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这个脚本如果使用了\p让对话框显示在事件上方的话,那么不用\p[-2]他是不会变回系统默认的对话框,,,
怎么能让他只有在用了\p的控制符才会显示在事件上方,如果什么控制符都没有就是系统默认的对话框。。?
谢谢,- #==============================================================================
- # ■ Window_Message
- #------------------------------------------------------------------------------
- # 显示文章、选择项等信息的窗口。
- #==============================================================================
- #
- # 系统默认控制符:
- # \| :停顿片刻(20帧)
- # \~ :文字直接消失
- # \\:显示"\"这个符号
- # \c[0-7]:更改颜色
- # \g:显示金钱窗口
- # \name[1]:显示1号角色的姓名
- # \v[7]:显示7号变量的值
- #
- # 加强控制符(除非含义不同,否则命令不区分大小写):
- # \A:头像及姓名框靠左排列
- # \a:头像及姓名框靠右排列
- #
- # \b[50]:空50象素
- #
- # \d[4]:空4个字节(2个汉字)的位置
- #
- # \F[001]:在对话显示头像“Graphics/battlers/66rpg_001_f.png”
- # \f[1]:在对话中显示1号角色的头像,没有的话同\F[1]效果
- #
- # \h[12]:改用12号字
- #
- # \i:下一行从这个位置开始
- #
- # \L[001]:在左边显示图片“Graphics/battlers/66rpg_001_h.png”
- # \l[1]:在左边显示1号角色的半身像,没有的话同\L[1]效果
- # \Lk:清除左边的图像
- # 使用半身像功能将把对话框固定在屏幕下方,无视\p和[显示文章选项]的设定
- #
- # \m[李逍遥]:用默认颜色(颜色0)显示一个“李逍遥”方框,表示说话人姓名
- # \m2[\n[1]]:用颜色2显示1号主角的姓名方框
- #
- # \o[123]:文字透明度改为123,模拟将死之人(汗)
- #
- # 地图画面
- # \p[-1]:对话框全屏显示
- # \p:本事件上方出现对话框,如果上方空间不够则出现在下方
- # \p[0]:主人公上方(或下方)出现对话框
- # \p[1]:对话框出现在1号事件的上方(或下方)
- # \p[-2]:恢复系统的对话框位置
- # 用正数参数使用\p功能时,会自动调整对话框的大小和位置
- #
- # 战斗画面
- # \p[-1]:对话框最小化并居中显示
- # \p[0-3]:我方战斗者上方出现对话框
- # \p[4-11]:敌方战斗者上方出现对话框
- # \p[-2]:恢复系统的对话框位置
- # 用不是-2的参数使用\p功能时,会自动调整对话框的大小和位置
- #
- # \R[001]:在右边显示图片“Graphics/battlers/66rpg_001_h.png”
- # \r[1]:在右边显示1号角色的半身像,没有的话同\R[1]效果
- # \Rk:清除右边的图像
- # 使用半身像功能将把对话框固定在屏幕下方,无视\p和[显示文章选项]的设定
- #
- # \s:关闭打字效果
- # \s[0-9]:打字速度设定,越大越慢
- #
- # \t:显示游戏时间窗口
- #
- # \u[rrggbb]:直接以十六进制指定颜色,注意这里会把透明度重设为255
- #
- # \v[7:3]:显示7号变量的值,不足3位的话补零
- # \v[a7]:显示7号防具的图标和名称
- # \v[c7]:显示7号职业的名称
- # \v[e7]:显示7号属性的名称
- # \v[i7]:显示7号道具的图标和名称
- # \v[m7]:显示7号地图的名称
- # (注:需配合$data_maps加载使用)
- # \v[n7]:显示7号角色的名称(和\n[7]重复,主要功能在下面)
- # \v[n7:7]:显示7号角色的灵巧,参数0-13分别表示等级、EXP、HP、SP、MaxHP、MaxSP
- # 力量、灵巧、速度、魔力、攻击、防御、魔防、回避
- # \v[s7]:显示7号特技的图标和名称
- # \v[t7]:显示7号状态的名称
- # \v[v7]:显示7号事件的名称,v0为显示本事件名称
- # \v[w7]:显示7号武器的图标和名称
- #
- # \w[20]:等待20帧(1秒)后自动关闭窗口
- #
- # \x[20]:本行之后文字定位到第20列,已超宽的话忽略
- #
- # \z[20]:打字到这里时停顿20帧,关闭打字效果的话忽略
- #
- #==============================================================================
- # 如果游戏加密请将以下内容解除注释
- # $encrypted = true
- # 如果要使用地图名显示功能请将以下内容解除注释
- $data_maps = load_data("Data/MapInfos.rxdata")
- #==============================================================================
- class Window_Message < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化状态
- #--------------------------------------------------------------------------
- def initialize
- super(40, 304, 560, 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
- @popchar = -2
- @alignment = true
- @wait_count = 0
- @type_speed = 0
- @type_wait = 0
- @text_buffer = []
- 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
- # 开放时间窗口
- if @playtime_window != nil
- @playtime_window.dispose
- @playtime_window = nil
- end
- # 开放姓名窗口
- if @name_window != nil
- @name_window.dispose
- @name_window = nil
- end
- if @name_airtext != nil
- @name_airtext.dispose
- @name_airtext = nil
- end
- # 开放角色图片
- if @right_picture != nil and @right_keep == true
- @right_picture.dispose
- end
- if @left_picture != nil and @left_keep == true
- @left_picture.dispose
- end
- @face_bitmap = nil
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- # 初期化
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.font.size = Font.default_size
- x = y = max_x = max_y = @indent = lines = 0
- @left_keep = @right_keep = false
- @face_indent = 0
- @opacity = 255
- @cursor_width = 0
- @wait_set = 0
- face = nil
- if $game_temp.choice_start == 0
- x = 8
- end
- if $game_temp.message_text != nil
- text = $game_temp.message_text
-
- # 变量的替换
- begin
- last_text = text.clone
- text.gsub!(/\\[Vv]\[([ACEIMNSTVWaceimnstvw]?)([0-9]+)[:]?([0-9]*)\]/) {
- convert_value($1, $2.to_i, $3)
- }
- end until text == last_text
-
- # 显示后等待的判定
- if (/\\[Ww]\[([0-9]+)\]/.match(text)) != nil
- @wait_set = $1.to_i * 2 - 1
- text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "" }
- end
-
- # 文字位置的判定
- if (/\\[Pp]\[([-0-9]+)\]/.match(text))!=nil then
- @popchar = $1.to_i
- if @popchar == -1 and not $game_temp.in_battle
- x = @indent = 48
- y = 4
- end
- text.gsub!(/\\[Pp]\[([-0-9]+)\]/) { "" }
- if $game_temp.in_battle
- if @popchar >= 4
- @alignment = true
- else
- @alignment = false
- end
- end
- elsif (/\\[Pp]/.match(text))!=nil then
- @popchar = 1000
- text.gsub!(/\\[Pp]/) { "" }
- end
-
- #——对齐设置
- if (/\\([Aa])/.match(text))!=nil then
- if $1 == "A"
- @alignment = true
- else
- @alignment = false
- end
- text.gsub!(/\\([Aa])/) { "" }
- end
-
- #——头像设置
- if (/\\([Ff])\[(.+?)\]/.match(text))!=nil then
- face = "66rpg_" + $2 + "_f.png"
- if $1 == "f" and $game_actors[$2.to_i] != nil
- face = $game_actors[$2.to_i].battler_name + "_f.png"
- end
- if $encrypted or FileTest.exist?("Graphics/Battlers/#{face}")
- @face_bitmap = Bitmap.new("Graphics/Battlers/#{face}")
- if @alignment
- @face_indent = 128
- x += @face_indent
- end
- else
- @face_bitmap = nil
- end
- text.gsub!(/\\([Ff])\[(.*?)\]/) { "" }
- end
-
- #——左半身像设置
- if (/\\([Ll])\[(.+?)\]/.match(text))!=nil then
- face = "66rpg_" + $2 + "_h.png"
- if $1 == "l" and $game_actors[$2.to_i] != nil
- face = $game_actors[$2.to_i].battler_name + "_h.png"
- end
- if $encrypted or FileTest.exist?("Graphics/battlers/#{face}")
- if @left_picture != nil
- @left_picture.dispose
- end
- @left_picture = Sprite.new
- @left_picture.bitmap = Bitmap.new("Graphics/battlers/#{face}")
- @left_picture.y = 480-@left_picture.bitmap.height
- @left_picture.x = 0
- @left_picture.mirror = true
- @popchar = -2
- text.gsub!(/\\([Ll])\[(.*?)\]/) { "" }
- end
- end
-
- #——右半身像设置
- if (/\\([Rr])\[(.+?)\]/.match(text))!=nil then
- face = "66rpg_" + $2 + "_h.png"
- if $1 == "r" and $game_actors[$2.to_i] != nil
- face = $game_actors[$2.to_i].battler_name + "_h.png"
- end
- if $encrypted or FileTest.exist?("Graphics/battlers/#{face}")
- if @right_picture != nil
- @right_picture.dispose
- end
- @right_picture = Sprite.new
- @right_picture.bitmap = Bitmap.new("Graphics/battlers/#{face}")
- @right_picture.y = 480-@right_picture.bitmap.height
- @right_picture.x = 640-@right_picture.bitmap.width
- @popchar = -2
- text.gsub!(/\\([Rr])\[(.*?)\]/) { "" }
- end
- end
- if (/\\[Rr][Kk]/.match(text)) != nil
- @right_keep = true
- text.sub!(/\\[Rr]k/) { "" }
- end
- if (/\\[Ll][Kk]/.match(text)) != nil
- @left_keep = true
- text.sub!(/\\[Ll]k/) { "" }
- end
-
- # 替换人物姓名
- text.gsub!(/\\[Nn]ame\[([0-9]+)\]/) do
- $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
- end
-
- # 显示人物姓名
- name_window_set = false
- if (/\\[Nn]ame([0-9]*?)\[(.+?)\]/.match(text)) != nil
- name_window_set = true
- if $1 == ""
- color = 0
- else
- color = $1.to_i
- end
- if color >= 0 and color <= 7
- name_color = color
- end
- name_text = $2
- text.gsub!(/\\[Nn]ame([0-9]*?)\[(.*?)\]/) { "" }
- end
-
- # 打字效果设定
- if (/\\[Ss]\[([0-9]+)\]/.match(text)) != nil
- @type_speed = [$1.to_i, 9].min
- text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "" }
- # 关闭打字效果
- elsif (/\\[Ss]/.match(text))!=nil then
- @type_speed = -1
- text.gsub!(/\\[Ss]/) { "" }
- end
-
- # 窗口位置计算
- if @popchar >= 0 or (@popchar == -1 and $game_temp.in_battle)
- # 浮于事件上方的情况
- max_x = 16
- # 获得行数
- textlines = text.split(/\n/)
- cy = max_y = textlines.size
- for i in 0..max_y - 1
- line = plain_text(textlines[i])
- if line == ""
- cy -= 1
- next
- end
- cx = contents.text_size(line).width
- if i >= $game_temp.choice_start and $game_temp.choice_start > 0
- cx += 16
- end
- # 获得最大宽度
- max_x = cx if cx > max_x
- end
- # 计算宽度和高度
- max_y = cy if cy < max_y
- max_y = [max_y, 1].max
- self.width = max_x + 32 + @face_indent
- self.width += 16 if $game_temp.choice_start == 0
- # 右边有头像的情况宽度再加 128
- self.width += 128 if @face_bitmap != nil and not @alignment
- max_x += 8 if $game_temp.choice_start == 0
- # 有输入数值的情况下增加一行并调整宽度
- if $game_temp.num_input_variable_id > 0
- max_y += 1
- dummy_bitmap = Bitmap.new(32, 32)
- cursor_width = dummy_bitmap.text_size("0").width + 8
- dummy_bitmap.dispose
- cx = cursor_width * $game_temp.num_input_digits_max + 16
- max_x = cx if cx > max_x
- end
- self.height = max_y * 32 + 32
- # 有头像的情况高度定为 160
- self.height = [self.height, 160].max if @face_bitmap != nil
- # 不是浮于事件上方的情况
- else
- max_x = self.width - 12 - @face_indent
- self.height = [text.split(/\n/).size * 32 + 32, 160].max
- end
-
- # 绘制窗体样式
- reset_window
-
- # 姓名框
- if name_window_set
- w = self.contents.text_size(name_text).width + 16
- xn = @alignment ? self.x : self.x + self.width - w
- if self.y < 20
- if @popchar >= 0
- self.y += self.height + 48 if @popchar >= 0
- else
- self.y = 36
- end
- end
- yn = self.y - 20
- @name_window = Window_Name.new(xn, yn, w)
- @name_window.z = self.z + 1
- @name_airtext = Window_AirText.new(xn + 8, yn + 8, name_text, name_color)
- @name_airtext.z = self.z + 2
- @name_window.back_opacity = self.back_opacity
- end
-
- # 逐字打印文本
- text.gsub!(/\\\\/) { "\000" }
- text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
- text.gsub!(/\\[Gg]/) { "\002" }
- text.gsub!(/\\[Tt]/) { "\003" }
- text.gsub!(/\\[Uu]\[([0-9A-Fa-f]{6})\]/) { "\004[#{$1}]" }
- text.gsub!(/\\[Xx]\[([0-9]+)\]/) { "\005[#{$1}]" }
- text.gsub!(/\\[Zz]\[([0-9]+)\]/) { "\022[#{$1}]" }
- text.gsub!(/\\[Ii]/) { "\023" }
- text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
- text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
- text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
- text.gsub!(/\\[Dd]\[([0-9]+)\]/) { "\027[#{$1}]" }
- text.gsub!(/\\[~]/) { "\031" }
- text.gsub!(/\\[|]/) { "\032" }
- start_x = @indent + @face_indent
- @text_buffer = []
- c_wait = 0
- while ((c = text.slice!(/./m)) != nil)
- if c == "\000"
- c = "\\"
- end
- if c == "\001"
- text.sub!(/\[([0-9]+)\]/, "")
- color = $1.to_i
- if color >= 0 and color <= 7
- if @type_speed < 0
- self.contents.font.color = text_color(color)
- else
- @text_buffer.push([nil, -1, text_color(color)])
- end
- end
- next
- end
- if c == "\002"
- 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
- next
- end
- if c == "\003"
- if @playtime_window == nil
- @playtime_window = Window_PlayTime.new
- @playtime_window.x = 80
- if $game_temp.in_battle
- @playtime_window.y = 192
- else
- @playtime_window.y = self.y >= 128 ? 32 : 384
- end
- @playtime_window.opacity = self.opacity
- @playtime_window.back_opacity = self.back_opacity
- end
- next
- end
- if c == "\004"
- text.sub!(/\[([0-9A-Fa-f]{2})([0-9A-Fa-f]{2})([0-9A-Fa-f]{2})\]/, "")
- if @type_speed < 0
- self.contents.font.color = Color.new($1.to_i(16), $2.to_i(16), $3.to_i(16), 255)
- else
- @text_buffer.push([nil, -1, Color.new($1.to_i(16), $2.to_i(16), $3.to_i(16), 255)])
- end
- next
- end
- if c == "\005"
- text.sub!(/\[([0-9]+)\]/, "")
- tab = ($1.to_i - 1) * self.contents.text_size("0").width
- x = start_x + tab if x < start_x + tab
- next
- end
-
- if c == "\022"
- text.sub!(/\[([0-9]+)\]/, "")
- c_wait += $1.to_i
- next
- end
-
- if c == "\023"
- @indent = x
- next
- end
- if c == "\024"
- text.sub!(/\[([0-9]+)\]/, "")
- if @type_speed < 0
- self.contents.font.color.alpha = [[0, $1.to_i].max, 255].min
- else
- color = self.contents.font.color.clone
- color.alpha = [[0, $1.to_i].max, 255].min
- @text_buffer.push([nil, -1, color])
- end
- next
- end
- if c == "\025"
- text.sub!(/\[([0-9]+)\]/, "")
- self.contents.font.size = [[$1.to_i, 6].max, 32].min
- if @type_speed >= 0
- @text_buffer.push([nil, -1, self.contents.font.size])
- end
- next
- end
- if c == "\026"
- text.sub!(/\[([0-9]+)\]/, "")
- x += $1.to_i
- next
- end
- if c == "\027"
- text.sub!(/\[([0-9]+)\]/, "")
- x += $1.to_i * self.contents.text_size("0").width
- next
- end
- if c == "\030"
- text.sub!(/\[(.*?)\]/, "")
- if @type_speed < 0
- self.contents.blt(x , y * line_height + 4, RPG::Cache.icon($1),
- Rect.new(0, 0, 24, 24))
- else
- @text_buffer.push([Rect.new(x, y * line_height + 4, 24, 24),
- c_wait, RPG::Cache.icon($1)])
- c_wait = @type_speed
- end
- x += 24
- next
- end
- if c == "\031"
- terminate_message
- return
- end
- if c == "\032"
- c_wait += 20
- c = ""
- end
- if c == "\n"
- if x == start_x and (@popchar != -2 and not $game_temp.in_battle)
- $game_temp.choice_start -= 1
- lines -= 1
- y -= 1
- end
- if lines >= $game_temp.choice_start
- @cursor_width = [@cursor_width, x - @face_indent].max
- end
- lines += 1
- y += 1
- start_x = @face_indent + @indent
- x = start_x
- if lines >= $game_temp.choice_start
- x += 8
- end
- next
- end
- # 描绘文字
- c_width = self.contents.text_size(c).width
- c_height = line_height
- if @type_speed < 0
- self.contents.draw_text(x, c_height * y, c_width, c_height, c)
- else
- @text_buffer.push([Rect.new(x, c_height * y, c_width, c_height),
- c_wait, c])
- c_wait = @type_speed
- end
- x += c_width
- end
- @type_wait = @text_buffer[0][1] if @text_buffer.size > 0
- end
- if @type_speed < 0 and $game_temp.choice_max > 0
- @item_max = $game_temp.choice_max
- self.active = true
- self.index = 0
- end
- 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
- #--------------------------------------------------------------------------
- # ● 更新
- #--------------------------------------------------------------------------
- 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
- # 打字的情况下
- if @text_buffer.size > 0
- # 按键跳过打字
- if Input.trigger?(Input::C) or Input.trigger?(Input::B)
- type_next_char until @text_buffer.size == 0
- return
- end
- # 等待打字延时
- if @type_wait > 0
- @type_wait -= 1
- end
- # 传送位图
- if @type_wait <= 0
- type_next_char
- end
- return
- end
- # 输入数值的情况下
- if @input_number_window != nil
- if @input_number_window.contents_opacity < 255
- @input_number_window.contents_opacity += 24
- return
- end
- @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
- # 时间窗口可见的情况下
- if @playtime_window != nil
- @playtime_window.update
- end
- # 等待中的情况下
- if @wait_count > 0
- @wait_count -= 1
- if @wait_count == 0
- terminate_message
- end
- 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
- refresh
- Graphics.frame_reset
- @wait_count = 0
- if @wait_set != 0
- @wait_count = @wait_set
- end
- self.visible = true
- if @type_speed < 0
- self.contents_opacity = 0
- @fade_in = true
- else
- self.contents_opacity = 255
- end
- if @input_number_window != nil
- @input_number_window.contents_opacity = 0
- end
- 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
- #--------------------------------------------------------------------------
- # ● 获得角色
- #--------------------------------------------------------------------------
- def get_character(parameter)
- case parameter
- when 1000 # 本事件
- return $game_system.map_interpreter.get_character(0)
- when 0 # 角色
- return $game_player
- else # 其他事件
- return $game_system.map_interpreter.get_character(parameter)
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置窗口位置与不透明度
- #--------------------------------------------------------------------------
- def reset_window
- # 位置判定
- if $game_temp.in_battle
- if @popchar >= 4
- x = $game_troop.enemies[@popchar - 4].screen_x - self.width / 2
- y = $game_troop.enemies[@popchar - 4].screen_y - self.height - 100
- self.x = [[x, 0].max, 640 - self.width].min
- self.y = [y, 16].max
- elsif @popchar >= 0
- x = $game_party.actors[@popchar].screen_x - self.width / 2
- y = $game_party.actors[@popchar].screen_y - self.height - 100
- self.x = [[x, 0].max, 640 - self.width].min
- self.y = [y, 16].max
- elsif @popchar == -1
- self.x = 320 - self.width / 2
- self.y = 192 - self.height / 2
- elsif @popchar == -2
- self.y = 16
- end
- else
- if @popchar >= 0
- events = $game_map.events
- if events != nil
- character = get_character(@popchar)
- if character != nil
- x = [[character.screen_x - self.width / 2, 4].max, 636 - self.width].min
- y = character.screen_y - 48 - self.height
- y = character.screen_y if y < 4
- y = [y, 476 - self.height].min
- self.x = x
- self.y = y
- else
- @popchar = -2
- end
- end
- elsif @popchar == -1
- self.x = -4
- self.y = -4
- self.width = 648
- self.height = 488
- else
- case $game_system.message_position
- when 0 # 上
- self.y = 16
- when 1 # 中
- self.y = [240 - self.height / 2, 16].max
- when 2 # 下
- self.y = [[304, 464 - self.height].min, 16].max
- end
- if (@left_picture != nil and not @left_keep) or
- (@right_picture != nil and not @right_keep)
- self.y = [[304, 464 - self.height].min, 16].max
- end
- self.x = 60
- if @face_bitmap == nil
- self.width = 520
- else
- self.width = 600
- self.x -= 60
- end
- end
- end
- self.contents = Bitmap.new(self.width - 32, self.height - 32)
- if @face_bitmap != nil
- if @alignment
- self.contents.blt(16, 16, @face_bitmap, Rect.new(0, 0, 96, 96))
- else
- self.contents.blt(self.contents.width - 112, 16, @face_bitmap,
- Rect.new(0, 0, 96, 96))
- end
- @face_bitmap.dispose
- @face_bitmap = nil
- end
- if @popchar == -1 and not $game_temp.in_battle
- self.opacity = 255
- self.back_opacity = 0
- elsif $game_system.message_frame == 0
- self.opacity = 255
- self.back_opacity = 224
- else
- self.opacity = 0
- self.back_opacity = 160
- end
- end
- #--------------------------------------------------------------------------
- # ● 行高
- #--------------------------------------------------------------------------
- def line_height
- if self.contents.font.size >= 20 and self.contents.font.size <= 24
- return 32
- else
- return self.contents.font.size * 15 / 10
- end
- end
- #--------------------------------------------------------------------------
- # ● 纯文本变换
- #--------------------------------------------------------------------------
- def plain_text(text)
- plain = text.clone
- plain.gsub!(/\\\\/) { "\\" }
- plain.gsub!(/\\[CcGgTtUuOoHhIiZz]+(\[([0-9A-Fa-f]+)\])*/) { "" }
- plain.gsub!(/\030\[(.*?)\]/) { " " * (24.0 / self.contents.font.size * 2).ceil }
- plain.gsub!(/\\[Bb]\[([0-9]+)\]/) { " " * ($1.to_f / self.contents.font.size * 2).ceil }
- plain.gsub!(/\\[Dd]\[([0-9]+)\]/) { " " * $1.to_i}
- plain.gsub!(/^.*?\\[Xx]\[([0-9]+)\]/) { " " * ($1.to_i - 1)}
- return plain
- end
- #--------------------------------------------------------------------------
- # ● \V 变换
- #--------------------------------------------------------------------------
- def convert_value(option, index, width)
- option == nil ? option = "" : nil
- option.downcase!
- case option
- when "a"
- unless $data_armors[index].name == nil
- r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
- end
- when "c"
- unless $data_classes[index] == nil
- r = $data_classes[index].name
- end
- when "e"
- unless $data_system.elements[index] == nil
- r = $data_system.elements[index]
- end
- when "i"
- unless $data_items[index].name == nil
- r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
- end
- when "m"
- unless $data_maps == nil or $data_maps[index].name == nil
- r = $data_maps[index].name
- end
- when "n"
- unless $game_actors[index] == nil
- case width
- when "0"
- r = $game_actors[index].level
- when "1"
- r = $game_actors[index].exp
- when "2"
- r = $game_actors[index].hp
- when "3"
- r = $game_actors[index].sp
- when "4"
- r = $game_actors[index].maxhp
- when "5"
- r = $game_actors[index].maxsp
- when "6"
- r = $game_actors[index].str
- when "7"
- r = $game_actors[index].dex
- when "8"
- r = $game_actors[index].agi
- when "9"
- r = $game_actors[index].int
- when "10"
- r = $game_actors[index].atk
- when "11"
- r = $game_actors[index].pdef
- when "12"
- r = $game_actors[index].mdef
- when "13"
- r = $game_actors[index].eva
- else
- r = $game_actors[index].name
- end
- end
- when "s"
- unless $data_skills[index].name == nil
- r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
- end
- when "t"
- unless $data_states[index] == nil
- r = $data_states[index].name
- end
- when "v"
- unless $game_map == nil or index < 0 or
- $game_system.map_interpreter.get_character(index) == nil
- r = $game_system.map_interpreter.get_character(index).name
- end
- when "w"
- unless $data_weapons[index].name == nil
- r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
- end
- else
- if width != ""
- r = sprintf("%0#{width}d", $game_variables[index])
- else
- r = $game_variables[index]
- end
- end
- r == nil ? r = "" : nil
- return r
- end
- #--------------------------------------------------------------------------
- # ● 更新光标矩形
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if @index >= 0
- n = $game_temp.choice_start + @index
- self.cursor_rect.set(4 + @indent + @face_indent, n * 32 + 4, @cursor_width, 32)
- else
- self.cursor_rect.empty
- end
- end
- #--------------------------------------------------------------------------
- # ● 打印下一个字
- #--------------------------------------------------------------------------
- def type_next_char
- c = @text_buffer.shift
- rc = c[0]
- case c[2]
- when Bitmap
- self.contents.blt(rc.x, rc.y, c[2], c[2].rect)
- when Color
- self.contents.font.color = c[2]
- when Integer
- self.contents.font.size = c[2]
- else
- self.contents.draw_text(rc, c[2])
- end
- if @text_buffer.size > 0
- @type_wait = @text_buffer[0][1]
- type_next_char if @type_wait == -1
- else
- if $game_temp.choice_max > 0
- @item_max = $game_temp.choice_max
- self.active = true
- self.index = 0
- end
- end
- end
- end
- #==============================================================================
- # ■ Window_Name
- #------------------------------------------------------------------------------
- # 显示对话人姓名的窗口。
- #==============================================================================
- class Window_Name < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化窗口
- #--------------------------------------------------------------------------
- def initialize(x, y, width)
- super(x, y, width, 40)
- self.contents = nil
- self.back_opacity = 160
- end
- end
- #==============================================================================
- # ■ Window_AirText
- #------------------------------------------------------------------------------
- # 显示对话人姓名的文字。
- #==============================================================================
- class Window_AirText < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化窗口
- #--------------------------------------------------------------------------
- def initialize(x, y, designate_text, color)
- super(x-16, y-16, 32 + designate_text.size * 12, 56)
- self.opacity = 0
- self.back_opacity = 0
- self.contents = Bitmap.new(self.width - 32, self.height - 32)
- w = self.contents.width
- h = self.contents.height
- if color.is_a?(Integer)
- self.contents.font.color = text_color(color)
- else
- self.contents.font.color = color
- end
- self.contents.draw_text(0, 0, w, h, designate_text)
- end
- end
- #==============================================================================
- # ■ 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
- #--------------------------------------------------------------------------
- # ● 事件名字
- #--------------------------------------------------------------------------
- def name
- return @event.name
- end
- end
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