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这个脚本的显示任务名字的光标 调大小的数值在哪.......
###############################################################################
#==============================================================================
# ■ Interpreter
#------------------------------------------------------------------------------
# 执行事件命令的解释器。本类在 Game_System 类
# 与 Game_Event 类的内部使用。
#==============================================================================
class Interpreter
#--------------------------------------------------------------------------
# ● 接受任务
#--------------------------------------------------------------------------
def get_task(id)
task = $game_party.tasks_info[id]
return true if (task.nil? or $game_party.current_tasks.include?(task.id))
$game_party.current_tasks.unshift(task.id)
return true
end
#--------------------------------------------------------------------------
# ● 获得全部任务
#--------------------------------------------------------------------------
def get_all_task
# 清空当前任务
$game_party.current_tasks.clear
for task in $game_party.tasks_info
next if task.nil?
$game_party.current_tasks.unshift(task.id)
end
return true
end
#--------------------------------------------------------------------------
# ● 完成/放弃任务
#--------------------------------------------------------------------------
def finish_task(id)
task = $game_party.tasks_info[id]
return true if task.nil?
$game_party.current_tasks.delete(task.id)
return true
end
#--------------------------------------------------------------------------
# ● 删除全部任务
#--------------------------------------------------------------------------
def finish_all_task
$game_party.current_tasks.clear
return true
end
end
#==============================================================================
# ■ Game_Party
#------------------------------------------------------------------------------
# 处理同伴的类。包含金钱以及物品的信息。本类的实例
# 请参考 $game_party。
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_writer :latest_task # 上次查看的任务
#--------------------------------------------------------------------------
# ● 取得任务资料
#--------------------------------------------------------------------------
def tasks_info
if @tasks_info.nil?
get_tasks_info
end
return @tasks_info
end
#--------------------------------------------------------------------------
# ● 取得当前任务
#--------------------------------------------------------------------------
def current_tasks
if @current_tasks.nil?
@current_tasks = []
end
return @current_tasks
end
#--------------------------------------------------------------------------
# ● 上次查看的任务
#--------------------------------------------------------------------------
def latest_task
if !current_tasks.include?(@latest_task)
@latest_task = current_tasks[0]
end
return @latest_task
end
end
#==============================================================================
# ■ Game_Task
#------------------------------------------------------------------------------
# 处理任务的类。包含任务的信息。
#==============================================================================
class Game_Task
attr_accessor :name # 名称
attr_accessor :briefing # 简介
def initialize(name, briefing)
@name = name
@briefing = briefing
end
def height
text = @briefing.clone
x = 0
y = 64
min_y = 0
# 限制文字处理
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
# 为了方便、将 "\\\\" 变换为 "\000"
text.gsub!(/\\\\/) { "\000" }
# "\C" 变为 "\001"
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
# "\I" 变为 "\002"
text.gsub!(/\\[Ii]/) { "\002" }
# "\P" 变为 "\003"
text.gsub!(/\\[Pp]/) { "\003" }
# c 获取 1 个字 (如果不能取得文字就循环)
while ((c = text.slice!(/./m)) != nil)
# \\ 的情况下
if c == "\000"
# 还原为本来的文字
c = "\\"
end
# \C[n] 的情况下
if c == "\001"
# 更改文字色
text.sub!(/\[([0-9]+)\]/, "")
# 下面的文字
next
end
# 图标的情况下
if c == "\002"
icon_name = ''
while ((cha = text.slice!(/./m)) != ']')
next if cha == '['
icon_name += cha
end
icon = RPG::Cache.icon(icon_name)
if x + icon.width > 368
x = 0
y += [32, min_y].max
min_y = 0
end
x += 28
next
end
# 图片的情况下
if c == "\003"
pic_name = ''
while ((cha = text.slice!(/./m)) != ']')
next if cha == '['
pic_name += cha
end
pic = RPG::Cache.picture(pic_name)
if x + pic.width > 368
x = 0
y += [32, min_y].max
min_y = 0
end
x += pic.width
min_y = [pic.height, 32].max
next
end
# 另起一行文字的情况下
if c == "\n"
y += [32, min_y].max
min_y = 0
x = 0
# 下面的文字
next
end
# 自动换行处理
if x + 22 > 368
y += [32, min_y].max
min_y = 0
x = 0
end
# x 为要描绘文字的加法运算
x += 22
end
return (y + [32, min_y].max)
end
def id
return $game_party.tasks_info.index(self)
end
end
#==============================================================================
# ■ Window_Task_Name
#------------------------------------------------------------------------------
# 任务名称显示窗口。
#==============================================================================
class Window_Task_Name < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize(tasks)
super(20, 50, 200, 280)
@tasks = []
for id in tasks
@tasks.push($game_party.tasks_info[id])
end
@item_max = tasks.size
self.contents = Bitmap.new(
width - 32 , @item_max == 0 ? 32 : @item_max * 32 )
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @tasks != []
for task in @tasks
draw_item(task)
end
else
draw_blank
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
#--------------------------------------------------------------------------
def draw_item(task)
text = task.name.clone
x = 0
y = @tasks.index(task) * 32
# 限制文字处理
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
# 为了方便、将 "\\\\" 变换为 "\000"
text.gsub!(/\\\\/) { "\000" }
# "\\C" 变为 "\001"
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
# "\I" 变为 "\002"
text.gsub!(/\\[Ii]/) { "\002" }
# "\P" 变为 "\003"
text.gsub!(/\\[Pp]/) { "\003" }
# c 获取 1 个字 (如果不能取得文字就循环)
while ((c = text.slice!(/./m)) != nil)
# \\ 的情况下
if c == "\000"
# 还原为本来的文字
c = "\\"
end
# \C[n] 的情况下
if c == "\001"
# 更改文字色
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
elsif color == 8
self.contents.font.color = disabled_color
elsif color == 9
self.contents.font.color = system_color
end
# 下面的文字
next
end
# 图标的情况下
if c == "\002"
icon_name = ''
while ((cha = text.slice!(/./m)) != ']')
next if cha == '['
icon_name += cha
end
icon = RPG::Cache.icon(icon_name)
if x + icon.width > self.contents.width
x = 0
y += [32, min_y].max
min_y = 0
end
self.contents.blt(x + 4, y + 4, icon, Rect.new(0, 0, 24, 24))
x += 28
next
end
# 图片的情况下
if c == "\003"
pic_name = ''
while ((cha = text.slice!(/./m)) != ']')
next if cha == '['
pic_name += cha
end
pic = RPG::Cache.picture(pic_name)
if x + pic.width > self.contents.width
x = 0
y += [32, min_y].max
min_y = 0
end
self.contents.blt(x + 4, y, pic, Rect.new(0, 0, pic.width, pic.height))
x += pic.width
next
end
# 描绘文字
self.contents.draw_text(0 + x, y, 40, 32, c)
self.contents.font.size = 12
# x 为要描绘文字的加法运算
x += self.contents.text_size(c).width
end
end
#--------------------------------------------------------------------------
# ● 描绘空行
#--------------------------------------------------------------------------
def draw_blank
self.contents.font.color = disabled_color
rect = Rect.new(4, 0, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, '当前没有任何任务')
end
#--------------------------------------------------------------------------
# ● 获取任务
#--------------------------------------------------------------------------
def task
return @tasks[self.index]
end
end
#==============================================================================
# ■ Window_Task
#------------------------------------------------------------------------------
# 任务内容显示窗口。
#==============================================================================
class Window_Task < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize(task_id)
super(240, 0, 400, 480)
refresh(task_id)
end
#--------------------------------------------------------------------------
# ● 刷新内容
#--------------------------------------------------------------------------
def refresh(task_id)
self.oy = 0
self.visible = true
return if task_id.nil?
task = $game_party.tasks_info[task_id]
if !task.nil?
self.contents = Bitmap.new(self.width - 32, task.height)
else
self.contents = Bitmap.new(self.width - 32, self.height - 32)
return
end
self.contents.font.color = normal_color
self.contents.font.size = 15
# 描绘任务内容
draw_task_info(task)
end
#--------------------------------------------------------------------------
# ● 描绘任务内容
#--------------------------------------------------------------------------
def draw_task_info(task)
# 记录文字x坐标
x = 0
# 记录文字y坐标
y = 0
# 记录换行时y坐标最小加值
min_y = 0
self.contents.font.color = normal_color
# 描绘任务简介
text = task.briefing.clone
# 限制文字处理
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
# 为了方便、将 "\\\\" 变换为 "\000"
text.gsub!(/\\\\/) { "\000" }
# "\C" 变为 "\001"
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
# "\I" 变为 "\002"
text.gsub!(/\\[Ii]/) { "\002" }
# "\P" 变为 "\003"
text.gsub!(/\\[Pp]/) { "\003" }
# c 获取 1 个字 (如果不能取得文字就循环)
while ((c = text.slice!(/./m)) != nil)
# \\ 的情况下
if c == "\000"
# 还原为本来的文字
c = "\\"
end
# \C[n] 的情况下
if c == "\001"
# 更改文字色
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
elsif color == 8
self.contents.font.color = disabled_color
elsif color == 9
self.contents.font.color = system_color
end
# 下面的文字
next
end
# 图标的情况下
if c == "\002"
icon_name = ''
while ((cha = text.slice!(/./m)) != ']')
next if cha == '['
icon_name += cha
end
icon = RPG::Cache.icon(icon_name)
if x + icon.width > self.contents.width
x = 0
y += [32, min_y].max
min_y = 0
end
self.contents.blt(x + 4, y + 4, icon, Rect.new(0, 0, 24, 24))
x += 28
next
end
# 图片的情况下
if c == "\003"
pic_name = ''
while ((cha = text.slice!(/./m)) != ']')
next if cha == '['
pic_name += cha
end
pic = RPG::Cache.picture(pic_name)
if x + pic.width > self.contents.width
x = 0
y += [32, min_y].max
min_y = 0
end
self.contents.blt(x + 4, y, pic, Rect.new(0, 0, pic.width, pic.height))
x += pic.width
min_y = [pic.height, 32].max
next
end
# 另起一行文字的情况下
if c == "\n"
y += [32, min_y].max
min_y = 0
x = 0
# 下面的文字
next
end
# 自动换行处理
if x + self.contents.text_size(c).width > self.contents.width
y += [32, min_y].max
min_y = 0
x = 0
end
# 描绘文字
self.contents.draw_text(4 + x, 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
end
#==============================================================================
# ■ Scene_Task
#------------------------------------------------------------------------------
# 处理任务画面的类。
#==============================================================================
class Scene_Task
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 刷新任务资料
$game_party.get_tasks_info
# 生成任务名称窗口
@task_names_window = Window_Task_Name.new($game_party.current_tasks)
@task_names_window.active = true
if $game_party.current_tasks != []
@task_names_window.index = $game_party.current_tasks.index($game_party.latest_task)
end
#
@easycommand = Window_EasyCommand.new
#坐标+小地图
@xy_window = Window_xy.new
@xy_window.x = 640 - 160
@xy_window.y = 480 - 500
@xy_window.opacity = 0
@map_window = Window_Map.new
@map_window.visible = $game_temp.map_visible
# 生成任务内容窗口
@task_info_window = Window_Task.new($game_party.latest_task)
@task_info_window.active = true
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面被切换的话就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@xy_window.dispose
@map_window.dispose
@easycommand.dispose
@task_names_window.dispose
@task_info_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
@task_names_window.update
@task_info_window.update
update_task_names_window
end
#--------------------------------------------------------------------------
# ● 刷新任务名称窗口
#--------------------------------------------------------------------------
def update_task_names_window
# 按下 B 键的情况下
if Kboard.trigger?($R_Key_ESCAPE)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 这里设置返回的场景,返回地图是Scene_Map.new,菜单是Scene_Menu.new(任务界面index)
$scene = Scene_Map.new
return
end
if Kboard.trigger?($R_Key_Q) # 任务栏
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 无任务可显示的话
if @task_names_window.task == nil
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 如果光标没有移动的话,翻页
if $game_party.latest_task == @task_names_window.task.id
if @task_info_window.oy + @task_info_window.height - 32 > @task_info_window.contents.height
@task_info_window.oy = 0
else
@task_info_window.oy += 480-32
end
if @task_info_window.contents.height > @task_info_window.height - 32
# 演奏翻页 SE
Audio.se_play(CHANGE_PAGE_SE)
end
else
@task_info_window.refresh(@task_names_window.task.id)
$game_party.latest_task = @task_names_window.task.id
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
end
end
end
end
#------------------------------------------------------------------------------
# By 叶子(转载自www.66RPG.com)
#------------------------------------------------------------------------------ |
|