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标题:
怎样修改暂停标记的帧数?
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作者:
上帝的眼睛
时间:
2009-12-20 21:54
标题:
怎样修改暂停标记的帧数?
RT,暂停标记。在消息窗口中表示等待按钮输入的状态下使用。为 16×16 含 4 种图形的动画。
因为默认就4种图形,我想让他变成自定义帧数,就像这张图这样:
光标.png
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2009-12-20 21:54 上传
如果可以的话最好让它移到右下角
[line]1[/line]
注:因本人还要上学,所以星期一至星期六可能不能回复,望回答的诸位耐心等待……
作者:
后知后觉
时间:
2009-12-21 14:13
除了重新写Window类貌似没别的办法
具体有2个脚本可以参考
1.完全的重写Window类
http://rpg.blue/viewthread.php?tid=101829&highlight=Window
2.改变那个标记的位置的专门的脚本.(修改这个脚本就能解决你的问题)
http://rpg.blue/viewthread.php?tid=100825&highlight=%2Bdbshy
P.S.要会在论坛里找东西呀哎....
作者:
上帝的眼睛
时间:
2009-12-27 10:08
#==============================================================
# 更改暂停标记的位置 BY 水蓝 修改 BY God's Eyes
# 更改了显示文章中暂停标记的位置,此脚本暂停标记的的位置是
# 跟在对话后
#
# 如果你想要自己更改请搜索
# @sprite_pause.x @sprite_pause.y
# 自己调坐标即可
# WAIT_COUNT 为暂停标记动画的快慢
#==============================================================
module PAUSE
WAIT_COUNT = 2
end
class Sprite_Pause < Sprite
def initialize
super
self.bitmap = RPG::Cache.windowskin("光标.png")
self.z = 9999
self.x=480-56
self.y=160-56
@index = 0
@wait_count = 0
update
end
def update
super
if @wait_count > 0 then
@wait_count -= 1
else
@index = (@index + 1) % 30
if @index>=1 && @index<=30
self.src_rect.set(24*@index-24, 0,24,24)
else
self.src_rect.set(720-24, 0,24,24)
end
@wait_count = PAUSE::WAIT_COUNT
end
end
end
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化状态
#--------------------------------------------------------------------------
def initialize
super(80, 304, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
@sprite_pause = Sprite_Pause.new
@sprite_pause.visible = false
$t = 0
$n = 0
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
terminate_message
@sprite_pause.dispose
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# ● 处理信息结束
#--------------------------------------------------------------------------
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
# 清除显示中标志
@contents_showing = false
# 呼叫信息调用
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
# 清除文章、选择项、输入数值的相关变量
$game_temp.message_text = nil
$game_temp.message_proc = nil
$game_temp.choice_start = 99
$game_temp.choice_max = 0
$game_temp.choice_cancel_type = 0
$game_temp.choice_proc = nil
$game_temp.num_input_start = 99
$game_temp.num_input_variable_id = 0
$game_temp.num_input_digits_max = 0
# 开放金钱窗口
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
@sprite_pause.visible = false
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
x = y = 0
@cursor_width = 0
# 到选择项的下一行字
if $game_temp.choice_start == 0
x = 8
end
# 有等待显示的文字的情况下
if $game_temp.message_text != nil
text = $game_temp.message_text
# 限制文字处理
begin
last_text = text.clone
text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
end until text == last_text
text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
# 为了方便、将 "\\\\" 变换为 "\000"
text.gsub!(/\\\\/) { "\000" }
# "\\C" 变为 "\001" に、"\\G" 变为 "\002"
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
# c 获取 1 个字 (如果不能取得文字就循环)
@sprite_pause_x = 0
@sprite_pause_y = 0
@c = 0
while ((c = text.slice!(/./m)) != nil)
# \\ 的情况下
if c == "\000"
# 还原为本来的文字
c = "\\"
end
# \C[n] 的情况下
if c == "\001"
# 更改文字色
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
# 下面的文字
next
end
# \G 的情况下
if c == "\002"
# 生成金钱窗口
if @gold_window == nil
@gold_window = Window_Gold.new
@gold_window.x = 560 - @gold_window.width
if $game_temp.in_battle
@gold_window.y = 192
else
@gold_window.y = self.y >= 128 ? 32 : 384
end
@gold_window.opacity = self.opacity
@gold_window.back_opacity = self.back_opacity
end
# 下面的文字
next
end
# 另起一行文字的情况下
if c == "\n"
# 刷新选择项及光标的高
if y >= $game_temp.choice_start
@cursor_width = [@cursor_width, x].max
end
# y 加 1
y += 1
x = 0
# 移动到选择项的下一行
if y >= $game_temp.choice_start
x = 8
end
if y > @sprite_pause_y then
@sprite_pause_y = y
@sprite_pause_x = 0
@c = 0
if x > @sprite_pause_x then
@sprite_pause_x = x
end
end
# 下面的文字
next
end
# 描绘文字
self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
# x 为要描绘文字的加法运算
x += self.contents.text_size(c).width
if x > @sprite_pause_x then
if c =~ /\[a-z]/ then
@c += 2
elsif c =~ /\D/ then
@c += 3.5
else
@c += 4
end
@sprite_pause_x = x
end
$t = @sprite_pause_x
$n = @c
end
end
# 选择项的情况
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
# 输入数值的情况
if $game_temp.num_input_variable_id > 0
digits_max = $game_temp.num_input_digits_max
number = $game_variables[$game_temp.num_input_variable_id]
@input_number_window = Window_InputNumber.new(digits_max)
@input_number_window.number = number
@input_number_window.x = self.x + 8
@input_number_window.y = self.y + $game_temp.num_input_start * 32
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
@sprite_pause.update
# 渐变的情况下
if @fade_in
self.contents_opacity += 24
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end
# 输入数值的情况下
if @input_number_window != nil
@input_number_window.update
# 确定
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
$game_variables[$game_temp.num_input_variable_id] =
@input_number_window.number
$game_map.need_refresh = true
# 释放输入数值窗口
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
# 显示信息中的情况下
if @contents_showing
# 如果不是在显示选择项中就显示暂停标志
if $game_temp.choice_max == 0
@sprite_pause.visible = true
self.pause = false
end
# 取消
if Input.trigger?(Input::B)
if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
$game_system.se_play($data_system.cancel_se)
$game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
terminate_message
end
end
# 确定
if Input.trigger?(Input::C)
if $game_temp.choice_max > 0
$game_system.se_play($data_system.decision_se)
$game_temp.choice_proc.call(self.index)
end
terminate_message
end
return
end
# 在渐变以外的状态下有等待显示的信息与选择项的场合
if @fade_out == false and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
reset_window
refresh
@sprite_pause.x = 640-120
@sprite_pause.y = 480-48
#p @sprite_pause.x,@sprite_pause.y
Graphics.frame_reset
self.visible = true
self.contents_opacity = 0
if @input_number_window != nil
@input_number_window.contents_opacity = 0
end
@fade_in = true
return
end
# 没有可以显示的信息、但是窗口为可见的情况下
if self.visible
@fade_out = true
self.opacity -= 48
if self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
end
end
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