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Lv1.梦旅人
- 梦石
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- 在线时间
- 7 小时
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- 2008-12-25
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- 104
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7楼
楼主 |
发表于 2009-1-6 19:34:46
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只看该作者
1,名字脚本:
- #==============================================================================
- # 本脚本来自http://rpg.blue/web/htm/,使用和转载请保留此信息
- #==============================================================================
- class Scene_Name
- # -------------------------
- def main
- @actor = $game_actors[$game_temp.name_actor_id]
- @edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char)
- @input_window = Window_NameInput.new
- @alert_window = Window_Base.new(188, 208, 264, 64)
- @alert_window.contents = Bitmap.new(228, 32)
- @alert_window.contents.font.name = "黑体"
- @alert_window.contents.font.size = 24
- @alert_window.contents.draw_text(0, 0, 228, 32, "你必须输入一个名字")
- @alert_window.z = 1001
- @alert_window.visible = false
- c1 = " English"
- c2 = " ひらがな"
- c3 = " 输入中文"
- c4 = " 空格"
- c5 = " 退格"
- c6 = " 默认姓名"
- c7 = " 确定"
- commands = [c1, c2, c3, c4, c5, c6, c7]
- @command_window = Window_NameCommand.new(160, commands)
- @input_window.active = false
- @input_window.visible = true
- @command_window.index = 0
- @command_window.visible = true
- @command_window.active = true
- @command_window.x = 0
- @command_window.y = 128
- @command_window.z = 1000
- @alert_count = 0
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- @edit_window.dispose
- @input_window.dispose
- @command_window.dispose
- @alert_window.dispose
- end
- # -------------------------
- def update
- @edit_window.update
- @input_window.update
- @command_window.update
- @alert_window.update
- if @alert_window.visible == true && @alert_count > 0
- @alert_count -= 1
- if @alert_count <= 0
- @command_window.active = true
- @alert_window.visible = false
- end
- return
- end
- if @input_window.active == false
- @command_window.active = true
- end
- if @command_window.active == false
- @input_window.active = true
- end
- if Input.repeat?(Input::B) && @input_window.active == true
- if @edit_window.index == 0
- return
- else
- $game_system.se_play($data_system.cancel_se)
- @edit_window.back
- end
- end
- if Input.repeat?(Input::B) && @command_window.active == true
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- if Input.trigger?(Input::C)
- if @command_window.active == true
- case @command_window.index
- when 0
- $game_system.se_play($data_system.decision_se)
- @input_window.mode = 1
- @input_window.refresh
- @command_window.active = false
- @input_window.active = true
- @input_window.index = 0
- return
- when 1
- $game_system.se_play($data_system.decision_se)
- @input_window.mode = 2
- @input_window.refresh
- @command_window.active = false
- @input_window.active = true
- @input_window.index = 0
- return
- when 2
- $game_system.se_play($data_system.decision_se)
- @input_window.mode = 3
- @input_window.refresh
- @command_window.active = false
- @input_window.active = true
- @input_window.index = 0
- return
- when 3
- if @edit_window.index < $game_temp.name_max_char
- $game_system.se_play($data_system.decision_se)
- @edit_window.add(" ")
- else
- $game_system.se_play($data_system.buzzer_se)
- end
- return
- when 4
- $game_system.se_play($data_system.decision_se)
- @edit_window.back
- return
- when 5
- $game_system.se_play($data_system.decision_se)
- @edit_window.restore_default
- return
- when 6
- if @edit_window.name == ""
- $game_system.se_play($data_system.buzzer_se)
- @alert_window.visible = true
- @command_window.active = false
- @alert_count = 60
- return
- end
- $game_system.se_play($data_system.decision_se)
- @actor.name = @edit_window.name
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Map.new
- return
- end
- end
- if @edit_window.index == $game_temp.name_max_char &&
- @input_window.active == true
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- if @input_window.character == "" && @input_window.active == true
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- if @input_window.character != nil && @input_window.active == true &&
- @edit_window.index <= $game_temp.name_max_char
- $game_system.se_play($data_system.decision_se)
- if @input_window.mode == 1
- @edit_window.char_type[@edit_window.index] = 1
- else
- @edit_window.char_type[@edit_window.index] = 2
- end
- @edit_window.add(@input_window.character)
- end
- return
- end
- end
- end
-
- class Window_NameEdit < Window_Base
- # ---------------------------
- attr_accessor :char_type
- attr_reader :name
- attr_reader :index
- # ---------------------------
- def initialize(actor, max_char)
- super(0, 0, 640, 128)
- self.contents = Bitmap.new(width - 32, height - 32)
- @actor = actor
- @name = actor.name
- @max_char = max_char
- @char_type = []
- name_array = @name.split(//)[0...@max_char]
- @name = ""
- for i in 0...name_array.size
- @name += name_array[i]
- @char_type[i] = 1
- end
- @default_name = @name
- @index = name_array.size
- refresh
- update_cursor_rect
- end
- # ---------------------------
- def restore_default
- @name = @default_name
- for i in 0..@default_name.size
- @char_type[i] = 1
- end
- @index = @name.split(//).size
- refresh
- update_cursor_rect
- end
- # ---------------------------
- def add(character)
- if @index < @max_char and character != ""
- @name += character
- @index += 1
- refresh
- update_cursor_rect
- end
- end
- # ---------------------------
- def back
- if @index > 0
- name_array = @name.split(//)
- @name = ""
- for i in 0...name_array.size-1
- @name += name_array[i]
- end
- @index -= 1
- refresh
- update_cursor_rect
- end
- end
- # ---------------------------
- def refresh
- self.contents.clear
- name_array = @name.split(//)
- for i in 0...@max_char
- c = name_array[i]
- if c == nil
- c = "_"
- end
- x = 320 - @max_char * 14 + i * 28
- if @char_type[i] == 1
- self.contents.font.name = "黑体"
- self.contents.font.size = 24
- else
- self.contents.font.name = "黑体"
- self.contents.font.size = 22
- end
- self.contents.draw_text(x, 32, 28, 32, c, 1)
- end
- draw_actor_graphic(@actor, 320 - @max_char * 14 - 40, 80)
- end
- # ---------------------------
- def update_cursor_rect
- x = 320 - @max_char * 14 + @index * 28
- self.cursor_rect.set(x, 32, 28, 32)
- end
- # ---------------------------
- def update
- super
- update_cursor_rect
- end
- end
-
- class Window_NameInput < Window_Base
- # ----------------------------------
- attr_accessor :mode
- # ----------------------------------
- ENGLISH_TABLE =
- [
- "A","B","C","D","E",
- "F","G","H","I","J",
- "K","L","M","N","O",
- "P","Q","R","S","T",
- "U","V","W","X","Y",
- "Z","","","","",
- "0","1","2","3","4",
- "5", "6" ,"7", "8" ,"9",
- "","","","","",
- "a", "b" ,"c", "d" ,"e",
- "f","g","h","i","j",
- "k","l","m","n","o",
- "p","q","r","s","t",
- "u","v","w","x","y",
- "z","","","","",
- ".",",","?","!","/",
- "\\","<",">",";",":",
- "","", "" , "" , "" ,
- "@","#","$","%","^",
- "&","*","(",")","",
- "[","]","'","\"","~",
- "","","","","",
- "","","","","",
- "","","","","",
- "","","","","",
- "", "" ,"", "" ,"",
- "","","","","",
- ]
- HIRAGANA_TABLE =
- [
- "あ","い","う","え","お",
- "か","き","く","け","こ",
- "さ","し","す","せ","そ",
- "た","ち","つ","て","と",
- "な","に","ぬ","ね","の",
- "は","ひ","ふ","へ","ほ",
- "ま","み","む","め","も",
- "や", "" ,"ゆ", "" ,"よ",
- "ら","り","る","れ","ろ",
- "わ", "" ,"を", "" ,"ん",
- "が","ぎ","ぐ","げ","ご",
- "ざ","じ","ず","ぜ","ぞ",
- "だ","ぢ","づ","で","ど",
- "ば","び","ぶ","べ","?",
- "ぱ","ぴ","ぷ","ぺ","ぽ",
- "ゃ","ゅ","ょ","っ","ゎ",
- "ぁ","ぃ","ぅ","ぇ","ぉ",
- "ー","・", "" , "" , "" ,
- "","","","","",
- "","","","","",
- "","","","","",
- "","","","","",
- "","","","","",
- "","","","","",
- "","","","","",
- "","","","","",
- "","","","","",
- "","","","","",
- ]
- KATAKANA_TABLE =
- [
- "赵","钱","孙","李","百",
- "周","吴","郑","王","家",
- "需","要","什","么","姓",
- "文","字","请","自","己",
- "去","填","加",",","只",
- "要","替","换","现","有",
- "文","字","即","可","。",
- "你","也" ,"可", "以" ,"把",
- "日","文","英","文","改",
- "成","中" ,"文", "," ,"常",
- "用","汉","字","基","本",
- "也","就","够","用","了",
- "文","字","太","多","玩",
- "家","也","不","会","有",
- "心","思","去","找","·",
- "","","","","",
- "","","","","",
- "","","", "" , "" ,
- "","","","","",
- "","","","","",
- "","","","","",
- "","","","","",
- "","","","","",
- "","","","","",
- "","","","","",
- "","","","","",
- "","","","","",
- "","","","","",
- ]
- # ----------------------------------
- def initialize
- super(160, 128, 480, 352)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.active = false
- @index = -1
- @mode = 1
- refresh
- update_cursor_rect
- end
- # ----------------------------------
- def index=(value)
- @index = value
- update_cursor_rect
- end
- #--------------------------------------
- def character
- if @mode == 1
- return ENGLISH_TABLE[@index]
- elsif @mode == 2
- return HIRAGANA_TABLE[@index]
- else
- return KATAKANA_TABLE[@index]
- end
- end
- # ----------------------------------
- def refresh
- self.contents.clear
- for i in 0..134
- x = 4 + i / 5 / 9 * 152 + i % 5 * 28
- y = i / 5 % 9 * 32
- if @mode == 1
- self.contents.font.name = "黑体"
- self.contents.font.size = 24
- self.contents.draw_text(x, y, 28, 32, ENGLISH_TABLE[i], 1)
- elsif @mode == 2
- self.contents.font.name = "黑体"
- self.contents.font.size = 22
- self.contents.draw_text(x, y, 28, 32, HIRAGANA_TABLE[i], 1)
- else
- self.contents.font.name = "黑体"
- self.contents.font.size = 22
- self.contents.draw_text(x, y, 28, 32, KATAKANA_TABLE[i], 1)
- end
- end
- end
- # ----------------------------------
- def update_cursor_rect
- if self.active == false
- self.cursor_rect.empty
- else
- x = 4 + @index / 5 / 9 * 152 + @index % 5 * 28
- y = @index / 5 % 9 * 32
- self.cursor_rect.set(x, y, 28, 32)
- end
- end
- # ----------------------------------
- def update
- super
- if @index >= 0 && @index <= 134
- if Input.repeat?(Input::RIGHT)
- $game_system.se_play($data_system.cursor_se)
- if @index % 5 == 4
- if @index < 94
- @index += 41
- end
- else
- @index += 1
- end
- end
- if Input.repeat?(Input::LEFT)
- $game_system.se_play($data_system.cursor_se)
- if @index % 5 == 0
- if @index < 45
- self.active = false
- @index = -999
- return
- else
- @index -= 41
- end
- else
- @index -= 1
- end
- end
- if Input.repeat?(Input::DOWN)
- $game_system.se_play($data_system.cursor_se)
- if @index % 45 < 40
- @index += 5
- end
- end
- if Input.repeat?(Input::UP)
- if Input.trigger?(Input::UP) or @index % 45 >= 5
- $game_system.se_play($data_system.cursor_se)
- if @index % 45 >= 5
- @index -= 5
- end
- end
- end
- end
- update_cursor_rect
- end
- end
-
- class Window_NameCommand < Window_Command
- # -------------------------------
- def refresh
- self.contents.clear
- for i in 0...@item_max
- if i == 1 or i == 2
- font = 1
- self.contents.font.name = "黑体"
- self.contents.font.size = 22
- else
- font = 0
- self.contents.font.name = "黑体"
- self.contents.font.size = 24
- end
- draw_item(i, normal_color, font)
- end
- end
- # -------------------------------
- def draw_item(index, color, f)
- if f == 0
- self.contents.font.color = color
- self.contents.font.name = "黑体"
- self.contents.font.size = 24
- else
- self.contents.font.name = "黑体"
- self.contents.font.size = 22
- end
- rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- self.contents.draw_text(rect, @commands[index])
- end
- end
- #==============================================================================
- # 本脚本来自http://rpg.blue/web/htm/,使用和转载请保留此信息
- #==============================================================================
复制代码
2,商店字体颜色请问在这里的哪里改?我把脚本直接搬来了0 0
- #==============================================================================
- # ■ Window_Base
- #------------------------------------------------------------------------------
- # 游戏中全部窗口的超级类。
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # x : 窗口的 X 坐标
- # y : 窗口的 Y 坐标
- # width : 窗口的宽
- # height : 窗口的宽
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height)
- super()
- @windowskin_name = $game_system.windowskin_name
- self.windowskin = RPG::Cache.windowskin(@windowskin_name)
- self.x = x
- self.y = y
- self.width = width
- self.height = height
- self.z = 100
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- # 如果窗口的内容已经被设置就被释放
- if self.contents != nil
- self.contents.dispose
- end
- super
- end
- #--------------------------------------------------------------------------
- # ● 获取文字色
- # n : 文字色编号 (0~7)
- #--------------------------------------------------------------------------
- def text_color(n)
- case n
- when 0
- return Color.new(0, 0, 24)
- when 1
- return Color.new(0, 0, 24)
- when 2
- return Color.new(0, 0, 24)
- when 3
- return Color.new(0, 0, 24)
- when 4
- return Color.new(0, 0, 24)
- when 5
- return Color.new(0, 0, 24)
- when 6
- return Color.new(0, 0, 24)
- when 7
- return Color.new(0, 0, 24)
- else
- normal_color
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取普通文字色
- #--------------------------------------------------------------------------
- def normal_color
- return Color.new(0, 0, 24)
- end
- #--------------------------------------------------------------------------
- # ● 获取无效文字色
- #--------------------------------------------------------------------------
- def disabled_color
- return Color.new(105, 105, 105, 255)
- end
- #--------------------------------------------------------------------------
- # ● 获取系统文字色
- #--------------------------------------------------------------------------
- def system_color
- return Color.new(0, 0, 24)
- end
- #--------------------------------------------------------------------------
- # ● 获取危机文字色
- #--------------------------------------------------------------------------
- def crisis_color
- return Color.new(0, 0, 24)
- end
- #--------------------------------------------------------------------------
- # ● 获取战斗不能文字色
- #--------------------------------------------------------------------------
- def knockout_color
- return Color.new(255, 64, 0)
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 如果窗口的外观被变更了、再设置
- if $game_system.windowskin_name != @windowskin_name
- @windowskin_name = $game_system.windowskin_name
- self.windowskin = RPG::Cache.windowskin(@windowskin_name)
- end
- 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 - cw / 2, y - ch, bitmap, src_rect)
- end
- #--------------------------------------------------------------------------
- # ● 名称的描绘
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_name(actor, x, y)
- self.contents.font.color = normal_color
- self.contents.draw_text(x, y, 120, 32, actor.name)
- end
- #--------------------------------------------------------------------------
- # ● 职业的描绘
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_class(actor, x, y)
- self.contents.font.color = normal_color
- self.contents.draw_text(x, y, 236, 32, actor.class_name)
- end
- #--------------------------------------------------------------------------
- # ● 等级的描绘
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_level(actor, x, y)
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 32, 32, "Lv")
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● 生成描绘用的状态字符串
- # actor : 角色
- # width : 描画目标的宽度
- # need_normal : [正常] 是否为必须 (true / false)
- #--------------------------------------------------------------------------
- def make_battler_state_text(battler, width, need_normal)
- # 获取括号的宽
- brackets_width = self.contents.text_size("[]").width
- # 生成状态名字符串
- text = ""
- for i in battler.states
- if $data_states[i].rating >= 1
- if text == ""
- text = $data_states[i].name
- else
- new_text = text + "/" + $data_states[i].name
- text_width = self.contents.text_size(new_text).width
- if text_width > width - brackets_width
- break
- end
- text = new_text
- end
- end
- end
- # 状态名空的字符串是 "[正常]" 的情况下
- if text == ""
- if need_normal
- text = "[正常]"
- end
- else
- # 加上括号
- text = "[" + text + "]"
- end
- # 返回完成后的文字类
- return text
- end
- #--------------------------------------------------------------------------
- # ● 描绘状态
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标的宽
- #--------------------------------------------------------------------------
- def draw_actor_state(actor, x, y, width = 120)
- text = make_battler_state_text(actor, width, true)
- self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
- self.contents.draw_text(x, y, width, 32, text)
- end
- #--------------------------------------------------------------------------
- # ● 描绘 EXP
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_exp(actor, x, y)
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 24, 32, "E")
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
- self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
- self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
- end
- #--------------------------------------------------------------------------
- # ● 描绘 HP
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标的宽
- #--------------------------------------------------------------------------
- def draw_actor_hp(actor, x, y, width = 144)
- # 描绘字符串 "HP"
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
- # 计算描绘 MaxHP 所需的空间
- if width - 32 >= 108
- hp_x = x + width - 108
- flag = true
- elsif width - 32 >= 48
- hp_x = x + width - 48
- flag = false
- end
- # 描绘 HP
- self.contents.font.color = actor.hp == 0 ? knockout_color :
- actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
- self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
- # 描绘 MaxHP
- if flag
- self.contents.font.color = normal_color
- self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
- self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘 SP
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标的宽
- #--------------------------------------------------------------------------
- def draw_actor_sp(actor, x, y, width = 144)
- # 描绘字符串 "SP"
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
- # 计算描绘 MaxSP 所需的空间
- if width - 32 >= 108
- sp_x = x + width - 108
- flag = true
- elsif width - 32 >= 48
- sp_x = x + width - 48
- flag = false
- end
- # 描绘 SP
- self.contents.font.color = actor.sp == 0 ? knockout_color :
- actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
- self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
- # 描绘 MaxSP
- if flag
- self.contents.font.color = normal_color
- self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
- self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘能力值
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # type : 能力值种类 (0~6)
- #--------------------------------------------------------------------------
- def draw_actor_parameter(actor, x, y, type)
- case type
- when 0
- parameter_name = $data_system.words.atk
- parameter_value = actor.atk
- when 1
- parameter_name = $data_system.words.pdef
- parameter_value = actor.pdef
- when 2
- parameter_name = $data_system.words.mdef
- parameter_value = actor.mdef
- when 3
- parameter_name = $data_system.words.str
- parameter_value = actor.str
- when 4
- parameter_name = $data_system.words.dex
- parameter_value = actor.dex
- when 5
- parameter_name = $data_system.words.agi
- parameter_value = actor.agi
- when 6
- parameter_name = $data_system.words.int
- parameter_value = actor.int
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 120, 32, parameter_name)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● 描绘物品名
- # item : 物品
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_item_name(item, x, y)
- if item == nil
- return
- end
- bitmap = RPG::Cache.icon(item.icon_name)
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 28, y, 212, 32, item.name)
- end
- end
复制代码
3,是按照某个游戏的人设,自己制作的行走图
我是不是不应该贴这么多?狂汗....
脚本麻烦用框起来,谢谢合作…… by 圣 |
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