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标题: 怎样设置图标战斗选单按钮的位置? [打印本页]

作者: 云破月    时间: 2011-2-16 21:32
标题: 怎样设置图标战斗选单按钮的位置?
本帖最后由 云破月 于 2011-2-16 21:36 编辑

我用的是仿仙剑三的战斗菜单脚本,我想把“攻击”和“特技”这两个按钮换换位置,可是在脚本中修改了坐标后只有图片变了位置,而鼠标移到“特技”按钮上时,还是原来的“特技”按钮的图片闪烁,鼠标指的“攻击”按钮图片根本没反应,点下去以后也还是特技窗口,这是为什么?要修改哪个脚本才能更改按钮的活动块位置??
附上我的战斗脚本
#==========================================================================
# 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 = "击-1" # 攻撃
  SKILL_ICON_NAME = "术-1"   # 特技
  SKILL2_ICON_NAME = "术-1"   # 特技
  GUARD_ICON_NAME = "防-1"  # 防御
  ITEM_ICON_NAME = "物-1"     # 物品
  ESCAPE_ICON_NAME = "逃-1"   # 逃跑
  BEIJING_ICON_NAME = "big"   
  # X坐标修正
  X_PLUS = -40
  # Y坐标修正
  Y_PLUS = -80
  # 选择时图标的动作
  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 = false
  # 文字内容
  ATTACK_NAME = "攻击"    # 攻击
  SKILL_NAME = "仙术"   # 特技
  GUARD_NAME = "防御"     # 防御
  ITEM_NAME = "物品"  # 物品
  ESCAPE_NAME = "逃跑"  #逃跑
  # 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(440, 300, 180,160)
    # 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 = nil
    @item_max = commands.size
    @commands = commands
    @column_max = commands.size
    @index = 6
    @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
    # 判断当前光标位置
   self_update
   if self.active
     index_var = @index
     tp_index = @index
     mouse_x, mouse_y = Mouse.get_mouse_pos
     mouse_not_in_rect = true
     for i in 0..6
      if i != 5
       @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
     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
   
   
  # アイコンの更新
  def icon_update
    for i in [email protected]
      @sprite[6].x = 541
      @sprite[6].y = 385
      @sprite[6].z = 9999
      @sprite[0].x = 588
      @sprite[0].y = 370
      @sprite[0].z = 9999
      @sprite[1].x = 539
      @sprite[1].y = 334
      @sprite[1].z = 9999
      @sprite[3].x = 496
      @sprite[3].y = 370
      @sprite[3].z = 9999      
      @sprite[4].x = 571
      @sprite[4].y = 423
      @sprite[4].z = 9999      
      @sprite[2].x = 513
      @sprite[2].y = 423
      @sprite[2].z = 9999   
      @sprite[5].x = 542
      @sprite[5].y = 380
      @sprite[5].z = 9998
      @sprite.active = (self.index == i)
      
      #      @sprite.z = (self.index == i) ? self.z + 2 : self.z + 1
      @sprite.visible = self.visible
      @sprite.update
    end
    #修改…………………………
    if @sprite[0].active
      @sprite[0].icon_name = "击-2"  
    else
      @sprite[0].icon_name = "击-1"
    end
    if @sprite[1].active
      @sprite[1].icon_name = "术-2"
    else
      @sprite[1].icon_name = "术-1"
    end
    if @sprite[2].active
      @sprite[2].icon_name = "防-2"
    else
      @sprite[2].icon_name = "防-1"
    end
    if @sprite[3].active
      @sprite[3].icon_name = "物-2"
    else
      @sprite[3].icon_name = "物-1"
    end
    if @sprite[4].active
      @sprite[4].icon_name = "逃-2"
    else
      @sprite[4].icon_name = "逃-1"
    end
    if @sprite[6].active
      @sprite[6].icon_name = "技-2"
    else
      @sprite[6].icon_name = "技-1"
    end
    #修改…………………………
  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
    @name_sprite.x = 80
    @name_sprite.y = 350
    @name_sprite.z = 9998
    @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[1] = Momo_IconCommand::GUARD_NAME
    @name_set[0] = Momo_IconCommand::SKILL_NAME
    @name_set[2] = Momo_IconCommand::ATTACK_NAME
    @name_set[3] = Momo_IconCommand::ITEM_NAME
    @name_set[4] = Momo_IconCommand::ESCAPE_NAME
    @name_set[5] = Momo_IconCommand::EBEIJING_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
  
  
  def update_cursor_rect   
     # 计算光标坐标
    case @index
     when 0
      x=87-40
      y=85-40
     when 1
      x=89-40
      y=33-40
     when 3
      x=42-40
      y=70-40
     when 2
      x=59-40
      y=123-40
     when 4
      x=117-40
      y=123-40
     when 6
      x=134-40
      y=70-40
    end  
    # 更新国标矩形
    if (x != nil) and(y !=nil)
      self.cursor_rect.set(x, y, 45, 45)
    end
  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
      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 = 1.0 + @count / 10.0
    when 11..20
      zoom = 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(160, 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
    self.bitmap.font.color = Momo_IconCommand::COM_NAME_COLOR
    self.bitmap.draw_text(0, 0, 160, 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
    com6 = Momo_IconCommand::BEIJING_ICON_NAME
    com7 = Momo_IconCommand::SKILL2_ICON_NAME
    @actor_command_window = Window_CommandIcon.new(0, 0, [com1, com2, com3, com4, com5,com6,com7])
    @actor_command_window.back_opacity = 255
    @actor_command_window.active = false
    @actor_command_window.visible = true
    @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
#==========================================================================

搞了一个多小时了,是在搞不定,只好求助了······不好意思

再放张截图吧







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