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MOG的MOG_Equip脚本里面有个选择半透明框,是上面这个,
但是脚本程序里面一直找不到是在哪里控制它的长度,各种求帮助。
脚本代码如下:
//=============================================================================
// MOG_SceneEquip.js
//=============================================================================
/*:
* @plugindesc (v1.0) Modifica a cena de equipamento.
* @author Moghunter
*
* @param FontSize
* @desc Definição do tamanho da fonte.
* @default 20
*
* @param Help X-Axis
* @desc Definição X-Axis da janela de ajuda.
* @default 0
*
* @param Help Y-Axis
* @desc Definição Y-Axis da janela de ajuda.
* @default 516
*
* @param Help Layout X-Axis
* @desc Definição X-Axis do layout da janela de ajuda.
* @default 0
*
* @param Help Layout Y-Axis
* @desc Definição Y-Axis do layout da janela de ajuda.
* @default -67
*
* @param Command X-Axis
* @desc Definição X-Axis da janela de comando.
* @default 312
*
* @param Command Y-Axis
* @desc Definição Y-Axis da janela de comando.
* @default 10
*
* @param Command Layout X-Axis
* @desc Definição X-Axis do layout da janela de comando.
* @default 15
*
* @param Command Layout Y-Axis
* @desc Definição Y-Axis do layout da janela de comando.
* @default 11
*
* @param Slot X-Axis
* @desc Definição X-Axis da janela de slot.
* @default 312
*
* @param Slot Y-Axis
* @desc Definição Y-Axis da janela de slot.
* @default 70
*
* @param Slot Layout X-Axis
* @desc Definição X-Axis do layout da janela de slot.
* @default 22
*
* @param Slot Layout Y-Axis
* @desc Definição Y-Axis do layout da janela de slot.
* @default 8
*
* @param List X-Axis
* @desc Definição X-Axis da janela de lista de items.
* @default 305
*
* @param List Y-Axis
* @desc Definição Y-Axis da janela de lista de items.
* @default 280
*
* @param List Layout X-Axis
* @desc Definição X-Axis do layout da janela de lista de items.
* @default 0
*
* @param List Layout Y-Axis
* @desc Definição Y-Axis do layout da janela de lista de items.
* @default 0
*
* @param Status X-Axis
* @desc Definição X-Axis da janela de status.
* @default 10
*
* @param Status Y-Axis
* @desc Definição Y-Axis da janela de status.
* @default 120
*
* @param Status Layout X-Axis
* @desc Definição X-Axis do layout da janela de status.
* @default 0
*
* @param Status Layout Y-Axis
* @desc Definição Y-Axis do layout da janela de status.
* @default 0
*
* @help
* =============================================================================
* +++ MOG - Scene Equip (v1.0) +++
* By Moghunter
* https://atelierrgss.wordpress.com/
* =============================================================================
* Modifica a cena de equipamento.
*
* =============================================================================
* UTILIZAÇÃO
* =============================================================================
* As imagens do sistema deverão ser gravados na pasta.
*
* /img/menus/equip/
*
* =============================================================================
*/
//=============================================================================
// ** PLUGIN PARAMETERS
//=============================================================================
var Imported = Imported || {};
Imported.MOG_SceneEquip = true;
var Moghunter = Moghunter || {};
Moghunter.parameters = PluginManager.parameters('MOG_SceneEquip');
Moghunter.scEquip_FontSize = Number(Moghunter.parameters['FontSize'] || 24);
Moghunter.scEquip_HelpWindowX = Number(Moghunter.parameters['Help X-Axis'] || 0);
Moghunter.scEquip_HelpWindowY = Number(Moghunter.parameters['Help Y-Axis'] || 516);
Moghunter.scEquip_HelpLayoutX = Number(Moghunter.parameters['Help Layout X-Axis'] || 0);
Moghunter.scEquip_HelpLayoutY = Number(Moghunter.parameters['Help Layout Y-Axis'] || -67);
Moghunter.scEquip_ComWindowX = Number(Moghunter.parameters['Command X-Axis'] || 312);
Moghunter.scEquip_ComWindowY = Number(Moghunter.parameters['Command Y-Axis'] || 10);
Moghunter.scEquip_ComLayoutX = Number(Moghunter.parameters['Command Layout X-Axis'] || 0);
Moghunter.scEquip_ComLayoutY = Number(Moghunter.parameters['Command Layout Y-Axis'] || 0);
Moghunter.scEquip_SlotWindowX = Number(Moghunter.parameters['Slot X-Axis'] || 312);
Moghunter.scEquip_SlotWindowY = Number(Moghunter.parameters['Slot Y-Axis'] || 70);
Moghunter.scEquip_SlotLayoutX = Number(Moghunter.parameters['Slot Layout X-Axis'] || 0);
Moghunter.scEquip_SlotLayoutY = Number(Moghunter.parameters['Slot Layout Y-Axis'] || 0);
Moghunter.scEquip_ItemWindowX = Number(Moghunter.parameters['List X-Axis'] || 305);
Moghunter.scEquip_ItemWindowY = Number(Moghunter.parameters['List Y-Axis'] || 280);
Moghunter.scEquip_ItemLayoutX = Number(Moghunter.parameters['List Layout X-Axis'] || 0);
Moghunter.scEquip_ItemLayoutY = Number(Moghunter.parameters['List Layout Y-Axis'] || 0);
Moghunter.scEquip_StatusWindowX = Number(Moghunter.parameters['Status X-Axis'] || 10);
Moghunter.scEquip_StatusWindowY = Number(Moghunter.parameters['Status Y-Axis'] || 120);
Moghunter.scEquip_StatusLayoutX = Number(Moghunter.parameters['Status Layout X-Axis'] || 0);
Moghunter.scEquip_StatusLayoutY = Number(Moghunter.parameters['Status Layout Y-Axis'] || 0);
//=============================================================================
// ** ImageManager
//=============================================================================
//==============================
// * Equip
//==============================
ImageManager.loadMenusequip = function(filename) {
return this.loadBitmap('img/menus/equip/', filename, 0, true);
};
//=============================================================================
// ** Scene Equip
//=============================================================================
//==============================
// * create Background
//==============================
var _mog_scEquip_createBackground = Scene_Equip.prototype.createBackground;
Scene_Equip.prototype.createBackground = function() {
_mog_scEquip_createBackground.call(this);
this._field = new Sprite();
this.addChild(this._field);
};
//==============================
// * Create
//==============================
var _mog_scEquipM_create = Scene_Equip.prototype.create;
Scene_Equip.prototype.create = function() {
_mog_scEquipM_create.call(this);
this._helpWindow.x = Moghunter.scEquip_HelpWindowX;
this._helpWindow.y = Moghunter.scEquip_HelpWindowY;
this._helpWindowOrg = [this._helpWindow.x, this._helpWindow.y];
this._commandWindow.x = Moghunter.scEquip_ComWindowX;
this._commandWindow.y = Moghunter.scEquip_ComWindowY;
this._commandWindow.contents.fontSize = Moghunter.scEquip_FontSize;
this._commandWindowOrg = [this._commandWindow.x, this._commandWindow.y];
this._slotWindow.x = Moghunter.scEquip_SlotWindowX;
this._slotWindow.y = Moghunter.scEquip_SlotWindowY;
this._slotWindowOrg = [this._slotWindow.x, this._slotWindow.y];
this._itemWindow.x = Moghunter.scEquip_ItemWindowX;
this._itemWindow.y = Moghunter.scEquip_ItemWindowY;
this._itemWindow.width = this._slotWindow.width
//这个是装备栏里面的整个物品高度,现在是只显示4个装备,230可以显示5个
this._itemWindow.height = 200;
this._itemWindowOrg = [this._itemWindow.x, this._itemWindow.y];
this._statusWindow.x = Moghunter.scEquip_StatusWindowX;
this._statusWindow.y = Moghunter.scEquip_StatusWindowY;
this._statusWindowOrg = [this._statusWindow.x, this._statusWindow.y];
this.createSprites();
this.resetPosition();
};
//==============================
// * On Actor Change
//==============================
var _mog_scsEquipM_onActorChange = Scene_Equip.prototype.onActorChange;
Scene_Equip.prototype.onActorChange = function() {
_mog_scsEquipM_onActorChange.call(this);
this.resetPosition();
this.update();
};
//==============================
// * Create Sprites
//==============================
Scene_Equip.prototype.createSprites = function() {
this.createLayout();
this.createLayoutHelp();
this.createLayoutCommand();
this.createLayoutSlot();
this.createLayoutItem();
this.createLayoutStatus();
};
//==============================
// * Create Layout
//==============================
Scene_Equip.prototype.createLayout = function() {
this._layout = new Sprite(ImageManager.loadMenusequip("Layout"));
this._field.addChild(this._layout);
};
//==============================
// * Create LayoutHelp
//==============================
Scene_Equip.prototype.createLayoutHelp = function() {
this._layoutHelp = new Sprite(ImageManager.loadMenusequip("LayoutHelp"));
this._field.addChild(this._layoutHelp);
};
//==============================
// * Create LayoutCommand
//==============================
Scene_Equip.prototype.createLayoutCommand = function() {
this._layoutCommand = new Sprite(ImageManager.loadMenusequip("LayoutCommand"));
this._field.addChild(this._layoutCommand);
};
//==============================
// * Create LayoutSlot
//==============================
Scene_Equip.prototype.createLayoutSlot = function() {
this._layoutSlot = new Sprite(ImageManager.loadMenusequip("LayoutSlot"));
this._field.addChild(this._layoutSlot);
};
//==============================
// * Create LayoutItem
//==============================
Scene_Equip.prototype.createLayoutItem = function() {
this._layoutItem = new Sprite(ImageManager.loadMenusequip("LayoutItem"));
this._field.addChild(this._layoutItem);
};
//==============================
// * Create LayoutStatus
//==============================
Scene_Equip.prototype.createLayoutStatus = function() {
this._layoutStatus = new Sprite(ImageManager.loadMenusequip("LayoutStatus"));
this._field.addChild(this._layoutStatus);
};
//==============================
// * update Sprites
//==============================
Scene_Equip.prototype.updateSprites = function() {
this.updateSlide();
this.updateLayout()
};
//==============================
// * reset Position
//==============================
Scene_Equip.prototype.resetPosition = function() {
var slide = 100
this._helpWindow.y = this._helpWindowOrg[1] + slide;
this._commandWindow.y = this._commandWindowOrg[1] - slide;
this._slotWindow.x = this._slotWindowOrg[0] + slide;
this._itemWindow.x = this._itemWindowOrg[0] + slide + 0;
this._statusWindow.x = this._statusWindowOrg[0] - slide - 0;;
this._helpWindow.contentsOpacity = 0;
this._helpWindow.contentsOpacity = 0;
this._commandWindow.contentsOpacity = 0;
this._slotWindow.contentsOpacity = 0;
this._itemWindow.contentsOpacity = 0;
this._statusWindow.contentsOpacity = 0;
};
//==============================
// * update Slide
//==============================
Scene_Equip.prototype.updateSlide = function() {
var slideSpeed = 5;
var opcSpeed = 10;
this._helpWindow.contentsOpacity += opcSpeed;
this._commandWindow.contentsOpacity += opcSpeed;
this._slotWindow.contentsOpacity += opcSpeed;
this._itemWindow.contentsOpacity += opcSpeed;
this._statusWindow.contentsOpacity += opcSpeed;
if (this._helpWindow.y > this._helpWindowOrg[1]) {
this._helpWindow.y -= slideSpeed;
if (this._helpWindow.y < this._helpWindowOrg[1]) {
this._helpWindow.y = this._helpWindowOrg[1]
};
};
if (this._commandWindow.y < this._commandWindowOrg[1]) {
this._commandWindow.y += slideSpeed;
if (this._commandWindow.y > this._commandWindowOrg[1]) {
this._commandWindow.y = this._commandWindowOrg[1]
};
};
if (this._slotWindow.x > this._slotWindowOrg[0]) {
this._slotWindow.x -= slideSpeed;
if (this._slotWindow.x < this._slotWindowOrg[0]) {
this._slotWindow.x = this._slotWindowOrg[0]
};
};
if (this._itemWindow.x > this._itemWindowOrg[0]) {
this._itemWindow.x -= slideSpeed;
if (this._itemWindow.x < this._itemWindowOrg[0]) {
this._itemWindow.x = this._itemWindowOrg[0]
};
};
if (this._statusWindow.x < this._statusWindowOrg[0]) {
this._statusWindow.x += slideSpeed;
if (this._statusWindow.x > this._statusWindowOrg[0]) {
this._statusWindow.x = this._statusWindowOrg[0]
};
};
};
//==============================
// * update Layout
//==============================
Scene_Equip.prototype.updateLayout = function() {
this._layoutHelp.x = this._helpWindow.x + Moghunter.scEquip_HelpLayoutX;
this._layoutHelp.y = this._helpWindow.y + Moghunter.scEquip_HelpLayoutY;
this._layoutHelp.opacity = this._helpWindow.contentsOpacity
this._helpWindow.opacity = 0;
this._layoutCommand.x = this._commandWindow.x + Moghunter.scEquip_ComLayoutX;
this._layoutCommand.y = this._commandWindow.y + Moghunter.scEquip_ComLayoutY;
this._layoutCommand.opacity = this._commandWindow.contentsOpacity;
this._commandWindow.opacity = 0;
this._layoutSlot.x = this._slotWindow.x + Moghunter.scEquip_SlotLayoutX;
this._layoutSlot.y = this._slotWindow.y + Moghunter.scEquip_SlotLayoutY;
this._layoutSlot.opacity = this._slotWindow.contentsOpacity;
this._slotWindow.opacity = 0;
this._layoutItem.x = this._itemWindow.x + Moghunter.scEquip_ItemLayoutX;
this._layoutItem.y = this._itemWindow.y + Moghunter.scEquip_ItemLayoutY;
this._layoutItem.opacity = this._itemWindow.contentsOpacity;
this._itemWindow.opacity = 0;
this._layoutStatus.x = this._statusWindow.x + Moghunter.scEquip_StatusLayoutX;
this._layoutStatus.y = this._statusWindow.y + Moghunter.scEquip_StatusLayoutY;
this._layoutStatus.opacity = this._statusWindow.contentsOpacity;
this._statusWindow.opacity = 0;
};
//==============================
// * Update
//==============================
var _mog_scEquipM_update = Scene_Equip.prototype.update;
Scene_Equip.prototype.update = function() {
_mog_scEquipM_update.call(this);
if (this._layout) {
this.updateSprites()
};
};
//=============================================================================
// ** Window Equip Slot
//=============================================================================
//==============================
// * Window Equip Item 装备在身上的图标位置
//==============================
Window_EquipSlot.prototype.drawItem = function(index) {
this.contents.fontSize = Moghunter.scEquip_FontSize;
if (this._actor) {
var rect = this.itemRectForText(index);
this.changeTextColor(this.systemColor());
this.changePaintOpacity(this.isEnabled(index));
this.drawItemName(this._actor.equips()[index], rect.x + 144, rect.y + 20);
this.changePaintOpacity(true);
}
};
//=============================================================================
// ** Window Equip Command
//=============================================================================
//==============================
// * draw Text
//==============================
Window_EquipCommand.prototype.drawText = function(text, x, y, maxWidth, align) {};
//=============================================================================
// ** Window Equip Status
//=============================================================================
//==============================
// * initialize
//==============================
var _mog_scequip_westatus_initialize = Window_EquipStatus.prototype.initialize;
Window_EquipStatus.prototype.initialize = function(x, y) {
_mog_scequip_westatus_initialize.call(this, x, y);
this._parImg = ImageManager.loadMenusequip("Par");
this._parData = [0, 0];
};
//==============================
// * draw Text 人物头像位置
//==============================
Window_EquipStatus.prototype.createFaceSprite = function() {
this._faceSprite = new Sprite();
this._faceSprite.x = 28;
this._faceSprite.y = 0;
this.addChild(this._faceSprite);
};
//==============================
// * refresh 左边属性数值间距计算
//==============================
Window_EquipStatus.prototype.refresh = function() {
this.contents.clear();
this.contents.fontSize = Moghunter.scEquip_FontSize;
if (this._actor) {
this._parData[0] = this._parImg.width / 3;
this._parData[1] = this._parImg.height;
if (!this._faceSprite) {
this.createFaceSprite()
};
this.refreshFaceSprite();
this.drawActorName(this._actor, this.textPadding(), 0);
// for (var i = 0; i < 6; i++) {
// this.drawItem(0, 53 + this.lineHeight() * (1 + i), 2 + i);
// 修改描绘的项目以显示HP、MP
for (var i = 0; i < 8; i++) {
this.drawItem(0, this.lineHeight() * (1 + i) * 1.1 , i);
}
}
};
//==============================
// * refresh Face Sprite
//==============================
Window_EquipStatus.prototype.refreshFaceSprite = function() {
this._faceSprite.bitmap = ImageManager.loadMenusFaces1("Actor_" + this._actor._actorId);
};
//==============================
// * window Height
//==============================
Window_EquipStatus.prototype.windowHeight = function() {
// return 350;
// 装备介绍框的句段宽度
return 435;
};
//==============================
// * draw Par Name
//==============================
Window_EquipStatus.prototype.drawParamName = function(x, y, paramId) {};
//==============================
// * draw Right Arrow 主要是属性界面的箭头表现
//==============================
Window_EquipStatus.prototype.drawRightArrowM = function(x, y, paramId) {
var newValue = this._tempActor.param(paramId);
var diffvalue = newValue - this._actor.param(paramId);
if (diffvalue > 0) {
var sx = this._parData[0];
} else if (diffvalue < 0) {
var sx = this._parData[0] * 2;
} else {
var sx = 0
};
this.contents.blt(this._parImg, sx, 0, this._parData[0], this._parData[1], x, y);
};
//==============================
// * draw Item 更改左界面属性数值,和424行的this.drawItem(0, 20 + this.lineHeight() * (1 + i), i)中的20数值一起更改间距
//==============================
Window_EquipStatus.prototype.drawItem = function(x, y, paramId) {
this.drawParamName(x + this.textPadding(), y, paramId);
if (this._actor) {
this.drawCurrentParam(x + 110, y + 55, paramId);
if (this._tempActor) {
this.drawRightArrowM(x + 160, y + 55, paramId)
};
}
if (this._tempActor) {
this.drawNewParam(x + 200, y + 55, paramId);
}
};
//==============================
// * update
//==============================
var _mog_scnEquipUpdate = Window_EquipStatus.prototype.update;
Window_EquipStatus.prototype.update = function() {
_mog_scnEquipUpdate.call(this);
this._faceSprite.opacity = this.contentsOpacity;
};
//=============================================================================
// ** Window Equip Item
//=============================================================================
//==============================
// * Window Equip Item
//==============================
var _mog_scEquip_Wequip_drawItemName = Window_EquipItem.prototype.drawItemName;
Window_EquipItem.prototype.drawItemName = function(item, x, y, width) {
this.contents.fontSize = Moghunter.scEquip_FontSize;
_mog_scEquip_Wequip_drawItemName.call(this, item, x, y, width)
};
//==============================
// * max Cols
//==============================
Window_EquipItem.prototype.maxCols = function() {
return 1;
};
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