赞 | 0 |
VIP | 0 |
好人卡 | 1 |
积分 | 0 |
经验 | 5635 |
最后登录 | 2016-12-25 |
在线时间 | 115 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 39
- 在线时间
- 115 小时
- 注册时间
- 2012-1-23
- 帖子
- 103
|
- =begin
- ●スクリプト素材ユーザーの方へ
- *インターネット上の素材配布サイト等で入手したスクリプトを使用する際は、
- この位置に新しいセクションを作成し、そこに貼り付けてください。
- (左のリストボックスのポップアップメニューから「挿入」を選択します)
- *その他、素材製作者から特別な指示がある場合は、それに従ってください。
- *原則として『RPGツクールXP』用のスクリプトとは互換性がありませんので、
- 『RPGツクールVX』向けの素材であることを確認してご使用ください。
- ●スクリプト素材製作者の方へ
- *不特定多数のユーザーに向けて配布するスクリプトを開発される場合は、
- なるべく再定義やエイリアスなどを使用し、この位置に貼り付けるだけで
- 動作するように調整されることをお勧めします。
- =end
- #==============================================================================
- # □ XP画面サイズ
- #------------------------------------------------------------------------------
- # Version : 7_20110401
- # by サリサ・タイクーン 修正案 : 八百雨様
- # http://www.tycoon812.com/rgss/
- #==============================================================================
- #==============================================================================
- # □ カスタマイズポイント
- #==============================================================================
- module RGSSLAB
- module XP_Display_Size
- #------------------------------------------------------------------------
- # ● 画面引き伸ばし
- #------------------------------------------------------------------------
- TITLE = true
- GAMEOVER = true
- end
- end
- #------------------------------------------------------------------------------
- #==============================================================================
- # ○ フラグセット(falseにすると、一時的に無効化させます)
- #==============================================================================
- $rrs = {} if $rrs == nil
- $rrs["XP画面サイズ"] = true
- if $rrs["XP画面サイズ"]
- #==============================================================================
- # ○ 導入エラー判定
- #==============================================================================
- if defined? XRXSV1_WindowResizeIntruding
- p "【RGSS研究所:XP画面サイズ】",
- "オートリサイザー/ワイドとは、同時併用できません。"
- exit
- end
- if defined?($VX_640x480)
- p "【RGSS研究所:XP画面サイズ】",
- "RPGツクールVX 解像度640x480対応プロジェクトでは、XP画面サイズはご利用できません。"
- exit
- end
- #==============================================================================
- # ■ Game_Map
- #==============================================================================
- class Game_Map
- #--------------------------------------------------------------------------
- # ● スクロールのセットアップ(alias)
- #--------------------------------------------------------------------------
- alias rgsslab_023_setup_scroll setup_scroll
- def setup_scroll
- rgsslab_023_setup_scroll
- @margin_x = (width - 20) * 256 / 2
- @margin_y = (height - 15) * 256 / 2
- end
- #--------------------------------------------------------------------------
- # ● 遠景表示 X 座標の計算(再定義)
- # bitmap : 遠景ビットマップ
- #--------------------------------------------------------------------------
- def calc_parallax_x(bitmap)
- if bitmap == nil
- return 0
- elsif @parallax_loop_x
- return @parallax_x / 16
- elsif loop_horizontal?
- return 0
- else
- w1 = bitmap.width - 640
- w2 = @map.width * 32 - 640
- if w1 <= 0 or w2 <= 0
- return 0
- else
- return @parallax_x * w1 / w2 / 8
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 遠景表示 Y 座標の計算(再定義)
- # bitmap : 遠景ビットマップ
- #--------------------------------------------------------------------------
- def calc_parallax_y(bitmap)
- if bitmap == nil
- return 0
- elsif @parallax_loop_y
- return @parallax_y / 16
- elsif loop_vertical?
- return 0
- else
- h1 = bitmap.height - 480
- h2 = @map.height * 32 - 480
- if h1 <= 0 or h2 <= 0
- return 0
- else
- return @parallax_y * h1 / h2 / 8
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 下にスクロール(再定義)
- # distance : スクロールする距離
- #--------------------------------------------------------------------------
- def scroll_down(distance)
- if loop_vertical?
- @display_y += distance
- @display_y %= @map.height * 256
- @parallax_y += distance
- else
- last_y = @display_y
- @display_y = [@display_y + distance, (height - 15) * 256].min
- @parallax_y += @display_y - last_y
- end
- end
- #--------------------------------------------------------------------------
- # ● 右にスクロール(再定義)
- # distance : スクロールする距離
- #--------------------------------------------------------------------------
- def scroll_right(distance)
- if loop_horizontal?
- @display_x += distance
- @display_x %= @map.width * 256
- @parallax_x += distance
- else
- last_x = @display_x
- @display_x = [@display_x + distance, (width - 20) * 256].min
- @parallax_x += @display_x - last_x
- end
- end
- end
- #==============================================================================
- # ■ Game_Player
- #==============================================================================
- class Game_Player < Game_Character
- #--------------------------------------------------------------------------
- # ● 定数
- #--------------------------------------------------------------------------
- CENTER_X = (640 / 2 - 16) * 8
- CENTER_Y = (480 / 2 - 16) * 8
- #--------------------------------------------------------------------------
- # ● 画面中央に来るようにマップの表示位置を設定(再定義)
- # x : X 座標
- # y : Y 座標
- #--------------------------------------------------------------------------
- def center(x, y)
- display_x = x * 256 - CENTER_X # 座標を計算
- unless $game_map.loop_horizontal? # 横にループしない?
- max_x = ($game_map.width - 20) * 256 # 最大値を計算
- display_x = [0, [display_x, max_x].min].max # 座標を修正
- end
- display_y = y * 256 - CENTER_Y # 座標を計算
- unless $game_map.loop_vertical? # 縦にループしない?
- max_y = ($game_map.height - 17) * 256 # 最大値を計算
- display_y = [0, [display_y, max_y].min].max # 座標を修正
- end
- $game_map.set_display_pos(display_x, display_y) # 表示位置変更
- end
- end
- #==============================================================================
- # ■ Spriteset_Map
- #==============================================================================
- class Spriteset_Map
- #--------------------------------------------------------------------------
- # ● ビューポートの作成(再定義)
- #--------------------------------------------------------------------------
- def create_viewports
- @viewport1 = Viewport.new(0, 0, 640, 480)
- @viewport2 = Viewport.new(0, 0, 640, 480)
- @viewport3 = Viewport.new(0, 0, 640, 480)
- @viewport2.z = 50
- @viewport3.z = 100
- end
- end
- #==============================================================================
- # ■ Window_Message
- #==============================================================================
- class Window_Message < Window_Selectable
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化(再定義)
- #--------------------------------------------------------------------------
- def initialize
- super(48, 360, 544, 128)
- self.z = 100
- self.active = false
- self.index = -1
- self.openness = 0
- @opening = false # ウィンドウのオープン中フラグ
- @closing = false # ウィンドウのクローズ中フラグ
- @text = nil # 表示すべき残りの文章
- @contents_x = 0 # 次の文字を描画する X 座標
- @contents_y = 0 # 次の文字を描画する Y 座標
- @line_count = 0 # 現在までに描画した行数
- @wait_count = 0 # ウェイトカウント
- @background = 0 # 背景タイプ
- @position = 2 # 表示位置
- @show_fast = false # 早送りフラグ
- @line_show_fast = false # 行単位早送りフラグ
- @pause_skip = false # 入力待ち省略フラグ
- create_gold_window
- create_number_input_window
- create_back_sprite
- end
- #--------------------------------------------------------------------------
- # ● 所持金ウィンドウの作成(再定義)
- #--------------------------------------------------------------------------
- def create_gold_window
- @gold_window = Window_Gold.new(384 + 48, 0 + 32)
- @gold_window.openness = 0
- end
- #--------------------------------------------------------------------------
- # ● ウィンドウの背景と位置の設定(再定義)
- #--------------------------------------------------------------------------
- def reset_window
- @background = $game_message.background
- @position = $game_message.position
- if @background == 0 # 通常ウィンドウ
- self.opacity = 255
- else # 背景を暗くする、透明にする
- self.opacity = 0
- end
- case @position
- when 0 # 上
- self.y = 0 + 32
- @gold_window.y = 360 + 32
- when 1 # 中
- self.y = 144 + 32
- @gold_window.y = 0 + 32
- when 2 # 下
- self.y = 288 + 32
- @gold_window.y = 0 + 32
- end
- end
- end
- #==============================================================================
- # ■ Scene_Title
- #==============================================================================
- class Scene_Title < Scene_Base
- #--------------------------------------------------------------------------
- # ○ オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize
- if defined? XRXSV1_WindowResizeIntruding
- p "【RGSS研究所:XP画面サイズ】",
- "オートリサイザー/ワイドとは、同時併用できません。"
- exit
- end
- if defined?($VX_640x480)
- p "【RGSS研究所:XP画面サイズ】",
- "RPGツクールVX 解像度640x480対応プロジェクトでは、XP画面サイズはご利用できません。"
- exit
- end
- end
- #==========================================================================
- # ■ TITLEがtrueのみ実行
- #==========================================================================
- if RGSSLAB::XP_Display_Size::TITLE
- #------------------------------------------------------------------------
- # ● タイトルグラフィックの作成(再定義)
- #------------------------------------------------------------------------
- def create_title_graphic
- title_bg = Cache.system("Title")
- resize = Bitmap.new(640, 480)
- resize.stretch_blt(resize.rect, title_bg, title_bg.rect)
- @sprite = Sprite.new
- @sprite.bitmap = resize
- end
- end
- #--------------------------------------------------------------------------
- # ● コマンドウィンドウの作成(再定義)
- #--------------------------------------------------------------------------
- def create_command_window
- s1 = Vocab::new_game
- s2 = Vocab::continue
- s3 = Vocab::shutdown
- @command_window = Window_Command.new(172, [s1, s2, s3])
- @command_window.x = (640 - @command_window.width) / 2
- @command_window.y = 288 + 32
- if @continue_enabled # コンティニューが有効な場合
- @command_window.index = 1 # カーソルを合わせる
- else # 無効な場合
- @command_window.draw_item(1, false) # コマンドを半透明表示にする
- end
- @command_window.openness = 0
- @command_window.open
- end
- end
- #==============================================================================
- # ■ GAMEOVERがtrueのみ実行
- #==============================================================================
- if RGSSLAB::XP_Display_Size::GAMEOVER
- #============================================================================
- # ■ Scene_Gameover
- #============================================================================
- class Scene_Gameover < Scene_Base
- #------------------------------------------------------------------------
- # ● ゲームオーバーグラフィックの作成(再定義)
- #------------------------------------------------------------------------
- def create_gameover_graphic
- gameover_bg = Cache.system("GameOver")
- resize = Bitmap.new(640, 480)
- resize.stretch_blt(resize.rect, gameover_bg, gameover_bg.rect)
- @sprite = Sprite.new
- @sprite.bitmap = resize
- end
- end
- end
- #==============================================================================
- # ■ Scene_Menu
- #==============================================================================
- class Scene_Menu < Scene_Base
- #--------------------------------------------------------------------------
- # ● 開始処理(再定義)
- #--------------------------------------------------------------------------
- def start
- @gold_window = Window_Gold.new(48, 392)
- @status_window = Window_MenuStatus.new(208, 32)
- create_menu_background
- create_command_window
- if $rrs["徒歩数表示"]
- # 歩数ウィンドウを作成
- @steps_window = Window_Steps.new
- end
- end
- #--------------------------------------------------------------------------
- # ● コマンドウィンドウの作成(再定義)
- #--------------------------------------------------------------------------
- def create_command_window
- s1 = Vocab::item
- s2 = Vocab::skill
- s3 = Vocab::equip
- s4 = Vocab::status
- s5 = Vocab::save
- s6 = Vocab::game_end
- @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
- @command_window.x = 48
- @command_window.y = 32
- @command_window.index = @menu_index
- if $game_party.members.size == 0 # パーティ人数が 0 人の場合
- @command_window.draw_item(0, false) # アイテムを無効化
- @command_window.draw_item(1, false) # スキルを無効化
- @command_window.draw_item(2, false) # 装備を無効化
- @command_window.draw_item(3, false) # ステータスを無効化
- end
- if $game_system.save_disabled # セーブ禁止の場合
- @command_window.draw_item(4, false) # セーブを無効化
- end
- end
- end
- #==============================================================================
- # ■ Scene_Item
- #==============================================================================
- class Scene_Item < Scene_Base
- #--------------------------------------------------------------------------
- # ● 開始処理(再定義)
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- @viewport = Viewport.new(0, 0, 640, 480)
- @help_window = Window_Help.new
- @help_window.viewport = @viewport
- @help_window.x = 48
- @help_window.y = 32
- @item_window = Window_Item.new(48, 88, 544, 360)
- @item_window.viewport = @viewport
- @item_window.help_window = @help_window
- @item_window.active = false
- @target_window = Window_MenuStatus.new(0, 32)
- hide_target_window
- end
- #--------------------------------------------------------------------------
- # ● ターゲットウィンドウの表示(再定義)
- #--------------------------------------------------------------------------
- def show_target_window(right)
- @item_window.active = false
- width_remain = 592 - @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, 480)
- @viewport.ox = 0
- else
- @target_window.x = 48
- @viewport.rect.set(@target_window.width, 0, width_remain, 480)
- @viewport.ox = @target_window.width
- end
- end
- #--------------------------------------------------------------------------
- # ● ターゲットウィンドウの非表示(再定義)
- #--------------------------------------------------------------------------
- def hide_target_window
- @item_window.active = true
- @target_window.visible = false
- @target_window.active = false
- @viewport.rect.set(0, 0, 640, 480)
- @viewport.ox = 0
- end
- end
- #==============================================================================
- # ■ Scene_Skill
- #==============================================================================
- class Scene_Skill < Scene_Base
- #--------------------------------------------------------------------------
- # ● 開始処理(再定義)
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- @actor = $game_party.members[@actor_index]
- @viewport = Viewport.new(0, 0, 640, 480)
- @help_window = Window_Help.new
- @help_window.viewport = @viewport
- @help_window.x = 48
- @help_window.y = 32
- @status_window = Window_SkillStatus.new(48, 88, @actor)
- @status_window.viewport = @viewport
- @skill_window = Window_Skill.new(48, 144, 544, 304, @actor)
- @skill_window.viewport = @viewport
- @skill_window.help_window = @help_window
- @target_window = Window_MenuStatus.new(0, 32)
- hide_target_window
- end
- #--------------------------------------------------------------------------
- # ● ターゲットウィンドウの表示(再定義)
- #--------------------------------------------------------------------------
- def show_target_window(right)
- @skill_window.active = false
- width_remain = 592 - @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, 480)
- @viewport.ox = 0
- else
- @target_window.x = 48
- @viewport.rect.set(@target_window.width, 0, width_remain, 480)
- @viewport.ox = @target_window.width
- end
- end
- #--------------------------------------------------------------------------
- # ● ターゲットウィンドウの非表示(再定義)
- #--------------------------------------------------------------------------
- def hide_target_window
- @skill_window.active = true
- @target_window.visible = false
- @target_window.active = false
- @viewport.rect.set(0, 0, 640, 480)
- @viewport.ox = 0
- end
- end
- #==============================================================================
- # ■ Scene_Equip
- #==============================================================================
- class Scene_Equip < Scene_Base
- #--------------------------------------------------------------------------
- # ● 開始処理(再定義)
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- @actor = $game_party.members[@actor_index]
- @help_window = Window_Help.new
- @help_window.x =+ 48
- @help_window.y =+ 32
- create_item_windows
- @equip_window = Window_Equip.new(256, 88, @actor)
- @equip_window.help_window = @help_window
- @equip_window.index = @equip_index
- @status_window = Window_EquipStatus.new(48, 88, @actor)
- end
- #--------------------------------------------------------------------------
- # ● アイテムウィンドウの作成(再定義)
- #--------------------------------------------------------------------------
- def create_item_windows
- @item_windows = []
- for i in 0...EQUIP_TYPE_MAX
- @item_windows[i] = Window_EquipItem.new(48, 240, 544, 208, @actor, i)
- @item_windows[i].help_window = @help_window
- @item_windows[i].visible = (@equip_index == i)
- @item_windows[i].y = 240
- @item_windows[i].height = 208
- @item_windows[i].active = false
- @item_windows[i].index = -1
- end
- end
- end
- #==============================================================================
- # ■ Scene_Status
- #==============================================================================
- class Scene_Status < Scene_Base
- #--------------------------------------------------------------------------
- # ● 開始処理(再定義)
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- @actor = $game_party.members[@actor_index]
- @status_window = Window_Status.new(@actor)
- @status_window.x = 48
- @status_window.y = 32
- end
- end
- #==============================================================================
- # ■ Scene_File
- #==============================================================================
- class Scene_File < Scene_Base
- #--------------------------------------------------------------------------
- # ● 開始処理(再定義)
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- @help_window = Window_Help.new
- @help_window.x = 48
- @help_window.y = 32
- create_savefile_windows
- if @saving
- @index = $game_temp.last_file_index
- @help_window.set_text(Vocab::SaveMessage)
- else
- @index = self.latest_file_index
- @help_window.set_text(Vocab::LoadMessage)
- end
- @savefile_windows[@index].selected = true
- end
- #--------------------------------------------------------------------------
- # ● セーブファイルウィンドウの作成(再定義)
- #--------------------------------------------------------------------------
- def create_savefile_windows
- @savefile_windows = []
- for i in 0..3
- @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
- @savefile_windows[i].x = 48
- @savefile_windows[i].y = 88 + 90 * i
- end
- @item_max = 4
- end
- end
- #==============================================================================
- # ■ Scene_End
- #==============================================================================
- class Scene_End < Scene_Base
- #--------------------------------------------------------------------------
- # ● コマンドウィンドウの作成(再定義)
- #--------------------------------------------------------------------------
- def create_command_window
- s1 = Vocab::to_title
- s2 = Vocab::shutdown
- s3 = Vocab::cancel
- @command_window = Window_Command.new(172, [s1, s2, s3])
- @command_window.x = (640 - @command_window.width) / 2
- @command_window.y = (480 - @command_window.height) / 2
- @command_window.openness = 0
- end
- end
- #==============================================================================
- # ■ Scene_Shop
- #==============================================================================
- class Scene_Shop < Scene_Base
- #--------------------------------------------------------------------------
- # ● 開始処理(再定義)
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- create_command_window
- @help_window = Window_Help.new
- @help_window.x =+ 48
- @help_window.y =+ 32
- @gold_window = Window_Gold.new(432, 88)
- @dummy_window = Window_Base.new(0 + 48, 144, 544, 304)
- @buy_window = Window_ShopBuy.new(0 + 48, 144)
- @buy_window.active = false
- @buy_window.visible = false
- @buy_window.help_window = @help_window
- @sell_window = Window_ShopSell.new(48, 144, 544, 304)
- @sell_window.active = false
- @sell_window.visible = false
- @sell_window.help_window = @help_window
- @number_window = Window_ShopNumber.new(48, 144)
- @number_window.active = false
- @number_window.visible = false
- @status_window = Window_ShopStatus.new(352, 144)
- @status_window.visible = false
- end
- #--------------------------------------------------------------------------
- # ● コマンドウィンドウの作成(再定義)
- #--------------------------------------------------------------------------
- def create_command_window
- s1 = Vocab::ShopBuy
- s2 = Vocab::ShopSell
- s3 = Vocab::ShopCancel
- @command_window = Window_Command.new(384, [s1, s2, s3], 3)
- @command_window.x = 48
- @command_window.y = 88
- if $game_temp.shop_purchase_only
- @command_window.draw_item(1, false)
- end
- end
- end
- #==============================================================================
- # ■ Scene_Debug
- #==============================================================================
- class Scene_Debug < Scene_Base
- #--------------------------------------------------------------------------
- # ● 開始処理(再定義)
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- @left_window = Window_DebugLeft.new(48, 32)
- @right_window = Window_DebugRight.new(224, 32)
- @help_window = Window_Base.new(224, 304, 368, 144)
- @left_window.top_row = $game_temp.debug_top_row
- @left_window.index = $game_temp.debug_index
- @right_window.mode = @left_window.mode
- @right_window.top_id = @left_window.top_id
- end
- end
- #==============================================================================
- # ■ Game_Troop
- #==============================================================================
- class Game_Troop < Game_Unit
- #--------------------------------------------------------------------------
- # ● セットアップ(再定義)
- #--------------------------------------------------------------------------
- def setup(troop_id)
- clear
- @troop_id = troop_id
- @enemies = []
- for member in troop.members
- next if $data_enemies[member.enemy_id] == nil
- enemy = Game_Enemy.new(@enemies.size, member.enemy_id)
- enemy.hidden = member.hidden
- enemy.immortal = member.immortal
- enemy.screen_x = member.x + 48
- enemy.screen_y = member.y + 32
- @enemies.push(enemy)
- end
- make_unique_names
- end
- end
- #==============================================================================
- # ■ Spriteset_Battle
- #==============================================================================
- class Spriteset_Battle
- #--------------------------------------------------------------------------
- # ● ビューポートの作成(再定義)
- #--------------------------------------------------------------------------
- def create_viewports
- @viewport1 = Viewport.new(0, 0, 640, 480)
- @viewport2 = Viewport.new(0, 0, 640, 480)
- @viewport3 = Viewport.new(0, 0, 640, 480)
- @viewport2.z = 50
- @viewport3.z = 100
- end
- #--------------------------------------------------------------------------
- # ● バトルバックスプライトの作成(再定義)
- #--------------------------------------------------------------------------
- def create_battleback
- source = $game_temp.background_bitmap
- bitmap = Bitmap.new(640 + 96, 480 + 64)
- bitmap.stretch_blt(bitmap.rect, source, source.rect)
- bitmap.radial_blur(90, 12)
- @battleback_sprite = Sprite.new(@viewport1)
- @battleback_sprite.bitmap = bitmap
- @battleback_sprite.ox = 320
- @battleback_sprite.oy = 240
- @battleback_sprite.x = 272
- @battleback_sprite.y = 176
- @battleback_sprite.wave_amp = 8
- @battleback_sprite.wave_length = 240
- @battleback_sprite.wave_speed = 120
- end
- #--------------------------------------------------------------------------
- # ● バトルフロアスプライトの作成(再定義)
- #--------------------------------------------------------------------------
- def create_battlefloor
- @battlefloor_sprite = Sprite.new(@viewport1)
- @battlefloor_sprite.bitmap = Cache.system("BattleFloor")
- @battlefloor_sprite.x = 48
- @battlefloor_sprite.y = 192 + 32
- @battlefloor_sprite.z = 1
- @battlefloor_sprite.opacity = 128
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle < Scene_Base
- #--------------------------------------------------------------------------
- # ● 情報表示ビューポートの作成(再定義)
- #--------------------------------------------------------------------------
- def create_info_viewport
- @info_viewport = Viewport.new(48, 320, 544, 128)
- @info_viewport.z = 100
- @status_window = Window_BattleStatus.new
- @party_command_window = Window_PartyCommand.new
- @actor_command_window = Window_ActorCommand.new
- @status_window.viewport = @info_viewport
- @party_command_window.viewport = @info_viewport
- @actor_command_window.viewport = @info_viewport
- @status_window.x = 128
- @actor_command_window.x = 544
- @info_viewport.visible = false
- end
- #--------------------------------------------------------------------------
- # ● 対象敵キャラ選択の開始(再定義)
- #--------------------------------------------------------------------------
- def start_target_enemy_selection
- @target_enemy_window = Window_TargetEnemy.new
- @target_enemy_window.y = @info_viewport.rect.y
- @info_viewport.rect.x += @target_enemy_window.width
- @info_viewport.ox += @target_enemy_window.width
- @actor_command_window.active = false
- @target_enemy_window.x += 48
- @target_enemy_window.y += 0
- end
- #--------------------------------------------------------------------------
- # ● 対象アクター対象選択の開始(alias)
- #--------------------------------------------------------------------------
- def start_target_actor_selection
- @target_actor_window = Window_BattleStatus.new
- @target_actor_window.index = 0
- @target_actor_window.active = true
- @target_actor_window.y = @info_viewport.rect.y
- @info_viewport.rect.x += @target_actor_window.width
- @info_viewport.ox += @target_actor_window.width
- @actor_command_window.active = false
- @target_actor_window.x =+ 48
- @target_actor_window.y =+ 0 + @info_viewport.rect.y
- end
- #--------------------------------------------------------------------------
- # ● スキル選択の開始(再定義)
- #--------------------------------------------------------------------------
- def start_skill_selection
- @help_window = Window_Help.new
- @skill_window = Window_Skill.new(48, 88, 544, 232, @active_battler)
- @skill_window.help_window = @help_window
- @skill_window.help_window.x =+ 48
- @skill_window.help_window.y =+ 32
- @actor_command_window.active = false
- end
- #--------------------------------------------------------------------------
- # ● アイテム選択の開始(再定義)
- #--------------------------------------------------------------------------
- def start_item_selection
- @help_window = Window_Help.new
- @item_window = Window_Item.new(48, 88, 544, 232)
- @item_window.help_window = @help_window
- @item_window.help_window.x =+ 48
- @item_window.help_window.y =+ 32
- @actor_command_window.active = false
- end
- end
- #==============================================================================
- # □ Object
- #==============================================================================
- Graphics.resize_screen(640, 480) # XPと同じ大きさにする
- end
复制代码 把这个插入到▼ 外来RGSS插件脚本下面就可以了 |
|