Project1
标题:
这个脚本能同时显示坐标和小地图吗?
[打印本页]
作者:
heronba
时间:
2008-12-30 23:11
标题:
这个脚本能同时显示坐标和小地图吗?
我用这个脚本只能显示小地图,不知道为什么显示不了,坐标。
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另外要是有人知道怎么能同时显示坐标和小地图的方法,请告诉我。
{/cy}{/cy}{/cy}{/cy}{/cy}{/cy}{/cy}另求个别地图不需显示坐标和地图的方法
小地图脚本
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#==============================================================================
# ■ 縮小地图的表示(ver 0.999)
# by ピニョン clum-sea
#==============================================================================
#==============================================================================
# □ 前期定义
#==============================================================================
module PLAN_Map_Window
WIN_X = 8 # 地图的 X 座標
WIN_Y = 8 # 地图的 Y 座標
WIN_WIDTH = 8*25 # 地图的宽度
WIN_HEIGHT = 6*25 # 地图的高度
ZOOM = 6.0 # 地图的放缩比例
WINDOWSKIN = "" # 自定义地图窗口素材,如果留空则是默认的
ON_OFF_KEY = Input::A # 打开地图的按钮,A就是键盘的Z键
SWITCH = 100 # 禁用地图功能的开关,默认这个就是打开100号开关则禁止
# 使用地图功能,关闭则可以使用地图功能
WINDOW_MOVE = true # 窗口中的地图跟随移动,(true:跟随, false:固定)
OVER_X = 632 - WIN_WIDTH # 移動后的 X 座標(初期位置と往復します)
OVER_Y = 8 # 移動后的 Y 座標(初期位置と往復します)
OPACITY = 192 # 窗口的透明度
C_OPACITY = 192 # 地图的透明度
VISIBLE = true # 最初是否可见
end
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
attr_accessor :map_visible # 地图的表示状態
alias plan_map_window_initialize initialize
def initialize
plan_map_window_initialize
@map_visible = false
end
end
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
alias plan_map_window_main main
def main
@map_window = Window_Map.new
@map_window.visible = $game_temp.map_visible
plan_map_window_main
@map_window.dispose
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
alias plan_map_window_update update
def update
$game_temp.map_visible = @map_window.visible
plan_map_window_update
unless $game_switches[PLAN_Map_Window::SWITCH]
if Input.trigger?(PLAN_Map_Window::ON_OFF_KEY)
if @map_window.visible
@map_window.visible = false
else
@map_window.visible = true
end
end
else
if @map_window.visible
@map_window.visible = false
end
end
if @map_window.visible
@map_window.update
end
end
#--------------------------------------------------------------------------
# ● 场所移动的变化
#--------------------------------------------------------------------------
alias plan_map_window_transfer_player transfer_player
def transfer_player
visible = @map_window.visible
@map_window.visible = false
plan_map_window_transfer_player
@map_window.dispose
@map_window = Window_Map.new
@map_window.visible = visible
end
end
#==============================================================================
# ■ Window_Map
#==============================================================================
class Window_Map < Window_Base
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize
x = PLAN_Map_Window::WIN_X
y = PLAN_Map_Window::WIN_Y
w = PLAN_Map_Window::WIN_WIDTH
h = PLAN_Map_Window::WIN_HEIGHT
super(x, y, w, h)
unless PLAN_Map_Window::WINDOWSKIN.empty?
self.windowskin = RPG::Cache.windowskin(PLAN_Map_Window::WINDOWSKIN)
end
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = PLAN_Map_Window::OPACITY
self.contents_opacity = PLAN_Map_Window::C_OPACITY
@map_data = $game_map.data
@tileset = RPG::Cache.tileset($game_map.tileset_name)
@autotiles = []
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@old_real_x = $game_player.real_x
@old_real_y = $game_player.real_y
@all_map = make_all_map
self.visible = PLAN_Map_Window::VISIBLE
refresh
end
#--------------------------------------------------------------------------
# ● 缩小图做成
#--------------------------------------------------------------------------
def make_all_map
all_map = Bitmap.new($game_map.width * 32, $game_map.height * 32)
for y in 0...$game_map.height
for x in 0...$game_map.width
for z in 0...3
tile_num = @map_data[x, y, z]
next if tile_num == nil
if tile_num < 384
if tile_num >= 48
tile_num -= 48
src_rect = Rect.new(32, 2 * 32, 32, 32)
all_map.blt(x * 32, y * 32, @autotiles[tile_num / 48], src_rect)
end
else
tile_num -= 384
src_rect = Rect.new(tile_num % 8 * 32, tile_num / 8 * 32, 32, 32)
all_map.blt(x * 32, y * 32, @tileset, src_rect)
end
end
end
end
w = ($game_map.width / PLAN_Map_Window::ZOOM) * 32
h = ($game_map.height / PLAN_Map_Window::ZOOM) * 32
ret_bitmap = Bitmap.new(w, h)
src_rect = Rect.new(0, 0, all_map.width, all_map.height)
dest_rect = Rect.new(0, 0, ret_bitmap.width, ret_bitmap.height)
ret_bitmap.stretch_blt(dest_rect, all_map, src_rect)
all_map.dispose
return ret_bitmap
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
one_tile_size = 32 / PLAN_Map_Window::ZOOM
x = $game_player.real_x - 128 * (self.contents.width / one_tile_size) / 2
y = $game_player.real_y - 128 * (self.contents.height / one_tile_size) / 2
x = x * one_tile_size / 128
y = y * one_tile_size / 128
half_width = self.contents.width * 128 / 2
rest_width = ($game_map.width * 128 - $game_player.real_x) * one_tile_size
rev_x = 0
if @all_map.width < self.contents.width
rev_x = (half_width - $game_player.real_x * one_tile_size) / 128
rev_x -= (self.contents.width - @all_map.width) / 2
x += rev_x
elsif half_width > $game_player.real_x * one_tile_size
rev_x = (half_width - $game_player.real_x * one_tile_size) / 128
x += rev_x
elsif half_width > rest_width
rev_x = -((half_width - rest_width) / 128)
x += rev_x
end
half_height = self.contents.height * 128 / 2
rest_height = ($game_map.height * 128 - $game_player.real_y) * one_tile_size
rev_y = 0
if @all_map.height < self.contents.height
rev_y = (half_height - $game_player.real_y * one_tile_size) / 128
rev_y -= (self.contents.height - @all_map.height) / 2
y += rev_y
elsif half_height > $game_player.real_y * one_tile_size
rev_y = (half_height - $game_player.real_y * one_tile_size) / 128
y += rev_y
elsif half_height > rest_height
rev_y = -((half_height - rest_height) / 128)
y += rev_y
end
src_rect = Rect.new(x, y, self.contents.width, self.contents.height)
self.contents.blt(0, 0, @all_map, src_rect)
if PLAN_Map_Window::WINDOW_MOVE == true
w = self.x..self.x + self.width
h = self.y..self.y + self.height
if w === $game_player.screen_x and h === $game_player.screen_y
if self.x == PLAN_Map_Window::WIN_X and self.y == PLAN_Map_Window::WIN_Y
self.x = PLAN_Map_Window::OVER_X
self.y = PLAN_Map_Window::OVER_Y
else
self.x = PLAN_Map_Window::WIN_X
self.y = PLAN_Map_Window::WIN_Y
end
end
end
if $game_party.actors.size > 0
for i in [2, 1, 0]
tile = @map_data[$game_player.x, $game_player.y, i]
next if tile == 0
return if $game_map.priorities[tile] > 0
end
actor = $game_party.actors[0]
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
width = bitmap.width / 4
height = bitmap.height / 4
src_rect = Rect.new(0, 0, width, height)
w = width / PLAN_Map_Window::ZOOM
h = height / PLAN_Map_Window::ZOOM
x = self.contents.width / 2 - w / 2 + one_tile_size / 2 - rev_x
y = self.contents.height / 2 - h / 2 - rev_y
dest_rect = Rect.new(x, y, w, h)
self.contents.stretch_blt(dest_rect, bitmap, src_rect)
end
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
def update
super
if @old_real_x != $game_player.real_x or @old_real_y != $game_player.real_y
@old_real_x = $game_player.real_x
@old_real_y = $game_player.real_y
refresh
end
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
super
@all_map.dispose
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
复制代码
坐标显示脚本
#==========================================================================
# 本脚本来自www.66rpg.com,用于任何游戏请保留此信息。别以为加密就可以del哦
#==========================================================================
XY_SWITCH = 25 # 当25号开关打开,本脚本才开始工作。
#==============================================================================
# ■ Window_XY
#------------------------------------------------------------------------------
# 显示坐标的窗口。
#==============================================================================
class Window_xy < Window_Base#注意前面那个window_xy是文件名
#--------------------------------------------------------------------------
# ● 初始化窗口
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 96)#最后面那个数字是宽要显示多个需要改大,前面一个是长~
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255 # 这个是背景透明
self.opacity = 255 # 这个是边框和背景都透明
self.contents_opacity = 255 # 这个是内容透明
self.visible = false
refresh
@x = $game_player.x
@y = $game_player.y
@id = $game_map.map_id
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if $game_switches=25[XY_SWITCH ] #确定开关是否打开,可以自己改变开关
@x = $game_player.x #获取角色X坐标
@y = $game_player.y #获取角色Y坐标
@id = $game_map.map_id #获取地图编号
self.contents.clear #清除以前的东西
$mapnames = load_data("Data/MapInfos.rxdata") #读取地图名文件
map_name = $mapnames[@id].name #获得地图名
self.contents.font.color = normal_color#颜色,这里是白色~
self.contents.draw_text(0, 0, 116, 32, map_name,2)
self.contents.font.color = system_color#颜色,暗蓝色
self.contents.draw_text(0, 32, 120, 32, "X:")#显示X这个字的位置,引号里面的内容随便改,比如"X坐标地址"
self.contents.font.color = normal_color#颜色,这里是白色~
self.contents.draw_text(0, 32, 52, 32, @x.to_s,2)
self.contents.font.color = system_color#上面那个是X坐标的变量,可以自己更改变量名~
self.contents.draw_text(64, 32, 128, 32, "Y:")#显示Y这个字~
self.contents.font.color = normal_color
self.contents.draw_text(0, 32, 116, 32, @y.to_s,2)
end
end
#--------------------------------------------------------------------------
# ● 判断文字刷新。节约内存用
#--------------------------------------------------------------------------
def judge
return true if @x != $game_player.x
return true if @y != $game_player.y
return true if @id != $game_map.map_id
return false
end
end
###########################################################################
# 下面的东西不需要掌握~ #
###########################################################################
class Scene_Map
alias xy_66rpg_main main
def main
@xy_window = Window_xy.new
@xy_window.x = 640 - 160
@xy_window.y = 480 - 96
@xy_window.opacity = 0
xy_66rpg_main
@xy_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
alias xy_66rpg_update update
def update
xy_66rpg_update
if $game_switches[XY_SWITCH]
@xy_window.visible = true
@xy_window.refresh if @xy_window.judge
else
@xy_window.visible = false
end
end
end
#==========================================================================
# 本脚本来自www.66rpg.com,用于任何游戏请保留此信息。别以为加密就可以del哦
#==========================================================================
复制代码
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这个是整合的脚本
#==============================================================================
# ■ 縮小地图的表示
#==============================================================================
#==============================================================================
# □ 前期定义
#==============================================================================
module PLAN_Map_Window
WIN_X = 8
WIN_Y = 8
WIN_WIDTH = 8*32
WIN_HEIGHT = 6*32
ZOOM = 4.0
WINDOWSKIN = ""
ON_OFF_KEY = Input::A
SWITCH = 100
WINDOW_MOVE = true
OVER_X = 632 - WIN_WIDTH
OVER_Y = 8
OPACITY = 192
C_OPACITY = 192
VISIBLE = true
end
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
attr_accessor :map_visible
alias plan_map_window_initialize initialize
def initialize
plan_map_window_initialize
@map_visible = true
end
end
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
alias plan_map_window_main main
def main
@map_window = Window_Map.new
@map_window.visible = $game_temp.map_visible
plan_map_window_main
@map_window.dispose
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
alias plan_map_window_update update
def update
$game_temp.map_visible = @map_window.visible
plan_map_window_update
unless $game_switches[PLAN_Map_Window::SWITCH]
if Input.trigger?(PLAN_Map_Window::ON_OFF_KEY)
if @map_window.visible
@map_window.visible = false
else
@map_window.visible = true
end
end
else
if @map_window.visible
@map_window.visible = false
end
end
if @map_window.visible
@map_window.update
end
end
#--------------------------------------------------------------------------
# ● 场所移动的变化
#--------------------------------------------------------------------------
alias plan_map_window_transfer_player transfer_player
def transfer_player
visible = @map_window.visible
@map_window.visible = false
plan_map_window_transfer_player
@map_window.dispose
@map_window = Window_Map.new
@map_window.visible = visible
end
end
#==============================================================================
# ■ Window_Map
#==============================================================================
class Window_Map < Window_Base
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize
x = PLAN_Map_Window::WIN_X
y = PLAN_Map_Window::WIN_Y
w = PLAN_Map_Window::WIN_WIDTH
h = PLAN_Map_Window::WIN_HEIGHT
super(x, y, w, h)
unless PLAN_Map_Window::WINDOWSKIN.empty?
self.windowskin = RPG::Cache.windowskin(PLAN_Map_Window::WINDOWSKIN)
end
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = PLAN_Map_Window::OPACITY
self.contents_opacity = PLAN_Map_Window::C_OPACITY
@map_data = $game_map.data
@tileset = RPG::Cache.tileset($game_map.tileset_name)
@autotiles = []
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@old_real_x = $game_player.real_x
@old_real_y = $game_player.real_y
@all_map = make_all_map
self.visible = PLAN_Map_Window::VISIBLE
refresh
end
#--------------------------------------------------------------------------
# ● 缩小图做成
#--------------------------------------------------------------------------
def make_all_map
all_map = Bitmap.new($game_map.width * 32, $game_map.height * 32)
for y in 0...$game_map.height
for x in 0...$game_map.width
for z in 0...3
tile_num = @map_data[x, y, z]
next if tile_num == nil
if tile_num < 384
if tile_num >= 48
tile_num -= 48
src_rect = Rect.new(32, 2 * 32, 32, 32)
all_map.blt(x * 32, y * 32, @autotiles[tile_num / 48], src_rect)
end
else
tile_num -= 384
src_rect = Rect.new(tile_num % 8 * 32, tile_num / 8 * 32, 32, 32)
all_map.blt(x * 32, y * 32, @tileset, src_rect)
end
end
end
end
w = ($game_map.width / PLAN_Map_Window::ZOOM) * 32
h = ($game_map.height / PLAN_Map_Window::ZOOM) * 32
ret_bitmap = Bitmap.new(w, h)
src_rect = Rect.new(0, 0, all_map.width, all_map.height)
dest_rect = Rect.new(0, 0, ret_bitmap.width, ret_bitmap.height)
ret_bitmap.stretch_blt(dest_rect, all_map, src_rect)
all_map.dispose
return ret_bitmap
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
one_tile_size = 32 / PLAN_Map_Window::ZOOM
x = $game_player.real_x - 128 * (self.contents.width / one_tile_size) / 2
y = $game_player.real_y - 128 * (self.contents.height / one_tile_size) / 2
x = x * one_tile_size / 128
y = y * one_tile_size / 128
half_width = self.contents.width * 128 / 2
rest_width = ($game_map.width * 128 - $game_player.real_x) * one_tile_size
rev_x = 0
if @all_map.width < self.contents.width
rev_x = (half_width - $game_player.real_x * one_tile_size) / 128
rev_x -= (self.contents.width - @all_map.width) / 2
x += rev_x
elsif half_width > $game_player.real_x * one_tile_size
rev_x = (half_width - $game_player.real_x * one_tile_size) / 128
x += rev_x
elsif half_width > rest_width
rev_x = -((half_width - rest_width) / 128)
x += rev_x
end
half_height = self.contents.height * 128 / 2
rest_height = ($game_map.height * 128 - $game_player.real_y) * one_tile_size
rev_y = 0
if @all_map.height < self.contents.height
rev_y = (half_height - $game_player.real_y * one_tile_size) / 128
rev_y -= (self.contents.height - @all_map.height) / 2
y += rev_y
elsif half_height > $game_player.real_y * one_tile_size
rev_y = (half_height - $game_player.real_y * one_tile_size) / 128
y += rev_y
elsif half_height > rest_height
rev_y = -((half_height - rest_height) / 128)
y += rev_y
end
src_rect = Rect.new(x, y, self.contents.width, self.contents.height)
self.contents.blt(0, 0, @all_map, src_rect)
if PLAN_Map_Window::WINDOW_MOVE == true
w = self.x..self.x + self.width
h = self.y..self.y + self.height
if w === $game_player.screen_x and h === $game_player.screen_y
if self.x == PLAN_Map_Window::WIN_X and self.y == PLAN_Map_Window::WIN_Y
self.x = PLAN_Map_Window::OVER_X
self.y = PLAN_Map_Window::OVER_Y
else
self.x = PLAN_Map_Window::WIN_X
self.y = PLAN_Map_Window::WIN_Y
end
end
end
if $game_party.actors.size > 0
for i in [2, 1, 0]
tile = @map_data[$game_player.x, $game_player.y, i]
next if tile == 0
return if $game_map.priorities[tile] > 0
end
actor = $game_party.actors[0]
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
width = bitmap.width / 4
height = bitmap.height / 4
src_rect = Rect.new(0, 0, width, height)
w = width / PLAN_Map_Window::ZOOM
h = height / PLAN_Map_Window::ZOOM
x = self.contents.width / 2 - w / 2 + one_tile_size / 2 - rev_x
y = self.contents.height / 2 - h / 2 - rev_y
dest_rect = Rect.new(x, y, w, h)
self.contents.stretch_blt(dest_rect, bitmap, src_rect)
end
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
def update
super
if @old_real_x != $game_player.real_x or @old_real_y != $game_player.real_y
@old_real_x = $game_player.real_x
@old_real_y = $game_player.real_y
refresh
end
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
super
@all_map.dispose
end
end
#==============================================================================
# ■ Window_Menu_Command
#==============================================================================
class Window_Menu_Command < Window_Selectable
#--------------------------------------------------------------------------
# map_id : 地图 ID
#--------------------------------------------------------------------------
def get_map_name(map_id)
mapinfo = load_data("Data/MapInfos.rvdata")
result = mapinfo[map_id].name
return result.split(/,/)[0].split(/_/)[0]
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_help
text = $data_system.game_title
if @commands[self.index] != nil
text += ": " + @commands[self.index]
end
map_name = get_map_name($game_map.map_id)
text += " "
if map_name.include?"@"
text += "未知地域"
else
text += map_name
end
#-----------------------------------------------------------------------
@x,@y = $game_player.x,$game_player.y
text += " <#{@x},#{@y}>"
#-----------------------------------------------------------------------
@help_window.set_text(text)
end
end
#==============================================================================
复制代码
[LINE]1,#dddddd[/LINE]
此贴于 2009-1-1 18:12:41 被版主darkten提醒,请楼主看到后对本贴做出回应。
[LINE]1,#dddddd[/LINE]
此贴于 2009-1-3 19:44:39 被版主darkten提醒,请楼主看到后对本贴做出回应。
作者:
天下ぶ无双
时间:
2009-1-2 20:49
提示:
作者被禁止或删除 内容自动屏蔽
作者:
最後一滴淚
时间:
2009-1-2 21:08
两个脚本多有开关的
小地图脚本
SWITCH = 100 # 禁用地图功能的开关,默认这个就是打开100号开关则禁止
# 使用地图功能,关闭则可以使用地图功能
你如果在某地图不用的话可以关掉
[LINE]1,#dddddd[/LINE]
坐标显示脚本
不知道为什么显示不了,坐标
因为你还没打开开关
XY_SWITCH = 25 # 当25号开关打开,本脚本才开始工作。
如果在某地图不用的话可以关掉开关...
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