Project1
标题:
显示头像的RGSS in Window_Message
[打印本页]
作者:
mosluce
时间:
2007-6-8 19:24
标题:
显示头像的RGSS in Window_Message
#==============================================================================
# ■ Window_Message
#------------------------------------------------------------------------------
# 顯示文字訊息的視窗。
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化狀態
#--------------------------------------------------------------------------
def initialize
super(144, 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
end
#--------------------------------------------------------------------------
# ● 釋放
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# ● 處理訊息結束
#--------------------------------------------------------------------------
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
# 清除顯示中標誌
@contents_showing = false
# 呼叫訊息取用
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
# 清除文字、選擇項目、輸入數值的相關變量
$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
# 釋放金錢視窗
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
# 釋放显示头像
if @face_back != nil
@face_back.dispose
@face_back = nil
@face.dispose
@face = nil
end
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
x = y = 0
@cursor_width = 0
# 到選擇項目的下一行字
if $game_temp.choice_start == 0
x = 8
end
# 有等待顯示文字的情況下
if $game_temp.message_text != nil
text = $game_temp.message_text
# 限制文字處理
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
# 為了方便、將 "\\\\" 變換為 "\000"
text.gsub!(/\\\\/) { "\000" }
# "\\C" 變為 "\001" 、"\\G" 變為 "\002"
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
text.gsub!(/\\[Ff]\[([0-9]+)\]/) { "\003[#{$1}]" }
# c 取得 1 個字 (如果不能取得文字就循環)
while ((c = text.slice!(/./m)) != nil)
# \\ 的情況下
if c == "\000"
# 還原為本來的文字
c = "\\"
end
# \C[n] 的情況下
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 的情況下
if c == "\002"
# 製作金錢視窗
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
# \F 的情況下
if c == "\003"
# 顯示臉圖
if @face == nil
@face_back = Window_Base.new(16,304,128,160)
@face_back.back_opacity = 160
@face_back.z = 4
case $game_system.message_position
when 0
@face_back.y = 16
when 1
@face_back.y = 160
when 2
@face_back.y = 304
end
text.sub!(/\[([0-9]+)\]/, "")
@face_num = $1.to_i
@face_str = "Graphics/Pictures/head/"+@face_num.to_s(10)+".png"
@face = Sprite.new
@face.bitmap = Bitmap.new(@face_str)
@face.x = @face_back.x
@face.y = @face_back.y
@face.z = 5
end
# 下面的文字
next
end
# 另起一行文字的情況下
if c == "\n"
# 更新選擇項目及游標的高度
if y >= $game_temp.choice_start
@cursor_width = [@cursor_width, x].max
end
# y 加 1
y += 1
x = 0
# 移動到選擇項目的下一行
if y >= $game_temp.choice_start
x = 8
end
# 下面的文字
next
end
# 描繪文字
self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
# x 為要描繪文字的加法運算
x += self.contents.text_size(c).width
end
end
# 選擇項目的情況
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
# 輸入數值的情況
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
#--------------------------------------------------------------------------
# ● 設定視窗位置與不透明度
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 更新畫面
#--------------------------------------------------------------------------
def update
super
# 轉變的情況下
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
# 輸入數值的情況下
if @input_number_window != nil
@input_number_window.update
# 確定
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
# 釋放輸入數值的視窗
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
# 顯示訊息中的情況下
if @contents_showing
# 如果不是在顯示選擇項目中就顯示暫停標誌
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
# 確定
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
# 在轉變以外的狀態下有等待顯示的訊息與選擇項目的場合
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
# 沒有可以顯示的訊息、但是視窗為可見的情況下
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
#--------------------------------------------------------------------------
# ● 更新游標矩形
#--------------------------------------------------------------------------
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
#============以下非程式碼=============
好不容易弄出來了...但是總覺得...臉的交換...有點突兀...
想請教高手該怎麼處理比較好
#============使用說明=============
請在Graphics/Pictures/
增加head資料夾
然後圖檔以 "數字.png" 命名
\f[數字] 即可呼叫出該圖檔
作者:
mosluce
时间:
2007-6-8 19:24
标题:
显示头像的RGSS in Window_Message
#==============================================================================
# ■ Window_Message
#------------------------------------------------------------------------------
# 顯示文字訊息的視窗。
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化狀態
#--------------------------------------------------------------------------
def initialize
super(144, 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
end
#--------------------------------------------------------------------------
# ● 釋放
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# ● 處理訊息結束
#--------------------------------------------------------------------------
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
# 清除顯示中標誌
@contents_showing = false
# 呼叫訊息取用
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
# 清除文字、選擇項目、輸入數值的相關變量
$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
# 釋放金錢視窗
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
# 釋放显示头像
if @face_back != nil
@face_back.dispose
@face_back = nil
@face.dispose
@face = nil
end
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
x = y = 0
@cursor_width = 0
# 到選擇項目的下一行字
if $game_temp.choice_start == 0
x = 8
end
# 有等待顯示文字的情況下
if $game_temp.message_text != nil
text = $game_temp.message_text
# 限制文字處理
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
# 為了方便、將 "\\\\" 變換為 "\000"
text.gsub!(/\\\\/) { "\000" }
# "\\C" 變為 "\001" 、"\\G" 變為 "\002"
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
text.gsub!(/\\[Ff]\[([0-9]+)\]/) { "\003[#{$1}]" }
# c 取得 1 個字 (如果不能取得文字就循環)
while ((c = text.slice!(/./m)) != nil)
# \\ 的情況下
if c == "\000"
# 還原為本來的文字
c = "\\"
end
# \C[n] 的情況下
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 的情況下
if c == "\002"
# 製作金錢視窗
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
# \F 的情況下
if c == "\003"
# 顯示臉圖
if @face == nil
@face_back = Window_Base.new(16,304,128,160)
@face_back.back_opacity = 160
@face_back.z = 4
case $game_system.message_position
when 0
@face_back.y = 16
when 1
@face_back.y = 160
when 2
@face_back.y = 304
end
text.sub!(/\[([0-9]+)\]/, "")
@face_num = $1.to_i
@face_str = "Graphics/Pictures/head/"+@face_num.to_s(10)+".png"
@face = Sprite.new
@face.bitmap = Bitmap.new(@face_str)
@face.x = @face_back.x
@face.y = @face_back.y
@face.z = 5
end
# 下面的文字
next
end
# 另起一行文字的情況下
if c == "\n"
# 更新選擇項目及游標的高度
if y >= $game_temp.choice_start
@cursor_width = [@cursor_width, x].max
end
# y 加 1
y += 1
x = 0
# 移動到選擇項目的下一行
if y >= $game_temp.choice_start
x = 8
end
# 下面的文字
next
end
# 描繪文字
self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
# x 為要描繪文字的加法運算
x += self.contents.text_size(c).width
end
end
# 選擇項目的情況
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
# 輸入數值的情況
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
#--------------------------------------------------------------------------
# ● 設定視窗位置與不透明度
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 更新畫面
#--------------------------------------------------------------------------
def update
super
# 轉變的情況下
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
# 輸入數值的情況下
if @input_number_window != nil
@input_number_window.update
# 確定
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
# 釋放輸入數值的視窗
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
# 顯示訊息中的情況下
if @contents_showing
# 如果不是在顯示選擇項目中就顯示暫停標誌
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
# 確定
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
# 在轉變以外的狀態下有等待顯示的訊息與選擇項目的場合
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
# 沒有可以顯示的訊息、但是視窗為可見的情況下
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
#--------------------------------------------------------------------------
# ● 更新游標矩形
#--------------------------------------------------------------------------
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
#============以下非程式碼=============
好不容易弄出來了...但是總覺得...臉的交換...有點突兀...
想請教高手該怎麼處理比較好
#============使用說明=============
請在Graphics/Pictures/
增加head資料夾
然後圖檔以 "數字.png" 命名
\f[數字] 即可呼叫出該圖檔
作者:
meigo
时间:
2007-6-9 11:32
这个脚本做啥用的?
作者:
gpra8764
时间:
2007-6-9 19:25
提示:
作者被禁止或删除 内容自动屏蔽
作者:
鐘聲
时间:
2007-6-9 21:18
提示:
作者被禁止或删除 内容自动屏蔽
作者:
轮回者
时间:
2007-6-10 00:50
楼主可以参看FUKI等文章显示脚本,
或许会有所收获.
作者:
mosluce
时间:
2007-6-10 06:40
好的~~~!!
今天才剛剛弄懂super的意思!
我想可以再研究一段時間!
有問題我會再度發問的~
請大家多多指教
欢迎光临 Project1 (https://rpg.blue/)
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