Project1
标题:
外接脚本怎么修改透明度?
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作者:
hijl1990
时间:
2013-6-26 15:18
标题:
外接脚本怎么修改透明度?
本帖最后由 hijl1990 于 2013-6-26 18:33 编辑
我是用了站里的菜单透明脚本,
然后系列的菜单都透明了,
另外加进来的菜单并没有透明,看起来很怪,请大家指点修改哪里?
这是另外加的隐藏材料的合成脚本.
#==============================================================================
# ★ Item_Transmute
#------------------------------------------------------------------------------
# 配方不公开的物品合成
# By Summoner
#==============================================================================
#
# 本脚本以 知识共享署名-非商业性使用 3.0 Unported 许可协议进行许可。
# 详见 [url]http://creativecommons.org/licenses/by-nc/3.0/[/url]
#
#==============================================================================
#
# 这是一个配方不公开的物品合成,也就是说什么材料可以合成什么物品玩家在
# 游戏中的合成界面是不能直接看到的。由于物品的合成配方不是公开的,所以
# 玩家需要通过自己探索或从NPC处得到合成配方(当然看攻略也是一种可能)
#
# 例如M&M中的配药水,Diablo II的盒子,NWV中的铁匠铺、Wizard Lab……
#
# 冲突可能性:基本上是添加新的内容,冲突可能性较小
#
# 可扩展性:可以加强、扩展的东西应该很多。
# 例如:合成需要花费GP、SP甚至XP,合成需要特定器具,合成失败受到伤害,
# 某些物品的几率合成、物品图鉴等等。
#
# 有的东西已经注释清楚了,搞懂原理的话,根据自己需要改起来也不会很麻烦。
#
# 个人一下子没时间实现这些,欢迎大家多多修改分享。
#
# 使用方法:在事件中使用脚本$scene = Scene_Compose.new,然后等待2帧
#
#
#==============================================================================
# 若合成失败(无匹配的配方)物品是否失去
$Ingredient_Lost_When_Fail = false
# 合成成功/失败SE
# 若不使用SE请设置为“""”(不含外引号)
$SE_Compose_Successful = "Audio/SE/109-Heal05"
$SE_Compose_Failed = "Audio/SE/117-Fire01"
#=============================================================================
# ■ 配方及补充的定义
#-----------------------------------------------------------------------------
# Game_System
#=============================================================================
class Game_System
attr_accessor :formulas
attr_accessor :products
alias formulas_initialize initialize
def initialize
formulas_initialize
@formulas = []
@products = []
#############################################################################
#
#===========================配方表===========================================
#
# 配方格式
#
# @formulas[i] = [[材料种类,材料编号,数量],[材料种类,材料编号,数量]……]
# @products[i] = [[成品种类,成品编号,数量],[成品种类,成品编号,数量]……]
#
# 种类:物品 0 武器 1 防具 2
#
# 1.如果有两个配方材料相同,理论上会按编号较小的处理
# 2.配方材料的顺序与合成是无关的(当然如果你想改成有关肯定也不会太麻烦)
# 3.允许某个材料拆成多件成品(可能就不叫物品合成,应该叫物品分解了)
# 4.暂时不支持多步合并为一步的合成
# 例如 A + B = C,C + D = E,如果不存在A + B + D = E的配方
# A + B + D无法合成 E
#
#############################################################################
@formulas[0] = []
@products[0] = []
# 样例1: 回复剂x3 = 超回复剂x1
@formulas[1] = [[0,1,3]]
@products[1] = [[0,2,1]]
@formulas[2] = [[0,2,3]]
@products[2] = [[0,3,1]]
@formulas[3] = [[0,4,3]]
@products[3] = [[0,5,1]]
@formulas[4] = [[0,5,3]]
@products[4] = [[0,6,1]]
# 样例2: 完全恢复剂x1 + 超级香水x1 = 圣灵药x1
@formulas[5] = [[0,3,1],[0,6,1]]
@products[5] = [[0,7,1]]
# 样例3: 完全恢复剂x1 + 超级香水x1 = 完全圣灵药x1
# 被样例2 被覆盖
@formulas[6] = [[0,3,1],[0,6,1]]
@products[6] = [[0,8,1]]
# 圣灵药x1 = 完全恢复剂x1 + 超级香水x1 (Item_Decompose...)
@formulas[7] = [[0,7,1]]
@products[7] = [[0,3,1],[0,6,1]]
# 样例5: 铜剑x1 + 回复剂x1 + 铜铠x1 = 密斯利尔剑x1
@formulas[8] = [[1,1,1],[0,1,1],[2,1,1]]
@products[8] = [[1,4,1]]
end
end
class Game_Temp
attr_accessor :forge
alias forge_item_initialize initialize
def initialize
forge_item_initialize
# 定义合成窗口中的物品储存区
[url=home.php?mod=space&uid=14254]@Forge[/url] = []
end
end
#==============================================================================
# ■ Window_ForgeCommand
#------------------------------------------------------------------------------
# 合成画面、选择要做的事的窗口
#==============================================================================
class Window_ComposeCommand < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 64, 640, 64)
self.opacity = 160 #############################################
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 4
@column_max = 4
@commands = ["更改材料", "合成", "放弃合成", "离开"]
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
x = 4 + index * 160
self.contents.draw_text(x, 0, 128, 32, @commands[index])
end
end
#==============================================================================
# ■ Window_ForgeLeft
#------------------------------------------------------------------------------
# 合成画面中显示拥有的物品的窗口
#==============================================================================
class Window_ComposeLeft < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 128, 320, 352)
@column_max = 1
self.opacity = 160 #j##########################
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 获取物品
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
self.update_cursor_rect
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
# 如果项目数不是 0 就生成位图、描绘全部项目
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目标号
#--------------------------------------------------------------------------
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
self.contents.font.color = normal_color
x = 4
y = index * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
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 + 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 + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# ■ Window_ForgeRight
#------------------------------------------------------------------------------
# 合成画面中的合成区窗口
#==============================================================================
class Window_ComposeRight < Window_Selectable
attr_accessor :forge_item
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize(forge_item)
super(320, 128, 320, 352)
@column_max = 1
self.opacity = 0 #######################################3
@forge_item = []
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 获取物品
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● 获取物品
#--------------------------------------------------------------------------
def item_number
return @data_number[self.index]
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
@data_number = []
@forge_item = $game_temp.forge
for item_forge in @forge_item
case item_forge[0]
when 0
item = $data_items[item_forge[1]]
when 1
item = $data_weapons[item_forge[1]]
when 2
item = $data_armors[item_forge[1]]
end
if (item != nil) and (item_forge[2] != 0)
@data.push(item)
@data_number.push(item_forge[2])
else
@data.delete(item)
end
end
# 如果项目数不是 0 就生成位图、描绘全部项目
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目标号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_temp.forge[index][2]
when RPG::Weapon
number = $game_temp.forge[index][2]
when RPG::Armor
number = $game_temp.forge[index][2]
end
self.contents.font.color = normal_color
x = 4
y = index * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
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 + 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 + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# ■ Scene_Compose
#------------------------------------------------------------------------------
# 处理物品合成画面的类
#==============================================================================
class Scene_Compose
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize
# 生成帮助窗口
@help_window = Window_Help.new
# 生成命令窗口
@command_window = Window_ComposeCommand.new
@command_window.active = false
# 生成左方窗口
@item_window = Window_ComposeLeft.new
@item_window.active = true
@item_window.help_window = @help_window
# 生成右方窗口
@forge_window = Window_ComposeRight.new([])
@forge_window.active = false
@forge_window.help_window = @help_window
# 初始化配方与合成区
@formulas = $game_system.formulas
@products = $game_system.products
@forge = []
@products_temp = []
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入情报
Input.update
# 刷新画面
update
# 如果画面被切换的话就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@help_window.dispose
@command_window.dispose
@item_window.dispose
@forge_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
@help_window.update
@command_window.update
@item_window.update
@forge_window.update
if @command_window.active
update_command
return
end
if @item_window.active
update_item
return
end
if @forge_window.active
update_forge
return
end
return
end
#--------------------------------------------------------------------------
# ● 刷新画面(指令窗口激活的情况下)
#--------------------------------------------------------------------------
def update_command
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
abort
# 切换到地图画面
$scene = Scene_Map.new
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 命令窗口光标位置分支
case @command_window.index
when 0 # 更改材料
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 窗口状态转向物品窗口
@command_window.active = false
@item_window.active = true
@forge_window.active = false
when 1 # 合成
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 执行合成命令
if $game_temp.forge != []
compose
end
when 2 # 放弃合成
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 放弃合成
abort
when 3 # 离开
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 放弃合成
abort
# 切换到地图画面
$scene = Scene_Map.new
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面(物品窗口激活的情况下)
#--------------------------------------------------------------------------
def update_item
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到指令窗口
@item_window.active = false
@command_window.active = true
@help_window.set_text("")
return
end
# 按下 C 键的情况
if Input.trigger?(Input::C)
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 获取物品
@item = @item_window.item
# 获取物品的所持数
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
typetemp = 0
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
typetemp = 1
when RPG::Armor
number = $game_party.armor_number(@item.id)
typetemp = 2
end
if number != nil
# 更改合成窗口的物品
case @item
when RPG::Item
$game_party.lose_item(@item.id, 1)
when RPG::Weapon
$game_party.lose_weapon(@item.id, 1)
when RPG::Armor
$game_party.lose_armor(@item.id, 1)
end
forge_change(typetemp, @item.id, 1)
# 刷新各窗口
@item_window.update
@help_window.update
@forge_window.update
@item_window.refresh
@forge_window.refresh
end
end
# 按下 右方向键 的情况
if Input.trigger?(Input::RIGHT)
# 切换到合成窗口
@item_window.active = false
@forge_window.active = true
end
end
#--------------------------------------------------------------------------
# ● 刷新画面(合成窗口激活的情况下)
#--------------------------------------------------------------------------
def update_forge
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到指令窗口
@forge_window.active = false
@command_window.active = true
@help_window.set_text("")
return
end
# 按下 C 键的情况
if Input.trigger?(Input::C)
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 获取物品
@item = @forge_window.item
# 获取物品的所持数
case @item
when RPG::Item
number = @forge_window.item_number
typetemp = 0
when RPG::Weapon
number = @forge_window.item_number
typetemp = 1
when RPG::Armor
number = @forge_window.item_number
typetemp = 2
end
if number != nil
# 更改合成窗口的物品
case @item
when RPG::Item
$game_party.gain_item(@item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(@item.id, 1)
when RPG::Armor
$game_party.gain_armor(@item.id, 1)
end
#p number
forge_change(typetemp, @item.id, -1)
# 刷新各窗口
@item_window.refresh
@forge_window.refresh
@help_window.update
@item_window.update
@forge_window.update
end
end
# 按下 左方向键 的情况下
if Input.trigger?(Input::LEFT)
# 切换到合成窗口
@forge_window.active = false
@item_window.active = true
end
end
#--------------------------------------------------------------------------
# ● 更改合成窗口物品
#--------------------------------------------------------------------------
def forge_change(type,id,number)
quantity = number
for item in $game_temp.forge
if (item[0]==type) and (item[1]==id)
item[2] = [item[2] += quantity,99].min
if item[2] == 0
$game_temp.forge.delete(item)
end
return
end
end
$game_temp.forge.push([type,id,number])
end
#--------------------------------------------------------------------------
# ● 放弃合成
#--------------------------------------------------------------------------
def abort
# 将合成窗口中的物品转移至物品窗口中
for item in $game_temp.forge
# 判断物品类型并归还
case item[0]
when 0
$game_party.gain_item(item[1], item[2])
when 1
$game_party.gain_weapon(item[1], item[2])
when 2
$game_party.gain_armor(item[1], item[2])
end
end
$game_temp.forge = []
# 刷新各窗口
@item_window.refresh
@forge_window.refresh
end
#--------------------------------------------------------------------------
# ● 检测是否有符合的配方
#--------------------------------------------------------------------------
def match
match_one = false
match_this = false
# 检测每一个配方
for i in
[email protected]
# 将合成窗口中的物品复制到合成缓存区
# 注意: 直接使用"="将传引用 导致检测配方是否匹配时合成窗口中物品被删除
@forge = $game_temp.forge.dup
# 检测这个配方中每一项材料
for ingredient in @formulas[i]
match_this = true
# 合成区中没有此项材料的情况
unless @forge.include?(ingredient)
match_this = false
break
end
# 从合成区中暂时删除这项材料
@forge.delete(ingredient)
end
if match_this == false
next
end
# 检测合成区中是否还有配方外的材料剩余
unless @forge == []
match_this = false
end
# 满足这一个配方的情况
if match_this == true
match_one = true
# 获取配方的成品
@products_temp = @products[i]
break
end
end
return match_one
end
#--------------------------------------------------------------------------
# ● 合成
#--------------------------------------------------------------------------
def compose
# 如果有符合的配方
if match
# 将合成窗口中的材料改变为成品
$game_temp.forge = []
for i in 0...@products_temp.size
forge_change(@products_temp[i][0], @products_temp[i][1], @products_temp[i][2])
end
if $SE_Compose_Successful != ""
Audio.se_play($SE_Compose_Successful)
end
# 合成失败的情况
else
if $SE_Compose_Failed != ""
Audio.se_play($SE_Compose_Failed)
end
if $Ingredient_Lost_When_Fail
$game_temp.forge = []
end
end
# 刷新各窗口
@item_window.refresh
@forge_window.refresh
end
end
复制代码
作者:
亿万星辰
时间:
2013-6-26 15:25
对应窗口的initialize方法里最后一行,加上
self.opacity = xxx
作者:
美丽晨露
时间:
2013-6-26 17:09
#==============================================================================
# ★ Item_Transmute
#------------------------------------------------------------------------------
# 配方不公开的物品合成
# By Summoner
#==============================================================================
#
# 本脚本以 知识共享署名-非商业性使用 3.0 Unported 许可协议进行许可。
# 详见 [url]http://creativecommons.org/licenses/by-nc/3.0/[/url]
#
#==============================================================================
#
# 这是一个配方不公开的物品合成,也就是说什么材料可以合成什么物品玩家在
# 游戏中的合成界面是不能直接看到的。由于物品的合成配方不是公开的,所以
# 玩家需要通过自己探索或从NPC处得到合成配方(当然看攻略也是一种可能)
#
# 例如M&M中的配药水,Diablo II的盒子,NWV中的铁匠铺、Wizard Lab……
#
# 冲突可能性:基本上是添加新的内容,冲突可能性较小
#
# 可扩展性:可以加强、扩展的东西应该很多。
# 例如:合成需要花费GP、SP甚至XP,合成需要特定器具,合成失败受到伤害,
# 某些物品的几率合成、物品图鉴等等。
#
# 有的东西已经注释清楚了,搞懂原理的话,根据自己需要改起来也不会很麻烦。
#
# 个人一下子没时间实现这些,欢迎大家多多修改分享。
#
# 使用方法:在事件中使用脚本$scene = Scene_Compose.new,然后等待2帧
#
#
#==============================================================================
# 若合成失败(无匹配的配方)物品是否失去
$Ingredient_Lost_When_Fail = false
# 合成成功/失败SE
# 若不使用SE请设置为“""”(不含外引号)
$SE_Compose_Successful = "Audio/SE/109-Heal05"
$SE_Compose_Failed = "Audio/SE/117-Fire01"
#=============================================================================
# ■ 配方及补充的定义
#-----------------------------------------------------------------------------
# Game_System
#=============================================================================
class Game_System
attr_accessor :formulas
attr_accessor :products
alias formulas_initialize initialize
def initialize
formulas_initialize
@formulas = []
@products = []
#############################################################################
#
#===========================配方表===========================================
#
# 配方格式
#
# @formulas[i] = [[材料种类,材料编号,数量],[材料种类,材料编号,数量]……]
# @products[i] = [[成品种类,成品编号,数量],[成品种类,成品编号,数量]……]
#
# 种类:物品 0 武器 1 防具 2
#
# 1.如果有两个配方材料相同,理论上会按编号较小的处理
# 2.配方材料的顺序与合成是无关的(当然如果你想改成有关肯定也不会太麻烦)
# 3.允许某个材料拆成多件成品(可能就不叫物品合成,应该叫物品分解了)
# 4.暂时不支持多步合并为一步的合成
# 例如 A + B = C,C + D = E,如果不存在A + B + D = E的配方
# A + B + D无法合成 E
#
#############################################################################
@formulas[0] = []
@products[0] = []
# 物品类
@formulas[1] = [[0,1,1],[0,2,1]]
@products[1] = [[0,32,1]]
@formulas[2] = [[0,1,3]]
@products[2] = [[0,3,1]]
@formulas[3] = [[0,4,3]]
@products[3] = [[0,5,1]]
@formulas[4] = [[0,5,3]]
@products[4] = [[0,6,1]]
# 武器类
@formulas[101] = [[0,2,3]]
@products[101] = [[1,4,1]]
# 防具类
@formulas[201] = [[1,1,1],[0,1,1],[2,1,1]]
@products[201] = [[1,4,1]]
end
end
class Game_Temp
attr_accessor :forge
alias forge_item_initialize initialize
def initialize
forge_item_initialize
# 定义合成窗口中的物品储存区
[url=home.php?mod=space&uid=14254]@Forge[/url] = []
end
end
#==============================================================================
# ■ Window_ForgeCommand
#------------------------------------------------------------------------------
# 合成画面、选择要做的事的窗口
#==============================================================================
class Window_ComposeCommand < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 64, 640, 64)
self.opacity = 0
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 4
@column_max = 4
@commands = ["选择材料", "合成加工", "放弃合成", "关闭"]
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
x = 4 + index * 160
self.contents.draw_text(x, 0, 128, 32, @commands[index])
end
end
#==============================================================================
# ■ Window_ForgeLeft
#------------------------------------------------------------------------------
# 合成画面中显示拥有的物品的窗口
#==============================================================================
class Window_ComposeLeft < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 128, 320, 352)
@column_max = 1
self.opacity = 0
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 获取物品
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
self.update_cursor_rect
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
# 如果项目数不是 0 就生成位图、描绘全部项目
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目标号
#--------------------------------------------------------------------------
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
self.contents.font.color = normal_color
x = 4
y = index * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
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 + 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 + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# ■ Window_ForgeRight
#------------------------------------------------------------------------------
# 合成画面中的合成区窗口
#==============================================================================
class Window_ComposeRight < Window_Selectable
attr_accessor :forge_item
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize(forge_item)
super(320, 128, 320, 352)
@column_max = 1
self.opacity = 0
@forge_item = []
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 获取物品
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● 获取物品
#--------------------------------------------------------------------------
def item_number
return @data_number[self.index]
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
@data_number = []
@forge_item = $game_temp.forge
for item_forge in @forge_item
case item_forge[0]
when 0
item = $data_items[item_forge[1]]
when 1
item = $data_weapons[item_forge[1]]
when 2
item = $data_armors[item_forge[1]]
end
if (item != nil) and (item_forge[2] != 0)
@data.push(item)
@data_number.push(item_forge[2])
else
@data.delete(item)
end
end
# 如果项目数不是 0 就生成位图、描绘全部项目
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目标号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_temp.forge[index][2]
when RPG::Weapon
number = $game_temp.forge[index][2]
when RPG::Armor
number = $game_temp.forge[index][2]
end
self.contents.font.color = normal_color
x = 4
y = index * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
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 + 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 + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# ■ Scene_Compose
#------------------------------------------------------------------------------
# 处理物品合成画面的类
#==============================================================================
class Scene_Compose
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize
# 生成帮助窗口
@help_window = Window_Help.new
# 生成命令窗口
@command_window = Window_ComposeCommand.new
@command_window.active = false
# 生成左方窗口
@item_window = Window_ComposeLeft.new
@item_window.active = true
@item_window.help_window = @help_window
# 生成右方窗口
@forge_window = Window_ComposeRight.new([])
@forge_window.active = false
@forge_window.help_window = @help_window
# 初始化配方与合成区
@formulas = $game_system.formulas
@products = $game_system.products
[url=home.php?mod=space&uid=14254]@Forge[/url] = []
@products_temp = []
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入情报
Input.update
# 刷新画面
update
# 如果画面被切换的话就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@help_window.dispose
@command_window.dispose
@item_window.dispose
@forge_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
@help_window.update
@command_window.update
@item_window.update
@forge_window.update
if @command_window.active
update_command
return
end
if @item_window.active
update_item
return
end
if @forge_window.active
update_forge
return
end
return
end
#--------------------------------------------------------------------------
# ● 刷新画面(指令窗口激活的情况下)
#--------------------------------------------------------------------------
def update_command
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
abort
# 切换到地图画面
$scene = Scene_Map.new
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 命令窗口光标位置分支
case @command_window.index
when 0 # 更改材料
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 窗口状态转向物品窗口
@command_window.active = false
@item_window.active = true
@forge_window.active = false
when 1 # 合成
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 执行合成命令
if $game_temp.forge != []
compose
end
when 2 # 放弃合成
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 放弃合成
abort
when 3 # 离开
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 放弃合成
abort
# 切换到地图画面
$scene = Scene_Map.new
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面(物品窗口激活的情况下)
#--------------------------------------------------------------------------
def update_item
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到指令窗口
@item_window.active = false
@command_window.active = true
@help_window.set_text("")
return
end
# 按下 C 键的情况
if Input.trigger?(Input::C)
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 获取物品
@item = @item_window.item
# 获取物品的所持数
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
typetemp = 0
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
typetemp = 1
when RPG::Armor
number = $game_party.armor_number(@item.id)
typetemp = 2
end
if number != nil
# 更改合成窗口的物品
case @item
when RPG::Item
$game_party.lose_item(@item.id, 1)
when RPG::Weapon
$game_party.lose_weapon(@item.id, 1)
when RPG::Armor
$game_party.lose_armor(@item.id, 1)
end
forge_change(typetemp, @item.id, 1)
# 刷新各窗口
@item_window.update
@help_window.update
@forge_window.update
@item_window.refresh
@forge_window.refresh
end
end
# 按下 右方向键 的情况
if Input.trigger?(Input::RIGHT)
# 切换到合成窗口
@item_window.active = false
@forge_window.active = true
end
end
#--------------------------------------------------------------------------
# ● 刷新画面(合成窗口激活的情况下)
#--------------------------------------------------------------------------
def update_forge
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到指令窗口
@forge_window.active = false
@command_window.active = true
@help_window.set_text("")
return
end
# 按下 C 键的情况
if Input.trigger?(Input::C)
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 获取物品
@item = @forge_window.item
# 获取物品的所持数
case @item
when RPG::Item
number = @forge_window.item_number
typetemp = 0
when RPG::Weapon
number = @forge_window.item_number
typetemp = 1
when RPG::Armor
number = @forge_window.item_number
typetemp = 2
end
if number != nil
# 更改合成窗口的物品
case @item
when RPG::Item
$game_party.gain_item(@item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(@item.id, 1)
when RPG::Armor
$game_party.gain_armor(@item.id, 1)
end
#p number
forge_change(typetemp, @item.id, -1)
# 刷新各窗口
@item_window.refresh
@forge_window.refresh
@help_window.update
@item_window.update
@forge_window.update
end
end
# 按下 左方向键 的情况下
if Input.trigger?(Input::LEFT)
# 切换到合成窗口
@forge_window.active = false
@item_window.active = true
end
end
#--------------------------------------------------------------------------
# ● 更改合成窗口物品
#--------------------------------------------------------------------------
def forge_change(type,id,number)
quantity = number
for item in $game_temp.forge
if (item[0]==type) and (item[1]==id)
item[2] = [item[2] += quantity,99].min
if item[2] == 0
$game_temp.forge.delete(item)
end
return
end
end
$game_temp.forge.push([type,id,number])
end
#--------------------------------------------------------------------------
# ● 放弃合成
#--------------------------------------------------------------------------
def abort
# 将合成窗口中的物品转移至物品窗口中
for item in $game_temp.forge
# 判断物品类型并归还
case item[0]
when 0
$game_party.gain_item(item[1], item[2])
when 1
$game_party.gain_weapon(item[1], item[2])
when 2
$game_party.gain_armor(item[1], item[2])
end
end
$game_temp.forge = []
# 刷新各窗口
@item_window.refresh
@forge_window.refresh
end
#--------------------------------------------------------------------------
# ● 检测是否有符合的配方
#--------------------------------------------------------------------------
def match
match_one = false
match_this = false
# 检测每一个配方
for i in
[email protected]
# 将合成窗口中的物品复制到合成缓存区
# 注意: 直接使用"="将传引用 导致检测配方是否匹配时合成窗口中物品被删除
@forge = $game_temp.forge.dup
# 检测这个配方中每一项材料
for ingredient in @formulas[i]
match_this = true
# 合成区中没有此项材料的情况
unless @forge.include?(ingredient)
match_this = false
break
end
# 从合成区中暂时删除这项材料
@forge.delete(ingredient)
end
if match_this == false
next
end
# 检测合成区中是否还有配方外的材料剩余
unless @forge == []
match_this = false
end
# 满足这一个配方的情况
if match_this == true
match_one = true
# 获取配方的成品
@products_temp = @products[i]
break
end
end
return match_one
end
#--------------------------------------------------------------------------
# ● 合成
#--------------------------------------------------------------------------
def compose
# 如果有符合的配方
if match
# 将合成窗口中的材料改变为成品
$game_temp.forge = []
for i in 0...@products_temp.size
forge_change(@products_temp[i][0], @products_temp[i][1], @products_temp[i][2])
end
if $SE_Compose_Successful != ""
Audio.se_play($SE_Compose_Successful)
end
# 合成失败的情况
else
if $SE_Compose_Failed != ""
Audio.se_play($SE_Compose_Failed)
end
if $Ingredient_Lost_When_Fail
$game_temp.forge = []
end
end
# 刷新各窗口
@item_window.refresh
@forge_window.refresh
end
end
复制代码
作者:
hijl1990
时间:
2013-6-26 18:56
美丽晨露 发表于 2013-6-26 17:09
我有用透明菜单的脚本,系统菜单都是可以看到地图的,就这个看不到。。
作者:
亿万星辰
时间:
2013-6-26 20:04
class Scene_Compose
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
back = Spriteset_Map.new
中间有好多好多行
back.dispose
end
复制代码
按这个,自己改一下吧~
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