赞 | 0 |
VIP | 0 |
好人卡 | 0 |
积分 | 1 |
经验 | 5512 |
最后登录 | 2016-6-20 |
在线时间 | 163 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 50
- 在线时间
- 163 小时
- 注册时间
- 2012-1-15
- 帖子
- 67
|
#============角色选择=========By凌冰==========================================
#用法 $scene = Scene_SelectActor.new
#=============================================================================
#参与选择的角色ID
ACT_SEL = [1,2,3,4,5,6,7,8,9,10,11,12]
#====================================
#存储选择结果的变量ID
VA_ID = 1
#====================================
#窗口设置
WIDTH = 400#窗口宽度
HEIGHT = 380#窗口高度
OPACITY = 0#255#窗口透明度
BACK_OPACITY = 0#255#窗口透明度
#====================================
#选择显示图形
CHAORBAT = 2
#0为显示人物战斗图,1为显示人物行走图
#2为显示Pictures文件夹下的自定义图片(图片名为角色名)
#其他为不显示图片
#====================================
#人物说明= =暂时仅限一行
DES_SWI = true#说明开关
ACT_DES = []#初始化,请不要修改
#以下填写格式为ACT_DES[角色ID] = "说明文字"
ACT_DES[1] = ""
ACT_DES[2] = ""
ACT_DES[3] = ""
ACT_DES[4] = ""
ACT_DES[5] = ""
ACT_DES[6] = ""
ACT_DES[7] = ""
ACT_DES[8] = ""
ACT_DES[9] = ""
ACT_DES[10] = ""
ACT_DES[11] = ""
ACT_DES[12] = ""
#====================================
#背景图片
BGP_SWI = false#背景开关= =打开后PDE_SWI被屏蔽
BGP_PIC = "Logo"#背景图片文件名Pictures文件夹下
BGP_OPA = 180#开关打开后,窗口透明度
BGP_BOP = 0#开关打开后,窗口(不包括边框)透明度
#====================================
#说明图片
#移动光标矩形时自动切换图片
PDE_SWI = true#图片开关= =BGP_SWI打开后被屏蔽
PIC_DES = []#初始化,请不要修改
#以下填写格式为PIC_DES[角色ID] = "图片文件名"
PIC_DES[1] = "创建人物界面"
PIC_DES[2] = "创建人物界面"
PIC_DES[3] = "创建人物界面"
PIC_DES[4] = "创建人物界面"
PIC_DES[5] = "创建人物界面"
PIC_DES[6] = "创建人物界面"
PIC_DES[7] = "创建人物界面"
PIC_DES[8] = "创建人物界面"
PIC_DES[9] = "创建人物界面"
PIC_DES[10] = "创建人物界面"
PIC_DES[11] = "创建人物界面"
PIC_DES[12] = "创建人物界面"
PDE_OPA = 480#开关打开后,窗口透明度
PDE_BOP = 0#开关打开后,窗口(不包括边框)透明度
#====================================
#双排显示
TWR_SWI = true#双排开关
class Window_SelectActor < Window_Selectable
def initialize
super(0, 0, WIDTH, HEIGHT)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = ACT_SEL.size
@column_max = ACT_SEL.size
@column_max = (ACT_SEL.size+1)/3 if TWR_SWI
@index = 0
self.x = (850-self.width)/2
self.y = (450-self.height)/4
refresh
end
def refresh
self.contents.clear
for i in 0...ACT_SEL.size
unless TWR_SWI
x = (self.width-32)/ACT_SEL.size * i
y = 4
else
case (ACT_SEL.size%2)
when 0
row_size = ACT_SEL.size/3
else
row_size = ACT_SEL.size/3+1
end
x = (i%@column_max) * (self.width-32)/row_size
y = 4
y = (self.height-32) / 2 if i > row_size - 1
end
actor = $game_actors[ACT_SEL[i]]
x_plus = contents.text_size(actor.name).width
x_plus = ((self.width-32)/row_size - x_plus)/2
draw_actor_name(actor, x+4+x_plus, y)
case CHAORBAT
when 0
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
x_plus = bitmap.width
x_plus = ((self.width-32)/row_size - x_plus)/2
self.contents.blt(x+x_plus, y+36, bitmap, src_rect)
when 1
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
y_plus = bitmap.height/4
x_plus = bitmap.width/4
x_plus2 = ((self.width-32)/row_size - x_plus)/2
draw_actor_graphic(actor, x+x_plus/2+x_plus2,y+ y_plus+36)
when 2
bitmap = RPG::Cache.picture(actor.name)
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
x_plus = bitmap.width
x_plus = ((self.width-32)/row_size - x_plus)/2
self.contents.blt(x+x_plus, y+36, bitmap, src_rect)
end
end
end
def update_cursor_rect
unless TWR_SWI
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set( @index * (self.width-32)/ACT_SEL.size,0, (self.width-32)/ACT_SEL.size, self.height-32)
end
else
if @index < 0
self.cursor_rect.empty
else
case (ACT_SEL.size%2)
when 0
row_size = ACT_SEL.size/3
else
row_size = ACT_SEL.size/3+1
end
x = (@index%@column_max) * (self.width-32)/row_size
y = 0
y = (self.height-32) / 2 if @index > row_size - 1
self.cursor_rect.set( x,y, (self.width-32)/row_size, (self.height-32)/2)
end
end
end
end
class Window_Help_New < Window_Help
def initialize
super
self.contents = Bitmap.new(width, height)
self.width = WIDTH
self.contents = Bitmap.new(width - 32, height - 32)
end
end
class Scene_SelectActor
def main
@window = Window_SelectActor.new
@help_window = Window_Help_New.new
@help_window.visible = DES_SWI
@help_window.x = @window.x
@help_window.y = @window.y + @window.height
@help_window.width = @window.width
@help_window.back_opacity = @window.back_opacity = PDE_SWI ? PDE_BOP : BACK_OPACITY
@help_window.opacity = @window.opacity = PDE_SWI ? PDE_OPA : OPACITY
@help_window.back_opacity = @window.back_opacity = BGP_BOP if BGP_SWI
@help_window.opacity = @window.opacity = BGP_OPA if BGP_SWI
if BGP_SWI
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.picture(BGP_PIC)
elsif PDE_SWI
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.picture(PIC_DES[1])
else
@sprite = Spriteset_Map.new
end
# 执行过度4
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面切换就中断循环
if $scene != self
break
end
end
# 装备过渡
Graphics.freeze
@window.dispose
@help_window.dispose
@sprite.dispose
end
def update
@window.update
@sprite.update
if DES_SWI
@help_window_update
actor_id = ACT_SEL[@window.index]
text = ACT_DES[actor_id]
@help_window.set_text(text,1) if text != nil
end
if !BGP_SWI and PDE_SWI
pic = PIC_DES[ACT_SEL[@window.index]]
@sprite.bitmap = RPG::Cache.picture(pic) if pic != nil
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
for i in 0...$game_party.actors.size
id = $game_party.actors[i].id
actors_id = [] if actors_id == nil
actors_id.push(id)
end
actors_id.each do |i|
$game_party.remove_actor(i)
end
id = ACT_SEL[@window.index]
$game_party.add_actor(id)
$game_variables[VA_ID] = id
$scene = Scene_Map.new
end
end
end
脚本里面怎样才可以把选择角色的那个巨型光标改变大小不要那么高 |
|