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Lv1.梦旅人
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本帖最后由 认真的学 于 2009-11-8 20:07 编辑
回答部分问题:
1、制作人名单做法二选一:
【1】图片,然后图片移动,不过要算好XY值
【2】新建地图,图片有多大地图就要有那样的规格,然后显示图片,XY值为0,然后把主角搞成透明的,从地图最顶端往下走......
2、字体的问题:以下脚本可以解决
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
=begin
superufo版加强对话框
新增功能:
1.\h[X]:更改字号为X(X〈32)
2.\o[X]:更改透明度为X(模拟悄悄话?)
3.\u[XXXXXX]:直接以十六进制指定颜色
4.\i[X]:显示X号物品名
5.\s[X]:显示X号技能名
6.\w[X]:显示X号武器名
7.\a[X]:显示X号防具名
再加上原有功能
8.\c[X]:将颜色调整为X(0〈=X〈=15)
9.\n[X]:显示X号同伴名
10.\v[X]:显示X号变量
11.\g:显示金钱窗口
12.\.:停滞1/4秒
13.\|:停滞1秒
14.\!:等待输入???
15.\>:开启瞬间输入
16.\<:关闭瞬间输入
17.\^:等待输入的无???
18.\\:显示“\”这个符号
就是全部参数
=end
class Window_Message < Window_Selectable
MAX_LINE = 4
def initialize
super(0, 288, 544, 128)
self.z = 200
self.active = false
self.index = -1
self.openness = 0
@opening = false
@closing = false
@text = nil
@contents_x = 0
@contents_y = 0
@line_count = 0
@wait_count = 0
@background = 0
@position = 2
@show_fast = false
@line_show_fast = false
@pause_skip = false
create_gold_window
create_number_input_window
create_back_sprite
end
def dispose
super
dispose_gold_window
dispose_number_input_window
dispose_back_sprite
end
def update
super
update_gold_window
update_number_input_window
update_back_sprite
update_show_fast
unless @opening or @closing
if @wait_count > 0
@wait_count -= 1
elsif self.pause
input_pause
elsif self.active
input_choice
elsif @number_input_window.visible
input_number
elsif @text != nil
update_message
elsif continue?
start_message
open
$game_message.visible = true
else
close
$game_message.visible = @closing
end
end
end
def create_gold_window
@gold_window = Window_Gold.new(384, 0)
@gold_window.openness = 0
end
def create_number_input_window
@number_input_window = Window_NumberInput.new
@number_input_window.visible = false
end
def create_back_sprite
@back_sprite = Sprite.new
@back_sprite.bitmap = Cache.system("MessageBack")
@back_sprite.visible = (@background == 1)
@back_sprite.z = 190
end
def dispose_gold_window
@gold_window.dispose
end
def dispose_number_input_window
@number_input_window.dispose
end
def dispose_back_sprite
@back_sprite.dispose
end
def update_gold_window
@gold_window.update
end
def update_number_input_window
@number_input_window.update
end
def update_back_sprite
@back_sprite.visible = (@background == 1)
@back_sprite.y = y - 16
@back_sprite.opacity = openness
@back_sprite.update
end
def update_show_fast
if self.pause or self.openness < 255
@show_fast = false
elsif Input.trigger?(Input::C) and @wait_count < 2
@show_fast = true
elsif not Input.press?(Input::C)
@show_fast = false
end
if @show_fast and @wait_count > 0
@wait_count -= 1
end
end
def continue?
return true if $game_message.num_input_variable_id > 0
return false if $game_message.texts.empty?
if self.openness > 0 and not $game_temp.in_battle
return false if @background != $game_message.background
return false if @position != $game_message.position
end
return true
end
def start_message
@text = ""
for i in 0...$game_message.texts.size
@text += " " if i >= $game_message.choice_start
@text += $game_message.texts.clone + "\x00"
end
@item_max = $game_message.choice_max
convert_special_characters
reset_window
new_page
end
def new_page
contents.clear
if $game_message.face_name.empty?
@contents_x = 0
else
name = $game_message.face_name
index = $game_message.face_index
draw_face(name, index, 0, 0)
@contents_x = 112
end
@contents_y = 0
@line_count = 0
@show_fast = false
@line_show_fast = false
@pause_skip = false
contents.font.color = text_color(0)
end
def new_line
if $game_message.face_name.empty?
@contents_x = 0
else
@contents_x = 112
end
@contents_y += WLH
@line_count += 1
@line_show_fast = false
end
def convert_special_characters
@text.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] }
@text.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] }
@text.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name }
@text.gsub!(/\\I\[([0-9]+)\]/i) { $data_items[$1.to_i].name }
@text.gsub!(/\\S\[([0-9]+)\]/i) { $data_skills[$1.to_i].name }
@text.gsub!(/\\W\[([0-9]+)\]/i) { $data_weapons[$1.to_i].name }
@text.gsub!(/\\A\[([0-9]+)\]/i) { $data_armors[$1.to_i].name }
@text.gsub!(/\\C\[([0-9]+)\]/i) { "\x01[#{$1}]" }
@text.gsub!(/\\G/) { "\x02" }
@text.gsub!(/\\\./) { "\x03" }
@text.gsub!(/\\\|/) { "\x04" }
@text.gsub!(/\\!/) { "\x05" }
@text.gsub!(/\\>/) { "\x06" }
@text.gsub!(/\\</) { "\x07" }
@text.gsub!(/\\\^/) { "\x08" }
@text.gsub!(/\\O\[([0-9]+)\]/i) { "\x09[#{$1}]" }
@text.gsub!(/\\H\[([0-9]+)\]/i) { "\x10[#{$1}]" }
@text.gsub!(/\\U\[([0-9A-Fa-f]{6})\]/) { "\x11[#{$1}]" }
@text.gsub!(/\\\\/) { "\\" }
end
def reset_window
@background = $game_message.background
@position = $game_message.position
if @background == 0
self.opacity = 255
else
self.opacity = 0
end
case @position
when 0
self.y = 0
@gold_window.y = 360
when 1
self.y = 144
@gold_window.y = 0
when 2
self.y = 288
@gold_window.y = 0
end
end
def terminate_message
self.active = false
self.pause = false
self.index = -1
@gold_window.close
@number_input_window.active = false
@number_input_window.visible = false
$game_message.main_proc.call if $game_message.main_proc != nil
$game_message.clear
end
def update_message
loop do
c = @text.slice!(/./m)
case c
when nil
finish_message
break
when "\x00"
new_line
if @line_count >= MAX_LINE
unless @text.empty?
self.pause = true
break
end
end
when "\x01"
@text.sub!(/\[([0-9]+)\]/, "")
contents.font.color = text_color($1.to_i)
next
when "\x02"
@gold_window.refresh
@gold_window.open
when "\x03"
@wait_count = 15
break
when "\x04"
@wait_count = 60
break
when "\x05"
self.pause = true
break
when "\x06"
@line_show_fast = true
when "\x07"
@line_show_fast = false
when "\x08"
@pause_skip = true
when "\x09"
@text.sub!(/\[([0-9]+)\]/, "")
self.contents.font.color.alpha = [[0, $1.to_i].max, 255].min
next
when "\x10"
@text.sub!(/\[([0-9]+)\]/, "")
self.contents.font.size = [[$1.to_i, 6].max, 32].min
next
when "\x11"
@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
else
contents.draw_text(@contents_x, @contents_y, 40, 32, c)
c_width = contents.text_size(c).width
@contents_x += c_width
end
break unless @show_fast or @line_show_fast
end
end
def finish_message
if $game_message.choice_max > 0
start_choice
elsif $game_message.num_input_variable_id > 0
start_number_input
elsif @pause_skip
terminate_message
else
self.pause = true
end
@wait_count = 10
@text = nil
end
def start_choice
self.active = true
self.index = 0
end
def start_number_input
digits_max = $game_message.num_input_digits_max
number = $game_variables[$game_message.num_input_variable_id]
@number_input_window.digits_max = digits_max
@number_input_window.number = number
if $game_message.face_name.empty?
@number_input_window.x = x
else
@number_input_window.x = x + 112
end
@number_input_window.y = y + @contents_y
@number_input_window.active = true
@number_input_window.visible = true
@number_input_window.update
end
def update_cursor
if @index >= 0
x = $game_message.face_name.empty? ? 0 : 112
y = ($game_message.choice_start + @index) * WLH
self.cursor_rect.set(x, y, contents.width - x, WLH)
else
self.cursor_rect.empty
end
end
def input_pause
if Input.trigger?(Input::B) or Input.trigger?(Input::C)
self.pause = false
if @text != nil and not @text.empty?
new_page if @line_count >= MAX_LINE
else
terminate_message
end
end
end
def input_choice
if Input.trigger?(Input::B)
if $game_message.choice_cancel_type > 0
Sound.play_cancel
$game_message.choice_proc.call($game_message.choice_cancel_type - 1)
terminate_message
end
elsif Input.trigger?(Input::C)
Sound.play_decision
$game_message.choice_proc.call(self.index)
terminate_message
end
end
def input_number
if Input.trigger?(Input::C)
Sound.play_decision
$game_variables[$game_message.num_input_variable_id] =
@number_input_window.number
$game_map.need_refresh = true
terminate_message
end
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
3、游戏进行时间,在脚本编辑器里新建窗口【可以复制一下WINDOW_GOLD】,设置一个CLASS变量,然后将这个变量代入游戏进行时间......然后显示这个变量......这就是游戏进行了多少秒......如果要搞成 小时:分钟:秒 设置3个CLASS变量,将游戏时间代入第三个变量,将第一个变量代入【第三个变量除以3600】然后将第二个变量代入【第三个变量处以60】,然后显示 第一个变量:第二个变量:第三个变量......XY值要调整一下......不要忘记在刷新WINDOW的脚本那边加上新建的WINDOW
4、地图么......可以去论坛搜雷子教程,或者去置顶帖看一下...... |
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