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 Lv1.梦旅人 
	梦石0 星屑50 在线时间21 小时注册时间2010-8-8帖子17 | 
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#==============================================================================
x
加入我们,或者,欢迎回来。您需要 登录 才可以下载或查看,没有帐号?注册会员  # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 
 module Momo_IconCommand
 # 图标名称设定
 ATTACK_ICON_NAME = "攻击" # 攻撃
 SKILL_ICON_NAME = "奇术"   # 特技
 GUARD_ICON_NAME = "009-Shield01"  # 防御
 ITEM_ICON_NAME = "物品"     # 物品
 # X坐标修正
 X_PLUS = -40
 # Y坐标修正
 Y_PLUS = -180
 # 选择时图标的动作
 # 0:静止 1:放大
 SELECT_TYPE = 0
 # 闪烁时光芒的颜色
 FLASH_COLOR = Color.new(255, 255, 255, 128)
 # 闪烁时间
 FLASH_DURATION = 10
 # 闪烁间隔
 FLASH_INTERVAL = 20
 # 是否写出文字的名称
 COM_NAME_DROW = true
 # 文字名称是否移动
 COM_NAME_MOVE = true
 # 文字内容
 ATTACK_NAME = "攻击"    # 攻击
 SKILL_NAME = "特技"   # 特技
 GUARD_NAME = "防御"     # 防御
 ITEM_NAME = "物品"  # 物品
 # 文字颜色
 COM_NAME_COLOR = Color.new(255, 255, 255, 255)
 # 文字坐标修正
 COM_NAME_X_PLUS = 0
 COM_NAME_Y_PLUS = 0
 end
 
 class Window_CommandIcon < Window_Selectable
 attr_accessor :last_index
 #--------------------------------------------------------------------------
 # ● オブジェクト初期化
 #--------------------------------------------------------------------------
 def initialize(x, y, commands)
 super(x, y, 32, 32)
 # ウィンドウスキンに空文字列を指定してウィンドウを描画しないようにする
 self.windowskin = RPG::Cache.windowskin("")
 @item_max = commands.size
 @commands = commands
 @column_max = commands.size
 @index = 0
 @last_index = nil
 @name_sprite = nil
 @sprite = []
 refresh
 end
 def dispose
 super
 for sprite in @sprite
 sprite.dispose unless sprite.nil?
 end
 @name_sprite.dispose unless @name_sprite.nil?
 end
 #--------------------------------------------------------------------------
 # ● リフレッシュ
 #--------------------------------------------------------------------------
 def refresh
 @name_sprite.dispose unless @name_sprite.nil?
 for sprite in @sprite
 sprite.dispose unless sprite.nil?
 end
 @name_sprite = nil
 draw_com_name if Momo_IconCommand::COM_NAME_DROW
 @sprite = []
 for i in 0...@item_max
 draw_item(i)
 end
 end
 #--------------------------------------------------------------------------
 # ● 項目の描画
 #--------------------------------------------------------------------------
 def draw_item(index)
 @sprite[index] = Sprite_Icon.new(nil, @commands[index])
 @sprite[index].z = self.z + 1
 end
 def draw_com_name
 @name_sprite = Sprite_Comm_Name.new(nil, get_com_name)
 
 end
 
 # 更新
 def update
 super
 icon_update
 com_name_update if Momo_IconCommand::COM_NAME_DROW
 if move_index?
 @last_index = self.index
 end
 end
 # アイコンの更新
 def icon_update
 for i in [email protected]
 @sprite.active = (self.index == i)
 @sprite.x = self.x + i * 24
 @sprite.y = self.y + 0
 @sprite.z = (self.index == i) ? self.z + 2 : self.z + 1
 @sprite.visible = self.visible
 @sprite.update
 end
 end
 # コマンドネームの更新
 def com_name_update
 if move_index?
 @name_sprite.name = get_com_name
 end
 @name_sprite.x = self.x - 12 + Momo_IconCommand::COM_NAME_X_PLUS
 @name_sprite.y = self.y - 40 + Momo_IconCommand::COM_NAME_Y_PLUS
 @name_sprite.z = self.z + 1
 @name_sprite.active = self.active
 @name_sprite.visible = self.visible
 @name_sprite.update
 end
 def get_com_name
 make_name_set if @name_set.nil?
 name = @name_set[self.index]
 name = "" if name.nil?
 return name
 end
 def make_name_set
 @name_set = []
 @name_set[0] = Momo_IconCommand::ATTACK_NAME
 @name_set[1] = Momo_IconCommand::SKILL_NAME
 @name_set[2] = Momo_IconCommand::GUARD_NAME
 @name_set[3] = Momo_IconCommand::ITEM_NAME
 end
 def move_index?
 return self.index != @last_index
 end
 def need_reset
 @name_sprite.need_reset = true if Momo_IconCommand::COM_NAME_DROW
 end
 end
 
 # アイコン用スプライト
 class Sprite_Icon < Sprite
 attr_accessor :active
 attr_accessor :icon_name
 #--------------------------------------------------------------------------
 # ● オブジェクト初期化
 #--------------------------------------------------------------------------
 def initialize(viewport, icon_name)
 super(viewport)
 @icon_name = icon_name
 @last_icon = @icon_name
 @count = 0
 self.bitmap = RPG::Cache.icon(@icon_name)
 self.ox = self.bitmap.width / 2
 self.oy = self.bitmap.height / 2
 @active = false
 end
 #--------------------------------------------------------------------------
 # ● 解放
 #--------------------------------------------------------------------------
 def dispose
 if self.bitmap != nil
 self.bitmap.dispose
 end
 super
 end
 #--------------------------------------------------------------------------
 # ● フレーム更新
 #--------------------------------------------------------------------------
 def update
 super
 if @icon_name != @last_icon
 @last_icon = @icon_name
 self.bitmap = RPG::Cache.icon(@icon_name)
 end
 if @active
 @count += 1
 case Momo_IconCommand::SELECT_TYPE
 when 0
 icon_flash
 when 1
 icon_zoom
 end
 @count = 0 if @count == 20
 else
 icon_reset
 end
 end
 def icon_flash
 if @count % Momo_IconCommand::FLASH_INTERVAL == 0 or @count == 1
 self.flash(Momo_IconCommand::FLASH_COLOR, Momo_IconCommand::FLASH_DURATION)
 end
 end
 def icon_zoom
 case @count
 when 1..10
 zoom = 1.0 + @count / 10.0
 when 11..20
 zoom = 2.0 - (@count - 10) / 10.0
 end
 self.zoom_x = zoom
 self.zoom_y = zoom
 end
 def icon_reset
 @count = 0
 self.zoom_x = 1.0
 self.zoom_y = 1.0
 end
 end
 
 # コマンドネーム用スプライト
 class Sprite_Comm_Name < Sprite
 attr_accessor :active
 attr_accessor :name
 attr_accessor :need_reset
 #--------------------------------------------------------------------------
 # ● オブジェクト初期化
 #--------------------------------------------------------------------------
 def initialize(viewport, name)
 super(viewport)
 @name = name
 @last_name = nil
 @count = 0
 @x_plus = 0
 @opa_plus = 0
 @need_reset = false
 @active = false
 self.bitmap = Bitmap.new(160, 32)
 end
 #--------------------------------------------------------------------------
 # ● 解放
 #--------------------------------------------------------------------------
 def dispose
 if self.bitmap != nil
 self.bitmap.dispose
 end
 super
 end
 #--------------------------------------------------------------------------
 # ● フレーム更新
 #--------------------------------------------------------------------------
 def update
 super
 if @active
 if need_reset?
 @need_reset = false
 @last_name = @name
 text_reset
 end
 move_text if Momo_IconCommand::COM_NAME_MOVE
 end
 end
 def move_text
 @count += 1
 @x_plus = [@count * 8, 80].min
 self.x = self.x - 80 + @x_plus
 self.opacity = @count * 25
 end
 def text_reset
 @count = 0
 @x_plus = 0
 self.bitmap.clear
 self.bitmap.font.color = Momo_IconCommand::COM_NAME_COLOR
 self.bitmap.draw_text(0, 0, 160, 32, @name)
 end
 def need_reset?
 return (@name != @last_name or @need_reset)
 end
 end
 
 class Scene_Battle
 #--------------------------------------------------------------------------
 # ● プレバトルフェーズ開始
 #--------------------------------------------------------------------------
 alias scene_battle_icon_command_start_phase1 start_phase1
 def start_phase1
 com1 = Momo_IconCommand::ATTACK_ICON_NAME
 com2 = Momo_IconCommand::SKILL_ICON_NAME
 com3 = Momo_IconCommand::GUARD_ICON_NAME
 com4 = Momo_IconCommand::ITEM_ICON_NAME
 @actor_command_window = Window_CommandIcon.new(0, 0, [com1, com2, com3, com4])
 @actor_command_window.y = 160
 @actor_command_window.back_opacity = 160
 @actor_command_window.active = false
 @actor_command_window.visible = false
 @actor_command_window.update
 scene_battle_icon_command_start_phase1
 end
 #--------------------------------------------------------------------------
 # ● アクターコマンドウィンドウのセットアップ
 #--------------------------------------------------------------------------
 alias scene_battle_icon_command_phase3_setup_command_window phase3_setup_command_window
 def phase3_setup_command_window
 scene_battle_icon_command_phase3_setup_command_window
 # アクターコマンドウィンドウの位置を設定
 @actor_command_window.x = command_window_actor_x(@actor_index)
 @actor_command_window.y = command_window_actor_y(@actor_index)
 @actor_command_window.need_reset
 end
 def command_window_actor_x(index)
 $game_party.actors[index].screen_x + Momo_IconCommand::X_PLUS
 end
 def command_window_actor_y(index)
 $game_party.actors[index].screen_y + Momo_IconCommand::Y_PLUS
 end
 end
 
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 
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