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[已经过期] 请问如何修改文字坐标?

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Lv1.梦旅人

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发表于 2012-7-26 22:01:24 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 katonghu 于 2012-7-28 13:12 编辑

刚刚修改了对话框的坐标,是对话框下移,可是文字依然飘在上面。
如何修改文字坐标,将它们“拽”下来呢?
我已经修改过三个super,但好像没有多大用。
希望大家帮我解答一下,谢谢!
以下是脚本:(真·对话加强脚本的加强 1.12)
#============================
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
#=================================
#==============================================================================
# ■ Window_Message
#------------------------------------------------------------------------------
class Window_Message < Window_Selectable
  $color0 = 255
  $color1 = 255
  $color2 = 255
#--------------------------------------------------------------------------
# ● 初始化状态
#--------------------------------------------------------------------------
def initialize
   super(80, 304, 600, 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
   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)
   #AVG对话框图片背景
    $Mbg = Sprite.new
    $Mbg.bitmap = Bitmap.new("Graphics/Pictures/对话框")
    $Mbg.opacity = 0
    $Mbg.visible = true
    $Mbg.x = 0
    $Mbg.y = 400
    $Mbg.z = 1000
    #小对话框
    $SMbg = Sprite.new
    $SMbg.bitmap = Bitmap.new("Graphics/Pictures/小对话框")
    $SMbg.opacity = 0
    $SMbg.visible = true
    $SMbg.x = 180
    $SMbg.y = 150
    $SMbg.z = 1000
   
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
   #对话完毕小对话框清除
   $SMbg.opacity = 0
   
   # 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
   $game_system.typing = true
   unless $game_switches[23] == true#AVG看结局时
   if Input.press?(Input::CTRL)
       $game_system.typing = false
     else
         $game_system.typing = true
      
       end
    end

   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
   @autoclosetime = -1
   #AVG弹字速度调节
   @write_speed = $game_variables[44]
   #@write_speed = 2
   #========================
   @write_wait = 0
   @mid_stop = false
   @popchar = -2
   if $face != nil
     $face.dispose if $face_file == nil
     $face = nil if $face_file == nil
   end
   if $game_temp.choice_start == 0
     @x = 8
   end
   if $game_temp.message_text != nil
      @now_text = $game_temp.message_text
      backlog = @now_text.clone
      temp = backlog.split(/\n/)
      temp.delete("")
      backlog = ""
      for i in 0...temp.size
        backlog += temp
        backlog += "\n"
      end
      $backlog_line = temp.size
      $game_system.backlog_line += backlog.split(/\n/).size
      $game_system.backlog.push(backlog)
      #AVG24开关为禁示对话框图片
      if $game_switches[24] == true
        $Mbg.opacity = 0
        if $game_switches[3] == true#小对话框
          $SMbg.opacity = 200
          end
        else
          $SMbg.opacity = 0
      $Mbg.opacity = 200
      $Mbg.visible = true if $Mbg.visible == false
    end
    @facename = $game_temp.message_text.split(":")[0] if $game_temp.message_text.split(":")[1] != nil
     #——头像设置
     #AVG20左,21右开关为头像开关
     if  $game_switches[20] == true
     begin
         
          if @facename != ""
          if $face_file == nil
            #AVG设了头像号码~不为零就用编号的头像
            if $facen != nil
              @face_file = @facename + "_左" + "#{$facen}"
              else
          @face_file = @facename + "_左"  
          end
          $face = Sprite.new
         $face.bitmap = Bitmap.new("Graphics/Pictures/Face/#{@face_file}")
         $face.opacity = 255
         $face.visible = true
         $face.x = 24
         $face.y = 588 - $face.bitmap.height
          $face.z = 2000
          $face_file = true
          #图正常清NIL
          @facename = nil
          end
         else
          if $face != nil
         $facen = nil
        $face_file = nil
        $face = nil
         $face.dispose
         end
      end
    rescue
      begin
        if $face_file == nil
      if $facen != nil
              @face_file = @facename + "#{$facen}"
              else
          @face_file = @facename
          end
          $face = Sprite.new
         $face.bitmap = Bitmap.new("Graphics/Pictures/Face/#{@face_file}")
         $face.opacity = 255
         $face.visible = true
         $face.x = 24
         $face.y = 588 - $face.bitmap.height
          $face.z = 2000
          $face_file = true
            #图正常清NIL
          @facename = nil
          end
        rescue
           if $face != nil
         $facen = nil
        $face_file = nil
        $face = nil
         $face.dispose
         end
        end
        end
      end

         if  $game_switches[21] == true
     begin
        @facename = $game_temp.message_text.split(":")[0] if $game_temp.message_text.split(":")[1] != nil
        if @facename != ""
          if $face_file == nil
          if $facen != nil
              @face_file = @facename + "_右" + "#{$facen}"
              else
          @face_file = @facename + "_右"  
          end
          $face = Sprite.new
         $face.bitmap = Bitmap.new("Graphics/Pictures/Face/#{@face_file}")
         $face.opacity = 255
         $face.x = 760 - $face.bitmap.width
         $face.y = 588 - $face.bitmap.height
          $face.z = 2000
          $face_file = true
            #图正常清NIL
          @facename = nil
          end
          else
          if $face != nil
         $facen = nil
        $face_file = nil
        $face = nil
         $face.dispose
         end
      end
    rescue
      begin
        if $face_file == nil
       if $facen != nil
              @face_file = @facename + "#{$facen}"
              else
          @face_file = @facename
          end
          $face = Sprite.new
         $face.bitmap = Bitmap.new("Graphics/Pictures/Face/#{@face_file}")
         $face.opacity = 255
         $face.x = 760 - $face.bitmap.width
         $face.y = 588 - $face.bitmap.height
          $face.z = 2000
          $face_file = true
         
           #图正常清NIL
          @facename = nil
          end
        rescue
           if $face != nil
         $facen = nil
        $face_file = nil
        $face = nil
         $face.dispose
         end
        
          end
        end
      end
    if  $game_switches[20] == false and $game_switches[21] == false
        #如果开关没开?头像关掉
        if $face != nil
         $facen = nil
        $face_file = nil
        $face.dispose
        $face = nil
        end
    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 = 600-@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 = 600-@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 = 600-@right_picture.bitmap.height
         @right_picture.x = 800-@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 = 600-@right_picture.bitmap.height
           @right_picture.x = 800-@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) }
    @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) { "#{$game_actors[$1.to_i].name.to_s}" }

       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!(/\\[Mm]\[([0-9]+)\]/) { "\050[#{$1}]" }
   
   @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 + $game_temp.num_input_start * 32
   end
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
def update
   super
   self.contents.font.color = Color.new($color0, $color1, $color2)
   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 == 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 == "\050"

         @now_text.sub!(/\[([0-9]+)\]/, "")

         @autoclosetime = $1.to_i

         next

       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
     if @write_speed != $game_variables[44]
       @write_speed = $game_variables[44]
       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
     # 按下CTRL可跳过对话
     unless $game_switches[23] == true#AVG看结局时不能跳
   if  @input_number_window == nil and $game_temp.choice_max == 0
     if Input.press?(Input::CTRL)
       $game_system.typing = false
     terminate_message
     return
     end
   end
   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, 792 - self.width].min
       y = [[character.screen_y - 48 - self.height, 4].max, 595 - self.height].min
       self.x = x
       self.y = y
     end
   elsif @popchar == -1
     self.x = -4
     self.y = -4
     self.width = 808
     self.height = 608
   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 = 330
       end
       #self.x = 80
       #if $face_file == nil
        # self.width = 600
       #else
         #self.width = 600
         #self.x -= 60
       #end
       #AVG
       self.width = 470

       if $game_switches[3] == true#小对话框
          self.width = 230
          end
      self.x = 100
       self.height = 160

     #AVG
     if  $game_switches[20] == true
       if $face != nil
         begin
       self.x = $face.bitmap.width + 20
        rescue
          end
       end
     end
     if $game_variables[80] != 0
      self.x = $game_variables[80]
    end
    if $game_variables[81] != 0
      self.y = $game_variables[81]
    end
    end
   end
   self.contents = Bitmap.new(self.width - 32, self.height - 32)
   
   if @popchar == -1
     self.opacity = 255
     self.back_opacity = 0
   elsif $game_system.message_frame == 0
     self.opacity = 255
     self.back_opacity = 100
   else
     self.opacity = 0
     self.back_opacity = 100
   end
   
end
#--------------------------------------------------------------------------
# ● line_height
#--------------------------------------------------------------------------
# 返回値:行高
#--------------------------------------------------------------------------
def line_height
   return 28
   if self.contents.font.size >= 20 and self.contents.font.size <= 24
     return 28
   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 * 28 + 4, @cursor_width, 28)
   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 = 125
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
#==============================================================================
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