Project1
标题:
装备大图问题
[打印本页]
作者:
hohowan
时间:
2008-1-24 07:31
标题:
装备大图问题
{/fd}我使用的是最老的那套RTAB整合脚本,装备显示就是这样
用了装备大图之后 就变成这样了
{/fd}怎么可以在第一张图片的基础上来显示大图 而不是第2张那张= =
{/pz}或者谁能告诉我怎么美化装备大图的界面么{/fd}
诶,对了,那个第一张图的脚本是这个,怎么可以把他和装备大图结合起来{/pz}
# ————————————————————————————————————
# 本脚本来自www.66rpg.com,转载请保留此信息
# ————————————————————————————————————
#==============================================================================
# ■ Harts_Window_EquipTitle
#==============================================================================
class Harts_Window_EquipTitle < Window_Base
#--------------------------------------------------------------------------
# ● 初期化
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120, 32, $data_system.words.equip, 1)
end
end
#==============================================================================
# ■ Harts_Window_EquipCommand
#==============================================================================
class Harts_Window_EquipCommand < Window_Selectable
#--------------------------------------------------------------------------
# ● 初期化
#--------------------------------------------------------------------------
def initialize
super(160, 0, 480, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 3
@column_max = 3
@commands = ["手动装备", "自动装备", "结束"]
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
# ● 項目描画
# index : 項目番号
# color : 文字色
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
x = index * 160 + 4
self.contents.draw_text(x, 0, 128, 32, @commands[index], 1)
end
end
#==============================================================================
# ■ Harts_Window_EquipItem
#==============================================================================
class Harts_Window_EquipItem < Window_Selectable
#--------------------------------------------------------------------------
# ● 初期化
# actor : 角色
# equip_type : 装備部位 (0~3)
#--------------------------------------------------------------------------
def initialize(actor, equip_type)
super(272, 256, 368, 160)
@actor = actor
@equip_type = equip_type
@column_max = 1
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● 物品取得
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● 最強id取得
#--------------------------------------------------------------------------
def max_item_id
if @equip_type == 0
if @actor.weapon_id == 0
max = 0
else
max = $data_weapons[@actor.weapon_id].atk
end
elsif @equip_type == 1
if @actor.armor1_id == 0
max = 0
else
max = $data_armors[@actor.armor1_id].pdef
end
elsif @equip_type == 2
if @actor.armor2_id == 0
max = 0
else
max = $data_armors[@actor.armor2_id].pdef
end
elsif @equip_type == 3
if @actor.armor3_id == 0
max = 0
else
max = $data_armors[@actor.armor3_id].pdef
end
end
for i in
[email protected]
if @equip_type == 0
if max <= $data_weapons[@data[i].id].atk
max = $data_weapons[@data[i].id].atk
item_id = @data[i].id
end
elsif @equip_type >= 1
if max <= $data_armors[@data[i].id].pdef
max = $data_armors[@data[i].id].pdef
item_id = @data[i].id
end
end
end
return item_id
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# 装備可能的武器追加
if @equip_type == 0
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
end
end
# 装備可能的防具追加
if @equip_type >= 1
armor_set = $data_classes[@actor.class_id].armor_set
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and armor_set.include?(i)
if $data_armors[i].kind == @equip_type-1
@data.push($data_armors[i])
end
end
end
end
# 空白追加
@data.push(nil)
# 全項目描画
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max-1
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ● 項目描画
# index : 項目编号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
x = 4
y = index * 32
case item
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 280, y, 16, 32, ":", 1)
self.contents.draw_text(x + 296, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# ● 帮助更新
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# ■ Harts_Window_EquipLeft
#==============================================================================
class Harts_Window_EquipLeft < Window_Base
#--------------------------------------------------------------------------
# ● 初期化
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 64, 272, 352)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_graphic(@actor, 32, 64)
draw_actor_name(@actor, 4 + 96, 0)
draw_actor_level(@actor, 4 + 96, 32)
draw_actor_parameter(@actor, 4, 80, 0)
draw_actor_parameter(@actor, 4, 112, 1)
draw_actor_parameter(@actor, 4, 144, 2)
draw_actor_parameter(@actor, 4, 192, 3)
draw_actor_parameter(@actor, 4, 224, 4)
draw_actor_parameter(@actor, 4, 256, 5)
draw_actor_parameter(@actor, 4, 288, 6)
if @new_atk != nil and @new_atk != @actor.atk
if @new_atk > @actor.atk
self.contents.font.color = system_color
else
self.contents.font.color = disabled_color
end
self.contents.draw_text(160, 80, 40, 32, "→", 1)
self.contents.draw_text(200, 80, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil and @new_pdef != @actor.pdef
if @new_pdef > @actor.pdef
self.contents.font.color = system_color
else
self.contents.font.color = disabled_color
end
self.contents.draw_text(160, 112, 40, 32, "→", 1)
self.contents.draw_text(200, 112, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil and @new_mdef != @actor.mdef
if @new_mdef > @actor.mdef
self.contents.font.color = system_color
else
self.contents.font.color = disabled_color
end
self.contents.draw_text(160, 144, 40, 32, "→", 1)
self.contents.draw_text(200, 144, 36, 32, @new_mdef.to_s, 2)
end
if @new_str != nil and @new_str != @actor.str
if @new_str > @actor.str
self.contents.font.color = system_color
else
self.contents.font.color = disabled_color
end
self.contents.draw_text(160, 192, 40, 32, "→", 1)
self.contents.draw_text(200, 192, 36, 32, @new_str.to_s, 2)
end
if @new_dex != nil and @new_dex != @actor.dex
if @new_dex > @actor.dex
self.contents.font.color = system_color
else
self.contents.font.color = disabled_color
end
self.contents.draw_text(160, 224, 40, 32, "→", 1)
self.contents.draw_text(200, 224, 36, 32, @new_dex.to_s, 2)
end
if @new_agi != nil and @new_agi != @actor.agi
if @new_agi > @actor.agi
self.contents.font.color = system_color
else
self.contents.font.color = disabled_color
end
self.contents.draw_text(160, 256, 40, 32, "→", 1)
self.contents.draw_text(200, 256, 36, 32, @new_agi.to_s, 2)
end
if @new_int != nil and @new_int != @actor.int
if @new_int > @actor.int
self.contents.font.color = system_color
else
self.contents.font.color = disabled_color
end
self.contents.draw_text(160, 288, 40, 32, "→", 1)
self.contents.draw_text(200, 288, 36, 32, @new_int.to_s, 2)
end
end
#--------------------------------------------------------------------------
# ● 装備変更後設定
# new_atk : 装備変更後攻撃力
# new_pdef : 装備変更後物理防御
# new_mdef : 装備変更後魔法防御
#--------------------------------------------------------------------------
def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int)
if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or @new_str != new_str or @new_dex != new_dex or @new_agi != new_agi or @new_int != new_int
@new_atk = new_atk
@new_pdef = new_pdef
@new_mdef = new_mdef
@new_str = new_str
@new_dex = new_dex
@new_agi = new_agi
@new_int = new_int
refresh
end
end
end
#==============================================================================
# ■ Harts_Scene_Equip
#==============================================================================
class Scene_Equip
include OPACITY_66RPG
#--------------------------------------------------------------------------
# ● 初期化
# actor_index : 角色编号
# equip_index : 装備编号
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = -1, command_index = 0, equip_active = false, command_active = true)
@actor_index = actor_index
@equip_index = equip_index
@command_index = command_index
@equip_active = equip_active
@command_active = command_active
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
create_screen
@actor = $game_party.actors[@actor_index]
@title_window = Harts_Window_EquipTitle.new
@command_window = Harts_Window_EquipCommand.new
@help_window = Window_Help.new
@help_window.y = 416
@left_window = Harts_Window_EquipLeft.new(@actor)
@right_window = Window_EquipRight.new(@actor)
@item_window0 = Harts_Window_EquipItem.new(@actor, -1)
@item_window1 = Harts_Window_EquipItem.new(@actor, 0)
@item_window2 = Harts_Window_EquipItem.new(@actor, 1)
@item_window3 = Harts_Window_EquipItem.new(@actor, 2)
@item_window4 = Harts_Window_EquipItem.new(@actor, 3)
@item_window5 = Harts_Window_EquipItem.new(@actor, 4)
@right_window.help_window = @help_window
@item_window0.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
@command_window.index = @command_index
@right_window.index = @equip_index
@command_window.active = @command_active
@right_window.active = @equip_active
testname = @actor.battler_name+"_h.png"
if FileTest.exist?("Graphics/battlers/#{testname}")
sp = Sprite.new
sp.bitmap=Bitmap.new("Graphics/battlers/#{testname}")
sp.opacity = 120
end
refresh
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
# トランジション準備
Graphics.freeze
# ウィンドウを解放
@title_window.dispose
@command_window.dispose
@help_window.dispose
@left_window.dispose
@right_window.dispose
@item_window0.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
dispose_screen
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
@item_window0.visible = (@right_window.index == -1)
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
item1 = @right_window.item
case @right_window.index
when -1
@item_window = @item_window0
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
end
if @right_window.active
@left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil)
end
if @item_window.active
item2 = @item_window.item
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
new_str = @actor.str
new_dex = @actor.dex
new_agi = @actor.agi
new_int = @actor.int
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int)
end
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
def update
@title_window.update
@command_window.update
@left_window.update
@right_window.update
@item_window.update
refresh
if @command_window.active
update_command
return
end
if @right_window.active
update_right
return
end
if @item_window.active
update_item
return
end
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
def update_command
# 按下B的场合
if Input.trigger?(Input::B)
# 音效演奏
$game_system.se_play($data_system.cancel_se)
# 画面切换
$scene = Scene_Menu.new(2)
return
end
# 按下C的场合
if Input.trigger?(Input::C)
case @command_window.index
# 装備的場合
when 0
# 音效演奏
$game_system.se_play($data_system.decision_se)
@right_window.active = true
@command_window.active = false
@right_window.index = 0
@command_window.index = -1
return
# 最強装備的場合
when 1
# 音效演奏
$game_system.se_play($data_system.equip_se)
# 最強装備的取得
max_weapon_id = @item_window1.max_item_id
max_armor1_id = @item_window2.max_item_id
max_armor2_id = @item_window3.max_item_id
max_armor3_id = @item_window4.max_item_id
# 最強装備执行
@actor.equip(0, max_weapon_id)
@actor.equip(1, max_armor1_id)
@actor.equip(2, max_armor2_id)
@actor.equip(3, max_armor3_id)
@right_window.refresh
@left_window.refresh
@item_window1.refresh
@item_window2.refresh
@item_window3.refresh
@item_window4.refresh
return
when 2
# 音效演奏
$game_system.se_play($data_system.cancel_se)
# 画面切换
$scene = Scene_Menu.new(2)
return
end
end
# 按下R的场合
if Input.trigger?(Input::R)
# 音效演奏
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
# 画面切换
$scene = Scene_Equip.new(@actor_index, @right_window.index, @command_window.index)
return
end
# 按下L的场合
if Input.trigger?(Input::L)
# 音效演奏
$game_system.se_play($data_system.cursor_se)
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# 画面切换
$scene = Scene_Equip.new(@actor_index, @right_window.index, @command_window.index)
return
end
end
#--------------------------------------------------------------------------
# ● 更新右边窗口
#--------------------------------------------------------------------------
def update_right
# 按下B的场合
if Input.trigger?(Input::B)
# 音效演奏
$game_system.se_play($data_system.cancel_se)
@right_window.active = false
@command_window.active = true
@right_window.index = -1
@command_window.index = 0
return
end
# 按下C的场合
if Input.trigger?(Input::C)
# 装備固定时
if @actor.equip_fix?(@right_window.index)
# 音效演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# 音效演奏
$game_system.se_play($data_system.decision_se)
@right_window.active = false
@item_window.active = true
@item_window.index = 0
return
end
# 按下R的场合
if Input.trigger?(Input::R)
# 音效演奏
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
# 画面切换
$scene = Scene_Equip.new(@actor_index, @right_window.index, @command_window.index, true, false)
return
end
# 按下L的场合
if Input.trigger?(Input::L)
# 音效演奏
$game_system.se_play($data_system.cursor_se)
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# 画面切换
$scene = Scene_Equip.new(@actor_index, @right_window.index, @command_window.index, true, false)
return
end
end
#--------------------------------------------------------------------------
# ● 更新物品
#--------------------------------------------------------------------------
def update_item
# 按下B的场合
if Input.trigger?(Input::B)
# 音效演奏
$game_system.se_play($data_system.cancel_se)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
return
end
# 按下C的场合
if Input.trigger?(Input::C)
# 音效演奏
$game_system.se_play($data_system.equip_se)
item = @item_window.item
# 装備変更
@actor.equip(@right_window.index, item == nil ? 0 : item.id)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
# 刷新
@right_window.refresh
@item_window.refresh
return
end
end
end
复制代码
作者:
ONEWateR
时间:
2008-1-24 18:35
RTAB整合脚本!估计是透明脚本搞得把!
作者:
hohowan
时间:
2008-1-24 20:47
{/fd}没用透明脚本 只是那个素材窗口是透明的 但是怎么把装备大图运用到那个整合脚本里去了 {/pz} 求助
作者:
空气
时间:
2008-1-25 22:50
恕我无能为里
作者:
亿万星辰
时间:
2008-1-26 01:38
第一个是自动装备的脚本吧...
就是你贴出来的那段
作者:
ONEWateR
时间:
2008-1-26 03:56
313行,删掉!
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