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[已经过期] 【脚本问题】转盘式选项的问题

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发表于 2013-6-1 20:23:48 | 显示全部楼层 |阅读模式

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本帖最后由 yangjunyin2002 于 2013-6-2 14:00 编辑

下面是个转盘脚本,就像苏联君的古遗迹探秘那游戏的战斗一样,战斗选项是转盘式的。不过这是用于640,480分辨率的脚本。我改来改去,还是没用。我的游戏分辨率是默认的544,416啊...
[pre lang="ruby" line="1"]module Zii
  FIGHT = 132
  ESCAPE = 9
  ATTACK = 1
  GUARD = 6
  SKILL = 8
  ITEM = 7
  TURN = "Turn"
  STATUS_FACE = "Face"
  STATUS_LINE = "Line"
  LINE_SIZE = 14
  def self.turn_normal?
    return false if TURN == "Turn on"
    return true  if TURN == "Turn Off"
    return true
  end
  def self.battle_face?
    return true if STATUS_FACE == "Face"
    return false
  end
  def self.line_name?
    return true if STATUS_LINE == "Line"
    return false
  end
end
class Window_Base
  def draw_face(face_name, face_index, x, y, size = 96, opacity = 255)
    bitmap = Cache.face(face_name)
    rect = Rect.new(0, 0, 0, 0)
    rect.x = face_index % 4 * 96 + (96 - size) / 2
    rect.y = face_index / 4 * 96 + (96 - size) / 2
    rect.width = size
    rect.height = size
    self.contents.blt(x, y, bitmap, rect, opacity)
    bitmap.dispose
  end
  def draw_actor_face(actor, x, y, size = 96, opacity = 255)
    draw_face(actor.face_name, actor.face_index, x, y, size, opacity)
  end
end
class Window_SpinCommand < Window_Base
  attr_reader   :index
  attr_reader   :help_window
  def initialize(cx, cy, commands, setting = {})
    @radius    = setting.has_key?("R") ? setting["R"] : 40
    @speed     = setting.has_key?("S") ? setting["S"] : 36
    @spin_back = setting.has_key?("G") ? setting["G"] : ""
    @spin_line = setting.has_key?("L") ? setting["L"] : nil
    x, y = cx - @radius - 28, cy - @radius - 28
    height =210
    width = 210
    super(x, y, width, height)
    self.opacity = 0
    @index = 0
    @commands = commands
    @spin_right = true
    @spin_count = 0
    update_cursor
  end
  def draw_spin_graphic(i, cx, cy)
    case command_kind(i)
    when "icon"
      draw_icon(command_pull(i), cx - 12, cy - 12, command_enabled?(i))
    end
  end
  def refresh
    set_spin
  end
  def draw_item(index, enabled = true)
    @commands[index][3] = enabled
    set_spin
  end
  def command_name(index = @index)
    return "" if index < 0
    name = @commands[index][0]
    return name != nil ? name : ""
  end
  def command_kind(index)
    result = @commands[index][1]
    return result != nil ? result : ""
  end
  def command_pull(index)
    result = @commands[index][2]
    return result != nil ? result : ""
  end
  def command_enabled?(index)
    result = @commands[index][3]
    return result != nil ? result : true
  end
  def set_index(name)
    n = -1
    for i in 0...@commands.size
      n = i if @commands[0] == name
    end
    @index = n if n >= 0
    update_cursor
    call_update_help
    set_spin
  end
  def index=(index)
    @index = index
    update_cursor
    call_update_help
    set_spin
  end
  def center_x
    return contents.width / 2
  end
  def center_y
    return contents.height / 2
  end
  def item_max
    return @commands.size
  end
  def set_background
    return if @spin_back == ""
    bitmap = Cache.system(@spin_back)
    rect = Rect.new(-20, 3,544, 416)# 1210, 1250)
    self.contents.blt(12, 12, bitmap, rect)
  end
  def set_text
    return if @spin_line == nil
    y = center_y - WLH / 2 + @spin_line
    self.contents.draw_text(center_x - 48, y, 96, WLH, command_name, 1)
  end
  def angle_size
    return (Math::PI * 2 / item_max)
  end
  def set_spin_count
    @spin_count = angle_size * 360 / @speed
    set_spin(true)
  end
  def set_spin(spin = false)
    self.contents.clear
    set_background
    angle = spin ? @speed * @spin_count / 360 : 0
    angle = @spin_right ? angle : -angle
    for i in 0...item_max
      n = (i - @index) * angle_size + angle
      cx = @radius * Math.sin(n) + center_x
      cy = - @radius * Math.cos(n) + center_y
      draw_spin_graphic(i, cx, cy)
    end
    set_text
  end
  def update
    super
    update_cursor
    if @spin_count > 0
      @spin_count -= 1
      set_spin(@spin_count >= 1)
      return
    end
    update_command
  end
  def command_movable?
    return false if @spin_count > 0
    return false if (not visible or not active)
    return false if (index < 0 or index > item_max or item_max == 0)
    return false if (@opening or @closing)
    return true
  end
  def command_right
    @index = (@index + 1) % item_max
    @spin_right = true
    set_spin_count
  end
  def command_left
    @index = (@index - 1 + item_max) % item_max
    @spin_right = false
    set_spin_count
  end
  def update_command
    if command_movable?
      if Input.press?(Input::RIGHT)
        Sound.play_cursor
        Zii.turn_normal? ? command_right : command_left
      end
      if Input.press?(Input::LEFT)
        Sound.play_cursor
        Zii.turn_normal? ? command_left : command_right
      end
    end
    call_update_help
  end
  def update_cursor
    if @index < 0
      self.cursor_rect.empty
    else
      rect = Rect.new(0, 0, 24, 24)
      rect.x = center_x - rect.width / 2
      rect.y = center_y - rect.height / 2 - @radius
      self.cursor_rect = rect
      self.z = 150
    end
  end
  def help_window=(help_window)
    @help_window = help_window
    call_update_help
  end
  def call_update_help
    if self.active and @help_window != nil
       update_help
    end
  end
  def update_help
  end
end
class Window_LineHelp < Window_Base
  def initialize
    super(-16, 0, 544, WLH + 32)
    self.opacity = 0
  end
  def set_text(text, align = 0)
    if text != @text or align != @align
      self.contents.clear
      back_color = Color.new(0, 0, 0, 80)
      self.contents.fill_rect(0, y = 12, contents.width, WLH - y, back_color)
      self.contents.font.color = normal_color
      self.contents.draw_text(20, 0, self.width - 72, WLH, text, align)
      @text = text
      @align = align
    end
  end
end
class Window_ActorCommand < Window_SpinCommand
  def initialize
    s1 = ["攻击",      "icon", Zii::ATTACK, true]
    s2 = [Vocab::skill,"icon", Zii::SKILL,  true]
    s3 = ["防御",      "icon", Zii::GUARD,  true]
    s4 = ["物品",      "icon", Zii::ITEM,   true]
    s5 = ["逃跑",      "icon", Zii::ESCAPE, $game_troop.can_escape]
    setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
    super(72, 356, [s1, s2, s3, s4, s5], setting)
    self.active = false
    set_spin
  end
  def setup(actor)
    @commands[0][2] = Zii::ATTACK
    @commands[1][0] = Vocab::skill
    if actor.weapons[0] != nil
      n = actor.weapons[0].icon_index
      @commands[0][2] = n if n > 0
    end
    @commands[1][0] = actor.class.skill_name if actor.class.skill_name_valid
    self.index = 0
    set_spin
  end
end
class Window_PartyCommand < Window_SpinCommand
  def initialize
    s1 = [Vocab::fight,  "icon", Zii::FIGHT,  true]
    s2 = [Vocab::escape, "icon", Zii::ESCAPE, $game_troop.can_escape]
    setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
    super(72, 356, [s1, s2], setting)
    self.active = false
    set_spin
  end
end
class Window_BattleStatus < Window_Selectable
  def initialize
    super(0, 230, 544, 208)
    @column_max = 1
    refresh
    self.active = false
    self.opacity = 0
  end
  def draw_neomemo7_back
    @neomemo7_clear = false
    for index in 0...@item_max
      x = index * 96
      self.contents.clear_rect(x + 72, WLH * 3, 24, 24)
      next unless Zii.battle_face?
      actor = $game_party.members[index]
      next if actor.hp <= 0
      bitmap = Cache.face(actor.face_name)
      rect = Rect.new(0, 0, 22, 22)
      rect.x = actor.face_index % 4 * 96 + 72
      rect.y = actor.face_index / 4 * 96 + 72
      self.contents.blt(x + 72, WLH * 3, bitmap, rect, 192)
    end
  end
  def draw_item(index)
    x = index * 144 + 20
    x2 = 20
    y = 15
    rect = Rect.new(x, 0, 96, 96)
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    self.contents.font.size = 12
    actor = $game_party.members[index]
    draw_actor_state2(actor, x + 72 + 40, WLH)
    x = index * 144
    x3 = 25
    draw_actor_hp(actor, x + x2 + x3 + 6, WLH * 2 + 63, 95)
    draw_actor_mp(actor, x + x2 + x3 + 18, WLH * 3 + 52, 95)
  end
  def update_cursor
    y = 15
    if @index < 0                   # ƒJ[ƒ\ƒ‹ˆÊ’u‚ª 0 –¢–ž‚̏ꍇ
      self.cursor_rect.empty        # ƒJ[ƒ\ƒ‹‚𖳌ø‚Æ‚·‚é
    else                            # ƒJ[ƒ\ƒ‹ˆÊ’u‚ª 0 ˆÈã‚̏ꍇ
      #rect = Rect.new(index * 161 - 12, 45, 137, 115)
      #self.cursor_rect = rect
    end
  end
end
class Scene_Battle < Scene_Base
  alias :neomemo13_create_info_viewport :create_info_viewport
  def create_info_viewport
    neomemo13_create_info_viewport
    @info_viewport.rect.set(0, 0, 544, 416)
    @party_command_window.x = 800
    @status_window.x = 130
    @status_window.y = 250
    @actor_command_window.x = 440
    @actor_command_window.y = 272
    @message_window.x = 0
    @message_window.y = 10
    @message_window.opacity = 0
    #Hanzo Battle Graphics Load
    @message_skin = Sprite.new
    @message_skin.bitmap = Cache.system("Battle_Message")
    @message_skin.opacity = 0
    @message_skin.x = -400
  end
  alias :neomemo13_update_info_viewport :update_info_viewport
  def update_info_viewport
    ox = @info_viewport.ox
    neomemo13_update_info_viewport
    @info_viewport.ox = ox
    @status_window.update
  end
  alias :neomemo13_start_actor_command_selection :start_actor_command_selection
  def start_actor_command_selection
    neomemo13_start_actor_command_selection
    @actor_command_window.visible = true
  end
  alias :neomemo13_update_actor_command_selection :update_actor_command_selection
  def update_actor_command_selection
    return unless @actor_command_window.command_movable?
    neomemo13_update_actor_command_selection
  end
  alias :neomemo13_start_item_selection :start_item_selection
  def start_item_selection
    @help_window = Window_Help.new if @help_window == nil
    @help_window.visible = true
    @item_window = Window_Item.new(0, 56, 544, 232)
    @item_window.z = 1000
    @item_window.help_window = @help_window
    @actor_command_window.active = false
  end
end[/pre]

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 楼主| 发表于 2013-6-4 17:48:20 | 显示全部楼层
都好几天了,能自顶下了吧...@protosssonny

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贵宾

发表于 2013-6-5 12:30:14 | 显示全部楼层
你这脚本哪来的?
是别人游戏里的还是站上找的?
如果是站上找的话八成是找错东西了吧
→→→牛排的小黑屋←←←
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 楼主| 发表于 2013-6-5 12:34:10 | 显示全部楼层
︶ㄣ牛排ぶ 发表于 2013-6-5 12:30
你这脚本哪来的?
是别人游戏里的还是站上找的?
如果是站上找的话八成是找错东西了吧 ...

我保证没错,我只是把脚本的注释删了。

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