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TA的每日心情 | 开心 昨天 16:47 |
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好吧我其实是大自然的搬运工!效果图来也
好了那啥啥的不说了
方法:
插入到main前面创建新的然后粘贴不用我多说吧- -
358行请改为@disabled = [ false, false, false, false, false, false ]
RUBY 代码 - #===================================================
- # ■ Ring Menu - Show Player Location - Release #1 (Enhanced By Dubealex)
- #===================================================
- # For more infos and update, visit:
- # asylum.dubealex.com
- #
- # Original Ring Menu by: 和希 (From XRXS)
- # Original Edit and Fix by: Maki
- # Show Player Location Version by: Dubealex
- #
- # You can customize this script at line #35 - Have fun !!
- # If you want to show more stuff, its easy to do, you can try to ask in the forum.
- #
- # [email][email protected][/email]
- #===================================================
- #===================================================
- # ▼ CLASS Scene_Menu Begins
- #===================================================
- class Scene_Menu
- #--------------------------------------------------------------------------
- # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
- # menu_index : ƒRƒ}ƒ“ƒh‚̃J[ƒ\ƒ‹‰ŠúˆÊ’u
- #--------------------------------------------------------------------------
- def initialize(menu_index = 0)
- @menu_index = menu_index
- $location_text=[]
- $window_size=[]
- $ring_menu_text=[]
- $chara_select=[]
- @window_opacity=[]
- @chara_select=[]
- @window_position=[]
- #--------------------------------------------------------------------------------------------------
- # ■ Ring Menu Customization Section: (By Dubealex)
- #--------------------------------------------------------------------------------------------------
- # Those variables defines how the script will act.
- # Simply change the value by those you want.
- # Remember that changing the font size has its limitation due to text space allocation.
- #
- # ▼ TEXT SETTINGS FOR SHOW PLAYER LOCATION WINDOW:
- $location_text[0]="Tahoma" # Font Type
- $location_text[1]=22 # Font Size
- $location_text[2]=6 # Location Title Color
- $location_text[4]=0 # Map Name Color
- $location_text[3]="Location:" # Customize the "Location" Title Text
- # ▼ SHOW LOCATION WINDOW SETTINS:
- @show_location_window=true #Set to false to not use it !
- @window_opacity[0]=255 # Border Opacity
- @window_opacity[1]=130 # Background Opacity
- $window_location_skin="001-Blue01" # Window Skin
- @window_position[0]=20 # X Axis Position
- @window_position[1]=20 # Y Axis Position
- $window_size[0]=160 # Lengh
- $window_size[1]=96 # Heigh
- # ▼ TEXT SETTINGS FOR INSIDE THE RING MENU:
- $ring_menu_text[0]="Tahoma" # Font Type
- $ring_menu_text[7]=0 # Font Color
- $ring_menu_text[8]=22 # Font Size
- $ring_menu_text[1]="Items" # Items Menu Text
- $ring_menu_text[2]="Skills" # Skills Menu Text
- $ring_menu_text[3]="Equip" # Equip Menu Text
- $ring_menu_text[4]="Stats" # Stats Menu Text
- $ring_menu_text[5]="Save" # Save Menu Text
- $ring_menu_text[6]="Quit" # Quit Menu Text
- # ▼ CHARACTER SELECTION WINDOW SETTINGS :
- @chara_select[0]=400 # X Axis Position
- @chara_select[1]=0 # Y Axis Position
- $chara_select[0]="Tahoma" # Font Type
- $chara_select[1]=0 # Font Color
- $chara_select[5]=22 # Font Size
- $chara_select[2]=255 # Window Border Opacity
- $chara_select[3]=130 # Window Background Opacity
- $chara_select[4]="001-Blue01" # Window Skin to use
- #--------------------------------------------------------------------------------------------------
- end
- #--------------------------------------------------------------------------
- # œ ƒƒCƒ“ˆ—
- #--------------------------------------------------------------------------
- def main
- # Show Player Location Feature:
- if@show_location_window==true
- @window_location = Window_Location.new
- @window_location.x = @window_position[0]
- @window_location.y = @window_position[1]
- @window_location.opacity = @window_opacity[0]
- @window_location.back_opacity = @window_opacity[1]
- end
- #End of Show Player Location
- # ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ðì¬
- @spriteset = Spriteset_Map.new
- # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬
- px = $game_player.screen_x - 15
- py = $game_player.screen_y - 24
- @command_window = Window_RingMenu.new(px,py)
- @command_window.index = @menu_index
- # ƒp[ƒeƒBl”‚ª 0 l‚Ìê‡
- if$game_party.actors.size == 0
- # ƒAƒCƒeƒ€AƒXƒLƒ‹A‘•”õAƒXƒe[ƒ^ƒX‚𖳌ø‰»
- @command_window.disable_item(0)
- @command_window.disable_item(1)
- @command_window.disable_item(2)
- @command_window.disable_item(3)
- end
- @command_window.z = 100
- # ƒZ[ƒu‹ÖŽ~‚Ìê‡
- if$game_system.save_disabled
- # ƒZ[ƒu‚𖳌ø‚É‚·‚é
- @command_window.disable_item(4)
- end
- # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðì¬
- @status_window = Window_RingMenuStatus.new
- @status_window.x = @chara_select[0]
- @status_window.y = @chara_select[1]
- @status_window.z = 200
- @status_window.opacity=$chara_select[2]
- @status_window.back_opacity=$chara_select[3]
- @status_window.visible = false
- # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs
- Graphics.transition
- # ƒƒCƒ“ƒ‹[ƒv
- loopdo
- # ƒQ[ƒ€‰æ–Ê‚ðXV
- Graphics.update
- # “ü—Íî•ñ‚ðXV
- Input.update
- # ƒtƒŒ[ƒ€XV
- update
- # ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f
- if$scene != self
- break
- end
- end
- # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ
- Graphics.freeze
- # ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð‰ð•ú
- @spriteset.dispose
- # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú
- if@show_location_window==true
- @window_location.dispose
- end
- @command_window.dispose
- @status_window.dispose
- end
- #--------------------------------------------------------------------------
- # œ ƒtƒŒ[ƒ€XV
- #--------------------------------------------------------------------------
- def update
- # ƒEƒBƒ“ƒhƒE‚ðXV
- if@show_location_window==true
- @window_location.update
- end
- @command_window.update
- @status_window.update
- # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡: update_command ‚ðŒÄ‚Ô
- if@command_window.active
- update_command
- return
- end
- # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡: update_status ‚ðŒÄ‚Ô
- if@status_window.active
- update_status
- return
- end
- end
- #--------------------------------------------------------------------------
- # œ ƒtƒŒ[ƒ€XV (ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡)
- #--------------------------------------------------------------------------
- def update_command
- # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
- if Input.trigger?(Input::B)
- # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
- $game_system.se_play($data_system.cancel_se)
- # ƒ}ƒbƒv‰æ–Ê‚ÉØ‚è‘Ö‚¦
- $scene = Scene_Map.new
- return
- end
- # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
- if Input.trigger?(Input::C)
- # ƒp[ƒeƒBl”‚ª 0 l‚ÅAƒZ[ƒuAƒQ[ƒ€I—¹ˆÈŠO‚̃Rƒ}ƒ“ƒh‚Ìê‡
- if$game_party.actors.size == 0and@command_window.index < 4
- # ƒuƒU[ SE ‚ð‰‰‘t
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
- case@command_window.index
- when0 # ƒAƒCƒeƒ€
- # Œˆ’è SE ‚ð‰‰‘t
- $game_system.se_play($data_system.decision_se)
- # ƒAƒCƒeƒ€‰æ–Ê‚ÉØ‚è‘Ö‚¦
- $scene = Scene_Item.new
- when1 # ƒXƒLƒ‹
- # Œˆ’è SE ‚ð‰‰‘t
- $game_system.se_play($data_system.decision_se)
- # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
- @command_window.active = false
- @status_window.active = true
- @status_window.visible = true
- @status_window.index = 0
- when2 # ‘•”õ
- # Œˆ’è SE ‚ð‰‰‘t
- $game_system.se_play($data_system.decision_se)
- # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
- @command_window.active = false
- @status_window.active = true
- @status_window.visible = true
- @status_window.index = 0
- when3 # ƒXƒe[ƒ^ƒX
- # Œˆ’è SE ‚ð‰‰‘t
- $game_system.se_play($data_system.decision_se)
- # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
- @command_window.active = false
- @status_window.active = true
- @status_window.visible = true
- @status_window.index = 0
- when4 # ƒZ[ƒu
- # ƒZ[ƒu‹ÖŽ~‚Ìê‡
- if$game_system.save_disabled
- # ƒuƒU[ SE ‚ð‰‰‘t
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # Œˆ’è SE ‚ð‰‰‘t
- $game_system.se_play($data_system.decision_se)
- # ƒZ[ƒu‰æ–Ê‚ÉØ‚è‘Ö‚¦
- $scene = Scene_Save.new
- when5 # ƒQ[ƒ€I—¹
- # Œˆ’è SE ‚ð‰‰‘t
- $game_system.se_play($data_system.decision_se)
- # ƒQ[ƒ€I—¹‰æ–Ê‚ÉØ‚è‘Ö‚¦
- $scene = Scene_End.new
- end
- return
- end
- # ƒAƒjƒ[ƒVƒ‡ƒ“’†‚È‚çƒJ[ƒ\ƒ‹‚̈—‚ðs‚í‚È‚¢
- returnif@command_window.animation?
- # ªor© ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
- if Input.press?(Input::UP)or Input.press?(Input::LEFT)
- $game_system.se_play($data_system.cursor_se)
- @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
- return
- end
- # «or¨ ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
- if Input.press?(Input::DOWN)or Input.press?(Input::RIGHT)
- $game_system.se_play($data_system.cursor_se)
- @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
- return
- end
- end
- #--------------------------------------------------------------------------
- # œ ƒtƒŒ[ƒ€XV (ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡)
- #--------------------------------------------------------------------------
- def update_status
- # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
- if Input.trigger?(Input::B)
- # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
- $game_system.se_play($data_system.cancel_se)
- # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
- @command_window.active = true
- @status_window.active = false
- @status_window.visible = false
- @status_window.index = -1
- return
- end
- # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
- if Input.trigger?(Input::C)
- # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
- case@command_window.index
- when1 # ƒXƒLƒ‹
- # ‚±‚̃AƒNƒ^[‚Ìs“®§ŒÀ‚ª 2 ˆÈã‚Ìê‡
- if$game_party.actors[@status_window.index].restriction >= 2
- # ƒuƒU[ SE ‚ð‰‰‘t
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # Œˆ’è SE ‚ð‰‰‘t
- $game_system.se_play($data_system.decision_se)
- # ƒXƒLƒ‹‰æ–Ê‚ÉØ‚è‘Ö‚¦
- $scene = Scene_Skill.new(@status_window.index)
- when2 # ‘•”õ
- # Œˆ’è SE ‚ð‰‰‘t
- $game_system.se_play($data_system.decision_se)
- # ‘•”õ‰æ–Ê‚ÉØ‚è‘Ö‚¦
- $scene = Scene_Equip.new(@status_window.index)
- when3 # ƒXƒe[ƒ^ƒX
- # Œˆ’è SE ‚ð‰‰‘t
- $game_system.se_play($data_system.decision_se)
- # ƒXƒe[ƒ^ƒX‰æ–Ê‚ÉØ‚è‘Ö‚¦
- $scene = Scene_Status.new(@status_window.index)
- end
- return
- end
- end
- end
- #===================================================
- # ▲ CLASS Scene_Menu Ends
- #===================================================
- #===================================================
- # ▼ CLASS Window_RingMenu Begins
- #===================================================
- class Window_RingMenu < Window_Base
- #--------------------------------------------------------------------------
- # › ƒNƒ‰ƒX’è”
- #--------------------------------------------------------------------------
- STARTUP_FRAMES = 20
- MOVING_FRAMES = 5
- RING_R = 64
- ICON_ITEM = RPG::Cache.icon("034-Item03")
- ICON_SKILL = RPG::Cache.icon("044-Skill01")
- ICON_EQUIP = RPG::Cache.icon("001-Weapon01")
- ICON_STATUS = RPG::Cache.icon("050-Skill07")
- ICON_SAVE = RPG::Cache.icon("038-Item07")
- ICON_EXIT = RPG::Cache.icon("046-Skill03")
- ICON_DISABLE= RPG::Cache.icon("")
- SE_STARTUP = "056-Right02"
- MODE_START = 1
- MODE_WAIT = 2
- MODE_MOVER = 3
- MODE_MOVEL = 4
- #--------------------------------------------------------------------------
- # › ƒAƒNƒZƒT
- #--------------------------------------------------------------------------
- attr_accessor :index
- #--------------------------------------------------------------------------
- # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
- #--------------------------------------------------------------------------
- def initialize( center_x, center_y )
- super(0, 0, 640, 480)
- self.contents = Bitmap.new(width-32, height-32)
- self.contents.font.name = $ring_menu_text[0]
- self.contents.font.color = text_color($ring_menu_text[7])
- self.contents.font.size = $ring_menu_text[8]
- self.opacity = 0
- self.back_opacity = 0
- s1 = $ring_menu_text[1]
- s2 = $ring_menu_text[2]
- s3 = $ring_menu_text[3]
- s4 = $ring_menu_text[4]
- s5 = $ring_menu_text[5]
- s6 = $ring_menu_text[6]
- @commands = [ s1, s2, s3, s4, s5, s6 ]
- @item_max = 6
- @index = 0
- @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
- [url=home.php?mod=space&uid=249395]@disabled[/url] = [false, false, false, false, false, false]
- @cx = center_x - 16
- @cy = center_y - 16
- setup_move_start
- refresh
- end
- #--------------------------------------------------------------------------
- # œ ƒtƒŒ[ƒ€XV
- #--------------------------------------------------------------------------
- def update
- super
- refresh
- end
- #--------------------------------------------------------------------------
- # œ ‰æ–ÊÄ•`‰æ
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- # ƒAƒCƒRƒ“‚ð•`‰æ
- case@mode
- when MODE_START
- refresh_start
- when MODE_WAIT
- refresh_wait
- when MODE_MOVER
- refresh_move(1)
- when MODE_MOVEL
- refresh_move(0)
- end
- # ƒAƒNƒeƒBƒu‚ȃRƒ}ƒ“ƒh–¼•\Ž¦
- rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
- self.contents.draw_text(rect, @commands[@index],1)
- end
- #--------------------------------------------------------------------------
- # › ‰æ–ÊÄ•`‰æ(‰Šú‰»Žž)
- #--------------------------------------------------------------------------
- def refresh_start
- d1 = 2.0 * Math::PI / @item_max
- d2 = 1.0 * Math::PI / STARTUP_FRAMES
- r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
- for i in0...@item_max
- j = i - @index
- d = d1 * j + d2 * @steps
- x = @cx + ( r * Math.sin( d )).to_i
- y = @cy - ( r * Math.cos( d )).to_i
- draw_item(x, y, i)
- end
- @steps -= 1
- if@steps < 1
- @mode = MODE_WAIT
- end
- end
- #--------------------------------------------------------------------------
- # › ‰æ–ÊÄ•`‰æ(‘Ò‹@Žž)
- #--------------------------------------------------------------------------
- def refresh_wait
- d = 2.0 * Math::PI / @item_max
- for i in0...@item_max
- j = i - @index
- x = @cx + ( RING_R * Math.sin( d * j )).to_i
- y = @cy - ( RING_R * Math.cos( d * j )).to_i
- draw_item(x, y, i)
- end
- end
- #--------------------------------------------------------------------------
- # › ‰æ–ÊÄ•`‰æ(‰ñ“]Žž)
- # mode : 0=”½ŽžŒv‰ñ‚è 1=ŽžŒv‰ñ‚è
- #--------------------------------------------------------------------------
- def refresh_move( mode )
- d1 = 2.0 * Math::PI / @item_max
- d2 = d1 / MOVING_FRAMES
- d2 *= -1if mode != 0
- for i in0...@item_max
- j = i - @index
- d = d1 * j + d2 * @steps
- x = @cx + ( RING_R * Math.sin( d )).to_i
- y = @cy - ( RING_R * Math.cos( d )).to_i
- draw_item(x, y, i)
- end
- @steps -= 1
- if@steps < 1
- @mode = MODE_WAIT
- end
- end
- #--------------------------------------------------------------------------
- # œ €–Ú‚Ì•`‰æ
- # x :
- # y :
- # i : €–Ú”Ô†
- #--------------------------------------------------------------------------
- def draw_item(x, y, i)
- #p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items[i].to_s
- rect = Rect.new(0, 0, @items[i].width, @items[i].height)
- if@index == i
- self.contents.blt( x, y, @items[i], rect )
- if@disabled[@index]
- self.contents.blt( x, y, ICON_DISABLE, rect )
- end
- else
- self.contents.blt( x, y, @items[i], rect, 128)
- if@disabled[@index]
- self.contents.blt( x, y, ICON_DISABLE, rect, 128)
- end
- end
- end
- #--------------------------------------------------------------------------
- # œ €–ڂ𖳌ø‚É‚·‚é
- # index : €–Ú”Ô†
- #--------------------------------------------------------------------------
- def disable_item(index)
- @disabled[index] = true
- end
- #--------------------------------------------------------------------------
- # › ‰Šú‰»ƒAƒjƒ[ƒVƒ‡ƒ“‚Ì€”õ
- #--------------------------------------------------------------------------
- def setup_move_start
- @mode = MODE_START
- @steps = STARTUP_FRAMES
- if SE_STARTUP != niland SE_STARTUP != ""
- Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
- end
- end
- #--------------------------------------------------------------------------
- # › ‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“‚Ì€”õ
- #--------------------------------------------------------------------------
- def setup_move_move(mode)
- if mode == MODE_MOVER
- @index -= 1
- @index = @items.size - 1if@index < 0
- elsif mode == MODE_MOVEL
- @index += 1
- @index = 0if@index >= @items.size
- else
- return
- end
- @mode = mode
- @steps = MOVING_FRAMES
- end
- #--------------------------------------------------------------------------
- # › ƒAƒjƒ[ƒVƒ‡ƒ“’†‚©‚Ç‚¤‚©
- #--------------------------------------------------------------------------
- def animation?
- return@mode != MODE_WAIT
- end
- end
- #===================================================
- # ▲ CLASS Window_RingMenu Ends
- #===================================================
- #===================================================
- # ▼ CLASS Window_RingMenuStatus Begins
- #===================================================
- class Window_RingMenuStatus < Window_Selectable
- #--------------------------------------------------------------------------
- # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
- #--------------------------------------------------------------------------
- def initialize
- super(204, 64, 232, 352)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.font.size = $chara_select[5]
- refresh
- self.active = false
- self.index = -1
- end
- #--------------------------------------------------------------------------
- # œ ƒŠƒtƒŒƒbƒVƒ…
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- self.windowskin = RPG::Cache.windowskin($chara_select[4])
- self.contents.font.name = $chara_select[0]
- self.contents.font.color = text_color($chara_select[1])
- @item_max = $game_party.actors.size
- for i in0...$game_party.actors.size
- x = 80
- y = 80 * i
- actor = $game_party.actors[i]
- draw_actor_graphic(actor, x - 40, y + 80)
- draw_actor_name(actor, x, y + 24)
- end
- end
- #--------------------------------------------------------------------------
- # œ ƒJ[ƒ\ƒ‹‚Ì‹éŒ`XV
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if@index < 0
- self.cursor_rect.empty
- else
- self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
- end
- end
- end
- #===================================================
- # ▲ CLASS Window_RingMenuStatus Ends
- #===================================================
- #===================================================
- # ▼ CLASS Game_Map Additional Code Begins
- #===================================================
- class Game_Map
- #Dubealex Addition (from XRXS) to show Map Name on screen
- def name
- $map_infos[@map_id]
- end
- end
- #===================================================
- # ▲ CLASS Game_Map Additional Code Ends
- #===================================================
- #===================================================
- # ▼ CLASS Scene_Title Additional Code Begins
- #===================================================
- class Scene_Title
- #Dubealex Addition (from XRXS) to show Map Name on screen
- $map_infos = load_data("Data/MapInfos.rxdata")
- for key in$map_infos.keys
- $map_infos[key] = $map_infos[key].name
- end
- end
- #===================================================
- # ▲ CLASS Scene_Title Additional Code Ends
- #===================================================
- #===================================================
- # ▼ CLASS Window_Location Begins
- #===================================================
- class Window_Location < Window_Base
- def initialize
- super(0, 0, $window_size[0], $window_size[1])
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.font.name = $location_text[0]
- self.contents.font.size = $location_text[1]
- refresh
- end
- def refresh
- self.contents.clear
- self.windowskin = RPG::Cache.windowskin($window_location_skin)
- self.contents.font.color = text_color($location_text[2])
- self.contents.draw_text(4, 0, 120, 32, $location_text[3])
- self.contents.font.color = text_color($location_text[4])
- self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
- end
- end
- #===================================================
- # ▲ CLASS Window_Location Ends
- #===================================================
- #===================================================
- # ▲ Ring Menu - Show Player Location R1 - Ends
- #===================================================
复制代码
似乎有点长,,,不过效果还是很可观的- -
那么!给点糖呗
本帖来自P1论坛作者1041235896,因Project1站服务器在国外有时候访问缓慢不方便作者交流学习,经联系P1站长fux2同意署名转载一起分享游戏制作经验,共同为国内独立游戏作者共同创造良好交流环境,原文地址: https://rpg.blue/forum.php?mod=viewthread&tid=375980 若有侵权,发帖作者可联系底部站长QQ在线咨询功能删除,谢谢。 |
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