Project1
标题:
Window_Skill有段脚本错误 帮下忙~~~
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作者:
w42133253
时间:
2012-3-19 19:23
标题:
Window_Skill有段脚本错误 帮下忙~~~
本帖最后由 w42133253 于 2012-3-19 19:24 编辑
#==============================================================================
# ■ Window_Skill
#------------------------------------------------------------------------------
# 特技画面、战斗画面、显示可以使用的特技浏览的窗口。
#==============================================================================
class Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(142, 64, 320, 256)
@actor = $game_actors[1]
@column_max = 4
refresh
self.index = 0
#self.active = true
end
#--------------------------------------------------------------------------
# ● 获取特技
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in
[email protected]
skill = $data_skills[@actor.skills
]
if skill != nil
@data.push(skill)
end
end
@data.push(nil)
# 如果项目数不是 0 就生成位图、重新描绘全部项目
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 56)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
return if skill.nil?
self.contents.font.color = normal_color
self.contents.font.size = 13
x = index % @column_max * 70#(288 + 32)
y = index / @column_max * 56#32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
bitmap = RPG::Cache.icon(skill.icon_name)
self.contents.blt(x+4, y + 4, bitmap, Rect.new(0, 0, 60, 60))
self.contents.draw_text(x+4, y+32, 212, 32, skill.name)
self.contents.draw_text(x+4, y+24, 64, 16, "sp:"+skill.sp_cost.to_s)
end
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
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 = self.width / @column_max - 70#32
# 计算光标坐标
x = @index % @column_max * 70#(cursor_width + 32)
y = @index / @column_max * 56 - self.oy
# 更新国标矩形
self.cursor_rect.set(x, y, 70, 56)
end
#--------------------------------------------------------------------------
# ● 获取开头行
#--------------------------------------------------------------------------
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 / 56
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 * 56
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) / 56
end
end
51---67之间有错误~~~帮下忙!!!
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
return if skill.nil?
self.contents.font.color = normal_color
self.contents.font.size = 13
x = index % @column_max * 70#(288 + 32)
y = index / @column_max * 56#32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
bitmap = RPG::Cache.icon(skill.icon_name)
self.contents.blt(x+4, y + 4, bitmap, Rect.new(0, 0, 60, 60))
self.contents.draw_text(x+4, y+32, 212, 32, skill.name)
self.contents.draw_text(x+4, y+24, 64, 16, "sp:"+skill.sp_cost.to_s)
end dsu_plus_rewardpost_czw
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