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$DE_FONT_NAME = "黑体" #字体
$DE_FONT_SIZE = 21 #字体大小
$MT_ID = 0 #头上显示文字的NPC ID
$MT_TIME = 200 #显示文字的时间
参考范例工程。
用这个显示一下变量,只要$MT.display[1] = $game_variables[变量编号].to_s即可。不过每次变量改变需要重新输入一遍。
脚本内容
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- # ————————————————————————————————————
- # 本脚本来自www.66rpg.com,转载请保留此信息
- # ————————————————————————————————————
- #
- # 脚本作者:JesseKiss QQ:5624108 (脚本思想来自某ARPG脚本)
- #
- # ————————————————————————————————————
- $DE_FONT_NAME = "黑体" #字体
- $DE_FONT_SIZE = 21 #字体大小
- $MT_ID = 0 #头上显示文字的NPC ID
- $MT_TIME = 200 #显示文字的时间
- #--------------------------------------------------------------------------
- class Map_Text_System
- #--------------------------------------------------------------------------
- attr_accessor :display
- #--------------------------------------------------------------------------
- def initialize
- @display = []
- @display[0] = false
- @display[1] = ""
- end
- end
- #-----------------------------------------------------------------------------
- class Sprite_Display < Sprite
- #--------------------------------------------------------------------------
- def initialize
- super
- self.bitmap = Bitmap.new(120, 48)
- self.bitmap.font.name = $DE_FONT_NAME
- self.bitmap.font.size = $DE_FONT_SIZE
- self.bitmap.font.color.set(255, 255, 255) #文字颜色定义
- self.z = 500
- update
- end
- #--------------------------------------------------------------------------
- def dispose
- if self.bitmap != nil
- self.bitmap.dispose
- end
- super
- end
- #--------------------------------------------------------------------------
- def update
- super
- if $MT.display[0] == true
- $counter += 1
- else
- $counter = 0
- end
- self.visible = $MT.display[0]
- self.bitmap.clear
- if $counter != $MT_TIME and $MT.display[0] == true
- self.x = (-0.25 * $game_map.display_x) + ($game_map.events[$MT_ID].x * 32) - 40
- self.y = (-0.25 * $game_map.display_y) + ($game_map.events[$MT_ID].y * 32) - 50
- text = $MT.display[1]
- self.bitmap.draw_text(self.bitmap.rect, text, 1)
- else
- self.visible = false
- $counter = 0
- self.bitmap.clear
- $MT.display[0] = false
- end
- end
- end
- #======================================
- # ■ Scene_Title
- #======================================
- class Scene_Title
- #--------------------------------------------------------------------------
- # ● 命令 : 新游戏
- #--------------------------------------------------------------------------
- def command_new_game
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 停止 BGM
- Audio.bgm_stop
- # 重置测量游戏时间用的画面计数器
- Graphics.frame_count = 0
- # 生成各种游戏对像
- $game_temp = Game_Temp.new
- $game_system = Game_System.new
- $game_switches = Game_Switches.new
- $game_variables = Game_Variables.new
- $game_self_switches = Game_SelfSwitches.new
- $game_screen = Game_Screen.new
- $game_actors = Game_Actors.new
- $game_party = Game_Party.new
- $game_troop = Game_Troop.new
- $game_map = Game_Map.new
- $game_player = Game_Player.new
- #添加了这个东西
- $MT = Map_Text_System.new
- # 设置初期同伴位置
- $game_party.setup_starting_members
- # 设置初期位置的地图
- $game_map.setup($data_system.start_map_id)
- # 主角向初期位置移动
- $game_player.moveto($data_system.start_x, $data_system.start_y)
- # 刷新主角
- $game_player.refresh
- # 执行地图设置的 BGM 与 BGS 的自动切换
- $game_map.autoplay
- # 刷新地图 (执行并行事件)
- $game_map.update
- # 切换地图画面
- $scene = Scene_Map.new
- end
- end
- #==============================================================================
- # ■ Spriteset_Map
- #------------------------------------------------------------------------------
- # 处理地图画面活动块和元件的类。本类在
- # Scene_Map 类的内部使用。
- #==============================================================================
- class Spriteset_Map
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- # 生成显示端口
- @viewport1 = Viewport.new(0, 0, 640, 480)
- @viewport2 = Viewport.new(0, 0, 640, 480)
- @viewport3 = Viewport.new(0, 0, 640, 480)
- @viewport2.z = 200
- @viewport3.z = 5000
- # 生成元件地图
- @tilemap = Tilemap.new(@viewport1)
- @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
- for i in 0..6
- autotile_name = $game_map.autotile_names[i]
- @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
- end
- @tilemap.map_data = $game_map.data
- @tilemap.priorities = $game_map.priorities
- # 生成远景平面
- @panorama = Plane.new(@viewport1)
- @panorama.z = -1000
- # 生成雾平面
- @fog = Plane.new(@viewport1)
- @fog.z = 3000
- # 生成角色活动块
- @character_sprites = []
- for i in $game_map.events.keys.sort
- sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
- @character_sprites.push(sprite)
- end
- @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
- # 生成天气
- @weather = RPG::Weather.new(@viewport1)
- # 生成图片
- @picture_sprites = []
- for i in 1..50
- @picture_sprites.push(Sprite_Picture.new(@viewport2,
- $game_screen.pictures[i]))
- end
- # 生成计时器块
- @timer_sprite = Sprite_Timer.new
- @display = Sprite_Display.new
- # 刷新画面
- update
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- # 释放元件地图
- @tilemap.tileset.dispose
- for i in 0..6
- @tilemap.autotiles[i].dispose
- end
- @tilemap.dispose
- # 释放远景平面
- @panorama.dispose
- # 释放雾平面
- @fog.dispose
- # 释放角色活动块
- for sprite in @character_sprites
- sprite.dispose
- end
- # 释放天候
- @weather.dispose
- # 释放图片
- for sprite in @picture_sprites
- sprite.dispose
- end
- # 释放计时器块
- @timer_sprite.dispose
- # 释放显示端口
- @viewport1.dispose
- @viewport2.dispose
- @viewport3.dispose
- @display.dispose
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- # 远景与现在的情况有差异发情况下
- 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
- # 雾与现在的情况有差异的情况下
- 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
- # 刷新元件地图
- @tilemap.ox = $game_map.display_x / 4
- @tilemap.oy = $game_map.display_y / 4
- @tilemap.update
- # 刷新远景平面
- @panorama.ox = $game_map.display_x / 8
- @panorama.oy = $game_map.display_y / 8
- # 刷新雾平面
- @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
- # 刷新角色活动块
- for sprite in @character_sprites
- sprite.update
- end
- # 刷新天候图形
- @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
- # 刷新图片
- for sprite in @picture_sprites
- sprite.update
- end
- # 刷新计时器块
- @timer_sprite.update
- # 设置画面的色调与震动位置
- @viewport1.tone = $game_screen.tone
- @viewport1.ox = $game_screen.shake
- # 设置画面的闪烁色
- @viewport3.color = $game_screen.flash_color
- # 刷新显示端口
- @viewport1.update
- @viewport3.update
- @display.update
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
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