Project1
标题:
图标战斗菜单的问题
[打印本页]
作者:
玄月
时间:
2009-1-23 18:19
标题:
图标战斗菜单的问题
选项怎么换成纵向排列。 [LINE]1,#dddddd[/LINE]
版务信息:本贴由楼主自主结贴~
作者:
缺牙de兔子
时间:
2009-1-23 18:30
什么选项?
作者:
200878242
时间:
2009-1-23 18:33
是对话框里的选项么
作者:
玄月
时间:
2009-1-23 18:44
不是……图标战斗选项
作者:
人品高
时间:
2009-1-23 18:48
提示:
作者被禁止或删除 内容自动屏蔽
作者:
200878242
时间:
2009-1-23 19:14
好像老关的梦幻群侠转是纵版的,我的是鼠标的是在Window_Selectable里你看一下有帮助吗
作者:
redant
时间:
2009-1-23 21:08
#==========================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==========================================================================
module Momo_IconCommand
# 图标名称设定
ATTACK_ICON_NAME = "Attack" # 攻撃
SKILL_ICON_NAME = "Skill" # 特技
GUARD_ICON_NAME = "Guard" # 防御
ITEM_ICON_NAME = "Thing" # 物品
# X坐标修正
X_PLUS = -320
# Y坐标修正
Y_PLUS = -100
# 选择时图标的动作
# 0:静止 1:放大
SELECT_TYPE = 0
# 闪烁时光芒的颜色
FLASH_COLOR = Color.new(255, 255, 255, 128)
# 闪烁时间
FLASH_DURATION = 10
# 闪烁间隔
FLASH_INTERVAL = 20
# 是否写出文字的名称
COM_NAME_DROW = false
# 文字名称是否移动
COM_NAME_MOVE = true
# 文字内容
ATTACK_NAME = "攻击" # 攻击
SKILL_NAME = "特技" # 特技
GUARD_NAME = "防御" # 防御
ITEM_NAME = "物品" # 物品
#PAO_NAME = "逃跑" # 物品
# 文字颜色
COM_NAME_COLOR = Color.new(255, 255, 255, 255)
# 文字坐标修正
COM_NAME_X_PLUS = 0
COM_NAME_Y_PLUS = 0
end
class Window_CommandIcon < Window_Selectable
attr_accessor :last_index
#------------------------------------------------------------------------
# ● オブジェクト初期化
#------------------------------------------------------------------------
def initialize(x, y, commands)
super(x, y, 32, 32)
# ウィンドウスキンに空文字列を指定してウィンドウを描画しないようにする
self.windowskin = RPG::Cache.windowskin("")
@item_max = commands.size
@commands = commands
@column_max = 1
@index_max = 0
@last_index = nil
@name_sprite = nil
@sprite = []
refresh
end
def dispose
super
for sprite in @sprite
sprite.dispose unless sprite.nil?
end
@name_sprite.dispose unless @name_sprite.nil?
end
#------------------------------------------------------------------------
# ● リフレッシュ
#------------------------------------------------------------------------
def refresh
@name_sprite.dispose unless @name_sprite.nil?
for sprite in @sprite
sprite.dispose unless sprite.nil?
end
@name_sprite = nil
draw_com_name if Momo_IconCommand::COM_NAME_DROW
@sprite = []
for i in 0...@item_max
draw_item(i)
end
end
#------------------------------------------------------------------------
# ● 項目の描画
#------------------------------------------------------------------------
def draw_item(index)
@sprite[index] = Sprite_Icon.new(nil, @commands[index])
@sprite[index].z = self.z + 1
end
def draw_com_name
@name_sprite = Sprite_Comm_Name.new(nil, get_com_name)
end
# 更新
def update
super
icon_update
com_name_update if Momo_IconCommand::COM_NAME_DROW
# if move_index?
# 判断当前光标位置
case @last_index
when 0 # 攻击
# 方向键下被按下的情况下
if Input.repeat?(Input::DOWN)
# 光标指向物品
$game_system.se_play($data_system.cursor_se)
@index = 3
end
# 方向键上被按下的情况下
if Input.repeat?(Input::UP)
# 光标指向攻击
$game_system.se_play($data_system.cursor_se)
@index = 3
end
# 方向键右被按下的情况下
if Input.repeat?(Input::RIGHT)
# 光标指向防御
$game_system.se_play($data_system.cursor_se)
@index = 2
end
# 方向键左被按下的情况下
if Input.repeat?(Input::LEFT)
# 光标指向法术
$game_system.se_play($data_system.cursor_se)
@index = 1
end
when 1 # 法术
# 方向键下被按下的情况下
if Input.repeat?(Input::DOWN)
# 光标指向物品
$game_system.se_play($data_system.cursor_se)
@index = 3
end
# 方向键上被按下的情况下
if Input.repeat?(Input::UP)
# 光标指向攻击
$game_system.se_play($data_system.cursor_se)
@index = 0
end
# 方向键右被按下的情况下
if Input.repeat?(Input::RIGHT)
# 光标指向防御
$game_system.se_play($data_system.cursor_se)
@index = 2
end
# 方向键左被按下的情况下
if Input.repeat?(Input::LEFT)
# 光标指向法术
$game_system.se_play($data_system.cursor_se)
@index = 2
end
when 2 # 防御
# 方向键下被按下的情况下
if Input.repeat?(Input::DOWN)
# 光标指向物品
$game_system.se_play($data_system.cursor_se)
@index = 3
end
# 方向键上被按下的情况下
if Input.repeat?(Input::UP)
# 光标指向攻击
$game_system.se_play($data_system.cursor_se)
@index = 0
end
# 方向键右被按下的情况下
if Input.repeat?(Input::RIGHT)
# 光标指向防御
$game_system.se_play($data_system.cursor_se)
@index = 1
end
# 方向键左被按下的情况下
if Input.repeat?(Input::LEFT)
# 光标指向技能
$game_system.se_play($data_system.cursor_se)
@index = 1
end
when 3 # 物品
# 方向键下被按下的情况下
if Input.repeat?(Input::DOWN)
# 光标指向物品
$game_system.se_play($data_system.cursor_se)
@index = 0
end
# 方向键上被按下的情况下
if Input.repeat?(Input::UP)
# 光标指向攻击
$game_system.se_play($data_system.cursor_se)
@index = 0
end
# 方向键右被按下的情况下
if Input.repeat?(Input::RIGHT)
# 光标指向防御
$game_system.se_play($data_system.cursor_se)
@index = 2
end
# 方向键左被按下的情况下
if Input.repeat?(Input::LEFT)
# 光标指向法术
$game_system.se_play($data_system.cursor_se)
@index = 1
end
# when 4 # 逃跑
# # 方向键下被按下的情况下
# if Input.repeat?(Input::DOWN)
# # 光标指向攻击
# $game_system.se_play($data_system.cursor_se)
# @index = 0
# end
# # 方向键上被按下的情况下
# if Input.repeat?(Input::UP)
# # 光标指向逃跑
# $game_system.se_play($data_system.cursor_se)
# @index = 4
# end
# # 方向键右被按下的情况下
# if Input.repeat?(Input::RIGHT)
# # 光标指向防御
# $game_system.se_play($data_system.cursor_se)
# @index = 2
# end
# # 方向键左被按下的情况下
# if Input.repeat?(Input::LEFT)
# 光标指向法术
# $game_system.se_play($data_system.cursor_se)
# @index = 1
# end
end
@last_index = self.index
# end
end
# アイコンの更新
def icon_update
qx = 470
qy = 480
for i in
[email protected]
@sprite[i].active = (self.index == i)
@sprite[0].x = 60 +qx
@sprite[0].y = -140 +qy
@sprite[1].x = 20 + qx
@sprite[1].y = -100 + qy
@sprite[3].x = 60 + qx
@sprite[3].y = -60 + qy
@sprite[2].x = 100 + qx
@sprite[2].y = -100 + qy
#@sprite[i].x = self.x + i * 56
#@sprite[i].y = self.y + 0
@sprite[i].z = (self.index == i) ? self.z + 2 : self.z + 1
@sprite[i].visible = self.visible
@sprite[i].update
end
end
# コマンドネームの更新
def com_name_update
# if move_index?
@name_sprite.name = get_com_name
# end
#- 12 + Momo_IconCommand::COM_NAME_X_PLUS
# @name_sprite.x = 510 #actor_index - 1
# elsif @active_battler.id == 5
# @name_sprite.x = 410 #320 + self.x - 12 #+ Momo_IconCommand::COM_NAME_X_PLUS
# else
# @name_sprite[actor_index].x = 110
if self.x<100#80
@name_sprite.x = self.x + 275
elsif self.x < 200#150
@name_sprite.x = self.x + 279
else self.x < 300#220
@name_sprite.x = self.x + 282
end
if self.y<200#190
@name_sprite.y = 145
elsif self.y < 300#250
@name_sprite.y = 210
else self.y < 400#320
@name_sprite.y= 295
end
# 文字出现的坐标 以固定在下面
#+ Momo_IconCommand::COM_NAME_Y_PLUS
@name_sprite.z = 9998 #self.z + 1
@name_sprite.active = self.active
@name_sprite.visible = self.visible
@name_sprite.update
end
def get_com_name
make_name_set if @name_set.nil?
name = @name_set[self.index]
name = "" if name.nil?
return name
end
def make_name_set
@name_set = []
@name_set[0] = Momo_IconCommand::ATTACK_NAME
@name_set[1] = Momo_IconCommand::SKILL_NAME
@name_set[2] = Momo_IconCommand::GUARD_NAME
@name_set[3] = Momo_IconCommand::ITEM_NAME
#@name_set[4] = Momo_IconCommand::ESCAPE_NAME
end
def move_index?
return self.index != @last_index
end
def need_reset
@name_sprite.need_reset = true if Momo_IconCommand::COM_NAME_DROW
end
end
# アイコン用スプライト
class Sprite_Icon < Sprite
attr_accessor :active
attr_accessor :icon_name
#------------------------------------------------------------------------
# ● オブジェクト初期化
#------------------------------------------------------------------------
def initialize(viewport, icon_name)
super(viewport)
@icon_name = icon_name
@last_icon = @icon_name
@count = 0
self.bitmap = RPG::Cache.icon(@icon_name)
self.ox = self.bitmap.width / 2
self.oy = self.bitmap.height / 2
@active = false
end
#------------------------------------------------------------------------
# ● 解放
#------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#------------------------------------------------------------------------
# ● フレーム更新
#------------------------------------------------------------------------
def update
super
if @icon_name != @last_icon
@last_icon = @icon_name
self.bitmap = RPG::Cache.icon(@icon_name)
end
if @active
@count += 1
case Momo_IconCommand::SELECT_TYPE
when 0
icon_flash
icon_zoom
when 1
icon_zoom
end
@count = 0 if @count == 20
else
icon_reset
end
end
def icon_flash
if @count % Momo_IconCommand::FLASH_INTERVAL == 0 or @count == 2
self.flash(Momo_IconCommand::FLASH_COLOR, Momo_IconCommand::FLASH_DURATION)
end
end
def icon_zoom
case @count
when 1..10
zoom = 1.1#0 + @count / 10.0
when 11..20
zoom = 1.1#2.0 - (@count - 10) / 10.0
end
self.zoom_x = zoom
self.zoom_y = zoom
end
def icon_reset
@count = 0
self.zoom_x = 1.0
self.zoom_y = 1.0
end
end
# コマンドネーム用スプライト
class Sprite_Comm_Name < Sprite
attr_accessor :active
attr_accessor :name
attr_accessor :need_reset
#------------------------------------------------------------------------
# ● オブジェクト初期化
#------------------------------------------------------------------------
def initialize(viewport, name)
super(viewport)
@name = name
@last_name = nil
@count = 0
@x_plus = 0
@opa_plus = 0
@need_reset = false
@active = false
self.bitmap = Bitmap.new(125, 32)
end
#------------------------------------------------------------------------
# ● 解放
#------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#------------------------------------------------------------------------
# ● フレーム更新
#------------------------------------------------------------------------
def update
super
if @active
if need_reset?
@need_reset = false
@last_name = @name
text_reset
end
move_text if Momo_IconCommand::COM_NAME_MOVE
end
end
def move_text
@count += 1
@x_plus = [@count * 8, 80].min
self.x = self.x - 80 + @x_plus
self.opacity = @count * 25
end
def text_reset
@count = 0
@x_plus = 0
self.bitmap.clear
src_rect = Rect.new(0, -5, 560, 128)
back_help = Bitmap.new("Graphics/system/menu/back/特技框.png")
self.bitmap.blt(0, -5, back_help, src_rect, 255)
#定义蓝色(很PL 不是吗?) Momo_IconCommand::COM_NAME_COLOR
self.bitmap.font.size = 16
#文字的大小
case @name
when "攻击"
self.bitmap.font.color = Color.new(255, 10, 10, 255)
when "特技"
self.bitmap.font.color = Color.new(255, 255, 0, 255)
when "物品"
self.bitmap.font.color = Color.new(5, 255, 0, 255)
when"防御"
self.bitmap.font.color = Color.new(5, 20, 255, 255)
end
self.bitmap.draw_text(25, 0, 260, 32, @name)
end
def need_reset?
return (@name != @last_name or @need_reset)
end
end
class Scene_Battle
#------------------------------------------------------------------------
# ● プレバトルフェーズ開始
#------------------------------------------------------------------------
alias scene_battle_icon_command_start_phase1 start_phase1
def start_phase1
com1 = Momo_IconCommand::ATTACK_ICON_NAME
com2 = Momo_IconCommand::SKILL_ICON_NAME
com3 = Momo_IconCommand::GUARD_ICON_NAME
com4 = Momo_IconCommand::ITEM_ICON_NAME
# com5 = Momo_IconCommand::ESCAPE_ICON_NAME
@actor_command_window = Window_CommandIcon.new(0, 0, [com1, com2, com3, com4])
@actor_command_window.y = 128
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
@actor_command_window.update
scene_battle_icon_command_start_phase1
end
#------------------------------------------------------------------------
# ● アクターコマンドウィンドウのセットアップ
#------------------------------------------------------------------------
alias scene_battle_icon_command_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
scene_battle_icon_command_phase3_setup_command_window
# アクターコマンドウィンドウの位置を設定
@actor_command_window.x = command_window_actor_x(@actor_index)
@actor_command_window.y = command_window_actor_y(@actor_index)
@actor_command_window.need_reset
end
def command_window_actor_x(index)
$game_party.actors[index].screen_x + Momo_IconCommand::X_PLUS
end
def command_window_actor_y(index)
$game_party.actors[index].screen_y + Momo_IconCommand::Y_PLUS
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
这个?
@sprite[0].x = 60 +qx
是调坐标
case @last_index
when 0 # 攻击
# 方向键下被按下的情况下
if Input.repeat?(Input::DOWN)
是 按下时 选哪一个
这个是菱形的
欢迎光临 Project1 (https://rpg.blue/)
Powered by Discuz! X3.1