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[已经解决] 求高手看下 这个脚本

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发表于 2012-8-10 14:04:12 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 z2z4 于 2012-8-10 14:05 编辑

      不知道 这个脚本 可以不可以 自己设置图标 就是自己设置图标   这脚本只是个  背包格 默认是显示 系统带的图标
  1. #==============================================================================
  2. #   XaiL System - Icon Item
  3. #   Author: Nicke
  4. #   Created: 09/04/2012
  5. #   Edited: 06/05/2012
  6. #   Version: 1.0b
  7. #==============================================================================
  8. # 介绍
  9. # -----------------------------------------------------------------------------
  10. # To install this script, open up your script editor and copy/paste this script
  11. # to an open slot below ▼ Materials but above ▼ Main. Remember to save.
  12. #
  13. # This script changes the item list to display icons as items instead.
  14. # There is also a category feature which allows you to change the background
  15. # color of each items/weapons/armour etc.
  16. #
  17. # Right now there is a setup of 6 categories one being the default one.
  18. # You can easily edit the draw_item_rect method to add new ones.
  19. #
  20. # To setup a category for a item use the following code in the note field of the
  21. # item:
  22. # <category health>  
  23. # or
  24. # <category mana>
  25. # The above will only work if you did not edit the category list.
  26. #
  27. # *** Only for RPG Maker VX Ace. ***
  28. #==============================================================================
  29. ($imported ||= {})["XAIL-ICON-SKILLS"] = true
  30. module XAIL
  31.   module ICON_ITEM
  32.   #--------------------------------------------------------------------------#
  33.   # * 设置
  34.   #--------------------------------------------------------------------------#
  35.     # 字体 = [name, size, color, bold, shadow]
  36.     FONT = [["Anklada™", "Verdana"], 16, Color.new(255,225,255), true, true]

  37.     # Show/hide option for the item scene.
  38.     # DISPLAY = [show_help_icon, show_name, show_description,
  39.     # show_consumable, show_amount]
  40.     DISPLAY = [true, true, true, true, true]

  41.     # If this is false every item will have the same default black color.
  42.     # NO_CATEGORIES = true/false
  43.     NO_CATEGORIES = true

  44.   end
  45. end
  46. # *** 不要修改下面的除非你知道你在做什么. ***
  47. #==============================================================================#
  48. # ** 窗口_帮助
  49. #==============================================================================#
  50. class Window_Help < Window_Base

  51.   def set_item_help(item)
  52.     # // 方法设置项目窗口帮助.
  53.     contents.font.name = XAIL::ICON_ITEM::FONT[0]
  54.     contents.font.bold = XAIL::ICON_ITEM::FONT[3]
  55.     contents.font.shadow = XAIL::ICON_ITEM::FONT[4]
  56.     contents.font.out_color = Color.new(0,0,0,255)
  57.     if item
  58.       icon = XAIL::ICON_ITEM::DISPLAY[0] ? '\i[' + item.icon_index.to_s + ']' : ""
  59.       name = XAIL::ICON_ITEM::DISPLAY[1] ? '\c[2] »» ' + item.name + '\c[0]' : ""
  60.       weight = $imported["XAIL-INVENTORY-WEIGHT"] ? weight = " - Weight #{item.weight}." : ""
  61.       if item.is_a?(RPG::Item) and XAIL::ICON_ITEM::DISPLAY[2]
  62.         consumable = item.consumable ? " (消耗)" : " (不消耗)"
  63.       else
  64.         consumable = ""
  65.       end
  66.       desc = XAIL::ICON_ITEM::DISPLAY[3] ? item.description : ""
  67.       new_line = "\n"
  68.       item_text = icon + name + consumable + weight + new_line + desc
  69.     else
  70.       item_text = ""
  71.     end
  72.     set_text(item_text)
  73.   end

  74. end
  75. #==============================================================================#
  76. # ** 窗口_ItemList_图标
  77. #==============================================================================#
  78. class Window_ItemList_Icon < Window_ItemList

  79.   def col_max
  80.     # // 方法 to get col_max.
  81.     return 14
  82.   end

  83.   def spacing
  84.     # // 图标格的距离.
  85.     return 14
  86.   end

  87.   def item_width
  88.     # // 图标格的宽度.
  89.     return 24
  90.   end

  91.   def item_height
  92.     # // 图标格的高度.
  93.     return 24
  94.   end  

  95.   def row_max
  96.     # // 方法 to get row_max.
  97.     return item_max
  98.   end

  99.   def update_help
  100.     # // 方法更新的帮助信息.
  101.     @help_window.set_item_help(item)
  102.   end

  103.   def item_rect(index)
  104.     # // 方法绘制项目矩形.
  105.     rect = Rect.new
  106.     rect.width = item_width
  107.     rect.height = item_height
  108.     rect.x = index % col_max * (item_width + spacing)
  109.     rect.y = index / col_max * (item_height + 3)
  110.     rect
  111.   end

  112.   def page_row_max
  113.     # // 方法来确定页面行最大.
  114.     return 1
  115.   end

  116.   def scan_items(item)
  117.     # // 方法扫描注释的项目.
  118.     item.note.scan(/<category[:]*\s*(.+)>/i)
  119.     return $1 if !$1.nil?
  120.   end

  121.   def draw_item(index)
  122.     # // 方法重写绘制项目.
  123.     item = @data[index]
  124.     if item
  125.       rect = item_rect(index)
  126.       draw_item_rect(index, item, rect, rect.x, rect.y)
  127.       draw_item_number(rect, item) if $game_party.item_number(item) > 1 and XAIL::ICON_ITEM::DISPLAY[3]
  128.     end
  129.   end

  130.   def draw_item_icon(icon_index, x, y, enabled = true)
  131.     # // 方法绘制图标.
  132.     bitmap = Cache.system("Iconset")
  133.     rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
  134.     contents.blt(x, y, bitmap, rect, enabled ? 255 : 75)
  135.   end

  136.   def draw_item_rect(index, item, rect, x, y)
  137.     # // 方法绘制矩形.
  138.     outline = rect.clone
  139.     outline.width = rect.width + 1
  140.     outline.height = rect.height + 1
  141.     contents.fill_rect(outline,Color.new(255,255,255,80))
  142.     if XAIL::ICON_ITEM::NO_CATEGORIES
  143.       case scan_items(item)
  144.       when "health"
  145.         color = Color.new(150,0,0,45)
  146.       when "mana"
  147.         color = Color.new(0,0,150,45)
  148.       when "cure"
  149.        color = Color.new(0,130,0,45)
  150.       when "elixir"
  151.         color = Color.new(250,250,0,45)
  152.       when "herbs"
  153.         color = Color.new(0,215,0,45)
  154.       when nil  
  155.         color = Color.new(0,0,0,128)
  156.       else
  157.        color = Color.new(0,0,0,128)  
  158.       end
  159.     else
  160.       color = Color.new(0,0,0,128)
  161.     end
  162.     color = enable?(item) ? color : Color.new(0,0,0,128)
  163.     contents.fill_rect(rect, color)
  164.     draw_item_icon(item.icon_index, x + 1, y, enable?(item))
  165.   end

  166.   def check_color(color, enabled = true)
  167.      # // Method to set the color and alpha.
  168.     contents.font.color.set(color)
  169.     contents.font.color.alpha = 95 unless enabled
  170.   end

  171.   def draw_item_number(rect, item)
  172.     # // 方法绘制项目编号.
  173.     rect.y += 8
  174.     if $game_party.item_number(item) < 10
  175.       rect.x -= 2
  176.     end
  177.     contents.font = Font.new(XAIL::ICON_ITEM::FONT[0], XAIL::ICON_ITEM::FONT[1])
  178.     check_color(XAIL::ICON_ITEM::FONT[2], enable?(item))
  179.     contents.font.bold = XAIL::ICON_ITEM::FONT[3]
  180.     contents.font.shadow = XAIL::ICON_ITEM::FONT[4]
  181.     contents.font.out_color = Color.new(0,0,0,255)
  182.     draw_text(rect, sprintf("%2d", $game_party.item_number(item)), 1)
  183.     reset_font_settings
  184.   end

  185. end
  186. #==============================================================================#
  187. # ** Scene_Item
  188. #==============================================================================#
  189. class Scene_Item < Scene_ItemBase

  190.   def create_item_window
  191.     # // 方法重写创建项目列表窗口.
  192.     wy = @category_window.y + @category_window.height
  193.     wh = Graphics.height - wy
  194.     @item_window = Window_ItemList_Icon.new(0, wy, Graphics.width, wh)
  195.     @item_window.viewport = @viewport
  196.     @item_window.help_window = @help_window
  197.     @item_window.set_handler(:ok,     method(:on_item_ok))
  198.     @item_window.set_handler(:cancel, method(:on_item_cancel))
  199.     @category_window.item_window = @item_window
  200.   end

  201. end # END OF FILE

  202. #=*==========================================================================*=#
  203. # ** END OF FILE
  204. #=*==========================================================================*=#
复制代码
RPG魔塔:http://rpg.blue/thread-254429-1-1.html
魔塔2:http://rpg.blue/thread-303601-1-1.html
魔塔3: 制作中...MV

Lv2.观梦者

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 楼主| 发表于 2012-8-10 14:06:20 | 只看该作者
本帖最后由 z2z4 于 2012-8-10 14:06 编辑

不过和 装备强化帮助 有冲突  不知道 有高手 修改不
  1. #encoding:utf-8
  2. #==============================================================================
  3. # ■ 装备说明增强 By wyongcan
  4. #==============================================================================
  5. module Equipplus
  6.   CODE ={
  7.     11 => "属性抗性",
  8.     12 => "弱化抗性",
  9.     13 => "状态抗性",
  10.     14 => "状态免疫",
  11.     21 => "普通能力",
  12.     22 => "添加能力",
  13.     23 => "特殊能力",
  14.     31 => "攻击附带属性",
  15.     32 => "攻击附带状态",
  16.     33 => "修正攻击速度",
  17.     34 => "添加攻击次数",
  18.     41 => "添加技能类型",
  19.     42 => "禁用技能类型",
  20.     43 => "添加技能",
  21.     44 => "禁用技能",
  22.     51 => "可装备武器类型",
  23.     52 => "可装备护甲类型",
  24.     53 => "固定装备",
  25.     54 => "禁用装备",
  26.     55 => "装备风格",
  27.     61 => "添加行动次数",
  28.     62 => "特殊标志",
  29.     63 => "消失效果",
  30.     64 => "队伍能力"}
  31.   #特殊标志
  32.   FLAG ={
  33.                 0 => "自动战斗",
  34.                 1 => "擅长防御",
  35.                 2 => "保护弱者",
  36.                 3 => "特技专注"}
  37.   #普通能力
  38.         PARAM ={
  39.                 0 => "最大HP",
  40.                 1 => "最大MP",
  41.                 2 => "物理攻击",
  42.                 3 => "物理防御",
  43.                 4 => "魔法攻击",
  44.                 5 => "魔法防御",
  45.                 6 => "敏 捷 值",
  46.                 7 => "幸 运 值"}
  47.   #添加能力
  48.         XPARAM ={
  49.                 0 => "物理命中几率:",
  50.                 1 => "物理闪避几率:",
  51.                 2 => "必杀几率:",
  52.                 3 => "必杀闪避几率:",
  53.                 4 => "魔法闪避几率:",
  54.                 5 => "魔法反射几率:",
  55.                 6 => "物理反击几率:",
  56.                 7 => "体力值再生速度:",
  57.                 8 => "魔力值再生速度:",
  58.                 9 => "特技值再生速度:"}
  59.   #特殊能力
  60.         SPARAM ={
  61.                 0 => "受到攻击的几率",
  62.                 1 => "防御效果比率",
  63.                 2 => "恢复效果比率",
  64.                 3 => "药理知识",
  65.                 4 => "MP消费率",
  66.                 5 => "TP消耗率",
  67.                 6 => "物理伤害加成",
  68.                 7 => "魔法伤害加成",
  69.                 8 => "地形伤害加成",
  70.                 9 => "经验获得加成"}
  71.         @队伍能力 ={
  72.                 0 => "遇敌几率减半",
  73.                 1 => "随机遇敌无效",
  74.                 2 => "敌人偷袭无效",
  75.                 3 => "先制攻击几率上升",
  76.                 4 => "获得金钱数量双倍",
  77.                 5 => "物品掉落几率双倍"}
  78.   def self.equiphelpready
  79.     @状态 = {}
  80.     @武器类型 = {}
  81.     @防具类型 = {}
  82.     @属性 = {}
  83.     $data_states.each{|x| @状态[x.id] = x.name if x != nil}
  84.     elements = $data_system.elements
  85.     weapon_types = $data_system.weapon_types
  86.     armor_types = $data_system.armor_types
  87.     elements.each_with_index{|x,y| @属性[y] = x if x != ""}
  88.     weapon_types.each_with_index{|x,y| @武器类型[y] = x if x != ""}
  89.     armor_types.each_with_index{|x,y| @防具类型[y] = x if x != ""}
  90.   end
  91.   def self.getequiphelp(equip)
  92.     help = ""
  93.     param = []
  94.     equip.params.each_with_index{|x,y| param.push([PARAM[y],x])}
  95.     param = param.select{|x| x[1] != 0}
  96.     param.each{|x| help += x[0] + ":" + x[1].to_int.to_s + "\n"}
  97.     features = equip.features
  98.     features.select{|x| x.code == 55}.each{|x| help += CODE[x.code] + ":双持武器" + "\n"}
  99.     features.select{|x| x.code == 11}.each{|x| help += CODE[x.code] + ":" + @属性[x.data_id] + "*" + x.value.to_s + "\n"}
  100.     features.select{|x| x.code == 12}.each{|x| help += CODE[x.code] + ":" + PARAM[x.data_id] + "*" + x.value.to_s + "\n"}
  101.     features.select{|x| x.code == 13}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "*" + x.value.to_s + "\n"}
  102.     features.select{|x| x.code == 14}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "\n"}
  103.     features.select{|x| x.code == 31}.each{|x| help += CODE[x.code] + ":" + @属性[x.data_id] + "\n"}
  104.     features.select{|x| x.code == 32}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "+" + x.value.to_s + "\n"}
  105.     features.select{|x| x.code == 33}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"}
  106.     features.select{|x| x.code == 34}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"}
  107.     features.select{|x| x.code == 41}.each{|x| help += CODE[x.code] + ":" + (x.data_id == 1 ? "特技" : "魔法")  + "\n"}
  108.     features.select{|x| x.code == 42}.each{|x| help += CODE[x.code] + ":" + (x.data_id == 1 ? "特技" : "魔法")  + "\n"}
  109.     features.select{|x| x.code == 43}.each{|x| help += CODE[x.code] + ":" + $data_skills[x.data_id].name  + "\n"}
  110.     features.select{|x| x.code == 44}.each{|x| help += CODE[x.code] + ":" + $data_skills[x.data_id].name  + "\n"}
  111.     features.select{|x| x.code == 51}.each{|x| help += CODE[x.code] + ":" + @武器类型[x.data_id]  + "\n"}
  112.     features.select{|x| x.code == 52}.each{|x| help += CODE[x.code] + ":" + @防具类型[x.data_id]  + "\n"}
  113.     features.select{|x| x.code == 61}.each{|x| help += CODE[x.code] + ":" + x.value.to_s  + "\n"}
  114.     features.select{|x| x.code == 62}.each{|x| help += CODE[x.code] + ":" + FLAG[x.data_id]  + "\n"}
  115.     features.select{|x| x.code == 64}.each{|x| help += CODE[x.code] + ":" + @队伍能力[x.data_id]  + "\n"}
  116.     featuresparam = []
  117.     featuresparam.push features.select{|x| x.code == 21}
  118.     featuresparam.push features.select{|x| x.code == 22}
  119.     featuresparam.push features.select{|x| x.code == 23}
  120.     featuresparam[0].each{|x| help += PARAM[x.data_id] + "*" + x.value.to_s + "\n"}
  121.     featuresparam[1].each{|x| help += XPARAM[x.data_id] + x.value.to_s + "\n"}
  122.     featuresparam[2].each{|x| help += SPARAM[x.data_id] + "*" + x.value.to_s + "\n"}
  123.     help
  124.   end
  125.   def self.getline(text,maxtext)
  126.     xtext = []
  127.     line = 0
  128.     text.each_line{|x| xtext.push x.sub(/\n/){}}
  129.     xtext.each{|x| x.size % maxtext != 0 ? line += x.size / maxtext + 1 : line += x.size / maxtext}
  130.     line
  131.   end
  132. end
  133. #==============================================================================
  134. # ■ Window_Help
  135. #------------------------------------------------------------------------------
  136. #  显示特技和物品等的说明、以及角色状态的窗口
  137. #==============================================================================

  138. class Window_Help2 < Window_Base
  139.   #--------------------------------------------------------------------------
  140.   # ● 初始化对象
  141.   #--------------------------------------------------------------------------
  142.   def initialize(line_number = 0)
  143.     super(0, 0, 210, 0)
  144.     self.z = 150
  145.     contents.font.size = 14
  146.     hide
  147.   end
  148.   #--------------------------------------------------------------------------
  149.   # ● 设置内容
  150.   #--------------------------------------------------------------------------
  151.   def set_text(text)
  152.       @text = text
  153.       refresh
  154.   end
  155.   #--------------------------------------------------------------------------
  156.   # ● 清除
  157.   #--------------------------------------------------------------------------
  158.   def clear
  159.     set_text("")
  160.   end
  161.   #--------------------------------------------------------------------------
  162.   # ● 更新帮助位置
  163.   #--------------------------------------------------------------------------
  164.   def uppos(index,rect,window)
  165.     self.height = fitting_height2(Equipplus.getline(@xtext,13))
  166.     create_contents
  167.     contents.font.size = 14
  168.     rect.x -= window.ox
  169.     rect.y -= window.oy
  170.     ax = rect.x + rect.width + 10
  171.     ax = rect.x - self.width + 10 if ax + self.width > window.width + 10
  172.     ax += window.x
  173.     ax = 0 if ax < 0
  174.     ay = rect.y + rect.height
  175.     ay = rect.y - self.height if ay + self.height > window.height
  176.     ay += window.y
  177.     ay = 0 if ay < 0
  178.     self.x = ax
  179.     self.y = ay
  180.     set_text(@xtext)
  181.     show
  182.   end
  183.   #--------------------------------------------------------------------------
  184.   # ● 设置物品
  185.   #     item : 技能、物品等
  186.   #--------------------------------------------------------------------------
  187.   def set_item(item)
  188.     if item == nil
  189.       set_text("")
  190.       return
  191.     end
  192.     @xtext = ""
  193.     @xtext = "名称:" + item.name + "\n"
  194.     @xtext += "介绍:" + item.description + "\n"
  195.     @xtext += "价格:" + item.price.to_s + "\n" if item.is_a?(RPG::EquipItem) || item.is_a?(RPG::Item)
  196.     @xtext += Equipplus.getequiphelp(item) if item.is_a?(RPG::EquipItem)
  197.     @xtext = @xtext[0,@text.size - 2] if @xtext[@xtext.size - 2,2] == "\n"
  198.   end
  199.   #--------------------------------------------------------------------------
  200.   # ● 刷新
  201.   #--------------------------------------------------------------------------
  202.   def refresh
  203.     contents.clear
  204.     hide if @text == ""
  205.     draw_text_ex(4, 0, @text,width,40,false)
  206.   end
  207. end
  208. class Window_Base < Window
  209.   #--------------------------------------------------------------------------
  210.   # ● 计算窗口显示指定行数时的应用高度2*************************
  211.   #--------------------------------------------------------------------------
  212.   def fitting_height2(line_number)
  213.     line_number * contents.font.size + standard_padding * 2
  214.   end
  215. #~ draw_text_ex的增强,使其可以自动换行  原作者:叶子 修改:wyongcan
  216.   #--------------------------------------------------------------------------
  217.   # ● 绘制带有控制符的文本内容
  218.   #   如果传递了width参数的话,会自动换行
  219.   #--------------------------------------------------------------------------
  220.   def draw_text_ex(x, y, text, width = nil,textwidth = nil,normalfont = true)
  221.     reset_font_settings if normalfont == true
  222.     text = convert_escape_characters(text)
  223.     pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
  224.     if width != nil
  225.       pos[:height] = contents.font.size
  226.       pos[:width] = width
  227.       pos[:textwidth] = textwidth
  228.     end
  229.     process_character(text.slice!(0, 1), text, pos) until text.empty?
  230.   end
  231.   #--------------------------------------------------------------------------
  232.   # ● 文字的处理
  233.   #     c    : 文字
  234.   #     text : 绘制处理中的字符串缓存(字符串可能会被修改)
  235.   #     pos  : 绘制位置 {:x, :y, :new_x, :height}
  236.   #--------------------------------------------------------------------------
  237.   def process_character(c, text, pos)
  238.     case c
  239.     when "\r"   # 回车
  240.       return
  241.     when "\n"   # 换行
  242.       process_new_line(text, pos)
  243.     when "\f"   # 翻页
  244.       process_new_page(text, pos)
  245.     when "\e"   # 控制符
  246.       process_escape_character(obtain_escape_code(text), text, pos)
  247.     else        # 普通文字
  248.       pos[:textwidth] == nil ? text_width = text_size(c).width : text_width = pos[:textwidth]
  249.       if pos[:width] != nil && pos[:x] - pos[:new_x] + text_width > pos[:width]
  250.         process_new_line(text, pos)
  251.       end
  252.       process_normal_character(c, pos)
  253.     end
  254.   end
  255. end

  256. class Window_ItemList < Window_Selectable
  257.   #--------------------------------------------------------------------------
  258.   # ● 更新帮助内容
  259.   #--------------------------------------------------------------------------
  260.   def update_help
  261.     @help_window.set_item(item)
  262.     @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil
  263.   end
  264. end

  265. class Window_SkillList < Window_Selectable
  266.   #--------------------------------------------------------------------------
  267.   # ● 更新帮助内容
  268.   #--------------------------------------------------------------------------
  269.   def update_help
  270.     @help_window.set_item(item)
  271.     @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil
  272.   end
  273. end

  274. class Window_ShopBuy < Window_Selectable
  275.   #--------------------------------------------------------------------------
  276.   # ● 更新帮助内容
  277.   #--------------------------------------------------------------------------
  278.   def update_help
  279.     @help_window.set_item(item) if @help_window
  280.     @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil && @help_window
  281.     @status_window.item = item if @status_window
  282.   end
  283. end

  284. class Window_EquipSlot < Window_Selectable
  285.   #--------------------------------------------------------------------------
  286.   # ● 更新帮助内容
  287.   #--------------------------------------------------------------------------
  288.   def update_help
  289.     super
  290.     @help_window.set_item(item) if @help_window
  291.     @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil && @help_window
  292.     @status_window.set_temp_actor(nil) if @status_window
  293.   end
  294. end

  295. class Scene_Shop < Scene_MenuBase
  296.         alias on_sell_ok_old on_sell_ok
  297.         def on_sell_ok
  298.                 on_sell_ok_old
  299.                 @help_window.hide
  300.         end
  301.         alias on_buy_ok_old on_buy_ok
  302.         def on_buy_ok
  303.                 on_buy_ok_old
  304.                 @help_window.hide
  305.         end
  306.         alias on_number_ok_old on_number_ok
  307.         def on_number_ok
  308.                 on_number_ok_old
  309.     @help_window.refresh
  310.                 @help_window.show
  311.         end
  312.         alias on_number_cancel_old on_number_cancel
  313.         def on_number_cancel
  314.                 on_number_cancel_old
  315.     @help_window.refresh
  316.                 @help_window.show
  317.         end
  318. end

  319. class Scene_Title < Scene_Base
  320.   alias start_old start
  321.   def start
  322.     start_old
  323.     Equipplus.equiphelpready
  324.   end
  325. end

  326. class Scene_ItemBase < Scene_MenuBase
  327.         alias old_on_actor_cancel on_actor_cancel
  328.   def on_actor_cancel
  329.     old_on_actor_cancel
  330.         @help_window.refresh
  331.   end
  332.         alias old_on_actor_ok on_actor_ok
  333.   def on_actor_ok
  334.     old_on_actor_ok
  335.         @help_window.refresh
  336.   end
  337. end

  338. class Window_Base < Window
  339.         alias old_process_new_line process_new_line
  340.         def process_new_line(text, pos)
  341.     old_process_new_line(text, pos)
  342.                 pos[:height] = contents.font.size if pos[:width] != nil
  343.         end
  344. end

  345. class Scene_MenuBase < Scene_Base
  346.   def create_help_window
  347.     @help_window = Window_Help2.new
  348.     @help_window.viewport = @viewport
  349.   end
  350. end

  351. class Scene_Battle < Scene_Base
  352.   def create_help_window
  353.     @help_window = Window_Help2.new
  354.     @help_window.visible = false
  355.   end
  356. end
复制代码
RPG魔塔:http://rpg.blue/thread-254429-1-1.html
魔塔2:http://rpg.blue/thread-303601-1-1.html
魔塔3: 制作中...MV
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