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本帖最后由 仙芋 于 2010-8-3 13:04 编辑
我自己没有新仙剑的战斗菜单
所以到处拼拼的仿制了一个
可是用下来问题多多
希望有高手解答:
1) 我在特技说明只写了 "剑芒如雨直落,攻击敌方全体"
可以它却把另外一个特技(炎咒)说明也显示出来了
而这个炎咒的说明都会在每一种特技说明之后显示
另外,原本的特技图像也消失了
如下图:
2) 当我按完普通攻击后 (脚本中的Attack)
按 ESC 想要还原前一步
再按特技选单的时候
特技图像和特技说明都一拼消失了
如下图:
请问有什么解决方法?
我的脚本:
脚本1: 這個脚本針對问题1- #==============================================================================
- #==============================================================================
- module Momo_IconCommand
- # 图标名称设定
- ATTACK_ICON_NAME = "Attack" # 攻撃
- SKILL_ICON_NAME = "Skill" # 特技
- GUARD_ICON_NAME = "Guard" # 防御
- ITEM_ICON_NAME = "Thing" # 物品
- # X坐标修正
- X_PLUS = -320
- # Y坐标修正
- Y_PLUS = -100
- # 选择时图标的动作
- # 0:静止 1:放大
- SELECT_TYPE = 0
- # 闪烁时光芒的颜色
- FLASH_COLOR = Color.new(255, 255, 255, 128)
- # 闪烁时间
- FLASH_DURATION = 10
- # 闪烁间隔
- FLASH_INTERVAL = 20
- # 是否写出文字的名称
- COM_NAME_DROW = false
- # 文字名称是否移动
- COM_NAME_MOVE = false
- # 文字内容
- ATTACK_NAME = "攻击" # 攻击
- SKILL_NAME = "特技" # 特技
- GUARD_NAME = "防御" # 防御
- ITEM_NAME = "物品" # 物品
- # 文字颜色
- COM_NAME_COLOR = Color.new(255, 255, 255, 255)
- # 文字坐标修正
- COM_NAME_X_PLUS = 0
- COM_NAME_Y_PLUS = 0
- end
- class Window_CommandIcon < Window_Selectable
- attr_accessor :last_index
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(x, y, commands)
- super(x, y, 37, 37)
- # ウィンドウスキンに空文字列を指定してウィンドウを描画しないようにする
- self.windowskin = RPG::Cache.windowskin("")
- @item_max = commands.size
- @commands = commands
- @column_max = commands.size
- @index = 0
- @last_index = nil
- @name_sprite = nil
- @sprite = []
- refresh
- end
- def dispose
- super
- for sprite in @sprite
- sprite.dispose unless sprite.nil?
- end
- @name_sprite.dispose unless @name_sprite.nil?
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- @name_sprite.dispose unless @name_sprite.nil?
- for sprite in @sprite
- sprite.dispose unless sprite.nil?
- end
- @name_sprite = nil
- draw_com_name if Momo_IconCommand::COM_NAME_DROW
- @sprite = []
- for i in 0...@item_max
- draw_item(i)
- end
- end
- #--------------------------------------------------------------------------
- # ● 項目の描画
- #--------------------------------------------------------------------------
- def draw_item(index)
- @sprite[index] = Sprite_Icon.new(nil, @commands[index])
- @sprite[index].z = self.z + 1
- end
- def draw_com_name
- @name_sprite = Sprite_Comm_Name.new(nil, get_com_name)
-
- end
-
- # 更新
- def update
- super
- #--------------------------------------------------------------------------
-
- if Input.repeat?(Input::DOWN)
- $game_system.se_play($data_system.cursor_se)
- @index = 2
- end
- if Input.repeat?(Input::UP)
- $game_system.se_play($data_system.cursor_se)
- @index = 0
- end
- if Input.repeat?(Input::RIGHT)
- $game_system.se_play($data_system.cursor_se)
- @index = 3
- end
- if Input.repeat?(Input::LEFT)
- $game_system.se_play($data_system.cursor_se)
- @index = 1
- end
-
- #--------------------------------------------------------------------------
- icon_update
- com_name_update if Momo_IconCommand::COM_NAME_DROW
- if move_index?
- @last_index = self.index
- end
- end
- # アイコンの更新
- def icon_update
- qx = 25
- qy = 385
- for i in [email protected]
- @sprite[i].active = (self.index == i)
- @sprite[0].x = 40 +qx
- @sprite[0].y = -15 +qy
- @sprite[1].x = 0 + qx
- @sprite[1].y = 23 + qy
- @sprite[2].x = 40 + qx
- @sprite[2].y = 59 + qy
- @sprite[3].x = 81 + qx
- @sprite[3].y = 23 + qy
- #@sprite[i].x = self.x + i * 56
- #@sprite[i].y = self.y + 0
- @sprite[i].z = (self.index == i) ? self.z + 2 : self.z + 1
- @sprite[i].visible = self.visible
- @sprite[i].update
- end
- end
- # コマンドネームの更新
- def com_name_update
- if move_index?
- @name_sprite.name = get_com_name
- end
- @name_sprite.x = self.x - 12 + Momo_IconCommand::COM_NAME_X_PLUS
- @name_sprite.y = self.y - 40 + Momo_IconCommand::COM_NAME_Y_PLUS
- @name_sprite.z = self.z + 1
- @name_sprite.active = self.active
- @name_sprite.visible = self.visible
- @name_sprite.update
- end
- def get_com_name
- make_name_set if @name_set.nil?
- name = @name_set[self.index]
- name = "" if name.nil?
- return name
- end
- def make_name_set
- @name_set = []
- @name_set[0] = Momo_IconCommand::ATTACK_NAME
- @name_set[1] = Momo_IconCommand::SKILL_NAME
- @name_set[2] = Momo_IconCommand::GUARD_NAME
- @name_set[3] = Momo_IconCommand::ITEM_NAME
- end
- def move_index?
- return self.index != @last_index
- end
- def need_reset
- @name_sprite.need_reset = true if Momo_IconCommand::COM_NAME_DROW
- end
- end
- # アイコン用スプライト
- class Sprite_Icon < Sprite
- attr_accessor :active
- attr_accessor :icon_name
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(viewport, icon_name)
- super(viewport)
- @icon_name = icon_name
- @last_icon = @icon_name
- @count = 0
- self.bitmap = RPG::Cache.icon(@icon_name)
- self.ox = self.bitmap.width / 2
- self.oy = self.bitmap.height / 2
- @active = false
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- def dispose
- if self.bitmap != nil
- self.bitmap.dispose
- end
- super
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- def update
-
-
- super
- if @icon_name != @last_icon
- @last_icon = @icon_name
- self.bitmap = RPG::Cache.icon(@icon_name)
- end
- if @active
- @count += 1
- case Momo_IconCommand::SELECT_TYPE
- when 0
- icon_flash
- when 1
- icon_zoom
- end
- @count = 0 if @count == 20
- else
- icon_reset
- end
- end
- def icon_flash
-
-
-
- if @count % Momo_IconCommand::FLASH_INTERVAL == 0 or @count == 1
- self.flash(Momo_IconCommand::FLASH_COLOR, Momo_IconCommand::FLASH_DURATION)
- end
- end
- def icon_zoom
- case @count
- when 1..10
- zoom = 1.0 + @count / 10.0
- when 11..20
- zoom = 2.0 - (@count - 10) / 10.0
- end
- self.zoom_x = zoom
- self.zoom_y = zoom
- end
- def icon_reset
- @count = 0
- self.zoom_x = 1.0
- self.zoom_y = 1.0
- end
- end
- # コマンドネーム用スプライト
- class Sprite_Comm_Name < Sprite
- attr_accessor :active
- attr_accessor :name
- attr_accessor :need_reset
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(viewport, name)
- super(viewport)
- @name = name
- @last_name = nil
- @count = 0
- @x_plus = 0
- @opa_plus = 0
- @need_reset = false
- @active = false
- self.bitmap = Bitmap.new(160, 32)
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- def dispose
- if self.bitmap != nil
- self.bitmap.dispose
- end
- super
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- def update
-
-
-
- super
- if @active
- if need_reset?
- @need_reset = false
- @last_name = @name
- text_reset
- end
- move_text if Momo_IconCommand::COM_NAME_MOVE
- end
- end
- def move_text
- @count += 1
- @x_plus = [@count * 8, 80].min
- self.y = 0
- self.x = self.x - 300 - @x_plus
- self.opacity = @count * 25
- end
- def text_reset
- @count = 0
- @x_plus = 0
- self.bitmap.clear
- self.bitmap.font.color = Momo_IconCommand::COM_NAME_COLOR
- self.bitmap.draw_text(0, 0, 160, 32, @name)
- end
- def need_reset?
- return (@name != @last_name or @need_reset)
- end
- end
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● プレバトルフェーズ開始
- #--------------------------------------------------------------------------
- alias scene_battle_icon_command_start_phase1 start_phase1
- def start_phase1
- com1 = Momo_IconCommand::ATTACK_ICON_NAME
- com2 = Momo_IconCommand::SKILL_ICON_NAME
- com3 = Momo_IconCommand::GUARD_ICON_NAME
- com4 = Momo_IconCommand::ITEM_ICON_NAME
- @actor_command_window = Window_CommandIcon.new(0, 0, [com1, com2, com3, com4])
- @actor_command_window.y = 160
- @actor_command_window.back_opacity = 160
- $fff = 0
- @actor_command_window.active = false
- # @actor_command_window.visible = false
- @actor_command_window.update
- scene_battle_icon_command_start_phase1
- end
- #--------------------------------------------------------------------------
- # ● アクターコマンドウィンドウのセットアップ
- #--------------------------------------------------------------------------
- alias scene_battle_icon_command_phase3_setup_command_window phase3_setup_command_window
- def phase3_setup_command_window
- scene_battle_icon_command_phase3_setup_command_window
- # アクターコマンドウィンドウの位置を設定
- @actor_command_window.x = 1000
- @actor_command_window.y = 1000
- @actor_command_window.need_reset
- end
- def command_window_actor_x(index)
- $game_party.actors[index].screen_x + Momo_IconCommand::X_PLUS
- end
- def command_window_actor_y(index)
- $game_party.actors[index].screen_y + Momo_IconCommand::Y_PLUS
- end
- end
- #==============================================================================
- #==============================================================================
复制代码 脚本2: |
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