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这是我在法国网站上找到的一个关于菜单的脚本,真实效果未测,脚本很长,但是回复贴的人说这个菜单很酷。
- #==============================================================================#
- # ■ Scene_Menu #
- # Replaces the DMS. Made by Squall [email protected] #
- #==============================================================================#
- class Scene_Menu
- def initialize(menu_index = 0, actor_index = 0, equip_index = 0)
- @menu_index = menu_index
- @actor_index = actor_index
- @equip_index = equip_index
- @from_skill = false
- @from_item = false
- @from_command = false
- end
- def main
- @actor = $game_party.actors[@actor_index]
- s0 = $data_system.words.item
- s1 = $data_system.words.skill
- s2 = $data_system.words.equip
- s3 = "Equipe"
- s4 = "Sauvegarder"
- s5 = "Quitter"
- @command_window = Window_Command.new(160, [s0, s1, s2, s3, s4, s5])
- @command_window.index = @menu_index
- @command_window.x = 480
- @status_window = Window_MenuStatusMenu.new(@actor)
- @equip_window = Window_EquipRightMenu.new(@actor)
- @equip_window.index = @equip_index
- @skill_window = Window_SkillMenu.new(@actor)
- @items_window = Window_ItemMenu.new
- @item_window1 = Window_EquipItemMenu.new(@actor, 0)
- @item_window2 = Window_EquipItemMenu.new(@actor, 1)
- @item_window3 = Window_EquipItemMenu.new(@actor, 2)
- @item_window4 = Window_EquipItemMenu.new(@actor, 3)
- @item_window5 = Window_EquipItemMenu.new(@actor, 4)
- @playtime_window = Window_PlayTime.new
- @playtime_window.x = 480
- @playtime_window.y = 224
- @steps_window = Window_Steps.new
- @steps_window.x = 480
- @steps_window.y = 320
- @gold_window = Window_Gold.new
- @gold_window.x = 480
- @gold_window.y = 416
- @target_window = Window_TargetMenu.new
- refresh
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- @command_window.dispose
- @status_window.dispose
- @equip_window.dispose
- @skill_window.dispose
- @items_window.dispose
- @item_window1.dispose
- @item_window2.dispose
- @item_window3.dispose
- @item_window4.dispose
- @item_window5.dispose
- @playtime_window.dispose
- @steps_window.dispose
- @gold_window.dispose
- @target_window.dispose
- end
- #----------------------------------------------------------------------------#
- # ● refresh windows when equipping items #
- #----------------------------------------------------------------------------#
- def refresh
- @item_window1.visible = (@equip_window.index == 0)
- @item_window2.visible = (@equip_window.index == 1)
- @item_window3.visible = (@equip_window.index == 2)
- @item_window4.visible = (@equip_window.index == 3)
- @item_window5.visible = (@equip_window.index == 4)
- item1 = @equip_window.item
- case @equip_window.index
- when 0
- @item_window = @item_window1
- when 1
- @item_window = @item_window2
- when 2
- @item_window = @item_window3
- when 3
- @item_window = @item_window4
- when 4
- @item_window = @item_window5
- end
- if @equip_window.active
- @status_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil)
- end
- if @item_window.active
- item2 = @item_window.item
- last_hp = @actor.hp
- last_sp = @actor.sp
- @actor.equip(@equip_window.index, item2 == nil ? 0 : item2.id)
- new_atk = @actor.atk
- new_pdef = @actor.pdef
- new_mdef = @actor.mdef
- new_str = @actor.str
- new_dex = @actor.dex
- new_agi = @actor.agi
- new_int = @actor.int
- new_eva = @actor.eva
- @actor.equip(@equip_window.index, item1 == nil ? 0 : item1.id)
- @actor.hp = last_hp
- @actor.sp = last_sp
- @status_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int, new_eva)
- else
- unless @equip_window.active
- @item_window.visible = false
- end
- end
- end
- def update
- @command_window.update
- @status_window.update
- @equip_window.update
- @skill_window.update
- @items_window.update
- @item_window1.update
- @item_window2.update
- @item_window3.update
- @item_window4.update
- @item_window5.update
- @playtime_window.update
- @steps_window.update
- @gold_window.update
- @target_window.update
- refresh
- if @command_window.active
- @equip_window.index = -1
- update_command
- return
- end
- if @items_window.active
- update_items
- return
- end
- if @skill_window.active
- update_skill
- return
- end
- if @equip_window.active
- update_equip
- return
- end
- if @from_skill == true
- if @target_window.active
- update_target_skill
- return
- end
- elsif @from_item == true
- if @target_window.active
- update_target_item
- return
- end
- elsif @from_command == true
- if @target_window.active
- update_target_party
- return
- end
- end
- if @item_window != nil and @item_window.active
- update_itemequip
- return
- end
- end
- #----------------------------------------------------------------------------#
- # ● update the command window #
- #----------------------------------------------------------------------------#
- def update_command
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Map.new
- return
- end
- if Input.trigger?(Input::RIGHT)
- $game_system.se_play($data_system.cursor_se)
- @actor_index += 1
- @actor_index %= $game_party.actors.size
- $scene = Scene_Menu.new(0, @actor_index)
- return
- end
- if Input.trigger?(Input::LEFT)
- $game_system.se_play($data_system.cursor_se)
- @actor_index += $game_party.actors.size - 1
- @actor_index %= $game_party.actors.size
- $scene = Scene_Menu.new(0, @actor_index)
- return
- end
- if Input.trigger?(Input::R)
- @skill_window.page_up
- @skill_window.index = -1
- return
- end
- if Input.trigger?(Input::L)
- @skill_window.page_down
- @skill_window.index = -1
- return
- end
- if Input.trigger?(Input::C)
- case @command_window.index
- when 0
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @items_window.visible = true
- @items_window.active = true
- @items_window.index = 0
- when 1
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @skill_window.active = true
- @skill_window.index = 0
- when 2
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @equip_window.active = true
- @equip_window.index = 0
- when 3
- $game_system.se_play($data_system.decision_se)
- @target_window.active = true
- @target_window.visible = true
- @target_window.index = 0
- @command_window.active = false
- @from_command = true
- when 4
- if $game_system.save_disabled
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Save.new
- when 5
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_End.new
- end
- return
- end
- end
- #----------------------------------------------------------------------------#
- # ● update the item window #
- #----------------------------------------------------------------------------#
- def update_items
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @command_window.active = true
- @items_window.visible = false
- @items_window.active = false
- @items_window.index = -1
- return
- end
- if Input.trigger?(Input::C)
- @item = @items_window.item
- unless @item.is_a?(RPG::Item)
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- unless $game_party.item_can_use?(@item.id)
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- if @item.scope >= 3
- @items_window.active = false
- @target_window.visible = true
- @target_window.active = true
- @from_item = true
- if @item.scope == 4 || @item.scope == 6
- @target_window.index = -1
- else
- @target_window.index = 0
- end
- else
- if @item.common_event_id > 0
- $game_temp.common_event_id = @item.common_event_id
- $game_system.se_play(@item.menu_se)
- if @item.consumable
- $game_party.lose_item(@item.id, 1)
- @items_window.draw_item(@item_window.index)
- end
- $scene = Scene_Map.new
- return
- end
- end
- return
- end
- end
- #----------------------------------------------------------------------------#
- # ● update the skill window #
- #----------------------------------------------------------------------------#
- def update_skill
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @command_window.active = true
- @skill_window.active = false
- @skill_window.index = -1
- return
- end
- if Input.trigger?(Input::C)
- @skill = @skill_window.skill
- if @skill == nil or not @actor.skill_can_use?(@skill.id)
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- if @skill.scope >= 3
- @skill_window.active = false
- @target_window.visible = true
- @target_window.active = true
- @from_skill = true
- if @skill.scope == 4 || @skill.scope == 6
- @target_window.index = -1
- elsif @skill.scope == 7
- @target_window.index = @actor_index - 10
- else
- @target_window.index = 0
- end
- else
- if @skill.common_event_id > 0
- $game_temp.common_event_id = @skill.common_event_id
- $game_system.se_play(@skill.menu_se)
- @actor.sp -= @skill.sp_cost
- @status_window.refresh
- @skill_window.refresh
- @target_window.refresh
- $scene = Scene_Map.new
- return
- end
- end
- return
- end
- end
- def update_equip
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @command_window.active = true
- @item_window.visible = false
- @equip_window.active = false
- @equip_window.index = -1
- return
- end
- if Input.trigger?(Input::C)
- if @actor.equip_fix?(@equip_window.index)
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- @equip_window.active = false
- @item_window.active = true
- @item_window.index = 0
- return
- end
- end
- def update_target_skill
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @skill_window.active = true
- @target_window.active = false
- @target_window.visible = false
- @from_skill = false
- return
- end
- if Input.trigger?(Input::C)
- unless @actor.skill_can_use?(@skill.id)
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- if @target_window.index == -1
- used = false
- for i in $game_party.actors
- used |= i.skill_effect(@actor, @skill)
- end
- end
- if @target_window.index <= -2
- target = $game_party.actors[@target_window.index + 10]
- used = target.skill_effect(@actor, @skill)
- end
- if @target_window.index >= 0
- target = $game_party.actors[@target_window.index]
- used = target.skill_effect(@actor, @skill)
- end
- if used
- $game_system.se_play(@skill.menu_se)
- @actor.sp -= @skill.sp_cost
- @status_window.refresh
- @skill_window.refresh
- @target_window.refresh
- if $game_party.all_dead?
- $scene = Scene_Gameover.new
- return
- end
- if @skill.common_event_id > 0
- $game_temp.common_event_id = @skill.common_event_id
- $scene = Scene_Map.new
- return
- end
- end
- unless used
- $game_system.se_play($data_system.buzzer_se)
- end
- return
- end
- end
- #----------------------------------------------------------------------------#
- # ● update the item target window #
- #----------------------------------------------------------------------------#
- def update_target_item
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @items_window.active = true
- @target_window.active = false
- @target_window.visible = false
- @from_item = false
- return
- end
- if Input.trigger?(Input::C)
- if $game_party.item_number(@item.id) == 0
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- if @target_window.index == -1
- used = false
- for i in $game_party.actors
- used |= i.item_effect(@item)
- end
- end
- if @target_window.index >= 0
- target = $game_party.actors[@target_window.index]
- used = target.item_effect(@item)
- end
- if used
- $game_system.se_play(@item.menu_se)
- if @item.consumable
- $game_party.lose_item(@item.id, 1)
- @items_window.draw_item(@items_window.index)
- end
- @target_window.refresh
- if $game_party.all_dead?
- $scene = Scene_Gameover.new
- return
- end
- if @item.common_event_id > 0
- $game_temp.common_event_id = @item.common_event_id
- $scene = Scene_Map.new
- return
- end
- end
- unless used
- $game_system.se_play($data_system.buzzer_se)
- end
- return
- end
- end
- #----------------------------------------------------------------------------#
- # ● update the party target window #
- #----------------------------------------------------------------------------#
- def update_target_party
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @command_window.active = true
- @target_window.active = false
- @target_window.visible = false
- @from_command = false
- return
- end
- if Input.trigger?(Input::C)
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Menu.new(3, @target_window.index)
- return
- end
- end
- #----------------------------------------------------------------------------#
- # ● update the item equip window #
- #----------------------------------------------------------------------------#
- def update_itemequip
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @equip_window.active = true
- @item_window.active = false
- @item_window.visible = false
- @item_window.index = -1
- return
- end
- if Input.trigger?(Input::C)
- $game_system.se_play($data_system.equip_se)
- item = @item_window.item
- @actor.equip(@equip_window.index, item == nil ? 0 : item.id)
- @equip_window.active = true
- @item_window.active = false
- @item_window.visible = false
- @item_window.index = -1
- @equip_window.refresh
- @item_window.refresh
- return
- end
- end
- end
复制代码
这是其他的Menu菜单。
- #==============================================================================
- # Made or modified by Squall [email protected]
- #==============================================================================
- # ■ Window_ItemMenu
- #==============================================================================
- class Window_ItemMenu < Window_Selectable
- #--------------------------------------------------------------------------
- # ● object define
- #--------------------------------------------------------------------------
- def initialize
- super(280, 0, 200, 480)
- @column_max = 1
- refresh
- self.z = 200
- self.active = false
- self.visible = false
- self.index = -1
- end
- #--------------------------------------------------------------------------
- # ● items define
- #--------------------------------------------------------------------------
- def item
- return @data[self.index]
- end
- #--------------------------------------------------------------------------
- # ● refresh
- #--------------------------------------------------------------------------
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @data = []
- for i in 1...$data_items.size
- if $game_party.item_number(i) > 0
- @data.push($data_items[i])
- end
- end
- unless $game_temp.in_battle
- for i in 1...$data_weapons.size
- if $game_party.weapon_number(i) > 0
- @data.push($data_weapons[i])
- end
- end
- for i in 1...$data_armors.size
- if $game_party.armor_number(i) > 0
- @data.push($data_armors[i])
- end
- end
- end
- @item_max = @data.size
- if @item_max > 0
- self.contents = Bitmap.new(width - 32, row_max * 32)
- self.contents.font.name = $fontface
- self.contents.font.size = 20
- for i in 0...@item_max
- draw_item(i)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● draw items
- #--------------------------------------------------------------------------
- def draw_item(index)
- item = @data[index]
- case item
- when RPG::Item
- number = $game_party.item_number(item.id)
- when RPG::Weapon
- number = $game_party.weapon_number(item.id)
- when RPG::Armor
- number = $game_party.armor_number(item.id)
- end
- if item.is_a?(RPG::Item) and
- $game_party.item_can_use?(item.id)
- self.contents.font.color = normal_color
- else
- self.contents.font.color = disabled_color
- end
- x = 4
- y = index * 32
- rect = Rect.new(x, y, self.width / @column_max - 32, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- bitmap = RPG::Cache.icon(item.icon_name)
- opacity = self.contents.font.color == normal_color ? 255 : 128
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
- self.contents.draw_text(x + 28, y, 100, 32, item.name, 0)
- self.contents.draw_text(x + 128, y, 10, 32, ":", 1)
- self.contents.draw_text(x + 138, y, 22, 32, number.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● help window set text settings
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(self.item == nil ? "" : self.item.description)
- end
- end
- #==============================================================================
- # ■ Window_SkillMenu
- #==============================================================================
- class Window_SkillMenu < Window_Selectable
- #--------------------------------------------------------------------------
- # ● initialisation
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(280, 0, 200, 288)
- @actor = actor
- @column_max = 1
- refresh
- self.active = false
- self.index = -1
- end
- #--------------------------------------------------------------------------
- # ● skill define
- #--------------------------------------------------------------------------
- def skill
- return @data[self.index]
- end
- #--------------------------------------------------------------------------
- # ● refresh
- #--------------------------------------------------------------------------
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @data = []
- for i in [email protected]
- skill = $data_skills[@actor.skills[i]]
- if skill != nil
- @data.push(skill)
- end
- end
- @item_max = @data.size
- if @item_max > 0
- self.contents = Bitmap.new(width - 32, row_max * 32)
- self.contents.font.name = $fontface
- self.contents.font.size = 20
- for i in 0...@item_max
- draw_item(i)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● draw skill list
- #--------------------------------------------------------------------------
- def draw_item(index)
- skill = @data[index]
- if @actor.skill_can_use?(skill.id)
- self.contents.font.color = normal_color
- else
- self.contents.font.color = disabled_color
- end
- x = 4
- y = index * 32
- rect = Rect.new(x, y, self.width / @column_max - 32, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- bitmap = RPG::Cache.icon(skill.icon_name)
- opacity = self.contents.font.color == normal_color ? 255 : 128
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
- self.contents.draw_text(x + 28, y, 110, 32, skill.name, 0)
- self.contents.draw_text(x + 138, y, 22, 32, skill.sp_cost.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● help_window text settings
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(self.skill == nil ? "" : self.skill.description)
- end
- #--------------------------------------------------------------------------
- # ● set up the page_up function
- #--------------------------------------------------------------------------
- def page_up
- if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
- $game_system.se_play($data_system.cursor_se)
- @index = [@index + self.page_item_max, @item_max - 1].min
- self.top_row += self.page_row_max
- end
- end
- #--------------------------------------------------------------------------
- # ● set up the page_down function
- #--------------------------------------------------------------------------
- def page_down
- if self.top_row > 0
- $game_system.se_play($data_system.cursor_se)
- @index = [@index - self.page_item_max, 0].max
- self.top_row -= self.page_row_max
- end
- end
- end
- #==============================================================================
- # ■ Window_TargetMenu
- #==============================================================================
- class Window_TargetMenu < Window_Selectable
- #--------------------------------------------------------------------------
- # ● initialize the window
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 280, 480)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.font.name = $fontface
- self.contents.font.size = 20
- self.z = 200
- self.visible = false
- self.active = false
- @item_max = $game_party.actors.size
- refresh
- end
- #--------------------------------------------------------------------------
- # ● refresh
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- for i in 0...$game_party.actors.size
- x = 4
- y = i * 116
- actor = $game_party.actors[i]
- draw_actor_name(actor, x, y)
- draw_actor_class(actor, x + 114, y)
- draw_actor_level(actor, x + 8, y + 32)
- draw_actor_state(actor, x + 8, y + 64)
- draw_actor_hp(actor, x + 114, y + 32)
- draw_actor_sp(actor, x + 114, y + 64)
- end
- end
- #--------------------------------------------------------------------------
- # ● cursor update
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if @index <= -2
- self.cursor_rect.set(0, (@index + 10) * 116, self.width - 32, 96)
- elsif @index == -1
- self.cursor_rect.set(0, 0, self.width - 32, @item_max * 116 - 20)
- else
- self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
- end
- end
- end
- #==============================================================================
- # ■ Window_MenuStatusMenu
- #==============================================================================
- class Window_MenuStatusMenu < Window_Base
- #--------------------------------------------------------------------------
- # ● object define
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(0, 0, 280, 480)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.font.name = $fontface
- self.contents.font.size = 21
- @actor = actor
- refresh
- end
- #--------------------------------------------------------------------------
- # ● define colors
- #--------------------------------------------------------------------------
- def plus_color
- return Color.new(63, 199, 154)
- end
- def minus_color
- return Color.new(200, 79, 62)
- end
- #--------------------------------------------------------------------------
- # ● define draw method for character's evasion
- #--------------------------------------------------------------------------
- def draw_actor_eva(actor, x, y)
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 120, 32, "Evasion")
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 120, y, 36, 32, actor.eva.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● define draw method for character's hp
- #--------------------------------------------------------------------------
- def draw_actorhp(actor, x, y, width = 144)
- if actor.maxhp <= 999
- w = 12
- else
- w = 0
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
- self.contents.font.color = actor.hp == 0 ? knockout_color :
- actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
- self.contents.draw_text(width + w - 50, y, 48, 32, actor.hp.to_s, 2)
- self.contents.font.color = normal_color
- self.contents.draw_text(width + w, y, 12, 32, "/", 2)
- self.contents.draw_text(width, y, 48, 32, actor.maxhp.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● define draw method for character's sp
- #--------------------------------------------------------------------------
- def draw_actorsp(actor, x, y, width = 144)
- if actor.maxsp <= 999
- w = 12
- else
- w = 0
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
- self.contents.font.color = actor.sp == 0 ? knockout_color :
- actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
- self.contents.draw_text(width + w - 50, y, 48, 32, actor.sp.to_s, 2)
- self.contents.font.color = normal_color
- self.contents.draw_text(width + w, y, 12, 32, "/", 2)
- self.contents.draw_text(width, y, 48, 32, actor.maxsp.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● refresh
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- draw_actor_name(@actor, 4, 0)
- draw_actor_class(@actor, 124, 0)
- draw_actor_graphic(@actor, 230, 50)
- draw_actor_level(@actor, 4, 32)
- draw_actor_state(@actor, 124, 32)
- draw_actorhp(@actor, 4, 64, 114)
- draw_actorsp(@actor, 4, 96, 114)
- draw_actor_parameter(@actor, 4, 128, 0)
- draw_actor_parameter(@actor, 4, 160, 1)
- draw_actor_parameter(@actor, 4, 192, 2)
- draw_actor_parameter(@actor, 4, 224, 3)
- draw_actor_parameter(@actor, 4, 256, 4)
- draw_actor_parameter(@actor, 4, 288, 5)
- draw_actor_parameter(@actor, 4, 320, 6)
- draw_actor_eva(@actor, 4, 352)
- self.contents.font.color = system_color
- self.contents.draw_text(4, 384, 70, 32, "EXP")
- self.contents.draw_text(4, 416, 70, 32, "NEXT")
- self.contents.font.color = normal_color
- self.contents.draw_text(4 + 70, 384, 84, 32, @actor.exp_s, 2)
- self.contents.draw_text(4 + 70, 416, 84, 32, @actor.next_rest_exp_s, 2)
- if @new_atk != nil
- self.contents.font.color = system_color
- self.contents.draw_text(160, 128, 40, 32, "→", 1)
- if @actor.atk < @new_atk
- self.contents.font.color = plus_color
- elsif @actor.atk > @new_atk
- self.contents.font.color = minus_color
- else
- self.contents.font.color = normal_color
- end
- self.contents.draw_text(200, 128, 36, 32, @new_atk.to_s, 2)
- end
- if @new_pdef != nil
- self.contents.font.color = system_color
- self.contents.draw_text(160, 160, 40, 32, "→", 1)
- if @actor.pdef < @new_pdef
- self.contents.font.color = plus_color
- elsif @actor.pdef > @new_pdef
- self.contents.font.color = minus_color
- else
- self.contents.font.color = normal_color
- end
- self.contents.draw_text(200, 160, 36, 32, @new_pdef.to_s, 2)
- end
- if @new_mdef != nil
- self.contents.font.color = system_color
- self.contents.draw_text(160, 192, 40, 32, "→", 1)
- if @actor.mdef < @new_mdef
- self.contents.font.color = plus_color
- elsif @actor.mdef > @new_mdef
- self.contents.font.color = minus_color
- else
- self.contents.font.color = normal_color
- end
- self.contents.draw_text(200, 192, 36, 32, @new_mdef.to_s, 2)
- end
- if @new_str != nil
- self.contents.font.color = system_color
- self.contents.draw_text(160, 224, 40, 32, "→", 1)
- if @actor.str < @new_str
- self.contents.font.color = plus_color
- elsif @actor.str > @new_str
- self.contents.font.color = minus_color
- else
- self.contents.font.color = normal_color
- end
- self.contents.draw_text(200, 224, 36, 32, @new_str.to_s, 2)
- end
- if @new_dex != nil
- self.contents.font.color = system_color
- self.contents.draw_text(160, 256, 40, 32, "→", 1)
- if @actor.dex < @new_dex
- self.contents.font.color = plus_color
- elsif @actor.dex > @new_dex
- self.contents.font.color = minus_color
- else
- self.contents.font.color = normal_color
- end
- self.contents.draw_text(200, 256, 36, 32, @new_dex.to_s, 2)
- end
- if @new_agi != nil
- self.contents.font.color = system_color
- self.contents.draw_text(160, 288, 40, 32, "→", 1)
- if @actor.agi < @new_agi
- self.contents.font.color = plus_color
- elsif @actor.agi > @new_agi
- self.contents.font.color = minus_color
- else
- self.contents.font.color = normal_color
- end
- self.contents.draw_text(200, 288, 36, 32, @new_agi.to_s, 2)
- end
- if @new_int != nil
- self.contents.font.color = system_color
- self.contents.draw_text(160, 320, 40, 32, "→", 1)
- if @actor.int < @new_int
- self.contents.font.color = plus_color
- elsif @actor.int > @new_int
- self.contents.font.color = minus_color
- else
- self.contents.font.color = normal_color
- end
- self.contents.draw_text(200, 320, 36, 32, @new_int.to_s, 2)
- end
- if @new_eva != nil
- self.contents.font.color = system_color
- self.contents.draw_text(160, 352, 40, 32, "→", 1)
- if @actor.eva < @new_eva
- self.contents.font.color = plus_color
- elsif @actor.eva > @new_eva
- self.contents.font.color = minus_color
- else
- self.contents.font.color = normal_color
- end
- self.contents.draw_text(200, 352, 36, 32, @new_eva.to_s, 2)
- end
- end
- #--------------------------------------------------------------------------
- # ● set new parameters when equipping new items
- #--------------------------------------------------------------------------
- def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int, new_eva)
- if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or @new_str != new_str or @new_dex != new_dex or
- @new_agi != new_agi or @new_int != new_int or @new_eva != new_eva
- @new_atk = new_atk
- @new_pdef = new_pdef
- @new_mdef = new_mdef
- @new_str = new_str
- @new_dex = new_dex
- @new_agi = new_agi
- @new_int = new_int
- @new_eva = new_eva
- refresh
- end
- end
- end
- #==============================================================================
- # ■ Window_EquipRightMenu
- #==============================================================================
- class Window_EquipRightMenu < Window_Selectable
- #--------------------------------------------------------------------------
- # ● initialize the window
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(280, 288, 200, 192)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.font.name = $fontface
- self.contents.font.size = 20
- @actor = actor
- refresh
- self.active = false
- self.index = -1
- end
- #--------------------------------------------------------------------------
- # ● define the items
- #--------------------------------------------------------------------------
- def item
- return @data[self.index]
- end
- #--------------------------------------------------------------------------
- # ● refresh
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- @data = []
- @data.push($data_weapons[@actor.weapon_id])
- @data.push($data_armors[@actor.armor1_id])
- @data.push($data_armors[@actor.armor2_id])
- @data.push($data_armors[@actor.armor3_id])
- @data.push($data_armors[@actor.armor4_id])
- @item_max = @data.size
- self.contents.font.color = system_color
- draw_item_name(@data[0], 4, 32 * 0)
- draw_item_name(@data[1], 4, 32 * 1)
- draw_item_name(@data[2], 4, 32 * 2)
- draw_item_name(@data[3], 4, 32 * 3)
- draw_item_name(@data[4], 4, 32 * 4)
- end
- #--------------------------------------------------------------------------
- # ● help_window text settings
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(self.item == nil ? "" : self.item.description)
- end
- end
- class Window_EquipItemMenu < Window_Selectable
- #--------------------------------------------------------------------------
- # ● initialize the window
- #--------------------------------------------------------------------------
- def initialize(actor, equip_type)
- super(280, 0, 200, 288)
- @actor = actor
- @equip_type = equip_type
- @column_max = 1
- refresh
- self.z = 200
- self.active = false
- self.visible = false
- self.index = -1
- end
- #--------------------------------------------------------------------------
- # ● item define
- #--------------------------------------------------------------------------
- def item
- return @data[self.index]
- end
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @data = []
- if @equip_type == 0
- weapon_set = $data_classes[@actor.class_id].weapon_set
- for i in 1...$data_weapons.size
- if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
- @data.push($data_weapons[i])
- end
- end
- end
- if @equip_type != 0
- armor_set = $data_classes[@actor.class_id].armor_set
- for i in 1...$data_armors.size
- if $game_party.armor_number(i) > 0 and armor_set.include?(i)
- if $data_armors[i].kind == @equip_type-1
- @data.push($data_armors[i])
- end
- end
- end
- end
- @data.push(nil)
- @item_max = @data.size
- self.contents = Bitmap.new(width - 32, (@item_max + 1) * 32)
- self.contents.font.name = $fontface
- self.contents.font.size = 20
- for i in 0...@item_max-1
- draw_item(i)
- end
- self.contents.draw_text(4, (@item_max - 1) * 32, 168, 32, "Enlever")
- end
- #--------------------------------------------------------------------------
- # ● draw the items
- #--------------------------------------------------------------------------
- def draw_item(index)
- item = @data[index]
- x = 4
- y = index * 32
- case item
- when RPG::Weapon
- number = $game_party.weapon_number(item.id)
- when RPG::Armor
- number = $game_party.armor_number(item.id)
- end
- bitmap = RPG::Cache.icon(item.icon_name)
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 28, y, 100, 32, item.name, 0)
- self.contents.draw_text(x + 128, y, 10, 32, ":", 1)
- self.contents.draw_text(x + 138, y, 22, 32, number.to_s, 2)
- end
- def update_help
- @help_window.set_text(self.item == nil ? "" : self.item.description)
- end
- end
复制代码
别忘了把之后的插入在菜单的上面哦。{/wx} |
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