秋水神 发表于 2010-3-23 16:02:46

请教菜单图标化的脚本问题

为什么我改变了图标位置鼠标就无法控制了 请问下应该在哪判断?
这是原脚本
#==============================================================================
# ■ 菜单图标化
#------------------------------------------------------------------------------
#  战斗菜单改成了仙剑的模样
#   By whbm
#==============================================================================

module Momo_IconCommand
# 图标名称设定
ATTACK_ICON_NAME = "Attack" # 攻撃
SKILL_ICON_NAME = "Skill"   # 特技
GUARD_ICON_NAME = "Guard"# 防御
ITEM_ICON_NAME = "Thing"   # 物品
# X坐标修正
X_PLUS = -320
# Y坐标修正
Y_PLUS = -100
# 选择时图标的动作
# 0:静止 1:放大
SELECT_TYPE = 0
# 闪烁时光芒的颜色
FLASH_COLOR = Color.new(255, 255, 255, 128)
# 闪烁时间
FLASH_DURATION = 10
# 闪烁间隔
FLASH_INTERVAL = 20
# 是否写出文字的名称
COM_NAME_DROW = false
# 文字名称是否移动
COM_NAME_MOVE = true
# 文字内容
ATTACK_NAME = "攻击"    # 攻击
SKILL_NAME = "特技"   # 特技
GUARD_NAME = "防御"   # 防御
ITEM_NAME = "物品"# 物品
# 文字颜色
COM_NAME_COLOR = Color.new(255, 255, 255, 255)
# 文字坐标修正
COM_NAME_X_PLUS = 0
COM_NAME_Y_PLUS = 0
end

class Window_CommandIcon < Window_Selectable
attr_accessor :last_index
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, commands)
    super(x, y, 37, 37)
    # ウィンドウスキンに空文字列を指定してウィンドウを描画しないようにする
    self.windowskin = RPG::Cache.windowskin("")
    @item_max = commands.size
    @commands = commands
    @column_max = commands.size
    @index = 0
    @last_index = nil
    @name_sprite = nil
    @sprite = []
    refresh
end
def dispose
    super
    for sprite in @sprite
      sprite.dispose unless sprite.nil?
    end
    @name_sprite.dispose unless @name_sprite.nil?
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
    @name_sprite.dispose unless @name_sprite.nil?
    for sprite in @sprite
      sprite.dispose unless sprite.nil?
    end
    @name_sprite = nil
    draw_com_name if Momo_IconCommand::COM_NAME_DROW
    @sprite = []
    for i in 0...@item_max
      draw_item(i)
    end
end
#--------------------------------------------------------------------------
# ● 項目の描画
#--------------------------------------------------------------------------
def draw_item(index)
    @sprite = Sprite_Icon.new(nil, @commands)
    @sprite.z = self.z + 1
end
def draw_com_name
    @name_sprite = Sprite_Comm_Name.new(nil, get_com_name)
end
# 更新
def update
    super
    icon_update
    com_name_update if Momo_IconCommand::COM_NAME_DROW
    if move_index?
      @last_index = self.index
    end
end
# アイコンの更新
def icon_update
    qx = 25
    qy = 405
    for i in 0...@sprite.size
      @sprite.active = (self.index == i)
      @sprite.x = 24 +qx
      @sprite.y = 0 +qy
      @sprite.x = 0 + qx
      @sprite.y = 25 + qy
      @sprite.x = 24 + qx
      @sprite.y = 49 + qy
      @sprite.x = 49 + qx
      @sprite.y = 25 + qy
      #@sprite.x = self.x + i * 56
      #@sprite.y = self.y + 0
      @sprite.z = (self.index == i) ? self.z + 2 : self.z + 1
      @sprite.visible = self.visible
      @sprite.update
    end
end
# コマンドネームの更新
def com_name_update
    if move_index?
      @name_sprite.name = get_com_name
    end
    @name_sprite.x = self.x - 12 + Momo_IconCommand::COM_NAME_X_PLUS
    @name_sprite.y = self.y - 40 + Momo_IconCommand::COM_NAME_Y_PLUS
    @name_sprite.z = self.z + 1
    @name_sprite.active = self.active
    @name_sprite.visible = self.visible
    @name_sprite.update
end
def get_com_name
    make_name_set if @name_set.nil?
    name = @name_set
    name = "" if name.nil?
    return name
end
def make_name_set
    @name_set = []
    @name_set = Momo_IconCommand::ATTACK_NAME
    @name_set = Momo_IconCommand::SKILL_NAME
    @name_set = Momo_IconCommand::GUARD_NAME
    @name_set = Momo_IconCommand::ITEM_NAME
end
def move_index?
    return self.index != @last_index
end
def need_reset
    @name_sprite.need_reset = true if Momo_IconCommand::COM_NAME_DROW
end
end

# アイコン用スプライト
class Sprite_Icon < Sprite
attr_accessor :active
attr_accessor :icon_name
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(viewport, icon_name)
    super(viewport)
    @icon_name = icon_name
    @last_icon = @icon_name
    @count = 0
    self.bitmap = RPG::Cache.icon(@icon_name)
    self.ox = self.bitmap.width / 2
    self.oy = self.bitmap.height / 2
    @active = false
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
    if self.bitmap != nil
      self.bitmap.dispose
    end
    super
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
    super
    if @icon_name != @last_icon
      @last_icon = @icon_name
      self.bitmap = RPG::Cache.icon(@icon_name)
    end
    if @active
      @count += 1
      case Momo_IconCommand::SELECT_TYPE
      when 0
      icon_flash
      when 1
      icon_zoom
      end
      @count = 0 if @count == 20
    else
      icon_reset
    end
end
def icon_flash
    if @count % Momo_IconCommand::FLASH_INTERVAL == 0 or @count == 1
      self.flash(Momo_IconCommand::FLASH_COLOR, Momo_IconCommand::FLASH_DURATION)
    end
end
def icon_zoom
    case @count
    when 1..10
      zoom = 1.0 + @count / 10.0
    when 11..20
      zoom = 2.0 - (@count - 10) / 10.0
    end
    self.zoom_x = zoom
    self.zoom_y = zoom
end
def icon_reset
    @count = 0
    self.zoom_x = 1.0
    self.zoom_y = 1.0
end
end

# コマンドネーム用スプライト
class Sprite_Comm_Name < Sprite
attr_accessor :active
attr_accessor :name
attr_accessor :need_reset
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(viewport, name)
    super(viewport)
    @name = name
    @last_name = nil
    @count = 0
    @x_plus = 0
    @opa_plus = 0
    @need_reset = false
    @active = false
    self.bitmap = Bitmap.new(160, 32)
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
    if self.bitmap != nil
      self.bitmap.dispose
    end
    super
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
    super
    if @active
      if need_reset?
      @need_reset = false
      @last_name = @name
      text_reset
      end
      move_text if Momo_IconCommand::COM_NAME_MOVE
    end
end
def move_text
    @count += 1
    @x_plus = [@count * 8, 80].min
    self.y = 0
    self.x = self.x - 300 - @x_plus
    self.opacity = @count * 25
end
def text_reset
    @count = 0
    @x_plus = 0
    self.bitmap.clear
    self.bitmap.font.color = Momo_IconCommand::COM_NAME_COLOR
    self.bitmap.draw_text(0, 0, 160, 32, @name)
end
def need_reset?
    return (@name != @last_name or @need_reset)
end
end

class Scene_Battle
#--------------------------------------------------------------------------
# ● プレバトルフェーズ開始
#--------------------------------------------------------------------------
alias scene_battle_icon_command_start_phase1 start_phase1
def start_phase1
    com1 = Momo_IconCommand::ATTACK_ICON_NAME
    com2 = Momo_IconCommand::SKILL_ICON_NAME
    com3 = Momo_IconCommand::GUARD_ICON_NAME
    com4 = Momo_IconCommand::ITEM_ICON_NAME
    @actor_command_window = Window_CommandIcon.new(0, 0, )
    @actor_command_window.y = 160
    @actor_command_window.back_opacity = 160
    $fff = 0
    @actor_command_window.active = false
#    @actor_command_window.visible = false
    @actor_command_window.update
    scene_battle_icon_command_start_phase1
end
#--------------------------------------------------------------------------
# ● アクターコマンドウィンドウのセットアップ
#--------------------------------------------------------------------------
alias scene_battle_icon_command_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
    scene_battle_icon_command_phase3_setup_command_window
    # アクターコマンドウィンドウの位置を設定
    @actor_command_window.x = command_window_actor_x(@actor_index)
    @actor_command_window.y = command_window_actor_y(@actor_index)
    @actor_command_window.need_reset
end
def command_window_actor_x(index)
    $game_party.actors.screen_x + Momo_IconCommand::X_PLUS
end
def command_window_actor_y(index)
    $game_party.actors.screen_y + Momo_IconCommand::Y_PLUS
end
end

secondsen 发表于 2010-3-23 20:22:44

发脚本请注意格式。

秋水神 发表于 2010-3-24 15:36:09

算了 版主帮忙删帖吧
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