【緊急】半透明的視窗想改成不透明

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【緊急】半透明的視窗想改成不透明

發表  RPG問題多多者 于 周日 11月 07, 2010 10:07 pm

我套用了下列的腳本:

代碼:

if $gmae_F12 ; $add_save_load.save $add_50rpg
end ; $gmae_F12 = true
class String ; def text_size ; self.split(//u).length ; end ; end
class Bitmap ; def word_step1(x, y, width, height, str, align = 0) ; str_arr = str.split(//u) ; str_arr.
size.times{|i|self.draw_text(x i*self.font.size, y, width, height, str_arr[i], align)} ; end ; end
#class Game_Map ; def initialize ; @map_id, @display_x, @display_y = 1, 0, 0 ; end ; end
class Initialization < Window_Base
def initialize ; super(200, 240-22-32, 240, 22 32) ; Graphics.transition
self.contents = Bitmap.new(width - 32, height - 32) ; self.contents.clear ; self.back_opacity = 200
35.times{|i| ; self.contents.clear
self.contents.draw_text(0, 0, 340-32, 22, "前置作業中" "."*(i/3), 0) ; update
3.times{Graphics.update}} ; 44.times{Graphics.update} ; Graphics.freeze ; self.dispose
unless FileTest.exist?("Data/add_address_pass_word.rmxp50rpg") ; $add_pass_hash_50rpg = {}
$add_pass_50rpg = open("Data/add_address_pass_word.rmxp50rpg", "w")
Marshal.dump($add_pass_hash_50rpg, $add_pass_50rpg) ; $add_pass_50rpg.close
end ; $add_pass_50rpg = Marshal.load(open("Data/add_address_pass_word.rmxp50rpg"))
end
end
class Scene_Map
def call_menu
$game_temp.menu_calling = false
if $game_temp.menu_beep
$game_system.se_play($data_system.decision_se) ; $game_temp.menu_beep = false
end ; $game_player.straighten ; $scene_menu = Scene_Menu.new
end
def call_save
$game_player.straighten ; $scene_save = Scene_Save.new
end
end
class Object ; def stop_g ; Graphics.freeze ; end ; end
class Scene_Menu ; alias update_command_part1 update_command
def initialize(menu_index = 0)
@menu_index = menu_index ; @out = false ; @del = false ; main
end
def main
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "狀態"
s5 = "存檔"
s6 = "離開"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
@command_window.back_opacity = 121
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.disable_item(4) if $game_system.save_disabled
@playtime_window = Window_PlayTime.new
@playtime_window.back_opacity = 121
@playtime_window.x = 0 ; @playtime_window.y = 224
@steps_window = Window_Steps.new
@steps_window.back_opacity = 121 ; @steps_window.x = 0 ; @steps_window.y = 320
@gold_window = Window_Gold.new
@gold_window.back_opacity = 121 ; @gold_window.x = 0 ; @gold_window.y = 416
@status_window = Window_MenuStatus.new
@status_window.back_opacity = 121 ; @status_window.x = 160 ; @status_window.y = 0
Graphics.transition
loop{Graphics.update ; Input.update ; update ; break if @out} ; del_win
end
def del_win ; unless @del ; @out = !@out
@command_window.dispose ; @playtime_window.dispose ; @del = !@del
@status_window.dispose ; @steps_window.dispose ; @gold_window.dispose ; end
end
def update ; @command_window.update ; @playtime_window.update
@steps_window.update ; @gold_window.update ; @status_window.update
if @command_window.active ; update_command ; return ; end
if @status_window.active ; update_status ; return ; end
end
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se) ; @out = !@out ; 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 ; stop_g ; del_win
$game_system.se_play($data_system.decision_se) ; $scene_item = 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 ; stop_g
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se) ; return
end
$game_system.se_play($data_system.decision_se)
del_win ; $scene_save = Scene_Save.new
when 5 ; stop_g
$game_system.se_play($data_system.decision_se) ; del_win ; $scene_end = Scene_End.new
end ; return
end
end
def update_status
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 ; stop_g ; del_win
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_skill = Scene_Skill.new(@status_window.index)
when 2 ; stop_g ; del_win
$game_system.se_play($data_system.decision_se)
$scene_Equip = Scene_Equip.new(@status_window.index)
when 3 ; stop_g ; del_win
$game_system.se_play($data_system.decision_se)
$scene_status = Scene_Status.new(@status_window.index)
end
return
end
end
end
class Scene_Item ; def initialize ; @out = false ; main ; end
def main ; @help_window = Window_Help.new ; @item_window = Window_Item.new
@item_window.help_window = @help_window ; @target_window = Window_Target.new
@help_window.back_opacity = 121
@item_window.back_opacity = 121
@target_window.back_opacity = 121
@target_window.visible = false ; @target_window.active = false ; Graphics.transition
loop{Graphics.update ; Input.update ; update ; break if @out}
end
def del_win ; @out = !@out
@help_window.dispose ; @item_window.dispose ; @target_window.dispose
end
def update ; @help_window.update ; @item_window.update ; @target_window.update
if @item_window.active ; update_item ; return ; end
if @target_window.active ; update_target ; return ; end
end
def update_item
if Input.trigger?(Input::B) ; del_win
$game_system.se_play($data_system.cancel_se)
$scene_menu = 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) % 2 * 304
@target_window.visible = true
@target_window.active = true
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 ; @out = !@out ; 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.visible = false
@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? ; del_win
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0 ; del_win
$game_temp.common_event_id = @item.common_event_id
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
class Scene_Skill
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index ; @out = false ; main
end
def main
@actor = $game_party.actors[@actor_index]
@help_window = Window_Help.new
@status_window = Window_SkillStatus.new(@actor)
@skill_window = Window_Skill.new(@actor)
@skill_window.help_window = @help_window
@target_window = Window_Target.new
@help_window.back_opacity = 121
@status_window.back_opacity = 121
@skill_window.back_opacity = 121
@target_window.back_opacity = 121
@target_window.visible = false
@target_window.active = false
Graphics.transition
loop{Graphics.update ; Input.update ; update ; break if @out}
end
def del_win ; @out = !@out ; stop_g
@help_window.dispose ; @status_window.dispose
@skill_window.dispose ; @target_window.dispose
end
def update
@help_window.update ; @status_window.update
@skill_window.update ; @target_window.update
if @skill_window.active
update_skill
return
end
if @target_window.active
update_target
return
end
end
def update_skill
if Input.trigger?(Input::B) ; del_win
$game_system.se_play($data_system.cancel_se)
$scene_menu = Scene_Menu.new(1)
return
end
if Input.trigger?(Input::C)
@skill = @skill_window.skill
if @skill == nil or not @actor.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @skill.scope >= 3
@skill_window.active = false
@target_window.x = (@skill_window.index 1) % 2 * 304
@target_window.visible = true
@target_window.active = true
if @skill.scope == 4 || @skill.scope == 6
@target_window.index = -1
elsif @skill.scope == 7
@target_window.index = @actor_index - 10
else
@target_window.index = 0
end
else
if @skill.common_event_id > 0 ; del_win
$game_temp.common_event_id = @skill.common_event_id
$game_system.se_play(@skill.menu_se) ; @actor.sp -= @skill.sp_cost
@status_window.refresh ; @skill_window.refresh ; @target_window.refresh
return
end
end
return
end
if Input.trigger?(Input::R) ; del_win
$game_system.se_play($data_system.cursor_se)
@actor_index = @actor_index 1 == $game_party.actors.size ? 0 : @actor_index 1
$scene_skill = Scene_Skill.new(@actor_index)
return
end
if Input.trigger?(Input::L) ; del_win
$game_system.se_play($data_system.cursor_se)
@actor_index = @actor_index-1 < 0 ? $game_party.actors.size-1 : @actor_index-1
$scene_skill = Scene_Skill.new(@actor_index)
return
end
end
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
if Input.trigger?(Input::C)
unless @actor.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
if @target_window.index <= -2
target = $game_party.actors[@target_window.index 10]
used = target.skill_effect(@actor, @skill)
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.skill_effect(@actor, @skill)
end
if used
$game_system.se_play(@skill.menu_se)
@actor.sp -= @skill.sp_cost
@status_window.refresh
@skill_window.refresh
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.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
class Scene_Equip
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index ; @equip_index = equip_index ; @out = false ; main
end
def main
@actor = $game_party.actors[@actor_index]
@help_window = Window_Help.new
@left_window = Window_EquipLeft.new(@actor)
@right_window = Window_EquipRight.new(@actor)
@item_window1 = Window_EquipItem.new(@actor, 0)
@item_window2 = Window_EquipItem.new(@actor, 1)
@item_window3 = Window_EquipItem.new(@actor, 2)
@item_window4 = Window_EquipItem.new(@actor, 3)
@item_window5 = Window_EquipItem.new(@actor, 4)
@help_window.back_opacity = 121
@left_window.back_opacity = 121
@right_window.back_opacity = 121
@item_window1.back_opacity = 121
@item_window2.back_opacity = 121
@item_window3.back_opacity = 121
@item_window4.back_opacity = 121
@item_window5.back_opacity = 121
@right_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
@right_window.index = @equip_index ; refresh
Graphics.transition
loop{Graphics.update ; Input.update ; update ; break if @out}
end
def del_win ; stop_g ; @out = !@out ; @help_window.dispose ; @left_window.dispose
@right_window.dispose ; @item_window1.dispose ; @item_window2.dispose
@item_window3.dispose ; @item_window4.dispose ; @item_window5.dispose
end
def refresh
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
item1 = @right_window.item
case @right_window.index
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
end
if @right_window.active
@left_window.set_new_parameters(nil, nil, nil)
end
if @item_window.active
item2 = @item_window.item
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
end
end
def update ; @left_window.update ; @right_window.update ; @item_window.update ; refresh
if @right_window.active ; update_right ; return ; end
if @item_window.active ; update_item ; return ; end
end
def update_right
if Input.trigger?(Input::B) ; del_win
$game_system.se_play($data_system.cancel_se)
$scene_menu = Scene_Menu.new(2)
return
end
if Input.trigger?(Input::C)
if @actor.equip_fix?(@right_window.index)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@right_window.active = false
@item_window.active = true
@item_window.index = 0
return
end
if Input.trigger?(Input::R) ; del_win
$game_system.se_play($data_system.cursor_se)
@actor_index = @actor_index 1 == $game_party.actors.size ? 0 : @actor_index 1
$scene_Equip = Scene_Equip.new(@actor_index, @right_window.index)
return
end
if Input.trigger?(Input::L) ; del_win
$game_system.se_play($data_system.cursor_se)
@actor_index = @actor_index-1 < 0 ? $game_party.actors.size-1 : @actor_index-1
$scene_Equip = Scene_Equip.new(@actor_index, @right_window.index)
return
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.equip_se)
item = @item_window.item
@actor.equip(@right_window.index, item == nil ? 0 : item.id)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
@right_window.refresh
@item_window.refresh
return
end
end
end
class Scene_Status
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index ; @out = false ; main
end
def main
@actor = $game_party.actors[@actor_index]
@status_window = Window_Status.new(@actor)
@status_window.back_opacity = 121
Graphics.transition
loop{Graphics.update ; Input.update ; update ; break if @out}
end
def del_win ; stop_g ; @out = !@out ; @status_window.dispose ; end
def update
if Input.trigger?(Input::B) ; del_win
$game_system.se_play($data_system.cancel_se)
$scene_menu = Scene_Menu.new(3)
return
end
if Input.trigger?(Input::R) ; del_win
$game_system.se_play($data_system.cursor_se)
@actor_index = @actor_index 1 == $game_party.actors.size ? 0 : @actor_index 1
$scene_status = Scene_Status.new(@actor_index)
return
end
if Input.trigger?(Input::L) ; del_win
$game_system.se_play($data_system.cursor_se)
@actor_index = @actor_index-1 < 0 ? $game_party.actors.size-1 : @actor_index-1
$scene_status = Scene_Status.new(@actor_index)
return
end
end
end
class Scene_End ; def initialize ; @out = false ; main ; end
def main ; s1, s2, s3 = "回 到 標 題", "結 束 遊 戲", "回 到 遊 戲"
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.x = 320 - @command_window.width / 2
@command_window.y = 240 - @command_window.height / 2
@command_window.back_opacity = 121 ; Graphics.transition
loop{Graphics.update ; Input.update ; update ; break if @out}
if $scene.is_a?(Scene_Title) ; del_win ; Graphics.transition ; Graphics.freeze ; end
end
def del_win ; stop_g ; @out = !@out ; @command_window.dispose ; end
def update ; @command_window.update
if Input.trigger?(Input::B) ; del_win
$game_system.se_play($data_system.cancel_se) ; $scene_menu = Scene_Menu.new(5) ; return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0 ; command_to_title
when 1 ; command_shutdown
when 2 ; command_cancel
end ; return
end
end
def command_to_title ; $game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800) ; Audio.bgs_fade(800) ; Audio.me_fade(800)
del_win ; @out = !@out ; $scene = Scene_Title.new
end
def command_shutdown ; $game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800) ; Audio.bgs_fade(800) ; Audio.me_fade(800) ; exit
end
def command_cancel ; $game_system.se_play($data_system.decision_se)
$scene_menu = Scene_Menu.new(5)
end
end
class Window_SaveFile < Window_Base
attr_reader :filename # 檔案名稱
attr_reader :selected # 選擇狀態
attr_accessor :index_selected
def initialize(filename) ; super(0, 64, 640, 104*4)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 121 ; @filename = name = filename
@time_stamp = Time.at(0) ; @file_exist = FileTest.exist?(@filename)
@gogo_num = 0 ; @gogo = 0 ; @index_selected = 0
unless @file_exist ; print "! 您的資料遭到刪除 !", "3" ; print "! 您的資料遭到刪除 !", "2"
print "! 您的資料遭到刪除 !", "1" ; exit ; end
file = File.open(@filename, "r")
@time_stamp = file.mtime
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@game_system = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
$total_sec = @frame_count / Graphics.frame_rate
file.close ; refresh ; @selected = false
end
def update ; refresh
@index_selected = @index_selected - 1 < 0 ? 1 : 0 if Input.repeat?(Input::LEFT)
@index_selected = @index_selected 1 > 1 ? 0 : 1 if Input.repeat?(Input::RIGHT)
update_cursor_rect
if @gogo_num == 5
@gogo = @gogo 1 > 3 ? 0 : @gogo 1 ; @gogo_num = 0 ; else ; @gogo_num = 1
end ; super
end
def refresh
self.contents.clear ; self.contents.font.color = normal_color
if @file_exist
for i in 0...@characters.size
bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
cw = bitmap.rect.width / 4
ch = bitmap.rect.height / 4
src_rect = Rect.new(@gogo*32, 0, cw, ch)
x2 = ch 10 640/5*i ; x3 = 640/4*i-i*3
#x = 640/10 ch/2 640/5*i#(640/8 640/5*i)#300 - @characters.size * 32 i * 64 - cw / 2
x = 640/10 640/5*i ch/2
self.contents.blt(x3, 68 - ch, bitmap, src_rect)
@actor = $game_party.actors[i]
xx = (@actor.name.text_size-2)*22 ; draw_actor_name(@actor, x3, 0)#(@actor, x-xx, 0)
xx = @actor.class_name.text_size*22 ; draw_actor_class(@actor, x3 22*2, 22)
draw_actor_level(@actor, x3 22*2, 22*2)
draw_actor_state(@actor, x3, 64)#(@actor, 640/4*i, 64)
draw_actor_hp(@actor, x3, 22*4, 170)
draw_actor_sp(@actor, x3, 22*5, 170)
draw_actor_parameter(@actor, x3, 22*7, 0)
draw_actor_parameter(@actor, x3, 22*8, 1)
draw_actor_parameter(@actor, x3, 22*9, 2)
draw_actor_parameter(@actor, x3, 22*10, 3)
draw_actor_parameter(@actor, x3, 22*11, 4)
draw_actor_parameter(@actor, x3, 22*12, 5)
draw_actor_parameter(@actor, x3, 22*13, 6)
end
self.contents.font.color = normal_color
time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
self.contents.draw_text(4, 480-32*4, 600, 32, time_string, 2)
self.contents.draw_text(4, 480-32*4, 600, 32, "存檔", 0)
self.contents.draw_text(4 22*4, 480-32*4, 600, 32, "刪除", 0)
end
end
def draw_actor_level(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, "Lv")
self.contents.font.color = normal_color
self.contents.draw_text(x 20, y, 24, 32, actor.level.to_s, 2)
end
def draw_actor_hp(actor, x, y, width = 144)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
hp_x = x 32
flag = true
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 0)
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x 38, y, 12, 32, "/", 0)
self.contents.draw_text(hp_x 50, y, 48, 32, actor.maxhp.to_s)
end
end
def draw_actor_sp(actor, x, y, width = 144)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
sp_x = x 32
flag = true
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 0)
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x 38, y, 12, 32, "/", 0)
self.contents.draw_text(sp_x 50, y, 48, 32, actor.maxsp.to_s)
end
end
def draw_actor_parameter(actor, x, y, type)
case type
when 0
parameter_name = $data_system.words.atk
parameter_value = actor.atk
when 1
parameter_name = $data_system.words.pdef
parameter_value = actor.pdef
when 2
parameter_name = $data_system.words.mdef
parameter_value = actor.mdef
when 3
parameter_name = $data_system.words.str
parameter_value = actor.str
when 4
parameter_name = $data_system.words.dex
parameter_value = actor.dex
when 5
parameter_name = $data_system.words.agi
parameter_value = actor.agi
when 6
parameter_name = $data_system.words.int
parameter_value = actor.int
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x 90, y, 36, 32, parameter_value.to_s, 2)
end
def selected=(selected)
@selected = selected
update_cursor_rect
end
def update_cursor_rect
if @selected
self.cursor_rect.set(@index_selected*22*4, 480-32*4, 22*2 8, 32)
else
self.cursor_rect.empty
end
end
end
class Scene_File
def initialize(help_text)
@help_text = help_text ; @out = false ; @del = false ; main
end
def main ; @savefile_windows = Window_SaveFile.new "#{$add_50rpg}.rxdata"
@help_window = Window_Help.new
hour = $total_sec / 60 / 60 ; min = $total_sec / 60 % 60 ; sec = $total_sec % 60
time_string = sprintf("d:d:d", hour, min, sec)
@help_window.set_text("手動存檔" " "*5 @help_text " "*5 time_string)
@help_window.back_opacity = 121
@file_index = $game_temp.last_file_index
@savefile_windows.selected = true ; Graphics.transition
loop{Graphics.update ; Input.update ; update ; break if @out} ; del_win
end
def del_win ; unless @del ; @out = !@out
@help_window.dispose ; @savefile_windows.dispose ; @del = !@del ; end
end
def update
@help_window.update
@savefile_windows.update
if Input.trigger?(Input::C)
if @savefile_windows.index_selected == 1 ; $add_pass_50rpg.delete($add_50rpg)
$add_pass_hash_50rpg = open("Data/add_address_pass_word.rmxp50rpg", "w")
Marshal.dump($add_pass_50rpg, $add_pass_hash_50rpg) ; $add_pass_hash_50rpg.close
$files1 = $add_50rpg ".rxdata"
$dels = true
File.delete($files1)
while FileTest.exist?($files1)
Graphics.update
end
Thread.new {system('Game')} ; exit
else
del_win
on_decision($add_50rpg)
$game_temp.last_file_index = @file_index
return
end
end
if Input.trigger?(Input::B)
del_win ; on_cancel
return
end
end
end
class Scene_Save < Scene_File
def initialize
super("帳 號 : #$add_50rpg")
end
def on_decision(filename)
$game_system.se_play($data_system.save_se)
file = File.open(filename ".rxdata", "wb")
write_save_data(file)
file.close
if $game_temp.save_calling
$game_temp.save_calling = false
return
end
$scene_menu = Scene_Menu.new(4)
end
def on_cancel
$game_system.se_play($data_system.cancel_se)
if $game_temp.save_calling
$game_temp.save_calling = false
return
end
$scene_menu = Scene_Menu.new(4)
end
def write_save_data(file)
characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
characters.push([actor.character_name, actor.character_hue])
end
Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)
$game_system.save_count = 1
$game_system.magic_number = $data_system.magic_number
Marshal.dump($game_system, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_screen, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
end
end
class Scene_Load < Scene_File
def initialize
$game_temp = Game_Temp.new
$game_temp.last_file_index = 0
latest_time = Time.at(0)
for i in 0..3
filename = make_filename(i)
if FileTest.exist?(filename)
file = File.open(filename, "r")
if file.mtime > latest_time
latest_time = file.mtime
$game_temp.last_file_index = i
end
file.close
end
end
super("帳 號 : #{$add_50rpg}")
end
def on_decision(filename)
unless FileTest.exist?(filename)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.load_se)
file = File.open(filename ".rxdata", "rb")
read_save_data(file)
file.close
# 還原 BGM、BGS
$game_system.bgm_play($game_system.playing_bgm)
$game_system.bgs_play($game_system.playing_bgs)
$game_map.update
end
def on_cancel
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Title.new
end
def read_save_data(file)
characters = Marshal.load(file)
Graphics.frame_count = Marshal.load(file)
$game_system = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_screen = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
if $game_system.magic_number != $data_system.magic_number
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
$game_party.refresh
end
end
class Window_Password < Window_Base ; def initialize ; initializes ; @input = Input_English.new
super(100, 480/3, 640-200, 480/3) ; self.contents = Bitmap.new(width - 32, height - 32)
self.contents.clear ; self.back_opacity = 150 ; @address = "" ; @address_x = 0 ; @pass_word = ""
@pass_word_x = 0 ; @text_glitters = Sprite.new ; @text_glitters.bitmap = Bitmap.new(22*2
2, 24) ; @text_glitters.z = 1000 ; @text_glitters.x = -3 ; @text_glitters.y = -24
@item = 1 ; @item_glitters = true ; @item_glitters_num = 0 ; @items = 1 ; @pass_words = 0
self.contents.draw_text(0, 32*3, 340-32, 22, "系統訊息", 1) ; @system_message = ""
$add_save_load = Add_save_load.new ; @system_messages = "帳號密碼限英文跟數字"
end ; def initializes ; @initialize = Initialization.new ; end
def update ; if TrueInput.trigger?(0x2E) ; del_text ; end
if Input.repeat?(Input::DOWN) ; @item = @item 1 > 5 ? 1 : @item 1 ; end
if Input.repeat?(Input::UP) ; @item = @item-1 < 1 ? 5 : @item-1 ; end
self.contents.clear ; self.back_opacity = 150 ; super
self.contents.font.color = Color.new(255, 0, 0) ; if @system_message == ""
self.contents.draw_text(0, 32*3-20, 440-32, 22, "輸入完畢請指到登入按下【Enter】", 1)
else ; self.contents.draw_text(0, 32*3-22, 440-32, 22, "#@system_message", 1)
end ; self.contents.draw_text(0, 32*3 4, 440-32, 22, "#@system_messages", 1)
self.contents.font.color = Color.new(255, 255, 255) ; @pass_words = @pass_word.size
self.contents.word_step1(0, 0, 440, 22, "帳號:#@address")
self.contents.word_step1(0, 32, 440, 22, "密碼:" "*"*@pass_words)
self.contents.draw_text(0, 32 22, 440-32, 22, "登入  清除  離開", 1) ; case @item
when 1 ; item_update ; @address_x = @address.text_size*self.contents.font.size
if @items != 1 ; @item_glitters_num = 0 ; @items = 1 ; @text_glitters.bitmap.clear
end ; if @address.size < 16 ; @address = @input.update
else ; @system_message = "帳號過長(1~16) 重新輸入請按清除" ; end
@text_glitters.x = 100 22*3 10 @address_x ; @text_glitters.y = 480/3 32/2
when 2 ; item_update ; @pass_word_x = @pass_word.text_size*self.contents.font.size
@text_glitters.x = 100 22*3 10 @pass_word_x ; @text_glitters.y = 480/3 32/2 32
if @items != 2 ; @item_glitters_num = 0 ; @items = 2 ; @text_glitters.bitmap.clear
end ; if @pass_word.size < 16 ; @pass_word = @input.update
else ; @system_message = "密碼過長(1~16) 重新輸入請按清除" ; end
@text_glitters.x = 100 22*3 10 @pass_word_x ; @text_glitters.y = 480/3 32/2 32
when 3 ; if @address == "" and @pass_word == "" ; @system_message = "請輸入帳號密碼"
elsif @address == "" ; @system_message = "請輸入帳號"
elsif @pass_word == "" ; @system_message = "請輸入密碼"
else ; @system_message = "輸入完畢請指到登入按下【Enter】"
if Kboard.keyb($R_Key_RETURN) == 1
$add_save_load.save_add(@address, @pass_word)
@system_messages = "密碼錯誤"
end
end ; item_update true
@text_glitters.x = 210 ; @text_glitters.y = 480/3 32/2 32*2 11 ; @items = 3
when 4 ; @text_glitters.x = 210 22*4 ; @text_glitters.y = 480/3 32/2 32*2 11
item_update true ; @system_message = "重新輸入帳號密碼" ; @items = 4
del_text if Kboard.keyb($R_Key_RETURN) == 1
@system_messages = "【Delete】清除全部"
when 5 ; exit if Kboard.keyb($R_Key_RETURN) == 1 ; item_update true
@text_glitters.x = 210 22*8 ; @text_glitters.y = 480/3 32/2 32*2 11
@system_message = "結束遊戲" ; @items = 5
end
end
def item_update(i = false) ; @system_message = ""
if i ; @text_glitters.bitmap.clear
@text_glitters.bitmap.fill_rect(0, 0, 22*2 2, 1, Color.new(255, 255, 255))
else
if @item_glitters_num == 10 ; @item_glitters = !@item_glitters ; @item_glitters_num = 0
else ; @item_glitters_num = 1 ; end
if @item_glitters ; @text_glitters.bitmap.fill_rect(0, 0, 3, 24, Color.new(100, 100, 100))
else ; @text_glitters.bitmap.clear ; end
end
end ; def del_text ; @address, @pass_word = "", "" ; end
def del_w ; self.contents.clear ; self.dispose ; @text_glitters.dispose ; end
end
class Add_save_load
def save_add(add, pass)
$add_50rpg = add
if $add_pass_50rpg[add] ; $game_temp = Game_Temp.new
if $add_pass_50rpg[add] == pass ; load(add) ; $scene = Scene_Map.new ; end
else ; $add_pass_50rpg[add] = pass
$add_pass_hash_50rpg = open("Data/add_address_pass_word.rmxp50rpg", "w")
Marshal.dump($add_pass_50rpg, $add_pass_hash_50rpg) ; $add_pass_hash_50rpg.close
$add_pass_50rpg = Marshal.load(open("Data/add_address_pass_word.rmxp50rpg"))
$game_system = Game_System.new ; $game_troop = Game_Troop.new
$game_switches = Game_Switches.new ; $game_temp = Game_Temp.new
$game_variables = Game_Variables.new ; $game_party = Game_Party.new
$game_self_switches = Game_SelfSwitches.new ; $game_map = Game_Map.new
$game_actors = Game_Actors.new ; $game_player = Game_Player.new
$game_screen = Game_Screen.new ; $add_pass_50rpg[add] = pass ; save(add)
$game_party.setup_starting_members ; $game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh ; $game_map.autoplay ; $game_map.update
save(add) ; $scene = Scene_Map.new
end
end
def save(add) ; file = File.open(add ".rxdata", "wb") ; characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors[i] ; characters.push([actor.character_name, actor.character_hue])
end ; Marshal.dump(characters, file) ; Marshal.dump(Graphics.frame_count, file)
$game_system.save_count = 1 ; $game_system.magic_number = $data_system.magic_number
Marshal.dump($game_system, file) ; Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file) ; Marshal.dump($game_self_switches, file)
Marshal.dump($game_screen, file) ; Marshal.dump($game_actors, file)
Marshal.dump($game_party, file) ; Marshal.dump($game_troop, file)
Marshal.dump($game_map, file) ; Marshal.dump($game_player, file) ; file.close
end
def load(add)
unless FileTest.exist?(add ".rxdata") ; print "! 您的資料遭到刪除 ! 4"
print "! 您的資料遭到刪除 ! 3" ; print "! 您的資料遭到刪除 ! 2"
print "! 您的資料遭到刪除 ! 1" ; print "資料初始化..." ; $game_screen = Game_Screen.new
$game_system = Game_System.new ; $game_troop = Game_Troop.new
$game_switches = Game_Switches.new ; $game_temp = Game_Temp.new
$game_variables = Game_Variables.new ; $game_party = Game_Party.new
$game_self_switches = Game_SelfSwitches.new ; $game_map = Game_Map.new
$game_actors = Game_Actors.new ; $game_player = Game_Player.new
$game_party.setup_starting_members ; $game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh ; $game_map.autoplay ; $game_map.update ; save(add)
end ; file = File.open(add ".rxdata", "rb")
characters = Marshal.load(file) ; Graphics.frame_count = Marshal.load(file)
$game_system = Marshal.load(file) ; $game_switches = Marshal.load(file)
$game_variables = Marshal.load(file) ; $game_self_switches = Marshal.load(file)
$game_screen = Marshal.load(file) ; $game_actors = Marshal.load(file)
$game_party = Marshal.load(file) ; $game_troop = Marshal.load(file)
$game_map = Marshal.load(file) ; $game_player = Marshal.load(file)
if $game_system.magic_number != $data_system.magic_number
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end ; $game_party.refresh
end
end
class Scene_Title ; alias main_part1 main ; alias update_part1 update
def main ; if $BTEST ; battle_test ; return ; end
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
$game_system = Game_System.new ; @pass_windows = Window_Password.new
@sprite = Sprite.new ; @sprite.bitmap = RPG::Cache.title($data_system.title_name)
$game_system.bgm_play($data_system.title_bgm) ; Audio.me_stop ; Audio.bgs_stop
Graphics.transition ; loop{Graphics.update ; Input.update ; update ; if $scene != self
@pass_windows.del_w ; break ; end} ; Graphics.freeze ; @sprite.dispose ; end
def update ; @pass_windows.update
if Kboard.keyb($R_Key_RETURN) ; end ; end ; end ; module Kboard
$Rmouse_BUTTON_L = 0x01 # left mouse button
$Rmouse_BUTTON_R = 0x02 # right mouse button
$Rmouse_BUTTON_M = 0x04 # middle mouse button
$Rmouse_BUTTON_4 = 0x05 # 4th mouse button
$Rmouse_BUTTON_5 = 0x06 # 5th mouse button
$R_Key_BACK = 0x08 # BACKSPACE key
$R_Key_TAB = 0x09 # TAB key
$R_Key_RETURN = 0x0D # ENTER key
$R_Key_SHIFT = 0x10 # SHIFT key
$R_Key_CTLR = 0x11 # CTLR key
$R_Key_ALT = 0x12 # ALT key
$R_Key_PAUSE = 0x13 # PAUSE key
$R_Key_CAPITAL = 0x14 # CAPS LOCK key
$R_Key_ESCAPE = 0x1B # ESC key
$R_Key_SPACE = 0x20 # SPACEBAR
$R_Key_PRIOR = 0x21 # PAGE UP key
$R_Key_NEXT = 0x22 # PAGE DOWN key
$R_Key_END = 0x23 # END key
$R_Key_HOME = 0x24 # HOME key
$R_Key_LEFT = 0x25 # LEFT ARROW key
$R_Key_UP = 0x26 # UP ARROW key
$R_Key_RIGHT = 0x27 # RIGHT ARROW key
$R_Key_DOWN = 0x28 # DOWN ARROW key
$R_Key_SELECT = 0x29 # SELECT key
$R_Key_PRINT = 0x2A # PRINT key
$R_Key_SNAPSHOT = 0x2C # PRINT SCREEN key
$R_Key_INSERT = 0x2D # INS key
$R_Key_DELETE = 0x2E # DEL key
$R_Key_0 = 0x30 # 0 key
$R_Key_1 = 0x31 # 1 key
$R_Key_2 = 0x32 # 2 key
$R_Key_3 = 0x33 # 3 key
$R_Key_4 = 0x34 # 4 key
$R_Key_5 = 0x35 # 5 key
$R_Key_6 = 0x36 # 6 key
$R_Key_7 = 0x37 # 7 key
$R_Key_8 = 0x38 # 8 key
$R_Key_9 = 0x39 # 9 key
$R_Key_A = 0x41 # A key
$R_Key_B = 0x42 # B key
$R_Key_C = 0x43 # C key
$R_Key_D = 0x44 # D key
$R_Key_E = 0x45 # E key
$R_Key_F = 0x46 # F key
$R_Key_G = 0x47 # G key
$R_Key_H = 0x48 # H key
$R_Key_I = 0x49 # I key
$R_Key_J = 0x4A # J key
$R_Key_K = 0x4B # K key
$R_Key_L = 0x4C # L key
$R_Key_M = 0x4D # M key
$R_Key_N = 0x4E # N key
$R_Key_O = 0x4F # O key
$R_Key_P = 0x50 # P key
$R_Key_Q = 0x51 # Q key
$R_Key_R = 0x52 # R key
$R_Key_S = 0x53 # S key
$R_Key_T = 0x54 # T key
$R_Key_U = 0x55 # U key
$R_Key_V = 0x56 # V key
$R_Key_W = 0x57 # W key
$R_Key_X = 0x58 # X key
$R_Key_Y = 0x59 # Y key
$R_Key_Z = 0x5A # Z key
$R_Key_LWIN = 0x5B # Left Windows key (Microsoft Natural keyboard)
$R_Key_RWIN = 0x5C # Right Windows key (Natural keyboard)
$R_Key_APPS = 0x5D # Applications key (Natural keyboard)
$R_Key_NUMPAD0 = 0x60 # Numeric keypad 0 key
$R_Key_NUMPAD1 = 0x61 # Numeric keypad 1 key
$R_Key_NUMPAD2 = 0x62 # Numeric keypad 2 key
$R_Key_NUMPAD3 = 0x63 # Numeric keypad 3 key
$R_Key_NUMPAD4 = 0x64 # Numeric keypad 4 key
$R_Key_NUMPAD5 = 0x65 # Numeric keypad 5 key
$R_Key_NUMPAD6 = 0x66 # Numeric keypad 6 key
$R_Key_NUMPAD7 = 0x67 # Numeric keypad 7 key
$R_Key_NUMPAD8 = 0x68 # Numeric keypad 8 key
$R_Key_NUMPAD9 = 0x69 # Numeric keypad 9 key
$R_Key_MULTIPLY = 0x6A # Multiply key (*)
$R_Key_ADD = 0x6B # Add key ( )
$R_Key_SEPARATOR = 0x6C # Separator key
$R_Key_SUBTRACT = 0x6D # Subtract key (-)
$R_Key_DECIMAL = 0x6E # Decimal key
$R_Key_DIVIDE = 0x6F # Divide key (/)
$R_Key_F1 = 0x70 # F1 key
$R_Key_F2 = 0x71 # F2 key
$R_Key_F3 = 0x72 # F3 key
$R_Key_F4 = 0x73 # F4 key
$R_Key_F5 = 0x74 # F5 key
$R_Key_F6 = 0x75 # F6 key
$R_Key_F7 = 0x76 # F7 key
$R_Key_F8 = 0x77 # F8 key
$R_Key_F9 = 0x78 # F9 key
$R_Key_F10 = 0x79 # F10 key
$R_Key_F11 = 0x7A # F11 key
$R_Key_F12 = 0x7B # F12 key
$R_Key_NUMLOCK = 0x90 # NUM LOCK key
$R_Key_SCROLL = 0x91 # SCROLL LOCK key
$R_Key_LSHIFT = 0xA0 # Left SHIFT key
$R_Key_RSHIFT = 0xA1 # Right SHIFT key
$R_Key_LCONTROL = 0xA2 # Left CONTROL key
$R_Key_RCONTROL = 0xA3 # Right CONTROL key
$R_Key_L_ALT = 0xA4 # Left ALT key
$R_Key_R_ALT = 0xA5 # Right ALT key
$R_Key_SEP = 0xBC # , key
$R_Key_DASH = 0xBD # - key
$R_Key_DOTT = 0xBE # . Key
GetKeyState = Win32API.new("user32","GetAsyncKeyState",['I'],'I')
GetKeyboardState = Win32API.new("user32","GetKeyState",['I'],'I')
GetSetKeyState = Win32API.new("user32","SetKeyboardState",['I'],'I')
module_function
def keyb(rkey) ; if GetKeyState.call(rkey) != 0 ; return 1 ; end ; return 0 ; end# ; alias repeat? keyb
def 按著(rkey) ; GetKeyState.call(rkey) & 0x01 == 1 ; end# ; alias press? 按著
def key(rkey, key = 0) ; GetKeyboardState.call(rkey) & 0x01 == key ; end# ; alias trigger? key
end
class Input_English
def initialize
#@GetKeyState = Win32API.new("user32", "GetKeyState", 'i', 'i')
@GetAsyncKeyState = Win32API.new("user32","GetAsyncKeyState",['I'],'I')
@GetKeyState = Win32API.new("user32","GetKeyState",['I'],'I')
@SetKeyboardState = Win32API.new("user32","SetKeyboardState",['I'],'I')
@input = [$R_Key_0 = 0x30,$R_Key_1 = 0x31,$R_Key_2 = 0x32,$R_Key_3 = 0x33,#0~9,A~Z
$R_Key_4 = 0x34,$R_Key_5 = 0x35,$R_Key_6 = 0x36,$R_Key_7 = 0x37,$R_Key_8 = 0x38,
$R_Key_9 = 0x39,$R_Key_A = 0x41,$R_Key_B = 0x42,$R_Key_C = 0x43,$R_Key_D = 0x44,
$R_Key_E = 0x45,$R_Key_F = 0x46,$R_Key_G = 0x47,$R_Key_H = 0x48, $R_Key_I = 0x49,
$R_Key_J = 0x4A,$R_Key_K = 0x4B,$R_Key_L = 0x4C,$R_Key_M = 0x4D,$R_Key_N = 0x4E,
$R_Key_O = 0x4F,$R_Key_P = 0x50,$R_Key_Q = 0x51,$R_Key_R = 0x52,$R_Key_S = 0x53,
$R_Key_T = 0x54,$R_Key_U = 0x55,$R_Key_V = 0x56,$R_Key_W = 0x57,$R_Key_X = 0x58,
$R_Key_Y = 0x59,$R_Key_Z = 0x5A] ; @inputs = "0123456789abcdefghijklmnopqrstuvwxyz"
end ; def update ; @keys = 0 ; for key in @input
if TrueInput.trigger?(key) ; TrueInput.update ; return @inputs.split(//u)[@keys] ; end ; @keys = 1
end ; TrueInput.update ; return "" ; end ; end
module TrueInput
VK_HOME=0x24;VK_LEFT=0x25;VK_UP=0x26;VK_RIGHT=0x27 ; VK_DOWN=0x28
@GetKeyState=Win32API.new("user32","GetKeyState",'i','i')
@keys_list=[];@keys_state={};@keys_trigger={};@keys_trigger_r={}
@keys_repeat={};@dir4input=[0];@dir8input=[];@dir4=0;@dir8=0
def self.update
for key in@keys_list
key_state=@GetKeyState.call(key);@keys_state[key]=@GetKeyState.call(key)
if @keys_state[key]==nil
@keys_trigger_r[key]=false;@keys_trigger[key]=true;@keys_repeat[key]=false;next
end;@keys_trigger_r[key]=false
if @keys_state[key][7]==1;@keys_repeat[key]=(not@keys_repeat[key])
unless@keys_trigger[key];@keys_trigger[key]=true;@keys_trigger_r[key]=true;end
else;@keys_repeat[key]=false;@keys_trigger[key]=false;end
end;self.dir4input(VK_DOWN,2);self.dir4input(VK_LEFT,4)
self.dir4input(VK_RIGHT,6);self.dir4input(VK_UP,8)
@dir8input=@dir4input.dup;@dir4=@dir4input[-1];@dir8=@dir8input.pop
case @dir8;when 2,8;@dir8 =dir8load(4,6,-1, 1)#VK_DOWN,VK_UP
when 4,6;@dir8 =dir8load(8,2, 3,-3)#VK_LEFT,VK_RIGHT
end
end
def self.press?(key)
unless@keys_list.include?(key);@keys_list.push(key);@keys_state[key]=0;end
return (@keys_state[key][7]==1)
end
def self.trigger?(key)
unless@keys_list.include?(key)
@keys_list.push(key);@keys_trigger[key]=false;@keys_trigger_r[key]=false
end;return @keys_trigger_r[key]
end
def self.repeat?(key)
@keys_list.push(key);@keys_repeat[key]=falseunless@keys_list.include?(key)
return @keys_repeat[key]
end
def self.toggled?(key)
unless@keys_list.include?(key);@keys_list.push(key);@keys_state[key]=0;end
if @keys_state[key]==nil;return false;else;return (@keys_state[key][0]==1);end
end
def self.dir4;return @dir4;end;def self.dir8;return @dir8;end
def self.dir4input(key,dir_int)
if self.press?(key);@dir4input.push(dir_int)unless@dir4input.include?(dir_int)
elsif @dir4input.include?(dir_int);@dir4input.delete(dir_int);end
end;def self.dir8load(dir_a,dir_b,val_a,val_b)
last=@dir8input.pop;if last==0;return 0;elsif last==dir_a;return val_a
elsif last==dir_b;return val_b;else;return self.dir8load(dir_a,dir_b,val_a,val_b);end;end;end
#TrueInput.update 更新按鍵狀態,每一FRAME調用一次 (同Input模組)
#TrueInput.press?(key)判定key所代表的鍵是否被按下 (同Input模組)
#TrueInput.trigger?(key)判定key所代表的鍵是否重新按下 (同Input模組)
#TrueInput.repeat?(key) 判定key所代表的鍵是否重新按下(自動) (同Input模組)
#TrueInput.toggled?(key)判定Caps Lock、Num Lock、Scroll Lock是否被打開用。
begin ; Font.default_name = (["華康中圓體", "微軟正黑體","新細明體", "細明體", "MS P????", "MS PGothic",
"Tahoma", "Arial", "Arial Unicode MS"]) ; Graphics.freeze
$scene = Scene_Title.new ; while $scene != nil ; $scene.main ; end ; Graphics.transition(20)
rescue Errno::ENOENT
filename = $!.message.sub("No such file or directory - ", "")
print("沒有發現檔案 #{filename}。 ")
rescue SystemExit
$add_save_load.save $add_50rpg if $add_50rpg
File.delete($files1) if $dels
if $add_50rpg
Graphics.update while FileTest.exist?($add_50rpg ".rxdata") if $dels
end
end ; exit

雖然益處良多,但是卻讓選單便成了半透明



ARPG的小小狀態和X、Y座標顯示欄都會混在一起

請問要如何把選單改為不透明?
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發表  銀狼 于 周二 11月 09, 2010 7:10 am

用尋找工具找"back_opacity",應該會找到二十多個
大多是*****.back_opacity = 121的
把121改成255就是不透明了
(PS: 只是視窗的透明度會改變,但文字的透明度是不會變的)
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發表  RPG問題多多者 于 周二 11月 09, 2010 10:08 pm

恩......的確不透明了......

但是後面的視窗還是會出現在視窗前面耶... affraid
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發表  Q—S.T. 于 周二 11月 23, 2010 2:36 am

RPG問題多多者 寫到:恩......的確不透明了......

但是後面的視窗還是會出現在視窗前面耶... affraid
優先度的問題,找到哪個變量對應哪個視窗,然後把z值設高就好了

ex:@status_window.z = 9999

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發表  RPG問題多多者 于 周二 11月 23, 2010 8:40 pm

優先度的問題,找到哪個變量對應哪個視窗,然後把z值設高就好了

ex:@status_window.z = 9999

阿......可是我不知道這個腳本視窗優先順序的變量是哪一個耶......confused

( pig 初學者+1)
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發表  Q—S.T. 于 周一 12月 06, 2010 8:30 am

RPG問題多多者 寫到:
阿......可是我不知道這個腳本視窗優先順序的變量是哪一個耶......confused
( pig 初學者+1)
就是z,沒有例外的

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發表  RPG問題多多者 于 周三 12月 08, 2010 11:41 pm

可是我找不到@status_window.z這個東西~"~

只有x、y而已
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發表  Q—S.T. 于 周六 12月 11, 2010 4:02 pm

RPG問題多多者 寫到:可是我找不到@status_window.z這個東西~"~

只有x、y而已
不用懷疑,當然是自己加上去
只要他的class是屬於Window就通通可以使用z這個屬性


至於怎麼知道他是屬於Window,
首先我們看到Scene_Menu,一開始有行@status_window = Window_MenuStatus.new
這樣就可以知道這變量是Window_MenuStatus這個類(class)
接著到Window_MenuStatus這腳本看到開頭是class Window_MenuStatus < Window_Selectable
表示Window_MenuStatus又屬於Window_Selectable這個類,那就再到Window_Selectable看
又發現Window_Selectable屬於Window_Base (class Window_Selectable < Window_Base)
最後到Window_Base這腳本看到class Window_Base < Window


所以Window可以用什麼,屬於他子類的腳本通通可以用(class 子類 < 父類)
而z這玩意Window可以用,那Window_MenuStatus一定也可以用

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發表  RPG問題多多者 于 周二 12月 14, 2010 8:01 pm

不用懷疑,當然是自己加上去
只要他的class是屬於Window就通通可以使用z這個屬性


至於怎麼知道他是屬於Window,
首先我們看到Scene_Menu,一開始有行@status_window = Window_MenuStatus.new
這樣就可以知道這變量是Window_MenuStatus這個類(class)
接著到Window_MenuStatus這腳本看到開頭是class Window_MenuStatus < Window_Selectable
表示Window_MenuStatus又屬於Window_Selectable這個類,那就再到Window_Selectable看
又發現Window_Selectable屬於Window_Base (class Window_Selectable < Window_Base)
最後到Window_Base這腳本看到class Window_Base < Window


所以Window可以用什麼,屬於他子類的腳本通通可以用(class 子類 < 父類)
而z這玩意Window可以用,那Window_MenuStatus一定也可以用

affraid 大大解說的好詳盡......先感謝餒!

不過......不懂> ^ <

意思是說:只要將所有包含Window都插入 [ @視窗_window.z = 所需數值 ]

就可以了嗎0.0
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發表  Q—S.T. 于 周三 12月 15, 2010 5:51 pm

嗯...可以這麼說
內建情況變量名稱都很直覺,名稱有window的話都是和Window類有關

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發表  RPG問題多多者 于 周日 6月 19, 2011 3:59 pm

好像沒有用耶......是我弄錯嗎?

代碼:

(以上省略)
    # 生成游戏时间窗口
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 224
    @playtime_window.z = 9999999
    # 生成步数窗口
    @steps_window = Window_Steps.new
    @steps_window.x = 0
    @steps_window.y = 320
    @steps_window.z = 9999999
    # 生成金钱窗口
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    @gold_window.z = 9999999
    # 生成状态窗口
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    @status_window.z = 9999999
    # 执行过渡
    Graphics.transition
(以下省略)

但是並沒有效果......
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發表  Q—S.T. 于 周六 6月 25, 2011 5:03 pm

改原腳本沒用,要去你新套的那腳本裡面改,因為新腳本把原腳本的內容取代了
在一開始的地方,仔細觀察就會發現內容其實和原腳本差不多(雖然黏在一起了)

(不過很奇怪...開選單時沒意外會把arpg的視窗給關閉的...)

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發表  RPG問題多多者 于 周五 7月 01, 2011 10:56 pm

的確=口="

現在選單畫面差一個問題,但是另外其他的視窗都......

附圖:

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發表  Q—S.T. 于 周六 7月 02, 2011 2:44 pm

My god.......|||

這腳本套下去幾乎所有額外在地圖上顯示視窗的腳本都不能用了...
嗯,你懂的

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發表  RPG問題多多者 于 周日 7月 03, 2011 1:41 am

我想說腳本上既然有更改內建腳本卻很相似內建腳本的東西

那是不是可以把這些跟內建腳本很相似的刪掉就可以了?
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發表  Q—S.T. 于 周日 7月 03, 2011 7:27 pm

這腳本是用別的變量生成其他選單,也就是會把其他視窗直接疊在地圖畫面上,所以地圖上的視窗通通都會留著

所以要的話就是把其他選單的z軸設得很大蓋過地圖上所有視窗
直接砍掉不建議,高達⑨成會出現其他問題

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發表  RPG問題多多者 于 周四 7月 07, 2011 3:53 am

@playtime_window.z = 999999
@steps_window.z = 999999
@gold_window.z = 999999
@status_window.z = 999999

ㄜ......

除了這4個其他的都跑哪裡去了呢=口="

我找不到其他視窗的x、y,z都不知道該長甚麼樣子......
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發表  Q—S.T. 于 周四 7月 07, 2011 8:04 pm

看到那堆名稱開頭(類開頭)是Window_xxx的腳本了嗎?
在initialize裡面加上self.z = 999999



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發表  RPG問題多多者 于 周六 7月 09, 2011 9:22 pm

之前修好的全部毀滅了QAQ
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