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 Lv1.梦旅人 神仙 
	梦石0 星屑69 在线时间596 小时注册时间2007-5-14帖子1289 | 
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本帖最后由 李梦遥 于 2010-8-19 13:58 编辑
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加入我们,或者,欢迎回来。您需要 登录 才可以下载或查看,没有帐号?注册会员  
 我的这个脚本是以前别人帮我修改的一个,但是用了以后,还不错,只是突然发现显示选项框的时候,没有了光标显示,还是横着的。。高手帮我改一下,不影响其他的东西,只需要改显示选项框变成默认正常那种,有光标选择,就行!前提不能影响其他的东西,谢谢啊……
 
 
 #==============================================================================
 # ■ Window_Message
 #------------------------------------------------------------------------------
 #  显示文章的信息窗口。
 #==============================================================================
 
 class Window_Message < Window_Selectable
 #--------------------------------------------------------------------------
 # ● 初始化状态
 #--------------------------------------------------------------------------
 def initialize
 super(48, 100, 550, 150)
 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
 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
 if !@ani_array.nil?
 @ani_array.each{|ani|ani.dispose}
 @ani_array = nil
 end
 if [email protected]?
 @coursor.dispose
 @coursor = nil
 end
 @w17v.dispose if [email protected]?
 # 开放金钱窗口
 if @gold_window != nil
 @gold_window.dispose
 @gold_window = nil
 end
 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
 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" }
 
 ######################################
 text.gsub!(/\\[Nn][Nn]/) { "\003" }
 text.gsub!(/\\ani\[([0-9]+)\]/) { "\004[#{$1}]" }
 
 # c 获取 1 个字 (如果不能取得文字就循环)
 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
 #=======================================================
 if c == "\004"
 text.sub!(/\[([0-9]+)\]/, "")
 @ani_array = [] if @ani_array.nil?
 id = $1.to_i
 @w17v = Viewport.new(self.x + x + 8,self.y + y * 18 + 6,100,100) #表情间距
 @w17v.z = 9999
 w17 = RPG::Sprite.new(@w17v)
 w17.bitmap = Bitmap.new(48,32)
 w17.loop_animation($data_animations[id])
 @ani_array.push w17
 x += 48
 next
 end
 #####################################
 if c == "\003"
 #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
 @line = y
 @line -= 1
 #@line -= $game_temp.choice_max
 # 移动到选择项的下一行
 if y >= $game_temp.choice_start
 end
 # 下面的文字
 next
 end
 # 描绘文字
 self.contents.draw_text(4 + x, 17 * y, 40, 17, c)
 # x 为要描绘文字的加法运算 y为间距!
 x += self.contents.text_size(c).width
 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
 #--------------------------------------------------------------------------
 # ● 设置窗口位置与不透明度
 #--------------------------------------------------------------------------
 def reset_window
 if $game_temp.in_battle
 self.y = 16
 else
 case $game_system.message_position
 when 0  # 上
 self.y = 160
 when 1  # 中
 self.y = 220
 when 2  # 下
 self.y = 304
 end
 end
 if $game_system.message_frame == 0
 self.opacity = 255
 else
 self.opacity = 0
 end
 self.back_opacity = 400
 end
 #--------------------------------------------------------------------------
 # ● 刷新画面
 #--------------------------------------------------------------------------
 def update
 super
 if !@ani_array.nil?
 @ani_array.each{|ani|ani.update}
 end
 # 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
 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
 # 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
 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
 $game_temp.message_window_showing = false
 end
 return
 end
 end
 #--------------------------------------------------------------------------
 # ● 刷新光标矩形
 #--------------------------------------------------------------------------
 def update_cursor_rect
 super
 if @index >= 0
 #n = ($game_temp.choice_start * 2) + @index
 n = @line + @index
 unless @coursor.nil?
 @coursor.visible = true
 @coursor.x = self.x + 4
 @coursor.y = self.y + 16 + (n * 17)
 end
 self.cursor_rect.empty
 #self.cursor_rect.set(4, n * 17, @cursor_width, 17)
 else
 unless @coursor.nil?
 @coursor.visible = false
 end
 self.cursor_rect.empty
 end
 end
 end
 
 
 
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