Project1
标题:
求XP角色选择美化脚本
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作者:
[email protected]
时间:
2012-4-8 23:38
标题:
求XP角色选择美化脚本
本帖最后由
[email protected]
于 2012-4-15 18:27 编辑
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角色选择
如题求美化脚本 dsu_plus_rewardpost_czw
作者:
eve592370698
时间:
2012-4-18 10:54
标题:
给您把光标做了美化,不再是那么大了。别的美化不够详细
本帖最后由 eve592370698 于 2012-4-18 10:55 编辑
#============角色选择=========By凌冰==========================================
#用法 $scene = Scene_SelectActor.new
#=============================================================================
#参与选择的角色ID
ACT_SEL = [1,2,3,4,5]
ACT_SEL_MAX = 5
#====================================
#存储选择结果的变量ID
VA_ID = 4999
#====================================
#窗口设置
WIDTH = 700#窗口宽度
HEIGHT = 480#窗口高度
OPACITY = 255#窗口透明度
BACK_OPACITY = 255#窗口透明度
#====================================
#选择显示图形
CHAORBAT = 1#2
#0为显示人物战斗图,1为显示人物行走图
#2为显示Pictures文件夹下的自定义图片(图片名为角色名)
#其他为不显示图片
#====================================
#人物说明= =暂时仅限一行
DES_SWI = true#说明开关
ACT_DES = []#初始化,请不要修改
#以下填写格式为ACT_DES[角色ID] = "说明文字"
#====================================
#背景图片
BGP_SWI = false#背景开关= =打开后PDE_SWI被屏蔽
BGP_PIC = "Logo"#背景图片文件名Pictures文件夹下
BGP_OPA = 180#开关打开后,窗口透明度
BGP_BOP = 0#开关打开后,窗口(不包括边框)透明度
#====================================
#说明图片
#移动光标矩形时自动切换图片
PDE_SWI = true#图片开关= =BGP_SWI打开后被屏蔽
PIC_DES = []#初始化,请不要修改
#以下填写格式为PIC_DES[角色ID] = "图片文件名"
for i in 0..999
PIC_DES[i] = "Logo"
end
PDE_OPA = 180#开关打开后,窗口透明度
PDE_BOP = 0#开关打开后,窗口(不包括边框)透明度
#====================================
class Window_SelectActor < Window_Selectable
def initialize
super(0, 0, WIDTH, HEIGHT)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = ACT_SEL.size
@column_max = ACT_SEL.size
@index = 0
self.x = (640-self.width)/2
self.y = (480-self.height)/2
refresh
end
def refresh
self.contents.clear
for i in 0...ACT_SEL.size
x = (self.width-32)/ACT_SEL.size * i
actor = $game_actors[ACT_SEL[i]]
x_plus = contents.text_size(actor.name).width
x_plus = ((self.width-32)/ACT_SEL.size - x_plus)/2
draw_actor_name(actor, x+4+x_plus, 4)
case CHAORBAT
when 0
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
x_plus = bitmap.width
x_plus = ((self.width-32)/ACT_SEL.size - x_plus)/2
self.contents.blt(x+x_plus, 36, bitmap, src_rect)
when 1
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
y_plus = bitmap.height/4
x_plus = bitmap.width/4
x_plus2 = ((self.width-32)/ACT_SEL.size - x_plus)/2
draw_actor_graphic(actor, x+x_plus/2+x_plus2, y_plus+36)
when 2
bitmap = RPG::Cache.picture(actor.name)
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
x_plus = bitmap.width
x_plus = ((self.width-32)/ACT_SEL.size - x_plus)/2
self.contents.blt(x+x_plus, 36, bitmap, src_rect)
end
end
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set( @index * (self.width-32)/ACT_SEL.size,0, (self.width-32)/ACT_SEL.size, self.height / ACT_SEL_MAX )
end
end
end
class Window_Help_New < Window_Help
def initialize
super
self.contents = Bitmap.new(width, height)
self.width = WIDTH
self.contents = Bitmap.new(width - 32, height - 32)
end
end
class Scene_SelectActor
def main
@window = Window_SelectActor.new
@help_window = Window_Help_New.new
@help_window.visible = DES_SWI
@help_window.x = @window.x
@help_window.y = @window.y + @window.height
@help_window.width = @window.width
@help_window.back_opacity = @window.back_opacity = PDE_SWI ? PDE_BOP : BACK_OPACITY
@help_window.opacity = @window.opacity = PDE_SWI ? PDE_OPA : OPACITY
@help_window.back_opacity = @window.back_opacity = BGP_BOP if BGP_SWI
@help_window.opacity = @window.opacity = BGP_OPA if BGP_SWI
if BGP_SWI
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.picture(BGP_PIC)
a=$game_variables[1]
elsif PDE_SWI
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.picture(PIC_DES[1])
else
@sprite = Spriteset_Map.new
end
# 执行过度4
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面切换就中断循环
if $scene != self
break
end
end
# 装备过渡
Graphics.freeze
@window.dispose
@help_window.dispose
@sprite.dispose
end
def update
@window.update
@sprite.update
if DES_SWI
@help_window_update
actor_id = ACT_SEL[@window.index]
=begin $data_actors[actor_id].name表示人名
=end #注意下面是生成名称列表
text = $data_actors[actor_id].name
@help_window.set_text(text,1) if text != nil
end
if !BGP_SWI and PDE_SWI
pic = PIC_DES[ACT_SEL[@window.index]]
@sprite.bitmap = RPG::Cache.picture(pic) if pic != nil
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
for i in 0...$game_party.actors.size
id = $game_party.actors[i].id
actors_id = [] if actors_id == nil
actors_id.push(id)
end
actors_id.each do |i|
$game_party.remove_actor(i)
end
id = ACT_SEL[@window.index]
$game_party.add_actor(id)
$game_variables[VA_ID] = id
$scene = Scene_Map.new
end
end
end
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