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Lv3.寻梦者 小柯的徒弟
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本帖最后由 「旅」 于 2011-7-12 22:29 编辑
【灵感来源】http://rpg.blue/thread-190972-2-1.html (lichenggmm)
【兼容范围】暂时只适合默认对话框脚本,用其他对话框的同学可以提一下~
【内容解释】其实就是柳子那部游戏里的那个效果~看图不解释~另外文字会自动排在中间~
【使用方法】首先把这个脚本插入到Main前,接着把开关8打开(这个8对应脚本里的Swi),然后把对话框设置为下面那样就行了~
- #==============================================================================
- # ■ Window_Message
- #------------------------------------------------------------------------------
- # 显示文章的信息窗口。
- #==============================================================================
- class Window_Message < Window_Selectable
- #——控制电影对话的内容
- Swi = 8 # 开关
- Lv31_Y = 400 # 位置
- #——分割分割分割分割线
- #--------------------------------------------------------------------------
- # ● 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
- 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
- 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
- x = 8
- 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
- if $game_switches[Swi]
- lv31_text = text.clone
- lv31_text.gsub!(/\\\\/) { "" }
- lv31_text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "" }
- lv31_text.gsub!(/\\[Gg]/) { "" }
- lv31_width = []
- lv31_2 = 0
- for lv31 in lv31_text.split("\n")
- lv31_width[lv31_2] = self.contents.text_size(lv31).width
- lv31_2 += 1
- end
- x += 240 - 16 - lv31_width[y] / 2 if $game_switches[Swi] and lv31_width[y] != nil
- 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" }
- # 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
- # 另起一行文字的情况下
- 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
- # 移动到选择项的下一行
- if y >= $game_temp.choice_start
- x = 8
- end
- x += 240 - 16 - lv31_width[y] / 2 if $game_switches[Swi] and lv31_width[y] != nil
- # 下面的文字
- next
- end
- # 描绘文字
- self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
- # x 为要描绘文字的加法运算
- 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
- #——调整这里
- self.y = 16
- #——分割分割
- when 1 # 中
- self.y = 160
- when 2 # 下
- self.y = 304
- self.y = Lv31_Y if $game_switches[Swi]
- end
- end
- if $game_system.message_frame == 0
- self.opacity = 255
- else
- self.opacity = 0
- end
- self.back_opacity = 160
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 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
- 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
ps上面这个图片,直接用事件里的“图片显示”就行了~
电影式对话.rar
(715.01 KB, 下载次数: 1311)
再加个范例好了~
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