Project1
标题:
物品分类脚本如何在为选择物品时物品不显示光标?
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作者:
爆焰
时间:
2011-11-18 16:49
标题:
物品分类脚本如何在为选择物品时物品不显示光标?
本帖最后由 爆焰 于 2011-11-18 23:05 编辑
dsu_plus_rewardpost_czw
作者:
rainfly
时间:
2011-11-18 20:52
#==============================================================================
# ■ Harts_Window_ItemCommand
#==============================================================================
class Harts_Window_ItemCommand < Window_Selectable
attr_accessor :commands
#--------------------------------------------------------------------------
# ● 初始化,生成commands窗口
#--------------------------------------------------------------------------
def initialize
super(0, 128, 160, 352)
self.contents = Bitmap.new(width - 32, height - 32)
@commands = []
#————————生成commands窗口
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
push = true
for com in @commands
if com == $data_items[i].desc
push = false
end
end
if push == true
@commands.push($data_items[i].desc)
end
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
push = true
for com in @commands
if com == $data_weapons[i].desc
push = false
end
end
if push == true
@commands.push($data_weapons[i].desc)
end
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
push = true
for com in @commands
if com == $data_armors[i].desc
push = false
end
end
if push == true
@commands.push($data_armors[i].desc)
end
end
end
if @commands == []
@commands.push("无任何物品")
end
@item_max = @commands.size
refresh
self.index = 0
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_cursor_rect
self.cursor_rect.empty
end
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
y = index * 32
self.contents.draw_text(4, y, 128, 32, @commands[index])
end
#--------------------------------------------------------------------------
# 只描绘原文字
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(@commands[self.index])
end
end
#==============================================================================
# ■ Window_Item
#==============================================================================
class Harts_Window_ItemList < Window_Selectable
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def initialize
super(160, 64, 480, 416)
refresh
self.index = 0
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 and $data_items[i].desc == command
@data.push($data_items[i])
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and $data_weapons[i].desc == command
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and $data_armors[i].desc == command
@data.push($data_armors[i])
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 item_number
return @item_max
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4
y = index * 32
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 400, y, 16, 32, ":", 1)
self.contents.draw_text(x + 416, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_cursor_rect
self.cursor_rect.empty
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
复制代码
替换原来的
作者:
各种压力的猫君
时间:
2011-11-18 22:52
112行
self.index = 0
复制代码
285行
@itemlist_window.index = 0
复制代码
以上两处的0改成-1
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