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Lv1.梦旅人
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- 2014-5-12
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class Game_Event < Game_Character
#——————————————————————————————————————
# 用来返回名称
#——————————————————————————————————————
def name
return @event.name
end
def name=(newname)
@event.name = newname
end
end
#==============================================================================
# ■ Sprite_Character
#------------------------------------------------------------------------------
# 角色显示用脚本。监视 Game_Character 类的实例、
# 自动变化脚本状态。
#==============================================================================
$flyname = "Vehicle"
class Sprite_Character < Sprite_Base
#--------------------------------------------------------------------------
# ● 定量
#--------------------------------------------------------------------------
BALLOON_WAIT = 12 # 表情最后帧的等待时间
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_accessor :character # 角色
#--------------------------------------------------------------------------
# ● 初始化对像
# viewport : 查看端口
# character : 角色 (Game_Character)
#--------------------------------------------------------------------------
def initialize(viewport, character = nil)
if character.character_name != $flyname
name = character.name
end
super(viewport)
@character = character
@namesprite = Sprite.new
@namesprite.bitmap = Bitmap.new(160, 48)
@namesprite.bitmap.font.name = "黑体"
@namesprite.bitmap.font.size = 10
@namesprite.bitmap.font.color.set(0, 160, 0)
@evname = name
if character.character_name != $flyname
@evname_split = name.split(/,/)[0]
else
@evname_split = nil
end
@evname_split = $game_party.members[0].name if character.is_a?(Game_Player)
if character.character_name != $flyname
if name[0, 2]=="EV" or character.character_name == $flyname
@evname_split = " "
end
end
if character.character_name != $flyname
if name.split(/,/)[1] != nil
case name.split(/,/)[1]
when "0"
@namesprite.bitmap.font.color.set(255, 255, 255)
when "1"
@namesprite.bitmap.font.color.set(128, 128, 255)
when "2"
@namesprite.bitmap.font.color.set(255, 128, 128)
when "3"
@namesprite.bitmap.font.color.set(128, 255, 128)
when "4"
@namesprite.bitmap.font.color.set(128, 255, 255)
when "5"
@namesprite.bitmap.font.color.set(255, 128, 255)
when "6"
@namesprite.bitmap.font.color.set(255, 255, 128)
when "7"
@namesprite.bitmap.font.color.set(192, 192, 192)
else
@namesprite.bitmap.font.color.set(255, 255, 255)
end
end
end
if @evname_split != "" and @evname_split != nil
@namesprite.bitmap.draw_text(0, 0, 160, 36, @evname_split, 1)
end
@character = character
@balloon_duration = 0
update
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
if character.character_name != $flyname
@namesprite.bitmap.dispose
@namesprite.dispose
end
dispose_balloon
super
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
update_bitmap
self.visible = (not @character.transparent)
update_src_rect
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.screen_z
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
update_balloon
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
start_animation(animation)
@character.animation_id = 0
end
if @character.balloon_id != 0
@balloon_id = @character.balloon_id
start_balloon
@character.balloon_id = 0
end
if character.character_name != $flyname
if @evname != @character.name
@namesprite.bitmap.clear
@evname = @character.name
@evname_split = @character.name.split(/,/)[0]
if @character.name.split(/,/)[1] != nil
case @character.name.split(/,/)[1]
when "0"
@namesprite.bitmap.font.color.set(255, 255, 255)
when "1"
@namesprite.bitmap.font.color.set(128, 128, 255)
when "2"
@namesprite.bitmap.font.color.set(255, 128, 128)
when "3"
@namesprite.bitmap.font.color.set(128, 255, 128)
when "4"
@namesprite.bitmap.font.color.set(128, 255, 255)
when "5"
@namesprite.bitmap.font.color.set(255, 128, 255)
when "6"
@namesprite.bitmap.font.color.set(255, 255, 128)
when "7"
@namesprite.bitmap.font.color.set(192, 192, 192)
else
@namesprite.bitmap.font.color.set(255, 255, 255)
end
end
if @evname_split != "" and @evname_split != nil
@namesprite.bitmap.draw_text(0, 0, 160, 36, @evname_split, 1)
end
end
@namesprite.x = self.x-80
@namesprite.y = self.y-self.oy-24+48-5
#@namesprite.visible = $game_switches[39]
end
end
#--------------------------------------------------------------------------
# ● 获取图块图像的指定图块
# tile_id : 图块 ID
#--------------------------------------------------------------------------
def tileset_bitmap(tile_id)
set_number = tile_id / 256
return Cache.system("TileB") if set_number == 0
return Cache.system("TileC") if set_number == 1
return Cache.system("TileD") if set_number == 2
return Cache.system("TileE") if set_number == 3
return nil
end
#--------------------------------------------------------------------------
# ● 刷新传送的位图数据
#--------------------------------------------------------------------------
def update_bitmap
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_index != @character.character_index
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_index = @character.character_index
if @tile_id > 0
sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32;
sy = @tile_id % 256 / 8 % 16 * 32;
self.bitmap = tileset_bitmap(@tile_id)
self.src_rect.set(sx, sy, 32, 32)
self.ox = 16
self.oy = 32
else
self.bitmap = Cache.character(@character_name)
sign = @character_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch
end
end
end
#--------------------------------------------------------------------------
# ● 刷新传送的矩形数据
#--------------------------------------------------------------------------
def update_src_rect
if @tile_id == 0
index = @character.character_index
pattern = @character.pattern < 3 ? @character.pattern : 1
sx = (index % 4 * 3 + pattern) * @cw
sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
end
#--------------------------------------------------------------------------
# ● 开始显示表情图标
#--------------------------------------------------------------------------
def start_balloon
dispose_balloon
@balloon_duration = 8 * 8 + BALLOON_WAIT
@balloon_sprite = ::Sprite.new(viewport)
@balloon_sprite.bitmap = Cache.system("Balloon")
@balloon_sprite.ox = 16
@balloon_sprite.oy = 32
update_balloon
end
#--------------------------------------------------------------------------
# ● 刷新表情图标
#--------------------------------------------------------------------------
def update_balloon
if @balloon_duration > 0
@balloon_duration -= 1
if @balloon_duration == 0
dispose_balloon
else
@balloon_sprite.x = x
@balloon_sprite.y = y - height
@balloon_sprite.z = z + 200
if @balloon_duration < BALLOON_WAIT
sx = 7 * 32
else
sx = (7 - (@balloon_duration - BALLOON_WAIT) / 8) * 32
end
sy = (@balloon_id - 1) * 32
@balloon_sprite.src_rect.set(sx, sy, 32, 32)
end
end
end
#--------------------------------------------------------------------------
# ● 释放表情图标
#--------------------------------------------------------------------------
def dispose_balloon
if @balloon_sprite != nil
@balloon_sprite.dispose
@balloon_sprite = nil
end
end
end
class Game_Player < Game_Character
def name
return ""
end
end
我用的这个脚本。
但是事件隐藏了之后依然有那个名字 这感觉有点小闹心呀!TAT
求修改 |
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