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{/pz}谁能帮我翻译下这个文章显示脚本啊?
- #=============================================================================
- # ■ AMS - Advanced Message Script
- #=============================================================================
- # Dubealex
- # Version 3
- # 29.11.05
- #=============================================================================
- # For more infos and update, visit:
- # www.dubealex.com (Creation Asylum)
- #
- # Edited, Fixed and Enhanced by: Dubealex
- # Original Script Core by: XRXS Scripter (Jap Dudes)
- # HTML Hexadecimal color feature from: Phylomorphis
- #
- # Special Thanks:
- # Rabu: For enabling the Show Face feature in an encrypted project
- #
- # To found all my new features, search the following: #NEW
- # To configure the button to skip the dialog, search: #SKIP_TEXT_CODE
- #=============================================================================
- #--------------------------------------------------------------------------
- # * SDK Log Script
- #--------------------------------------------------------------------------
- SDK.log("AMS", "Dubealex", 3, "29.11.05")
- #--------------------------------------------------------------------------
- # * Begin SDK Enable Test
- #--------------------------------------------------------------------------
- if SDK.state("AMS") == true
- LETTER_BY_LETTER_MODE = true #Set the letter by letter mode ON/OFF
-
- #===================================================
- # ▼ CLASS AMS Begins
- #===================================================
- class AMS
-
- attr_accessor :name_box_x_offset
- attr_accessor :name_box_y_offset
- attr_accessor :font_type
- attr_accessor :name_font_type
- attr_accessor :font_size
- attr_accessor :name_font_size
- attr_accessor :message_box_opacity
- attr_accessor :name_box_skin
- attr_accessor :name_box_text_color
- attr_accessor :message_box_text_color
- attr_accessor :message_box_skin
- attr_accessor :name_box_width
- attr_accessor :name_box_height
-
- def initialize
-
- @name_box_x_offset = 0 #Choose the X axis offset of the name bos. default= 0
- @name_box_y_offset = -10 #Choose the Y axis offset of the name bos. default= -10
- @name_box_width = 8 #Choose the width of the Name Box. default= 8
- @name_box_height = 26 #Choose the height of the Name Box. default= 26
-
- @font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for message box
- @name_font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for Name Box
- @font_size = 22 #Choose the default Font Size for message box text
- @name_font_size = 22 #Choose the deafault Font Size for Name Box text
- @name_box_text_color=0 #Choose the Text Color of the Name Box
- @message_box_text_color=0 #Choose the Text Color of the Message Box
-
- @message_box_opacity = 160 #Choose the opacity of the message window. Default=160
- @message_box_skin = "001-Blue01" #Choose the WindowSkin for the Message Box
- @name_box_skin = "001-Blue01" #Choose the WindowSkin for the Name Box
-
- end
- end
- #===================================================
- # ▲ CLASS AMS Ends
- #===================================================
-
-
- #===================================================
- # ▼ Class Window_Message Begins
- #===================================================
- class Window_Message < Window_Selectable
-
- alias xrxs9_initialize initialize
-
- def initialize
-
- @alex_skip = false
-
- xrxs9_initialize
-
- if $soundname_on_speak == nil then
- $soundname_on_speak = ""
- end
-
- $gaiji_file = "./Graphics/Gaiji/sample.png"
-
- if FileTest.exist?($gaiji_file)
- @gaiji_cache = Bitmap.new($gaiji_file)
- else
- @gaigi_cache = nil
- end
- @opacity_text_buf = Bitmap.new(32, 32)
- end
-
- #--------------------------------------------------------------------------
-
- alias xrxs9_terminate_message terminate_message
-
- def terminate_message
-
- if @name_window_frame != nil
- @name_window_frame.dispose
- @name_window_frame = nil
- end
-
- if @name_window_text != nil
- @name_window_text.dispose
- @name_window_text = nil
- end
- xrxs9_terminate_message
- end
-
- #--------------------------------------------------------------------------
-
- def refresh
-
- self.contents.clear
- self.contents.font.color = text_color($ams.message_box_text_color)
- self.contents.font.name = $ams.font_type
- self.contents.font.size = $ams.font_size
- self.windowskin = RPG::Cache.windowskin($ams.message_box_skin)
- @x = @y = @max_x = @max_y = @indent = @lines = 0
- @face_indent = 0
- @opacity = 255
- @cursor_width = 0
- @write_speed = 0
- @write_wait = 0
- @mid_stop = false
- @face_file = nil
- @popchar = -2
-
- if $game_temp.choice_start == 0
- @x = 8
- end
-
- if $game_temp.message_text != nil
- @now_text = $game_temp.message_text
- if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
- @face_file = $1 + ".png"
- @x = @face_indent = 128
- if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
- self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
- end
- @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
- end
-
- begin
- last_text = @now_text.clone
- @now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
- end until @now_text == last_text
- @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
- $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
- end
-
- #NEW
- #Dubealex's Stop Skip Text ON-OFF
- @now_text.gsub!(/\\[%]/) { "\100" }
- #End new command
-
- #NEW
- #Dubealex's Show Monster Name Feature
- @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do
- $data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
- end
- #End new command
-
- #NEW
- #Dubealex's Show Item Price Feature
- @now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do
- $data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
- end
- #End new command
-
- #NEW
- #Dubealex's Show Hero Class Name Feature
- @now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do
- $data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
- end
- #End new command
-
- #NEW
- #Dubealex's Show Current Map Name Feature
- @now_text.gsub!(/\\[Mm]ap/) do
- $game_map.name != nil ? $game_map.name : ""
- end
- #End new command
-
- #NEW
- #Dubealex's Choose Name Box Text Color
- @now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do
- $ams.name_box_text_color=$1.to_i
- @now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" }
- end
- #End new command
-
- name_window_set = false
- if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
- name_window_set = true
- name_text = $1
- @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
- end
-
- 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
-
- @max_choice_x = 0
- 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
- line.gsub!(/\\\w\[(\w+)\]/) { "" }
- cx = contents.text_size(line).width
- @max_x = cx if cx > @max_x
- if i >= $game_temp.choice_start
- @max_choice_x = cx if cx > @max_choice_x
- end
- end
- self.width = @max_x + 32 + @face_indent
- self.height = (@max_y - 1) * 32 + 64
- @max_choice_x -= 68
- @max_choice_x -= @face_indent*216/128
- else
- @max_x = self.width - 32 - @face_indent
- for i in 0..3
- line = @now_text.split(/\n/)[i]
- next if line == nil
- line.gsub!(/\\\w\[(\w+)\]/) { "" }
- cx = contents.text_size(line).width
- if i >= $game_temp.choice_start
- @max_choice_x = cx if cx > @max_choice_x
- end
- end
- @max_choice_x += 8
- end
- @cursor_width = 0
- @now_text.gsub!(/\\\\/) { "\000" }
- @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
- @now_text.gsub!(/\\[Gg]/) { "\002" }
- @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
- @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
-
- #NEW
- #Dubealex's Permanent Color Change
- @now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do
- $ams.message_box_text_color= $1.to_i
- @now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" }
- end
- #End of new command
-
- #NEW
- #Dubealex's Font Change Feature
- @now_text.gsub(/\\[Tt]\[(.*?)\]/) do
- buftxt = $1.to_s
- $ams.font_type = buftxt
- @now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }
- end
- #End of new command
-
- @now_text.gsub!(/\\[.]/) { "\005" }
- @now_text.gsub!(/\\[|]/) { "\006" }
- @now_text.gsub!(/\\[>]/) { "\016" }
- @now_text.gsub!(/\\[<]/) { "\017" }
- @now_text.gsub!(/\\[!]/) { "\020" }
- @now_text.gsub!(/\\[~]/) { "\021" }
- @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
- @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!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
-
- reset_window
-
- if name_window_set
- color=$ams.name_box_text_color
- off_x = $ams.name_box_x_offset
- off_y = $ams.name_box_y_offset
- space = 2
- x = self.x + off_x - space / 2
- y = self.y + off_y - space / 2
- w = self.contents.text_size(name_text).width + $ams.name_box_width + space
- h = $ams.name_box_height + 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, y, name_text, color)
- @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
-
- #--------------------------------------------------------------------------
-
- def update
-
- super
-
- 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 = LETTER_BY_LETTER_MODE
- 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!(/\[([0123456789ABCDEF#]+)\]/, "")
- temp_color = $1
- color = temp_color.to_i
- leading_x = temp_color.to_s.slice!(/./m)
- if leading_x == "#"
- self.contents.font.color = hex_color(temp_color)
- next
- end
- 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
- 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
- $soundname_on_speak = "Audio/SE/" + buftxt
- else
- $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
- color = self.contents.font.color
- self.contents.font.name = $ams.font_type
- self.contents.font.size = $ams.font_size
- self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
- 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 $soundname_on_speak != ""
- Audio.se_play($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 $soundname_on_speak != ""
- Audio.se_play($soundname_on_speak)
- end
- @x += 24
- c = ""
- end
-
- if c == "\n"
- @lines += 1
- @y += 1
- @x = 0 + @indent + @face_indent
- if @lines >= $game_temp.choice_start
- @x = 8 + @indent + @face_indent
- @cursor_width = @max_choice_x
- end
- c = ""
- end
-
- if c == "\022"
- @now_text.sub!(/\[([0-9]+)\]/, "")
- @x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
- c = ""
- end
-
- #NEW
- #Dubealex's Text Skip On/OFF Command
- if c == "\100"
- if @alex_skip==false
- @alex_skip=true
- else
- @alex_skip=false
- end
- c = ""
- end
- #end of new command
-
- if c != ""
- self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)
- @x += self.contents.text_size(c).width
- if $soundname_on_speak != "" then
- Audio.se_play($soundname_on_speak)
- end
- end
-
- #SKIP_TEXT_CODE
-
- # B = Escape, 0 (On The NumPad), X
- # C = Enter, Space Bar and C
- # A = Shift, Z
-
- if Input.press?(Input::C) # <-- Change the value on that line
- if @alex_skip==false
- text_not_skip = false
- end
- end
- else
- text_not_skip = true
- break
- end
-
- if text_not_skip
- break
- end
- end
- @write_wait += @write_speed
- return
- end
-
- if @input_number_window != nil
- @input_number_window.update
- 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
-
- 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
- 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
-
- #--------------------------------------------------------------------------
-
- def get_character(parameter)
-
- case parameter
- when 0
- return $game_player
- else
- events = $game_map.events
- return events == nil ? nil : events[parameter]
- end
- end
-
- #--------------------------------------------------------------------------
-
- def reset_window
-
- 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 $game_system.message_position
- when 0
- self.y = 16
- when 1
- self.y = 160
- when 2
- self.y = 304
- end
- self.x = 80
- if @face_file == nil
- self.width = 480
- else
- self.width = 600
- self.x -= 60
- end
- self.height = 160
- end
- end
- self.contents = Bitmap.new(self.width - 32, self.height - 32)
- self.contents.font.color = text_color($ams.message_box_text_color)
- self.contents.font.name = $ams.font_type
- self.contents.font.size = $ams.font_size
- if @face_file != nil
- self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
- end
- if @popchar == -1
- self.opacity = 255
- self.back_opacity = 0
- elsif $game_system.message_frame == 0
- self.opacity = 255
- self.back_opacity = $ams.message_box_opacity
- else
- self.opacity = 0
- self.back_opacity = $ams.message_box_opacity
- end
- end
-
- #--------------------------------------------------------------------------
-
- def gaiji_draw(x, y, num)
-
- if @gaiji_cache == nil
- return 0
- else
- if @gaiji_cache.width < num * 24
- return 0
- end
-
- if self.contents.font.size >= 20 and self.contents.font.size <= 24
- size = 24
- else
- size = self.contents.font.size * 100 * 24 / 2200
- end
-
- self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))
-
- if $soundname_on_speak != "" then
- Audio.se_play($soundname_on_speak)
- end
- return size
- end
- end
-
- #--------------------------------------------------------------------------
-
- def line_height
- return 32
-
- if self.contents.font.size >= 20 and self.contents.font.size <= 24
- return 32
- else
- return self.contents.font.size * 15 / 10
- 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
-
- #--------------------------------------------------------------------------
-
- 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
-
- #--------------------------------------------------------------------------
-
- 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
-
- #--------------------------------------------------------------------------
-
- def update_cursor_rect
- if @index >= 0
- n = $game_temp.choice_start + @index
- self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32)
- else
- self.cursor_rect.empty
- end
- end
- end
- #=========================================
- # ▲ CLASS Window_Message Ends
- #=========================================
-
-
- #=========================================
- # ▼ Class Window_Frame Begins
- #=========================================
- class Window_Frame < Window_Base
-
- def initialize(x, y, width, height)
- super(x, y, width, height)
- self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)
- self.contents = nil
- end
-
- #--------------------------------------------------------------------------
-
- def dispose
- super
- end
- end
- #=========================================
- # ▲ CLASS Window_Frame Ends
- #=========================================
-
-
- #=========================================
- # ▼ CLASS Game_Map Additional Code Begins
- #=========================================
- class Game_Map
-
- #Dubealex's Addition (from XRXS) to show Map Name on screen
- def name
- $map_infos[@map_id]
- end
- end
- #=========================================
- # ▲ CLASS Game_Map Additional Code Ends
- #=========================================
-
-
- #=========================================
- # ▼ CLASS Scene_Title Additional Code Begins
- #=========================================
- class Scene_Title
-
- #Dubealex's Addition (from XRXS) to show Map Name on screen
- $map_infos = load_data("Data/MapInfos.rxdata")
- for key in $map_infos.keys
- $map_infos[key] = $map_infos[key].name
- end
-
- #Dubealex's addition to save data from the AMS in the save files
- $ams = AMS.new
-
- end
- #=========================================
- # ▲ CLASS Scene_Title Additional Code Ends
- #=========================================
-
- #===================================================
- # ▼ CLASS Scene_Save Additional Code Begins
- #===================================================
- class Scene_Save
-
- alias alex_ams_write_data write_data
-
- def write_data(file)
- alex_ams_write_data(file)
- Marshal.dump($ams, file)
- end
-
- end
- #===================================================
- # ▲ CLASS Scene_Save Additional Code Ends
- #===================================================
-
-
- #===================================================
- # ▼ CLASS Scene_Load Additional Code Begins
- #===================================================
- class Scene_Load
-
- alias alex_ams_read_data read_data
-
- def read_data(file)
- alex_ams_read_data(file)
- $ams = Marshal.load(file)
- end
-
- end
- #===================================================
- # ▲ CLASS Scene_Load Additional Code Ends
- #===================================================
-
- #===================================================
- # ▼ CLASS Window_Base Additional Code Begins
- #===================================================
- class Window_Base < Window
-
- #Dubealex Addition (from Phylomorphis) to use HTML Hex Code Colors
- def hex_color(string)
- red = 0
- green = 0
- blue = 0
- if string.size != 6
- print("Hex strings must be six characters long.")
- print("White text will be used.")
- return Color.new(255, 255, 255, 255)
- end
- for i in 1..6
- s = string.slice!(/./m)
- if s == "#"
- print("Hex color string may not contain the \"#\" character.")
- print("White text will be used.")
- return Color.new(255, 255, 255, 255)
- end
- value = hex_convert(s)
- if value == -1
- print("Error converting hex value.")
- print("White text will be used.")
- return Color.new(255, 255, 255, 255)
- end
- case i
- when 1
- red += value * 16
- when 2
- red += value
- when 3
- green += value * 16
- when 4
- green += value
- when 5
- blue += value * 16
- when 6
- blue += value
- end
- end
- return Color.new(red, green, blue, 255)
- end
-
- #--------------------------------------------------------------------------
-
- def hex_convert(character)
- case character
- when "0"
- return 0
- when "1"
- return 1
- when "2"
- return 2
- when "3"
- return 3
- when "4"
- return 4
- when "5"
- return 5
- when "6"
- return 6
- when "7"
- return 7
- when "8"
- return 8
- when "9"
- return 9
- when "A"
- return 10
- when "B"
- return 11
- when "C"
- return 12
- when "D"
- return 13
- when "E"
- return 14
- when "F"
- return 15
- end
- return -1
- end
- end
- #=========================================
- # ▲ CLASS Window_Base Additional Code Ends
- #=========================================
-
-
- #=========================================
- # ▼ Class Air_Text Begins
- #=========================================
- class Air_Text < Window_Base
-
- def initialize(x, y, designate_text, color=0)
-
- 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.name = $ams.name_font_type
- self.contents.font.size = $ams.name_font_size
- self.contents.font.color = text_color(color)
- self.contents.draw_text(0, 0, w, h, designate_text)
- end
-
- #--------------------------------------------------------------------------
-
- def dispose
- self.contents.clear
- super
- end
- end
- #==========================================
- # ▲ CLASS Air_Text Ends
- #==========================================
-
- #===================================================
- # ▼ CLASS Game_System Additional Code Begins
- #===================================================
- class Game_System
-
- alias alex_ams_game_system_initialize initialize
-
- def initialize
- alex_ams_game_system_initialize
- @message_position = 0 #Choose the Y axis offset of the msg box. default= 2
- end
-
- end
- #===================================================
- # ▲ CLASS Game_System Additional Code Ends
- #===================================================
- #--------------------------------------------------------------------------
- # * End SDK Enable Test
- #--------------------------------------------------------------------------
- end
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