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本帖最后由 最后的信徒 于 2012-10-18 16:17 编辑
【怪物图鉴 + 掉宝扩张】脚本- #■□■□■□■□■□■□■□
- #□ 怪物图鉴 + 掉宝扩张 ■
- #■□■□■□■□■□■□■□
- #
- # 作者:最后的信徒
- # 时间:2012/10/18
- #
- #■□■□■□■□■□■□■□■□■□■□■□■□■□■□■□■□■□■□■□
- # 使用说明:⑴需连同 「读取rmvx备注栏」 脚本使用
- # ⑵掉落物品的设置:
- # 把掉落的物品写到敌人的备注里
- # 写法:掉落1 = [1,1,10]
- # 掉落2 = [2,2,20]
- # 掉落3 = [3,3,30]
- #
- # 规格说明:掉落+序号 = [种类,id,概率]
- # 注意:每个物品之间用 回车键 分行
- # 逗号为半角字符
- # 序号不能重复,不能为0,重复时最顶那个有效
- # 种类(1为物品,2为武器,3为防具)
- # 概率为百分比,如第一个物品的概率为10%
- # 概率可以填 大于或等于0的整数
- # 默认最大个数为20,可以在变量设置中修改 $宝物数
- #
- # 图鉴的呼出方法:事件中写脚本(4个中文):呼出图鉴
- #
- # 呼出图鉴后,按方向键 左或右 来切换显示的属性
- #
- # 图鉴不显示系统的掉落物品
- #
- # 关于属性有效度:请找到 变量 属性名称 按顺序设置你的属性有效度名称
- #
- #■□■□■□■□■□■□■□■□■□■□■□■□■□■□■□■□■□■□■□
- #--------------------------------------------------------------------------
- # ● 变量设置
- #--------------------------------------------------------------------------
- $遇到的怪物组 = [] #遭遇到的怪物数组
- $页数 = 0 # 用于 怪物图鉴 转换属性显示
- $宝物数 = 20
- #============================================================================
- class Window_tujian < Window_Base
- #==========================================================================
- # ● 初始化对象
- #==========================================================================
- def initialize(x,y,n,m,标题 = false)
- super(x, y, n, m)
- 图鉴标题 if 标题
- end
-
- def 图鉴标题
- self.contents.clear
- #------------------------------------------------------------------------
- # ◆ 标题名称
- #------------------------------------------------------------------------
- self.contents.font.color = Color.new(255, 0, 0, 255)
- self.contents.font.size = 40
- self.contents.draw_text(0, 0, 200-32, 40, "怪物图鉴", 1)
- #------------------------------------------------------------------------
- # ◆ 完成度
- #------------------------------------------------------------------------
- text = "完成度:" + $遇到的怪物组.size.to_s + "/" + ($data_enemies.size-1).to_s
- self.contents.font.color = Color.new(255, 0, 0, 255)
- self.contents.font.size = 20
- self.contents.draw_text(0, 60, 200-32, 20, text, 1)
- end
-
- def 图鉴信息 (id,页数)
- $页数 = 页数
- self.contents.clear
- if $遇到的怪物组[id-1] == true
- #-----------------------------------------------------------------------
- # 图像
- #-----------------------------------------------------------------------
- bitmap = Cache.battler($data_enemies[id].battler_name,$data_enemies[id].battler_hue)
- src_rect = Rect.new(0,0,bitmap.width,bitmap.height)
- self.contents.blt(150-bitmap.width/2,208-bitmap.height/2,bitmap,src_rect)
- #------------------------------------------------------------------------
- # ◆ 名称
- #------------------------------------------------------------------------
- text = $data_enemies[id].name.to_s
- self.contents.font.color = Color.new(255, 0, 0, 255)
- self.contents.font.size = 20
- self.contents.draw_text(0, 0, 200, 20, text, 0)
-
- if $页数 == 0 #显示第一页内容
- #------------------------------------------------------------------------
- # ◆ hp
- #------------------------------------------------------------------------
- text = "生命值:" +$data_enemies[id].maxhp.to_s
- self.contents.font.color = Color.new(255, 255, 0, 255)
- self.contents.font.size = 15
- self.contents.draw_text(0, 40, 150, 15, text, 0)
- #------------------------------------------------------------------------
- # ◆ mp
- #------------------------------------------------------------------------
- text = "魔法值:" +$data_enemies[id].maxmp.to_s
- self.contents.font.color = Color.new(255, 255, 0, 255)
- self.contents.font.size = 15
- self.contents.draw_text(160, 40, 150, 15, text, 0)
- #------------------------------------------------------------------------
- # ◆ 攻击力
- #------------------------------------------------------------------------
- text = "攻击力:" +$data_enemies[id].atk.to_s
- self.contents.font.color = Color.new(255, 255, 0, 255)
- self.contents.font.size = 15
- self.contents.draw_text(0, 70, 150, 15, text, 0)
- #------------------------------------------------------------------------
- # ◆ 防御力
- #------------------------------------------------------------------------
- text = "防御力:" +$data_enemies[id].def.to_s
- self.contents.font.color = Color.new(255, 255, 0, 255)
- self.contents.font.size = 15
- self.contents.draw_text(160, 70, 150, 15, text, 0)
- #------------------------------------------------------------------------
- # ◆ 敏捷度
- #------------------------------------------------------------------------
- text = "敏捷度:" +$data_enemies[id].agi.to_s
- self.contents.font.color = Color.new(255, 255, 0, 255)
- self.contents.font.size = 15
- self.contents.draw_text(0, 90, 150, 15, text, 0)
- #------------------------------------------------------------------------
- # ◆ 精神力
- #------------------------------------------------------------------------
- text = "精神力:" +$data_enemies[id].spi.to_s
- self.contents.font.color = Color.new(255, 255, 0, 255)
- self.contents.font.size = 15
- self.contents.draw_text(160, 90, 150, 15, text, 0)
- #------------------------------------------------------------------------
- # ◆ 命中
- #------------------------------------------------------------------------
- text = "命中率:" +$data_enemies[id].hit.to_s
- self.contents.font.color = Color.new(255, 255, 0, 255)
- self.contents.font.size = 15
- self.contents.draw_text(0, 120, 150, 15, text, 0)
- #------------------------------------------------------------------------
- # ◆ 回避
- #------------------------------------------------------------------------
- text = "回避率:" +$data_enemies[id].eva.to_s
- self.contents.font.color = Color.new(255, 255, 0, 255)
- self.contents.font.size = 15
- self.contents.draw_text(160, 120, 150, 15, text, 0)
- #------------------------------------------------------------------------
- # ◆ 经验
- #------------------------------------------------------------------------
- text = "经验值:" +$data_enemies[id].exp.to_s
- self.contents.font.color = Color.new(255, 255, 0, 255)
- self.contents.font.size = 15
- self.contents.draw_text(0, 150, 150, 15, text, 0)
- #------------------------------------------------------------------------
- # ◆ 金钱
- #------------------------------------------------------------------------
- text = "金 钱:" +$data_enemies[id].gold.to_s
- self.contents.font.color = Color.new(255, 255, 0, 255)
- self.contents.font.size = 15
- self.contents.draw_text(160, 150, 150, 15, text, 0)
- #------------------------------------------------------------------------
- # ◆ 悬浮/爆击能力
- #------------------------------------------------------------------------
- text = $data_enemies[id].levitate == true ? "悬浮单位 " : ""
- text += $data_enemies[id].has_critical == true ? "暴击能力" : ""
- self.contents.font.color = Color.new(255, 255, 0, 255)
- self.contents.font.size = 15
- self.contents.draw_text(100, 5, 200, 15, text, 2)
-
- #------------------------------------------------------------------------
- # ◆ 属性有效度
- #------------------------------------------------------------------------
- 属性名称 = ["格斗","斩击","刺突","打击","弓","鞭","精神","吸收","炎",
- "冷气","雷","水","大地","风","神圣","黑暗"]
- 弱点属性名称 = []
- 弱点属性值 = []
- 抗性名称 = []
- 抗性值 = []
- n = 0
- m = 0
- for i in 0..属性名称.size
- case $data_enemies[id].element_ranks[i]
- when 1
- 弱点属性名称[n] =属性名称[i-1].to_s
- 弱点属性值[n] = "伤害增加100%"
- n += 1
- when 2
- 弱点属性名称[n] =属性名称[i-1].to_s
- 弱点属性值[n] = "伤害增加50%"
- n += 3
- when 4
- 抗性名称[m] =属性名称[i-1].to_s
- 抗性值[m] = "伤害减少50%"
- m += 1
- when 5
- 抗性名称[m] =属性名称[i-1].to_s
- 抗性值[m] = "无效"
- m += 1
- when 6
- 抗性名称[m] =属性名称[i-1].to_s
- 抗性值[m] = "回复生命"
- m += 1
- end
- end
- n = 0
- for i in 0..抗性名称.size
- if 抗性名称[i] != nil
- text = 抗性名称[i]
- self.contents.font.color = Color.new(255, 0, 255, 255)
- self.contents.font.size = 15
- self.contents.draw_text(160, 220 + n * 20, 140, 15, text, 0)
- text = 抗性值[i]
- self.contents.font.color = Color.new(255, 0, 255, 255)
- self.contents.font.size = 15
- self.contents.draw_text(160, 220 + n * 20, 140, 15, text, 2)
- n += 1
- end
- end
- n = 0
- for i in 0..弱点属性名称.size
- if 弱点属性名称[i] != nil
- text = 弱点属性名称[i]
- self.contents.font.color = Color.new(0, 255, 0, 255)
- self.contents.font.size = 15
- self.contents.draw_text(0, 220 + n * 20, 140, 15, text, 0)
- text = 弱点属性值[i]
- self.contents.font.color = Color.new(0, 255, 0, 255)
- self.contents.font.size = 15
- self.contents.draw_text(0, 220 + n * 20, 140, 15, text, 2)
- n += 1
- end
- end
- if 弱点属性名称.size > 0
- self.contents.font.color = Color.new(128, 0, 255, 255)
- self.contents.font.size = 15
- self.contents.draw_text(0, 200, 140, 15, "弱点", 1)
- end
- if 抗性名称.size > 0
- self.contents.font.color = Color.new(128, 0, 255, 255)
- self.contents.font.size = 15
- self.contents.draw_text(160, 200, 140, 15, "抗性", 1)
- end
- else
- #--------------------------------------------------------------------
- # ◆ 技能
- #--------------------------------------------------------------------
- n = 0
- self.contents.font.color = Color.new(0, 255, 0, 255)
- self.contents.font.size = 15
- self.contents.draw_text(0, 45, 140, 15, "技能", 0)
- for action in $data_enemies[id].actions
- if action.kind != 0
- self.contents.font.color = Color.new(255, 255, 0, 255)
- self.contents.font.size = 15
- self.contents.draw_text(0,70+n*15,140,15,$data_skills[action.skill_id].name)
- n += 1
- end
- break if n == 20
- end
- #--------------------------------------------------------------------
- # ◆ 掉落物品
- #--------------------------------------------------------------------
- 掉落 = ""
- n = 0
- for i in 1..$宝物数
- 掉落 = "掉落" + i.to_s
- 掉落 = $data_enemies[id].read_note(掉落)
- if 掉落 != "" and 掉落 != nil
- self.contents.font.color = Color.new(0, 255, 0, 255)
- self.contents.font.size = 15
- self.contents.draw_text(160, 45, 140, 15, "掉落物品", 0)
- self.contents.draw_text(160, 45, 140, 15, "概率", 2)
- case 掉落[0]
- when 1 #物品
- self.contents.font.color = Color.new(255, 255, 0, 255)
- self.contents.font.size = 15
- self.contents.draw_text(160, 70+n*15, 140, 15, $data_items[掉落[1]].name.to_s, 0)
- self.contents.draw_text(160, 70+n*15, 140, 15, 掉落[2].to_s+"%", 2)
- n += 1
- when 2 #武器
- self.contents.font.color = Color.new(255, 255, 0, 255)
- self.contents.font.size = 15
- self.contents.draw_text(160, 70+n*15, 140, 15, $data_weapons[掉落[1]].name.to_s, 0)
- self.contents.draw_text(160, 70+n*15, 140, 15, 掉落[2].to_s+"%", 2)
- n += 1
- when 3 #防具
- self.contents.font.color = Color.new(255, 255, 0, 255)
- self.contents.font.size = 15
- self.contents.draw_text(160, 70+n*15, 140, 15, $data_armors[掉落[1]].name.to_s, 0)
- self.contents.draw_text(160, 70+n*15, 140, 15, 掉落[2].to_s+"%", 2)
- n += 1
- end
- end
- end
- end
- else
- self.contents.font.color = Color.new(255, 255, 128, 255)
- self.contents.font.size = 20
- self.contents.draw_text(86, 200, 140, 20, "没有资料", 1)
- end
- end
- end
- #============================================================================
- # ● 处理
- #============================================================================
- class Scene_tujian < Scene_Base
- #--------------------------------------------------------------------------
- # ● 开始处理
- #--------------------------------------------------------------------------
- def start
- super
- @tujian_window = Window_tujian.new (200, 0, 344, 416)
- @tujianbiaoti_window = Window_tujian.new (0, 0, 200, 120, true)
- create_command_window # 生成命令窗口
-
- end
- #--------------------------------------------------------------------------
- # ● 结束处理
- #--------------------------------------------------------------------------
- def terminate
- super
- @tujian_window.dispose
- @tujianbiaoti_window.dispose
- @command_window.dispose #释放命令窗口
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- @tujian_window.update
-
- @command_window.update
-
- update_command_selection #更新命令窗口
-
- end
- #--------------------------------------------------------------------------
- # ● 生成命令窗口
- #--------------------------------------------------------------------------
- def create_command_window
- 怪物列表 = []
- for i in 0..$data_enemies.size - 2
- 怪物列表[i] = $data_enemies[i+1].name.to_s
- end
-
- @command_window = Window_滚动命令.new(0,120,200,296, 怪物列表)
- @command_window.index = 0
- end
- #--------------------------------------------------------------------------
- # ● 更新命令窗口
- #--------------------------------------------------------------------------
- def update_command_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- $scene = Scene_Map.new
- elsif Input.trigger?(Input::C)
- Sound.play_decision
- @tujian_window.图鉴信息 (@command_window.index+1,0)
- elsif Input.trigger?(Input::RIGHT) or Input.trigger?(Input::LEFT)
- Sound.play_decision
- if $页数 == 0
- @tujian_window.图鉴信息 (@command_window.index+1,1)
- else
- @tujian_window.图鉴信息 (@command_window.index+1,0)
- end
- end
- end
-
- end
- #============================================================================
- class Game_Interpreter
- #--------------------------------------------------------------------------
- # ● 呼出图鉴
- #--------------------------------------------------------------------------
- def 呼出图鉴
- return if $game_temp.in_battle #判断是否战斗中
- return if $game_map.interpreter.running? # 判断是否有事件正在执行
- return if $game_player.moving? # 判断主角是否移动中
- $scene = Scene_tujian.new
- end
- end
- #==============================================================================
- # ■ Game_Troop
- #------------------------------------------------------------------------------
- # 处理敌人队伍和战斗相关资料的类,也可执行如战斗事件管理之类的功能。
- # 本类的实例请参考 $game_troop。
- #==============================================================================
- class Game_Troop < Game_Unit
- #--------------------------------------------------------------------------
- # ● 设置
- # troop_id : 队伍 ID
- #--------------------------------------------------------------------------
- def setup(troop_id)
- clear
- @troop_id = troop_id
- @enemies = []
- for member in troop.members
- next if $data_enemies[member.enemy_id] == nil
- enemy = Game_Enemy.new(@enemies.size, member.enemy_id)
- enemy.hidden = member.hidden
- enemy.immortal = member.immortal
- enemy.screen_x = member.x
- enemy.screen_y = member.y
- @enemies.push(enemy)
- #----------------------------------------------------------------------
- # ● 设置图鉴中 遇到过的怪物
- #----------------------------------------------------------------------
- $遇到的怪物组[member.enemy_id-1] = true
- end
- make_unique_names
- end
- #--------------------------------------------------------------------------
- # ● 生成掉落物品数组
- #--------------------------------------------------------------------------
- def make_drop_items
- drop_items = []
- for enemy in dead_members
- for di in [enemy.drop_item1, enemy.drop_item2]
- next if di.kind == 0
- next if rand(di.denominator) != 0
- if di.kind == 1
- drop_items.push($data_items[di.item_id])
- elsif di.kind == 2
- drop_items.push($data_weapons[di.weapon_id])
- elsif di.kind == 3
- drop_items.push($data_armors[di.armor_id])
- end
- end
- for i in 1..$宝物数
- 掉落 = "掉落" + i.to_s
- 掉落 = $data_enemies[enemy.enemy_id].read_note(掉落)
- if 掉落 != "" and 掉落 != nil
- if rand(99)+1 <= 掉落[2].to_i
- case 掉落[0].to_i
- when 1
- drop_items.push($data_items[掉落[1].to_i])
- when 2
- drop_items.push($data_weapons[掉落[1].to_i])
- when 3
- drop_items.push($data_armors[掉落[1].to_i])
- end
- end
- end
- end
- end
- return drop_items
- end
- end
- #==============================================================================
- #------------------------------------------------------------------------------
- # 拥有光标的移动以及滚动功能的命令窗口类。
- #==============================================================================
- class Window_滚动命令 < Window_Base
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_accessor :item_max # 选项数
- attr_accessor :column_max # 行数
- attr_accessor :index # 光标位置
- attr_accessor :help_window # 帮助窗口
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # x : 窗口 X 座标
- # y : 窗口 Y 座标
- # width : 窗口宽度
- # height : 窗口高度
- # 命令组 :按钮数组
- # spacing : 横向排列时栏间空格
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height, 命令组, spacing = 32)
- @item_max = 命令组.size
- @column_max = 1
- @index = 0
- @spacing = spacing
- @命令组 = 命令组
- super(x, y, width, height)
- end
- #--------------------------------------------------------------------------
- # ● 生成窗口内容
- #--------------------------------------------------------------------------
- def create_contents
- self.contents.dispose
- self.contents = Bitmap.new(width - 32, [height - 32, row_max * WLH].max)
- end
- #--------------------------------------------------------------------------
- # ● 设置光标位置
- # index : 新光标位置
- #--------------------------------------------------------------------------
- def index=(index)
- @index = index
- update_cursor
- end
- #--------------------------------------------------------------------------
- # ● 计算行数
- #--------------------------------------------------------------------------
- def row_max
- return (@item_max + @column_max - 1) / @column_max
- end
- #--------------------------------------------------------------------------
- # ● 获取首行
- #--------------------------------------------------------------------------
- def top_row
- return self.oy / WLH
- end
- #--------------------------------------------------------------------------
- # ● 设置首行
- # row : 显示在最上的行
- #--------------------------------------------------------------------------
- def top_row=(row)
- row = 0 if row < 0
- row = row_max - 1 if row > row_max - 1
- self.oy = row * WLH
- end
- #--------------------------------------------------------------------------
- # ● 获取一页能显示的行数
- #--------------------------------------------------------------------------
- def page_row_max
- return (self.height - 32) / WLH
- end
- #--------------------------------------------------------------------------
- # ● 获取一页能显示的选项
- #--------------------------------------------------------------------------
- def page_item_max
- return page_row_max * @column_max
- end
- #--------------------------------------------------------------------------
- # ● 获取末行
- #--------------------------------------------------------------------------
- def bottom_row
- return top_row + page_row_max - 1
- end
- #--------------------------------------------------------------------------
- # ● 设置末行
- # row : 显示在最底的行
- #--------------------------------------------------------------------------
- def bottom_row=(row)
- self.top_row = row - (page_row_max - 1)
- end
- #--------------------------------------------------------------------------
- # ● 设置选项矩形
- # index : 项目编号
- #--------------------------------------------------------------------------
- def item_rect(index)
- rect = Rect.new(0, 0, 0, 0)
- rect.width = (contents.width + @spacing) / @column_max - @spacing
- rect.height = WLH
- rect.x = index % @column_max * (rect.width + @spacing)
- rect.y = index / @column_max * WLH
- return rect
- end
- #--------------------------------------------------------------------------
- # ● 判断光标是否能够移动
- #--------------------------------------------------------------------------
- def cursor_movable?
- return false if (not visible or not active)
- return false if (index < 0 or index > @item_max or @item_max == 0)
- return false if (@opening or @closing)
- return true
- end
- #--------------------------------------------------------------------------
- # ● 光标下移
- # wrap : 允许循环
- #--------------------------------------------------------------------------
- def cursor_down(wrap = false)
- if (@index < @item_max - @column_max) or (wrap and @column_max == 1)
- @index = (@index + @column_max) % @item_max
- end
- end
- #--------------------------------------------------------------------------
- # ● 光标上移
- # wrap : 允许循环
- #--------------------------------------------------------------------------
- def cursor_up(wrap = false)
- if (@index >= @column_max) or (wrap and @column_max == 1)
- @index = (@index - @column_max + @item_max) % @item_max
- end
- end
- #--------------------------------------------------------------------------
- # ● 光标右移
- # wrap : 允许循环
- #--------------------------------------------------------------------------
- def cursor_right(wrap = false)
- if (@column_max >= 2) and
- (@index < @item_max - 1 or (wrap and page_row_max == 1))
- @index = (@index + 1) % @item_max
- end
- end
- #--------------------------------------------------------------------------
- # ● 光标左移
- # wrap : 允许循环
- #--------------------------------------------------------------------------
- def cursor_left(wrap = false)
- if (@column_max >= 2) and
- (@index > 0 or (wrap and page_row_max == 1))
- @index = (@index - 1 + @item_max) % @item_max
- end
- end
- #--------------------------------------------------------------------------
- # ● 光标移至下一页
- #--------------------------------------------------------------------------
- def cursor_pagedown
- if top_row + page_row_max < row_max
- @index = [@index + page_item_max, @item_max - 1].min
- self.top_row += page_row_max
- end
- end
- #--------------------------------------------------------------------------
- # ● 光标移至上一页
- #--------------------------------------------------------------------------
- def cursor_pageup
- if top_row > 0
- @index = [@index - page_item_max, 0].max
- self.top_row -= page_row_max
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- if cursor_movable?
- last_index = @index
- if Input.repeat?(Input::DOWN)
- cursor_down(Input.trigger?(Input::DOWN))
- end
- if Input.repeat?(Input::UP)
- cursor_up(Input.trigger?(Input::UP))
- end
- if Input.repeat?(Input::RIGHT)
- cursor_right(Input.trigger?(Input::RIGHT))
- end
- if Input.repeat?(Input::LEFT)
- cursor_left(Input.trigger?(Input::LEFT))
- end
- if Input.repeat?(Input::R)
- cursor_pagedown
- end
- if Input.repeat?(Input::L)
- cursor_pageup
- end
- if @index != last_index
- Sound.play_cursor
- end
- end
- update_cursor
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- for i in top_row..bottom_row
- draw_item(i)
- end
- end
- #--------------------------------------------------------------------------
- # ● 绘制项目
- # index : 项目位置
- #
- #--------------------------------------------------------------------------
- def draw_item(index)
- rect = item_rect(index)
- rect.x += 4
- rect.width -= 8
- self.contents.clear_rect(rect)
- self.contents.font.color = normal_color
- if $遇到的怪物组[index] == true
- self.contents.draw_text(rect, (index+1).to_s + ":" + @命令组[index])
- else
- self.contents.draw_text(rect, (index+1).to_s + ":????")
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新光标
- #--------------------------------------------------------------------------
- def update_cursor
- if @index < 0 # 当光标位置小于0
- self.cursor_rect.empty # 隐藏光标
- else # 当光标位置为0或大于
- row = @index / @column_max # 获取当前行
- if row < top_row # 若先于首行
- self.top_row = row # 向上滚动
- end
- if row > bottom_row # 若後于末行
- self.bottom_row = row # 向下滚动
- end
- rect = item_rect(@index) # 获取所选项目矩形
- rect.y -= self.oy # 设矩形为滚动位置
- self.cursor_rect = rect # 更新光标矩形
- end
- refresh
- end
- end
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