本帖最后由 345912390 于 2013-9-3 19:16 编辑
说实在的这样的效果很难看
如果这个效果是LZ想要的,点评一下在发修改脚本你吧!
以下脚本在默认情况下可实现,不提供冲突解决方案
脚本放在Main的上方
#encoding:utf-8 #============================================================================== # ■ Window_ItemList #------------------------------------------------------------------------------ # 物品画面中,显示持有物品的窗口。 #============================================================================== class Window_ItemList < Window_Selectable #-------------------------------------------------------------------------- # ● 初始化对象 #-------------------------------------------------------------------------- alias old_initialize initialize def initialize(x, y, width, height) old_initialize(x, y, width, height) @cursor_w=[] @len=0 end #-------------------------------------------------------------------------- # ● 绘制项目 #-------------------------------------------------------------------------- alias old_draw_item draw_item def draw_item(index) item = @data[index] if item rect = item_rect(index) rect.width -= 4 draw_item_name(item, rect.x, rect.y, enable?(item)) draw_item_number(rect, item) @len=28+text_size(item.name).width+text_size(sprintf(":%2d", $game_party.item_number(item))).width @cursor_w.insert(index,@len) end end #-------------------------------------------------------------------------- # ● 绘制物品个数 #-------------------------------------------------------------------------- alias old_draw_item_number draw_item_number def draw_item_number(rect, item) draw_text_ex(rect.x+24+text_size(item.name).width,rect.y,sprintf(":%2d", $game_party.item_number(item))) end #-------------------------------------------------------------------------- # ● 更新光标 #-------------------------------------------------------------------------- def update_cursor if @cursor_all cursor_rect.set(0, 0, contents.width, row_max * item_height) self.top_row = 0 elsif [url=home.php?mod=space&uid=370741]@Index[/url] < 0 cursor_rect.empty else ensure_cursor_visible rect = item_rect(index) cursor_rect.set(rect.x,rect.y,@cursor_w[index],rect.height) end end end
#encoding:utf-8
#==============================================================================
# ■ Window_ItemList
#------------------------------------------------------------------------------
# 物品画面中,显示持有物品的窗口。
#==============================================================================
class Window_ItemList < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
alias old_initialize initialize
def initialize(x, y, width, height)
old_initialize(x, y, width, height)
@cursor_w=[]
@len=0
end
#--------------------------------------------------------------------------
# ● 绘制项目
#--------------------------------------------------------------------------
alias old_draw_item draw_item
def draw_item(index)
item = @data[index]
if item
rect = item_rect(index)
rect.width -= 4
draw_item_name(item, rect.x, rect.y, enable?(item))
draw_item_number(rect, item)
@len=28+text_size(item.name).width+text_size(sprintf(":%2d", $game_party.item_number(item))).width
@cursor_w.insert(index,@len)
end
end
#--------------------------------------------------------------------------
# ● 绘制物品个数
#--------------------------------------------------------------------------
alias old_draw_item_number draw_item_number
def draw_item_number(rect, item)
draw_text_ex(rect.x+24+text_size(item.name).width,rect.y,sprintf(":%2d", $game_party.item_number(item)))
end
#--------------------------------------------------------------------------
# ● 更新光标
#--------------------------------------------------------------------------
def update_cursor
if @cursor_all
cursor_rect.set(0, 0, contents.width, row_max * item_height)
self.top_row = 0
elsif [url=home.php?mod=space&uid=370741]@Index[/url] < 0
cursor_rect.empty
else
ensure_cursor_visible
rect = item_rect(index)
cursor_rect.set(rect.x,rect.y,@cursor_w[index],rect.height)
end
end
end
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