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本帖最后由 云破月 于 2011-2-16 21:36 编辑
我用的是仿仙剑三的战斗菜单脚本,我想把“攻击”和“特技”这两个按钮换换位置,可是在脚本中修改了坐标后只有图片变了位置,而鼠标移到“特技”按钮上时,还是原来的“特技”按钮的图片闪烁,鼠标指的“攻击”按钮图片根本没反应,点下去以后也还是特技窗口,这是为什么?要修改哪个脚本才能更改按钮的活动块位置??
附上我的战斗脚本#==========================================================================
# 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 = "击-1" # 攻撃
SKILL_ICON_NAME = "术-1" # 特技
SKILL2_ICON_NAME = "术-1" # 特技
GUARD_ICON_NAME = "防-1" # 防御
ITEM_ICON_NAME = "物-1" # 物品
ESCAPE_ICON_NAME = "逃-1" # 逃跑
BEIJING_ICON_NAME = "big"
# X坐标修正
X_PLUS = -40
# Y坐标修正
Y_PLUS = -80
# 选择时图标的动作
SELECT_TYPE = 0
# 闪烁时光芒的颜色
FLASH_COLOR = Color.new(255, 255, 255, 128)
# 闪烁时间
FLASH_DURATION = 10
# 闪烁间隔
FLASH_INTERVAL = 20
# 是否写出文字的名称
COM_NAME_DROW = false
# 文字名称是否移动
COM_NAME_MOVE = false
# 文字内容
ATTACK_NAME = "攻击" # 攻击
SKILL_NAME = "仙术" # 特技
GUARD_NAME = "防御" # 防御
ITEM_NAME = "物品" # 物品
ESCAPE_NAME = "逃跑" #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(440, 300, 180,160)
# 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 = nil
@item_max = commands.size
@commands = commands
@column_max = commands.size
@index = 6
@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
# 判断当前光标位置
self_update
if self.active
index_var = @index
tp_index = @index
mouse_x, mouse_y = Mouse.get_mouse_pos
mouse_not_in_rect = true
for i in 0..6
if i != 5
@index = i
@zzhaaa_1=1
update_cursor_rect
top_x = self.cursor_rect.x + self.x + 16
top_y = self.cursor_rect.y + self.y + 16
bottom_x = top_x + self.cursor_rect.width
bottom_y = top_y + self.cursor_rect.height
if (mouse_x > top_x) and (mouse_y > top_y) and
(mouse_x < bottom_x) and (mouse_y < bottom_y)
mouse_not_in_rect = false
if tp_index != @index
tp_index = @index
if (@index != @oldindex)
$game_system.se_play($data_system.cursor_se)
end
end
break
end
end
end
if mouse_not_in_rect
@zzhaaa_1=2
@index = index_var
if self.is_a?(Window_Target)
@index=-3
end
update_cursor_rect
Mouse.click_lock
else
Mouse.click_unlock
end
end
end
# アイコンの更新
def icon_update
for i in [email protected]
@sprite[6].x = 541
@sprite[6].y = 385
@sprite[6].z = 9999
@sprite[0].x = 588
@sprite[0].y = 370
@sprite[0].z = 9999
@sprite[1].x = 539
@sprite[1].y = 334
@sprite[1].z = 9999
@sprite[3].x = 496
@sprite[3].y = 370
@sprite[3].z = 9999
@sprite[4].x = 571
@sprite[4].y = 423
@sprite[4].z = 9999
@sprite[2].x = 513
@sprite[2].y = 423
@sprite[2].z = 9999
@sprite[5].x = 542
@sprite[5].y = 380
@sprite[5].z = 9998
@sprite.active = (self.index == i)
# @sprite.z = (self.index == i) ? self.z + 2 : self.z + 1
@sprite.visible = self.visible
@sprite.update
end
#修改…………………………
if @sprite[0].active
@sprite[0].icon_name = "击-2"
else
@sprite[0].icon_name = "击-1"
end
if @sprite[1].active
@sprite[1].icon_name = "术-2"
else
@sprite[1].icon_name = "术-1"
end
if @sprite[2].active
@sprite[2].icon_name = "防-2"
else
@sprite[2].icon_name = "防-1"
end
if @sprite[3].active
@sprite[3].icon_name = "物-2"
else
@sprite[3].icon_name = "物-1"
end
if @sprite[4].active
@sprite[4].icon_name = "逃-2"
else
@sprite[4].icon_name = "逃-1"
end
if @sprite[6].active
@sprite[6].icon_name = "技-2"
else
@sprite[6].icon_name = "技-1"
end
#修改…………………………
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 = 80
@name_sprite.y = 350
@name_sprite.z = 9998
@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[1] = Momo_IconCommand::GUARD_NAME
@name_set[0] = Momo_IconCommand::SKILL_NAME
@name_set[2] = Momo_IconCommand::ATTACK_NAME
@name_set[3] = Momo_IconCommand::ITEM_NAME
@name_set[4] = Momo_IconCommand::ESCAPE_NAME
@name_set[5] = Momo_IconCommand::EBEIJING_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
def update_cursor_rect
# 计算光标坐标
case @index
when 0
x=87-40
y=85-40
when 1
x=89-40
y=33-40
when 3
x=42-40
y=70-40
when 2
x=59-40
y=123-40
when 4
x=117-40
y=123-40
when 6
x=134-40
y=70-40
end
# 更新国标矩形
if (x != nil) and(y !=nil)
self.cursor_rect.set(x, y, 45, 45)
end
end
end
# アイコン用スプライト
class Sprite_Icon < Sprite
attr_accessor :active
attr_accessor :icon_name
#------------------------------------------------------------------------
# ● オブジェクト初期化
#------------------------------------------------------------------------
def initialize(viewport, icon_name)
super(viewport)
@icon_name = icon_name
@last_icon = @icon_name
@count = 0
self.bitmap = RPG::Cache.icon(@icon_name)
self.ox = self.bitmap.width / 2
self.oy = self.bitmap.height / 2
@active = false
end
#------------------------------------------------------------------------
# ● 解放
#------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#------------------------------------------------------------------------
# ● フレーム更新
#------------------------------------------------------------------------
def update
super
if @icon_name != @last_icon
@last_icon = @icon_name
self.bitmap = RPG::Cache.icon(@icon_name)
end
if @active
@count += 1
case Momo_IconCommand::SELECT_TYPE
when 0
icon_flash
when 1
icon_zoom
end
@count = 0 if @count == 20
else
icon_reset
end
end
def icon_flash
if @count % Momo_IconCommand::FLASH_INTERVAL == 0 or @count == 2
self.flash(Momo_IconCommand::FLASH_COLOR, Momo_IconCommand::FLASH_DURATION)
end
end
def icon_zoom
case @count
when 1..10
zoom = 1.0 + @count / 10.0
when 11..20
zoom = 2.0 - (@count - 10) / 10.0
end
self.zoom_x = zoom
self.zoom_y = zoom
end
def icon_reset
@count = 0
self.zoom_x = 1.0
self.zoom_y = 1.0
end
end
# コマンドネーム用スプライト
class Sprite_Comm_Name < Sprite
attr_accessor :active
attr_accessor :name
attr_accessor :need_reset
#------------------------------------------------------------------------
# ● オブジェクト初期化
#------------------------------------------------------------------------
def initialize(viewport, name)
super(viewport)
@name = name
@last_name = nil
@count = 0
@x_plus = 0
@opa_plus = 0
@need_reset = false
@active = false
self.bitmap = Bitmap.new(160, 32)
end
#------------------------------------------------------------------------
# ● 解放
#------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#------------------------------------------------------------------------
# ● フレーム更新
#------------------------------------------------------------------------
def update
super
if @active
if need_reset?
@need_reset = false
@last_name = @name
text_reset
end
move_text if Momo_IconCommand::COM_NAME_MOVE
end
end
def move_text
@count += 1
@x_plus = [@count * 8, 80].min
self.x = self.x - 80 + @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
com6 = Momo_IconCommand::BEIJING_ICON_NAME
com7 = Momo_IconCommand::SKILL2_ICON_NAME
@actor_command_window = Window_CommandIcon.new(0, 0, [com1, com2, com3, com4, com5,com6,com7])
@actor_command_window.back_opacity = 255
@actor_command_window.active = false
@actor_command_window.visible = true
@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 = command_window_actor_x(@actor_index)
#@actor_command_window.y = command_window_actor_y(@actor_index)
@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
#==========================================================================
搞了一个多小时了,是在搞不定,只好求助了······不好意思
再放张截图吧
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