| 
 
| 赞 | 0 |  
| VIP | 6 |  
| 好人卡 | 1 |  
| 积分 | 1 |  
| 经验 | 1981 |  
| 最后登录 | 2012-8-29 |  
| 在线时间 | 68 小时 |  
 Lv1.梦旅人 
	梦石0 星屑50 在线时间68 小时注册时间2011-8-1帖子95 | 
5楼
 
 
 楼主|
发表于 2012-1-12 08:50:17
|
只看该作者 
| 没发完……重新发一次 #==============================================================================
 #    Fuki对话框优化版 v6
 #    原版作者:by パラ犬(日)
 #    汉化修正:by 66RPG.com
 #------------------------------------------------------------------------------
 #    2006年01月 汉化修改 by bbschat
 #    2007年02月 脚本更新 by KKME
 #    2007年07月 脚本更新 by 绫晓露雪萌
 #    2010年05月 脚本优化 by Linki Shy
 #    2011年10月 阴影修正 by 各种压力的猫君
 #    2011年11月 脚本增强 by 各种压力的猫君
 #==============================================================================
 #
 # 【脚本功能】
 #
 #   1. 此脚本主要是解决了在1.03版XP上的方块问题,以及增加了一些功能
 #
 #   2. 人名美化使用方法与以前一样
 #
 #   3. 默认人物头像在左边显示
 #      如果需要右边显示,在输入的名称之后加"@r"即可
 #      例: "阿尔西斯@r:"(注意必须小写)
 #
 #   4. 在对话中更改字体的方法:
 #       \f[X]:更改字号为X
 #
 #   5. 在对话中显示(技能 物品 武器 防具 人物)图标和名称的方法:
 #       \s[X]: 显示第X号技能图标和名称
 #       \i[X]: 显示第X号物品图标和名称
 #       \w[X]: 显示第X号武器图标和名称
 #       \a[X]: 显示第X号防具图标和名称
 #       \r[X]: 显示第X号人物图标和名称
 #
 #   6. 在对话中更改文字不透明度的方法:
 #       \o[X]: 把文字不透明度更改为X (取值范围为0~255)
 #
 #   7. 在对话中关闭或开启拟声音效的方法:
 #       \q:默认开启时,执行一次关闭,再执行一次则开启
 #
 #   8. 如果需要自定义字体颜色,
 #       可以打开"Graphics/Windowskins"目录下的"Window.png"文件查看
 #       使用方法与VX类似
 #
 #   9. 追加了不为瞬间显示时确定键快速显示的功能
 #
 #  10. $mes_id = 0          代表本事件
 #      $mes_id = -1         代表主角
 #      $mes_id = 其他数值   代表事件编号
 #      $mes_id = nil        代表不使用fuki形式
 #
 #
 # 【素材要求】
 #
 #   1. 要求所有半身像朝向一致(默认是正面偏右)
 #
 #==============================================================================
 
 #==============================================================================
 # ■ Fuki_v6_Setup
 #------------------------------------------------------------------------------
 #    Fuki对话框优化版 v6 参数设置
 #==============================================================================
 
 module Fuki_v6_Setup
 
 #--------------------------------------------------------------------------
 # ● 外观
 #--------------------------------------------------------------------------
 
 # 窗口透明度
 FUKI_OPACITY = 255         # 呼出对话框
 MES_OPACITY  = 160         # 默认信息窗口
 
 # 角色高度尺寸
 CHARACTOR_HEIGHT = 50
 
 # 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 = -4       # 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)
 # 游戏中可以随时用数字代入 $MES_SPEED 来改变消息表示速度。
 MES_SPEED = 1
 
 # 名称修饰符(一对)(此处参考 沉影不器 的VX版对话框加强)
 NAME_SYMBOL = "【】"
 
 # 名称颜色
 NAME_COLOR = 7
 
 #--------------------------------------------------------------------------
 # ● 功能( true / false )
 #--------------------------------------------------------------------------
 
 # 是否显示尾巴
 TAIL_SHOW = true
 
 # 是否播放打字音效
 $play_voice = false
 
 # $MES_SPEED不为0时,是否可以用确定键快速显示对话
 ENABLE_SKIP = true
 
 # 窗口表示时是否根据画面大小自动改变窗口出现的位置
 POS_FIX = true
 
 #--------------------------------------------------------------------------
 # ● 字体
 #--------------------------------------------------------------------------
 
 # 预设字体组
 FONT_ARRAY = ["黑体", "宋体", "仿宋"]
 
 # 默认字号【已知BUG,当默认字号不为20时会导致各种奇怪问题……暂未修正】
 MES_FONT_SIZE = 20
 
 # 默认字体颜色
 FUKI_COLOR = Color.new(0, 0, 0, 255)
 
 #--------------------------------------------------------------------------
 # ● 目录
 #--------------------------------------------------------------------------
 
 # 呼出对话框用Skin名称(自动在 Graphics\Windowskins 内搜索)
 FUKI_SKIN_NAME = "Window"
 
 # 设定头像图片保存目录
 FACE_PIC_DIR = "Graphics/Face/"
 
 #--------------------------------------------------------------------------
 # ● 头像对应表
 #--------------------------------------------------------------------------
 #    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
 #
 #  (这功能怎么用我自己也没搞明白……大家无视吧 by 各种压力的猫君)
 #--------------------------------------------------------------------------
 
 NAME_TABLE = {"罗格斯国王"=>"罗格斯国王"}
 
 end
 #==============================================================================
 
 "┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━┓"
 "┃        自定义内容到此结束,以下内容切勿随意修改        ┃"
 "┗━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━┛"
 
 #==============================================================================
 # ● 初始化全局变量并定义chat方法
 #==============================================================================
 $mes_id   = nil
 $mes_name = ""
 def chat(id = nil,name = "")
 $mes_id = id
 $mes_name = name
 end
 
 #==============================================================================
 # ■ Game_Temp
 #==============================================================================
 
 class Game_Temp
 #--------------------------------------------------------------------------
 # ● 定义实例变量
 #--------------------------------------------------------------------------
 attr_accessor:namebmp      # 记录角色名字和头像文件名对应关系
 #--------------------------------------------------------------------------
 # ● 初始化对像
 #--------------------------------------------------------------------------
 alias initialize_fuki initialize
 def initialize
 initialize_fuki
 @namebmp = Fuki_v6_Setup::NAME_TABLE
 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(Fuki_v6_Setup::MES_FONT_SIZE, Fuki_v6_Setup::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_v6_Setup::MES_FONT_SIZE
 self.contents.font.color = Fuki_v6_Setup::FUKI_COLOR
 self.z += 9999
 self.opacity = 0
 @index = 0
 refresh
 update_cursor_rect
 end
 #--------------------------------------------------------------------------
 # ● 更新光标矩形
 #--------------------------------------------------------------------------
 def update_cursor_rect
 self.cursor_rect.set(@index * @cursor_width-4, 0, @cursor_width, Fuki_v6_Setup::MES_FONT_SIZE + 4)
 end
 #--------------------------------------------------------------------------
 # ● 刷新
 #--------------------------------------------------------------------------
 def refresh
 self.contents.clear
 s = sprintf("%0*d", @digits_max, @number)
 for i in 0...@digits_max
 self.contents.draw_text(i * @cursor_width, 0, 24, Fuki_v6_Setup::MES_FONT_SIZE + 4, s[i,1])
 end
 end
 end
 
 #==============================================================================
 # ■ Window_Message
 #==============================================================================
 
 class Window_Message < Window_Selectable
 
 #--------------------------------------------------------------------------
 # ● 初始化状态
 #--------------------------------------------------------------------------
 def initialize
 super(80, 304, 480, 160)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.color = text_color(0)
 self.visible = false
 self.z = 9998
 @fade_in = false
 @fade_out = false
 @contents_showing = false
 @cursor_width = 0
 self.active = false
 self.index = -1
 @w = 0
 @h = 0
 @wait = 0
 @dx = 0
 @dy = 0
 $MES_SPEED = Fuki_v6_Setup::MES_SPEED
 #------------------------
 # ★ 特殊时期中断标志
 #------------------------
 @no_term_stop = false
 @save_x = 0
 @save_y = 0
 @old_text_info = []
 @show_right = false
 @show_name  = false
 @face_width = 0
 end
 #--------------------------------------------------------------------------
 # ○ 决定窗口尺寸并生成窗口
 #--------------------------------------------------------------------------
 def refresh_create
 unless @no_term_stop
 @pic_skin.dispose if @pic_skin != nil
 if $game_temp.message_text.include?(":")
 if $game_temp.message_text.include?("@r")
 @show_right = true
 $game_temp.message_text.sub!(/\@r/, "")
 end
 @show_name = true
 # 添加名称修饰符
 unless Fuki_v6_Setup::NAME_SYMBOL.empty?
 $game_temp.message_text = '\c[' + Fuki_v6_Setup::NAME_COLOR.to_s + ']' + Fuki_v6_Setup::NAME_SYMBOL[0,Fuki_v6_Setup::NAME_SYMBOL.size/2] + $game_temp.message_text
 $game_temp.message_text.sub!(/\:/, Fuki_v6_Setup::NAME_SYMBOL[Fuki_v6_Setup::NAME_SYMBOL.size/2,Fuki_v6_Setup::NAME_SYMBOL.size/2] + '\c[0]')
 end
 end
 self.contents.clear
 self.contents.font.color = normal_color
 # 取得窗口尺寸
 get_windowsize
 w = @w + 40
 h = @h * (self.contents.font.size + 4) + 30
 h = 64 if h < 64
 # 生成呼出窗口
 set_fukidasi(self.x, self.y, w, h)
 draw_msg_face
 create_backbmp
 end
 # 初始化信息表示使用的变量
 @dx = @save_x
 @dx += @face_width unless @show_right
 @dy = @save_y
 @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
 # 当按下确定键的时候直接显示剩余的全部文字
 if Input.trigger?(Input::C) and Fuki_v6_Setup::ENABLE_SKIP
 # 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
 elsif $game_temp.message_text != ""
 if @wait > 0
 @wait -= 1
 elsif @wait == 0
 # 描绘处理
 draw_massage
 @wait = $MES_SPEED
 end
 else
 draw_opt_text
 @contents_showing_end = true
 @contents_drawing = false
 end
 end
 #--------------------------------------------------------------------------
 # ○ 取得窗口尺寸
 #--------------------------------------------------------------------------
 def get_windowsize
 get_face_width($mes_name)
 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
 text.gsub!(/\\\\/)                 { "\x00" }
 text.gsub!(/\\[Cc]\[([0-9]+)\]/)   { "\x01" }
 text.gsub!(/\\[Gg]/)               { "\x02" }
 text.gsub!(/\\[Ss]\[([0-9]+)\]/)   { "\x03" + $data_skills[$1.to_i].name }
 text.gsub!(/\\[Ii]\[([0-9]+)\]/)   { "\x04" + $data_items[$1.to_i].name }
 text.gsub!(/\\[Ww]\[([0-9]+)\]/)   { "\x05" + $data_weapons[$1.to_i].name }
 text.gsub!(/\\[Aa]\[([0-9]+)\]/)   { "\x06" + $data_armors[$1.to_i].name }
 text.gsub!(/\\[Rr]\[([0-9]+)\]/)   { "\x10" + $game_actors[$1.to_i].name }
 # c 获取 1 个字 (如果不能取得文字就循环)
 while ((c = text.slice!(/./m)) != nil)
 if c == "\x00"
 c = "\\"
 end
 if c == "\x01" or c == "\x02"
 next
 end
 if c == "\x03" or c == "\x04" or c == "\x05" or c == "\x06" or c == "\x010"
 c = "   "
 end
 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 + Fuki_v6_Setup::MES_FONT_SIZE > @w ? x + Fuki_v6_Setup::MES_FONT_SIZE : @w
 end
 x = 0
 x = Fuki_v6_Setup::MES_FONT_SIZE if y >= $game_temp.choice_start
 # 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
 @w += @face_width
 @w = 128 if @w < 128
 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 or @old_text_info != 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
 text.gsub!(/\\\\/)                 { "\x00" }
 text.gsub!(/\\[Cc]\[([0-9]+)\]/)   { "\x01[#{$1}]" }
 text.gsub!(/\\[Gg]/)               { "\x02" }
 text.gsub!(/\\[Ss]\[([0-9]+)\]/)   { "\x03[#{$1}]" }
 text.gsub!(/\\[Ii]\[([0-9]+)\]/)   { "\x04[#{$1}]" }
 text.gsub!(/\\[Ww]\[([0-9]+)\]/)   { "\x05[#{$1}]" }
 text.gsub!(/\\[Aa]\[([0-9]+)\]/)   { "\x06[#{$1}]" }
 text.gsub!(/\\[Oo]\[([0-9]+)\]/)   { "\x07[#{$1}]" }
 text.gsub!(/\\[Qq]/)               { "\x08" }
 text.gsub!(/\\[Ff]\[([0-9]+)\]/)   { "\x09[#{$1}]" }
 text.gsub!(/\\[Rr]\[([0-9]+)\]/)   { "\x10[#{$1}]" }
 # c 获取 1 个字
 c = text.slice!(/./m)
 # 默认对话框采用默认颜色
 self.contents.font.color = normal_color if $mes_id == nil
 # 选择项的情况
 if @dy >= $game_temp.choice_start
 # 处理字的缩进
 @dx = Fuki_v6_Setup::MES_FONT_SIZE
 @dx += @face_width unless @show_right
 @dx += Fuki_v6_Setup::MES_FONT_SIZE if @show_name
 # 描绘文字
 self.contents.draw_text(@dx, 24 * @dy, 24, 24, c)
 # 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(@dx, 24 * @dy, 24, 24, 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 - @face_width].max
 # dy 累加 1
 @dy += 1
 end
 return
 end
 case c
 when "\x00"
 c = "\\"
 when "\x01"
 text.sub!(/\[([0-9]+)\]/, "")
 color = $1.to_i
 self.contents.font.color = text_color(color)
 when "\x02"
 @contents_showing_end = true
 @contents_drawing = false
 terminate_messageX
 @save_x = @dx
 @save_y = @dy
 when "\x03"
 text.sub!(/\[([0-9]+)\]/, "")
 last_character
 draw_icon($data_skills[$1.to_i], 4 + @dx, 24 * @dy)
 @dx += self.contents.text_size("   ").width
 when "\x04"
 text.sub!(/\[([0-9]+)\]/, "")
 last_character
 draw_icon($data_items[$1.to_i], 4 + @dx, 24 * @dy)
 @dx += self.contents.text_size("   ").width
 when "\x05"
 text.sub!(/\[([0-9]+)\]/, "")
 last_character
 draw_icon($data_weapons[$1.to_i], 4 + @dx, 24 * @dy)
 @dx += self.contents.text_size("   ").width
 when "\x06"
 text.sub!(/\[([0-9]+)\]/, "")
 last_character
 draw_icon($data_armors[$1.to_i], 4 + @dx, 24 * @dy)
 @dx += self.contents.text_size("   ").width
 when "\x07"
 text.sub!(/\[([0-9]+)\]/, "")
 self.contents.font.color.alpha = $1.to_i
 when "\x08"
 text.sub!(/\[([0-9]+)\]/, "")
 $play_voice = !$play_voice
 when "\x09"
 text.sub!(/\[([0-9]+)\]/, "")
 self.contents.font.name = Fuki_v6_Setup::FONT_ARRAY[$1.to_i]
 when "\x10"
 text.sub!(/\[([0-9]+)\]/, "")
 last_character
 draw_actor_graphic($game_actors[$1.to_i], 4 + @dx, 24 * @dy)
 @dx += self.contents.text_size("   ").width
 when "\n"
 @dy += 1
 @dx = 0
 @dx += @face_width unless @show_right
 @dx += Fuki_v6_Setup::MES_FONT_SIZE if @show_name
 last_character
 else
 last_character
 size_zy = 6  # 设定文字动态增大幅度
 if c != nil
 self.contents.font.size = Fuki_v6_Setup::MES_FONT_SIZE
 font_size = self.contents.font.size += size_zy
 @old_text_info.push(@dx , @dy , font_size, self.contents.font.color.clone, c)
 self.contents.draw_text(4 + @dx, (font_size + 4 - size_zy) * @dy - size_zy / 2, font_size, font_size, c)
 self.contents.font.size -= size_zy
 Audio.se_play("Audio/SE/Voice", 90, 100) if $play_voice and c != " "
 @dx += self.contents.text_size(c).width
 end
 end
 end
 end
 #--------------------------------------------------------------------------
 # ○ 完成上一个字符的描绘
 #--------------------------------------------------------------------------
 def last_character
 size_zy = 6  # 设定文字动态增大幅度
 unless @old_text_info == []
 self.contents.fill_rect (4 + @old_text_info[0], (@old_text_info[2]+ 4 - size_zy) * @old_text_info[1] - size_zy / 2, @old_text_info[2], @old_text_info[2], Color.new(0,0,0,0))
 color = self.contents.font.color.clone
 self.contents.font.color = @old_text_info[3].clone
 self.contents.font.size = @old_text_info[2] -= size_zy
 self.contents.draw_text(4 + @old_text_info[0], (@old_text_info[2] + 4) * @old_text_info[1], @old_text_info[2], @old_text_info[2], @old_text_info[4])
 self.contents.font.color = color
 @old_text_info = []
 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 + @face_width + Fuki_v6_Setup::MES_FONT_SIZE + 8
 @input_number_window.y = self.y + $game_temp.num_input_start * (Fuki_v6_Setup::MES_FONT_SIZE + 2)
 end
 end
 #--------------------------------------------------------------------------
 # ○ 生成背景图片
 #--------------------------------------------------------------------------
 def create_backbmp
 @pic_skin.dispose if @pic_skin != nil
 @pic_skin = Sprite.new
 @pic_skin.opacity = 0 unless @no_term_stop
 @pic_skin.bitmap = Bitmap.new(self.width + 32, self.height + 32)
 @pic_skin.x = self.x + 2
 @pic_skin.y = self.y + 2
 @pic_skin.z = self.z
 bitmap = RPG::Cache.windowskin(Fuki_v6_Setup::FUKI_SKIN_NAME)
 rect = Rect.new(0, 0, 32, 32)
 @pic_skin.bitmap.blt(0, 0, bitmap, rect)
 rect = Rect.new(96, 0, 32, 32)
 @pic_skin.bitmap.blt(self.width-32, 0, bitmap, rect)
 rect = Rect.new(0, 96, 32, 32)
 @pic_skin.bitmap.blt(0, self.height-32, bitmap, rect)
 rect = Rect.new(96, 96, 32, 32)
 @pic_skin.bitmap.blt(self.width-32, self.height-32, bitmap, rect)
 rect = Rect.new(0, 32, 32, 32)
 @pic_skin.bitmap.stretch_blt(Rect.new(0, 32, 32, self.height - 64), bitmap, rect)
 rect = Rect.new(96, 32, 32, 32)
 @pic_skin.bitmap.stretch_blt(Rect.new(self.width-32,32,32,self.height-64), bitmap, rect)
 rect = Rect.new(32, 0, 32, 32)
 @pic_skin.bitmap.stretch_blt(Rect.new(32,0,self.width-64,self.height-32), bitmap, rect)
 # 如果尾巴在底端的话,更改底边描绘方式以修正阴影
 if @message_position == 0 and @tale != nil
 # 乱七八糟的三个计算变量
 above_tale_x = @tale.x - self.x + 14
 above_tale_width1 = @tale.x - self.x - 16 - 2
 above_tale_width2 = self.width - above_tale_width1 - 32 - 64
 # 中部(尾巴上方)
 rect = Rect.new(32, 96, 32, 16)
 @pic_skin.bitmap.stretch_blt(Rect.new(above_tale_x , self.height-32, 32, 24), bitmap, rect)
 # 左半部
 rect = Rect.new(32, 96, 32, 32)
 @pic_skin.bitmap.stretch_blt(Rect.new(32, self.height-32, above_tale_width1, 32), bitmap, rect)
 # 右半部
 @pic_skin.bitmap.stretch_blt(Rect.new(32+above_tale_x, self.height-32, above_tale_width2, 32), bitmap, rect)
 bitmap.dispose
 else # 除此之外的情况保留原来的底边描绘方式
 rect = Rect.new(32, 96, 32, 32)
 @pic_skin.bitmap.stretch_blt(Rect.new(32,self.height-32,self.width-64,32), bitmap, rect)
 bitmap.dispose
 end
 end
 #--------------------------------------------------------------------------
 # ○ 设置呼出对话框
 #--------------------------------------------------------------------------
 def set_fukidasi(x, y, width, height)
 begin
 self.pause = false # 不显示暂停标志
 pos = get_fuki_pos(width, height) # 取得对话框位置
 x = pos[0]
 y = pos[1]
 self.windowskin = RPG::Cache.windowskin($game_system.windowskin_name)
 self.x = x
 self.y = y
 self.height = height
 self.width = width
 unless @no_term_stop
 self.contents.dispose
 self.contents = Bitmap.new(width - 32, height - 32)
 self.back_opacity = Fuki_v6_Setup::FUKI_OPACITY
 self.contents.clear
 self.contents.font.color = Color.new(0, 0, 0, 255)
 self.contents.font.size = Fuki_v6_Setup::MES_FONT_SIZE
 end
 if $game_system.message_frame == 0
 tale_pos = get_tale_pos
 @tale = Sprite.new
 @tale.bitmap = Bitmap.new(64, 32)
 if Fuki_v6_Setup::TAIL_SHOW
 case @message_position
 when 0  # 上
 bitmap = RPG::Cache.windowskin(Fuki_v6_Setup::FUKI_SKIN_NAME)
 rect = Rect.new(32, 32, 64, 32)
 @tale.bitmap.blt(0, 0, bitmap, rect)
 bitmap.dispose
 @tale.x = tale_pos[0]
 @tale.x += 8 if @tale.x < 64
 if @tale.x > 640 - 64
 @tale.mirror = true
 @tale.x -= 64
 end
 @tale.y = tale_pos[1]
 @tale.z = self.z + 1
 when 1  # 中
 @tale.dispose
 @tale = nil
 when 2  # 下
 bitmap = RPG::Cache.windowskin(Fuki_v6_Setup::FUKI_SKIN_NAME)
 rect = Rect.new(32, 64, 64, 32)
 @tale.bitmap.blt(0, 0, bitmap, rect)
 bitmap.dispose
 @tale.x = tale_pos[0]
 @tale.x += 8 if @tale.x < 64
 if @tale.x > 640 - 64
 @tale.mirror = true
 @tale.x -= 64
 end
 @tale.y = tale_pos[1]
 @tale.z = self.z# + 1
 end
 end
 end
 rescue
 del_fukidasi
 reset_window(width, height)
 end
 end
 #--------------------------------------------------------------------------
 # ○ 计算呼出对话框的位置
 #--------------------------------------------------------------------------
 def get_fuki_pos(width, height)
 # 取得角色
 @character = get_character($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(width, height)
 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_v6_Setup::CHARACTOR_HEIGHT + Fuki_v6_Setup::POP_SHIFT_TOP
 when 1  # 中
 x = (640 - width) / 2
 y = (480 - height) / 2
 when 2  # 下
 y =  (@character.real_y - $game_map.display_y + 64) * 32 / 128 + 32 + Fuki_v6_Setup::POP_SHIFT_UNDER
 end
 # 纪录文章显示位置
 @message_position = $game_system.message_position
 if Fuki_v6_Setup::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_v6_Setup::POP_SHIFT_UNDER
 end
 when 2  # 下
 if y + height >= 480
 @message_position = 0
 y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 - height - Fuki_v6_Setup::CHARACTOR_HEIGHT + Fuki_v6_Setup::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 - 8
 y = self.y + self.height - 6
 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 - 8
 y = self.y - 18
 end
 return [x, y]
 end
 #--------------------------------------------------------------------------
 # ○ 设置角色半身像窗口
 #--------------------------------------------------------------------------
 def draw_msg_face
 @face_sprite.dispose if @face_sprite != nil
 # $mes_name为空时不显示
 if $mes_name == nil or $mes_name == ""
 return
 else
 # 设定变量
 mes_name = $mes_name
 if $game_temp.namebmp[mes_name] == nil
 sFile = Fuki_v6_Setup::FACE_PIC_DIR + mes_name
 else
 sFile = Fuki_v6_Setup::FACE_PIC_DIR + $game_temp.namebmp[mes_name]
 end
 bitmap = Bitmap.new(sFile)
 @pic_width = bitmap.width
 @pic_height = bitmap.height
 @face_sprite = Sprite.new
 @face_sprite.x = self.x + 26
 @face_sprite.x = self.x + self.width - @pic_width - 26 if @show_right
 @face_sprite.y = self.y + self.height - @pic_height - 6
 @face_sprite.bitmap = bitmap
 @face_sprite.z = self.z + 3
 @face_sprite.mirror = @show_right
 @face_sprite.opacity = 0
 end
 end
 #--------------------------------------------------------------------------
 # ○ 释放呼出对话框
 #--------------------------------------------------------------------------
 def del_fukidasi
 self.opacity = 0
 self.x = 80
 self.width = 480
 self.height = 160
 self.contents.dispose
 self.contents = Bitmap.new(width - 32, height - 32)
 self.pause = true
 if @tale != nil
 @tale.dispose
 @tale = nil
 end
 end
 #--------------------------------------------------------------------------
 # ○ 取得角色
 #     parameter : 参数
 #--------------------------------------------------------------------------
 def get_character(parameter)
 # 参数分歧
 case parameter
 when nil
 return events == nil
 when -1  # 玩家
 return $game_player
 when 0   # 该事件
 events = $game_map.events
 # 循环 (地图事件)
 for event in $game_map.events.values
 # 如果找到了启动中的事件
 if event.starting
 @event_id = event.id
 end
 end
 return events == nil ? nil : events[@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(width = nil, height = nil)
 if $game_temp.in_battle
 self.y = 16
 else
 case $game_system.message_position
 when 0  # 上
 self.y = 16
 when 1  # 中
 if height != nil and width != nil
 self.y = (480 - height) / 2 - 32
 self.x = (640 - width) / 2
 self.width = width
 self.height = height
 self.contents.dispose
 self.contents = Bitmap.new(width - 32, height - 32)
 else
 self.y = 160
 end
 when 2  # 下
 self.y = 304
 end
 end
 self.opacity = 0
 self.back_opacity = Fuki_v6_Setup::MES_OPACITY
 end
 #--------------------------------------------------------------------------
 # ● 刷新画面
 #--------------------------------------------------------------------------
 def update
 if $tale_need_dispose
 del_fukidasi
 $tale_need_dispose = false
 end
 super
 update_fuki                 # 呼出模式下跟随事件移动
 if @fade_in                 # 渐变的情况下
 self.contents_opacity += 24
 @pic_skin.opacity += 20
 if @tale != nil
 @face_sprite.opacity += 24 if @face_sprite != nil and !@face_sprite.disposed?
 @tale.opacity += 20
 end
 @input_number_window.contents_opacity += 24 if @input_number_window != nil
 @fade_in = false if self.contents_opacity == 255
 return
 end
 if @contents_drawing        # 显示信息中的情况下
 refresh_drawtext
 return
 end
 update_input_number_window  # 输入数值的情况下
 if @contents_showing_end    # 显示信息结束的情况下
 if $game_temp.choice_max == 0 and @tale == nil
 self.pause = true
 else
 self.pause = false
 end
 update_choose
 return
 end
 if @fade_out == false and $game_temp.message_text != nil # 在渐变以外的状态下
 @contents_showing = true
 $game_temp.message_window_showing = true
 reset_window
 refresh_create
 if @no_term_stop
 self.visible = true
 else
 @tale.opacity = 0 if @tale != nil
 Graphics.frame_reset
 self.visible = true
 self.contents_opacity = 0
 @input_number_window.contents_opacity = 0 if @input_number_window != nil
 @fade_in = true
 end
 return
 end
 unless @no_term_stop # 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
 @face_sprite.opacity -= 48 if @face_sprite != nil and !@face_sprite.disposed?
 @pic_skin.opacity -= 48 if @pic_skin != nil and !@pic_skin.disposed?
 @tale.opacity -= 48 if @tale != nil and [email protected]?
 if (@face_sprite == nil) or @face_sprite.disposed? or (@face_sprite.opacity == 0)
 self.visible = false
 @face_sprite.dispose if @face_sprite != nil
 @pic_skin.dispose
 @fade_out = false
 $game_temp.message_window_showing = false
 end
 return
 end
 else
 $game_temp.message_window_showing = false
 end
 end
 #--------------------------------------------------------------------------
 # ● 释放
 #--------------------------------------------------------------------------
 def dispose
 terminate_message
 $game_temp.message_window_showing = false
 @input_number_window.dispose if @input_number_window != nil
 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
 $mes_name = ""
 # 呼叫信息调用
 $game_temp.message_proc.call if $game_temp.message_proc != nil
 # 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
 @no_term_stop = false
 @save_x = 0
 @save_y = 0
 @show_right = false
 @show_name  = false
 @face_width = 0
 $tale_need_dispose = true if @tale != nil
 end
 #--------------------------------------------------------------------------
 # ● ★信息结束处理★
 #--------------------------------------------------------------------------
 def terminate_messageX
 self.active = false
 self.pause = false
 self.index = -1
 # 清除显示中标志
 @contents_showing = false
 @contents_showing_end = false
 # 呼叫信息调用
 $game_temp.message_proc.call if $game_temp.message_proc != nil
 # 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
 @no_term_stop = true
 @show_right = false
 @show_name  = false
 @face_width = 0
 end
 #--------------------------------------------------------------------------
 # ● 刷新光标矩形
 #--------------------------------------------------------------------------
 def update_cursor_rect
 if @index >= 0
 n = $game_temp.choice_start + @index
 self.cursor_rect.set(Fuki_v6_Setup::MES_FONT_SIZE / 2, n * (Fuki_v6_Setup::MES_FONT_SIZE + 4), @cursor_width, Fuki_v6_Setup::MES_FONT_SIZE + 4)
 self.cursor_rect.x += @face_width unless @show_right
 self.cursor_rect.x += Fuki_v6_Setup::MES_FONT_SIZE / 2 if @show_name
 else
 self.cursor_rect.empty
 end
 end
 #--------------------------------------------------------------------------
 # ● 获取文字颜色色
 #     n : 文字颜色编号 (0~31)
 #--------------------------------------------------------------------------
 def text_color(n)
 return normal_color if n > 31
 x = (n % 8) * 16
 y = 128 + (n / 8) * 16
 return RPG::Cache.windowskin(Fuki_v6_Setup::FUKI_SKIN_NAME).get_pixel(x, y)
 end
 #--------------------------------------------------------------------------
 # ● 取得普通文字色
 #--------------------------------------------------------------------------
 def normal_color
 nil_color = Color.new(0,0,0,255)
 return Fuki_v6_Setup::FUKI_COLOR if Fuki_v6_Setup::FUKI_COLOR != nil_color
 return nil_color
 end
 #--------------------------------------------------------------------------
 # ● 获取头像宽度
 #--------------------------------------------------------------------------
 def get_face_width(face_name)
 return if $mes_name == ""
 filename = Fuki_v6_Setup::FACE_PIC_DIR + face_name
 bitmap = Bitmap.new(filename)
 @face_width = bitmap.width + Fuki_v6_Setup::MES_FONT_SIZE
 bitmap.dispose
 end
 #--------------------------------------------------------------------------
 # ● 描绘物品
 #     item : 物品
 #--------------------------------------------------------------------------
 def draw_icon(item, x, y)
 return if item == nil
 bitmap = RPG::Cache.icon(item.icon_name)
 self.contents.blt(x + 4, y, bitmap, Rect.new(0, 0, 24, 24))
 color = self.contents.font.color.clone
 self.contents.font.color = text_color(1)
 self.contents.draw_text(x + 28, y, self.contents.text_size(item.name).width + 5, 24, item.name)
 self.contents.font.color = color
 @dx += self.contents.text_size(item.name).width
 end
 #--------------------------------------------------------------------------
 # ● 图形的描绘
 #     actor : 角色
 #     x     : 描画目标 X 坐标
 #     y     : 描画目标 Y 坐标
 #--------------------------------------------------------------------------
 def draw_actor_graphic(actor, x, y)
 bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
 cw = bitmap.width / 4
 ch = bitmap.height / 4
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x, y - 4, bitmap, src_rect)
 color = self.contents.font.color.clone
 self.contents.font.color = text_color(1)
 self.contents.draw_text(x + 32, y, self.contents.text_size(actor.name).width + 5, 24, actor.name)
 self.contents.font.color = color
 @dx += self.contents.text_size(actor.name).width
 end
 #--------------------------------------------------------------------------
 # ● 刷新呼出对话框
 #--------------------------------------------------------------------------
 def update_fuki
 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.mirror = false
 @tale.x = tale_pos[0]
 @tale.x += 8 if @tale.x < 64
 if @tale.x > 640 - 64
 @tale.mirror = true
 @tale.x -= 64
 end
 @tale.y = tale_pos[1]
 @pic_skin.x = self.x + 2
 @pic_skin.y = self.y + 2
 if @face_sprite != nil and !@face_sprite.disposed?
 @face_sprite.x = self.x + 26
 @face_sprite.x = self.x + self.width - @pic_width - 26 if @show_right
 @face_sprite.y = self.y + self.height - @pic_height - 6
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● 刷新数字输入框
 #--------------------------------------------------------------------------
 def update_input_number_window
 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
 # 释放输入数值窗口
 @input_number_window.dispose
 @input_number_window = nil
 $game_map.need_refresh = true
 terminate_message
 end
 return
 end
 end
 #--------------------------------------------------------------------------
 # ● 刷新选择输入
 #--------------------------------------------------------------------------
 def update_choose
 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
 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
 end
 end
 [@]步兵中尉[/@]
 | 
 |