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怎么让事件过后名字消失
柳柳的名字显示:- #==============================================================================
- # ■ Game_Event
- #------------------------------------------------------------------------------
- # 处理事件的类。条件判断、事件页的切换、并行处理、执行事件功能
- # 在 Game_Map 类的内部使用。
- #==============================================================================
- class Game_Event < Game_Character
- #——————————————————————————————————————
- # 用来返回名称
- #——————————————————————————————————————
- def name
- return @event.name
- end
- def name=(newname)
- @event.name = newname
- $game_map.events[10]=""
- end
- end
- #==============================================================================
- # ■ Sprite_Character
- #------------------------------------------------------------------------------
- # 角色显示用脚本。监视 Game_Character 类的实例、
- # 自动变化脚本状态。
- #==============================================================================
- class Sprite_Character < RPG::Sprite
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_accessor :character # 角色
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # viewport : 查看端口
- # character : 角色 (Game_Character)
- #--------------------------------------------------------------------------
- def initialize(viewport, character = nil)
- name = character.name
- super(viewport)
- @character = character
- @namesprite = Sprite.new
- @namesprite.bitmap = Bitmap.new(160, 48)
- @namesprite.bitmap.font.name = "黑体"
- @namesprite.bitmap.font.size = 16
- @namesprite.bitmap.font.color.set(255, 255, 255)
- @evname = name
- @evname_split = name.split(/,/)[0]
- if name[0, 2]=="EV"
- @evname_split = " "
- end
- if name.split(/,/)[1] != nil
- case name.split(/,/)[1]
- when "0"
- @namesprite.bitmap.font.color.set(255, 255, 255)
- when "1"
- @namesprite.bitmap.font.color.set(128, 128, 255)
- when "2"
- @namesprite.bitmap.font.color.set(255, 128, 128)
- when "3"
- @namesprite.bitmap.font.color.set(128, 255, 128)
- when "4"
- @namesprite.bitmap.font.color.set(128, 255, 255)
- when "5"
- @namesprite.bitmap.font.color.set(255, 128, 255)
- when "6"
- @namesprite.bitmap.font.color.set(255, 255, 128)
- when "7"
- @namesprite.bitmap.font.color.set(192, 192, 192)
- else
- @namesprite.bitmap.font.color.set(255, 255, 255)
- end
- end
- if @evname_split != "" and @evname_split != nil
- @namesprite.bitmap.draw_text(0, 0, 160, 36, @evname_split, 1)
- end
- update
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 元件 ID、文件名、色相与现在的情况存在差异的情况下
- if @tile_id != @character.tile_id or
- @character_name != @character.character_name or
- @character_hue != @character.character_hue
- # 记忆元件 ID 与文件名、色相
- @tile_id = @character.tile_id
- @character_name = @character.character_name
- @character_hue = @character.character_hue
- # 元件 ID 为有效值的情况下
- if @tile_id >= 384
- self.bitmap = RPG::Cache.tile($game_map.tileset_name,
- @tile_id, @character.character_hue)
- self.src_rect.set(0, 0, 32, 32)
- self.ox = 16
- self.oy = 32
- # 元件 ID 为无效值的情况下
- else
- self.bitmap = RPG::Cache.character(@character.character_name,
- @character.character_hue)
- @cw = bitmap.width / 4
- @ch = bitmap.height / 4
- self.ox = @cw / 2
- self.oy = @ch
- end
- end
- if @evname != @character.name
- @namesprite.bitmap.clear
- @evname = @character.name
- @evname_split = @character.name.split(/,/)[0]
- if @character.name.split(/,/)[1] != nil
- case @character.name.split(/,/)[1]
- when "0"
- @namesprite.bitmap.font.color.set(255, 255, 255)
- when "1"
- @namesprite.bitmap.font.color.set(128, 128, 255)
- when "2"
- @namesprite.bitmap.font.color.set(255, 128, 128)
- when "3"
- @namesprite.bitmap.font.color.set(128, 255, 128)
- when "4"
- @namesprite.bitmap.font.color.set(128, 255, 255)
- when "5"
- @namesprite.bitmap.font.color.set(255, 128, 255)
- when "6"
- @namesprite.bitmap.font.color.set(255, 255, 128)
- when "7"
- @namesprite.bitmap.font.color.set(192, 192, 192)
- else
- @namesprite.bitmap.font.color.set(255, 255, 255)
- end
- end
- if @evname_split != "" and @evname_split != nil
- @namesprite.bitmap.draw_text(0, 0, 160, 36, @evname_split, 1)
- end
- end
- @namesprite.x = self.x-80
- @namesprite.y = self.y-self.oy-24
- @namesprite.visible = $game_switches[39]
- # 设置可视状态
- self.visible = (not @character.transparent)
- # 图形是角色的情况下
- if @tile_id == 0
- # 设置传送目标的矩形
- sx = @character.pattern * @cw
- sy = (@character.direction - 2) / 2 * @ch
- self.src_rect.set(sx, sy, @cw, @ch)
- end
- # 设置脚本的坐标
- self.x = @character.screen_x
- self.y = @character.screen_y
- self.z = @character.screen_z(@ch)
- # 设置不透明度、合成方式、茂密
- self.opacity = @character.opacity
- self.blend_type = @character.blend_type
- self.bush_depth = @character.bush_depth
- # 动画
- if @character.animation_id != 0
- animation = $data_animations[@character.animation_id]
- animation(animation, true)
- @character.animation_id = 0
- end
- end
- end
- #==============================================================================
- # ■ Game_Player
- #------------------------------------------------------------------------------
- # 处理主角的类。事件启动的判定、以及地图的滚动等功能。
- # 本类的实例请参考 $game_player。
- #==============================================================================
- class Game_Player < Game_Character
- def name
- return "天麟道"
- end
- end
- #==============================================================================
- # 本脚本来自www.66rpg.com,转载、使用请保留此信息
- #==============================================================================
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