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- #==============================================================================
- # ** [ERZVX] Enhanced Bitmap#draw_text (by ERZENGEL at 27-April-2008 at 19:53)
- #------------------------------------------------------------------------------
- # Bitmap#draw_text is able to convert control characters.
- #==============================================================================
- =begin
- ###############################################################################
- Default control characters:
- \V[n] Replaced by the value of variable n (n = ID of a variable).
- \N[n] Replaced by the name of actor n (n = ID of an actor).
- \C[n] Change the color of the following text(n = 0 til 31).
- \G Replaced by the current gold amount.
- \\ Replaced by the '\' character.
- Control characters from woratanas NMS (v2.52):
- \MAP Replaced by the current map name.
- \NC[n] Replaced by the class of actor n (n = ID of an actor).
- \NP[n] Replaced by the name of actor n in the party (n = integer between 1 and 4).
- \NM[n] Replaced by the name of enemy n (n = ID of an enemy).
- \NT[n] Replaced by the name of troop n (n = ID of a troop).
- \NI[n] Replaced by the name of item n (n = ID of an item).
- \NW[n] Replaced by the name of weapon n (n = ID of a weapon).
- \NA[n] Replaced by the name of armor n (n = ID of an armor).
- \NS[n] Replaced by the name of skill n (n = ID of a skill).
- \PRICE[n] Replaced by the price of the item n (n = ID of an item).
- \IC[n] Replaced by the icon with the index n (n = Index of icon in the Iconset).
- \DW[n] Replaced by the icon and name of weapon n (n = ID of a weapon).
- \DI[n] Replaced by the icon and name of item n (n = ID of an item).
- \DA[n] Replaced by the icon and name of armor n (n = ID of an armor).
- \DS[n] Replaced by the icon and name of skill n (n = ID of a skill).
- \FN[str] Following text is in font str (str = name of a font).
- \FS[n] Following text is in fontsize n (n = integer. Standard is 20).
- Other control characters:
- \BO Following text is or isn't bold.
- \IT Following text is or isn't italic.
- \SH Folling text is or isn't shadowed.
- \AL[n] Align text (n = integer between 0 and 2 (0 = left, 1 = center, 2 = right)).
- ###############################################################################
- =end
- #==============================================================================
- # ** Bitmap
- #==============================================================================
- class Bitmap
- #--------------------------------------------------------------------------
- # * Draw text
- #--------------------------------------------------------------------------
- alias :erzvx_draw_text :draw_text unless $@
- def draw_text(*args)
- # Falls erstes Argument ein Rectobjekt ist
- if args[0].is_a?(Rect)
- if args.size > 3 then raise(ArgumentError) end
- x, y, width, height = args[0].x, args[0].y, args[0].width, args[0].height
- str = args[1]
- align = args[2]
- else
- if args.size > 6 then raise(ArgumentError) end
- x, y, width, height, str, align = args[0..5]
- end
- # Links ausrichten, falls Wert von align nil oder gr��er als 2 ist
- align = 0 if align.nil? || align > 2
- # Standardeigenschaften in Variablen speichern
- name, size, color = self.font.name, self.font.size, self.font.color
- bold, italic, shadow = self.font.bold, self.font.italic, self.font.shadow
- # Tempor�re Variablen erstellen
- tstr = (str.is_a?(String) ? str : str.to_s) + "\n"; tc = ''; tx = 0
- begin
- lasttstr = tstr.clone
- tstr = convert_special_characters(tstr)
- end until tstr == lasttstr
- while (!(c = tstr.slice!(/./m)).nil?)
- case c
- when "\x01" # \C[n]
- tstr.sub!(/\[([0-9]+)\]/, "")
- tcolor = $1.to_i
- self.font.color = text_color(tcolor) if tcolor >= 0 && tcolor <= 31
- when "\x02" # \C[n]
- tstr.sub!(/\[([0-2]+)\]/, "")
- align = $1.to_i
- when "\x83" # \IC[n]
- tstr.sub!(/\[([0-9]+)\]/, "")
- icon_index = $1.to_i
- draw_icon(icon_index, x, y)
- tx += 24
- when "\x84" # \FN[*]
- tstr.sub!(/\[(.*?)\]/, "")
- self.font.name = $1.to_s
- when "\x85" # \FS[n]
- tstr.sub!(/\[([0-9]+)\]/, "")
- self.font.size = $1.to_i
- when "\x88" # \BO
- self.font.bold = !self.font.bold
- when "\x89" # \IT
- self.font.italic = !self.font.italic
- when "\x93" # \SH
- self.font.shadow = !self.font.shadow
- when "\n" # Neue Zeile
- if align == 1 # Zentriert
- tx = width - tx
- tx = tx / 2
- erzvx_draw_text((x + tx), y, (width - tx), height, tc)
- elsif align == 2 # Rechts
- tx = width - tx
- erzvx_draw_text((x + tx), y, (width - tx), height, tc)
- end
- # Tempor�re Variablen zur�cksetzen
- tc = tstr = ''; tx = 0
- else # Normal text character
- # Ausrichtungsabfrage (Links)
- if align == 0
- erzvx_draw_text((x + tx), y, width, height, c, align)
- tx += text_size(c).width
- else
- tc += c
- tx += text_size(c).width
- end
- end
- end
- # Standardeigenschaften wiederherstellen
- self.font.name, self.font.size, self.font.color = name, size, color
- self.font.bold, self.font.italic, self.font.shadow = bold, italic, shadow
- end
- #--------------------------------------------------------------------------
- # * Convert Special Characters
- #--------------------------------------------------------------------------
- def convert_special_characters(str)
- # Mit Wert einer Variable ersetzen
- str.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] }
- # Mit Namen eines Heldens ersetzen
- str.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name }
- # Nachfolgenden Text in anderer Farbe anzeigen
- str.gsub!(/\\C\[([0-9]+)\]/i) { "\x01[#{$1}]" }
- # Mit dem aktuellen Goldbetrag ersetzen
- str.gsub!(/\\G/) { $game_party.gold.to_s }
- # Backslash anzeigen
- str.gsub!(/\\\\/) { "\\" }
- # Ausrichtung �ndern
- str.gsub!(/\\AL\[([0-2]+)\]/i) { "\x02[#{$1}]" }
- # Woratana's :: Map Name
- str.gsub!(/\\MAP/i) { get_map_name }
- # Woratana's :: Actor Class Name
- str.gsub!(/\\NC\[([0-9]+)\]/i) {
- $data_classes[$data_actors[$1.to_i].class_id].name }
- # Woratana's :: Party Actor Name
- str.gsub!(/\\NP\[([0-9]+)\]/i) { $game_party.members[($1.to_i - 1)].name }
- # Woratana's :: Monster Name
- str.gsub!(/\\NM\[([0-9]+)\]/i) { $data_enemies[$1.to_i].name }
- # Woratana's :: Troop Name
- str.gsub!(/\\NT\[([0-9]+)\]/i) { $data_troops[$1.to_i].name }
- # Woratana's :: Item Name
- str.gsub!(/\\NI\[([0-9]+)\]/i) { $data_items[$1.to_i].name }
- # Woratana's :: Weapon Name
- str.gsub!(/\\NW\[([0-9]+)\]/i) { $data_weapons[$1.to_i].name }
- # Woratana's :: Armor Name
- str.gsub!(/\\NA\[([0-9]+)\]/i) { $data_armors[$1.to_i].name }
- # Woratana's :: Skill Name
- str.gsub!(/\\NS\[([0-9]+)\]/i) { $data_skills[$1.to_i].name }
- # Woratana's :: Item Price
- str.gsub!(/\\PRICE\[([0-9]+)\]/i) { $data_items[$1.to_i].price.to_s }
- # Woratana's :: Draw Icon
- str.gsub!(/\\IC\[([0-9]+)\]/i) { "\x83[#{$1}]" }
- # Woratana's :: Draw Weapon Name + Icon
- str.gsub!(/\\DW\[([0-9]+)\]/i) {
- "\x83[#{$data_weapons[$1.to_i].icon_index}]\\NW[#{$1.to_i}]" }
- # Woratana's :: Draw Item Name + Icon
- str.gsub!(/\\DI\[([0-9]+)\]/i) {
- "\x83[#{$data_items[$1.to_i].icon_index}]\\NI[#{$1.to_i}]" }
- # Woratana's :: Draw Armor Name + Icon
- str.gsub!(/\\DA\[([0-9]+)\]/i) {
- "\x83[#{$data_armors[$1.to_i].icon_index}]\\NA[#{$1.to_i}]" }
- # Woratana's :: Draw Skill Name + Icon
- str.gsub!(/\\DS\[([0-9]+)\]/i) {
- "\x83[#{$data_skills[$1.to_i].icon_index}]\\ns[#{$1.to_i}]" }
- # Woratana's :: Font Name Change
- str.gsub!(/\\FN\[(.*?)\]/i) { "\x84[#{$1}]" }
- # Woratana's :: Font Size Change
- str.gsub!(/\\FS\[([0-9]+)\]/i) { "\x85[#{$1}]" }
- # Woratana's :: BOLD Text
- str.gsub!(/\\BO/i) { "\x88" }
- # Woratana's :: ITALIC Text
- str.gsub!(/\\IT/i) { "\x89" }
- # Woratana's :: SHADOW Text
- str.gsub!(/\\SH/i) { "\x93" }
- return str
- end
- #--------------------------------------------------------------------------
- # * Get Text Color
- #--------------------------------------------------------------------------
- def text_color(n)
- x = 64 + (n % 8) * 8
- y = 96 + (n / 8) * 8
- windowskin = Cache.system('Window')
- return windowskin.get_pixel(x, y)
- end
- #--------------------------------------------------------------------------
- # * Get Map Name
- #--------------------------------------------------------------------------
- def get_map_name
- $data_mapinfos = load_data('Data/MapInfos.rvdata') if $data_mapinfos.nil?
- map_id = $game_map.map_id
- return $data_mapinfos[map_id].name
- end
- #--------------------------------------------------------------------------
- # * Draw Icon
- #--------------------------------------------------------------------------
- def draw_icon(icon_index, x, y)
- bitmap = Cache.system('Iconset')
- rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
- self.blt(x, y, bitmap, rect)
- end
- end
复制代码 这脚本如何?像显示文章那样的功能,在武器道具名字前面加入\c[1]就会显示蓝色之类的~
可以在事件中调用脚本如:- $data_weapons[1].name = "\c[1]" + $data_weapons[1].name
复制代码 之类的来修改数据库资料~ |
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