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Lv1.梦旅人 神之瞳
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- 2009-7-5
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3楼
楼主 |
发表于 2009-12-27 10:08:24
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- #==============================================================
- # 更改暂停标记的位置 BY 水蓝 修改 BY God's Eyes
- # 更改了显示文章中暂停标记的位置,此脚本暂停标记的的位置是
- # 跟在对话后
- #
- # 如果你想要自己更改请搜索
- # @sprite_pause.x @sprite_pause.y
- # 自己调坐标即可
- # WAIT_COUNT 为暂停标记动画的快慢
- #==============================================================
- module PAUSE
- WAIT_COUNT = 2
- end
- class Sprite_Pause < Sprite
- def initialize
- super
- self.bitmap = RPG::Cache.windowskin("光标.png")
- self.z = 9999
- self.x=480-56
- self.y=160-56
- @index = 0
- @wait_count = 0
- update
- end
- def update
- super
- if @wait_count > 0 then
- @wait_count -= 1
- else
- @index = (@index + 1) % 30
- if @index>=1 && @index<=30
- self.src_rect.set(24*@index-24, 0,24,24)
- else
- self.src_rect.set(720-24, 0,24,24)
- end
- @wait_count = PAUSE::WAIT_COUNT
- end
- end
- end
- class Window_Message < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 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
- @sprite_pause = Sprite_Pause.new
- @sprite_pause.visible = false
- $t = 0
- $n = 0
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- terminate_message
- @sprite_pause.dispose
- $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
- @sprite_pause.visible = false
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- self.contents.font.color = normal_color
- x = y = 0
- @cursor_width = 0
- # 到选择项的下一行字
- if $game_temp.choice_start == 0
- x = 8
- end
- # 有等待显示的文字的情况下
- if $game_temp.message_text != nil
- text = $game_temp.message_text
- # 限制文字处理
- 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
- # 为了方便、将 "\\\\" 变换为 "\000"
- text.gsub!(/\\\\/) { "\000" }
- # "\\C" 变为 "\001" に、"\\G" 变为 "\002"
- text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
- text.gsub!(/\\[Gg]/) { "\002" }
- # c 获取 1 个字 (如果不能取得文字就循环)
- @sprite_pause_x = 0
- @sprite_pause_y = 0
- @c = 0
- while ((c = text.slice!(/./m)) != nil)
- # \\ 的情况下
- if c == "\000"
- # 还原为本来的文字
- c = "\\"
- end
- # \C[n] 的情况下
- 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 的情况下
- if c == "\002"
- # 生成金钱窗口
- 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
- # 另起一行文字的情况下
- if c == "\n"
- # 刷新选择项及光标的高
- if y >= $game_temp.choice_start
- @cursor_width = [@cursor_width, x].max
- end
- # y 加 1
- y += 1
- x = 0
- # 移动到选择项的下一行
- if y >= $game_temp.choice_start
- x = 8
- end
- if y > @sprite_pause_y then
- @sprite_pause_y = y
- @sprite_pause_x = 0
- @c = 0
- if x > @sprite_pause_x then
- @sprite_pause_x = x
- end
- end
- # 下面的文字
- next
- end
- # 描绘文字
- self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
- # x 为要描绘文字的加法运算
- x += self.contents.text_size(c).width
- if x > @sprite_pause_x then
- if c =~ /\[a-z]/ then
- @c += 2
- elsif c =~ /\D/ then
- @c += 3.5
- else
- @c += 4
- end
- @sprite_pause_x = x
- end
- $t = @sprite_pause_x
- $n = @c
- end
- end
- # 选择项的情况
- if $game_temp.choice_max > 0
- @item_max = $game_temp.choice_max
- self.active = true
- self.index = 0
- end
- # 输入数值的情况
- 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
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- @sprite_pause.update
- # 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
- @sprite_pause.visible = true
- self.pause = false
- 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
- @sprite_pause.x = 640-120
- @sprite_pause.y = 480-48
- #p @sprite_pause.x,@sprite_pause.y
- 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
- end
复制代码 求人不如求己……
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