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 Lv1.梦旅人 
	梦石0 星屑145 在线时间0 小时注册时间2009-8-1帖子3 | 
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我看到一篇帖子就是说这个的,不过我试着不耗时啊,我用的是6R对话加强精炼版。
x
加入我们,或者,欢迎回来。您需要 登录 才可以下载或查看,没有帐号?注册会员  这是我用脚本各位大虾帮忙改改:
 
 
 # ————————————————————————————————————
 # 本脚本来自www.66rpg.com,转载请保留此信息
 # ————————————————————————————————————
 
 #从此精简版本中去除的标记:
 # \.   :停顿一刹那(1、2帧)
 # \|   :停顿片刻(20帧)
 # \>   :文字不用打字方式
 # \<   :文字使用打字方式
 # \!   :等待玩家按回车再继续
 # \~   :文字直接消失
 # \K[今天天气不错]:在出现“今天天气不错”这几个字的时候播放$game_system.soundname_on_speak设置的音效
 
 #新增的标记:
 # \d[4]:空4个字节(2个汉字)的位置
 # \t: 显示游戏时间窗口
 # \v[7]:显示7号变量的值
 # \v[a7]:显示7号防具的名称
 # \v[s7]:显示7号特技的名称
 # \v[w7]:显示7号武器的名称
 # \v[i7]:显示7号道具的名称
 # \A:头像及姓名框靠左排列
 # \a:头像及姓名框靠右排列
 # \u[rrggbb]:直接以RGB值十六进制指定颜色
 
 #强化功能的标记:
 # \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
 # \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
 # \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
 # \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 ----不知道有多少人盼这个功能盼了多久了呵呵
 
 #下面是脚本:
 
 #——说明
 
 # 其他在对话中可以使用的功能:
 
 # \n[1]:显示1号角色的姓名
 
 # \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
 
 # \p[1]:对话框出现在1号事件的上方
 # \p[0]:主人公上方出现对话框
 #——————————————————使用\p功能后可以自动调整对话框大小
 
 # \\:显示"\"这个符号
 
 # \c[0-7]:更改颜色
 
 # \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
 
 # \g:显示金钱窗口
 
 # \t: 显示游戏时间窗口
 
 # \I   :下一行从这个位置开始
 
 # \o[123]:文字透明度改为123,模拟将死之人(汗)
 
 # \h[12]:改用12号字
 
 # \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
 # \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
 # \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
 
 # \Lk:清除左边的图像
 # \Rk:清除右边的图像
 
 # \v[7]:显示7号变量的值
 # \v[a7]:显示7号防具的名称
 # \v[s7]:显示7号特技的名称
 # \v[w7]:显示7号武器的名称
 # \v[i7]:显示7号道具的名称
 
 # \A:头像及姓名框靠左排列
 # \a:头像及姓名框靠右排列
 
 #==============================================================================
 # ■ Window_Message
 #------------------------------------------------------------------------------
 class Window_Message < Window_Selectable
 #--------------------------------------------------------------------------
 # ● 初始化状态
 #--------------------------------------------------------------------------
 def initialize
 super(80, 304, 800, 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
 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
 face = nil
 if $game_temp.choice_start == 0
 x = 8
 end
 if $game_temp.message_text != nil
 text = $game_temp.message_text
 #——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 FileTest.exist?("Graphics/Battlers/#{face}")
 @face_bitmap = Bitmap.new("Graphics/Battlers/#{face}")
 if @alignment
 x = @face_indent = 128
 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
 else
 face = nil
 @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 $加密 == true
 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
 text.gsub!(/\\([Ll])\[(.*?)\]/) { "" }
 else
 if 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
 text.gsub!(/\\([Ll])\[(.*?)\]/) { "" }
 end
 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 $加密 == true
 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
 text.gsub!(/\\([Rr])\[(.*?)\]/) { "" }
 else
 if 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
 text.gsub!(/\\([Rr])\[(.*?)\]/) { "" }
 end
 end
 end
 if (/\\[Rr]k/.match(text)) != nil
 @right_keep = true
 text.sub!(/\\[Rr]k/) { "" }
 end
 if (/\\[Ll]k/.match(text)) != nil
 @left_keep = true
 text.sub!(/\\[Ll]k/) { "" }
 end
 # 替换人物姓名
 text.gsub!(/\\[Nn]\[([0-9]+)\]/) 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 (/\\[Mm]([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.sub!(/\\[Mm]([0-9]*?)\[(.*?)\]/) { "" }
 end
 # 文字位置的判定
 if (/\\[Pp]\[([-1,0-9]+)\]/.match(text))!=nil then
 @popchar = $1.to_i
 if @popchar == -1
 x = @indent = 48
 y = 4
 end
 text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
 end
 # 开始
 begin
 last_text = text.clone
 text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
 end until text == last_text
 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!(/\\[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}]" }
 if @popchar >= 0
 max_x = 0
 max_y = 4
 for i in 0..3
 line = text.split(/\n/)[3-i]
 max_y -= 1 if line == nil and max_y <= 4-i
 next if line == nil
 cx = contents.text_size(line).width
 max_x = cx if cx > max_x
 end
 self.width = max_x + 48 + @face_indent
 self.height = (max_y - 1) * 32 + 64
 else
 max_x = self.width - 32 - @face_indent
 end
 reset_window
 if name_window_set
 w = self.contents.text_size(name_text).width + 16
 xn = @alignment ? self.x : self.x + self.width - w
 yn = self.y >= 40 ? self.y - 40 : self.y + self.height
 @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
 end
 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
 self.contents.font.color = text_color(color)
 end
 next
 end
 if c == "\002"
 if @gold_window == nil and @popchar <= 0
 @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 and @popchar <=0
 @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
 end
 if c == "\004"
 text.sub!(/\[([0-9A-Fa-f]{2})([0-9A-Fa-f]{2})([0-9A-Fa-f]{2})\]/, "")
 self.contents.font.color = Color.new($1.to_i(16), $2.to_i(16), $3.to_i(16), 255)
 next
 end
 if c == "\023"
 @indent = x
 next
 end
 if c == "\024"
 text.sub!(/\[([0-9]+)\]/, "")
 self.contents.font.color.alpha = [[0, $1.to_i].max, 255].min
 next
 end
 if c == "\025"
 text.sub!(/\[([0-9]+)\]/, "")
 self.contents.font.size = [[$1.to_i, 6].max, 32].min
 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.font.size / 2
 next
 end
 if c == "\030"
 text.sub!(/\[(.*?)\]/, "")
 self.contents.blt(x , y * line_height + 4, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
 x += 24
 next
 end
 if c == "\n"
 if lines >= $game_temp.choice_start
 @cursor_width = [@cursor_width, max_x - @face_indent].max
 end
 lines += 1
 y += 1
 x = 0 + @indent + @face_indent
 if lines >= $game_temp.choice_start
 x = 8 + @indent + @face_indent
 end
 next
 end
 # 描绘文字
 self.contents.draw_text(x, line_height * y, 40, 32, c)
 # x 为要描绘文字的加法运算
 x += self.contents.text_size(c).width
 end
 end
 if $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
 # 输入数值的情况下
 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
 $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
 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
 reset_window
 refresh
 Graphics.frame_reset
 self.visible = true
 self.contents_opacity = 0
 if @input_number_window != nil
 @input_number_window.contents_opacity = 0
 end
 @fade_in = true
 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
 #--------------------------------------------------------------------------
 # ● 获得字符
 #--------------------------------------------------------------------------
 def get_character(parameter)
 case parameter
 when 0
 return $game_player
 else
 events = $game_map.events
 return events == nil ? nil : events[parameter]
 end
 end
 #--------------------------------------------------------------------------
 # ● 设置窗口位置与不透明度
 #--------------------------------------------------------------------------
 def reset_window
 # 判定
 if @popchar >= 0
 events = $game_map.events
 if events != nil
 character = get_character(@popchar)
 x = [[character.screen_x - 0 - self.width / 2, 4].max, 636 - self.width].min
 y = [[character.screen_y - 48 - self.height, 4].max, 476 - self.height].min
 self.x = x
 self.y = y
 end
 elsif @popchar == -1
 self.x = -4
 self.y = -4
 self.width = 648
 self.height = 488
 else
 if $game_temp.in_battle
 self.y = 16
 else
 case $game_system.message_position
 when 0 # 上
 self.y = 16
 when 1 # 中
 self.y = 160
 when 2 # 下
 self.y = 304
 end
 self.x = 80
 if @face_bitmap == nil
 self.width = 480
 else
 self.width = 600
 self.x -= 60
 end
 self.height = 160
 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
 end
 if @popchar == -1
 self.opacity = 255
 self.back_opacity = 0
 elsif $game_system.message_frame == 0
 self.opacity = 255
 self.back_opacity = 160
 else
 self.opacity = 0
 self.back_opacity = 160
 end
 end
 #--------------------------------------------------------------------------
 # ● line_height
 #--------------------------------------------------------------------------
 # 返回値: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
 #--------------------------------------------------------------------------
 # ● \V 变换
 #--------------------------------------------------------------------------
 def convart_value(option, index)
 option == nil ? option = "" : nil
 option.downcase!
 case option
 when "i"
 unless $data_items[index].name == nil
 r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[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
 when "a"
 unless $data_armors[index].name == nil
 r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
 end
 when "s"
 unless $data_skills[index].name == nil
 r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
 end
 else
 r = $game_variables[index]
 end
 r == nil ? r = "" : nil
 return r
 end
 #--------------------------------------------------------------------------
 # ● 矩形更新
 #--------------------------------------------------------------------------
 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
 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
 self.contents.font.color = text_color(color)
 self.contents.draw_text(0, 0, w, h, designate_text)
 end
 end
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