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发表于 2012-1-12 08:50:17
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#==============================================================================
# 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[/@] |
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