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嗯……虽然是汉化内容……不过只汉化了5个词……囧
话说能汉化的就只有5个词啊!
放上截图
脚本:- #===============================================================================
- #
- # Yanfly Engine Melody - Iconview Melody
- # Last Date Updated: 2010.05.24
- # Level: Easy
- #
- # Don't know how to use Photoshop's X and Y coordinates to count your icons or
- # just too lazy to do it? Well, you can use this tool to make your life easier
- # by loading up the icons on a static sheet and figuring out what those icons
- # are indexed as. This script will mark 256 icons per page and allows you to
- # scroll through those pages as lagless as possible. The icons are displayed
- # in columns of 16 icons each, following exactly the way your IconSet is made
- # (or should be made).
- #
- #===============================================================================
- # Updates
- # -----------------------------------------------------------------------------
- # o 2010.05.24 - Started Script and Finished.
- #===============================================================================
- # Instructions
- # -----------------------------------------------------------------------------
- # To install this script, open up your script editor and copy/paste this script
- # to an open slot below ? Materials but above ? Main. Remember to save.
- #
- # Iconview only appears in testplay mode. If for some reason your game does not
- # use the command window in the title screen, there is an alternative way of
- # entering the Iconview scene by pressing F9 at the title screen.
- #===============================================================================
- $imported = {} if $imported == nil
- $imported["IconviewMelody"] = false
- module YEM
- module ICONVIEW
-
- # If for some reason you wish to change the name of the command that
- # appears on the title screen, edit this constant.
- COMMAND_NAME = "图标查看器"
-
- end # ICONVIEW
- end # YEM
- #===============================================================================
- # Editting anything past this point may potentially result in causing computer
- # damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
- # Therefore, edit at your own risk.
- #===============================================================================
- #===============================================================================
- # Window_Command
- #===============================================================================
- class Window_Command < Window_Selectable
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :commands
- attr_accessor :item_max
-
- end # Window_Command
- #===============================================================================
- # Window_Iconview
- #===============================================================================
- class Window_Iconview < Window_Selectable
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :max_pages
- attr_accessor :page
- attr_accessor :image
-
- #--------------------------------------------------------------------------
- # initialize
- #--------------------------------------------------------------------------
- def initialize
- super(Graphics.width - 416, 0, 416, 416)
- self.z += 1
- @item_max = 256
- @column_max = 16
- @page = @index = @spacing = 0
- @image = Cache.system("IconSet")
- @max_pages = (@image.height / 384.0).ceil
- @icon_sprite = Sprite.new
- @icon_sprite.bitmap = Bitmap.new(384, 384)
- @icon_sprite.x = self.x + 16
- @icon_sprite.y = self.y + 16
- @icon_sprite.z = self.z - 1
- self.opacity = self.back_opacity = 0
- refresh
- end
-
- #--------------------------------------------------------------------------
- # dispose
- #--------------------------------------------------------------------------
- def dispose
- @icon_sprite.bitmap.dispose
- @icon_sprite.dispose
- super
- end
-
- #--------------------------------------------------------------------------
- # update
- #--------------------------------------------------------------------------
- def update
- super
- return unless @max_pages > 1
- if Input.repeat?(Input::L)
- Sound.play_cursor
- image_page_up
- elsif Input.repeat?(Input::R)
- Sound.play_cursor
- image_page_down
- end
- end
-
- #--------------------------------------------------------------------------
- # refresh
- #--------------------------------------------------------------------------
- def refresh
- @icon_sprite.bitmap.dispose
- @icon_sprite.bitmap = Bitmap.new(384, 384)
- rect = Rect.new(0, @page * 384, 384, 384)
- @icon_sprite.bitmap.blt(0, 0, @image, rect)
- end
-
- #--------------------------------------------------------------------------
- # cursor_down
- #--------------------------------------------------------------------------
- def cursor_down(wrap)
- if @index < 240
- @index += 16
- elsif wrap
- @index -= 240
- end
- end
-
- #--------------------------------------------------------------------------
- # cursor_up
- #--------------------------------------------------------------------------
- def cursor_up(wrap)
- if @index >= 16
- @index -= 16
- elsif wrap
- @index += 240
- end
- end
-
- #--------------------------------------------------------------------------
- # cursor_right
- #--------------------------------------------------------------------------
- def cursor_right(wrap)
- if @index % 16 < 15
- @index += 1
- elsif wrap
- @index -= 15
- end
- end
-
- #--------------------------------------------------------------------------
- # cursor_left
- #--------------------------------------------------------------------------
- def cursor_left(wrap)
- if @index % 16 > 0
- @index -= 1
- elsif wrap
- @index += 15
- end
- end
-
- #--------------------------------------------------------------------------
- # image_page_up
- #--------------------------------------------------------------------------
- def image_page_up
- @page = @page == 0 ? @max_pages - 1 : @page - 1
- refresh
- end
-
- #--------------------------------------------------------------------------
- # image_page_down
- #--------------------------------------------------------------------------
- def image_page_down
- @page = @page == @max_pages - 1 ? 0 : @page + 1
- refresh
- end
-
- end # Window_Iconview
- #===============================================================================
- # Window_IconPageList
- #===============================================================================
- class Window_IconPageList < Window_Selectable
-
- #--------------------------------------------------------------------------
- # initialize
- #--------------------------------------------------------------------------
- def initialize(icon_window)
- @icon_window = icon_window
- super(0, 128, Graphics.width-@icon_window.width, @icon_window.height-128)
- self.active = false
- self.index = 0
- refresh
- end
-
- #--------------------------------------------------------------------------
- # refresh
- #--------------------------------------------------------------------------
- def refresh
- @item_max = @icon_window.max_pages
- create_contents
- for i in 0...@item_max; draw_item(i); end
- end
-
- #--------------------------------------------------------------------------
- # draw_item
- #--------------------------------------------------------------------------
- def draw_item(index)
- rect = item_rect(index)
- self.contents.clear_rect(rect)
- text = sprintf("Page%d", index+1)
- self.contents.draw_text(rect, text, 1)
- end
-
- #--------------------------------------------------------------------------
- # update
- #--------------------------------------------------------------------------
- def update
- super
- if self.index != @icon_window.page
- self.index = @icon_window.page
- end
- end
-
- end # Window_IconPageList
- #===============================================================================
- # Window_Icondata
- #===============================================================================
- class Window_Icondata < Window_Base
-
- #--------------------------------------------------------------------------
- # initialize
- #--------------------------------------------------------------------------
- def initialize(iconview_window)
- @iconview_window = iconview_window
- super(0, 0, Graphics.width - @iconview_window.width, 128)
- end
-
- #--------------------------------------------------------------------------
- # refresh
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- text = 256 * @iconview_window.page + @iconview_window.index
- text = sprintf("ID:%d", text)
- self.contents.draw_text(0, WLH*0, contents.width, WLH, text, 1)
- text = @iconview_window.image.height / 24 * 16
- text = sprintf("总共:%d", text)
- self.contents.draw_text(0, WLH*1, contents.width, WLH, text, 1)
- text = "Q=上一页"
- self.contents.draw_text(0, WLH*2, contents.width, WLH, text, 1)
- text = "W=下一页"
- self.contents.draw_text(0, WLH*3, contents.width, WLH, text, 1)
- end
-
- #--------------------------------------------------------------------------
- # update
- #--------------------------------------------------------------------------
- def update
- super
- if @last_index != @iconview_window.index or
- @last_page != @iconview_window.page
- @last_index = @iconview_window.index
- @last_page = @iconview_window.page
- refresh
- end
- end
-
- end # Window_Icondata
- #===============================================================================
- # Scene_Title
- #===============================================================================
- class Scene_Title < Scene_Base
- #--------------------------------------------------------------------------
- # alias method: create_command_window
- #--------------------------------------------------------------------------
- alias create_command_window_iconview create_command_window unless $@
- def create_command_window
- create_command_window_iconview
- return unless $TEST
- return if @command_window == nil
- @command_window.commands.push(YEM::ICONVIEW::COMMAND_NAME)
- @command_window.item_max += 1
- @command_window.create_contents
- @command_window.height += 24
- @command_window.y -= 24
- @command_window.refresh
- x = @command_window.commands.index(Vocab.continue)
- @command_window.draw_item(x, false) unless @continue_enabled
- end
-
- #--------------------------------------------------------------------------
- # alias method: update
- #--------------------------------------------------------------------------
- alias update_iconview update unless $@
- def update
- text = YEM::ICONVIEW::COMMAND_NAME
- if (Input.trigger?(Input::C) and @command_window != nil and
- @command_window.commands[@command_window.index] == text) or
- Input.press?(Input::F9)
- command_iconview
- else
- update_iconview
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: command_iconview
- #--------------------------------------------------------------------------
- def command_iconview
- return unless $TEST
- Sound.play_decision
- $scene = Scene_Iconview.new
- end
-
- end # Scene_Title
- #===============================================================================
- # Scene_Iconview
- #===============================================================================
- class Scene_Iconview < Scene_Base
-
- #--------------------------------------------------------------------------
- # start
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- @iconview_window = Window_Iconview.new
- dx = @iconview_window.x
- dy = @iconview_window.y
- dw = @iconview_window.width
- dh = @iconview_window.height
- @dummy_window = Window_Base.new(dx, dy, dw, dh)
- @data_window = Window_Icondata.new(@iconview_window)
- @page_window = Window_IconPageList.new(@iconview_window)
- end
-
- #--------------------------------------------------------------------------
- # terminate
- #--------------------------------------------------------------------------
- def terminate
- super
- dispose_menu_background
- @iconview_window.dispose
- @dummy_window.dispose
- @data_window.dispose
- @page_window.dispose
- end
-
- #--------------------------------------------------------------------------
- # update
- #--------------------------------------------------------------------------
- def update
- super
- update_menu_background
- @iconview_window.update
- @data_window.update
- @page_window.update
- if Input.trigger?(Input::B)
- Sound.play_cancel
- $scene = Scene_Title.new
- end
- end
-
- end # Scene_Iconview
- #===============================================================================
- #
- # END OF FILE
- #
- #===============================================================================
复制代码 PS:系统(BGM那些)汉化中…… |
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