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本帖最后由 L7-wind 于 2018-12-9 20:43 编辑
这些脚本有些没有写出处,或者只是写来自p1,导致我不清楚作者,又或者写了作者但我不知道作者的联系方式,因为想用于商业游戏,所以在这里问一下大家
[fold=Fuki对话框优化版 v6]
[pre lang="ruby"]
#==============================================================================
# Fuki对话框优化版 v6
# 原版作者:by パラ犬(日)
# 汉化修正:by 66RPG.com
#------------------------------------------------------------------------------
# 2006年01月 汉化修改 by bbschat
# 2007年02月 脚本更新 by KKME
# 2007年07月 脚本更新 by 绫晓露雪萌
# 2010年05月 脚本优化 by Linki Shy
# 2011年10月 阴影修正 by 各种压力的猫君
# 2011年11月 脚本增强 by 各种压力的猫君
#==============================================================================
#
# 【脚本功能】
#
# 1. 此脚本主要是解决了在1.03版XP上的方块问题,以及增加了一些功能
#
# 2. 人名美化使用方法与以前一样
#
# 3. 默认人物头像在左边显示
# 如果需要右边显示,在输入的名称之后加"@r"即可
# 例: "阿尔西斯@r:"(注意必须小写)
#
# 4. 在对话中更改字体的方法:
# \f[X]:更改字号为X
#
# 5. 在对话中显示(技能 物品 武器 防具 人物)图标和名称的方法:
# \s[X]: 显示第X号技能图标和名称
# \i[X]: 显示第X号物品图标和名称
# \w[X]: 显示第X号武器图标和名称
# \a[X]: 显示第X号防具图标和名称
# \r[X]: 显示第X号人物图标和名称
#
# 6. 在对话中更改文字不透明度的方法:
# \o[X]: 把文字不透明度更改为X (取值范围为0~255)
#
# 7. 在对话中关闭或开启拟声音效的方法:
# \q:默认开启时,执行一次关闭,再执行一次则开启
#
# 8. 如果需要自定义字体颜色,
# 可以打开"Graphics/Windowskins"目录下的"Window.png"文件查看
# 使用方法与VX类似
#
# 9. 追加了不为瞬间显示时确定键快速显示的功能
#
# 10. $mes_id = 0 代表本事件
# $mes_id = -1 代表主角
# $mes_id = 其他数值 代表事件编号
# $mes_id = nil 代表不使用fuki形式
#
#
# 【素材要求】
#
# 1. 要求所有半身像朝向一致(默认是正面偏右)
#
#==============================================================================
#==============================================================================
# ■ Fuki_v6_Setup
#------------------------------------------------------------------------------
# Fuki对话框优化版 v6 参数设置
#==============================================================================
module Fuki_v6_Setup
#--------------------------------------------------------------------------
# ● 外观
#--------------------------------------------------------------------------
# 窗口透明度
FUKI_OPACITY = 255 # 呼出对话框
MES_OPACITY = 160 # 默认信息窗口
# 角色高度尺寸
CHARACTOR_HEIGHT = 50
# 呼出对话框的相对位置(纵坐标)
POP_SHIFT_TOP = 0 # 表示位置为上的时候
POP_SHIFT_UNDER = -4 # 表示位置为下的时候
# 信息的表示速度(数字越小速度越快,0为瞬间表示)
# 游戏中可以随时用数字代入 $MES_SPEED 来改变消息表示速度。
MES_SPEED = 1
# 名称修饰符(一对)(此处参考 沉影不器 的VX版对话框加强)
NAME_SYMBOL = "【】"
# 名称颜色
NAME_COLOR = 7
#--------------------------------------------------------------------------
# ● 功能( true / false )
#--------------------------------------------------------------------------
# 是否显示尾巴
TAIL_SHOW = true
# 是否播放打字音效
$play_voice = false
# $MES_SPEED不为0时,是否可以用确定键快速显示对话
ENABLE_SKIP = true
# 窗口表示时是否根据画面大小自动改变窗口出现的位置
POS_FIX = true
#--------------------------------------------------------------------------
# ● 字体
#--------------------------------------------------------------------------
# 预设字体组
FONT_ARRAY = ["幼圆", "黑体", "宋体"]
# 默认字号【已知BUG,当默认字号不为20时会导致各种奇怪问题……暂未修正】
MES_FONT_SIZE = 20
# 默认字体颜色
FUKI_COLOR = Color.new(0, 0, 0, 255)
#--------------------------------------------------------------------------
# ● 目录
#--------------------------------------------------------------------------
# 呼出对话框用Skin名称(自动在 Graphics\Windowskins 内搜索)
FUKI_SKIN_NAME = "Window"
# 设定头像图片保存目录
FACE_PIC_DIR = "Graphics/Faces/"
#--------------------------------------------------------------------------
# ● 头像对应表
#--------------------------------------------------------------------------
# 如果不想使用角色名字直接作为头像文件名
# 可在这里重新设定角色名字与文件名的对应关系
#
# (这功能怎么用我自己也没搞明白……大家无视吧 by 各种压力的猫君)
#--------------------------------------------------------------------------
NAME_TABLE = {"玩家"=>"维斯特"}
end
#==============================================================================
"┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━┓"
"┃ 自定义内容到此结束,以下内容切勿随意修改 ┃"
"┗━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━┛"
#==============================================================================
# ● 初始化全局变量并定义chat方法
#==============================================================================
$mes_id = nil
$mes_name = ""
def chat(id = nil,name = "")
$mes_id = id
$mes_name = name
end
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_accessor:namebmp # 记录角色名字和头像文件名对应关系
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
alias initialize_fuki initialize
def initialize
initialize_fuki
@namebmp = Fuki_v6_Setup::NAME_TABLE
end
end
#==============================================================================
# ■ Window_InputNumber
#==============================================================================
class Window_InputNumber < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# digits_max : 位数
#--------------------------------------------------------------------------
def initialize(digits_max)
@digits_max = digits_max
@number = 0
# 从数字的幅度计算(假定与 0~9 等幅)光标的幅度
dummy_bitmap = Bitmap.new(Fuki_v6_Setup::MES_FONT_SIZE, Fuki_v6_Setup::MES_FONT_SIZE)
@cursor_width = dummy_bitmap.text_size("0").width + 8
dummy_bitmap.dispose
super(0, 0, @cursor_width * @digits_max + 32, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = Fuki_v6_Setup::MES_FONT_SIZE
self.contents.font.color = Fuki_v6_Setup::FUKI_COLOR
self.z += 9999
self.opacity = 0
@index = 0
refresh
update_cursor_rect
end
#--------------------------------------------------------------------------
# ● 更新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
self.cursor_rect.set(@index * @cursor_width-4, 0, @cursor_width, Fuki_v6_Setup::MES_FONT_SIZE + 4)
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
s = sprintf("%0*d", @digits_max, @number)
for i in 0...@digits_max
self.contents.draw_text(i * @cursor_width, 0, 24, Fuki_v6_Setup::MES_FONT_SIZE + 4, s[i,1])
end
end
end
#==============================================================================
# ■ 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.contents.font.color = text_color(0)
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
@w = 0
@h = 0
@wait = 0
@dx = 0
@dy = 0
$MES_SPEED = Fuki_v6_Setup::MES_SPEED
#------------------------
# ★ 特殊时期中断标志
#------------------------
@no_term_stop = false
@save_x = 0
@save_y = 0
@old_text_info = []
@show_right = false
@show_name = false
@face_width = 0
end
#--------------------------------------------------------------------------
# ○ 决定窗口尺寸并生成窗口
#--------------------------------------------------------------------------
def refresh_create
unless @no_term_stop
@pic_skin.dispose if @pic_skin != nil
if $game_temp.message_text.include?(":")
if $game_temp.message_text.include?("@r")
@show_right = true
$game_temp.message_text.sub!(/\@r/, "")
end
@show_name = true
# 添加名称修饰符
unless Fuki_v6_Setup::NAME_SYMBOL.empty?
$game_temp.message_text = '\c[' + Fuki_v6_Setup::NAME_COLOR.to_s + ']' + Fuki_v6_Setup::NAME_SYMBOL[0,Fuki_v6_Setup::NAME_SYMBOL.size/2] + $game_temp.message_text
$game_temp.message_text.sub!(/\:/, Fuki_v6_Setup::NAME_SYMBOL[Fuki_v6_Setup::NAME_SYMBOL.size/2,Fuki_v6_Setup::NAME_SYMBOL.size/2] + '\c[0]')
end
end
self.contents.clear
self.contents.font.color = normal_color
# 取得窗口尺寸
get_windowsize
w = @w + 40
h = @h * (self.contents.font.size + 4) + 30
h = 64 if h < 64
# 生成呼出窗口
set_fukidasi(self.x, self.y, w, h)
draw_msg_face
create_backbmp
end
# 初始化信息表示使用的变量
@dx = @save_x
@dx += @face_width unless @show_right
@dy = @save_y
@cursor_width = 0
@contents_drawing = true
# 瞬间表示的情况下
if $MES_SPEED == 0
# 循环信息描绘处理
while $game_temp.message_text != ""
draw_massage
end
draw_opt_text
@contents_showing_end = true
@contents_drawing = false
else
# 一个一个描绘文字
refresh_drawtext
end
end
#--------------------------------------------------------------------------
# ○ 一个一个描绘文字
#--------------------------------------------------------------------------
def refresh_drawtext
# 当按下确定键的时候直接显示剩余的全部文字
if Input.trigger?(Input::C) and Fuki_v6_Setup::ENABLE_SKIP
# 循环信息描绘处理
while $game_temp.message_text != ""
draw_massage
end
draw_opt_text
@contents_showing_end = true
@contents_drawing = false
elsif $game_temp.message_text != ""
if @wait > 0
@wait -= 1
elsif @wait == 0
# 描绘处理
draw_massage
@wait = $MES_SPEED
end
else
draw_opt_text
@contents_showing_end = true
@contents_drawing = false
end
end
#--------------------------------------------------------------------------
# ○ 取得窗口尺寸
#--------------------------------------------------------------------------
def get_windowsize
get_face_width($mes_name)
x = y = 0
@h = @w = 0
@cursor_width = 0
# 有选择项的话,处理字的缩进
if $game_temp.choice_start == 0
x = 16
end
# 有等待显示的文字的情况下
if $game_temp.message_text != nil
text = $game_temp.message_text.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
text.gsub!(/\\\\/) { "\x00" }
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\x01" }
text.gsub!(/\\[Gg]/) { "\x02" }
text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\x03" + $data_skills[$1.to_i].name }
text.gsub!(/\\[Ii]\[([0-9]+)\]/) { "\x04" + $data_items[$1.to_i].name }
text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\x05" + $data_weapons[$1.to_i].name }
text.gsub!(/\\[Aa]\[([0-9]+)\]/) { "\x06" + $data_armors[$1.to_i].name }
text.gsub!(/\\[Rr]\[([0-9]+)\]/) { "\x10" + $game_actors[$1.to_i].name }
# c 获取 1 个字 (如果不能取得文字就循环)
while ((c = text.slice!(/./m)) != nil)
if c == "\x00"
c = "\\"
end
if c == "\x01" or c == "\x02"
next
end
if c == "\x03" or c == "\x04" or c == "\x05" or c == "\x06" or c == "\x010"
c = " "
end
if c == "\n"
# y 累加 1
y += 1
# 取得纵横尺寸
@h = y
@w = x > @w ? x : @w
if y >= $game_temp.choice_start
@w = x + Fuki_v6_Setup::MES_FONT_SIZE > @w ? x + Fuki_v6_Setup::MES_FONT_SIZE : @w
end
x = 0
x = Fuki_v6_Setup::MES_FONT_SIZE if y >= $game_temp.choice_start
# 下面的文字
next
end
# x 为要描绘文字的宽度加法运算
x += self.contents.text_size(c).width
end
end
# 输入数值的情况
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]
@h += 1
x = digits_max * self.contents.font.size + 16
@w = x > @w ? x : @w
end
@w += @face_width
@w = 128 if @w < 128
end
#--------------------------------------------------------------------------
# ○ 描绘信息处理
#--------------------------------------------------------------------------
def draw_massage
# 有等待显示的文字的情况下
if $game_temp.message_text != nil or @old_text_info != nil
text = $game_temp.message_text
# 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
text.gsub!(/\\\\/) { "\x00" }
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\x01[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\x02" }
text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\x03[#{$1}]" }
text.gsub!(/\\[Ii]\[([0-9]+)\]/) { "\x04[#{$1}]" }
text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\x05[#{$1}]" }
text.gsub!(/\\[Aa]\[([0-9]+)\]/) { "\x06[#{$1}]" }
text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\x07[#{$1}]" }
text.gsub!(/\\[Qq]/) { "\x08" }
text.gsub!(/\\[Ff]\[([0-9]+)\]/) { "\x09[#{$1}]" }
text.gsub!(/\\[Rr]\[([0-9]+)\]/) { "\x10[#{$1}]" }
# c 获取 1 个字
c = text.slice!(/./m)
# 默认对话框采用默认颜色
self.contents.font.color = normal_color if $mes_id == nil
# 选择项的情况
if @dy >= $game_temp.choice_start
# 处理字的缩进
@dx = Fuki_v6_Setup::MES_FONT_SIZE
@dx += @face_width unless @show_right
@dx += Fuki_v6_Setup::MES_FONT_SIZE if @show_name
# 描绘文字
self.contents.draw_text(@dx, 24 * @dy, 24, 24, c)
# x 为要描绘文字宽度的加法运算
@dx += self.contents.text_size(c).width
# 循环
while ((c = text.slice!(/./m)) != "\n")
# 描绘文字
self.contents.draw_text(@dx, 24 * @dy, 24, 24, c)
# x 为要描绘文字宽度的加法运算
@dx += self.contents.text_size(c).width
end
if c == "\n"
# 更新光标宽度
@cursor_width = [@cursor_width, @dx - @face_width].max
# dy 累加 1
@dy += 1
end
return
end
case c
when "\x00"
c = "\\"
when "\x01"
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
self.contents.font.color = text_color(color)
when "\x02"
@contents_showing_end = true
@contents_drawing = false
terminate_messageX
@save_x = @dx
@save_y = @dy
when "\x03"
text.sub!(/\[([0-9]+)\]/, "")
last_character
draw_icon($data_skills[$1.to_i], 4 + @dx, 24 * @dy)
@dx += self.contents.text_size(" ").width
when "\x04"
text.sub!(/\[([0-9]+)\]/, "")
last_character
draw_icon($data_items[$1.to_i], 4 + @dx, 24 * @dy)
@dx += self.contents.text_size(" ").width
when "\x05"
text.sub!(/\[([0-9]+)\]/, "")
last_character
draw_icon($data_weapons[$1.to_i], 4 + @dx, 24 * @dy)
@dx += self.contents.text_size(" ").width
when "\x06"
text.sub!(/\[([0-9]+)\]/, "")
last_character
draw_icon($data_armors[$1.to_i], 4 + @dx, 24 * @dy)
@dx += self.contents.text_size(" ").width
when "\x07"
text.sub!(/\[([0-9]+)\]/, "")
self.contents.font.color.alpha = $1.to_i
when "\x08"
text.sub!(/\[([0-9]+)\]/, "")
$play_voice = !$play_voice
when "\x09"
text.sub!(/\[([0-9]+)\]/, "")
self.contents.font.name = Fuki_v6_Setup::FONT_ARRAY[$1.to_i]
when "\x10"
text.sub!(/\[([0-9]+)\]/, "")
last_character
draw_actor_graphic($game_actors[$1.to_i], 4 + @dx, 24 * @dy)
@dx += self.contents.text_size(" ").width
when "\n"
@dy += 1
@dx = 0
@dx += @face_width unless @show_right
@dx += Fuki_v6_Setup::MES_FONT_SIZE if @show_name
last_character
else
last_character
size_zy = 6 # 设定文字动态增大幅度
if c != nil
self.contents.font.size = Fuki_v6_Setup::MES_FONT_SIZE
font_size = self.contents.font.size += size_zy
@old_text_info.push(@dx , @dy , font_size, self.contents.font.color.clone, c)
self.contents.draw_text(4 + @dx, (font_size + 4 - size_zy) * @dy - size_zy / 2, font_size, font_size, c)
self.contents.font.size -= size_zy
Audio.se_play("Audio/SE/Voice", 90, 100) if $play_voice and c != " "
@dx += self.contents.text_size(c).width
end
end
end
end
#--------------------------------------------------------------------------
# ○ 完成上一个字符的描绘
#--------------------------------------------------------------------------
def last_character
size_zy = 6 # 设定文字动态增大幅度
unless @old_text_info == []
self.contents.fill_rect (4 + @old_text_info[0], (@old_text_info[2]+ 4 - size_zy) * @old_text_info[1] - size_zy / 2, @old_text_info[2], @old_text_info[2], Color.new(0,0,0,0))
color = self.contents.font.color.clone
self.contents.font.color = @old_text_info[3].clone
self.contents.font.size = @old_text_info[2] -= size_zy
self.contents.draw_text(4 + @old_text_info[0], (@old_text_info[2] + 4) * @old_text_info[1], @old_text_info[2], @old_text_info[2], @old_text_info[4])
self.contents.font.color = color
@old_text_info = []
end
end
#--------------------------------------------------------------------------
# ○ 选择项和输入数值的情况下
#--------------------------------------------------------------------------
def draw_opt_text
# 选择项的情况下
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
# 输入数值的情况下
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 + @face_width + Fuki_v6_Setup::MES_FONT_SIZE + 8
@input_number_window.y = self.y + $game_temp.num_input_start * (Fuki_v6_Setup::MES_FONT_SIZE + 2)
end
end
#--------------------------------------------------------------------------
# ○ 生成背景图片
#--------------------------------------------------------------------------
def create_backbmp
@pic_skin.dispose if @pic_skin != nil
@pic_skin = Sprite.new
@pic_skin.opacity = 0 unless @no_term_stop
@pic_skin.bitmap = Bitmap.new(self.width + 32, self.height + 32)
@pic_skin.x = self.x + 2
@pic_skin.y = self.y + 2
@pic_skin.z = self.z
bitmap = RPG::Cache.windowskin(Fuki_v6_Setup::FUKI_SKIN_NAME)
rect = Rect.new(0, 0, 32, 32)
@pic_skin.bitmap.blt(0, 0, bitmap, rect)
rect = Rect.new(96, 0, 32, 32)
@pic_skin.bitmap.blt(self.width-32, 0, bitmap, rect)
rect = Rect.new(0, 96, 32, 32)
@pic_skin.bitmap.blt(0, self.height-32, bitmap, rect)
rect = Rect.new(96, 96, 32, 32)
@pic_skin.bitmap.blt(self.width-32, self.height-32, bitmap, rect)
rect = Rect.new(0, 32, 32, 32)
@pic_skin.bitmap.stretch_blt(Rect.new(0, 32, 32, self.height - 64), bitmap, rect)
rect = Rect.new(96, 32, 32, 32)
@pic_skin.bitmap.stretch_blt(Rect.new(self.width-32,32,32,self.height-64), bitmap, rect)
rect = Rect.new(32, 0, 32, 32)
@pic_skin.bitmap.stretch_blt(Rect.new(32,0,self.width-64,self.height-32), bitmap, rect)
# 如果尾巴在底端的话,更改底边描绘方式以修正阴影
if @message_position == 0 and @tale != nil
# 乱七八糟的三个计算变量
above_tale_x = @tale.x - self.x + 14
above_tale_width1 = @tale.x - self.x - 16 - 2
above_tale_width2 = self.width - above_tale_width1 - 32 - 64
# 中部(尾巴上方)
rect = Rect.new(32, 96, 32, 16)
@pic_skin.bitmap.stretch_blt(Rect.new(above_tale_x , self.height-32, 32, 24), bitmap, rect)
# 左半部
rect = Rect.new(32, 96, 32, 32)
@pic_skin.bitmap.stretch_blt(Rect.new(32, self.height-32, above_tale_width1, 32), bitmap, rect)
# 右半部
@pic_skin.bitmap.stretch_blt(Rect.new(32+above_tale_x, self.height-32, above_tale_width2, 32), bitmap, rect)
bitmap.dispose
else # 除此之外的情况保留原来的底边描绘方式
rect = Rect.new(32, 96, 32, 32)
@pic_skin.bitmap.stretch_blt(Rect.new(32,self.height-32,self.width-64,32), bitmap, rect)
bitmap.dispose
end
end
#--------------------------------------------------------------------------
# ○ 设置呼出对话框
#--------------------------------------------------------------------------
def set_fukidasi(x, y, width, height)
begin
self.pause = false # 不显示暂停标志
pos = get_fuki_pos(width, height) # 取得对话框位置
x = pos[0]
y = pos[1]
self.windowskin = RPG::Cache.windowskin($game_system.windowskin_name)
self.x = x
self.y = y
self.height = height
self.width = width
unless @no_term_stop
self.contents.dispose
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = Fuki_v6_Setup::FUKI_OPACITY
self.contents.clear
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.font.size = Fuki_v6_Setup::MES_FONT_SIZE
end
if $game_system.message_frame == 0
tale_pos = get_tale_pos
@tale = Sprite.new
@tale.bitmap = Bitmap.new(64, 32)
if Fuki_v6_Setup::TAIL_SHOW
case @message_position
when 0 # 上
bitmap = RPG::Cache.windowskin(Fuki_v6_Setup::FUKI_SKIN_NAME)
rect = Rect.new(32, 32, 64, 32)
@tale.bitmap.blt(0, 0, bitmap, rect)
bitmap.dispose
@tale.x = tale_pos[0]
@tale.x += 8 if @tale.x < 64
if @tale.x > 640 - 64
@tale.mirror = true
@tale.x -= 64
end
@tale.y = tale_pos[1]
@tale.z = self.z + 1
when 1 # 中
@tale.dispose
@tale = nil
when 2 # 下
bitmap = RPG::Cache.windowskin(Fuki_v6_Setup::FUKI_SKIN_NAME)
rect = Rect.new(32, 64, 64, 32)
@tale.bitmap.blt(0, 0, bitmap, rect)
bitmap.dispose
@tale.x = tale_pos[0]
@tale.x += 8 if @tale.x < 64
if @tale.x > 640 - 64
@tale.mirror = true
@tale.x -= 64
end
@tale.y = tale_pos[1]
@tale.z = self.z# + 1
end
end
end
rescue
del_fukidasi
reset_window(width, height)
end
end
#--------------------------------------------------------------------------
# ○ 计算呼出对话框的位置
#--------------------------------------------------------------------------
def get_fuki_pos(width, height)
# 取得角色
@character = get_character($mes_id)
if @character == nil
# 角色不存在的情况下使用默认信息框
del_fukidasi
reset_window(width, height)
return
end
# 处理坐标
x = (@character.real_x - $game_map.display_x + 64) * 32 / 128 - (width / 2)
# 为尽量显示在画面内而移动横坐标
if x + width > 640
x = 640 - width
elsif x < 0
x = 0
end
# 决定窗口位置
case $game_system.message_position
when 0 # 上
y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 - height - Fuki_v6_Setup::CHARACTOR_HEIGHT + Fuki_v6_Setup::POP_SHIFT_TOP
when 1 # 中
x = (640 - width) / 2
y = (480 - height) / 2
when 2 # 下
y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 + 32 + Fuki_v6_Setup::POP_SHIFT_UNDER
end
# 纪录文章显示位置
@message_position = $game_system.message_position
if Fuki_v6_Setup::POS_FIX
case @message_position
when 0 # 上
if y <= 0
@message_position = 2
y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 + 32 + Fuki_v6_Setup::POP_SHIFT_UNDER
end
when 2 # 下
if y + height >= 480
@message_position = 0
y = (@character.real_y - $game_map.display_y + 64) * 32 / 128 - height - Fuki_v6_Setup::CHARACTOR_HEIGHT + Fuki_v6_Setup::POP_SHIFT_TOP
end
end
end
return [x, y]
end
#--------------------------------------------------------------------------
# ○ 计算尾部图标的位置
#--------------------------------------------------------------------------
def get_tale_pos
case @message_position
when 0 # 上
# 处理坐标
x = ( @character.real_x - $game_map.display_x + 64 ) * 32 / 128 - 8
y = self.y + self.height - 6
when 1 # 中
x = nil
y = nil
when 2 # 下
# 处理坐标
x = ( @character.real_x - $game_map.display_x + 64 ) * 32 / 128 - 8
y = self.y - 18
end
return [x, y]
end
#--------------------------------------------------------------------------
# ○ 设置角色半身像窗口
#--------------------------------------------------------------------------
def draw_msg_face
@face_sprite.dispose if @face_sprite != nil
# $mes_name为空时不显示
if $mes_name == nil or $mes_name == ""
return
else
# 设定变量
mes_name = $mes_name
if $game_temp.namebmp[mes_name] == nil
sFile = Fuki_v6_Setup::FACE_PIC_DIR + mes_name
else
sFile = Fuki_v6_Setup::FACE_PIC_DIR + $game_temp.namebmp[mes_name]
end
bitmap = Bitmap.new(sFile)
@pic_width = bitmap.width
@pic_height = bitmap.height
@face_sprite = Sprite.new
@face_sprite.x = self.x + 26
@face_sprite.x = self.x + self.width - @pic_width - 26 if @show_right
@face_sprite.y = self.y + self.height - @pic_height - 6
@face_sprite.bitmap = bitmap
@face_sprite.z = self.z + 3
@face_sprite.mirror = @show_right
@face_sprite.opacity = 0
end
end
#--------------------------------------------------------------------------
# ○ 释放呼出对话框
#--------------------------------------------------------------------------
def del_fukidasi
self.opacity = 0
self.x = 80
self.width = 480
self.height = 160
self.contents.dispose
self.contents = Bitmap.new(width - 32, height - 32)
self.pause = true
if @tale != nil
@tale.dispose
@tale = nil
end
end
#--------------------------------------------------------------------------
# ○ 取得角色
# parameter : 参数
#--------------------------------------------------------------------------
def get_character(parameter)
# 参数分歧
case parameter
when nil
return events == nil
when -1 # 玩家
return $game_player
when 0 # 该事件
events = $game_map.events
# 循环 (地图事件)
for event in $game_map.events.values
# 如果找到了启动中的事件
if event.starting
@event_id = event.id
end
end
return events == nil ? nil : events[@event_id]
else # 特定事件
events = $game_map.events
return events == nil ? nil : events[parameter]
end
end
#--------------------------------------------------------------------------
# ● 设定窗口位置和不透明度
#--------------------------------------------------------------------------
def reset_window(width = nil, height = nil)
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0 # 上
self.y = 16
when 1 # 中
if height != nil and width != nil
self.y = (480 - height) / 2 - 32
self.x = (640 - width) / 2
self.width = width
self.height = height
self.contents.dispose
self.contents = Bitmap.new(width - 32, height - 32)
else
self.y = 160
end
when 2 # 下
self.y = 304
end
end
self.opacity = 0
if $game_system.message_frame == 0
self.back_opacity = Fuki_v6_Setup::MES_OPACITY
else
self.back_opacity = 0
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
if $tale_need_dispose
del_fukidasi
$tale_need_dispose = false
end
super
update_fuki # 呼出模式下跟随事件移动
if @fade_in # 渐变的情况下
self.contents_opacity += 24
@pic_skin.opacity += 20 if $game_system.message_frame == 0
if @tale != nil
@face_sprite.opacity += 24 if @face_sprite != nil and !@face_sprite.disposed?
@tale.opacity += 20
end
@input_number_window.contents_opacity += 24 if @input_number_window != nil
@fade_in = false if self.contents_opacity == 255
return
end
if @contents_drawing # 显示信息中的情况下
refresh_drawtext
return
end
update_input_number_window # 输入数值的情况下
if @contents_showing_end # 显示信息结束的情况下
if $game_temp.choice_max == 0 and @tale == nil
self.pause = true
else
self.pause = false
end
update_choose
return
end
if @fade_out == false and $game_temp.message_text != nil # 在渐变以外的状态下
@contents_showing = true
$game_temp.message_window_showing = true
reset_window
refresh_create
if @no_term_stop
self.visible = true
else
@tale.opacity = 0 if @tale != nil
Graphics.frame_reset
self.visible = true
self.contents_opacity = 0
@input_number_window.contents_opacity = 0 if @input_number_window != nil
@fade_in = true
end
return
end
unless @no_term_stop # 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
@face_sprite.opacity -= 48 if @face_sprite != nil and !@face_sprite.disposed?
@pic_skin.opacity -= 48 if @pic_skin != nil and !@pic_skin.disposed?
@tale.opacity -= 48 if @tale != nil and !@tale.disposed?
if (@face_sprite == nil) or @face_sprite.disposed? or (@face_sprite.opacity == 0)
self.visible = false
@face_sprite.dispose if @face_sprite != nil
@pic_skin.dispose
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
else
$game_temp.message_window_showing = false
end
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
@input_number_window.dispose if @input_number_window != nil
super
end
#--------------------------------------------------------------------------
# ● 信息结束处理
#--------------------------------------------------------------------------
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
@contents_showing_end = false
$mes_name = ""
# 呼叫信息调用
$game_temp.message_proc.call if $game_temp.message_proc != nil
# 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
# 释放金钱窗口
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
@no_term_stop = false
@save_x = 0
@save_y = 0
@show_right = false
@show_name = false
@face_width = 0
$tale_need_dispose = true if @tale != nil
end
#--------------------------------------------------------------------------
# ● ★信息结束处理★
#--------------------------------------------------------------------------
def terminate_messageX
self.active = false
self.pause = false
self.index = -1
# 清除显示中标志
@contents_showing = false
@contents_showing_end = false
# 呼叫信息调用
$game_temp.message_proc.call if $game_temp.message_proc != nil
# 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
@no_term_stop = true
@show_right = false
@show_name = false
@face_width = 0
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(Fuki_v6_Setup::MES_FONT_SIZE / 2, n * (Fuki_v6_Setup::MES_FONT_SIZE + 4), @cursor_width, Fuki_v6_Setup::MES_FONT_SIZE + 4)
self.cursor_rect.x += @face_width unless @show_right
self.cursor_rect.x += Fuki_v6_Setup::MES_FONT_SIZE / 2 if @show_name
else
self.cursor_rect.empty
end
end
#--------------------------------------------------------------------------
# ● 获取文字颜色色
# n : 文字颜色编号 (0~31)
#--------------------------------------------------------------------------
def text_color(n)
return normal_color if n > 31
x = (n % 8) * 16
y = 128 + (n / 8) * 16
return RPG::Cache.windowskin(Fuki_v6_Setup::FUKI_SKIN_NAME).get_pixel(x, y)
end
#--------------------------------------------------------------------------
# ● 取得普通文字色
#--------------------------------------------------------------------------
def normal_color
nil_color = Color.new(0,0,0,255)
return Fuki_v6_Setup::FUKI_COLOR if Fuki_v6_Setup::FUKI_COLOR != nil_color
return nil_color
end
#--------------------------------------------------------------------------
# ● 获取头像宽度
#--------------------------------------------------------------------------
def get_face_width(face_name)
return if $mes_name == ""
filename = Fuki_v6_Setup::FACE_PIC_DIR + face_name
bitmap = Bitmap.new(filename)
@face_width = bitmap.width + Fuki_v6_Setup::MES_FONT_SIZE
bitmap.dispose
end
#--------------------------------------------------------------------------
# ● 描绘物品
# item : 物品
#--------------------------------------------------------------------------
def draw_icon(item, x, y)
return if item == nil
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x + 4, y, bitmap, Rect.new(0, 0, 24, 24))
color = self.contents.font.color.clone
self.contents.font.color = text_color(1)
self.contents.draw_text(x + 28, y, self.contents.text_size(item.name).width + 5, 24, item.name)
self.contents.font.color = color
@dx += self.contents.text_size(item.name).width
end
#--------------------------------------------------------------------------
# ● 图形的描绘
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x, y - 4, bitmap, src_rect)
color = self.contents.font.color.clone
self.contents.font.color = text_color(1)
self.contents.draw_text(x + 32, y, self.contents.text_size(actor.name).width + 5, 24, actor.name)
self.contents.font.color = color
@dx += self.contents.text_size(actor.name).width
end
#--------------------------------------------------------------------------
# ● 刷新呼出对话框
#--------------------------------------------------------------------------
def update_fuki
if @tale != nil
pos = get_fuki_pos(self.width, self.height)
self.x = pos[0]
self.y = pos[1]
tale_pos = get_tale_pos
@tale.mirror = false
@tale.x = tale_pos[0]
@tale.x += 8 if @tale.x < 64
if @tale.x > 640 - 64
@tale.mirror = true
@tale.x -= 64
end
@tale.y = tale_pos[1]
@pic_skin.x = self.x + 2
@pic_skin.y = self.y + 2
if @face_sprite != nil and !@face_sprite.disposed?
@face_sprite.x = self.x + 26
@face_sprite.x = self.x + self.width - @pic_width - 26 if @show_right
@face_sprite.y = self.y + self.height - @pic_height - 6
end
end
end
#--------------------------------------------------------------------------
# ● 刷新数字输入框
#--------------------------------------------------------------------------
def update_input_number_window
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
# 释放输入数值窗口
@input_number_window.dispose
@input_number_window = nil
$game_map.need_refresh = true
terminate_message
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新选择输入
#--------------------------------------------------------------------------
def update_choose
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
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
end
end
[/pre]
[/fold]
[fold=覆盖存档的时候弹出对话框提示]
[pre lang="ruby"]#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#在覆盖存档的时候弹出对话框提示
class Scene_Save < Scene_File
# -----------------------------
def initialize
super("Save Data")
@confirm_window = Window_Base.new(120, 188, 400, 64)
@confirm_window.contents = Bitmap.new(368, 32)
string = "确定要覆盖这个进度吗?"
@confirm_window.contents.font.name = "幼圆"
@confirm_window.contents.font.size = 24
@confirm_window.contents.draw_text(4, 0, 368, 32, string)
@yes_no_window = Window_Command.new(100, ["覆盖", "取消"])
@confirm_window.visible = false
@confirm_window.z = 1500
@yes_no_window.visible = false
@yes_no_window.active = false
@yes_no_window.index = 1
@yes_no_window.x = 270
@yes_no_window.y = 252
@yes_no_window.z = 1500
@mode = 0
end
# -----------------------------
def on_decision(filename)
if FileTest.exist?(filename)
@confirm_window.visible = true
@yes_no_window.visible = true
@yes_no_window.active = true
@mode = 1
else
$game_system.se_play($data_system.save_se)
file = File.open(filename, "wb")
write_save_data(file)
file.close
if $game_temp.save_calling
$game_temp.save_calling = false
$scene = Scene_Map.new
return
end
$scene = Scene_Map.new
#$scene = Scene_Menu.new(4)
end
end
# -----------------------------
def update
if @mode == 0
super
else
@help_window.update
@yes_no_window.update
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
if @yes_no_window.index == 0
@yes_no_window.visible = false
@yes_no_window.active = false
@confirm_window.visible = false
filename = make_filename(@file_index)
$game_system.se_play($data_system.save_se)
file = File.open(filename, "wb")
write_save_data(file)
file.close
if $game_temp.save_calling
$game_temp.save_calling = false
$scene = Scene_Map.new
else
$scene = Scene_Map.new
#$scene = Scene_Menu.new(4)
end
else
@confirm_window.visible = false
@yes_no_window.visible = false
@yes_no_window.active = false
@yes_no_window.index = 1
@mode = 0
end
end
if Input.trigger?(Input::B)
@confirm_window.visible = false
@yes_no_window.visible = false
@yes_no_window.active = false
@yes_no_window.index = 1
@mode = 0
return
end
end
end
# -----------------------------
def on_cancel
$game_system.se_play($data_system.cancel_se)
if $game_temp.save_calling
$game_temp.save_calling = false
$scene = Scene_Map.new
return
end
$scene = Scene_Map.new
#$scene = Scene_Menu.new(4)
end
# -----------------------------
def write_save_data(file)
###characters改为写入第一个角色的信息,增加写入地图信息###
characters = $game_party.actors[0]
mapinfo = load_data("Data/MapInfos.rxdata")
Marshal.dump(mapinfo[$game_map.map_id].name, file )
#-------------------------------------------------------------------------
Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)
$game_system.save_count += 1
$game_system.magic_number = $data_system.magic_number
Marshal.dump($game_system, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_screen, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
end
end
class Scene_File
alias carol3_main main
def main
carol3_main
if self.is_a?(Scene_Save)
@confirm_window.dispose
@yes_no_window.dispose
end
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
[/pre]
[/fold]
[fold=存档扩位]
[pre lang="ruby"]# --------------------------------------------------------------------
class Scene_File
#——最大存档数量,一般我认为最多50足够了,20比较合适
SAVEFILE_MAX = 100
# -------------------
def initialize(help_text)
@help_text = help_text
end
# -------------------
def main
###设置背景图片###
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.picture("background")
#---------------------------------------------------
@help_window = Window_Help.new
###帮助窗口透明度改为0###
@help_window.opacity = 0
@help_window.set_text(@help_text)
@savefile_windows = []
@cursor_displace = 0
for i in 0..3
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i), i))
end
@file_index = 0
@savefile_windows[@file_index].selected = true
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
for i in @savefile_windows
i.dispose
end
###释放背景图片###
@sprite.dispose
end
# -------------------
def update
@help_window.update
for i in @savefile_windows
i.update
end
if Input.trigger?(Input::C)
on_decision(make_filename(@file_index))
$game_temp.last_file_index = @file_index
return
end
if Input.trigger?(Input::B)
#@sprite.dispose
on_cancel
return
end
if Input.repeat?(Input::DOWN)
if Input.trigger?(Input::DOWN) or @file_index < SAVEFILE_MAX - 1
if @file_index == SAVEFILE_MAX - 1
$game_system.se_play($data_system.buzzer_se)
return
end
@cursor_displace += 1
if @cursor_displace == 4
@cursor_displace = 3
for i in @savefile_windows
i.dispose
end
@savefile_windows = []
for i in 0..3
f = i - 2 + @file_index
name = make_filename(f)
@savefile_windows.push(Window_SaveFile.new(f, name, i))
@savefile_windows.selected = false
end
end
$game_system.se_play($data_system.cursor_se)
@file_index = (@file_index + 1)
if @file_index == SAVEFILE_MAX
@file_index = SAVEFILE_MAX - 1
end
for i in 0..3
@savefile_windows.selected = false
end
@savefile_windows[@cursor_displace].selected = true
return
end
end
if Input.repeat?(Input::UP)
if Input.trigger?(Input::UP) or @file_index > 0
if @file_index == 0
$game_system.se_play($data_system.buzzer_se)
return
end
@cursor_displace -= 1
if @cursor_displace == -1
@cursor_displace = 0
for i in @savefile_windows
i.dispose
end
@savefile_windows = []
for i in 0..3
f = i - 1 + @file_index
name = make_filename(f)
@savefile_windows.push(Window_SaveFile.new(f, name, i))
@savefile_windows.selected = false
end
end
$game_system.se_play($data_system.cursor_se)
@file_index = (@file_index - 1)
if @file_index == -1
@file_index = 0
end
for i in 0..3
@savefile_windows.selected = false
end
@savefile_windows[@cursor_displace].selected = true
return
end
end
end
# -------------------
def make_filename(file_index)
return "Save/Save#{file_index + 1}.rxdata"
end
# -------------------
end
class Window_SaveFile < Window_Base
# -------------------
def initialize(file_index, filename, position)
#--------------------------------------------------------------------------
# ###修改窗口Y值、高度、不透明度###
#---------------------------------------------------------------------------
y = 46 + position * 104
super(0, y, 640, 134)
self.opacity = 0
#--------------------------------------------------------------------------
self.contents = Bitmap.new(width - 32, height - 32)
@file_index = file_index
@filename = "Save/Save#{@file_index + 1}.rxdata"
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
@mapname = Marshal.load(file)
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@game_system = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
file.close
end
refresh
@selected = false
end
end
#==============================================================================[/pre]
[/fold]
[fold=全键盘按键]
[pre lang="ruby"]#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#============================================================================
# ■ Keyboard Script
#----------------------------------------------------------------------------
# By: Cybersam
# Date: 25/05/05
# Version 4
#============================================================================
# 66对此脚本使用方法的说明(可能不是很准确,反正大体能用):
#
# ★、Kboard.keyboard(键位) 返回是否按下这个键的判断。
# 比如条件分歧:Kboard.keyboard($R_Key_H)
# 则当按下键盘H键的时候条件分歧成立
#Kboard.press?
# ★、Kboard.keyb(键位) == 1 当连续按住某键返回真,否则为false
# 比如条件分歧:Kboard.keyb($R_Key_U) == 1
# 则当持续按下键盘U的时候条件分歧成立
#
# ★、Kboard.key(键位,1) 似乎可以做开关用。按下一次变为true,再按变false
#============================================================================
module Kboard
#==========================================================================
# 以下是全键盘按键列表
#--------------------------------------------------------------------------
$Rmouse_BUTTON_L = 0x01 # left mouse button
$Rmouse_BUTTON_R = 0x02 # right mouse button
$Rmouse_BUTTON_M = 0x04 # middle mouse button
$Rmouse_BUTTON_4 = 0x05 # 4th mouse button
$Rmouse_BUTTON_5 = 0x06 # 5th mouse button
#--------------------------------------------------------------------------
$R_Key_BACK = 0x08 # BACKSPACE key
$R_Key_TAB = 0x09 # TAB key
$R_Key_RETURN = 0x0D # ENTER key
$R_Key_SHIFT = 0x10 # SHIFT key
$R_Key_CTLR = 0x11 # CTLR key
$R_Key_ALT = 0x12 # ALT key
$R_Key_PAUSE = 0x13 # PAUSE key
$R_Key_CAPITAL = 0x14 # CAPS LOCK key
$R_Key_ESCAPE = 0x1B # ESC key
$R_Key_SPACE = 0x20 # SPACEBAR
$R_Key_PRIOR = 0x21 # PAGE UP key
$R_Key_NEXT = 0x22 # PAGE DOWN key
$R_Key_END = 0x23 # END key
$R_Key_HOME = 0x24 # HOME key
$R_Key_LEFT = 0x25 # LEFT ARROW key
$R_Key_UP = 0x26 # UP ARROW key
$R_Key_RIGHT = 0x27 # RIGHT ARROW key
$R_Key_DOWN = 0x28 # DOWN ARROW key
$R_Key_SELECT = 0x29 # SELECT key
$R_Key_PRINT = 0x2A # PRINT key
$R_Key_SNAPSHOT = 0x2C # PRINT SCREEN key
$R_Key_INSERT = 0x2D # INS key
$R_Key_DELETE = 0x2E # DEL key
#--------------------------------------------------------------------------
$R_Key_0 = 0x30 # 0 key
$R_Key_1 = 0x31 # 1 key
$R_Key_2 = 0x32 # 2 key
$R_Key_3 = 0x33 # 3 key
$R_Key_4 = 0x34 # 4 key
$R_Key_5 = 0x35 # 5 key
$R_Key_6 = 0x36 # 6 key
$R_Key_7 = 0x37 # 7 key
$R_Key_8 = 0x38 # 8 key
$R_Key_9 = 0x39 # 9 key
#--------------------------------------------------------------------------
$R_Key_A = 0x41 # A key
$R_Key_B = 0x42 # B key
$R_Key_C = 0x43 # C key
$R_Key_D = 0x44 # D key
$R_Key_E = 0x45 # E key
$R_Key_F = 0x46 # F key
$R_Key_G = 0x47 # G key
$R_Key_H = 0x48 # H key
$R_Key_I = 0x49 # I key
$R_Key_J = 0x4A # J key
$R_Key_K = 0x4B # K key
$R_Key_L = 0x4C # L key
$R_Key_M = 0x4D # M key
$R_Key_N = 0x4E # N key
$R_Key_O = 0x4F # O key
$R_Key_P = 0x50 # P key
$R_Key_Q = 0x51 # Q key
$R_Key_R = 0x52 # R key
$R_Key_S = 0x53 # S key
$R_Key_T = 0x54 # T key
$R_Key_U = 0x55 # U key
$R_Key_V = 0x56 # V key
$R_Key_W = 0x57 # W key
$R_Key_X = 0x58 # X key
$R_Key_Y = 0x59 # Y key
$R_Key_Z = 0x5A # Z key
#--------------------------------------------------------------------------
$R_Key_LWIN = 0x5B # Left Windows key (Microsoft Natural keyboard)
$R_Key_RWIN = 0x5C # Right Windows key (Natural keyboard)
$R_Key_APPS = 0x5D # Applications key (Natural keyboard)
#--------------------------------------------------------------------------
$R_Key_NUMPAD0 = 0x60 # Numeric keypad 0 key
$R_Key_NUMPAD1 = 0x61 # Numeric keypad 1 key
$R_Key_NUMPAD2 = 0x62 # Numeric keypad 2 key
$R_Key_NUMPAD3 = 0x63 # Numeric keypad 3 key
$R_Key_NUMPAD4 = 0x64 # Numeric keypad 4 key
$R_Key_NUMPAD5 = 0x65 # Numeric keypad 5 key
$R_Key_NUMPAD6 = 0x66 # Numeric keypad 6 key
$R_Key_NUMPAD7 = 0x67 # Numeric keypad 7 key
$R_Key_NUMPAD8 = 0x68 # Numeric keypad 8 key
$R_Key_NUMPAD9 = 0x69 # Numeric keypad 9 key
$R_Key_MULTIPLY = 0x6A # Multiply key (*)
$R_Key_ADD = 0x6B # Add key (+)
$R_Key_SEPARATOR = 0x6C # Separator key
$R_Key_SUBTRACT = 0x6D # Subtract key (-)
$R_Key_DECIMAL = 0x6E # Decimal key
$R_Key_DIVIDE = 0x6F # Divide key (/)
#--------------------------------------------------------------------------
$R_Key_F1 = 0x70 # F1 key
$R_Key_F2 = 0x71 # F2 key
$R_Key_F3 = 0x72 # F3 key
$R_Key_F4 = 0x73 # F4 key
$R_Key_F5 = 0x74 # F5 key
$R_Key_F6 = 0x75 # F6 key
$R_Key_F7 = 0x76 # F7 key
$R_Key_F8 = 0x77 # F8 key
$R_Key_F9 = 0x78 # F9 key
$R_Key_F10 = 0x79 # F10 key
$R_Key_F11 = 0x7A # F11 key
$R_Key_F12 = 0x7B # F12 key
#--------------------------------------------------------------------------
$R_Key_NUMLOCK = 0x90 # NUM LOCK key
$R_Key_SCROLL = 0x91 # SCROLL LOCK key
#--------------------------------------------------------------------------
$R_Key_LSHIFT = 0xA0 # Left SHIFT key
$R_Key_RSHIFT = 0xA1 # Right SHIFT key
$R_Key_LCONTROL = 0xA2 # Left CONTROL key
$R_Key_RCONTROL = 0xA3 # Right CONTROL key
$R_Key_L_ALT = 0xA4 # Left ALT key
$R_Key_R_ALT = 0xA5 # Right ALT key
#--------------------------------------------------------------------------
$R_Key_SEP = 0xBC # , key
$R_Key_DASH = 0xBD # - key
$R_Key_DOTT = 0xBE # . Key
#--------------------------------------------------------------------------
GetKeyState = Win32API.new("user32","GetAsyncKeyState",['I'],'I')
GetKeyboardState = Win32API.new("user32","GetKeyState",['I'],'I')
GetSetKeyState = Win32API.new("user32","SetKeyboardState",['I'],'I')
#--------------------------------------------------------------------------
module_function
#--------------------------------------------------------------------------
def keyb(rkey)
if GetKeyState.call(rkey) != 0
return 1
end
return 0
end
#--------------------------------------------------------------------------
def keyboard(rkey)
GetKeyState.call(rkey) & 0x01 == 1 #
end
#--------------------------------------------------------------------------
def key(rkey, key = 0)
GetKeyboardState.call(rkey) & 0x01 == key #
end
end
#============================================================================
# ■ 全键盘脚本(夏娜改,优化)
#============================================================================
#原来常用的全键盘脚本使用方法比较诡异,这里夏娜进行了修改。
#本脚本没有给出键值,请在此处查询:http://www.66rpg.com/htm/news7.htm 。
#本教学95%以上作者用不上,除非制作ARPG或者默认按键不够用了。
#============================================================================
# 1、Kboard.press?(key) 同 Input.press?(key)
# 2、Kboard.repeat?(key) 同 Input.repeat?(key)
# 3、Kboard.trigger?(key) 同 Input.trigger?(key)
#============================================================================
module Kboard
module_function
@R_Key_Hash = {}
@R_Key_Repeat = {}
GetKeyState = Win32API.new("user32","GetAsyncKeyState",['I'],'I')
def press?(rkey)
return if rkey.nil?
return GetKeyState.call(rkey) != 0
end
def 任意键?(rkey, lkey=0)
for i in 8..190
if !rkey.nil? and Kboard.press?(i) and i != rkey and !Kboard.press?(rkey) and i != lkey and !Kboard.press?(lkey)
return GetKeyState.call(i) != 0
break
end
end
return
end
def repeat?(rkey)
return if rkey.nil?
result = GetKeyState.call(rkey)
if result != 0
if @R_Key_Repeat[rkey].nil?
@R_Key_Repeat[rkey] = 0
return true
end
@R_Key_Repeat[rkey] += 1
else
@R_Key_Repeat[rkey] = nil
@R_Key_Hash[rkey] = 0
end
if !@R_Key_Repeat[rkey].nil? and @R_Key_Repeat[rkey] > 4 # 4乃准确数字
@R_Key_Repeat[rkey] = 0
return true
else
return false
end
end
def trigger?(rkey)
return if rkey.nil?
result = GetKeyState.call(rkey)
if @R_Key_Hash[rkey] == 1 and result != 0
return false
end
if result != 0
@R_Key_Hash[rkey] = 1
return true
else
@R_Key_Hash[rkey] = 0
return false
end
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
[/pre]
[/fold]
[fold=变量显示]
[pre lang="ruby"]#==========================================================================
# 本脚本来自www.66rpg.com,用于任何游戏请保留此信息。
#==========================================================================
VAR_SWITCH = 155 # 1号开关打开此脚本才工作,关闭则停止运算,并且透明
VAR_REFRESH_SWITCH = 156 # 2号开关控制强制刷新,使用时机:1、把窗口由透明变为不透明(包括第一次使用时),2、游戏中用脚本更改了$var
$var = []
$var = []#所有需要显示在地图并且刷新的变量,可在游戏中用脚本更改。格式:[变量编号,x坐标,y坐标]
#==============================================================================
# ■ Window_XY
#------------------------------------------------------------------------------
# 显示坐标的窗口。
#==============================================================================
class Window_Var < Window_Base#注意前面那个window_var是文件名
#--------------------------------------------------------------------------
# ● 初始化窗口
#--------------------------------------------------------------------------
def initialize
super(-16, -16, 640+32, 480+32)#最后面那个数字是宽要显示多个需要改大,前面一个是长~
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255 # 这个是背景透明
self.opacity = 255 # 这个是边框和背景都透明
self.contents_opacity = 255 # 这个是内容透明
self.visible = false
self.z=9999
@var = $var
@var_a = []
for var_draw in $var
@var_a[var_draw[0]] = $game_variables[var_draw[0]]
end
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if $game_switches[VAR_SWITCH]
@var = $var # 记录现在变量数组结构
self.contents.clear # 清除以前的东西
for var_draw in @var
@var_a[var_draw[0]] = $game_variables[var_draw[0]] # 记录现在的游戏变量
self.contents.draw_text(var_draw[1],var_draw[2],640,32,@var_a[var_draw[0]].to_s)
end
end
end
#--------------------------------------------------------------------------
# ● 判断文字刷新。节约内存用
#--------------------------------------------------------------------------
def judge
for var_draw in $var
if @var_a[var_draw[0]] != $game_variables[var_draw[0]] #如果现在记录的变量和游戏变量不同,刷新
return true
end
end
if $game_switches[VAR_REFRESH_SWITCH] # 强制刷新的时候,刷新
$game_switches[VAR_REFRESH_SWITCH] = false
return true
end
return false
end
end
class Scene_Map
alias var_66rpg_main main
def main
@var_window = Window_Var.new
@var_window.opacity = 0
var_66rpg_main
@var_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
alias var_66rpg_update update
def update
var_66rpg_update
if $game_switches[VAR_SWITCH]
@var_window.visible = true
@var_window.refresh if @var_window.judge
else
@var_window.visible = false
end
end
end
#========================================================================
# 本脚本来自www.66rpg.com,用于任何游戏请保留此信息。
#========================================================================[/pre]
[/fold]
[fold=远景图移动]
[pre lang="ruby"]# ▼▲▼ XRXS34. パノラマスクロール ▼▲▼
# by ぷのくー
#——————————————————————————————————————
# 这是一个非常简单的脚本,只要自定义自动滚动的地图编号和绝对不滚动的地图编号
# 即可实现对远景的操作。
#——————————————————————————————————————
#==============================================================================
# 初始化的一些常量
#==============================================================================
class Game_Map
# 远景横向飘移速度速度
PANORAMA_SX = 18
# 远景纵向飘移速度速度
PANORAMA_SY = 0
# 自动滚动远景的地图编号(编号为292、293的地图远景会自动移动)
AUTO_SCROLL_PANORAMA_IDS = [53,54,56,57,58,59,60,61,62,63,64,65,66,67,68,69]
end
class Spriteset_Map
# 锁定远景的地图编号(编号为1的地图远景会锁定)
SCROLL_FREEZE_PANORAMA_IDS = [1]
#——说明:如果自动滚动和锁定都包括了某张地图,则该地图不滚动。
#——如果自动滚动和锁定都没有包括某图,则还是会使用默认效果。
end
#==============================================================================
# ■ Game_Map
#==============================================================================
class Game_Map
attr_accessor :panorama_sx
attr_accessor :panorama_sy
attr_reader :panorama_ox
attr_reader :panorama_oy
def setup(map_id)
@map_id = map_id
@map = load_data(sprintf("Data/Map%03d.rxdata", @map_id))
tileset = $data_tilesets[@map.tileset_id]
@tileset_name = tileset.tileset_name
@autotile_names = tileset.autotile_names
@panorama_name = tileset.panorama_name
@panorama_hue = tileset.panorama_hue
@fog_name = tileset.fog_name
@fog_hue = tileset.fog_hue
@fog_opacity = tileset.fog_opacity
@fog_blend_type = tileset.fog_blend_type
@fog_zoom = tileset.fog_zoom
@fog_sx = tileset.fog_sx
@fog_sy = tileset.fog_sy
# ===================================
if AUTO_SCROLL_PANORAMA_IDS.include?(map_id)
@panorama_sx = PANORAMA_SX
@panorama_sy = PANORAMA_SY
else
@panorama_sx = 0
@panorama_sy = 0
end
# ===================================
@battleback_name = tileset.battleback_name
@passages = tileset.passages
@priorities = tileset.priorities
@terrain_tags = tileset.terrain_tags
@display_x = 0
@display_y = 0
@need_refresh = false
@events = {}
for i in @map.events.keys
@events = Game_Event.new(@map_id, @map.events)
end
@common_events = {}
for i in 1...$data_common_events.size
@common_events = Game_CommonEvent.new(i)
end
@fog_ox = 0
@fog_oy = 0
@panorama_ox = 0
@panorama_oy = 0
@fog_tone = Tone.new(0, 0, 0, 0)
@fog_tone_target = Tone.new(0, 0, 0, 0)
@fog_tone_duration = 0
@fog_opacity_duration = 0
@fog_opacity_target = 0
@scroll_direction = 2
@scroll_rest = 0
@scroll_speed = 4
end
def update
if $game_map.need_refresh
refresh
end
if @scroll_rest > 0
distance = 2 ** @scroll_speed
case @scroll_direction
when 2 # 下
scroll_down(distance)
when 4 # 左
scroll_left(distance)
when 6 # 右
scroll_right(distance)
when 8 # 上
scroll_up(distance)
end
@scroll_rest -= distance
end
for event in @events.values
event.update
end
for common_event in @common_events.values
common_event.update
end
@fog_ox -= @fog_sx / 8.0
@fog_oy -= @fog_sy / 8.0
# ===================================
@panorama_ox -= @panorama_sx / 8.0
@panorama_oy -= @panorama_sy / 8.0
# ===================================
if @fog_tone_duration >= 1
d = @fog_tone_duration
target = @fog_tone_target
@fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
@fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
@fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
@fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
@fog_tone_duration -= 1
end
if @fog_opacity_duration >= 1
d = @fog_opacity_duration
@fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
@fog_opacity_duration -= 1
end
end
end
#==============================================================================
# ■ Spriteset_Map
#==============================================================================
class Spriteset_Map
def update
if @panorama_name != $game_map.panorama_name or
@panorama_hue != $game_map.panorama_hue
@panorama_name = $game_map.panorama_name
@panorama_hue = $game_map.panorama_hue
if @panorama.bitmap != nil
@panorama.bitmap.dispose
@panorama.bitmap = nil
end
if @panorama_name != ""
@panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
end
Graphics.frame_reset
end
if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
@fog_name = $game_map.fog_name
@fog_hue = $game_map.fog_hue
if @fog.bitmap != nil
@fog.bitmap.dispose
@fog.bitmap = nil
end
if @fog_name != ""
@fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
end
Graphics.frame_reset
end
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
# ===================================
if SCROLL_FREEZE_PANORAMA_IDS.include?($game_map.map_id)
@panorama.ox = 0
@panorama.oy = 0
else
@panorama.ox = $game_map.display_x / 8 +$game_map.panorama_ox
@panorama.oy = $game_map.display_y / 8 +$game_map.panorama_oy
end
# ===================================
@fog.zoom_x = $game_map.fog_zoom / 100.0
@fog.zoom_y = $game_map.fog_zoom / 100.0
@fog.opacity = $game_map.fog_opacity
@fog.blend_type = $game_map.fog_blend_type
@fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
@fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
@fog.tone = $game_map.fog_tone
for sprite in @character_sprites
sprite.update
end
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.ox = $game_map.display_x / 4
@weather.oy = $game_map.display_y / 4
@weather.update
for sprite in @picture_sprites
sprite.update
end
@timer_sprite.update
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
@viewport3.color = $game_screen.flash_color
@viewport1.update
@viewport3.update
end
end
[/pre]
[/fold] |
|