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Lv1.梦旅人
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的确挺麻烦,主要是因为这个脚本把待机的队员直接放到 $game_party.actors 中,在战斗之前从这个数组中删除不出场的队员,战斗结束添加回来……这可能是为了方便菜单状态窗口、存/读档窗口中显示整个队员数组以及队员数组元素的交换
如果想要将前线队员撤下而不是与候补交换,则必须考虑到逐个描绘 actor 信息的地方~因为撤下而不交换队员就会在 $game_party.actors 中产生一些空元素 nil,自然就不能描绘了
可以试试看下面这个,主要修改了 Window_MenuStatus 的队员交换,Window_Base 的 actor 信息描绘,Window_SaveFile 的行走图描绘和 Scene_Save 中保存 nil 元素:
- #==============================================================================
- # 本?本?自www.66RPG.com,使用和???保留此信息
- #==============================================================================
- # ▼▲▼ XRXS26. 人物扩张系统 ver..05 ▼▲▼
- # by 桜雅 在土
- #==============================================================================
- # □ 初始化定义
- #==============================================================================
- module XRXS26
- FRONT_MEMBER_LIMIT = 4 # 战斗参战人数最大值
- BACKWARD_MEMBER_LIMIT = 6 # 待机人数最大值
- BACKWARD_EXP_GAINABLE = true # 待机人物是否获得经验
- MENU_STATUS_STRETCH = false # 3人以下的时候,菜单是否拉伸大小
- end
- #------------------------------------------------------------------------------
- # 菜单页面状态
- #------------------------------------------------------------------------------
- class Window_MenuStatus < Window_Selectable
- # 列数
- COLUMN_MAX = 1
- # 光标高度
- CURSOR_HEIGHT = 96
- # 一行的高度
- LINE_HEIGHT = 116
- end
- #------------------------------------------------------------------------------
- # 菜??景
- #------------------------------------------------------------------------------
- class Scene_Menu
- MENU_MEMBER_CHANGE_KEY_GO = Input::RIGHT # 进入键
- MENU_MEMBER_CHANGE_KEY_END = Input::LEFT # 离开键
- MENU_MEMBER_CHANGE_INDEX_MIN = 0 # 可更换角色最小编号
- FORCETOBATTLE_ACTORS = [] # 不能待机的角色编号
- UMBATTLABLE_ACTORS = [] # 不能加入战斗的角色编号
- UNMOVABLE_ACTORS = [] # 不能移动的角色编号
- end
- #------------------------------------------------------------------------------
- #
- # 解説
- # Game_Partyの @actors のうち先頭から↑FRONT_MEMBER_LIMIT番目までのアクターを
- # 戦闘メンバーとして、それ以上を待機メンバーとして扱います。
- #
- #==============================================================================
- # ■ Game_Party
- #==============================================================================
- class Game_Party
- #--------------------------------------------------------------------------
- # ○ インクルード
- #--------------------------------------------------------------------------
- include XRXS26
- #--------------------------------------------------------------------------
- # ○ 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_reader :backword_actors # 待機アクター
- attr_accessor :front_size
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias xrxs26_initialize initialize
- def initialize
- xrxs26_initialize
- # 待機メンバー配列を初期化
- @backword_actors = []
- @front_size = 0
- end
- #--------------------------------------------------------------------------
- # ● アクターを加える
- #--------------------------------------------------------------------------
- def add_actor(actor_id)
- # アクターを取得
- actor = $game_actors[actor_id]
- # このアクターがパーティにいない場合
- if not @actors.include?(actor)
- # 満員でないならメンバーに追加
- if @actors.size < (FRONT_MEMBER_LIMIT + BACKWARD_MEMBER_LIMIT)
- if @front_size < FRONT_MEMBER_LIMIT
- @front_size += 1
- end
- # # アクターを追加
- @actors.push(actor)
- # プレイヤーをリフレッシュ
- $game_player.refresh
- end
- end
- end
- def refresh
- new_actors = []
- for i in [email protected]
- if $data_actors[@actors[i].id] != nil
- new_actors.push(@actors[i] == nil ? nil : $game_actors[@actors[i].id])
- end
- end
- @actors = new_actors
- end
- def check_map_slip_damage
- for actor in @actors
- next if actor == nil
- if actor.hp > 0 and actor.slip_damage?
- actor.hp -= [actor.maxhp / 100, 1].max
- if actor.hp == 0
- $game_system.se_play($data_system.actor_collapse_se)
- end
- $game_screen.start_flash(Color.new(255,0,0,128), 4)
- $game_temp.gameover = $game_party.all_dead?
- end
- end
- end
- end
- class Window_Base
- def draw_actor_name(actor, x, y)
- return if actor == nil
- self.contents.font.color = normal_color
- self.contents.draw_text(x, y, 120, 32, actor.name)
- end
- def draw_actor_class(actor, x, y)
- return if actor == nil
- self.contents.font.color = normal_color
- self.contents.draw_text(x, y, 236, 32, actor.class_name)
- end
- alias xrxs26_draw_actor_level draw_actor_level
- def draw_actor_level(actor, x, y)
- return if actor == nil
- xrxs26_draw_actor_level(actor, x, y)
- end
- alias xrxs26_make_battler_state_text make_battler_state_text
- def make_battler_state_text(battler, width, need_normal)
- return if battler == nil
- xrxs26_make_battler_state_text(battler, width, need_normal)
- end
- def draw_actor_state(actor, x, y, width = 120)
- return if actor == nil
- text = make_battler_state_text(actor, width, true)
- self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
- self.contents.draw_text(x, y, width, 32, text)
- end
- alias xrxs26_draw_actor_hp draw_actor_hp
- def draw_actor_hp(actor, x, y, width = 144)
- return if actor == nil
- xrxs26_draw_actor_hp(actor, x, y, width = 144)
- end
- alias xrxs26_draw_actor_sp draw_actor_sp
- def draw_actor_sp(actor, x, y, width = 144)
- return if actor == nil
- xrxs26_draw_actor_sp(actor, x, y, width = 144)
- end
- end
- class Scene_Save
- def write_save_data(file)
- characters = []
- for i in 0...$game_party.actors.size
- if $game_party.actors[i] == nil
- characters.push(nil)
- else
- actor = $game_party.actors[i]
- characters.push([actor.character_name, actor.character_hue])
- end
- end
- # 寫入描繪遊戲存檔用的角色資料
- Marshal.dump(characters, file)
- # 寫入測量遊戲時間用的畫面計數
- Marshal.dump(Graphics.frame_count, file)
- # 增加 1 次存檔次數
- $game_system.save_count += 1
- # 儲存魔法編號
- # (將編輯器儲存的值以隨機值取代)
- $game_system.magic_number = $data_system.magic_number
- # 寫入各種遊戲物件
- Marshal.dump($game_system, file)
- Marshal.dump($game_switches, file)
- Marshal.dump($game_variables, file)
- Marshal.dump($game_self_switches, file)
- Marshal.dump($game_screen, file)
- Marshal.dump($game_actors, file)
- Marshal.dump($game_party, file)
- Marshal.dump($game_troop, file)
- Marshal.dump($game_map, file)
- Marshal.dump($game_player, file)
- end
- end
- class Window_SaveFile
- def refresh
- self.contents.clear
- # 描繪檔案編號
- self.contents.font.color = normal_color
- name = "檔案 #{@file_index + 1}"
- self.contents.draw_text(4, 0, 600, 32, name)
- @name_width = contents.text_size(name).width
- # 遊戲存檔存在的情況下
- if @file_exist
- # 描繪角色
- for i in [email protected]
- next if @characters[i] == nil
- bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
- cw = bitmap.rect.width / 4
- ch = bitmap.rect.height / 4
- src_rect = Rect.new(0, 0, cw, ch)
- #x = 300 - @characters.size * 32 + i * 64 - cw / 2
- x = i * 64
- #p @characters[i], x
- self.contents.blt(x, 68 - ch, bitmap, src_rect)
- end
- # 描繪遊戲時間
- hour = @total_sec / 60 / 60
- min = @total_sec / 60 % 60
- sec = @total_sec % 60
- time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 8, 600, 32, time_string, 2)
- # 描繪時間字串
- self.contents.font.color = normal_color
- time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
- self.contents.draw_text(4, 40, 600, 32, time_string, 2)
- end
- end
- end
- #==============================================================================
- # ■ Spriteset_Battle
- #==============================================================================
- class Spriteset_Battle
- #--------------------------------------------------------------------------
- # ● インクルード
- #--------------------------------------------------------------------------
- include XRXS26
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- alias xrxs26_initialize initialize
- def initialize
- xrxs26_initialize
- #
- # 以下、五人目以降のアクタースプライトの追加処理---
- #
- # アクターが表示されるビューポートを、とりあえず先頭の人から取得しとく(素
- actor_viewport = @actor_sprites[0].viewport
- # 戦闘参加メンバーが5人以上の場合
- if FRONT_MEMBER_LIMIT > 4
- for i in 5..FRONT_MEMBER_LIMIT
- # アクタースプライトを追加
- @actor_sprites.push(Sprite_Battler.new(actor_viewport))
- @actor_sprites[i-1].battler = $game_party.actors[i-1]
- end
- end
- # ビューポートを更新
- actor_viewport.update
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● インクルード
- #--------------------------------------------------------------------------
- include XRXS26
- #--------------------------------------------------------------------------
- # ● メイン処理 をパーティメンバー処理ではさむ
- #--------------------------------------------------------------------------
- alias xrxs26_main main
- def main
- # 待機メンバーへ退避----------
- $game_party.backword_actors[0,0] = $game_party.actors[FRONT_MEMBER_LIMIT, BACKWARD_MEMBER_LIMIT]
- $game_party.actors[FRONT_MEMBER_LIMIT, BACKWARD_MEMBER_LIMIT] = nil
- $game_party.actors.compact!
- # メイン処理
- xrxs26_main
- # 待機メンバーから復帰
- $game_party.actors[$game_party.actors.size,0] = $game_party.backword_actors
- $game_party.backword_actors.clear
- end
- #--------------------------------------------------------------------------
- # ● アフターバトルフェーズ開始
- #--------------------------------------------------------------------------
- alias xrxs26_start_phase5 start_phase5
- def start_phase5
- # 「待機メンバー経験値獲得」が有効 and 待機アクターが一人以上いる
- if BACKWARD_EXP_GAINABLE and $game_party.backword_actors.size >= 1
- # 待機メンバーから復帰
- $game_party.actors[$game_party.actors.size,0] = $game_party.backword_actors
- $game_party.backword_actors.clear
- # 呼び戻す
- xrxs26_start_phase5
- # 待機メンバーへ退避----------
- $game_party.backword_actors[0,0] = $game_party.actors[FRONT_MEMBER_LIMIT, BACKWARD_MEMBER_LIMIT]
- $game_party.actors[FRONT_MEMBER_LIMIT, BACKWARD_MEMBER_LIMIT] = nil
- $game_party.actors.compact!
- else
- # 呼び戻す
- xrxs26_start_phase5
- end
- end
- end
- # ▽△▽ XRXL 4. 第二カーソル 機構 ▽△▽
- # by 桜雅 在土
- #==============================================================================
- # --- XRXS. 第二カーソル 機構 ---
- #------------------------------------------------------------------------------
- # ウィンドウに .index2 プロパティを追加します。
- #==============================================================================
- module XRXS_Cursor2
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(x, y, w, h)
- super(x, y, h, w)
- # 補助ウィンドウ(透明)を作成:カーソル専用
- @xrxsc2_window = Window_Selectable.new(self.x, self.y, self.width, self.height)
- @xrxsc2_window.opacity = 0
- @xrxsc2_window.active = false
- @xrxsc2_window.index = -1
- end
- #--------------------------------------------------------------------------
- # ○ 第二カーソルの設置
- #--------------------------------------------------------------------------
- def index2
- return @xrxsc2_window.index
- end
- def index2=(index)
- @xrxsc2_window.index = index
- if index == -1
- @xrxsc2_window.cursor_rect.empty
- else
- @xrxsc2_window.x = self.x
- @xrxsc2_window.y = self.y
- @xrxsc2_window.cursor_rect = self.cursor_rect
- end
- end
- #--------------------------------------------------------------------------
- # ○ 先頭の行の設定
- #--------------------------------------------------------------------------
- def top_row=(row)
- super
- # 補助ウィンドウの oy を更新
- pre_oy = @xrxsc2_window.oy
- @xrxsc2_window.oy = self.oy
- @xrxsc2_window.cursor_rect.y -= self.oy - pre_oy
- end
- #--------------------------------------------------------------------------
- # ○ 解放
- #--------------------------------------------------------------------------
- def dispose
- @xrxsc2_window.dispose
- super
- end
- #--------------------------------------------------------------------------
- # ○ X, Y 座標
- #--------------------------------------------------------------------------
- def x=(n)
- super
- @xrxsc2_window.x = self.x unless @xrxsc2_window.nil?
- end
- def y=(n)
- super
- @xrxsc2_window.y = self.y unless @xrxsc2_window.nil?
- end
- end
- # ▼▲▼ XRXS26AX. +入れ替えメニュー ver.2 ▼▲▼ built 081113
- # by 桜雅 在土
- #==============================================================================
- # ■ Window_MenuStatus
- #==============================================================================
- class Window_MenuStatus < Window_Selectable
- #--------------------------------------------------------------------------
- # ○ インクルード
- #--------------------------------------------------------------------------
- include XRXS26
- include XRXS_Cursor2
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_reader :column_max # 列数
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize
- h = 480
- if MENU_STATUS_STRETCH
- h = FRONT_MEMBER_LIMIT * 116 + 16
- end
- super(0, 0, 480, h)
- h = ($game_party.actors.size - 1) * LINE_HEIGHT + CURSOR_HEIGHT
- self.contents = Bitmap.new(width - 32, h)
- refresh
- self.active = false
- self.index = -1
- end
- #--------------------------------------------------------------------------
- # ○ 1 ページに表示できる行数の取得
- #--------------------------------------------------------------------------
- def page_row_max
- if MENU_STATUS_STRETCH
- return FRONT_MEMBER_LIMIT # 戦闘パーティ最大数
- else
- return [FRONT_MEMBER_LIMIT, 4].max # 戦闘パーティ最大数(最低4)
- end
- end
- #--------------------------------------------------------------------------
- # ○ 先頭の行の取得
- #--------------------------------------------------------------------------
- def top_row
- # ウィンドウ内容の転送元 Y 座標を、1 行の高さ LINE_HEIGHT で割る
- return self.oy / LINE_HEIGHT
- end
- #--------------------------------------------------------------------------
- # ○ 先頭の行の設定
- #--------------------------------------------------------------------------
- def top_row=(row)
- super
- self.oy = self.oy/32 * LINE_HEIGHT
- end
- #--------------------------------------------------------------------------
- # ● カーソルの矩形更新
- #--------------------------------------------------------------------------
- def update_cursor_rect
- super
- unless @index < 0
- y = (self.cursor_rect.y + self.oy) * LINE_HEIGHT/32 - self.oy
- self.cursor_rect.set(0, y, self.cursor_rect.width, CURSOR_HEIGHT)
- end
- end
- end
- #==============================================================================
- # ■ Scene_Menu
- #==============================================================================
- class Scene_Menu
- #--------------------------------------------------------------------------
- # ○ インクルード
- #--------------------------------------------------------------------------
- include XRXS26
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- alias xrxs26ax_update update
- def update
- # インデックスを保存
- @status_index = @status_window.index
- # 呼び戻す
- xrxs26ax_update
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (コマンドウィンドウがアクティブの場合)
- #--------------------------------------------------------------------------
- alias xrxs26ax_update_command update_command
- def update_command
- # 呼び戻す
- xrxs26ax_update_command
- # 入れ替え移行キーが押されたとき、@command_window.indexが設定値以上
- if Input.trigger?(MENU_MEMBER_CHANGE_KEY_GO) and
- @command_window.index >= MENU_MEMBER_CHANGE_INDEX_MIN
- # 決定 SE を演奏
- $game_system.se_play($data_system.decision_se)
- # カーソル位置を記憶
- @command_index_before_menu_member_change = @command_window.index
- # 入れ替えウィンドウへ移行
- @command_window.active = false
- @command_window.index = -1
- @status_window.active = true
- @status_window.index = 0
- end
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (ステータスウィンドウがアクティブの場合)
- #--------------------------------------------------------------------------
- alias xrxs26ax_update_status update_status
- def update_status
- # 呼び戻す
- if @command_window.index != -1
- xrxs26ax_update_status
- return
- end
- # B ボタンか入れ替え終了キーが押されたとき
- if ((Input.trigger?(Input::B) or Input.trigger?(MENU_MEMBER_CHANGE_KEY_END)) and
- @status_window.index2 == -1 and
- @status_index%@status_window.column_max == 0)
- # キャンセル SE を演奏
- $game_system.se_play($data_system.cancel_se)
- # コマンドウィンドウをアクティブにする
- @command_window.active = true
- @command_window.index = 0
- @status_window.active = false
- @status_window.index = -1
- return
- end
- # B ボタンが押されたとき
- if Input.trigger?(Input::B) and @status_window.index2 >= 0
- @status_window.index = @status_window.index2
- @status_window.index2 = -1
- return
- end
- # 決定キーが押されたとき
- if Input.trigger?(Input::C)
- if @status_window.index2 == -1
- if UNMOVABLE_ACTORS.include?($game_party.actors[@status_window.index].id)
- # ブザー SE を演奏
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 決定 SE を演奏
- $game_system.se_play($data_system.decision_se)
- # メンバーの入れ替え一人目の決定
- @status_window.index2 = @status_window.index
- else
- if UNMOVABLE_ACTORS.include?($game_party.actors[@status_window.index].id)
- # ブザー SE を演奏
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # どちらかが戦闘メンバー かつ どちらかが戦闘禁止アクター の場合
- if (@status_window.index < FRONT_MEMBER_LIMIT or
- @status_window.index2 < FRONT_MEMBER_LIMIT) and
- (UMBATTLABLE_ACTORS.include?($game_party.actors[@status_window.index].id) or
- UMBATTLABLE_ACTORS.include?($game_party.actors[@status_window.index2].id))
- # ブザー SE を演奏
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # どちらかが待機メンバー かつ どちらかが待機禁止アクター の場合
- if (@status_window.index >= FRONT_MEMBER_LIMIT or
- @status_window.index2 >= FRONT_MEMBER_LIMIT) and
- (FORCETOBATTLE_ACTORS.include?($game_party.actors[@status_window.index].id) or
- FORCETOBATTLE_ACTORS.include?($game_party.actors[@status_window.index2].id))
- # ブザー SE を演奏
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 決定 SE を演奏
- $game_system.se_play($data_system.decision_se)
- # メンバーの入れ替え二人目の決定と入れ替えの実行
- actor2 = $game_party.actors[@status_window.index]
- actor = $game_party.actors[@status_window.index2]
- $game_party.actors[@status_window.index2] = actor2
- $game_party.actors[@status_window.index] = actor
- ##########################################################
- if @status_window.index >= FRONT_MEMBER_LIMIT or
- @status_window.index2 >= FRONT_MEMBER_LIMIT
- $game_party.front_size -= 1
- end
- bA = $game_party.actors[@status_window.index] == nil
- bB = $game_party.actors[@status_window.index2] == nil
- if (bA ^ bB) and (@status_window.index < FRONT_MEMBER_LIMIT or
- @status_window.index2 < FRONT_MEMBER_LIMIT)
- for i in 0...4
- if $game_party.actors[i] == nil
- for j in i + 1...4
- if $game_party.actors[j] != nil
- $game_party.actors[i] = $game_party.actors[j]
- $game_party.actors[j] = nil
- break
- end
- end
- end
- end
- end
- ##########################################################
- @status_window.index = @status_window.index2
- @status_window.index2 = -1
- # プレイヤーをリフレッシュ
- $game_player.refresh
- # ステータスウィンドウをリフレッシュ
- @status_window.refresh
- end
- return
- end
- end
- end
-
- #============================================================================================
- # 本脚本来自www.66RPG.com,转载和使用请保留此信息
- #============================================================================================
- # ▼▲▼ XRXS26BX. +BUZZデザイン ▼▲▼ built 033109
- # by 桜雅 在土
- #==============================================================================
- # □ 初始化定义
- #==============================================================================
- class Window_MenuStatus < Window_Selectable
- #
- # 不显示能力值的角色编号
- #
- NO_PARAMETER_ACTORS = []
- end
- #==============================================================================
- # ■ Window_MenuStatus
- #==============================================================================
- class Window_MenuStatus < Window_Selectable
- #--------------------------------------------------------------------------
- # ○ インクルード
- #--------------------------------------------------------------------------
- include XRXS26
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_reader :newitem_window
- attr_reader :bottomkeyhelp_window
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias xrxs26bx_initialize initialize
- def initialize
- # 呼び戻す
- xrxs26bx_initialize
- # 寄生してウィンドウを作成
- # ボトルキーヘルプウィンドウ
- @bottomkeyhelp_window = Window_BottomKeyHelp.new
- @bottomkeyhelp_window.visible = false
- # 設定変更
- self.height = 448
- self.contents = Bitmap.new(width - 32, height - 32)
- refresh
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- @item_max = 10#$game_party.actors.size
- @column_max = 2
- y = (FRONT_MEMBER_LIMIT+1)/2 * 64 + 28
- self.contents.font.size = 16
- self.contents.font.color = system_color
- self.contents.draw_text(4, 0, 92, 28, "戰鬥人物:")
- self.contents.draw_text(4, 175, 92, 28, "待機人物:")
- for i in 0...$game_party.actors.size
- ####################################
- next if $game_party.actors[i] == nil
- ####################################
- x = 64 + i%2 * 224
- y = i/2 * 72 + 24
- actor = $game_party.actors[i]
- if i >= FRONT_MEMBER_LIMIT
- y += 32
- self.contents.font.color = disabled_color
- self.contents.draw_text(x, y, 120, 32, actor.name)
- else
- draw_actor_name(actor , x , y )
- end
- draw_actor_graphic(actor, x - 40, y + 64)
- unless NO_PARAMETER_ACTORS.include?(actor.id)
- draw_actor_level(actor , x + 94, y )
- draw_actor_hp(actor , x, y + 16)
- draw_actor_sp(actor , x, y + 32)
- draw_actor_state(actor , x, y + 48)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ○ フレーム更新
- #--------------------------------------------------------------------------
- def update
- # ウィンドウを更新
- @bottomkeyhelp_window.update
- super
- end
- #--------------------------------------------------------------------------
- # ○ 解放
- #--------------------------------------------------------------------------
- def dispose
- @bottomkeyhelp_window.dispose
- super
- end
- #--------------------------------------------------------------------------
- # ● カーソルの矩形更新
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if @index < 0
- self.cursor_rect.empty
- else
- y = @index/2 * 72 + 28
- if @index >= FRONT_MEMBER_LIMIT
- y += 32
- end
- self.cursor_rect.set(@index%2 * 224, y, 224, 72)
- end
- end
- end
- #==============================================================================
- # ■ Scene_Menu
- #==============================================================================
- class Scene_Menu
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- alias xrxs26bx_update update
- def update
- # 登録
- if @bottomkeyhelp_window.nil?
- @bottomkeyhelp_window = @status_window.bottomkeyhelp_window
- @bottomkeyhelp_window.visible = true
- set_keyhelp1
- end
- # 呼び戻す
- xrxs26bx_update
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (コマンドウィンドウがアクティブの場合)
- #--------------------------------------------------------------------------
- alias xrxs26bx_update_command update_command
- def update_command
- # 呼び戻す
- xrxs26bx_update_command
- # 入れ替え移行キーが押されたとき
- if @command_window.index == -1 and @status_window.active
- set_keyhelp2
- end
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (ステータスウィンドウがアクティブの場合)
- #--------------------------------------------------------------------------
- alias xrxs26bx_update_status update_status
- def update_status
- # 保存
- last_index = @status_window.index2
- # 呼び戻す
- xrxs26bx_update_status
- #
- if last_index != @status_window.index2
- # 一人目を選択した場合
- if @status_window.index2 >= 0
- set_keyhelp3
- else
- set_keyhelp2
- end
- end
- # 戻った場合
- unless @status_window.active
- set_keyhelp1
- end
- end
- #--------------------------------------------------------------------------
- # ○ キーヘルプを設定 1
- #--------------------------------------------------------------------------
- def set_keyhelp1
- @bottomkeyhelp_window.clear
- @bottomkeyhelp_window.add("B","關閉本窗口")
- @bottomkeyhelp_window.add("C","確定")
- @bottomkeyhelp_window.add("→","人物順序調整")
- end
- #--------------------------------------------------------------------------
- # ○ キーヘルプを設定 2
- #--------------------------------------------------------------------------
- def set_keyhelp2
- @bottomkeyhelp_window.clear
- @bottomkeyhelp_window.add("←,B","返回")
- @bottomkeyhelp_window.add("C","第一個人物確定")
- end
- #--------------------------------------------------------------------------
- # ○ キーヘルプを設定 3
- #--------------------------------------------------------------------------
- def set_keyhelp3
- @bottomkeyhelp_window.clear
- @bottomkeyhelp_window.add("B","返回")
- @bottomkeyhelp_window.add("C","第二個人物確定")
- end
- end
-
- #==============================================================================
- # □ Window_BottomKeyHelp
- #------------------------------------------------------------------------------
- # 画面下で操作説明をする透明なウィンドウです。
- #==============================================================================
- class Window_BottomKeyHelp < Window_Base
- #--------------------------------------------------------------------------
- # ○ オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize
- super(0, 432, 640, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.opacity = 0
- clear
- end
- #--------------------------------------------------------------------------
- # ○ クリア
- #--------------------------------------------------------------------------
- def clear
- self.contents.clear
- @now_x = 608
- end
- #--------------------------------------------------------------------------
- # ○ 追加
- #--------------------------------------------------------------------------
- def add(key, explanation)
- # 計算
- self.contents.font.size = 20
- x = self.contents.text_size(key).width
- self.contents.font.size = 16
- x += self.contents.text_size(explanation).width + 8
- @now_x -= x
- # 描写
- self.contents.font.size = 20
- self.contents.font.color = system_color
- self.contents.draw_text(@now_x, 0, x, 32, key, 0)
- self.contents.font.size = 16
- self.contents.font.color = normal_color
- self.contents.draw_text(@now_x, 0, x, 32, explanation, 2)
- # 余白
- @now_x -= 32
- end
- end
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2009/04/06 编辑:上面这个脚本存在很多 BUG,更新之后的版本在这里:http://rpg.blue/viewthread.php?t ... 2D4%2D6+4%3A00%3A32
系统信息:本贴由楼主认可为正确答案,66RPG感谢您的热情解答~ |
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