Project1
标题:
如何删除打开任务/加点系统界面后背景的背景暗化效果?
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作者:
hcm
时间:
2013-12-2 13:16
标题:
如何删除打开任务/加点系统界面后背景的背景暗化效果?
本帖最后由 hcm 于 2013-12-2 13:20 编辑
以下的任务系统和加点系统在开启界面后地图会极限暗化(淡出),请问如何去除这一效果。
希望透过半透明的窗口可以正常看到地图,像商店界面等那样。。
任务系统:
=begin
领取任务:$game_party.get_task(任意数字,任务名称,任务描述)
完成任务:$game_party.finish_task(领取任务时设定的数字)
对已有任务追加说明:$game_party.add_task(任务编号,任务追加描述)
如:
前面有事件$game_party.get_task(1,"测试","只是测试")
此时任务1的说明为
>只是测试
后面完成任务的脚本就是$game_party.finish_task(1)
追加说明$game_party.add_task(1,"真的只是测试哦")
此时任务1的说明为:
>只是测试
>真的只是测试哦
召唤任务界面:SceneManager.call(Scene_Task)
该脚本来自66rpg,发布者:韩云溪
改进:工藤由纪(论坛ID:zyyczp)
=end
#===========================================================
#●任务系统
#===========================================================
class Task
attr_reader :desc
attr_reader :finished
def initialize(origin_name,desc)
@origin_name = origin_name
@desc = desc
@finished = false
end
def name
if @finished
return @origin_name + ""
else
return @origin_name
end
end
def desc=(desc)
@desc = desc
end
def finish
@finished = true
end
end
class Game_Party < Game_Unit
alias old_init initialize
def initialize
old_init
@tasks = {}
end
def add_task(i,desc)
@tasks[i].desc = @tasks[i].desc + "\n" + desc
end
def get_task(i,name,desc)
@tasks[i]=Task.new(name,desc)
end
def have_task?(i)
@tasks[i] != nil
end
def finish_task(i)
@tasks[i].finish if have_task?(i)
end
def unfinished_tasks
n = []
for i in @tasks.values
next if i.finished
n.push(i)
end
return n
end
def finished_tasks
n = []
for i in @tasks.values
next unless i.finished
n.push(i)
end
return n
end
end
class Window_Task_Type < Window_HorzCommand
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 0)
activate
end
def window_width
return Graphics.width
end
def col_max
return 3
end
#--------------------------------------------------------------------------
# ● コマンドリストの作成
#--------------------------------------------------------------------------
def make_command_list
add_command("未完成任务", :unfinished_task)
add_command("已完成任务", :finished_task)
add_command("取消", :cancel)
end
end
class Window_TaskLeft < Window_Selectable
attr_reader :finished
def initialize
super(0,48,160,Graphics.height - 48)
create_contents
@finished = false
[url=home.php?mod=space&uid=370741]@Index[/url] = 0
refresh
deactivate
end
def set_finish(finish)
@finished = finish
set_item_max
end
def item_max
return @item_max != nil ? @item_max : 0
end
def set_item_max
if @finished
@item_max = $game_party.finished_tasks.size
else
@item_max = $game_party.unfinished_tasks.size
end
end
def refresh
set_item_max
super
end
#--------------------------------------------------------------------------
# ● 項目の描画
#--------------------------------------------------------------------------
def draw_item(index)
text = ""
unless @finished
if $game_party.unfinished_tasks[index] != nil
text = $game_party.unfinished_tasks[index].name
end
else
if $game_party.finished_tasks[index] != nil
text = $game_party.finished_tasks[index].name
end
end
draw_text(item_rect_for_text(index), text)
end
end
class Window_TaskRight < Window_Base
attr_reader :left_index
def initialize
super(160,48,Graphics.width - 160,Graphics.height - 48)
create_contents
@left_index = 0
@finished = false
refresh
end
def set_index(i)
@left_index = i
refresh
end
def set_finish(i)
@finished = i
end
def refresh
contents.clear
draw_desc
end
def draw_desc
if @finished
if $game_party.finished_tasks[@left_index] != nil
draw_text_ex(0,0,$game_party.finished_tasks[@left_index].desc)
end
else
if $game_party.unfinished_tasks[@left_index] != nil
draw_text_ex(0,0,$game_party.unfinished_tasks[@left_index].desc)
end
end
end
end
class Scene_Task < Scene_Base
def start
super
create_task_type_window
create_left_window
create_right_window
end
def update
super
if @left_window.active
if Input.trigger?(:B)
@left_window.deactivate
@task_type_window.activate
end
if Input.trigger?(:UP) || Input.trigger?(:DOWN)
@right_window.set_finish(@left_window.finished)
@right_window.set_index(@left_window.index)
end
end
end
def terminate
super
end
def create_task_type_window
@task_type_window = Window_Task_Type.new
@task_type_window.set_handler(:unfinished_task,method(:view_unfinished_task))
@task_type_window.set_handler(:finished_task,method(:view_finished_task))
@task_type_window.set_handler(:cancel,method(:return_scene))
end
def create_left_window
@left_window = Window_TaskLeft.new
@left_window.set_finish(false)
@left_window.refresh
end
def create_right_window
@right_window = Window_TaskRight.new
@right_window.refresh
end
def view_unfinished_task
@left_window.set_finish(false)
@left_window.refresh
@left_window.activate
@task_type_window.deactivate
@right_window.set_finish(false)
@right_window.set_index(@left_window.index)
end
def view_finished_task
@left_window.set_finish(true)
@left_window.refresh
@left_window.activate
@task_type_window.deactivate
@right_window.set_finish(true)
@right_window.set_index(@left_window.index)
end
end
复制代码
加点系统:
#原作者:superufo
#转换者:消失的三千
#原脚本出处:http://rpg.blue/thread-73243-1-1.html
#要修改加点的属性在280~318行
LEVEL_UP_POINT = 3 #升级时所获得的点数
LEVEL_UP_VARIABLE = 50 #控制角色属性点的变量
#比如说角色ID1的属性变量就是51,ID2就是52,依此推类
class Game_Actor < Game_Battler
def level_up
[url=home.php?mod=space&uid=22147]@level[/url] += 1
$game_variables[self.id + LEVEL_UP_VARIABLE] += LEVEL_UP_POINT
for learning in self.class.learnings
learn_skill(learning.skill_id) if learning.level == @level
end
end
end
class Window_PointCommand < Window_Command
def initialize
super(25,200)
self.opacity = 0
self.z = 1000
open
end
def window_width
return 115
end
def make_command_list
add_command("+MHP", :HPBoost)#(Vocab::param(0), :HPBoost)
add_command("+MSP", :MPBoost)#(Vocab::param(1), :MPBoost)
add_command("+ATK", :ATKBoost)#(Vocab::param(2), :ATKBoost)
add_command("+DEF", :DEFBoost)#(Vocab::param(3), :DEFBoost)
add_command("+MAT", :MATBoost)#(Vocab::param(4), :MATBoost)
add_command("+MDF", :MDFBoost)#(Vocab::param(5), :MDFBoost)
add_command("+AGI", :AGIBoost)#(Vocab::param(6), :AGIBoost)
add_command("+LUK", :LUKBoost)#(Vocab::param(7), :LUKBoost)
add_command("重叠加点", :PointReset)
add_command("确认加点", :PointBoost)
end
def point_enought
$point > 0
end
end
class Window_Base < Window
def draw_actor_hp_lvup(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x , y, 96, 32, Vocab::param(0))
if $temp_hp == 0
self.contents.font.color = normal_color
self.contents.draw_text(x + 70 , y, 48, 32, actor.mhp.to_s, 2)
else
mhp = actor.mhp + $temp_hp
self.contents.font.color = Color.new(255, 128, 128, 255)
self.contents.draw_text(x + 75 , y, 48, 32, mhp.to_s ,2)
self.contents.font.color = normal_color
if $temp_hp >=0
self.contents.font.color = Color.new(255, 128, 128, 255)
self.contents.draw_text(x + 105, y, 36, 32, " +",2)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 105, y, 36, 32, " -",2)
end
self.contents.draw_text(x + 145, y, 32, 32, $temp_hp.to_s, 1)
self.contents.font.color = normal_color
end
end
def draw_actor_mp_lvup(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x , y, 96, 32, Vocab::param(1))
if $temp_mp == 0
self.contents.font.color = normal_color
self.contents.draw_text(x + 70 , y, 48, 32, actor.mmp.to_s, 2)
else
mmp = actor.mmp + $temp_mp
self.contents.font.color = Color.new(255, 128, 128, 255)
self.contents.draw_text(x + 75 , y, 48, 32, mmp.to_s ,2)
self.contents.font.color = normal_color
if $temp_mp >=0
self.contents.font.color = Color.new(255, 128, 128, 255)
self.contents.draw_text(x + 105, y, 36, 32, " +",2)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 105, y, 36, 32, " -",2)
end
self.contents.draw_text(x + 145, y, 32, 32, $temp_mp.to_s, 1)
self.contents.font.color = normal_color
end
end
def draw_actor_lvup(actor, x, y, type)
lvup = normal_color
upcolor = Color.new(255, 128, 128, 255)
self.contents.font.color = normal_color
case type
when 0
parameter_name = Vocab::param(2)
parameter_value = actor.atk
parameter_value_temp = parameter_value + $temp_atk
if $temp_atk != 0
lvup = upcolor
if $temp_atk >= 0
self.contents.font.color = lvup
self.contents.draw_text(x + 205, y, 80, 32, "+",0)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 205, y, 80, 32, "-",0)
end
self.contents.draw_text(x + 205, y, 88, 32, $temp_atk.abs.to_s,1)
self.contents.font.color = normal_color
end
when 1
parameter_name = Vocab::param(3)
parameter_value = actor.def
parameter_value_temp = parameter_value + $temp_def
if $temp_def != 0
lvup = upcolor
if $temp_def >= 0
self.contents.font.color = lvup
self.contents.draw_text(x + 205, y, 80, 32, "+",0)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 205, y, 80, 32, "-",0)
end
self.contents.draw_text(x + 205, y, 88, 32, $temp_def.abs.to_s,1)
self.contents.font.color = normal_color
end
when 2
parameter_name = Vocab::param(4)
parameter_value = actor.mat
parameter_value_temp = parameter_value + $temp_mat
if $temp_mat != 0
lvup = upcolor
if $temp_mat >= 0
self.contents.font.color = lvup
self.contents.draw_text(x + 205, y, 80, 32, "+",0)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 205, y, 80, 32, "-",0)
end
self.contents.draw_text(x + 205, y, 88, 32, $temp_mat.abs.to_s,1)
self.contents.font.color = normal_color
end
when 3
parameter_name = Vocab::param(5)
parameter_value = actor.mdf
parameter_value_temp = parameter_value + $temp_mdf
if $temp_mdf != 0
lvup = upcolor
if $temp_mdf >= 0
self.contents.font.color = lvup
self.contents.draw_text(x + 205, y, 80, 32, "+",0)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 205, y, 80, 32, "-",0)
end
self.contents.draw_text(x + 205, y, 88, 32, $temp_mdf.abs.to_s,1)
self.contents.font.color = normal_color
end
when 4
parameter_name = Vocab::param(6)
parameter_value = actor.agi
parameter_value_temp = parameter_value + $temp_agi
if $temp_agi != 0
lvup = upcolor
if $temp_agi >= 0
self.contents.font.color = lvup
self.contents.draw_text(x + 205, y, 80, 32, "+",0)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 205, y, 80, 32, "-",0)
end
self.contents.draw_text(x + 205, y, 88, 32, $temp_agi.abs.to_s,1)
self.contents.font.color = normal_color
end
when 5
parameter_name = Vocab::param(7)
parameter_value = actor.luk
parameter_value_temp = parameter_value + $temp_luk
if $temp_luk != 0
lvup = upcolor
if $temp_luk >= 0
self.contents.font.color = lvup
self.contents.draw_text(x + 205, y, 80, 32, "+",0)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 205, y, 80, 32, "-",0)
end
self.contents.draw_text(x + 205, y, 88, 32, $temp_luk.abs.to_s,1)
self.contents.font.color = normal_color
end
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 86, y, 36, 32, parameter_value.to_s)
self.contents.draw_text(x + 110, y, 36, 32, "→")
self.contents.font.color = lvup
self.contents.draw_text(x + 146, y, 96, 32, parameter_value_temp.to_s)
self.contents.font.color = normal_color
end
end
class Window_Lvpoint < Window_Base
def initialize
super(28,300,180,60)
self.opacity = 0
refresh
end
def refresh
self.contents.clear
parameter_name = "剩余点数"
parameter_value = $point
self.contents.font.color = system_color
self.contents.draw_text(0, 0, self.contents.width, self.contents.height, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, self.contents.width, self.contents.height, parameter_value.to_s,2)
end
end
class Window_Lvup < Window_Base
def initialize
super(0, 0, 800, 544)
# self.opacity = 0
self.contents = Bitmap.new(width - 25, height - 25)
[url=home.php?mod=space&uid=95897]@actor[/url] = $game_party.menu_actor
refresh
end
def refresh
self.contents.clear
draw_actor_face(@actor, 0, 0)
change_color(system_color)
draw_text(30, 15, 180, line_height, "Name:")
draw_text(260, 15, 180, line_height, "Race:")
draw_text(450, 15, 180, line_height, "Nickname:")
change_color(normal_color)
draw_actor_name(@actor, 90, 15)
draw_actor_class(@actor, 290, 15)
draw_actor_nickname(@actor, 550, 15)
draw_actor_level(@actor, 130, 270)
draw_actor_hp_lvup(@actor, 120, 55)
draw_actor_mp_lvup(@actor, 120, 79)
draw_actor_lvup(@actor, 120, 103, 0)
draw_actor_lvup(@actor, 120, 127, 1)
draw_actor_lvup(@actor, 120, 151, 2)
draw_actor_lvup(@actor, 120, 175, 3)
draw_actor_lvup(@actor, 120, 199, 4)
draw_actor_lvup(@actor, 120, 223, 5)
end
end
class Scene_Lvup < Scene_Base
def initialize
# super(128,128,128,58)
[url=home.php?mod=space&uid=95897]@actor[/url] = $game_party.menu_actor
set_data
create_window
end
def dispose_background
@background_sprite.dispose
end
def create_window
@command_window = Window_PointCommand.new
@command_window.set_handler(:HPBoost, method(:CommandHPBoost))
@command_window.set_handler(:MPBoost, method(:CommandMPBoost))
@command_window.set_handler(:ATKBoost, method(:CommandATKBoost))
@command_window.set_handler(:DEFBoost, method(:CommandDEFBoost))
@command_window.set_handler(:MATBoost, method(:CommandMATBoost))
@command_window.set_handler(:MDFBoost, method(:CommandMDFBoost))
@command_window.set_handler(:AGIBoost, method(:CommandAGIBoost))
@command_window.set_handler(:LUKBoost, method(:CommandLUKBoost))
@command_window.set_handler(:PointReset, method(:reset_point))
@command_window.set_handler(:PointBoost, method(:process_point))
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.y = 56
@lvup_window = Window_Lvup.new
@lvpoint_window = Window_Lvpoint.new
end
def set_data
reset_point
@hp_hp = 15;@hp_mp = 0
@hp_atk = 0;@hp_def = 0
@hp_mat = 0;@hp_mdf = 0
@hp_agi = 0;@hp_luk = 0
@mp_hp = 0;@mp_mp = 10
@mp_atk = 0;@mp_def = 0
@mp_mat = 0;@mp_mdf = 0
@mp_agi = 0;@mp_luk = 0
@atk_hp = 0;@atk_mp = 0
@atk_atk = 1;@atk_def = 0
@atk_mat = 0;@atk_mdf = 0
@atk_agi = 0;@atk_luk = 0
@def_hp = 0;@def_mp = 0
@def_atk = 0;@def_def = 1
@def_mat = 0;@def_mdf = 0
@def_agi = 0;@def_luk = 0
@mat_hp = 0;@mat_mp = 0
@mat_atk = 0;@mat_def = 0
@mat_mat = 1;@mat_mdf = 0
@mat_agi = 0;@mat_luk = 0
@mdf_hp = 0;@mdf_mp = 0
@mdf_atk = 0;@mdf_def = 0
@mdf_mat = 0;@mdf_mdf = 1
@mdf_agi = 0;@mdf_luk = 0
@agi_hp = 0;@agi_mp = 0
@agi_atk = 0;@agi_def = 0
@agi_mat = 0;@agi_mdf = 0
@agi_agi = 1;@agi_luk = 0
@luk_hp = 0;@luk_mp = 0
@luk_atk = 0;@luk_def = 0
@luk_mat = 0;@luk_mdf = 0
@luk_agi = 0;@luk_luk = 1
end
def window_refresh
@lvup_window.refresh
@lvpoint_window.refresh
@command_window.activate
end
def CommandHPBoost
Sound.play_buzzer if $point == 0
@command_window.activate if $point == 0
return if $point == 0
$temp_hp += @hp_hp
$temp_mp += @hp_mp
$temp_atk += @hp_atk
$temp_def += @hp_def
$temp_mat += @hp_mat
$temp_mdf += @hp_mdf
$temp_agi += @hp_agi
$temp_luk += @hp_luk
$point -= 1
window_refresh
end
def CommandMPBoost
Sound.play_buzzer if $point == 0
@command_window.activate if $point == 0
return if $point == 0
$temp_hp += @mp_hp
$temp_mp += @mp_mp
$temp_atk += @mp_atk
$temp_def += @mp_def
$temp_mat += @mp_mat
$temp_mdf += @mp_mdf
$temp_agi += @mp_agi
$temp_luk += @mp_luk
$point -= 1
window_refresh
end
def CommandATKBoost
Sound.play_buzzer if $point == 0
@command_window.activate if $point == 0
return if $point == 0
$temp_hp += @atk_hp
$temp_mp += @atk_mp
$temp_atk += @atk_atk
$temp_def += @atk_def
$temp_mat += @atk_mat
$temp_mdf += @atk_mdf
$temp_agi += @atk_agi
$temp_luk += @atk_luk
$point -= 1
window_refresh
end
def CommandDEFBoost
Sound.play_buzzer if $point == 0
@command_window.activate if $point == 0
return if $point == 0
$temp_hp += @def_hp
$temp_mp += @def_mp
$temp_atk += @def_atk
$temp_def += @def_def
$temp_mat += @def_mat
$temp_mdf += @def_mdf
$temp_agi += @def_agi
$temp_luk += @def_luk
$point -= 1
window_refresh
end
def CommandMATBoost
Sound.play_buzzer if $point == 0
@command_window.activate if $point == 0
return if $point == 0
$temp_hp += @mat_hp
$temp_mp += @mat_mp
$temp_atk += @mat_atk
$temp_def += @mat_def
$temp_mat += @mat_mat
$temp_mdf += @mat_mdf
$temp_agi += @mat_agi
$temp_luk += @mat_luk
$point -= 1
window_refresh
end
def CommandMDFBoost
Sound.play_buzzer if $point == 0
@command_window.activate if $point == 0
return if $point == 0
$temp_hp += @mdf_hp
$temp_mp += @mdf_mp
$temp_atk += @mdf_atk
$temp_def += @mdf_def
$temp_mat += @mdf_mat
$temp_mdf += @mdf_mdf
$temp_agi += @mdf_agi
$temp_luk += @mdf_luk
$point -= 1
window_refresh
end
def CommandAGIBoost
Sound.play_buzzer if $point == 0
@command_window.activate if $point == 0
return if $point == 0
$temp_hp += @agi_hp
$temp_mp += @agi_mp
$temp_atk += @agi_atk
$temp_def += @agi_def
$temp_mat += @agi_mat
$temp_mdf += @agi_mdf
$temp_agi += @agi_agi
$temp_luk += @agi_luk
$point -= 1
window_refresh
end
def CommandLUKBoost
Sound.play_buzzer if $point == 0
@command_window.activate if $point == 0
return if $point == 0
$temp_hp += @luk_hp
$temp_mp += @luk_mp
$temp_atk += @luk_atk
$temp_def += @luk_def
$temp_mat += @luk_mat
$temp_mdf += @luk_mdf
$temp_agi += @luk_agi
$temp_luk += @luk_luk
$point -= 1
window_refresh
end
def reset_point
$point = $game_variables[@actor.id + LEVEL_UP_VARIABLE]
$temp_hp = 0
$temp_mp = 0
$temp_atk = 0
$temp_def = 0
$temp_mat = 0
$temp_mdf = 0
$temp_agi = 0
$temp_luk = 0
window_refresh if @command_window != nil
end
def process_point
if $temp_hp + $temp_mp + $temp_atk + $temp_def + $temp_mat + $temp_mdf + $temp_agi + $temp_luk < 1
Sound.play_buzzer
@command_window.activate
return
else
$game_variables[@actor.id + LEVEL_UP_VARIABLE] = $point
@actor.add_param(0, $temp_hp)
@actor.add_param(1, $temp_mp)
@actor.add_param(2, $temp_atk)
@actor.add_param(3, $temp_def)
@actor.add_param(4, $temp_mat)
@actor.add_param(5, $temp_mdf)
@actor.add_param(6, $temp_agi)
@actor.add_param(7, $temp_luk)
reset_point
end
end
end
复制代码
作者:
Sion
时间:
2013-12-2 15:46
本帖最后由 Sion 于 2013-12-2 15:47 编辑
class Scene_Task < Scene_Base
复制代码
改成
class Scene_Task < Scene_MenuBase
复制代码
就可以了
加点的应该也差不多
作者:
hcm
时间:
2013-12-3 08:51
本帖最后由 hcm 于 2013-12-3 08:54 编辑
Sion 发表于 2013-12-2 15:46
改成就可以了
加点的应该也差不多
多谢版主。
顺便问一下:
http://rpg.blue/thread-339725-1-1.html
是否可以回答?
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