gregory | Membres | 39 messages postés |
| Posté le 12-07-2006 à 13:07:57
| Placez ce script avant Main et nommez-le Momo_WindowCommand. Code # アイコンコマンドウィンドウ # # 戦闘中に出てくるコマンドウィンドウの代わりに # アイコンを並べたウィンドウを表示するようになります。 # アイコン画像はツクールのアイコンフォルダから検索してるので # 自分で画像を用意する場合はツクールでアイコンにインポートしてください。 module Momo_IconCommand # アイコンファイル名設定 ATTACK_ICON_NAME = "001-Weapon01" # 攻撃 SKILL_ICON_NAME = "044-Skill01" # スキル GUARD_ICON_NAME = "009-Shield01" # 防御 ITEM_ICON_NAME = "032-Item01" # アイテム # ウィンドウのx座標補正 X_PLUS = -40 # ウィンドウのy座標補正 Y_PLUS = -180 # アイコン選択時の動作 # 0:フラッシュ 1:拡大 SELECT_TYPE = 1 # フラッシュ時の色 FLASH_COLOR = Color.new(255, 255, 255, 128) # フラッシュにかける時間(フレーム) FLASH_DURATION = 10 # フラッシュする間隔(フレーム) FLASH_INTERVAL = 20 # コマンド文字列を表示するかどうか COM_NAME_DROW = true # 文字列を流すかどうか COM_NAME_MOVE = true # 表示する文字列 ATTACK_NAME = "攻撃" # 攻撃 SKILL_NAME = "スキル" # スキル GUARD_NAME = "防御" # 防御 ITEM_NAME = "アイテム" # アイテム # 文字列色 COM_NAME_COLOR = Color.new(255, 255, 255, 255) # コマンド文字列の座標補正 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, 32, 32) # 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[index] = Sprite_Icon.new(nil, @commands[index]) @sprite[index].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 for i in 0...@sprite.size @sprite[i].active = (self.index == i) @sprite[i].x = self.x + i * 24 @sprite[i].y = self.y + 0 @sprite[i].z = (self.index == i) ? self.z + 2 : self.z + 1 @sprite[i].visible = self.visible @sprite[i].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[self.index] name = "" if name.nil? return name end def make_name_set @name_set = [] @name_set[0] = Momo_IconCommand::ATTACK_NAME @name_set[1] = Momo_IconCommand::SKILL_NAME @name_set[2] = Momo_IconCommand::GUARD_NAME @name_set[3] = 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.x = self.x - 80 + @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, [com1, com2, com3, com4]) @actor_command_window.y = 160 @actor_command_window.back_opacity = 160 @actor_command_window.active = false @actor_command_window.visible = false 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[index].screen_x + Momo_IconCommand::X_PLUS end def command_window_actor_y(index) $game_party.actors[index].screen_y + Momo_IconCommand::Y_PLUS end end |
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