【汉化】视觉小说风格的选项
本帖最后由 烁灵 于 2024-5-28 10:37 编辑大意了,Galv的脚本不能二次发布{:5_125:}以后不翻译了{:5_116:}
原地址:Galv's Visual Novel Choices MZ | RPG Maker Forums (rpgmakerweb.com)
效果:
范例:https://www.123pan.com/s/uBKyVv-ptF3A.html 提取码:7MnO
插件代码:
//-----------------------------------------------------------------------------
//Galv's Visual Novel Choices MZ
//-----------------------------------------------------------------------------
//For: RPGMAKER MV/MZ
//GALV_VisualNovelChoicesMZ.js
//-----------------------------------------------------------------------------
//2020-11-17 - Version 1.0 - release
//-----------------------------------------------------------------------------
// Terms can be found at:
// galvs-scripts.com
// 汉化 by 烁灵
// 更多汉化脚本请访问:http://www.hknmtt.com
//-----------------------------------------------------------------------------
var Imported = Imported || {};
Imported.Galv_VisualNovelChoices = true;
var Galv = Galv || {}; // Galv's main object
Galv.VNC = Galv.VNC || {}; // Plugin object
Galv.VNC.pluginName = "GALV_VisualNovelChoicesMZ";
//-----------------------------------------------------------------------------
/*:
* @plugindesc (v.1.0) Changes how the "Choice" message boxes display to appear more like visual novels.
* @url http://galvs-scripts.com
* @target MZ
* @author Galv
* @orderAfter GALV_MessageStylesMZ
*
* @param Command Width
* @desc VNButtons.png 图片的宽度.
* @default 700
*
* @param Command Height
* @desc 每个选项的高度
* @default 48
*
* @param Always Middle
* @desc 保持居中,忽略选项的“窗口位置”设置. 填 true 或 false
* @default true
*
* @param Message Gap
* @desc 选项与对话框的距离
* @default 0
*
* @param Disabled Button
* @desc 用于显示无效选项的图片编号(如果使用了无效选项插件的话)
* @default 3
*
* @requiredAssets img/system/VNButtons
*
* @help
* Galv's Visual Novel Choices
* ----------------------------------------------------------------------------
* 以视觉小说的风格显示选项. 选项按钮图片需要放在 /img/system/ 文件夹下,图片名为:
* "VNButtons.png". 这是一张单图片,包含了所有选项背景,从上到下排列。
* Command Width 和 Command Height 设置图片的宽度和每个按钮图片的高度,确保将
* "Command Width" 设定为图片的宽度。
*
* VNButtons 文件里第一张图片的按钮编号是 0。这张图是选项的光标图。默认应用的选项按钮图是
* 1 号按钮(在光标图下边第一张)
*
* 在选项的文本中使用 \b 可以指定不同的选项图片,x 是行数(从1开始)
*
* "Disabled Button" 选项是为了当你使用无效选项插件做准备的,比如:
* Hime 的 "Disabled Choice Conditions" 插件.
*
* ----------------------------------------------------------------------------
*脚本调用:
* ----------------------------------------------------------------------------
*
* $gameSystem.vnChoices = status; // status 可以为 true 或 false
*/
//-----------------------------------------------------------------------------
//CODE STUFFS
//-----------------------------------------------------------------------------
Galv.VNC.width = Number(PluginManager.parameters(Galv.VNC.pluginName)["Command Width"]);
Galv.VNC.height = Number(PluginManager.parameters(Galv.VNC.pluginName)["Command Height"]);
Galv.VNC.alwaysMid = PluginManager.parameters(Galv.VNC.pluginName)["Always Middle"].toLowerCase() == 'true';
Galv.VNC.msgGap = Number(PluginManager.parameters(Galv.VNC.pluginName)["Message Gap"]);
Galv.VNC.disableBtn = Number(PluginManager.parameters(Galv.VNC.pluginName)["Disabled Button"]);
// Cache
Galv.VNC.Scene_Boot_loadSystemImages = Scene_Boot.prototype.loadSystemImages;
Scene_Boot.prototype.loadSystemImages = function() {
ImageManager.loadSystem('VNButtons');
Galv.VNC.Scene_Boot_loadSystemImages.call(this);
};
// Choice stuff
Galv.VNC.Game_System_initialize = Game_System.prototype.initialize;
Game_System.prototype.initialize = function() {
Galv.VNC.Game_System_initialize.call(this);
this.vnChoices = true;
};
// Overwrite
Window_ChoiceList.prototype.textHeight = Window_ChoiceList.prototype.lineHeight;
Galv.VNC.Window_ChoiceList_lineHeight = Window_ChoiceList.prototype.lineHeight;
Window_ChoiceList.prototype.lineHeight = function() {return $gameSystem.vnChoices ? Galv.VNC.height : Galv.VNC.Window_ChoiceList_lineHeight.call(this);};
Galv.VNC.Window_ChoiceList_itemHeight = Window_ChoiceList.prototype.itemHeight;
Window_ChoiceList.prototype.itemHeight = function() {return $gameSystem.vnChoices ? Galv.VNC.height : Galv.VNC.Window_ChoiceList_itemHeight.call(this);};
Galv.VNC.Window_ChoiceList_drawItem = Window_ChoiceList.prototype.drawItem;
Window_ChoiceList.prototype.drawItem = function(index) {
if ($gameSystem.vnChoices) {
const rect = this.itemRectForText(index);
this.drawButton(index,rect.y);
if (index === this._index) this.drawButton(index,rect.y,true);
const offset = 0;//(this.lineHeight() - this.textHeight()) * 0.5;
this.drawTextEx(this.commandName(index), rect.x, rect.y + offset);
} else {
Galv.VNC.Window_ChoiceList_drawItem.call(this,index);
};
};
Galv.VNC.Window_ChoiceList_updatePlacement = Window_ChoiceList.prototype.updatePlacement;
Window_ChoiceList.prototype.updatePlacement = function() {
Galv.VNC.Window_ChoiceList_updatePlacement.call(this);
if ($gameSystem.vnChoices && Galv.VNC.alwaysMid) {
this.x = (Graphics.boxWidth - this.width) / 2;
};
if (this._messageWindow.y >= Graphics.boxHeight / 2) {
this.y -= Galv.VNC.msgGap;
} else {
this.y += Galv.VNC.msgGap;
};
};
Galv.VNC.Window_ChoiceList__refreshCursor = Window_ChoiceList.prototype._refreshCursor;
Window_ChoiceList.prototype._refreshCursor = function() {
if ($gameSystem.vnChoices) {
this._cursorSprite.opacity = 0;
} else {
Galv.VNC.Window_ChoiceList__refreshCursor.call(this);
};
};
Galv.VNC.Window_ChoiceList_drawItemBackground = Window_ChoiceList.prototype.drawItemBackground;
Window_ChoiceList.prototype.drawItemBackground = function(index) {
if ($gameSystem.vnChoices) return;
Galv.VNC.Window_ChoiceList_drawItemBackground.call(this,index);
};
Window_ChoiceList.prototype.drawButton = function(index,y,cursor) {
const bitmap = ImageManager.loadSystem('VNButtons');
const pw = Galv.VNC.width;
const ph = Galv.VNC.height;
let bgId = 0;
const sx = 0;
if (cursor) {
bgId = 0;
} else {
if (this._list.enabled === false || !this.choice_background) {
bgId = Galv.VNC.disableBtn;
} else {
bgId = this.choice_background ? this.choice_background : 1;
};
};
const sy = bgId * ph;
this.contents.blt(bitmap, sx, sy, pw, ph, 0, y);
};
Galv.VNC.Window_ChoiceList_start = Window_ChoiceList.prototype.start;
Window_ChoiceList.prototype.start = function() {
this.setupVNChoices();
Galv.VNC.Window_ChoiceList_start.call(this);
};
Window_ChoiceList.prototype.setupVNChoices = function() {
this.ChoiceSprites = [];
this.choice_background = [];
this._vnIndex = this._index;
if ($gameSystem.vnChoices) {
this.opacity = 0;
} else {
this.opacity = 255;
};
};
Galv.VNC.Window_ChoiceList_update = Window_ChoiceList.prototype.update;
Window_ChoiceList.prototype.update = function() {
Galv.VNC.Window_ChoiceList_update.call(this);
if (this._vnIndex != this._index) {
this.refresh();
this._vnIndex = this._index;
}
};
Galv.VNC.Window_ChoiceList_updateBackground = Window_ChoiceList.prototype.updateBackground;
Window_ChoiceList.prototype.updateBackground = function() {
if ($gameSystem.vnChoices) {
this._background = 2;
this.setBackgroundType(this._background);
} else {
Galv.VNC.Window_ChoiceList_updateBackground.call(this);
};
};
Galv.VNC.Window_ChoiceList_convertEscapeCharacters = Window_ChoiceList.prototype.convertEscapeCharacters;
Window_ChoiceList.prototype.convertEscapeCharacters = function(text,index) {
text = text.replace(/\\/g, '\x1b');
text = text.replace(/\x1b\x1b/g, '\\');
text = text.replace(/\x1bB\[(\d+)\]/gi, function() {
this.choice_background = parseInt(arguments);
return "";
}.bind(this));
return Galv.VNC.Window_ChoiceList_convertEscapeCharacters.call(this,text);
};
Window_ChoiceList.prototype.itemRectForText = function(index) {
let rect = this.itemRect(index);
if ($gameSystem.vnChoices) {
let txt = $gameMessage._choices;
// count icon code
let icons = txt.match(/\\i\[/g) || txt.match(/\\I\[/g);
icons = icons ? icons.length * 36 : 0;
txt = this.convertEscapeCharacters(txt,index);
txt = txt.replace(/i\[\d*\]/g,"");
txt = txt.replace(/I\[\d*\]/g,"");
txt = txt.replace(/c\[\d*\]/g,"");
txt = txt.replace(/C\[\d*\]/g,"");
const txtSize = this.textWidth(txt) + icons;
rect.x = (Galv.VNC.width - txtSize) / 2;
} else {
rect.x += $gameSystem.windowPadding();
};
rect.width -= $gameSystem.windowPadding() * 2;
return rect;
};
Window_ChoiceList.prototype.windowWidth = function() {
const width = this.maxChoiceWidth() + this.padding * 2;
return Math.min(width, Graphics.boxWidth);
};
Galv.VNC.Window_ChoiceList_maxChoiceWidth = Window_ChoiceList.prototype.maxChoiceWidth;
Window_ChoiceList.prototype.maxChoiceWidth = function() {
if ($gameSystem.vnChoices) {
return Galv.VNC.width;
} else {
return Galv.VNC.Window_ChoiceList_maxChoiceWidth.call(this);
};
};
Galv.VNC.Window_Message_updateFloatChoiceWindow = Window_Message.prototype.updateFloatChoiceWindow;
Window_Message.prototype.updateFloatChoiceWindow = function() {
if ($gameSystem.vnChoices) {
let targetY = Graphics.height - this._choiceListWindow.height;
if (this.y + this.height > targetY) targetY = 0;
this._choiceListWindow.y = targetY;
return;
};
Galv.VNC.Window_Message_updateFloatChoiceWindow.call(this);
};
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