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Lv1.梦旅人
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本帖最后由 酸酸_脑子报废中 于 2015-7-5 17:31 编辑
这里新人qaq
是这样的 看了主站http://6rweb.sinaapp.com/articles/4860 的视频教程后修改,但是出现了在菜单中存档和物品点击下去都打不开,还有一个早一点的bug是点击一栏后返回,光标会出现在下一行(只有半行),可本身并没有设计那么多行qaq
求大神指教qaq谢谢
这个是第一个bug
然后是 修改过的脚本【不懂怎么添加脚本 只能这样了
#==============================================================================
# ■ Scene_Menu
#------------------------------------------------------------------------------
# 处理菜单画面的类。
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# ● 初始化对像
# menu_index : 命令光标的初期位置
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成命令窗口
#s1 = " 故事之物 "
#s2 = " 使用书签 "
#s3 = "迂回之地 "
@command_window = Window_Menu.new#(80, [s1, s2, s3])
@command_window.index = @menu_index
# 同伴人数为 0 的情况下
if $game_party.actors.size == 0
# 物品无效化
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# 禁止存档的情况下
if $game_system.save_disabled
# 存档无效
@command_window.disable_item(3)
end
# 生成状态窗口
@status_window = Window_MenuStatus.new
@status_window.x = 0
@status_window.y = 0
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果切换画面就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@command_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
@command_window.update
@status_window.update
# 命令窗口被激活的情况下: 调用 update_command
if @command_window.active
update_command
return
end
# 状态窗口被激活的情况下: 调用 update_status
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (命令窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_command
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换的地图画面
$scene = Scene_Map.new
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 同伴人数为 0、存档、游戏结束以外的场合
if $game_party.actors.size == 0 and @command_window.index < 3
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 命令窗口的光标位置分支
case @command_window.index
when 0 # 物品
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到物品画面
$data_system.words.item
when 1 # 存档
# 禁止存档的情况下
if " 存档 "
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到存档画面
$scene = Scene_Save.new
when 2 # 游戏结束
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到游戏结束画面
$scene = Scene_End.new
end
return
end
end
end
(第二个)
#==============================================================================
# ■ Window_Menu
#------------------------------------------------------------------------------
# 菜单命令选择行窗口。
#==============================================================================
class Window_Menu < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
# width : 窗口的宽
# commands : 命令字符串序列
#--------------------------------------------------------------------------
def initialize#(width, commands)
# 由命令的个数计算出窗口的高
super(160, 0, 480, 64)
@commands = [" 故事之物 ", " 使用书签 ", "迂回之地 "]
@column_max = 3
@item_max = @commands.size
self.z = 150
self.contents = Bitmap.new(480-32, 32)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
# color : 文字色
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(170 * index, 1, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# ● 项目无效化
# index : 项目编号
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
end
(第三个)
#==============================================================================
# ■ Window_Item
#------------------------------------------------------------------------------
# 物品画面、战斗画面、显示浏览物品的窗口。
#==============================================================================
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 64, 640, 416)
@column_max = 2
refresh
self.index = 0
# 战斗中的情况下将窗口移至中央并将其半透明化
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# ● 获取物品
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# 添加物品
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items)
end
end
# 在战斗中以外添加武器、防具
unless $game_temp.in_battle
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons)
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors)
end
end
end
# 如果项目数不是 0 就生成位图、重新描绘全部项目
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
(第四个)
#==============================================================================
# ■ Window_MenuStatus
#------------------------------------------------------------------------------
# 显示菜单画面和同伴状态的窗口。
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化目标
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 64
y = (i+1) * 116 +35
actor = $game_party.actors
bitmap = Bitmap.new("Graphics/sour/" + active.id.to_s + "_h")#RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
draw_actor_name(actor, x+80,y-75)
end
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 110+50, 210, 105)
refresh
draw_status
end
end
def draw_status
actor = $game_party.actors[@index]
bitmap = Bitmap.new("Graphics/sour/" + active.id.to_s + "_b")
src_rect = Rect.new(0, 0, bitmap,width. bitmap.height)
self.centent.blt(100, 50, bltmap. src_rect,255)
draw_actor_graphic(@actor, 130 + 96,64)
draw_actor_name(@actor, 130 + 96,64)
draw_actor_class(@actor, 428,64)
draw_actor_level(@actor, 230 + 36,64)
draw_actor_state(@actor, 430 + 36,64)
draw_actor_hp(@actor, 130 + 96,112,172)
draw_actor_sp(@actor, 130 + 96,112,172)
draw_actor_parameter(@actor, 130 + 96,192,0)
draw_actor_parameter(@actor, 130 + 96,368,1)
draw_actor_parameter(@actor, 130 + 96,400,2)
self.contents.font.color = system_color
self.contents.draw_text(130 + 320, 112, 80, 32, "EXP")
self.contents.draw_text(130 + 320, 114, 80, 32, "NEXT")
self.contents.font.color = normal_color
self.contents.draw_text(130 + 320 , 80, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(130 + 320 , 80, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(90, 320, 208, 96, 32, "故事之物")
draw_item_name($data_weapons[@actor.weapon_id], 130 + 320 + 16, 208)
draw_item_name($data_armors[@actor.armor1_id], 130 + 320 + 16, 256)
draw_item_name($data_armors[@actor.armor2_id], 130 + 320 + 16, 304)
draw_item_name($data_armors[@actor.armor3_id], 130 + 320 + 16, 352)
draw_item_name($data_armors[@actor.armor4_id], 130 + 320 + 16, 400)
end
end
谢谢qaq |
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