Project1
标题:
亲们,我改了个等待标志符,为啥对话完了直接留画面上.?
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作者:
woshizeshi
时间:
2013-5-2 23:14
标题:
亲们,我改了个等待标志符,为啥对话完了直接留画面上.?
本帖最后由 hcm 于 2013-5-13 19:04 编辑
#==============================================================================
# ■ Window_Message
#------------------------------------------------------------------------------
# 显示文章的信息窗口。
#==============================================================================
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
self.windowskin = Bitmap.new(1,1)
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
@wait_bmp = Sprite.new
@wait_bmp.z = 10000
@wait_bmp.bitmap = Bitmap.new(40,40)
[url=home.php?mod=space&uid=36110]@Wait[/url] = 0
[url=home.php?mod=space&uid=32215]@show[/url] = 0
@bmp = nil
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
@wait_bmp.bitmap.dispose
@wait_bmp.dispose
@bmp.dispose
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
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.fill_rect (0,0,width - 32,height - 32,Color.new(169,169,255,150))#填充矩形
self.contents.font.color = normal_color
x = y = 0
@cursor_width = 0
# 到选择项的下一行字
if $game_temp.choice_start == 0
x = 8
end
# 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" に、"\\G" 变为 "\002"
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
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] 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
# 下面的文字
next
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
# 下面的文字
next
end
# 另起一行文字的情况下
if c == "\n"
# 刷新选择项及光标的高
if y >= $game_temp.choice_start
@cursor_width = [@cursor_width, x].max
end
# y 加 1
y += 1
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
# 描绘文字
self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
# x 为要描绘文字的加法运算
x += self.contents.text_size(c).width
end
end
# 选择项的情况
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
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
#--------------------------------------------------------------------------
# ● 设置窗口位置与不透明度
#--------------------------------------------------------------------------
def reset_window
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
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = 160
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
# 渐变的情况下
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
# 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
# 显示信息中的情况下
if @contents_showing
# 如果不是在显示选择项中就显示暂停标志
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
# 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
end
if @bmp == nil
@bmp = RPG::Cache.windowskin("deef.png")
end
if
@wait_bmp.y != self.y + 110
@wait_bmp.x = self.x + 420
@wait_bmp.y = self.y + 110
end
if
@wait % 4 == 0
@show += 1
rect = Rect.new(@bmp.width/12 *(@show % 12), 0 , @bmp.width/12 , @bmp.height)
@wait_bmp.bitmap.clear
@wait_bmp.bitmap.blt(0,0,@bmp,rect)
end
@wait += 1
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
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 self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
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(8, n * 32, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
end
复制代码
望指正,好让小弟学习学习!
作者:
光の異形
时间:
2013-5-3 00:57
脚本啊 ··· 好难呀
话说 是不是 哪个图标 放上去了N 你值清除了N-1次呀
单独刷出来的 要单独清理它 ················
我在说什么啊 搞得好很懂的样子 ········
作者:
woshizeshi
时间:
2013-5-3 01:02
这脚本我能看懂一半就不错了,半斤八两,我都闹心死了,图标释放了,就是整不下去
作者:
woshizeshi
时间:
2013-5-3 01:36
大神们, 我自己琢磨在处理信息结束最后加一个@wait_bmp.bitmap.clear
可是没有全部解决问题啊,大部分时候能清除,可是有时候还是会留下,这失灵时不灵是咋回事啊?
作者:
woshizeshi
时间:
2013-5-3 02:40
地图上残留个小图标,很是恶心啊!!!!!!!!!!!!!!
作者:
光の異形
时间:
2013-5-3 07:39
本帖最后由 光の異形 于 2013-5-3 08:05 编辑
# 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 self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
@wait_bmp.bitmap.clear #加在这里可以解决你的问题 我刚刚试过了~~~~~~~~~~~~~~~~~~~~~~~~~~!!!!!!!!!!!!!!
end
return
end
end
作者:
woshizeshi
时间:
2013-5-3 23:40
光の異形 发表于 2013-5-3 07:39
# 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
太给劲了,你比士力架还厉害!!!!!!!!
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