Project1
标题:
这个加强Command_Window窗口的脚本添加“绝技,逃跑”
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作者:
蓝翎
时间:
2009-2-9 08:19
标题:
这个加强Command_Window窗口的脚本添加“绝技,逃跑”
这个加强Command_Window窗口的脚本添加“绝技,逃跑”
还有如果可以的话怎么才能在绝技选项里添加制定特技
http://rpg.blue/web/htm/news436.htm
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#==============================================================================
# ■ Window_Command
#
# 与Window_Command功能一致,不同点就是可以自己给定行、列的值,使菜单像轩辕剑
# 系列的排列……
#
# 举例: 行 列 -命令列表-
# Window_Command.new(160, ["攻击","法术","物品","绝技","防御","逃跑"],2)
#==============================================================================
#==============================================================================
# ■ Window_Command
#------------------------------------------------------------------------------
# 一般的命令选择行窗口。
#==============================================================================
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
# width : 每格的的宽
# row : 行数 自己根据命令数算好行列的值,否则^^b
# column : 列数
# commands : 命令字符串序列
#--------------------------------------------------------------------------
def initialize(width, commands, column=1)
row = commands.size / column
# 由命令的个数计算出窗口的宽和高
super(0, 0, width, row * 32 + 32)
@item_max = commands.size
@commands = commands
@row = row
@width_txt = (width-32)/column
@column_max = column
self.contents = Bitmap.new(width-32, @row * 32)
refresh
@item = []
self.index = 0
refresh
@oldindex = 0
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
if i != self.index
draw_item_dis(i)
else
draw_item_active(i,@item[i])
end
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
# color : 文字色
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
# 计算得出当前index所对应的内容所在的行
row_index = index / @column_max
for y in 0...@column_max
if index % @column_max == y
rect = Rect.new(y * @width_txt, 32 * row_index , @width_txt, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index],1)
break
end
end
end
#--------------------------------------------------------------------------
# ● 项目无效化
# index : 项目编号
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
# color : 文字色
#--------------------------------------------------------------------------
def draw_item_dis(index)
self.contents.font.size -= 6
self.contents.font.color = disabled_color
row_index = index / @column_max
for y in 0...@column_max
if index % @column_max == y
rect = Rect.new(y * @width_txt, 32 * row_index , @width_txt, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index],1)
break
end
end
self.contents.font.size += 6
end
def draw_item_active(index, type)
self.contents.font.color = Color.new(0,0,0,255)
row_index = index / @column_max
for y in 0...@column_max
if index % @column_max == y
self.contents.font.color = Color.new(0,0,0,255)
rect = Rect.new(y * @width_txt+1, 32 * row_index+1 , @width_txt, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index],1)
rect = Rect.new(y * @width_txt, 32 * row_index , @width_txt, 32)
if type==1
self.contents.font.color = disabled_color
else
self.contents.font.color = Color.new(255,255,220,255)
end
self.contents.draw_text(rect, @commands[index],1)
break
end
end
end
#--------------------------------------------------------------------------
# ● 项目无效化
# index : 项目编号
#--------------------------------------------------------------------------
def disable_item(index)
@item[index] = 1
end
#--------------------------------------------------------------------------
# ● 项目有效化
# index : 项目编号
#--------------------------------------------------------------------------
def able_item(index)
draw_item(index, normal_color)
end
#--------------------------------------------------------------------------
# ● 更新光标举行
#--------------------------------------------------------------------------
def update_cursor_rect
# 光标位置不满 0 的情况下
if @index < 0
self.cursor_rect.empty
return
end
# 获取当前的行
row = @index / @column_max
# 当前行被显示开头行前面的情况下
if row < self.top_row
# 从当前行向开头行滚动
self.top_row = row
end
# 当前行被显示末尾行之后的情况下
if row > self.top_row + (self.page_row_max - 1)
# 从当前行向末尾滚动
self.top_row = row - (self.page_row_max - 1)
end
# 计算光标的宽
cursor_width = @width_txt
# 计算光标坐标
x = @index % @column_max * cursor_width
y = @index / @column_max * 32 - self.oy
# 更新国标矩形
self.cursor_rect.set(x, y, @width_txt, 32)
end
#--------------------------------------------------------------------------
# ● 刷新方法更新
#--------------------------------------------------------------------------
def update
super
#——这里使用的刷新方法比直接refresh节约很多内存
if self.index != @oldindex
@oldindex = self.index
refresh
end
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
就像这个一样:
(请忽略文字大小)
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