Project1
标题:
关于头像问题,求助!
[打印本页]
作者:
ZYY3125
时间:
2013-5-3 13:52
标题:
关于头像问题,求助!
想要在战斗时显示头像。
小弟初学者,还不会怎么改脚本,复制了一个网上的脚本。
#encoding:utf-8
#==============================================================================
# ■ Window_BattleStatus
#------------------------------------------------------------------------------
# 显示战斗画面同伴状态的窗口。
#==============================================================================
class Window_BattleStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 0, 416, 128)
self.contents.font.size = 18
refresh
self.active = false
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
super
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
for i in 0...@item_max
draw_item(i)
end
draw_6Rface(@index) if @index >= 0
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
rect.x += 4
rect.width -= 8
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
actor = $game_party.members[index]
draw_actor_name(actor, 124, rect.y + 2)
begin_x = self.contents.text_size(actor.name).width + 4
draw_actor_state(actor, begin_x, rect.y, 24)
draw_actor_hp(actor, 230, rect.y, 65)
draw_actor_mp(actor, 310, rect.y, 65)
end
#--------------------------------------------------------------------------
# ● 描绘人物头像
# index : 项目编号
#--------------------------------------------------------------------------
def draw_6Rface(index)
rect = Rect.new(0, 0, 96, 96)
self.contents.clear_rect(rect)
actor = $game_party.members[index]
draw_actor_face(actor, 0, 0, 96)
end
#--------------------------------------------------------------------------
# ● 设置光标的位置
# index : 新的光标位置
#--------------------------------------------------------------------------
def index=(index)
@index = index
update_cursor
refresh
end
#--------------------------------------------------------------------------
# ● 获取项目描画矩形
# index : 项目编号
#--------------------------------------------------------------------------
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = contents.width - 113
rect.height = WLH
rect.x = 113
rect.y = index / @column_max * WLH
return rect
end
#--------------------------------------------------------------------------
# ● 更新光标矩形
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # 光标位置不满 0 的情况下
self.cursor_rect.empty # 光标无效
else # 光标位 0 以上的情况下
row = @index / @column_max # 获取当前的行
if row < top_row # 当前行被显示开头行前面的情况下
self.top_row = row # 从当前行向开头行滚动
end
if row > bottom_row # 当前行被显示末尾行之后的情况下
self.bottom_row = row # 从当前行向末尾滚动
end
rect = item_rect(@index) # 获取选择项的矩形
rect.y -= self.oy # 矩形滚动的位置加起来
self.cursor_rect = rect # 更新光标矩形
end
#==============================================================================
#--------------------------------------------------------------------------
# ● 获取窗口的宽度
#--------------------------------------------------------------------------
def window_width
Graphics.width - 128
end
#--------------------------------------------------------------------------
# ● 获取窗口的高度
#--------------------------------------------------------------------------
def window_height
fitting_height(visible_line_number)
end
#--------------------------------------------------------------------------
# ● 获取显示行数
#--------------------------------------------------------------------------
def visible_line_number
return 4
end
#--------------------------------------------------------------------------
# ● 获取项目数
#--------------------------------------------------------------------------
def item_max
$game_party.battle_members.size
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_all_items
end
#--------------------------------------------------------------------------
# ● 绘制项目
#--------------------------------------------------------------------------
def draw_item(index)
actor = $game_party.battle_members[index]
draw_basic_area(basic_area_rect(index), actor)
draw_gauge_area(gauge_area_rect(index), actor)
end
#--------------------------------------------------------------------------
# ● 获取基本区域的矩形
#--------------------------------------------------------------------------
def basic_area_rect(index)
rect = item_rect_for_text(index)
rect.width -= gauge_area_width + 10
rect
end
#--------------------------------------------------------------------------
# ● 获取值槽区域的矩形
#--------------------------------------------------------------------------
def gauge_area_rect(index)
rect = item_rect_for_text(index)
rect.x += rect.width - gauge_area_width
rect.width = gauge_area_width
rect
end
#--------------------------------------------------------------------------
# ● 获取值槽区域的宽度
#--------------------------------------------------------------------------
def gauge_area_width
return 220
end
#--------------------------------------------------------------------------
# ● 绘制基本区域
#--------------------------------------------------------------------------
def draw_basic_area(rect, actor)
draw_actor_name(actor, rect.x + 0, rect.y, 100)
draw_actor_icons(actor, rect.x + 104, rect.y, rect.width - 104)
end
#--------------------------------------------------------------------------
# ● 绘制值槽区域
#--------------------------------------------------------------------------
def draw_gauge_area(rect, actor)
if $data_system.opt_display_tp
draw_gauge_area_with_tp(rect, actor)
else
draw_gauge_area_without_tp(rect, actor)
end
end
#--------------------------------------------------------------------------
# ● 绘制值槽区域(包括 TP)
#--------------------------------------------------------------------------
def draw_gauge_area_with_tp(rect, actor)
draw_actor_hp(actor, rect.x + 0, rect.y, 72)
draw_actor_mp(actor, rect.x + 82, rect.y, 64)
draw_actor_tp(actor, rect.x + 156, rect.y, 64)
end
#--------------------------------------------------------------------------
# ● 绘制值槽区域(不包括 TP)
#--------------------------------------------------------------------------
def draw_gauge_area_without_tp(rect, actor)
draw_actor_hp(actor, rect.x + 0, rect.y, 134)
draw_actor_mp(actor, rect.x + 144, rect.y, 76)
end
end
然后就悲剧了,不知为何总是启动不了,就说我的end有问题是什么unexpect end之类的。
作者:
j433463
时间:
2013-5-3 14:34
更新光标矩形 def update_cursor 最后少了一个 end
您这脚本有问题,应该有配套的另一个以上的脚本,因为加了 end 后执行还是显示错误讯息,
第 78 行的 WLH 常量不知从何而来,第 80 行也用到这个 WLH 常量,但脚本中找不到它的初始定义,
测试检查脚本错误很累人的。
作者:
ZYY3125
时间:
2013-5-3 14:55
j433463 发表于 2013-5-3 14:34
更新光标矩形 def update_cursor 最后少了一个 end
您这脚本有问题,应该有配套的另一个以上的脚本,因为 ...
请教大神改如何修改才能显示头像?
小弟不大会脚本,小弟只想求显示头像的方法啊……
谢谢大神指导了!
作者:
j433463
时间:
2013-5-3 16:26
呃,在 6R 大概能搜索到的就是这个:
http://rpg.blue/thread-232288-1-1.html
作者:
ZYY3125
时间:
2013-5-3 23:23
嗯,找了。
#encoding:utf-8
#==============================================================================
# ■ Window_BattleStatus
#------------------------------------------------------------------------------
# 战斗画面中,显示“队伍成员状态”的窗口。
#==============================================================================
class Window_BattleStatus
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
alias super_refresh refresh
def refresh
super_refresh
draw_face_emiya(@index) if @index >= 0
end
#--------------------------------------------------------------------------
# ● 绘制人物头像
#--------------------------------------------------------------------------
def draw_face_emiya(index)
rect = Rect.new(0, 0, 96, 96)
self.contents.clear_rect(rect)
actor = $game_party.battle_members[index]
draw_actor_face(actor, 0, 0, true)
end
#--------------------------------------------------------------------------
# ● 获取项目的绘制矩形
#--------------------------------------------------------------------------
alias super_item_rect item_rect
def item_rect(index)
rect = super_item_rect(index)
if @index >= 0
rect.width - 100;
rect.x += 100
end
return rect
end
#--------------------------------------------------------------------------
# ● 获取值槽区域的矩形
#--------------------------------------------------------------------------
alias super_gauge_area_rect gauge_area_rect
def gauge_area_rect(index)
rect = super_gauge_area_rect(index)
rect.x -= 100 if @index >= 0
return rect
end
#--------------------------------------------------------------------------
# ● 更新光标
#--------------------------------------------------------------------------
alias super_update_cursor update_cursor
def update_cursor
super_update_cursor
refresh
end
end
#--------------------------------------------------------------------------
# ● 获取窗口的宽度
#--------------------------------------------------------------------------
def window_width
Graphics.width - 128
end
#--------------------------------------------------------------------------
# ● 获取窗口的高度
#--------------------------------------------------------------------------
def window_height
fitting_height(visible_line_number)
end
#--------------------------------------------------------------------------
# ● 获取显示行数
#--------------------------------------------------------------------------
def visible_line_number
return 4
end
#--------------------------------------------------------------------------
# ● 获取项目数
#--------------------------------------------------------------------------
def item_max
$game_party.battle_members.size
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_all_items
end
#--------------------------------------------------------------------------
# ● 绘制项目
#--------------------------------------------------------------------------
def draw_item(index)
actor = $game_party.battle_members[index]
draw_basic_area(basic_area_rect(index), actor)
draw_gauge_area(gauge_area_rect(index), actor)
end
#--------------------------------------------------------------------------
# ● 获取基本区域的矩形
#--------------------------------------------------------------------------
def basic_area_rect(index)
rect = item_rect_for_text(index)
rect.width -= gauge_area_width + 10
rect
end
#--------------------------------------------------------------------------
# ● 获取值槽区域的矩形
#--------------------------------------------------------------------------
def gauge_area_rect(index)
rect = item_rect_for_text(index)
rect.x += rect.width - gauge_area_width
rect.width = gauge_area_width
rect
end
#--------------------------------------------------------------------------
# ● 获取值槽区域的宽度
#--------------------------------------------------------------------------
def gauge_area_width
return 220
end
#--------------------------------------------------------------------------
# ● 绘制基本区域
#--------------------------------------------------------------------------
def draw_basic_area(rect, actor)
draw_actor_name(actor, rect.x + 0, rect.y, 100)
draw_actor_icons(actor, rect.x + 104, rect.y, rect.width - 104)
end
#--------------------------------------------------------------------------
# ● 绘制值槽区域
#--------------------------------------------------------------------------
def draw_gauge_area(rect, actor)
if $data_system.opt_display_tp
draw_gauge_area_with_tp(rect, actor)
else
draw_gauge_area_without_tp(rect, actor)
end
但是还是出现问题,说是第十二行的问题。
请问大神第十二行出现什么情况了?
欢迎光临 Project1 (https://rpg.blue/)
Powered by Discuz! X3.1