Project1
标题: 气泡对话框 [打印本页]
作者: 1587937102 时间: 2012-6-16 21:32
标题: 气泡对话框
- #===============================================================
- #
- # 呼出对话框 ver. 1.31 By パラ犬(日)
- # 来自 http://rpg.para.s3p.net/
- #
- # 汉化修改 66RPG bbschat(2006.1.5)
- # 来自
- #
- # 脚本更新:by KKME◎66RPG.com,2007年2月
- # by 沉影不器
- # modified by 熊的选民 chosen of bear
- #
- #===============================================================
- module FUKI
- # 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[""]
- SAY_SKIN_NAME = "say" # 呼出对话框用Skin
- THINK_SKIN_NAME = "think"
- VOICE_SKIN_NAME = "voiceover"
- # 字体大小
- MES_FONT_SIZE = GAME_FONT_SIZE # 呼出对话框
- # 字体颜色
- #(设定为 Color.new(0, 0, 0, 0) 表示使用普通文字色)
- FUKI_COLOR = Color.new(255, 255, 255, 255) # 呼出对话框
- # 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
- # 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 = 4 # true 时挪动的象素
- # 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 = 0
- # 默认的文字自动消失时间为45帧
- DEFAULT_AUTO_CLOSE_TIME = 45
- FRAME_WIDTH = 5
- HEAD_WIDTH = 100
- FADE_IN_STEP = 48
- FADE_OUT_STEP = 48
- end
- #===============================================================
- # 初始化两个变量,不要动(by KKME◎66RPG.com)
- #===============================================================
- $mes_center = -1
- #===============================================================
- # □ Game_Temp
- #===============================================================
- class Game_Temp
- attr_accessor :namebmp #保存头像图片的Hash表
- alias initialize_fuki initialize
- def initialize
- initialize_fuki
- # 如果不想使用角色名字直接作为头像文件名
- # 可在这里重新设定角色名字与文件名的对应关系
- @namebmp = {}
- end
- end
- #===============================================================
- # □ Window_Message
- #===============================================================
- class Window_Message < Window_Selectable
- MARGIN_WIDTH = 0
- #-----------------------------------------------------------
- # ● 初始化状态
- #-----------------------------------------------------------
- def initialize
- super(MARGIN_WIDTH, 304, 640 - MARGIN_WIDTH * 2, 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
- @kkme_name = ""
- @head_name = nil
- self.active = false
- self.index = -1
- @wait = 0
- @dx = 0
- @dy = 0
- @auto_close=-1
- $mes_speed = FUKI::MES_SPEED
- @think = false
- skin = FUKI::SAY_SKIN_NAME != "" ? FUKI::SAY_SKIN_NAME : FUKI::VOICE_SKIN_NAME
- self.windowskin = RPG::Cache.windowskin(skin)
- end
- #-----------------------------------------------------------
- # ○ 决定窗口尺寸并生成窗口
- #-----------------------------------------------------------
- def refresh_create
- @wait = $mes_speed
- @kkme_name = nil
- @head_name = nil
- @think = true
- begin
- temp = $game_temp.message_text.split("*")
- if temp[1] != nil
- @kkme_name = temp[0]
-
- @kkme_name.gsub!(/\\[Nn]\[([0-9]+)\]/) do
- $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
- end
-
- @head_name = @kkme_name.clone
- @head_name.sub!(/([0-9])/,"")
-
- @kkme_name = @kkme_name.split("-")[0] if @kkme_name.size > 0
-
- if @kkme_name == ""
- @head_name = $game_party.actors[0].name + @head_name
- #@head_name = "华音" + @head_name
- elsif @kkme_name.to_i != 0
- @head_name = $game_party.actors[@kkme_name.to_i].name + @head_name
- end
-
- if @head_name == "无"
- @head_name = nil
- end
-
- #@head_name = "我" if @head_name == "我"
-
- if temp[2] != nil
- $game_temp.message_text = temp[2][1, temp[2].size]
- else
- @think = false
- $game_temp.message_text = temp[1][1, temp[1].size]
- end
- #$game_temp.message_text = $game_temp.message_text[@kkme_name.size + 2, $game_temp.message_text.size]
- end
- rescue
- end
-
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.font.size = FUKI::MES_FONT_SIZE
-
- update_character
-
- #cob
- if @character == nil
- if $game_switches[31]
- skin = $game_system.windowskin_name
- else
- skin = FUKI::VOICE_SKIN_NAME
- end
- #self.back_opacity = 180
- elsif @think
- skin = FUKI::THINK_SKIN_NAME != "" ? FUKI::THINK_SKIN_NAME : FUKI::VOICE_SKIN_NAME
- #$game_temp.message_text = "(" + $game_temp.message_text + ")" unless $game_system.message_position == 1
- else
- skin = FUKI::SAY_SKIN_NAME != "" ? FUKI::SAY_SKIN_NAME : FUKI::VOICE_SKIN_NAME
- end
-
- self.windowskin = RPG::Cache.windowskin(skin)
-
-
- if @character != nil
- # 生成呼出窗口
- set_fukidasi
- # 生成角色名字窗口
- set_namewindow if @head_name != nil
- else
- reset_window
- end
-
- if $game_system.menu_disabled
- self.pause = false
- @auto_close = 20 + $game_temp.message_text.size * 2
- @auto_close = 80 if @auto_close < 80
- end
- # 初始化信息表示使用的变量
- @dx = @dy = 0
- @cursor_width = 0
- @contents_drawing = true
- # 瞬间表示的情况下
- if $mes_speed == 0
- # 循环信息描绘处理
- while $game_temp.message_text != ""
- draw_massage
- end
- draw_opt_text
- @contents_showing_end = true
- @contents_drawing = false
- else
- # 一个一个描绘文字
- refresh_drawtext
- end
- end
- #-----------------------------------------------------------
- # ○ 一个一个描绘文字
- #-----------------------------------------------------------
- def refresh_drawtext
- if $game_temp.message_text != nil
- if @wait > 0
- @wait -= 1
- draw_massage
- @wait = $mes_speed if @wait == 0
- 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 update_window_size
- 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" }
- text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\003[#{$1}]" }
- text.slice!(/\\[Aa]\[(\w+)\]/) { "" }
- # 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
- h += 1
- x = digits_max * self.contents.font.size + 16
- w = x > w ? x : w
- end
- w += 40
- h = h * (self.contents.font.size + 10) + 26
- #cob
- if @head_name != nil
- w += FUKI::HEAD_WIDTH + 8
- min_h = FUKI::HEAD_WIDTH + 8 + FUKI::FRAME_WIDTH * 2
- h = min_h if h < min_h
- end
-
- #cob
- if $game_system.message_frame == 1
- h += 16
- end
- self.width = w
- self.height = h
- 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
- #cob
- if @head_name != nil
- start_x = FUKI::HEAD_WIDTH + 8
- elsif @tail != nil
- start_x = 4
- else
- #start_x = 4
- start_x = @text_x + 4 - MARGIN_WIDTH
- end
- # 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" }
- text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\003[#{$1}]" }
- if text.slice!(/\\[Aa]\[(\w+)\]/)!=nil
- @auto_close=$1.to_i*10
- elsif false
- if text.slice!(/\\[Aa]/)!=nil
- @auto_close = FUKI::DEFAULT_AUTO_CLOSE_TIME
- end
- end
- # c 获取 1 个字
- if $mes_speed == 0 or @wait == 0
- c = text.slice!(/./m)
- else
- c = text[/./m]
- end
- if c
- # 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(start_x + @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(start_x + @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
- return
- 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
- return
- end
- if c == "\003"
- text.sub!(/\[([0-9]+)\]/, "")
- self.contents.font.color.alpha = [[0, $1.to_i].max, 255].min
- return
- end
- # 另起一行文字的情况下
- if c == "\n"
- if $mes_speed == 0 or @wait == 0
- #dy 累加 1
- @dy += 1
- @dx = 0
- end
- return
- end
-
- if $mes_speed == 0 or @wait == 0
- self.contents.font.color.alpha = 255
- else
- #self.contents.font.color.alpha = 255 * ($mes_speed - @wait) / $mes_speed
- self.contents.font.color.alpha = 255 / $mes_speed
- end
- # 描绘文字
- self.contents.font.size = FUKI::MES_FONT_SIZE
- font_size = self.contents.font.size
- self.contents.draw_text(start_x+@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 if $mes_speed == 0 or @wait == 0
- 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
- # 不显示暂停标志
- self.pause = false
- update_window_size
- update_window_pos
-
- self.opacity = 0
- 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 and FUKI::TAIL_SHOW == true and
- @message_position != 1
- @tail = Sprite.new
- @tail.z = self.z + 1
- @tail.opacity = 0
- update_tail_pos
-
- #cob
- if @think
- skin = FUKI::THINK_SKIN_NAME != "" ? FUKI::THINK_SKIN_NAME : FUKI::VOICE_SKIN_NAME
- else
- skin = FUKI::SAY_SKIN_NAME != "" ? FUKI::SAY_SKIN_NAME : FUKI::VOICE_SKIN_NAME
- end
-
- case @message_position
- when 0 # 上
- if(@tail.x < self.x + self.width / 2)
- @tail.bitmap = RPG::Cache.windowskin(skin + "-upper_right")
- else
- @tail.bitmap = RPG::Cache.windowskin(skin + "-upper_left")
- end
- when 2 # 下
- if(@tail.x + 40 > self.x + self.width / 2)
- @tail.bitmap = RPG::Cache.windowskin(skin + "-lower_left")
- else
- @tail.bitmap = RPG::Cache.windowskin(skin + "-lower_right")
- end
- end
- end
- end
- #-----------------------------------------------------------
- # ○ 新功能:根据输入文章计算呼出对话框的位置
- #-----------------------------------------------------------
- def update_character
- @character = get_character_by_name
- end
-
- BATTLER_NAME = {
- ""=>"",
- }
-
- def get_character_by_name
- return nil if @kkme_name == nil
-
- if $game_temp.in_battle
- return $game_party.actors[0] if @kkme_name == ""
- return $game_party.actors[@kkme_name.to_i] if @kkme_name.to_i != 0
-
- name = BATTLER_NAME[@kkme_name]
- name = @kkme_name unless name
- for enemy in $game_troop.enemies
- return enemy if enemy.name == name
- end
-
- return nil
- end
-
- if @kkme_name == ""
- return $game_player unless $game_player.transparent
- @kkme_name = "我"
- else
- return $game_party.characters[@kkme_name.to_i - 1] if @kkme_name.to_i != 0
- end
- #@kkme_name = "我" if @kkme_name == "我"
- for event in $game_map.events.values
- return event if event.name == @kkme_name and event.character_name != ""
- end
-
- for actor in $game_party.actors
- return $game_player if actor.name == @kkme_name
- end
-
- return nil
- end
-
- def tail_offset_x
- return 18 if @think
- return 16
- end
-
- def tail_offset_y
- return 18 if @think
- return 2
- end
- #-----------------------------------------------------------
- # ○ 计算呼出对话框的位置
- #-----------------------------------------------------------
- def update_window_pos
- # 记录文章显示位置
- @message_position = $game_system.message_position
- if @message_position == 1
- self.x = (640 - self.width) / 2
- self.y = (480 - self.height) / 2
- return
- end
-
- update_character
- 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
-
- if $game_temp.in_battle
- @message_position = 0
- elsif $mes_center != nil
- center_char = get_character($mes_center)
- if center_char != nil
- if @character.real_y > center_char.real_y
- @message_position = 2
- else
- @message_position = 0
- end
- end
- end
- case @message_position
- when 0 # 上
- y = @character.screen_y - self.height - @character.sprite_height + FUKI::POP_SHIFT_TOP
- y -= tail_offset_y
- if FUKI::POS_FIX and y < 4
- if $game_temp.in_battle
- y = 4
- else
- @message_position = 2
- y = @character.screen_y + FUKI::POP_SHIFT_UNDER
- y += tail_offset_y
- end
- end
- when 2 # 下
- y = @character.screen_y + FUKI::POP_SHIFT_UNDER
- y += tail_offset_y
- if FUKI::POS_FIX and y + self.height > 480 - 4
- @message_position = 0
- y = @character.screen_y - self.height - @character.sprite_height + FUKI::POP_SHIFT_TOP
- y -= tail_offset_y
- end
- end
- x = @character.screen_x - self.width / 2
- case @message_position
- when 0 # 上
- x += tail_offset_x
- when 2 # 下
- x -= tail_offset_x
- end
- if x + self.width > 640 - 4
- x = 640 - 4 - self.width
- elsif x < 4
- x = 4
- end
-
- if y + self.height > 480 - 4
- y = 480 - 4 - self.height
- elsif y < 4
- y = 4
- end
- self.x = x
- self.y = y
- end
- #-----------------------------------------------------------
- # ○ 计算尾部图标的位置
- #-----------------------------------------------------------
- def update_tail_pos
- x = @character.screen_x - tail_offset_x
-
- case @message_position
- when 0 # 上
- # 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
- y += 16 if @think
- when 2 # 下
- # 画面边缘的话则移动位置
- if FUKI::CORNER_SHIFT
- if x == 0
- x = FUKI::SHIFT_PIXEL
- elsif @tail.x == 640 - 32
- x = 640 - 32 - FUKI::SHIFT_PIXEL
- end
- end
- y = self.y - 16
- y -= 16 if @think
- end
-
- @tail.x = x
- @tail.y = y
- end
- #-----------------------------------------------------------
- # ○ 计算名字窗口的位置
- #-----------------------------------------------------------
- def update_name_pos
- @head.x = self.x + FUKI::FRAME_WIDTH + 4
- @head.y = self.y + (self.height - FUKI::HEAD_WIDTH)/2
- end
- #-----------------------------------------------------------
- # ○ 设置角色名字窗口
- #-----------------------------------------------------------
- def set_namewindow
- @head = Sprite.new
-
- #判断名称是否有对应的图片"Graphics/heads/" +
- if $game_temp.namebmp[@head_name] == nil then
- @head.bitmap = RPG::Cache.icon(@head_name)
- else
- @head.bitmap = RPG::Cache.icon($game_temp.namebmp[@head_name])
- end
- @head.z = self.z + 1
- @head.opacity = 0
- update_name_pos
- end
- #-----------------------------------------------------------
- # ○ 释放呼出对话框和角色名字窗口
- #-----------------------------------------------------------
- def del_fukidasi
- if @tail != nil
- @tail.dispose
- @tail = nil
- end
- if @head != nil
- @head.dispose
- @head = nil
- end
- self.opacity = 0
- self.x = MARGIN_WIDTH
- self.width = 640 - MARGIN_WIDTH * 2
- 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
- return nil unless $game_system.map_interpreter.running?
- events = $game_map.events
- return events == nil ? nil : events[$game_system.map_interpreter.event_id]
- else # 特定事件
- if parameter > 0
- events = $game_map.events
- return events == nil ? nil : events[parameter]
- end
- events = $game_party.characters
- return events == nil ? nil : events[-parameter - 2]
- end
- end
- #-----------------------------------------------------------
- # ● 设定窗口位置和不透明度
- #-----------------------------------------------------------
- def reset_window
- update_window_size
- @text_x = 320 - width / 2
- self.width = 640 - MARGIN_WIDTH * 2
- self.contents.dispose
- self.contents = Bitmap.new(width - 32, height - 32)
- self.x = 320 - width / 2
-
- if false and $game_temp.in_battle
- self.y = 16
- else
- case $game_system.message_position
- when 0 # 上
- self.y = 16
- when 1 # 中
- self.y = 240 - self.height / 2 #160
- when 2 # 下
- #self.y = 304
- self.y = 480 - 16 - height
- end
- end
- if $game_system.message_frame == 0
- self.opacity = 255
- else
- self.opacity = 0
- end
- self.back_opacity = FUKI::MES_OPACITY
- @think = false
-
- end
- #-----------------------------------------------------------
- # ● 刷新画面
- #-----------------------------------------------------------
- def update
- super
-
- # 呼出模式下跟随事件移动
- if @tail != nil
- update_window_pos
- update_name_pos if @head != nil
- update_tail_pos
- end
- # 渐变的情况下
- if @fade_in
- self.opacity += FUKI::FADE_IN_STEP if $game_system.message_frame == 0
- self.contents_opacity += FUKI::FADE_IN_STEP
- @head.opacity += FUKI::FADE_IN_STEP if @head != nil
- @tail.opacity += FUKI::FADE_IN_STEP if @tail != nil
- @input_number_window.contents_opacity += FUKI::FADE_IN_STEP if @input_number_window != nil
- @fade_in = false if self.contents_opacity == 255
- 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
- if $game_system.menu_disabled
- self.pause = false
- # 不是显示选择项且不是呼出对话模式则显示暂停标志
- elsif $game_temp.choice_max == 0 and @tail == nil
- self.pause = true
- else
- self.pause = false
- end
-
- #cob
- if false and $game_temp.choice_max == 0 and @auto_close == -1
- if Input.press?(Input::B) or
- Input.press?(Input::UP) or
- Input.press?(Input::DOWN) or
- Input.press?(Input::LEFT) or
- Input.press?(Input::RIGHT)
- terminate_message
- del_fukidasi
- $game_temp.terminate_message = true
- end
- 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
- # 自动关闭
- @auto_close > 0 ? @auto_close-=1 : @auto_close=-1
- if @auto_close==0
- # 文字还没有处理完的时候
- # 选择项
- if $game_temp.choice_max > 0
- #$game_system.se_play($data_system.decision_se)
- $game_temp.choice_proc.call(self.index)
- end
- terminate_message
- del_fukidasi
- end
- # 确定
- if Input.trigger?(Input::C) and @auto_close == -1
- 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 @head != nil
- @head.opacity = 0
- end
- if @tail != nil
- @tail.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.contents_opacity -= FUKI::FADE_OUT_STEP
- @head.opacity -= FUKI::FADE_OUT_STEP if @head != nil
- @tail.opacity -= FUKI::FADE_OUT_STEP if @tail != nil
- @input_number_window.contents_opacity -= FUKI::FADE_OUT_STEP if @input_number_window != nil
- 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
- del_fukidasi
- super
- end
- #-----------------------------------------------------------
- # ● 信息结束处理
- #-----------------------------------------------------------
- def terminate_message
- @auto_close = -1
- 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
- @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
- end
- #-----------------------------------------------------------
- # ● 刷新光标矩形
- #-----------------------------------------------------------
- def update_cursor_rect
- if @index >= 0
- n = $game_temp.choice_start + @index
- self.cursor_rect.set(@text_x, n * 32, [@cursor_width, 60].max, 32)
- else
- self.cursor_rect.empty
- end
- end
- #-----------------------------------------------------------
- # ● 取得普通文字色
- #-----------------------------------------------------------
- def normal_color
- return FUKI::FUKI_COLOR #if FUKI::FUKI_COLOR != nil
- end
- end
- #===============================================================
- # ■ Window_InputNumber
- #===============================================================
- class Window_InputNumber < Window_Base
- #-----------------------------------------------------------
- # ● 初始化对像
- # digits_max : 位数
- #-----------------------------------------------------------
- def initialize(digits_max)
- @digits_max = digits_max
- @number = 0
- # 从数字的幅度计算(假定与 0~9 等幅)光标的幅度
- dummy_bitmap = Bitmap.new(32, 32)
- dummy_bitmap.font.size = FUKI::MES_FONT_SIZE
- @cursor_width = dummy_bitmap.text_size("0").width + 8
- dummy_bitmap.dispose
- super(0, 0, @cursor_width * @digits_max + 32, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.font.size = FUKI::MES_FONT_SIZE
- self.z += 9999
- self.opacity = 0
- @index = 0
- refresh
- update_cursor_rect
- end
- end
- #============================================================
- # Game_Map,把events变量公开
- #============================================================
- class Game_Map
- attr_reader :events
- end
- #============================================================
- # 便于返回姓名
- #============================================================
- class Game_Event < Game_Character
- def name
- return @event.name
- end
- def name=(na)
- @event.name = na
- end
- end
- #cob
- class Game_Character
- SPRITE_HEIGHTS = {
- "081-Angel03"=>220,
- "082-Angel04"=>220,
- "078-Devil04"=>300,
- }
- def sprite_height
- height = SPRITE_HEIGHTS[@character_name]
- return height / 4 if height
- bitmap = RPG::Cache.character(@character_name, @character_hue)
- return bitmap.height / 4
- end
- end
- class Game_Battler
- def sprite_height
- bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
- return bitmap.height
- end
- end
复制代码
求VX版