RGSS1-scripts

RGSS1(RMXP) scripts for RM users.


Project maintained by RyanBernX Hosted on GitHub Pages — Theme by mattgraham

对话加强-u160117

An integrated message system. It is updated from time to time.

If you have any ideas to improve it. Please contact me or fork the project directly.

#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#------------------------------------------------------------------------------
# 原版:趙雲
# 重制:RyanBern  2015.08.24
#------------------------------------------------------------------------------
# 更新记录:
#     2015.09.06    少许BUG修复,附加战斗场景对话效果
#     2015.11.05    修复临时更改字号功能
#     2015.11.13    增加更改姓名颜色的功能,修复显示 BUG
#     2016.01.19    增加大型半身像对话框设置,快捷方式设置,高级快捷方式设置
#============================================================================== 

#——说明

# 使用时,要在Graphics文件夹下新建一个名为Faces的文件夹,用于存储头像
# 对话框的窗口素材可不必和系统窗口相同,请将对话框窗口素材放到
# Graphics/Windowskins文件夹下,并附上两个气泡箭头素材,用于指向说话者,
# 命名规则为“对话框窗口素材名-top”和“对话框窗口素材名-under”
# 然后在本脚本的设置区域修改。

# 默认为一个字一个字的方式,如果需要一次全部显示,
# 请在游戏中使用脚本:$game_system.typing = true
      
# 默认对话字没有声音,如果需要声音,
# 请在游戏中使用脚本:$game_system.soundname_on_speak = "这里输入文件名"
# 我唯一一个见过“胡乱配音”的游戏是天使帝国2代,该游戏说话的时候每个字符随机发一个外星语音

# 其他在对话中可以使用的功能:
  
# \n[1]:显示1号角色的姓名

# \name[李逍遥]:显示一个“李逍遥”方框,表示说话人姓名
# \nc[0-7]:更改姓名框颜色

# 非战斗时,\p功能可以自动调整对话框位置
# \p[1] :对话框出现在1号事件的上方
# \p[0] :主人公上方出现对话框
# \p[-1]:对话框出现在屏幕下方,这种特殊类型的对话框在有大型半身像时使用
#——————————————————使用\p功能后可以自动调整对话框大小
# 使用\p功能后,使用事件指令[更改文章选项]可更改对话框的位置
#   [上] :对话框出现在说话者上方
#   [下] :对话框出现在说话者下方
#   [中] :对话框出现在屏幕正中
# 战斗时,\p功能有所变化
# \p[1]:对话框出现在ID为1的角色战斗图附近(这个角色必须是队伍中的成员)
# \p[1001]:对话框出现在Index为1的敌人战斗图附近--也就是说敌人的位置从
#           1001开始算起,1002则是代表Index为2的敌人。
# 战斗时使用\p指令+[更改文章选项]依然是有效的,但是如果不使用\p指令,那么
# 对话框则会一直出现在屏幕正上方。

# \\:显示"\"这个符号

# \v[1] :显示变量1

# \v[a1] :显示防具1

# \v[w1] :显示武器1

# \v[i1] :显示物品1

# \v[s1] :显示特技1

# \ic[001-Weapon01] : 显示图标"001-Weapon01.png"

# \c[0-7]:更改颜色

# \g:显示金钱窗口

# \a[SE文件名]:对话的时候播放SE

# \s[1-19]:更改弹字的速度

# \.   :停顿一刹那(1、2帧)
# \|   :停顿片刻(20帧)

# \>   :文字不用打字方式
# \<   :文字使用打字方式

# \!   :等待玩家按回车再继续
# \~   :文字直接消失

# \I   :下一行从这个位置开始

# \o[123]:文字透明度改为123,模拟将死之人(汗)

# \h[12]:改用12号字

# \b[50]:空50象素

# \K[今天天气不错]:在出现“今天天气不错”这几个字的时候播放$game_system.soundname_on_speak设置的音效

# \L[001]:在左边显示图片“Graphics/Faces/001.png”,并左右镜像反转
# \R[001]:在右边显示图片“Graphics/Faces/001.png”

#==============================================================================
# 设置区域
#==============================================================================
module RB
end
module RB::Mes_Config
  # 主角名字字符缩写
  Regex_Player_Name = /pn(\d+)/
  # 字体大小
  Size = 18
  # 对话框窗口皮肤(不写为和系统皮肤相同)
  Mes_Windowskin = "001-Blue01"
  # 最大行数(初值为 4,尽量不要修改,如果考虑合并选择项和文章,可以设置为 6 以上)
  # 此最大行数仅在 \p 指令下有效,如果不使用 \p 指令那么对话框还是 4 行的高度
  Max_Lines = 4
  # 快捷指令,定义后,可以直接在文本框中输入快捷指令
  # 定义方式为 快捷指令 => 完整指令 ,使用方式为 \sc[快捷指令]
  # 注意,指令中通常包含反斜线'\',因此需要使用单引号的字符串,
  # 或者用"\\"进行转义。下面是一个例子:
  # 这样定义后,输入\sc[pn1]就等效为 \name[pn1]\r[L1]\p[-1]
  Shortcuts = {
    #'pn1' => '\name[pn1]\r[L1]\p[-1]'
  }
  # 高级快捷指令定义,类似于宏展开,需要借助正则表达式(高级用户使用)
  Shortcuts_Regexp = {
    /\\pn1/ => '\name[pn1]\r[L1]\p[-1]',
    /\\[Rr]ed\[(.*?)\]/m => '\c[2]\1\c[0]',
    /\\[Cc]ol\[(\d+)\]\{(.*?)\}/m => '\c[\1]\2\c[0]'
  }
end

#==============================================================================
# ■ Game_System
#------------------------------------------------------------------------------
#  处理系统附属数据的类。也可执行诸如 BGM 管理之类的功能。本类的实例请参考
# $game_system 。
#==============================================================================

class Game_System
  attr_accessor :typing
  attr_accessor :soundname_on_speak
  alias carol3_ini initialize
  def initialize
    carol3_ini
    @typing = true
    @soundname_on_speak = nil
  end
end
 $加密 = true 
 $refresh = {}
#==============================================================================
# ■ Window_Message
#------------------------------------------------------------------------------
#   修改的对话框类。
#==============================================================================
class Window_Message < Window_Selectable
  include RB::Mes_Config
  #--------------------------------------------------------------------------
  # ● 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
    if $game_system.soundname_on_speak == nil then
      $game_system.soundname_on_speak = ""
    end
    self.windowskin = RPG::Cache.windowskin(Mes_Windowskin) if Mes_Windowskin != ""
    @opacity_text_buf = Bitmap.new(32, 32)
  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
    $refresh["mess"] = false
    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
    # 释放金钱窗口
    if @gold_window != nil
      @gold_window.dispose
      @gold_window = nil
    end
    # 释放姓名窗口
    if @name_window_text != nil
      @name_window_text.dispose
      @name_window_text = nil
    end
    # 释放右侧立绘
    if @right_picture != nil
      @right_picture.dispose
      @right_picture = nil
    end    
    # 释放左侧立绘
    if @left_picture != nil
      @left_picture.dispose
      @left_picture = nil
    end
    # 释放姓名蓝条
    if @bar != nil
      @bar.bitmap.dispose
      @bar.dispose
      @bar = nil
    end
    # 释放气泡图标
    if @k_tale != nil
      @k_tale.dispose
      @k_tale = nil
    end
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    $refresh["mess"] = true
    # 初期化
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.font.size = Size
    @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
    @popchar = -2
    if $game_temp.choice_start == 0
      @x = 8
    end
    if $game_temp.message_text != nil
      @now_text = $game_temp.message_text
      # Shortcuts 预处理
      @now_text.gsub!(/\\sc\[(.*?)\]/) { Shortcuts[$1] || "" }
      # Shortcuts_Regexp 预处理
      Shortcuts_Regexp.each_pair do |regex, str|
        @now_text.gsub!(regex, str)
      end
      #——左半身像设置
      if (/\\[Ll]\[(.+?)\]/.match(@now_text)) != nil then
        @face = $1
        if $加密 == true
          if @left_picture != nil
            @left_picture.dispose
          end
          @left_picture = Sprite.new
          @left_picture.bitmap = Bitmap.new("Graphics/Faces/#{@face}")
          @left_picture.y = 480 - @left_picture.bitmap.height
          @left_picture.x = 0
          @left_picture.mirror = true
          @x = @face_indent = @left_picture.bitmap.width
          @now_text.gsub!(/\\[Ll]\[(.*?)\]/) { "" }
        else          
          if FileTest.exist?("Graphics/Faces/#{@face}")
            if @left_picture != nil
              @left_picture.dispose
            end
            @left_picture = Sprite.new
            @left_picture.bitmap = Bitmap.new("Graphics/Faces/#{@face}")
            @left_picture.y = 480 - @left_picture.bitmap.height
            @left_picture.x = 0
            @left_picture.mirror = true
            @now_text.gsub!(/\\[Ll]\[(.*?)\]/) { "" }
          end
        end        
      end
      #——右半身像设置
      if (/\\[Rr]\[(.+?)\]/.match(@now_text))!=nil then
        @face = $1
        if $加密 == true
          if @right_picture != nil
            @right_picture.dispose
          end
          @right_picture = Sprite.new
          @right_picture.bitmap = Bitmap.new("Graphics/Faces/#{@face}")
          @right_picture.y = 480 - @right_picture.bitmap.height
          @right_picture.x = 640 - @right_picture.bitmap.width
          @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "" }
        else
          if FileTest.exist?("Graphics/Faces/#{@face}")
            if @right_picture != nil
              @right_picture.dispose
            end
            @right_picture = Sprite.new
            @right_picture.bitmap = Bitmap.new("Graphics/Faces/#{@face}")
            @right_picture.y = 480 - @right_picture.bitmap.height
            @right_picture.x = 640 - @right_picture.bitmap.width
            @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "" }
          end
        end
      end
      # 显示人物姓名
      name_window_set = false
      if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
        name_window_set = true
        name_text = $1
        if Regex_Player_Name =~ name_text
          name_text = $game_actors[$1.to_i].name
        end
        @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
      end
      # 人物姓名颜色
      name_color = text_color(0)
      if (/\\[Nn]c\[(\d+)\]/.match(@now_text)) != nil
        name_color = text_color($1.to_i)
        @now_text.sub!(/\\[Nn]c\[(\d+)\]/) { "" }
      end
      # 文字位置的判定
      if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text)) != nil then
        @popchar = $1.to_i
        @now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
      end
      # 开始替换文字(\v)
      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
      # 替换控制码
      @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
        $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
      end
      @now_text.gsub!(/\\\\/) { "\000" }
      @now_text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
      @now_text.gsub!(/\\[Gg]/) { "\002" }
      @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
      @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
      @now_text.gsub!(/\\[.]/) { "\005" }
      @now_text.gsub!(/\\[|]/) { "\006" }
      @now_text.gsub!(/\\[Ii]c\[(.*?)\]/) { "\030[#{$1}] "}
      @now_text.gsub!(/\\[>]/) { "\016" }
      @now_text.gsub!(/\\[<]/) { "\017" }
      @now_text.gsub!(/\\[!]/) { "\020" }
      @now_text.gsub!(/\\[~]/) { "\021" }
      @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!(/\\[Kk]\[(.*?)\]/) { "\027[#{$1}]" }
      # \p 的情况下调整文字大小
      if @popchar >= 0
        @text_save = @now_text.clone
        process_real_text
        @max_x = name_window_set ? contents.text_size(name_text).width : 0
        @max_y = Max_Lines
        for i in 0...Max_Lines
          line = @text_save.split(/\n/)[Max_Lines-i-1]
          @max_y -= 1 if line == nil && @max_y <= Max_Lines - i
          next if line == nil
          contents.font.size = Size
          cx = contents.text_size(line).width
          @max_x = cx if cx > @max_x
        end
        if @right_picture != nil && !@right_picture.disposed?
          self.width = @max_x + 48 + @face_indent + @right_picture.bitmap.width
        else
          self.width = @max_x + 48 + @face_indent
        end
        if $game_temp.num_input_variable_id > 0
          self.height = (@max_y - 1) * line_height + 96
        else
          self.height = (@max_y - 1) * line_height + 64
        end
      else
        @max_x = self.width - 32 - @face_indent
      end
      reset_window
      # 如果设置了姓名框
      if name_window_set
        off_x = 0
        off_y = -40
        space = 2
        x = self.x + off_x - space / 2
        y = self.y + off_y - space / 2
        w = self.contents.text_size(name_text).width + 26 + space
        h = 40 + space
        x = self.x + off_x + 4
        y = self.y + off_y
        @name_window_text = Air_Text.new(self.x + @face_indent+4+8, self.y+16, name_text, name_color)
        @name_window_text.z = self.z + 2
        @bar = Sprite.new
        @bar.bitmap = Bitmap.new(self.width, 24)
        @bar.x = self.x + 8
        @bar.y = self.y + 16
        @bar.z = self.z + 2
        @bar.bitmap.fill_rect(0,0,self.width-16,24,Color.new(120,180,250,80))
      end
    end
    reset_window
    # 如果选择项被设置
    if $game_temp.choice_max > 0
      @item_max = $game_temp.choice_max
      self.active = true
      self.index = 0
    end
    # 如果数值输入被设置
    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_indent
      @input_number_window.y = self.y + 8 + $game_temp.num_input_start * line_height
    end
  end
  #--------------------------------------------------------------------------
  # ● 更新
  #--------------------------------------------------------------------------
  def update
    super
    # 使用默认窗口外观的情况下,如果窗口的外关被变更了、再设置
    if $game_system.windowskin_name != @windowskin_name && Mes_Windowskin == ""
      @windowskin_name = $game_system.windowskin_name
      self.windowskin = RPG::Cache.windowskin(@windowskin_name)
    end
    # 如果设置了气泡图标
    if @k_tale != nil && @k_tale.visible && !$game_temp.in_battle
      character = get_character(@popchar)
      x = [[character.screen_x - self.width / 2, 4].max, 636 - self.width].min
      if $game_system.message_position == 2
        y = [[character.screen_y + 16, 4].max, 476 - self.height].min
      elsif $game_system.message_position == 0
        y = [[character.screen_y - process_y_shift(character) - self.height, 4].max, 476 - self.height].min
      end
      self.x = x
      self.y = y
      # 设置气泡图标坐标
      @k_tale.x = ( character.real_x - $game_map.display_x + 64 ) * 32 / 128 - 16
      if $game_system.message_position == 2
        @k_tale.y = self.y - 16
      elsif $game_system.message_position == 0
        @k_tale.y = self.y + self.height - 16
      end
      # 设置左侧立绘坐标
      if @left_picture != nil and !@left_picture.disposed?
        @left_picture.x = x + 8
        @left_picture.y = y - @left_picture.bitmap.height + self.height - 8
      end
      # 设置右侧立绘坐标
      if @right_picture != nil and !@right_picture.disposed?
        @right_picture.x = x+self.width-@right_picture.bitmap.width-8
        @right_picture.y = y - @right_picture.bitmap.height + self.height - 8
      end
      # 设置姓名空气文字坐标
      if @name_window_text != nil
        @name_window_text.x = self.x + @face_indent - 4
        @name_window_text.y = self.y
      end
      # 设置姓名蓝条坐标
      if @bar != nil
        @bar.x = self.x + 8
        @bar.y = self.y + 16
      end
    end
    # 淡入中的情况下
    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
    @now_text = nil if @now_text == "" 
    # 逐个描绘文字
    if @now_text != nil and @mid_stop == false
      if @write_wait > 0
        @write_wait -= 1
        return
      end
      text_not_skip = $game_system.typing
      while true
        @max_x = @x if @max_x < @x
        @max_y = @y if @max_y < @y
        # 处理字符
        if (c = @now_text.slice!(/./m)) != nil
          # \\的情况下
          if c == "\000"
            c = "\\"
          end
          # \c的情况下
          if c == "\001"
            @now_text.sub!(/\[([0-9]+)\]/, "")
            color = $1.to_i
            if color >= 0 and color <= 7
              self.contents.font.color = text_color(color)
            end
            c = ""
          end
          # \g的情况下
          if c == "\002"
            if @gold_window == nil && @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
          # \s的情况下
          if c == "\003"
            @now_text.sub!(/\[([0-9]+)\]/, "")
            speed = $1.to_i
            if speed >= 0 and speed <= 19
              @write_speed = speed
            end
            c = ""
          end
          # \a的情况下
          if c == "\004"
            @now_text.sub!(/\[(.*?)\]/, "")
            buftxt = $1.dup.to_s
            if buftxt.match(/\//) == nil && buftxt != "" then
              $game_system.soundname_on_speak = "Audio/SE/" + buftxt
            else
              $game_system.soundname_on_speak = buftxt.dup
            end
            c = ""
          end
          # \.的情况下
          if c == "\005"
            @write_wait += 5
            c = ""
          end
          # \|的情况下
          if c == "\006"
            @write_wait += 20
            c = ""
          end
          # \>的情况下
          if c == "\016"
            text_not_skip = false
            c = ""
          end
          # \<的情况下
          if c == "\017"
            text_not_skip = true
            c = ""
          end
          # \!的情况下
          if c == "\020"
            @mid_stop = true
            c = ""
          end
          # \~的情况下
          if c == "\021"
            terminate_message
            return
          end
          # \i的情况下
          if c == "\023"
            @indent = @x
            c = ""
          end
          # \o的情况下
          if c == "\024"
            @now_text.sub!(/\[([0-9]+)\]/, "")
            @opacity = $1.to_i
            c = ""
          end
          # \h的情况下
          if c == "\025"
            @now_text.sub!(/\[([0-9]+)\]/, "")
            self.contents.font.size = [[$1.to_i, 6].max, 32].min
            c = ""
          end
          # \b的情况下
          if c == "\026"
            @now_text.sub!(/\[([0-9]+)\]/, "")
            @x += $1.to_i
            c = ""
          end
          # \k的情况下
          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 $game_system.soundname_on_speak != ""
              Audio.se_play($game_system.soundname_on_speak)
            end
            c = ""
          end
          # 图标的情况
          if c == "\030"
            @now_text.sub!(/\[(.*?)\]/, "")
            self.contents.blt(@x , @y * line_height + (line_height - 24) / 2, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
            if $game_system.soundname_on_speak != ""
              Audio.se_play($game_system.soundname_on_speak)
            end
            @x += 24
            c = ""
          end
          # 另起一行的情况下
          if c == "\n"
            if @lines >= $game_temp.choice_start
              @cursor_width = [@cursor_width, @max_x - @face_indent].max
            end
            @lines += 1
            @y += 1
            @x = 0 + @indent + @face_indent
            if @lines >= $game_temp.choice_start
              @x = 8 + @indent + @face_indent
            end
            c = ""
          end
          if c != ""
            # 文字描画
            @x += opacity_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size) / 2, c, @opacity)
            if $game_system.soundname_on_speak != "" then
              Audio.se_play($game_system.soundname_on_speak)
            end
          end
          if Input.press?(Input::B)
            text_not_skip = false
          end
        else
          text_not_skip = true
          break
        end
        # 終了判定
        if text_not_skip
          break
        end
      end
      @write_wait += @write_speed
      return
    end
    # 数值输入的处理
    if @input_number_window != nil
      @input_number_window.update
      # 确认
      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
    # 文章显示中的情况下
    if @contents_showing
      if $game_temp.choice_max == 0
        self.pause = true
      end
      # 取消
      if Input.trigger?(Input::B)
        if $game_temp.choice_max > 0 && $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)
        # 释放气泡图标
        if @k_tale != nil  
          @k_tale.dispose 
          @k_tale = nil
        end
        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
  #--------------------------------------------------------------------------
  # ● 预览实际描绘内容(计算窗口宽用)
  #--------------------------------------------------------------------------
  #    实际对 @text_save 进行操作
  #    此方法用于去除某些控制码引起窗口过长的影响
  #--------------------------------------------------------------------------
  def process_real_text
    return if @text_save.nil?
    regex = /[\001-\006\016\017\020\021\024](\[.*?\]){0,1}/
    regex30 = /\030\[.*?\]/
    @text_save.gsub!(regex, "")
    @text_save.gsub!(regex30, "   ")
  end
  #--------------------------------------------------------------------------
  # ● 获得角色(\p功能)
  #--------------------------------------------------------------------------
  def get_character(parameter)
    case parameter
    when 0 
      return $game_player
    else 
      events = $game_map.events
      return events == nil ? nil : events[parameter]
    end
  end
  #--------------------------------------------------------------------------
  # ● 获得战斗者(\p功能,此功能仅在战斗中有效)
  #--------------------------------------------------------------------------
  #    parameter : 1-999 表示主角 ID,1001-1008 表示索引为1-8的各个敌人
  #--------------------------------------------------------------------------
  def get_battler(parameter)
    if parameter < 1000
      return $game_actors[parameter]
    else
      return $game_troop.enemies[parameter - 1001]
    end
  end
  #--------------------------------------------------------------------------
  # ● 计算 y 偏移量(\p功能,这是考虑到不同战斗图/行走图的高度不同)
  #--------------------------------------------------------------------------
  #    character : 角色/战斗者
  #--------------------------------------------------------------------------
  def process_y_shift(character)
    rate = character.is_a?(Game_Battler) ? 1 : 4
    bmp = character.is_a?(Game_Battler) ? 
      RPG::Cache.battler(character.battler_name, character.battler_hue) :
      RPG::Cache.character(character.character_name, character.character_hue)
    return bmp.height / rate + 16
  end
  #--------------------------------------------------------------------------
  # ● 重置窗口(位置,不透明度)
  #--------------------------------------------------------------------------
  def reset_window
    # 判定
    if @k_tale != nil  
      @k_tale.dispose 
      @k_tale = nil
    end
    # 如果使用了 \p 设置位置
    if @popchar >= 0
      character = $game_temp.in_battle ? get_battler(@popchar) : get_character(@popchar)
      if character != nil
        x = [[character.screen_x - self.width / 2, 4].max, 636 - self.width].min
        if $game_system.message_position == 2
          y = [[character.screen_y + 16, 4].max, 476 - self.height].min
        elsif $game_system.message_position == 0
          y = [[character.screen_y - process_y_shift(character) - self.height, 4].max, 476 - self.height].min
        else
          x = 320 - self.width / 2
          y = 240 - self.height / 2
        end
        self.x = x
        self.y = y
        # 设置气泡图标
        @k_tale = Sprite.new
        k_tale_filename = Mes_Windowskin == "" ? $game_system.windowskin_name : Mes_Windowskin
        suffix = $game_system.message_position == 2 ? "-under" : "-top"
        @k_tale.bitmap = RPG::Cache.windowskin(k_tale_filename + suffix)
        @k_tale.x = character.is_a?(Game_Character) ?
          ( character.real_x - $game_map.display_x + 64 ) * 32 / 128 - 16 :
          character.screen_x
        if $game_system.message_position == 2
          @k_tale.y = self.y - 16
        elsif $game_system.message_position == 0
          @k_tale.y = self.y + self.height - 16
        else
          @k_tale.visible = false
        end
        @k_tale.z = 9999
      end
    elsif @popchar == -1
      self.x = 0
      self.width = 640
      self.height = 64 + line_height * 3
      self.y = 480 - self.height
    else # 无 \p 的情况下
      # 处于战斗中时
      if $game_temp.in_battle
        self.y = 16
      else
        # 显示文章位置的分支
        case $game_system.message_position
        when 0 # 上
          self.y = 16
        when 1 # 中
          self.y = 160
        when 2 # 下
          self.y = 304
        end
      end
      self.width = 480 * 0.8
      self.height = 64 + line_height * 3
      self.x = 320 - self.width / 2
    end # of @popchar >= 0
    # 设置左侧立绘
    if @left_picture != nil and !@left_picture.disposed?
      @left_picture.x = self.x + 8
      @left_picture.y = self.y - @left_picture.bitmap.height + self.height - 8
      @left_picture.z = self.z + 4
    end
    # 设置右侧立绘
    if @right_picture != nil and !@right_picture.disposed?
      @right_picture.x = self.x + self.width - @right_picture.bitmap.width - 8
      @right_picture.y = self.y - @right_picture.bitmap.height + self.height - 8
      @right_picture.z = self.z + 4
    end
    self.contents = Bitmap.new(self.width - 32, self.height - 32)
    self.contents.font.size = Size
    # 设置不透明度
    if $game_system.message_frame == 0
      self.opacity = 255
      self.back_opacity = 200
    else
      self.opacity = 0
      self.back_opacity = 200
    end
  end
  #--------------------------------------------------------------------------
  # ● line_height
  #--------------------------------------------------------------------------
  # 返回值 : 行高
  #--------------------------------------------------------------------------
  def line_height
    return [[Size * 15 / 10, 18].max, 32].min
  end
  #--------------------------------------------------------------------------
  # ● 文字描画
  #--------------------------------------------------------------------------
  # target :描绘的目标 bitmap 对象
  # x      :x 坐标
  # y      :y 坐标
  # str   :描绘的文字
  # opacity:不透明度(0~255)
  # 返回值 :文字宽度(@x 的增加值)。
  #--------------------------------------------------------------------------
  def opacity_draw_text(target, x, y, str,opacity)
    height = target.font.size
    width = target.text_size(str).width
    opacity = [[opacity, 0].max, 255].min
    if opacity == 255
      target.draw_text(x, y, width, height, str)
      return width
    else
      if @opacity_text_buf.width < width or @opacity_text_buf.height < height
        @opacity_text_buf.dispose
        @opacity_text_buf = Bitmap.new(width, height)
      else
        @opacity_text_buf.clear
      end
      @opacity_text_buf.font.size = target.font.size
      @opacity_text_buf.draw_text(0, 0, width, height, str)
      target.blt(x, y, @opacity_text_buf, Rect.new(0, 0, width, height), opacity)
    return width
    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
  #--------------------------------------------------------------------------
  # ● \V 变换
  #--------------------------------------------------------------------------
  # option : 选项,'i'物品,'w'武器,'a'防具,'s'技能
  # index  : 数据库的索引
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  # ● 释放
  #--------------------------------------------------------------------------
  def dispose
    terminate_message
    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
  #--------------------------------------------------------------------------
  # ● 刷新光标矩形
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index >= 0
      n = $game_temp.choice_start + @index
      self.cursor_rect.set(4 + @indent + @face_indent, n * line_height, @cursor_width, line_height)
    else
      self.cursor_rect.empty
    end
  end
end
#==============================================================================
# ■ Air_Text
#------------------------------------------------------------------------------
#   空气文字,借助窗口显示文字,但是不显示窗口载体。
#==============================================================================
class Air_Text < Window_Base
  #--------------------------------------------------------------------------
  # ● 对象初始化
  #--------------------------------------------------------------------------
  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)
    self.contents.font.size = 20
    self.contents.font.color = color
    w = self.contents.width
    h = self.contents.height
    self.contents.draw_text(0, 0, w, h, designate_text)
  end
  #--------------------------------------------------------------------------
  # ● 释放
  #--------------------------------------------------------------------------
  def dispose
    self.contents.clear
    super
  end
end

class Interpreter
  #--------------------------------------------------------------------------
  # ● 显示文章
  #--------------------------------------------------------------------------
  def command_101
    # 另外的文章已经设置过 message_text 的情况下
    if $game_temp.message_text != nil
      # 结束
      return false
    end
    # 设置信息结束后待机和返回调用标志
    @message_waiting = true
    $game_temp.message_proc = Proc.new { @message_waiting = false }
    # message_text 设置为 1 行
    $game_temp.message_text = @list[@index].parameters[0] + "\n"
    line_count = 1
    # 循环
    loop do
      # 下一个事件指令为文章两行以上的情况
      if @list[@index+1].code == 401
        # message_text 添加到第 2 行以下
        $game_temp.message_text += @list[@index+1].parameters[0] + "\n"
        line_count += 1
      # 事件指令不在文章两行以下的情况
      else
        # 下一个事件指令为显示选择项的情况下
        if @list[@index+1].code == 102
          # 如果选择项能收纳在画面里
          if @list[@index+1].parameters[0].size <= Window_Message::Max_Lines - line_count
            # 推进索引
            @index += 1
            # 设置选择项
            $game_temp.choice_start = line_count
            setup_choices(@list[@index].parameters)
          end
        # 下一个事件指令为处理输入数值的情况下
        elsif @list[@index+1].code == 103
          # 如果数值输入窗口能收纳在画面里
          if line_count < Window_Message::Max_Lines
            # 推进索引
            @index += 1
            # 设置输入数值
            $game_temp.num_input_start = line_count
            $game_temp.num_input_variable_id = @list[@index].parameters[0]
            $game_temp.num_input_digits_max = @list[@index].parameters[1]
          end
        end
        # 继续
        return true
      end
      # 推进索引
      @index += 1
    end
  end
end

#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================