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[转载发布] 【XP】图标菜单优化+地图名

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Lv1.梦旅人

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发表于 2015-1-30 16:22:33 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 1041235896 于 2015-1-30 18:33 编辑

好吧我其实是大自然的搬运工!效果图来也

好了那啥啥的不说了
方法:
插入到main前面创建新的然后粘贴不用我多说吧- -
358行请改为@disabled = [ false, false, false, false, false, false ]
RUBY 代码复制
  1. #===================================================
  2. # ■ Ring Menu - Show Player Location - Release #1 (Enhanced By Dubealex)
  3. #===================================================
  4. # For more infos and update, visit:
  5. # asylum.dubealex.com
  6. #
  7. # Original Ring Menu by: 和希 (From XRXS)
  8. # Original Edit and Fix by: Maki
  9. # Show Player Location Version by: Dubealex
  10. #
  11. # You can customize this script at line #35 - Have fun !!
  12. # If you want to show more stuff, its easy to do, you can try to ask in the forum.
  13. #
  14. # [email][email protected][/email]
  15. #===================================================
  16.  
  17.  
  18. #===================================================
  19. # ▼ CLASS Scene_Menu Begins
  20. #===================================================
  21.  
  22. class Scene_Menu
  23. #--------------------------------------------------------------------------
  24. # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  25. #     menu_index : ƒRƒ}ƒ“ƒh‚̃J[ƒ\ƒ‹‰ŠúˆÊ’u
  26. #--------------------------------------------------------------------------
  27. def initialize(menu_index = 0)
  28.    @menu_index = menu_index
  29.    $location_text=[]
  30.    $window_size=[]
  31.    $ring_menu_text=[]
  32.    $chara_select=[]
  33.    @window_opacity=[]
  34.    @chara_select=[]
  35.    @window_position=[]
  36.  
  37.     #--------------------------------------------------------------------------------------------------
  38.     # ■ Ring Menu Customization Section: (By Dubealex)
  39.     #--------------------------------------------------------------------------------------------------
  40.     # Those variables defines how the script will act.
  41.     # Simply change the value by those you want.
  42.     # Remember that changing the font size has its limitation due to text space allocation.
  43.     #
  44.     # ▼ TEXT SETTINGS FOR SHOW PLAYER LOCATION WINDOW:
  45.     $location_text[0]="Tahoma"      # Font Type
  46.     $location_text[1]=22                # Font Size
  47.     $location_text[2]=6                  # Location Title Color
  48.     $location_text[4]=0                  # Map Name Color
  49.     $location_text[3]="Location:"     # Customize the "Location" Title Text
  50.  
  51.     # ▼ SHOW LOCATION WINDOW SETTINS:
  52.     @show_location_window=true                       #Set to false to not use it !
  53.     @window_opacity[0]=255                             # Border Opacity
  54.     @window_opacity[1]=130                             # Background Opacity
  55.     $window_location_skin="001-Blue01"            # Window Skin
  56.     @window_position[0]=20                             # X Axis Position
  57.     @window_position[1]=20                             # Y Axis Position
  58.     $window_size[0]=160                                  # Lengh
  59.     $window_size[1]=96                                    # Heigh
  60.  
  61.     # ▼  TEXT SETTINGS FOR INSIDE THE RING MENU:
  62.     $ring_menu_text[0]="Tahoma"      # Font Type
  63.     $ring_menu_text[7]=0                  # Font Color
  64.     $ring_menu_text[8]=22                # Font Size
  65.     $ring_menu_text[1]="Items"         # Items Menu Text
  66.     $ring_menu_text[2]="Skills"          # Skills Menu Text
  67.     $ring_menu_text[3]="Equip"         # Equip Menu Text
  68.     $ring_menu_text[4]="Stats"          # Stats Menu Text
  69.     $ring_menu_text[5]="Save"          # Save Menu Text
  70.     $ring_menu_text[6]="Quit"           # Quit Menu Text
  71.  
  72.     # ▼  CHARACTER SELECTION WINDOW SETTINGS :
  73.     @chara_select[0]=400               # X Axis Position
  74.     @chara_select[1]=0                  # Y Axis Position
  75.     $chara_select[0]="Tahoma"       # Font Type
  76.     $chara_select[1]=0                   # Font Color
  77.     $chara_select[5]=22                  # Font Size
  78.     $chara_select[2]=255               # Window Border Opacity
  79.     $chara_select[3]=130               # Window Background Opacity
  80.     $chara_select[4]="001-Blue01"  # Window Skin to use
  81.    #--------------------------------------------------------------------------------------------------
  82.  
  83. end
  84. #--------------------------------------------------------------------------
  85. # œ ƒƒCƒ“ˆ—
  86. #--------------------------------------------------------------------------
  87. def main
  88.  
  89.    # Show Player Location Feature:
  90.    if @show_location_window==true   
  91.    @window_location = Window_Location.new
  92.       @window_location.x = @window_position[0]
  93.       @window_location.y = @window_position[1]
  94.       @window_location.opacity = @window_opacity[0]
  95.       @window_location.back_opacity = @window_opacity[1]
  96.       end
  97.    #End of Show Player Location
  98.  
  99.    # ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ðì¬
  100.    @spriteset = Spriteset_Map.new
  101.    # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬
  102.    px = $game_player.screen_x - 15
  103.    py = $game_player.screen_y - 24
  104.    @command_window = Window_RingMenu.new(px,py)
  105.    @command_window.index = @menu_index
  106.    # ƒp[ƒeƒBl”‚ª 0 l‚̏ꍇ
  107.    if $game_party.actors.size == 0
  108.      # ƒAƒCƒeƒ€AƒXƒLƒ‹A‘•”õAƒXƒe[ƒ^ƒX‚𖳌ø‰»
  109.      @command_window.disable_item(0)
  110.      @command_window.disable_item(1)
  111.      @command_window.disable_item(2)
  112.      @command_window.disable_item(3)
  113.    end
  114.    @command_window.z = 100
  115.    # ƒZ[ƒu‹ÖŽ~‚̏ꍇ
  116.    if $game_system.save_disabled
  117.      # ƒZ[ƒu‚𖳌ø‚É‚·‚é
  118.      @command_window.disable_item(4)
  119.    end
  120.    # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðì¬
  121.    @status_window = Window_RingMenuStatus.new
  122.    @status_window.x = @chara_select[0]
  123.    @status_window.y = @chara_select[1]
  124.    @status_window.z = 200
  125.    @status_window.opacity=$chara_select[2]
  126.    @status_window.back_opacity=$chara_select[3]
  127.    @status_window.visible = false
  128.    # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs
  129.    Graphics.transition
  130.    # ƒƒCƒ“ƒ‹[ƒv
  131.    loop do
  132.      # ƒQ[ƒ€‰æ–Ê‚ðXV
  133.      Graphics.update
  134.      # “ü—͏î•ñ‚ðXV
  135.      Input.update
  136.      # ƒtƒŒ[ƒ€XV
  137.      update
  138.      # ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f
  139.      if $scene != self
  140.        break
  141.      end
  142.    end
  143.    # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ
  144.    Graphics.freeze
  145.    # ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð‰ð•ú
  146.    @spriteset.dispose
  147.    # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú
  148.    if @show_location_window==true
  149.    @window_location.dispose
  150.    end
  151.    @command_window.dispose
  152.    @status_window.dispose
  153. end
  154. #--------------------------------------------------------------------------
  155. # œ ƒtƒŒ[ƒ€XV
  156. #--------------------------------------------------------------------------
  157. def update
  158.    # ƒEƒBƒ“ƒhƒE‚ðXV
  159.    if @show_location_window==true
  160.    @window_location.update
  161.    end
  162.    @command_window.update
  163.    @status_window.update
  164.    # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_command ‚ðŒÄ‚Ô
  165.    if @command_window.active
  166.      update_command
  167.      return
  168.    end
  169.    # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_status ‚ðŒÄ‚Ô
  170.    if @status_window.active
  171.      update_status
  172.      return
  173.    end
  174. end
  175. #--------------------------------------------------------------------------
  176. # œ ƒtƒŒ[ƒ€XV (ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
  177. #--------------------------------------------------------------------------
  178. def update_command
  179.    # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
  180.    if Input.trigger?(Input::B)
  181.      # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
  182.      $game_system.se_play($data_system.cancel_se)
  183.      # ƒ}ƒbƒv‰æ–ʂɐ؂è‘Ö‚¦
  184.      $scene = Scene_Map.new
  185.      return
  186.    end
  187.    # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
  188.    if Input.trigger?(Input::C)
  189.      # ƒp[ƒeƒBl”‚ª 0 l‚ŁAƒZ[ƒuAƒQ[ƒ€I—¹ˆÈŠO‚̃Rƒ}ƒ“ƒh‚̏ꍇ
  190.      if $game_party.actors.size == 0 and @command_window.index < 4
  191.        # ƒuƒU[ SE ‚ð‰‰‘t
  192.        $game_system.se_play($data_system.buzzer_se)
  193.        return
  194.      end
  195.      # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
  196.      case @command_window.index
  197.      when 0  # ƒAƒCƒeƒ€
  198.        # Œˆ’è  SE ‚ð‰‰‘t
  199.        $game_system.se_play($data_system.decision_se)
  200.        # ƒAƒCƒeƒ€‰æ–ʂɐ؂è‘Ö‚¦
  201.        $scene = Scene_Item.new
  202.      when 1  # ƒXƒLƒ‹
  203.        # Œˆ’è SE ‚ð‰‰‘t
  204.        $game_system.se_play($data_system.decision_se)
  205.        # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
  206.        @command_window.active = false
  207.        @status_window.active = true
  208.        @status_window.visible = true
  209.        @status_window.index = 0
  210.      when 2  # ‘•”õ
  211.        # Œˆ’è SE ‚ð‰‰‘t
  212.        $game_system.se_play($data_system.decision_se)
  213.        # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
  214.        @command_window.active = false
  215.        @status_window.active = true
  216.        @status_window.visible = true
  217.        @status_window.index = 0
  218.      when 3  # ƒXƒe[ƒ^ƒX
  219.        # Œˆ’è SE ‚ð‰‰‘t
  220.        $game_system.se_play($data_system.decision_se)
  221.        # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
  222.        @command_window.active = false
  223.        @status_window.active = true
  224.        @status_window.visible = true
  225.        @status_window.index = 0
  226.      when 4  # ƒZ[ƒu
  227.        # ƒZ[ƒu‹ÖŽ~‚̏ꍇ
  228.        if $game_system.save_disabled
  229.          # ƒuƒU[ SE ‚ð‰‰‘t
  230.          $game_system.se_play($data_system.buzzer_se)
  231.          return
  232.        end
  233.        # Œˆ’è SE ‚ð‰‰‘t
  234.        $game_system.se_play($data_system.decision_se)
  235.        # ƒZ[ƒu‰æ–ʂɐ؂è‘Ö‚¦
  236.        $scene = Scene_Save.new
  237.      when 5  # ƒQ[ƒ€I—¹
  238.        # Œˆ’è SE ‚ð‰‰‘t
  239.        $game_system.se_play($data_system.decision_se)
  240.        # ƒQ[ƒ€I—¹‰æ–ʂɐ؂è‘Ö‚¦
  241.        $scene = Scene_End.new
  242.      end
  243.      return
  244.    end
  245.    # ƒAƒjƒ[ƒVƒ‡ƒ“’†‚È‚çƒJ[ƒ\ƒ‹‚̏ˆ—‚ðs‚í‚È‚¢
  246.    return if @command_window.animation?
  247.    # ªor© ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
  248.    if Input.press?(Input::UP) or  Input.press?(Input::LEFT)
  249.      $game_system.se_play($data_system.cursor_se)
  250.      @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
  251.      return
  252.    end
  253.    # «or¨ ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
  254.    if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)
  255.      $game_system.se_play($data_system.cursor_se)
  256.      @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
  257.      return
  258.    end
  259. end
  260. #--------------------------------------------------------------------------
  261. # œ ƒtƒŒ[ƒ€XV (ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
  262. #--------------------------------------------------------------------------
  263. def update_status
  264.    # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
  265.    if Input.trigger?(Input::B)
  266.      # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
  267.      $game_system.se_play($data_system.cancel_se)
  268.      # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
  269.      @command_window.active = true
  270.      @status_window.active = false
  271.      @status_window.visible = false
  272.      @status_window.index = -1
  273.      return
  274.    end
  275.    # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
  276.    if Input.trigger?(Input::C)
  277.      # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
  278.      case @command_window.index
  279.      when 1  # ƒXƒLƒ‹
  280.        # ‚±‚̃AƒNƒ^[‚̍s“®§ŒÀ‚ª 2 ˆÈã‚̏ꍇ
  281.        if $game_party.actors[@status_window.index].restriction >= 2
  282.          # ƒuƒU[ SE ‚ð‰‰‘t
  283.          $game_system.se_play($data_system.buzzer_se)
  284.          return
  285.        end
  286.        # Œˆ’è SE ‚ð‰‰‘t
  287.        $game_system.se_play($data_system.decision_se)
  288.        # ƒXƒLƒ‹‰æ–ʂɐ؂è‘Ö‚¦
  289.        $scene = Scene_Skill.new(@status_window.index)
  290.      when 2  # ‘•”õ
  291.        # Œˆ’è SE ‚ð‰‰‘t
  292.        $game_system.se_play($data_system.decision_se)
  293.        # ‘•”õ‰æ–ʂɐ؂è‘Ö‚¦
  294.        $scene = Scene_Equip.new(@status_window.index)
  295.      when 3  # ƒXƒe[ƒ^ƒX
  296.        # Œˆ’è SE ‚ð‰‰‘t
  297.        $game_system.se_play($data_system.decision_se)
  298.        # ƒXƒe[ƒ^ƒX‰æ–ʂɐ؂è‘Ö‚¦
  299.        $scene = Scene_Status.new(@status_window.index)
  300.      end
  301.      return
  302.    end
  303. end
  304. end
  305.  
  306. #===================================================
  307. # ▲ CLASS Scene_Menu Ends
  308. #===================================================
  309.  
  310.  
  311. #===================================================
  312. # ▼ CLASS Window_RingMenu  Begins
  313. #===================================================
  314. class Window_RingMenu < Window_Base
  315. #--------------------------------------------------------------------------
  316. # › ƒNƒ‰ƒX’萔
  317. #--------------------------------------------------------------------------
  318. STARTUP_FRAMES = 20
  319. MOVING_FRAMES = 5  
  320. RING_R = 64        
  321. ICON_ITEM   = RPG::Cache.icon("034-Item03")
  322. ICON_SKILL  = RPG::Cache.icon("044-Skill01")
  323. ICON_EQUIP  = RPG::Cache.icon("001-Weapon01")
  324. ICON_STATUS = RPG::Cache.icon("050-Skill07")
  325. ICON_SAVE   = RPG::Cache.icon("038-Item07")
  326. ICON_EXIT   = RPG::Cache.icon("046-Skill03")
  327. ICON_DISABLE= RPG::Cache.icon("")
  328. SE_STARTUP = "056-Right02"
  329. MODE_START = 1
  330. MODE_WAIT  = 2
  331. MODE_MOVER = 3
  332. MODE_MOVEL = 4
  333. #--------------------------------------------------------------------------
  334. # › ƒAƒNƒZƒT
  335. #--------------------------------------------------------------------------
  336. attr_accessor :index
  337. #--------------------------------------------------------------------------
  338. # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  339. #--------------------------------------------------------------------------
  340. def initialize( center_x, center_y )
  341.    super(0, 0, 640, 480)
  342.    self.contents = Bitmap.new(width-32, height-32)
  343.    self.contents.font.name = $ring_menu_text[0]
  344.    self.contents.font.color = text_color($ring_menu_text[7])
  345.    self.contents.font.size = $ring_menu_text[8]
  346.    self.opacity = 0
  347.    self.back_opacity = 0
  348.    s1 = $ring_menu_text[1]
  349.    s2 = $ring_menu_text[2]
  350.    s3 = $ring_menu_text[3]
  351.    s4 = $ring_menu_text[4]
  352.    s5 = $ring_menu_text[5]
  353.    s6 = $ring_menu_text[6]
  354.    @commands = [ s1, s2, s3, s4, s5, s6 ]
  355.    @item_max = 6
  356.    @index = 0
  357.    @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
  358.    [url=home.php?mod=space&uid=249395]@disabled[/url] = [ false, false, false, false, false, false ]
  359.    @cx = center_x - 16
  360.    @cy = center_y - 16
  361.    setup_move_start
  362.    refresh
  363. end
  364. #--------------------------------------------------------------------------
  365. # œ ƒtƒŒ[ƒ€XV
  366. #--------------------------------------------------------------------------
  367. def update
  368.    super
  369.    refresh
  370. end
  371. #--------------------------------------------------------------------------
  372. # œ ‰æ–ʍĕ`‰æ
  373. #--------------------------------------------------------------------------
  374. def refresh
  375.    self.contents.clear
  376.    # ƒAƒCƒRƒ“‚ð•`‰æ
  377.    case @mode
  378.    when MODE_START
  379.      refresh_start
  380.    when MODE_WAIT
  381.      refresh_wait
  382.    when MODE_MOVER
  383.      refresh_move(1)
  384.    when MODE_MOVEL
  385.      refresh_move(0)
  386.    end
  387.    # ƒAƒNƒeƒBƒu‚ȃRƒ}ƒ“ƒh–¼•\Ž¦
  388.    rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
  389.    self.contents.draw_text(rect, @commands[@index],1)
  390. end
  391. #--------------------------------------------------------------------------
  392. # › ‰æ–ʍĕ`‰æ(‰Šú‰»Žž)
  393. #--------------------------------------------------------------------------
  394. def refresh_start
  395.    d1 = 2.0 * Math::PI / @item_max
  396.    d2 = 1.0 * Math::PI / STARTUP_FRAMES
  397.    r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
  398.    for i in 0...@item_max
  399.      j = i - @index
  400.      d = d1 * j + d2 * @steps
  401.      x = @cx + ( r * Math.sin( d ) ).to_i
  402.      y = @cy - ( r * Math.cos( d ) ).to_i
  403.      draw_item(x, y, i)
  404.    end
  405.    @steps -= 1
  406.    if @steps < 1
  407.      @mode = MODE_WAIT
  408.    end
  409. end
  410. #--------------------------------------------------------------------------
  411. # › ‰æ–ʍĕ`‰æ(‘Ò‹@Žž)
  412. #--------------------------------------------------------------------------
  413. def refresh_wait
  414.    d = 2.0 * Math::PI / @item_max
  415.    for i in 0...@item_max
  416.      j = i - @index
  417.      x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
  418.      y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
  419.      draw_item(x, y, i)
  420.    end
  421. end
  422. #--------------------------------------------------------------------------
  423. # › ‰æ–ʍĕ`‰æ(‰ñ“]Žž)
  424. #  mode : 0=”½ŽžŒv‰ñ‚è 1=ŽžŒv‰ñ‚è
  425. #--------------------------------------------------------------------------
  426. def refresh_move( mode )
  427.    d1 = 2.0 * Math::PI / @item_max
  428.    d2 = d1 / MOVING_FRAMES
  429.    d2 *= -1 if mode != 0
  430.    for i in 0...@item_max
  431.      j = i - @index
  432.      d = d1 * j + d2 * @steps
  433.      x = @cx + ( RING_R * Math.sin( d ) ).to_i
  434.      y = @cy - ( RING_R * Math.cos( d ) ).to_i
  435.      draw_item(x, y, i)
  436.    end
  437.    @steps -= 1
  438.    if @steps < 1
  439.      @mode = MODE_WAIT
  440.    end
  441. end
  442. #--------------------------------------------------------------------------
  443. # œ €–Ú‚Ì•`‰æ
  444. #     x :
  445. #     y :
  446. #     i : €–ڔԍ†
  447. #--------------------------------------------------------------------------
  448. def draw_item(x, y, i)
  449.    #p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items[i].to_s
  450.    rect = Rect.new(0, 0, @items[i].width, @items[i].height)
  451.    if @index == i
  452.      self.contents.blt( x, y, @items[i], rect )
  453.      if @disabled[@index]
  454.        self.contents.blt( x, y, ICON_DISABLE, rect )
  455.      end
  456.    else
  457.      self.contents.blt( x, y, @items[i], rect, 128 )
  458.      if @disabled[@index]
  459.        self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
  460.      end
  461.    end
  462. end
  463. #--------------------------------------------------------------------------
  464. # œ €–ڂ𖳌ø‚É‚·‚é
  465. #     index : €–ڔԍ†
  466. #--------------------------------------------------------------------------
  467. def disable_item(index)
  468.    @disabled[index] = true
  469. end
  470. #--------------------------------------------------------------------------
  471. # › ‰Šú‰»ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ
  472. #--------------------------------------------------------------------------
  473. def setup_move_start
  474.    @mode = MODE_START
  475.    @steps = STARTUP_FRAMES
  476.    if  SE_STARTUP != nil and SE_STARTUP != ""
  477.      Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
  478.    end
  479. end
  480. #--------------------------------------------------------------------------
  481. # › ‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ
  482. #--------------------------------------------------------------------------
  483. def setup_move_move(mode)
  484.    if mode == MODE_MOVER
  485.      @index -= 1
  486.      @index = @items.size - 1 if @index < 0
  487.    elsif mode == MODE_MOVEL
  488.      @index += 1
  489.      @index = 0 if @index >= @items.size
  490.    else
  491.      return
  492.    end
  493.    @mode = mode
  494.    @steps = MOVING_FRAMES
  495. end
  496. #--------------------------------------------------------------------------
  497. # › ƒAƒjƒ[ƒVƒ‡ƒ“’†‚©‚Ç‚¤‚©
  498. #--------------------------------------------------------------------------
  499. def animation?
  500.    return @mode != MODE_WAIT
  501. end
  502. end
  503.  
  504. #===================================================
  505. # ▲ CLASS Window_RingMenu Ends
  506. #===================================================
  507.  
  508.  
  509. #===================================================
  510. # ▼ CLASS Window_RingMenuStatus Begins
  511. #===================================================
  512.  
  513. class Window_RingMenuStatus < Window_Selectable
  514. #--------------------------------------------------------------------------
  515. # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  516. #--------------------------------------------------------------------------
  517. def initialize
  518.    super(204, 64, 232, 352)
  519.    self.contents = Bitmap.new(width - 32, height - 32)
  520.    self.contents.font.size = $chara_select[5]
  521.    refresh
  522.    self.active = false
  523.    self.index = -1
  524. end
  525. #--------------------------------------------------------------------------
  526. # œ ƒŠƒtƒŒƒbƒVƒ…
  527. #--------------------------------------------------------------------------
  528. def refresh
  529.    self.contents.clear
  530.    self.windowskin = RPG::Cache.windowskin($chara_select[4])
  531.    self.contents.font.name = $chara_select[0]
  532.    self.contents.font.color = text_color($chara_select[1])
  533.    @item_max = $game_party.actors.size
  534.    for i in 0...$game_party.actors.size
  535.      x = 80
  536.      y = 80 * i
  537.      actor = $game_party.actors[i]
  538.      draw_actor_graphic(actor, x - 40, y + 80)
  539.      draw_actor_name(actor, x, y + 24)
  540.    end
  541. end
  542. #--------------------------------------------------------------------------
  543. # œ ƒJ[ƒ\ƒ‹‚Ì‹éŒ`XV
  544. #--------------------------------------------------------------------------
  545. def update_cursor_rect
  546.    if @index < 0
  547.      self.cursor_rect.empty
  548.    else
  549.      self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
  550.    end
  551. end
  552. end
  553. #===================================================
  554. # ▲ CLASS Window_RingMenuStatus Ends
  555. #===================================================
  556.  
  557.  
  558. #===================================================
  559. # ▼ CLASS Game_Map Additional Code Begins
  560. #===================================================
  561. class Game_Map
  562.  
  563. #Dubealex Addition (from XRXS) to show Map Name on screen
  564. def name
  565.    $map_infos[@map_id]
  566. end
  567. end
  568.  
  569. #===================================================
  570. # ▲ CLASS Game_Map Additional Code Ends
  571. #===================================================
  572.  
  573.  
  574. #===================================================
  575. # ▼ CLASS Scene_Title Additional Code Begins
  576. #===================================================
  577. class Scene_Title
  578.  
  579. #Dubealex Addition (from XRXS) to show Map Name on screen
  580.    $map_infos = load_data("Data/MapInfos.rxdata")
  581.    for key in $map_infos.keys
  582.      $map_infos[key] = $map_infos[key].name
  583.    end
  584. end
  585.  
  586. #===================================================
  587. # ▲ CLASS Scene_Title Additional Code Ends
  588. #===================================================
  589.  
  590.  
  591. #===================================================
  592. # ▼ CLASS Window_Location Begins
  593. #===================================================
  594.  
  595. class Window_Location < Window_Base
  596.  
  597. def initialize
  598.   super(0, 0, $window_size[0], $window_size[1])
  599.    self.contents = Bitmap.new(width - 32, height - 32)
  600.    self.contents.font.name = $location_text[0]
  601.    self.contents.font.size = $location_text[1]
  602.   refresh
  603. end
  604.  
  605. def refresh
  606.   self.contents.clear
  607.   self.windowskin = RPG::Cache.windowskin($window_location_skin)
  608.   self.contents.font.color = text_color($location_text[2])
  609.   self.contents.draw_text(4, 0, 120, 32, $location_text[3])
  610.   self.contents.font.color = text_color($location_text[4])
  611.   self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
  612. end
  613. end
  614. #===================================================
  615. # ▲ CLASS Window_Location Ends
  616. #===================================================
  617.  
  618. #===================================================
  619. # ▲ Ring Menu - Show Player Location R1 - Ends
  620. #===================================================

似乎有点长,,,不过效果还是很可观的- -
那么!给点糖呗     

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参与人数 2星屑 +230 收起 理由
怪蜀黍 + 225 发布糖
zmz6668 + 5 塞糖

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2
发表于 2015-1-30 17:27:42 | 只看该作者
358行有错误

点评

好了我把告示加上去了→_→  发表于 2015-1-30 18:34
好吧不知为啥那里无法修改- -还是得那啥  发表于 2015-1-30 18:27
已修改- -可重新复制粘贴  发表于 2015-1-30 18:26
这是常识- -  发表于 2015-1-30 17:56
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