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Lv2.观梦者 傻♂逼
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在MAIN上面复制本脚本:
- class Game_Event < Game_Character
- #——————————————————————————————————————
- # 用来返回名称
- #——————————————————————————————————————
- def name
- return @event.name
- end
- def name=(newname)
- @event.name = newname
- end
- end
- #==============================================================================
- # ■ Sprite_Character
- #------------------------------------------------------------------------------
- # 角色显示用脚本。监视 Game_Character 类的实例、
- # 自动变化脚本状态。
- #==============================================================================
- $flyname = "Vehicle"
- class Sprite_Character < Sprite_Base
- #--------------------------------------------------------------------------
- # ● 定量
- #--------------------------------------------------------------------------
- BALLOON_WAIT = 12 # 表情最后帧的等待时间
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_accessor :character # 角色
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # viewport : 查看端口
- # character : 角色 (Game_Character)
- #--------------------------------------------------------------------------
- def initialize(viewport, character = nil)
- if character.character_name != $flyname
- name = character.name
- end
- super(viewport)
- @character = character
- @namesprite = Sprite.new
- @namesprite.bitmap = Bitmap.new(160, 48)
- @namesprite.bitmap.font.name = "黑体"
- @namesprite.bitmap.font.size = 16
- @namesprite.bitmap.font.color.set(255, 255, 255)
- @evname = name
- if character.character_name != $flyname
- @evname_split = name.split(/,/)[0]
- else
- @evname_split = nil
- end
- if character.character_name != $flyname
- if name[0, 2]=="EV" or character.character_name == $flyname
- @evname_split = " "
- end
- end
- if character.character_name != $flyname
- if name.split(/,/)[1] != nil
- case name.split(/,/)[1]
- when "0"
- @namesprite.bitmap.font.color.set(255, 255, 255)
- when "1"
- @namesprite.bitmap.font.color.set(128, 128, 255)
- when "2"
- @namesprite.bitmap.font.color.set(255, 128, 128)
- when "3"
- @namesprite.bitmap.font.color.set(128, 255, 128)
- when "4"
- @namesprite.bitmap.font.color.set(128, 255, 255)
- when "5"
- @namesprite.bitmap.font.color.set(255, 128, 255)
- when "6"
- @namesprite.bitmap.font.color.set(255, 255, 128)
- when "7"
- @namesprite.bitmap.font.color.set(192, 192, 192)
- else
- @namesprite.bitmap.font.color.set(255, 255, 255)
- end
- end
- end
- if @evname_split != "" and @evname_split != nil
- @namesprite.bitmap.draw_text(0, 0, 160, 36, @evname_split, 1)
- end
- @character = character
- @balloon_duration = 0
- update
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- if character.character_name != $flyname
- @namesprite.bitmap.dispose
- @namesprite.dispose
- end
- dispose_balloon
- super
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- update_bitmap
- self.visible = (not @character.transparent)
- update_src_rect
- self.x = @character.screen_x
- self.y = @character.screen_y
- self.z = @character.screen_z
- self.opacity = @character.opacity
- self.blend_type = @character.blend_type
- self.bush_depth = @character.bush_depth
- update_balloon
- if @character.animation_id != 0
- animation = $data_animations[@character.animation_id]
- start_animation(animation)
- @character.animation_id = 0
- end
- if @character.balloon_id != 0
- @balloon_id = @character.balloon_id
- start_balloon
- @character.balloon_id = 0
- end
- if character.character_name != $flyname
- if @evname != @character.name
- @namesprite.bitmap.clear
- @evname = @character.name
- @evname_split = @character.name.split(/,/)[0]
- if @character.name.split(/,/)[1] != nil
- case @character.name.split(/,/)[1]
- when "0"
- @namesprite.bitmap.font.color.set(255, 255, 255)
- when "1"
- @namesprite.bitmap.font.color.set(128, 128, 255)
- when "2"
- @namesprite.bitmap.font.color.set(255, 128, 128)
- when "3"
- @namesprite.bitmap.font.color.set(128, 255, 128)
- when "4"
- @namesprite.bitmap.font.color.set(128, 255, 255)
- when "5"
- @namesprite.bitmap.font.color.set(255, 128, 255)
- when "6"
- @namesprite.bitmap.font.color.set(255, 255, 128)
- when "7"
- @namesprite.bitmap.font.color.set(192, 192, 192)
- else
- @namesprite.bitmap.font.color.set(255, 255, 255)
- end
- end
- if @evname_split != "" and @evname_split != nil
- @namesprite.bitmap.draw_text(0, 0, 160, 36, @evname_split, 1)
- end
- end
- @namesprite.x = self.x-80
- @namesprite.y = self.y-self.oy-24
- #@namesprite.visible = $game_switches[39]
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取图块图像的指定图块
- # tile_id : 图块 ID
- #--------------------------------------------------------------------------
- def tileset_bitmap(tile_id)
- set_number = tile_id / 256
- return Cache.system("TileB") if set_number == 0
- return Cache.system("TileC") if set_number == 1
- return Cache.system("TileD") if set_number == 2
- return Cache.system("TileE") if set_number == 3
- return nil
- end
- #--------------------------------------------------------------------------
- # ● 刷新传送的位图数据
- #--------------------------------------------------------------------------
- def update_bitmap
- if @tile_id != @character.tile_id or
- @character_name != @character.character_name or
- @character_index != @character.character_index
- @tile_id = @character.tile_id
- @character_name = @character.character_name
- @character_index = @character.character_index
- if @tile_id > 0
- sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32;
- sy = @tile_id % 256 / 8 % 16 * 32;
- self.bitmap = tileset_bitmap(@tile_id)
- self.src_rect.set(sx, sy, 32, 32)
- self.ox = 16
- self.oy = 32
- else
- self.bitmap = Cache.character(@character_name)
- sign = @character_name[/^[\!\$]./]
- if sign != nil and sign.include?('$')
- @cw = bitmap.width / 3
- @ch = bitmap.height / 4
- else
- @cw = bitmap.width / 12
- @ch = bitmap.height / 8
- end
- self.ox = @cw / 2
- self.oy = @ch
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新传送的矩形数据
- #--------------------------------------------------------------------------
- def update_src_rect
- if @tile_id == 0
- index = @character.character_index
- pattern = @character.pattern < 3 ? @character.pattern : 1
- sx = (index % 4 * 3 + pattern) * @cw
- sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
- self.src_rect.set(sx, sy, @cw, @ch)
- end
- end
- #--------------------------------------------------------------------------
- # ● 开始显示表情图标
- #--------------------------------------------------------------------------
- def start_balloon
- dispose_balloon
- @balloon_duration = 8 * 8 + BALLOON_WAIT
- @balloon_sprite = ::Sprite.new(viewport)
- @balloon_sprite.bitmap = Cache.system("Balloon")
- @balloon_sprite.ox = 16
- @balloon_sprite.oy = 32
- update_balloon
- end
- #--------------------------------------------------------------------------
- # ● 刷新表情图标
- #--------------------------------------------------------------------------
- def update_balloon
- if @balloon_duration > 0
- @balloon_duration -= 1
- if @balloon_duration == 0
- dispose_balloon
- else
- @balloon_sprite.x = x
- @balloon_sprite.y = y - height
- @balloon_sprite.z = z + 200
- if @balloon_duration < BALLOON_WAIT
- sx = 7 * 32
- else
- sx = (7 - (@balloon_duration - BALLOON_WAIT) / 8) * 32
- end
- sy = (@balloon_id - 1) * 32
- @balloon_sprite.src_rect.set(sx, sy, 32, 32)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 释放表情图标
- #--------------------------------------------------------------------------
- def dispose_balloon
- if @balloon_sprite != nil
- @balloon_sprite.dispose
- @balloon_sprite = nil
- end
- end
- end
- class Game_Player < Game_Character
- def name
- return ""
- end
- end
复制代码 |
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