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[img]#==============================================================================
# ■ Window_Item_KeyCommand
#------------------------------------------------------------------------------
# 选择快捷键的窗口
#==============================================================================
class Window_Item_KeyCommand < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(160-16, 480-78, 346, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
@item_max = 3
@column_max = 3
@commands = ["Z", "X", "C"]
refresh
self.index = -1
self.active = false
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh(actor=nil)
self.contents.clear
if actor != nil
u = 0
for key in ["Z","X","C"]
item = $data_items[actor.item_key[key]]
if !item.nil?
if $game_party.item_number(item.id) == 0
actor.item_key[key] = 0
refresh(actor)
return
end
bitmap = RPG::Cache.icon(item.icon_name)
x = 65 + u * (120)/3
self.contents.font.size = 12
self.contents.font.color = Color.new(255,255,255,255)
self.contents.blt(x,16,bitmap,Rect.new(0,0,30,30))
self.contents.draw_text(x,26, 128, 32,"x")
self.contents.draw_text(x+10,24, 128, 40,"#{$game_party.item_number(item.id)}")
end
u += 1
end
end
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 = 70 + index * (120)/3
self.contents.font.size = 16
self.contents.font.color = Color.new(20,20,20)
self.contents.draw_text(x+1, 1, 128, 32, @commands[index])
self.contents.font.color = Color.new(135,175,255)
self.contents.draw_text(x, 0, 128, 32, @commands[index])
end
#--------------------------------------------------------------------------
# ● 更新光标举行
#--------------------------------------------------------------------------
def update_cursor_rect
# 光标位置不满 0 的情况下
if @index < 0
self.cursor_rect.empty
return
end
# 获取当前的行
row = @index / @column_max
# 当前行被显示开头行前面的情况下
if row < self.top_row
# 从当前行向开头行滚动
self.top_row = row
end
# 当前行被显示末尾行之后的情况下
if row > self.top_row + (self.page_row_max - 1)
# 从当前行向末尾滚动
self.top_row = row - (self.page_row_max - 1)
end
# 计算光标的宽
cursor_width = self.width / @column_max - 32
# 计算光标坐标
x = @index % @column_max * (120)/3
y = @index / @column_max * 32 - self.oy
# 更新国标矩形
self.cursor_rect.set(48+x, y+8, 40, 40)
end
end
#==============================================================================
# ■ Scene_Key
#------------------------------------------------------------------------------
# 处理中快捷键的类。
#==============================================================================
class Scene_Item_Key < Scene_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor_index : 角色索引
#--------------------------------------------------------------------------
def initialize(actor_index = 0)
@actor_index = actor_index
super()
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main_start
super
# 获取角色
@actor = $game_party.actors[@actor_index]
# 生成帮助窗口、状态窗口、特技窗口
@help_window = Window_Help.new
@item_window = Window_Item.new#(@actor)
@item_window.z -= 98
@item_window.height = 256
@item_window.back_opacity = 160
@help_window.back_opacity = 160
@key_window = Window_Item_KeyCommand.new
@key_window.refresh(@actor)
# 关联帮助窗口
@item_window.help_window = @help_window
@windows.push(@help_window)
@windows.push(@item_window)
@windows.push(@key_window)
end
def make_sprite
@spriteset = Spriteset_Map.new
@arpg_actor = ARPG_Actor.new
end
def dispose_sprite
@spriteset.dispose
@arpg_actor.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新命令窗口
@arpg_actor.update
if @item_window.active
update_item
return
end
if @key_window.active
update_key
return
end
end
#--------------------------------------------------------------------------
# ● 刷新技能窗口
#--------------------------------------------------------------------------
def update_item
@item_window.update
# 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)
# 切换到菜单画面
$scene = Scene_Map.new
return
end
# 按下 C 键的场合下
if Input.trigger?(Input::C)
item = @item_window.item
return if !$game_party.item_can_use?(item.id)
M.ok
@item_window.active = false
@key_window.active = true
@key_window.index = 0
end
end
#--------------------------------------------------------------------------
# ● 刷新选择键位
#--------------------------------------------------------------------------
def update_key
@key_window.update
if Input.trigger?(Input::C)
item = @item_window.item
case @key_window.index
when 0
key_start("Z",item)
when 1
key_start("X",item)
when 2
key_start("C",item)
end
end
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
@item_window.active = true
@key_window.active = false
@key_window.index = -1
return
end
end
#--------------------------------------------------------------------------
# ● 设置键位
#--------------------------------------------------------------------------
def key_start(key,item)
if item.nil?
@actor.item_key[key] = 0
else
@actor.item_key[key] = item.id
end
@item_window.active = true
@key_window.active = false
@key_window.index = -1
@key_window.refresh(@actor)
M.eq
return
end
end
[/img]
帮我改成,只有恢复品才可以加入到快捷栏里 |
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