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 Lv1.梦旅人 
	梦石0 星屑50 在线时间111 小时注册时间2010-6-26帖子80 | 
| 楼主可以用这个脚本 
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 
 #——说明
 
 #默认为一个字一个字的方式,如果需要一次全部显示,
 #请在游戏中使用脚本:$game_system.typing = true
 
 #默认对话字没有声音,如果需要声音,
 #请在游戏中使用脚本:$game_system.soundname_on_speak = "这里输入文件名"
 #我唯一一个见过“胡乱配音”的游戏是天使帝国2代,该游戏说话的时候每个字符随机发一个外星语音
 
 # 其他在对话中可以使用的功能:
 
 # \n[1]:显示1号角色的姓名
 
 # \name[李逍遥]:显示一个“李逍遥”方框,表示说话人姓名
 
 # \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
 
 # \v[1] :显示变量1
 
 # \v[a1] :显示防具1
 
 # \v[w1] :显示武器1
 
 # \v[i1] :显示物品1
 
 # \v[s1] :显示特技1
 
 # \c[1-8]:更改颜色
 
 # \g:显示金钱窗口
 
 # \a[SE文件名]:对话的时候播放SE
 
 # \s[1-19]:更改弹字的速度
 
 # \.   :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
 
 # \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
 
 # \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
 
 # \L[001]:在左边显示图片“Graphics/battlers/66rpg_001_h.png”
 # \R[001]:在右边显示图片“Graphics/battlers/66rpg_001_h.png”
 
 # \Lk:清除左边的图像
 # \Rk:清除右边的图像
 
 #==============================================================================
 # ■ Game_System
 #------------------------------------------------------------------------------
 #  处理系统附属数据的类。也可执行诸如 BGM 管理之类的功能。本类的实例请参考
 # $game_system 。
 #==============================================================================
 
 class Game_System
 attr_accessor :typing
 attr_accessor :soundname_on_speak
 alias carol3_ini initialize
 def initialize
 carol3_ini
 @typing = true
 @soundname_on_speak = nil
 end
 end
 $加密 = true
 #==============================================================================
 # ■ 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.visible = false
 self.z = 9998
 @fade_in = false
 @fade_out = false
 @contents_showing = false
 @cursor_width = 0
 self.active = false
 self.index = -1
 if $game_system.soundname_on_speak == nil then
 $game_system.soundname_on_speak = ""
 end
 @opacity_text_buf = Bitmap.new(32, 32)
 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
 if @name_window_frame != nil
 @name_window_frame.dispose
 @name_window_frame = nil
 end
 if @name_window_text != nil
 @name_window_text.dispose
 @name_window_text = nil
 end
 if @right_picture != nil and @right_keep == true
 @right_picture.dispose
 end
 if @left_picture != nil and @left_keep == true
 @left_picture.dispose
 end
 end
 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
 @write_speed = 0
 @write_wait = 0
 @mid_stop = false
 @face_file = nil
 @popchar = -2
 if $game_temp.choice_start == 0
 @x = 8
 end
 if $game_temp.message_text != nil
 @now_text = $game_temp.message_text
 #——头像设置
 if (/\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
 @face_file = $1 + ".png"
 @x = @face_indent = 128
 if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
 self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
 end
 @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
 end
 #——左半身像设置
 if (/\\[Ll]\[(.+?)\]/.match(@now_text))!=nil then
 @face = "66rpg_" + $1 + "_h.png"
 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
 @now_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
 @now_text.gsub!(/\\[Ll]\[(.*?)\]/) { "" }
 end
 end
 end
 #——右半身像设置
 if (/\\[Rr]\[(.+?)\]/.match(@now_text))!=nil then
 @face = "66rpg_" + $1 + "_h.png"
 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
 @now_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
 @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "" }
 end
 end
 end
 if (/\\[Rr]k/.match(@now_text)) != nil
 @right_keep = true
 @now_text.sub!(/\\[Rr]k/) { "" }
 end
 if (/\\[Ll]k/.match(@now_text)) != nil
 @left_keep = true
 @now_text.sub!(/\\[Ll]k/) { "" }
 end
 # 显示人物姓名
 name_window_set = false
 if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
 name_window_set = true
 name_text = $1
 @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
 end
 
 # 文字位置的判定
 if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
 @popchar = $1.to_i
 if @popchar == -1
 @x = @indent = 48
 @y = 4
 end
 @now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
 end
 
 # 开始
 begin
 last_text = @now_text.clone
 @now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
 end until @now_text == last_text
 @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
 $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
 end
 @now_text.gsub!(/\\\\/) { "\000" }
 @now_text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
 @now_text.gsub!(/\\[Gg]/) { "\002" }
 @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
 @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
 @now_text.gsub!(/\\[.]/) { "\005" }
 @now_text.gsub!(/\\[|]/) { "\006" }
 
 @now_text.gsub!(/\\[>]/) { "\016" }
 @now_text.gsub!(/\\[<]/) { "\017" }
 @now_text.gsub!(/\\[!]/) { "\020" }
 @now_text.gsub!(/\\[~]/) { "\021" }
 
 @now_text.gsub!(/\\[Ii]/) { "\023" }
 @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
 @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
 @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
 @now_text.gsub!(/\\[Kk]\[(.*?)\]/) { "\027[#{$1}]" }
 if @popchar >= 0
 @text_save = @now_text.clone
 @max_x = 0
 @max_y = 4
 for i in 0..3
 line = @now_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
 off_x = 0
 off_y = -40
 space = 2
 x = self.x + off_x - space / 2
 y = self.y + off_y - space / 2
 w = self.contents.text_size(name_text).width + 26 + space
 h = 40 + space
 @name_window_frame = Window_Frame.new(x, y, w, h)
 @name_window_frame.z = self.z + 1
 x = self.x + off_x + 4
 y = self.y + off_y
 @name_window_text = Air_Text.new(x+4, y+6, name_text)
 @name_window_text.z = self.z + 2
 end
 end
 reset_window
 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
 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
 @now_text = nil if @now_text == ""
 
 if @now_text != nil and @mid_stop == false
 if @write_wait > 0
 @write_wait -= 1
 return
 end
 text_not_skip = $game_system.typing
 while true
 @max_x = @x if @max_x < @x
 @max_y = @y if @max_y < @y
 if (c = @now_text.slice!(/./m)) != nil
 if c == "\000"
 c = "\\"
 end
 if c == "\001"
 @now_text.sub!(/\[([0-9]+)\]/, "")
 color = $1.to_i
 if color >= 0 and color <= 7
 self.contents.font.color = text_color(color)
 end
 c = ""
 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
 c = ""
 end
 if c == "\003"
 @now_text.sub!(/\[([0-9]+)\]/, "")
 speed = $1.to_i
 if speed >= 0 and speed <= 19
 @write_speed = speed
 end
 c = ""
 end
 if c == "\004"
 @now_text.sub!(/\[(.*?)\]/, "")
 buftxt = $1.dup.to_s
 if buftxt.match(/\//) == nil and buftxt != "" then
 $game_system.soundname_on_speak = "Audio/SE/" + buftxt
 else
 $game_system.soundname_on_speak = buftxt.dup
 end
 c = ""
 elsif c == "\004"
 c = ""
 end
 if c == "\005"
 @write_wait += 5
 c = ""
 end
 if c == "\006"
 @write_wait += 20
 c = ""
 end
 if c == "\016"
 text_not_skip = false
 c = ""
 end
 if c == "\017"
 text_not_skip = true
 c = ""
 end
 if c == "\020"
 @mid_stop = true
 c = ""
 end
 if c == "\021"
 terminate_message
 return
 end
 if c == "\023"
 @indent = @x
 c = ""
 end
 if c == "\024"
 @now_text.sub!(/\[([0-9]+)\]/, "")
 @opacity = $1.to_i
 c = ""
 end
 if c == "\025"
 @now_text.sub!(/\[([0-9]+)\]/, "")
 self.contents.font.size = [[$1.to_i, 6].max, 32].min
 c = ""
 end
 if c == "\026"
 @now_text.sub!(/\[([0-9]+)\]/, "")
 @x += $1.to_i
 c = ""
 end
 if c == "\027"
 @now_text.sub!(/\[(.*?)\]/, "")
 @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
 if $game_system.soundname_on_speak != ""
 Audio.se_play($game_system.soundname_on_speak)
 end
 c = ""
 end
 if c == "\030"
 @now_text.sub!(/\[(.*?)\]/, "")
 self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
 if $game_system.soundname_on_speak != ""
 Audio.se_play($game_system.soundname_on_speak)
 end
 @x += 24
 c = ""
 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
 c = ""
 end
 if c != ""
 # 文字描画
 @x += opacity_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), c, @opacity)
 if $game_system.soundname_on_speak != "" then
 Audio.se_play($game_system.soundname_on_speak)
 end
 end
 if Input.press?(Input::B)
 text_not_skip = false
 end
 else
 text_not_skip = true
 break
 end
 # 終了判定
 if text_not_skip
 break
 end
 end
 @write_wait += @write_speed
 return
 end
 if @input_number_window != nil
 @input_number_window.update
 # 決定
 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
 @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
 # 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
 # 決定
 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
 if @mid_stop
 @mid_stop = false
 return
 else
 terminate_message
 end
 end
 return
 end
 if @fade_out == false and $game_temp.message_text != nil
 @contents_showing = true
 $game_temp.message_window_showing = true
 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
 #--------------------------------------------------------------------------
 # ● 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
 #--------------------------------------------------------------------------
 # ● ウィンドウの位置と不透明度の設定
 #--------------------------------------------------------------------------
 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_file == 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_file != nil
 self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
 end
 if @popchar == -1
 self.opacity = 255
 self.back_opacity = 0
 elsif $game_system.message_frame == 0
 self.opacity = 255
 self.back_opacity = 200
 else
 self.opacity = 0
 self.back_opacity = 200
 end
 end
 #--------------------------------------------------------------------------
 # ● line_height
 #--------------------------------------------------------------------------
 # 返回値:行高
 #--------------------------------------------------------------------------
 def line_height
 return 32
 if self.contents.font.size >= 20 and self.contents.font.size <= 24
 return 32
 else
 return self.contents.font.size * 15 / 10
 end
 end
 #--------------------------------------------------------------------------
 # ● 透過文字描画
 #--------------------------------------------------------------------------
 # target :描画対象。Bitmapクラスを指定。
 # x :x座標
 # y :y座標
 # str  :描画文字列
 # opacity:透過率(0~255)
 # 返回値 :文字幅(@x増加値)。
 #--------------------------------------------------------------------------
 def opacity_draw_text(target, x, y, str,opacity)
 height = target.font.size
 width = target.text_size(str).width
 opacity = [[opacity, 0].max, 255].min
 if opacity == 255
 target.draw_text(x, y, width, height, str)
 return width
 else
 if @opacity_text_buf.width < width or @opacity_text_buf.height < height
 @opacity_text_buf.dispose
 @opacity_text_buf = Bitmap.new(width, height)
 else
 @opacity_text_buf.clear
 end
 @opacity_text_buf.font.size = target.font.size
 @opacity_text_buf.draw_text(0, 0, width, height, str)
 target.blt(x, y, @opacity_text_buf, Rect.new(0, 0, width, height), opacity)
 return width
 end
 end
 def ruby_draw_text(target, x, y, str,opacity)
 sizeback = target.font.size
 target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
 rubysize = [rubysize, 6].max
 
 opacity = [[opacity, 0].max, 255].min
 split_s = str.split(/,/)
 
 split_s[0] == nil ? split_s[0] = "" : nil
 split_s[1] == nil ? split_s[1] = "" : nil
 
 height = sizeback + rubysize
 width = target.text_size(split_s[0]).width
 
 target.font.size = rubysize
 ruby_width = target.text_size(split_s[1]).width
 target.font.size = sizeback
 
 buf_width = [target.text_size(split_s[0]).width, ruby_width].max
 
 width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0
 
 if opacity == 255
 target.font.size = rubysize
 target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
 target.font.size = sizeback
 target.draw_text(x, y, width, target.font.size, split_s[0])
 return width
 else
 if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
 @opacity_text_buf.dispose
 @opacity_text_buf = Bitmap.new(buf_width, height)
 else
 @opacity_text_buf.clear
 end
 @opacity_text_buf.font.size = rubysize
 @opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
 @opacity_text_buf.font.size = sizeback
 @opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
 if sub_x >= 0
 target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
 else
 target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
 end
 return width
 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
 #--------------------------------------------------------------------------
 # ● 解放
 #--------------------------------------------------------------------------
 def dispose
 terminate_message
 if @gaiji_cache != nil
 unless @gaiji_cache.disposed?
 @gaiji_cache.dispose
 end
 end
 unless @opacity_text_buf.disposed?
 @opacity_text_buf.dispose
 end
 $game_temp.message_window_showing = false
 if @input_number_window != nil
 @input_number_window.dispose
 end
 super
 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_Frame (枠だけで中身の無いウィンドウ)
 #==============================================================================
 class Window_Frame < Window_Base
 #--------------------------------------------------------------------------
 # ● オブジェクト初期化
 #--------------------------------------------------------------------------
 def initialize(x, y, width, height)
 super(x, y, width, height)
 self.contents = nil
 self.back_opacity = 200
 end
 #--------------------------------------------------------------------------
 # ● 解放
 #--------------------------------------------------------------------------
 def dispose
 super
 end
 end
 #==============================================================================
 # ■ Air_Text (何も無いところに文字描写 = 枠の無い瞬間表示メッセージウィンドウ)
 #==============================================================================
 class Air_Text < Window_Base
 #--------------------------------------------------------------------------
 # ● オブジェクト初期化
 #--------------------------------------------------------------------------
 def initialize(x, y, designate_text)
 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.draw_text(0, 0, w, h, designate_text)
 end
 #--------------------------------------------------------------------------
 # ● 解放
 #--------------------------------------------------------------------------
 def dispose
 self.contents.clear
 super
 end
 end
 
 
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 使用的时候例如:
 \C[3]\name[南华老仙:]
 年轻人,你有什么事吗?
 "\C[3]"是指当前文字绿色,\name[**]里面写上你要的NPC名字就可以了,至于图片嘛,用显示图片就可以了,这是我的游戏的截图
 
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