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求助:弹出窗口找不到底图(黑颜色其实是透明的),但是测试能正常运行,也没有弹出错误。 (?)
但我确定插件都安装了,MOG脚本有范例,所以我把范例文件夹都翻遍了,底图的命名及文件夹位置和也和范例的一模一样。
但测试时显示我的菜单就是没有,怎么都没有,真的非常无奈啊,卡了两天了。非常希望能得到大神的指点。
应该是下面的MOG_MenuBackground这个插件(说实话,我没看懂,所以没有改中文备注)...这是我对它的设置...迷糊中》 。。
附上插件内容:
MOG_MenuBackground//=============================================================================// MOG_MenuBackground.js//=============================================================================/*: * @plugindesc (v1.2) O plugin permite mudar a imagem de fundo do menu. * @author Moghunter * * @param Disable Scenes * @desc Definição das cenas que terão o efeito desativado. * Scene_Name1 , Scene_Name2 , Scene_Name3 ... * @default Scene_Test1,Scene_Test2,Scene_Test3 * * @param Default FileName * @desc Definição do nome de arquivo. * @default Pic_1 * * @param Unique Backgrounds * @desc Cada cena terá uma imagem diferente. * @default false * * @param Sufix FileName * @desc Definição do sufixo nos background únicos. * @default _back * * @param Window Opacity * @desc Definição da transparência da janela. * @default 30 * * @param Scroll X-Axis * @desc Definição da velocidade de deslize na horizontal. * @default 0 * * @param Scroll Y-Axis * @desc Definição da velocidade de deslize na vertical. * @default 0 * * @help * ============================================================================= * +++ MOG - Menu Background (v1.2) +++ * By Moghunter * https://atelierrgss.wordpress.com/ * ============================================================================= * O plugin permite mudar a imagem de fundo do menu. * É possivel ativar uma imagem diferente para cada cena ou desativar a imagem * de fundo em cenas especificas. * ============================================================================= * As imagens do background deverão ficar na pasta /img/pictures/ * ============================================================================= * No caso da opção Unique Backgrounds estiver ativada cada imagem de fundo * deverá seguir essa nomeação. * * SCENE_NAME + _back.png * * Exemplo. * * Scene_Menu_back.png * Scene_Item_back.png * Scene_Skill_back.png * etc... * * ============================================================================= * PLUGIN COMMAND * ============================================================================= * Para mudar a imagem de fundo durante o jogo use o comando abaixo. * * backgroundName : FILE_NAME * * ============================================================================= * HISTÓRICO * ============================================================================= * v1.2 - Compatibilidade com MOG_PictureGalery. * v1.1 - Melhoria na codificação. *///=============================================================================// ** PLUGIN PARAMETERS//============================================================================= var Imported = Imported || {}; Imported.MOG_MenuBackground = true; var Moghunter = Moghunter || {}; Moghunter.parameters = PluginManager.parameters('MOG_MenuBackground'); Moghunter.mback_fileName = String(Moghunter.parameters['Default FileName'] || "Pic_1"); Moghunter.mback_sufixName = String(Moghunter.parameters['Sufix FileName'] || "_back"); Moghunter.mback_selfback = String(Moghunter.parameters['Unique Backgrounds'] || "false"); Moghunter.mback_skipscenes = Object(Moghunter.parameters['Disable Scenes'] || []); Moghunter.mback_ox = Number(Moghunter.parameters['Scroll X-Axis'] || 0); Moghunter.mback_oy = Number(Moghunter.parameters['Scroll Y-Axis'] || 0); Moghunter.mback_opacity = Number(Moghunter.parameters['Window Opacity'] || 30); SceneManager._mback = false; //=============================================================================// ** Game_Interpreter//============================================================================= //==============================// * PluginCommand//==============================var _mog_menuback_pluginCommand = Game_Interpreter.prototype.pluginCommandGame_Interpreter.prototype.pluginCommand = function(command, args) { _mog_menuback_pluginCommand.call(this,command, args) if (command === "backgroundName") {$gameSystem._backgroundName = String(args[1])}; return true;};//=============================================================================// ** Game System//=============================================================================//==============================// * Initialize//==============================var _mog_picture_gsys_initialize = Game_System.prototype.initialize;Game_System.prototype.initialize = function() { _mog_picture_gsys_initialize.call(this); this._backgroundName = String(Moghunter.mback_fileName)};//==============================// * Get Par Array//==============================Game_System.prototype.get_par_array = function(object,value,type) { if (value.length === 0) {return}; var s = value.split(','); if (type === 0){ for (var i = 0; i < s.length; i++) {object.push(String(s)); }; } else { for (var i = 0; i < s.length; i++) {object.push(Number(s)); }; };};//=============================================================================// ** Window Base//=============================================================================//==============================// * Update//==============================var _alias_mog_mback_wbase_update = Window_Base.prototype.update;Window_Base.prototype.update = function() { _alias_mog_mback_wbase_update.call(this); if (this.needUpdateBackOpacity()) {this.updateBackgroundOpacity()};};//==============================// * Need Update Back Opacity//==============================Window_Base.prototype.needUpdateBackOpacity = function() { if (!SceneManager._mback) {return false}; return true;};//==============================// * Update//==============================Window_Base.prototype.updateBackgroundOpacity = function() { this.opacity = Moghunter.mback_opacity;};if (Imported.MOG_TimeSystem) { //============================== // * Update //============================== var _alias_mog_mback_time_status_update = Window_Time_Status.prototype.update; Window_Time_Status.prototype.update = function() { _alias_mog_mback_time_status_update.call(this); if (SceneManager._mback) {this.contentsOpacity = 255;this.opacity = Moghunter.mback_opacity} };};//=============================================================================// ** Scene MenuBase//=============================================================================//==============================// * Skip Mbackground//==============================Scene_MenuBase.prototype.skip_mbackground = function() { if (!SceneManager._scene) {return false}; this._mb_skip_scenes = []; $gameSystem.get_par_array(this._mb_skip_scenes, Moghunter.mback_skipscenes, 0); for (var i = 0; i < this._mb_skip_scenes.length; i++) { if (this._mb_skip_scenes === SceneManager._scene.constructor.name) {return true}; }; return false;};//==============================// * create Background//==============================var _alias_mog_mback_scbase_createBackground = Scene_MenuBase.prototype.createBackground;Scene_MenuBase.prototype.createBackground = function() { _alias_mog_mback_scbase_createBackground.call(this); SceneManager._mback = false; if (!this.skip_mbackground()) {this.create_mbackground()};};//==============================// * Skip Mbackground//==============================var _alias_mog_mback_scmb_terminate = Scene_MenuBase.prototype.terminate;Scene_MenuBase.prototype.terminate = function() { _alias_mog_mback_scmb_terminate.call(this); SceneManager._mback = false;};//==============================// * Set Background Img//==============================Scene_MenuBase.prototype.set_background_img = function() { if (this._self_background && SceneManager._scene) {return SceneManager._scene.constructor.name + String(Moghunter.mback_sufixName)} return $gameSystem._backgroundName;};//==============================// * Create Mbackground//==============================Scene_MenuBase.prototype.create_mbackground = function() { this._self_background = false; SceneManager._mback = true; if (String(Moghunter.mback_selfback) === "true") {this._self_background = true}; this._backgroundSpriteNew = new TilingSprite(); this._backgroundSpriteNew.move(0, 0, Graphics.width, Graphics.height); this.addChild(this._backgroundSpriteNew); this.refreshBackgroundName();};//==============================// * Update//==============================var _mog_mback_scbase_update = Scene_MenuBase.prototype.update;Scene_MenuBase.prototype.update = function() { _mog_mback_scbase_update.call(this); if (this._backgroundSpriteNew) {this.update_mbackground()}; };//==============================// * Refresh Background Name//==============================Scene_MenuBase.prototype.refreshBackgroundName = function() { this._backGroundName = $gameSystem._backgroundName; this._backgroundSpriteNew.bitmap = null; this._backImg = ImageManager.loadPicture(this.set_background_img());};//==============================// * Refresh Background Bitmap//==============================Scene_MenuBase.prototype.refreshBackgroundBitmap = function() { this._backgroundSpriteNew.bitmap = this._backImg; this._backgroundSpriteNew.scale.x = Graphics.boxWidth / this._backImg.width; this._backgroundSpriteNew.scale.y = Graphics.boxHeight / this._backImg.height; this._backgroundSpriteNew.move(0, 0, this._backImg.width, this._backImg.height); };//==============================// * Update MBackground//==============================Scene_MenuBase.prototype.update_mbackground = function() { if ($gameSystem._backgroundName != this._backGroundName) {this.refreshBackgroundName()}; if (!this._backgroundSpriteNew.bitmap && this._backImg.isReady()) {this.refreshBackgroundBitmap()}; this._backgroundSpriteNew.origin.x += Moghunter.mback_ox; this._backgroundSpriteNew.origin.y += Moghunter.mback_oy; if (this._backgroundSprite) {this._backgroundSprite.opacity = 0};};
另外还有个插件是配套一起用的,就是它下面那个弹出系统窗口整体美化,
我不确定或者是不是这个没设置好?
附上内容
MOG_SceneMenu//=============================================================================// MOG_SceneMenu.js//=============================================================================/*: * @plugindesc 弹出系统窗口整体美化(v1.2) Modifica a cena de menu principal. * @author Moghunter * * @param Actor Hud X-Axis * @desc Posição X-Axis da Hud do personagem. * @default 0 * * @param Actor Hud Y-Axis * @desc Posição Y-Axis da Hud do personagem. * @default 0 * * @param Char X-Axis * @desc Posição X-Axis da imagem do personagem. * @default 20 * * @param Char Y-Axis * @desc Posição Y-Axis da image do personagem. * @default 0 * * @param HP Meter X-Axis * @desc Posição X-Axis do medidor de HP. * @default 17 * * @param HP Meter Y-Axis * @desc Posição Y-Axis do medidor de HP. * @default 93 * * @param MP Meter X-Axis * @desc Posição X-Axis do medidor de MP. * @default 17 * * @param MP Meter Y-Axis * @desc Posição Y-Axis do medidor de MP. * @default 144 * * @param HP Number X-Axis * @desc Posição X-Axis do número de HP. * @default 100 * * @param HP Number Y-Axis * @desc Posição Y-Axis do número de HP. * @default 73 * * @param HPMax Number X-Axis * @desc Posição X-Axis do número de HP maximo. * @default 140 * * @param HPMax Number Y-Axis * @desc Posição Y-Axis do número de HP maximo. * @default 100 * * @param MP Number X-Axis * @desc Posição X-Axis do número de MP. * @default 100 * * @param MP Number Y-Axis * @desc Posição Y-Axis do número de MP. * @default 124 * * @param MPMax Number X-Axis * @desc Posição X-Axis do número de MP maximo. * @default 140 * * @param MPMax Number Y-Axis * @desc Posição Y-Axis do número de MP maximo. * @default 151 * * @param Commands X-Axis * @desc Posição X-Axis dos comandos. * @default 180 * * @param Commands Y-Axis * @desc Posição Y-Axis dos comandos. * @default 50 * * @param Command Active X-Axis * @desc Posição X-Axis do comando selecionado. * @default 40 * * @param Command Active Y-Axis * @desc Posição Y-Axis do comando selecionado. * @default 148 * * @param Com Name Visible * @desc Apresentar o nome do comando. * @default true * * @param Com Name X-Axis * @desc Posição X-Axis do nome do comando. * @default 40 * * @param Com Name Y-Axis * @desc Posição Y-Axis do nome do comando. * @default 96 * * @param Com Name FontSize * @desc Definição do tamanho da fonte do nome do comando. * @default 22 * * @param Max Visible Faces * @desc Definição da quantidade de faces apresentadas. * @default 5 * * @param Face Sel X-Axis * @desc Posição X-Axis das faces. * @default 240 * * @param Face Sel Y-Axis * @desc Posição Y-Axis das faces. * @default 128 * * @param Gold X-Axis * @desc Posição X-Axis do dinheiro. * @default 260 * * @param Gold Y-Axis * @desc Posição Y-Axis do dinheiro. * @default 580 * * @param Time X-Axis * @desc Posição X-Axis do tempo. * @default 565 * * @param Time Y-Axis * @desc Posição Y-Axis do tempo. * @default 60 * * @param Time FontSize * @desc Definição do tamanho da fonte do tempo. * @default 22 * * @param Location X-Axis * @desc Posição X-Axis da localização. * @default 450 * * @param Location Y-Axis * @desc Posição Y-Axis da localização. * @default 575 * * @param Time FontSize * @desc Definição do tamanho da fonte da localização. * @default 26 * * @param Magic Circle Visible * @desc Apresentar o circulo mágico. * @default true * * @param Magic Circle X-Axis * @desc Posição X-Axis do círculo mágico. * @default 700 * * @param Magic Circle Y-Axis * @desc Posição Y-Axis do círculo mágico. * @default 140 * * @param Magic Circle Rotation * @desc Velocidade de rotação do círculo mágico. * @default 0.001 * * @help * ============================================================================= * +++ MOG - Scene Menu (v1.2) +++ * By Moghunter * https://atelierrgss.wordpress.com/ * ============================================================================= * Modifica a cena de menu principal. * * ============================================================================= * UTILIZAÇÃO * ============================================================================= * As imagens do sistema deverão ser gravados na pasta. * * /img/menus/main/ * * ============================================================================= * HISTÓRICO * ============================================================================= * (1.2) - Correção do crash caso não usar o plugin do Menu Cursor. * (1.1) - Correção do plugin parameter da posição do nome do comando. * *///=============================================================================// ** PLUGIN PARAMETERS//============================================================================= var Imported = Imported || {}; Imported.MMOG_SceneMenu = true; var Moghunter = Moghunter || {}; Moghunter.parameters = PluginManager.parameters('MOG_SceneMenu'); Moghunter.scMenu_layoutStatusX = Number(Moghunter.parameters['Actor Hud X-Axis'] || 0); Moghunter.scMenu_layoutStatusY = Number(Moghunter.parameters['Actor Hud Y-Axis'] || 0); Moghunter.scMenu_CharX = Number(Moghunter.parameters['Char X-Axis'] || 20); Moghunter.scMenu_CharY = Number(Moghunter.parameters['Char Y-Axis'] || 0); Moghunter.scMenu_HPMeterX = Number(Moghunter.parameters['HP Meter X-Axis'] || 17); Moghunter.scMenu_HPMeterY = Number(Moghunter.parameters['HP Meter Y-Axis'] || 93); Moghunter.scMenu_MPMeterX = Number(Moghunter.parameters['MP Meter X-Axis'] || 17); Moghunter.scMenu_MPMeterY = Number(Moghunter.parameters['MP Meter Y-Axis'] || 144); Moghunter.scMenu_HPNumberX = Number(Moghunter.parameters['HP Number X-Axis'] || 100); Moghunter.scMenu_HPNumberY = Number(Moghunter.parameters['HP Number Y-Axis'] || 73); Moghunter.scMenu_HPNumber2X = Number(Moghunter.parameters['HPMax Number X-Axis'] || 140); Moghunter.scMenu_HPNumber2Y = Number(Moghunter.parameters['HPMax Number Y-Axis'] || 100); Moghunter.scMenu_MPNumberX = Number(Moghunter.parameters['MP Number X-Axis'] || 100); Moghunter.scMenu_MPNumberY = Number(Moghunter.parameters['MP Number Y-Axis'] || 124); Moghunter.scMenu_MPNumber2X = Number(Moghunter.parameters['MPMax Number X-Axis'] || 140); Moghunter.scMenu_MPNumber2Y = Number(Moghunter.parameters['MPMax Number Y-Axis'] || 151); Moghunter.scMenu_LVNumberX = Number(Moghunter.parameters['LV Number X-Axis'] || 95); Moghunter.scMenu_LVNumberY = Number(Moghunter.parameters['LV Number Y-Axis'] || 33); Moghunter.scMenu_statesX = Number(Moghunter.parameters['States X-Axis'] || 111); Moghunter.scMenu_statesY = Number(Moghunter.parameters['States Y-Axis'] || 30); Moghunter.scMenu_NameX = Number(Moghunter.parameters['Name X-Axis'] || 20); Moghunter.scMenu_NameY = Number(Moghunter.parameters['Name Y-Axis'] || 0); Moghunter.scMenu_NameFontSize = Number(Moghunter.parameters['Name FontSize'] || 20); Moghunter.scMenu_ComX = Number(Moghunter.parameters['Commands X-Axis'] || 180); Moghunter.scMenu_ComY = Number(Moghunter.parameters['Commands Y-Axis'] || 50); Moghunter.scMenu_ComWX = Number(Moghunter.parameters['Command Active X-Axis'] || 40); Moghunter.scMenu_ComWY = Number(Moghunter.parameters['Command Active Y-Axis'] || 148); Moghunter.scMenu_ComNameVisible = String(Moghunter.parameters['Com Name Visible'] || "true"); Moghunter.scMenu_ComNameX = Number(Moghunter.parameters['Com Name X-Axis'] || 40); Moghunter.scMenu_ComNameY = Number(Moghunter.parameters['Com Name Y-Axis'] || 96); Moghunter.scMenu_ComNameFontSize = Number(Moghunter.parameters['Com Name FontSize'] || 22); Moghunter.scMenu_maxVisibleFaces = Number(Moghunter.parameters['Max Visible Faces'] || 5); Moghunter.scMenu_FaceSelX = Number(Moghunter.parameters['Face Sel X-Axis'] || 240); Moghunter.scMenu_FaceSelY = Number(Moghunter.parameters['Face Sel Y-Axis'] || 128); Moghunter.scMenu_GoldNumberX = Number(Moghunter.parameters['Gold X-Axis'] || 260); Moghunter.scMenu_GoldNumberY = Number(Moghunter.parameters['Gold Y-Axis'] || 580); Moghunter.scMenu_playTimeNumberX = Number(Moghunter.parameters['Time X-Axis'] || 565); Moghunter.scMenu_playTimeNumberY = Number(Moghunter.parameters['Time Y-Axis'] || 60); Moghunter.scMenu_playTimeNumberFontSize = Number(Moghunter.parameters['Time FontSize'] || 24); Moghunter.scMenu_locationX = Number(Moghunter.parameters['Location X-Axis'] || 450); Moghunter.scMenu_locationY = Number(Moghunter.parameters['Location Y-Axis'] || 575); Moghunter.scMenu_locationFontSize = Number(Moghunter.parameters['Location FontSize'] || 26); Moghunter.scMenu_MagicCircleV = String(Moghunter.parameters['Magic Circle Visible'] || "true"); Moghunter.scMenu_MagicCircleX = Number(Moghunter.parameters['Magic Circle X-Axis'] || 700); Moghunter.scMenu_MagicCircleY = Number(Moghunter.parameters['Magic Circle Y-Axis'] || 140); Moghunter.scMenu_MagicCircleR = Number(Moghunter.parameters['Magic Circle Rotation'] || 0.001); //=============================================================================// ** ImageManager//=============================================================================//==============================// * Main//==============================ImageManager.loadMenusMain = function(filename) { return this.loadBitmap('img/menus/main/', filename, 0, true);}; //==============================// * Main Faces1//==============================ImageManager.loadMenusFaces1 = function(filename) { return this.loadBitmap('img/menus/faces/faces1/', filename, 0, true);}; //==============================// * Main Faces2//==============================ImageManager.loadMenusFaces2 = function(filename) { return this.loadBitmap('img/menus/faces/faces2/', filename, 0, true);}; //==============================// * Main Faces3//==============================ImageManager.loadMenusFaces3 = function(filename) { return this.loadBitmap('img/menus/faces/faces3/', filename, 0, true);}; //==============================// * Main Faces4//==============================ImageManager.loadMenusFaces4 = function(filename) { return this.loadBitmap('img/menus/faces/faces4/', filename, 0, true);}; //==============================// * Main Commands//==============================ImageManager.loadMenusMainCommands = function(filename) { return this.loadBitmap('img/menus/main/commands/', filename, 0, true);}; //=============================================================================// ** Scene Menu//=============================================================================var _mog_scmenu_create = Scene_Menu.prototype.create;Scene_Menu.prototype.create = function() { _mog_scmenu_create.call(this); this.loadBitmapsMain(); this.createField(); this.createMonogatari(); };//==============================// * loadBitmapsMain//============================== Scene_Menu.prototype.loadBitmapsMain = function() { this._facesBitmaps = [] for (var i = 0; i < $gameParty.members().length; i++) { this._facesBitmaps = ImageManager.loadMenusFaces2("Actor_" + $gameParty.members()._actorId); }; this._comBitmaps = [] this._comList = this._commandWindow._list; for (var i = 0; i < this._comList.length; i++) { this._comBitmaps = ImageManager.loadMenusMainCommands(this._comList.name); }; this._arrowImg = ImageManager.loadMenusMain("FaceArrow"); this._goldImg = ImageManager.loadMenusMain("GoldNumber");};//==============================// * Create Field//============================== Scene_Menu.prototype.createField = function() { this._field = new Sprite(); this.addChild(this._field);};//==============================// * Create Monogatari//============================== Scene_Menu.prototype.createMonogatari = function() { if (String(Moghunter.scMenu_MagicCircleV) === "true") {this.createMagicCircle()}; this.createCharacters(); this.createLayout(); this.createCharStatus(); this.createCommands(); this.createCommandName(); this.createPlayTime(); this.createLocation();};//==============================// * Create After//============================== Scene_Menu.prototype.createAfter = function() { this.createSelection(); this.createFaceArrow(); this.createGold();};//==============================// * create HP Number//==============================Scene_Menu.prototype.createGold = function() { this._gold_number = []; this._GoldData = [this._goldImg.width / 10,this._goldImg.height] var x = Moghunter.scMenu_GoldNumberX; var y = Moghunter.scMenu_GoldNumberY; for (var i = 0; i < 9; i++) { this._gold_number = new Sprite(this._goldImg); this._gold_number.visible = false; this._gold_number.opacity = 255; this._gold_number.x = x ; this._gold_number.y = y ; this._field.addChild(this._gold_number); }; this.refresh_number(this._gold_number,$gameParty.gold(),this._GoldData,x)};//==============================// * create Magic Circle//==============================Scene_Menu.prototype.createMagicCircle = function() { this._magicCircle = new Sprite(ImageManager.loadMenusMain("MagicCircle")); this._magicCircle.anchor.x = 0.5; this._magicCircle.anchor.y = 0.5; this._magicCircle.x = Moghunter.scMenu_MagicCircleX; this._magicCircle.y = Moghunter.scMenu_MagicCircleY; this._field.addChild(this._magicCircle);};//==============================// * create Magic Circle//==============================Scene_Menu.prototype.updateMagicCircle = function() { this._magicCircle.rotation +=Moghunter.scMenu_MagicCircleR;};//==============================// * play Time Sec//==============================Scene_Menu.prototype.playTimeSec = function() { return $gameSystem.playtime() % 60;};//==============================// * create Play Time//==============================Scene_Menu.prototype.createPlayTime = function() { this._playTime = new Sprite(new Bitmap(200,32)); this._playTime.x = Moghunter.scMenu_playTimeNumberX; this._playTime.y = Moghunter.scMenu_playTimeNumberY; this._playTime.bitmap.fontSize = Moghunter.scMenu_playTimeNumberFontSize; this._field.addChild(this._playTime); this._playTimeSec = this.playTimeSec(); this.refreshTime();};//==============================// * refresh Time//==============================Scene_Menu.prototype.refreshTime = function() { this._playTime.bitmap.clear(); this._playTimeSec = this.playTimeSec(); this._playTime.bitmap.drawText($gameSystem.playtimeText(),0,0,200,32,"right");};//==============================// * update Time//==============================Scene_Menu.prototype.updateTime = function() { if (this._playTimeSec != this.playTimeSec()) {this.refreshTime()};}; //==============================// * create Location//==============================Scene_Menu.prototype.createLocation = function() { this._location = new Sprite(new Bitmap(260,32)); this._location.x = Moghunter.scMenu_locationX; this._location.y = Moghunter.scMenu_locationY; this._location.bitmap.fontSize = Moghunter.scMenu_locationFontSize; var mapName = $gameMap.displayName(); this._location.bitmap.drawText(mapName,0,0,260,32,"center"); this._field.addChild(this._location);}; //==============================// * Refresh Number//==============================Scene_Menu.prototype.refresh_number = function(sprites,value,img_data,x) { numbers = Math.abs(value).toString().split(""); for (var i = 0; i < sprites.length ; i++) { sprites.visible = false; if (i < numbers.length) { var n = Number(numbers); sprites.setFrame(n * img_data[0], 0, img_data[0], img_data[1]); var nx = -(img_data[0] * i) + (img_data[0] * numbers.length); sprites.x = x - nx; sprites.visible = true; } else { var n = 0; sprites.setFrame(n * img_data[0], 0, img_data[0], img_data[1]); var nx = -(img_data[0] * i) + (img_data[0] * (sprites.length + numbers.length)); sprites.x = x - nx; }; };};//==============================// * maxMembers//============================== Scene_Menu.prototype.maxMembers = function() { return Math.min(Math.max($gameParty.members().length,0),$gameParty.maxBattleMembers());};//==============================// * Create Characters//============================== Scene_Menu.prototype.createCharacters = function() { this._characters = []; for (var i = 0; i < this.maxMembers(); i++) { this._characters = new MBustMenu(i,$gameParty.members(),this.maxMembers()); this._field.addChild(this._characters); };};//==============================// * Create Char Status//============================== Scene_Menu.prototype.createCharStatus = function() { this._charStatus = []; for (var i = 0; i < this.maxMembers(); i++) { this._charStatus = new MCharStatus(i,$gameParty.members(),this.maxMembers()); this._field.addChild(this._charStatus); };};//==============================// * Update//============================== var _mog_smenu_update = Scene_Menu.prototype.createGoldWindow;Scene_Menu.prototype.createGoldWindow = function() { _mog_smenu_update.call(this); if (this._goldWindow) {this._goldWindow.visible = false};}; //==============================// * create Layout//==============================Scene_Menu.prototype.createLayout = function() { this._layout = new Sprite(ImageManager.loadMenusMain("Layout")); this._field.addChild(this._layout);}; //==============================// * create Commands//============================== Scene_Menu.prototype.createCommands = function() { this._commands = []; this._compos = []; this._comzoom = []; var h = 0 this._comField = new Sprite(); this._field.addChild(this._comField); for (var i = 0; i < this._comList.length; i++) { this._commands = new Sprite(this._comBitmaps); this._commands.anchor.x = 0.5; this._commands.anchor.y = 0.5; this._commands.y = -64; this._commands.opacity = 255; this._compos = [Moghunter.scMenu_ComX + (48 * i),Moghunter.scMenu_ComY + (48 * h)]; this._comzoom = 0; this._comField.addChild(this._commands); h = h === 0 ? 1 : 0; }; };//==============================// * update Commands//==============================Scene_Menu.prototype.updateCommands = function() { // this.updateComField(); for (var i = 0; i < this._commands.length; i++) { if (this.isComEnabled(i)) { var nx = this._statusWindow.active ? Moghunter.scMenu_ComWX : this._compos[0]; var ny = this._statusWindow.active ? Moghunter.scMenu_ComWY : this._compos[1]; if (this._commandWindow.isCurrentItemEnabled()) {this._commands.opacity += 20}; if (this._comzoom === 0 && !this._statusWindow.active) { this._commands.scale.x += 0.01; if (this._commands.scale.x >= 1.30) { this._commands.scale.x = 1.30; this._comzoom = 1; }; } else { this._commands.scale.x -= 0.01; if (this._commands.scale.x <= 1.00) { this._commands.scale.x = 1.00; this._comzoom = 0; }; }; } else { var nx = this._compos[0]; var ny = this._compos[1]; if (this._commands.opacity > 180 || this._statusWindow.active) { this._commands.opacity -= 10 if (this._commands.opacity < 180 && !this._statusWindow.active) {this._commands.opacity = 180} }; if (!this._statusWindow.active && this._commands.opacity < 180) { this._commands.opacity += 10; if (this._commands.opacity > 180) {this._commands.opacity = 180} }; if (this._commands.scale.x > 1.00) {this._commands.scale.x -= 0.01}; this._comzoom = 0; }; this._commands.x = this.commandMoveTo(this._commands.x,nx); this._commands.y = this.commandMoveTo(this._commands.y,ny); this._commands.scale.y = this._commands.scale.x; };}; //==============================// * update Com Field//==============================Scene_Menu.prototype.updateComField = function() { if (!this._statusWindow.active) { this._comField.opacity += 15 if (this._comField.y < 0) { this._comField.y += 3; if (this._comField.y > 0 ) {this._comField.y = 0} } } else { this._comField.opacity -= 15 if (this._comField.y > -50) { this._comField.y -= 3; if (this._comField.y < -50 ) {this._comField.y = -50} }; };}; //==============================// * is Com Enabled//==============================Scene_Menu.prototype.isComEnabled = function(index) { if (index != this._commandWindow._index) {return false}; return true;}; //==============================// * Command Move To//==============================Scene_Menu.prototype.commandMoveTo = function(value,real_value) { if (value == real_value) {return value}; var dnspeed = 3 + (Math.abs(value - real_value) / 20); if (value > real_value) {value -= dnspeed; if (value < real_value) {value = real_value};} else if (value < real_value) {value += dnspeed; if (value > real_value) {value = real_value}; }; return Math.floor(value);}; //==============================// * create Command Name//==============================Scene_Menu.prototype.createCommandName = function() { this._commandName = new Sprite(new Bitmap(100,32)); this._commandName.bitmap.fontSize = Moghunter.scMenu_ComNameFontSize; this._commandNameIndex = -2; this._commandNameIndex2 = -2; this._field.addChild(this._commandName); this._commandName.visible = String(Moghunter.scMenu_ComNameVisible) === "true" ? true : false;};//==============================// * update Command Name//==============================Scene_Menu.prototype.updateCommandName = function() { if (this._statusWindow.active) { if (this._commandNameIndex2 != this._statusWindow._index) {this.refreshActorName()}; } else { if (this._commandNameIndex != this._commandWindow._index) {this.refreshCommandName()}; }; this._commandName.x = this.commandMoveTo(this._commandName.x,Moghunter.scMenu_ComNameX); this._commandName.y = this.commandMoveTo(this._commandName.y,Moghunter.scMenu_ComNameY); this._commandName.opacity += 10;}; //==============================// * refresh Command Name//==============================Scene_Menu.prototype.refreshCommandName = function() { this._commandNameIndex = this._commandWindow._index; this._commandNameIndex2 = -2; this._commandName.bitmap.clear(); this._commandName.bitmap.drawText(this._comList[this._commandNameIndex].name,0,0,100,32,"center") this._commandName.x = Moghunter.scMenu_ComNameX - 100; this._commandName.y = Moghunter.scMenu_ComNameY; this._commandName.opacity = 0;};//==============================// * refresh Actor Name//==============================Scene_Menu.prototype.refreshActorName = function() { this._commandNameIndex = -2; this._commandNameIndex2 = this._statusWindow._index; this._commandName.bitmap.clear(); var actor = $gameParty.members()[this._statusWindow._index] if (!actor) {return} this._commandName.bitmap.drawText(actor.name(),0,0,100,32,"center") this._commandName.x = Moghunter.scMenu_ComNameX - 100; this._commandName.y = Moghunter.scMenu_ComNameY; this._commandName.opacity = 0;};//==============================// * create Selection//==============================Scene_Menu.prototype.createSelection = function() { this._selection = []; this._selectionPos = []; this._selzoom = []; this._selMax = Math.min(Math.max(Moghunter.scMenu_maxVisibleFaces,2),999); this._selField = new Sprite(); this._field.addChild(this._selField); this._selField.opacity = 0; this._selField.x = 50; for (var i = 0; i < $gameParty.members().length; i++) { this._selection = new Sprite(this._facesBitmaps); this._selectionPos = [Moghunter.scMenu_FaceSelX + ((4 + this._facesBitmaps.width) * i),Moghunter.scMenu_FaceSelY]; this._selection.anchor.x = 0.5; this._selection.anchor.y = 0.5; this._selection.opacity = 160; this._selection.vsb = false; this._selection.x = this._selectionPos[0]; this._selection.y = this._selectionPos[1]; this._selField .addChild(this._selection); };}; //==============================// * update Selection//==============================Scene_Menu.prototype.updateSelection = function() { if (this._statusWindow.active) { this._selField.opacity += 15; if (this._selField.x > 0) {this._selField.x -= 4 if (this._selField.x < 0) {this._selField.x = 0}; }; } else { if (this._selField.x < 50) {this._selField.x += 4 if (this._selField.x > 50) {this._selField.x = 50}; }; this._selField.opacity -= 15; } for (var i = 0; i < this._selection.length; i++) { if (this._statusWindow._index < this._selMax) { var nindex = 0 if (i > this._selMax) { this._selection.vsb = false; } else { this._selection.vsb = true; }; } else { var ni = this._statusWindow._index - this._selMax var nindex = ((4 + this._facesBitmaps.width) * (ni)); if (i < ni || i > ni + this._selMax) { this._selection.vsb = false; } else {this._selection.vsb = true; } }; if (i === this._statusWindow._index) { this._selection.opacity += 15; if (this._selzoom === 0) { this._selection.scale.x += 0.015; if (this._selection.scale.x > 1.30) { this._selection.scale.x = 1.30; this._selzoom = 1; }; } else { this._selection.scale.x -= 0.015; if (this._selection.scale.x < 1.00) { this._selection.scale.x = 1.00; this._selzoom = 0; }; }; } else { if (!this._selection.vsb) { this._selection.opacity -= 15; } else if (this._selection.vsb) { if (this._selection.opacity < 160) {this._selection.opacity += 15; if (this._selection.opacity > 160) {this._selection.opacity = 160}; }; if (this._selection.opacity > 160) {this._selection.opacity -= 15; if (this._selection.opacity < 160) {this._selection.opacity = 160}; }; } else { if (this._selection.opacity > 160) {this._selection.opacity -= 10 if (this._selection.opacity < 160) {this._selection.opacity = 160}; }; }; this._selzoom = 0; this._selection.scale.x -= 0.01; if (this._selection.scale.x < 1.00) {this._selection.scale.x = 1.00} } var nx = this._selectionPos[0] - nindex; var ny = this._selectionPos[1]; this._selection.x = this.commandMoveTo(this._selection.x,nx); this._selection.y = this.commandMoveTo(this._selection.y,ny); this._selection.scale.y = this._selection.scale.x; }; this.updateArrow();}; //==============================// * create Face Arrow//==============================Scene_Menu.prototype.createFaceArrow = function() { this._arrow = []; this._arrowPos = []; this._arrowAni = [0,0]; for (var i = 0; i < 2; i++) { this._arrow = new Sprite(this._arrowImg); if (i === 1) {this._arrow.scale.x = -1.00 this._arrowPos = [this._selection[0].x + (4 + (this._arrowImg.width * 2)) + ((4 + this._facesBitmaps[0].width) * this._selMax),Moghunter.scMenu_FaceSelY] } else { this._arrowPos = [this._selection[0].x - (4 + (this._arrowImg.width * 2)),Moghunter.scMenu_FaceSelY] }; this._arrow.anchor.x = 0.5; this._arrow.anchor.y = 0.5; this._arrow.x = this._arrowPos[0]; this._arrow.y = this._arrowPos[1]; this._selField.addChild(this._arrow); };};//==============================// * update Arrow//==============================Scene_Menu.prototype.updateArrow = function() { this.updateArrowAni() for (var i = 0; i < this._arrow.length; i++) { if (i === 0) { var nx = this._arrowPos[0] - this._arrowAni[1]; this._arrow.visible = this.isArrow1Visible(); } else { var nx = this._arrowPos[0] + this._arrowAni[1]; this._arrow.visible = this.isArrow2Visible(); }; var ny = this._arrowPos[1]; this._arrow.x = this.commandMoveTo(this._arrow.x,nx); this._arrow.y = this.commandMoveTo(this._arrow.y,ny); };};//==============================// * is Arrow1 Visible//==============================Scene_Menu.prototype.isArrow1Visible = function() { if (this._statusWindow._index <= this._selMax) {return false}; return true;};//==============================// * is Arrow2 Visible//==============================Scene_Menu.prototype.isArrow2Visible = function() { if (this._statusWindow._index >= this._selection.length - 1) {return false}; if ($gameParty.members().length < this._selMax + 2 ) {return false}; return true;};//==============================// * update Arrow Ani//==============================Scene_Menu.prototype.updateArrowAni = function() { this._arrowAni[0]++; if (this._arrowAni[0] < 20) { this._arrowAni[1] ++; } else if (this._arrowAni[0] < 40) { this._arrowAni[1] --; } else { this._arrowAni[1] = 0; this._arrowAni[0] = 0; };};//==============================// * check Touch On Sprites//==============================Scene_Menu.prototype.checkTouchOnSprites = function() { if (this._statusWindow.active) { this.checkTouchSelection(); } else { this.checkTouchCommand(); };};//==============================// * checkTouchSelection//==============================Scene_Menu.prototype.checkTouchSelection = function() { for (var i = 0; i < this._selection.length; i++) { if (this.isOnSprite(this._selection)) {this.setTouchSelection(i)}; }; for (var i = 0; i < this._arrow.length; i++) { if (this.isOnSprite(this._arrow)) {this.setTouchArrow(i)}; };};//==============================// * set Touch Arrow//==============================Scene_Menu.prototype.setTouchArrow = function(index) { SoundManager.playCursor(); if (index === 0) { this._statusWindow.cursorUp(); } else { this._statusWindow.cursorDown(); };};//==============================// * set Touch Selection//==============================Scene_Menu.prototype.setTouchSelection = function(index) { this._statusWindow.select(index); this._statusWindow.processOk();};//==============================// * checkTouchCommand//==============================Scene_Menu.prototype.checkTouchCommand = function() { for (var i = 0; i < this._commands.length; i++) { if (this.isOnSprite(this._commands)) {this.setTouchCommand(i)}; };};//==============================// * set Touch Command//==============================Scene_Menu.prototype.setTouchCommand = function(index) { this._commandWindow.select(index); this._commandWindow.processOk();};//==============================// * on Sprite//==============================Scene_Menu.prototype.isOnSprite = function(sprite) { var cw = sprite.bitmap.width / 2; var ch = sprite.bitmap.height / 2; if (sprite.visible === false) {return false}; if (sprite.opacity === 0) {return false}; if (TouchInput.x < sprite.x - cw) {return false}; if (TouchInput.x > sprite.x + cw) {return false}; if (TouchInput.y < sprite.y - ch) {return false}; if (TouchInput.y > sprite.y + ch) {return false}; return true; };//==============================// * update Touch Screen//==============================Scene_Menu.prototype.updateTouchScreen = function() { if (TouchInput.isTriggered()) {this.checkTouchOnSprites()};};//==============================// * update Window Status//==============================Scene_Menu.prototype.updateWindowStatus = function() { this._statusWindow.visible = false; this._statusWindow.x = - this._statusWindow.width; this._statusWindow.updateScrollRoll();}; //==============================// * update//==============================var _mog_mono_scmenu_update = Scene_Menu.prototype.update;Scene_Menu.prototype.update = function() { _mog_mono_scmenu_update.call(this) if (this._commands) {this.updateCommands()}; if (this._commandName) {this.updateCommandName()}; if (!this._selection && this._facesBitmaps && this._facesBitmaps[0].isReady()) {this.createAfter()}; if (this._selection) {this.updateSelection()}; if (this._playTime) {this.updateTime()}; if (this._magicCircle) {this.updateMagicCircle()}; this.updateWindowStatus(); this.updateTouchScreen();}; //=============================================================================// * MBustMenu//=============================================================================function MBustMenu() { this.initialize.apply(this, arguments);};MBustMenu.prototype = Object.create(Sprite.prototype);MBustMenu.prototype.constructor = MBustMenu;//==============================// * Initialize//==============================MBustMenu.prototype.initialize = function(index,actor,maxmembers) { Sprite.prototype.initialize.call(this); this._index = index; this._actor = actor; this._maxMembers = maxmembers this.createCharaters();}; //==============================// * Pos X//==============================MBustMenu.prototype.posX = function() { var space = Math.floor((Graphics.boxWidth - 32) / this._maxMembers); return 16 + (space / 2) + (space * this._index);};//==============================// * create Characters//==============================MBustMenu.prototype.createCharaters = function() { this._char = new Sprite(ImageManager.loadMenusFaces3("actor_" + this._actor._actorId)); this._char.anchor.x = 0.5; this._char.anchor.y = 1.0; this._char.x = this.posX() + Moghunter.scMenu_CharX; this._char.y = Graphics.boxHeight + Moghunter.scMenu_CharY; this._orgX = this._char.x; this._char.x -= 50; this._wait = 5 + 10 * this._index; this._char.opacity = 0; this.addChild(this._char);}; //==============================// * Update//==============================MBustMenu.prototype.update = function() { Sprite.prototype.update.call(this); if (this._wait > 0) {this._wait--; return}; this._char.opacity += 10; if (this._char.x < this._orgX) { this._char.x += 2; if (this._char.x > this._orgX) {this._char.x = this._orgX}; };}; //=============================================================================// * MCharStatus//=============================================================================function MCharStatus() { this.initialize.apply(this, arguments);};MCharStatus.prototype = Object.create(Sprite.prototype);MCharStatus.prototype.constructor = MCharStatus;//==============================// * Initialize//==============================MCharStatus.prototype.initialize = function(index,actor,maxmembers) { Sprite.prototype.initialize.call(this); this._index = index; this._actor = actor; this._maxMembers = maxmembers; this.x = 50; this._wait = 5 + 5 * this._index; this.opacity = 0; this.loadBitmaps();}; //==============================// * loadBitmaps//==============================MCharStatus.prototype.loadBitmaps = function() { this._layoutImg = ImageManager.loadMenusMain("LayoutStatus"); this._numberImg = ImageManager.loadMenusMain("HPNumber"); this._numberImg2 = ImageManager.loadMenusMain("MPNumber"); this._numberImg3 = ImageManager.loadMenusMain("LVNumber"); this._HPMeterImg = ImageManager.loadMenusMain("HPMeter"); this._MPMeterImg = ImageManager.loadMenusMain("MPMeter"); this._state_img = ImageManager.loadSystem("IconSet");}; //==============================// * Pos X//==============================MCharStatus.prototype.posX = function() { var space = Math.floor((Graphics.boxWidth - 32) / this._maxMembers); return 16 + (space / 2) + (space * this._index);};//==============================// * create Sprites//==============================MCharStatus.prototype.createSprites = function() { this.createLayoutStatus(); this.createHPMeter(); this.createMPMeter(); this.createHPNumber(); this.createHPNumber2(); this.createMPNumber(); this.createMPNumber2(); this.createLVNumber(); this.createStates(); this.createName();}; //==============================// * Create Name//==============================MCharStatus.prototype.createName = function() { this._name = new Sprite(new Bitmap(120,32)); this._name.x = this._layout.x + Moghunter.scMenu_NameX; this._name.y = this._layout.y + Moghunter.scMenu_NameY; this._name.bitmap.fontSize = Moghunter.scMenu_NameFontSize; this._name.bitmap.drawText(this._actor.name(),0,0,120,32,"center"); this.addChild(this._name); }; //==============================// * Create States//==============================MCharStatus.prototype.createStates = function() { this._states_data = [0,0,0]; this._state_icon = new Sprite(this._state_img); this._state_icon.x = this._layout.x + Moghunter.scMenu_statesX; this._state_icon.y = this._layout.y + Moghunter.scMenu_statesY; this._state_icon.visible = false; this.addChild(this._state_icon); this.refresh_states(); }; //==============================// * Create States//==============================MCharStatus.prototype.refresh_states = function() { this._states_data[0] = 0; this._states_data[2] = 0; this._state_icon.visible = false; if (this._actor.allIcons().length == 0) {this._states_data[1] = 0;return}; if (this._actor.allIcons()[this._states_data[1]]) { this._states_data[0] = this._actor.allIcons()[this._states_data[1]]; this._state_icon.visible = true; var sx = this._states_data[0] % 16 * 32; var sy = Math.floor(this._states_data[0] / 16) * 32; this._state_icon.setFrame(sx, sy, 32, 32); }; this._states_data[1] += 1; if (this._states_data[1] >= this._actor.allIcons().length) { this._states_data[1] = 0 };};//==============================// * Update States//==============================MCharStatus.prototype.update_states = function() { this._states_data[2] += 1; if (this.need_refresh_states()) {this.refresh_states();};}; //==============================// * Need Refresh States//==============================MCharStatus.prototype.need_refresh_states = function() { if (this._states_data[2] > 60) {return true}; return false;}; //==============================// * create HP Meter//==============================MCharStatus.prototype.createHPMeter = function() { this._hpMeter = new Sprite(this._HPMeterImg); this._hpMeterData = [this._HPMeterImg.width / 3,this._HPMeterImg.height,0,0]; this._hpMeterData[2] = this._hpMeterData[0] * 2; this._hpMeterData[3] = Math.randomInt(this._hpMeterData[2]) this._hpMeter.x = this._layout.x + Moghunter.scMenu_HPMeterX; this._hpMeter.y = this._layout.y + Moghunter.scMenu_HPMeterY; this.updateMeter(this._hpMeter,this._hpMeterData,this._actor.hp,this._actor.mhp); this.addChild(this._hpMeter);}; //==============================// * create MP Meter//==============================MCharStatus.prototype.createMPMeter = function() { this._mpMeter = new Sprite(this._MPMeterImg); this._mpMeterData = [this._MPMeterImg.width / 3,this._MPMeterImg.height,0,0]; this._mpMeterData[2] = this._mpMeterData[0] * 2; this._mpMeterData[3] = Math.randomInt(this._mpMeterData[2]) this._mpMeter.x = this._layout.x + Moghunter.scMenu_MPMeterX; this._mpMeter.y = this._layout.y + Moghunter.scMenu_MPMeterY; this.updateMeter(this._mpMeter,this._mpMeterData,this._actor.mp,this._actor.mmp); this.addChild(this._mpMeter);}; //==============================// * update Meter//==============================MCharStatus.prototype.updateMeter = function(sprite,data,v1,v2) { var cw = data[0] * v1 / v2; sprite.setFrame(data[3],0,cw,data[1]); data[3] += 4; if (data[3] > data[2]) {data[3] = 0};}; //==============================// * create HP Number//==============================MCharStatus.prototype.createHPNumber = function() { this._hp_number = []; this._NumberData = [this._numberImg.width / 10,this._numberImg.height] var x = this._layout.x + Moghunter.scMenu_HPNumberX; var y = this._layout.y + Moghunter.scMenu_HPNumberY; for (var i = 0; i < 5; i++) { this._hp_number = new Sprite(this._numberImg); this._hp_number.visible = false; this._hp_number.opacity = 255; this._hp_number.x = x ; this._hp_number.y = y ; this.addChild(this._hp_number); }; this.refresh_number(this._hp_number,this._actor.hp,this._NumberData,x)}; //==============================// * create HP Number2//==============================MCharStatus.prototype.createHPNumber2 = function() { this._hp_number2 = []; var x = this._layout.x + Moghunter.scMenu_HPNumber2X; var y = this._layout.y + Moghunter.scMenu_HPNumber2Y; for (var i = 0; i < 5; i++) { this._hp_number2 = new Sprite(this._numberImg); this._hp_number2.visible = false; this._hp_number2.opacity = 255; this._hp_number2.x = x ; this._hp_number2.y = y ; this.addChild(this._hp_number2); }; this.refresh_number(this._hp_number2,this._actor.mhp,this._NumberData,x)}; //==============================// * create MP Number//==============================MCharStatus.prototype.createMPNumber = function() { this._mp_number = []; this._NumberData2 = [this._numberImg2.width / 10,this._numberImg2.height] var x = this._layout.x + Moghunter.scMenu_MPNumberX; var y = this._layout.y + Moghunter.scMenu_MPNumberY; for (var i = 0; i < 5; i++) { this._mp_number = new Sprite(this._numberImg2); this._mp_number.visible = false; this._mp_number.opacity = 255; this._mp_number.x = x ; this._mp_number.y = y ; this.addChild(this._mp_number); }; this.refresh_number(this._mp_number,this._actor.mp,this._NumberData2,x)}; //==============================// * create MP Number2//==============================MCharStatus.prototype.createMPNumber2 = function() { this._mp_number2 = []; var x = this._layout.x + Moghunter.scMenu_MPNumber2X; var y = this._layout.y + Moghunter.scMenu_MPNumber2Y; for (var i = 0; i < 5; i++) { this._mp_number2 = new Sprite(this._numberImg2); this._mp_number2.visible = false; this._mp_number2.opacity = 255; this._mp_number2.x = x ; this._mp_number2.y = y ; this.addChild(this._mp_number2); }; this.refresh_number(this._mp_number2,this._actor.mmp,this._NumberData2,x)};//==============================// * create LV Number//==============================MCharStatus.prototype.createLVNumber = function() { this._lv_number = []; this._NumberData3 = [this._numberImg3.width / 10,this._numberImg3.height] var x = this._layout.x + Moghunter.scMenu_LVNumberX; var y = this._layout.y + Moghunter.scMenu_LVNumberY; for (var i = 0; i < 3; i++) { this._lv_number = new Sprite(this._numberImg3); this._lv_number.visible = false; this._lv_number.opacity = 255; this._lv_number.x = x ; this._lv_number.y = y ; this.addChild(this._lv_number); }; this.refresh_number(this._lv_number,this._actor.level,this._NumberData3,x)}; //==============================// * Refresh Number//==============================MCharStatus.prototype.refresh_number = function(sprites,value,img_data,x) { if (value > 99999) {value = 99999}; numbers = Math.abs(value).toString().split(""); for (var i = 0; i < sprites.length ; i++) { sprites.visible = false; if (i < numbers.length) { var n = Number(numbers); sprites.setFrame(n * img_data[0], 0, img_data[0], img_data[1]); var nx = -(img_data[0] * i) + (img_data[0] * numbers.length); sprites.x = x - nx; sprites.visible = true; } else { var n = 0; sprites.setFrame(n * img_data[0], 0, img_data[0], img_data[1]); var nx = -(img_data[0] * i) + (img_data[0] * (sprites.length + numbers.length)); sprites.x = x - nx; }; };};//==============================// * create Layout Status//==============================MCharStatus.prototype.createLayoutStatus = function() { this._layout = new Sprite(this._layoutImg); this._layout.x = this.posX() - 70 + Moghunter.scMenu_layoutStatusX; this._layout.y = Graphics.boxHeight - 280 + Moghunter.scMenu_layoutStatusY; this.addChild(this._layout);}; //==============================// * Update//==============================MCharStatus.prototype.update = function() { Sprite.prototype.update.call(this); if (!this._actor) {return} if (!this._hp_number) { if (this._numberImg.isReady()) {this.createSprites(); } else { return }; }; if (this._hpMeter) {this.updateMeter(this._hpMeter,this._hpMeterData,this._actor.hp,this._actor.mhp)}; if (this._mpMeter) {this.updateMeter(this._mpMeter,this._mpMeterData,this._actor.mp,this._actor.mmp)}; if (this._state_icon) {this.update_states()}; if (this._wait > 0) {this._wait--;return} this.opacity += 10; if (this.x > 0) {this.x -= 2; if (this.x < 0) {this.x = 0}; }}; //=============================================================================// ** Window Menu Command//=============================================================================//==============================// * Update//==============================var _mog_menu_wMenuCom_update = Window_MenuCommand.prototype.update;Window_MenuCommand.prototype.update = function() { _mog_menu_wMenuCom_update.call(this); this.visible = false; this.x = -this.width; this.updateScrollRoll();};//==============================// * process Cursor Move//==============================Window_MenuCommand.prototype.processCursorMove = function() { if (this.isCursorMovable()) { var lastIndex = this.index(); if (Input.isRepeated('down') || Input.isRepeated('right')) { this.cursorDown(); }; if (Input.isRepeated('up') || Input.isRepeated('left')) { this.cursorUp(); }; if (this.index() !== lastIndex) { SoundManager.playCursor(); }; };}; //==============================// * update SCroll Roll//==============================Window_MenuCommand.prototype.updateScrollRoll = function() { if (this.isOpenAndActive() && this.maxItems() > 0) { var srow = this.maxTopRow() === 0 ? 1 : this.maxCols(); var threshold = 20; var idx = this._index; if (TouchInput.wheelY >= threshold) { this._index += srow; if (this._index > (this.maxItems() - 1)) {this._index = this.maxItems() - 1}; this.select(this._index); if (idx != this._index) {SoundManager.playCursor()}; }; if (TouchInput.wheelY <= -threshold) { this._index -= srow; if (this._index < 0) {this._index = 0}; this.select(this._index); if (idx != this._index) {SoundManager.playCursor()}; }; };}; //=============================================================================// ** Window MenuStatus//=============================================================================//==============================// * process Cursor Move//==============================Window_MenuStatus.prototype.processCursorMove = function() { if (this.isCursorMovable()) { var lastIndex = this.index(); if (Input.isRepeated('down') || Input.isRepeated('right')) { this.cursorDown(); }; if (Input.isRepeated('up') || Input.isRepeated('left')) { this.cursorUp(); }; if (this.index() !== lastIndex) { SoundManager.playCursor(); }; };};//==============================// * update SCroll Roll//==============================Window_MenuStatus.prototype.updateScrollRoll = function() { if (this.isOpenAndActive() && this.maxItems() > 0) { var srow = this.maxTopRow() === 0 ? 1 : this.maxCols(); var threshold = 20; var idx = this._index; if (TouchInput.wheelY >= threshold) { this._index += srow; if (this._index > (this.maxItems() - 1)) {this._index = this.maxItems() - 1}; this.select(this._index); if (idx != this._index) {SoundManager.playCursor()}; }; if (TouchInput.wheelY <= -threshold) { this._index -= srow; if (this._index < 0) {this._index = 0}; this.select(this._index); if (idx != this._index) {SoundManager.playCursor()}; }; };};//=============================================================================// ** Scene Menu//=============================================================================//==============================// * Command Formation//==============================Scene_Menu.prototype.commandFormation = function() { SceneManager.push(Scene_Party);};//=============================================================================// ** Scene Party//=============================================================================function Scene_Party() { this.initialize.apply(this, arguments);}Scene_Party.prototype = Object.create(Scene_MenuBase.prototype);Scene_Party.prototype.constructor = Scene_Party;//==============================// * Initialize//==============================Scene_Party.prototype.initialize = function() { Scene_MenuBase.prototype.initialize.call(this);};//==============================// * Create//==============================Scene_Party.prototype.create = function() { Scene_MenuBase.prototype.create.call(this); this.createLayout(); this.createStatusWindow();};//==============================// * Create Layout//==============================Scene_Party.prototype.createLayout = function() { };//==============================// * Create Status Window//==============================Scene_Party.prototype.createStatusWindow = function() { this._statusWindow = new Window_MenuStatusM(0, 0); this._statusWindow.setFormationMode(true); this._statusWindow.selectLast(); this._statusWindow.activate(); this._statusWindow.setHandler('ok', this.onFormationOk.bind(this)); this._statusWindow.setHandler('cancel', this.onFormationCancel.bind(this)); this.addWindow(this._statusWindow);};//==============================// * on Formation OK//==============================Scene_Party.prototype.onFormationOk = function() { var index = this._statusWindow.index(); var actor = $gameParty.members()[index]; var pendingIndex = this._statusWindow.pendingIndex(); if (pendingIndex >= 0) { $gameParty.swapOrder(index, pendingIndex); this._statusWindow.setPendingIndex(-1); this._statusWindow.redrawItem(index); } else { this._statusWindow.setPendingIndex(index); } this._statusWindow.activate();};//==============================// * on Formation Cancel//==============================Scene_Party.prototype.onFormationCancel = function() { if (this._statusWindow.pendingIndex() >= 0) { this._statusWindow.setPendingIndex(-1); this._statusWindow.activate(); } else { SceneManager.pop() }};//==============================// * update//==============================Scene_Party.prototype.update = function() { Scene_MenuBase.prototype.update.call(this); this._statusWindow.opacity = 0;};//=============================================================================// ** Window MenuStatusM//=============================================================================function Window_MenuStatusM() { this.initialize.apply(this, arguments);}Window_MenuStatusM.prototype = Object.create(Window_Selectable.prototype);Window_MenuStatusM.prototype.constructor = Window_MenuStatusM;//==============================// * Initialize//==============================Window_MenuStatusM.prototype.initialize = function(x, y) { var width = this.windowWidth(); var height = this.windowHeight(); Window_Selectable.prototype.initialize.call(this, x, y, width, height); this._formationMode = false; this._pendingIndex = -1; this.loadImages(); this.refresh(); this.select(0);};//==============================// * windowWidth//==============================Window_MenuStatusM.prototype.windowWidth = function() { return Graphics.boxWidth;};//==============================// * Window Height//==============================Window_MenuStatusM.prototype.windowHeight = function() { return Graphics.boxHeight;};//==============================// * maxItems//==============================Window_MenuStatusM.prototype.maxItems = function() { return $gameParty.size();};//==============================// * item Height//==============================Window_MenuStatusM.prototype.itemHeight = function() { var clientHeight = this.height - this.padding * 2; return Math.floor(clientHeight / this.numVisibleRows());};//==============================// * num Visible Rows//==============================Window_MenuStatusM.prototype.numVisibleRows = function() { return 4;};//==============================// * loadImages//==============================Window_MenuStatusM.prototype.loadImages = function() { $gameParty.members().forEach(function(actor) { ImageManager.loadFace(actor.faceName()); }, this);};//==============================// * drawItem//==============================Window_MenuStatusM.prototype.drawItem = function(index) { this.contents.fontSize = 20; this.drawItemBackground(index) this.drawItemImage(index); this.drawItemStatus(index);};//==============================// * drawItemBackground//==============================Window_MenuStatusM.prototype.drawItemBackground = function(index) { if (index === this._pendingIndex) { var rect = this.itemRect(index); var color = this.pendingColor(); this.changePaintOpacity(false); this.contents.fillRect(rect.x, rect.y, rect.width, rect.height, color); this.changePaintOpacity(true); };};//==============================// * drawItemImage//==============================Window_MenuStatusM.prototype.drawItemImage = function(index) { var actor = $gameParty.members()[index]; var rect = this.itemRect(index); this.changePaintOpacity(actor.isBattleMember()); this.drawActorFace(actor, rect.x + 1, rect.y + 1, 144, rect.height - 2); this.changePaintOpacity(true);};//==============================// * drawItemStatus//==============================Window_MenuStatusM.prototype.drawItemStatus = function(index) { var actor = $gameParty.members()[index]; var rect = this.itemRect(index); var x = rect.x + 162; var y = rect.y + rect.height / 2 - this.lineHeight() * 1.5; var width = rect.width - x - this.textPadding(); this.changeTextColor(this.systemColor()); this.drawText("LV",x,y + 32 * 1,64,"left") this.drawText("HP",x,y + 32 * 2,64,"left") this.drawText("MP",x,y + 32 * 3,80) this.drawText("Atk",x + 130,y + 32 * 1,64,"left") this.drawText("Def",x + 130,y + 32 * 2,64,"left") this.drawText("Mat",x + 130,y + 32 * 3,80) this.drawText("Mdf",x + 260,y + 32 * 1,64,"left") this.drawText("Agi",x + 260,y + 32 * 2,64,"left") this.drawText("Luk",x + 260,y + 32 * 3,80) this.changeTextColor(this.normalColor()); this.drawText(actor.name(),x,y) this.drawText(actor.level,x,y + 32 * 1,80,"right") this.drawText(actor.mhp,x,y + 32 * 2,80,"right") this.drawText(actor.mmp,x,y + 32 * 3,80,"right") this.drawText(actor.atk ,x + 130,y + 32 * 1,80,"right") this.drawText(actor.def,x+ 130,y + 32 * 2,80,"right") this.drawText(actor.mat,x + 130,y + 32 * 3,80,"right") this.drawText(actor.mdf ,x + 260,y + 32 * 1,80,"right") this.drawText(actor.agi,x+ 260,y + 32 * 2,80,"right") this.drawText(actor.luk,x + 260,y + 32 * 3,80,"right") };//==============================// * processOK//==============================Window_MenuStatusM.prototype.processOk = function() { Window_Selectable.prototype.processOk.call(this); $gameParty.setMenuActor($gameParty.members()[this.index()]);};//==============================// * Is Current Item Enabled//==============================Window_MenuStatusM.prototype.isCurrentItemEnabled = function() { if (this._formationMode) { var actor = $gameParty.members()[this.index()]; return actor && actor.isFormationChangeOk(); } else { return true; }};//==============================// * selectLast//==============================Window_MenuStatusM.prototype.selectLast = function() { this.select(0);};//==============================// * Formation Mode//==============================Window_MenuStatusM.prototype.formationMode = function() { return this._formationMode;};//==============================// * set Formation Mode//==============================Window_MenuStatusM.prototype.setFormationMode = function(formationMode) { this._formationMode = formationMode;};//==============================// * pending Index//==============================Window_MenuStatusM.prototype.pendingIndex = function() { return this._pendingIndex;};//==============================// * set Pending Index//==============================Window_MenuStatusM.prototype.setPendingIndex = function(index) { var lastPendingIndex = this._pendingIndex; this._pendingIndex = index; this.redrawItem(this._pendingIndex); this.redrawItem(lastPendingIndex);};if (Imported.MOG_TimeSystem) { //============================== // * create Time Status //============================== Scene_Menu.prototype.createTimeStatus = function() { $gameSystem._refresh_window_time = false; };}
要美工做程序的事真是.....插件整的人都晕了....剧本完全是一窍不通
论坛快换了,祝大家都安好,需要画师的可以找我哈,效果就是上面那种...嗯,是个类似牧场和炼金术的物语的休闲向游戏,打怪+种地+恋爱。虽然一个人差不多也能搞定,但有想法的人一起做也更好不过,完成速度可以更高一些,而且我不仅程序,像素图画的也没专业的好看...泪目...术业有专精啊。
放张CG吸引下人气,非常非常拜托帮忙解决一下,因为我是自己努力了很久实在没办法才来问的,拜托拜托
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