancel_se)
- $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
- terminate_message
- end
- end
- # 确定
- if Input.trigger?(Input::C)
- if $game_temp.choice_max > 0
- $game_system.se_play($data_system.decision_se)
- $game_temp.choice_proc.call(self.index)
- end
- terminate_message
- # 释放呼出窗口
- del_fukidasi
- end
- return
- end
- # 在渐变以外的状态下有等待显示的信息与选择项的场合
- if @fade_out == false and $game_temp.message_text != nil
- @contents_showing = true
- $game_temp.message_window_showing = true
- reset_window
- refresh_create
- if @name_win != nil
- @name_win.opacity = 0
- end
- if @tale != nil
- @tale.opacity = 0
- end
- Graphics.frame_reset
- self.visible = true
- self.contents_opacity = 0
- if @input_number_window != nil
- @input_number_window.contents_opacity = 0
- end
- @fade_in = true
- return
- end
- # 没有可以显示的信息、但是窗口为可见的情况下
- if self.visible
- @fade_out = true
- self.opacity -= 48
- if @name_win != nil
- @name_win.opacity -= 48
- end
- if @tale != nil
- @tale.opacity -= 48
- end
- if self.opacity == 0
- self.visible = false
- @fade_out = false
- $game_temp.message_window_showing = false
- del_fukidasi
- end
- return
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 透過文字描画 - 66rpg
- #--------------------------------------------------------------------------
- # 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
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- if $game_switches[33]
- #........................................................................
- 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
- #........................................................................
- else
- terminate_message
- $game_temp.message_window_showing = false
- if @input_number_window != nil
- @input_number_window.dispose
- end
- super
- end
- end
- #--------------------------------------------------------------------------
- # ● 信息结束处理
- #--------------------------------------------------------------------------
- def terminate_message
- if $game_switches[33]
- #........................................................................
- 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
- 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
- #........................................................................
- else
- 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
- # 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
- # 释放金钱窗口
- if @gold_window != nil
- @gold_window.dispose
- @gold_window = nil
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新光标矩形
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if $game_switches[33]
- #.........................................................................
- 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
- #.........................................................................
- else
- if @index >= 0
- n = $game_temp.choice_start + @index
- self.cursor_rect.set(8, n * 32, @cursor_width, 32)
- else
- self.cursor_rect.empty
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 取得普通文字色
- #--------------------------------------------------------------------------
- def normal_color
- nil_color = Color.new(0,0,0,0)
- if FUKI::FUKI_COLOR != nil_color
- color = FUKI::FUKI_COLOR
- else
- color = super
- end
- return color
- end
- end
- #==============================================================================
- # ■ Interpreter
- #==============================================================================
- class Interpreter
- #--------------------------------------------------------------------------
- # ● 设置事件
- # event_id : 事件 ID
- #--------------------------------------------------------------------------
- alias setup_fuki setup
- def setup(list, event_id)
- setup_fuki(list, event_id)
- # 如果不是战斗中
- if !($game_temp.in_battle)
- # 记录事件 ID
- $active_event_id = event_id
- end
- end
- end
- #==============================================================================
- # ■ Scene_Map
- #==============================================================================
- class Scene_Map
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- # 生成活动块
- @spriteset = Spriteset_Map.new
- # 生成信息窗口
- @message_window = Window_FukiMessage.new
- # 执行过渡
- Graphics.transition
- # 主循环
- loop do
- # 刷新游戏画面
- Graphics.update
- # 刷新输入信息
- Input.update
- # 刷新画面
- update
- # 如果画面切换的话就中断循环
- if $scene != self
- break
- end
- end
- # 准备过渡
- Graphics.freeze
- # 释放活动块
- @spriteset.dispose
- # 释放信息窗口
- @message_window.dispose
- # 标题画面切换中的情况下
- if $scene.is_a?(Scene_Title)
- # 淡入淡出画面
- Graphics.transition
- Graphics.freeze
- end
- 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(32, 32)
- dummy_bitmap.font.size = FUKI::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 = FUKI::MES_FONT_SIZE
- self.z += 9999
- self.opacity = 0
- @index = 0
- refresh
- update_cursor_rect
- end
- end
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