Project1
标题:
帮忙整合一下6大的fuki吧。
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作者:
纸飞机哟
时间:
2010-10-5 13:24
标题:
帮忙整合一下6大的fuki吧。
本帖最后由 纸飞机哟 于 2010-10-5 14:27 编辑
6大发布的fuki,发现问题依然重重,比如箭头的问题,只有上没有下真的很令人头疼...
还有一些比如弹出选项的话会自动变成一般对话框(也就是不支持)等很多问题。
杯了个具啊。
于是,大大们,帮忙整合一下脚本(或者给出“更好的”fuki“)吧
修正和改善一下就行。
以下是脚本:
class Game_Event < Game_Character
#===========================================================================
# 便于返回姓名和修改姓名
#===========================================================================
def name
return @event.name
end
def name=(na)
@event.name = na
end
end
#==============================================================================
#
# 呼出对话框 ver. 1.31 By パラ犬(日)
# 来自 [url]http://rpg.para.s3p.net/[/url]
#
# 汉化修改 66RPG bbschat(2006.1.5)
# 来自 [url]http://www.66RPG.com/[/url]
#
# 脚本更新:by KKME◎66RPG.com,2007年2月
#
# 脚本更新:by 绫晓露雪萌◎66RPG.com,2007年7月
#
#==============================================================================
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 = "窗口外观 (9)" # 呼出对话框用Skin
NAME_SKIN_NAME = "窗口外观 (9)" # 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(0, 0, 0, 0) # 呼出对话框
NAME_COLOR = Color.new(0, 0, 0, 100) # 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 在某些变态情况下可能出现箭头图标颠倒的问题 <- bbschat <= KKME
POS_FIX = true
# 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 = 30 # true 时挪动的象素
# 角色高度尺寸
CHARACTOR_HEIGHT = 55
# 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
#==============================================================================
# 初始化两个变量,不要动(by KKME◎66RPG.com)
#==============================================================================
$mes_name = ""
$mes_id = nil
#==============================================================================
# 方便用户同时设置2个常用参数而使用的函数
#==============================================================================
def chat(id = nil,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 ={"玩家"=>"维斯特"}
end
end
#==============================================================================
# □ 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.contents.font.color = text_color(0)
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
@kkme_name = ""
self.active = false
self.index = -1
@w = 0
@h = 0
@wait = 0
@dx = 0
@dy = 0
$mes_speed = FUKI::MES_SPEED
#------------------------
# ★ 特殊时期中断标志
#------------------------
@no_term_stop = false
@save_x = 0
@save_y = 0
@old_text_info = []
end
#--------------------------------------------------------------------------
# ○ 决定窗口尺寸并生成窗口
#--------------------------------------------------------------------------
def refresh_create
unless @no_term_stop
@pic_skin.dispose if @pic_skin != nil
@kkme_name = ""
begin
@kkme_name = $game_temp.message_text.split(":")[0] if $game_temp.message_text.split(":")[1] != nil
if @kkme_name != ""
jiajia = '\c[1][' + @kkme_name + ']\c[0]'
$game_temp.message_text = jiajia + $game_temp.message_text[@kkme_name.size + 2,$game_temp.message_text.size]
end
rescue
end
self.contents.clear
self.contents.font.color = Color.new(0, 0, 0, 255)
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
# 生成角色名字窗口
set_fukidasi(self.x, self.y, w, h)
set_namewindow
pic_back
end
# 初始化信息表示使用的变量
@dx = @save_x # 0
@dy = @save_y # 0
@cursor_width = 0
@contents_drawing = true
update
# 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 $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 or @old_text_info != 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
c = text.slice!(/./m)
# 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★
@contents_showing_end = true
@contents_drawing = false
terminate_messageX
@save_x = @dx
@save_y = @dy
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
size_zy = 6 # 设定文字动态增大——别问我这么重要的参数为什么放在这里而不放在顶部,有特殊原因的。
unless @old_text_info == []
self.contents.fill_rect (4 + @old_text_info[0], (@old_text_info[2]+10-size_zy)*@old_text_info[1] - size_zy/2 ,@old_text_info[2],@old_text_info[2],Color.new(0,0,0,0))
col = self.contents.font.color.clone
self.contents.font.color = @old_text_info[3].clone
self.contents.font.size = @old_text_info[2] -= size_zy
self.contents.draw_text(4 + @old_text_info[0], (@old_text_info[2]+10)*@old_text_info[1],@old_text_info[2],@old_text_info[2],@old_text_info[4])
self.contents.font.color = col
@old_text_info = []
end
if c != nil
self.contents.font.size = FUKI::MES_FONT_SIZE
font_size = self.contents.font.size += size_zy
@old_text_info.push(@dx , @dy , font_size, self.contents.font.color.clone, c)
self.contents.draw_text(4+@dx, (font_size+10-size_zy)*@dy - size_zy/2, font_size, font_size, c)
self.contents.font.size -= size_zy
# 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
def pic_back
@pic_skin.dispose if @pic_skin != nil
@pic_skin = Sprite.new
@pic_skin.opacity = 0 unless @no_term_stop
@pic_skin.bitmap = Bitmap.new(self.width + 35, self.height + 35)
@pic_skin.x = self.x + 2
@pic_skin.y = self.y + 2
@pic_skin.z = self.z
@pic_skin.bitmap.blt(0, 0, RPG::Cache.icon("message_左上"), RPG::Cache.icon("message_左上").rect)
@pic_skin.bitmap.blt(self.width - 35, 0, RPG::Cache.icon("message_右上"), RPG::Cache.icon("message_右上").rect)
@pic_skin.bitmap.blt(0, self.height - 35, RPG::Cache.icon("message_左下"), RPG::Cache.icon("message_左下").rect)
@pic_skin.bitmap.blt(self.width - 35, self.height - 35, RPG::Cache.icon("message_右下"), RPG::Cache.icon("message_右下").rect)
@pic_skin.bitmap.stretch_blt(Rect.new(0,35,35,self.height-70), RPG::Cache.icon("message_左"), RPG::Cache.icon("message_左").rect)
@pic_skin.bitmap.stretch_blt(Rect.new(self.width - 35,35,35,self.height-70), RPG::Cache.icon("message_右"), RPG::Cache.icon("message_右").rect)
@pic_skin.bitmap.stretch_blt(Rect.new(35,0,self.width-70,35), RPG::Cache.icon("message_上"), RPG::Cache.icon("message_上").rect)
@pic_skin.bitmap.stretch_blt(Rect.new(35,self.height-35,self.width-70,35), RPG::Cache.icon("message_下"), RPG::Cache.icon("message_下").rect)
@pic_skin.bitmap.stretch_blt(Rect.new(35,35,self.width-70,self.height-70), RPG::Cache.icon("message_中"), RPG::Cache.icon("message_中").rect)
end
#--------------------------------------------------------------------------
# ○ 设置呼出对话框
#--------------------------------------------------------------------------
def set_fukidasi(x, y, width, height)
begin
# 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
#if $game_variables[89] == 1
self.windowskin = RPG::Cache.windowskin(skin)
self.x = x
self.y = y
self.height = height
self.width = width
#self.opacity = 0
unless @no_term_stop
self.contents.dispose
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = FUKI::FUKI_OPACITY
self.contents.clear
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.font.size = FUKI::MES_FONT_SIZE
end
# 描绘尾部图标
if $game_system.message_frame == 0
# 取得位置
tale_pos = get_tale_pos
@tale = Sprite.new
@tale.opacity = 200
# 是否显示尾部图标 <- bbschat
if FUKI::TAIL_SHOW == true
case @message_position
when 0 # 上
@tale.bitmap = RPG::Cache.icon("message_箭头")
@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.icon("message_箭头")
@tale.x = tale_pos[0]
@tale.y = tale_pos[1]
@tale.z = self.z + 1
end
end
end
rescue
del_fukidasi
reset_window(width, height)
end
end
#--------------------------------------------------------------------------
# ○ 新功能:根据输入文章计算呼出对话框的位置
#--------------------------------------------------------------------------
def get_character_KKME
if @kkme_name == "" or @kkme_name == nil
return nil
else
@kkme_name.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
$mes_name = @kkme_name
for ev in $game_map.events.values
if ev.name == @kkme_name
return ev
end
end
for actor in $game_party.actors
if actor.name == @kkme_name
return $game_player
end
end
return nil
end
end
#--------------------------------------------------------------------------
# ○ 计算呼出对话框的位置
#--------------------------------------------------------------------------
def get_fuki_pos(width, height)
# 取得角色
if $mes_id != nil
@character = get_character($mes_id)
else
@character = get_character_KKME
end
if @character == nil
# 角色不存在的情况下使用默认信息框
del_fukidasi
reset_window(width, height)
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 > 665
x = 665 - 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
@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+8, y+10]
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
begin
@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
self.width += @pic_width
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.opacity =0
#@name_win.z = self.z + 1
@name_contents.dispose if @name_contents != nil
@name_contents = Sprite.new
@name_contents.x = self.x + self.width - bmp.width
@name_contents.y = name_y - 7
@name_contents.bitmap = bmp
@name_contents.z = self.z + 3
@name_contents.opacity = 0
#self.width += 50
#@name_contents.z = @name_win.z + 2 #这个用了似乎效果不好<- bbschat
rescue
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)
# 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
events = $game_map.events
return events == nil ? nil : events[parameter]
end
end
#--------------------------------------------------------------------------
# ● 设定窗口位置和不透明度
#--------------------------------------------------------------------------
def reset_window(width = nil, height = nil)
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0 # 上
self.y = 16
when 1 # 中
if height != nil and width != nil
self.y = (480 - height) / 2 - 32
self.x = (640 - width) / 2
self.width = width
self.height = height
self.contents.dispose
self.contents = Bitmap.new(width - 32, height - 32)
else
self.y = 160
end
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
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
#if @no_term_stop
#terminate_messageX
#end
# 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]
@pic_skin.x = self.x + 2
@pic_skin.y = self.y + 2
if @name_contents != nil and !@name_contents.disposed?
@name_contents.x = self.x + self.width - @name_contents.bitmap.width - 22
@name_contents.y = self.y + self.height - @name_contents.bitmap.height - 6
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
#if @no_term_stop
#@fade_in = false
#return
#else
self.contents_opacity += 24
@pic_skin.opacity += 20
if @name_win != nil
@name_win.opacity += 24
end
if @tale != nil
@name_contents.opacity += 24 if @name_contents != nil and !@name_contents.disposed?
@tale.opacity += 20
end
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
#end
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 @no_term_stop
self.visible = true
else
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
end
return
end
# 没有可以显示的信息、但是窗口为可见的情况下
unless @no_term_stop
if self.visible
@fade_out = true
self.opacity -= 48
@name_contents.opacity -= 48 if @name_contents != nil and !@name_contents.disposed?
@pic_skin.opacity -= 48 if @pic_skin != nil and !@pic_skin.disposed?
if @name_win != nil
@name_win.opacity -= 48
end
if @tale != nil
@tale.opacity -= 48 if @tale != nil and
[email protected]
?
end
if (@name_contents == nil) or @name_contents.disposed? or (@name_contents.opacity == 0)
self.visible = false
@name_contents.dispose if @name_contents != nil
@pic_skin.dispose
@fade_out = false
$game_temp.message_window_showing = false
del_fukidasi
end
return
end
else
$game_temp.message_window_showing = false
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
#--------------------------------------------------------------------------
# ● 信息结束处理
#--------------------------------------------------------------------------
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
@contents_showing_end = false
unless @kkme_name == "" or @kkme_name == nil
$mes_name = ""
@kkme_name = ""
end
# 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
@no_term_stop = false
@save_x = 0
@save_y = 0
end
#--------------------------------------------------------------------------
# ● ★信息结束处理★
#--------------------------------------------------------------------------
def terminate_messageX
self.active = false
self.pause = false
self.index = -1
# 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
@no_term_stop = true
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(0,0,0,255)
if FUKI::FUKI_COLOR != nil_color
color = FUKI::FUKI_COLOR
else
color = super
end
return color
end
end
复制代码
作者:
bbaugle
时间:
2010-10-5 13:30
潜水时惊现飞机~
作者:
fux2
时间:
2010-10-5 17:09
回复
纸飞机哟
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