万分感谢! |
#============================================================================== #============================================================================== module Momo_IconCommand # 图标名称设定 ATTACK_ICON_NAME = "gj" # 攻撃 SKILL_ICON_NAME = "gj" # 特技 GUARD_ICON_NAME = "gj" # 防御 ITEM_ICON_NAME = "gj" # 物品 # X坐标修正 X_PLUS = -320 # Y坐标修正 Y_PLUS = -100 # 选择时图标的动作 # 0:静止 1:放大 SELECT_TYPE = 0 # 闪烁时光芒的颜色 FLASH_COLOR = Color.new(255, 255, 255, 128) # 闪烁时间 FLASH_DURATION = 10 # 闪烁间隔 FLASH_INTERVAL = 20 # 是否写出文字的名称 COM_NAME_DROW = false # 文字名称是否移动 COM_NAME_MOVE = false # 文字内容 ATTACK_NAME = "攻击" # 攻击 SKILL_NAME = "特技" # 特技 GUARD_NAME = "防御" # 防御 ITEM_NAME = "物品" # 物品 # 文字颜色 COM_NAME_COLOR = Color.new(255, 255, 255, 255) # 文字坐标修正 COM_NAME_X_PLUS = 0 COM_NAME_Y_PLUS = 0 end class Window_CommandIcon < Window_Selectable attr_accessor :last_index #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(x, y, commands) super(x, y, 37, 37) # ウィンドウスキンに空文字列を指定してウィンドウを描画しないようにする self.windowskin = RPG::Cache.windowskin("") @item_max = commands.size @commands = commands @column_max = commands.size @index = 0 @last_index = nil @name_sprite = nil @sprite = [] refresh end def dispose super for sprite in @sprite sprite.dispose unless sprite.nil? end @name_sprite.dispose unless @name_sprite.nil? end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh @name_sprite.dispose unless @name_sprite.nil? for sprite in @sprite sprite.dispose unless sprite.nil? end @name_sprite = nil draw_com_name if Momo_IconCommand::COM_NAME_DROW @sprite = [] for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # ● 項目の描画 #-------------------------------------------------------------------------- def draw_item(index) @sprite[index] = Sprite_Icon.new(nil, @commands[index]) @sprite[index].z = self.z + 1 end def draw_com_name @name_sprite = Sprite_Comm_Name.new(nil, get_com_name) end # 更新 def update super #-------------------------------------------------------------------------- if Input.repeat?(Input::DOWN) $game_system.se_play($data_system.cursor_se) @index = 2 end if Input.repeat?(Input::UP) $game_system.se_play($data_system.cursor_se) @index = 0 end if Input.repeat?(Input::RIGHT) $game_system.se_play($data_system.cursor_se) @index = 3 end if Input.repeat?(Input::LEFT) $game_system.se_play($data_system.cursor_se) @index = 1 end #-------------------------------------------------------------------------- icon_update com_name_update if Momo_IconCommand::COM_NAME_DROW if move_index? @last_index = self.index end end # アイコンの更新 def icon_update qx = 25 qy = 385 for i in [email protected] @sprite[i].active = (self.index == i) @sprite[0].x = 40 +qx @sprite[0].y = -15 +qy @sprite[1].x = 0 + qx @sprite[1].y = 23 + qy @sprite[2].x = 40 + qx @sprite[2].y = 59 + qy @sprite[3].x = 81 + qx @sprite[3].y = 23 + qy #@sprite[i].x = self.x + i * 56 #@sprite[i].y = self.y + 0 @sprite[i].z = (self.index == i) ? self.z + 2 : self.z + 1 @sprite[i].visible = self.visible @sprite[i].update end end # コマンドネームの更新 def com_name_update if move_index? @name_sprite.name = get_com_name end @name_sprite.x = self.x - 12 + Momo_IconCommand::COM_NAME_X_PLUS @name_sprite.y = self.y - 40 + Momo_IconCommand::COM_NAME_Y_PLUS @name_sprite.z = self.z + 1 @name_sprite.active = self.active @name_sprite.visible = self.visible @name_sprite.update end def get_com_name make_name_set if @name_set.nil? name = @name_set[self.index] name = "" if name.nil? return name end def make_name_set @name_set = [] @name_set[0] = Momo_IconCommand::ATTACK_NAME @name_set[1] = Momo_IconCommand::SKILL_NAME @name_set[2] = Momo_IconCommand::GUARD_NAME @name_set[3] = Momo_IconCommand::ITEM_NAME end def move_index? return self.index != @last_index end def need_reset @name_sprite.need_reset = true if Momo_IconCommand::COM_NAME_DROW end end # アイコン用スプライト class Sprite_Icon < Sprite attr_accessor :active attr_accessor :icon_name #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(viewport, icon_name) super(viewport) @icon_name = icon_name @last_icon = @icon_name @count = 0 self.bitmap = RPG::Cache.icon(@icon_name) self.ox = self.bitmap.width / 2 self.oy = self.bitmap.height / 2 @active = false end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def dispose if self.bitmap != nil self.bitmap.dispose end super end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update super if @icon_name != @last_icon @last_icon = @icon_name self.bitmap = RPG::Cache.icon(@icon_name) end if @active @count += 1 case Momo_IconCommand::SELECT_TYPE when 0 icon_flash when 1 icon_zoom end @count = 0 if @count == 20 else icon_reset end end def icon_flash if @count % Momo_IconCommand::FLASH_INTERVAL == 0 or @count == 1 self.flash(Momo_IconCommand::FLASH_COLOR, Momo_IconCommand::FLASH_DURATION) end end def icon_zoom case @count when 1..10 zoom = 1.0 + @count / 10.0 when 11..20 zoom = 2.0 - (@count - 10) / 10.0 end self.zoom_x = zoom self.zoom_y = zoom end def icon_reset @count = 0 self.zoom_x = 1.0 self.zoom_y = 1.0 end end # コマンドネーム用スプライト class Sprite_Comm_Name < Sprite attr_accessor :active attr_accessor :name attr_accessor :need_reset #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(viewport, name) super(viewport) @name = name @last_name = nil @count = 0 @x_plus = 0 @opa_plus = 0 @need_reset = false @active = false self.bitmap = Bitmap.new(160, 32) end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def dispose if self.bitmap != nil self.bitmap.dispose end super end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update super if @active if need_reset? @need_reset = false @last_name = @name text_reset end move_text if Momo_IconCommand::COM_NAME_MOVE end end def move_text @count += 1 @x_plus = [@count * 8, 80].min self.y = 0 self.x = self.x - 300 - @x_plus self.opacity = @count * 25 end def text_reset @count = 0 @x_plus = 0 self.bitmap.clear self.bitmap.font.color = Momo_IconCommand::COM_NAME_COLOR self.bitmap.draw_text(0, 0, 160, 32, @name) end def need_reset? return (@name != @last_name or @need_reset) end end class Scene_Battle #-------------------------------------------------------------------------- # ● プレバトルフェーズ開始 #-------------------------------------------------------------------------- alias scene_battle_icon_command_start_phase1 start_phase1 def start_phase1 com1 = Momo_IconCommand::ATTACK_ICON_NAME com2 = Momo_IconCommand::SKILL_ICON_NAME com3 = Momo_IconCommand::GUARD_ICON_NAME com4 = Momo_IconCommand::ITEM_ICON_NAME @actor_command_window = Window_CommandIcon.new(0, 0, [com1, com2, com3, com4]) @actor_command_window.y = 160 @actor_command_window.back_opacity = 160 $fff = 0 @actor_command_window.active = false # @actor_command_window.visible = false @actor_command_window.update scene_battle_icon_command_start_phase1 end #-------------------------------------------------------------------------- # ● アクターコマンドウィンドウのセットアップ #-------------------------------------------------------------------------- alias scene_battle_icon_command_phase3_setup_command_window phase3_setup_command_window def phase3_setup_command_window scene_battle_icon_command_phase3_setup_command_window # アクターコマンドウィンドウの位置を設定 @actor_command_window.x = 1000 @actor_command_window.y = 1000 @actor_command_window.need_reset end def command_window_actor_x(index) $game_party.actors[index].screen_x + Momo_IconCommand::X_PLUS end def command_window_actor_y(index) $game_party.actors[index].screen_y + Momo_IconCommand::Y_PLUS end end #============================================================================== #============================================================================== |
我自己也是菜鸟的菜鸟而已,脚本看都难看明,怎么修改?请高手指引!!! |
先把脚本内容弄懂,再去修改就行了。我也在学习阶段……有点晕…… |
#============================================================================== #============================================================================== module Momo_IconCommand # 图标名称设定 ATTACK_ICON_NAME = "Attack" # 攻撃 SKILL_ICON_NAME = "Skill" # 特技 GUARD_ICON_NAME = "Guard" # 防御 ITEM_ICON_NAME = "Thing" # 物品 # X坐标修正 X_PLUS = -320 # Y坐标修正 Y_PLUS = -100 # 选择时图标的动作 # 0:静止 1:放大 SELECT_TYPE = 0 # 闪烁时光芒的颜色 FLASH_COLOR = Color.new(255, 255, 255, 128) # 闪烁时间 FLASH_DURATION = 10 # 闪烁间隔 FLASH_INTERVAL = 20 # 是否写出文字的名称 COM_NAME_DROW = false # 文字名称是否移动 COM_NAME_MOVE = false # 文字内容 ATTACK_NAME = "攻击" # 攻击 SKILL_NAME = "特技" # 特技 GUARD_NAME = "防御" # 防御 ITEM_NAME = "物品" # 物品 # 文字颜色 COM_NAME_COLOR = Color.new(255, 255, 255, 255) # 文字坐标修正 COM_NAME_X_PLUS = 0 COM_NAME_Y_PLUS = 0 end class Window_CommandIcon < Window_Selectable attr_accessor :last_index #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(x, y, commands) super(x, y, 37, 37) # ウィンドウスキンに空文字列を指定してウィンドウを描画しないようにする self.windowskin = RPG::Cache.windowskin("") @item_max = commands.size @commands = commands @column_max = commands.size @index = 0 @last_index = nil @name_sprite = nil @sprite = [] refresh end def dispose super for sprite in @sprite sprite.dispose unless sprite.nil? end @name_sprite.dispose unless @name_sprite.nil? end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh @name_sprite.dispose unless @name_sprite.nil? for sprite in @sprite sprite.dispose unless sprite.nil? end @name_sprite = nil draw_com_name if Momo_IconCommand::COM_NAME_DROW @sprite = [] for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # ● 項目の描画 #-------------------------------------------------------------------------- def draw_item(index) @sprite[index] = Sprite_Icon.new(nil, @commands[index]) @sprite[index].z = self.z + 1 end def draw_com_name @name_sprite = Sprite_Comm_Name.new(nil, get_com_name) end # 更新 def update super icon_update com_name_update if Momo_IconCommand::COM_NAME_DROW if move_index? @last_index = self.index end end # アイコンの更新 def icon_update qx = 25 qy = 385 for i in [email protected] @sprite.active = (self.index == i) @sprite[0].x = 40 +qx @sprite[0].y = -15 +qy @sprite[1].x = 0 + qx @sprite[1].y = 23 + qy @sprite[2].x = 40 + qx @sprite[2].y = 59 + qy @sprite[3].x = 81 + qx @sprite[3].y = 23 + qy #@sprite.x = self.x + i * 56 #@sprite.y = self.y + 0 @sprite.z = (self.index == i) ? self.z + 2 : self.z + 1 @sprite.visible = self.visible @sprite.update end end # コマンドネームの更新 def com_name_update if move_index? @name_sprite.name = get_com_name end @name_sprite.x = self.x - 12 + Momo_IconCommand::COM_NAME_X_PLUS @name_sprite.y = self.y - 40 + Momo_IconCommand::COM_NAME_Y_PLUS @name_sprite.z = self.z + 1 @name_sprite.active = self.active @name_sprite.visible = self.visible @name_sprite.update end def get_com_name make_name_set if @name_set.nil? name = @name_set[self.index] name = "" if name.nil? return name end def make_name_set @name_set = [] @name_set[0] = Momo_IconCommand::ATTACK_NAME @name_set[1] = Momo_IconCommand::SKILL_NAME @name_set[2] = Momo_IconCommand::GUARD_NAME @name_set[3] = Momo_IconCommand::ITEM_NAME end def move_index? return self.index != @last_index end def need_reset @name_sprite.need_reset = true if Momo_IconCommand::COM_NAME_DROW end end # アイコン用スプライト class Sprite_Icon < Sprite attr_accessor :active attr_accessor :icon_name #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(viewport, icon_name) super(viewport) @icon_name = icon_name @last_icon = @icon_name @count = 0 self.bitmap = RPG::Cache.icon(@icon_name) self.ox = self.bitmap.width / 2 self.oy = self.bitmap.height / 2 @active = false end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def dispose if self.bitmap != nil self.bitmap.dispose end super end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update super if @icon_name != @last_icon @last_icon = @icon_name self.bitmap = RPG::Cache.icon(@icon_name) end if @active @count += 1 case Momo_IconCommand::SELECT_TYPE when 0 icon_flash when 1 icon_zoom end @count = 0 if @count == 20 else icon_reset end end def icon_flash if @count % Momo_IconCommand::FLASH_INTERVAL == 0 or @count == 1 self.flash(Momo_IconCommand::FLASH_COLOR, Momo_IconCommand::FLASH_DURATION) end end def icon_zoom case @count when 1..10 zoom = 1.0 + @count / 10.0 when 11..20 zoom = 2.0 - (@count - 10) / 10.0 end self.zoom_x = zoom self.zoom_y = zoom end def icon_reset @count = 0 self.zoom_x = 1.0 self.zoom_y = 1.0 end end # コマンドネーム用スプライト class Sprite_Comm_Name < Sprite attr_accessor :active attr_accessor :name attr_accessor :need_reset #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(viewport, name) super(viewport) @name = name @last_name = nil @count = 0 @x_plus = 0 @opa_plus = 0 @need_reset = false @active = false self.bitmap = Bitmap.new(160, 32) end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def dispose if self.bitmap != nil self.bitmap.dispose end super end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update super if @active if need_reset? @need_reset = false @last_name = @name text_reset end move_text if Momo_IconCommand::COM_NAME_MOVE end end def move_text @count += 1 @x_plus = [@count * 8, 80].min self.y = 0 self.x = self.x - 300 - @x_plus self.opacity = @count * 25 end def text_reset @count = 0 @x_plus = 0 self.bitmap.clear self.bitmap.font.color = Momo_IconCommand::COM_NAME_COLOR self.bitmap.draw_text(0, 0, 160, 32, @name) end def need_reset? return (@name != @last_name or @need_reset) end end class Scene_Battle #-------------------------------------------------------------------------- # ● プレバトルフェーズ開始 #-------------------------------------------------------------------------- alias scene_battle_icon_command_start_phase1 start_phase1 def start_phase1 com1 = Momo_IconCommand::ATTACK_ICON_NAME com2 = Momo_IconCommand::SKILL_ICON_NAME com3 = Momo_IconCommand::GUARD_ICON_NAME com4 = Momo_IconCommand::ITEM_ICON_NAME @actor_command_window = Window_CommandIcon.new(0, 0, [com1, com2, com3, com4]) @actor_command_window.y = 160 @actor_command_window.back_opacity = 160 $fff = 0 @actor_command_window.active = false # @actor_command_window.visible = false @actor_command_window.update scene_battle_icon_command_start_phase1 end #-------------------------------------------------------------------------- # ● アクターコマンドウィンドウのセットアップ #-------------------------------------------------------------------------- alias scene_battle_icon_command_phase3_setup_command_window phase3_setup_command_window def phase3_setup_command_window scene_battle_icon_command_phase3_setup_command_window # アクターコマンドウィンドウの位置を設定 @actor_command_window.x = 1000 @actor_command_window.y = 1000 @actor_command_window.need_reset end def command_window_actor_x(index) $game_party.actors[index].screen_x + Momo_IconCommand::X_PLUS end def command_window_actor_y(index) $game_party.actors[index].screen_y + Momo_IconCommand::Y_PLUS end end #============================================================================== #============================================================================== |
请发个具体脚本上来看看. 不知道我能不能帮你... |
使用时只能按键盘的“右键”来选择,而上下左都不能用来选择!我想上下左右都可以选择! |
穿透菜单?什么意思?不解~ |
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