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麻烦大佬帮我看看这个要怎么用 
 
//----------------------------------------------------------------------------- 
//  Galv's Message Background 
//----------------------------------------------------------------------------- 
//  For: RPGMAKER MV 
//  Galv_MessageBackground.js 
//----------------------------------------------------------------------------- 
//  2016-04-02 - Version 1.4 - compatibilty fix for Message Styles plugin 
//  2015-10-30 - Version 1.3 - removed accidental code + compatiblity change 
//  2015-10-27 - Version 1.2 - fixed a bug with images showing over top 
//  2015-10-26 - Version 1.1 - fixed bug with variable setting 
//  2015-10-25 - Version 1.0 - release 
//----------------------------------------------------------------------------- 
// Terms can be found at: 
// galvs-scripts.com 
//----------------------------------------------------------------------------- 
 
var Imported = Imported || {}; 
Imported.Galv_MessageBackground = true; 
 
var Galv = Galv || {};        // Galv's main object 
Galv.MBG = Galv.MBG || {};    // Galv's Message Background stuff 
Galv.Mstyle = Galv.Mstyle || {};  // Compatibility 
//----------------------------------------------------------------------------- 
/*: 
 * @plugindesc Displays an image behind messages in place of the windowskin 
 *  
 * @author Galv - galvs-scripts.com 
 * 
 * @param Image Variable ID 
 * @desc Variable used to determine which image to display 
 * /img/system/msgimg_X.png - where X is the variable's value 
 * @default 1 
 * 
 * @param Disable Switch ID 
 * @desc Turn this switch ON usig control switches to disable the 
 * message image and revert back to windowskin (make 0 to not use) 
 * @default 1 
 * 
 * @help 
 *   Galv's Message Background 
 * ---------------------------------------------------------------------------- 
 * Set the variable ID number you would like to use in the settings. 
 * This is the in-game variable that you wil change with "Control Variables" 
 * event command. (Default is variable 1, which has a value of 0 by default) 
 * This will select images from your project's folders: 
 * /img/system/msgimg_X.png - where X is the variable's value 
 * 
 * You can also set a switch ID in the settings. If you choose a switch, then 
 * during the game you can turn that switch number ON with "Control Switches" 
 * to disable the background image and go back to using default windowskin. 
 * This defaults to 0 meaning do not use this option. 
 * 
 * This 'Show Message' settings of "window", "Dim" and "Tranparent" have an 
 * effect on the message background image. Window shows image normally, Dim 
 * shows the image partially transparent and Transparent makes it invisible. 
 */ 
 
 
//----------------------------------------------------------------------------- 
//  CODE STUFFS 
//----------------------------------------------------------------------------- 
 
 
 
(function() { 
        Galv.MBG.v = Number(PluginManager.parameters('Galv_MessageBackground')["Image Variable ID"]); 
        Galv.MBG.s = Number(PluginManager.parameters('Galv_MessageBackground')["Disable Switch ID"]); 
        Galv.MBG.disable = false; 
        Galv.MBG.window = null; 
         
         
// ---------------- WINDOW MESSAGE 
 
// WINDOW MESSAGE START MESSAGE - MOD 
Galv.MBG.Window_Message_startMessage = Window_Message.prototype.startMessage; 
Window_Message.prototype.startMessage = function() { 
        // Create graphic when window is displayed 
        if (Galv.Mstyle.target) { 
                Galv.MBG.disable = true; 
        } else { 
                Galv.MBG.disable = false; 
        }; 
         
        Galv.MBG.window = this; 
        Galv.MBG.Window_Message_startMessage.call(this); 
}; 
 
// WINDOW MESSAGE SET BACKGROUND TYPE 
 
Galv.MBG.Window_Message_setBackgroundType = Window_Message.prototype.setBackgroundType; 
Window_Message.prototype.setBackgroundType = function(type) { 
        if (Galv.Mstyle.target) { 
                this.opacity = Galv.Mstyle.opacity; 
        } else if (!$gameSwitches.value(Galv.MBG.s)) { 
                this.opacity = 0; 
                return; 
        }; 
        Galv.MBG.Window_Message_setBackgroundType.call(this,type); 
}; 
 
 
 
// ---------------- SPRITESET MAP 
 
 
 
// SPRITESET MAP CREATE LOWER LAYER 
Galv.MBG.Spriteset_Map_createUpperLayer = Spriteset_Base.prototype.createUpperLayer; 
Spriteset_Base.prototype.createUpperLayer = function() { 
        Galv.MBG.Spriteset_Map_createUpperLayer.call(this); 
        this.createMsgBg(); 
}; 
 
// SPRITESET MAP CREATE MSG BG 
Spriteset_Base.prototype.createMsgBg = function() { 
    if (this._msgBgSprite) return; 
    this._msgBgSprite = new Sprite_GalvMsgBg(); 
    this.addChild(this._msgBgSprite); 
}; 
 
 
// ---------------- SPRITE GALVMSGBG - NEW 
 
function Sprite_GalvMsgBg() { 
    this.initialize.apply(this, arguments); 
} 
 
Sprite_GalvMsgBg.prototype = Object.create(Sprite.prototype); 
Sprite_GalvMsgBg.prototype.constructor = Sprite_GalvMsgBg; 
 
Sprite_GalvMsgBg.prototype.initialize = function() { 
    Sprite.prototype.initialize.call(this); 
        this.opacity = 0; 
        this.loadBitmap(); 
    this.update(); 
}; 
 
Sprite_GalvMsgBg.prototype.update = function() { 
    Sprite.prototype.update.call(this); 
    if (Galv.MBG.window) this.controlBitmap() ; 
}; 
 
Sprite_GalvMsgBg.prototype.loadBitmap = function() { 
        this.imageID = $gameVariables.value(Galv.MBG.v); 
    this.bitmap = ImageManager.loadSystem('msgimg_' + this.imageID); 
        this.x = 0 
        this.z = 10; 
}; 
 
Sprite_GalvMsgBg.prototype.controlBitmap = function() { 
        if ($gameSwitches.value(Galv.MBG.s) || Galv.MBG.window.openness <= 0 || Galv.MBG.disable) { 
                this.opacity = 0; 
                this.maxopac = 255; 
                return; 
        }; 
    if (this.imageID != $gameVariables.value(Galv.MBG.v)) this.loadBitmap();  // If image changed, reload bitmap 
 
        // Control image opacity 
        switch ($gameMessage.background()) { 
        case 0: 
        // Window 
                this.opacity = Math.min(Galv.MBG.window._openness,this.maxopac); 
                break; 
        case 1: 
        // Dim 
                this.opacity = Galv.MBG.window._openness * 0.5; 
                this.maxopac = this.opacity; 
                break; 
        case 2: 
        // Transparent 
                this.opacity = 0; 
                this.maxopac = 0; 
                break; 
        }; 
         
        // Don't change y value if closing as it reverts to positiontype 2 
        if (Galv.MBG.window.isClosing()) return; 
         
        // Control image position 
        switch ($gameMessage.positionType()) { 
        case 0: 
        //top 
                this.y = -(this.bitmap.height * 0.333); 
                break; 
        case 1: 
        // middle 
                this.y = (Graphics.boxHeight / 2) - (this.bitmap.height / 2) 
                break; 
        case 2: 
        //bottom 
                this.y = Graphics.boxHeight - (this.bitmap.height * 0.666); 
                break; 
        }; 
}; 
 
})(); |   
 
 
 
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