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RT 两脚本冲突 希望有人整合下。- #==============================================================================
- class Midmap
- #==============================================================================
-
- #显示坐标
- MX = 470 #显示在地图X坐标
- MY = 10 #显示在地图Y坐标
-
- #显示窗口的大小
- GX = 32 #窗口中最多显示GX格
- GY = 24 #窗口中最多显示GY格
-
- #缩略点的大小
- DX = 5 #每格大小
-
- #原点
- OO = 1 #0左上(小地图对齐在视区的左上) 1右上
-
- #缩略图的颜色(分别是<红,黄,蓝,透明度>),不需要某种把透明度调0即可
- COLOR_A = Color.new(0,0,0,128) #底色
- COLOR_B = Color.new(0,128,255,192) #可通行色
- COLOR_C = Color.new(255,192,255,192) #描边色
-
- #事件点的颜色,更多请在95行照着插入
- #默认隐藏事件:1.含有"EV"的事件名和没有行走图 2.含有"EV"的事件名和没有执行内容
- EVENT_P = Color.new(255,128,128) #主角颜色
- EVENT_Z = Color.new(255,255,0) #不含"EV"的其他颜色
- EVENT_A = ["Enemy",Color.new(255,0,0)] #事件名"Enemy", 颜色
- EVENT_B = ["Trans",Color.new(128,255,128,128)] #事件名"Trans", 颜色
- EVENT_C = ["自定C",Color.new(0,0,0)] #自定义事件名 , 颜色
-
- #==============================================================================
- def initialize
- @pic = []
- star
- end
- def star
- width = $game_map.width
- height = $game_map.height
- @viewport = Viewport.new(MX,MY,GX*DX+1,GY*DX+1)
- for i in 0..2
- @pic[i] = Sprite.new(@viewport)
- @pic[i].bitmap = Bitmap.new(width*DX+1,height*DX+1)
- @pic[i].x = (GX - width)*DX if OO == 1
- @pic[i].z = 50
- end
- @pic[0].bitmap.fill_rect(0,0,width*DX+1,height*DX+1, COLOR_A)
- @pic[0].z -= 1
- @pic[2].z += 1
- @map = $game_map
- for x in 0...width
- for y in 0...height
- next unless @map.pass?(x,y,0)
- @pic[1].bitmap.fill_rect(x*DX+1,y*DX+1,DX-1,DX-1, COLOR_B)
- if @map.pass?(x,y,2) and @map.pass?(x,y+1,8)
- @pic[1].bitmap.fill_rect(x*DX+1,y*DX+DX,DX-1,1, COLOR_B)
- else
- @pic[1].bitmap.fill_rect(x*DX,y*DX+DX,DX+1,1, COLOR_C)
- end
- if @map.pass?(x,y,6) and @map.pass?(x+1,y,4)
- @pic[1].bitmap.fill_rect(x*DX+DX,y*DX+1,1,DX-1, COLOR_B)
- else
- @pic[1].bitmap.fill_rect(x*DX+DX,y*DX,1,DX+1, COLOR_C)
- end
- unless @map.pass?(x,y-1,0)
- @pic[1].bitmap.fill_rect(x*DX,y*DX,DX+1,1, COLOR_C)
- end
- unless @map.pass?(x-1,y,0)
- @pic[1].bitmap.fill_rect(x*DX,y*DX,1,DX+1, COLOR_C)
- end
- next unless @map.pass?(x,y,6)
- next unless @map.pass?(x,y,2)
- next unless @map.pass?(x+1,y,4)
- next unless @map.pass?(x+1,y,2)
- next unless @map.pass?(x,y+1,8)
- next unless @map.pass?(x,y+1,6)
- next unless @map.pass?(x+1,y+1,8)
- next unless @map.pass?(x+1,y+1,4)
- @pic[1].bitmap.fill_rect(x*DX+DX,y*DX+DX,1,1, COLOR_B)
- end
- end
- update
- end
- def update
- @pic[2].bitmap.clear
- for i in @map.events.keys
- next if @map.events[i].list.size <= 1 and
- /\E\V/ === @map.events[i].event.name
- next if @map.events[i].character_name == "" and
- /\E\V/ === @map.events[i].event.name
- color = EVENT_Z
- color = EVENT_A[1] if @map.events[i].event.name == EVENT_A[0]
- color = EVENT_B[1] if @map.events[i].event.name == EVENT_B[0]
- color = EVENT_C[1] if @map.events[i].event.name == EVENT_C[0]
- x = @map.events[i].x
- y = @map.events[i].y
- @pic[2].bitmap.fill_rect(x*DX+1,y*DX+1,DX-1,DX-1, color)
- end
- x = $game_player.x
- y = $game_player.y
- @pic[2].bitmap.fill_rect(x*DX+1,y*DX+1,DX-1,DX-1, EVENT_P)
- if @map.width > GX
- x = GX/2 if x < GX/2
- x = @map.width - GX/2 if @map.width - x < GX/2
- @pic[1].x = (GX/2 - x)*DX
- @pic[2].x = (GX/2 - x)*DX
- end
- if @map.height > GY
- y = GY/2 if y < GY/2
- y = @map.height - GY/2 if @map.height - y < GY/2
- @pic[1].y = (GY/2 - y)*DX
- @pic[2].y = (GY/2 - y)*DX
- end
- end
- end
- #==============================================================================
- # ● 默认脚本的更改
- #==============================================================================
- class Game_Map
- def pass?(x, y, d)
- for i in [2, 1, 0]
- tile_id = data[x, y, i]
- return false if tile_id == nil
- return false if @passages[tile_id] & ((1 << (d / 2 - 1)) & 0x0f) != 0
- return false if @passages[tile_id] & 0x0f == 0x0f
- return true if @priorities[tile_id] == 0
- end
- end
- end
- class Game_Event < Game_Character
- attr_reader :event
- end
- #添加显示与刷新
- class Scene_Map
- def main
- @spriteset = Spriteset_Map.new
- @message_window = Window_Message.new
- @midmap = Midmap.new #★★★
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- @spriteset.dispose
- @message_window.dispose
- if $scene.is_a?(Scene_Title)
- Graphics.transition
- Graphics.freeze
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- loop do
- $game_map.update
- $game_system.map_interpreter.update
- $game_player.update
- $game_system.update
- $game_screen.update
- unless $game_temp.player_transferring
- break
- end
- transfer_player
- if $game_temp.transition_processing
- break
- end
- end
- @spriteset.update
- @message_window.update
- @midmap.update #★★★
- if $game_temp.gameover
- $scene = Scene_Gameover.new
- return
- end
- if $game_temp.to_title
- $scene = Scene_Title.new
- return
- end
- if $game_temp.transition_processing
- $game_temp.transition_processing = false
- if $game_temp.transition_name == ""
- Graphics.transition(20)
- else
- Graphics.transition(40, "Graphics/Transitions/" +
- $game_temp.transition_name)
- end
- end
- if $game_temp.message_window_showing
- return
- end
- if $game_player.encounter_count == 0 and $game_map.encounter_list != []
- unless $game_system.map_interpreter.running? or
- $game_system.encounter_disabled
- n = rand($game_map.encounter_list.size)
- troop_id = $game_map.encounter_list[n]
- if $data_troops[troop_id] != nil
- $game_temp.battle_calling = true
- $game_temp.battle_troop_id = troop_id
- $game_temp.battle_can_escape = true
- $game_temp.battle_can_lose = false
- $game_temp.battle_proc = nil
- end
- end
- end
- if Input.trigger?(Input::B)
- unless $game_system.map_interpreter.running? or
- $game_system.menu_disabled
- $game_temp.menu_calling = true
- $game_temp.menu_beep = true
- end
- end
- if $DEBUG and Input.press?(Input::F9)
- $game_temp.debug_calling = true
- end
- unless $game_player.moving?
- if $game_temp.battle_calling
- call_battle
- elsif $game_temp.shop_calling
- call_shop
- elsif $game_temp.name_calling
- call_name
- elsif $game_temp.menu_calling
- call_menu
- elsif $game_temp.save_calling
- call_save
- elsif $game_temp.debug_calling
- call_debug
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 主角的场所移动
- #--------------------------------------------------------------------------
- def transfer_player
- $game_temp.player_transferring = false
- if $game_map.map_id != $game_temp.player_new_map_id
- $game_map.setup($game_temp.player_new_map_id)
- end
- $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
- case $game_temp.player_new_direction
- when 2
- $game_player.turn_down
- when 4
- $game_player.turn_left
- when 6
- $game_player.turn_right
- when 8
- $game_player.turn_up
- end
- $game_player.straighten
- $game_map.update
- @spriteset.dispose
- @spriteset = Spriteset_Map.new
- @midmap.star #★★★
- if $game_temp.transition_processing
- $game_temp.transition_processing = false
- Graphics.transition(20)
- end
- $game_map.autoplay
- Graphics.frame_reset
- Input.update
- end
- end
复制代码- #
- # 呼出对话框 ver. 1.31 By パラ犬(日)
- # 来自 http://rpg.para.s3p.net/
- #
- # 汉化修改 66RPG bbschat(2006.1.5)
- # 来自 http://www.66RPG.com/
- #
- # ●准备工作-窗口Skin
- #
- # 首先,确认自己使用的对话框窗口Skin,(数据库-系统-窗口外观图形)
- # 然后根据该窗口Skin制作对话框尾部使用的两个箭头图形
- # 尾部箭头图形命名方式:“窗口skin名-top”,“窗口skin名-under”
- # 将该图形文件存放在“Graphics/Windowskins”文件夹下。
- #
- # 本演示游戏内置2套窗口和箭头图形,
- # 一套是游戏默认的“001-Blue01”,一套是定制的“fk”
- # 玩家可以根据自己的需要参照样本定制自己的呼出对话框窗口Skin。
- #
- # ●呼出对话框使用方法
- #
- # 在事件命令行使用[脚本]将事件ID代入[$mes_id]
- # 该事件就可以使用呼出对话框了。
- # (举例:$mes_id=4)
- #
- # ID 代入 -1 表示玩家,代入 0 表示事件自身。
- # 代入 nil 或者 "" 则返回成通常的信息窗口。
- # 对话框的表示位置可以通过事件的“更改文章选项”来设定(上、中、下)。
- # 表示位置为“中央”的话,不管事件位置在哪里,对话框都将显示在画面中央。
- #
- # ●角色名字窗口的使用文字的方法
- #
- # 在事件命令行使用[脚本]将文字列代入[$mes_name]
- # 对话框就会显示角色名字窗口
- # (举例:$mes_name="阿尔西斯")
- # 代入 nil 或者 "" 则不显示角色名字窗口。
- #
- # 以上两个机能是独立的,所以可以单独使用
- #
- # $mes_id=(ID) + $mes_name="名字" :呼出对话框显示 + 角色名字窗口
- # $mes_id=(ID) + $mes_name="" :呼出对话框显示(没有角色名字)
- # $mes_id=nil + $mes_name="名字" :默认信息窗口 + 角色名字窗口
- # $mes_id=nil + $mes_name="" :默认信息窗口(没有角色名字)
- #
- # ●角色名字窗口使用角色图片的方法(汉化特别追加功能,原脚本只能使用文字)
- #
- # 如果能在对应文件夹中找到文件名和角色名字相同的图片,
- # 则角色名字窗口显示角色头像图片,角色图片最好能包括角色的名字。
- # 默认头像图片保存目录为“Graphics/Heads/”,玩家可自行修改。
- #
- # 如果不想使用角色名字直接作为头像文件名。
- # 可以使用下面在 Game_Temp 类里增加的namebmp属性。
- # 重新设定角色名字与文件名的对应关系。
- #
- # ●信息表示速度的变更方法
- #
- # 在事件命令行使用[脚本]将数值代入[$mes_speed]
- # 速度为 0 即瞬间显示全部信息,数字越大,信息表示速度越慢。
- # (举例:$mes_speed=1)
- #
- # ●其他设置
- #
- # 请参照下面的注释
- #==============================================================================
- module FUKI
- # 头像图片保存目录的设定
- HEAD_PIC_DIR = "Graphics/Heads/"
- # 是否显示尾部图标
- TAIL_SHOW = true
-
- # Skin的设定
- # 使用数据库默认窗口Skin情况下这里使用[""]
- FUKI_SKIN_NAME = "" # 呼出对话框用Skin
- NAME_SKIN_NAME = "" # 角色名字窗口用Skin
-
- # 字体大小
- MES_FONT_SIZE = 14 # 呼出对话框
- NAME_FONT_SIZE = 14 # 角色名字窗口
-
- # 字体颜色
- #(设定为 Color.new(0, 0, 0, 0) 表示使用普通文字色)
- FUKI_COLOR = Color.new(255, 255, 255, 255) # 呼出对话框
- NAME_COLOR = Color.new(255, 255, 0, 255) # 角色名字窗口
-
- # 窗口透明度
- # 如修改窗口透明度请同时修改尾部箭头图形内部的透明度
- FUKI_OPACITY = 180 # 呼出对话框
- MES_OPACITY = 255 # 默认信息窗口
- NAME_OPACITY = 200 # 角色名字窗口
-
- # 角色名字窗口的相对位置
- NAME_SHIFT_X = 0 # 横坐标
- NAME_SHIFT_Y = 16 # 纵坐标
-
- # 窗口表示时是否根据画面大小自动检查窗口出现的位置,
- # 自动改变位置( true / false )
- # 设置成 true 可能出现箭头图标颠倒的问题 <- bbschat
- POS_FIX = false
- # 在画面最边缘表示时的稍微挪动
- # 使用圆形Skin的角和方框的角重合的情况下为 true
- CORNER_SHIFT = false
- SHIFT_PIXEL = 4 # true 时挪动的象素
-
- # 角色高度尺寸
- CHARACTOR_HEIGHT = 60
- # 呼出对话框的相对位置(纵坐标)
- POP_SHIFT_TOP = 0 # 表示位置为上的时候
- POP_SHIFT_UNDER = 0 # 表示位置为下的时候
-
- # 信息的表示速度(数字越小速度越快,0为瞬间表示)
- # 游戏中 可随时用数字代入 $mes_speed 来改变消息表示速度。
- MES_SPEED = 0
- end
- #==============================================================================
- # 方便用户同时设置2个常用参数而使用的函数
- #==============================================================================
- def chat(id = 0,name = "")
- $mes_id = id
- $mes_name = name
- end
- #==============================================================================
- # □ Game_Temp
- #==============================================================================
- class Game_Temp
- attr_accessor :namebmp #保存头像图片的Hash表
- alias initialize_fuki initialize
- def initialize
- initialize_fuki
- # 如果不想使用角色名字直接作为头像文件名
- # 可在这里重新设定角色名字与文件名的对应关系
- @namebmp ={"玩家"=>"001-Player-Face", "维斯特"=>"002-Player-Face"}
- end
- end
- #==============================================================================
- # □ Window_FukiMessage
- #==============================================================================
- class Window_FukiMessage < 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
- [url=home.php?mod=space&uid=133944]@w[/url] = 0
- @h = 0
- [url=home.php?mod=space&uid=36110]@Wait[/url] = 0
- @dx = 0
- @dy = 0
- $mes_speed = FUKI::MES_SPEED
- end
-
- #--------------------------------------------------------------------------
- # ○ 决定窗口尺寸并生成窗口
- #--------------------------------------------------------------------------
- def refresh_create
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.font.size = FUKI::MES_FONT_SIZE
- # 取得窗口尺寸
- get_windowsize
- if $game_variables[100]==0
- w = 160#@w /2+15 #+ 8 +32 #1
- h = @h*2 * (self.contents.font.size + 3) + 30
- else
- w = @w + 32+8
- h = @h * (self.contents.font.size + 1) + 30
- end
-
- # 生成呼出窗口
- set_fukidasi(self.x, self.y, w, h)
- # 生成角色名字窗口
- set_namewindow
- # 初始化信息表示使用的变量
- @dx = @dy = 0
- @cursor_width = 0
- @contents_drawing = true
- # 瞬间表示的情况下
- if $mes_speed == 0
- # 循环信息描绘处理
- while $game_temp.message_text != ""
- draw_massage
- end
- draw_opt_text
- @contents_showing_end = true
- @contents_drawing = false
- else
- # 一个一个描绘文字
- refresh_drawtext
- end
- end
-
- #--------------------------------------------------------------------------
- # ○ 一个一个描绘文字
- #--------------------------------------------------------------------------
- def refresh_drawtext
- if $game_temp.message_text != nil
- if @wait > 0
- @wait -= 1
- elsif @wait == 0
- # 描绘处理
- draw_massage
- @wait = $mes_speed
- end
- end
- # 描绘结束
- if $game_temp.message_text == ""
- draw_opt_text
- @contents_showing_end = true
- @contents_drawing = false
- end
- end
-
- #--------------------------------------------------------------------------
- # ○ 取得窗口尺寸
- #--------------------------------------------------------------------------
- def get_windowsize
- x = y = 0
- @h = @w = 0
- @cursor_width = 0
- # 有选择项的话,处理字的缩进
- if $game_temp.choice_start == 0
- x = 16
- end
- # 有等待显示的文字的情况下
- if $game_temp.message_text != nil
- text = $game_temp.message_text.clone
- # 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" 、"\\G" 变为 "\002"
- text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001" }
- text.gsub!(/\\[Gg]/) { "\002" }
- # 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] 或者 \G 的情况下
- if c == "\001" or c == "\002"
- # 下面的文字
- next
- end
- # 另起一行文字的情况下
- if c == "\n"
- # y 累加 1
- y += 1
- # 取得纵横尺寸
- @h = y
- @w = x > @w ? x : @w
- if y >= $game_temp.choice_start
- @w = x + 8 > @w ? x + 8 : @w
- end
- x = 0
- # 移动到选择项的下一行
- if y >= $game_temp.choice_start#*2 - $game_temp.choice_start*$game_variables[100]#$game_temp.choice_start
- x = 8
- end
- # 下面的文字
- next
- end
- # x 为要描绘文字的宽度加法运算
- x += self.contents.text_size(c).width
- end
- 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]
- @h += 1
- x = digits_max * self.contents.font.size + 16
- @w = x > @w ? x : @w
- end
- end
-
- #--------------------------------------------------------------------------
- # ○ 描绘信息处理
- #--------------------------------------------------------------------------
- def draw_massage
- # 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"、"\\G" 变为 "\002"
- text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
- text.gsub!(/\\[Gg]/) { "\002" }
- # text.gsub!(/\\ /) { "\099" }
- # c 获取 1 个字
- if ((c = text.slice!(/./m)) != nil)
- # 选择项的情况
- if @dy >= $game_temp.choice_start#*2 - $game_temp.choice_start*$game_variables[100]#1
- # 处理字的缩进
- @dx = 8
- # 描绘文字
- # self.contents.draw_text(4 + @dx, 32 * @dy-7, 40, 32, c)#1
-
- if $game_variables[100] == 1
- self.contents.draw_text(4 + @dx, 16 * @dy , 40, 16, c)#1
- else
- self.contents.draw_text(4 + @dx, 16 * @dy , 40, 16, c)
- end
- # x 为要描绘文字宽度的加法运算
- @dx += self.contents.text_size(c).width
- # 循环
- while ((c = text.slice!(/./m)) != "\n")
- # 描绘文字
- self.contents.draw_text(4 + @dx, 16 * @dy, 40, 16, c)
- # x 为要描绘文字宽度的加法运算
- @dx += self.contents.text_size(c).width
- end
- if c == "\n"
- # 更新光标宽度
- @cursor_width = [@cursor_width, @dx].max
- # dy 累加 1
- @dy += 1
- @dx = 0
- end
- return
- end
- # \\ 的情况下
- if c == "\000"#1
- # 还原为本来的文字
- c = ""
- @dx = 0
- @dy += 1
-
- end
- #\C[n] 的情况下
- if c == "\001"
- # 更改文字色
- text.sub!(/\[([0-9]+)\]/, "")
- color = $1.to_i
- self.contents.font.color = Color.new(255,255,0,255)
- if color >= 0 and color <= 7
- self.contents.font.color = text_color(color)
- end
- if color == 6
- self.contents.font.color = Color.new(255,255,0,255)
- end
- end
- # \G 的情况下
- if c == "\002"
- @dy -= 1
- @dx += 40
- end
- # 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
- #end
- # 另起一行文字的情况下
- if c == "\n"
- # dy 累加 1
- @dy += 1
- @dx = 0
- end
- # 描绘文字
- self.contents.font.size = FUKI::MES_FONT_SIZE
- font_size = self.contents.font.size
- self.contents.draw_text(4+@dx, 17*@dy, font_size, font_size, c)#1
- # dx 为要描绘文字的宽度加法运算
- @dx += self.contents.text_size(c).width - 2 + $game_variables[100] + 3*$game_variables[99]
- end
- end
- end
-
- #--------------------------------------------------------------------------
- # ○ 选择项和输入数值的情况下
- #--------------------------------------------------------------------------
- def draw_opt_text
- # 选择项的情况下
- if $game_temp.choice_max > 0
- @item_max = $game_temp.choice_max
- self.active = true
- self.index = 0
- end
- # 输入数值的情况下
- 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
-
- #--------------------------------------------------------------------------
- # ○ 设置呼出对话框
- #--------------------------------------------------------------------------
- def set_fukidasi(x, y, width, height)
- # $mes_id 为空的时候,不显示呼出对话框
- if $mes_id == nil or $mes_id == ""
- del_fukidasi
- reset_window
- else
- # 不显示暂停标志
- self.pause = false
- # 取得对话框位置
- pos = get_fuki_pos(width, height)
- x = pos[0]
- y = pos[1]
- skin = FUKI::FUKI_SKIN_NAME != "" ? FUKI::FUKI_SKIN_NAME : $game_system.windowskin_name
- # 生成呼出对话框
- self.windowskin = RPG::Cache.windowskin(skin)
- self.x = x
- self.y = y
- self.height = height
- self.width = width- 2+$game_variables[100]*0
- self.contents.dispose
- self.contents = Bitmap.new(width - 32, height - 32)
- self.back_opacity = FUKI::FUKI_OPACITY
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.font.size = FUKI::MES_FONT_SIZE
- # 描绘尾部图标
- if $game_system.message_frame == 0
- # 取得位置
- tale_pos = get_tale_pos
- @tale = Sprite.new
- # 是否显示尾部图标 <- bbschat
- if FUKI::TAIL_SHOW == true
- case @message_position
- when 0 # 上
- #@tale.bitmap = RPG::Cache.windowskin(skin + "-top")
- #@tale.dispose#1
- # @tale.x = tale_pos[0]
- #@tale.y = tale_pos[1]
- #@tale.z = self.z + 1
- @tale.dispose
- @tale = nil
- when 1 # 中
- @tale.dispose
- @tale = nil
- when 2 # 下
- # @tale.bitmap = RPG::Cache.windowskin(skin + "-under")
- #@tale.dispose
- #@tale.x = tale_pos[0]
- # @tale.y = tale_pos[1]
- #@tale.z = self.z + 1
- @tale.dispose
- @tale = nil
- end
- end
- end
- end
- end
-
- #--------------------------------------------------------------------------
- # ○ 计算呼出对话框的位置
- #--------------------------------------------------------------------------
- def get_fuki_pos(width, height)
-
- # 取得角色
- @character = get_character($mes_id)
- if @character == nil
- # 角色不存在的情况下使用默认信息框
- del_fukidasi
- reset_window
- return
- end
- # 处理坐标
- x = ( @character.real_x - $game_map.display_x + 64 ) * 32 / 128 - (width / 2)
- # 为尽量显示在画面内而移动横坐标
- if x + width > 640
- x = 640 - width
- elsif x < 0
- x = 0
- end
- # 决定窗口位置
- case $game_system.message_position
- when 0 # 上
- y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 - height - FUKI::CHARACTOR_HEIGHT + FUKI::POP_SHIFT_TOP + 30
-
- when 1 # 中
- y = (480 - height) / 2
- x = (640 - width) / 2
- when 2 # 下
- y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 + 32 + FUKI::POP_SHIFT_UNDER
- end
- # 纪录文章显示位置
- @message_position = $game_system.message_position
- # 如果选择自动修正,则如果文章会显示到画面外则自动改变窗口的尺寸(高度)
- if FUKI::POS_FIX
- case @message_position
- when 0 # 上
- if y <= 0
- @message_position = 2
- y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 + 32 + FUKI::POP_SHIFT_UNDER
- end
- when 2 # 下
- if y + height >= 480
- p "上"
- @message_position = 0
- y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 - height - FUKI::CHARACTOR_HEIGHT + FUKI::POP_SHIFT_TOP
- end
- end
- end
- return [x,y]
-
- end
-
- #--------------------------------------------------------------------------
- # ○ 计算尾部图标的位置
- #--------------------------------------------------------------------------
- def get_tale_pos
- case @message_position
- when 0 # 上
- # 处理坐标
- x = ( @character.real_x - $game_map.display_x + 64 ) * 32 / 128 - 16
- # 画面边缘的话则移动位置
- if FUKI::CORNER_SHIFT
- if x == 0
- x = FUKI::SHIFT_PIXEL
- elsif x == 640 - 32
- x = 640 - 32 - FUKI::SHIFT_PIXEL
- end
- end
- y = self.y + self.height - 16
- when 1 # 中
- x = nil
- y = nil
- when 2 # 下
- # 处理坐标
- x = ( @character.real_x - $game_map.display_x + 64 ) * 32 / 128 - 16
- # 画面边缘的话则移动位置
- if FUKI::CORNER_SHIFT
- if x == 0
- x = FUKI::SHIFT_PIXEL
- elsif @tale.x == 640 - 32
- x = 640 - 32 - FUKI::SHIFT_PIXEL
- end
- end
- y = self.y - 16
- end
- return [x,y]
- end
- #--------------------------------------------------------------------------
- # ○ 计算名字窗口的位置
- #--------------------------------------------------------------------------
- def get_name_pos
- case @face_pic_txt
- when 0 # 文字
- x = self.x + FUKI::NAME_SHIFT_X
- y = self.y - FUKI::NAME_FONT_SIZE - 16 + FUKI::NAME_SHIFT_Y
- when 1 # 图片
- if self.x >= @pic_width + 5
- # 默认头像显示在对话框左边
- x = self.x-@pic_width-5
- else
- # 对话框左边放不下时头像显示在右边
- x = self.x + self.width
- end
- y = self.y+self.height/2 - (@pic_height + 5)/2
- end
- return [x,y]
- end
-
- #--------------------------------------------------------------------------
- # ○ 设置角色名字窗口
- #--------------------------------------------------------------------------
- def set_namewindow
-
- # $mes_name为空时不显示角色名字窗口
- if $mes_name == nil or $mes_name == ""
- return
- else
- # 设定变量
- mes_name = $mes_name
- skin = FUKI::NAME_SKIN_NAME != "" ? FUKI::NAME_SKIN_NAME : $game_system.windowskin_name
-
- #判断名称是否有对应的图片"Graphics/heads/" +
- if $game_temp.namebmp[mes_name] == nil then
- sFile = "Graphics/heads/" + mes_name + ".png"
- else
- sFile = "Graphics/heads/" + $game_temp.namebmp[mes_name] + ".png"
- end
-
- if FileTest.exist?(sFile) == true then
-
- @face_pic_txt = 1 #名字窗口使用头像<- bbschat
-
- # 生成头像
- bmp = Bitmap.new(sFile)
- @pic_width = bmp.width
- @pic_height = bmp.height
-
- if self.x >= @pic_width + 5
- # 默认头像显示在对话框左边
- name_x = self.x-@pic_width-5
- else
- # 对话框左边放不下时头像显示在右边
- name_x = self.x + self.width
- end
- name_y = self.y+self.height/2 - (@pic_height + 5)/2
-
- # 生成角色头像窗口
- @name_win = Window_Base.new(name_x, name_y, @pic_width + 5, @pic_height + 5)
- @name_win.windowskin = RPG::Cache.windowskin(skin)
- @name_win.back_opacity =0
- @name_win.z = self.z + 1
-
- @name_contents = Sprite.new
- @name_contents.x = name_x + 2
- @name_contents.y = name_y + 2
- @name_contents.bitmap = bmp
- #@name_contents.z = @name_win.z + 2 #这个用了似乎效果不好<- bbschat
-
- else
-
- @face_pic_txt = 0 #名字窗口使用文字<- bbschat
- # 生成名字
- name_width = mes_name.size / 2 * FUKI::NAME_FONT_SIZE
- name_height = FUKI::NAME_FONT_SIZE
- name_x = self.x + FUKI::NAME_SHIFT_X
- name_y = self.y - name_height - 16 + FUKI::NAME_SHIFT_Y
- # 生成角色名字窗口(只有边框)
- @name_win = Window_Base.new(name_x, name_y, name_width + 16, name_height + 16)
- @name_win.windowskin = RPG::Cache.windowskin(skin)
- @name_win.back_opacity = FUKI::NAME_OPACITY
- @name_win.z = self.z + 1
-
- # 为了使空白比Windows类限定的更小使用双重结构
- @name_contents = Sprite.new
- @name_contents.x = name_x + 12
- @name_contents.y = name_y + 8
- @name_contents.bitmap = Bitmap.new(name_width, name_height)
- @name_contents.z = @name_win.z + 2
-
- # 设定文字色
- nil_color = Color.new(0,0,0,0)
- if FUKI::NAME_COLOR != nil_color
- @name_contents.bitmap.font.color = FUKI::NAME_COLOR
- else
- @name_contents.bitmap.font.color = normal_color
- end
- @name_contents.bitmap.font.size = FUKI::NAME_FONT_SIZE
- # 调整窗口尺寸
- rect = @name_contents.bitmap.text_size(mes_name)
- @name_win.width = rect.width + 32
- # 描画名字
- @name_contents.bitmap.draw_text(rect, mes_name)
- end
- end
- end
-
- #--------------------------------------------------------------------------
- # ○ 释放呼出对话框和角色名字窗口
- #--------------------------------------------------------------------------
- def del_fukidasi
- if @tale != nil
- @tale.dispose
- @tale = nil
- end
- if @name_win != nil
- @name_win.dispose
- @name_win = nil
- @name_contents.dispose
- @name_contents = nil
- end
- self.opacity = 0
- self.x = 120
- self.width = 305+22 + 66*$game_variables[99]
- self.height = 100
- self.contents.dispose
- self.contents = Bitmap.new(width - 32, height - 32)
- self.pause = true
- end
-
- #--------------------------------------------------------------------------
- # ○ 取得角色
- # parameter : 参数
- #--------------------------------------------------------------------------
- def get_character(parameter)
- # 参数分歧
- case parameter
- when -1 # 玩家
- return $game_player
- when 0 # 该事件
- events = $game_map.events
- return events == nil ? nil : events[$active_event_id]
- else # 特定事件
- events = $game_map.events
- return events == nil ? nil : events[parameter]
- end
- end
-
- #--------------------------------------------------------------------------
- # ● 设定窗口位置和不透明度
- #--------------------------------------------------------------------------
- def reset_window
- if $game_temp.in_battle
- self.y = 16
- else
- case $game_system.message_position
- when 0 # 上
- self.y = 16
- when 1 # 中
- self.y = 200
- self.x += 60#1
- when 2 # 下
- self.y = 392
- self.x += 80#1
- end
- end
- if $game_system.message_frame == 0
- self.opacity = 160
- else
- self.opacity = 0
- end
- self.back_opacity = FUKI::MES_OPACITY
- end
-
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 呼出模式下跟随事件移动
- if @tale != nil
- pos = get_fuki_pos(self.width, self.height)
- self.x = pos[0]
- self.y = pos[1]
- tale_pos = get_tale_pos
- @tale.x = tale_pos[0]
- @tale.y = tale_pos[1]
-
- if @name_win != nil
- name_pos = get_name_pos
- @name_win.x = name_pos[0]
- @name_win.y = name_pos[1]
- case @face_pic_txt
- when 0 # 文字
- @name_contents.x = @name_win.x + 12
- @name_contents.y = @name_win.y + 8
- when 1 # 图片
- @name_contents.x = @name_win.x + 2
- @name_contents.y = @name_win.y + 2
- end
- end
- end
-
- # 渐变的情况下
- if @fade_in
- self.contents_opacity += 24
- if @name_win != nil
- @name_win.opacity += 24
- end
- if @tale != nil
- @tale.opacity += 24
- end
- if @input_number_window != nil
- @input_number_window.contents_opacity += 24
- end
- if self.contents_opacity == 255
- @fade_in = false
- end
- return
- end
- # 显示信息中的情况下
- if @contents_drawing
- refresh_drawtext
- 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
- # 显示信息结束的情况下
- if @contents_showing_end
- # 不是显示选择项且不是呼出对话模式则显示暂停标志
- if $game_temp.choice_max == 0 and @tale == nil
- self.pause = true
- else
- 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
- # 释放呼出窗口
- del_fukidasi
- 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_create
- if @name_win != nil
- @name_win.opacity = 0
- end
- if @tale != nil
- @tale.opacity = 0
- end
- 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 @name_win != nil
- @name_win.opacity -= 48
- end
- if @tale != nil
- @tale.opacity -= 48
- end
- if self.opacity == 0
- self.visible = false
- @fade_out = false
- $game_temp.message_window_showing = false
- del_fukidasi
- end
- return
- end
- 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
-
- #--------------------------------------------------------------------------
- # ● 信息结束处理
- #--------------------------------------------------------------------------
- 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
- @contents_showing_end = 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
- # 释放金钱窗口
- if @gold_window != nil
- @gold_window.dispose
- @gold_window = nil
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新光标矩形
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if @index >= 0
- n = $game_temp.choice_start + @index
- if $game_temp.choice_start*$game_variables[100] == 1
- self.cursor_rect.set(8, n * 16, @cursor_width, 16)#1
- else
- self.cursor_rect.set(8, n * 16, @cursor_width, 16)#1
- end
-
- else
- self.cursor_rect.empty
- end
- end
- #--------------------------------------------------------------------------
- # ● 取得普通文字色
- #--------------------------------------------------------------------------
- def normal_color
- nil_color = Color.new(0,0,0,0)
- if FUKI::FUKI_COLOR != nil_color
- color = FUKI::FUKI_COLOR
- else
- color = super
- end
- return color
- end
- end
- #==============================================================================
- # ■ Interpreter
- #==============================================================================
- class Interpreter
- #--------------------------------------------------------------------------
- # ● 设置事件
- # event_id : 事件 ID
- #--------------------------------------------------------------------------
- alias setup_fuki setup
- def setup(list, event_id)
- setup_fuki(list, event_id)
- # 如果不是战斗中
- if !($game_temp.in_battle)
- # 记录事件 ID
- $active_event_id = event_id
- end
- end
- end
- #==============================================================================
- # ■ Scene_Map
- #==============================================================================
- class Scene_Map
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- # 生成活动块
- @spriteset = Spriteset_Map.new
- # 生成信息窗口
- @message_window = Window_FukiMessage.new
- # 执行过渡
- Graphics.transition
- # 主循环
- loop do
- # 刷新游戏画面
- Graphics.update
- # 刷新输入信息
- Input.update
- # 刷新画面
- update
- # 如果画面切换的话就中断循环
- if $scene != self
- break
- end
- end
- # 准备过渡
- Graphics.freeze
- # 释放活动块
- @spriteset.dispose
- # 释放信息窗口
- @message_window.dispose
- # 标题画面切换中的情况下
- if $scene.is_a?(Scene_Title)
- # 淡入淡出画面
- Graphics.transition
- Graphics.freeze
- end
- end
- end
- #==============================================================================
- # ■ Window_InputNumber
- #==============================================================================
- class Window_InputNumber < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # digits_max : 位数
- #--------------------------------------------------------------------------
- def initialize(digits_max)
- @digits_max = digits_max
- @number = 0
- # 从数字的幅度计算(假定与 0~9 等幅)光标的幅度
- dummy_bitmap = Bitmap.new(32, 32)
- dummy_bitmap.font.size = FUKI::MES_FONT_SIZE
- @cursor_width = dummy_bitmap.text_size("0").width + 8
- dummy_bitmap.dispose
- super(0, 0, @cursor_width * @digits_max + 32, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.font.size = FUKI::MES_FONT_SIZE
- self.z += 9999
- self.opacity = 0
- @index = 0
- refresh
- update_cursor_rect
- end
- end
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