Project1
标题:
獲得道具時彈窗顯示腳本,請求修改
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作者:
冷徹心扉
时间:
2013-1-28 17:47
标题:
獲得道具時彈窗顯示腳本,請求修改
本帖最后由 冷徹心扉 于 2013-1-28 17:50 编辑
这脚本相当优异,使用上也没有问题
但有几个地方希望能够请版上的高手们协助优化
1.战斗后获得的相同战利品能够合并计算
(如从两只史莱姆身上各掉1罐空瓶,会分两次弹窗显示为 空瓶x1、空瓶x1,希望能改为空瓶x2 藉此省去玩家的等待时间)
2.此外,有无可能在弹窗的同时,玩家依然能够移动?类似于并行处理那样
(预设是类似自动执行那样,弹窗的时候游戏为静止状态)
感激不尽
#==============================================================================
# Chest Item Pop-Up
#==============================================================================
# Author : OriginalWij
# Version : 3.1
#==============================================================================
# To use:
#
# Normal Mode : turn on the switch (designated below) BEFORE
# each gold/item addition
# Automatic Mode : turn on the switch (designated below) if you DON'T want
# popups and then turn the switch off when done
#
# To call manually:
#
# (useful if using a break-limits script and popping-up 100+ of one item)
#
# $scene = Chest_Popup.new(type, amount, index, add = false, x = pX, y = pY)
# type : 0 :gold, 1 :items, 2 :weapons, 3 :armor
# amount : number of items "gaining"
# index : item ID
# add : adds item(s) shown into inventory if true (default = false)
# x : custom X coordinate to pop-up at (default = player X)
# y : custom Y coordinate to pop-up at (default = player Y)
#==============================================================================
#==============================================================================
# NOTE: when adding multiple (different) items in an event, insert a WAIT(1)
# between them (insert the WAIT(1) even if in AUTOMATIC mode)
#==============================================================================
# NOTE: the switch turns itself off after each "add item/gold" event command
# UNLESS in automatic mode (you MUST turn it off MANUALLY in auto-mode)
#==============================================================================
# NOTE: insert a WAIT(7) between a text message and adding items in events
# (allows time for the message window to close)
#==============================================================================
#自動彈跳視窗
AUTO_POPUP = true
#彈跳窗口開關
POPUP_SWITCH = 11
# 金錢的圖示icon編號 205
GOLD_ICON = 204
# 同樣道具只出現一次彈跳視窗
ONLY_SHOW_ONE = true
# 戰鬥後戰利品的跳出視窗
BATTLE_POP = true
BATTLE_REWARD = ''#掉落道具
# 彈出窗口時播放音效?
PLAY_P_SND = true
#######################################################
# 3 options below are valid ONLY if PLAY_P_SND = true #
#######################################################
# Sound to play upon popup
#~ P_SND = 'Audio/SE/Chime2'
P_SND = 'Audio/SE/新取得'
P_SND_V = 75 #100 音量
P_SND_P = 100 #150 音調高低
# 播放關閉視窗的音效?
PLAY_C_SND = true
#######################################################
# 3 options below are valid ONLY if PLAY_C_SND = true #
#######################################################
# Sound to play upon popup close
C_SND = 'Audio/SE/Cancel'
C_SND_V = 80
C_SND_P = 100
# Show popup text?
SHOW_POPUP_TEXT = true
##############################################################
# ALL options below are valid ONLY if SHOW_POPUP_TEXT = true #
##############################################################
# Show icon with popup text?
SHOW_POPUP_TEXT_ICON = true #顯示彈窗圖示
# Show "gold window" (total gold) when popping-up gold?
SHOW_GOLD_WINDOW = true #顯示總計金錢視窗
# Auto adjust window if over player
TEXT_WINDOW_MOVE = true #自動調整窗口
# Popup text window Y coordinate
TEXT_WINDOW_Y = 195 #彈出視窗的縱標180
# Popup text window X coordinate offset
# 0 (Zero) : 視窗中央
# negative integer : 置左offset left (centered)
# positive integer : 置右offset right (centered)
TEXT_WINDOW_X_OFFSET = 0
# Wait for button to close? (false = wait for time)
# ------------------------------------------------------------------------------------------------------------------------------------------
WAIT_FOR_BUTTON = false #等待確認按下
# Buttons to wait for
# (if WAIT_FOR_BUTTON = true)
# (Set both to the same button to check for only one)
BUTTON_TO_WAIT_FOR1 = Input::C
BUTTON_TO_WAIT_FOR2 = Input::B
# Frames to wait
# (if WAIT_FOR_BUTTON = false)
WAIT_FOR_TIME = 25 #要等多久
# ------------------------------------------------------------------------------------------------------------------------------------------
#==============================================================================
# Game_System
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# Public Instance Variables (Added)
#--------------------------------------------------------------------------
attr_accessor :battle_pop # holds items to popup after battle
attr_accessor :battle_pop_gold #
#--------------------------------------------------------------------------
# Initialize (Mod)
#--------------------------------------------------------------------------
alias chest_pop_gs_initialize initialize unless $@
def initialize
chest_pop_gs_initialize
@battle_pop = nil
@battle_pop_gold = 0
end
end
#==============================================================================
# Game_Interpreter
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# Change Gold (Mod)
#--------------------------------------------------------------------------
alias chest_pop_command_125 command_125 unless $@
def command_125
value = operate_value(@params[0], @params[1], @params[2])
# Pop-up
if $game_switches[POPUP_SWITCH] != AUTO_POPUP and @params[0] == 0
$scene = Chest_Popup.new(0, value, 1)
end
chest_pop_command_125
end
#--------------------------------------------------------------------------
# Change Items (Mod)
#--------------------------------------------------------------------------
alias chest_pop_command_126 command_126 unless $@
def command_126
value = operate_value(@params[1], @params[2], @params[3])
# Pop-up
if $game_switches[POPUP_SWITCH] != AUTO_POPUP and @params[1] == 0
$scene = Chest_Popup.new(1, value, @params[0])
end
chest_pop_command_126
end
#--------------------------------------------------------------------------
# Change Weapons (Mod)
#--------------------------------------------------------------------------
alias chest_pop_command_127 command_127 unless $@
def command_127
value = operate_value(@params[1], @params[2], @params[3])
# Pop-up
if $game_switches[POPUP_SWITCH] != AUTO_POPUP and @params[1] == 0
$scene = Chest_Popup.new(2, value, @params[0])
end
chest_pop_command_127
end
#--------------------------------------------------------------------------
# Change Armor (Mod)
#--------------------------------------------------------------------------
alias chest_pop_command_128 command_128 unless $@
def command_128
value = operate_value(@params[1], @params[2], @params[3])
# Pop-up
if $game_switches[POPUP_SWITCH] != AUTO_POPUP and @params[1] == 0
$scene = Chest_Popup.new(3, value, @params[0])
end
chest_pop_command_128
end
end
#==============================================================================
# Item Popup Window (New)
#==============================================================================
class Item_Popup_Window < Window_Base
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize(x, y)
super(0, 0, Graphics.width, Graphics.height) # res
self.opacity = 0
# Adjust X/Y to proper origin
@x, @y = x - 27, y - 60
end
#--------------------------------------------------------------------------
# Pop-Up
#--------------------------------------------------------------------------
def pop_up(icon_index, x_offset, y_offset)
self.contents.clear
# Draw pop-up icon
draw_icon(icon_index, @x + x_offset, @y + y_offset, true)
end
end
#==============================================================================
# Name window (New)
#==============================================================================
class Name_Window < Window_Base
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize(x, y, desc, no_desc, index, gold = false, icon = 0)
super(x, y, 56, WLH + 32-2)
# Adjust window to content's size and center
icon_x = self.contents.text_size(index).width + 6-4 #
width = self.contents.text_size(desc).width
self.width = width + 30#32
self.x = ((Graphics.width - self.width) / 2) + TEXT_WINDOW_X_OFFSET # res
create_contents
# Draw pop-up text
ix = no_desc ? 0 : icon_x
item_check = $game_system.battle_pop
gold_check = $game_system.battle_pop_gold
if BATTLE_POP and (item_check != nil or gold_check > 0) # If battle reward
ix += self.contents.text_size(BATTLE_REWARD).width + 2
end
tx = gold ? 4 : 0
draw_icon(icon, ix-1, 0-1) if SHOW_POPUP_TEXT_ICON and !gold #
self.contents.draw_text(tx-6, 0-1, width, WLH, desc, 0) #
draw_icon(GOLD_ICON, width - 24, 0, true) if gold
end
end
#==============================================================================
# Scene_Base
#==============================================================================
class Scene_Base
#--------------------------------------------------------------------------
# Initialize (New)
#--------------------------------------------------------------------------
def initialize
@disable_blur = false
end
#--------------------------------------------------------------------------
# Disable blur (New)
#--------------------------------------------------------------------------
def disable_blur=(enabled)
@disable_blur = enabled
end
#--------------------------------------------------------------------------
# Create Snapshot for Using as Background of Another Screen (Rewrite)
#--------------------------------------------------------------------------
def snapshot_for_background
$game_temp.background_bitmap.dispose
$game_temp.background_bitmap = Graphics.snap_to_bitmap
# Don't blur if disabled
$game_temp.background_bitmap.blur unless @disable_blur # changed
end
end
#==============================================================================
# Scene_Map
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# Start (Mod)
#--------------------------------------------------------------------------
alias chest_pop_start start unless $@
def start
chest_pop_start
# Popup battle rewards
if BATTLE_POP
if $game_system.battle_pop_gold > 0 # gold
gold = $game_system.battle_pop_gold
$game_system.battle_pop_gold = 0
$scene = Chest_Popup.new(0, gold, 0, true)
elsif $game_system.battle_pop != nil # items
item = $game_system.battle_pop.shift
if item == nil
$game_system.battle_pop = nil
else
type = 1 if item.is_a?(RPG::Item)
type = 2 if item.is_a?(RPG::Weapon)
type = 3 if item.is_a?(RPG::Armor)
$scene = Chest_Popup.new(type, 1, item.id, true)
end
end
end
end
end
#==============================================================================
# Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# Display Gained Experience and Gold (Rewrite)
#--------------------------------------------------------------------------
def display_exp_and_gold
# Save gold to popup after battle
$game_system.battle_pop_gold = $game_troop.gold_total if BATTLE_POP # added
exp = $game_troop.exp_total
gold = BATTLE_POP ? 0 : $game_troop.gold_total # changed
$game_party.gain_gold(gold) unless BATTLE_POP # changed
text = sprintf(Vocab::Victory, $game_party.name)
$game_message.texts.push('\|' + text)
if exp > 0
text = sprintf(Vocab::ObtainExp, exp)
$game_message.texts.push('\.' + text)
end
if gold > 0
text = sprintf(Vocab::ObtainGold, gold, Vocab::gold)
$game_message.texts.push('\.' + text)
end
wait_for_message
end
#--------------------------------------------------------------------------
# Display Gained Drop Items (Mod)
#--------------------------------------------------------------------------
alias chest_pop_display_drop_items display_drop_items unless $@
def display_drop_items
# Save items to popup after battle
$game_system.battle_pop = $game_troop.make_drop_items if BATTLE_POP
return if BATTLE_POP
chest_pop_display_drop_items
end
end
#==============================================================================
# Chest_Popup (New)
#==============================================================================
class Chest_Popup < Scene_Base
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize(type, amount, index, add = false, x = nil, y = nil)
x = $game_player.screen_x if x == nil
y = $game_player.screen_y if y == nil
$game_switches[POPUP_SWITCH] = !AUTO_POPUP
$scene.disable_blur = true
@x, @y, @amount = x, y, amount
[url=home.php?mod=space&uid=236945]@gold[/url] = @no_desc = false#
case type
when 0 # 金錢old
$game_party.gain_gold(amount) if add
@icon = GOLD_ICON
@desc_amount = ''
@desc = @amount.to_s #+ '' #
@amount = 1
[url=home.php?mod=space&uid=236945]@gold[/url] = false #
when 1 # 道具
$game_party.gain_item($data_items[index], amount) if add
@icon = $data_items[index].icon_index
#
#~ @desc_amount = '取得' + @amount.to_s + '個' #
@desc_amount = '' #
@desc_amount = '' if @amount == 1
@no_desc = true if @amount == 1
#取得道具名稱欄位
@desc = $data_items[index].name + ' x ' + @amount.to_s + '' #
@amount = 1 if ONLY_SHOW_ONE
when 2 # 武器
$game_party.gain_item($data_weapons[index], amount) if add
@icon = $data_weapons[index].icon_index
@desc_amount = ''
@desc_amount = '' if @amount == 1
@no_desc = true if @amount == 1
@desc = $data_weapons[index].name + ' x ' + @amount.to_s + ''
@amount = 1 if ONLY_SHOW_ONE
when 3 # 護具
$game_party.gain_item($data_armors[index], amount) if add
@icon = $data_armors[index].icon_index
@desc_amount = ''
@desc_amount = '' if @amount == 1
@no_desc = true if @amount == 1
@desc = $data_armors[index].name + ' x ' + @amount.to_s + ''
@amount = 1 if ONLY_SHOW_ONE
end
# Set index
@index = @desc_amount
# 添加描述文本
if @gold
@desc = @desc + ''#金幣和名稱的距離
else
if SHOW_POPUP_TEXT_ICON
@desc = @desc_amount + ' ' + @desc #
else
@desc = @desc_amount + '' + @desc if @desc_amount != ''
end
end
# If 戰鬥獎勵
item_check = $game_system.battle_pop
gold_check = $game_system.battle_pop_gold
if BATTLE_POP and (item_check != nil or gold_check > 0)
@desc = BATTLE_REWARD + @desc
end
end
#--------------------------------------------------------------------------
# Start
#--------------------------------------------------------------------------
def start
create_background
# Create pop-up window
@popup_window = Item_Popup_Window.new(@x, @y)
end
#--------------------------------------------------------------------------
# Terminate
#--------------------------------------------------------------------------
def terminate
# Dispose windows
@popup_window.dispose
@menuback_sprite.dispose
@name_window.dispose if SHOW_POPUP_TEXT
end
#--------------------------------------------------------------------------
# Return Scene
#--------------------------------------------------------------------------
def return_scene
# Turn off blur and pop-up switch
$scene.disable_blur = false
$game_switches[POPUP_SWITCH] = false
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
super
# Update pop-up window
@popup_window.update
@menuback_sprite.update
# Do the actual popping-up
do_popup
end
#--------------------------------------------------------------------------
# Update Basic
#--------------------------------------------------------------------------
def update_basic
Graphics.update
Input.update
end
#--------------------------------------------------------------------------
# Wait
#--------------------------------------------------------------------------
def wait(duration)
# Wait for DURATION frames
for i in 0..duration
update_basic
end
end
#--------------------------------------------------------------------------
# Wait for close
#--------------------------------------------------------------------------
def wait_for_close
count = 0
loop do
update_basic
count += 1
# Close if button 1 pressed
break if Input.trigger?(BUTTON_TO_WAIT_FOR1) and WAIT_FOR_BUTTON
# Close if button 2 pressed
break if Input.trigger?(BUTTON_TO_WAIT_FOR2) and WAIT_FOR_BUTTON
# Close if time elapsed
break if count >= WAIT_FOR_TIME and !WAIT_FOR_BUTTON
end
end
#--------------------------------------------------------------------------
# Create Background
#--------------------------------------------------------------------------
def create_background
# Create modified background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.update
end
#--------------------------------------------------------------------------
# Show Name
#--------------------------------------------------------------------------
def show_name
x = Graphics.width / 2 # res
y = TEXT_WINDOW_Y
py = $game_player.screen_y - 32
cy = (py - y).abs
# Offset Y if text box is above player's position
if cy < 128 and TEXT_WINDOW_MOVE
y = py < y ? y + (y / 2) : y - (y / 2)
end
# Create Window (and gold window)
@name_window = Name_Window.new(x, y, @desc, @no_desc, @index, @gold, @icon)
if SHOW_GOLD_WINDOW and @gold
@gold_window = Window_Gold.new(Graphics.width - 160, 0)
end
# Wait for button(s) or time
wait_for_close
# Close gold window
@gold_window.dispose if SHOW_GOLD_WINDOW and @gold
# Play sound
Audio.se_play(C_SND, C_SND_V, C_SND_P) if WAIT_FOR_BUTTON and PLAY_C_SND
end
#--------------------------------------------------------------------------
# Do Pop-Up
#--------------------------------------------------------------------------
def do_popup
# Pop-up icon(s)
for i in 1..@amount
Audio.se_play(P_SND, P_SND_V, P_SND_P) if PLAY_P_SND
for i in 0..4
@popup_window.pop_up(@icon, 0, i * -4) #
@popup_window.update
wait(0)
end
wait(0) if i != @amount and !ONLY_SHOW_ONE
end
wait(0)
# Pop-up text
show_name if SHOW_POPUP_TEXT
# Exit
return_scene
end
end
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