Project1
标题:
关于对话框的问题
[打印本页]
作者:
冰之幻境
时间:
2008-5-21 03:18
提示:
作者被禁止或删除 内容自动屏蔽
作者:
幽月
时间:
2008-5-21 03:20
提示:
作者被禁止或删除 内容自动屏蔽
作者:
redant
时间:
2008-5-21 03:42
人物头像的显示方法是用公共事件的么? 如果是的话 在公共事件
显示图片那里 右键 编辑 直接指定的 坐标 更改就行
(下面的没试过,应该吧)如果是66整合的MESSAGE的话 左边的 貌似在230行左右 也是更改XY
作者:
冰之幻境
时间:
2008-5-21 03:44
提示:
作者被禁止或删除 内容自动屏蔽
作者:
冰之幻境
时间:
2008-5-21 04:08
提示:
作者被禁止或删除 内容自动屏蔽
作者:
身之察察
时间:
2008-5-21 05:44
Window_Message第12行 super(80, 304, 480, 160)
你把80改大试试
另外,如果你觉得对话框挡住了图不好,也可以试试让图挡住对话框
看http://rpg.blue/web/htm/news301.htm
的1.d)
作者:
冰之幻境
时间:
2008-5-21 12:54
提示:
作者被禁止或删除 内容自动屏蔽
作者:
lan眼泪
时间:
2008-5-21 14:58
直接删除你原来的Window_Message
把这个我修改合成过的带头像边框+蹦字的脚本复制到原来的地方。
如果用了对话框加强,里面也要改下,道理一样,看这个脚本应该能明白。
#脚本功能:蹦字文章
#使用方法:替换Window_Message类,其中打####的行是我修改过的,具体内容可以参看注释
#效果:变为类似RM2003的对话效果,一个字一个字蹦
#版权:未知,有任何版权纠纷,本站不负任何责任。
class Window_Message < Window_Selectable
# ------------------------------------
def initialize
super(80, 304, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9998
@update_text = true
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
#############################################################################
@wait_count = 0
#############################################################################
self.active = false
self.index = -1
end
# ------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
# ------------------------------------
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
@update_text = true
@contents_showing = false
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
$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
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
end
# ------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
@x = @y = 0
@cursor_width = 0
if $game_temp.choice_start == 0
@x = 8
end
if $game_temp.message_text != nil
@text = $game_temp.message_text
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
@text.gsub!(/\\\\/) { "\000" }
@text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
@text.gsub!(/\\[Gg]/) { "\002" }
end
end
# ------------------------------------
def reset_window
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0
self.y = 16
when 1
self.y = 160
when 2
self.y = 304
###########################################################################
when 3 #放头像处,也就是下面事件引用的地方。
self.x = 160
###########################################################################
end
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = 160
end
# ------------------------------------
def update_text
if @text != nil
#############################################################################
@wait_count = 1 #此处修改字的弹出速度,改为0为每桢一个字,2为每3桢一个字,越大越慢.一样,不想要蹦,自己删掉。
#############################################################################
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
end
if c == "\002"
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
next
end
if c == "\n"
if @y >= $game_temp.choice_start
@cursor_width = [@cursor_width, @x].max
end
@y += 1
@x = 0
if @y >= $game_temp.choice_start
@x = 8
end
next
end
self.contents.draw_text(4 + @x, 32 * @y, 40, 32, c)
@x += self.contents.text_size(c).width
#############################################################################
#Audio.se_play("Audio/SE/032-Switch01",100,100) #去掉[#]可以有声效,也可自定义声效
#############################################################################
return
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
@update_text = false #??
end
# ------------------------------------
def update
super
if @fade_in
self.contents_opacity = 255
if @input_number_window != nil
@input_number_window.contents_opacity = 255
end
if self.contents_opacity == 255
@fade_in = false
end
end
if @input_number_window != nil
@input_number_window.update
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 @update_text
if @wait_count == 0
update_text
return
else
@wait_count -=1
return
end
end
#############################################################################
if $game_temp.choice_max == 0
self.pause = true
end
if self.pause == true && Input.dir4 != 0
terminate_message
end
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
terminate_message if self.pause == true
end
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
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
if self.visible
@fade_out = true
self.opacity = 0
if self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
end
# ------------------------------------
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
之后在游戏刚开始的时候用事件编辑打一下面脚本,自动运行,独立开关A空事件,跳到A情况。
$game_system.message_position = 3
复制代码
到此边框已经调整完毕。
效果图
[LINE]1,#dddddd[/LINE]
系统信息:本贴由楼主认可为正确答案,66RPG感谢您的热情解答~
欢迎光临 Project1 (https://rpg.blue/)
Powered by Discuz! X3.1