看来只能按夏季冰川的办法了~ |
就这个脚本啊~#============================================================================== # (新)显示NPC名和图标 v1.04 by 沉影不器 #------------------------------------------------------------------------------ # 功能: 在指定NPC头上显示名/图标,比如有任务的NPC头上多一个提示图标 # 使用方法: # ① 在事件页里任意位置(默认第一行)加注释,格式为: # npc=名称,名称颜色 例: npc = 无敌将军,3 # 大小写不限,名称颜色指text_color编号 # # ② 需要显示图标的事件,在注释任意位置增加/i[图标序号],大小写不限 # ③ 参数设定在脚本第15-20行 # ④ 全局控制是否显示 NPC 名,当脚本第23行指定的开关打开时显示 # 默认第10号开关 #============================================================================== # 参数设定 #============================================================================== module NPC ALL_LIST = false # 是否支持事件页任意位置读取NPC注释 NAME_FONT = "黑体" # 名称字体 NAME_SIZE = 14 # 名称字号 NAME_COLOR = 0 # 名称字色(text_color编号) NAME_SHADOW = true # 名称字体阴影 NAME_WIDTH = 120 # 名称最大宽度 PLAYER_NAME = true # 是否显示主角名 NAME_SWITCH = 42 # 全局控制是否显示NPC名的开关序号 end class String #------------------------------------------------------------------------- # ○ 读取注释 # section : 字段名 # ignore_caps : 忽略大小写(仅字段名) #------------------------------------------------------------------------- def read_note(section, ignore_caps = true) result = '' # 忽略大小写时,全部转大写 section.upcase! if ignore_caps # 转symbol方便比较 s = section.to_sym self.each_line{|line| temp = line.split(/=/) # 去掉干扰字符 temp.each {|i| i.strip!} temp[0].upcase! if ignore_caps if temp[0].to_sym == s unless temp[1] == nil result = temp[1] end # 如果希望同名字段值覆盖前面的字段,去掉下一行 break end } return result end end #============================================================================== # ■ Game_Character #============================================================================== class Game_Character #-------------------------------------------------------------------------- # ◎ 定义实例变量 #-------------------------------------------------------------------------- attr_accessor :npcname # NPC名 attr_accessor :npcicon # NPC图标 #-------------------------------------------------------------------------- # ◎ 初始化对象 #-------------------------------------------------------------------------- alias character_ini initialize def initialize character_ini @npcname = "" @npcicon = -1 end end #============================================================================== # ■ Game_Event #============================================================================== class Game_Event < Game_Character #-------------------------------------------------------------------------- # ◎ 定义实例变量 #-------------------------------------------------------------------------- attr_reader :erased # 暂时消除标志 attr_reader :npcname # NPC 名 attr_reader :npcicon # NPC 图标 #-------------------------------------------------------------------------- # ◎ 刷新 #-------------------------------------------------------------------------- def refresh new_page = nil unless @erased # 无法暂时消失的情况下 for page in @event.pages.reverse # 按页面顺序 next unless conditions_met?(page) # 判断是否符合条件 new_page = page break end end if new_page != @page # 事件页是否被改变? clear_starting # 清除启动中标志 setup(new_page) # 设置事件页 check_event_trigger_auto # 判断自动事件启动 ### NPC名 get_npcinfo ### 地图刷新 $game_map.need_refresh = true end end #-------------------------------------------------------------------------- # ○ 获取 NPC 信息 #-------------------------------------------------------------------------- def get_npcinfo @npcname = "" @npcicon = -1 return if @list == nil for line in @list if line.code == 108 or line.code == 408 unless line.parameters.empty? npcinfo = line.parameters.to_s.read_note('npc') @npcname = npcinfo.gsub(/\\I\[(\d+)\]/i) {} @npcicon = $1 == nil ? -1 : $1.to_i return end end break unless NPC::ALL_LIST end end end #============================================================================== # ■ Game_Player #============================================================================== class Game_Player < Game_Character #-------------------------------------------------------------------------- # ○ NPC名 #-------------------------------------------------------------------------- def npcname return NPC::PLAYER_NAME ? $game_party.members[0].name : "" end end #============================================================================== # ■ Sprite_Character #============================================================================== class Sprite_Character < Sprite_Base #-------------------------------------------------------------------------- # ◎ 初始化对象 # viewport : 视区 # character : 角色 (Game_Character) #-------------------------------------------------------------------------- def initialize(viewport, character = nil) super(viewport) @character = character @balloon_duration = 0 ### NPC 名 @npcname = @character.npcname @npcicon = @character.npcicon set_name_sprite update end #-------------------------------------------------------------------------- # ◎ 释放 #-------------------------------------------------------------------------- def dispose dispose_balloon super ### return if @name_sprite == nil @name_sprite.bitmap.dispose @name_sprite.dispose end #-------------------------------------------------------------------------- # ◎ 更新画面 #-------------------------------------------------------------------------- alias npc_update update def update npc_update ### NPC 名 if @name_sprite != nil and !@name_sprite.disposed? ### 可视性 if $game_switches[NPC::NAME_SWITCH] @name_sprite.visible = true else @name_sprite.visible = false return end if @character.is_a?(Game_Event) and @character.erased || @character.character_name == "" @name_sprite.visible = false return else @name_sprite.visible = true end if @character.is_a?(Game_Player) and @character.in_vehicle? @name_sprite.visible = false return else @name_sprite.visible = true end return unless @name_sprite.visible if @npcname != @character.npcname or @npcicon != @character.npcicon @npcname = @character.npcname @npcicon = @character.npcicon refresh_name_sprite end ### 坐标跟随 @name_sprite.x = self.x - NPC::NAME_WIDTH/2 @name_sprite.y = self.y - self.height-24-NPC::NAME_SIZE-2 @name_sprite.z = self.z+1 end end #-------------------------------------------------------------------------- # ○ 设定 NPC 名称 #-------------------------------------------------------------------------- def set_name_sprite return if @character.is_a?(Game_Event) and @character.erased return if @character.character_name == "" @name_sprite = Sprite.new(self.viewport) @name_sprite.bitmap = Bitmap.new(NPC::NAME_WIDTH, 24+NPC::NAME_SIZE+2) @name_sprite.bitmap.font.name = NPC::NAME_FONT @name_sprite.bitmap.font.size = NPC::NAME_SIZE @name_sprite.bitmap.font.shadow = NPC::NAME_SHADOW refresh_name_sprite end #-------------------------------------------------------------------------- # ○ 更新 NPC 名称 #-------------------------------------------------------------------------- def refresh_name_sprite name,color_index = @npcname.split(/,/) color_index = NPC::NAME_COLOR if color_index == "" @name_sprite.bitmap.font.color = text_color(color_index.to_i) @name_sprite.bitmap.clear ## 描绘图标 if @npcicon > 0 bitmap = Cache.system("Iconset") rect = Rect.new(@npcicon % 16 * 24, @npcicon / 16 * 24, 24, 24) @name_sprite.bitmap.blt(NPC::NAME_WIDTH/2-12, 0, bitmap, rect) end # 描绘名 @name_sprite.bitmap.draw_text(0,24,NPC::NAME_WIDTH,NPC::NAME_SIZE+2,name,1) end #-------------------------------------------------------------------------- # ○ 获取文字颜色色 # n : 文字颜色编号 (0~31) #-------------------------------------------------------------------------- def text_color(n) x = 64 + (n % 8) * 8 y = 96 + (n / 8) * 8 return Cache.system("Window").get_pixel(x, y) end end |
不知道你用的什么脚本,照目前的情况我只能提供一个办法:就是你开始的时候用自动执行事件把角色弄透明,然后事件执行完毕后再弄回来. |
发工程 或者 发冲突的脚本 |
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