class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 64, 640, 416)
@column_max = 2
refresh
self.index = 0
# 战斗中的情况下将窗口移至中央并将其半透明化
if $game_temp.in_battle
self.y = 64
self.height = 200
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# ● 获取物品
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# 添加报务
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items)
end
end
# 在战斗中以外添加武器、防具
unless $game_temp.in_battle
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons)
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors)
end
end
end
# 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 * 32)
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)
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 + index % 2 * (288 + 32)
y = index / 2 * 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
[LINE]1,#dddddd[/LINE]版务信息:本贴由楼主自主结贴~作者: JOSEPH12345 时间: 2007-7-12 03:37 标题: 我让队伍有5人但有个问题 我让队伍有5个人了,但是问题也来了
就是用东西的时候,选择使用者的框太大了,所以只有第一个任务的信息在筐里,最后一个人要用就连框都找不到了,谁帮我改一下脚本
好象脚本是:
#==============================================================================
# ■ Window_Item
#------------------------------------------------------------------------------
# 物品画面、战斗画面、显示浏览物品的窗口。
#==============================================================================
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 64, 640, 416)
@column_max = 2
refresh
self.index = 0
# 战斗中的情况下将窗口移至中央并将其半透明化
if $game_temp.in_battle
self.y = 64
self.height = 200
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# ● 获取物品
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# 添加报务
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items)
end
end
# 在战斗中以外添加武器、防具
unless $game_temp.in_battle
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons)
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors)
end
end
end
# 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 * 32)
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)
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 + index % 2 * (288 + 32)
y = index / 2 * 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
[LINE]1,#dddddd[/LINE]版务信息:本贴由楼主自主结贴~作者: JOSEPH12345 时间: 2007-7-12 03:39
对不起,前面打错了两个字,第二排的“任务”应该是“人物”作者: 风中萧萧 时间: 2007-7-12 05:08
人物选择框不在这里,要修改Window_MenuStatus 里下面这段脚本里的XY坐标和数值!
x = 64
y = i * 116
actor = $game_party.actors
draw_actor_graphic(actor, x - 40, y + 80)
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 144, y)
draw_actor_level(actor, x, y + 32)
draw_actor_state(actor, x + 90, y + 32)
draw_actor_exp(actor, x, y + 64)
draw_actor_hp(actor, x + 236, y + 32)
draw_actor_sp(actor, x + 236, y + 64)
end
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
end
end
end
[LINE]1,#dddddd[/LINE]系统信息:本贴由楼主认可为正确答案,66RPG感谢您的热情解答~作者: JOSEPH12345 时间: 2007-7-12 06:39
怎么改啊?作者: 精灵使者 时间: 2007-7-12 08:12
改动x和y作者: secondsen 时间: 2007-7-12 14:27
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
end
end
end
框太大是这个。。。这个是光标啊{/wx}
self.cursor_rect.set(0, @index * 116, self.width - 32, 96)这一句
参数分别为 X坐标,Y坐标,宽度,高度
LZ那个问题应该改,,Y坐标,和高度的参数,,因为这个是按照4人做的,实际是5人,所以会出现那个问题{/wx}作者: JOSEPH12345 时间: 2007-7-12 17:24
现在那一段是#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
###########################################################################
x = 64
y = i * 96
actor = $game_party.actors
draw_actor_graphic(actor, x - 40, y + 48)
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 144, y)
draw_actor_level(actor, x, y + 32)
#draw_actor_state(actor, x + 90, y + 32)
draw_actor_exp(actor, x, y + 32)
draw_actor_hp(actor, x + 236, y )
draw_actor_sp(actor, x + 236, y + 32)
###########################################################################
end
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
###########################################################################
self.cursor_rect.set(0, @index * 96 - 4, self.width - 32, 76)
###########################################################################
end
end
end