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# ———————————————————————————————————— 
# 本脚本来自www.66rpg.com,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 
# 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 
# \name[\n[1]]:显示1号主角的姓名方框 
# \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 
# \>   :文字不用打字方式 
# \<   :文字使用打字方式 
# \\:显示"\"这个符号 
# \c[1-8]:更改颜色 
# \g:显示金钱窗口 
# \t: 显示游戏时间窗口 
# \v[7]:显示7号变量的值 
# \v[a7]:显示7号防具的名称 
# \v[s7]:显示7号特技的名称 
# \v[w7]:显示7号武器的名称 
# \v[i7]:显示7号道具的名称 
# \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 
# \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 
# \A:头像及姓名框靠左排列 
# \a:头像及姓名框靠右排列 
# \M[60]:等待60帧文字直接消失 
# \MS[1-8]:更改文字背景颜色 
# \ME:恢复文字背景颜色 
#颜色自定义设定范围0-255 
#使用方法:在文章前输入如下脚本定义颜色 
#          $color0 = 数值 
#          $color1 = 数值 
#          $color2 = 数值 
#\name参数的颜色自定义设定范围0-255 
#使用方法:在文章前输入如下脚本定义颜色 
#          $ncolor0 = 数值 
#          $ncolor1 = 数值 
#          $ncolor2 = 数值 
# \!   :等待玩家按回车再继续 
#$speed :文字的打字速度设置用的,数字越大速度越慢。 
 
#============================ 
class Game_System 
attr_accessor :typing 
alias carol3_ini initialize 
def initialize 
 carol3_ini 
 @typing = true 
end 
end 
#=================================#============================================================================== 
# ■ Window_Message 
#------------------------------------------------------------------------------ 
class Window_Message < Window_Selectable 
  #颜色自定义用的全局变量定义 
  $color0 = 255 
  $color1 = 255 
  $color2 = 255 
  #颜色自定义用的全局变量定义 
   
  #说话速度设置用的全局变量 
   
  $speed = 1 
   
#-------------------------------------------------------------------------- 
# ● 初始化状态 
#-------------------------------------------------------------------------- 
def initialize 
  super(40, 50, 820, 160) 
  self.contents = Bitmap.new(width - 40, height - 32) 
  self.visible = false 
  self.z = 199 
  @fade_in = false 
  @fade_out = false 
  @contents_showing = false 
  @cursor_width = 0 
# Start 
  @bflag = false 
# End 
  @autoclosetime = -1 
  self.active = false 
  self.index = -1 
  @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 
  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 
#Start 
  # ピクチャ廃棄処理 
  begin 
#      if @spgra.disposed? == false 
      @spgra.dispose 
#      end 
#      if @backgraphic.disposed? == false 
      @backgraphic.dispose 
#      end 
  rescue 
#      print "ピクチャが読み込めていません!" 
  end 
#End 
  # 开放时间窗口 
  if @playtime_window != nil 
    @playtime_window.dispose 
    @playtime_window = nil 
  end 
  if @name_window_frame != nil 
    @name_window_frame.dispose 
    @name_window_frame = 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 
  @face_bitmap = nil 
end 
def refresh 
  # 初期化 
  self.contents.clear 
  self.contents.font.color = normal_color 
  self.contents.font.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 
  @autoclosetime = -1 
  @write_speed = $speed 
  @write_wait = 0 
  @mid_stop = false 
  face = nil 
  @popchar = -2 
  @alignment = true 
  if $game_temp.choice_start == 0 
    @x = 8 
  end 
  if $game_temp.message_text != nil 
    @now_text = $game_temp.message_text 
    #——对齐设置 
    if (/\\([Aa])/.match(@now_text))!=nil then 
      if $1 == "A" 
        @alignment = true 
      else 
        @alignment = false 
      end 
      @now_text.gsub!(/\\([Aa])/) { "" } 
    end 
    #——头像设置 
     if (/\\([Ff])\[(.+?)\]/.match(@now_text))!=nil then 
       @face = $2 + "_f.png" 
       if $1 == "f" and $game_actors[$2.to_i] != nil 
         face = $game_actors[$2.to_i].battler_name + "_f.png" 
       end 
       if FileTest.exist?("Graphics/Pictures/#{face}") 
         @face_bitmap = Bitmap.new("Graphics/Pictures/#{face}") 
         if @alignment 
           @x = @face_indent = 128 
           self.contents.blt(16, 16, @face_bitmap, Rect.new(0, 0, 96, 96)) 
         else 
           self.contents.blt(self.contents.width - 112, 16, @face_bitmap, 
             Rect.new(0, 0, 96, 96)) 
         end 
       else 
         face = nil 
         @face_bitmap = nil 
       end 
       @now_text.gsub!(/\\([Ff])\[(.*?)\]/) { "" } 
     end 
    #——左半身像设置 
    if (/\\[Ll]\[(.+?)\]/.match(@now_text))!=nil then 
      @face = "66rpg_" + $1 + "_h.png" 
      if $加密 == true 
        if @left_picture != nil 
          @left_picture.dispose 
        end 
        @left_picture = Sprite.new 
        @left_picture.bitmap = Bitmap.new("Graphics/battlers/#{@face}") 
        @left_picture.y = 480-@left_picture.bitmap.height 
        @left_picture.x = 0 
        @left_picture.mirror = true 
        @now_text.gsub!(/\\[Ll]\[(.*?)\]/) { "" } 
      else           
        if FileTest.exist?("Graphics/battlers/#{@face}") 
          if @left_picture != nil 
            @left_picture.dispose 
          end 
          @left_picture = Sprite.new 
          @left_picture.bitmap = Bitmap.new("Graphics/battlers/#{@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 = "66rpg_" + $1 + "_h.png" 
      if $加密 == true 
        if @right_picture != nil 
          @right_picture.dispose 
        end 
        @right_picture = Sprite.new 
        @right_picture.bitmap = Bitmap.new("Graphics/battlers/#{@face}") 
        @right_picture.y = 480-@right_picture.bitmap.height 
        @right_picture.x = 640-@right_picture.bitmap.width 
        @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "" } 
      else 
        if FileTest.exist?("Graphics/battlers/#{@face}") 
          if @right_picture != nil 
            @right_picture.dispose 
          end 
          @right_picture = Sprite.new 
          @right_picture.bitmap = Bitmap.new("Graphics/battlers/#{@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 
    # 替换人物姓名 
    @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do 
      $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : "" 
    end 
    # 显示人物姓名 
    name_window_set = false 
    if (/\\[Nn][Aa][Mm][Ee](.*?)\[(.+?)\]/.match(@now_text)) != nil 
      name_window_set = true 
      name_text = $2 
      @now_text.sub!(/\\[Nn][Aa][Mm][Ee](.*?)\[(.*?)\]/) { "" } 
    end 
    # 文字位置的判定 
    if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then 
      @popchar = $1.to_i 
      if @popchar == -1 
        @x = @indent = 48 
        @y = 4 
      end 
      @now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" } 
    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!(/\\\\/) { "\000" } 
  @now_text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" } 
  @now_text.gsub!(/\\[Gg]/) { "\002" } 
  @now_text.gsub!(/\\[Tt]/) { "\004" } 
  @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) { "\050[#{$1}]" } 
  @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!(/\\[Dd]\[([0-9]+)\]/) { "\027[#{$1}]" } 
  @now_text.gsub!(/\\[!]/) { "\020" } 
 @now_text.gsub!(/\\[>]/) { "\016" } 
 @now_text.gsub!(/\\[<]/) { "\017" } 
  
# Start 
# ◎ 
    # "\\MS" を "\052" に、 "\\ME" を "\053" に変更 
    @now_text.gsub!(/\\[Mm][Ss]\[([0-9]+)\]/) { "\052[#{$1}]" } 
    @now_text.gsub!(/\\[Mm][Ee]/) { "\053" } 
# ◎ 
# End 
 
  if @popchar >= 0 
    @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 
      cx = contents.text_size(line).width 
      @max_x = cx if cx > @max_x 
    end 
    self.width = @max_x + 48 + @face_indent 
    self.height = (@max_y - 1) * 32 + 64 
  else 
    @max_x = self.width - 32 - @face_indent 
  end 
  reset_window 
    if name_window_set 
      off_x = 0 
      off_y = -40 
      space = 2 
      w = self.contents.text_size(name_text).width + 26 + space 
      x = @alignment ? self.x + off_x - space / 2 : self.x + off_x - space / 2 + self.width - w 
      y = self.y + off_y - space / 2 
      h = 40 + space 
      @name_window_frame = Window_Frame.new(x, y, w, h) 
      @name_window_frame.z = self.z + 1 
      x = @alignment ? self.x + off_x - space / 2 + 4 : self.x + off_x - space / 2 + 4 + self.width - w 
      y = self.y + off_y - space / 2 
      @name_window_text = Air_Text.new(x+4, y+6, name_text) 
      @name_window_text.z = self.z + 2 
    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 + 8 
    @input_number_window.y = self.y + $game_temp.num_input_start * 32 
  end 
end 
#-------------------------------------------------------------------------- 
# ● 更新 
#-------------------------------------------------------------------------- 
def update 
  super 
    if @autoclosetime == 0 
    @autoclosetime = -1 
    terminate_message 
 end 
  if @autoclosetime >= 1 
    @autoclosetime -= 1 
  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 == "\004" 
        if @playtime_window == nil and @popchar <=0  
          @playtime_window = Window_PlayTime.new 
          @playtime_window.x = 80 
          if $game_temp.in_battle 
            @playtime_window.y = 192 
          else 
            @playtime_window.y = self.y >= 128 ? 32 : 384 
          end 
          @playtime_window.opacity = self.opacity 
          @playtime_window.back_opacity = self.back_opacity 
        end 
      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 == "\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!(/\[([0-9]+)\]/, "") 
        @x += $1.to_i * self.contents.font.size / 2 
        next 
      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)) 
          @x += 24 
          c = "" 
        end 
        if c == "\050" 
        @now_text.sub!(/\[([0-9]+)\]/, "") 
        @autoclosetime = $1.to_i 
        next 
      end 
# Start 
# ◎ 
      # \MSの場合 
      if c == "\052" 
        @now_text.sub!(/\[([0-9]+)\]/, "") 
        bcolor = $1.to_i 
        @bflag = true 
      end 
      # \MEの場合 
      if c == "\053" 
        @bflag = false 
        bcolor = 0 
      end 
# ◎ 
# End 
# Start 
# ◎ 
      if @bflag == true 
        if bcolor >= 0 and bcolor <= 7 
          bsize = self.contents.text_size(c).width 
          self.contents.fill_rect(4 + @x, 32 * @y, bsize, 32, text_color(bcolor)) 
        end 
      end 
# ◎ 
# 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 
          @x += opacity_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), c, @opacity) 
        end 
        if Input.press?(Input::B) and $game_switches[93] == false 
          text_not_skip = false 
        end 
      else 
        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) and $game_switches[93] == false 
       
      $game_system.se_play($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) and $game_switches[93] == false 
         
      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) and $game_switches[93] == false 
      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 
    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 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 @popchar >= 0 
    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 
    end 
  elsif @popchar == -1 
    self.x = -4 
    self.y = -4 
    self.width = 50 
    self.height = 488 
  else 
    if $game_temp.in_battle 
       case $game_system.message_position 
       when 0 # 上 
        self.y = 16 
       when 1 # 中 
        self.y = 160 
       when 2 # 下 
        self.y = 315 
      case $game_system.message_position   
      when 0   
        self.x = 0 
      when 1 
        self.x = 180 
      when 2 
        self.x = 0 
      end       
    end 
    else 
      case $game_system.message_position 
      when 0 # 上 
        self.y = 16 
      when 1 # 中 
        self.y = 160 
      when 2 # 下 
        self.y = 315 
      end 
      case $game_system.message_position   
      when 0   
        self.x = 0 
      when 1 
        self.x = 160 
      when 2 
        self.x = 0 
      end 
       
       if @face_bitmap == nil 
         self.width = 800 
       else 
         self.width = 800 
         self.x -= 20 
       end 
       self.height = 170 
     end 
   end 
  self.contents = Bitmap.new(self.width - 32, self.height - 32) 
   if @face_bitmap != nil 
     if @alignment 
       self.contents.blt(16, 16, @face_bitmap, Rect.new(0, 0, 96, 96)) 
     else 
       self.contents.blt(self.contents.width - 112, 16, @face_bitmap,  
         Rect.new(0, 0, 96, 96)) 
     end 
   end 
   if @popchar == -1 
    self.opacity = 255 
    self.back_opacity = 0 
  elsif $game_system.message_frame == 0 
    self.opacity = 255 
    self.back_opacity = 100 
  else 
    self.opacity = 0 
    self.back_opacity = 100 
  end 
end 
#-------------------------------------------------------------------------- 
# ● line_height 
#-------------------------------------------------------------------------- 
# 返回値:行高 
#-------------------------------------------------------------------------- 
def line_height 
  return 32 
  if self.contents.font.size >= 20 and self.contents.font.size <= 24 
    return 32 
  else 
    return self.contents.font.size * 15 / 10 
  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 
#-------------------------------------------------------------------------- 
# ● 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 
#-------------------------------------------------------------------------- 
# ● 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 * 32 + 4, @cursor_width, 32) 
  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 = 100 
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 
 
 
  #参数的颜色自定义设定范围0-255 
  $ncolor0 = 255 
  $ncolor1 = 255 
  $ncolor2 = 255 
  #参数的颜色自定义设定范围0-255 
   
#-------------------------------------------------------------------------- 
# ● 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 - 50, self.height - 32) 
  w = self.contents.width 
  h = self.contents.height 
 
   
    #颜色自定义设定范围0-255 
    self.contents.font.color = Color.new($ncolor0, $ncolor1, $ncolor2) 
    #颜色自定义设定范围0-255 
 
     
     
#    self.contents.font.color = text_color(color) 
  self.contents.draw_text(0, 0, w, h, designate_text) 
end 
#-------------------------------------------------------------------------- 
# ● 解放 
#-------------------------------------------------------------------------- 
def dispose 
  self.contents.clear 
  super 
end 
end 
 
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