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关于图片菜单问题。。

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Lv1.梦旅人

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发表于 2008-6-10 00:12:31 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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无法显示状态。。。连正常都没有。。一个框框。。
该怎么弄?

版务信息:本贴由楼主自主结贴~
神妄·星辰: 剧情:1% 脚本:95% 总体开发:45% ——当那本古老的书籍翻开的一天,我将用黑暗吞噬这个世界—— 神将会幻想他们不会死去……

Lv1.梦旅人

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发表于 2008-6-10 01:10:07 | 只看该作者
脚本贴出来大哥,鬼知道你怎么写的
你它囧一字母君谁记得……
当时那把剑离我的喉咙只有0.01工分。可是一柱香之后,这个女主人会深深的爱上我,虽然本人平生说了无数的谎话,可是这句最有效:“你应该这么做,我也应该死。
曾经有一取ID的机会放在我面前,我没有珍惜,等我失去的时候我才后悔莫及,人世间最痛苦的事莫过于此。你的剑在我的咽喉上割下去吧!不用再犹豫了!如果上天能够给我一个再来一次的机会,我绝对会取个汉字君。如果非要给这ID加点修饰的话,我希望是……红色加粗……

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Lv1.梦旅人

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3
 楼主| 发表于 2008-6-10 01:25:30 | 只看该作者
  1. module MOG
  2. #Tipo de fundo.
  3. # 0 = Imagens em movimento.
  4. # 1 = Mapa de fundo.
  5. MENU_BACKGROUND = 0
  6. #Transition Time.
  7. MNTT = 20
  8. #Transition Type (Name)
  9. MNTP = "006-Stripe02"
  10. end
  11. $mogscript = {} if $mogscript == nil
  12. $mogscript["menu_itigo"] = true
  13. ##############
  14. # Game_Actor #
  15. ##############
  16. class Game_Actor < Game_Battler
  17. def now_exp
  18. return @exp - @exp_list[@level]
  19. end
  20. def next_exp
  21. return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  22. end
  23. end
  24. ############
  25. # Game_Map #
  26. ############
  27. class Game_Map
  28. attr_reader   :map_id  
  29. def mpname
  30. $mpname = load_data("Data/MapInfos.rxdata")
  31. $mpname[@map_id].name
  32. end
  33. end
  34. ###############
  35. # Window_Base #
  36. ###############
  37. class Window_Base < Window
  38. def nada
  39. face = RPG::Cache.picture("")
  40. end   
  41. def drw_face(actor,x,y)
  42. face = RPG::Cache.picture(actor.name + "_fc") rescue nada
  43. cw = face.width
  44. ch = face.height
  45. src_rect = Rect.new(0, 0, cw, ch)
  46. self.contents.blt(x , y - ch, face, src_rect)   
  47. end   
  48. def draw_maphp3(actor, x, y)
  49. back = RPG::Cache.picture("BAR0")   
  50. cw = back.width  
  51. ch = back.height
  52. src_rect = Rect.new(0, 0, cw, ch)   
  53. self.contents.blt(x + 65, y - ch + 30, back, src_rect)
  54. meter = RPG::Cache.picture("HP_Bar")   
  55. cw = meter.width  * actor.hp / actor.maxhp
  56. ch = meter.height
  57. src_rect = Rect.new(0, 0, cw, ch)
  58. self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
  59. text = RPG::Cache.picture("HP_Tx")   
  60. cw = text.width  
  61. ch = text.height
  62. src_rect = Rect.new(0, 0, cw, ch)
  63. self.contents.blt(x + 35, y - ch + 30, text, src_rect)
  64. self.contents.font.color = Color.new(0,0,0,255)
  65. self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
  66. self.contents.font.color = Color.new(255,255,255,255)
  67. self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)   
  68. end  
  69. def draw_mapsp3(actor, x, y)
  70. back = RPG::Cache.picture("BAR0")   
  71. cw = back.width  
  72. ch = back.height
  73. src_rect = Rect.new(0, 0, cw, ch)   
  74. self.contents.blt(x + 65, y - ch + 30, back, src_rect)
  75. meter = RPG::Cache.picture("SP_Bar")   
  76. cw = meter.width  * actor.sp / actor.maxsp
  77. ch = meter.height
  78. src_rect = Rect.new(0, 0, cw, ch)
  79. self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
  80. text = RPG::Cache.picture("SP_Tx")   
  81. cw = text.width  
  82. ch = text.height
  83. src_rect = Rect.new(0, 0, cw, ch)
  84. self.contents.blt(x + 35, y - ch + 30, text, src_rect)
  85. self.contents.font.color = Color.new(0,0,0,255)
  86. self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
  87. self.contents.font.color = Color.new(255,255,255,255)
  88. self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)   
  89. end  
  90. def draw_mexp2(actor, x, y)
  91. bitmap2 = RPG::Cache.picture("Exp_Back")
  92. cw = bitmap2.width
  93. ch = bitmap2.height
  94. src_rect = Rect.new(0, 0, cw, ch)
  95. self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
  96. if actor.next_exp != 0
  97. rate = actor.now_exp.to_f / actor.next_exp
  98. else
  99. rate = 1
  100. end
  101. bitmap = RPG::Cache.picture("Exp_Meter")
  102. if actor.level < 99
  103. cw = bitmap.width * rate
  104. else
  105. cw = bitmap.width
  106. end   
  107. ch = bitmap.height
  108. src_rect = Rect.new(0, 0, cw, ch)
  109. self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
  110. exp_tx = RPG::Cache.picture("Exp_tx")
  111. cw = exp_tx.width
  112. ch = exp_tx.height
  113. src_rect = Rect.new(0, 0, cw, ch)
  114. self.contents.blt(x + 55 , y - ch + 30, exp_tx, src_rect)
  115. lv_tx = RPG::Cache.picture("LV_tx")
  116. cw = lv_tx.width
  117. ch = lv_tx.height
  118. src_rect = Rect.new(0, 0, cw, ch)
  119. self.contents.blt(x + 125 , y - ch + 35, lv_tx, src_rect)
  120. self.contents.font.color = Color.new(0,0,0,255)
  121. self.contents.draw_text(x + 161, y + 7, 24, 32, actor.level.to_s, 1)
  122. self.contents.font.color = Color.new(255,255,255,255)
  123. self.contents.draw_text(x + 160, y + 6, 24, 32, actor.level.to_s, 1)
  124. end
  125. def draw_actor_state2(actor, x, y, width = 80)
  126. text = make_battler_state_text(actor, width, true)
  127. self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
  128. self.contents.draw_text(x, y, width, 32, text,2)
  129. end  
  130. end
  131. ######################
  132. # Window_MenuStatus2 #
  133. ######################
  134. class Window_MenuStatus2 < Window_Selectable
  135. def initialize
  136. super(0, 0, 415, 280)
  137. self.contents = Bitmap.new(width - 32, height - 32)
  138. self.windowskin = RPG::Cache.windowskin("")
  139. self.opacity = 0
  140. self.z = 15
  141. refresh
  142. self.active = false
  143. self.index = -1
  144. end
  145. def refresh
  146. self.contents.clear
  147. @item_max = $game_party.actors.size
  148. for i in 0...$game_party.actors.size
  149. x = 20
  150. y = i * 62
  151. actor = $game_party.actors[i]
  152. self.contents.font.name = "Georgia"
  153. if $mogscript["TP_System"] == true
  154. draw_actor_tp(actor ,x + 285, y - 5,4)  
  155. draw_actor_state2(actor ,x + 190, y - 5)
  156. else  
  157. draw_actor_state2(actor ,x + 220, y - 5)
  158. end
  159. drw_face(actor,x,y + 50)
  160. draw_maphp3(actor,x + 40, y - 5)
  161. draw_mapsp3(actor,x + 40, y + 20 )
  162. draw_mexp2(actor,x + 140, y + 15 )
  163. end
  164. end
  165. def update_cursor_rect
  166. if @index < 0
  167. self.cursor_rect.empty
  168. else
  169. self.cursor_rect.set(5, @index * 62, self.width - 32, 50)
  170. end
  171. end
  172. end
  173. ################
  174. # Window_Gold2 #
  175. ################
  176. class Window_Gold2 < Window_Base
  177. def initialize
  178. super(0, 0, 160, 64)
  179. self.contents = Bitmap.new(width - 32, height - 32)
  180. self.windowskin = RPG::Cache.windowskin("")
  181. self.opacity = 0
  182. self.z = 15
  183. refresh
  184. end
  185. def refresh
  186. self.contents.clear
  187. cx = contents.text_size($data_system.words.gold).width
  188. self.contents.font.color = normal_color
  189. self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
  190. self.contents.font.color = system_color
  191. self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
  192. end
  193. end
  194. ####################
  195. # Window_PlayTime2 #
  196. ####################
  197. class Window_PlayTime2 < Window_Base
  198. def initialize
  199. super(0, 0, 160, 96)
  200. self.contents = Bitmap.new(width - 32, height - 32)
  201. self.windowskin = RPG::Cache.windowskin("")
  202. self.opacity = 0
  203. self.z = 15
  204. refresh
  205. end
  206. def refresh
  207. self.contents.clear
  208. @total_sec = Graphics.frame_count / Graphics.frame_rate
  209. hour = @total_sec / 60 / 60
  210. min = @total_sec / 60 % 60
  211. sec = @total_sec % 60
  212. text = sprintf("%02d:%02d:%02d", hour, min, sec)
  213. self.contents.font.color = normal_color
  214. self.contents.draw_text(4, 32, 120, 32, text, 2)
  215. end
  216. def update
  217. super
  218. if Graphics.frame_count / Graphics.frame_rate != @total_sec
  219. refresh
  220. end
  221. end
  222. end
  223. #################
  224. # Window_Steps2 #
  225. #################
  226. class Window_Steps2 < Window_Base
  227. def initialize
  228. super(0, 0, 160, 96)
  229. self.contents = Bitmap.new(width - 32, height - 32)
  230. self.windowskin = RPG::Cache.windowskin("")
  231. self.opacity = 0
  232. self.z = 15
  233. refresh
  234. end
  235. def refresh
  236. self.contents.clear
  237. self.contents.font.color = normal_color
  238. self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
  239. end
  240. end
  241. ###################
  242. # Window_Map_Name #
  243. ###################
  244. class Window_Map_Name < Window_Base
  245. def initialize
  246. super(0, 0, 160, 96)
  247. self.contents = Bitmap.new(width - 32, height - 32)
  248. self.windowskin = RPG::Cache.windowskin("")
  249. self.opacity = 0
  250. self.z = 15
  251. refresh
  252. end
  253. def refresh
  254. self.contents.clear
  255. self.contents.font.color = normal_color
  256. self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 1)
  257. end
  258. end
  259. ##############
  260. # Scene_Menu #
  261. ##############
  262. class Scene_Menu
  263. def initialize(menu_index = 0)
  264. @menu_index = menu_index
  265. end
  266. def main
  267. s1 = ""
  268. s2 = ""
  269. s3 = ""
  270. s4 = ""
  271. s5 = ""
  272. s6 = ""
  273. @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
  274. @command_window.index = @menu_index
  275. if $game_party.actors.size == 0
  276. @command_window.disable_item(0)
  277. @command_window.disable_item(1)
  278. @command_window.disable_item(2)
  279. @command_window.disable_item(3)
  280. end
  281. @command_window.visible = false
  282. @command_window.x = -640
  283. @mnlay = Sprite.new
  284. @mnlay.bitmap = RPG::Cache.picture("Mn_lay")
  285. @mnlay.z = 10
  286. @mnlay.opacity = 0
  287. @mnlay.x = -100
  288. if MOG::MENU_BACKGROUND == 0
  289. @mnback = Plane.new
  290. @mnback.bitmap = RPG::Cache.picture("Mn_back")
  291. @mnback.blend_type = 0
  292. @mnback.z = 5
  293. @mnback2 = Plane.new
  294. @mnback2.bitmap = RPG::Cache.picture("Mn_back")
  295. @mnback2.blend_type = 0
  296. @mnback2.z = 5
  297. @mnback2.opacity = 60
  298. else
  299. @spriteset = Spriteset_Map.new
  300. end
  301. @mnsel = Sprite.new
  302. @mnsel.bitmap = RPG::Cache.picture("Mn_Sel")
  303. @mnsel.z = 20
  304. @mnsel.x = 0
  305. @mnsel.y = 110
  306. @mnop = 150
  307. if $game_system.save_disabled
  308. @command_window.disable_item(4)
  309. end
  310. @playtime_window = Window_PlayTime2.new
  311. @playtime_window.x = 30
  312. @playtime_window.y = 375
  313. @playtime_window.contents_opacity = 0
  314. @mapname_window = Window_Map_Name.new
  315. @mapname_window.x = 425
  316. @mapname_window.y = 25
  317. @mapname_window.contents_opacity = 0
  318. @steps_window = Window_Steps2.new
  319. @steps_window.x = 230
  320. @steps_window.y = 375
  321. @steps_window.contents_opacity = 0
  322. @gold_window = Window_Gold2.new
  323. @gold_window.x = 455
  324. @gold_window.y = 405
  325. @gold_window.contents_opacity = 0
  326. @status_window = Window_MenuStatus2.new
  327. @status_window.x = 295
  328. @status_window.y = 110
  329. @status_window.contents_opacity = 0
  330. if MOG::MENU_BACKGROUND == 0
  331. Graphics.transition(MOG::MNTT, "Graphics/Transitions/" + MOG::MNTP)
  332. else
  333. Graphics.transition  
  334. end
  335. loop do
  336. Graphics.update
  337. Input.update
  338. update
  339. if $scene != self
  340. break
  341. end
  342. end
  343. for i in 0..10  
  344. if MOG::MENU_BACKGROUND == 0
  345. @mnback.oy += 1
  346. @mnback.ox += 1
  347. @mnback2.oy += 1
  348. @mnback2.ox -= 1
  349. end
  350. @status_window.x += 20
  351. @status_window.contents_opacity -= 25
  352. @mnsel.opacity -= 25
  353. @mnsel.zoom_x += 0.03
  354. @mnlay.x -= 10
  355. @mnlay.opacity -= 25
  356. @mapname_window.x += 5
  357. @mapname_window.contents_opacity -= 20
  358. @steps_window.contents_opacity -= 25
  359. @gold_window.contents_opacity -= 25
  360. @playtime_window.contents_opacity -= 25
  361. Graphics.update   
  362. end
  363. Graphics.freeze
  364. @command_window.dispose
  365. @playtime_window.dispose
  366. @steps_window.dispose
  367. @gold_window.dispose   
  368. @status_window.dispose
  369. @mnlay.dispose
  370. if MOG::MENU_BACKGROUND == 0
  371. @mnback.dispose
  372. @mnback2.dispose
  373. else
  374. @spriteset.dispose
  375. end
  376. @mnsel.dispose
  377. @mapname_window.dispose
  378. Graphics.update
  379. end
  380. def update
  381. if @mnsel.zoom_x <= 1.6
  382. @mnsel.zoom_x += 0.03
  383. @mnsel.opacity -= 10
  384. elsif @mnsel.zoom_x > 1.6
  385. @mnsel.zoom_x = 1.0
  386. @mnsel.opacity = 255
  387. end     
  388. if @mnlay.x < 0
  389. @mnlay.opacity += 25
  390. @mnlay.x += 10
  391. elsif @mnlay.x >= 0  
  392. @mnlay.opacity = 255
  393. @mnlay.x = 0
  394. end
  395. @command_window.update if @command_window.active
  396. @playtime_window.update
  397. @status_window.update if @status_window.active
  398. if MOG::MENU_BACKGROUND == 0
  399. @mnback.oy += 1
  400. @mnback.ox += 1
  401. @mnback2.oy += 1
  402. @mnback2.ox -= 1
  403. end
  404. @mnop += 5
  405. @mapname_window.contents_opacity += 15
  406. @playtime_window.contents_opacity += 15
  407. @gold_window.contents_opacity += 15
  408. @playtime_window.contents_opacity += 15
  409. @steps_window.contents_opacity += 15
  410. if @status_window.x > 195
  411. @status_window.x -= 10
  412. @status_window.contents_opacity += 10
  413. elsif @status_window.x <= 195
  414. @status_window.x = 195
  415. @status_window.contents_opacity = 255
  416. end
  417. if @mnop >= 255
  418. @mnop = 120
  419. end   
  420. if @command_window.active
  421. update_command
  422. return
  423. end
  424. if @status_window.active
  425. update_status
  426. return
  427. end
  428. end
  429. def update_command
  430. case @command_window.index
  431. when 0  
  432. @mnsel.x = 0
  433. @mnsel.y = 110
  434. when 1
  435. @mnsel.x = 25
  436. @mnsel.y = 155
  437. when 2
  438. @mnsel.x = 40
  439. @mnsel.y = 197
  440. when 3
  441. @mnsel.x = 45
  442. @mnsel.y = 242
  443. when 4
  444. @mnsel.x = 25
  445. @mnsel.y = 285
  446. when 5
  447. @mnsel.x = 0
  448. @mnsel.y = 325
  449. end   
  450. if Input.trigger?(Input::B)
  451. $game_system.se_play($data_system.cancel_se)
  452. $scene = Scene_Map.new
  453. return
  454. end
  455. if Input.trigger?(Input::C)
  456. if $game_party.actors.size == 0 and @command_window.index < 4
  457. $game_system.se_play($data_system.buzzer_se)
  458. return
  459. end
  460. case @command_window.index
  461. when 0
  462. $game_system.se_play($data_system.decision_se)
  463. $scene = Scene_Item.new
  464. when 1
  465. $game_system.se_play($data_system.decision_se)
  466. @command_window.active = false
  467. @status_window.active = true
  468. @status_window.index = 0
  469. when 2
  470. $game_system.se_play($data_system.decision_se)
  471. @command_window.active = false
  472. @status_window.active = true
  473. @status_window.index = 0
  474. when 3
  475. $game_system.se_play($data_system.decision_se)
  476. @command_window.active = false
  477. @status_window.active = true
  478. @status_window.index = 0
  479. when 4
  480. if $game_system.save_disabled
  481. $game_system.se_play($data_system.buzzer_se)
  482. return
  483. end
  484. $game_system.se_play($data_system.decision_se)
  485. $scene = Scene_Save.new
  486. when 5
  487. $game_system.se_play($data_system.decision_se)
  488. $scene = Scene_End.new
  489. end
  490. return
  491. end
  492. end
  493. def update_status  
  494. case @status_window.index
  495. when 0  
  496. @mnsel.x = 180
  497. @mnsel.y = 130
  498. when 1
  499. @mnsel.x = 180
  500. @mnsel.y = 195
  501. when 2
  502. @mnsel.x = 180
  503. @mnsel.y = 255
  504. when 3
  505. @mnsel.x = 180
  506. @mnsel.y = 320
  507. end  
  508. if Input.trigger?(Input::B)
  509. $game_system.se_play($data_system.cancel_se)
  510. @command_window.active = true
  511. @status_window.active = false
  512. @status_window.index = -1
  513. return
  514. end
  515. if Input.trigger?(Input::C)
  516. case @command_window.index
  517. when 1
  518. if $game_party.actors[@status_window.index].restriction >= 2
  519. $game_system.se_play($data_system.buzzer_se)
  520. return
  521. end
  522. $game_system.se_play($data_system.decision_se)
  523. $scene = Scene_Skill.new(@status_window.index)
  524. when 2  
  525. $game_system.se_play($data_system.decision_se)
  526. $scene = Scene_Equip.new(@status_window.index)
  527. when 3  
  528. $game_system.se_play($data_system.decision_se)
  529. $scene = Scene_Status.new(@status_window.index)
  530. end
  531. return
  532. end
  533. end
  534. end
复制代码

这个。。。
神妄·星辰: 剧情:1% 脚本:95% 总体开发:45% ——当那本古老的书籍翻开的一天,我将用黑暗吞噬这个世界—— 神将会幻想他们不会死去……
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Lv1.梦旅人

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发表于 2008-6-10 01:52:08 | 只看该作者
修改了你的draw_actor_state2(actor, x, y, width = 80)的定义
搜索到这些
def draw_actor_state2(actor, x, y, width = 80)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text,2)
end  

然后替换成以下脚本,不知道行不行{/gg}


  1. def draw_actor_state2(actor, x, y, width = 80)
  2. text2 = make_battler_state_text(actor, width, true)
  3. self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
  4. self.contents.draw_text(x, y, width, 32, text2,2)
  5. end  
复制代码
好吧,果然换个签名就没人认识我了。我承认我被时间埋没了
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Lv1.梦旅人

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 楼主| 发表于 2008-6-10 02:03:19 | 只看该作者
框框里还是什么也没有- -{/ll}
神妄·星辰: 剧情:1% 脚本:95% 总体开发:45% ——当那本古老的书籍翻开的一天,我将用黑暗吞噬这个世界—— 神将会幻想他们不会死去……
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Lv1.梦旅人

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发表于 2008-6-10 02:09:57 | 只看该作者
以下引用玄清秋水于2008-6-9 18:03:19的发言:

框框里还是什么也没有- -
def draw_actor_state2(actor, x, y, width = 80)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.font.name = "黑体"
self.contents.draw_text(x, y, width, 32, text,2)
self.contents.font.name = "Georgia"
end

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~
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