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Lv1.梦旅人
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- 2010-7-21
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8楼
楼主 |
发表于 2010-8-8 22:00:04
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只看该作者
这个是我使用的脚本,就是可以自己换用其他图片做图片的。- #==============================================================================
- # ■ Window_Message
- #------------------------------------------------------------------------------
- # 顯示對話的訊息視窗。
- #==============================================================================
- class Window_Message < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化狀態
- #--------------------------------------------------------------------------
- def initialize
- #▼▼▼▼▼調整視窗大小與座標 長寬都要比對話框圖片大32
- super(20, 500,640, 200)
- #▲▲▲▲▲
- self.contents = Bitmap.new(width, height)
- self.opacity = 0
- self.visible = false
- 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
- if $game_temp.message_proc != nil
- $game_temp.message_proc.call
- end
- # 清除對話、選擇項、輸入數值的相關變數
- $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
- # 開放金錢視窗
- if @gold_window != nil
- @gold_window.dispose
- @gold_window = nil
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.font.size = 15
- #▼▼▼▼▼定義對話框的圖片,"对话框1"是圖片名稱,可變更
- if $game_system.message_frame == 0
- self.contents.blt(0, 0, RPG::Cache.picture("对话框1"), Rect.new(0, 0, 600,200))
- else
- self.opacity = 0
- end
- #▲▲▲▲▲
- x = y = 0
- @cursor_width = 0
- # 到選擇項的下一行文字
- 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" に、"\\G" 變為 "\002"
- text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
- text.gsub!(/\\[Gg]/) { "\002" }
- # c 獲取 1 個文字 (如果不能取得文字就循環)
- while ((c = text.slice!(/./m)) != nil)
- # \\ 的情況下
- if c == "\000"
- # 還原為原來的文字
- c = "\\"
- end
- # \C[n] 的情況下
- if c == "\001"
- # 變更文字色彩
- 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"
- # 產生金錢視窗
- 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
- # 另外增加一行文字的情況下
- if c == "\n"
- # 更新選擇項及游標的高
- 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
- #▼▼▼▼▼調整視窗座標
- case $game_system.message_position
- when 0 # 上
- self.y = 6
- when 1 # 中
- self.y = 150
- when 2 # 下
- self.y = 300
- end
- #▲▲▲▲▲
- end
- #▼▼▼▼▼使內建對話框永遠透明
- if $game_system.message_frame == 0
- self.opacity = 0
- else
- self.opacity = 0
- end
- self.back_opacity = 0
- #▲▲▲▲▲
- end
- #--------------------------------------------------------------------------
- # ● 更新畫面
- #--------------------------------------------------------------------------
- def update
- super
- # 漸變的情況下
- 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
- # 在漸變以外的狀態下有等待顯示的訊息與選擇項的場合
- 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 好像没看到什么get window size之类的,试了修改super()中的4个值,发现只能改变对话框的位置,对文字的排版没有任何效果。
到底该怎么弄呢?唉~~~ |
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