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- # ★ バトルレイアウト変更 (ヘルプウィンドウ通常版、少しだけ互換性が高い)
- # バトルのレイアウトを変更します
- # 素材『ステートアイコンのアニメーション表示』の使用をお奨めします
- # ▲ 入れるフォルダは Graphics/System へ
- #==============================================================================
- # ■ Ziifee
- #==============================================================================
- module Zii
- # ▼ アイコンのナンバーです (縦 × 16 + 横 - 1)
- FIGHT = 132 # 戦う
- ESCAPE = 143 # 逃げる
- ATTACK = 116 # 攻撃 (基本)
- GUARD = 139 # 防御
- SKILL = 115 # 战技
- SKILL2 = 14 # 体术
- SKILL3 = 119 # 魔法
- SKILL4 = 143 # 源术
- ITEM = 260 # アイテム
- ESCAPE = 121
-
- # ▼ 回転方向 ( "正" か "逆" を入れる )
- TURN = "正"
-
- # ▼ 顔グラフィック (使う場合 "使用" / 使わない場合は "")
- STATUS_FACE = "使用"
-
- # ▼ 表示の設定 ( "名前" を "" にすると 名前を非表示)
- STATUS_LINE = "名前"
-
- # ▼ △の大きさ ( VX 標準サイズ は 20)
- LINE_SIZE = 14
-
- #--------------------------------------------------------------------------
- # ● 通常回転 の判定
- #--------------------------------------------------------------------------
- def self.turn_normal?
- return false if TURN == "逆"
- return true if TURN == "正"
- return true
- end
- #--------------------------------------------------------------------------
- # ● バトルオプション [顔グラフィック] の判定
- #--------------------------------------------------------------------------
- def self.battle_face?
- return true if STATUS_FACE == "使用"
- return false
- end
- #--------------------------------------------------------------------------
- # ● バトルステートオプション [名前] の判定
- #--------------------------------------------------------------------------
- def self.line_name?
- return true if STATUS_LINE == "名前"
- return false
- end
- end
- #==============================================================================
- # ■ Window_SpinCommand
- #------------------------------------------------------------------------------
- # 回転用コマンド選択を行うウィンドウです。
- #==============================================================================
- class Window_SpinCommand < Window_Command
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_reader :index # カーソル位置
- attr_reader :help_window # ヘルプウィンドウ
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- # cx / cy : 中心の X座標 / Y座標
- # commands : コマンド配列 (内容 は [name, kind, pull, enabled?])
- # setting : 設定ハッシュ ("R"=>半径 "S"=>速さ "G"=>背景 "L"=>文字)
- #--------------------------------------------------------------------------
- def initialize(cx, cy, commands, setting = {})
- @radius = 40#setting.has_key?("R") ? setting["R"] : 40 # 描画半径
- @speed = setting.has_key?("S") ? setting["S"] : 36 # 回転速さ
- @spin_back = setting.has_key?("G") ? setting["G"] : "" # 背景画像
- @spin_line = setting.has_key?("L") ? setting["L"] : nil # 文字位置
- x = cx - @radius - 28
- y = cy - @radius - 28
- width = height = @radius * 2 + 56 + 120
- # super(x, y, width, height)
- super(x, y)
- self.opacity = 0
- @index = 0
- @commands = commands # コマンド
- @spin_right = true
- @spin_count = 0
- update_cursor
- end
-
- def window_height
- fitting_height(visible_line_number) + 120
- end
- def window_width
- return 196
- end
- #--------------------------------------------------------------------------
- # ▽ スピン画像を描画する (描画内容 強化用)
- # i : インデックス
- # cx : 表示 中心位置 X座標
- # cy : 表示 中心位置 Y座標
- #--------------------------------------------------------------------------
- def draw_spin_graphic(i, cx, cy)
- case command_kind(i)
- when "icon"
- draw_icon(command_pull(i), cx - 17, cy - 52, command_enabled?(i))
- end
- end
- #--------------------------------------------------------------------------
- # ★ リフレッシュ バグ回避用
- #--------------------------------------------------------------------------
- def refresh
- set_spin
- end
- def refresh2(cx, cy, commands, setting = {})
- @radius = 44#setting.has_key?("R") ? setting["R"] : 40 # 描画半径
- @speed = setting.has_key?("S") ? setting["S"] : 36 # 回転速さ
- @spin_back = setting.has_key?("G") ? setting["G"] : "" # 背景画像
- @spin_line = setting.has_key?("L") ? setting["L"] : nil # 文字位置
- x = cx - @radius - 12
- y = cy - @radius - 28
- width = height = @radius * 2 + 56
- #super(x, y)
- self.opacity = 0
- @index = 0
- @commands = commands # コマンド
- @spin_right = true
- @spin_count = 0
- update_cursor
- end
- #--------------------------------------------------------------------------
- # ★ 項目の描画 バグ回避用
- #--------------------------------------------------------------------------
- def draw_item(index, enabled = true)
- @commands[index][3] = enabled
- set_spin
- end
- #--------------------------------------------------------------------------
- # ● 現在のコマンド名を取得する
- #--------------------------------------------------------------------------
- def command_name(index = @index)
- return "" if index < 0
- if @commands != nil
- name = @commands[index][0]
- end
- return name != nil ? name : ""
- end
- #--------------------------------------------------------------------------
- # ● コマンドの種類を取得
- #--------------------------------------------------------------------------
- def command_kind(index)
- if @commands != nil
- result = @commands[index][1]
- end
- return result != nil ? result : ""
- end
- #--------------------------------------------------------------------------
- # ● コマンドの引数 を取得
- #--------------------------------------------------------------------------
- def command_pull(index)
- if @commands != nil
- result = @commands[index][2]
- end
- return result != nil ? result : ""
- end
- #--------------------------------------------------------------------------
- # ● コマンドの有効フラグを取得
- #--------------------------------------------------------------------------
- def command_enabled?(index)
- if @commands != nil
- result = @commands[index][3]
- end
- return result != nil ? result : true
- end
- #--------------------------------------------------------------------------
- # ● 名前の位置に index を設定する
- #--------------------------------------------------------------------------
- def set_index(name)
- n = -1
- for i in [email protected]
- n = i if @commands[i][0] == name
- end
- @index = n if n >= 0
- update_cursor
- call_update_help
- set_spin
- end
- #--------------------------------------------------------------------------
- # ● カーソル位置の設定
- # index : 新しいカーソル位置
- #--------------------------------------------------------------------------
- def index=(index)
- @index = index
- update_cursor
- call_update_help
- set_spin
- end
- #--------------------------------------------------------------------------
- # ● 中心のX座標を取得
- #--------------------------------------------------------------------------
- def center_x
- return contents.width / 2
- end
- #--------------------------------------------------------------------------
- # ● 中心のY座標を取得
- #--------------------------------------------------------------------------
- def center_y
- return contents.height / 2
- end
- #--------------------------------------------------------------------------
- # ● 項目数の取得
- #--------------------------------------------------------------------------
- def item_max
- if @commands != nil
- return @commands.size
- else
- return 1
- end
- end
- #--------------------------------------------------------------------------
- # ● 背景の設定 (再定義 向き)
- #--------------------------------------------------------------------------
- def set_background
- return if @spin_back == ""
- bitmap = Cache.system(@spin_back)
- rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- self.contents.blt(12 + 16 - 25, 12 + 8 -16, bitmap, rect)
- end
- #--------------------------------------------------------------------------
- # ● 文章の設定 (再定義 向き)
- #--------------------------------------------------------------------------
- def set_text
- return if @spin_line == nil
- y = center_y - WLH / 2 + @spin_line
- self.contents.draw_text(center_x - 56, y - 26 , 96, WLH, command_name, 1)
- end
- #--------------------------------------------------------------------------
- # ● スピンアイコンの角度の差を取得する
- #--------------------------------------------------------------------------
- def angle_size
- return (Math::PI * 2 / item_max) ###SR
- end
- #--------------------------------------------------------------------------
- # ● スピンアイコン回転時のカウント を設定する
- #--------------------------------------------------------------------------
- def set_spin_count
- @spin_count = angle_size * 360 / @speed
- set_spin(true)
- end
- #--------------------------------------------------------------------------
- # ● スピン設定 の実行
- # spin : 回転フラグ (true の時回転中)
- #--------------------------------------------------------------------------
- def set_spin(spin = false)
- self.contents.clear
- set_background
- angle = spin ? @speed * @spin_count / 360 : 0
- angle = @spin_right ? angle : -angle
- for i in 0...item_max
- n = (i - @index) * angle_size + angle ###SR OFFSET
- cx = - @radius * Math.cos(n-44.67) + center_x#@radius * Math.sin(n) + center_x
- cy = - @radius * Math.sin(n-44.67) + center_y#- @radius * Math.cos(n) + center_y
- draw_spin_graphic(i, cx, cy)
- end
- set_text
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- def update
- super
- update_cursor
- if @spin_count > 0
- @spin_count -= 1
- set_spin(@spin_count >= 1)
- return
- end
- update_command
- end
- #--------------------------------------------------------------------------
- # ● コマンドの移動可能判定
- #--------------------------------------------------------------------------
- def command_movable?
- return false if @spin_count > 0
- 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
- #--------------------------------------------------------------------------
- # ● コマンドを右に移動
- #--------------------------------------------------------------------------
- def command_right
- @index = (@index ) % item_max#(@index + 1) % item_max
- @spin_right = true
- set_spin_count
- end
- #--------------------------------------------------------------------------
- # ● コマンドを左に移動
- #--------------------------------------------------------------------------
- def command_left
- @index = (@index + item_max) % item_max#(@index - 1 + item_max) % item_max
- @spin_right = false
- set_spin_count
- end
- #--------------------------------------------------------------------------
- # ● コマンド選択の更新
- #--------------------------------------------------------------------------
- def update_command
- if command_movable?
- if Input.press?(Input::UP)
- Sound.play_cursor
- Zii.turn_normal? ? command_left : command_right
- end
- if Input.press?(Input::DOWN)
- Sound.play_cursor
- Zii.turn_normal? ? command_right : command_left
- end
- # SR 1.04: 左右键切换菜单
- if Input.press?(Input::LEFT)
- @index -= 1
- @index = 5 if @index == - 1
- Sound.play_cursor
- Zii.turn_normal? ? command_left : command_right
- end
- if Input.press?(Input::RIGHT)
- @index += 1
- @index = 0 if @index == 6
- Sound.play_cursor
- Zii.turn_normal? ? command_right : command_left
- end
- ###################
- end
- call_update_help
- end
- #--------------------------------------------------------------------------
- # ● カーソルの更新
- #--------------------------------------------------------------------------
- def update_cursor
- #if @index < 0
- # self.cursor_rect.empty
- #else
- # rect = Rect.new(0, 0, 24, 24)
- # rect.x = center_x - rect.width / 2
- # rect.y = center_y - rect.height / 2 - @radius
- # self.cursor_rect = rect
- #end
- end
- #--------------------------------------------------------------------------
- # ● ヘルプウィンドウの設定
- # help_window : 新しいヘルプウィンドウ
- #--------------------------------------------------------------------------
- def help_window=(help_window)
- @help_window = help_window
- call_update_help
- end
- #--------------------------------------------------------------------------
- # ● ヘルプウィンドウ更新メソッドの呼び出し
- #--------------------------------------------------------------------------
- def call_update_help
- if self.active and @help_window != nil
- update_help
- end
- end
- #--------------------------------------------------------------------------
- # ● ヘルプウィンドウの更新 (内容は継承先で定義する)
- #--------------------------------------------------------------------------
- def update_help
- end
- end
- #==============================================================================
- # ■ Window_LineHelp
- #------------------------------------------------------------------------------
- # スキルやアイテムの説明、アクターのステータスなどを表示するウィンドウです。
- #==============================================================================
- class Window_LineHelp < Window_Base
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize
- super(-16, 0, 576, WLH + 32)
- self.opacity = 0
- end
- #--------------------------------------------------------------------------
- # ● テキスト設定
- # text : ウィンドウに表示する文字列
- # align : アラインメント (0..左揃え、1..中央揃え、2..右揃え)
- #--------------------------------------------------------------------------
- def set_text(text, align = 0)
- if text != @text or align != @align
- self.contents.clear
- back_color = Color.new(0, 0, 0, 80)
- self.contents.fill_rect(0, y = 12, contents.width, WLH - y, back_color)
- self.contents.font.color = normal_color
- self.contents.draw_text(20, 0, self.width - 72, WLH, text, align)
- @text = text
- @align = align
- end
- end
- end
- #==============================================================================
- # ■ Window_PartyCommand
- #==============================================================================
- class Window_PartyCommand2 < Window_SpinCommand
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize
- s1 = [Vocab::fight, "icon", Zii::FIGHT, true]
- s2 = [Vocab::escape, "icon", Zii::ESCAPE, $game_troop.can_escape]
- setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
- super(72, 356, [s1, s2], setting)
- self.active = false
- set_spin
- end
- end
- #==============================================================================
- # ■ Window_ActorCommand
- #==============================================================================
- class Window_ActorCommand2 < Window_SpinCommand
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize
- s1 = [Vocab::attack, "icon", Zii::ATTACK, true]
- s2 = [Vocab::skill, "icon", Zii::SKILL, true]
- s3 = [Vocab::guard, "icon", Zii::GUARD, true]
- s4 = [Vocab::item, "icon", Zii::ITEM, true]
- s5 = [Vocab::escape, "icon", Zii::ESCAPE, true]
- setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
- super(72 , 356, [s1, s2, s3, s4, s5], setting)
- self.active = false
- set_spin
- end
-
- def refresh2
- case @actor.id
- when 1
- s1 = [Vocab::attack, "icon", Zii::ATTACK, true]
- s2 = ["技能", "icon", Zii::SKILL, true]
- s3 = ["精神", "icon", Zii::SKILL2, true]
- s4 = [Vocab::guard, "icon", Zii::GUARD, true]
- s5 = [Vocab::item, "icon", Zii::ITEM, true]
- s6 = [Vocab::escape, "icon", Zii::ESCAPE, true]
- setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
- super(72, 356, [s1, s2, s3, s4, s5, s6], setting)
- self.active = false
- set_spin
- when 2
- s1 = [Vocab::attack, "icon", Zii::ATTACK, true]
- s2 = ["战技", "icon", Zii::SKILL, true]
- s3 = ["魔法", "icon", Zii::SKILL3, true]
- s4 = [Vocab::guard, "icon", Zii::GUARD, true]
- s5 = [Vocab::item, "icon", Zii::ITEM, true]
- s6 = [Vocab::escape, "icon", Zii::ESCAPE, true]
- setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
- super(72, 356, [s1, s2, s3, s4, s5, s6], setting)
- self.active = false
- set_spin
- when 3
- s1 = [Vocab::attack, "icon", Zii::ATTACK, true]
- s2 = ["战技", "icon", Zii::SKILL, true]
- s3 = ["剑技", "icon", Zii::SKILL2, true]
- s4 = [Vocab::guard, "icon", Zii::GUARD, true]
- s5 = [Vocab::item, "icon", Zii::ITEM, true]
- s6 = [Vocab::escape, "icon", Zii::ESCAPE, true]
- setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
- super(72, 356, [s1, s2, s3, s4, s5, s6], setting)
- self.active = false
- set_spin
- when 4
- s1 = [Vocab::attack, "icon", Zii::ATTACK, true]
- s2 = ["魔法", "icon", Zii::SKILL3, true]
- s3 = ["元素", "icon", Zii::SKILL4, true]
- s4 = [Vocab::guard, "icon", Zii::GUARD, true]
- s5 = [Vocab::item, "icon", Zii::ITEM, true]
- s6 = [Vocab::escape, "icon", Zii::ESCAPE, true]
- setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
- super(72, 356, [s1, s2, s3, s4, s5, s6], setting)
- self.active = false
- set_spin
- else
- s1 = [Vocab::attack, "icon", Zii::ATTACK, true]
- s2 = [Vocab::skill, "icon", Zii::SKILL, true]
- s3 = [Vocab::guard, "icon", Zii::GUARD, true]
- s4 = [Vocab::item, "icon", Zii::ITEM, true]
- s5 = [Vocab::escape, "icon", Zii::ESCAPE, true]
- setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
- super(72, 356, [s1, s2, s3, s4, s5], setting)
- self.active = false
- set_spin
- end
- end
- #--------------------------------------------------------------------------
- # ● 按下取消键时的处理
- #--------------------------------------------------------------------------
- def process_cancel
- #Sound.play_cancel
- #Input.update
- #deactivate
- #call_cancel_handler
- end
- #--------------------------------------------------------------------------
- # ● 调用“取消”的处理方法
- #--------------------------------------------------------------------------
- def call_cancel_handler
- #call_handler(:cancel)
- end
-
- def clear_command_list
- @list = []
- end
- def add_command(name, symbol, enabled = true, ext = nil)
- @list.push({:name=>name, :symbol=>symbol, :enabled=>enabled, :ext=>ext})
- end
- #--------------------------------------------------------------------------
- # ● 获取显示行数
- #--------------------------------------------------------------------------
- def visible_line_number
- return 5#4
- end
- #--------------------------------------------------------------------------
- # ● 生成指令列表
- #--------------------------------------------------------------------------
- def make_command_list
- return unless @actor
- add_attack_command
- add_skill_commands
- add_guard_command
- add_item_command
- add_escape_command
- end
- #--------------------------------------------------------------------------
- # ☆ 添加逃跑指令
- #--------------------------------------------------------------------------
- def add_escape_command
- add_command(Vocab::escape, :escape, BattleManager.can_escape?)
- end
- #--------------------------------------------------------------------------
- # ● 添加攻击指令
- #--------------------------------------------------------------------------
- def add_attack_command
- add_command(Zii::ATTACK, :attack, @actor.attack_usable?)
- end
- #--------------------------------------------------------------------------
- # ● 添加技能指令
- #--------------------------------------------------------------------------
- def add_skill_commands
- @actor.added_skill_types.sort.each do |stype_id|
- name = $data_system.skill_types[stype_id]
- add_command(name, :skill, true, stype_id)
- refresh2
- end
- end
- #--------------------------------------------------------------------------
- # ● 添加防御指令
- #--------------------------------------------------------------------------
- def add_guard_command
- add_command(Vocab::guard, :guard, @actor.guard_usable?)
- end
- #--------------------------------------------------------------------------
- # ● 添加物品指令
- #--------------------------------------------------------------------------
- def add_item_command
- add_command(Vocab::item, :item)
- end
- #--------------------------------------------------------------------------
- # ● 设置
- #--------------------------------------------------------------------------
- def setup(actor)
- @actor = actor
- clear_command_list
- make_command_list
- refresh
- #select(0)
- activate
- open
- self.index = 0
- set_spin
- end
- #--------------------------------------------------------------------------
- # ● セットアップ
- # actor : アクター
- #--------------------------------------------------------------------------
- #def setup(actor)
- # @commands[0][2] = Zii::ATTACK
- # @commands[1][0] = Vocab::skill
- # if actor.weapons[0] != nil
- # n = actor.weapons[0].icon_index
- # @commands[0][2] = n if n > 0
- # end
- # #@commands[1][0] = actor.class.skill_name if actor.class.skill_name_valid
- # add_skill_commands
- # self.index = 0
- # set_spin
- #end
- end
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