Project1
标题:
请问,这种气泡对话框的使用教程是?
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作者:
诺亚之城
时间:
2013-4-21 14:49
标题:
请问,这种气泡对话框的使用教程是?
本帖最后由 诺亚之城 于 2013-4-21 15:00 编辑
脚本不仅不能工作
还弹窗退出。
教程搜不到。
6R主站搜索的话显示一片空白。
fuki对话框的头像带着一个框,无法和说话的对话框融合,很难看……
抱歉……各位不用回答了,我还是用fuki吧,突然想到这种气泡对话框对我的游戏来说有很大的缺点,没办法使用。
http://rpg.blue/forum.php?mod=viewthread&tid=235892
#===============================================================
#
# 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
[url=home.php?mod=space&uid=36110]@Wait[/url] = 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
[url=home.php?mod=space&uid=36110]@Wait[/url] = $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 [url=home.php?mod=space&uid=36110]@Wait[/url] > 0
[url=home.php?mod=space&uid=36110]@Wait[/url] -= 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
[url=home.php?mod=space&uid=27178]@Number[/url] = 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
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