=begin
===============================================================================
【使用说明】
一个简单的解谜游戏菜单,基本都是默认的窗口,
至于坐标宽度和列数之类的设置,请自行修改。
直接main前insert可用。
与其他菜单类脚本冲突可能性极大,
不提供整合和兼容服务。
脚本中搜索:
·“设置部分”开始设定各个项目
你可以在这里设定包含字号,立绘等一系列有关的项目。
·“脚本部分-Scene”查看Scene的修改内容
这里可以调整一部分窗口的坐标和宽度等。
·“脚本部分-Window”查看各个窗口的修改内容
这里只是对某些窗口内容的重新定义。
·“脚本部分-立绘”为新增的显示立绘脚本
立绘的窗口,默认设定是滑动和淡入,关闭滑动不淡入。
你也可以通过在这里设定坐标来达到从下方滑入画面的效果。
发现BUG欢迎随时回报。
=end
#####################################
# 设置部分
#####################################
module SHIINA
# 调整字号
FONT_SIZE = 18
# 是否显示立绘
IMAGE = true
# 固定的立绘(为false时立绘滚动和淡入效果)
LOCK_IMAGE = false
# 立绘左右翻转(没错这是窝偷懒用的)(← ←结果偷懒不成。。但是还是留着吧)
IMAGE_MIRROR = false
# 立绘的滑动速度(立绘不固定时生效)
IMAGE_SLIDE_SPD = 10
# 立绘文件名(放在picture文件夹内,赋值nil的话将使用菜单当前角色的名字为名的图片)
IMAGE_NAME = nil
# 是否使用物品分类选择
ITEM_TYPE = false
# 加入武器和防具分类?(使用物品分类为true时生效)
WEAPON_ARMOR = false
# 是否可以整队
FORMATION = false
# 是否显示金钱窗口
GOLD = true
# 是否显示人物的状态窗口
STATUS = true
# 状态窗口内容高度(设置为false则返回默认高度)
STATUS_HEIGHT = 98
# 状态窗口的显示项目,不显示的项目改为false或者nil,
STATUS_ITEM = [true, # 脸图
true, # 名字
true, # 等级
true, # 状态图标
true, # 职业
true, # HP
true # MP
]
end
# 重置整体字号
Font.default_size = SHIINA::FONT_SIZE
#----------------------设置部分结束----------------------#
#####################################
# 脚本部分-Scene
#####################################
#==============================================================================
# ■ Scene_MenuBase
#==============================================================================
class Scene_MenuBase < Scene_Base
#--------------------------------------------------------------------------
# ● 生成帮助窗口
#--------------------------------------------------------------------------
def create_help_window
@help_window = Window_Help.new
@help_window.visible = false
@help_window.viewport = @viewport
end
#--------------------------------------------------------------------------
# ● 生成角色窗口
#--------------------------------------------------------------------------
def create_actor_window
@actor_window = Window_MenuActor.new
@actor_window.set_handler(:ok, method(:on_actor_ok))
@actor_window.set_handler(:cancel, method(:on_actor_cancel))
end
#--------------------------------------------------------------------------
# ● 获取当前选中的物品
#--------------------------------------------------------------------------
def item
@item_window.item
end
#--------------------------------------------------------------------------
# ● 获取物品的使用者(直接指向当前角色)
#--------------------------------------------------------------------------
def user
return @actor
#~ $game_party.movable_members.max_by {|member| member.pha }
end
#--------------------------------------------------------------------------
# ● 显示子窗口
#--------------------------------------------------------------------------
def show_sub_window(window)
width_remain = Graphics.width - window.width
window.x = 0
@viewport.rect.x = window.width
@viewport.rect.width = Graphics.width - window.width
window.show.activate
end
#--------------------------------------------------------------------------
# ● 隐藏子窗口
#--------------------------------------------------------------------------
def hide_sub_window(window)
@viewport.rect.x = @viewport.ox = 0
@viewport.rect.width = Graphics.width
window.hide.deactivate
activate_item_window
end
#--------------------------------------------------------------------------
# ● 角色“确定”
#--------------------------------------------------------------------------
def on_actor_ok
if item_usable?
use_item
else
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# ● 角色“取消”
#--------------------------------------------------------------------------
def on_actor_cancel
hide_sub_window(@actor_window)
end
#--------------------------------------------------------------------------
# ● 确定物品
#--------------------------------------------------------------------------
def determine_item
if item.for_friend?
show_sub_window(@actor_window)
@actor_window.select_for_item(item)
else
use_item
activate_item_window
end
end
#--------------------------------------------------------------------------
# ● 启用物品窗口
#--------------------------------------------------------------------------
def activate_item_window
@item_window.refresh
@item_window.activate
end
#--------------------------------------------------------------------------
# ● 获取物品的使用目标数组
#--------------------------------------------------------------------------
def item_target_actors
if !item.for_friend?
[]
elsif item.for_all?
$game_party.members
else
[$game_party.members[@actor_window.index]]
end
end
#--------------------------------------------------------------------------
# ● 判定物品是否可以使用
#--------------------------------------------------------------------------
def item_usable?
user.usable?(item) && item_effects_valid?
end
#--------------------------------------------------------------------------
# ● 判定物品的效果是否有效
#--------------------------------------------------------------------------
def item_effects_valid?
item_target_actors.any? do |target|
target.item_test(user, item)
end
end
#--------------------------------------------------------------------------
# ● 对角色使用物品
#--------------------------------------------------------------------------
def use_item_to_actors
item_target_actors.each do |target|
item.repeats.times { target.item_apply(user, item) }
end
end
#--------------------------------------------------------------------------
# ● 使用物品
#--------------------------------------------------------------------------
def use_item
play_se_for_item
user.use_item(item)
use_item_to_actors
check_common_event
check_gameover
@actor_window.refresh
end
#--------------------------------------------------------------------------
# ● 公共事件预定判定
# 如果预约了事件的调用,则切换到地图画面。
#--------------------------------------------------------------------------
def check_common_event
SceneManager.goto(Scene_Map) if $game_temp.common_event_reserved?
end
end
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
def start
super
create_image
create_gold_window if SHIINA::GOLD
create_command_window
create_status_window if SHIINA::STATUS
create_help_window
create_category_window
create_item_window
create_actor_window
end
#--------------------------------------------------------------------------
# ● 生成立绘
#--------------------------------------------------------------------------
def create_image
@image = Image.new(@actor)
end
#--------------------------------------------------------------------------
# ● 生成指令窗口
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_MenuCommand.new
@command_window.y = SHIINA::GOLD ?
@gold_window.y - @command_window.height :
Graphics.height - @command_window.height
@command_window.set_handler(:item, method(:command_item))
@command_window.set_handler(:formation, method(:command_formation)) if SHIINA::FORMATION
@command_window.set_handler(:save, method(:command_save))
@command_window.set_handler(:game_end, method(:command_game_end))
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.set_handler(:pageup, method(:prev_actor))
@command_window.set_handler(:pagedown, method(:next_actor))
# 立绘塞进指令窗口
@command_window.image = @image
end
#--------------------------------------------------------------------------
# ● 生成金钱窗口
#--------------------------------------------------------------------------
def create_gold_window
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = Graphics.height - @gold_window.height
end
#--------------------------------------------------------------------------
# ● 生成状态窗口
#--------------------------------------------------------------------------
def create_status_window
@status_window = Window_MenuStatus.new(@command_window.width, 0)
@status_window.refresh_nanikore(@actor)
@status_window.y = Graphics.height - @status_window.height
end
#--------------------------------------------------------------------------
# ● 生成分类窗口
#--------------------------------------------------------------------------
def create_category_window
@category_window = Window_ItemCategory.new
@category_window.viewport = @viewport
@category_window.help_window = @help_window
@category_window.y = @help_window.height
@category_window.deactivate
@category_window.visible = false
@category_window.set_handler(:ok, method(:on_category_ok))
@category_window.set_handler(:cancel, method(:on_category_cancel))
end
#--------------------------------------------------------------------------
# ● 生成物品窗口
#--------------------------------------------------------------------------
def create_item_window
item_window_y = @category_window.y + (SHIINA::ITEM_TYPE ? @category_window.height : 0)
item_window_height = Graphics.height - item_window_y - (Graphics.height - @command_window.y)
@item_window = Window_ItemList.new(@category_window.x, item_window_y, @command_window.width, item_window_height)
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.deactivate
@item_window.visible = false
@item_window.set_handler(:ok, method(:on_item_ok))
@item_window.set_handler(:cancel, method(:on_item_cancel))
@category_window.item_window = @item_window
end
#--------------------------------------------------------------------------
# ● 指令“物品”
#--------------------------------------------------------------------------
def command_item
if SHIINA::ITEM_TYPE
@category_window.activate
@category_window.visible = true
@item_window.visible = true
else
@item_window.category = :item
@item_window.activate
@item_window.select_last
@item_window.visible = true
@help_window.visible = @item_window.visible
end
end
#--------------------------------------------------------------------------
# ● 指令“整队”
#--------------------------------------------------------------------------
def command_formation
return unless SHIINA::STATUS
@status_window.select_last
@status_window.activate
@status_window.set_handler(:ok, method(:on_formation_ok))
@status_window.set_handler(:cancel, method(:on_formation_cancel))
end
#--------------------------------------------------------------------------
# ● 指令“存档”
#--------------------------------------------------------------------------
def command_save
SceneManager.call(Scene_Save)
end
#--------------------------------------------------------------------------
# ● 指令“结束游戏”
#--------------------------------------------------------------------------
def command_game_end
SceneManager.call(Scene_End)
end
#--------------------------------------------------------------------------
# ● 整队“确定”
#--------------------------------------------------------------------------
def on_formation_ok
if @status_window.pending_index >= 0
$game_party.swap_order(@status_window.index,
@status_window.pending_index)
@status_window.pending_index = -1
@status_window.redraw_item(@status_window.index)
else
@status_window.pending_index = @status_window.index
end
@status_window.activate
end
#--------------------------------------------------------------------------
# ● 整队“取消”
#--------------------------------------------------------------------------
def on_formation_cancel
if @status_window.pending_index >= 0
@status_window.pending_index = -1
@status_window.activate
else
@status_window.unselect
@command_window.activate
end
end
#--------------------------------------------------------------------------
# ● 分类“确定”
#--------------------------------------------------------------------------
def on_category_ok
@item_window.activate
@item_window.select_last
@help_window.visible = @item_window.visible
end
#--------------------------------------------------------------------------
# ● 分类“取消”
#--------------------------------------------------------------------------
def on_category_cancel
@category_window.deactivate
@category_window.visible = false
@item_window.visible = false
@help_window.visible = @item_window.visible
@command_window.activate
end
#--------------------------------------------------------------------------
# ● 物品“确定”
#--------------------------------------------------------------------------
def on_item_ok
$game_party.last_item.object = item
determine_item
end
#--------------------------------------------------------------------------
# ● 物品“取消”
#--------------------------------------------------------------------------
def on_item_cancel
@item_window.unselect
if SHIINA::ITEM_TYPE
@category_window.activate
@help_window.visible = false
else
@item_window.visible = false
@help_window.visible = @item_window.visible
@command_window.activate
end
end
#--------------------------------------------------------------------------
# ● 播放使用物品声效
#--------------------------------------------------------------------------
def play_se_for_item
Sound.play_use_item
end
#--------------------------------------------------------------------------
# ● 使用物品
#--------------------------------------------------------------------------
def use_item
super
@item_window.redraw_current_item
end
#--------------------------------------------------------------------------
# ● 添加切换角色定义(刷新立绘和人物信息窗口)
#--------------------------------------------------------------------------
# 上一个角色
alias image_prev_actor prev_actor
def prev_actor
image_prev_actor
@command_window.activate
@command_window.select_last
@command_window.refresh_image(@actor)
@status_window.refresh_nanikore(@actor)
end
# 下一个角色
alias image_next_actor next_actor
def next_actor
image_next_actor
@command_window.activate
@command_window.select_last
@command_window.refresh_image(@actor)
@status_window.refresh_nanikore(@actor)
end
end
#----------------------Scene部分结束----------------------#
#####################################
# 脚本部分-Window
#####################################
#==============================================================================
# ■ Window_MenuCommand
#------------------------------------------------------------------------------
# 菜单画面中显示指令的窗口
#==============================================================================
class Window_MenuCommand < Window_Command
# 立绘图像
attr_accessor :image
#--------------------------------------------------------------------------
# ● 向指令列表添加主要的指令
#--------------------------------------------------------------------------
def add_main_commands
add_command(Vocab::item, :item, main_commands_enabled)
end
#--------------------------------------------------------------------------
# ● 添加整队指令
#--------------------------------------------------------------------------
def add_formation_command
return unless SHIINA::FORMATION
add_command(Vocab::formation, :formation, formation_enabled)
end
#--------------------------------------------------------------------------
# ● 刷新立绘
#--------------------------------------------------------------------------
def refresh_image(actor)
@image.refresh(actor)
end
#--------------------------------------------------------------------------
# ● 更新立绘
#--------------------------------------------------------------------------
alias image_update update
def update
image_update
@image.update if @image
end
#--------------------------------------------------------------------------
# ● 释放里立绘
#--------------------------------------------------------------------------
alias image_dispose dispose
def dispose
image_dispose
@image.dispose
end
end
#==============================================================================
# ■ Window_ItemCategory
#------------------------------------------------------------------------------
# 物品画面和商店画面中,显示装备、所持物品等项目列表的窗口。
#==============================================================================
class Window_ItemCategory < Window_HorzCommand
#--------------------------------------------------------------------------
# ● 生成指令列表
#--------------------------------------------------------------------------
def make_command_list
add_command(Vocab::item, :item)
add_command(Vocab::weapon, :weapon) if SHIINA::WEAPON_ARMOR
add_command(Vocab::armor, :armor) if SHIINA::WEAPON_ARMOR
add_command(Vocab::key_item, :key_item)
end
end
#==============================================================================
# ■ Window_ItemList
#------------------------------------------------------------------------------
# 物品画面中,显示持有物品的窗口。
#==============================================================================
class Window_ItemList < Window_Selectable
#--------------------------------------------------------------------------
# ● 获取列数
#--------------------------------------------------------------------------
def col_max
return 1
end
end
#==============================================================================
# ■ Window_MenuStatus
#------------------------------------------------------------------------------
# 菜单画面中,显示队伍成员状态的窗口
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 获取窗口的宽度
#--------------------------------------------------------------------------
def window_width
Graphics.width - 160
end
#--------------------------------------------------------------------------
# ● 最大数目
#--------------------------------------------------------------------------
def item_max
return 1
end
#--------------------------------------------------------------------------
# ● 获取窗口的高度
#--------------------------------------------------------------------------
def window_height
item_max * item_height + standard_padding * 2
end
#--------------------------------------------------------------------------
# ● 刷新角色(为了位置refresh的结构只能另外写个了呢)
#--------------------------------------------------------------------------
def refresh_nanikore(actor)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● 刷新(直接描绘当前角色信息)
#--------------------------------------------------------------------------
def refresh
contents.clear
return unless @actor
index = 0
rect = item_rect(index)
draw_item_background(index)
draw_actor_face(@actor, rect.x + 1, rect.y + 1) if SHIINA::STATUS_ITEM[0]
draw_actor_simple_status(@actor, rect.x + 108, rect.y + line_height / 2)
end
#--------------------------------------------------------------------------
# ● 绘制项目(没用了呢)
#--------------------------------------------------------------------------
def draw_item(index); ; end
#--------------------------------------------------------------------------
# ● 绘制简单的状态
#--------------------------------------------------------------------------
def draw_actor_simple_status(actor, x, y)
draw_actor_name(actor, x, y) if SHIINA::STATUS_ITEM[1]
draw_actor_level(actor, x, y + line_height * 1) if SHIINA::STATUS_ITEM[2]
draw_actor_icons(actor, x, y + line_height * 2) if SHIINA::STATUS_ITEM[3]
draw_actor_class(actor, x + 120, y) if SHIINA::STATUS_ITEM[4]
draw_actor_hp(actor, x + 120, y + line_height * 1) if SHIINA::STATUS_ITEM[5]
draw_actor_mp(actor, x + 120, y + line_height * 2) if SHIINA::STATUS_ITEM[6]
end
#--------------------------------------------------------------------------
# ● 获取项目的高度
#--------------------------------------------------------------------------
def item_height
if SHIINA::STATUS_HEIGHT
return SHIINA::STATUS_HEIGHT
else
return (Graphics.height - standard_padding * 2) / 4
end
end
end
#==============================================================================
# ■ Window_MenuActor
#------------------------------------------------------------------------------
# 显示物品使用或技能使用的选择目标的窗口
#==============================================================================
class Window_MenuActor < Window_MenuStatus
#--------------------------------------------------------------------------
# ● 刷新(父上已经走上奇怪的路线,只能从爷爷那边搬过来→_→)
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_all_items
end
#--------------------------------------------------------------------------
# ● 获取项目数
#--------------------------------------------------------------------------
def item_max
$game_party.members.size
end
#--------------------------------------------------------------------------
# ● 绘制项目
#--------------------------------------------------------------------------
def draw_item(index)
actor = $game_party.members[index]
enabled = $game_party.battle_members.include?(actor)
rect = item_rect(index)
draw_item_background(index)
draw_actor_face(actor, rect.x + 1, rect.y + 1) if SHIINA::STATUS_ITEM[0]
draw_actor_simple_status(actor, rect.x + 108, rect.y + line_height / 2)
end
end
#----------------------Window部分结束----------------------#
#####################################
# 脚本部分-立绘
#####################################
class Image < Sprite
def initialize(actor, x=get_x, y=Graphics.height)
super(nil)
@actor = actor
self.mirror = SHIINA::IMAGE_MIRROR
self.bitmap = Cache.picture(get_pic_name)
self.oy = self.height
self.opacity = 0 unless SHIINA::LOCK_IMAGE
self.x = x
self.y = y
set
setn(0)
end
def get_pic_name
actor_name = @actor ? @actor.name : $game_party.members[0].name
return SHIINA::IMAGE_NAME.nil? ? actor_name : SHIINA::IMAGE_NAME
end
def refresh(actor)
@actor = actor
self.bitmap = Cache.picture(get_pic_name)
return if SHIINA::LOCK_IMAGE
self.opacity = 0
set(get_x)
setn(0)
end
def get_x
SHIINA::LOCK_IMAGE ? 0 : 32 * 4
end
def spd
SHIINA::IMAGE_SLIDE_SPD
end
def set(x=self.x, y=self.y)
self.x = x
self.y = y
@nx = x
@ny = y
end
def setn(x=self.x, y=self.y)
@nx = x
@ny = y
end
def update
super
return if SHIINA::LOCK_IMAGE
update_slide
end
def slide_over?
return (self.x==@nx && self.y=@ny)
end
def update_slide
self.opacity += 20 unless SHIINA::LOCK_IMAGE
return if slide_over?
if self.x + spd < @nx
self.x += spd
elsif self.x - spd > @nx
self.x -= spd
elsif self.x != @nx
self.x = @nx
end
if self.y + spd < @ny
self.y += spd
elsif self.y - spd > @ny
self.y -= spd
elsif self.y != @ny
self.y = @ny
end
end
end
#----------------------立绘部分结束----------------------#