@now_text.gsub!(/\\[Ii]/) { "\023" }
@now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
@now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
@now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
@now_text.gsub!(/\\[Kk]\[(.*?)\]/) { "\027[#{$1}]" }
if @popchar >= 0
@text_save = @now_text.clone
@max_x = 0
@max_y = 4
for i in 0..3
line = @now_text.split(/\n/)[3-i]
@max_y -= 1 if line == nil and @max_y <= 4-i
next if line == nil
cx = contents.text_size(line).width
@max_x = cx if cx > @max_x
end
self.width = @max_x + 48 + @face_indent
self.height = (@max_y - 1) * 32 + 64
else
@max_x = self.width - 32 - @face_indent
end
reset_window
if name_window_set
off_x = 0
off_y = -40
space = 2
x = self.x + off_x - space / 2
y = self.y + off_y - space / 2
w = self.contents.text_size(name_text).width + 26 + space
h = 40 + space
@name_window_frame = Window_Frame.new(x, y, w, h)
@name_window_frame.z = self.z + 1
x = self.x + off_x + 4
y = self.y + off_y
@name_window_text = Air_Text.new(x+4, y+6, name_text)
@name_window_text.z = self.z + 2
end
end
reset_window
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
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
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
def update
super
if @autoclosetime == 0
@autoclosetime = -1
terminate_message
end
if @autoclosetime >= 1
@autoclosetime -= 1
end
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
@now_text = nil if @now_text == ""
if @now_text != nil and @mid_stop == false
if @write_wait > 0
@write_wait -= 1
return
end
text_not_skip = $game_system.typing
while true
@max_x = @x if @max_x < @x
@max_y = @y if @max_y < @y
if (c = @now_text.slice!(/./m)) != nil
if c == "\000"
c = "\\"
end
if c == "\001"
@now_text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
c = ""
end
if c == "\002"
if @gold_window == nil and @popchar <= 0
@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
c = ""
end
if c == "\003"
@now_text.sub!(/\[([0-9]+)\]/, "")
speed = $1.to_i
if speed >= 0 and speed <= 19
@write_speed = speed
end
c = ""
end
if c == "\004"
@now_text.sub!(/\[(.*?)\]/, "")
buftxt = $1.dup.to_s
if buftxt.match(/\//) == nil and buftxt != "" then
$game_system.soundname_on_speak = "Audio/SE/" + buftxt
else
$game_system.soundname_on_speak = buftxt.dup
end
c = ""
elsif c == "\004"
c = ""
end
if c == "\005"
@write_wait += 5
c = ""
end
if c == "\006"
@write_wait += 20
c = ""
end
if c == "\016"
text_not_skip = false
c = ""
end
if c == "\017"
text_not_skip = true
c = ""
end
if c == "\020"
@mid_stop = true
c = ""
end
if c == "\021"
terminate_message
return
end
if c == "\023"
@indent = @x
c = ""
end
if c == "\024"
@now_text.sub!(/\[([0-9]+)\]/, "")
@opacity = $1.to_i
c = ""
end
if c == "\025"
@now_text.sub!(/\[([0-9]+)\]/, "")
self.contents.font.size = [[$1.to_i, 6].max, 32].min
c = ""
end
if c == "\026"
@now_text.sub!(/\[([0-9]+)\]/, "")
@x += $1.to_i
c = ""
end
if c == "\027"
@now_text.sub!(/\[(.*?)\]/, "")
@x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
if $game_system.soundname_on_speak != ""
Audio.se_play($game_system.soundname_on_speak)
end
c = ""
end
if c == "\030"
@now_text.sub!(/\[(.*?)\]/, "")
self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
if $game_system.soundname_on_speak != ""
Audio.se_play($game_system.soundname_on_speak)
end
@x += 24
c = ""
end
if c == "\050"
@now_text.sub!(/\[([0-9]+)\]/, "")
@autoclosetime = $1.to_i
next
end
if c == "\n"
if @lines >= $game_temp.choice_start
@cursor_width = [@cursor_width, @max_x - @face_indent].max
end
@lines += 1
@y += 1
@x = 0 + @indent + @face_indent
if @lines >= $game_temp.choice_start
@x = 8 + @indent + @face_indent
end
c = ""
end
if c != ""
# 文字描画
@x += opacity_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), c, @opacity)
if $game_system.soundname_on_speak != "" then
Audio.se_play($game_system.soundname_on_speak)
end
end
if Input.press?(Input::B)
text_not_skip = false
end
else
text_not_skip = true
break
end
# 终了判定
if text_not_skip
break
end
end
@write_wait += @write_speed
return
end
if @input_number_window != nil
@input_number_window.update
# 决定
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
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
if @contents_showing
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
# 决定
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
if @mid_stop
@mid_stop = false
return
else
terminate_message
end
end
return
end
if @fade_out == false and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
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
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
#--------------------------------------------------------------------------
# ● 获得字符
#--------------------------------------------------------------------------
def get_character(parameter)
case parameter
when 0
return $game_player
else
events = $game_map.events
return events == nil ? nil : events[parameter]
end
end
#--------------------------------------------------------------------------
# ● ウィンドウの位置と不透明度の设定
#--------------------------------------------------------------------------
def reset_window
# 判定
if @popchar >= 0
events = $game_map.events
if events != nil
character = get_character(@popchar)
x = [[character.screen_x - 0 - self.width / 2, 4].max, 636 - self.width].min
y = [[character.screen_y - 48 - self.height, 4].max, 476 - self.height].min
self.x = x
self.y = y
end
elsif @popchar == -1
self.x = -4
self.y = -4
self.width = 648
self.height = 488
else
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
self.x = 80
if @face_file == nil
self.width = 480
else
self.width = 600
self.x -= 60
end
self.height = 160
end
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
if @face_file != nil
self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
if @popchar == -1
self.opacity = 255
self.back_opacity = 0
elsif $game_system.message_frame == 0
self.opacity = 255
self.back_opacity = 100
else
self.opacity = 0
self.back_opacity = 100
end
end
#--------------------------------------------------------------------------
# ● line_height
#--------------------------------------------------------------------------
# 返回値:行高
#--------------------------------------------------------------------------
def line_height
return 32
if self.contents.font.size >= 20 and self.contents.font.size <= 24
return 32
else
return self.contents.font.size * 15 / 10
end
end
#--------------------------------------------------------------------------
# ● 透过文字描画
#--------------------------------------------------------------------------
# target :描画対象。Bitmapクラスを指定。
# x :x座标
# y :y座标
# str :描画文字列
# opacity:透过率(0~255)
# 返回値 :文字幅(@x増加値)。
#--------------------------------------------------------------------------
def opacity_draw_text(target, x, y, str,opacity)
height = target.font.size
width = target.text_size(str).width
opacity = [[opacity, 0].max, 255].min
if opacity == 255
target.draw_text(x, y, width, height, str)
return width
else
if @opacity_text_buf.width < width or @opacity_text_buf.height < height
@opacity_text_buf.dispose
@opacity_text_buf = Bitmap.new(width, height)
else
@opacity_text_buf.clear
end
@opacity_text_buf.font.size = target.font.size
@opacity_text_buf.draw_text(0, 0, width, height, str)
target.blt(x, y, @opacity_text_buf, Rect.new(0, 0, width, height), opacity)
return width
end
end
def ruby_draw_text(target, x, y, str,opacity)
sizeback = target.font.size
target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
rubysize = [rubysize, 6].max
#==============================================================================
# ■ Window_Message
#------------------------------------------------------------------------------
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化状态
#--------------------------------------------------------------------------
def initialize
super(80, 304, 800, 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
self.active = false
self.index = -1
@popchar = -2
@alignment = true
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
#--------------------------------------------------------------------------
# ● 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
# 开放时间窗口
if @playtime_window != nil
@playtime_window.dispose
@playtime_window = nil
end
# 开放姓名窗口
if @name_window != nil
@name_window.dispose
@name_window = nil
end
if @name_airtext != nil
@name_airtext.dispose
@name_airtext = nil
end
# 开放角色图片
if @right_picture != nil and @right_keep == true
@right_picture.dispose
end
if @left_picture != nil and @left_keep == true
@left_picture.dispose
end
@face_bitmap = nil
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
# 初期化
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = Font.default_size
x = y = max_x = max_y = @indent = lines = 0
@left_keep = @right_keep = false
@face_indent = 0
@opacity = 255
@cursor_width = 0
face = nil
if $game_temp.choice_start == 0
x = 8
end
if $game_temp.message_text != nil
text = $game_temp.message_text
#——对齐设置
if (/\\([Aa])/.match(text))!=nil then
if $1 == "A"
@alignment = true
else
@alignment = false
end
text.gsub!(/\\([Aa])/) { "" }
end
#——头像设置
if (/\\([Ff])\[(.+?)\]/.match(text))!=nil then
face = "66rpg_" + $2 + "_f.png"
if $1 == "f" and $game_actors[$2.to_i] != nil
face = $game_actors[$2.to_i].battler_name + "_f.png"
end
if FileTest.exist?("Graphics/Battlers/#{face}")
@face_bitmap = Bitmap.new("Graphics/Battlers/#{face}")
if @alignment
x = @face_indent = 128
self.contents.blt(16, 16, @face_bitmap, Rect.new(0, 0, 96, 96))
else
self.contents.blt(self.contents.width - 112, 16, @face_bitmap,
Rect.new(0, 0, 96, 96))
end
else
face = nil
@face_bitmap = nil
end
text.gsub!(/\\([Ff])\[(.*?)\]/) { "" }
end
#——左半身像设置
if (/\\([Ll])\[(.+?)\]/.match(text))!=nil then
face = "66rpg_" + $2 + "_h.png"
if $1 == "l" and $game_actors[$2.to_i] != nil
face = $game_actors[$2.to_i].battler_name + "_h.png"
end
if $加密 == true
if @left_picture != nil
@left_picture.dispose
end
@left_picture = Sprite.new
@left_picture.bitmap = Bitmap.new("Graphics/battlers/#{face}")
@left_picture.y = 480-@left_picture.bitmap.height
@left_picture.x = 0
@left_picture.mirror = true
text.gsub!(/\\([Ll])\[(.*?)\]/) { "" }
else
if FileTest.exist?("Graphics/battlers/#{face}")
if @left_picture != nil
@left_picture.dispose
end
@left_picture = Sprite.new
@left_picture.bitmap = Bitmap.new("Graphics/battlers/#{face}")
@left_picture.y = 480-@left_picture.bitmap.height
@left_picture.x = 0
@left_picture.mirror = true
text.gsub!(/\\([Ll])\[(.*?)\]/) { "" }
end
end
end
#——右半身像设置
if (/\\([Rr])\[(.+?)\]/.match(text))!=nil then
face = "66rpg_" + $2 + "_h.png"
if $1 == "r" and $game_actors[$2.to_i] != nil
face = $game_actors[$2.to_i].battler_name + "_h.png"
end
if $加密 == true
if @right_picture != nil
@right_picture.dispose
end
@right_picture = Sprite.new
@right_picture.bitmap = Bitmap.new("Graphics/battlers/#{face}")
@right_picture.y = 480-@right_picture.bitmap.height
@right_picture.x = 640-@right_picture.bitmap.width
text.gsub!(/\\([Rr])\[(.*?)\]/) { "" }
else
if FileTest.exist?("Graphics/battlers/#{face}")
if @right_picture != nil
@right_picture.dispose
end
@right_picture = Sprite.new
@right_picture.bitmap = Bitmap.new("Graphics/battlers/#{face}")
@right_picture.y = 480-@right_picture.bitmap.height
@right_picture.x = 640-@right_picture.bitmap.width
text.gsub!(/\\([Rr])\[(.*?)\]/) { "" }
end
end
end
if (/\\[Rr]k/.match(text)) != nil
@right_keep = true
text.sub!(/\\[Rr]k/) { "" }
end
if (/\\[Ll]k/.match(text)) != nil
@left_keep = true
text.sub!(/\\[Ll]k/) { "" }
end
# 替换人物姓名
text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
# 显示人物姓名
name_window_set = false
if (/\\[Mm]([0-9]*?)\[(.+?)\]/.match(text)) != nil
name_window_set = true
if $1 == ""
color = 0
else
color = $1.to_i
end
if color >= 0 and color <= 7
name_color = color
end
name_text = $2
text.sub!(/\\[Mm]([0-9]*?)\[(.*?)\]/) { "" }
end
# 文字位置的判定
if (/\\[Pp]\[([-1,0-9]+)\]/.match(text))!=nil then
@popchar = $1.to_i
if @popchar == -1
x = @indent = 48
y = 4
end
text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
end
# 开始
begin
last_text = text.clone
text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
end until text == last_text
text.gsub!(/\\\\/) { "\000" }
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
text.gsub!(/\\[Tt]/) { "\003" }
text.gsub!(/\\[Uu]\[([0-9A-Fa-f]{6})\]/) { "\004[#{$1}]" }
text.gsub!(/\\[Ii]/) { "\023" }
text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
text.gsub!(/\\[Dd]\[([0-9]+)\]/) { "\027[#{$1}]" }
if @popchar >= 0
max_x = 0
max_y = 4
for i in 0..3
line = text.split(/\n/)[3-i]
max_y -= 1 if line == nil and max_y <= 4-i
next if line == nil
cx = contents.text_size(line).width
max_x = cx if cx > max_x
end
self.width = max_x + 48 + @face_indent
self.height = (max_y - 1) * 32 + 64
else
max_x = self.width - 32 - @face_indent
end
reset_window
if name_window_set
w = self.contents.text_size(name_text).width + 16
xn = @alignment ? self.x : self.x + self.width - w
yn = self.y >= 40 ? self.y - 40 : self.y + self.height
@name_window = Window_Name.new(xn, yn, w)
@name_window.z = self.z + 1
@name_airtext = Window_AirText.new(xn + 8, yn + 8, name_text, name_color)
@name_airtext.z = self.z + 2
end
while ((c = text.slice!(/./m)) != nil)
if c == "\000"
c = "\\"
end
if c == "\001"
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
next
end
if c == "\002"
if @gold_window == nil and @popchar <= 0
@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
next
end
if c == "\003"
if @playtime_window == nil and @popchar <=0
@playtime_window = Window_PlayTime.new
@playtime_window.x = 80
if $game_temp.in_battle
@playtime_window.y = 192
else
@playtime_window.y = self.y >= 128 ? 32 : 384
end
@playtime_window.opacity = self.opacity
@playtime_window.back_opacity = self.back_opacity
end
end
if c == "\004"
text.sub!(/\[([0-9A-Fa-f]{2})([0-9A-Fa-f]{2})([0-9A-Fa-f]{2})\]/, "")
self.contents.font.color = Color.new($1.to_i(16), $2.to_i(16), $3.to_i(16), 255)
next
end
if c == "\023"
@indent = x
next
end
if c == "\024"
text.sub!(/\[([0-9]+)\]/, "")
self.contents.font.color.alpha = [[0, $1.to_i].max, 255].min
next
end
if c == "\025"
text.sub!(/\[([0-9]+)\]/, "")
self.contents.font.size = [[$1.to_i, 6].max, 32].min
next
end
if c == "\026"
text.sub!(/\[([0-9]+)\]/, "")
x += $1.to_i
next
end
if c == "\027"
text.sub!(/\[([0-9]+)\]/, "")
x += $1.to_i * self.contents.font.size / 2
next
end
if c == "\030"
text.sub!(/\[(.*?)\]/, "")
self.contents.blt(x , y * line_height + 4, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
x += 24
next
end
if c == "\n"
if lines >= $game_temp.choice_start
@cursor_width = [@cursor_width, max_x - @face_indent].max
end
lines += 1
y += 1
x = 0 + @indent + @face_indent
if lines >= $game_temp.choice_start
x = 8 + @indent + @face_indent
end
next
end
# 描绘文字
self.contents.draw_text(x, line_height * 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
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
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
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
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
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
#--------------------------------------------------------------------------
# ● 获得字符
#--------------------------------------------------------------------------
def get_character(parameter)
case parameter
when 0
return $game_player
else
events = $game_map.events
return events == nil ? nil : events[parameter]
end
end
#--------------------------------------------------------------------------
# ● 设置窗口位置与不透明度
#--------------------------------------------------------------------------
def reset_window
# 判定
if @popchar >= 0
events = $game_map.events
if events != nil
character = get_character(@popchar)
x = [[character.screen_x - 0 - self.width / 2, 4].max, 636 - self.width].min
y = [[character.screen_y - 48 - self.height, 4].max, 476 - self.height].min
self.x = x
self.y = y
end
elsif @popchar == -1
self.x = -4
self.y = -4
self.width = 648
self.height = 488
else
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
self.x = 80
if @face_bitmap == nil
self.width = 480
else
self.width = 600
self.x -= 60
end
self.height = 160
end
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
if @face_bitmap != nil
if @alignment
self.contents.blt(16, 16, @face_bitmap, Rect.new(0, 0, 96, 96))
else
self.contents.blt(self.contents.width - 112, 16, @face_bitmap,
Rect.new(0, 0, 96, 96))
end
end
if @popchar == -1
self.opacity = 255
self.back_opacity = 0
elsif $game_system.message_frame == 0
self.opacity = 255
self.back_opacity = 160
else
self.opacity = 0
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# ● line_height
#--------------------------------------------------------------------------
# 返回値:行高
#--------------------------------------------------------------------------
def line_height
if self.contents.font.size >= 20 and self.contents.font.size <= 24
return 32
else
return self.contents.font.size * 15 / 10
end
end
#--------------------------------------------------------------------------
# ● \V 变换
#--------------------------------------------------------------------------
def convart_value(option, index)
option == nil ? option = "" : nil
option.downcase!
case option
when "i"
unless $data_items[index].name == nil
r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
end
when "w"
unless $data_weapons[index].name == nil
r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
end
when "a"
unless $data_armors[index].name == nil
r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
end
when "s"
unless $data_skills[index].name == nil
r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
end
else
r = $game_variables[index]
end
r == nil ? r = "" : nil
return r
end
#--------------------------------------------------------------------------
# ● 矩形更新
#--------------------------------------------------------------------------
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(4 + @indent + @face_indent, n * 32 + 4, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
end
#==============================================================================
# ■ Window_Name
#------------------------------------------------------------------------------
# 显示对话人姓名的窗口。
#==============================================================================
class Window_Name < Window_Base
#--------------------------------------------------------------------------
# ● 初始化窗口
#--------------------------------------------------------------------------
def initialize(x, y, width)
super(x, y, width, 40)
self.contents = nil
self.back_opacity = 160
end
end