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Lv1.梦旅人
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用了这个脚本后,选择项的 【光标】 不能显示。
晕死,超过最大字数了。。
- class Game_Event < Game_Character
- #===========================================================================
- # 便于返回姓名和修改姓名
- #===========================================================================
- def name
- return @event.name
- end
- def name=(na)
- @event.name = na
- end
- end
- #==============================================================================
- #
- # 呼出对话框 ver. 1.31 By パラ犬(日)
- # 来自 http://rpg.para.s3p.net/
- #
- # 汉化修改 66RPG bbschat(2006.1.5)
- # 来自 http://rpg.blue/web/
- #
- # 脚本更新:by KKME◎66RPG.com,2007年2月
- #
- # 脚本更新:by 绫晓露雪萌◎66RPG.com,2007年7月
- #
- #==============================================================================
- module FUKI
- # 头像图片保存目录的设定
- HEAD_PIC_DIR = "Graphics/Heads/"
- # 是否显示尾部图标
- TAIL_SHOW = true
-
- # Skin的设定
- # 使用数据库默认窗口Skin情况下这里使用[""]
- FUKI_SKIN_NAME = "" # 呼出对话框用Skin
- NAME_SKIN_NAME = "" # 角色名字窗口用Skin
-
- # 字体大小
- MES_FONT_SIZE = 16 # 呼出对话框
- NAME_FONT_SIZE = 14 # 角色名字窗口
-
- # 字体颜色
- #(设定为 Color.new(0, 0, 0, 0) 表示使用普通文字色)
- FUKI_COLOR = Color.new(0, 0, 0, 255) # 呼出对话框
- NAME_COLOR = Color.new(0, 0, 0, 255) # 角色名字窗口
-
- # 窗口透明度
- # 如修改窗口透明度请同时修改尾部箭头图形内部的透明度
- FUKI_OPACITY = 255 # 呼出对话框
- MES_OPACITY = 255 # 默认信息窗口
- NAME_OPACITY = 255 # 角色名字窗口
-
- # 角色名字窗口的相对位置
- NAME_SHIFT_X = 0 # 横坐标
- NAME_SHIFT_Y = 16 # 纵坐标
-
- # 窗口表示时是否根据画面大小自动检查窗口出现的位置,
- # 自动改变位置( true / false )
- # 设置成 true 在某些变态情况下可能出现箭头图标颠倒的问题 <- bbschat <= KKME
- POS_FIX = true
- # 在画面最边缘表示时的稍微挪动
- # 使用圆形Skin的角和方框的角重合的情况下为 true
- CORNER_SHIFT = false
- SHIFT_PIXEL = 4 # true 时挪动的象素
-
- # 角色高度尺寸
- CHARACTOR_HEIGHT = 48
- # 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 = 0 # 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 可随时用数字代入 $mes_speed 来改变消息表示速度。
- MES_SPEED = 1
- end
- #==============================================================================
- # 初始化两个变量,不要动(by KKME◎66RPG.com)
- #==============================================================================
- $mes_name = ""
- $mes_id = nil
- #==============================================================================
- # 方便用户同时设置2个常用参数而使用的函数
- #==============================================================================
- def chat(id = nil,name = "")
- $mes_id = id
- $mes_name = name
- end
- #==============================================================================
- # □ Game_Temp
- #==============================================================================
- class Game_Temp
- attr_accessor :namebmp #保存头像图片的Hash表
- alias initialize_fuki initialize
- def initialize
- initialize_fuki
- # 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
- @namebmp ={"白展堂"=>"老白","李大嘴"=>"大嘴"}
- 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
- @kkme_name = ""
- self.active = false
- self.index = -1
- @w = 0
- @h = 0
- @wait = 0
- @dx = 0
- @dy = 0
- $mes_speed = FUKI::MES_SPEED
- #------------------------
- # ★ 特殊时期中断标志
- #------------------------
- @no_term_stop = false
- @save_x = 0
- @save_y = 0
- @old_text_info = []
- 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, 0, 255)
- when 1
- return Color.new(255, 0 , 0, 255)
- when 2
- return Color.new(255, 0, 0 ,255)
- when 3
- return Color.new(128, 0, 0, 255)
- when 4
- return Color.new(128, 255, 255, 255)
- when 5
- return Color.new(150, 0, 255, 255)
- when 6
- return Color.new(255, 255, 128, 255)
- when 7
- return Color.new(192, 192, 192, 255)
- else
- normal_color
- end
- 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
- end
- @kkme_name = ""
- begin
- @kkme_name = $game_temp.message_text.split(":")[0] if $game_temp.message_text.split(":")[1] != nil
- if @kkme_name != ""
- jiajia = '\c[1]【' + @kkme_name + '】\c[0]'
- $game_temp.message_text = jiajia + $game_temp.message_text[@kkme_name.size + 2,$game_temp.message_text.size]
- else
- $game_temp.message_text = '\c[0]' + $game_temp.message_text
- end
- rescue
- end
- unless @no_term_stop
- self.contents.clear
- self.contents.font.color = Color.new(0, 0, 0, 255)
- self.contents.font.size = FUKI::MES_FONT_SIZE
- # 取得窗口尺寸
- get_windowsize
- w = @w + 32 + 8
- h = @h * (self.contents.font.size + 6) + 26
- # 生成呼出窗口
- # 生成角色名字窗口
- set_fukidasi(self.x, self.y, w, h)
- set_namewindow
- pic_back
- end
- # 初始化信息表示使用的变量
- @dx = @save_x # 0
- @dy = @save_y # 0
- @cursor_width = 0
- @contents_drawing = true
- update
- # 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
- if $game_temp.message_text != nil
- if @wait > 0
- @wait -= 1
- elsif @wait == 0
- #$game_system.se_play($data_system.cursor_se)
- # 描绘处理
- draw_massage
- @wait = $mes_speed
- end
- end
- # 描绘结束
- if $game_temp.message_text == ""
- draw_opt_text
- @contents_showing_end = true
- @contents_drawing = false
- end
- end
-
- #--------------------------------------------------------------------------
- # ○ 取得窗口尺寸
- #--------------------------------------------------------------------------
- def get_windowsize
- 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
- # 为了方便、将 "\\\\" 变换为 "\000"
- text.gsub!(/\\\\/) { "\000" }
- # "\\C" 变为 "\001" 、"\\G" 变为 "\002"
- text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001" }
- text.gsub!(/\\[Gg]/) { "\002" }
- # c 获取 1 个字 (如果不能取得文字就循环)
- while ((c = text.slice!(/./m)) != nil)
- # \\ 的情况下
- if c == "\000"
- # 还原为本来的文字
- c = "\\"
- end
- # \C[n] 或者 \G 的情况下
- if c == "\001" or c == "\002"
- # 下面的文字
- next
- end
- # 另起一行文字的情况下
- 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 + 8 > @w ? x + 8 : @w
- end
- x = 0
- # 移动到选择项的下一行
- if y >= $game_temp.choice_start
- x = 8
- end
- # 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
- 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
- # 为了方便、将 "\\\\" 变换为 "\000"
- text.gsub!(/\\\\/) { "\000" }
- # "\\C" 变为 "\001"、"\\G" 变为 "\002"
- text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
- text.gsub!(/\\[Gg]/) { "\002" }
- # c 获取 1 个字
- c = text.slice!(/./m)
- # 选择项的情况
- if @dy >= $game_temp.choice_start
- # 处理字的缩进
- @dx = 8
- # 描绘文字
- font_size = self.contents.font.size
- self.contents.draw_text(4 + @dx, (font_size+5)*@dy, 40, 32, 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(4 + @dx, (font_size+5)*@dy, 40, 32, 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].max
- # dy 累加 1
- @dy += 1
- @dx = 0
- end
- return
- end
- # \\ 的情况下
- if c == "\000"
- # 还原为本来的文字
- c = "\\"
- end
- #\C[n] 的情况下
- if c == "\001"
- # 更改文字色
- text.sub!(/\[([0-9]+)\]/, "")
- color = $1.to_i
- if color >= 0 and color <= 7
- self.contents.font.color = text_color(color)
- end
- end
- # \G 的情况下
- if c == "\002"
- # ★生成金钱窗口★
- @contents_showing_end = true
- @contents_drawing = false
- terminate_messageX
- @save_x = @dx
- @save_y = @dy
- end
- # 另起一行文字的情况下
- if c == "\n"
- # dy 累加 1
- @dy += 1
- @dx = 0
- end
- # 描绘文字
-
- size_zy = 4 # 设定文字动态增大——别问我这么重要的参数为什么放在这里而不放在顶部,有特殊原因的。
-
-
- unless @old_text_info == []
- self.contents.fill_rect (4 + @old_text_info[0], (@old_text_info[2]+5-size_zy)*@old_text_info[1] - size_zy/2 ,@old_text_info[2],@old_text_info[2],Color.new(0,0,0,0))
- col = self.contents.font.color.clone
- self.contents.font.color = @old_text_info[3].clone
- self.contents.font.size = @old_text_info[2] -= size_zy
- self.contents.draw_text(4 + @old_text_info[0], (@old_text_info[2]+5 )*@old_text_info[1],@old_text_info[2],@old_text_info[2],@old_text_info[4])
- self.contents.font.color = col
- begin
- Audio.se_play("Audio/se/"+@kkme_name,60,100)
- rescue
- begin
- Audio.se_play("Audio/se/"+$mes_name,60,100)
- rescue
- end
- end
- @old_text_info = []
- end
- if c != nil
- self.contents.font.size = FUKI::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+5-size_zy )*@dy - size_zy/2, font_size, font_size, c)
- self.contents.font.size -= size_zy
- # dx 为要描绘文字的宽度加法运算
- @dx += self.contents.text_size(c).width
- end
- 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 + 8
- @input_number_window.y = self.y + $game_temp.num_input_start * 32
- end
- end
-
- def pic_back
- @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
- @pic_skin.bitmap.blt(0, 1, RPG::Cache.icon("message_左上"), RPG::Cache.icon("message_左上").rect)
- @pic_skin.bitmap.blt(self.width - 32, 1, RPG::Cache.icon("message_右上"), RPG::Cache.icon("message_右上").rect)
- @pic_skin.bitmap.blt(0, self.height - 31, RPG::Cache.icon("message_左下"), RPG::Cache.icon("message_左下").rect)
- @pic_skin.bitmap.blt(self.width - 32, self.height - 31, RPG::Cache.icon("message_右下"), RPG::Cache.icon("message_右下").rect)
- @pic_skin.bitmap.stretch_blt(Rect.new(0,33,32,self.height-64), RPG::Cache.icon("message_左"), RPG::Cache.icon("message_左").rect)
- @pic_skin.bitmap.stretch_blt(Rect.new(self.width - 32,33,32,self.height-64), RPG::Cache.icon("message_右"), RPG::Cache.icon("message_右").rect)
- @pic_skin.bitmap.stretch_blt(Rect.new(32,0,self.width-64,32), RPG::Cache.icon("message_上"), RPG::Cache.icon("message_上").rect)
- @pic_skin.bitmap.stretch_blt(Rect.new(32,self.height-32,self.width-64,32), RPG::Cache.icon("message_下"), RPG::Cache.icon("message_下").rect)
- @pic_skin.bitmap.stretch_blt(Rect.new(32,32,self.width-64,self.height-64), RPG::Cache.icon("message_中"), RPG::Cache.icon("message_中").rect)
- end
-
-
- #--------------------------------------------------------------------------
- # ○ 设置呼出对话框
- #--------------------------------------------------------------------------
- def set_fukidasi(x, y, width, height)
- begin
- # 不显示暂停标志
- self.pause = false
- # 取得对话框位置
- pos = get_fuki_pos(width, height)
- x = pos[0]
- y = pos[1]
- skin = FUKI::FUKI_SKIN_NAME != "" ? FUKI::FUKI_SKIN_NAME : $game_system.windowskin_name
- # 生成呼出对话框
- self.windowskin = RPG::Cache.windowskin("")
- self.x = x
- self.y = y
- self.height = height
- self.width = width
- #self.opacity = 0
-
- unless @no_term_stop
- self.contents.dispose
- self.contents = Bitmap.new(width - 32, height - 32)
- self.back_opacity = FUKI::FUKI_OPACITY
- self.contents.clear
- self.contents.font.color = Color.new(0, 0, 0, 255)
- self.contents.font.size = FUKI::MES_FONT_SIZE
- end
- # 描绘尾部图标
- if $game_system.message_frame == 0
- # 取得位置
- tale_pos = get_tale_pos
- @tale = Sprite.new
- @tale.opacity = 255
- # 是否显示尾部图标 <- bbschat
- if FUKI::TAIL_SHOW == true
- case @message_position
- when 0 # 上
- @tale.bitmap = RPG::Cache.icon("message_箭头")
- @tale.x = tale_pos[0]
- @tale.y = tale_pos[1]
- @tale.z = self.z + 1
- when 1 # 中
- @tale.dispose
- @tale = nil
- when 2 # 下
- @tale.bitmap = RPG::Cache.icon("message_箭头")
- @tale.x = tale_pos[0]
- @tale.y = tale_pos[1]
- @tale.z = self.z + 1
- end
- end
- end
- rescue
- del_fukidasi
- reset_window(width, height)
- end
- end
- #--------------------------------------------------------------------------
- # ○ 新功能:根据输入文章计算呼出对话框的位置
- #--------------------------------------------------------------------------
- def get_character_KKME
- if @kkme_name == "" or @kkme_name == nil
- return nil
- else
- @kkme_name.gsub!(/\\[Nn]\[([0-9]+)\]/) do
- $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
- end
- $mes_name = @kkme_name
- for ev in $game_map.events.values
- if ev.name == @kkme_name
- return ev
- end
- end
- for actor in $game_party.actors
- if actor.name == @kkme_name
- return $game_player
- end
- end
- return nil
- end
- end
-
-
- #--------------------------------------------------------------------------
- # ○ 计算呼出对话框的位置
- #--------------------------------------------------------------------------
- def get_fuki_pos(width, height)
-
- # 取得角色
- if $mes_id != nil
- @character = get_character($mes_id)
- else
- @character = get_character_KKME
- end
-
- 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::CHARACTOR_HEIGHT + FUKI::POP_SHIFT_TOP
- when 1 # 中
- y = (480 - height) / 2
- x = (640 - width) / 2
- when 2 # 下
- y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 + 32 + FUKI::POP_SHIFT_UNDER
- end
- # 纪录文章显示位置
- @message_position = $game_system.message_position
- # 如果选择自动修正,则如果文章会显示到画面外则自动改变窗口的尺寸(高度)
- if FUKI::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::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::CHARACTOR_HEIGHT + FUKI::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 - 16
- # 画面边缘的话则移动位置
- if FUKI::CORNER_SHIFT
- if x == 0
- x = FUKI::SHIFT_PIXEL
- elsif x == 640 - 32
- x = 640 - 32 - FUKI::SHIFT_PIXEL
- end
- end
- y = self.y + self.height - 16
- 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 - 16
- # 画面边缘的话则移动位置
- if FUKI::CORNER_SHIFT
- if x == 0
- x = FUKI::SHIFT_PIXEL
- elsif @tale.x == 640 - 32
- x = 640 - 32 - FUKI::SHIFT_PIXEL
- end
- end
- y = self.y - 16
- end
- return [x+10, y+16]
- end
- #--------------------------------------------------------------------------
- # ○ 计算名字窗口的位置
- #--------------------------------------------------------------------------
- def get_name_pos
- case @face_pic_txt
- when 0 # 文字
- x = self.x + FUKI::NAME_SHIFT_X
- y = self.y - FUKI::NAME_FONT_SIZE - 16 + FUKI::NAME_SHIFT_Y
- when 1 # 图片
- if self.x >= @pic_width + 5
- # 默认头像显示在对话框左边
- x = self.x-@pic_width-5
- else
- # 对话框左边放不下时头像显示在右边
- x = self.x + self.width
- end
- y = self.y+self.height/2 - (@pic_height + 5)/2
- end
- return [x,y]
- end
-
- #--------------------------------------------------------------------------
- # ○ 设置角色名字窗口
- #--------------------------------------------------------------------------
- def set_namewindow
-
- # $mes_name为空时不显示角色名字窗口
- if $mes_name == nil or $mes_name == ""
- return
- else
- # 设定变量
- mes_name = $mes_name
- skin = FUKI::NAME_SKIN_NAME != "" ? FUKI::NAME_SKIN_NAME : $game_system.windowskin_name
-
- #判断名称是否有对应的图片"Graphics/heads/" +
- if $game_temp.namebmp[mes_name] == nil then
- sFile = "Graphics/heads/" + mes_name + ".jpg"
- else
- sFile = "Graphics/heads/" + $game_temp.namebmp[mes_name] + ".jpg"
- end
-
- #if FileTest.exist?(sFile) == true then
- begin
-
- @face_pic_txt = 1 #名字窗口使用头像<- bbschat
-
- # 生成头像
- bmp = Bitmap.new(sFile)
- @pic_width = bmp.width
- @pic_height = bmp.height
-
- self.width += @pic_width
-
- if self.x >= @pic_width + 5
- # 默认头像显示在对话框左边
- name_x = self.x-@pic_width-5
- else
- # 对话框左边放不下时头像显示在右边
- name_x = self.x + self.width
- end
- name_y = self.y+self.height/2 - (@pic_height + 5)/2
- # 生成角色头像窗口
- #@name_win = Window_Base.new(name_x, name_y, @pic_width + 5, @pic_height + 5)
- #@name_win.windowskin = RPG::Cache.windowskin(skin)
- #@name_win.opacity =0
- #@name_win.z = self.z + 1
- @name_contents.dispose if @name_contents != nil
- @name_contents = Sprite.new
- @name_contents.x = self.x + self.width - bmp.width
- @name_contents.y = name_y #- 7
- @name_contents.bitmap = bmp
- @name_contents.z = self.z + 3
- @name_contents.opacity = 0
- #self.width += 50
- #@name_contents.z = @name_win.z + 2 #这个用了似乎效果不好<- bbschat
-
- rescue
- @face_pic_txt = 0 #名字窗口使用头像<- bbschat
-
- # 生成头像
- bmp = Bitmap.new(1,1)
- @pic_width = bmp.width
- @pic_height = bmp.height
-
- self.width += @pic_width
- if self.x >= @pic_width + 5
- # 默认头像显示在对话框左边
- name_x = self.x-@pic_width-5
- else
- # 对话框左边放不下时头像显示在右边
- name_x = self.x + self.width
- end
- name_y = self.y+self.height/2 - (@pic_height + 5)/2
-
- # 生成角色头像窗口
- #@name_win = Window_Base.new(name_x, name_y, @pic_width + 5, @pic_height + 5)
- #@name_win.windowskin = RPG::Cache.windowskin(skin)
- #@name_win.opacity =0
- #@name_win.z = self.z + 1
- @name_contents.dispose if @name_contents != nil
- @name_contents = Sprite.new
- @name_contents.x = self.x + self.width - bmp.width
- @name_contents.y = name_y #- 7
- @name_contents.bitmap = bmp
- @name_contents.z = self.z + 3
- @name_contents.opacity = 0
- end
- end
- end
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【下面还有】!! |
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