这个对话框多久没人维护了……是不是大家都用fuki去了
小日本写的东西,6R翻译了一遍。原来的刷新机制给搞的一塌糊涂,用了一大堆临时变量去保存状态……
姐抽空维护了一下这个玩意
1)增加了一堆\v变换内容
2)去掉了打字声效,win7下调midi格式的se和me伤不起
3)附带按C键或B键跳过打字效果
4)打字效果关掉或改速度是长时生效的
5)部分命令字修改(如\name,全部字母化),说话人姓名支持颜色表记
以后姐有空整合一下fuki吧,看心情,这个对素材要求还是有一些的,当然可以切窗口的角当sprite后angel=45/225来搞……太山寨……
其他看注释,姐不想多说,累……
RUBY 代码
- #==============================================================================
- # ■ Window_Message
- #------------------------------------------------------------------------------
- # 显示文章、选择项等信息的窗口。
- #==============================================================================
- #
- # 系统默认控制符:
- # \\:显示""这个符号
- # \c[0-7]:更改颜色
- # \g:显示金钱窗口
- # \n[1]:显示1号角色的姓名
- # \v[7]:显示7号变量的值
- #
- # 加强控制符(除非含义不同,否则命令不区分大小写):
- # \A:头像及姓名框靠左排列
- # \a:头像及姓名框靠右排列
- #
- # \b[50]:空50象素
- #
- # \d[4]:空4个字节(2个汉字)的位置
- #
- # \F[001]:在对话显示头像“Graphics/battlers/66rpg_001_f.png”
- # \f[1]:在对话中显示1号角色的头像,没有的话同\F[1]效果
- #
- # \h[12]:改用12号字
- #
- # \i:下一行从这个位置开始
- #
- # \L[001]:在左边显示图片“Graphics/battlers/66rpg_001_h.png”
- # \l[1]:在左边显示1号角色的半身像,没有的话同\L[1]效果
- # \Lk:清除左边的图像
- # 使用半身像功能将把对话框固定在屏幕下方,无视\p和[显示文章选项]的设定
- #
- # \m[李逍遥]:用默认颜色(颜色0)显示一个“李逍遥”方框,表示说话人姓名
- # \m2[\n[1]]:用颜色2显示1号主角的姓名方框
- #
- # \o[123]:文字透明度改为123,模拟将死之人(汗)
- #
- # 地图画面
- # \p[-1]:对话框全屏显示
- # \p:本事件上方出现对话框,如果上方空间不够则出现在下方
- # \p[0]:主人公上方(或下方)出现对话框
- # \p[1]:对话框出现在1号事件的上方(或下方)
- # \p[-2]:恢复系统的对话框位置
- # 用正数参数使用\p功能时,会自动调整对话框的大小和位置
- #
- # 战斗画面
- # \p[-1]:对话框最小化并居中显示
- # \p[0-3]:我方战斗者上方出现对话框
- # \p[4-11]:敌方战斗者上方出现对话框
- # \p[-2]:恢复系统的对话框位置
- # 用不是-2的参数使用\p功能时,会自动调整对话框的大小和位置
- #
- # \R[001]:在右边显示图片“Graphics/battlers/66rpg_001_h.png”
- # \r[1]:在右边显示1号角色的半身像,没有的话同\R[1]效果
- # \Rk:清除右边的图像
- # 使用半身像功能将把对话框固定在屏幕下方,无视\p和[显示文章选项]的设定
- #
- # \s:关闭打字效果
- # \s[0-9]:打字速度设定,越大越慢
- #
- # \t:显示游戏时间窗口
- #
- # \u[rrggbb]:直接以十六进制指定颜色,注意这里会把透明度重设为255
- #
- # \v[7:3]:显示7号变量的值,不足3位的话补零
- # \v[a7]:显示7号防具的图标和名称
- # \v[c7]:显示7号职业的名称
- # \v[e7]:显示7号属性的名称
- # \v[i7]:显示7号道具的图标和名称
- # \v[m7]:显示7号地图的名称
- # (注:需配合$data_maps加载使用)
- # \v[n7]:显示7号角色的名称(和\n[7]重复,主要功能在下面)
- # \v[n7:7]:显示7号角色的灵巧,参数0-13分别表示等级、EXP、HP、SP、MaxHP、MaxSP
- # 力量、灵巧、速度、魔力、攻击、防御、魔防、回避
- # \v[s7]:显示7号特技的图标和名称
- # \v[t7]:显示7号状态的名称
- # \v[v7]:显示7号事件的名称,v0为显示本事件名称
- # \v[w7]:显示7号武器的图标和名称
- #
- # \w[20]:等待20帧(1秒)后自动关闭窗口
- #
- # \x[20]:本行之后文字定位到第20列,已超宽的话忽略
- #
- # \z[20]:打字到这里时停顿20帧,关闭打字效果的话忽略
- #
- #==============================================================================
- # 如果游戏加密请将以下内容解除注释
- # $encrypted = true
- # 如果要使用地图名显示功能请将以下内容解除注释
- $data_maps = load_data("Data/MapInfos.rxdata")
- #==============================================================================
- 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.visible = false
- self.z = 9998
- @fade_in = false
- @fade_out = false
- @contents_showing = false
- @cursor_width = 0
- self.active = false
- self.index = -1
- @popchar = -2
- @alignment = true
- @wait_count = 0
- @type_speed = 0
- @type_wait = 0
- @text_buffer = []
- 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
- $game_temp.num_input_digits_max = 0
- # 开放金钱窗口
- if@gold_window != nil
- @gold_window.dispose
- @gold_window = nil
- end
- # 开放时间窗口
- if@playtime_window != nil
- @playtime_window.dispose
- @playtime_window = nil
- end
- # 开放姓名窗口
- if@name_window != nil
- @name_window.dispose
- @name_window = nil
- end
- if@name_airtext != nil
- @name_airtext.dispose
- @name_airtext = nil
- end
- # 开放角色图片
- if@right_picture != niland@right_keep == true
- @right_picture.dispose
- end
- if@left_picture != niland@left_keep == true
- @left_picture.dispose
- end
- @face_bitmap = nil
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- # 初期化
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.font.size = Font.default_size
- x = y = max_x = max_y = @indent = lines = 0
- @left_keep = @right_keep = false
- @face_indent = 0
- @opacity = 255
- @cursor_width = 0
- @wait_set = 0
- face = nil
- if$game_temp.choice_start == 0
- x = 8
- end
- if$game_temp.message_text != nil
- text = $game_temp.message_text
- # 变量的替换
- begin
- last_text = text.clone
- text.gsub!(/\\[Vv]\[([ACEIMNSTVWaceimnstvw]?)([0-9]+)[:]?([0-9]*)\]/){
- convert_value($1, $2.to_i, $3)
- }
- enduntil text == last_text
- # 显示后等待的判定
- if(/\\[Ww]\[([0-9]+)\]/.match(text)) != nil
- @wait_set = $1.to_i * 2 - 1
- text.gsub!(/\\[Ww]\[([0-9]+)\]/){""}
- end
- # 文字位置的判定
- if(/\\[Pp]\[([-0-9]+)\]/.match(text))!=nilthen
- @popchar = $1.to_i
- if@popchar == -1andnot$game_temp.in_battle
- x = @indent = 48
- y = 4
- end
- text.gsub!(/\\[Pp]\[([-0-9]+)\]/){""}
- if$game_temp.in_battle
- if@popchar >= 4
- @alignment = true
- else
- @alignment = false
- end
- end
- elsif(/\\[Pp]/.match(text))!=nilthen
- @popchar = 1000
- text.gsub!(/\\[Pp]/){""}
- end
- #——对齐设置
- if(/\\([Aa])/.match(text))!=nilthen
- if $1 == "A"
- @alignment = true
- else
- @alignment = false
- end
- text.gsub!(/\\([Aa])/){""}
- end
- #——头像设置
- if(/\\([Ff])\[(.+?)\]/.match(text))!=nilthen
- face = "66rpg_" + $2 + "_f.png"
- if $1 == "f"and$game_actors[$2.to_i] != nil
- face = $game_actors[$2.to_i].battler_name + "_f.png"
- end
- if$encryptedorFileTest.exist?("Graphics/Battlers/#{face}")
- @face_bitmap = Bitmap.new("Graphics/Battlers/#{face}")
- if@alignment
- @face_indent = 128
- x += @face_indent
- end
- else
- @face_bitmap = nil
- end
- text.gsub!(/\\([Ff])\[(.*?)\]/){""}
- end
- #——左半身像设置
- if(/\\([Ll])\[(.+?)\]/.match(text))!=nilthen
- face = "66rpg_" + $2 + "_h.png"
- if $1 == "l"and$game_actors[$2.to_i] != nil
- face = $game_actors[$2.to_i].battler_name + "_h.png"
- end
- if$encryptedorFileTest.exist?("Graphics/battlers/#{face}")
- if@left_picture != nil
- @left_picture.dispose
- end
- @left_picture = Sprite.new
- @left_picture.bitmap = Bitmap.new("Graphics/battlers/#{face}")
- @left_picture.y = [email]480-@left_picture.bitmap.height[/email]
- @left_picture.x = 0
- @left_picture.mirror = true
- @popchar = -2
- text.gsub!(/\\([Ll])\[(.*?)\]/){""}
- end
- end
- #——右半身像设置
- if(/\\([Rr])\[(.+?)\]/.match(text))!=nilthen
- face = "66rpg_" + $2 + "_h.png"
- if $1 == "r"and$game_actors[$2.to_i] != nil
- face = $game_actors[$2.to_i].battler_name + "_h.png"
- end
- if$encryptedorFileTest.exist?("Graphics/battlers/#{face}")
- if@right_picture != nil
- @right_picture.dispose
- end
- @right_picture = Sprite.new
- @right_picture.bitmap = Bitmap.new("Graphics/battlers/#{face}")
- @right_picture.y = [email]480-@right_picture.bitmap.height[/email]
- @right_picture.x = [email]640-@right_picture.bitmap.width[/email]
- @popchar = -2
- text.gsub!(/\\([Rr])\[(.*?)\]/){""}
- end
- end
- if(/\\[Rr][Kk]/.match(text)) != nil
- @right_keep = true
- text.sub!(/\\[Rr]k/){""}
- end
- if(/\\[Ll][Kk]/.match(text)) != nil
- @left_keep = true
- text.sub!(/\\[Ll]k/){""}
- end
- # 替换人物姓名
- text.gsub!(/\\[Nn]\[([0-9]+)\]/)do
- $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
- end
- # 显示人物姓名
- name_window_set = false
- if(/\\[Mm]([0-9]*?)\[(.+?)\]/.match(text)) != nil
- name_window_set = true
- if $1 == ""
- color = 0
- else
- color = $1.to_i
- end
- if color >= 0and color = 0or(@popchar == -1and$game_temp.in_battle)
- # 浮于事件上方的情况
- max_x = 16
- # 获得行数
- textlines = text.split(/\n/)
- cy = max_y = textlines.size
- for i in0..max_y - 1
- line = plain_text(textlines[i])
- if line == ""
- cy -= 1
- next
- end
- cx = contents.text_size(line).width
- if i >= $game_temp.choice_startand$game_temp.choice_start > 0
- cx += 16
- end
- # 获得最大宽度
- max_x = cx if cx > max_x
- end
- # 计算宽度和高度
- max_y = cy if cy < max_y
- max_y = [max_y, 1].max
- self.width = max_x + 32 + @face_indent
- self.width += 16if$game_temp.choice_start == 0
- # 右边有头像的情况宽度再加 128
- self.width += 128if@face_bitmap != nilandnot@alignment
- max_x += 8if$game_temp.choice_start == 0
- # 有输入数值的情况下增加一行并调整宽度
- if$game_temp.num_input_variable_id > 0
- max_y += 1
- dummy_bitmap = Bitmap.new(32, 32)
- cursor_width = dummy_bitmap.text_size("0").width + 8
- dummy_bitmap.dispose
- cx = cursor_width * $game_temp.num_input_digits_max + 16
- max_x = cx if cx > max_x
- end
- self.height = max_y * 32 + 32
- # 有头像的情况高度定为 160
- self.height = [self.height, 160].maxif@face_bitmap != nil
- # 不是浮于事件上方的情况
- else
- max_x = self.width - 32 - @face_indent
- self.height = [text.split(/\n/).size * 32 + 32, 160].max
- end
- # 绘制窗体样式
- reset_window
- # 姓名框
- if name_window_set
- w = self.contents.text_size(name_text).width + 16
- xn = @alignment ? self.x : self.x + self.width - w
- ifself.y < 20
- if@popchar >= 0
- self.y += self.height + 48if@popchar >= 0
- else
- self.y = 36
- end
- end
- yn = self.y - 20
- @name_window = Window_Name.new(xn, yn, w)
- @name_window.z = self.z + 1
- @name_airtext = Window_AirText.new(xn + 8, yn + 8, name_text, name_color)
- @name_airtext.z = self.z + 2
- @name_window.back_opacity = self.back_opacity
- end
- # 逐字打印文本
- text.gsub!(/\\\\/){"\000"}
- text.gsub!(/\\[Cc]\[([0-9]+)\]/){"\001[#{$1}]"}
- text.gsub!(/\\[Gg]/){"\002"}
- text.gsub!(/\\[Tt]/){"\003"}
- text.gsub!(/\\[Uu]\[([0-9A-Fa-f]{6})\]/){"\004[#{$1}]"}
- text.gsub!(/\\[Xx]\[([0-9]+)\]/){"\005[#{$1}]"}
- text.gsub!(/\\[Zz]\[([0-9]+)\]/){"\022[#{$1}]"}
- text.gsub!(/\\[Ii]/){"\023"}
- text.gsub!(/\\[Oo]\[([0-9]+)\]/){"\024[#{$1}]"}
- text.gsub!(/\\[Hh]\[([0-9]+)\]/){"\025[#{$1}]"}
- text.gsub!(/\\[Bb]\[([0-9]+)\]/){"\026[#{$1}]"}
- text.gsub!(/\\[Dd]\[([0-9]+)\]/){"\027[#{$1}]"}
- start_x = @indent + @face_indent
- @text_buffer = []
- c_wait = 0
- while((c = text.slice!(/./m)) != nil)
- if c == "\000"
- c = "\"
- end
- if c == "\001"
- text.sub!(/\[([0-9]+)\]/, "")
- color = $1.to_i
- if color >= 0and color = 128 ? 32 : 384
- end
- @gold_window.opacity = self.opacity
- @gold_window.back_opacity = self.back_opacity
- end
- next
- end
- if c == "\003"
- if@playtime_window == nil
- @playtime_window = Window_PlayTime.new
- @playtime_window.x = 80
- if$game_temp.in_battle
- @playtime_window.y = 192
- else
- @playtime_window.y = self.y >= 128 ? 32 : 384
- end
- @playtime_window.opacity = self.opacity
- @playtime_window.back_opacity = self.back_opacity
- end
- next
- end
- if c == "\004"
- text.sub!(/\[([0-9A-Fa-f]{2})([0-9A-Fa-f]{2})([0-9A-Fa-f]{2})\]/, "")
- if@type_speed < 0
- self.contents.font.color = Color.new($1.to_i(16), $2.to_i(16), $3.to_i(16), 255)
- else
- @text_buffer.push([nil, -1, Color.new($1.to_i(16), $2.to_i(16), $3.to_i(16), 255)])
- end
- next
- end
- if c == "\005"
- text.sub!(/\[([0-9]+)\]/, "")
- tab = ($1.to_i - 1) * self.contents.text_size("0").width
- x = start_x + tab if x < start_x + tab
- next
- end
- if c == "\022"
- text.sub!(/\[([0-9]+)\]/, "")
- c_wait += $1.to_i
- next
- end
- if c == "\023"
- @indent = x
- next
- end
- if c == "\024"
- text.sub!(/\[([0-9]+)\]/, "")
- if@type_speed < 0
- self.contents.font.color.alpha = [[0, $1.to_i].max, 255].min
- else
- color = self.contents.font.color.clone
- color.alpha = [[0, $1.to_i].max, 255].min
- @text_buffer.push([nil, -1, color])
- end
- next
- end
- if c == "\025"
- text.sub!(/\[([0-9]+)\]/, "")
- self.contents.font.size = [[$1.to_i, 6].max, 32].min
- if@type_speed >= 0
- @text_buffer.push([nil, -1, self.contents.font.size])
- end
- next
- end
- if c == "\026"
- text.sub!(/\[([0-9]+)\]/, "")
- x += $1.to_i
- next
- end
- if c == "\027"
- text.sub!(/\[([0-9]+)\]/, "")
- x += $1.to_i * self.contents.text_size("0").width
- next
- end
- if c == "\030"
- text.sub!(/\[(.*?)\]/, "")
- if@type_speed < 0
- self.contents.blt(x , y * line_height + 4, RPG::Cache.icon($1),
- Rect.new(0, 0, 24, 24))
- else
- @text_buffer.push([Rect.new(x, y * line_height + 4, 24, 24),
- c_wait, RPG::Cache.icon($1)])
- c_wait = @type_speed
- end
- x += 24
- next
- end
- if c == "\n"
- if x == start_x and(@popchar != -2andnot$game_temp.in_battle)
- $game_temp.choice_start -= 1
- lines -= 1
- y -= 1
- end
- if lines >= $game_temp.choice_start
- @cursor_width = [@cursor_width, x - @face_indent].max
- end
- lines += 1
- y += 1
- start_x = @face_indent + @indent
- x = start_x
- if lines >= $game_temp.choice_start
- x += 8
- end
- next
- end
- # 描绘文字
- c_width = self.contents.text_size(c).width
- c_height = line_height
- if@type_speed < 0
- self.contents.draw_text(x, c_height * y, c_width, c_height, c)
- else
- @text_buffer.push([Rect.new(x, c_height * y, c_width, c_height),
- c_wait, c])
- c_wait = @type_speed
- end
- x += c_width
- end
- @type_wait = @text_buffer[0][1]if@text_buffer.size > 0
- end
- if@type_speed < 0and$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 + $game_temp.num_input_start * 32
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新
- #--------------------------------------------------------------------------
- def update
- super
- # 渐变的情况下
- if@fade_in
- self.contents_opacity += 24
- if@input_number_window != nil
- @input_number_window.contents_opacity += 24
- end
- ifself.contents_opacity == 255
- @fade_in = false
- end
- return
- end
- # 打字的情况下
- if@text_buffer.size > 0
- # 按键跳过打字
- if Input.trigger?(Input::C)or Input.trigger?(Input::B)
- type_next_char until@text_buffer.size == 0
- return
- end
- # 等待打字延时
- if@type_wait > 0
- @type_wait -= 1
- end
- # 传送位图
- if@type_wait 0and$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)
- $game_temp.choice_proc.call(self.index)
- end
- terminate_message
- end
- # 时间窗口可见的情况下
- if@playtime_window != nil
- @playtime_window.update
- end
- # 等待中的情况下
- if@wait_count > 0
- @wait_count -= 1
- if@wait_count == 0
- terminate_message
- end
- end
- return
- end
- # 在渐变以外的状态下有等待显示的信息与选择项的场合
- if@fade_out == falseand$game_temp.message_text != nil
- @contents_showing = true
- $game_temp.message_window_showing = true
- refresh
- Graphics.frame_reset
- @wait_count = 0
- if@wait_set != 0
- @wait_count = @wait_set
- end
- self.visible = true
- if@type_speed < 0
- self.contents_opacity = 0
- @fade_in = true
- else
- self.contents_opacity = 255
- end
- if@input_number_window != nil
- @input_number_window.contents_opacity = 0
- end
- return
- end
- # 没有可以显示的信息、但是窗口为可见的情况下
- ifself.visible
- @fade_out = true
- self.opacity -= 48
- ifself.opacity == 0
- self.visible = false
- @fade_out = false
- $game_temp.message_window_showing = false
- end
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 获得角色
- #--------------------------------------------------------------------------
- def get_character(parameter)
- case parameter
- when1000# 本事件
- return$game_system.map_interpreter.get_character(0)
- when0# 角色
- return$game_player
- else# 其他事件
- return$game_system.map_interpreter.get_character(parameter)
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置窗口位置与不透明度
- #--------------------------------------------------------------------------
- def reset_window
- # 位置判定
- if$game_temp.in_battle
- if@popchar >= 4
- x = $game_troop.enemies[@popchar - 4].screen_x - self.width / 2
- y = $game_troop.enemies[@popchar - 4].screen_y - self.height - 100
- self.x = [[x, 0].max, 640 - self.width].min
- self.y = [y, 16].max
- elsif@popchar >= 0
- x = $game_party.actors[@popchar].screen_x - self.width / 2
- y = $game_party.actors[@popchar].screen_y - self.height - 100
- self.x = [[x, 0].max, 640 - self.width].min
- self.y = [y, 16].max
- elsif@popchar == -1
- self.x = 320 - self.width / 2
- self.y = 192 - self.height / 2
- elsif@popchar == -2
- self.y = 16
- end
- else
- if@popchar >= 0
- events = $game_map.events
- if events != nil
- character = get_character(@popchar)
- if character != nil
- x = [[character.screen_x - self.width / 2, 4].max, 636 - self.width].min
- y = character.screen_y - 48 - self.height
- y = character.screen_yif y < 4
- y = [y, 476 - self.height].min
- self.x = x
- self.y = y
- else
- @popchar = -2
- end
- end
- elsif@popchar == -1
- self.x = -4
- self.y = -4
- self.width = 648
- self.height = 488
- else
- case$game_system.message_position
- when0# 上
- self.y = 16
- when1# 中
- self.y = [240 - self.height / 2, 16].max
- when2# 下
- self.y = [[304, 464 - self.height].min, 16].max
- end
- if(@left_picture != nilandnot@left_keep)or
- (@right_picture != nilandnot@right_keep)
- self.y = [[304, 464 - self.height].min, 16].max
- end
- self.x = 80
- if@face_bitmap == nil
- self.width = 480
- else
- self.width = 600
- self.x -= 60
- end
- end
- end
- self.contents = Bitmap.new(self.width - 32, self.height - 32)
- if@face_bitmap != nil
- if@alignment
- self.contents.blt(16, 16, @face_bitmap, Rect.new(0, 0, 96, 96))
- else
- self.contents.blt(self.contents.width - 112, 16, @face_bitmap,
- Rect.new(0, 0, 96, 96))
- end
- @face_bitmap.dispose
- @face_bitmap = nil
- end
- if@popchar == -1andnot$game_temp.in_battle
- self.opacity = 255
- self.back_opacity = 0
- elsif$game_system.message_frame == 0
- self.opacity = 255
- self.back_opacity = 224
- else
- self.opacity = 0
- self.back_opacity = 160
- end
- end
- #--------------------------------------------------------------------------
- # ● 行高
- #--------------------------------------------------------------------------
- def line_height
- ifself.contents.font.size >= 20andself.contents.font.size = 0
- n = $game_temp.choice_start + @index
- self.cursor_rect.set(4 + @indent + @face_indent, n * 32 + 4, @cursor_width, 32)
- else
- self.cursor_rect.empty
- end
- end
- #--------------------------------------------------------------------------
- # ● 打印下一个字
- #--------------------------------------------------------------------------
- def type_next_char
- c = @text_buffer.shift
- rc = c[0]
- case c[2]
- when Bitmap
- self.contents.blt(rc.x, rc.y, c[2], c[2].rect)
- when Color
- self.contents.font.color = c[2]
- whenInteger
- self.contents.font.size = c[2]
- else
- self.contents.draw_text(rc, c[2])
- end
- if@text_buffer.size > 0
- @type_wait = @text_buffer[0][1]
- type_next_char if@type_wait == -1
- else
- if$game_temp.choice_max > 0
- @item_max = $game_temp.choice_max
- self.active = true
- self.index = 0
- end
- end
- end
- end
- #==============================================================================
- # ■ Window_Name
- #------------------------------------------------------------------------------
- # 显示对话人姓名的窗口。
- #==============================================================================
- class Window_Name < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化窗口
- #--------------------------------------------------------------------------
- def initialize(x, y, width)
- super(x, y, width, 40)
- self.contents = nil
- self.back_opacity = 160
- end
- end
- #==============================================================================
- # ■ Window_AirText
- #------------------------------------------------------------------------------
- # 显示对话人姓名的文字。
- #==============================================================================
- class Window_AirText < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化窗口
- #--------------------------------------------------------------------------
- def initialize(x, y, designate_text, color)
- 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
- if color.is_a?(Integer)
- self.contents.font.color = text_color(color)
- else
- self.contents.font.color = color
- end
- self.contents.draw_text(0, 0, w, h, designate_text)
- end
- end
- #==============================================================================
- # ■ Game_Event
- #------------------------------------------------------------------------------
- # 处理事件的类。条件判断、事件页的切换、并行处理、执行事件功能
- # 在 Game_Map 类的内部使用。
- #==============================================================================
- class Game_Event < Game_Character
- #--------------------------------------------------------------------------
- # ● 事件名字
- #--------------------------------------------------------------------------
- def name
- return@event.name
- end
- end
复制代码
附件是范例工程。老规矩,姐一般不提供范例工程,避免伸手党,所以收20G意思下,范例中不含配套的半身像和头像素材。
本帖来自P1论坛作者卓越大白痴,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=249914 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。