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本帖最后由 iisnow 于 2012-4-8 10:22 编辑
1.- #==============================================================================
- # ■ WndProc
- #==============================================================================
- module WndProc
- Graphics.resize_screen(554, 416)
- # Graphics.frame_rate = 120
- #--------------------------------------------------------------------------
- # ● 常量
- #--------------------------------------------------------------------------
- Enter = 0x0D
- Alt = 0x12
- F1 = 0x70
- F2 = 0x71
- F4 = 0x73
- F12 = 0x7B
- KeyCode = [
- # Enter,
- # Alt,
- # F2,
- # F1,
- # F12
- ]
- @@FindWindowEx = Win32API.new("user32","FindWindowEx","llpp","l")
- @@ShowWindow = Win32API.new("user32", "ShowWindow", "li", "i")
- @@FindWindow = Win32API.new("user32", "FindWindow", "pp", "l")
- @@ReSetProc = Win32API.new("WndProc", "ReSetProc", "l", "l")
- @@SetDLL = Win32API.new("WndProc", "SetDLL", "p", "v")
- @@OldProc = Win32API.new("WndProc", "OldProc", "llll", "l")
- @@UseRMWndProc = Win32API.new("WndProc", "UseRMWndProc", "", "v")
- @@GetPriProStr = Win32API.new("kernel32", "GetPrivateProfileString", "pppplp", "l")
- @@SendMessage = Win32API.new("user32", "SendMessage", "llll", "l")
- @@Start = Win32API.new("RGSSEx1", "Start", 'V', 'L')
- @@Stop = Win32API.new("RGSSEx1", "Stop", 'V', 'L')
- @@OnFocus = Win32API.new("RGSSEx1", "OnFocus", 'V', 'L')
- WM_PAINT = 0x000f
- WM_HELP = 0x0053
- WM_CLOSE = 0x0010
- WM_CHAR = 0x0102
- WM_ACTIVATEAPP = 0x001C
- WM_WINDOWPOSCHANGED = 0x0047
- WM_SETCURSOR = 0x0020
- WM_COMMAND = 0x0111
- WM_SYSCOMMAND = 0x0112
- # 是否初始化过
- @@inid ||= false
- # 函数
- module_function
- #--------------------------------------------------------------------------
- # ● 初始化
- #--------------------------------------------------------------------------
- def init
- return if @@inid # 防止重复
- @@inid = true
- self.re_set_proc # 重置窗口过程
- @@reg_back_proc = {} # 注册的消息响应
- end
- #-------------------------------------------------------------------------
- # ● 注册消息响应
- #--------------------------------------------------------------------------
- def reg_back_msg(message, proc)
- @@reg_back_proc[message] ||= []
- @@reg_back_proc[message] << proc
- end
- #--------------------------------------------------------------------------
- # ● 注销消息响应
- #--------------------------------------------------------------------------
- def unreg_back_msg(message, proc)
- @@reg_back_proc[message] ||= []
- @@reg_back_proc[message].delete(proc)
- end
- #--------------------------------------------------------------------------
- # ● 窗口句柄
- #--------------------------------------------------------------------------
- def launcher_hwnd
- hwnd = @@FindWindowEx.call(0, 0, nil, "6R_City_Launcher".u2s)
- return hwnd
- end
- #--------------------------------------------------------------------------
- # ● 窗口句柄
- #--------------------------------------------------------------------------
- def hwnd
- buffer = "\000"*256
- @@GetPriProStr.call("Game", "Title", "", buffer, 256, "./Game.ini")
- buffer.delete!("\000")
- hwnd = @@FindWindow.call("RGSS Player", buffer)
- return hwnd
- end
- #--------------------------------------------------------------------------
- # ● 设置连接库
- #--------------------------------------------------------------------------
- def set_dll
- libname = "\000" * 256
- @@GetPriProStr.call("Game", "Library", "", buffer, 256, "./Game.ini")
- libname.delete!("\000")
- @@SetDLL.call(libname)
- end
- #--------------------------------------------------------------------------
- # ● 重置
- #--------------------------------------------------------------------------
- def re_set_proc
- @@ReSetProc.call(self.hwnd)
- end
- #--------------------------------------------------------------------------
- # ● 新的回调函数
- #--------------------------------------------------------------------------
- def proc(hwnd, message, wParam, lParam)
- # 处理消息
- case message
- when WM_CLOSE
- use_rm_proc
- when WM_CHAR
- use_rm_proc
- when WM_ACTIVATEAPP
- use_rm_proc
- when WM_WINDOWPOSCHANGED
- use_rm_proc
- when WM_COMMAND
- use_rm_proc
- when WM_SYSCOMMAND
- use_rm_proc
- when WM_PAINT
- #ShowCursor.call(0)
- when WM_HELP
- #ShowCursor.call(1)
- end
- unless @@reg_back_proc[message].nil?
- @@reg_back_proc[message].each do |back_proc|
- back_proc.call(hwnd, message, wParam, lParam)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 本消息调用RM的过程
- #--------------------------------------------------------------------------
- def use_rm_proc
- @@UseRMWndProc.call()
- end
- #--------------------------------------------------------------------------
- # ● 关闭启动程序
- #--------------------------------------------------------------------------
- def close_launcher
- exit if self.launcher_hwnd == 0
- @@SendMessage.call(self.launcher_hwnd, WM_CLOSE, 0, 0)
- end
- #--------------------------------------------------------------------------
- # ● 显示游戏窗口
- #--------------------------------------------------------------------------
- def show_window
- @@ShowWindow.call(self.hwnd, 5)
- end
- #--------------------------------------------------------------------------
- # ● 开始后台运行
- #--------------------------------------------------------------------------
- def start_bg
- @@Start.call
- end
- #--------------------------------------------------------------------------
- # ● 停止后台运行
- #--------------------------------------------------------------------------
- def stop_bg
- @@Stop.call
- end
- #--------------------------------------------------------------------------
- # ● 设置焦点
- #--------------------------------------------------------------------------
- def bg_on_focus
- @@OnFocus.call
- end
- end
- begin
- WndProc.close_launcher
- WndProc.show_window
- WndProc.start_bg
- #~ # WndProc.init
- rescue
- p $!
- end
- module Input
- InputUpdate = method :update
- InputTrigger = method :trigger?
- InputPress = method :press?
- InputRepeat = method :repeat?
- InputDir4 = method :dir4
- InputDir8 = method :dir8
- def self.update
- InputUpdate.call if WndProc.bg_on_focus != 0
- end
- def self.trigger?(num)
- return WndProc.bg_on_focus != 0 ? InputTrigger.call(num) : false
- end
- def self.press?(num)
- return WndProc.bg_on_focus != 0 ? InputPress.call(num) : false
- end
- def self.repeat?(num)
- return WndProc.bg_on_focus != 0 ? InputRepeat.call(num) : false
- end
- def self.dir4
- return WndProc.bg_on_focus != 0 ? InputDir4.call : 0
- end
- def self.dir8
- return WndProc.bg_on_focus != 0 ? InputDir8.call : 0
- end
- end
- #==============================================================================
- # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
- #==============================================================================
复制代码 怎样后台运行?
2.- =begin
- --------------------------------------------------------------------------
- 详尽任务显示界面 v2.1
- --------------------------------------------------------------------------
- By 叶子
-
- 日期与更新
- 3-29-2006 -v1.0
- 4-3-2006 -v2.0
- -可以改变文字颜色,显示变量,显示图标,显示图片
- -大幅简化了编写任务内容的过程,加入自动换行功能
- -精简了窗口,使其还可以用作图鉴系统、日记系统等等
- 4-6-2006 -v2.1
- -增加了获得全部任务与删除全部任务命令
- -改正通假字,修改了示例任务3
- --------------------------------------------------------------------------
- 改版 by snstar2006
-
- 修改部分:
- - 将XP的一些脚本改成VX版的
- - 将窗口大小缩放成VX的大小(依照比例)
- - 将一些会变成很长的脚本精简
- (如:用$game_pary.item_no(物品编号)
- 代替原来的$game_party.item_number($data_items[物品编号]) = ="好长)
- - 精简一些代码,将 Window_Task_Name 和Window_Task 重合部分用继承方式精简
- - 依照VX的 RGSS2 规范编写 Scene_Task
- - 增加使用16进位颜色代码变换字体颜色功能
- - 修改Scene_Menu的召唤方式,使脚本新手使用起来更容易
-
- --------------------------------------------------------------------------
- 顾名思义,就是显示任务数据的界面
- 任务数据要预先在这里设定好
- 下载范例工程,能帮助你更快更好地掌握使用方法
- --------------------------------------------------------------------------
- 使用方法:
-
- 1、召唤任务显示界面:$scene = Scene_Task.new
-
- 可以在事件中的「脚本」指令加入这段东西,
- 又或者修改 Scene_Menu 来增加一个显示任务的选项。
- 如果是修改 Scene_Menu 增加選項的話,请使用
-
- $scene = Scene_Task.new(任务在菜单的index)
-
- 例如:$scene = Scene_Task.new(7)
-
- 2、设置任务数据
-
- 2.1、相关内容解析
-
- 所有内容文字必须用双引号括住
-
- 名称:任务的名字(显示在左边窗口中),大小为172×32,如果全部为文字的话,
- 够放九个全角字符
-
- 简介:任务的介绍(显示在右边窗口中),宽308,高不限
-
- 文字可以自动换行
-
- 2.1.1、控制码解析
-
- 名称和内容均可用控制码,注意两条反斜杠都要打!
-
- \\v[n] 显示n号变量
- \\c[n] 改变字体颜色。n 为窗口外观图片中所设定的颜色,可为0-31
- \\c[HRRGGBB]设定字体颜色为RRGGBB色, RRGGBB 为16进位颜色代码
- \\n[i] 显示i号角色名字
- \\i[图标编号] 显示图标 # 图标编号为图标在IconSet里的顺序
- \\p[文件名] 显示图片
-
- 2.1.2、高级:内嵌表达式
-
- 请参考帮助-脚本入门-字符串-内嵌表达式相关内容。
- 它可以用来在任务的名称和简介那里显示变量。
- 常用的表达式(注意不要漏了井号和大括号):
- #{$game_variables[n]} ——插入n号变量的值
- #{$game_party.item_no(n)} —— 插入持有n号物品数量
- 同理还有 weapon_no,armor_no
- 还可以预先定义一个变量,再插入(例子见示例任务3-灵魂线)
-
- 2.2、注意事项
-
- 2.2.1、括号、逗号和双引号 [ ] , " 必须使用半角符号(英文输入),
- 引号内的内容则没有关系
-
- 2.2.2、单引号 ' 和双引号 " 的区别:
- 为了不出错误,全部用双引号吧!当然如果你对Ruby很熟悉,那就没所谓了
-
- 2.3、开始设置吧!
- 从107行开始设置任务数据,可以参考示例任务来设置,请仔细阅读附加讲解
-
- 3、接受任务
-
- 事件里的「脚本」指令输入:get_task(任务ID)
- 例如 get_task(1) 就是接受1号任务
-
- 3.1、获得全部任务
-
- 事件里的「脚本」指令输入:get_all_task
- 这个功能基本上是用来在编写好所有任务数据后测试排版的
-
-
- 4、完成/删除任务
-
- 事件里的「脚本」指令输入:finish_task(任务ID)
- 例如 finish_task(1) 就是完成1号任务
-
- 注意:本脚本不负责完成任务后的奖励之类的东西,请自行在事件中判断,
- 这里的完成任务指的是从任务列表中删去此任务
-
- 4.1、删除全部任务
-
- 事件里的「脚本」指令输入:finish_all_task
- 作为获得全部任务的对应功能存在,似乎不会怎么用到
- =end
- class Scene_Task
- # 这里设置任务内容翻页音效
- CHANGE_PAGE_SE = "Audio/SE/046-Book01"
- end
- class Game_Party
- #--------------------------------------------------------------------------
- # ● 设置任务资料
- #--------------------------------------------------------------------------
- def get_tasks_info
- @tasks_info = []
- 名称 = "\\c[6]逃"
- 简介 = "\\c[6]快跑
- 任务目标:
- \\c[9]别管那么多了,快逃吧!'
- end
- end
- #==============================================================================
- # ■ Interpreter
- #------------------------------------------------------------------------------
- # 执行事件命令的解释器。本类在 Game_System 类
- # 与 Game_Event 类的内部使用。
- #==============================================================================
- class Game_Interpreter
- #--------------------------------------------------------------------------
- # ● 接受任务
- #--------------------------------------------------------------------------
- def get_task(id)
- task = $game_party.tasks_info[id]
- return true if (task.nil? or $game_party.current_tasks.include?(task.id))
- $game_party.current_tasks.unshift(task.id)
- return true
- end
- #--------------------------------------------------------------------------
- # ● 获得全部任务
- #--------------------------------------------------------------------------
- def get_all_task
- # 清空当前任务
- $game_party.current_tasks.clear
- for task in $game_party.tasks_info
- next if task.nil?
- $game_party.current_tasks.unshift(task.id)
- end
- return true
- end
- #--------------------------------------------------------------------------
- # ● 完成/放弃任务
- #--------------------------------------------------------------------------
- def finish_task(id)
- task = $game_party.tasks_info[id]
- return true if task.nil?
- $game_party.current_tasks.delete(task.id)
- return true
- end
- #--------------------------------------------------------------------------
- # ● 删除全部任务
- #--------------------------------------------------------------------------
- def finish_all_task
- $game_party.current_tasks.clear
- return true
- end
- end
- #==============================================================================
- # ■ Game_Party
- #------------------------------------------------------------------------------
- # 处理同伴的类。包含金钱以及物品的信息。本类的实例
- # 请参考 $game_party。
- #==============================================================================
- class Game_Party
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_writer :latest_task # 上次查看的任务
- #--------------------------------------------------------------------------
- # ● 取得任务资料
- #--------------------------------------------------------------------------
- def tasks_info
- if @tasks_info.nil?
- get_tasks_info
- end
- return @tasks_info
- end
- #--------------------------------------------------------------------------
- # ● 取得当前任务
- #--------------------------------------------------------------------------
- def current_tasks
- if @current_tasks.nil?
- @current_tasks = []
- end
- return @current_tasks
- end
- #--------------------------------------------------------------------------
- # ● 上次查看的任务
- #--------------------------------------------------------------------------
- def latest_task
- if !current_tasks.include?(@latest_task)
- @latest_task = current_tasks[0]
- end
- return @latest_task
- end
- end
- #==============================================================================
- # ■ Game_Task
- #------------------------------------------------------------------------------
- # 处理任务的类。包含任务的信息。
- #==============================================================================
- class Game_Task
- attr_accessor :name # 名称
- attr_accessor :briefing # 简介
- def initialize(name, briefing)
- @name = name
- @briefing = briefing
- end
- def height
- text = @briefing.clone
- x = 0
- y = 64
- min_y = 0
- # 限制文字处理
- begin
- last_text = text.clone
- text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
- end until text == last_text
- text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
- $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
- end
- # 为了方便、将 "\\\\" 变换为 "\000"
- text.gsub!(/\\\\/) { "\000" }
- # "\C" 变为 "\001"
- text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
- # "\I" 变为 "\002"
- text.gsub!(/\\[Ii]/) { "\002" }
- # "\P" 变为 "\003"
- text.gsub!(/\\[Pp]/) { "\003" }
- # c 获取 1 个字 (如果不能取得文字就循环)
- while ((c = text.slice!(/./m)) != nil)
- # \\ 的情况下
- if c == "\000"
- # 还原为本来的文字
- c = "\\"
- end
- # \C[n] 的情况下
- if c == "\001"
- # 更改文字色
- text.sub!(/\[([0-9a-zA-Z]+)\]/, "")
- # 下面的文字
- next
- end
- # 图标的情况下
- if c == "\002"
- icon_name = ''
- while ((cha = text.slice!(/./m)) != ']')
- next if cha == '['
- icon_name += cha
- end
- if x + 24 > 368
- x = 0
- y += [24, min_y].max
- min_y = 0
- end
- x += 28
- next
- end
- # 图片的情况下
- if c == "\003"
- pic_name = ''
- while ((cha = text.slice!(/./m)) != ']')
- next if cha == '['
- pic_name += cha
- end
- pic = Cache.picture(pic_name)
- if x + pic.width > 368
- x = 0
- y += [24, min_y].max
- min_y = 0
- end
- x += pic.width
- min_y = [pic.height, 24].max
- next
- end
- # 另起一行文字的情况下
- if c == "\n"
- y += [24, min_y].max
- min_y = 0
- x = 0
- # 下面的文字
- next
- end
- # 自动换行处理
- if x + 22 > 368
- y += [24, min_y].max
- min_y = 0
- x = 0
- end
- # x 为要描绘文字的加法运算
- x += 22
- end
- return (y + [24, min_y].max)
- end
- def id
- return $game_party.tasks_info.index(self)
- end
- end
- #==============================================================================
- # ■ Window_Task_Name
- #------------------------------------------------------------------------------
- # 任务名称显示窗口。
- #==============================================================================
- class Window_Task_Name < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize(tasks)
- super(0, 0, 204, 416)
- @tasks = []
- for id in tasks
- @tasks.push($game_party.tasks_info[id])
- end
- @item_max = tasks.size
- self.contents = Bitmap.new(
- self.width - 32, @item_max == 0 ? 32 : @item_max * 32)
- refresh
- self.index = 0
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- if @tasks != []
- for task in @tasks
- draw_item(task)
- end
- else
- draw_blank
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘项目
- #--------------------------------------------------------------------------
- def draw_item(task)
- text = task.name.clone
- y = @tasks.index(task) * WLH
- chenge_special_character(text, 0, y)
- end
- #--------------------------------------------------------------------------
- # ● 描绘空行
- #--------------------------------------------------------------------------
- def draw_blank
- self.contents.font.color = Color.new(255, 255, 255, 128)
- rect = Rect.new(4, 0, self.contents.width - 8, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- self.contents.draw_text(rect, '当前没有任何任务')
- end
- #--------------------------------------------------------------------------
- # ● 获取任务
- #--------------------------------------------------------------------------
- def task
- return @tasks[self.index]
- end
- end
-
- #==============================================================================
- # ■ Window_Task
- #------------------------------------------------------------------------------
- # 任务内容显示窗口。
- #==============================================================================
- class Window_Task < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize(task_id)
- super(204, 0, 340, 416)
- refresh(task_id)
- end
- #--------------------------------------------------------------------------
- # ● 刷新内容
- #--------------------------------------------------------------------------
- def refresh(task_id)
- self.oy = 0
- self.visible = true
- return if task_id.nil?
- task = $game_party.tasks_info[task_id]
- if !task.nil?
- self.contents = Bitmap.new(self.width - 32, task.height)
- else
- self.contents = Bitmap.new(self.width - 32, self.height - 32)
- return
- end
- self.contents.font.color = normal_color
- # 描绘任务内容
- draw_task_info(task)
- end
- #--------------------------------------------------------------------------
- # ● 描绘任务内容
- #--------------------------------------------------------------------------
- def draw_task_info(task)
- self.contents.font.color = normal_color
- # 描绘任务简介
- chenge_special_character(task.briefing.clone)
- end
- end
- class Window_Base < Window
- def chenge_special_character(text, x=0, y=0)
- # 记录换行时y坐标最小加值
- min_y = 0
- # 限制文字处理
- begin
- last_text = text.clone
- text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
- end until text == last_text
- text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
- $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
- end
- # 为了方便、将 "\\\\" 变换为 "\000"
- text.gsub!(/\\\\/) { "\000" }
- # "\C" 变为 "\001"
- text.gsub!(/\\[Cc]\[([0-9a-zA-Z]+)\]/) { "\001[#{$1}]" }
- # "\I" 变为 "\002"
- text.gsub!(/\\[Ii]/) { "\002" }
- # "\P" 变为 "\003"
- text.gsub!(/\\[Pp]/) { "\003" }
- # c 获取 1 个字 (如果不能取得文字就循环)
- while ((c = text.slice!(/./m)) != nil)
- # \\ 的情况下
- if c == "\000"
- # 还原为本来的文字
- c = "\\"
- end
- # \C[n] 的情況下
- if c == "\001"
- # 更改文字色
- text.sub!(/\[([0-9a-zA-Z]+)\]/, "")
- # 如果是设定RGB颜色
- if $1[0,1]=="H"
- # 先拷贝一下文字
- c=$1.dup
- # 分3段分别取出R,G,B颜色
- c.sub!(/H([0-9A-Fa-f]{2})([0-9A-Fa-f]{2})([0-9A-Fa-f]{2})/, "")
- # 设定文字颜色
- self.contents.font.color = Color.new($1.to_i(16), $2.to_i(16), $3.to_i(16))
- else
- color = $1.to_i
- if color >= 0 and color <= 31
- self.contents.font.color = text_color(color)
- elsif color == 32
- self.contents.font.color = disabled_color
- elsif color == 33
- self.contents.font.color = system_color
- end
- end
- # 下面的文字
- next
- end
- # 图标的情况下
- if c == "\002"
- icon_name = ''
- while ((cha = text.slice!(/./m)) != ']')
- next if cha == '['
- icon_name += cha
- end
- if x + 24 > self.contents.width
- x = 0
- y += [WLH, min_y].max
- min_y = 0
- end
- draw_icon(icon_name.to_i, x+4, y+4, true)
- x += 28
- next
- end
- # 图片的情况下
- if c == "\003"
- pic_name = ''
- while ((cha = text.slice!(/./m)) != ']')
- next if cha == '['
- pic_name += cha
- end
- pic = Cache.picture(pic_name)
- if x + pic.width > self.contents.width
- x = 0
- y += [WLH, min_y].max
- min_y = 0
- end
- self.contents.blt(x + 4, y, pic, Rect.new(0, 0, pic.width, pic.height))
- x += pic.width
- min_y = [pic.height, WLH].max
- next
- end
- # 另起一行文字的情况下
- if c == "\n"
- y += [WLH, min_y].max
- min_y = 0
- x = 0
- # 下面的文字
- next
- end
- # 自动换行处理
- if x + self.contents.text_size(c).width > self.contents.width
- y += [WLH, min_y].max
- min_y = 0
- x = 0
- end
- # 描绘文字
- self.contents.draw_text(4 + x, y, 40, WLH, c)
- # x 为要描绘文字的加法运算
- x += self.contents.text_size(c).width
- end
- end
- end
- class Game_Party < Game_Unit
- def item_no(n)
- return item_number($data_items[n])
- end
- def weapon_no(n)
- return item_number($data_weapons[n])
- end
- def armor_no(n)
- return item_number($data_armors[n])
- end
- end
- #==============================================================================
- # ■ Scene_Task
- #------------------------------------------------------------------------------
- # 处理任务画面的类。
- #==============================================================================
- class Scene_Task < Scene_Base
- def initialize(index=nil)
- @menu_index = index
- end
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def start
- # 刷新任务资料
- $game_party.get_tasks_info
- # 生成任务名称窗口
- @task_names_window = Window_Task_Name.new($game_party.current_tasks)
- @task_names_window.active = true
- if $game_party.current_tasks != []
- @task_names_window.index = $game_party.current_tasks.index($game_party.latest_task)
- end
- # 生成任务内容窗口
- @task_info_window = Window_Task.new($game_party.latest_task)
- @task_info_window.active = true
- end
- def terminate
- # 释放窗口
- @task_names_window.dispose
- @task_info_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- # 刷新窗口
- @task_names_window.update
- @task_info_window.update
- update_task_names_window
- end
- #--------------------------------------------------------------------------
- # ● 刷新任务名称窗口
- #--------------------------------------------------------------------------
- def update_task_names_window
- # 按下 B 键的情况下
- if Input.trigger?(Input::B)
- # 演奏取消 SE
- Sound.play_cancel
- # 这里设置返回的场景,返回地图是Scene_Map.new,菜单是Scene_Menu.new(任务界面index)
- if @menu_index == nil
- $scene = Scene_Menu.new
- else
- $scene = Scene_Menu.new(@menu_index)
- end
- return
- end
- # 按下 C 键的情况下
- if Input.trigger?(Input::C)
- # 无任务可显示的话
- if @task_names_window.task == nil
- # 演奏冻结 SE
- Sound.play_buzzer
- return
- end
- # 如果光标没有移动的话,翻页
- if $game_party.latest_task == @task_names_window.task.id
- if @task_info_window.oy + @task_info_window.height - 32 > @task_info_window.contents.height
- @task_info_window.oy = 0
- else
- @task_info_window.oy += 480-32
- end
- if @task_info_window.contents.height > @task_info_window.height - 32
- # 演奏翻页 SE
- Sound.se_play(CHANGE_PAGE_SE)
- end
- else
- @task_info_window.refresh(@task_names_window.task.id)
- $game_party.latest_task = @task_names_window.task.id
- # 演奏确定 SE
- Sound.play_decision
- end
- end
- end
- end
- #==============================================================================
- # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
- #==============================================================================
- # def get_tasks_info
- # @tasks_info = []
-
- #-讲解-
- # 三个示例任务由浅入深,其实只要看懂第一个就可以使用了。
- # 任务的写法多种多样,不限于这三个任务的方法
- #----
- #-----------------------------
- # 示例任务1:沙漠中的五叶花
- #-----------------------------
- # 名称 = "\\c[6]帮忙拿5瓶药水"
- #-讲解-
- # 注意!脚本编辑器的变色功能并不是非常完善,所以换行后字变黑了,但仍然是字符
- # 串的一部分,所以不要忘记在内容最后打一个双引号
- # 按回车是强制换行
- #----
- # 简介 = "\\c[6]帮忙拿5瓶药水
- #\\c[9]任务目标:
- #获得5瓶药水,交给任务测试人员
- #\\c[0]药水数目:\\v[1]/5
- #任务测试人员:
- #\\c[Hff0000]快点!我等着你的好消息"
- #-讲解-
- # 每个任务最后一定要加上:
- # @tasks_info[任务ID] = Game_Task.new(名称, 简介)
- # 接受任务和完成任务都是用这个任务ID来索引
- #----
- # @tasks_info[1] = Game_Task.new(名称, 简介)
-
- #-----------------------------
- # 示例任务2:克萝莉亚的药瓶
- #-----------------------------
- # 名称 = "\\c[6]克萝莉亚的药瓶"
- #-讲解-
- # 这里使用了字符串相加,例如 s = "a" + "b" ,s 就是 "ab"
- # 还用了内嵌表达式,$game_party.item_number(38) 就是38号物品的数量
- #----
- # 简介 = 名称 + "
-
- #\\c[9]任务目标:
- #问克萝莉亚要一个药瓶,交给西露达
- #\\c[0]药瓶:#{$game_party.item_no(1)}/1
- #西露达:
- #克萝莉亚就在西边的屋子里"
- # @tasks_info[2] = Game_Task.new(名称, 简介)
-
- #-----------------------------
- # 示例任务3:灵魂线
- #-----------------------------
- #-讲解-
- # 这里用了条件判断,当3号变量大于等于1时,加上“完成”字样,同时变色
- #----
- # if $game_variables[3] >= 1
- # 名称 = "\\c[8]灵魂线(完成)"
- # item = "\\c[8]灵魂线:#{$game_variables[3]}/1 (完成)"
- # else
- # 名称 = "\\c[2]灵魂线"
- # item = "\\c[0]灵魂线:#{$game_variables[3]}/1"
- # end
- #-讲解-
- # 预先定义变量,用内嵌表达式插入
- # 最后用了显示图标
- #----
- # 简介 = "#{名称}
-
- #\\c[9]任务目标:
- #找到埋起来的灵魂线,交给克萝莉亚
- #{item}
- #\\c[0]克萝莉亚:
- #灵魂线就埋在其中一棵树下,给我好好找\\i[157]"
- # @tasks_info[3] = Game_Task.new(名称, 简介)
-
- # end
- #end
- #==============================================================================
- # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
- #==============================================================================
- module RPG
- class Weapon
- def description
- description = @description.split(/@/)[0]
- return description != nil ? description : ''
- end
- def desc
- desc = @description.split(/@/)[1]
- return desc != nil ? desc : "普通物品"
- end
- end
- class Item
- def description
- description = @description.split(/@/)[0]
- return description != nil ? description : ''
- end
- def desc
- desc = @description.split(/@/)[1]
- return desc != nil ? desc : "普通物品"
- end
- end
- class Armor
- def description
- description = @description.split(/@/)[0]
- return description != nil ? description : ''
- end
- def desc
- desc = @description.split(/@/)[1]
- return desc != nil ? desc : "普通物品"
- end
- end
- end
- class Harts_Window_ItemTitle < Window_Base
- def initialize
- super(0, 0, 160, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 0, 120, 32, Vocab::item, 1)
- end
- end
- class Harts_Window_ItemCommand < Window_Selectable
- attr_accessor :commands
- def initialize
- super(0, 64, 160, 296)
- self.index = 0
- refresh
- end
-
- def addcommand
- @commands = []
- for i in 1...$data_items.size
- if $game_party.item_number($data_items[i]) > 0
- push = true
- for com in @commands
- if com == $data_items[i].desc
- push = false
- end
- end
- if push == true
- @commands.push($data_items[i].desc)
- end
- end
- end
- for i in 1...$data_weapons.size
- if $game_party.item_number($data_weapons[i]) > 0
- push = true
- for com in @commands
- if com == $data_weapons[i].desc
- push = false
- end
- end
- if push == true
- @commands.push($data_weapons[i].desc)
- end
- end
- end
- for i in 1...$data_armors.size
- if $game_party.item_number($data_armors[i]) > 0
- push = true
- for com in @commands
- if com == $data_armors[i].desc
- push = false
- end
- end
- if push == true
- @commands.push($data_armors[i].desc)
- end
- end
- end
- if @commands == []
- @commands.push("其他物品")
- end
- @item_max = @commands.size
- end
-
- def refresh
- addcommand
- create_contents
- for i in 0...@item_max
- draw_item(i, normal_color)
- end
- end
-
- def draw_item(index, color)
- y = index * WLH
- self.contents.font.color = color
- if @commands[index] != nil
- self.contents.draw_text(4,y, 172, WLH, @commands[index])
- end
- end
- def update_help
- @help_window.set_text(@commands[self.index])
- end
- end
- class Harts_Window_ItemList < Window_Selectable
-
- def initialize
- super(160, 0, 384, 360)
- self.index = 0
- refresh
- end
-
- def item
- return @data[self.index]
- end
-
- def refresh
- @data = []
- end
-
- def set_item(command)
- refresh
- for i in 1...$data_items.size
- if $game_party.item_number($data_items[i]) > 0 and $data_items[i].desc == command
- @data.push($data_items[i])
- end
- end
- for i in 1...$data_weapons.size
- if $game_party.item_number($data_weapons[i]) > 0 and $data_weapons[i].desc == command
- @data.push($data_weapons[i])
- end
- end
- for i in 1...$data_armors.size
- if $game_party.item_number($data_armors[i]) > 0 and $data_armors[i].desc == command
- @data.push($data_armors[i])
- end
- end
- @item_max = @data.size
- if @item_max > 0
- self.contents = Bitmap.new(width - 32, row_max * 32)
- self.contents.clear
- for i in 0...@item_max
- draw_item(i)
- end
- end
- end
-
- def item_number
- return @item_max
- end
-
- def draw_item(index)
- rect = item_rect(index)
- self.contents.clear_rect(rect)
- item = @data[index]
- if item != nil
- number = $game_party.item_number(item)
- enabled = $game_party.item_can_use?(item)
- rect.width -= 4
- draw_item_name(item, rect.x, rect.y, enabled)
- self.contents.draw_text(rect, sprintf(":%2d", number), 2)
- end
- end
-
- def update_help
- @help_window.set_text(self.item == nil ? "" : self.item.description)
- end
- end
- class Harts_Window_Help < Window_Base
-
- def initialize
- super(0, 360, 544, WLH + 32)
- end
- def set_text(text, align = 0)
- if text != @text or align != @align
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 0, self.width - 40, WLH , text, align)
- @text = text
- @align = align
- end
- end
- end
- class Harts_Window_MenuStatus < Window_Selectable
- def initialize(x, y)
- super(x, y, 288, 416)
- refresh
- self.active = false
- self.index = -1
- end
- def refresh
- self.contents.clear
- @item_max = $game_party.members.size
- for actor in $game_party.members
- x = 8
- y = actor.index * 96 + WLH / 2
- draw_actor_name(actor, x, y)
- draw_actor_class(actor, x + 120, y)
- draw_actor_level(actor, x, y + WLH * 1)
- draw_actor_state(actor, x, y + WLH * 2)
- draw_actor_hp(actor, x + 120, y + WLH * 1)
- draw_actor_mp(actor, x + 120, y + WLH * 2)
- end
- end
- def update_cursor
- if @index < 0
- self.cursor_rect.empty
- elsif @index < @item_max
- self.cursor_rect.set(0, @index * 96, contents.width, 96)
- elsif @index >= 100
- self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
- else
- self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
- end
- end
- end
- class Scene_Item < Scene_Base
- def start
- super
- create_menu_background
- @viewport = Viewport.new(0, 0, 544, 416)
- @itemtitle_window = Harts_Window_ItemTitle.new
- @itemcommand_window = Harts_Window_ItemCommand.new
- @command_index = @itemcommand_window.index
- @itemcommand_window.refresh
- @itemlist_window = Harts_Window_ItemList.new
- @itemlist_window.active = false
- @help_window = Harts_Window_Help.new
- @help_window.viewport = @viewport
- @target_window = Harts_Window_MenuStatus.new(96, 0)
- @itemcommand_window.help_window = @help_window
- @itemlist_window.help_window = @help_window
- @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
- hide_target_window
- end
- def terminate
- super
- dispose_menu_background
- @viewport.dispose
- @itemtitle_window.dispose
- @itemcommand_window.dispose
- @itemlist_window.dispose
- @help_window.dispose
- @target_window.dispose
- end
- def return_scene
- $scene = Scene_Menu.new(0)
- end
- def update
- super
- update_menu_background
- @help_window.update
- @itemlist_window.update
- @itemcommand_window.update
- @target_window.update
- @itemcommand_window.refresh
- if @command_index != @itemcommand_window.index
- @itemlist_window.index = 0
- @command_index = @itemcommand_window.index
- @itemcommand_window.update_help
- @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
- end
- if @itemcommand_window.active
- @itemcommand_window.update_help
- update_itemcommand
- elsif @itemlist_window.active
- update_itemlist
- elsif @target_window.active
- update_target_selection
- end
- end
- def update_itemcommand
- if Input.trigger?(Input::B)
- Sound.play_cancel
- return_scene
- return
- end
- if Input.trigger?(Input::C)
- if @itemlist_window.item_number == 0
- Sound.play_buzzer
- return
- end
- Sound.play_decision
- @itemcommand_window.active = false
- @itemlist_window.index = 0
- @itemlist_window.active = true
- return
- end
- end
- def update_itemlist
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @itemcommand_window.active = true
- @itemlist_window.active = false
- @itemcommand_window.index = @command_index
- elsif Input.trigger?(Input::C)
- @item = @itemlist_window.item
- if @item != nil
- $game_party.last_item_id = @item.id
- end
- if $game_party.item_can_use?(@item)
- Sound.play_decision
- determine_item
- else
- Sound.play_buzzer
- end
- end
- end
- def determine_item
- if @item.for_friend?
- show_target_window(@itemlist_window.index % 2 == 0)
- if @item.for_all?
- @target_window.index = 99
- else
- if $game_party.last_target_index < @target_window.item_max
- @target_window.index = $game_party.last_target_index
- else
- @target_window.index = 0
- end
- end
- else
- use_item_nontarget
- end
- end
- def update_target_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- if $game_party.item_number(@item) == 0
- @itemlist_window.refresh
- end
- @itemlist_window.active = true
- @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
- hide_target_window
- @itemlist_window.active = true
- elsif Input.trigger?(Input::C)
- if not $game_party.item_can_use?(@item)
- Sound.play_buzzer
- else
- determine_target
- end
- end
- end
- def determine_target
- used = false
- if @item.for_all?
- for target in $game_party.members
- target.item_effect(target, @item)
- used = true unless target.skipped
- end
- else
- $game_party.last_target_index = @target_window.index
- target = $game_party.members[@target_window.index]
- target.item_effect(target, @item)
- used = true unless target.skipped
- end
- if used
- use_item_nontarget
- else
- Sound.play_buzzer
- end
- end
- def show_target_window(right)
- @itemlist_window.active = false
- width_remain = 544 - @target_window.width
- @target_window.x = right ? width_remain : 0
- @target_window.visible = true
- @target_window.active = true
- if right
- @viewport.rect.set(0, 0, width_remain, 416)
- @viewport.ox = 0
- else
- @viewport.rect.set(@target_window.width, 0, width_remain, 416)
- @viewport.ox = @target_window.width
- end
- end
- def hide_target_window
- @target_window.visible = false
- @target_window.active = false
- @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
- @viewport.rect.set(0, 0, 544, 416)
- @viewport.ox = 0
- end
- def use_item_nontarget
- Sound.play_use_item
- $game_party.consume_item(@item)
- @itemlist_window.draw_item(@itemlist_window.index)
- @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
- @target_window.refresh
- if $game_party.all_dead?
- $scene = Scene_Gameover.new
- elsif @item.common_event_id > 0
- $game_temp.common_event_id = @item.common_event_id
- $scene = Scene_Map.new
- end
- end
- end
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