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Lv1.梦旅人
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本帖最后由 銀藍色的零 于 2009-12-19 16:13 编辑
我套用了這個人改寫的腳本
http://rpg.blue/viewthread.php?tid=119629&highlight=%E5%9B%BE%E6%A0%87%E5%BC%8F%E6%88%98%E6%96%97%E9%80%89%E5%8D%95%2B
在戰鬥圖標的部分
如果使用靜止方式
在選擇時~光標會有亂跑的現象
但若用放大的方式
光標又會大的很誇張
要怎麼做才不會讓光標亂跑?
另外
逃走的功能怎麼按了會沒反應
之前未套入這套腳本時
逃走功能是可以使用的
但是現在卻不能用了
是為什麼呢?
附上腳本- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- module Momo_IconCommand
- # 图标名称设定
- ATTACK_ICON_NAME = "戰鬥背景-攻.png" # 攻撃
- SKILL_ICON_NAME = "戰鬥背景-術.png" # 特技
- GUARD_ICON_NAME = "戰鬥背景-防.png" # 防御
- ITEM_ICON_NAME = "戰鬥背景-物.png" # 物品
- ESCAPE_ICON_NAME = "戰鬥背景-逃.png" # 逃跑
- # X坐标修正
- X_PLUS = -320
- # Y坐标修正
- Y_PLUS = -100
- # 选择时图标的动作
- # 0:静止 1:放大
- SELECT_TYPE = 0
- # 闪烁时光芒的颜色
- FLASH_COLOR = Color.new(255, 255, 255, 128)
- # 闪烁时间
- FLASH_DURATION = 10
- # 闪烁间隔
- FLASH_INTERVAL = 20
- # 是否写出文字的名称
- COM_NAME_DROW = true
- # 文字名称是否移动
- COM_NAME_MOVE = true
- # 文字内容
- ATTACK_NAME = "" # 攻击
- SKILL_NAME = "" # 特技
- GUARD_NAME = "" # 防御
- ITEM_NAME = "" # 物品
- ESCAPE_NAME = "" # 逃跑
- # 文字颜色
- COM_NAME_COLOR = Color.new(255, 255, 255, 255)
- # 文字坐标修正
- COM_NAME_X_PLUS = 0
- COM_NAME_Y_PLUS = 0
- end
- class Window_CommandIcon < Window_Selectable
- attr_accessor :last_index
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(x, y, commands)
- super(x, y, 128, 128)
- #super(x, y, 37, 37)
- # ウィンドウスキンに空文字列を指定してウィンドウを描画しないようにする
- #self.windowskin = RPG::Cache.windowskin("")
- self.windowskin = RPG::Cache.icon("戰鬥背景.png")
- @item_max = commands.size
- @commands = commands
- @column_max = commands.size
- @index = 0
- @last_index = nil
- @name_sprite = nil
- @sprite = []
- refresh
- end
- def dispose
- super
- for sprite in @sprite
- sprite.dispose unless sprite.nil?
- end
- @name_sprite.dispose unless @name_sprite.nil?
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- @name_sprite.dispose unless @name_sprite.nil?
- for sprite in @sprite
- sprite.dispose unless sprite.nil?
- end
- @name_sprite = nil
- draw_com_name if Momo_IconCommand::COM_NAME_DROW
- @sprite = []
- for i in 0...@item_max
- draw_item(i)
- end
- end
- #--------------------------------------------------------------------------
- # ● 項目の描画
- #--------------------------------------------------------------------------
- def draw_item(index)
- @sprite[index] = Sprite_Icon.new(nil, @commands[index])
- @sprite[index].z = self.z + 1
- end
- def draw_com_name
- @name_sprite = Sprite_Comm_Name.new(nil, get_com_name)
-
- end
-
- # 更新
- def update
- super
- icon_update
- com_name_update if Momo_IconCommand::COM_NAME_DROW
- # if move_index?
- # 判断当前光标位置
- case @last_index
- when 0 # 攻击
- # 方向键下被按下的情况下
- if Input.repeat?(Input::DOWN)
- # 光标指向逃跑
- $game_system.se_play($data_system.cursor_se)
- @index = 4
- end
- # 方向键上被按下的情况下
- if Input.repeat?(Input::UP)
- # 光标指向物品
- $game_system.se_play($data_system.cursor_se)
- @index = 3
- end
- # 方向键右被按下的情况下
- if Input.repeat?(Input::RIGHT)
- # 光标指向防御
- $game_system.se_play($data_system.cursor_se)
- @index = 2
- end
- # 方向键左被按下的情况下
- if Input.repeat?(Input::LEFT)
- # 光标指向法术
- $game_system.se_play($data_system.cursor_se)
- @index = 1
- end
- when 1 # 法术
- # 方向键下被按下的情况下
- if Input.repeat?(Input::DOWN)
- # 光标指向逃跑
- $game_system.se_play($data_system.cursor_se)
- @index = 4
- end
- # 方向键上被按下的情况下
- if Input.repeat?(Input::UP)
- # 光标指向物品
- $game_system.se_play($data_system.cursor_se)
- @index = 3
- end
- # 方向键右被按下的情况下
- if Input.repeat?(Input::RIGHT)
- # 光标指向攻击
- $game_system.se_play($data_system.cursor_se)
- @index = 0
- end
- # 方向键左被按下的情况下
- if Input.repeat?(Input::LEFT)
- # 光标指向法术
- $game_system.se_play($data_system.cursor_se)
- @index = 1
- end
- when 2 # 防御
- # 方向键下被按下的情况下
- if Input.repeat?(Input::DOWN)
- # 光标指向逃跑
- $game_system.se_play($data_system.cursor_se)
- @index = 4
- end
- # 方向键上被按下的情况下
- if Input.repeat?(Input::UP)
- # 光标指向物品
- $game_system.se_play($data_system.cursor_se)
- @index = 3
- end
- # 方向键右被按下的情况下
- if Input.repeat?(Input::RIGHT)
- # 光标指向防御
- $game_system.se_play($data_system.cursor_se)
- @index = 2
- end
- # 方向键左被按下的情况下
- if Input.repeat?(Input::LEFT)
- # 光标指向攻击
- $game_system.se_play($data_system.cursor_se)
- @index = 0
- end
- when 3 # 物品
- # 方向键下被按下的情况下
- if Input.repeat?(Input::DOWN)
- # 光标指向攻击
- $game_system.se_play($data_system.cursor_se)
- @index = 0
- end
- # 方向键上被按下的情况下
- if Input.repeat?(Input::UP)
- # 光标指向物品
- $game_system.se_play($data_system.cursor_se)
- @index = 3
- end
- # 方向键右被按下的情况下
- if Input.repeat?(Input::RIGHT)
- # 光标指向防御
- $game_system.se_play($data_system.cursor_se)
- @index = 2
- end
- # 方向键左被按下的情况下
- if Input.repeat?(Input::LEFT)
- # 光标指向法术
- $game_system.se_play($data_system.cursor_se)
- @index = 1
- end
- when 4 # 逃跑
- # 方向键下被按下的情况下
- if Input.repeat?(Input::DOWN)
- # 光标指向逃跑
- $game_system.se_play($data_system.cursor_se)
- @index = 4
- end
- # 方向键上被按下的情况下
- if Input.repeat?(Input::UP)
- # 光标指向攻击
- $game_system.se_play($data_system.cursor_se)
- @index = 0
- end
- # 方向键右被按下的情况下
- if Input.repeat?(Input::RIGHT)
- # 光标指向防御
- $game_system.se_play($data_system.cursor_se)
- @index = 2
- end
- # 方向键左被按下的情况下
- if Input.repeat?(Input::LEFT)
- # 光标指向法术
- $game_system.se_play($data_system.cursor_se)
- @index = 1
- end
- end
- @last_index = self.index
- # end
- end
- # アイコンの更新
- def icon_update
- qx = 320
- qy = 180
- for i in [email protected]
- @sprite[i].active = (self.index == i)
- @sprite[0].x = qx
- @sprite[0].y = qy
- @sprite[1].x = -60 + qx
- @sprite[1].y = qy
- @sprite[2].x = 60 + qx
- @sprite[2].y = qy
- @sprite[3].x = qx
- @sprite[3].y = -60 + qy
- @sprite[4].x = qx
- @sprite[4].y = 60 + qy
- #@sprite[i].x = self.x + 0
- #@sprite[i].y = self.y + i * 56
- @sprite[i].z = (self.index == i) ? self.z + 2 : self.z + 1
- @sprite[i].visible = self.visible
- @sprite[i].update
- end
- end
- # コマンドネームの更新
- def com_name_update
- if move_index?
- @name_sprite.name = get_com_name
- end
- @name_sprite.x = self.x - 12 + Momo_IconCommand::COM_NAME_X_PLUS
- @name_sprite.y = self.y - 40 + Momo_IconCommand::COM_NAME_Y_PLUS
- @name_sprite.z = self.z + 1
- @name_sprite.active = self.active
- @name_sprite.visible = self.visible
- @name_sprite.update
- end
- def get_com_name
- make_name_set if @name_set.nil?
- name = @name_set[self.index]
- name = "" if name.nil?
- return name
- end
- def make_name_set
- @name_set = []
- @name_set[0] = Momo_IconCommand::ATTACK_NAME
- @name_set[1] = Momo_IconCommand::SKILL_NAME
- @name_set[2] = Momo_IconCommand::GUARD_NAME
- @name_set[3] = Momo_IconCommand::ITEM_NAME
- @name_set[4] = Momo_IconCommand::ESCAPE_NAME
- end
- def move_index?
- return self.index != @last_index
- end
- def need_reset
- @name_sprite.need_reset = true if Momo_IconCommand::COM_NAME_DROW
- end
- end
- # アイコン用スプライト
- class Sprite_Icon < Sprite
- attr_accessor :active
- attr_accessor :icon_name
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(viewport, icon_name)
- super(viewport)
- @icon_name = icon_name
- @last_icon = @icon_name
- @count = 0
- self.bitmap = RPG::Cache.icon(@icon_name)
- self.ox = self.bitmap.width / 2
- self.oy = self.bitmap.height / 2
- @active = false
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- def dispose
- if self.bitmap != nil
- self.bitmap.dispose
- end
- super
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- def update
- super
- if @icon_name != @last_icon
- @last_icon = @icon_name
- self.bitmap = RPG::Cache.icon(@icon_name)
- end
- if @active
- @count += 1
- case Momo_IconCommand::SELECT_TYPE
- when 0
- icon_flash
- @count = 0 if @count == 20
- when 1
- icon_zoom
- @count = 10 if @count == 11
- end
- else
- icon_reset
- end
- end
- def icon_flash
- if @count % Momo_IconCommand::FLASH_INTERVAL == 0 or @count == 1
- self.flash(Momo_IconCommand::FLASH_COLOR, Momo_IconCommand::FLASH_DURATION)
- end
- end
- def icon_zoom
- case @count
- when 1..20
- zoom = 1.0 + @count / 10.0
- # when 11..20
- # zoom = 2.0 - (@count - 10) / 10.0
- end
- self.zoom_x = zoom
- self.zoom_y = zoom
- end
- def icon_reset
- @count = 0
- self.zoom_x = 1.0
- self.zoom_y = 1.0
- end
- end
- # コマンドネーム用スプライト
- class Sprite_Comm_Name < Sprite
- attr_accessor :active
- attr_accessor :name
- attr_accessor :need_reset
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(viewport, name)
- super(viewport)
- @name = name
- @last_name = nil
- @count = 0
- @x_plus = 0
- @opa_plus = 0
- @need_reset = false
- @active = false
- self.bitmap = Bitmap.new(160, 32)
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- def dispose
- if self.bitmap != nil
- self.bitmap.dispose
- end
- super
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- def update
- super
- if @active
- if need_reset?
- @need_reset = false
- @last_name = @name
- text_reset
- end
- move_text if Momo_IconCommand::COM_NAME_MOVE
- end
- end
- def move_text
- @count += 1
- @x_plus = [@count * 8, 80].min
- self.y = 0
- self.x = self.x - 300 - @x_plus
- self.opacity = @count * 25
- end
- def text_reset
- @count = 0
- @x_plus = 0
- self.bitmap.clear
- self.bitmap.font.color = Momo_IconCommand::COM_NAME_COLOR
- self.bitmap.draw_text(0, 0, 160, 32, @name)
- end
- def need_reset?
- return (@name != @last_name or @need_reset)
- end
- end
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● プレバトルフェーズ開始
- #--------------------------------------------------------------------------
- alias scene_battle_icon_command_start_phase1 start_phase1
- def start_phase1
- com1 = Momo_IconCommand::ATTACK_ICON_NAME
- com2 = Momo_IconCommand::SKILL_ICON_NAME
- com3 = Momo_IconCommand::GUARD_ICON_NAME
- com4 = Momo_IconCommand::ITEM_ICON_NAME
- com5 = Momo_IconCommand::ESCAPE_ICON_NAME
- @actor_command_window = Window_CommandIcon.new(0, 0, [com1, com2, com3, com4, com5])
- @actor_command_window.y = 160
- @actor_command_window.back_opacity = 255
- $fff_bmenu = 0
- @actor_command_window.active = false
- @actor_command_window.visible = false
- @actor_command_window.update
- scene_battle_icon_command_start_phase1
- end
- #--------------------------------------------------------------------------
- # ● アクターコマンドウィンドウのセットアップ
- #--------------------------------------------------------------------------
- alias scene_battle_icon_command_phase3_setup_command_window phase3_setup_command_window
- def phase3_setup_command_window
- scene_battle_icon_command_phase3_setup_command_window
- # アクターコマンドウィンドウの位置を設定
- @actor_command_window.x = 256
- @actor_command_window.y = 116
- @actor_command_window.need_reset
- end
- def command_window_actor_x(index)
- $game_party.actors[index].screen_x + Momo_IconCommand::X_PLUS
- end
- def command_window_actor_y(index)
- $game_party.actors[index].screen_y + Momo_IconCommand::Y_PLUS
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
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