Project1
标题:
还有研究仙三菜单的人吗??
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作者:
反斗奇彬
时间:
2010-8-23 16:40
标题:
还有研究仙三菜单的人吗??
本帖最后由 反斗奇彬 于 2010-8-23 16:47 编辑
无影神锋的仙三式菜单里面,战斗使用物品在“仙三式战斗菜单2”那里设置,这个脚本我有点看不太懂,望高手帮忙看看
class Zzh_Window_SkillCommand < Window_Selectable
attr_accessor :commands
#--------------------------------------------------------------------------
# ● 初始化,生成commands窗口
#--------------------------------------------------------------------------
def initialize(actor)
super(-16, 160, 280, 300)
@commands = []
#————————生成commands窗口
#@commands.push("技")
@commands.push("水")
@commands.push("火")
@commands.push("雷")
@commands.push("风")
@commands.push("土")
@commands.push("双")
@actor=actor
self.windowskin = nil
if @commands == []
@commands.push("普通技能")
end
@item_max = @commands.size
self.contents = Bitmap.new(640, 480)
self.opacity = 0
refresh
self.index = 0
@oldindex=-1
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def refresh
self.contents.clear
bitmap = Bitmap.new("Graphics/system/battle/menu/仙术底板.png")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(0, 0, bitmap, src_rect)
x = @index*32+41
bitmap = Bitmap.new("Graphics/system/battle/menu/仙术-"
[email protected]
_s+".png")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, 27, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# 只描绘原文字
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(@commands[self.index],1)
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.cursor_rect.empty
return
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.cursor_rect.empty
return
end
x=@index*32+42
self.cursor_rect.set(x, 28, 30, 25)
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
self_update
if @index != @oldindex
refresh
end
@oldindex=@indexend
if self.active and @item_max > 0
index_var = @index
tp_index = @index
mouse_x, mouse_y = Mouse.get_mouse_pos
mouse_not_in_rect = true
for i in 0...@item_max
@index = i
@zzhaaa_1=1
update_cursor_rect
top_x = self.cursor_rect.x + self.x + 16
top_y = self.cursor_rect.y + self.y + 16
bottom_x = top_x + self.cursor_rect.width
bottom_y = top_y + self.cursor_rect.height
if (mouse_x > top_x) and (mouse_y > top_y) and
(mouse_x < bottom_x) and (mouse_y < bottom_y)
mouse_not_in_rect = false
if tp_index != @index
tp_index = @index
$game_system.se_play($data_system.cursor_se)
end
break
end
end
if mouse_not_in_rect
@zzhaaa_1=2
@index = index_var
#if self.is_a?(Window_Target)
# @index=-3
#end
update_cursor_rect
Mouse.click_lock
else
Mouse.click_unlock
end
end
end
end
#==============================================================================
# ■ Window_Skill
#==============================================================================
class Zzh_Window_SkillList < Window_Selectable
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def initialize(actor)
super(10, 240, 250, 128)
@actor = actor
self.opacity = 0
refresh
self.index = -1
@column_max = 1
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def set_item(command)
refresh
for i in
[email protected]
skill = $data_skills[@actor.skills[i]]
if skill != nil and skill.desc == command
@data.push(skill)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
end
#-----------------------------------------------------------------------
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
self.contents.font.name = ["华文行楷","黑体","楷体","宋体"]
self.contents.font.size = 16
$zzhok = false
if @actor.skill_can_use?(skill.id)
self.contents.font.color.set(0,0,0)
else
self.contents.font.color.set(0,0,0,128)
end
x = 4
y = index * 19-5
rect = Rect.new(x, y, self.width / @column_max - 32, 24)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y-5 , bitmap, Rect.new(0, -4, 24, 28), opacity)
self.contents.draw_text(x + 28, y-2, 204, 32, skill.name, 0)
self.contents.draw_text(x + 120, y-2, 40, 32, skill.sp_cost.to_s, 2)
$zzhok = true
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
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.cursor_rect.empty
return
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.cursor_rect.empty
return
end
# 计算光标的宽
cursor_width = 192
# 计算光标坐标
x = 7#@index % @column_max * (cursor_width + 32)-3
y = (@index-self.top_row) * 19 -2
# 更新国标矩形
self.cursor_rect.set(x, y, cursor_width, 19)
end
def update
# p @index
self_update
if self.active and @item_max > 0
index_var = @index
tp_index = @index
mouse_x, mouse_y = Mouse.get_mouse_pos
mouse_not_in_rect = true
for i in 0...@item_max
@index = i
@zzhaaa_1=1
update_cursor_rect
top_x = self.cursor_rect.x + self.x + 16
top_y = self.cursor_rect.y + self.y + 16
bottom_x = top_x + self.cursor_rect.width
bottom_y = top_y + self.cursor_rect.height
if (mouse_x > top_x) and (mouse_y > top_y) and
(mouse_x < bottom_x) and (mouse_y < bottom_y)
mouse_not_in_rect = false
if tp_index != @index
tp_index = @index
#if (@index != @oldindex)
$game_system.se_play($data_system.cursor_se)
#end
end
break
end
end
if mouse_not_in_rect
mouse_x, mouse_y = Mouse.get_mouse_pos
# 当前行被显示开头行前面的情况下
#self.contents.fill_rect(Rect.new(199,92,15,15), Color.new(255, 255, 255, 255))
mouse_x-=26
mouse_y-=243
if self.top_row < row_max-page_row_max and Mouse.press?(Mouse::LEFT)and (mouse_x>199)and(mouse_x<215)and(mouse_y>92)and(mouse_y<107)
self.top_row +=1
delay(0.1)
end
# 当前行被显示末尾行之后的情况下
if self.top_row > 0 and Mouse.press?(Mouse::LEFT)and(mouse_x>199)and(mouse_x<215)and(mouse_y>12)and(mouse_y<27)
# 从当前行向末尾滚动
self.top_row -=1
delay(0.1)
end
@zzhaaa_1=2
@index = index_var
if self.is_a?(Window_Target)
@index=-3
end
update_cursor_rect
Mouse.click_lock
else
Mouse.click_unlock
end
end
end
def delay(seconds)
for i in 0...(seconds * 1)
sleep 0.01
Graphics.update
end
end
def top_row
# 将窗口内容的传送源 Y 坐标、1 行的高 32 等分
return self.oy / 19
end
#--------------------------------------------------------------------------
# ● 设置开头行
# row : 显示开头的行
#--------------------------------------------------------------------------
def top_row=(row)
# row 未满 0 的场合更正为 0
if row < 0
row = 0
end
# row 超过 row_max - 1 的情况下更正为 row_max - 1
if row > row_max - 1
row = row_max - 1
end
# row 1 行高的 32 倍、窗口内容的传送源 Y 坐标
self.oy = row * 19
end
#--------------------------------------------------------------------------
# ● 获取 1 页可以显示的行数
#--------------------------------------------------------------------------
def page_row_max
# 窗口的高度,设置画面的高度减去 32 ,除以 1 行的高度 32
return (self.height - 32) / 19
end
end
class Window_Help_Zzh < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(20, 330, 220, 64)
self.contents = Bitmap.new(width, height)
self.opacity = 0
end
#--------------------------------------------------------------------------
# ● 设置文本
# text : 窗口显示的字符串
# align : 对齐方式 (0..左对齐、1..中间对齐、2..右对齐)
#--------------------------------------------------------------------------
def set_text(text, align = 0)
# 如果文本和对齐方式的至少一方与上次的不同
if text != @text or align != @align
# 再描绘文本
self.contents.clear
self.contents.font.size = 16
self.contents.font.name = ["华文行楷","黑体","楷体","宋体"]
self.contents.font.color.set(0,0,0)
$zzhok=false
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
@text = text
@align = align
@actor = nil
$zzhok=true
end
self.visible = true
end
end
class Zzh_Window_ItemCommand < Window_Selectable
attr_accessor :commands
#--------------------------------------------------------------------------
# ● 初始化,生成commands窗口
#--------------------------------------------------------------------------
def initialize
super(-16, 160, 280, 300)
@commands = []
#————————生成commands窗口
@commands.push("恢复类")
@commands.push("状态类")
@commands.push("攻击类")
self.windowskin = nil
if @commands == []
@commands.push("普通物品")
end
@item_max = @commands.size
self.contents = Bitmap.new(640, 480)
self.opacity = 0
refresh
self.index = 0
@oldindex=-1
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def refresh
self.contents.clear
bitmap = Bitmap.new("Graphics/system/battle/menu/物品底板.png")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(0, 0, bitmap, src_rect)
x = @index*32+41
bitmap = Bitmap.new("Graphics/system/battle/menu/物品-"
[email protected]
_s+".png")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, 27, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# 只描绘原文字
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(@commands[self.index],1)
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
x=@index*32+42
self.cursor_rect.set(x, 28, 30, 25)
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
self_update
if @index != @oldindex
refresh
end
@oldindex=@indexend
if self.active and @item_max > 0
index_var = @index
tp_index = @index
mouse_x, mouse_y = Mouse.get_mouse_pos
mouse_not_in_rect = true
for i in 0...@item_max
@index = i
@zzhaaa_1=1
update_cursor_rect
top_x = self.cursor_rect.x + self.x + 16
top_y = self.cursor_rect.y + self.y + 16
bottom_x = top_x + self.cursor_rect.width
bottom_y = top_y + self.cursor_rect.height
if (mouse_x > top_x) and (mouse_y > top_y) and
(mouse_x < bottom_x) and (mouse_y < bottom_y)
mouse_not_in_rect = false
if tp_index != @index
tp_index = @index
$game_system.se_play($data_system.cursor_se)
end
break
end
end
if mouse_not_in_rect
@zzhaaa_1=2
@index = index_var
#if self.is_a?(Window_Target)
# @index=-3
#end
update_cursor_rect
Mouse.click_lock
else
Mouse.click_unlock
end
end
end
end
#==============================================================================
# ■ Window_Item
#==============================================================================
class Zzh_Window_ItemList < Window_Selectable
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def initialize
super(10, 240, 250, 128)#128
self.opacity = 0
refresh
self.index = -1
@column_max = 1
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def set_item(command)
refresh
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if i<=13 and $data_items[i].desc== command
@data.push($data_items[i])
elsif i>13 and i<=35 and command=="状态类"
@data.push($data_items[i])
elsif i>35 and$data_items[i].desc== command
@data.push($data_items[i])
end
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
end
#-----------------------------------------------------------------------
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
number = $game_party.item_number(item.id)
self.contents.font.name = ["华文行楷","黑体","楷体","宋体"]
self.contents.font.size = 16
$zzhok = false
if $game_party.item_can_use?(item.id)
self.contents.font.color.set(0,0,0)
else
self.contents.font.color.set(0,0,0,128)
end
x = 4
y = index * 19-5
rect = Rect.new(x, y, self.width / @column_max - 32, 24)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y-5 , bitmap, Rect.new(0, -4, 24, 28), opacity)
self.contents.draw_text(x + 28, y-2, 204, 32, item.name, 0)
self.contents.draw_text(x + 130, y-2, 40, 32, number.to_s, 2)
$zzhok = true
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
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.cursor_rect.empty
return
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.cursor_rect.empty
return
end
# 计算光标的宽
cursor_width = 192
# 计算光标坐标
x = 7#@index % @column_max * (cursor_width + 32)-3
y = (@index-self.top_row) * 19 -2
# 更新国标矩形
self.cursor_rect.set(x, y, cursor_width, 19)
end
def update
self_update
if self.active and @item_max > 0
index_var = @index
tp_index = @index
mouse_x, mouse_y = Mouse.get_mouse_pos
mouse_not_in_rect = true
for i in 0...@item_max
@index = i
@zzhaaa_1=1
update_cursor_rect
top_x = self.cursor_rect.x + self.x + 16
top_y = self.cursor_rect.y + self.y + 16
bottom_x = top_x + self.cursor_rect.width
bottom_y = top_y + self.cursor_rect.height
if (mouse_x > top_x) and (mouse_y > top_y) and
(mouse_x < bottom_x) and (mouse_y < bottom_y)
mouse_not_in_rect = false
if tp_index != @index
tp_index = @index
#if (@index != @oldindex)
$game_system.se_play($data_system.cursor_se)
#end
end
break
end
end
if mouse_not_in_rect
mouse_x, mouse_y = Mouse.get_mouse_pos
# 当前行被显示开头行前面的情况下
#self.contents.fill_rect(Rect.new(199,92,15,15), Color.new(255, 255, 255, 255))
mouse_x-=26
mouse_y-=243
if self.top_row < row_max-page_row_max and Mouse.press?(Mouse::LEFT)and (mouse_x>199)and(mouse_x<215)and(mouse_y>92)and(mouse_y<107)
self.top_row +=1
delay(0.1)
end
# 当前行被显示末尾行之后的情况下
if self.top_row > 0 and Mouse.press?(Mouse::LEFT)and(mouse_x>199)and(mouse_x<215)and(mouse_y>12)and(mouse_y<27)
# 从当前行向末尾滚动
self.top_row -=1
delay(0.1)
end
@zzhaaa_1=2
@index = index_var
if self.is_a?(Window_Target)
@index=-3
end
update_cursor_rect
Mouse.click_lock
else
Mouse.click_unlock
end
end
end
def delay(seconds)
for i in 0...(seconds * 1)
sleep 0.01
Graphics.update
end
end
def top_row
# 将窗口内容的传送源 Y 坐标、1 行的高 32 等分
return self.oy / 19
end
#--------------------------------------------------------------------------
# ● 设置开头行
# row : 显示开头的行
#--------------------------------------------------------------------------
def top_row=(row)
# row 未满 0 的场合更正为 0
if row < 0
row = 0
end
# row 超过 row_max - 1 的情况下更正为 row_max - 1
if row > row_max - 1
row = row_max - 1
end
# row 1 行高的 32 倍、窗口内容的传送源 Y 坐标
self.oy = row * 19
end
#--------------------------------------------------------------------------
# ● 获取 1 页可以显示的行数
#--------------------------------------------------------------------------
def page_row_max
# 窗口的高度,设置画面的高度减去 32 ,除以 1 行的高度 32
return (self.height - 32) / 19
end
end
class Window_Skill2_Picture < Window_Base
def initialize
super(-16,120,260,300)
self.contents = Bitmap.new(640, 480)
self.opacity = 0
self.contents.clear
bitmap = Bitmap.new("Graphics/System/battle/menu/特技底板.png")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(0, 0 , bitmap, src_rect)
end
end
#==============================================================================
# ■ Window_Skill
#==============================================================================
class Zzh_Window_SkillList2 < Window_Selectable
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def initialize(actor)
super(10, 200, 250, 148)
@actor = actor
self.opacity = 0
refresh
self.index = -1
@column_max = 1
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def set_item(command)
refresh
for i in
[email protected]
skill = $data_skills[@actor.skills[i]]
if skill != nil and skill.desc == command
@data.push(skill)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
end
#-----------------------------------------------------------------------
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
self.contents.font.name = ["华文行楷","黑体","楷体","宋体"]
self.contents.font.size = 16
$zzhok = false
if @actor.skill_can_use?(skill.id)
self.contents.font.color.set(0,0,0)
else
self.contents.font.color.set(0,0,0,128)
end
x = 4
y = index * 19-5
rect = Rect.new(x, y, self.width / @column_max - 32, 24)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y-5 , bitmap, Rect.new(0, -4, 24, 28), opacity)
self.contents.draw_text(x + 28, y-2, 204, 32, skill.name, 0)
self.contents.draw_text(x + 130, y-2, 40, 32, skill.sp_cost.to_s, 2)
$zzhok = true
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
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.cursor_rect.empty
return
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.cursor_rect.empty
return
end
# 计算光标的宽
cursor_width = 192
# 计算光标坐标
x = 7#@index % @column_max * (cursor_width + 32)-3
y = @index * 19 -2
# 更新国标矩形
self.cursor_rect.set(x, y, cursor_width, 19)
end
def update
self_update
if self.active and @item_max > 0
index_var = @index
tp_index = @index
mouse_x, mouse_y = Mouse.get_mouse_pos
mouse_not_in_rect = true
for i in 0...@item_max
@index = i
@zzhaaa_1=1
update_cursor_rect
top_x = self.cursor_rect.x + self.x + 16
top_y = self.cursor_rect.y + self.y + 16
bottom_x = top_x + self.cursor_rect.width
bottom_y = top_y + self.cursor_rect.height
if (mouse_x > top_x) and (mouse_y > top_y) and
(mouse_x < bottom_x) and (mouse_y < bottom_y)
mouse_not_in_rect = false
if tp_index != @index
tp_index = @index
#if (@index != @oldindex)
$game_system.se_play($data_system.cursor_se)
#end
end
break
end
end
if mouse_not_in_rect
mouse_x, mouse_y = Mouse.get_mouse_pos
# 当前行被显示开头行前面的情况下
#self.contents.fill_rect(Rect.new(199,92,15,15), Color.new(255, 255, 255, 255))
mouse_x-=26
mouse_y-=243
if self.top_row < row_max-page_row_max and Mouse.press?(Mouse::LEFT)and (mouse_x>199)and(mouse_x<215)and(mouse_y>92)and(mouse_y<107)
self.top_row +=1
delay(0.1)
end
# 当前行被显示末尾行之后的情况下
if self.top_row > 0 and Mouse.press?(Mouse::LEFT)and(mouse_x>199)and(mouse_x<215)and(mouse_y>12)and(mouse_y<27)
# 从当前行向末尾滚动
self.top_row -=1
delay(0.1)
end
@zzhaaa_1=2
@index = index_var
if self.is_a?(Window_Target)
@index=-3
end
update_cursor_rect
Mouse.click_lock
else
Mouse.click_unlock
end
end
end
def delay(seconds)
for i in 0...(seconds * 1)
sleep 0.01
Graphics.update
end
end
def top_row
# 将窗口内容的传送源 Y 坐标、1 行的高 32 等分
return self.oy / 19
end
#--------------------------------------------------------------------------
# ● 设置开头行
# row : 显示开头的行
#--------------------------------------------------------------------------
def top_row=(row)
# row 未满 0 的场合更正为 0
if row < 0
row = 0
end
# row 超过 row_max - 1 的情况下更正为 row_max - 1
if row > row_max - 1
row = row_max - 1
end
# row 1 行高的 32 倍、窗口内容的传送源 Y 坐标
self.oy = row * 19
end
#--------------------------------------------------------------------------
# ● 获取 1 页可以显示的行数
#--------------------------------------------------------------------------
def page_row_max
# 窗口的高度,设置画面的高度减去 32 ,除以 1 行的高度 32
return (self.height - 32) / 19
end
end
复制代码
506-527这段是关系到战斗中使用物品的调用,数据库中已经设置好,我就是有点看不明白这段,麻烦各位帮忙解析一下
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2010-8-23 16:47 上传
作者:
tree52
时间:
2010-8-23 18:01
我只想说,肯定有人在研究…要不你直接找写这个脚本的人吧,呵呵!
我脚本比你弱很多,我不多说了…
作者:
反斗奇彬
时间:
2010-8-24 01:08
我只是想知道那部分是干什么的,初看是定义物品的,但检查发现也没什么问题,之前也正常运行,后来我在数据库增加了点东西后就不行了(增加的不是物品)
作者:
宝宝不哭
时间:
2010-8-27 12:24
我也想用这个,但是不管怎么设置,在战斗中显示都为空。
欢迎光临 Project1 (https://rpg.blue/)
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