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- 2010-11-27
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有_人_坑我 发表于 2013-8-27 11:49 ![](static/image/common/back.gif)
那怎样再增多,有什么技巧吗?
我为你做了更新
二十三.双层主角物品条(50格)
1.用记事本打开游戏目录\data\scripts\components\inventory.lua文件,将local MAXSLOTS = 15替换为local MAXSLOTS = 50
2.用记事本打开游戏目录\data\scripts\widgets\inventorybar.lua文件,将下列内容:
self.bg:SetScale(1.1,1,1)
local W = 64
local SEP = 12
local INTERSEP = 28
local y = 132/2
local num_intersep = math.floor(num_slots / 5) + 1
local total_w = (num_slots + num_equip)*(W) + (num_slots + num_equip - 2 - num_intersep) *(SEP) + INTERSEP*num_intersep
for k = 1, #equip_slots do
local slot = EquipSlot(equip_slots[k], HUD_ATLAS, bgs[k], self.owner)
self.equip[equip_slots[k]] = self:AddChild(slot)
--local x = -total_w/2 + (num_slots + k - 1)*(W+SEP) + INTERSEP*num_intersep + W/2 + fudge
local x = -total_w/2 + (num_slots)*(W)+num_intersep*(INTERSEP - SEP) + (num_slots-1)*SEP + INTERSEP + W*(k-1) + SEP*(k-1)
slot:SetPosition(x,y,0)
end
for k = 1,num_slots do
local slot = InvSlot(k, HUD_ATLAS, "inv_slot.tex", self.owner, self.owner.components.inventory)
self.inv[k] = self:AddChild(slot)
local interseps = math.floor((k-1) / 5)
--local x = -total_w/2 + (k-1-interceps)*(W+SEP)+SEP + W/2 + interceps*INTERSEP + fudge
local x = -total_w/2 + W/2 + interseps*(INTERSEP - SEP) + (k-1)*W + (k-1)*SEP
slot:SetPosition(x,y,0)
end
替换为以下内容:
self.bg:SetScale(1.5,1.7,1)
local W = 64
local SEP = 12
local INTERSEP = 28
local y = 132/2+8
local num_intersep = math.floor(num_slots / 5) + 1
local total_w = (num_slots -26.35)*(W) + (num_slots -26.35 - 2 - num_intersep) *(SEP) + INTERSEP*num_intersep
for k = 1, #equip_slots do
local slot = EquipSlot(equip_slots[k], HUD_ATLAS, bgs[k], self.owner)
self.equip[equip_slots[k]] = self:AddChild(slot)
local x = -total_w/2 + (num_slots*0+14.07)*(W)+num_intersep*(INTERSEP - SEP) + (num_slots-1)*SEP + INTERSEP + W*(k-1) + SEP*(k-1)
slot:SetPosition(x,y+180,0)
end
for k = 1,25 do
local slot = InvSlot(k, HUD_ATLAS, "inv_slot.tex", self.owner, self.owner.components.inventory)
self.inv[k] = self:AddChild(slot)
local interseps = math.floor((k-1) / 5)
--local x = -total_w/2 + (k-1-interceps)*(W+SEP)+SEP + W/2 + interceps*INTERSEP + fudge
local x = -total_w/2 + W/2 + interseps*(INTERSEP - SEP) + (k-1)*W + (k-1)*SEP
slot:SetPosition(x,y,0)
end
for k = 26,50 do
local slot = InvSlot(k, HUD_ATLAS, "inv_slot.tex", self.owner, self.owner.components.inventory)
self.inv[k] = self:AddChild(slot)
local interseps = math.floor((k-1-25) / 5)
--local x = -total_w/2 + (k-1-interceps)*(W+SEP)+SEP + W/2 + interceps*INTERSEP + fudge
local x = -total_w/2 + W/2 + interseps*(INTERSEP - SEP) + (k-1-25)*W + (k-1-25)*SEP
slot:SetPosition(x,y+71,0)
end
即可获得双层主角物品条(50格)。主要是参考了Kiopho的RPG HUD mod的内容,感谢Kiopho的巧思。之所以采用修改的方式,是比较简便,无须自建图片
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