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Lv1.梦旅人 綾川司の姫様<
- 梦石
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- 50
- 在线时间
- 796 小时
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- 2007-12-20
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- 4520
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捶桌子!我当初修正这套菜单的脚本Bug差点抓狂而死啊啊啊……
其实不过是图片用多了很华丽罢了= =
PS:这套脚本的注释是德文的= =||||
发上来给大家一起想办法吧……
- #_______________________________________________________________________________
- # MOG Scene Menu Itigo V1.5
- #_______________________________________________________________________________
- # By Moghunter
- # http://www.atelier-rgss.com
- #_______________________________________________________________________________
- module MOG
- #Tipo de fundo.
- # 0 = Imagens em movimento.
- # 1 = Mapa de fundo.
- MENU_BACKGROUND = 0
- #Transition Time.
- MNTT = 20
- #Transition Type (Name)
- MNTP = "006-Stripe02"
- end
- $mogscript = {} if $mogscript == nil
- $mogscript["menu_itigo"] = true
- ##############
- # Game_Actor #
- ##############
- class Game_Actor < Game_Battler
- def now_exp
- return @exp - @exp_list[@level]
- end
- def next_exp
- return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
- end
- end
- ############
- # Game_Map #
- ############
- class Game_Map
- attr_reader :map_id
- def mpname
- $mpname = load_data("Data/MapInfos.rxdata")
- $mpname[@map_id].name
- end
- end
- ###############
- # Window_Base #
- ###############
- class Window_Base < Window
- def nada
- face = RPG::Cache.picture("")
- end
- def drw_face(actor,x,y)
- face = RPG::Cache.picture(actor.name + "_fc") rescue nada
- cw = face.width
- ch = face.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x , y - ch, face, src_rect)
- end
- def draw_maphp3(actor, x, y)
- back = RPG::Cache.picture("BAR0")
- cw = back.width
- ch = back.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 65, y - ch + 30, back, src_rect)
- meter = RPG::Cache.picture("HP_Bar")
- cw = meter.width * actor.hp / actor.maxhp
- ch = meter.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
- text = RPG::Cache.picture("HP_Tx")
- cw = text.width
- ch = text.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 35, y - ch + 30, text, src_rect)
- self.contents.font.color = Color.new(0,0,0,255)
- self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
- self.contents.font.color = Color.new(255,255,255,255)
- self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)
- end
- def draw_mapsp3(actor, x, y)
- back = RPG::Cache.picture("BAR0")
- cw = back.width
- ch = back.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 65, y - ch + 30, back, src_rect)
- meter = RPG::Cache.picture("SP_Bar")
- cw = meter.width * actor.sp / actor.maxsp
- ch = meter.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
- text = RPG::Cache.picture("SP_Tx")
- cw = text.width
- ch = text.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 35, y - ch + 30, text, src_rect)
- self.contents.font.color = Color.new(0,0,0,255)
- self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
- self.contents.font.color = Color.new(255,255,255,255)
- self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)
- end
- def draw_mexp2(actor, x, y)
- bitmap2 = RPG::Cache.picture("Exp_Back")
- cw = bitmap2.width
- ch = bitmap2.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
- if actor.next_exp != 0
- rate = actor.now_exp.to_f / actor.next_exp
- else
- rate = 1
- end
- bitmap = RPG::Cache.picture("Exp_Meter")
- if actor.level < 99
- cw = bitmap.width * rate
- else
- cw = bitmap.width
- end
- ch = bitmap.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
- exp_tx = RPG::Cache.picture("Exp_tx")
- cw = exp_tx.width
- ch = exp_tx.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 55 , y - ch + 30, exp_tx, src_rect)
- lv_tx = RPG::Cache.picture("LV_tx")
- cw = lv_tx.width
- ch = lv_tx.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 125 , y - ch + 35, lv_tx, src_rect)
- self.contents.font.color = Color.new(0,0,0,255)
- self.contents.draw_text(x + 161, y + 7, 24, 32, actor.level.to_s, 1)
- self.contents.font.color = Color.new(255,255,255,255)
- self.contents.draw_text(x + 160, y + 6, 24, 32, actor.level.to_s, 1)
- end
- def draw_actor_state2(actor, x, y, width = 80)
- text = make_battler_state_text(actor, width, true)
- self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
- self.contents.draw_text(x, y, width, 32, text,2)
- end
- end
- ######################
- # Window_MenuStatus2 #
- ######################
- class Window_MenuStatus2 < Window_Selectable
- def initialize
- super(0, 0, 415, 280)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.windowskin = RPG::Cache.windowskin("")
- self.opacity = 0
- self.z = 15
- refresh
- self.active = false
- self.index = -1
- end
- def refresh
- self.contents.clear
- @item_max = $game_party.actors.size
- for i in 0...$game_party.actors.size
- x = 20
- y = i * 62
- actor = $game_party.actors[i]
- self.contents.font.name = "Georgia"
- if $mogscript["TP_System"] == true
- draw_actor_tp(actor ,x + 285, y - 5,4)
- draw_actor_state2(actor ,x + 190, y - 5)
- else
- draw_actor_state2(actor ,x + 220, y - 5)
- end
- drw_face(actor,x,y + 50)
- draw_maphp3(actor,x + 40, y - 5)
- draw_mapsp3(actor,x + 40, y + 20 )
- draw_mexp2(actor,x + 140, y + 15 )
- end
- end
- def update_cursor_rect
- if @index < 0
- self.cursor_rect.empty
- else
- self.cursor_rect.set(5, @index * 62, self.width - 32, 50)
- end
- end
- end
- ################
- # Window_Gold2 #
- ################
- class Window_Gold2 < Window_Base
- def initialize
- super(0, 0, 160, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.windowskin = RPG::Cache.windowskin("")
- self.opacity = 0
- self.z = 15
- refresh
- end
- def refresh
- self.contents.clear
- cx = contents.text_size($data_system.words.gold).width
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
- self.contents.font.color = system_color
- self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
- end
- end
- ####################
- # Window_PlayTime2 #
- ####################
- class Window_PlayTime2 < Window_Base
- def initialize
- super(0, 0, 160, 96)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.windowskin = RPG::Cache.windowskin("")
- self.opacity = 0
- self.z = 15
- refresh
- end
- def refresh
- self.contents.clear
- @total_sec = Graphics.frame_count / Graphics.frame_rate
- hour = @total_sec / 60 / 60
- min = @total_sec / 60 % 60
- sec = @total_sec % 60
- text = sprintf("%02d:%02d:%02d", hour, min, sec)
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 32, 120, 32, text, 2)
- end
- def update
- super
- if Graphics.frame_count / Graphics.frame_rate != @total_sec
- refresh
- end
- end
- end
- #################
- # Window_Steps2 #
- #################
- class Window_Steps2 < Window_Base
- def initialize
- super(0, 0, 160, 96)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.windowskin = RPG::Cache.windowskin("")
- self.opacity = 0
- self.z = 15
- refresh
- end
- def refresh
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
- end
- end
- ###################
- # Window_Map_Name #
- ###################
- class Window_Map_Name < Window_Base
- def initialize
- super(0, 0, 160, 96)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.windowskin = RPG::Cache.windowskin("")
- self.opacity = 0
- self.z = 15
- refresh
- end
- def refresh
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 1)
- end
- end
- ##############
- # Scene_Menu #
- ##############
- class Scene_Menu
- def initialize(menu_index = 0)
- @menu_index = menu_index
- end
- def main
- s1 = ""
- s2 = ""
- s3 = ""
- s4 = ""
- s5 = ""
- s6 = ""
- @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
- @command_window.index = @menu_index
- if $game_party.actors.size == 0
- @command_window.disable_item(0)
- @command_window.disable_item(1)
- @command_window.disable_item(2)
- @command_window.disable_item(3)
- end
- @command_window.visible = false
- @command_window.x = -640
- @mnlay = Sprite.new
- @mnlay.bitmap = RPG::Cache.picture("Mn_lay")
- @mnlay.z = 10
- @mnlay.opacity = 0
- @mnlay.x = -100
- if MOG::MENU_BACKGROUND == 0
- @mnback = Plane.new
- @mnback.bitmap = RPG::Cache.picture("Mn_back")
- @mnback.blend_type = 0
- @mnback.z = 5
- @mnback2 = Plane.new
- @mnback2.bitmap = RPG::Cache.picture("Mn_back")
- @mnback2.blend_type = 0
- @mnback2.z = 5
- @mnback2.opacity = 60
- else
- @spriteset = Spriteset_Map.new
- end
- @mnsel = Sprite.new
- @mnsel.bitmap = RPG::Cache.picture("Mn_Sel")
- @mnsel.z = 20
- @mnsel.x = 0
- @mnsel.y = 110
- @mnop = 150
- if $game_system.save_disabled
- @command_window.disable_item(4)
- end
- @playtime_window = Window_PlayTime2.new
- @playtime_window.x = 30
- @playtime_window.y = 375
- @playtime_window.contents_opacity = 0
- @mapname_window = Window_Map_Name.new
- @mapname_window.x = 425
- @mapname_window.y = 25
- @mapname_window.contents_opacity = 0
- @steps_window = Window_Steps2.new
- @steps_window.x = 230
- @steps_window.y = 375
- @steps_window.contents_opacity = 0
- @gold_window = Window_Gold2.new
- @gold_window.x = 455
- @gold_window.y = 405
- @gold_window.contents_opacity = 0
- @status_window = Window_MenuStatus2.new
- @status_window.x = 295
- @status_window.y = 110
- @status_window.contents_opacity = 0
- if MOG::MENU_BACKGROUND == 0
- Graphics.transition(MOG::MNTT, "Graphics/Transitions/" + MOG::MNTP)
- else
- Graphics.transition
- end
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- for i in 0..10
- if MOG::MENU_BACKGROUND == 0
- @mnback.oy += 1
- @mnback.ox += 1
- @mnback2.oy += 1
- @mnback2.ox -= 1
- end
- @status_window.x += 20
- @status_window.contents_opacity -= 25
- @mnsel.opacity -= 25
- @mnsel.zoom_x += 0.03
- @mnlay.x -= 10
- @mnlay.opacity -= 25
- @mapname_window.x += 5
- @mapname_window.contents_opacity -= 20
- @steps_window.contents_opacity -= 25
- @gold_window.contents_opacity -= 25
- @playtime_window.contents_opacity -= 25
- Graphics.update
- end
- Graphics.freeze
- @command_window.dispose
- @playtime_window.dispose
- @steps_window.dispose
- @gold_window.dispose
- @status_window.dispose
- @mnlay.dispose
- if MOG::MENU_BACKGROUND == 0
- @mnback.dispose
- @mnback2.dispose
- else
- @spriteset.dispose
- end
- @mnsel.dispose
- @mapname_window.dispose
- Graphics.update
- end
- def update
- if @mnsel.zoom_x <= 1.6
- @mnsel.zoom_x += 0.03
- @mnsel.opacity -= 10
- elsif @mnsel.zoom_x > 1.6
- @mnsel.zoom_x = 1.0
- @mnsel.opacity = 255
- end
- if @mnlay.x < 0
- @mnlay.opacity += 25
- @mnlay.x += 10
- elsif @mnlay.x >= 0
- @mnlay.opacity = 255
- @mnlay.x = 0
- end
- @command_window.update if @command_window.active
- @playtime_window.update
- @status_window.update if @status_window.active
- if MOG::MENU_BACKGROUND == 0
- @mnback.oy += 1
- @mnback.ox += 1
- @mnback2.oy += 1
- @mnback2.ox -= 1
- end
- @mnop += 5
- @mapname_window.contents_opacity += 15
- @playtime_window.contents_opacity += 15
- @gold_window.contents_opacity += 15
- @playtime_window.contents_opacity += 15
- @steps_window.contents_opacity += 15
- if @status_window.x > 195
- @status_window.x -= 10
- @status_window.contents_opacity += 10
- elsif @status_window.x <= 195
- @status_window.x = 195
- @status_window.contents_opacity = 255
- end
- if @mnop >= 255
- @mnop = 120
- end
- if @command_window.active
- update_command
- return
- end
- if @status_window.active
- update_status
- return
- end
- end
- def update_command
- case @command_window.index
- when 0
- @mnsel.x = 0
- @mnsel.y = 110
- when 1
- @mnsel.x = 25
- @mnsel.y = 155
- when 2
- @mnsel.x = 40
- @mnsel.y = 197
- when 3
- @mnsel.x = 45
- @mnsel.y = 242
- when 4
- @mnsel.x = 25
- @mnsel.y = 285
- when 5
- @mnsel.x = 0
- @mnsel.y = 325
- end
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Map.new
- return
- end
- if Input.trigger?(Input::C)
- if $game_party.actors.size == 0 and @command_window.index < 4
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- case @command_window.index
- when 0
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Item.new
- when 1
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 2
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 3
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 4
- if $game_system.save_disabled
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Save.new
- when 5
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_End.new
- end
- return
- end
- end
- def update_status
- case @status_window.index
- when 0
- @mnsel.x = 180
- @mnsel.y = 130
- when 1
- @mnsel.x = 180
- @mnsel.y = 195
- when 2
- @mnsel.x = 180
- @mnsel.y = 255
- when 3
- @mnsel.x = 180
- @mnsel.y = 320
- end
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @command_window.active = true
- @status_window.active = false
- @status_window.index = -1
- return
- end
- if Input.trigger?(Input::C)
- case @command_window.index
- when 1
- if $game_party.actors[@status_window.index].restriction >= 2
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Skill.new(@status_window.index)
- when 2
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Equip.new(@status_window.index)
- when 3
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Status.new(@status_window.index)
- end
- return
- end
- end
- end
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