赞 | 0 |
VIP | 0 |
好人卡 | 0 |
积分 | 1 |
经验 | 4980 |
最后登录 | 2014-8-12 |
在线时间 | 64 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 50
- 在线时间
- 64 小时
- 注册时间
- 2008-2-29
- 帖子
- 12
|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
本帖最后由 224xyz 于 2013-11-1 13:50 编辑
之前在资源区里找到了一个对话框得脚本
但近来使用的时候经常出现错误未定义方法
特别是当对话在狭小的空间里 (通常是当对话出现在角色的头顶而且是在地图的边缘), 或者是在一大段自动据情之后再跟其他角色对话就会出现这个错误
请各位指导指导, 感谢
此为现在在用的对话框脚本, 把它代替了原本的Window_Message- #从此精简版本中去除的标记:
- # \. :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
- # \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
- #新增的标记:
- # \d[4]:空4个字节(2个汉字)的位置
- # \t: 显示游戏时间窗口
- # \v[7]:显示7号变量的值
- # \v[a7]:显示7号防具的名称
- # \v[s7]:显示7号特技的名称
- # \v[w7]:显示7号武器的名称
- # \v[i7]:显示7号道具的名称
- # \A:头像及姓名框靠左排列
- # \a:头像及姓名框靠右排列
- # \u[rrggbb]:直接以RGB值十六进制指定颜色
- #强化功能的标记:
- # \F[001]:在对话显示头像“Graphics/battlers/66rpg_001_f.png”
- # \f[1]:在对话中显示1号角色的头像,没有的话同\F[1]效果
- # \L[001]:在左边显示图片“Graphics/battlers/66rpg_001_h.png”
- # \l[1]:在左边显示1号角色的半身像,没有的话同\L[1]效果
- # \R[001]:在右边显示图片“Graphics/battlers/66rpg_001_h.png”
- # \r[1]:在右边显示1号角色的半身像,没有的话同\R[1]效果
- # \m[李逍遥]:用默认颜色(颜色0)显示一个“李逍遥”方框,表示说话人姓名
- # \m2[\n[1]]:用颜色2显示1号主角的姓名方框 ----不知道有多少人盼这个功能盼了多久了呵呵
- #下面是脚本:
- #——说明
- # 其他在对话中可以使用的功能:
- # \n[1]:显示1号角色的姓名
- # \m[李逍遥]:用默认颜色(颜色0)显示一个“李逍遥”方框,表示说话人姓名
- # \m2[\n[1]]:用颜色2显示1号主角的姓名方框
- # \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
- # \c[0-7]:更改颜色
- # \u[rrggbb]:直接以十六进制指定颜色,注意这里会把透明度重设为255
- # \g:显示金钱窗口
- # \t: 显示游戏时间窗口
- # \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
- # \d[4]:空4个字节(2个汉字)的位置
- # \F[001]:在对话显示头像“Graphics/battlers/66rpg_001_f.png”
- # \f[1]:在对话中显示1号角色的头像,没有的话同\F[1]效果
- # \L[001]:在左边显示图片“Graphics/battlers/66rpg_001_h.png”
- # \l[1]:在左边显示1号角色的半身像,没有的话同\L[1]效果
- # \R[001]:在右边显示图片“Graphics/battlers/66rpg_001_h.png”
- # \r[1]:在右边显示1号角色的半身像,没有的话同\R[1]效果
- # \Lk:清除左边的图像
- # \Rk:清除右边的图像
- # \v[7]:显示7号变量的值
- # \v[a7]:显示7号防具的名称
- # \v[s7]:显示7号特技的名称
- # \v[w7]:显示7号武器的名称
- # \v[i7]:显示7号道具的名称
- # \A:头像及姓名框靠左排列
- # \a:头像及姓名框靠右排列
- #==============================================================================
- # ■ 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
- @popchar = -2
- @alignment = true
- 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
- # 开放时间窗口
- if @playtime_window != nil
- @playtime_window.dispose
- @playtime_window = nil
- end
- # 开放姓名窗口
- if @name_window != nil
- @name_window.dispose
- @name_window = nil
- end
- if @name_airtext != nil
- @name_airtext.dispose
- @name_airtext = nil
- end
- # 开放角色图片
- if @right_picture != nil and @right_keep == true
- @right_picture.dispose
- end
- if @left_picture != nil and @left_keep == true
- @left_picture.dispose
- end
- @face_bitmap = nil
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- 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
- [url=home.php?mod=space&uid=316553]@opacity[/url] = 255
- @cursor_width = 0
- face = nil
- if $game_temp.choice_start == 0
- x = 8
- end
- if $game_temp.message_text != nil
- text = $game_temp.message_text
- #——对齐设置
- if (/\\([Aa])/.match(text))!=nil then
- if $1 == "A"
- @alignment = true
- else
- @alignment = false
- end
- text.gsub!(/\\([Aa])/) { "" }
- end
- #——头像设置
- if (/\\([Ff])\[(.+?)\]/.match(text))!=nil then
- face = "66rpg_" + $2 + "_f.png"
- if $1 == "f" and $game_actors[$2.to_i] != nil
- face = $game_actors[$2.to_i].battler_name + "_f.png"
- end
- if FileTest.exist?("Graphics/Pictures/#{face}")
- @face_bitmap = Bitmap.new("Graphics/Pictures/#{face}")
- if @alignment
- x = @face_indent = 128
- self.contents.blt(16, 16, @face_bitmap, Rect.new(0, 0, 96, 96))
- else
- self.contents.blt(self.contents.width - 112, 16, @face_bitmap,
- Rect.new(0, 0, 96, 96))
- end
- else
- face = nil
- @face_bitmap = nil
- end
- text.gsub!(/\\([Ff])\[(.*?)\]/) { "" }
- end
- #——左半身像设置
- if (/\\([Ll])\[(.+?)\]/.match(text))!=nil then
- face = "66rpg_" + $2 + "_h.png"
- if $1 == "l" and $game_actors[$2.to_i] != nil
- face = $game_actors[$2.to_i].battler_name + "_h.png"
- end
- if $加密 == true
- if @left_picture != nil
- @left_picture.dispose
- end
- @left_picture = Sprite.new
- @left_picture.bitmap = Bitmap.new("Graphics/Pictures/#{face}")
- @left_picture.y = 480-@left_picture.bitmap.height
- @left_picture.x = 0
- @left_picture.mirror = true
- text.gsub!(/\\([Ll])\[(.*?)\]/) { "" }
- else
- if FileTest.exist?("Graphics/Pictures/#{face}")
- if @left_picture != nil
- @left_picture.dispose
- end
- @left_picture = Sprite.new
- @left_picture.bitmap = Bitmap.new("Graphics/Pictures/#{face}")
- @left_picture.y = 480-@left_picture.bitmap.height
- @left_picture.x = 0
- @left_picture.mirror = true
- text.gsub!(/\\([Ll])\[(.*?)\]/) { "" }
- end
- end
- end
- #——右半身像设置
- if (/\\([Rr])\[(.+?)\]/.match(text))!=nil then
- face = "66rpg_" + $2 + "_h.png"
- if $1 == "r" and $game_actors[$2.to_i] != nil
- face = $game_actors[$2.to_i].battler_name + "_h.png"
- end
- 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
- 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
- text.gsub!(/\\([Rr])\[(.*?)\]/) { "" }
- end
- end
- end
- if (/\\[Rr]k/.match(text)) != nil
- @right_keep = true
- text.sub!(/\\[Rr]k/) { "" }
- end
- if (/\\[Ll]k/.match(text)) != nil
- @left_keep = true
- text.sub!(/\\[Ll]k/) { "" }
- end
- # 替换人物姓名
- text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
- $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
- end
- # 显示人物姓名
- name_window_set = false
- if (/\\[Mm]([0-9]*?)\[(.+?)\]/.match(text)) != nil
- name_window_set = true
- if $1 == ""
- color = 0
- else
- color = $1.to_i
- end
- if color >= 0 and color <= 7
- name_color = color
- end
- name_text = $2
- text.sub!(/\\[Mm]([0-9]*?)\[(.*?)\]/) { "" }
- end
- # 文字位置的判定
- if (/\\[Pp]\[([-1,0-9]+)\]/.match(text))!=nil then
- @popchar = $1.to_i
- if @popchar == -1
- x = @indent = 48
- y = 4
- end
- text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
- end
- # 开始
- begin
- last_text = text.clone
- text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
- end until text == last_text
- text.gsub!(/\\\\/) { "\000" }
- text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
- text.gsub!(/\\[Gg]/) { "\002" }
- text.gsub!(/\\[Tt]/) { "\003" }
- text.gsub!(/\\[Uu]\[([0-9A-Fa-f]{6})\]/) { "\004[#{$1}]" }
- text.gsub!(/\\[Ii]/) { "\023" }
- text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
- text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
- text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
- text.gsub!(/\\[Dd]\[([0-9]+)\]/) { "\027[#{$1}]" }
- if @popchar >= 0
- max_x = 0
- max_y = 4
- for i in 0..3
- line = 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
- w = self.contents.text_size(name_text).width + 16
- xn = @alignment ? self.x : self.x + self.width - w
- yn = self.y >= 40 ? self.y - 40 : self.y + self.height
- @name_window = Window_Name.new(xn, yn, w)
- @name_window.z = self.z + 1
- @name_airtext = Window_AirText.new(xn + 8, yn + 8, name_text, name_color)
- @name_airtext.z = self.z + 2
- end
- while ((c = text.slice!(/./m)) != nil)
- if c == "\000"
- c = "\\"
- end
- if c == "\001"
- text.sub!(/\[([0-9]+)\]/, "")
- color = $1.to_i
- if color >= 0 and color <= 7
- self.contents.font.color = text_color(color)
- end
- next
- 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
- next
- end
- if c == "\003"
- if @playtime_window == nil and @popchar <=0
- @playtime_window = Window_PlayTime.new
- @playtime_window.x = 80
- if $game_temp.in_battle
- @playtime_window.y = 192
- else
- @playtime_window.y = self.y >= 128 ? 32 : 384
- end
- @playtime_window.opacity = self.opacity
- @playtime_window.back_opacity = self.back_opacity
- end
- end
- if c == "\004"
- 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
- end
- if c == "\023"
- @indent = x
- next
- end
- if c == "\024"
- text.sub!(/\[([0-9]+)\]/, "")
- self.contents.font.color.alpha = [[0, $1.to_i].max, 255].min
- next
- end
- if c == "\025"
- text.sub!(/\[([0-9]+)\]/, "")
- self.contents.font.size = [[$1.to_i, 6].max, 32].min
- next
- end
- if c == "\026"
- text.sub!(/\[([0-9]+)\]/, "")
- x += $1.to_i
- next
- end
- if c == "\027"
- text.sub!(/\[([0-9]+)\]/, "")
- x += $1.to_i * self.contents.font.size / 2
- next
- end
- if c == "\030"
- text.sub!(/\[(.*?)\]/, "")
- self.contents.blt(x , y * line_height + 4, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
- x += 24
- 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
- next
- end
- # 描绘文字
- self.contents.draw_text(x, line_height * 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
- 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
- # 渐变的情况下
- 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
- # 输入数值的情况下
- if @input_number_window != nil
- @input_number_window.update
- # 确定
- 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
- # 释放输入数值窗口
- @input_number_window.dispose
- @input_number_window = nil
- terminate_message
- end
- return
- end
- # 显示信息中的情况下
- if @contents_showing
- # 如果不是在显示选择项中就显示暂停标志
- 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
- # 确定
- 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
- terminate_message
- end
- return
- end
- # 在渐变以外的状态下有等待显示的信息与选择项的场合
- if @fade_out == false and $game_temp.message_text != nil
- @contents_showing = true
- $game_temp.message_window_showing = true
- reset_window
- 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
- # 没有可以显示的信息、但是窗口为可见的情况下
- 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
- #--------------------------------------------------------------------------
- # ● 设置窗口位置与不透明度
- #--------------------------------------------------------------------------
- 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_bitmap == 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_bitmap != nil
- if @alignment
- self.contents.blt(16, 16, @face_bitmap, Rect.new(0, 0, 96, 96))
- else
- self.contents.blt(self.contents.width - 112, 16, @face_bitmap,
- Rect.new(0, 0, 96, 96))
- end
- 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
- if self.contents.font.size >= 20 and self.contents.font.size <= 24
- return 32
- else
- return self.contents.font.size * 15 / 10
- 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
- #--------------------------------------------------------------------------
- # ● 矩形更新
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if [url=home.php?mod=space&uid=370741]@Index[/url] >= 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_Name
- #------------------------------------------------------------------------------
- # 显示对话人姓名的窗口。
- #==============================================================================
- class Window_Name < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化窗口
- #--------------------------------------------------------------------------
- def initialize(x, y, width)
- super(x, y, width, 40)
- self.contents = nil
- self.back_opacity = 160
- end
- end
- #==============================================================================
- # ■ Window_AirText
- #------------------------------------------------------------------------------
- # 显示对话人姓名的文字。
- #==============================================================================
- class Window_AirText < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化窗口
- #--------------------------------------------------------------------------
- def initialize(x, y, designate_text, color)
- 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.font.color = text_color(color)
- self.contents.draw_text(0, 0, w, h, designate_text)
- end
- end
复制代码 |
|