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 Lv1.梦旅人 
	梦石0 星屑40 在线时间0 小时注册时间2009-7-1帖子2 | 
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请指教,谢谢。
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  #==============================================================================
 # ** Window_Message
 #------------------------------------------------------------------------------
 #  This message window is used to display text.
 #==============================================================================
 
 class Window_Message < Window_Selectable
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
 super(-10, 304, 1270, 138)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.windowskin = RPG::Cache.windowskin("对话框.png")
 self.ox = -240
 self.visible = false
 self.z = 2
 @fade_in = false
 @fade_out = false
 @contents_showing = false
 @cursor_width = 0
 self.active = false
 self.index = -1
 end
 #--------------------------------------------------------------------------
 # * Dispose
 #--------------------------------------------------------------------------
 def dispose
 terminate_message
 $game_temp.message_window_showing = false
 if @input_number_window != nil
 @input_number_window.dispose
 end
 super
 end
 #--------------------------------------------------------------------------
 # * Terminate Message
 #--------------------------------------------------------------------------
 def terminate_message
 self.active = false
 self.pause = false
 self.index = -1
 self.contents.clear
 # Clear showing flag
 @contents_showing = false
 # Call message callback
 if $game_temp.message_proc != nil
 $game_temp.message_proc.call
 end
 # Clear variables related to text, choices, and number input
 $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
 # Open gold window
 if @gold_window != nil
 @gold_window.dispose
 @gold_window = nil
 end
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
 self.contents.clear
 self.contents.font.color = normal_color
 x = y = 0
 @cursor_width = 0
 # Indent if choice
 if $game_temp.choice_start == 0
 x = 8
 end
 # If waiting for a message to be displayed
 if $game_temp.message_text != nil
 text = $game_temp.message_text
 # Control text processing
 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
 # Change "\\\\" to "\000" for convenience
 text.gsub!(/\\\\/) { "\000" }
 # Change "\\C" to "\001" and "\\G" to "\002"
 text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
 text.gsub!(/\\[Gg]/) { "\002" }
 # Get 1 text character in c (loop until unable to get text)
 while ((c = text.slice!(/./m)) != nil)
 # If \\
 if c == "\000"
 # Return to original text
 c = "\\"
 end
 # If \C[n]
 if c == "\001"
 # Change text color
 text.sub!(/\[([0-9]+)\]/, "")
 color = $1.to_i
 if color >= 0 and color <= 7
 self.contents.font.color = text_color(color)
 end
 # go to next text
 next
 end
 # If \G
 if c == "\002"
 # Make gold window
 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
 # go to next text
 next
 end
 # If new line text
 if c == "\n"
 # Update cursor width if choice
 if y >= $game_temp.choice_start
 @cursor_width = [@cursor_width, x].max
 end
 # Add 1 to y
 y += 1
 x = 0
 # Indent if choice
 if y >= $game_temp.choice_start
 x = 8
 end
 # go to next text
 next
 end
 # Draw text
 #self.shade_text(4 + x, 32 * y, 40, 32, c)
 self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
 # Add x to drawn text width
 x += self.contents.text_size(c).width
 end
 end
 # If choice
 if $game_temp.choice_max > 0
 @item_max = $game_temp.choice_max
 self.active = true
 self.index = 0
 end
 # If number input
 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
 #--------------------------------------------------------------------------
 # * Set Window Position and Opacity Level
 #--------------------------------------------------------------------------
 def reset_window
 case $game_system.message_position
 when 0  # up
 self.x = -120
 self.y = 304
 when 1  # middle
 self.x = -120
 self.y = 180
 when 2  # down
 self.x = -10
 self.y = 304
 end
 if $game_system.message_frame == 0
 self.opacity = 255
 else
 self.opacity = 0
 end
 self.back_opacity = 160
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
 super
 # If fade in
 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
 # If inputting number
 if @input_number_window != nil
 @input_number_window.update
 # Confirm
 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
 # Dispose of number input window
 @input_number_window.dispose
 @input_number_window = nil
 terminate_message
 end
 return
 end
 # If message is being displayed
 if @contents_showing
 # If choice isn't being displayed, show pause sign
 if $game_temp.choice_max == 0
 self.pause = true
 end
 # Cancel
 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
 # Confirm
 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
 # If display wait message or choice exists when not fading out
 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
 # If message which should be displayed is not shown, but window is visible
 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
 #--------------------------------------------------------------------------
 # * Cursor Rectangle Update
 #--------------------------------------------------------------------------
 def update_cursor_rect
 if @index >= 0
 n = $game_temp.choice_start + @index
 self.cursor_rect.set(8+240, n * 32, @cursor_width, 32)
 else
 self.cursor_rect.empty
 end
 end
 end
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