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Menù stile final fantasy X-2


MShaka
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Ciao^^, visto che sei Nuovo ne approfitto per dirti di Postare, d'ora in avanti, nella stessa Discussione dove trovi quello che Cerchi (come, ad esempio, il Link di cui parli), senza aprire un Nuovo Topic ;). Cmq, prova a chiedere a qualcuno di Riuppare il File che ti serve, credo lo avranno ;).

http://th09.deviantart.net/fs26/150/f/2008/091/7/3/Rule_of_Rose__brush__by_maelstromb.png

Coming http://i56.tinypic.com/fu56c6.png Soon...

http://fc06.deviantart.net/fs47/f/2009/163/8/a/Polka_from_Eternal_Sonata_by_oOLuccianaOo.pnghttp://fc00.deviantart.com/fs34/f/2008/306/2/d/Icon_Hojo_by_Sasori_donna.gif

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Penso che tu intenda questo

 

 

#================================================== =======

 

# This is the ffx-2 Custom Menu System by Catchm.

 

# version 2, revised, shortened code

 

# It is a long script and includes many alterations and images attached to it.

 

# These images can be edited, and the script can be edited, you are free to do so

 

# credit to Catchm is the only thing needed.

 

# this is to be copied into a new script in the script editor

 

#

 

# Have fun with the script!

 

#================================================== =======

 

 

 

class Bitmap

 

def draw_text_shadow_rect(rect, text, align = 0)

 

self.font.size -= 2

 

old_col = self.font.color.clone

 

# Dark shadow

 

self.font.color = Color.new(0,0,0, 255)

 

draw_text(Rect.new(rect.x+1, rect.y+1, rect.width,

 

rect.height), text, align)

 

# Small outline

 

self.font.color = Color.new(96,96,96,96)

 

draw_text(Rect.new(rect.x+1, rect.y, rect.width,

 

rect.height), text, align)

 

draw_text(Rect.new(rect.x-1, rect.y, rect.width,

 

rect.height), text, align)

 

draw_text(Rect.new(rect.x, rect.y-1, rect.width,

 

rect.height), text, align)

 

draw_text(Rect.new(rect.x, rect.y+1, rect.width,

 

rect.height), text, align)

 

# Normal text

 

self.font.color = old_col

 

draw_text(rect, text, align)

 

self.font.size += 2

 

end

 

def draw_text_shadow(x, y, wid, hei, text, align = 0)

 

self.font.size -= 2

 

old_col = self.font.color.clone

 

# Dark shadow

 

self.font.color = Color.new(0,0,0, 255)

 

draw_text(x+1,y+1,wid,hei,text, align)

 

# Small outline

 

self.font.color = Color.new(96,96,96,96)

 

draw_text(x+1,y,wid,hei,text, align)

 

draw_text(x+2,y,wid,hei,text, align)

 

draw_text(x+2,y,wid,hei,text, align)

 

draw_text(x,y-1,wid,hei,text, align)

 

draw_text(x,y+1,wid,hei,text, align)

 

draw_text(x,y+2,wid,hei,text, align)

 

# Normal

 

self.font.color = old_col

 

draw_text(x,y,wid,hei,text, align)

 

self.font.size += 2

 

end

 

def draw_text_outline(x, y, wid, hei, text, align = 0)

 

self.font.color = Color.new(0, 0, 0, 255)

 

draw_text(x + 1,y + 1,wid,hei,text, align)

 

draw_text(x + 1,y - 1,wid,hei,text, align)

 

draw_text(x - 1,y - 1,wid,hei,text, align)

 

draw_text(x - 1,y + 1,wid,hei,text, align)

 

self.font.color = Color.new(255, 255, 255, 255)

 

draw_text(x,y,wid,hei,text, align)

 

end

 

def draw_text_outline2(x, y, wid, hei, text, align = 0)

 

self.font.color = Color.new(0, 0, 0, 255)

 

draw_text(x + 1,y + 1,wid,hei,text, align)

 

draw_text(x + 1,y - 1,wid,hei,text, align)

 

draw_text(x - 1,y - 1,wid,hei,text, align)

 

draw_text(x - 1,y + 1,wid,hei,text, align)

 

self.font.color = Color.new(255, 255, 255, 200)

 

draw_text(x,y,wid,hei,text, align)

 

end

 

def draw_text_outline3(x, y, wid, hei, text, align = 0)

 

self.font.color = Color.new(0, 0, 0, 255)

 

draw_text(x + 1,y + 1,wid,hei,text, align)

 

draw_text(x + 1,y - 1,wid,hei,text, align)

 

draw_text(x - 1,y - 1,wid,hei,text, align)

 

draw_text(x - 1,y + 1,wid,hei,text, align)

 

self.font.color = Color.new(192, 224, 255, 255)

 

draw_text(x,y,wid,hei,text, align)

 

end

 

def draw_text_outline4(x, y, wid, hei, text, align = 0)

 

self.font.color = Color.new(0, 0, 0, 190)

 

draw_text(x + 1,y + 1,wid,hei,text, align)

 

draw_text(x + 1,y - 1,wid,hei,text, align)

 

draw_text(x - 1,y - 1,wid,hei,text, align)

 

draw_text(x - 1,y + 1,wid,hei,text, align)

 

self.font.color = Color.new(255, 255, 255, 255)

 

draw_text(x,y,wid,hei,text, align)

 

end

 

end

 

class Window_Base < Window

 

#=====================================

 

# Gradient Bars , thanks to Acedent Prone

 

def draw_normal_barz(x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255))

 

if type == "horizontal"

 

width = length

 

height = thick

 

self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))

 

self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))

 

w = width * e1 / e2

 

for i in 0..height

 

r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height

 

g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height

 

b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height

 

a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height

 

self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))

 

end

 

elsif type == "vertical"

 

width = thick

 

height = length

 

self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))

 

self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))

 

h = height * e1 / e2

 

for i in 0..width

 

r = c1.red + (c2.red - c1.red) * (width -i)/width + 0 * i/width

 

g = c1.green + (c2.green - c1.green) * (width -i)/width + 0 * i/width

 

b = c1.blue + (c2.blue - c1.blue) * (width -i)/width + 0 * i/width

 

a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width + 255 * i/width

 

self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))

 

end

 

end

 

end

 

def draw_actor_barz(actor,x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255))

 

if type == "horizontal"

 

width = length

 

height = thick

 

self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(0, 0, 0, 255))

 

self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))

 

w = width * e1 / e2

 

for i in 0..height

 

r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height

 

g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height

 

b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height

 

a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height

 

self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))

 

end

 

elsif type == "vertical"

 

width = thick

 

height = length

 

self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))

 

self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))

 

h = height * e1 / e2

 

for i in 0..width

 

r = c1.red + (c2.red - c1.red) * (width -i)/width + 0 * i/width

 

g = c1.green + (c2.green - c1.green) * (width -i)/width + 0 * i/width

 

b = c1.blue + (c2.blue - c1.blue) * (width -i)/width + 0 * i/width

 

a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width + 255 * i/width

 

self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))

 

end

 

end

 

end

 

#=====================================

 

# New definitions

 

def draw_battlegraphic(actor, x, y)

 

bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)

 

cw = bitmap.width

 

ch = bitmap.height

 

src_rect = Rect.new(0, 0, cw, ch)

 

self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)

 

end

 

#======================================

 

def draw_actor_statuswindow(actor, x, y)

 

bitmap = RPG::Cache.picture(actor.character_name , actor.character_hue)

 

cw = bitmap.width / 4

 

ch = bitmap.height / 4

 

src_rect = Rect.new(0, 0, cw, ch)

 

self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)

 

end

 

#=====================================

 

def draw_actor_face(actor, x, y)

 

face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)

 

fw = face.width

 

fh = face.height

 

src_rect = Rect.new(0, 0, fw, fh)

 

self.contents.blt(x - fw / 23, y - fh, face, src_rect)

 

end

 

#=====================================

 

def draw_actor_name2(actor, x, y)

 

self.contents.font.name = $fontface

 

self.contents.font.color = outline_color

 

self.contents.draw_text(x - 1, y - 1, 120, 32, actor.name)

 

self.contents.draw_text(x + 1, y - 1, 120, 32, actor.name)

 

self.contents.draw_text(x + 1, y + 1, 120, 32, actor.name)

 

self.contents.draw_text(x - 1, y + 1, 120, 32, actor.name)

 

self.contents.font.color = normal_color

 

self.contents.draw_text(x, y, 120, 32, actor.name)

 

end

 

#=====================================

 

def draw_actor_level2(actor, x, y)

 

self.contents.font.name = $fontface

 

self.contents.font.color = outline_color

 

self.contents.draw_text(x - 1, y - 1, 32, 32, "Lv")

 

self.contents.draw_text(x - 1, y + 1, 32, 32, "Lv")

 

self.contents.draw_text(x + 1, y - 1, 32, 32, "Lv")

 

self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv")

 

self.contents.font.color = Color.new(254, 230, 159, 255)

 

self.contents.draw_text(x, y, 32, 32, "Lv")

 

self.contents.font.color = outline_color

 

self.contents.draw_text(x + 31, y + 1, 24, 32, actor.level.to_s, 2)

 

self.contents.draw_text(x + 31, y - 1, 24, 32, actor.level.to_s, 2)

 

self.contents.draw_text(x + 33, y + 1, 24, 32, actor.level.to_s, 2)

 

self.contents.draw_text(x + 33, y - 1, 24, 32, actor.level.to_s, 2)

 

self.contents.font.color = normal_color

 

self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)

 

end

 

#=====================================

 

def draw_actor_class2(actor, x, y)

 

self.contents.font.name = "Black Chancery"

 

self.contents.font.color = outline_color

 

self.contents.draw_text(x + 1, y + 1, 236, 32, actor.class_name)

 

self.contents.draw_text(x + 1, y - 1, 236, 32, actor.class_name)

 

self.contents.draw_text(x - 1, y + 1, 236, 32, actor.class_name)

 

self.contents.draw_text(x - 1, y - 1, 236, 32, actor.class_name)

 

self.contents.font.color = Color.new(238, 139, 254, 255)

 

self.contents.draw_text(x, y, 236, 32, actor.class_name)

 

end

 

#======================================

 

def draw_actor_hp2(actor, x, y, width = 144)

 

self.contents.font.name = "Tahoma"

 

# 文字列 "HP" を描画

 

self.contents.font.size = 24

 

self.contents.font.color = outline_color

 

self.contents.draw_text(x + 1, y + 1, 32, 32, $data_system.words.hp)

 

self.contents.draw_text(x + 1, y - 1, 32, 32, $data_system.words.hp)

 

self.contents.draw_text(x - 1, y - 1, 32, 32, $data_system.words.hp)

 

self.contents.draw_text(x - 1, y + 1, 32, 32, $data_system.words.hp)

 

self.contents.font.color = Color.new(254, 238, 189, 255)

 

self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)

 

# MaxHP を描画するス 2506;ースがあるӔ 3;計算

 

if width - 32 >= 108

 

hp_x = x + width - 108

 

flag = true

 

elsif width - 32 >= 48

 

hp_x = x + width - 48

 

flag = false

 

end

 

# HP を描画

 

self.contents.font.name = $fontface

 

self.contents.font.size = $fontsize

 

self.contents.font.color = outline_color

 

self.contents.draw_text(hp_x - 1, y - 1, 48, 32, actor.hp.to_s, 2)

 

self.contents.draw_text(hp_x - 1, y + 1, 48, 32, actor.hp.to_s, 2)

 

self.contents.draw_text(hp_x + 1, y + 1, 48, 32, actor.hp.to_s, 2)

 

self.contents.draw_text(hp_x + 1, y - 1, 48, 32, actor.hp.to_s, 2)

 

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, 2)

 

# MaxHP を描画

 

if flag

 

self.contents.font.color = outline_color

 

self.contents.draw_text(hp_x + 60 - 1, y - 1, 48, 32, actor.maxhp.to_s)

 

self.contents.draw_text(hp_x + 60 - 1, y + 1, 48, 32, actor.maxhp.to_s)

 

self.contents.draw_text(hp_x + 60 + 1, y - 1, 48, 32, actor.maxhp.to_s)

 

self.contents.draw_text(hp_x + 60 + 1, y + 1, 48, 32, actor.maxhp.to_s)

 

self.contents.draw_text(hp_x + 48 - 1, y - 1, 12, 32, "/", 1)

 

self.contents.draw_text(hp_x + 48 + 1, y + 1, 12, 32, "/", 1)

 

self.contents.draw_text(hp_x + 48 - 1, y + 1, 12, 32, "/", 1)

 

self.contents.draw_text(hp_x + 48 + 1, y - 1, 12, 32, "/", 1)

 

self.contents.font.color = normal_color

 

self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)

 

self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)

 

end

 

end

 

#============================================

 

def draw_actor_sp2(actor, x, y, width = 144)

 

self.contents.font.name = "Tahoma"

 

# 文字列 "SP" を描画

 

self.contents.font.size = 24

 

self.contents.font.color = outline_color

 

self.contents.draw_text(x + 1, y + 1, 32, 32, $data_system.words.sp)

 

self.contents.draw_text(x + 1, y - 1, 32, 32, $data_system.words.sp)

 

self.contents.draw_text(x - 1, y - 1, 32, 32, $data_system.words.sp)

 

self.contents.draw_text(x - 1, y + 1, 32, 32, $data_system.words.sp)

 

self.contents.font.color = Color.new(74, 230, 51, 225)

 

self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)

 

# MaxSP を描画するス 2506;ースがあるӔ 3;計算

 

if width - 32 >= 108

 

sp_x = x + width - 108

 

flag = true

 

elsif width - 32 >= 48

 

sp_x = x + width - 48

 

flag = false

 

end

 

# SP を描画

 

self.contents.font.name = $fontface

 

self.contents.font.size = $fontsize

 

self.contents.font.color = outline_color

 

self.contents.draw_text(sp_x - 1, y - 1, 48, 32, actor.sp.to_s, 2)

 

self.contents.draw_text(sp_x - 1, y + 1, 48, 32, actor.sp.to_s, 2)

 

self.contents.draw_text(sp_x + 1, y - 1, 48, 32, actor.sp.to_s, 2)

 

self.contents.draw_text(sp_x + 1, y + 1, 48, 32, actor.sp.to_s, 2)

 

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, 2)

 

# MaxSP を描画

 

if flag

 

self.contents.font.color = outline_color

 

self.contents.draw_text(sp_x + 60 - 1, y - 1, 48, 32, actor.maxsp.to_s)

 

self.contents.draw_text(sp_x + 60 - 1, y + 1, 48, 32, actor.maxsp.to_s)

 

self.contents.draw_text(sp_x + 60 + 1, y + 1, 48, 32, actor.maxsp.to_s)

 

self.contents.draw_text(sp_x + 60 + 1, y - 1, 48, 32, actor.maxsp.to_s)

 

self.contents.draw_text(sp_x + 48 - 1, y - 1, 12, 32, "/", 1)

 

self.contents.draw_text(sp_x + 48 - 1, y - 1, 12, 32, "/", 1)

 

self.contents.draw_text(sp_x + 48 + 1, y + 1, 12, 32, "/", 1)

 

self.contents.draw_text(sp_x + 48 + 1, y + 1, 12, 32, "/", 1)

 

self.contents.font.color = normal_color

 

self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)

 

self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)

 

end

 

end

 

#=========================================

 

def draw_actor_state2(actor, x, y, width = 120)

 

self.contents.font.name = $fontface

 

text = make_battler_state_text(actor, width, true)

 

self.contents.font.color = outline_color

 

self.contents.draw_text(x - 1, y - 1, width, 32, text)

 

self.contents.draw_text(x - 1, y + 1, width, 32, text)

 

self.contents.draw_text(x + 1, y + 1, width, 32, text)

 

self.contents.draw_text(x + 1, y - 1, width, 32, text)

 

self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color

 

self.contents.draw_text(x, y, width, 32, text)

 

end

 

#=====================================

 

def draw_actor_parameter2(actor, x, y, type, writing)

 

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 = "Magic Def"

 

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 = normal_color

 

if writing == 1

 

self.contents.draw_text_outline(x, y, 120, 32, parameter_name)

 

self.contents.font.color = normal_color

 

self.contents.draw_text_outline(x + 130, y, 36, 32, parameter_value.to_s, 2)

 

end

 

if writing == 2

 

self.contents.draw_text_shadow(x, y, 120, 32, parameter_name)

 

self.contents.font.color = normal_color

 

self.contents.draw_text_shadow(x + 130, y, 36, 32, parameter_value.to_s, 2)

 

end

 

end

 

def draw_actor_parameter3(actor, x, y, type)

 

case type

 

when 0

 

parameter_name = $data_system.words.atk

 

parameter_value = new_atk

 

when 1

 

parameter_name = $data_system.words.pdef

 

parameter_value = new_pdef

 

when 2

 

parameter_name = "Magic Def"

 

parameter_value = new_mdef

 

when 3

 

parameter_name = $data_system.words.str

 

parameter_value = new_str

 

when 4

 

parameter_name = $data_system.words.dex

 

parameter_value = new_dex

 

when 5

 

parameter_name = $data_system.words.agi

 

parameter_value = new_agi

 

when 6

 

parameter_name = $data_system.words.int

 

parameter_value = new_int

 

end

 

self.contents.font.color = system_color

 

self.contents.draw_text_outline(x, y, 120, 32, parameter_name)

 

self.contents.font.color = normal_color

 

self.contents.draw_text_outline(x + 130, y, 36, 32, parameter_value.to_s, 2)

 

end

 

#=========================================

 

def draw_item_name2(item, x, y)

 

if item == nil

 

self.contents.draw_text_outline(x + 28, y, 212, 32, "EMPTY")

 

return

 

end

 

bitmap = RPG::Cache.icon(item.icon_name)

 

self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))

 

self.contents.draw_text_outline(x + 28, y, 212, 32, item.name)

 

end

 

# New colour for outlining text - Black

 

def outline_color

 

return Color.new(0, 0, 0, 255)

 

end

 

end

 

#================================================== ============================

 

# ■ Window_Selectable

 

#-------------------------------------------------- ----------------------------

 

#  カーソルの 1227;動やスクロӦ 0;ルの機能を持& #12388;ウィンドウ 463;ラスです。

 

#================================================== ============================

 

 

 

class Window_Itemselectable < Window_Base

 

#-------------------------------------------------- ------------------------

 

# ● 公開インスタ 2531;ス変数

 

#-------------------------------------------------- ------------------------

 

attr_reader :index # カーソル位置

 

attr_reader :help_window # ヘルプウィン 2489;ウ

 

#-------------------------------------------------- ------------------------

 

# ● オブジェクト 1021;期化

 

# x : ウィンドウの X 座標

 

# y : ウィンドウの Y 座標

 

# width : ウィンドウの 4133;

 

# height : ウィンドウの 9640;さ

 

#-------------------------------------------------- ------------------------

 

def initialize(x, y, width, height)

 

super(x, y, width, height)

 

@item_max = 1

 

@column_max = 1

 

@index = -1

 

end

 

#-------------------------------------------------- ------------------------

 

# ● カーソル位置 2398;設定

 

# index : 新しいカーソ 2523;位置

 

#-------------------------------------------------- ------------------------

 

def index=(index)

 

@index = index

 

# ヘルプテキス 2488;を更新 (update_help は継承先で定 2681;される)

 

if self.active and @help_window != nil

 

update_help

 

end

 

# カーソルの矩 4418;を更新

 

update_cursor_rect

 

end

 

#-------------------------------------------------- ------------------------

 

# ● 行数の取得

 

#-------------------------------------------------- ------------------------

 

def row_max

 

# 項目数と列数 2363;ら行数を算࠲ 6;

 

return (@item_max + @column_max - 1) / @column_max

 

end

 

#-------------------------------------------------- ------------------------

 

# ● 先頭の行の取 4471;

 

#-------------------------------------------------- ------------------------

 

def top_row

 

# ウィンドウ内 3481;の転送元 Y 座標を、1 行の高さ 32 で割る

 

return self.oy / 32

 

end

 

#-------------------------------------------------- ------------------------

 

# ● 先頭の行の設 3450;

 

# row : 先頭に表示す 2427;行

 

#-------------------------------------------------- ------------------------

 

def top_row=(row)

 

# row が 0 未満の場合は 0 に修正

 

if row < 0

 

row = 0

 

end

 

# row が row_max - 1 超の場合は row_max - 1 に修正

 

if row > row_max - 1

 

row = row_max - 1

 

end

 

# row に 1 行の高さ 32 を掛け、ウィ 2531;ドウ内容の้ 8;送元 Y 座標とする

 

self.oy = row * 32

 

end

 

#-------------------------------------------------- ------------------------

 

# ● 1 ページに表示 2391;きる行数のࡢ 2;得

 

#-------------------------------------------------- ------------------------

 

def page_row_max

 

# ウィンドウの 9640;さから、フӤ 4;ームの高さ 32 を引き、1 行の高さ 32 で割る

 

return (self.height - 32) / 32

 

end

 

#-------------------------------------------------- ------------------------

 

# ● 1 ページに表示 2391;きる項目数ӗ 8;取得

 

#-------------------------------------------------- ------------------------

 

def page_item_max

 

# 行数 page_row_max に 列数 @column_max を掛ける

 

return page_row_max * @column_max

 

end

 

#-------------------------------------------------- ------------------------

 

# ● ヘルプウィン 2489;ウの設定

 

# help_window : 新しいヘルプ 2454;ィンドウ

 

#-------------------------------------------------- ------------------------

 

def help_window=(help_window)

 

@help_window = help_window

 

# ヘルプテキス 2488;を更新 (update_help は継承先で定 2681;される)

 

if self.active and @help_window != nil

 

update_help

 

end

 

end

 

#-------------------------------------------------- ------------------------

 

# ● カーソルの矩 4418;更新

 

#-------------------------------------------------- ------------------------

 

def update_cursor_rect

 

# カーソル位置 2364; 0 未満の場合

 

if @index < 0

 

self.cursor_rect.empty

 

return

 

end

 

# 現在の行を取 4471;

 

row = @index / @column_max

 

# 現在の行が、 4920;示されていӚ 7;先頭の行より& #21069;の場合

 

if row < self.top_row

 

# 現在の行が先 8957;になるようӗ 5;スクロール

 

self.top_row = row

 

end

 

# 現在の行が、 4920;示されていӚ 7;最後尾の行よ& #12426;後ろの場合

 

if row > self.top_row + (self.page_row_max - 1)

 

# 現在の行が最 4460;尾になるよӓ 8;にスクロール

 

self.top_row = row - (self.page_row_max - 1)

 

end

 

# カーソルの幅 2434;計算

 

cursor_width = self.width / @column_max - 32

 

# カーソルの座 7161;を計算

 

x = @index % @column_max * (cursor_width + 6) + 10

 

y = @index / @column_max * 32 - self.oy

 

# カーソルの矩 4418;を更新

 

self.cursor_rect.set(x, y, cursor_width, 32)

 

end

 

#-------------------------------------------------- ------------------------

 

# ● フレーム更新

 

#-------------------------------------------------- ------------------------

 

def update

 

super

 

# カーソルの移 1205;が可能な状঺ 7;の場合

 

if self.active and @item_max > 0 and @index >= 0

 

# 方向ボタンの 9979;が押された࣒ 0;合

 

if Input.repeat?(Input::DOWN)

 

# 列数が 1 かつ 方向ボタンの 9979;の押下状態Ӕ 4;リピートでな& #12356;場合か、

 

# またはカーソ 2523;位置が(項目& #25968; - 列数)より前ӗ 8;場合

 

if (@column_max == 1 and Input.trigger?(Input::DOWN)) or

 

@index < @item_max - @column_max

 

# カーソルを下 2395;移動

 

$game_system.se_play($data_system.cursor_se) ;

 

@index = (@index + @column_max) % @item_max

 

end

 

end

 

# 方向ボタンの 9978;が押された࣒ 0;合

 

if Input.repeat?(Input::UP)

 

# 列数が 1 かつ 方向ボタンの 9978;の押下状態Ӕ 4;リピートでな& #12356;場合か、

 

# またはカーソ 2523;位置が列数Ӛ 4;り後ろの場合

 

if (@column_max == 1 and Input.trigger?(Input::UP)) or

 

@index >= @column_max

 

# カーソルを上 2395;移動

 

$game_system.se_play($data_system.cursor_se) ;

 

@index = (@index - @column_max + @item_max) % @item_max

 

end

 

end

 

# 方向ボタンの 1491;が押された࣒ 0;合

 

if Input.repeat?(Input::RIGHT)

 

# 列数が 2 以上で、カー 2477;ル位置が(項& #30446;数 - 1)より前の場× 12;

 

if @column_max >= 2 and @index < @item_max - 1

 

# カーソルを右 2395;移動

 

$game_system.se_play($data_system.cursor_se) ;

 

@index += 1

 

end

 

end

 

# 方向ボタンの 4038;が押された࣒ 0;合

 

if Input.repeat?(Input::LEFT)

 

# 列数が 2 以上で、カー 2477;ル位置が 0 より後ろの場 1512;

 

if @column_max >= 2 and @index > 0

 

# カーソルを左 2395;移動

 

$game_system.se_play($data_system.cursor_se) ;

 

@index -= 1

 

end

 

end

 

# R ボタンが押さ 2428;た場合

 

if Input.repeat?(Input::R)

 

# 表示されてい 2427;最後尾の行Ӕ 4;、データ上の& #26368;後の行より 418;前の場合

 

if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)

 

# カーソルを 1 ページ後ろに 1227;動

 

$game_system.se_play($data_system.cursor_se) ;

 

@index = [@index + self.page_item_max, @item_max - 1].min

 

self.top_row += self.page_row_max

 

end

 

end

 

# L ボタンが押さ 2428;た場合

 

if Input.repeat?(Input::L)

 

# 表示されてい 2427;先頭の行が 0 より後ろの場 1512;

 

if self.top_row > 0

 

# カーソルを 1 ページ前に移 1205;

 

$game_system.se_play($data_system.cursor_se) ;

 

@index = [@index - self.page_item_max, 0].max

 

self.top_row -= self.page_row_max

 

end

 

end

 

end

 

# ヘルプテキス 2488;を更新 (update_help は継承先で定 2681;される)

 

if self.active and @help_window != nil

 

update_help

 

end

 

# カーソルの矩 4418;を更新

 

update_cursor_rect

 

end

 

end

 

#================================================== ============================

 

# ■ Window_Menuselectable

 

#-------------------------------------------------- ----------------------------

 

#  カーソルの 1227;動やスクロӦ 0;ルの機能を持& #12388;ウィンドウ 463;ラスです。

 

#================================================== ============================

 

 

 

class Window_Menuselectable < Window_Base

 

#-------------------------------------------------- ------------------------

 

# ● 公開インスタ 2531;ス変数

 

#-------------------------------------------------- ------------------------

 

attr_reader :index # カーソル位置

 

attr_reader :help_window # ヘルプウィン 2489;ウ

 

#-------------------------------------------------- ------------------------

 

# ● オブジェクト 1021;期化

 

# x : ウィンドウの X 座標

 

# y : ウィンドウの Y 座標

 

# width : ウィンドウの 4133;

 

# height : ウィンドウの 9640;さ

 

#-------------------------------------------------- ------------------------

 

def initialize(x, y, width, height)

 

super(x, y, width, height)

 

@item_max = 1

 

@column_max = 1

 

@index = -1

 

end

 

#-------------------------------------------------- ------------------------

 

# ● カーソル位置 2398;設定

 

# index : 新しいカーソ 2523;位置

 

#-------------------------------------------------- ------------------------

 

def index=(index)

 

@index = index

 

# ヘルプテキス 2488;を更新 (update_help は継承先で定 2681;される)

 

if self.active and @help_window != nil

 

update_help

 

end

 

# カーソルの矩 4418;を更新

 

update_cursor_rect

 

end

 

#-------------------------------------------------- ------------------------

 

# ● 行数の取得

 

#-------------------------------------------------- ------------------------

 

def row_max

 

# 項目数と列数 2363;ら行数を算࠲ 6;

 

return (@item_max + @column_max - 1) / @column_max

 

end

 

#-------------------------------------------------- ------------------------

 

# ● 先頭の行の取 4471;

 

#-------------------------------------------------- ------------------------

 

def top_row

 

# ウィンドウ内 3481;の転送元 Y 座標を、1 行の高さ 32 で割る

 

return self.oy / 32

 

end

 

#-------------------------------------------------- ------------------------

 

# ● 先頭の行の設 3450;

 

# row : 先頭に表示す 2427;行

 

#-------------------------------------------------- ------------------------

 

def top_row=(row)

 

# row が 0 未満の場合は 0 に修正

 

if row < 0

 

row = 0

 

end

 

# row が row_max - 1 超の場合は row_max - 1 に修正

 

if row > row_max - 1

 

row = row_max - 1

 

end

 

# row に 1 行の高さ 32 を掛け、ウィ 2531;ドウ内容の้ 8;送元 Y 座標とする

 

self.oy = row * 32

 

end

 

#-------------------------------------------------- ------------------------

 

# ● 1 ページに表示 2391;きる行数のࡢ 2;得

 

#-------------------------------------------------- ------------------------

 

def page_row_max

 

# ウィンドウの 9640;さから、フӤ 4;ームの高さ 32 を引き、1 行の高さ 32 で割る

 

return (self.height - 32) / 32

 

end

 

#-------------------------------------------------- ------------------------

 

# ● 1 ページに表示 2391;きる項目数ӗ 8;取得

 

#-------------------------------------------------- ------------------------

 

def page_item_max

 

# 行数 page_row_max に 列数 @column_max を掛ける

 

return page_row_max * @column_max

 

end

 

#-------------------------------------------------- ------------------------

 

# ● ヘルプウィン 2489;ウの設定

 

# help_window : 新しいヘルプ 2454;ィンドウ

 

#-------------------------------------------------- ------------------------

 

def help_window=(help_window)

 

@help_window = help_window

 

# ヘルプテキス 2488;を更新 (update_help は継承先で定 2681;される)

 

if self.active and @help_window != nil

 

update_help

 

end

 

end

 

#-------------------------------------------------- ------------------------

 

# ● カーソルの矩 4418;更新

 

#-------------------------------------------------- ------------------------

 

def update_cursor_rect

 

# カーソル位置 2364; 0 未満の場合

 

if @index < 0

 

self.cursor_rect.empty

 

return

 

end

 

# 現在の行を取 4471;

 

row = @index / @column_max

 

# 現在の行が、 4920;示されていӚ 7;先頭の行より& #21069;の場合

 

if row < self.top_row

 

# 現在の行が先 8957;になるようӗ 5;スクロール

 

self.top_row = row

 

end

 

# 現在の行が、 4920;示されていӚ 7;最後尾の行よ& #12426;後ろの場合

 

if row > self.top_row + (self.page_row_max - 1)

 

# 現在の行が最 4460;尾になるよӓ 8;にスクロール

 

self.top_row = row - (self.page_row_max - 1)

 

end

 

# カーソルの幅 2434;計算

 

cursor_width = self.width / @column_max - 32

 

# カーソルの座 7161;を計算

 

x = @index % @column_max * (cursor_width + 32)

 

y = @index / @column_max * 40 - self.oy

 

# カーソルの矩 4418;を更

 

end

 

#-------------------------------------------------- ------------------------

 

# ● フレーム更新

 

#-------------------------------------------------- ------------------------

 

def update

 

super

 

# カーソルの移 1205;が可能な状঺ 7;の場合

 

if self.active and @item_max > 0 and @index >= 0

 

# 方向ボタンの 9979;が押された࣒ 0;合

 

if Input.repeat?(Input::DOWN)

 

# 列数が 1 かつ 方向ボタンの 9979;の押下状態Ӕ 4;リピートでな& #12356;場合か、

 

# またはカーソ 2523;位置が(項目& #25968; - 列数)より前ӗ 8;場合

 

if (@column_max == 1 and Input.trigger?(Input::DOWN)) or

 

@index < @item_max - @column_max

 

# カーソルを下 2395;移動

 

$game_system.se_play($data_system.cursor_se) ;

 

@index = (@index + @column_max) % @item_max

 

end

 

end

 

# 方向ボタンの 9978;が押された࣒ 0;合

 

if Input.repeat?(Input::UP)

 

# 列数が 1 かつ 方向ボタンの 9978;の押下状態Ӕ 4;リピートでな& #12356;場合か、

 

# またはカーソ 2523;位置が列数Ӛ 4;り後ろの場合

 

if (@column_max == 1 and Input.trigger?(Input::UP)) or

 

@index >= @column_max

 

# カーソルを上 2395;移動

 

$game_system.se_play($data_system.cursor_se) ;

 

@index = (@index - @column_max + @item_max) % @item_max

 

end

 

end

 

# 方向ボタンの 1491;が押された࣒ 0;合

 

if Input.repeat?(Input::RIGHT)

 

# 列数が 2 以上で、カー 2477;ル位置が(項& #30446;数 - 1)より前の場× 12;

 

if @column_max >= 2 and @index < @item_max - 1

 

# カーソルを右 2395;移動

 

$game_system.se_play($data_system.cursor_se) ;

 

@index += 1

 

end

 

end

 

# 方向ボタンの 4038;が押された࣒ 0;合

 

if Input.repeat?(Input::LEFT)

 

# 列数が 2 以上で、カー 2477;ル位置が 0 より後ろの場 1512;

 

if @column_max >= 2 and @index > 0

 

# カーソルを左 2395;移動

 

$game_system.se_play($data_system.cursor_se) ;

 

@index -= 1

 

end

 

end

 

# R ボタンが押さ 2428;た場合

 

if Input.repeat?(Input::R)

 

# 表示されてい 2427;最後尾の行Ӕ 4;、データ上の& #26368;後の行より 418;前の場合

 

if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)

 

# カーソルを 1 ページ後ろに 1227;動

 

$game_system.se_play($data_system.cursor_se) ;

 

@index = [@index + self.page_item_max, @item_max - 1].min

 

self.top_row += self.page_row_max

 

end

 

end

 

# L ボタンが押さ 2428;た場合

 

if Input.repeat?(Input::L)

 

# 表示されてい 2427;先頭の行が 0 より後ろの場 1512;

 

if self.top_row > 0

 

# カーソルを 1 ページ前に移 1205;

 

$game_system.se_play($data_system.cursor_se) ;

 

@index = [@index - self.page_item_max, 0].max

 

self.top_row -= self.page_row_max

 

end

 

end

 

end

 

# ヘルプテキス 2488;を更新 (update_help は継承先で定 2681;される)

 

if self.active and @help_window != nil

 

update_help

 

end

 

# カーソルの矩 4418;を更新

 

update_cursor_rect

 

end

 

end

 

#================================================== ============================

 

# ■ Window_Menucommand

 

#-------------------------------------------------- ----------------------------

 

#  一般的なコ 2510;ンド選択をඡ 2;うウィンドウ& #12391;す。

 

#================================================== ============================

 

 

 

class Window_Menucommand < Window_Menuselectable

 

#-------------------------------------------------- ------------------------

 

# ● オブジェクト 1021;期化

 

# width : ウィンドウの 4133;

 

# commands : コマンド文字 1015;の配列

 

#-------------------------------------------------- ------------------------

 

def initialize(width, commands)

 

# コマンドの個 5968;からウィンӠ 9;ウの高さを算& #20986;

 

super(0, 0, width, commands.size * 32 + 32)

 

@item_max = commands.size

 

@commands = commands

 

self.contents = Bitmap.new(width - 32, @item_max * 32)

 

self.contents.font.name = $fontface

 

self.contents.font.size = $fontsize

 

refresh

 

self.index = 0

 

end

 

#-------------------------------------------------- ------------------------

 

# ● リフレッシュ

 

#-------------------------------------------------- ------------------------

 

def refresh

 

self.contents.clear

 

for i in 0...@item_max

 

draw_item(i, normal_color)

 

end

 

end

 

#-------------------------------------------------- ------------------------

 

# ● 項目の描画

 

# index : 項目番号

 

# color : 文字色

 

#-------------------------------------------------- ------------------------

 

def draw_item(index, color)

 

self.contents.font.color = color

 

rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)

 

self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))

 

self.contents.draw_text(rect, @commands[index])

 

end

 

#-------------------------------------------------- ------------------------

 

# ● 項目の無効化

 

# index : 項目番号

 

#-------------------------------------------------- ------------------------

 

def disable_item(index)

 

draw_item(index, disabled_color)

 

end

 

end

 

#================================================== ============================

 

# ■ Window_Help

 

#-------------------------------------------------- ----------------------------

 

#  スキルやア 2452;テムの説明ӌ 9;アクターのス& #12486;ータスなど 434;表示するウィ ;ンドウです。

 

#================================================== ============================

 

 

 

class Window_Menuhelp < Window_Base

 

#-------------------------------------------------- ------------------------

 

# ● オブジェクト 1021;期化

 

#-------------------------------------------------- ------------------------

 

def initialize

 

super(0, - 77, 640, 64)

 

self.contents = Bitmap.new(width - 32, height - 32)

 

self.contents.font.name = $fontface

 

self.contents.font.size = 18

 

self.opacity = 0

 

end

 

#-------------------------------------------------- ------------------------

 

# ● テキスト設定

 

# text : ウィンドウに 4920;示する文字࠵ 5;

 

# align : アラインメン 2488; (0..左揃え、1..中 央揃え、2..右揃 え)

 

#-------------------------------------------------- ------------------------

 

def set_text(text, align = 0)

 

# テキストとア 2521;インメントӗ 8;少なくとも一& #26041;が前回と違 387;ている場合

 

if text != @text or align != @align

 

# テキストを再 5551;画

 

self.contents.clear

 

self.contents.font.color = normal_color

 

self.contents.draw_text(4, 0, self.width - 40, 32, text, align)

 

@text = text

 

@align = align

 

@actor = nil

 

end

 

self.visible = true

 

end

 

#-------------------------------------------------- ------------------------

 

# ● アクター設定

 

# actor : ステータスを 4920;示するアクӟ 9;ー

 

#-------------------------------------------------- ------------------------

 

def set_actor(actor)

 

if actor != @actor

 

self.contents.clear

 

draw_actor_name(actor, 4, 0)

 

draw_actor_state(actor, 140, 0)

 

draw_actor_hp(actor, 284, 0)

 

draw_actor_sp(actor, 460, 0)

 

@actor = actor

 

@text = nil

 

self.visible = true

 

end

 

end

 

#-------------------------------------------------- ------------------------

 

# ● エネミー設定

 

# enemy : 名前とステー 2488;を表示するӝ 6;ネミー

 

#-------------------------------------------------- ------------------------

 

def set_enemy(enemy)

 

text = enemy.name

 

state_text = make_battler_state_text(enemy, 112, false)

 

if state_text != ""

 

text += " " + state_text

 

end

 

set_text(text, 1)

 

end

 

end

 

#================================================== ============================

 

# ■ Window_Gold

 

#-------------------------------------------------- ----------------------------

 

#  ゴールドを 4920;示するウィӥ 1;ドウです。

 

#================================================== ============================

 

 

 

class Window_Gold < Window_Base

 

#-------------------------------------------------- ------------------------

 

# ● オブジェクト 1021;期化

 

#-------------------------------------------------- ------------------------

 

def initialize

 

super(0, 0, 200, 64)

 

self.contents = Bitmap.new(width - 32, height - 32)

 

self.contents.font.name = $fontface

 

self.contents.font.size = 21

 

refresh

 

end

 

#-------------------------------------------------- ------------------------

 

# ● リフレッシュ

 

#-------------------------------------------------- ------------------------

 

def refresh

 

self.contents.clear

 

cx = contents.text_size("Gold").width

 

self.contents.font.color = outline_color

 

self.contents.draw_text(81, - 1, 120-cx-2, 32, $game_party.gold.to_s, 2)

 

self.contents.draw_text(81, 1, 120-cx-2, 32, $game_party.gold.to_s, 2)

 

self.contents.draw_text(79, 1, 120-cx-2, 32, $game_party.gold.to_s, 2)

 

self.contents.draw_text(79, - 1, 120-cx-2, 32, $game_party.gold.to_s, 2)

 

self.contents.font.color = normal_color

 

self.contents.draw_text(80, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)

 

self.contents.font.color = outline_color

 

self.contents.draw_text(- 1, - 1, cx, 32, "Gold", 2)

 

self.contents.draw_text(1, 1, cx, 32, "Gold", 2)

 

self.contents.draw_text(- 1, 1, cx, 32, "Gold", 2)

 

self.contents.draw_text(1, - 1, cx, 32, "Gold", 2)

 

self.contents.font.color = Color.new(254, 230, 159, 255)

 

self.contents.draw_text(0, 0, cx, 32, "Gold", 2)

 

end

 

end

 

#================================================== ============================

 

# ■ Window_PlayTime

 

#-------------------------------------------------- ----------------------------

 

#  メニュー画 8754;でプレイ時໵ 1;を表示するウ& #12451;ンドウです 290;

 

#================================================== ============================

 

 

 

class Window_PlayTime < Window_Base

 

#-------------------------------------------------- ------------------------

 

# ● オブジェクト 1021;期化

 

#-------------------------------------------------- ------------------------

 

def initialize

 

super(0, 0, 200, 70)

 

self.contents = Bitmap.new(width - 32, height - 32)

 

self.contents.font.name = $fontface

 

self.contents.font.size = 21

 

self.opacity = 0

 

refresh

 

end

 

#-------------------------------------------------- ------------------------

 

# ● リフレッシュ

 

#-------------------------------------------------- ------------------------

 

def refresh

 

self.contents.clear

 

self.contents.font.color = outline_color

 

self.contents.draw_text(1, - 1, 120, 32, "Play Time")

 

self.contents.draw_text(1, 1, 120, 32, "Play Time")

 

self.contents.draw_text(-1, - 1, 120, 32, "Play Time")

 

self.contents.draw_text(-1, 1, 120, 32, "Play Time")

 

self.contents.font.color = Color.new(254, 230, 159, 255)

 

self.contents.draw_text(0, 0, 120, 32, "Play Time")

 

@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 = outline_color

 

self.contents.draw_text(39, - 1, 120, 32, text, 2)

 

self.contents.draw_text(39, 1, 120, 32, text, 2)

 

self.contents.draw_text(41, 1, 120, 32, text, 2)

 

self.contents.draw_text(41, -1, 120, 32, text, 2)

 

self.contents.font.color = normal_color

 

self.contents.draw_text(40, 0, 120, 32, text, 2)

 

end

 

#-------------------------------------------------- ------------------------

 

# ● フレーム更新

 

#-------------------------------------------------- ------------------------

 

def update

 

super

 

if Graphics.frame_count / Graphics.frame_rate != @total_sec

 

refresh

 

end

 

end

 

end

 

#================================================== ============================

 

# ■ Window_MenuStatus

 

#-------------------------------------------------- ----------------------------

 

#  メニュー画 8754;でパーティӣ 3;ンバーのステ& #12540;タスを表示 377;るウィンドウ ;です。

 

#================================================== ============================

 

 

 

class Window_MenuStatus < Window_Selectable

 

#-------------------------------------------------- ------------------------

 

# ● オブジェクト 1021;期化

 

#-------------------------------------------------- ------------------------

 

def initialize

 

super(0, 0, 480, 430)

 

self.contents = Bitmap.new(width - 32, height - 32)

 

self.contents.font.name = $fontface

 

self.contents.font.size = $fontsize

 

refresh

 

self.active = false

 

self.index = -1

 

end

 

#-------------------------------------------------- ------------------------

 

# ● リフレッシュ

 

#-------------------------------------------------- ------------------------

 

def refresh

 

self.contents.clear

 

@item_max = $game_party.actors.size

 

for i in 0...$game_party.actors.size

 

x = 100 - i * 18

 

y = i * 100

 

actor = $game_party.actors

 

draw_actor_face(actor, x - 40, y + 80)

 

draw_actor_name2(actor, x + 50, y)

 

draw_actor_class2(actor, x + 50, y + 50)

 

draw_actor_level2(actor, x + 50, y + 25)

 

draw_actor_state2(actor, x + 155, y + 50)

 

draw_actor_hp2(actor, x + 140, y )

 

draw_actor_sp2(actor, x + 140, y + 25)

 

draw_actor_barz(actor, x + 140, y + 25, "horizontal", 130, 1, actor.hp, actor.maxhp, Color.new(254, 238, 189, 255), Color.new(182, 137, 2, 255))

 

draw_actor_barz(actor, x + 140, y + 50, "horizontal", 130, 1, actor.sp, actor.maxsp, Color.new(74, 230, 51, 225), Color.new(35, 150, 19, 225))

 

end

 

end

 

#-------------------------------------------------- ------------------------

 

# ● カーソルの矩 4418;更新

 

#-------------------------------------------------- ------------------------

 

def update_cursor_rect

 

self.cursor_rect.empty

 

end

 

end

 

#================================================== ============================

 

# ■ Window_Item

 

#-------------------------------------------------- ----------------------------

 

#  アイテム画 8754;、バトル画༣ 4;で、所持アイ& #12486;ムの一覧を" 920;示するウィン ;ドウです。

 

#================================================== ============================

 

 

 

class Window_Menuitem < Window_Itemselectable

 

#-------------------------------------------------- ------------------------

 

# ● オブジェクト 1021;期化

 

#-------------------------------------------------- ------------------------

 

def initialize

 

super(0, 500, 640, 380)

 

@column_max = 2

 

refresh

 

self.index = 0

 

self.opacity = 0

 

# 戦闘中の場合 2399;ウィンドウӛ 4;画面中央へ移& #21205;し、半透明 395;する

 

if $game_temp.in_battle

 

self.y = 64

 

self.height = 256

 

self.back_opacity = 160

 

end

 

end

 

#-------------------------------------------------- ------------------------

 

# ● アイテムの取 4471;

 

#-------------------------------------------------- ------------------------

 

def item

 

return @data[self.index]

 

end

 

#-------------------------------------------------- ------------------------

 

# ● リフレッシュ

 

#-------------------------------------------------- ------------------------

 

def refresh

 

if self.contents != nil

 

self.contents.dispose

 

self.contents = nil

 

 

end

 

 

spero di essere stato d'aiuto

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