赞 | 0 |
VIP | 258 |
好人卡 | 2 |
积分 | 0 |
经验 | 11030 |
最后登录 | 2016-8-20 |
在线时间 | 36 小时 |
Lv1.梦旅人 ~琉璃の雪~<
- 梦石
- 0
- 星屑
- 49
- 在线时间
- 36 小时
- 注册时间
- 2008-11-6
- 帖子
- 3678
|
改进版的fuki:- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- #——说明
- #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:$game_system.typing = true
-
- #默认对话字没有声音,如果需要声音,
- #请在游戏中使用脚本:$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
- # \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
- #——————————————————使用\p功能后可以自动调整对话框大小
- # \\: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
- # \c[1-8]: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/battlers/66rpg_001_h.png”
- # \R[001]:在右边显示图片“Graphics/battlers/66rpg_001_h.png”
- # \Lk:清除左边的图像
- # \Rk:清除右边的图像
- #==============================================================================
- # ■ 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
- #------------------------------------------------------------------------------
- class Window_Message < Window_Selectable
- Player_Name = '1' # 代表主角名字的字符
- Player_Name_2 = '2' # 代表主角名字的字符
- Player_Name_3 = '3' # 代表主角名字的字符
- Size = 18
- #--------------------------------------------------------------------------
- # ● 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
- @auto_fade_count = 0
- self.active = false
- self.index = -1
- if $game_system.soundname_on_speak == nil then
- $game_system.soundname_on_speak = ""
- end
- @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 = 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
- if @name_window_text != nil
- @name_window_text.dispose
- @name_window_text = nil
- end
- if @right_picture != nil and @right_keep == true
- @right_picture.dispose
- end
- if @left_picture != nil and @left_keep == true
- @left_picture.dispose
- end
- if @bar != nil
- @bar.dispose
- end
- end
- def refresh
- $refresh["mess"] = true
- # 初期化
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.font.size = Size#Font.default_size
- @x = @y = @max_x = @max_y = @indent = @lines = 0
- @left_keep = @right_keep = false
- @face_indent = 0
- @opacity = 255
- @cursor_width = 0
- @write_speed = 0
- @write_wait = 0
- @mid_stop = false
- @face_file = nil
- @popchar = -3
- if $game_temp.choice_start == 0
- @x = 8
- end
- if $game_temp.message_text != nil
- @now_text = $game_temp.message_text
- #——头像设置
- if (/\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
- @face_file = $1 + ".png"
- @x = @face_indent = 128
- if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
- self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
- end
- @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
- end
- #——左半身像设置
- if (/\\[Ll]\[(.+?)\]/.match(@now_text))!=nil then
- @face = $1
- if $加密 == true
- if @left_picture != nil
- @left_picture.dispose
- end
- @left_picture = Sprite.new
- @left_picture.bitmap = Bitmap.new("Graphics/Faces/#{@face}")
- @left_picture.y = 480-@left_picture.bitmap.height
- @left_picture.x = 0
- @left_picture.mirror = true
- @x = @face_indent = @left_picture.bitmap.width
- @left_keep = true
- @now_text.gsub!(/\\[Ll]\[(.*?)\]/) { "" }
- else
- if FileTest.exist?("Graphics/Faces/#{@face}")
- if @left_picture != nil
- @left_picture.dispose
- end
- @left_picture = Sprite.new
- @left_picture.bitmap = Bitmap.new("Graphics/Faces/#{@face}")
- @left_picture.y = 480-@left_picture.bitmap.height
- @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}")
- @right_picture.y = 480-@right_picture.bitmap.height
- @right_picture.x = 640-@right_picture.bitmap.width
- @right_keep = true
- @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
- if (/\\[Rr]k/.match(@now_text)) != nil
- @right_keep = true
- @now_text.sub!(/\\[Rr]k/) { "" }
- end
- if (/\\[Ll]k/.match(@now_text)) != nil
- @left_keep = true
- @now_text.sub!(/\\[Ll]k/) { "" }
- 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
- @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
- end
-
- # 文字位置的判定
- if (/\\[Pp]\[([-0-9]+)\]/.match(@now_text))!=nil then
- @popchar = $1.to_i
- if @popchar == -1
- @x = @indent = 48
- @y = 4
- end
- @now_text.gsub!(/\\[Pp]\[([-0-9]+)\]/) { "" }
- end
-
- # 开始
- 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
- @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!(/\\[>]/) { "\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}]" }
- if @now_text.slice!(/\\[Ww]\[(\d+)\]/)
- @auto_fade_count = $1.to_i
- end
- if @popchar >= 0 or @popchar == -2
- @text_save = @now_text.clone
- @max_x = 0
- @max_y = 4
- for i in 0..3
- line = @now_text.split(/\n/)[3-i]
- @max_y -= 1 if line == nil and @max_y <= 4-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 and !@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) * 20 + 96 + 8
- else
- self.height = (@max_y - 1) * 20 + 64
- end
- else
- @max_x = self.width - 32 - @face_indent
- end
- reset_window
- 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
- if name_text == Player_Name
- name_text = $game_actors[1].name
- end
- if name_text == Player_Name_2
- name_text = $game_actors[2].name
- end
- if name_text == Player_Name_3
- name_text = $game_actors[3].name
- end
- @name_window_text = Air_Text.new(self.x + @face_indent+4+8, self.y+16, name_text)
- @name_window_text.z = self.z + 2
- @bar = Sprite.new
- @bar.bitmap = Bitmap.new(self.width,self.height)
- @bar.x = self.x
- @bar.y = self.y
- @bar.z = self.z + 2
- @bar.bitmap.fill_rect(8,16,self.width-16,24,Color.new(120,180,250,80))
- end
- end
- reset_window
- 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 + @face_indent
- @input_number_window.y = self.y + $game_temp.num_input_start * 32
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新
- #--------------------------------------------------------------------------
- def update
- super
-
- if @k_tale != nil
- character = get_character(@popchar)
- x = [[character.screen_x - 0 - self.width / 2, 4].max, 636 - self.width].min
- y = [[character.screen_y - 48 - self.height, 4].max, 476 - self.height].min
- self.x = x
- self.y = y
- #kk
- @k_tale.x = ( character.real_x - $game_map.display_x + 64 ) * 32 / 128 - 16
- @k_tale.y = self.y + self.height - 16
- 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
- if @right_picture != nil and !@right_picture.disposed?
- @right_picture.x = x+self.width-@right_picture.bitmap.width-8
- @right_picture.y = y - @right_picture.bitmap.height + self.height - 8
- end
- @name_window_text.x = self.x + @face_indent -4
- @name_window_text.y = self.y
- @bar.x = self.x
- @bar.y = self.y
- end
-
- 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
- @now_text = nil if @now_text == ""
- if @now_text != nil and @mid_stop == false
- if @write_wait > 0
- @write_wait -= 1
- return
- end
- text_not_skip = $game_system.typing
- while true
- @max_x = @x if @max_x < @x
- @max_y = @y if @max_y < @y
- if (c = @now_text.slice!(/./m)) != nil
- if c == "\000"
- c = "\\"
- end
- 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
- if c == "\002"
- if @gold_window == nil and @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
- if c == "\003"
- @now_text.sub!(/\[([0-9]+)\]/, "")
- speed = $1.to_i
- if speed >= 0 and speed <= 19
- @write_speed = speed
- end
- c = ""
- end
- if c == "\004"
- @now_text.sub!(/\[(.*?)\]/, "")
- buftxt = $1.dup.to_s
- if buftxt.match(/\//) == nil and buftxt != "" then
- $game_system.soundname_on_speak = "Audio/SE/" + buftxt
- else
- $game_system.soundname_on_speak = buftxt.dup
- end
- c = ""
- elsif c == "\004"
- c = ""
- end
- if c == "\005"
- @write_wait += 5
- c = ""
- end
- if c == "\006"
- @write_wait += 20
- c = ""
- end
- if c == "\016"
- text_not_skip = false
- c = ""
- end
- if c == "\017"
- text_not_skip = true
- c = ""
- end
- if c == "\020"
- @mid_stop = true
- c = ""
- end
- if c == "\021"
- terminate_message
- return
- end
- if c == "\023"
- @indent = @x
- c = ""
- end
- if c == "\024"
- @now_text.sub!(/\[([0-9]+)\]/, "")
- @opacity = $1.to_i
- c = ""
- end
- if c == "\025"
- @now_text.sub!(/\[([0-9]+)\]/, "")
- self.contents.font.size = [[$1.to_i, 6].max, 32].min
- c = ""
- end
- if c == "\026"
- @now_text.sub!(/\[([0-9]+)\]/, "")
- @x += $1.to_i
- c = ""
- end
- 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
- if c == "\030"
- @now_text.sub!(/\[(.*?)\]/, "")
- self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
- if $game_system.soundname_on_speak != ""
- Audio.se_play($game_system.soundname_on_speak)
- end
- @x += 24
- c = ""
- end
- 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
- self.contents.font.size = Size
- @x += opacity_draw_text(self.contents, @x, 8+@y * line_height + (line_height - self.contents.font.size), c, @opacity)
- if $game_system.soundname_on_speak != "" then
- Audio.se_play($game_system.soundname_on_speak)
- end
- end
- text_not_skip = true
- break
- end
- # 終了判定
- if text_not_skip
- break
- end
- end
- @write_wait += @write_speed
- return
- end
- if @input_number_window != nil
- @input_number_window.update
- # 決定
- 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
- @input_number_window.dispose
- @input_number_window = nil
- terminate_message
- end
- return
- end
- 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 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
- # 決定
- if Input.trigger?(Input::C)&& @auto_fade_count == 0
- 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
-
- if @auto_fade_count > 0
- @auto_fade_count -= 1
- if @auto_fade_count == 0
- if @k_tale != nil
- @k_tale.dispose
- @k_tale = nil
- end
- if @mid_stop
- @mid_stop = false
- return
- else
- terminate_message
- end
- 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
- #--------------------------------------------------------------------------
- # ● 获得字符
- #--------------------------------------------------------------------------
- def get_character(parameter)
- case parameter
- when -2
- return $game_system.map_interpreter.get_character(0)
- when 0
- return $game_player
- else
- events = $game_map.events
- return events == nil ? nil : events[parameter]
- end
- end
- #--------------------------------------------------------------------------
- # ● ウィンドウの位置と不透明度の設定
- #--------------------------------------------------------------------------
- def reset_window
- # 判定
- if @k_tale != nil
- @k_tale.dispose
- @k_tale = nil
- end
- if @popchar >= 0 or @popchar == -2
- events = $game_map.events
- if events != nil
- character = get_character(@popchar)
- x = [[character.screen_x - 0 - self.width / 2, 4].max, 636 - self.width].min
- y = [[character.screen_y - 48 - self.height, 4].max, 476 - self.height].min
- self.x = x
- self.y = y
- #kk
- @k_tale = Sprite.new
- @k_tale.bitmap = RPG::Cache.windowskin("001-Blue01-top")
- @k_tale.x = ( character.real_x - $game_map.display_x + 64 ) * 32 / 128 - 16
- @k_tale.y = self.y + self.height - 16
- @k_tale.z = 9999
- if @left_picture != nil and !@left_picture.disposed?
- @left_picture.x = x+8
- @left_picture.y = y - @left_picture.bitmap.height + self.height - 8
- @left_picture.z += self.z
- end
- if @right_picture != nil and !@right_picture.disposed?
- @right_picture.x = x+self.width-@right_picture.bitmap.width-8
- @right_picture.y = y - @right_picture.bitmap.height + self.height - 8
- @right_picture.z += self.z
- end
- end
- elsif @popchar == -1
- self.x = -4
- self.y = -4
- self.width = 648
- self.height = 488
- else
- 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
- self.x = 320-self.width/2#80
- if @face_file == nil
- self.width = 480*0.8
- else
- self.width = 600
- self.x -= 60
- end
- self.height = 160*0.8
- end
- end
- self.contents = Bitmap.new(self.width - 32, self.height - 32)
- if @face_file != nil
- self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
- end
- if @popchar == -1
- self.opacity = 255
- self.back_opacity = 0
- elsif $game_system.message_frame == 0
- self.opacity = 255
- self.back_opacity = 200
- else
- self.opacity = 0
- self.back_opacity = 200
- end
- end
- #--------------------------------------------------------------------------
- # ● line_height
- #--------------------------------------------------------------------------
- # 返回値:行高
- #--------------------------------------------------------------------------
- def line_height
- return 20
- if self.contents.font.size >= 20 and self.contents.font.size <= 24
- return 20
- else
- return self.contents.font.size * 15 / 10
- end
- end
- #--------------------------------------------------------------------------
- # ● 透過文字描画
- #--------------------------------------------------------------------------
- # target :描画対象。Bitmapクラスを指定。
- # x :x座標
- # y :y座標
- # str :描画文字列
- # opacity:透過率(0~255)
- # 返回値 :文字幅(@x増加値)。
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- def dispose
- terminate_message
- if @gaiji_cache != nil
- unless @gaiji_cache.disposed?
- @gaiji_cache.dispose
- end
- end
- 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
- #--------------------------------------------------------------------------
- # ● 矩形更新
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if @index >= 0
- n = $game_temp.choice_start + @index
- self.cursor_rect.set(4 + @indent + @face_indent, n * 20 + 10, @cursor_width, 20)
- else
- self.cursor_rect.empty
- end
- end
- end
- #==============================================================================
- # ■ Window_Frame (枠だけで中身の無いウィンドウ)
- #==============================================================================
- class Window_Frame < Window_Base
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height)
- super(x, y, width, height)
- self.contents = nil
- self.back_opacity = 200
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- def dispose
- super
- end
- end
- #==============================================================================
- # ■ Air_Text (何も無いところに文字描写 = 枠の無い瞬間表示メッセージウィンドウ)
- #==============================================================================
- class Air_Text < Window_Base
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(x, y, designate_text)
- 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
- w = self.contents.width
- h = self.contents.height
- self.contents.draw_text(0, 0, w, h, designate_text)
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- def dispose
- self.contents.clear
- super
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #参考链接:http://rpg.blue/viewthread.php?tid=124333&highlight=
- # http://rpg.blue/viewthread.php?tid=122891&highlight=
- #==============================================================================
复制代码 |
|