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 ={"玩家"=>"001-Player-Face", "维斯特"=>"002-Player-Face"}
end
end
#--------------------------------------------------------------------------
# ○ 一个一个描绘文字
#--------------------------------------------------------------------------
def refresh_drawtext
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
#--------------------------------------------------------------------------
# ○ 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 $game_system.message_frame == 0
# 取得位置
tale_pos = get_tale_pos
@tale = Sprite.new
# 是否显示尾部图标 <- bbschat
if FUKI::TAIL_SHOW == true
case @message_position
when 0 # 上
@tale.bitmap = RPG::Cache.windowskin(skin + "-top")
@tale.x = tale_pos[0]
@tale.y = tale_pos[1]
@tale.z = self.z + 1
when 1 # 中
@tale.dispose
@tale = nil
when 2 # 下
@tale.bitmap = RPG::Cache.windowskin(skin + "-under")
@tale.x = tale_pos[0]
@tale.y = tale_pos[1]
@tale.z = self.z + 1
end
end
end
end
end
# 取得角色
@character = get_character($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
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
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(8, n * 32, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
#--------------------------------------------------------------------------
# ● 取得普通文字色
#--------------------------------------------------------------------------
def normal_color
nil_color = Color.new(0,0,0,0)
if FUKI::FUKI_COLOR != nil_color
color = FUKI::FUKI_COLOR
else
color = super
end
return color
end
end
class Interpreter
#--------------------------------------------------------------------------
# ● 设置事件
# event_id : 事件 ID
#--------------------------------------------------------------------------
alias setup_fuki setup
def setup(list, event_id)
setup_fuki(list, event_id)
# 如果不是战斗中
if !($game_temp.in_battle)
# 记录事件 ID
$active_event_id = event_id
end
end
end