Project1
标题:
谁能给个XRXS 9. 真对话加强脚本
[打印本页]
作者:
WOSHIREN
时间:
2010-7-2 09:41
提示:
作者被禁止或删除 内容自动屏蔽
作者:
谈陈鸿杰
时间:
2010-7-2 09:48
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#——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:$game_system.typing = true
#默认对话字没有声音,如果需要声音,
#请在游戏中使用脚本:$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
#==============================================================================
# ■ Game_System
#------------------------------------------------------------------------------
# 处理系统附属数据的类。也可执行诸如 BGM 管理之类的功能。本类的实例请参考
# $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
$加密 = true
#==============================================================================
# ■ Window_Message
#------------------------------------------------------------------------------
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化状态
#--------------------------------------------------------------------------
def initialize
super(80, 304, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.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)
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
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
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
@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
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
def update
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::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 = 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
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
#--------------------------------------------------------------------------
# ● 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
#--------------------------------------------------------------------------
# ● \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
#--------------------------------------------------------------------------
# ● 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 = 200
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
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
复制代码
作者:
WOSHIREN
时间:
2010-7-2 09:56
提示:
作者被禁止或删除 内容自动屏蔽
作者:
谈陈鸿杰
时间:
2010-7-2 10:08
本帖最后由 凌辰 于 2010-7-3 12:05 编辑
显示头像啊,63-64行那里有写。
意思就是,你把图片存到后面指定的目录,然后按照名称呼唤。如:
存一张名为“66rpg_阿尔西斯_h.png”的图片。然后在游戏中,轮到这个角色使用这张头像时,你就在对话的前面输入“\L[001]“(不含双引号),或者是”\R[001]”。这两个分别参数对应左和右。然后在文字打完以后,再输入
# \Lk:清除左边的图像
# \Rk:清除右边的图像
复制代码
中的其中一个。输入哪一个就看你自己是显示在左边还是右边了。
也可以用显示图片的的功能来实现。其实你只要看注释就行了,反正不难理解。
作者:
WOSHIREN
时间:
2010-7-2 10:26
提示:
作者被禁止或删除 内容自动屏蔽
作者:
谈陈鸿杰
时间:
2010-7-2 10:37
呵呵,没看清。这个是XMXS的
作者:
SOU
时间:
2010-7-2 17:48
# ▼▲▼ XRXS 9. 真对话加强脚本 ver.2 ▼▲▼
# by 桜雅 在土
#
# update 2006/ 6/ 7
#
# SixRice 改造双重对话框功能 2006/ 8/ 18
#==============================================================================
# □ 使用习惯
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# 字体相关设定
#--------------------------------------------------------------------------
DEFAULT_FONT_NAME = "" # 字体 ( ""为系统默认 )
DEFAULT_FONT_SIZE = 20 # 字号 (默认22)
DEFAULT_LINE_SPACE = 28 # 字间距(默认32)
#--------------------------------------------------------------------------
# 基本设定
#--------------------------------------------------------------------------
DEFAULT_BG_PICTURE = "" # 背景SKIN ( "" 为系统默认 )
DEFAULT_BG_X = 0 # 背景SKIN X 位置
DEFAULT_BG_Y = 320 # 背景SKIN Y 位置
DEFAULT_RECT = Rect.new(72, 304, 496, 160) #矩形
DEFAULT_BACK_OPACITY = 192 # 底图的不透明度
DEFAULT_STRETCH_ENABLE = true # 五行以上自动翻页
#--------------------------------------------------------------------------
# インフォメーションウィンドウ
#--------------------------------------------------------------------------
INFO_RECT = Rect.new(0, 0, 640, DEFAULT_LINE_SPACE + 38)
#--------------------------------------------------------------------------
# 逐字显示 (false时直接显示一页)
#--------------------------------------------------------------------------
DEFAULT_TYPING_ENABLE = false # 逐字显示
DEFAULT_TYPING_SPEED = 1 # 显示速度,越小越快
#--------------------------------------------------------------------------
# 高速跳过显示
#--------------------------------------------------------------------------
KEY_SHOW_ALL = Input::C # 瞬间显示完当前页文章
KEY_MESSAGE_SKIP = Input::CTRL # 高速跳过(文章不完全显示)
#
# 高速スキップを有効にするスイッチのID.( 0 は常時可能)
#
HISKIP_ENABLE_SWITCH_ID = 0
#
# 高速スキップ・タイピングスキップを共に禁止するスイッチのID. ( 0 は常時可能)
#
SKIP_BAN_SWITCH_ID = 0
#--------------------------------------------------------------------------
# 顔グラフィック
#--------------------------------------------------------------------------
FACE_STRETCH_ENABLE = false # 顔グラフィックを↓指定のサイズに拡大する。
FACE_WIDTH = 116 # 拡大後の「幅」
FACE_HEIGHT = 116 # 拡大後の「高さ」
#--------------------------------------------------------------------------
# キャラポップ
#--------------------------------------------------------------------------
CHARPOP_HEIGHT = 48 # キャラポップの高さ
end
module XRXS9
#--------------------------------------------------------------------------
# ネームウィンドウ
#--------------------------------------------------------------------------
NAME_WINDOW_TEXT_COLOR = Color.new(192,240,255,255) # \name ウィンドウ文字色
NAME_WINDOW_TEXT_SIZE = 14 # \name ウィンドウの文字サイズ
NAME_WINDOW_SPACE = 10 # \name ウィンドウの余白
NAME_WINDOW_OFFSET_X = 0 # \name ウィンドウのオフセット位置 X
NAME_WINDOW_OFFSET_Y = -26 # \name ウィンドウのオフセット位置 Y
#--------------------------------------------------------------------------
# 終了時フェードアウト (Fade Out Before Terminate)
#--------------------------------------------------------------------------
FOBT_DURATION = 20 # \fade を指定した時のフェード持続時間
end
#==============================================================================
# --- セリフ効果音 ---
# $game_system.speak_se = RPG::AudioFile.new("")と設定し使用します。
#==============================================================================
class Game_System
attr_accessor :speak_se
def speak_se_play
self.se_play(self.speak_se) if self.speak_se != nil
end
end
class Window_Message < Window_Selectable
# 文字描画SE除外文字
NOT_SOUND_CHARACTERS = [" ", " ", "・", "、", "。", "─"]
end
#==============================================================================
# □ Sprite_Pause
#==============================================================================
class Sprite_Pause < Sprite
def initialize
super
self.bitmap = RPG::Cache.windowskin("pause.png")
self.x = 586
self.y = 416
self.z = 9999
@count = 0
@wait_count = 0
update
end
def update
super
if @wait_count > 0
@wait_count -= 1
else
@count = (@count + 1)%6
x = 37*@count
self.src_rect.set(x, 0, 37, 55)
@wait_count = 1
end
end
end
#==============================================================================
# ■ Window_Message
#==============================================================================
class Window_Message < Window_Selectable
# 定数
LEFT = 0
CENTER = 1
RIGHT = 2
#--------------------------------------------------------------------------
# ○ line_height : 行の高さ(@y増加値)を返します。
#--------------------------------------------------------------------------
def line_height
return DEFAULT_LINE_SPACE
end
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias xrxs9_initialize initialize
def initialize
# 初期化
@stand_pictuers = []
@held_windows = []
@extra_windows = []
#======================↓双重对话框功能↓====================================
@held_windows2 = []
@extra_windows2 = []
#======================↑双重对话框功能↑====================================
@extra_sprites = []
# ポーズサイン
@pause = Sprite_Pause.new
@pause.visible = false
# 呼び戻す
xrxs9_initialize
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
alias xrxs9_dispose dispose
def dispose
# ホールドされたウィンドウを開放
@held_windows.each {|window| window.dispose}
@held_windows.clear
#======================↓双重对话框功能↓====================================
@held_windows2.each {|window| window.dispose}
@held_windows2.clear
#======================↑双重对话框功能↑====================================
# ポーズサイン
@pause.dispose
# 外字キャッシュ開放
if @gaiji_cache != nil
@gaiji_cache.dispose
@gaiji_cache = nil
end
# 呼び戻す
xrxs9_dispose
end
#--------------------------------------------------------------------------
# ● メッセージ終了処理
#--------------------------------------------------------------------------
alias xrxs9_terminate_message terminate_message
def terminate_message
# 素通りフラグをクリア
@passable = false
$game_player.messaging_moving = false
# 背景ピクチャを解放
if @bgframe_sprite != nil
@bgframe_sprite.dispose
end
# ウィンドウホールド
if @window_hold
# ウィンドウやスプライトの複製を作成
@held_windows.push(Window_Copy.new(self))
for window in @extra_windows
next if window.disposed?
@held_windows.push(Window_Copy.new(window))
end
for sprite in @extra_sprites
next if sprite.disposed?
@held_windows.push(Sprite_Copy.new(sprite))
end
# 設定をクリア
self.opacity = 0
self.contents_opacity = 0
@extra_windows.clear
@extra_sprites.clear
else
# ホールドされたウィンドウを開放
@held_windows.each {|object| object.dispose}
@held_windows.clear
end
#======================↓双重对话框功能↓====================================
# ウィンドウホールド2
if @window_hol2
# ウィンドウやスプライトの複製を作成
@held_windows2.push(Window_Copy2.new(self))
for window in @extra_windows2
next if window.disposed?
@held_windows2.push(Window_Copy2.new(window))
end
for sprite in @extra_sprites
next if sprite.disposed?
@held_windows.push(Sprite_Copy.new(sprite))
end
# 設定をクリア
self.opacity = 0
self.contents_opacity = 0
@extra_windows2.clear
@extra_sprites.clear
else
# ホールドされたウィンドウを開放
@held_windows2.each {|object| object.dispose}
@held_windows2.clear
end
#======================↑双重对话框功能↑====================================
# ネームウィンドウらを解放
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
# 呼び戻す
xrxs9_terminate_message
end
#--------------------------------------------------------------------------
# ○ ポップキャラクターの設定と取得
#--------------------------------------------------------------------------
def pop_character=(character_id)
@pop_character = character_id
end
def pop_character
return @pop_character
end
#--------------------------------------------------------------------------
# ○ クリア
#--------------------------------------------------------------------------
def clear
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = DEFAULT_FONT_SIZE
self.contents.font.name = DEFAULT_FONT_NAME if DEFAULT_FONT_NAME != ""
self.opacity = 255
self.back_opacity = DEFAULT_BACK_OPACITY
self.contents_opacity = 255
Window_Copy
@mid_stop = false # \! の中断中フラグ
@face_file = nil # \f の顔ファイル
@current_name = nil # \name のネーム保持
#======================↓双重对话框功能↓====================================
@window_hold = false # \hold のウィンドウホールドのフラグ
@window_hol2 = false
#======================↑双重对话框功能↑====================================
@stand_pictuer_hold = false # \picthold のスタンドピクチャの保持フラグ
@passable = false # \pass の素通り可能フラグ
@inforesize = false # \info のインフォリサイズ
# あと残りのここらへんのものを全て 0 で初期化
@x = @y = @indent = @line_index = 0
@cursor_width = @write_wait = @lines_max = 0
# タイピングスピードを取得
@write_speed = DEFAULT_TYPING_SPEED
# 各行の描画幅&位置揃え設定初期化
@line_widths = []
@line_aligns = []
# self.pop_character が nil の場合、標準位置。-1の場合、文字センター。
# 0以上の場合 キャラポップ。0は主人公、1以降はイベント。
self.pop_character = nil
end
#--------------------------------------------------------------------------
# ● リフレッシュ [再定義]
#--------------------------------------------------------------------------
def refresh
# ビットマップの取得と設定
if DEFAULT_BG_PICTURE != ""
bitmap = RPG::Cache.picture(DEFAULT_BG_PICTURE)
@bgframe_sprite = Sprite.new
@bgframe_sprite.x = DEFAULT_BG_X
@bgframe_sprite.y = DEFAULT_BG_Y
@bgframe_sprite.bitmap = bitmap
@bgframe_sprite.z += 5
end
# 初期化
self.clear
# 表示待ちのメッセージがある場合
if $game_temp.message_text != nil
@now_text = $game_temp.message_text
# 改行削除指定\_があるか?
if (/\\_\n/.match(@now_text)) != nil
$game_temp.choice_start -= 1
@now_text.gsub!(/\\_\n/) { "" }
end
# 顔表示指定\Fがあるか?
if (/\\[Ff]\[(.+?)(?:,(\d+))?\]/.match(@now_text)) != nil
# ファイルチェック
if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
# フェイスファイルを設定
@face_file = $1 + ".png"
@face_index = $2.to_i
# 全行インデントを入れる。
src = RPG::Cache.picture(@face_file)
self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
if FACE_STRETCH_ENABLE
@indent += FACE_WIDTH
elsif $2 == nil
@indent += src.width
@face_index = -1
else
@indent += src.width/4
end
end
@now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
end
# インフォ判定
@inforesize = (@now_text.gsub!(/\\info/) { "" } != nil)
#======================↓双重对话框功能↓====================================
# ウィンドウ保持指定\holdがあるか?
@window_hold = (@now_text.gsub!(/\\hold/) { "" } != nil)
# ウィンドウ保持指定\holdがあるか?
@window_hol2 = (@now_text.gsub!(/\\hol2/) { "" } != nil)
#======================↑双重对话框功能↑====================================
# \vの即時変換
@now_text.gsub!(/\\[v]\[([0-9]+)\]/) { $game_variables[$1.to_i].to_s }
# \Vを独自ルーチンに変更(追加部分)
begin
last_text = @now_text.clone
@now_text.gsub!(/\\[V]\[([IiWwAaSs]?)([0-9]+)\]/) { 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
# \name 判定
if @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
@current_name = $1
end
# ウィンドウポップ判定
if @now_text.gsub!(/\\[Pp]\[([0-9]+)\]/) { "" }
self.pop_character = $1.to_i
end
# 改行指定
if (/\\n/.match(@now_text)) != nil
$game_temp.choice_start += 1
@now_text.gsub!(/\\n/) { "\n" }
end
# フェード判定
if @now_text.gsub!(/\\fade/) { "" }
@fade_count_before_terminate = XRXS9::FOBT_DURATION
end
# 素通り判定
if @now_text.gsub!(/\\pass/) { "" }
@passable = true
$game_player.messaging_moving = true
end
# 末尾連続改行を削除
nil while( @now_text.sub!(/\n\n\z/) { "\n" } )
# 行数の取得
@lines_max = @now_text.scan(/\n/).size
# 現在搭載されている制御文字を配列化
rxs = [/\\\w\[(\w+)\]/, /\\[.]/, /\\[|]/, /\\[>]/, /\\[<]/, /\\[!]/,
/\\[~]/, /\\[i]/, /\\[Oo]\[([0-9]+)\]/, /\\[Hh]\[([0-9]+)\]/,
/\\[b]\[([0-9]+)\]/, /\\[Rr]\[(.*?)\]/, /\\[B]/, /\\[I]/]
@max_choice_x = 0
# インフォウィンドウの強制センタリング
@line_aligns[0] = CENTER if @inforesize
#
# [行ごとの設定]
#
lines = @now_text.split(/\n/)
for i in 0..@lines_max
# 行の取得 (インデックスは逆順)
line = lines[@lines_max - i]
# 空白行の場合は次へ
next if line == nil
# 制御文字を削る
line.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
for rx in rxs
line.gsub!(rx) { "" }
end
# 位置揃えを取得
@line_aligns[@lines_max - i] =
line.sub!(/\\center/) {""} ? CENTER :
line.sub!(/\\right/) {""} ? RIGHT :
LEFT
# 行の横幅の取得と設定
cx = contents.text_size(line).width
@line_widths[@lines_max - i] = cx
end
# 選択肢行以降の最大横幅を取得
choices = @line_widths[$game_temp.choice_start, @line_widths.size]
@max_choice_x = choices == nil ? 0 : choices.max + 8
# 位置揃え制御文字の削除
@now_text.gsub!(/\\center/) {""}
@now_text.gsub!(/\\right/) {""}
# キャラポップ時のウィンドウリサイズ
if self.pop_character != nil and self.pop_character >= 0
max_x = @line_widths.max
self.width = max_x + 32 + @indent + DEFAULT_FONT_SIZE/2
self.height = [@lines_max * line_height, @indent].max + 32
end
#
# 「変換」
#
# 便宜上、"\\\\" を "\000" に変換
@now_text.gsub!(/\\\\/) { "\000" }
# "\\C" を "\001" に、"\\G" を "\002" に、
# "\\S" を "\003" に、"\\A" を "\004" に変換
@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" }
# 競合すると何かと気まずいので、\016以降を使用する
@now_text.gsub!(/\\[>]/) { "\016" }
@now_text.gsub!(/\\[<]/) { "\017" }
@now_text.gsub!(/\\[!]/) { "\020" }
@now_text.gsub!(/\\[~]/) { "\021" }
@now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
# インデント設定(追加部分)
@now_text.gsub!(/\\[i]/) { "\023" }
# テキスト透過率指定(追加部分)
@now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
# テキストサイズ指定(追加部分)
@now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
# 空白挿入(追加部分)
@now_text.gsub!(/\\[b]\[([0-9]+)\]/) { "\026[#{$1}]" }
# ルビ表示(追加部分)
@now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
# Font.bold
@now_text.gsub!(/\\[B]/) { "\031" }
# Font.italic
@now_text.gsub!(/\\[I]/) { "\032" }
# ここで一旦ウィンドウ位置更新
reset_window
#
# \nameがあるか?~「ネームウィンドウの作成」
#
if @current_name != nil
# フォントを一時設定
self.contents.font.size = XRXS9::NAME_WINDOW_TEXT_SIZE
# 枠だけウィンドウの作成
x = self.x + XRXS9::NAME_WINDOW_OFFSET_X
y = self.y + XRXS9::NAME_WINDOW_OFFSET_Y
w = self.contents.text_size(@current_name).width + 8 + XRXS9::NAME_WINDOW_SPACE
h = 26 + XRXS9::NAME_WINDOW_SPACE
@name_window_frame = Window_Base.new(x, y, w, h)
@name_window_frame.opacity = 160
@name_window_frame.z = self.z + 2
# 擬似的な空中文字描写(ウィンドウ使用)を作成
x = self.x + XRXS9::NAME_WINDOW_OFFSET_X + 3 + XRXS9::NAME_WINDOW_SPACE / 2
y = self.y + XRXS9::NAME_WINDOW_OFFSET_Y + 1 + XRXS9::NAME_WINDOW_SPACE / 2
@name_window_text = Air_Text.new(x,y, @current_name, XRXS9::NAME_WINDOW_TEXT_SIZE, XRXS9::NAME_WINDOW_TEXT_COLOR)
@name_window_text.z = self.z + 3
# フォントを復旧
self.contents.font.size = DEFAULT_FONT_SIZE
# エクストラウィンドウに登録
@extra_windows.push(@name_window_frame)
@extra_windows.push(@name_window_text)
end
end
# ウィンドウを更新
reset_window
# コンテンツの再作成
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = normal_color
self.contents.font.name = DEFAULT_FONT_NAME if DEFAULT_FONT_NAME != ""
unless @face_file.nil?
# 顔グラを描画
src = RPG::Cache.picture(@face_file)
if @face_index == -1
w = src.width
h = src.height
x = 0
y = 0
else
w = src.width/4
h = src.height/4
x = (@face_index-1) % 4 * w
y = (@face_index-1) / 4 * h
end
if FACE_STRETCH_ENABLE
self.contents.stretch_blt(Rect.new(0,0,FACE_WIDTH,FACE_HEIGHT), src, Rect.new(x, y, w, h))
else
self.contents.blt(6, 6, src, Rect.new(x, y, w, h))
end
end
#
# 選択肢の場合
#
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
#
# 数値入力の場合
#
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 + @indent
@input_number_window.y = self.y + $game_temp.num_input_start * 32
end
# フォントサイズを再設定
self.contents.font.size = DEFAULT_FONT_SIZE
# 行初期化
line_reset
# 瞬間表示の場合はこのままフレーム更新へ
update unless DEFAULT_TYPING_ENABLE
end
#--------------------------------------------------------------------------
# ○ 行初期化
#--------------------------------------------------------------------------
def line_reset
# 位置揃えの取得
case @line_aligns[@line_index]
when LEFT
@x = @indent
@x += 8 if $game_temp.choice_start <= @line_index
when CENTER
@x = self.width / 2 - 16 - @line_widths[@line_index].to_i / 2
when RIGHT
@x = self.width - 40 - @line_widths[@line_index].to_i
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 [再定義]
#--------------------------------------------------------------------------
def update
# メッセージ素通り中にイベントが開始した場合
if @passable and not $game_player.messaging_moving
self.opacity = 0
terminate_message
return
end
# ポーズサイン
@pause.update if @pause.visible
# 呼び戻す
super
# フレーム更新↓
update_main
end
#--------------------------------------------------------------------------
# ○ フレーム更新
#--------------------------------------------------------------------------
def update_main
# 動きに対応
if !self.pop_character.nil? and self.pop_character >= 0
update_reset_window
end
# フェードインの場合
if skippable_now? and Input.press?(KEY_MESSAGE_SKIP)
self.contents_opacity = 255
@fade_in = false
elsif @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 == "" # 変換
# 表示待ちのメッセージがある場合
if @now_text != nil and @mid_stop == false
if @write_wait > 0
@write_wait -= 1
return
end
text_not_skip = DEFAULT_TYPING_ENABLE
while true
# c に 1 文字を取得 (文字が取得できなくなるまでループ)
if (c = @now_text.slice!(/./m)) != nil
# \\ の場合
if c == "\000"
# 本来の文字に戻す
c = "\\"
end
# \C[n] の場合
if c == "\001"
# 文字色を変更
@now_text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
if @opacity != nil
color = self.contents.font.color
self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
end
end
# 次の文字へ
c = ""
end
# \G の場合
if c == "\002"
# ゴールドウィンドウを作成
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
# 次の文字へ
c = ""
end
# \S[n] の場合
if c == "\003"
# 文字色を変更
@now_text.sub!(/\[([0-9]+)\]/, "")
speed = $1.to_i
if speed >= 0 and speed <= 19
@write_speed = speed
end
# 次の文字へ
c = ""
end
# \. の場合
if c == "\005"
@write_wait += 5
c = ""
end
# \| の場合
if c == "\006"
@write_wait += 20
c = ""
end
# \> の場合
if c == "\016"
text_not_skip = false
c = ""
end
# \<の場合
if c == "\017"
text_not_skip = true
c = ""
end
# \!の場合
if c == "\020"
@mid_stop = true
c = ""
end
# \~の場合
if c == "\021"
terminate_message
return
end
# \Iの場合(追加部分)
if c == "\023"
# 今の@xをインデント位置に設定
@indent = @x
c = ""
end
# \Oの場合(追加部分)
if c == "\024"
@now_text.sub!(/\[([0-9]+)\]/, "")
@opacity = $1.to_i
color = self.contents.font.color
self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
c = ""
end
# \Hの場合(追加部分)
if c == "\025"
@now_text.sub!(/\[([0-9]+)\]/, "")
self.contents.font.size = [[$1.to_i, 6].max, 32].min
c = ""
end
# \Bの場合(追加部分)
if c == "\026"
@now_text.sub!(/\[([0-9]+)\]/, "")
@x += $1.to_i
c = ""
end
# \Rの場合「ルビ」
if c == "\027"
process_ruby
# 文字描写のSEを演奏
$game_system.speak_se_play
c = ""
end
# アイコン描画用シーケンスの場合(追加部分)
if c == "\030"
# アイコンファイル名を取得
@now_text.sub!(/\[(.*?)\]/, "")
# アイコンを描画
self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
@x += 24
# 次の文字へ
c = ""
end
#
# 改行文字の場合
#
if c == "\n"
# y に 1 を加算
@y += 1
#
# 次の行へ (改行処理 + X位置設定)
#
@line_index += 1
line_reset
# 選択肢ならカーソルの更新
if @line_index >= $game_temp.choice_start
@cursor_width = @max_choice_x
end
# 次の文字へ
c = ""
end
# 外字表示の場合
if c == "\022"
# []部分の除去
@now_text.sub!(/\[([0-9]+)\]/, "")
# 外字を表示(sr)
@x += draw_gaiji(16 + 4 + @x, 6+@y * line_height + (line_height - self.contents.font.size), $1.to_i)
# 次の文字へ
c = ""
end
# Font.boldの場合 (排他的論理和での反転)
if c == "\031"
self.contents.font.bold ^= true
c = ""
end
# Font.italicの場合
if c == "\032"
self.contents.font.italic ^= true
c = ""
end
if c != ""
# 文字を描画(sr)
self.contents.draw_text(16 + 4 +@x, 6+line_height * @y, 40, line_height, c)
@x += self.contents.text_size(c).width
# 文字描写のSEを演奏
unless NOT_SOUND_CHARACTERS.include?(c)
$game_system.speak_se_play
end
end
# Bボタンが押された場合
if skippable_now? and
(Input.press?(KEY_SHOW_ALL) or Input.press?(KEY_MESSAGE_SKIP)) and
(SKIP_BAN_SWITCH_ID == 0 ? true : !$game_switches[SKIP_BAN_SWITCH_ID])
text_not_skip = false
end
else
text_not_skip = true
break
end
# 終了判定
break if text_not_skip
end
@write_wait += @write_speed
return
end
# 数値入力中の場合
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
# 数値入力ウィンドウを解放
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
#
# メッセージ表示中の場合
#
if @contents_showing
# 終了前フェーズでない場合
unless @fade_phase_before_terminate
# 選択肢の表示中でなければポーズサインを表示
if $game_temp.choice_max == 0
#self.pause = true
@pause.visible = true
end
# キャンセル
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
@pause.visible = false
return
end
end
# 決定
if Input.trigger?(Input::C) or
(skippable_now? and Input.press?(KEY_MESSAGE_SKIP))
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
@pause.visible = false
return
elsif @fade_count_before_terminate.to_i > 0
# 終了前フェーズへ
@fade_phase_before_terminate = true
else
terminate_message
end
@pause.visible = false
end
end
# 終了前:カウント + フェードアウト
if @fade_phase_before_terminate
# 例外補正
@fade_count_before_terminate = 0 if @fade_count_before_terminate == nil
# カウント
@fade_count_before_terminate -= 1
# 不透明度を計算・設定
opacity = @fade_count_before_terminate * (256 / XRXS9::FOBT_DURATION)
self.contents_opacity = opacity
# 終了判定
if @fade_count_before_terminate <= 0
@fade_count_before_terminate = 0
@fade_phase_before_terminate = false
terminate_message
end
end
return
end
#
# 以下、メッセージ表示中でない場合
#
# フェードアウト中以外で表示待ちのメッセージか選択肢がある場合
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
# 表示すべきメッセージがないが、ウィンドウが可視状態の場合
if self.visible
@fade_out = true
self.opacity -= 48
if self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
end
#--------------------------------------------------------------------------
# ● 设置窗口位置与不透明度[再定義]
#--------------------------------------------------------------------------
def reset_window
if @inforesize
RectalCopy.copy(self, INFO_RECT)
elsif self.pop_character != nil and self.pop_character >= 0
update_reset_window
else
RectalCopy.copy(self, DEFAULT_RECT)
#
case ($game_temp.in_battle ? 0 : $game_system.message_position)
when 0 # 上 (戦闘中は上扱い)
self.y = [16, -XRXS9::NAME_WINDOW_OFFSET_Y + 4].max
when 1 # 中
self.y = 160
end
# 自動リサイズ
if DEFAULT_STRETCH_ENABLE and @lines_max >= 4
# 拡張する差分を計算
d = @lines_max * DEFAULT_LINE_SPACE + 32 - self.height
if d > 0
self.height += d
case $game_system.message_position
when 1 # 中
self.y -= d/2
when 2 # 下
self.y -= d
end
end
end
if @face_file != nil
self.width += FACE_WIDTH
self.x -= FACE_WIDTH/2
end
end
if $game_system.message_frame == 0
self.back_opacity = DEFAULT_BACK_OPACITY
@name_window_frame.back_opacity = DEFAULT_BACK_OPACITY unless @name_window_frame.nil?
else
self.opacity = 0
@name_window_frame.back_opacity = 0 unless @name_window_frame.nil?
end
end
#--------------------------------------------------------------------------
# ○ ウィンドウの位置と不透明度の設定 (キャラポップ)
#--------------------------------------------------------------------------
def update_reset_window
#
# 「キャラポップ」
#
if self.pop_character == 0 or $game_map.events[self.pop_character] != nil
character = get_character(self.pop_character)
x = character.screen_x - self.width / 2
case $game_system.message_position
when 0
if @name_window_frame != nil and @name_window_frame.y <= 4
y = 4 - XRXS9::NAME_WINDOW_OFFSET_Y
else
y = character.screen_y - CHARPOP_HEIGHT - self.height
end
else
y = character.screen_y
end
self.x = [[x, 4].max, 636 - self.width ].min
self.y = [[y, 4].max, 476 - self.height].min
if @name_window_frame != nil
@name_window_frame.x = self.x + XRXS9::NAME_WINDOW_OFFSET_X
@name_window_frame.y = self.y + XRXS9::NAME_WINDOW_OFFSET_Y
@name_window_text.x = self.x + XRXS9::NAME_WINDOW_OFFSET_X + 1 + XRXS9::NAME_WINDOW_SPACE/2 - 16
@name_window_text.y = self.y + XRXS9::NAME_WINDOW_OFFSET_Y + 1 + XRXS9::NAME_WINDOW_SPACE/2 - 16
end
end
end
#--------------------------------------------------------------------------
# ○ カーソルの矩形更新 [オーバーライド]
#--------------------------------------------------------------------------
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(24 + @indent, n * line_height, @cursor_width, line_height)
else
self.cursor_rect.empty
end
end
#--------------------------------------------------------------------------
# ○ キャラクターの取得
# parameter : パラメータ
#--------------------------------------------------------------------------
def get_character(parameter)
# パラメータで分岐
case parameter
when 0 # プレイヤー
return $game_player
else # 特定のイベント
events = $game_map.events
return events == nil ? nil : events[parameter]
end
end
#--------------------------------------------------------------------------
# ○ 現在キースキップが可能か?
#--------------------------------------------------------------------------
def skippable_now?
return ((SKIP_BAN_SWITCH_ID == 0 ? true : !$game_switches[SKIP_BAN_SWITCH_ID]) and
(HISKIP_ENABLE_SWITCH_ID == 0 ? true : $game_switches[HISKIP_ENABLE_SWITCH_ID]))
end
#--------------------------------------------------------------------------
# ○ 可視状態
#--------------------------------------------------------------------------
def visible=(b)
@name_window_frame.visible = b unless @name_window_frame.nil?
@name_window_text.visible = b unless @name_window_text.nil?
@input_number_window.visible = b unless @input_number_window.nil?
super
end
#--------------------------------------------------------------------------
# メソッド テンプレート
#--------------------------------------------------------------------------
def process_ruby
end
def draw_gaiji(x, y, num)
end
def convart_value(option, index)
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, size, text_color)
super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
w = self.contents.width
h = self.contents.height
self.contents.font.size = size
self.contents.font.color = text_color
self.contents.draw_text(0, 0, w, h, designate_text)
end
end
#==============================================================================
# □ Window_Copy
#------------------------------------------------------------------------------
# 指定のウィンドウのコピーを作成します。
#==============================================================================
class Window_Copy < Window_Base
#--------------------------------------------------------------------------
# ○ オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(window)
super(window.x, window.y, window.width, window.height)
self.contents = window.contents.dup unless window.contents.nil?
self.opacity = window.opacity
self.back_opacity = window.back_opacity
self.z = window.z
end
end
#======================↓双重对话框功能↓====================================
class Window_Copy2 < Window_Base
#--------------------------------------------------------------------------
# ○ オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(window)
super(window.x, window.y, window.width, window.height)
self.contents = window.contents.dup unless window.contents.nil?
self.opacity = window.opacity
self.back_opacity = window.back_opacity
self.z = window.z
end
end
#======================↑双重对话框功能↑=====================================
#==============================================================================
# □ Sprite_Copy
#------------------------------------------------------------------------------
# 指定のスプライトのコピーを作成します。
#==============================================================================
class Sprite_Copy < Sprite
#--------------------------------------------------------------------------
# ○ オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(sprite)
super()
self.bitmap = sprite.bitmap.dup unless sprite.bitmap.nil?
self.opacity = sprite.opacity
self.x = sprite.x
self.y = sprite.y
self.z = sprite.z
self.ox = sprite.ox
self.oy = sprite.oy
end
end
#==============================================================================
# ■ Interpreter
#==============================================================================
class Interpreter
#--------------------------------------------------------------------------
# ● 文章の表示
#--------------------------------------------------------------------------
def command_101
# ほかの文章が message_text に設定済みの場合
if $game_temp.message_text != nil
# 終了
return false
end
# メッセージ終了待機中フラグおよびコールバックを設定
@message_waiting = true
$game_temp.message_proc = Proc.new { @message_waiting = false }
# message_text に 1 行目を設定
$game_temp.message_text = @list[@index].parameters[0] + "\n"
line_count = 1
# ループ
loop do
# 次のイベントコマンドが文章 2 行目以降の場合
if @list[@index+1].code == 401
# message_text に 2 行目以降を追加
$game_temp.message_text += @list[@index+1].parameters[0] + "\n"
line_count += 1
# イベントコマンドが文章 2 行目以降ではない場合
else
# 次のイベントコマンドが文章の表示の場合
if @list[@index+1].code == 101
if (/\\next\Z/.match($game_temp.message_text)) != nil
$game_temp.message_text.gsub!(/\\next/) { "" }
$game_temp.message_text += @list[@index+1].parameters[0] + "\n"
# インデックスを進める
@index += 1
next
end
# 次のイベントコマンドが選択肢の表示の場合
elsif @list[@index+1].code == 102
# 選択肢が画面に収まる場合
if @list[@index+1].parameters[0].size <= 4 - line_count
# インデックスを進める
@index += 1
# 選択肢のセットアップ
$game_temp.choice_start = line_count
setup_choices(@list[@index].parameters)
end
# 次のイベントコマンドが数値入力の処理の場合
elsif @list[@index+1].code == 103
# 数値入力ウィンドウが画面に収まる場合
if line_count < 4
# インデックスを進める
@index += 1
# 数値入力のセットアップ
$game_temp.num_input_start = line_count
$game_temp.num_input_variable_id = @list[@index].parameters[0]
$game_temp.num_input_digits_max = @list[@index].parameters[1]
end
end
# 継続
return true
end
# インデックスを進める
@index += 1
end
end
end
#==============================================================================
# --- メッセージ中移動許可 ---
#==============================================================================
class Game_Player < Game_Character
attr_accessor :messaging_moving
end
#==============================================================================
# --- 範囲コピー ---
#==============================================================================
module RectalCopy
def self.copy(rect1, rect2)
rect1.x = rect2.x
rect1.y = rect2.y
rect1.width = rect2.width
rect1.height = rect2.height
end
end
复制代码
额……我想应该是这个吧
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