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 Lv1.梦旅人 
	梦石0 星屑50 在线时间87 小时注册时间2015-3-12帖子47 | 
2楼
 
 
 楼主|
发表于 2015-3-28 11:49:26
|
只看该作者 
| 定制标题主要部分 复制代码#==============================================================================
# ■ VXAce-RGSS3-17 タイトルカスタマイズ [main]        by Claimh
#==============================================================================
#==============================================================================
# ■ Title
#==============================================================================
module Title
  #--------------------------------------------------------------------------
  # ● スキップコマンド : C, B, 方向キー
  #--------------------------------------------------------------------------
  def self.skip_trigger?
    (Input.trigger?(:C) or Input.trigger?(:B) or Input.dir4 > 0)
  end
end
#==============================================================================
# ■ Title::Scene
#==============================================================================
module Title::Scene
  S_START = 0  # 起動
  S_LOGO  = 1  # ロゴシーン
  S_DEMO  = 2  # イベントデモ
  S_TITLE = 3  # タイトル
  #--------------------------------------------------------------------------
  # ● ロゴシーンの有無
  #--------------------------------------------------------------------------
  def self.enable_logo(timeout=false)
    false
  end
  #--------------------------------------------------------------------------
  # ● イベントシーンの有無
  #--------------------------------------------------------------------------
  def self.enable_demo(timeout=false)
    false
  end
end
#==============================================================================
# ■ TitleBack  : 背景プレーン
#==============================================================================
class TitleBack < Plane
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize(b, main=false)
    @index = main ? 0 : 1
    super(Viewport.new(0, 0, Graphics.width, Graphics.height))
    self.bitmap = b
    self.viewport.z = 100
    fit_screen if Title::TB_FIT[@index]
    @stop = false
    reset_pos
    stop_pos
  end
  def bwz;  (bitmap.width * zoom_x).truncate; end # ズーム後のbitmap幅
  def bhz;  (bitmap.height* zoom_y).truncate; end # ズーム後のbitmap高さ
  def vw;   viewport.rect.width;   end
  def vh;   viewport.rect.height;  end
  #--------------------------------------------------------------------------
  # ● オブジェクト破棄
  #--------------------------------------------------------------------------
  def dispose
    self.bitmap.dispose
    self.viewport.dispose
    super
  end
  #--------------------------------------------------------------------------
  # ● 画面にフィットさせる
  #--------------------------------------------------------------------------
  def fit_screen
    x_zoom = vw  * 1.0 / bitmap.width
    y_zoom = vh * 1.0 / bitmap.height
    zoom = x_zoom > y_zoom ? x_zoom : y_zoom
    self.zoom_x = self.zoom_y = zoom
  end
  #--------------------------------------------------------------------------
  # ● 画像位置の設定
  #--------------------------------------------------------------------------
  def x4; 0;  end
  def x5; (bwz - vw) / 2;  end
  def x6; (bwz - vw);  end
  def y2; (bhz - vh);  end
  def y5; (bhz - vh) / 2;  end
  def y8; 0;  end
  def reset_pos
    case Title::TB_BASE[@index]
    when 1; self.ox = x4; self.oy = y2
    when 2; self.ox = x5; self.oy = y2 
    when 3; self.ox = x6; self.oy = y2
    when 4; self.ox = x4; self.oy = y5
    when 6; self.ox = x6; self.oy = y5
    when 7; self.ox = x4; self.oy = y8
    when 8; self.ox = x5; self.oy = y8
    when 9; self.ox = x6; self.oy = y8
    else;   self.ox = x5; self.oy = y5
    end
  end
  #--------------------------------------------------------------------------
  # ● 終端点の設定
  #--------------------------------------------------------------------------
  def stop_pos
    case Title::TB_BASE[@index]
    when 1,4,7; @x_gap = x6
    when 3,6,9; @x_gap = x4
    else;       @x_gap = nil
    end
    case Title::TB_BASE[@index]
    when 1,2,3; @y_gap = y8
    when 7,8,9; @y_gap = y2
    else;       @y_gap = nil
    end
  end
  #--------------------------------------------------------------------------
  # ● スクロール判定
  #--------------------------------------------------------------------------
  def scroll?
    Title::SCROLL_TG[@index]
  end
  #--------------------------------------------------------------------------
  # ● スクロール終端判定
  #--------------------------------------------------------------------------
  def scroll_stop?
    return unless Title::SCROLL_STOP[@index]
    if !@x_gap.nil?
#      p "#{self.ox}, #{@x_gap}"
      case Title::SCROLL_DIR[@index]
      when 1,4,7; x_end_stop if self.ox < @x_gap
      when 3,6,9; x_end_stop if self.ox > @x_gap
      end
    end
    if !@y_gap.nil?
#      p "#{self.oy}, #{@y_gap}"
      case Title::SCROLL_DIR[@index]
      when 1,2,3; y_end_stop if self.oy > @y_gap
      when 7,8,9; y_end_stop if self.oy < @y_gap
      end
    end
  end
  def x_end_stop
    self.ox = @x_gap
    @stop = true
  end
  def y_end_stop
    self.oy = @y_gap
    @stop = true
  end
  #--------------------------------------------------------------------------
  # ● Xスクロール
  #--------------------------------------------------------------------------
  def scroll_x(n)
    self.ox = self.ox + n * Title::SCROLL_SPD[@index]
  end
  def scroll_r;  scroll_x( 1)  end
  def scroll_l;  scroll_x(-1)  end
  #--------------------------------------------------------------------------
  # ● Yスクロール
  #--------------------------------------------------------------------------
  def scroll_y(n)
    self.oy = self.oy + n * Title::SCROLL_SPD[@index]
  end
  def scroll_u;  scroll_y(-1)  end
  def scroll_d;  scroll_y( 1)  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    return unless scroll?
    return if @stop
    case Title::SCROLL_DIR[@index]
    when 1; scroll_l; scroll_d
    when 2;           scroll_d
    when 3; scroll_r; scroll_d
    when 4; scroll_l
    when 6; scroll_r
    when 7; scroll_l; scroll_u
    when 8;           scroll_u
    when 9; scroll_r; scroll_u
    end
    scroll_stop?
    self.ox %= viewport.rect.width
    self.oy %= viewport.rect.height
  end
end
#==============================================================================
# ■ Spriteset_TitleMap  : タイトル背景マップ
#==============================================================================
class Spriteset_TitleMap < Spriteset_Map
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    super
    $game_map.update(true)
  end
end
#==============================================================================
# ■ Title::TitleName
#==============================================================================
class Title::TitleName
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize(type)
    @type = type
    @name = @file = ""
    @rect = Rect.new
    @x_align = @y_align = 0
  end
  #--------------------------------------------------------------------------
  # ● 描画対象の矩形
  #--------------------------------------------------------------------------
  def src_rect(name, file, bitmap)
    if @type
      @name = name
      @srect = bitmap.text_size(name)
    else
      @file = file
      b = Cache.system(file)
      @srect = Rect.new(0, 0, b.width, b.height)
    end
  end
  #--------------------------------------------------------------------------
  # ● タイトル矩形の計算
  #--------------------------------------------------------------------------
  def calc_rect(config, half=true)
    if config.x < 0
      @rect.x += config.width
      @rect.width = Graphics.width - config.width
      @x_align = 1
    else
      @rect.x = config.x
      @rect.width = @srect.width
    end
    if config.y < 0
      @rect.y += config.height
      @rect.height = half ? Graphics.height / 2 : Graphics.height
      @y_align = 1
    else
      @rect.y = config.y
      @rect.height = @srect.height
    end
  end
  #--------------------------------------------------------------------------
  # ● タイトル描画
  #--------------------------------------------------------------------------
  def draw_tile(bitmap)
    if @type
      bitmap.draw_text(@rect, @name, @x_align)
    else
      b = Cache.system(@file)
      @rect.x = ((@rect.width  - b.width)  / 2)   if @x_align == 1
      @rect.y = ((@rect.height - b.height) / 2)   if @y_align == 1
      bitmap.blt(@rect.x, @rect.y, b, @srect)
    end
  end
end
#==============================================================================
# ■ Sprite_TitleName  : タイトル名スプライト
#==============================================================================
class Sprite_TitleName < Sprite
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize(main)
    @main = main
    super(Viewport.new(0, 0, Graphics.width, Graphics.height))
    self.bitmap = Bitmap.new(Graphics.width, Graphics.height)
    self.viewport.z = 200
    main ? Title.set_main_bitmap(self.bitmap) : Title.set_sub_bitmap(self.bitmap)
  end
  #--------------------------------------------------------------------------
  # ● オブジェクト破棄
  #--------------------------------------------------------------------------
  def dispose
    self.bitmap.dispose
    self.viewport.dispose
    super
  end
  #--------------------------------------------------------------------------
  # ● タイトル描画
  #--------------------------------------------------------------------------
  def draw_title
    @main ? draw_main_title : draw_sub_title
  end
  #--------------------------------------------------------------------------
  # ● メインタイトル描画
  #--------------------------------------------------------------------------
  def draw_main_title
    title = Title::TitleName.new(Title::TM_TYPE)
    title.src_rect($data_system.game_title, Title::TM_NAME, self.bitmap)
    title.calc_rect(Title::TM_RECT)
    title.draw_tile(self.bitmap)
  end
  #--------------------------------------------------------------------------
  # ● サブタイトル描画
  #--------------------------------------------------------------------------
  def draw_sub_title
    title = Title::TitleName.new(Title::TS_TYPE)
    title.src_rect(Title::TS_NAME, Title::TS_NAME, self.bitmap)
    title.calc_rect(Title::TS_RECT)
    title.draw_tile(self.bitmap)
  end
end
#==============================================================================
# ■ Scene_Title
#------------------------------------------------------------------------------
#  タイトル画面の処理を行うクラスです。
#==============================================================================
class Scene_Title < Scene_Base
  include Title::Scene
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize
    super
    prepare(S_START)
    @timecnt = 0
  end
  #--------------------------------------------------------------------------
  # ● 準備
  #--------------------------------------------------------------------------
  def prepare(scene=S_TITLE, timeout=false, index=-1)
    @pre_scene = scene
    @timeout   = timeout
    @index     = index
  end
  #--------------------------------------------------------------------------
  # ● トランジション実行
  #--------------------------------------------------------------------------
  def perform_transition
    Title::TITLE_TRN.nil? ? super : Graphics.transition(transition_speed, Title::TITLE_TRN)
  end
  #--------------------------------------------------------------------------
  # ● 開始前シーン制御
  #--------------------------------------------------------------------------
  def check_pre_scene
    if Title::SKIP_ALL
      return skip_start
    end
    if Title::SKIP_NEWGAME
      return skip_start unless DataManager.save_file_exists?
    end
    if Title::SKIP_CONTINUE
      return DataManager.save_file_exists? ? SceneManager.call(Scene_Load) : skip_start
    end
    if Title::Scene.enable_logo(@timeout) and @pre_scene < S_LOGO
      return call_new_scene(Scene_Logo)
    end
    if Title::Scene.enable_demo(@timeout) and @pre_scene < S_DEMO
      return call_new_scene(Scene_EvDemo)
    end
  end
  #--------------------------------------------------------------------------
  # ● 開始前シーン制御
  #--------------------------------------------------------------------------
  def call_new_scene(scene)
    SceneManager.call(scene)
    SceneManager.scene.prepare(@timeout)
    Graphics.freeze
  end
  #--------------------------------------------------------------------------
  # ● Skip New Game
  #--------------------------------------------------------------------------
  def skip_start
    DataManager.setup_new_game
    fadeout_all
    $game_map.autoplay
    SceneManager.goto(Scene_Map)
    Graphics.freeze
  end
  #--------------------------------------------------------------------------
  # ● Skip Continue
  #--------------------------------------------------------------------------
  def skip_continue
    play_title_music
    SceneManager.call(Scene_Load)
    Graphics.freeze
  end
  #--------------------------------------------------------------------------
  # ● メイン
  #--------------------------------------------------------------------------
  def main
    check_pre_scene
    return if scene_changing?
    super
  end
  #--------------------------------------------------------------------------
  # ● 開始後処理
  #--------------------------------------------------------------------------
  def post_start
    setup_fadein  if Title::FADEIN_PATTERN > 0
    super
    exec_fadein   if Title::FADEIN_PATTERN > 0
  end
  #--------------------------------------------------------------------------
  # ● フェードin処理準備
  #--------------------------------------------------------------------------
  def setup_fadein
    @text_sprites.each { |s| s.opacity = 0 }
    @command_window.open
  end
  #--------------------------------------------------------------------------
  # ● フェードin処理
  #--------------------------------------------------------------------------
  def exec_fadein
    case Title::FADEIN_PATTERN
    when 1  # メインタイトル+サブタイトル+コマンド
      Title::FADEIN_TIME.times do |i|
        @text_sprites.each { |s| s.opacity += 255/Title::FADEIN_TIME }
        @command_window.update_open
        break if update_fade
      end
    when 2  # メインタイトル+サブタイトル → コマンド
      Title::FADEIN_TIME.times do |i|
        @text_sprites.each { |s| s.opacity += 255/Title::FADEIN_TIME }
        break if update_fade
      end
      Title::FADEIN_TIME.times do |i|
        @command_window.update_open
        break if update_fade
      end
    end
    @text_sprites.each { |s| s.opacity = 255 }
    @command_window.update_open while !@command_window.open?
  end
  #--------------------------------------------------------------------------
  # ● フェードinのフレーム更新
  #--------------------------------------------------------------------------
  def update_fade
    update_background
    Graphics.update
    Input.update
    @command_window.process_cursor_move
    Title.skip_trigger?
  end
  #--------------------------------------------------------------------------
  # ● 開始処理
  #--------------------------------------------------------------------------
  alias start_title start
  def start
    start_title
    create_message_window     if Title::TB_MAP
    create_scroll_text_window if Title::TB_MAP
  end
  #--------------------------------------------------------------------------
  # ● 背景の作成 [再定義]
  #--------------------------------------------------------------------------
  def create_background
    @back_sprites = []
    if Title::TB_MAP
      DataManager.create_game_objects
      $game_map.setup(Title::TB_MAP_ID)
      $game_player.moveto(Title::TB_MAP_POS.x, Title::TB_MAP_POS.y)
      @back_sprites.push(Spriteset_TitleMap.new)
      @back_sprites[0].update
      @back_sprites.push(TitleBack.new(Cache.title2($data_system.title2_name))) if Title::TB_MAP_2
    else
      @back_sprites.push(TitleBack.new(Cache.title1($data_system.title1_name), true))
      @back_sprites.push(TitleBack.new(Cache.title2($data_system.title2_name)))
    end
    create_weather
  end
  #--------------------------------------------------------------------------
  # ● 背景のフレーム更新
  #--------------------------------------------------------------------------
  def update_background
    @back_sprites.each { |s| s.update }
    update_weather
  end
  #--------------------------------------------------------------------------
  # ● 前景の作成 [再定義]
  #--------------------------------------------------------------------------
  def create_foreground
    @text_sprites = []
    return unless $data_system.opt_draw_title
    (Title::TS ? 2 : 1).times {|i| @text_sprites.push(Sprite_TitleName.new(i==0))}
    draw_game_title
  end
  #--------------------------------------------------------------------------
  # ● ゲームタイトルの描画 [再定義]
  #--------------------------------------------------------------------------
  def draw_game_title
    @text_sprites.each { |s| s.draw_title }
  end
  #--------------------------------------------------------------------------
  # ● 背景の解放 [再定義]
  #--------------------------------------------------------------------------
  def dispose_background
    dispose_weather
    @back_sprites.each { |s| s.dispose }
  end
  #--------------------------------------------------------------------------
  # ● 前景の解放 [再定義]
  #--------------------------------------------------------------------------
  def dispose_foreground
    @text_sprites.each { |s| s.bitmap.dispose; s.dispose }
  end
  #--------------------------------------------------------------------------
  # ● メッセージウィンドウの作成
  #--------------------------------------------------------------------------
  def create_message_window
    @message_window = Window_Message.new
  end
  #--------------------------------------------------------------------------
  # ● スクロール文章ウィンドウの作成
  #--------------------------------------------------------------------------
  def create_scroll_text_window
    @scroll_text_window = Window_ScrollText.new
  end
  #--------------------------------------------------------------------------
  # ● コマンドウィンドウの作成
  #--------------------------------------------------------------------------
  alias create_command_window_title create_command_window
  def create_command_window
    create_command_window_title
    Title::CMD_BOX.select { |i| i > 2 }.each do |c|
      @command_window.set_handler(Title::EXCMD[c][3], method(:command_extra))
    end
    @command_window.select(@index) if @index >= 0
  end
  #--------------------------------------------------------------------------
  # ● コマンド[ニューゲーム]
  #--------------------------------------------------------------------------
  alias command_new_game_title command_new_game
  def command_new_game
    map_clear if Title::TB_MAP
    command_new_game_title
  end
  #--------------------------------------------------------------------------
  # ● コマンド[拡張コマンド]
  #--------------------------------------------------------------------------
  def command_extra
    close_command_window
    map_clear if Title::TB_MAP
    SceneManager.call(Title::EXCMD[@command_window.cmd_no][1])
  end
  #--------------------------------------------------------------------------
  # ● 天候スプライトの作成
  #--------------------------------------------------------------------------
  def create_weather
    @w_viewport = Viewport.new(0,0,Graphics.width,Graphics.height)
    @w_viewport.z = 100
    @weather = Spriteset_Weather.new(@w_viewport)
    @weather.type  = Title::WEATHER_TYPE
    @weather.power = Title::WEATHER_POWER
    @weather.update
  end
  #--------------------------------------------------------------------------
  # ● 天候スプライトの解放
  #--------------------------------------------------------------------------
  def dispose_weather
    @w_viewport.dispose
    @weather.dispose
  end
  #--------------------------------------------------------------------------
  # ● 天候スプライトのフレーム更新
  #--------------------------------------------------------------------------
  def update_weather
    @weather.update
  end
  #--------------------------------------------------------------------------
  # ● タイトル画面の音楽演奏
  #--------------------------------------------------------------------------
  alias play_title_music_title play_title_music
  def play_title_music
    play_title_music_title
    Title::BGS.play unless Title::BGS.nil?
  end
  #--------------------------------------------------------------------------
  # ● マップ表示のクリア(マップ使用時はfreezeして、画面をクリアする)
  #--------------------------------------------------------------------------
  def map_clear
    Graphics.freeze
    $game_map.screen.clear
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    super
    update_background
    update_timeout
  end
  #--------------------------------------------------------------------------
  # ● タイムアウト
  #--------------------------------------------------------------------------
  def update_timeout
    @timecnt += 1
    if @timecnt >= Title::TIME_OUT_CNT
      map_clear if Title::TB_MAP
      fadeout_all
      SceneManager.goto(Scene_Title)
      SceneManager.scene.prepare(Title::Scene::S_START, true)
    end
  end
end
#==============================================================================
# ■ Window_TitleCommand
#------------------------------------------------------------------------------
#  タイトル画面で、ニューゲーム/コンティニューを選択するウィンドウです。
#==============================================================================
class Window_TitleCommand < Window_Command
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  alias initialize_title initialize
  def initialize
    @slot_n = 0
    @slot_chg = false
    @cmds = enable_cmd_list
    initialize_title
    Title.cmd_window_opacity(self)
    Title.set_cmd_bitmap(self.contents)
  end
  #--------------------------------------------------------------------------
  # ● 行の高さを取得
  #--------------------------------------------------------------------------
  def line_height
    Title::CMD_TYPE ? Title::CMD_RECT.height : Cache.system(Title::CMD_GRPHIC[0][0]).height
  end
  #--------------------------------------------------------------------------
  # ● ウィンドウ内容の作成
  #--------------------------------------------------------------------------
  def create_contents
    super
    Title.set_cmd_bitmap(self.contents)
  end
  #--------------------------------------------------------------------------
  # ● カーソルの移動処理
  #--------------------------------------------------------------------------
  def process_cursor_move
    return unless cursor_movable?
    @slot_chg = false
    super
    Sound.play_cursor if @slot_chg
  end
  #--------------------------------------------------------------------------
  # ● アライメントの取得
  #--------------------------------------------------------------------------
  def alignment
    Title::CT_ALIGN
  end
  #--------------------------------------------------------------------------
  # ● コマンド番号取得
  #--------------------------------------------------------------------------
  def command_no(index)
    @list[index][:ext]
  end
  def cmd_no
    @list[@index][:ext]
  end
  #--------------------------------------------------------------------------
  # ● テキスト幅
  #--------------------------------------------------------------------------
  def cmd_width_max(add_w=0)
    sizes = []
    item_max.times{ |i| sizes.push(cmd_text_w(i) + (i * add_w)) }
    return sizes.max + 8
  end
  #--------------------------------------------------------------------------
  # ● ウィンドウ幅の取得
  #--------------------------------------------------------------------------
  def window_width
    [160, cmd_width_max(Title::CMD_RECT.width) + standard_padding * 2].max
  end
  #--------------------------------------------------------------------------
  # ● 項目を描画する矩形の取得
  #--------------------------------------------------------------------------
  def align_x(index, x=0)
    if Title::CMD_TYPE
      case alignment
      when 0; #non
      when 1; return (cmd_width_max + x - cmd_text_w(command_no(index))) / 2
      when 2; return cmd_width_max + x - cmd_text_w(command_no(index))
      end
    end
    return 0
  end
  #--------------------------------------------------------------------------
  # ● 項目を描画する矩形の取得
  #--------------------------------------------------------------------------
  def item_rect(index)
    rect = super(index)
    rect.x += index * Title::CMD_RECT.width
    if Title::CT_CUR_FIT
      rect.x += align_x(index, -8)
      rect.width = cmd_text_w(command_no(index)) + 8
    end
    rect
  end
  #--------------------------------------------------------------------------
  # ● 項目を描画する矩形の取得(テキスト用)
  #--------------------------------------------------------------------------
  def item_rect_for_text(index)
    rect = super(index)
    if Title::CT_CUR_FIT
      rect.x -= align_x(index, 8)
      rect.width = cmd_width_max + 8
    end
    rect
  end
  #--------------------------------------------------------------------------
  # ● ウィンドウ位置の更新
  #--------------------------------------------------------------------------
  def update_placement
    self.x = Title::CMD_RECT.x < 0 ? (Graphics.width - width) / 2 : Title::CMD_RECT.x
    self.y = Title::CMD_RECT.y < 0 ? (Graphics.height * 1.6 - height) / 2 : Title::CMD_RECT.y
  end
  #--------------------------------------------------------------------------
  # ● 表示対象のコマンドリスト
  #--------------------------------------------------------------------------
  def enable_cmd_list
    Title::CMD_BOX.uniq.select { |c| Title.excmd_enable?(c) }
  end
  def cmd_list
    slot_shift
  end
  #--------------------------------------------------------------------------
  # ● コマンドごとのテキスト幅
  #--------------------------------------------------------------------------
  def cmd_text_w(index)
    if Title::CMD_TYPE
      if disposed?
        b = Title.set_cmd_bitmap(Bitmap.new(1,1))
        w = b.text_size(command_name(index)).width
        b.dispose
      else
        w = contents.text_size(command_name(index)).width
      end
    else
      w = Cache.system(Title::CMD_GRPHIC[command_no(index)][0]).width
    end
    return w
  end
  #--------------------------------------------------------------------------
  # ● コマンドリストの作成
  #--------------------------------------------------------------------------
  def make_command_list
    cmd_list.each do |c|
      case c
      when 0; add_command(Vocab::new_game, :new_game, true, c)
      when 1; add_command(Vocab::continue, :continue, continue_enabled, c)
      when 2; add_command(Vocab::shutdown, :shutdown, true, c)
      else;   add_command(Title::EXCMD[c][0],Title::EXCMD[c][3], true, c)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● スロット式の固定Index
  #--------------------------------------------------------------------------
  def slot_i
    ((@cmds.size-1)/2).truncate
  end
  #--------------------------------------------------------------------------
  # ● カーソル位置の設定
  #--------------------------------------------------------------------------
  def index=(index)
    if Title::CMD_SLOT
      @slot_n = (slot_i - index) % item_max
      @slot_chg = @slot_n != 0
      super(slot_i)
      refresh
    else
      super(index)
    end
  end
  #--------------------------------------------------------------------------
  # ● 項目の選択
  #--------------------------------------------------------------------------
  def select(index)
    old_index = @index
    super(index)
    if !Title::CMD_SLOT and Title::CMD_CHNG
      redraw_item(old_index)
      redraw_item(index)
    end
  end
  #--------------------------------------------------------------------------
  # ● スロットシフト
  #--------------------------------------------------------------------------
  def slot_shift
    if Title::CMD_SLOT
      @slot_n.abs.times do |i|
        @cmds.unshift(@cmds.pop) if @slot_n > 0
        @cmds.push(@cmds.shift)  if @slot_n < 0
      end
    end
    @cmds
  end
  #--------------------------------------------------------------------------
  # ● スロット表示時の不透明化
  #--------------------------------------------------------------------------
  def slot_alpha(index)
    return 0 if Title::CMD_SLOT_ALL
    (@index-index).abs < 2 ? 0 : 255
  end
  #--------------------------------------------------------------------------
  # ● 項目の描画
  #--------------------------------------------------------------------------
  def draw_item(index)
    Title::CMD_TYPE ? draw_item_text(index) : draw_cmd(index)
  end
  #--------------------------------------------------------------------------
  # ● 項目の描画
  #--------------------------------------------------------------------------
  def draw_item_text(index)
    change_color(normal_color, command_enabled?(index))
    contents.font.color.alpha -= slot_alpha(index) if Title::CMD_SLOT
    draw_text(item_rect_for_text(index), command_name(index), alignment)
  end
  #--------------------------------------------------------------------------
  # ● 画像描画
  #--------------------------------------------------------------------------
  def draw_cmd(index)
    g = Title::CMD_GRPHIC[command_no(index)]
    b = Cache.system((Title::CMD_CHNG and index != @index) ? g[1] : g[0])
    rect = item_rect_for_text(index)
    opacity = command_enabled?(index) ? 255 : translucent_alpha
    opacity -= slot_alpha(index) if Title::CMD_SLOT
    contents.blt(rect.x, rect.y, b, Rect.new(0,0,b.width,b.height), opacity)
  end
  #--------------------------------------------------------------------------
  # ● カーソルの更新
  #--------------------------------------------------------------------------
  def update_cursor
    Title::DISABLE_CURSOR ? cursor_rect.empty : super
  end
end
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