/*: * @plugindesc Namepop Ver 1.03 NPC名称显示 * @author Morpho(dongdongDJH) * * @help * 在地图事件注释栏内填入 NAMEPOP|高度修正值|字体Size|字体颜色; * 高度修正值单位为1格,不填默认为1,字体大小不填默认为18; * 例:NAMEPOP|1|18|#00FF00 ; NAMEPOP||20 ; * 注:一定要用‘|’分隔高度修正值和字体Size; * 若要调整描边 请直接在下方代码中调整 (ps:0.8是颜色的透明度,0-1) */ (function() { _Sprite_Character_prototype_initialize = Sprite_Character.prototype.initialize; Sprite_Character.prototype.initialize = function(character) { _Sprite_Character_prototype_initialize.call(this, character); this._tempCharacter = character; if (character instanceof Game_Event) { if (character.event().note.match("NAMEPOP") != null) { var notetext = character.event().note.split("|"); this._namepopY = Number(notetext[1]) || 1; this._fontSize = Number(notetext[2]) || 18; this._BYcolor = notetext[3] || "#FFFFFF"; this.createNamepopSet(); } } }; Sprite_Character.prototype.createNamepopSet = function() { var h = this._fontSize; this._namepopSprite = new Sprite(); this._namepopSprite.bitmap = new Bitmap(h * 10, h); this._namepopSprite.bitmap.fontSize = h; this._namepopSprite.bitmap.outlineColor = "rgba(0, 0, 0, 0.8)"//描边颜色 this._namepopSprite.bitmap.outlineWidth = 4;//字体描边 this._namepopSprite.bitmap.textColor = this._BYcolor;//字体颜色 this._namepopSprite.bitmap.drawText(this._tempCharacter.event().name, 0, 0, h * 10, h, 'center'); this._namepopSprite.anchor.x = 0.5; this._namepopSprite.anchor.y = 1; this._namepopSprite.y = this.y - this._namepopY * 48; this.addChild(this._namepopSprite); }; // ---- 新增跟随事件显示 ---- _Sprite_Character_prototype_setCharacterBitmap = Sprite_Character.prototype.setCharacterBitmap; Sprite_Character.prototype.setCharacterBitmap = function() { _Sprite_Character_prototype_setCharacterBitmap.call(this); if (this._tempCharacter instanceof Game_Event) { this._BYconditions = this._tempCharacter.findProperPageIndex(); if(this._BYconditions >= 0 && this._namepopSprite){ this._namepopSprite.visible = true; }else if(this._namepopSprite){ this._namepopSprite.visible = false; } } }; // ---- Game_Event ---- // ------------------------------- // _Game_Event_prototype_refresh = Game_Event.prototype.refresh; // Game_Event.prototype.refresh = function() { // _Game_Event_prototype_refresh.call(this); // }; }());