【灵感来源】http://rpg.blue/thread-190972-2-1.html (lichenggmm)
【兼容范围】暂时只适合默认对话框脚本,用其他对话框的同学可以提一下~
【内容解释】其实就是柳子那部游戏里的那个效果~看图不解释~另外文字会自动排在中间~
【使用方法】首先把这个脚本插入到Main前,接着把开关8打开(这个8对应脚本里的Swi),然后把对话框设置为下面那样就行了~
- #==============================================================================# ■ Window_Message#------------------------------------------------------------------------------# 显示文章的信息窗口。#==============================================================================class Window_Message < Window_Selectable #——控制电影对话的内容 Swi = 8 # 开关 Lv31_Y = 400 # 位置 #——分割分割分割分割线 #-------------------------------------------------------------------------- # ● 初始化状态 #-------------------------------------------------------------------------- def initialize super(80, 304, 480, 160) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.z = 9998 @fade_in = false @fade_out = false @contents_showing = false @cursor_width = 0 self.active = false self.index = -1 end #-------------------------------------------------------------------------- # ● 释放 #-------------------------------------------------------------------------- def dispose terminate_message $game_temp.message_window_showing = false if @input_number_window != nil @input_number_window.dispose end super end #-------------------------------------------------------------------------- # ● 处理信息结束 #-------------------------------------------------------------------------- def terminate_message self.active = false self.pause = false self.index = -1 self.contents.clear # 清除显示中标志 @contents_showing = false # 呼叫信息调用 if $game_temp.message_proc != nil $game_temp.message_proc.call end # 清除文章、选择项、输入数值的相关变量 $game_temp.message_text = nil $game_temp.message_proc = nil $game_temp.choice_start = 99 $game_temp.choice_max = 0 $game_temp.choice_cancel_type = 0 $game_temp.choice_proc = nil $game_temp.num_input_start = 99 $game_temp.num_input_variable_id = 0 $game_temp.num_input_digits_max = 0 # 开放金钱窗口 if @gold_window != nil @gold_window.dispose @gold_window = nil end end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color x = y = 0 @cursor_width = 0 # 到选择项的下一行字 if $game_temp.choice_start == 0 x = 8 end # 有等待显示的文字的情况下 if $game_temp.message_text != 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 if $game_switches[Swi] lv31_text = text.clone lv31_text.gsub!(/\\\\/) { "" } lv31_text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "" } lv31_text.gsub!(/\\[Gg]/) { "" } lv31_width = [] lv31_2 = 0 for lv31 in lv31_text.split("\n") lv31_width[lv31_2] = self.contents.text_size(lv31).width lv31_2 += 1 end x += 240 - 16 - lv31_width[y] / 2 if $game_switches[Swi] and lv31_width[y] != nil end # 为了方便、将 "\\\" 变换为 "\000" text.gsub!(/\\\\/) { "\000" } # "\\C" 变为 "\001" 、"\\G" 变为 "\002" text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" } text.gsub!(/\\[Gg]/) { "\002" } # c 获取 1 个字 (如果不能取得文字就循环) while ((c = text.slice!(/./m)) != nil) # \\ 的情况下 if c == "\000" # 还原为本来的文字 c = "\" end # \C[n] 的情况下 if c == "\001" # 更改文字色 text.sub!(/\[([0-9]+)\]/, "") color = $1.to_i if color >= 0 and color = 128 ? 32 : 384 end @gold_window.opacity = self.opacity @gold_window.back_opacity = self.back_opacity end # 下面的文字 next end # 另起一行文字的情况下 if c == "\n" # 刷新选择项及光标的高 if y >= $game_temp.choice_start @cursor_width = [@cursor_width, x].max end # y 加 1 y += 1 x = 0 # 移动到选择项的下一行 if y >= $game_temp.choice_start x = 8 end x += 240 - 16 - lv31_width[y] / 2 if $game_switches[Swi] and lv31_width[y] != nil # 下面的文字 next end # 描绘文字 self.contents.draw_text(4 + x, 32 * y, 40, 32, c) # x 为要描绘文字的加法运算 x += self.contents.text_size(c).width end end # 选择项的情况 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 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 #-------------------------------------------------------------------------- # ● 设置窗口位置与不透明度 #-------------------------------------------------------------------------- def reset_window if $game_temp.in_battle self.y = 16 else case $game_system.message_position when 0 # 上 #——调整这里 self.y = 16 #——分割分割 when 1 # 中 self.y = 160 when 2 # 下 self.y = 304 self.y = Lv31_Y if $game_switches[Swi] end end if $game_system.message_frame == 0 self.opacity = 255 else self.opacity = 0 end self.back_opacity = 160 end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update super # 渐变的情况下 if @fade_in self.contents_opacity += 24 if @input_number_window != nil @input_number_window.contents_opacity += 24 end if self.contents_opacity == 255 @fade_in = false end return end # 输入数值的情况下 if @input_number_window != nil @input_number_window.update # 确定 if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_variables[$game_temp.num_input_variable_id] = @input_number_window.number $game_map.need_refresh = true # 释放输入数值窗口 @input_number_window.dispose @input_number_window = nil terminate_message end return end # 显示信息中的情况下 if @contents_showing # 如果不是在显示选择项中就显示暂停标志 if $game_temp.choice_max == 0 self.pause = true end # 取消 if Input.trigger?(Input::B) if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0 $game_system.se_play($data_system.cancel_se) $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1) terminate_message end end # 确定 if Input.trigger?(Input::C) if $game_temp.choice_max > 0 $game_system.se_play($data_system.decision_se) $game_temp.choice_proc.call(self.index) end terminate_message end return end # 在渐变以外的状态下有等待显示的信息与选择项的场合 if @fade_out == false and $game_temp.message_text != nil @contents_showing = true $game_temp.message_window_showing = true reset_window refresh Graphics.frame_reset self.visible = true self.contents_opacity = 0 if @input_number_window != nil @input_number_window.contents_opacity = 0 end @fade_in = true return end # 没有可以显示的信息、但是窗口为可见的情况下 if self.visible @fade_out = true self.opacity -= 48 if self.opacity == 0 self.visible = false @fade_out = false $game_temp.message_window_showing = false end return end end #-------------------------------------------------------------------------- # ● 刷新光标矩形 #-------------------------------------------------------------------------- def update_cursor_rect if @index >= 0 n = $game_temp.choice_start + @index self.cursor_rect.set(8, n * 32, @cursor_width, 32) else self.cursor_rect.empty end endend复制代码
复制代码
ps上面这个图片,直接用事件里的“图片显示”就行了~
再加个范例好了~
本帖来自P1论坛作者「旅」,因Project1站服务器在国外有时候访问缓慢不方便作者交流学习,经联系P1站长fux2同意署名转载一起分享游戏制作经验,共同为国内独立游戏作者共同创造良好交流环境,原文地址:
https://rpg.blue/forum.php?mod=viewthread&tid=191004 若有侵权,发帖作者可联系底部站长QQ在线咨询功能删除,谢谢。