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Lv1.梦旅人
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本帖最后由 fux2 于 2010-12-26 08:34 编辑
我两个都用了,不过没冲突啊,给你一个我并在一起并小加修改的脚本吧,是仿仙4的效果,你觉得马马虎虎就拿去吧,偶不想再把我脚本改回去了…………- #==============================================================================
- # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
- #==============================================================================
- #==============================================================================
- # ■ 縮小地图的表示(ver 0.999)
- # by ピニョン clum-sea
- #==============================================================================
- #==============================================================================
- # □ 前期定义
- #==============================================================================
- module PLAN_Map_Window
- WIN_X = 0 # 地图的 X 座標
- WIN_Y = 280 # 地图的 Y 座標
- WIN_WIDTH = 8*27 # 地图的宽度
- WIN_HEIGHT = 6*38 # 地图的高度
- ZOOM = 4.0 # 地图的放缩比例
- WINDOWSKIN = "001-Blue01" # 自定义地图窗口素材,如果留空则是默认的
- ON_OFF_KEY = Input::L # 打开地图的按钮,A就是键盘的Z键
- SWITCH = 1 #打开地图功能的开关
- WINDOW_MOVE = false # 窗口中的地图跟随移动,(true:跟随, false:固定)
-
- OVER_X = 632 - WIN_WIDTH # 移動后的 X 座標(初期位置と往復します)
- OVER_Y = 8 # 移動后的 Y 座標(初期位置と往復します)
- OPACITY = 160 # 窗口的透明度
- C_OPACITY = 255 # 地图的透明度
- VISIBLE = true # 最初是否可见
- end
- #==============================================================================
- # ■ Game_Temp
- #==============================================================================
- class Game_Temp
- attr_accessor :map_visible # 地图的表示状態
- alias plan_map_window_initialize initialize
- def initialize
- plan_map_window_initialize
- @map_visible = false
- end
- end
- #==============================================================================
- # ■ Scene_Map
- #==============================================================================
- class Scene_Map
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- alias plan_map_window_main main
- def main
- @map_window = Window_Map.new
- @map_window.visible = $game_temp.map_visible
- plan_map_window_main
- @map_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 更新
- #--------------------------------------------------------------------------
- alias plan_map_window_update update
- def update
- $game_temp.map_visible = @map_window.visible
- plan_map_window_update
- if $game_switches[PLAN_Map_Window::SWITCH] and $game_temp.message_window_showing == false
- if Input.trigger?(PLAN_Map_Window::ON_OFF_KEY)
- if @map_window.visible
- @map_window.visible = false
- else
- @map_window.visible = true
- end
- end
- else
- if @map_window.visible
- @map_window.visible = false
- end
- end
- if @map_window.visible
- @map_window.update
- end
- end
- #--------------------------------------------------------------------------
- # ● 场所移动的变化
- #--------------------------------------------------------------------------
- alias plan_map_window_transfer_player transfer_player
- def transfer_player
- visible = @map_window.visible
- @map_window.visible = false
- plan_map_window_transfer_player
- @map_window.dispose
- @map_window = Window_Map.new
- @map_window.visible = visible
- end
- end
- #==============================================================================
- # ■ Window_Map
- #==============================================================================
- class Window_Map < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化
- #--------------------------------------------------------------------------
- def initialize
- x = PLAN_Map_Window::WIN_X
- y = PLAN_Map_Window::WIN_Y
- w = PLAN_Map_Window::WIN_WIDTH
- h = PLAN_Map_Window::WIN_HEIGHT
- super(x, y, w, h)
- unless PLAN_Map_Window::WINDOWSKIN.empty?
- self.windowskin = RPG::Cache.windowskin(PLAN_Map_Window::WINDOWSKIN)
- end
- self.contents = Bitmap.new(width - 32 , height - 32)
- self.opacity = PLAN_Map_Window::OPACITY
- self.contents_opacity = PLAN_Map_Window::C_OPACITY
- @map_data = $game_map.data
- @tileset = RPG::Cache.tileset($game_map.tileset_name)
- @autotiles = []
- for i in 0..6
- autotile_name = $game_map.autotile_names[i]
- @autotiles[i] = RPG::Cache.autotile(autotile_name)
- end
- @old_real_x = $game_player.real_x
- @old_real_y = $game_player.real_y
- @all_map = make_all_map
- self.visible = PLAN_Map_Window::VISIBLE
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 缩小图做成
- #--------------------------------------------------------------------------
- def make_all_map
- all_map = Bitmap.new($game_map.width * 32, $game_map.height * 32)
- for y in 0...$game_map.height
- for x in 0...$game_map.width
- for z in 0...3
- tile_num = @map_data[x, y, z]
- next if tile_num == nil
- if tile_num < 384
- if tile_num >= 48
- tile_num -= 48
- src_rect = Rect.new(32, 2 * 32, 32, 32)
- all_map.blt(x * 32, y * 32, @autotiles[tile_num / 48], src_rect)
- end
- else
- tile_num -= 384
- src_rect = Rect.new(tile_num % 8 * 32, tile_num / 8 * 32, 32, 32)
- all_map.blt(x * 32, y * 32, @tileset, src_rect)
- end
- end
- end
- end
- w = ($game_map.width / PLAN_Map_Window::ZOOM) * 32
- h = ($game_map.height / PLAN_Map_Window::ZOOM) * 32
- ret_bitmap = Bitmap.new(w, h)
- src_rect = Rect.new(0, 0, all_map.width, all_map.height)
- dest_rect = Rect.new(0, 0, ret_bitmap.width, ret_bitmap.height)
- ret_bitmap.stretch_blt(dest_rect, all_map, src_rect)
- all_map.dispose
- return ret_bitmap
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- one_tile_size = 32 / PLAN_Map_Window::ZOOM
- x = $game_player.real_x - 128 * (self.contents.width / one_tile_size) / 2
- y = $game_player.real_y - 128 * (self.contents.height / one_tile_size) / 2
- x = x * one_tile_size / 128
- y = y * one_tile_size / 128
- half_width = self.contents.width * 128 / 2
- rest_width = ($game_map.width * 128 - $game_player.real_x) * one_tile_size
- rev_x = 0
- if @all_map.width < self.contents.width
- rev_x = (half_width - $game_player.real_x * one_tile_size) / 128
- rev_x -= (self.contents.width - @all_map.width) / 2
- x += rev_x
- elsif half_width > $game_player.real_x * one_tile_size
- rev_x = (half_width - $game_player.real_x * one_tile_size) / 128
- x += rev_x
- elsif half_width > rest_width
- rev_x = -((half_width - rest_width) / 128)
- x += rev_x
- end
- half_height = self.contents.height * 128 / 2
- rest_height = ($game_map.height * 128 - $game_player.real_y) * one_tile_size
- rev_y = 0
- if @all_map.height < self.contents.height
- rev_y = (half_height - $game_player.real_y * one_tile_size) / 128
- rev_y -= (self.contents.height - @all_map.height) / 2
- y += rev_y
- elsif half_height > $game_player.real_y * one_tile_size
- rev_y = (half_height - $game_player.real_y * one_tile_size) / 128
- y += rev_y
- elsif half_height > rest_height
- rev_y = -((half_height - rest_height) / 128)
- y += rev_y
- end
- src_rect = Rect.new(x, y, self.contents.width, self.contents.height)
- self.contents.blt(0, 0, @all_map, src_rect)
- if PLAN_Map_Window::WINDOW_MOVE == true
- w = self.x..self.x + self.width
- h = self.y..self.y + self.height
- if w === $game_player.screen_x and h === $game_player.screen_y
- if self.x == PLAN_Map_Window::WIN_X and self.y == PLAN_Map_Window::WIN_Y
- self.x = PLAN_Map_Window::OVER_X
- self.y = PLAN_Map_Window::OVER_Y
- else
- self.x = PLAN_Map_Window::WIN_X
- self.y = PLAN_Map_Window::WIN_Y
- end
- end
- end
- if $game_party.actors.size > 0
- for i in [2, 1, 0]
- tile = @map_data[$game_player.x, $game_player.y, i]
- next if tile == 0
- return if $game_map.priorities[tile] > 0
- end
- actor = $game_party.actors[0]
- bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
- width = bitmap.width / 4
- height = bitmap.height / 4
- src_rect = Rect.new(0, 0, width, height)
- w = width / PLAN_Map_Window::ZOOM
- h = height / PLAN_Map_Window::ZOOM
- x = self.contents.width / 2 - w / 2 + one_tile_size / 2 - rev_x
- y = self.contents.height / 2 - h / 2 - rev_y
- dest_rect = Rect.new(x, y, w, h)
- self.contents.stretch_blt(dest_rect, bitmap, src_rect)
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新
- #--------------------------------------------------------------------------
- def update
- super
- if @old_real_x != $game_player.real_x or @old_real_y != $game_player.real_y
- @old_real_x = $game_player.real_x
- @old_real_y = $game_player.real_y
- refresh
- end
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- def dispose
- super
- @all_map.dispose
- end
- end
- #==============================================================================
- # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
- #==============================================================================
- XY_SWITCH = 8 # 当8号开关打开,本脚本才开始工作。
- #==============================================================================
- # ■ Window_XY
- #------------------------------------------------------------------------------
- # 显示坐标的窗口。
- #==============================================================================
- class Window_xy < Window_Base#注意前面那个window_xy是文件名
- #--------------------------------------------------------------------------
- # ● 初始化窗口
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 280, 96)#最后面那个数字是宽要显示多个需要改大,前面一个是长~
- self.contents = Bitmap.new(width - 32, height - 32)
- self.back_opacity = 255 # 这个是背景透明
- self.opacity = 255 # 这个是边框和背景都透明
- self.contents_opacity = 255 # 这个是内容透明
- self.visible = false
- refresh
- @x = $game_player.x
- @y = $game_player.y
- @id = $game_map.map_id
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- if $game_switches[XY_SWITCH] and $game_temp.message_window_showing == false#确定开关是否打开,可以自己改变开关
- @x = $game_player.x #获取角色X坐标
- @y = $game_player.y #获取角色Y坐标
- @id = $game_map.map_id #获取地图编号
- self.contents.clear #清除以前的东西
- $mapnames = load_data("Data/MapInfos.rxdata") #读取地图名文件
- map_name = $mapnames[@id].name #获得地图名
- self.contents.font.size = 18
- self.contents.font.color = normal_color#颜色,这里是白色~
- self.contents.draw_text(85, 0, 116, 85, map_name,1)
- if $game_switches[1]
- self.contents.font.color = normal_color#颜色,暗蓝色
- self.contents.draw_text(105, 8, 160, 25, "X:")#显示X这个字的位置,引号里面的内容随便改,比如"X坐标地址"
- self.contents.font.color = knockout_color#颜色,这里是白色~
- self.contents.draw_text(-10, 8, 150, 25, @x.to_s,2)
- self.contents.font.color = normal_color#上面那个是X坐标的变量,可以自己更改变量名~
- self.contents.draw_text(150, 8, 210, 25, "Y:")#显示Y这个字~
- self.contents.font.color = knockout_color
- self.contents.draw_text(-10, 8, 200, 25, @y.to_s,2)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 判断文字刷新。节约内存用
- #--------------------------------------------------------------------------
- def judge
- return true if @x != $game_player.x
- return true if @y != $game_player.y
- return true if @id != $game_map.map_id
- return false
- end
- end
- class Scene_Map
- alias xy_66rpg_main main
- def main
- @xy_window = Window_xy.new
- @xy_window.windowskin = RPG::Cache.windowskin("地图名窗口")
- @xy_window.x = -15
- @xy_window.y = 480 - 70
- @xy_window.z = 999
- @xy_window.opacity = 255
- xy_66rpg_main
- @xy_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- alias xy_66rpg_update update
- def update
- xy_66rpg_update
- if $game_switches[XY_SWITCH] and $game_temp.message_window_showing == false
- @xy_window.visible = true
- @xy_window.refresh if @xy_window.judge
- else
- @xy_window.visible = false
- end
- end
- end
复制代码 就是左下角那样的地图
这里是脚本里用到的皮肤,记得去背景换名字
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