#encoding:utf-8 #============================================================================== # ■ 半身像对话框 by LBQ #------------------------------------------------------------------------------ # 一个简单的半身像对话框罢了= = #------------------------------------------------------------------------------ # ■ 用法一览 # 1:如何将半身像应用到游戏中? # ——如果想要把一个脸图替换成半身像,则需要找到这个脸图的编号,比如说拉尔 # 夫,就是Actor1的编号0,之后去在Graphics/Busts这个文件夹里面拷贝一个 # 叫做Actor1_0的图像,这个图像会被当做半身像替换原有图像。 #============================================================================== # 2013.8.25 => 修复存档不能Bug (感谢小刀 #============================================================================== $imported ||= {} $imported[:LBQ_Bust]=true module LBQ module Bust FOLDER="Busts" SUB1=[/【/, "\\{\\c[6]-- "] SUB2=[/】/, " --\\c[0]\\}"] TEXT_FOR_NEXT="[next]" TEXT_FOR_END ="[end]" INDENT=255 #半身像的缩进 end end module Cache def self.busts(filename) load_bitmap("Graphics/#{LBQ::Bust::FOLDER}/", filename) end end class Sprite_Bust < Sprite_Base attr_accessor :bust_graphics attr_accessor :status def initialize(vp=nil) super(vp) @bust_graphics=nil @status=:nothing end def slide_in @status=:sliding_in end def slide_out @status=:sliding_out if $game_temp.do_not_slide_out @status=:slided_out set_pos end end def set_pos(slide_in=true) self.x=0 - self.bitmap.width self.y=Graphics.height-self.bitmap.height self.x=0 unless slide_in end def set_graphics(bust_graphics) self.bitmap=Cache.busts(bust_graphics) end def update super case @status when :nothing # Do Nothing when :sliding_in #Slide In self.x+=12 if self.x>=0 self.x=0 @status=:slided_in end when :sliding_out self.x-=12 if self.x<= -self.bitmap.width self.x= -self.bitmap.width @status=:slided_out end #Slide Out when :slided_in #Slided in when :slided_out #Sliede out end end end class Game_Temp attr_accessor :bust_name attr_accessor :bust attr_accessor :have_bust attr_accessor :do_not_slide_out alias lbq_bust_shot_game_message_init initialize def initialize lbq_bust_shot_game_message_init @bust_name="" @bust=nil @have_bust=false @do_not_slide_out=false end end class Game_Message #-------------------------------------------------------------------------- # ● 添加内容 #-------------------------------------------------------------------------- def add(text) new_text=text.gsub(LBQ::Bust::SUB1[0],LBQ::Bust::SUB1[1]) new_text2=new_text.gsub(LBQ::Bust::SUB2[0],LBQ::Bust::SUB2[1]) if new_text2.include? LBQ::Bust::TEXT_FOR_NEXT new_text2.delete!(LBQ::Bust::TEXT_FOR_NEXT) $game_temp.do_not_slide_out=true end if new_text2.include? LBQ::Bust::TEXT_FOR_END new_text2.delete!(LBQ::Bust::TEXT_FOR_END) $game_temp.do_not_slide_out=false end @texts.push(new_text2) end end class Game_Interpreter alias lbq_bust_shot_command_101 command_101 #-------------------------------------------------------------------------- # ● 显示文字 #-------------------------------------------------------------------------- def command_101 $game_temp.bust=nil unless @params[0].empty? if File.exist?("Graphics/#{LBQ::Bust::FOLDER}/#{@params[0]}_#{@params[1]}.png") $game_temp.have_bust=true else $game_temp.have_bust=false $game_temp.bust_name="" end end unless @params[3] == 2 $game_temp.have_bust=false end if $game_temp.have_bust $game_temp.bust_name="#{@params[0]}_#{@params[1]}" $game_temp.bust=nil $game_temp.bust=Sprite_Bust.new $game_temp.bust.set_graphics($game_temp.bust_name) $game_temp.bust.z=99999 unless $game_temp.do_not_slide_out $game_temp.bust.set_pos $game_temp.bust.slide_in else $game_temp.bust.set_pos(false) $game_temp.bust.slide_in end end lbq_bust_shot_command_101 if $game_temp.have_bust $game_temp.bust.slide_out Fiber.yield until $game_temp.bust.status==:slided_out end $game_temp.have_bust=false $game_temp.bust_name="" end alias lbq_bust_int_update update def update lbq_bust_int_update $game_temp.bust.update unless $game_temp.bust.nil? end end class Window_Message #-------------------------------------------------------------------------- # ● 获取换行位置 #-------------------------------------------------------------------------- def new_line_x # 如果有头像 unless $game_message.face_name.empty? value=112 value=LBQ::Bust::INDENT unless $game_temp.bust_name.empty? # 木有 else value=0 end return value end end class Window_Message #-------------------------------------------------------------------------- # ● 翻页处理 #-------------------------------------------------------------------------- def new_page(text, pos) contents.clear draw_face($game_message.face_name, $game_message.face_index, 0, 0) if $game_temp.bust_name.empty? reset_font_settings pos[:x] = new_line_x pos[:y] = 0 pos[:new_x] = new_line_x pos[:height] = calc_line_height(text) clear_flags end end
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BWR 发表于 2016-10-29 20:38
腳本我什ˊ麼都沒動,為什麼會這樣呢?
LBQ 发表于 2016-11-1 00:23
因为脚本有些时日了 + 学业繁忙,所以我恐怕需要一个能够直接出现 bug 的工程,或者出现 bug 的步骤我才 ...
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BWR 发表于 2016-11-1 21:04
舊的問題沒了 新的問題來了 嗚嗚嗚
是檔案名稱不能用中文嗎?
我半身像放在資料夾裡了,但遊戲中還是只有9 ...
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