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Lv1.梦旅人
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推荐使用6R增强脚本,自带自动关闭对话框功能。附使用方法如下:
\a[n] : n帧之后自动关闭对话框
\b: Banner mode. 文字将显示在对话框的正中间(横竖都是中间)。不能与其他类似功能同用(柳柳按:没什么用处的功能,中文不需要这么排版)
\c[n] 改变为第n种颜色. 使用\d或者\c[0]回复正常颜色。
\d: 回复默认字体、大小、颜色、高度。
\f[n] : 改变为第n种字体,使用\d回复默认字体。
\g : 显示金钱窗口
\h[n] : 改变文字的字沉高度,使用\d或\h[32]回复默认状态(柳柳按:这个功能没什么用处)
\j[n] : 显示n象素的空白(柳柳按:对于中文而言无用的功能)
\i[n] : 显示第n号物品的图标和名称(柳柳按:非常有用的功能,用来显示获得的物品感觉很不错!下面几个也是类似功能,同样有用!)
\k[n] : 显示第n号特技的图标和名称.
\m[n] : 显示第n号防具的图标和名称.
\w[n] : 显示第n号武器的图标和名称.
\n[n] : 显示第n号英雄名称(柳柳按:就是默认功能).
\o[n] : 更改文字的透明度为n.
\r: 右对齐(柳柳按:比较不实用).
\s[n] : 更改字体大小(柳柳按:不要改得太大,否则会出格,会变丑的^__^).
\v[n] : 显示第n号变量的数值.
\x: 居中对齐,必须在一行的开头用(柳柳按:比较不实用。其实这些排版功能不如打几个空格).
\\ : 显示"\"这个符号.
脚本内容:- #==============================================================================
- # 本脚本来自http://rpg.blue/web/htm/,使用和转载请保留此信息
- #==============================================================================
- # ----------------------------
- class Window_Message < Window_Selectable
- attr_accessor :autoclosetime
- attr_accessor :op
- # ----------------------------
- def initialize
- super(80, 304, 480, 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
- @autoclosetime = -1
- @op = 255
- @refreshflag = false
- self.active = false
- self.index = -1
- end
- # ----------------------------
- def dispose
- terminate_message
- $game_temp.message_window_showing = false
- if @input_number_window != nil
- @input_number_window.dispose
- end
- super
- end
- # ----------------------------
- def terminate_message
- self.active = false
- self.pause = false
- self.index = -1
- self.contents.clear
- @contents_showing = false
- if $game_temp.message_proc != nil
- $game_temp.message_proc.call
- end
- $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
- if @gold_window != nil
- @gold_window.dispose
- @gold_window = nil
- end
- end
- # ----------------------------
- def refresh
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.font.name = "黑体"
- self.contents.font.size = 18
- x = y = 0
- @cursor_width = 0
- @autoclosetime = -1
- @refreshflag = true
- lineheight = 32
- active = ""
- a = ""
- centerflag = false
- rightflag = false
- bannerflag = false
- if $game_temp.choice_start == 0
- x = 8
- end
- if $game_temp.message_text != nil
- text = $game_temp.message_text
- 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
- text.gsub!(/\\\\/) { "\000" }
- text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
- text.gsub!(/\\[Gg]/) { "\002" }
- text.gsub!(/\\[Ii]\[([0-9]+)\]/) { "\003[#{$1}]" }
- text.gsub!(/\\[Ff]\[([0-9]+)\]/) { "\004[#{$1}]" }
- text.gsub!(/\\[Aa]\[([0-9]+)\]/) { "\005[#{$1}]" }
- text.gsub!(/\\[Xx]/) { "\006" }
- text.gsub!(/\\[Rr]/) { "\007" }
- text.gsub!(/\\[Dd]/) { "\011" }
- text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\023[#{$1}]" }
- text.gsub!(/\\[Bb]/) { "\017" }
- text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\014[#{$1}]" }
- text.gsub!(/\\[Mm]\[([0-9]+)\]/) { "\015[#{$1}]" }
- text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\016[#{$1}]" }
- text.gsub!(/\\[Jj]\[([0-9]+)\]/) { "\013[#{$1}]" }
- text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\021[#{$1}]" }
- text.gsub!(/\\[Kk]\[([0-9]+)\]/) { "\022[#{$1}]" }
- 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
- @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"
- text.sub!(/\[([0-9]+)\]/, "")
- item_sub = $1.to_i
- c = $data_items[item_sub].name
- l = self.contents.text_size(c).width
- draw_item_name($data_items[item_sub], x, y * 32 + 1)
- x = x + l + 24
- next
- end
- if c == "\004"
- text.sub!(/\[([0-9]+)\]/, "")
- fontize = $1.to_i
- case fontize
- when 1
- self.contents.font.name = "黑体"
- when 2
- self.contents.font.name = "High Tower Text"
- when 3
- self.contents.font.name = "Tw Cen MT"
- when 4
- self.contents.font.name = "Tahoma"
- end
- next
- end
- if c == "\005"
- text.sub!(/\[([0-9]+)\]/, "")
- @autoclosetime = $1.to_i
- next
- end
- if c == "\006"
- centerflag = true
- next
- end
- if c == "\007"
- rightflag = true
- next
- end
- if c == "\011"
- self.contents.font.name = "黑体"
- self.contents.font.size = 18
- self.contents.font.color = normal_color
- lineheight = 32
- next
- end
- if c == "\014"
- text.sub!(/\[([0-9]+)\]/, "")
- w_sub = $1.to_i
- c = $data_weapons[w_sub].name
- l = self.contents.text_size(c).width
- bitmap = RPG::Cache.icon($data_weapons[w_sub].icon_name)
- self.contents.blt(x+4, y * 32+ 4, bitmap, Rect.new(0, 0, 24, 24))
- x += 28
- self.contents.draw_text(x+4, 32 * y, l+32, lineheight, c)
- x = x + l
- next
- end
- if c == "\015"
- text.sub!(/\[([0-9]+)\]/, "")
- a_sub = $1.to_i
- c = $data_armors[a_sub].name
- l = self.contents.text_size(c).width
- bitmap = RPG::Cache.icon($data_armors[a_sub].icon_name)
- self.contents.blt(x+4, y * 32+ 4, bitmap, Rect.new(0, 0, 24, 24))
- x += 28
- self.contents.draw_text(x+4, 32 * y, l+32, lineheight, c)
- x = x + l
- next
- end
- if c == "\016"
- text.sub!(/\[([0-9]+)\]/, "")
- @op = $1.to_i
- next
- end
- if c == "\017"
- bannerflag = true
- next
- end
- if c == "\018"
- text.sub!(/\[([0-9]+)\]/, "")
- jump = $1.to_i
- x += jump
- next
- end
- if c == "\021"
- text.sub!(/\[([0-9]+)\]/, "")
- lineheight = $1.to_i
- next
- end
- if c == "\022"
- text.sub!(/\[([0-9]+)\]/, "")
- skill_sub = $1.to_i
- c = $data_skills[skill_sub].name
- l = self.contents.text_size(c).width
- bitmap = RPG::Cache.icon($data_skills[skill_sub].icon_name)
- self.contents.blt(x+4, y * 32+ 4, bitmap, Rect.new(0, 0, 24, 24))
- x += 28
- self.contents.draw_text(x+4, 32 * y, l+32, lineheight, c)
- x = x + l
- next
- end
- if c == "\023"
- text.sub!(/\[([0-9]+)\]/, "")
- bigness = $1.to_i
- self.contents.font.size = bigness
- next
- end
- if c == "\n"
- if centerflag == true
- x = 448 - x
- x = x / 2
- self.contents.draw_text(x, 32 * y, 448-x, lineheight, a)
- end
- if rightflag == true
- x = 448 - x
- self.contents.draw_text(x, 32 * y, 448-x, lineheight, a)
- end
- if bannerflag == true
- x = 448 - x
- x = x / 2
- self.contents.draw_text(x, 44, 448-x, lineheight, a)
- end
- a = ""
- centerflag = false
- rightflag = false
- bannerflag = false
- if y >= $game_temp.choice_start
- @cursor_width = [@cursor_width, x].max
- end
- y += 1
- x = 0
- if y >= $game_temp.choice_start
- x = 8
- end
- next
- end
- if centerflag == false && rightflag == false && bannerflag == false
- self.contents.draw_text(4 + x, 32 * y, 40, lineheight, c)
- x += self.contents.text_size(c).width
- else
- a += c
- x += self.contents.text_size(c).width
- end
- 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
- # ----------------------------
- def reset_window
- if $game_temp.in_battle
- self.y = 16
- else
- case $game_system.message_position
- when 0
- self.y = 16
- when 1
- self.y = 160
- when 2
- self.y = 304
- end
- end
- if $game_system.message_frame == 0
- self.opacity = 255
- else
- self.opacity = 0
- end
- self.back_opacity = 160
- end
- # ----------------------------
- def update
- super
- if @refreshflag && @fade_in == false
- self.contents_opacity = @op
- end
- if @autoclosetime == 0
- @autoclosetime = -1
- terminate_message
- end
- if @autoclosetime >= 1
- @autoclosetime -= 1
- end
- if @fade_in
- self.contents_opacity += 24
- if @input_number_window != nil
- @input_number_window.contents_opacity += 24
- end
- if self.contents_opacity >= @op
- @fade_in = false
- end
- return
- end
- if @input_number_window != nil
- @input_number_window.update
- 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
- @input_number_window.dispose
- @input_number_window = nil
- terminate_message
- end
- return
- end
- if @contents_showing
- if $game_temp.choice_max == 0
- self.pause = true
- end
- 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
- 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
- @op = 255
- terminate_message
- end
- return
- end
- 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 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
- # ----------------------------
- def update_cursor_rect
- if @index >= 0
- n = $game_temp.choice_start + @index
- self.cursor_rect.set(8, n * 32, @cursor_width, 32)
- else
- self.cursor_rect.empty
- end
- 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 建议楼主多看看置顶帖,里面有很多你可能用得上的资源,平时没事搜集一下,遇到问题比较容易解答。另外请善用论坛搜索功能 |
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