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想在scene item內加一window 顯示大圖像

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Lv1.梦旅人

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发表于 2007-7-14 19:26:11 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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小弟對scene_item做了些修改,現在我希望能在此基礎上多顯示一個window來顯示物品,武器及裝備的大圖示,希望有高人能幫手.window 沒什麼規格要求, 我自己微調就可以了. 現我把我的scene_item 貼出來, 當中的"back0", "back1","back2"是背景, 隨意放一張圖就可以的了~~~

#==============================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
#  This class performs item screen processing.
#==============================================================================

######################
# Window_Target_Item #
######################

class Window_Target_Item < Window_Selectable
def initialize
   super(0, 80, 280, 420)
   self.contents = Bitmap.new(width - 32, height - 12)
   self.z += 10
   @item_max = $game_party.actors.size
   refresh
end
def refresh
   self.contents.clear
   for i in 0...$game_party.actors.size
     x = 4
     y = i * 65
     actor = $game_party.actors
     draw_actor_name(actor, x + 150, y - 4)
     draw_actor_state(actor, x + 150, y + 28)
     draw_actor_hp(actor, x + 15, y - 4)
     draw_actor_sp(actor, x + 15, y + 28)
     end
end
def update_cursor_rect
   if @index <= -2
     self.cursor_rect.set(0, (@index + 10) * 65, self.width - 55, 60)
     elsif @index == -1
     self.cursor_rect.set(0, 0, self.width - 55, @item_max * 64 )
     else
     self.cursor_rect.set(0, @index * 65, self.width - 55, 60)
    end
end
end
############
# Type_Sel #
############
class Type_Sel < Window_Base
attr_reader   :index                    
attr_reader   :help_window            
def initialize(x, y, width, height)
   super(x, y, width, height)
   @item_max = 1
   @column_max = 1
   @index = -1
end
def index=(index)
   @index = index
end
def row_max
   return (@item_max + @column_max - 1) / @column_max
end
def top_row
   return self.oy / 32
end
def top_row=(row)
   if row < 0
     row = 0
   end
   if row > row_max - 1
     row = row_max - 1
   end
   self.oy = row * 32
end
def page_row_max
   return (self.height - 32) / 32
end
def page_item_max
   return page_row_max * @column_max
end
def update
   super
   if self.active and @item_max > 0 and @index >= 0
     if Input.repeat?(Input::RIGHT)
       if (@column_max == 1 and Input.trigger?(Input::RIGHT)) or
          @index < @item_max - @column_max
         $game_system.se_play($data_system.cursor_se)
         @index = (@index + @column_max) % @item_max
       end
     end
     if Input.repeat?(Input::LEFT)
       if (@column_max == 1 and Input.trigger?(Input::LEFT)) or
          @index >= @column_max
         $game_system.se_play($data_system.cursor_se)
         @index = (@index - @column_max + @item_max) % @item_max
       end
     end
   end
end
end
###############
# Window_Type #
###############
class Window_Type < Type_Sel
def initialize
   super(0, 0, 0, 0)
   @item_max = 3
   self.index = 0
end
end
##################
# Window_Item_Ex #
##################
class Window_Item_Ex < Window_Selectable
def initialize
   super(250, 50, 295, 350)
   @column_max = 1
   refresh
   self.index = 0
   if $game_temp.in_battle
     self.y = 64
     self.height = 256
     self.back_opacity = 160
   end
end
def item
   return @data[self.index]
end
def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @data = []
   for i in 1...$data_items.size
     if $game_party.item_number(i) > 0
       @data.push($data_items)
     end
   end
   @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
def draw_item(index)
   item = @data[index]
   case item
   when RPG::Item
     number = $game_party.item_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 % 1 * (288 + 32)
   y = index / 1 * 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, 190, 32, item.name, 0)
   self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
   self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
   
end
def update_help
   @help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#################
# Window_Weapon #
#################
class Window_Weapon < Window_Selectable
def initialize
   super(250, 50, 295, 350)
   @column_max = 1
   refresh
   self.index = 0
    if $game_temp.in_battle
     self.y = 64
     self.height = 256
     self.back_opacity = 160
   end
end
def item
   return @data[self.index]
end
def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @data = []
     for i in 1...$data_weapons.size
       if $game_party.weapon_number(i) > 0
         @data.push($data_weapons)
       end
     end
   @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
def draw_item(index)
   item = @data[index]
   case item
   when RPG::Weapon
     number = $game_party.weapon_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 % 1 * (288 + 32)
   y = index / 1 * 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, 190, 32, item.name, 0)
   self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
   self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
end
def update_help
   @help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
################
# Window_Armor #
################
class Window_Armor < Window_Selectable
def initialize
   super(250, 50, 295, 350)
   @column_max = 1
   refresh
   self.index = 0
   if $game_temp.in_battle
     self.y = 64
     self.height = 256
     self.back_opacity = 160
   end
end
def item
   return @data[self.index]
end
def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @data = []
     for i in 1...$data_armors.size
       if $game_party.armor_number(i) > 0
         @data.push($data_armors)
       end
     end
   @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
def draw_item(index)
   item = @data[index]
   case item
   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 % 1 * (288 + 32)
   y = index / 1 * 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, 190, 32, item.name, 0)
   self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
   self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
end
def update_help
   @help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
##############
# Scene_Item #
##############
class Scene_Item
def main
   @item_com = Sprite.new
   @item_com.bitmap = RPG::Cache.picture("Back0")
   @item_com.opacity -= 40
   @item_com.z = 100
   @type = Window_Type.new
   @type.opacity = 0
   @type.visible = false   
   @help_window = Window_Help.new
   @help_window.y = 405
   @item_window = Window_Item_Ex.new
   @item_window.help_window = @help_window
   @item_window.visible = true
   @item_window.active = true
   @weapon_window = Window_Weapon.new
   @weapon_window.help_window = @help_window
   @weapon_window.visible = false
   @weapon_window.active = true
   @armor_window = Window_Armor.new
   @armor_window.help_window = @help_window
   @armor_window.visible = false
   @armor_window.active = true   
   @target_window = Window_Target_Item.new
   @target_window.x = -300
   @target_window.active = false
   @help_window.opacity = 0
   @help_window.x = -200
   @help_window.contents_opacity = 0   
   @item_window.opacity -= 110
   @weapon_window.opacity -= 110
   @armor_window.opacity -= 110
   @target_window.opacity = 0   
   @weapon_window.x = 640
   @armor_window.x = 640
   @item_window.x = 640   
   @weapon_window.contents_opacity = 0
   @armor_window.contents_opacity = 0
   @item_window.contents_opacity = 0      
   Graphics.transition
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   for i in 0..30
   @weapon_window.x += 20
   @armor_window.x += 20
   @item_window.x += 20   
   @weapon_window.contents_opacity -= 15
   @armor_window.contents_opacity -= 15
   @item_window.contents_opacity -= 15     
   @target_window.x -= 15
   @help_window.contents_opacity -= 15
   Graphics.update  
   end  
   Graphics.freeze
   @help_window.dispose
   @item_window.dispose
   @weapon_window.dispose
   @armor_window.dispose
   @target_window.dispose
   @item_com.dispose
   @type.dispose
end
def update
   if @target_window.active == true
      @target_window.visible = true
   if @target_window.x < 0
      @target_window.x += 20
   elsif @target_window.x >= 0
      @target_window.x = 0      
   end  
   else
   if @target_window.x > -300
      @target_window.x -= 20
   elsif @target_window.x >= -300
      @target_window.x = -300
      @target_window.visible = false
   end
   end   
   if @help_window.x < 0
   @help_window.x += 10
   @help_window.contents_opacity += 15   
   elsif @help_window.x >= 0
   @help_window.x = 0
   @help_window.contents_opacity = 255   
   end
   if @item_window.x > 250
   @weapon_window.x -= 20
   @armor_window.x -= 20
   @item_window.x -= 20   
   @weapon_window.contents_opacity += 15
   @armor_window.contents_opacity += 15
   @item_window.contents_opacity += 15   
   elsif  @item_window.x <= 250
   @weapon_window.x = 250
   @armor_window.x = 250
   @item_window.x = 250   
   @weapon_window.contents_opacity = 250
   @armor_window.contents_opacity = 250
   @item_window.contents_opacity = 250      
   end
   if @target_window.active == false
   if Input.trigger?(Input::RIGHT) or Input.trigger?(Input::LEFT) or
      Input.press?(Input::RIGHT) or  Input.press?(Input::LEFT)
   @weapon_window.x = 640
   @armor_window.x = 640
   @item_window.x = 640      
   @weapon_window.contents_opacity = 0
   @armor_window.contents_opacity = 0
   @item_window.contents_opacity = 0      
   end
   if Input.trigger?(Input.dir4) or Input.trigger?(Input.dir4) or
      Input.trigger?(Input::L) or Input.trigger?(Input::R)      
   @help_window.x = -200
   @help_window.contents_opacity = 0
   end  
   end
   @help_window.update
   @item_window.update
   @weapon_window.update
   @armor_window.update
   @target_window.update
   @type.update
   case @type.index
   when 0
   @item_com.bitmap = RPG::Cache.picture("Back0")
   if @target_window.active == true
     update_target
     @item_window.active = false  
     @type.active = false
     return
   else   
     @item_window.active = true
     @type.active = true
   end   
   @weapon_window.active = false
   @armor_window.active = false
   @item_window.visible = true
   @weapon_window.visible = false
   @armor_window.visible = false   
   when 1
   @item_com.bitmap = RPG::Cache.picture("Back1")
   @item_window.active = false
   @weapon_window.active = true
   @armor_window.active = false
   @item_window.visible = false
   @weapon_window.visible = true
   @armor_window.visible = false   
   when 2
   @item_com.bitmap = RPG::Cache.picture("Back2")   
   @item_window.active = false
   @weapon_window.active = false
   @armor_window.active = true
   @item_window.visible = false
   @weapon_window.visible = false
   @armor_window.visible = true
   end
   if @item_window.active
     update_item
     return
   end
   if @weapon_window.active
     update_weapon
     return
   end
   if @armor_window.active
     update_armor
     return
   end
end
def update_weapon
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Menu.new(0)
     return
   end
end
def update_armor
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Menu.new(0)
     return
   end
end
def update_item
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Menu.new(0)
     return
   end
   if Input.trigger?(Input::C)
     @item = @item_window.item
     unless @item.is_a?(RPG::Item)
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     unless $game_party.item_can_use?(@item.id)
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.decision_se)
     if @item.scope >= 3
       @item_window.active = false
       @target_window.x = (@item_window.index + 1) % 1 * 304
       @target_window.active = true
       @target_window.x = -350              
       if @item.scope == 4 || @item.scope == 6
         @target_window.index = -1
       else
         @target_window.index = 0
       end
     else
       if @item.common_event_id > 0
         $game_temp.common_event_id = @item.common_event_id
         $game_system.se_play(@item.menu_se)
         if @item.consumable
           $game_party.lose_item(@item.id, 1)
           @item_window.draw_item(@item_window.index)
         end
         $scene = Scene_Map.new
         return
       end
     end
     return
   end
end
def update_target
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     unless $game_party.item_can_use?(@item.id)
       @item_window.refresh
     end
     @item_window.active = true
     @target_window.active = false
     return
   end
   if Input.trigger?(Input::C)
     if $game_party.item_number(@item.id) == 0
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     if @target_window.index == -1
       used = false
       for i in $game_party.actors
         used |= i.item_effect(@item)
       end
     end
     if @target_window.index >= 0
       target = $game_party.actors[@target_window.index]
       used = target.item_effect(@item)
     end
     if used
       $game_system.se_play(@item.menu_se)
       if @item.consumable
         $game_party.lose_item(@item.id, 1)
         @item_window.draw_item(@item_window.index)
       end
       @target_window.refresh
       if $game_party.all_dead?
         $scene = Scene_Gameover.new
         return
       end
       if @item.common_event_id > 0
         $game_temp.common_event_id = @item.common_event_id
         $scene = Scene_Map.new
         return
       end
     end
     unless used
       $game_system.se_play($data_system.buzzer_se)
     end
     return
   end
end
end

Lv1.梦旅人

梦石
0
星屑
50
在线时间
7 小时
注册时间
2007-6-28
帖子
84
2
 楼主| 发表于 2007-7-14 19:26:11 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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x
小弟對scene_item做了些修改,現在我希望能在此基礎上多顯示一個window來顯示物品,武器及裝備的大圖示,希望有高人能幫手.window 沒什麼規格要求, 我自己微調就可以了. 現我把我的scene_item 貼出來, 當中的"back0", "back1","back2"是背景, 隨意放一張圖就可以的了~~~

#==============================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
#  This class performs item screen processing.
#==============================================================================

######################
# Window_Target_Item #
######################

class Window_Target_Item < Window_Selectable
def initialize
   super(0, 80, 280, 420)
   self.contents = Bitmap.new(width - 32, height - 12)
   self.z += 10
   @item_max = $game_party.actors.size
   refresh
end
def refresh
   self.contents.clear
   for i in 0...$game_party.actors.size
     x = 4
     y = i * 65
     actor = $game_party.actors
     draw_actor_name(actor, x + 150, y - 4)
     draw_actor_state(actor, x + 150, y + 28)
     draw_actor_hp(actor, x + 15, y - 4)
     draw_actor_sp(actor, x + 15, y + 28)
     end
end
def update_cursor_rect
   if @index <= -2
     self.cursor_rect.set(0, (@index + 10) * 65, self.width - 55, 60)
     elsif @index == -1
     self.cursor_rect.set(0, 0, self.width - 55, @item_max * 64 )
     else
     self.cursor_rect.set(0, @index * 65, self.width - 55, 60)
    end
end
end
############
# Type_Sel #
############
class Type_Sel < Window_Base
attr_reader   :index                    
attr_reader   :help_window            
def initialize(x, y, width, height)
   super(x, y, width, height)
   @item_max = 1
   @column_max = 1
   @index = -1
end
def index=(index)
   @index = index
end
def row_max
   return (@item_max + @column_max - 1) / @column_max
end
def top_row
   return self.oy / 32
end
def top_row=(row)
   if row < 0
     row = 0
   end
   if row > row_max - 1
     row = row_max - 1
   end
   self.oy = row * 32
end
def page_row_max
   return (self.height - 32) / 32
end
def page_item_max
   return page_row_max * @column_max
end
def update
   super
   if self.active and @item_max > 0 and @index >= 0
     if Input.repeat?(Input::RIGHT)
       if (@column_max == 1 and Input.trigger?(Input::RIGHT)) or
          @index < @item_max - @column_max
         $game_system.se_play($data_system.cursor_se)
         @index = (@index + @column_max) % @item_max
       end
     end
     if Input.repeat?(Input::LEFT)
       if (@column_max == 1 and Input.trigger?(Input::LEFT)) or
          @index >= @column_max
         $game_system.se_play($data_system.cursor_se)
         @index = (@index - @column_max + @item_max) % @item_max
       end
     end
   end
end
end
###############
# Window_Type #
###############
class Window_Type < Type_Sel
def initialize
   super(0, 0, 0, 0)
   @item_max = 3
   self.index = 0
end
end
##################
# Window_Item_Ex #
##################
class Window_Item_Ex < Window_Selectable
def initialize
   super(250, 50, 295, 350)
   @column_max = 1
   refresh
   self.index = 0
   if $game_temp.in_battle
     self.y = 64
     self.height = 256
     self.back_opacity = 160
   end
end
def item
   return @data[self.index]
end
def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @data = []
   for i in 1...$data_items.size
     if $game_party.item_number(i) > 0
       @data.push($data_items)
     end
   end
   @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
def draw_item(index)
   item = @data[index]
   case item
   when RPG::Item
     number = $game_party.item_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 % 1 * (288 + 32)
   y = index / 1 * 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, 190, 32, item.name, 0)
   self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
   self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
   
end
def update_help
   @help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#################
# Window_Weapon #
#################
class Window_Weapon < Window_Selectable
def initialize
   super(250, 50, 295, 350)
   @column_max = 1
   refresh
   self.index = 0
    if $game_temp.in_battle
     self.y = 64
     self.height = 256
     self.back_opacity = 160
   end
end
def item
   return @data[self.index]
end
def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @data = []
     for i in 1...$data_weapons.size
       if $game_party.weapon_number(i) > 0
         @data.push($data_weapons)
       end
     end
   @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
def draw_item(index)
   item = @data[index]
   case item
   when RPG::Weapon
     number = $game_party.weapon_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 % 1 * (288 + 32)
   y = index / 1 * 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, 190, 32, item.name, 0)
   self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
   self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
end
def update_help
   @help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
################
# Window_Armor #
################
class Window_Armor < Window_Selectable
def initialize
   super(250, 50, 295, 350)
   @column_max = 1
   refresh
   self.index = 0
   if $game_temp.in_battle
     self.y = 64
     self.height = 256
     self.back_opacity = 160
   end
end
def item
   return @data[self.index]
end
def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @data = []
     for i in 1...$data_armors.size
       if $game_party.armor_number(i) > 0
         @data.push($data_armors)
       end
     end
   @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
def draw_item(index)
   item = @data[index]
   case item
   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 % 1 * (288 + 32)
   y = index / 1 * 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, 190, 32, item.name, 0)
   self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
   self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
end
def update_help
   @help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
##############
# Scene_Item #
##############
class Scene_Item
def main
   @item_com = Sprite.new
   @item_com.bitmap = RPG::Cache.picture("Back0")
   @item_com.opacity -= 40
   @item_com.z = 100
   @type = Window_Type.new
   @type.opacity = 0
   @type.visible = false   
   @help_window = Window_Help.new
   @help_window.y = 405
   @item_window = Window_Item_Ex.new
   @item_window.help_window = @help_window
   @item_window.visible = true
   @item_window.active = true
   @weapon_window = Window_Weapon.new
   @weapon_window.help_window = @help_window
   @weapon_window.visible = false
   @weapon_window.active = true
   @armor_window = Window_Armor.new
   @armor_window.help_window = @help_window
   @armor_window.visible = false
   @armor_window.active = true   
   @target_window = Window_Target_Item.new
   @target_window.x = -300
   @target_window.active = false
   @help_window.opacity = 0
   @help_window.x = -200
   @help_window.contents_opacity = 0   
   @item_window.opacity -= 110
   @weapon_window.opacity -= 110
   @armor_window.opacity -= 110
   @target_window.opacity = 0   
   @weapon_window.x = 640
   @armor_window.x = 640
   @item_window.x = 640   
   @weapon_window.contents_opacity = 0
   @armor_window.contents_opacity = 0
   @item_window.contents_opacity = 0      
   Graphics.transition
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   for i in 0..30
   @weapon_window.x += 20
   @armor_window.x += 20
   @item_window.x += 20   
   @weapon_window.contents_opacity -= 15
   @armor_window.contents_opacity -= 15
   @item_window.contents_opacity -= 15     
   @target_window.x -= 15
   @help_window.contents_opacity -= 15
   Graphics.update  
   end  
   Graphics.freeze
   @help_window.dispose
   @item_window.dispose
   @weapon_window.dispose
   @armor_window.dispose
   @target_window.dispose
   @item_com.dispose
   @type.dispose
end
def update
   if @target_window.active == true
      @target_window.visible = true
   if @target_window.x < 0
      @target_window.x += 20
   elsif @target_window.x >= 0
      @target_window.x = 0      
   end  
   else
   if @target_window.x > -300
      @target_window.x -= 20
   elsif @target_window.x >= -300
      @target_window.x = -300
      @target_window.visible = false
   end
   end   
   if @help_window.x < 0
   @help_window.x += 10
   @help_window.contents_opacity += 15   
   elsif @help_window.x >= 0
   @help_window.x = 0
   @help_window.contents_opacity = 255   
   end
   if @item_window.x > 250
   @weapon_window.x -= 20
   @armor_window.x -= 20
   @item_window.x -= 20   
   @weapon_window.contents_opacity += 15
   @armor_window.contents_opacity += 15
   @item_window.contents_opacity += 15   
   elsif  @item_window.x <= 250
   @weapon_window.x = 250
   @armor_window.x = 250
   @item_window.x = 250   
   @weapon_window.contents_opacity = 250
   @armor_window.contents_opacity = 250
   @item_window.contents_opacity = 250      
   end
   if @target_window.active == false
   if Input.trigger?(Input::RIGHT) or Input.trigger?(Input::LEFT) or
      Input.press?(Input::RIGHT) or  Input.press?(Input::LEFT)
   @weapon_window.x = 640
   @armor_window.x = 640
   @item_window.x = 640      
   @weapon_window.contents_opacity = 0
   @armor_window.contents_opacity = 0
   @item_window.contents_opacity = 0      
   end
   if Input.trigger?(Input.dir4) or Input.trigger?(Input.dir4) or
      Input.trigger?(Input::L) or Input.trigger?(Input::R)      
   @help_window.x = -200
   @help_window.contents_opacity = 0
   end  
   end
   @help_window.update
   @item_window.update
   @weapon_window.update
   @armor_window.update
   @target_window.update
   @type.update
   case @type.index
   when 0
   @item_com.bitmap = RPG::Cache.picture("Back0")
   if @target_window.active == true
     update_target
     @item_window.active = false  
     @type.active = false
     return
   else   
     @item_window.active = true
     @type.active = true
   end   
   @weapon_window.active = false
   @armor_window.active = false
   @item_window.visible = true
   @weapon_window.visible = false
   @armor_window.visible = false   
   when 1
   @item_com.bitmap = RPG::Cache.picture("Back1")
   @item_window.active = false
   @weapon_window.active = true
   @armor_window.active = false
   @item_window.visible = false
   @weapon_window.visible = true
   @armor_window.visible = false   
   when 2
   @item_com.bitmap = RPG::Cache.picture("Back2")   
   @item_window.active = false
   @weapon_window.active = false
   @armor_window.active = true
   @item_window.visible = false
   @weapon_window.visible = false
   @armor_window.visible = true
   end
   if @item_window.active
     update_item
     return
   end
   if @weapon_window.active
     update_weapon
     return
   end
   if @armor_window.active
     update_armor
     return
   end
end
def update_weapon
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Menu.new(0)
     return
   end
end
def update_armor
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Menu.new(0)
     return
   end
end
def update_item
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Menu.new(0)
     return
   end
   if Input.trigger?(Input::C)
     @item = @item_window.item
     unless @item.is_a?(RPG::Item)
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     unless $game_party.item_can_use?(@item.id)
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.decision_se)
     if @item.scope >= 3
       @item_window.active = false
       @target_window.x = (@item_window.index + 1) % 1 * 304
       @target_window.active = true
       @target_window.x = -350              
       if @item.scope == 4 || @item.scope == 6
         @target_window.index = -1
       else
         @target_window.index = 0
       end
     else
       if @item.common_event_id > 0
         $game_temp.common_event_id = @item.common_event_id
         $game_system.se_play(@item.menu_se)
         if @item.consumable
           $game_party.lose_item(@item.id, 1)
           @item_window.draw_item(@item_window.index)
         end
         $scene = Scene_Map.new
         return
       end
     end
     return
   end
end
def update_target
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     unless $game_party.item_can_use?(@item.id)
       @item_window.refresh
     end
     @item_window.active = true
     @target_window.active = false
     return
   end
   if Input.trigger?(Input::C)
     if $game_party.item_number(@item.id) == 0
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     if @target_window.index == -1
       used = false
       for i in $game_party.actors
         used |= i.item_effect(@item)
       end
     end
     if @target_window.index >= 0
       target = $game_party.actors[@target_window.index]
       used = target.item_effect(@item)
     end
     if used
       $game_system.se_play(@item.menu_se)
       if @item.consumable
         $game_party.lose_item(@item.id, 1)
         @item_window.draw_item(@item_window.index)
       end
       @target_window.refresh
       if $game_party.all_dead?
         $scene = Scene_Gameover.new
         return
       end
       if @item.common_event_id > 0
         $game_temp.common_event_id = @item.common_event_id
         $scene = Scene_Map.new
         return
       end
     end
     unless used
       $game_system.se_play($data_system.buzzer_se)
     end
     return
   end
end
end

Lv1.梦旅人

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发表于 2007-7-14 20:34:02 | 只看该作者
请看
http://rpg.blue/web/htm/news702.htm
window_help类~~~~~~~
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Lv1.梦旅人

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 楼主| 发表于 2007-7-14 23:31:09 | 只看该作者
我這裡下載不到啊~~
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圣魔

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发表于 2007-7-15 00:31:22 | 只看该作者
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 楼主| 发表于 2007-7-15 01:36:23 | 只看该作者
我本來已用bitmap的方法設定了window, 名叫Window_Picture. 但就是不知應插在我scene_item的那裡, 令他顯示出來~~~ 我放在 def update中也不行~~~{/dk}
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 楼主| 发表于 2007-7-15 06:34:21 | 只看该作者
高手可否直接於我的腳本中插入需要加的句子啊? 我弄了大半天都弄不好  {/ll}
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发表于 2007-7-15 21:51:51 | 只看该作者
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 楼主| 发表于 2007-7-15 22:34:47 | 只看该作者
我有這樣做啊, 仍然是不顯示圖像, 你可以拿我的腳本試一試啊~~~~
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 楼主| 发表于 2007-7-16 20:08:16 | 只看该作者
高人們可不可以直接在我的腳本上加入需要的指令啊!? 拜託啦~~~{/ll}
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