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本帖最后由 恋′挂机 于 2013-8-15 16:45 编辑
升级版
先看截图
代码
#==============================================================================
# ■ Window_Command 显示任务帮助窗口的类。
#------------------------------------------------------------------------------
# 脚本作者:薄凉看客,转载或使用请保留此信息。
#==============================================================================
class Window_Command
def update_help
case self .index
when 0
help = ""
when 1
help = ""
when 2
help = ""
end
@help_window .set_text ( help)
end
end
#==============================================================================
# ■ Window_Command 显示任务帮助窗口的类。
#------------------------------------------------------------------------------
# 脚本作者:薄凉看客,转载或使用请保留此信息。
#==============================================================================
class Window_Command
def update_help
case self .index
when 0
help = ""
when 1
help = ""
when 2
help = ""
end
@help_window .set_text ( help)
end
end
#==============================================================================
# ■ Window_Helprw 显示任务帮助窗口的类。
#------------------------------------------------------------------------------
# 脚本作者:薄凉看客,转载或使用请保留此信息。
#==============================================================================
class Window_Helprw < Window_Base
def initialize
super ( 320 , 50 , 300 , 380 )
self .opacity = 0
self .contents = Bitmap.new ( width - 32 , height - 32 )
end
def set_text( text, item = "" , align = 0 )
if text != @text or align != @align or item != @item
self .contents .clear
self .contents .font .color = system_color
self .contents .font .size = 13
self .contents .draw_text ( 68 , -2 , self .width - 40 , 32 , "任务描述" )
self .contents .draw_text ( 68 , -2 + 113 , self .width - 40 , 32 , "任务目标" )
self .contents .draw_text ( 68 , -2 + 226 , self .width - 40 , 32 , "任务奖励" )
if item == "" and text == ""
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
xx = "未选中任务,或没有领取任"
self .contents .draw_text ( 15 , 20 , self .width - 40 , 32 , xx, align)
xx = "务没有相关描绘。"
self .contents .draw_text ( 15 , 40 , self .width - 40 , 32 , xx, align)
xx = "未选中任务,或没有领取任"
self .contents .draw_text ( 15 , 111 + 22 , self .width - 40 , 32 , xx, align)
xx = "务没有相关描绘。"
self .contents .draw_text ( 15 , 111 + 42 , self .width - 40 , 32 , xx, align)
xx = "未选中任务,或没有领取任"
self .contents .draw_text ( 15 , 224 + 20 , self .width - 40 , 32 , xx, align)
xx = "务没有相关描绘。"
self .contents .draw_text ( 15 , 224 + 40 , self .width - 40 , 32 , xx, align)
end
self .contents .font .color = normal_color
self .contents .font .size = 15
if item != ""
case item.name
when "一夫当关"
xx = "乱童山麓一行与树精"
self .contents .draw_text ( 27 , 20 , self .width - 40 , 32 , xx, align)
xx = "一战险些丢了命!虽"
self .contents .draw_text ( 27 , 40 , self .width - 40 , 32 , xx, align)
xx = "胜却也是惨胜,努力"
self .contents .draw_text ( 27 , 60 , self .width - 40 , 32 , xx, align)
xx = "修炼,方能未雨绸缪。"
self .contents .draw_text ( 27 , 80 , self .width - 40 , 32 , xx, align)
xx = "帕吉尔等级达到30级"
self .contents .draw_text ( 27 , 111 + 22 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
xx = "完成情况:"
self .contents .draw_text ( 27 , 111 + 42 , self .width - 40 , 32 , xx, align)
if $game_party .actors [ 1 ] .level < 30
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
xx = "(未达成)"
else
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
xx = "(已达成)"
end
self .contents .draw_text ( 100 , 111 + 42 , self .width - 40 , 32 , xx, align)
self .contents .font .color = normal_color
xx = "当前等级:"
self .contents .draw_text ( 27 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
actor = $game_party .actors [ 1 ]
xx = actor.level .to_s
self .contents .draw_text ( 100 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = normal_color
xx = "目标等级:"
self .contents .draw_text ( 27 , 111 + 82 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
xx = "30"
self .contents .draw_text ( 100 , 111 + 82 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
bitmap = RPG::Cache .icon ( "刀.png" )
self .contents .blt ( 15 , 224 + 25 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "云霄·寒光刀 × 1"
self .contents .draw_text ( 45 , 224 + 20 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "剑.png" )
self .contents .blt ( 15 , 224 + 45 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
xx = "云霄·饮血剑 × 1"
self .contents .draw_text ( 45 , 224 + 40 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 120 , 120 , 255 , 255 )
bitmap = RPG::Cache .icon ( "棍.png" )
self .contents .blt ( 15 , 224 + 65 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "云霄·月魔棍 × 1"
self .contents .draw_text ( 45 , 224 + 60 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 255 , 64 , 255 )
bitmap = RPG::Cache .icon ( "枪.png" )
self .contents .blt ( 15 , 224 + 85 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "云霄·青鳞枪 × 1"
self .contents .draw_text ( 45 , 224 + 80 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
self .contents .font .size = 10
xx = "以上4种装备任选其一(要什么?要我?)"
self .contents .draw_text ( 10 , 224 + 95 , self .width - 40 , 32 , xx, align)
when "将魂"
xx = "将军战死沙场,他的传"
self .contents .draw_text ( 22 , 20 , self .width - 40 , 32 , xx, align)
xx = "说被埋葬,沉睡了千年"
self .contents .draw_text ( 22 , 40 , self .width - 40 , 32 , xx, align)
xx = "的将军魂被魔军唤醒。"
self .contents .draw_text ( 22 , 60 , self .width - 40 , 32 , xx, align)
xx = "勇士,快去阻止他吧!"
self .contents .draw_text ( 22 , 80 , self .width - 40 , 32 , xx, align)
xx = "进入将军墓中,阻止魔"
self .contents .draw_text ( 22 , 111 + 22 , self .width - 40 , 32 , xx, align)
xx = "军的邪恶计划!"
self .contents .draw_text ( 22 , 111 + 42 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
xx = "完成情况:"
self .contents .draw_text ( 22 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
#这里直接是未完成,其实写的时候,可以分歧一个开关
xx = "(未完成)"
self .contents .draw_text ( 100 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 255 , 64 , 255 )
#这里直接是未完成,其实写的时候,可以分歧一个开关
xx = "未打败,魔·将魂"
self .contents .draw_text ( 22 , 111 + 82 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "书·桔色皮.png" )
self .contents .blt ( 10 , 224 + 25 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "战法·围魏救赵 × 1"
self .contents .font .color = Color.new ( 255 , 255 , 64 , 255 )
self .contents .draw_text ( 35 , 224 + 20 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "书·蓝皮.png" )
self .contents .blt ( 10 , 224 + 45 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "战法·火烧乌巢 × 1"
self .contents .font .color = Color.new ( 120 , 120 , 255 , 255 )
self .contents .draw_text ( 35 , 224 + 40 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "书·绿皮.png" )
self .contents .blt ( 10 , 224 + 65 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "战法·窃符救赵 × 1"
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
self .contents .draw_text ( 35 , 224 + 60 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "书·紫皮.png" )
self .contents .blt ( 10 , 224 + 85 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "战法·草船借箭 × 1"
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
self .contents .draw_text ( 35 , 224 + 80 , self .width - 40 , 32 , xx, align)
self .contents .font .size = 10
xx = "以上4种战法任选其一(要什么?要我?)"
self .contents .draw_text ( 10 , 224 + 95 , self .width - 40 , 32 , xx, align)
when "探索神秘之塔"
xx = "小镇后山有一神秘塔。"
self .contents .draw_text ( 22 , 20 , self .width - 40 , 32 , xx, align)
xx = "就连当地人也从未进去"
self .contents .draw_text ( 22 , 40 , self .width - 40 , 32 , xx, align)
xx = "过,最近在塔顶出现了"
self .contents .draw_text ( 22 , 60 , self .width - 40 , 32 , xx, align)
xx = "奇异的色彩,去看看吧!"
self .contents .draw_text ( 22 , 80 , self .width - 40 , 32 , xx, align)
xx = "登上神秘塔塔顶,打败"
self .contents .draw_text ( 22 , 111 + 22 , self .width - 40 , 32 , xx, align)
xx = "精灵,拿到月华天石。"
self .contents .draw_text ( 22 , 111 + 42 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
xx = "完成情况:"
self .contents .draw_text ( 22 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
#这里直接是未完成,其实写的时候,可以分歧一个开关
xx = "(未完成)"
self .contents .draw_text ( 100 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 255 , 64 , 255 )
#这里直接是未完成,其实写的时候,可以分歧一个开关
xx = "未拿到月华天石"
self .contents .draw_text ( 22 , 111 + 82 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "特殊魔石.png" )
self .contents .blt ( 10 , 224 + 25 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "魔石·莱西斯特 × 1"
self .contents .font .color = Color.new ( 255 , 255 , 64 , 255 )
self .contents .draw_text ( 35 , 224 + 20 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "自动魔石.png" )
self .contents .blt ( 10 , 224 + 45 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "魔石·拉捷特斯 × 1"
self .contents .font .color = Color.new ( 120 , 120 , 255 , 255 )
self .contents .draw_text ( 35 , 224 + 40 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "技能魔石.png" )
self .contents .blt ( 10 , 224 + 65 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "魔石·新月之力 × 1"
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
self .contents .draw_text ( 35 , 224 + 60 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "魔法魔石.png" )
self .contents .blt ( 10 , 224 + 85 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "魔石·菲布尔利 × 1"
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
self .contents .draw_text ( 35 , 224 + 80 , self .width - 40 , 32 , xx, align)
self .contents .font .size = 10
xx = "随机以上4种魔石,看你有没有RP拿了!"
self .contents .draw_text ( 10 , 224 + 95 , self .width - 40 , 32 , xx, align)
when "索尔的委托"
xx = "乱童山麓,索尔的妹妹"
self .contents .draw_text ( 22 , 20 , self .width - 40 , 32 , xx, align)
xx = "被魔蝎攻击,身中剧毒"
self .contents .draw_text ( 22 , 40 , self .width - 40 , 32 , xx, align)
xx = "索尔自己要照看妹妹,"
self .contents .draw_text ( 22 , 60 , self .width - 40 , 32 , xx, align)
xx = "只好拜托你找解药了。"
self .contents .draw_text ( 22 , 80 , self .width - 40 , 32 , xx, align)
xx = "找到解药:"
self .contents .draw_text ( 22 , 111 + 22 , self .width - 40 , 32 , xx, align)
xx = "九花玉露"
self .contents .draw_text ( 22 , 111 + 42 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
xx = "完成情况:"
self .contents .draw_text ( 22 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
#这里直接是未完成,其实写的时候,可以分歧一个开关
xx = "(未完成)"
self .contents .draw_text ( 100 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 255 , 64 , 255 )
#这里直接是未完成,其实写的时候,可以分歧一个开关
xx = "未拿到九花玉露"
self .contents .draw_text ( 22 , 111 + 82 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "048-Skill05.png" )
self .contents .blt ( 10 , 224 + 25 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "EXP 上升 10000 点"
self .contents .font .color = Color.new ( 255 , 255 , 64 , 255 )
self .contents .draw_text ( 35 , 224 + 20 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "048-Skill05.png" )
self .contents .blt ( 10 , 224 + 45 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "金钱 增加 10000"
self .contents .font .color = Color.new ( 120 , 120 , 255 , 255 )
self .contents .draw_text ( 35 , 224 + 40 , self .width - 40 , 32 , xx, align)
when "习乐"
xx = "音乐是最美妙的艺术!"
self .contents .draw_text ( 22 , 20 , self .width - 40 , 32 , xx, align)
xx = "人们在它的世界里陶醉!"
self .contents .draw_text ( 22 , 40 , self .width - 40 , 32 , xx, align)
xx = "你与乐神仅一步之遥!"
self .contents .draw_text ( 22 , 60 , self .width - 40 , 32 , xx, align)
xx = "去追寻那天籁之音吧!"
self .contents .draw_text ( 22 , 80 , self .width - 40 , 32 , xx, align)
xx = "向修道院中乐神习乐,"
self .contents .draw_text ( 22 , 111 + 22 , self .width - 40 , 32 , xx, align)
xx = "或者在菜单中学习乐。"
self .contents .draw_text ( 22 , 111 + 42 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
xx = "完成情况:"
self .contents .draw_text ( 22 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
#这里直接是未完成,其实写的时候,可以分歧一个开关
xx = "(未完成)"
self .contents .draw_text ( 100 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 255 , 64 , 255 )
#这里直接是未完成,其实写的时候,可以分歧一个开关
xx = "未学习乐"
self .contents .draw_text ( 22 , 111 + 82 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "乐魂·Easy.png" )
self .contents .blt ( 10 , 224 + 25 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "乐魂·海之风暴 × 1"
self .contents .font .color = Color.new ( 255 , 255 , 64 , 255 )
self .contents .draw_text ( 35 , 224 + 20 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "乐魂·Fever.png" )
self .contents .blt ( 10 , 224 + 45 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "乐魂·高斯模糊 × 1"
self .contents .font .color = Color.new ( 120 , 120 , 255 , 255 )
self .contents .draw_text ( 35 , 224 + 40 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "乐魂·Hard.png" )
self .contents .blt ( 10 , 224 + 65 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "乐魂·梦的预见 × 1"
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
self .contents .draw_text ( 35 , 224 + 60 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "乐魂·Normal.png" )
self .contents .blt ( 10 , 224 + 85 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "乐魂·天空之城 × 1"
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
self .contents .draw_text ( 35 , 224 + 80 , self .width - 40 , 32 , xx, align)
self .contents .font .size = 10
xx = "乐等级达到5,即可得以上4种乐魂之一。"
self .contents .draw_text ( 10 , 224 + 95 , self .width - 40 , 32 , xx, align)
end
end
@text = text
@item = item
@align = align
[ url=home.php ?mod=space&uid=95897 ] @actor[ /url] = nil
end
self .visible = true
end
end
#==============================================================================
# ■ Window_Helprw 显示任务帮助窗口的类。
#------------------------------------------------------------------------------
# 脚本作者:薄凉看客,转载或使用请保留此信息。
#==============================================================================
class Window_Helprw < Window_Base
def initialize
super ( 320 , 50 , 300 , 380 )
self .opacity = 0
self .contents = Bitmap.new ( width - 32 , height - 32 )
end
def set_text( text, item = "" , align = 0 )
if text != @text or align != @align or item != @item
self .contents .clear
self .contents .font .color = system_color
self .contents .font .size = 13
self .contents .draw_text ( 68 , -2 , self .width - 40 , 32 , "任务描述" )
self .contents .draw_text ( 68 , -2 + 113 , self .width - 40 , 32 , "任务目标" )
self .contents .draw_text ( 68 , -2 + 226 , self .width - 40 , 32 , "任务奖励" )
if item == "" and text == ""
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
xx = "未选中任务,或没有领取任"
self .contents .draw_text ( 15 , 20 , self .width - 40 , 32 , xx, align)
xx = "务没有相关描绘。"
self .contents .draw_text ( 15 , 40 , self .width - 40 , 32 , xx, align)
xx = "未选中任务,或没有领取任"
self .contents .draw_text ( 15 , 111 + 22 , self .width - 40 , 32 , xx, align)
xx = "务没有相关描绘。"
self .contents .draw_text ( 15 , 111 + 42 , self .width - 40 , 32 , xx, align)
xx = "未选中任务,或没有领取任"
self .contents .draw_text ( 15 , 224 + 20 , self .width - 40 , 32 , xx, align)
xx = "务没有相关描绘。"
self .contents .draw_text ( 15 , 224 + 40 , self .width - 40 , 32 , xx, align)
end
self .contents .font .color = normal_color
self .contents .font .size = 15
if item != ""
case item.name
when "一夫当关"
xx = "乱童山麓一行与树精"
self .contents .draw_text ( 27 , 20 , self .width - 40 , 32 , xx, align)
xx = "一战险些丢了命!虽"
self .contents .draw_text ( 27 , 40 , self .width - 40 , 32 , xx, align)
xx = "胜却也是惨胜,努力"
self .contents .draw_text ( 27 , 60 , self .width - 40 , 32 , xx, align)
xx = "修炼,方能未雨绸缪。"
self .contents .draw_text ( 27 , 80 , self .width - 40 , 32 , xx, align)
xx = "帕吉尔等级达到30级"
self .contents .draw_text ( 27 , 111 + 22 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
xx = "完成情况:"
self .contents .draw_text ( 27 , 111 + 42 , self .width - 40 , 32 , xx, align)
if $game_party .actors [ 1 ] .level < 30
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
xx = "(未达成)"
else
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
xx = "(已达成)"
end
self .contents .draw_text ( 100 , 111 + 42 , self .width - 40 , 32 , xx, align)
self .contents .font .color = normal_color
xx = "当前等级:"
self .contents .draw_text ( 27 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
actor = $game_party .actors [ 1 ]
xx = actor.level .to_s
self .contents .draw_text ( 100 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = normal_color
xx = "目标等级:"
self .contents .draw_text ( 27 , 111 + 82 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
xx = "30"
self .contents .draw_text ( 100 , 111 + 82 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
bitmap = RPG::Cache .icon ( "刀.png" )
self .contents .blt ( 15 , 224 + 25 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "云霄·寒光刀 × 1"
self .contents .draw_text ( 45 , 224 + 20 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "剑.png" )
self .contents .blt ( 15 , 224 + 45 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
xx = "云霄·饮血剑 × 1"
self .contents .draw_text ( 45 , 224 + 40 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 120 , 120 , 255 , 255 )
bitmap = RPG::Cache .icon ( "棍.png" )
self .contents .blt ( 15 , 224 + 65 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "云霄·月魔棍 × 1"
self .contents .draw_text ( 45 , 224 + 60 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 255 , 64 , 255 )
bitmap = RPG::Cache .icon ( "枪.png" )
self .contents .blt ( 15 , 224 + 85 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "云霄·青鳞枪 × 1"
self .contents .draw_text ( 45 , 224 + 80 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
self .contents .font .size = 10
xx = "以上4种装备任选其一(要什么?要我?)"
self .contents .draw_text ( 10 , 224 + 95 , self .width - 40 , 32 , xx, align)
when "将魂"
xx = "将军战死沙场,他的传"
self .contents .draw_text ( 22 , 20 , self .width - 40 , 32 , xx, align)
xx = "说被埋葬,沉睡了千年"
self .contents .draw_text ( 22 , 40 , self .width - 40 , 32 , xx, align)
xx = "的将军魂被魔军唤醒。"
self .contents .draw_text ( 22 , 60 , self .width - 40 , 32 , xx, align)
xx = "勇士,快去阻止他吧!"
self .contents .draw_text ( 22 , 80 , self .width - 40 , 32 , xx, align)
xx = "进入将军墓中,阻止魔"
self .contents .draw_text ( 22 , 111 + 22 , self .width - 40 , 32 , xx, align)
xx = "军的邪恶计划!"
self .contents .draw_text ( 22 , 111 + 42 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
xx = "完成情况:"
self .contents .draw_text ( 22 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
#这里直接是未完成,其实写的时候,可以分歧一个开关
xx = "(未完成)"
self .contents .draw_text ( 100 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 255 , 64 , 255 )
#这里直接是未完成,其实写的时候,可以分歧一个开关
xx = "未打败,魔·将魂"
self .contents .draw_text ( 22 , 111 + 82 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "书·桔色皮.png" )
self .contents .blt ( 10 , 224 + 25 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "战法·围魏救赵 × 1"
self .contents .font .color = Color.new ( 255 , 255 , 64 , 255 )
self .contents .draw_text ( 35 , 224 + 20 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "书·蓝皮.png" )
self .contents .blt ( 10 , 224 + 45 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "战法·火烧乌巢 × 1"
self .contents .font .color = Color.new ( 120 , 120 , 255 , 255 )
self .contents .draw_text ( 35 , 224 + 40 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "书·绿皮.png" )
self .contents .blt ( 10 , 224 + 65 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "战法·窃符救赵 × 1"
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
self .contents .draw_text ( 35 , 224 + 60 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "书·紫皮.png" )
self .contents .blt ( 10 , 224 + 85 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "战法·草船借箭 × 1"
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
self .contents .draw_text ( 35 , 224 + 80 , self .width - 40 , 32 , xx, align)
self .contents .font .size = 10
xx = "以上4种战法任选其一(要什么?要我?)"
self .contents .draw_text ( 10 , 224 + 95 , self .width - 40 , 32 , xx, align)
when "探索神秘之塔"
xx = "小镇后山有一神秘塔。"
self .contents .draw_text ( 22 , 20 , self .width - 40 , 32 , xx, align)
xx = "就连当地人也从未进去"
self .contents .draw_text ( 22 , 40 , self .width - 40 , 32 , xx, align)
xx = "过,最近在塔顶出现了"
self .contents .draw_text ( 22 , 60 , self .width - 40 , 32 , xx, align)
xx = "奇异的色彩,去看看吧!"
self .contents .draw_text ( 22 , 80 , self .width - 40 , 32 , xx, align)
xx = "登上神秘塔塔顶,打败"
self .contents .draw_text ( 22 , 111 + 22 , self .width - 40 , 32 , xx, align)
xx = "精灵,拿到月华天石。"
self .contents .draw_text ( 22 , 111 + 42 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
xx = "完成情况:"
self .contents .draw_text ( 22 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
#这里直接是未完成,其实写的时候,可以分歧一个开关
xx = "(未完成)"
self .contents .draw_text ( 100 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 255 , 64 , 255 )
#这里直接是未完成,其实写的时候,可以分歧一个开关
xx = "未拿到月华天石"
self .contents .draw_text ( 22 , 111 + 82 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "特殊魔石.png" )
self .contents .blt ( 10 , 224 + 25 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "魔石·莱西斯特 × 1"
self .contents .font .color = Color.new ( 255 , 255 , 64 , 255 )
self .contents .draw_text ( 35 , 224 + 20 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "自动魔石.png" )
self .contents .blt ( 10 , 224 + 45 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "魔石·拉捷特斯 × 1"
self .contents .font .color = Color.new ( 120 , 120 , 255 , 255 )
self .contents .draw_text ( 35 , 224 + 40 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "技能魔石.png" )
self .contents .blt ( 10 , 224 + 65 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "魔石·新月之力 × 1"
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
self .contents .draw_text ( 35 , 224 + 60 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "魔法魔石.png" )
self .contents .blt ( 10 , 224 + 85 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "魔石·菲布尔利 × 1"
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
self .contents .draw_text ( 35 , 224 + 80 , self .width - 40 , 32 , xx, align)
self .contents .font .size = 10
xx = "随机以上4种魔石,看你有没有RP拿了!"
self .contents .draw_text ( 10 , 224 + 95 , self .width - 40 , 32 , xx, align)
when "索尔的委托"
xx = "乱童山麓,索尔的妹妹"
self .contents .draw_text ( 22 , 20 , self .width - 40 , 32 , xx, align)
xx = "被魔蝎攻击,身中剧毒"
self .contents .draw_text ( 22 , 40 , self .width - 40 , 32 , xx, align)
xx = "索尔自己要照看妹妹,"
self .contents .draw_text ( 22 , 60 , self .width - 40 , 32 , xx, align)
xx = "只好拜托你找解药了。"
self .contents .draw_text ( 22 , 80 , self .width - 40 , 32 , xx, align)
xx = "找到解药:"
self .contents .draw_text ( 22 , 111 + 22 , self .width - 40 , 32 , xx, align)
xx = "九花玉露"
self .contents .draw_text ( 22 , 111 + 42 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
xx = "完成情况:"
self .contents .draw_text ( 22 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
#这里直接是未完成,其实写的时候,可以分歧一个开关
xx = "(未完成)"
self .contents .draw_text ( 100 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 255 , 64 , 255 )
#这里直接是未完成,其实写的时候,可以分歧一个开关
xx = "未拿到九花玉露"
self .contents .draw_text ( 22 , 111 + 82 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "048-Skill05.png" )
self .contents .blt ( 10 , 224 + 25 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "EXP 上升 10000 点"
self .contents .font .color = Color.new ( 255 , 255 , 64 , 255 )
self .contents .draw_text ( 35 , 224 + 20 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "048-Skill05.png" )
self .contents .blt ( 10 , 224 + 45 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "金钱 增加 10000"
self .contents .font .color = Color.new ( 120 , 120 , 255 , 255 )
self .contents .draw_text ( 35 , 224 + 40 , self .width - 40 , 32 , xx, align)
when "习乐"
xx = "音乐是最美妙的艺术!"
self .contents .draw_text ( 22 , 20 , self .width - 40 , 32 , xx, align)
xx = "人们在它的世界里陶醉!"
self .contents .draw_text ( 22 , 40 , self .width - 40 , 32 , xx, align)
xx = "你与乐神仅一步之遥!"
self .contents .draw_text ( 22 , 60 , self .width - 40 , 32 , xx, align)
xx = "去追寻那天籁之音吧!"
self .contents .draw_text ( 22 , 80 , self .width - 40 , 32 , xx, align)
xx = "向修道院中乐神习乐,"
self .contents .draw_text ( 22 , 111 + 22 , self .width - 40 , 32 , xx, align)
xx = "或者在菜单中学习乐。"
self .contents .draw_text ( 22 , 111 + 42 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
xx = "完成情况:"
self .contents .draw_text ( 22 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
#这里直接是未完成,其实写的时候,可以分歧一个开关
xx = "(未完成)"
self .contents .draw_text ( 100 , 111 + 62 , self .width - 40 , 32 , xx, align)
self .contents .font .color = Color.new ( 255 , 255 , 64 , 255 )
#这里直接是未完成,其实写的时候,可以分歧一个开关
xx = "未学习乐"
self .contents .draw_text ( 22 , 111 + 82 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "乐魂·Easy.png" )
self .contents .blt ( 10 , 224 + 25 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "乐魂·海之风暴 × 1"
self .contents .font .color = Color.new ( 255 , 255 , 64 , 255 )
self .contents .draw_text ( 35 , 224 + 20 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "乐魂·Fever.png" )
self .contents .blt ( 10 , 224 + 45 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "乐魂·高斯模糊 × 1"
self .contents .font .color = Color.new ( 120 , 120 , 255 , 255 )
self .contents .draw_text ( 35 , 224 + 40 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "乐魂·Hard.png" )
self .contents .blt ( 10 , 224 + 65 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "乐魂·梦的预见 × 1"
self .contents .font .color = Color.new ( 120 , 255 , 120 , 255 )
self .contents .draw_text ( 35 , 224 + 60 , self .width - 40 , 32 , xx, align)
bitmap = RPG::Cache .icon ( "乐魂·Normal.png" )
self .contents .blt ( 10 , 224 + 85 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
xx = "乐魂·天空之城 × 1"
self .contents .font .color = Color.new ( 255 , 120 , 120 , 255 )
self .contents .draw_text ( 35 , 224 + 80 , self .width - 40 , 32 , xx, align)
self .contents .font .size = 10
xx = "乐等级达到5,即可得以上4种乐魂之一。"
self .contents .draw_text ( 10 , 224 + 95 , self .width - 40 , 32 , xx, align)
end
end
@text = text
@item = item
@align = align
[ url=home.php ?mod=space&uid=95897 ] @actor[ /url] = nil
end
self .visible = true
end
end
#==============================================================================
# ■ Window_Itemrw 显示任务列表窗口的类。
#------------------------------------------------------------------------------
# 脚本作者:薄凉看客,转载或使用请保留此信息。
#==============================================================================
class Window_Item < Window_Selectable
def refresh
if self .contents != nil
self .contents .dispose
self .contents = nil
end
@data = [ ]
for i in 1 ...$data_items.size
if $game_party .item_number ( i) > 0
if $data_items [ i] .description != "主线任务" and
$data_items [ i] .description != "支线任务" and
$data_items [ i] .description != "日常任务"
@data .push ( $data_items[ i] )
end
end
end
unless $game_temp .in_battle
for i in 1 ...$data_weapons.size
if $game_party .weapon_number ( i) > 0
@data .push ( $data_weapons[ i] )
end
end
for i in 1 ...$data_armors.size
if $game_party .armor_number ( i) > 0
@data .push ( $data_armors[ i] )
end
end
end
@item_max = @data .size
if @item_max > 0
self .contents = Bitmap.new ( width - 32 , row_max * 32 )
for i in 0 ...@item_max
draw_item( i)
end
end
end
end
class Window_Itemrw < Window_Selectable
def initialize
super ( 107 , 91 , 210 , 500 )
@column_max = 1
refresh
self .index = -1
end
def item
return @data [ self .index ]
end
def refresh( kind = 0 )
if self .contents != nil
self .contents .dispose
self .contents = nil
end
@data = [ ]
if kind == 0
for i in 1 ...$data_items.size
if $game_party .item_number ( i) > 0
if $data_items [ i] .description == "主线任务"
@data .push ( $data_items[ i] )
end
end
end
elsif kind == 1
for i in 1 ...$data_items.size
if $game_party .item_number ( i) > 0
if $data_items [ i] .description == "支线任务"
@data .push ( $data_items[ i] )
end
end
end
elsif kind == 2
for i in 1 ...$data_items.size
if $game_party .item_number ( i) > 0
if $data_items [ i] .description == "日常任务"
@data .push ( $data_items[ i] )
end
end
end
end
@item_max = @data .size
if @item_max > 0
self .contents = Bitmap.new ( width - 32 , row_max * 38 )
for i in 0 ...@item_max
draw_item( i)
end
end
end
def draw_item( index)
item = @data [ index]
case item
when RPG::Item
number = $game_party .item_number ( item.id )
end
x = index % 1 * ( 150 + 32 ) + 10
y = index / 1 * 38
self .contents .font .size = 15
self .contents .draw_text ( x + 28 , y, 212 , 32 , item.name , 0 )
end
def update_help
@help_window .set_text ( self .item == nil ? "" : self .item .description ,
self .item == nil ? "" : @data [ index] )
end
def update_cursor_rect
self .cursor_rect .empty
end
end
#==============================================================================
# ■ Window_Itemrw 显示任务列表窗口的类。
#------------------------------------------------------------------------------
# 脚本作者:薄凉看客,转载或使用请保留此信息。
#==============================================================================
class Window_Item < Window_Selectable
def refresh
if self .contents != nil
self .contents .dispose
self .contents = nil
end
@data = [ ]
for i in 1 ...$data_items.size
if $game_party .item_number ( i) > 0
if $data_items [ i] .description != "主线任务" and
$data_items [ i] .description != "支线任务" and
$data_items [ i] .description != "日常任务"
@data .push ( $data_items[ i] )
end
end
end
unless $game_temp .in_battle
for i in 1 ...$data_weapons.size
if $game_party .weapon_number ( i) > 0
@data .push ( $data_weapons[ i] )
end
end
for i in 1 ...$data_armors.size
if $game_party .armor_number ( i) > 0
@data .push ( $data_armors[ i] )
end
end
end
@item_max = @data .size
if @item_max > 0
self .contents = Bitmap.new ( width - 32 , row_max * 32 )
for i in 0 ...@item_max
draw_item( i)
end
end
end
end
class Window_Itemrw < Window_Selectable
def initialize
super ( 107 , 91 , 210 , 500 )
@column_max = 1
refresh
self .index = -1
end
def item
return @data [ self .index ]
end
def refresh( kind = 0 )
if self .contents != nil
self .contents .dispose
self .contents = nil
end
@data = [ ]
if kind == 0
for i in 1 ...$data_items.size
if $game_party .item_number ( i) > 0
if $data_items [ i] .description == "主线任务"
@data .push ( $data_items[ i] )
end
end
end
elsif kind == 1
for i in 1 ...$data_items.size
if $game_party .item_number ( i) > 0
if $data_items [ i] .description == "支线任务"
@data .push ( $data_items[ i] )
end
end
end
elsif kind == 2
for i in 1 ...$data_items.size
if $game_party .item_number ( i) > 0
if $data_items [ i] .description == "日常任务"
@data .push ( $data_items[ i] )
end
end
end
end
@item_max = @data .size
if @item_max > 0
self .contents = Bitmap.new ( width - 32 , row_max * 38 )
for i in 0 ...@item_max
draw_item( i)
end
end
end
def draw_item( index)
item = @data [ index]
case item
when RPG::Item
number = $game_party .item_number ( item.id )
end
x = index % 1 * ( 150 + 32 ) + 10
y = index / 1 * 38
self .contents .font .size = 15
self .contents .draw_text ( x + 28 , y, 212 , 32 , item.name , 0 )
end
def update_help
@help_window .set_text ( self .item == nil ? "" : self .item .description ,
self .item == nil ? "" : @data [ index] )
end
def update_cursor_rect
self .cursor_rect .empty
end
end
#==============================================================================
# ■ Blkk_rw 显示任务场景的类。
#------------------------------------------------------------------------------
# 脚本作者:薄凉看客,转载或使用请保留此信息。
#==============================================================================
class Blkk_rw
def initialize( index = 0 )
@index = index
end
def main
xx = Spriteset_Map.new
blkk = [ ]
blkk[ 15 ] = 0
@command_window = Window_Command.new ( 210 , [
"" , "" , "" ] , blkk)
@command_window .index = @index
@command_window .visible = false
@help_window = Window_Helprw.new
@item_window = Window_Itemrw.new
@item_window .active = false
@item_window .opacity = 0
@command_window .help_window = @help_window
@item_window .help_window = @help_window
picture = Sprite.new
picture.bitmap = Bitmap.new ( "Graphics/Pictures/任务背景图.png" )
picture.x -= 18
@picture2 = Sprite.new
@picture2 .bitmap = Bitmap.new ( "Graphics/Pictures/主线任务.png" )
@picture2 .x -= 18
@picture3 = Sprite.new
@picture3 .bitmap = Bitmap.new ( "Graphics/Pictures/支线任务.png" )
@picture3 .x -= 18
@picture3 .opacity = 0
@picture4 = Sprite.new
@picture4 .bitmap = Bitmap.new ( "Graphics/Pictures/日常任务.png" )
@picture4 .x -= 18
@picture4 .opacity = 0
[ url=home.php ?mod=space&uid=124475 ] @arrow[ /url] = Sprite.new
@arrow .bitmap = Bitmap.new ( "Graphics/Pictures/arrow4.png" )
@arrow .x = 100
@arrow .y = 106
@arrow .opacity = 0
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window .dispose
xx.dispose
picture.dispose
@picture2 .dispose
@picture3 .dispose
@picture4 .dispose
@arrow .dispose
@help_window .dispose
@item_window .dispose
end
def update
@command_window .update
@help_window .update
@item_window .update
@item_window .refresh ( @command_window.index )
case @command_window .index
when 0
@picture2 .opacity = 255
@picture3 .opacity = 0
@picture4 .opacity = 0
when 1
@picture2 .opacity = 0
@picture3 .opacity = 255
@picture4 .opacity = 0
when 2
@picture2 .opacity = 0
@picture3 .opacity = 0
@picture4 .opacity = 255
end
case @item_window .index
when -1
@arrow .opacity = 0
when 0
@arrow .y = 106
@arrow .opacity = 255
when 1
@arrow .y = 106 + 38
@arrow .opacity = 255
when 2
@arrow .y = 106 + 38 * 2
@arrow .opacity = 255
when 3
@arrow .y = 106 + 38 * 3
@arrow .opacity = 255
when 4
@arrow .y = 106 + 38 * 4
@arrow .opacity = 255
when 5
@arrow .y = 106 + 38 * 5
@arrow .opacity = 255
when 6
@arrow .y = 106 + 38 * 6
@arrow .opacity = 255
end
if @command_window .active
update_command
return
end
if @item_window .active
update_item
return
end
end
def update_command
if Input.trigger ?( Input::B )
$game_system .se_play ( $data_system.cancel_se )
$scene = Scene_Map.new
return
end
if Input.trigger ?( Input::C )
$game_system .se_play ( $data_system.decision_se )
case @command_window .index
when 0
@command_window .active = false
@item_window .active = true
@item_window .index = 0
when 1
@command_window .active = false
@item_window .active = true
@item_window .index = 0
when 2
@command_window .active = false
@item_window .active = true
@item_window .index = 0
end
return
end
end
def update_item
if Input.trigger ?( Input::B )
$game_system .se_play ( $data_system.cancel_se )
@item_window .active = false
@command_window .active = true
@item_window .index = -1
return
end
end
end
#==============================================================================
# ■ Blkk_rw 显示任务场景的类。
#------------------------------------------------------------------------------
# 脚本作者:薄凉看客,转载或使用请保留此信息。
#==============================================================================
class Blkk_rw
def initialize( index = 0 )
@index = index
end
def main
xx = Spriteset_Map.new
blkk = [ ]
blkk[ 15 ] = 0
@command_window = Window_Command.new ( 210 , [
"" , "" , "" ] , blkk)
@command_window .index = @index
@command_window .visible = false
@help_window = Window_Helprw.new
@item_window = Window_Itemrw.new
@item_window .active = false
@item_window .opacity = 0
@command_window .help_window = @help_window
@item_window .help_window = @help_window
picture = Sprite.new
picture.bitmap = Bitmap.new ( "Graphics/Pictures/任务背景图.png" )
picture.x -= 18
@picture2 = Sprite.new
@picture2 .bitmap = Bitmap.new ( "Graphics/Pictures/主线任务.png" )
@picture2 .x -= 18
@picture3 = Sprite.new
@picture3 .bitmap = Bitmap.new ( "Graphics/Pictures/支线任务.png" )
@picture3 .x -= 18
@picture3 .opacity = 0
@picture4 = Sprite.new
@picture4 .bitmap = Bitmap.new ( "Graphics/Pictures/日常任务.png" )
@picture4 .x -= 18
@picture4 .opacity = 0
[ url=home.php ?mod=space&uid=124475 ] @arrow[ /url] = Sprite.new
@arrow .bitmap = Bitmap.new ( "Graphics/Pictures/arrow4.png" )
@arrow .x = 100
@arrow .y = 106
@arrow .opacity = 0
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window .dispose
xx.dispose
picture.dispose
@picture2 .dispose
@picture3 .dispose
@picture4 .dispose
@arrow .dispose
@help_window .dispose
@item_window .dispose
end
def update
@command_window .update
@help_window .update
@item_window .update
@item_window .refresh ( @command_window.index )
case @command_window .index
when 0
@picture2 .opacity = 255
@picture3 .opacity = 0
@picture4 .opacity = 0
when 1
@picture2 .opacity = 0
@picture3 .opacity = 255
@picture4 .opacity = 0
when 2
@picture2 .opacity = 0
@picture3 .opacity = 0
@picture4 .opacity = 255
end
case @item_window .index
when -1
@arrow .opacity = 0
when 0
@arrow .y = 106
@arrow .opacity = 255
when 1
@arrow .y = 106 + 38
@arrow .opacity = 255
when 2
@arrow .y = 106 + 38 * 2
@arrow .opacity = 255
when 3
@arrow .y = 106 + 38 * 3
@arrow .opacity = 255
when 4
@arrow .y = 106 + 38 * 4
@arrow .opacity = 255
when 5
@arrow .y = 106 + 38 * 5
@arrow .opacity = 255
when 6
@arrow .y = 106 + 38 * 6
@arrow .opacity = 255
end
if @command_window .active
update_command
return
end
if @item_window .active
update_item
return
end
end
def update_command
if Input.trigger ?( Input::B )
$game_system .se_play ( $data_system.cancel_se )
$scene = Scene_Map.new
return
end
if Input.trigger ?( Input::C )
$game_system .se_play ( $data_system.decision_se )
case @command_window .index
when 0
@command_window .active = false
@item_window .active = true
@item_window .index = 0
when 1
@command_window .active = false
@item_window .active = true
@item_window .index = 0
when 2
@command_window .active = false
@item_window .active = true
@item_window .index = 0
end
return
end
end
def update_item
if Input.trigger ?( Input::B )
$game_system .se_play ( $data_system.cancel_se )
@item_window .active = false
@command_window .active = true
@item_window .index = -1
return
end
end
end
赠送:超级命令窗体脚本
#==============================================================================
# ■ Window_Command 超级命令窗体的类。
#------------------------------------------------------------------------------
# 脚本作者:薄凉看客,转载或使用请保留此信息。
#==============================================================================
=begin
在生成Command.new时后边可以有第三个参数——一个数组(另附加一个图标文件名数组)
数组详细说明(数组参数是非必须的,可有可无):
[0:列数, 1:X坐标, 2:Y坐标, 3:Z坐标, 4:未选中字体大小, 5:选中字体大小,
6:未选中字体时的颜色, 7:选中字体时的颜色, 8:未选中时的字体名, 9:选中时的字体名,
10:项目无效化时的字体名, 11:项目无效化1, 12:项目无效化2, 13:项目无效化3,
14:项目无效化4, 15:窗口的不透明度, 16:背景的不透明度, 17:内容的不透明度,
18:是否显示图标]
注:如果需要显示图标,需要再加一个数组参数(非必须)来指定图标文件名(
当然也可以使用默认图标,数组内指定的图标会按012345的顺序依次显示,而
且不管你有几个选项,你都必须指定6个图标名,否则按默认处理)。
举个例子:
#---------把Scene_Menu的26行脚本替换为以下内容,就能看到效果---------
array_menu = []
array_menu[0] = 6#让选择项横着选
array_menu[1] = 0#修改命令窗体的X坐标
array_menu[2] = 100#修改命令窗体的Y坐标为100
array_menu[4] = 15#修改命令窗体未选中时的字体大小为15
array_menu[5] = 22#修改命令窗体选中时的字体大小为22
array_menu[3] = 500#修改Z坐标,保证命令窗体显示在最上方
array_menu[11] = 5#让5号选择项(即结束)无效化
array_menu[15] = 150#修改窗体的不透明度
array_menu[16] = 150#修改背景的不透明度
array_menu[17] = 150#修改内容的不透明度
array_menu[18] = true#给命令窗体显示上图标
icon_commands = ["041-Item10.png", "050-Skill07.png",
"019-Accessory04.png", "045-Skill02.png", "036-Item05.png",
"046-Skill03.png"]#这是指定图标文件名
mmand_window = Window_Command.new(640, [s1, s2, s3, s4, s5, s6],
array_menu, icon_commands)
#---------把Scene_Menu的26行脚本替换为以上内容,就能看到效果---------
=end
class Window_Command < Window_Selectable
def initialize( width, command, commands = [ ] , icon_commands = 0 )
if icon_commands = 0 or icon_commands.class != Array
icon_commands = [ "041-Item10.png" , "050-Skill07.png" ,
"019-Accessory04.png" , "045-Skill02.png" , "036-Item05.png" ,
"046-Skill03.png" ]
elsif icon_commands.class == Array and ( icon_commands[ 0 ] == nil or
icon_commands[ 1 ] == nil or icon_commands[ 2 ] == nil or
icon_commands[ 3 ] == nil or icon_commands[ 4 ] == nil or
icon_commands[ 5 ] == nil )
icon_commands = [ "041-Item10.png" , "050-Skill07.png" ,
"019-Accessory04.png" , "045-Skill02.png" , "036-Item05.png" ,
"046-Skill03.png" ]
end
if commands.class != Array
commands = [ ]
end
if commands[ 0 ] == 1 or commands[ 0 ] == nil
if commands[ 1 ] == nil and commands[ 2 ] != nil
super ( 0 , commands[ 2 ] , width, command.size * 32 + 32 )
elsif commands[ 1 ] != nil and commands[ 2 ] == nil
super ( commands[ 1 ] , 0 , width, command.size * 32 + 32 )
elsif commands[ 1 ] == nil and commands[ 2 ] == nil
super ( 0 , 0 , width, command.size * 32 + 32 )
elsif commands[ 1 ] != nil and commands[ 2 ] != nil
super ( commands[ 1 ] , commands[ 2 ] , width, command.size * 32 + 32 )
end
else
if commands[ 1 ] == nil and commands[ 2 ] != nil
super ( 0 , commands[ 2 ] , width, 64 )
elsif commands[ 1 ] != nil and commands[ 2 ] == nil
super ( commands[ 1 ] , 0 , width, 64 )
elsif commands[ 1 ] == nil and commands[ 2 ] == nil
super ( 0 , 0 , width, 64 )
elsif commands[ 1 ] != nil and commands[ 2 ] != nil
super ( commands[ 1 ] , commands[ 2 ] , width, 64 )
end
end
if commands[ 3 ] != nil
self .z = commands[ 3 ]
else
self .z = 100
end
@command = command
@item_max = @command .size
if commands[ 0 ] != nil
@column_max = commands[ 0 ]
else
@column_max = 1
end
if commands[ 4 ] != nil
@size1 = commands[ 4 ]
else
@size1 = 22
end
if commands[ 5 ] != nil
@size2 = commands[ 5 ]
else
@size2 = 22
end
if commands[ 6 ] != nil
@color1 = commands[ 6 ]
else
@color1 = normal_color
end
if commands[ 7 ] != nil
@color2 = commands[ 7 ]
else
@color2 = normal_color
end
if commands[ 8 ] != nil
@name1 = commands[ 8 ]
else
@name1 = "黑体"
end
if commands[ 9 ] != nil
@name2 = commands[ 9 ]
else
@name2 = "黑体"
end
if commands[ 10 ] != nil
@name3 = commands[ 10 ]
else
@name3 = "黑体"
end
if commands[ 11 ] != nil
@disable_item1 = commands[ 11 ]
else
@disable_item1 = -1
end
if commands[ 12 ] != nil
@disable_item2 = commands[ 12 ]
else
@disable_item2 = -1
end
if commands[ 13 ] != nil
@disable_item3 = commands[ 13 ]
else
@disable_item3 = -1
end
if commands[ 14 ] != nil
@disable_item4 = commands[ 14 ]
else
@disable_item4 = -1
end
self .contents = Bitmap.new ( width - 32 , @item_max * 32 )
if commands[ 15 ] != nil and commands[ 15 ] >= 0 and commands[ 15 ] <= 255
self .opacity = commands[ 15 ]
else
self .opacity = 255
end
if commands[ 16 ] != nil and commands[ 16 ] >= 0 and commands[ 16 ] <= 255
self .back_opacity = commands[ 16 ]
else
self .back_opacity = 255
end
if commands[ 17 ] != nil and commands[ 17 ] >= 0 and commands[ 17 ] <= 255
self .contents_opacity = commands[ 17 ]
else
self .contents_opacity = 255
end
@icon_commands = icon_commands
@commands = commands
if @column_max != 1 and @commands [ 18 ] == true
@x1 = 0 % @column_max * ( ( width - 32 ) / @column_max )
@x2 = 1 % @column_max * ( ( width - 32 ) / @column_max + 5 )
@x3 = 2 % @column_max * ( ( width - 32 ) / @column_max + 5 )
@x4 = 3 % @column_max * ( ( width - 32 ) / @column_max + 5 )
@x5 = 4 % @column_max * ( ( width - 32 ) / @column_max + 5 )
@x6 = 5 % @column_max * ( ( width - 32 ) / @column_max + 5 )
end
refresh
self .index = 0
end
def refresh
self .contents .clear
if @column_max != 1 and @commands [ 18 ] == true
case @item_max
when 1
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( @x1, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 2
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( @x1, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( @x2, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 3
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( @x1, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( @x2, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 2 ] )
self .contents .blt ( @x3, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 4
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( @x1, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( @x2, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 2 ] )
self .contents .blt ( @x3, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 3 ] )
self .contents .blt ( @x4, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 5
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( @x1, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( @x2, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 2 ] )
self .contents .blt ( @x3, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 3 ] )
self .contents .blt ( @x4, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 4 ] )
self .contents .blt ( @x5, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 6
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( @x1, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( @x2, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 2 ] )
self .contents .blt ( @x3, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 3 ] )
self .contents .blt ( @x4, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 4 ] )
self .contents .blt ( @x5, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 5 ] )
self .contents .blt ( @x6, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
end
elsif @column_max == 1 and @commands [ 18 ] == true
case @item_max
when 1
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( 0 , 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 2
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( 0 , 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( 0 , 32 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 3
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( 0 , 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( 0 , 32 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 2 ] )
self .contents .blt ( 0 , 64 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 4
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( 0 , 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( 0 , 32 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 2 ] )
self .contents .blt ( 0 , 64 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 3 ] )
self .contents .blt ( 0 , 64 + 32 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 5
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( 0 , 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( 0 , 32 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 2 ] )
self .contents .blt ( 0 , 64 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 3 ] )
self .contents .blt ( 0 , 64 + 32 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 4 ] )
self .contents .blt ( 0 , 64 + 32 * 2 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 6
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( 0 , 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( 0 , 32 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 2 ] )
self .contents .blt ( 0 , 64 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 3 ] )
self .contents .blt ( 0 , 64 + 32 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 4 ] )
self .contents .blt ( 0 , 64 + 32 * 2 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 5 ] )
self .contents .blt ( 0 , 64 + 32 * 3 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
end
end
for i in 0 ...@item_max
if i == self .index
self .contents .font .name = @name2
self .contents .font .color = @color2
self .contents .font .size = @size2
color = @color2
name = @name2
else
self .contents .font .size = @size1
self .contents .font .name = @name1
self .contents .font .color = @color1
color = @color1
name = @name1
end
if i == @disable_item1 or i == @disable_item2 or i == @disable_item3 or
i == @disable_item4
color = disabled_color
name = @name3
end
draw_item( i, color, name)
end
end
def draw_item( index, color, name)
self .contents .font .color = color
self .contents .font .name = name
if @commands [ 18 ] != true
if @column_max == 1
rect = Rect.new ( 4 , 32 * index, self .contents .width - 8 , 32 )
else
rect = Rect.new ( index * width / @column_max + 12 ,
0 , self .contents .width - 8 , 32 )
end
self .contents .fill_rect ( rect, Color.new ( 0 , 0 , 0 , 0 ) )
self .contents .draw_text ( rect, @command [ index] )
else
if @column_max == 1
self .contents .draw_text ( 4 + 20 , 32 * index,
self .contents .width - 8 , 32 , @command [ index] )
else
self .contents .draw_text ( index * width / @column_max + 12 + 10 , 0 ,
self .contents .width - 8 , 32 , @command [ index] )
end
end
end
def disable_item( index)
end
def update_cursor_rect
refresh
super
end
end
#==============================================================================
# ■ Window_Command 超级命令窗体的类。
#------------------------------------------------------------------------------
# 脚本作者:薄凉看客,转载或使用请保留此信息。
#==============================================================================
=begin
在生成Command.new时后边可以有第三个参数——一个数组(另附加一个图标文件名数组)
数组详细说明(数组参数是非必须的,可有可无):
[0:列数, 1:X坐标, 2:Y坐标, 3:Z坐标, 4:未选中字体大小, 5:选中字体大小,
6:未选中字体时的颜色, 7:选中字体时的颜色, 8:未选中时的字体名, 9:选中时的字体名,
10:项目无效化时的字体名, 11:项目无效化1, 12:项目无效化2, 13:项目无效化3,
14:项目无效化4, 15:窗口的不透明度, 16:背景的不透明度, 17:内容的不透明度,
18:是否显示图标]
注:如果需要显示图标,需要再加一个数组参数(非必须)来指定图标文件名(
当然也可以使用默认图标,数组内指定的图标会按012345的顺序依次显示,而
且不管你有几个选项,你都必须指定6个图标名,否则按默认处理)。
举个例子:
#---------把Scene_Menu的26行脚本替换为以下内容,就能看到效果---------
array_menu = []
array_menu[0] = 6#让选择项横着选
array_menu[1] = 0#修改命令窗体的X坐标
array_menu[2] = 100#修改命令窗体的Y坐标为100
array_menu[4] = 15#修改命令窗体未选中时的字体大小为15
array_menu[5] = 22#修改命令窗体选中时的字体大小为22
array_menu[3] = 500#修改Z坐标,保证命令窗体显示在最上方
array_menu[11] = 5#让5号选择项(即结束)无效化
array_menu[15] = 150#修改窗体的不透明度
array_menu[16] = 150#修改背景的不透明度
array_menu[17] = 150#修改内容的不透明度
array_menu[18] = true#给命令窗体显示上图标
icon_commands = ["041-Item10.png", "050-Skill07.png",
"019-Accessory04.png", "045-Skill02.png", "036-Item05.png",
"046-Skill03.png"]#这是指定图标文件名
mmand_window = Window_Command.new(640, [s1, s2, s3, s4, s5, s6],
array_menu, icon_commands)
#---------把Scene_Menu的26行脚本替换为以上内容,就能看到效果---------
=end
class Window_Command < Window_Selectable
def initialize( width, command, commands = [ ] , icon_commands = 0 )
if icon_commands = 0 or icon_commands.class != Array
icon_commands = [ "041-Item10.png" , "050-Skill07.png" ,
"019-Accessory04.png" , "045-Skill02.png" , "036-Item05.png" ,
"046-Skill03.png" ]
elsif icon_commands.class == Array and ( icon_commands[ 0 ] == nil or
icon_commands[ 1 ] == nil or icon_commands[ 2 ] == nil or
icon_commands[ 3 ] == nil or icon_commands[ 4 ] == nil or
icon_commands[ 5 ] == nil )
icon_commands = [ "041-Item10.png" , "050-Skill07.png" ,
"019-Accessory04.png" , "045-Skill02.png" , "036-Item05.png" ,
"046-Skill03.png" ]
end
if commands.class != Array
commands = [ ]
end
if commands[ 0 ] == 1 or commands[ 0 ] == nil
if commands[ 1 ] == nil and commands[ 2 ] != nil
super ( 0 , commands[ 2 ] , width, command.size * 32 + 32 )
elsif commands[ 1 ] != nil and commands[ 2 ] == nil
super ( commands[ 1 ] , 0 , width, command.size * 32 + 32 )
elsif commands[ 1 ] == nil and commands[ 2 ] == nil
super ( 0 , 0 , width, command.size * 32 + 32 )
elsif commands[ 1 ] != nil and commands[ 2 ] != nil
super ( commands[ 1 ] , commands[ 2 ] , width, command.size * 32 + 32 )
end
else
if commands[ 1 ] == nil and commands[ 2 ] != nil
super ( 0 , commands[ 2 ] , width, 64 )
elsif commands[ 1 ] != nil and commands[ 2 ] == nil
super ( commands[ 1 ] , 0 , width, 64 )
elsif commands[ 1 ] == nil and commands[ 2 ] == nil
super ( 0 , 0 , width, 64 )
elsif commands[ 1 ] != nil and commands[ 2 ] != nil
super ( commands[ 1 ] , commands[ 2 ] , width, 64 )
end
end
if commands[ 3 ] != nil
self .z = commands[ 3 ]
else
self .z = 100
end
@command = command
@item_max = @command .size
if commands[ 0 ] != nil
@column_max = commands[ 0 ]
else
@column_max = 1
end
if commands[ 4 ] != nil
@size1 = commands[ 4 ]
else
@size1 = 22
end
if commands[ 5 ] != nil
@size2 = commands[ 5 ]
else
@size2 = 22
end
if commands[ 6 ] != nil
@color1 = commands[ 6 ]
else
@color1 = normal_color
end
if commands[ 7 ] != nil
@color2 = commands[ 7 ]
else
@color2 = normal_color
end
if commands[ 8 ] != nil
@name1 = commands[ 8 ]
else
@name1 = "黑体"
end
if commands[ 9 ] != nil
@name2 = commands[ 9 ]
else
@name2 = "黑体"
end
if commands[ 10 ] != nil
@name3 = commands[ 10 ]
else
@name3 = "黑体"
end
if commands[ 11 ] != nil
@disable_item1 = commands[ 11 ]
else
@disable_item1 = -1
end
if commands[ 12 ] != nil
@disable_item2 = commands[ 12 ]
else
@disable_item2 = -1
end
if commands[ 13 ] != nil
@disable_item3 = commands[ 13 ]
else
@disable_item3 = -1
end
if commands[ 14 ] != nil
@disable_item4 = commands[ 14 ]
else
@disable_item4 = -1
end
self .contents = Bitmap.new ( width - 32 , @item_max * 32 )
if commands[ 15 ] != nil and commands[ 15 ] >= 0 and commands[ 15 ] <= 255
self .opacity = commands[ 15 ]
else
self .opacity = 255
end
if commands[ 16 ] != nil and commands[ 16 ] >= 0 and commands[ 16 ] <= 255
self .back_opacity = commands[ 16 ]
else
self .back_opacity = 255
end
if commands[ 17 ] != nil and commands[ 17 ] >= 0 and commands[ 17 ] <= 255
self .contents_opacity = commands[ 17 ]
else
self .contents_opacity = 255
end
@icon_commands = icon_commands
@commands = commands
if @column_max != 1 and @commands [ 18 ] == true
@x1 = 0 % @column_max * ( ( width - 32 ) / @column_max )
@x2 = 1 % @column_max * ( ( width - 32 ) / @column_max + 5 )
@x3 = 2 % @column_max * ( ( width - 32 ) / @column_max + 5 )
@x4 = 3 % @column_max * ( ( width - 32 ) / @column_max + 5 )
@x5 = 4 % @column_max * ( ( width - 32 ) / @column_max + 5 )
@x6 = 5 % @column_max * ( ( width - 32 ) / @column_max + 5 )
end
refresh
self .index = 0
end
def refresh
self .contents .clear
if @column_max != 1 and @commands [ 18 ] == true
case @item_max
when 1
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( @x1, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 2
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( @x1, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( @x2, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 3
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( @x1, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( @x2, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 2 ] )
self .contents .blt ( @x3, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 4
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( @x1, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( @x2, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 2 ] )
self .contents .blt ( @x3, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 3 ] )
self .contents .blt ( @x4, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 5
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( @x1, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( @x2, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 2 ] )
self .contents .blt ( @x3, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 3 ] )
self .contents .blt ( @x4, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 4 ] )
self .contents .blt ( @x5, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 6
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( @x1, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( @x2, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 2 ] )
self .contents .blt ( @x3, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 3 ] )
self .contents .blt ( @x4, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 4 ] )
self .contents .blt ( @x5, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 5 ] )
self .contents .blt ( @x6, 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
end
elsif @column_max == 1 and @commands [ 18 ] == true
case @item_max
when 1
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( 0 , 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 2
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( 0 , 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( 0 , 32 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 3
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( 0 , 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( 0 , 32 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 2 ] )
self .contents .blt ( 0 , 64 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 4
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( 0 , 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( 0 , 32 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 2 ] )
self .contents .blt ( 0 , 64 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 3 ] )
self .contents .blt ( 0 , 64 + 32 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 5
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( 0 , 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( 0 , 32 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 2 ] )
self .contents .blt ( 0 , 64 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 3 ] )
self .contents .blt ( 0 , 64 + 32 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 4 ] )
self .contents .blt ( 0 , 64 + 32 * 2 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
when 6
bitmap = RPG::Cache .icon ( @icon_commands[ 0 ] )
self .contents .blt ( 0 , 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 1 ] )
self .contents .blt ( 0 , 32 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 2 ] )
self .contents .blt ( 0 , 64 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 3 ] )
self .contents .blt ( 0 , 64 + 32 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 4 ] )
self .contents .blt ( 0 , 64 + 32 * 2 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
bitmap = RPG::Cache .icon ( @icon_commands[ 5 ] )
self .contents .blt ( 0 , 64 + 32 * 3 + 4 , bitmap, Rect.new ( 0 , 0 , 24 , 24 ) )
end
end
for i in 0 ...@item_max
if i == self .index
self .contents .font .name = @name2
self .contents .font .color = @color2
self .contents .font .size = @size2
color = @color2
name = @name2
else
self .contents .font .size = @size1
self .contents .font .name = @name1
self .contents .font .color = @color1
color = @color1
name = @name1
end
if i == @disable_item1 or i == @disable_item2 or i == @disable_item3 or
i == @disable_item4
color = disabled_color
name = @name3
end
draw_item( i, color, name)
end
end
def draw_item( index, color, name)
self .contents .font .color = color
self .contents .font .name = name
if @commands [ 18 ] != true
if @column_max == 1
rect = Rect.new ( 4 , 32 * index, self .contents .width - 8 , 32 )
else
rect = Rect.new ( index * width / @column_max + 12 ,
0 , self .contents .width - 8 , 32 )
end
self .contents .fill_rect ( rect, Color.new ( 0 , 0 , 0 , 0 ) )
self .contents .draw_text ( rect, @command [ index] )
else
if @column_max == 1
self .contents .draw_text ( 4 + 20 , 32 * index,
self .contents .width - 8 , 32 , @command [ index] )
else
self .contents .draw_text ( index * width / @column_max + 12 + 10 , 0 ,
self .contents .width - 8 , 32 , @command [ index] )
end
end
end
def disable_item( index)
end
def update_cursor_rect
refresh
super
end
end
范例中有非共享素材所以就没有范例了 - -!
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