#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#------------------------------------------------------------------------------
# 原版:趙雲
# 重制:RyanBern 2015.08.24
#------------------------------------------------------------------------------
# 更新记录:
# 2015.09.06 少许BUG修复,附加战斗场景对话效果
# 2015.11.05 修复临时更改字号功能
# 2015.11.13 增加更改姓名颜色的功能,修复显示 BUG
# 2016.01.19 增加大型半身像对话框设置,快捷方式设置
#==============================================================================
#——说明
# 使用时,要在Graphics文件夹下新建一个名为Faces的文件夹,用于存储头像
# 对话框的窗口素材可不必和系统窗口相同,请将对话框窗口素材放到
# Graphics/Windowskins文件夹下,并附上两个气泡箭头素材,用于指向说话者,
# 命名规则为“对话框窗口素材名-top”和“对话框窗口素材名-under”
# 然后在本脚本的设置区域修改。
# 默认为一个字一个字的方式,如果需要一次全部显示,
# 请在游戏中使用脚本:$game_system.typing = false
# 默认对话字没有声音,如果需要声音,
# 请在游戏中使用脚本:$game_system.soundname_on_speak = "这里输入文件名"
# 我唯一一个见过“胡乱配音”的游戏是天使帝国2代,该游戏说话的时候每个字符随机发一个外星语音
# 其他在对话中可以使用的功能:
# \n[1]:显示1号角色的姓名
# \name[李逍遥]:显示一个“李逍遥”方框,表示说话人姓名
# \nc[0-7]:更改姓名框颜色
# 非战斗时,\p功能可以自动调整对话框位置
# \p[1] :对话框出现在1号事件的上方
# \p[0] :主人公上方出现对话框
# \p[-1]:对话框出现在屏幕下方,这种特殊类型的对话框在有大型半身像时使用
#——————————————————使用\p功能后可以自动调整对话框大小
# 使用\p功能后,使用事件指令[更改文章选项]可更改对话框的位置
# [上] :对话框出现在说话者上方
# [下] :对话框出现在说话者下方
# [中] :对话框出现在屏幕正中
# 战斗时,\p功能有所变化
# \p[1]:对话框出现在ID为1的角色战斗图附近(这个角色必须是队伍中的成员)
# \p[1001]:对话框出现在Index为1的敌人战斗图附近--也就是说敌人的位置从
# 1001开始算起,1002则是代表Index为2的敌人。
# 战斗时使用\p指令+[更改文章选项]依然是有效的,但是如果不使用\p指令,那么
# 对话框则会一直出现在屏幕正上方。
# \\:显示"\"这个符号
# \v[1] :显示变量1
# \v[a1] :显示防具1
# \v[w1] :显示武器1
# \v[i1] :显示物品1
# \v[s1] :显示特技1
# \ic[001-Weapon01] : 显示图标"001-Weapon01.png"
# \c[0-7]:更改颜色
# \g:显示金钱窗口
# \a[SE文件名]:对话的时候播放SE
# \s[1-19]:更改弹字的速度
# \. :停顿一刹那(1、2帧)
# \| :停顿片刻(20帧)
# \> :文字不用打字方式
# \< :文字使用打字方式
# \! :等待玩家按回车再继续
# \~ :文字直接消失
# \I :下一行从这个位置开始
# \o[123]:文字透明度改为123,模拟将死之人(汗)
# \h[12]:改用12号字
# \b[50]:空50象素
# \K[今天天气不错]:在出现“今天天气不错”这几个字的时候播放$game_system.soundname_on_speak设置的音效
# \L[001]:在左边显示图片“Graphics/Faces/001.png”,并左右镜像反转
# \R[001]:在右边显示图片“Graphics/Faces/001.png”
#==============================================================================
# 设置区域
#==============================================================================
module RB
end
module RB::Mes_Config
# 主角名字字符缩写
Regex_Player_Name = /pn(\d+)/
# 字体大小
Size = 20
Mes_Windowskin = "01"
# 对话框窗口皮肤(不写为和系统皮肤相同)
# 最大行数(初值为 4,尽量不要修改,如果考虑合并选择项和文章,可以设置为 6 以上)
# 此最大行数仅在 \p 指令下有效,如果不使用 \p 指令那么对话框还是 4 行的高度
Max_Lines = 70
# 快捷指令,定义后,可以直接在文本框中输入快捷指令
# 定义方式为 快捷指令 => 完整指令 ,使用方式为 \sc[快捷指令]
# 注意,指令中通常包含反斜线'\',因此需要使用单引号的字符串,
# 或者用"\\"进行转义。下面是一个例子:
# 这样定义后,输入\sc[pn1]就等效为 \name[pn1]\r[L1]\p[-1]
Shortcuts = {
'pn1' => '\name[pn1]\r[L1]\p[-1]'
}
end
#==============================================================================
# ■ Game_System
#------------------------------------------------------------------------------
# 处理系统附属数据的类。也可执行诸如 BGM 管理之类的功能。本类的实例请参考
# $game_system 。
#==============================================================================
class Game_System
attr_accessor :typing
attr_accessor :soundname_on_speak
alias carol3_ini initialize
def initialize
carol3_ini
@typing = true
@soundname_on_speak = nil
end
end
$加密 = true
$refresh = {}
#==============================================================================
# ■ Window_Message
#------------------------------------------------------------------------------
# 修改的对话框类。
#==============================================================================
class Window_Message < Window_Selectable
include RB::Mes_Config
#--------------------------------------------------------------------------
# ● 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
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
if $game_system.soundname_on_speak == nil then
$game_system.soundname_on_speak = ""
end
self.windowskin = RPG::Cache.windowskin(Mes_Windowskin) if Mes_Windowskin != ""
@opacity_text_buf = Bitmap.new(32, 32)
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
$refresh["mess"] = false
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 = 9999
$game_temp.choice_max = 0
$game_temp.choice_cancel_type = 0
$game_temp.choice_proc = nil
$game_temp.num_input_start = 9999
$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
# 释放姓名窗口
if @name_window_text != nil
@name_window_text.dispose
@name_window_text = nil
end
# 释放右侧立绘
if @right_picture != nil
@right_picture.dispose
@right_picture = nil
end
# 释放左侧立绘
if @left_picture != nil
@left_picture.dispose
@left_picture = nil
end
# 释放姓名蓝条
if @bar != nil
@bar.bitmap.dispose
@bar.dispose
@bar = nil
end
# 释放气泡图标
if @k_tale != nil
@k_tale.dispose
@k_tale = nil
end
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
$refresh["mess"] = true
# 初期化
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = Size
@x = @y = @max_x = @max_y = @indent = @lines = 0
@face_indent = 0
@opacity = 255
@cursor_width = 0
@write_speed = 1
@write_wait = 0
@mid_stop = false
@popchar = -2
if $game_temp.choice_start == 0
@x = 8
end
if $game_temp.message_text != nil
@now_text = $game_temp.message_text
# Shortcuts 预处理
@now_text.gsub!(/\\sc\[(.*?)\]/) { Shortcuts[$1] || "" }
#——左半身像设置
if (/\\[Ll]\[(.+?)\]/.match(@now_text)) != nil then
[url=home.php?mod=space&uid=84331]@face[/url] = $1
if $加密 == true
if @left_picture != nil
@left_picture.dispose
end
@left_picture = Sprite.new
@left_picture.bitmap = Bitmap.new(96,112)
@left_picture.bitmap.blt(0,0,Bitmap.new("Graphics/Faces/#{@face.split('?')[0]}"),
Rect.new(@face.split('?')[1].to_i%4 * 96, @face.split('?')[1].to_i/4 * 96, 96, 96))
@left_picture.y = 480 -96-24
@left_picture.x = 0
@left_picture.mirror = true
@x = @face_indent = @left_picture.bitmap.width
@now_text.gsub!(/\\[Ll]\[(.*?)\]/) { "" }
else
if FileTest.exist?("Graphics/Faces/#{@face.split('?')[0]}")
if @left_picture != nil
@left_picture.dispose
end
@left_picture = Sprite.new
#@left_picture.bitmap = Bitmap.new("Graphics/Faces/#{@face.split('?')[0]}")
@left_picture.bitmap = Bitmap.new(96,96)
@left_picture.bitmap.blt(0,0,Bitmap.new("Graphics/Faces/#{@face.split('?')[0]}"),
Rect.new(@face.split('?')[1].to_i%4 * 96, @face.split('?')[1].to_i/4 * 96, 96, 96))
#Rect.new(@face.split('?')[1].to_i%4 * 96, @face.split('?')[1].to_i/4 * 96, 96, 96))
@left_picture.y = 480 - @left_picture.bitmap.height-24
@left_picture.x = 0
@left_picture.mirror = true
@now_text.gsub!(/\\[Ll]\[(.*?)\]/) { "" }
end
end
end
#——右半身像设置
if (/\\[Rr]\[(.+?)\]/.match(@now_text))!=nil then
@face = $1
if $加密 == true
if @right_picture != nil
@right_picture.dispose
end
@right_picture = Sprite.new
# @right_picture.bitmap = Bitmap.new("Graphics/Faces/#{@face.split('?')[0]}")
@right_picture.bitmap = Bitmap.new(96,96)
@right_picture.bitmap.blt(0,0,Bitmap.new("Graphics/Faces/#{@face.split('?')[0]}"),
Rect.new(@face.split('?')[1].to_i%4 * 96, @face.split('?')[1].to_i/4 * 96, 96, 96))
# @right_picture.y = 480 - @right_picture.bitmap.height
# @right_picture.x = 640 - @right_picture.bitmap.width
@now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "" }
else
if FileTest.exist?("Graphics/Faces/#{@face}")
if @right_picture != nil
@right_picture.dispose
end
@right_picture = Sprite.new
@right_picture.bitmap = Bitmap.new("Graphics/Faces/#{@face}")
@right_picture.y = 480 - @right_picture.bitmap.height
@right_picture.x = 640 - @right_picture.bitmap.width
@now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "" }
end
end
end
# 显示人物姓名
name_window_set = false
if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
name_window_set = true
name_text = $1
if Regex_Player_Name =~ name_text
name_text = $game_actors[$1.to_i].name
end
@now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
end
# 人物姓名颜色
name_color = text_color(0)
if (/\\[Nn]c\[(\d+)\]/.match(@now_text)) != nil
name_color = text_color($1.to_i)
@now_text.sub!(/\\[Nn]c\[(\d+)\]/) { "" }
end
# 文字位置的判定
if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text)) != nil then
@popchar = $1.to_i
@now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
end
# 开始替换文字(\v)
begin
last_text = @now_text.clone
@now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
end until @now_text == last_text
# 替换控制码
@now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
@now_text.gsub!(/\\\\/) { "\000" }
@now_text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
@now_text.gsub!(/\\[Gg]/) { "\002" }
@now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
@now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
@now_text.gsub!(/\\[.]/) { "\005" }
@now_text.gsub!(/\\[|]/) { "\006" }
@now_text.gsub!(/\\[Ii]c\[(.*?)\]/) { "\030[#{$1}] "}
@now_text.gsub!(/\\[>]/) { "\016" }
@now_text.gsub!(/\\[<]/) { "\017" }
@now_text.gsub!(/\\[!]/) { "\020" }
@now_text.gsub!(/\\[~]/) { "\021" }
@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}]" }
# \p 的情况下调整文字大小
if @popchar >= 0
@text_save = @now_text.clone
process_real_text
@max_x = name_window_set ? contents.text_size(name_text).width : 0
@max_y = Max_Lines
for i in 0...Max_Lines
line = @text_save.split(/\n/)[Max_Lines-i-1]
@max_y -= 1 if line == nil && @max_y <= Max_Lines - i
next if line == nil
contents.font.size = Size
cx = contents.text_size(line).width
@max_x = cx if cx > @max_x
end
if @right_picture != nil && !@right_picture.disposed?
self.width = @max_x + 48 + @face_indent + @right_picture.bitmap.width
else
self.width = @max_x + 48 + @face_indent
end
if $game_temp.num_input_variable_id > 0
self.height = (@max_y - 1) * line_height + 96
else
self.height = (@max_y - 1) * line_height + 64
end
else
@max_x = self.width - 32 - @face_indent
end
reset_window
# 如果设置了姓名框
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
x = self.x + off_x + 4
y = self.y + off_y
@name_window_text = Air_Text.new(self.x + @face_indent+4+8, self.y+16, name_text, name_color)
@name_window_text.z = self.z + 2
@bar = Sprite.new
@bar.bitmap = Bitmap.new(self.width, 24)
@bar.x = self.x + 8+100
@bar.y = self.y + 16
@bar.z = self.z + 2
@bar.bitmap.fill_rect(0,0,self.width-16-100,24,Color.new(120,180,250,80))
end
end
reset_window
# 如果选择项被设置
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
# 如果数值输入被设置
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 + @face_indent
@input_number_window.y = self.y + 8 + $game_temp.num_input_start * line_height
end
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
def update
super
# 使用默认窗口外观的情况下,如果窗口的外关被变更了、再设置
if $game_system.windowskin_name != @windowskin_name && Mes_Windowskin == ""
@windowskin_name = $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(@windowskin_name)
end
# 如果设置了气泡图标
if @k_tale != nil && @k_tale.visible && !$game_temp.in_battle
character = get_character(@popchar)
x = [[character.screen_x - self.width / 2, 4].max, 636 - self.width].min
if $game_system.message_position == 2
y = [[character.screen_y + 16, 4].max, 476 - self.height].min
elsif $game_system.message_position == 0
y = [[character.screen_y - process_y_shift(character) - self.height, 4].max, 476 - self.height].min
end
self.x = x
self.y = y
# 设置气泡图标坐标
@k_tale.x = ( character.real_x - $game_map.display_x + 64 ) * 32 / 128 - 16
if $game_system.message_position == 2
@k_tale.y = self.y - 16
elsif $game_system.message_position == 0
@k_tale.y = self.y + self.height - 16
end
# 设置左侧立绘坐标
if @left_picture != nil and !@left_picture.disposed?
@left_picture.x = x + 8
@left_picture.y = y - @left_picture.bitmap.height + self.height - 8
end
# 设置右侧立绘坐标
if @right_picture != nil and !@right_picture.disposed?
@right_picture.x = x+[email]self.width-@right_picture.bitmap.width[/email]-8
@right_picture.y = y - @right_picture.bitmap.height + self.height - 8
end
# 设置姓名空气文字坐标
if @name_window_text != nil
@name_window_text.x = self.x + @face_indent - 4
@name_window_text.y = self.y
end
# 设置姓名蓝条坐标
if @bar != nil
@bar.x = self.x + 8
@bar.y = self.y + 16
end
end
# 淡入中的情况下
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
if Input.press?(Input::CTRL)
self.contents_opacity = 255
@fade_in = false
end
return
end
@now_text = nil if @now_text == ""
# 逐个描绘文字
if @now_text != nil and @mid_stop == false
if @write_wait > 0
@write_wait -= 1
return
end
if Input.press?(Input::CTRL)
text_not_skip = false
else
text_not_skip = $game_system.typing
end
while true
@max_x = @x if @max_x < @x
@max_y = @y if @max_y < @y
# 处理字符
if (c = @now_text.slice!(/./m)) != nil
# \\的情况下
if c == "\000"
c = "\\"
end
# \c的情况下
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
# \g的情况下
if c == "\002"
if @gold_window == nil && @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
# \s的情况下
if c == "\003"
@now_text.sub!(/\[([0-9]+)\]/, "")
speed = $1.to_i
if speed >= 0 and speed <= 19
@write_speed = speed
end
c = ""
end
# \a的情况下
if c == "\004"
@now_text.sub!(/\[(.*?)\]/, "")
buftxt = $1.dup.to_s
if buftxt.match(/\//) == nil && buftxt != "" then
$game_system.soundname_on_speak = "Audio/SE/" + buftxt
else
$game_system.soundname_on_speak = buftxt.dup
end
c = ""
end
# \.的情况下
if c == "\005"
@write_wait += 5
c = ""
end
# \|的情况下
if c == "\006"
@write_wait += 20
c = ""
end
# \>的情况下
if c == "\016"
text_not_skip = false
c = ""
end
# \<的情况下
if c == "\017"
text_not_skip = true
c = ""
end
# \!的情况下
if c == "\020"
@mid_stop = true
c = ""
end
# \~的情况下
if c == "\021"
terminate_message
return
end
# \i的情况下
if c == "\023"
@indent = @x
c = ""
end
# \o的情况下
if c == "\024"
@now_text.sub!(/\[([0-9]+)\]/, "")
@opacity = $1.to_i
c = ""
end
# \h的情况下
if c == "\025"
@now_text.sub!(/\[([0-9]+)\]/, "")
self.contents.font.size = [[$1.to_i, 6].max, 32].min
c = ""
end
# \b的情况下
if c == "\026"
@now_text.sub!(/\[([0-9]+)\]/, "")
@x += $1.to_i
c = ""
end
# \k的情况下
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
# 图标的情况
if c == "\030"
@now_text.sub!(/\[(.*?)\]/, "")
self.contents.blt(@x , @y * line_height + (line_height - 32) / 2, RPG::Cache.icon($1), Rect.new(0, 0, 32, 32))
if $game_system.soundname_on_speak != ""
Audio.se_play($game_system.soundname_on_speak)
end
@x += 24
c = ""
end
# 另起一行的情况下
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) / 2, 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
# 終了判定
if text_not_skip
break
end
end
@write_wait += @write_speed
return
end
# 数值输入的处理
if @input_number_window != nil
@input_number_window.update
# 确认
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
# 文章显示中的情况下
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 && $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) || Input.press?(Input::CTRL)
# 释放气泡图标
if @k_tale != nil
@k_tale.dispose
@k_tale = nil
end
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
#--------------------------------------------------------------------------
# ● 预览实际描绘内容(计算窗口宽用)
#--------------------------------------------------------------------------
# 实际对 @text_save 进行操作
# 此方法用于去除某些控制码引起窗口过长的影响
#--------------------------------------------------------------------------
def process_real_text
return if @text_save.nil?
regex = /[\001-\006\016\017\020\021\024](\[.*?\]){0,1}/
regex30 = /\030\[.*?\]/
@text_save.gsub!(regex, "")
@text_save.gsub!(regex30, " ")
end
#--------------------------------------------------------------------------
# ● 获得角色(\p功能)
#--------------------------------------------------------------------------
def get_character(parameter)
case parameter
when 0
return $game_player
else
events = $game_map.events
return events == nil ? nil : events[parameter]
end
end
#--------------------------------------------------------------------------
# ● 获得战斗者(\p功能,此功能仅在战斗中有效)
#--------------------------------------------------------------------------
# parameter : 1-999 表示主角 ID,1001-1008 表示索引为1-8的各个敌人
#--------------------------------------------------------------------------
def get_battler(parameter)
if parameter < 1000
return $game_actors[parameter]
else
return $game_troop.enemies[parameter - 1001]
end
end
#--------------------------------------------------------------------------
# ● 计算 y 偏移量(\p功能,这是考虑到不同战斗图/行走图的高度不同)
#--------------------------------------------------------------------------
# character : 角色/战斗者
#--------------------------------------------------------------------------
def process_y_shift(character)
rate = character.is_a?(Game_Battler) ? 1 : 4
bmp = character.is_a?(Game_Battler) ?
RPG::Cache.battler(character.battler_name, character.battler_hue) :
RPG::Cache.character(character.character_name, character.character_hue)
return bmp.height / rate + 16
end
#--------------------------------------------------------------------------
# ● 重置窗口(位置,不透明度)
#--------------------------------------------------------------------------
def reset_window
# 判定
if @k_tale != nil
@k_tale.dispose
@k_tale = nil
end
# 如果使用了 \p 设置位置
if @popchar >= 0
character = $game_temp.in_battle ? get_battler(@popchar) : get_character(@popchar)
if character != nil
x = [[character.screen_x - self.width / 2, 4].max, 636 - self.width].min
if $game_system.message_position == 2
y = [[character.screen_y + 16, 4].max, 476 - self.height].min
elsif $game_system.message_position == 0
y = [[character.screen_y - process_y_shift(character) - self.height, 4].max, 476 - self.height].min
else
x = 320 - self.width / 2
y = 240 - self.height / 2
end
self.x = x
self.y = y
# 设置气泡图标
@k_tale = Sprite.new
k_tale_filename = Mes_Windowskin == "" ? $game_system.windowskin_name : Mes_Windowskin
suffix = $game_system.message_position == 2 ? "-under" : "-top"
@k_tale.bitmap = RPG::Cache.windowskin(k_tale_filename + suffix)
@k_tale.x = character.is_a?(Game_Character) ?
( character.real_x - $game_map.display_x + 64 ) * 32 / 128 - 16 :
character.screen_x
if $game_system.message_position == 2
@k_tale.y = self.y - 16
elsif $game_system.message_position == 0
@k_tale.y = self.y + self.height - 16
else
@k_tale.visible = false
end
@k_tale.z = 9999
end
elsif @popchar == -1
self.x = 0
self.width = 640
self.height = 64 + line_height * 3
self.y = 480 - self.height
else # 无 \p 的情况下
# 处于战斗中时
if $game_temp.in_battle
self.y = 16
else
# 显示文章位置的分支
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
self.width = 480 * 0.8
self.height = 64 + line_height * 3
self.x = 320 - self.width / 2
end # of @popchar >= 0
# 设置左侧立绘
if @left_picture != nil and !@left_picture.disposed?
@left_picture.x = self.x + 8
@left_picture.y = self.y - @left_picture.bitmap.height + self.height - 8
@left_picture.z = self.z + 4
end
# 设置右侧立绘
if @right_picture != nil and !@right_picture.disposed?
@right_picture.x = self.x + self.width - @right_picture.bitmap.width - 8
@right_picture.y = self.y - @right_picture.bitmap.height + self.height - 8
@right_picture.z = self.z + 4
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.size = Size
# 设置不透明度
if $game_system.message_frame == 0
self.opacity = 255
self.back_opacity = 200
else
self.opacity = 0
self.back_opacity = 200
end
end
#--------------------------------------------------------------------------
# ● line_height
#--------------------------------------------------------------------------
# 返回值 : 行高
#--------------------------------------------------------------------------
def line_height
return [[Size * 15 / 10, 18].max, 32].min
end
#--------------------------------------------------------------------------
# ● 文字描画
#--------------------------------------------------------------------------
# target :描绘的目标 bitmap 对象
# x :x 坐标
# y :y 坐标
# str :描绘的文字
# opacity:不透明度(0~255)
# 返回值 :文字宽度(@x 的增加值)。
#--------------------------------------------------------------------------
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
opacity = [[opacity, 0].max, 255].min
split_s = str.split(/,/)
split_s[0] == nil ? split_s[0] = "" : nil
split_s[1] == nil ? split_s[1] = "" : nil
height = sizeback + rubysize
width = target.text_size(split_s[0]).width
target.font.size = rubysize
ruby_width = target.text_size(split_s[1]).width
target.font.size = sizeback
buf_width = [target.text_size(split_s[0]).width, ruby_width].max
width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0
if opacity == 255
target.font.size = rubysize
target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
target.font.size = sizeback
target.draw_text(x, y, width, target.font.size, split_s[0])
return width
else
if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
@opacity_text_buf.dispose
@opacity_text_buf = Bitmap.new(buf_width, height)
else
@opacity_text_buf.clear
end
@opacity_text_buf.font.size = rubysize
@opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
@opacity_text_buf.font.size = sizeback
@opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
if sub_x >= 0
target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
else
target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
end
return width
end
end
#--------------------------------------------------------------------------
# ● \V 变换
#--------------------------------------------------------------------------
# option : 选项,'i'物品,'w'武器,'a'防具,'s'技能
# index : 数据库的索引
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
terminate_message
unless @opacity_text_buf.disposed?
@opacity_text_buf.dispose
end
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(4 + @indent + @face_indent, n * line_height, @cursor_width, line_height)
else
self.cursor_rect.empty
end
end
end
#==============================================================================
# ■ Air_Text
#------------------------------------------------------------------------------
# 空气文字,借助窗口显示文字,但是不显示窗口载体。
#==============================================================================
class Air_Text < Window_Base
#--------------------------------------------------------------------------
# ● 对象初始化
#--------------------------------------------------------------------------
def initialize(x, y, designate_text, color)
super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity = 0
self.back_opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.size = 20
self.contents.font.color = color
w = self.contents.width
h = self.contents.height
self.contents.draw_text(0, 0, w, h, designate_text)
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
self.contents.clear
super
end
end
class Interpreter
#--------------------------------------------------------------------------
# ● 显示文章
#--------------------------------------------------------------------------
def command_101
# 另外的文章已经设置过 message_text 的情况下
if $game_temp.message_text != nil
# 结束
return false
end
# 设置信息结束后待机和返回调用标志
@message_waiting = true
$game_temp.message_proc = Proc.new { @message_waiting = false }
# message_text 设置为 1 行
$game_temp.message_text = @list[@index].parameters[0] + "\n"
line_count = 1
# 循环
loop do
# 下一个事件指令为文章两行以上的情况
if @list[@index+1].code == 401
# message_text 添加到第 2 行以下
$game_temp.message_text += @list[@index+1].parameters[0] + "\n"
line_count += 1
# 事件指令不在文章两行以下的情况
else
# 下一个事件指令为显示选择项的情况下
if @list[@index+1].code == 102
# 如果选择项能收纳在画面里
if @list[@index+1].parameters[0].size <= Window_Message::Max_Lines - line_count
# 推进索引
@index += 1
# 设置选择项
$game_temp.choice_start = line_count
setup_choices(@list[@index].parameters)
end
# 下一个事件指令为处理输入数值的情况下
elsif @list[@index+1].code == 103
# 如果数值输入窗口能收纳在画面里
if line_count < Window_Message::Max_Lines
# 推进索引
@index += 1
# 设置输入数值
$game_temp.num_input_start = line_count
$game_temp.num_input_variable_id = @list[@index].parameters[0]
$game_temp.num_input_digits_max = @list[@index].parameters[1]
end
end
# 继续
return true
end
# 推进索引
@index += 1
end
end
end
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================