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class Scene_Battle < Scene_Base def start super create_spriteset create_all_windows BattleManager.method_wait_for_message = method(:wait_for_message) @icon_rotate = 0 end def update_basic super $game_timer.update $game_troop.update @spriteset.update update_info_viewport update_message_open @icon_rotate += 1 if @icon_rotate > 120 $game_party.alive_members.each{|i| i.sort_states} @status_window.refresh @icon_rotate = 0 end end def update_info_viewport move_info_viewport(0) if @party_command_window.active move_info_viewport(0) if @actor_command_window.active move_info_viewport(0) if BattleManager.in_turn? end def create_party_command_window @party_command_window = Window_PartyCommand.new @party_command_window.y = @info_viewport.rect.y - @party_command_window.height @party_command_window.set_handler(:fight, method(:command_fight)) @party_command_window.set_handler(:escape, method(:command_escape)) @party_command_window.unselect end def create_status_window @status_window = Window_BattleStatus.new end def create_actor_command_window @actor_command_window = Window_ActorCommand.new @actor_command_window.y = @info_viewport.rect.y - @actor_command_window.height @actor_command_window.x = Graphics.width - @actor_command_window.width @actor_command_window.set_handler(:attack, method(:command_attack)) @actor_command_window.set_handler(:skill, method(:command_skill)) @actor_command_window.set_handler(:guard, method(:command_guard)) @actor_command_window.set_handler(:item, method(:command_item)) @actor_command_window.set_handler(:cancel, method(:prior_command)) end end class Window_BattleEnemy < Window_Selectable def initialize(info_viewport) super(0, info_viewport.rect.y, window_width, fitting_height(6)) refresh self.visible = false @info_viewport = info_viewport end def window_width Graphics.width end end class Window_PartyCommand < Window_Command def window_width return 100 end def visible_line_number return 3 end def alignment return 1 end end class Window_BattleStatus < Window_Selectable def window_width Graphics.width end def col_max return 2 end def draw_actor_icons(actor, x, y, width = 96) icons = (actor.state_icons + actor.buff_icons)[0, width / 24] icons.each_with_index {|n, i| draw_icon(n, x + 24 * i, y) } end def draw_basic_area(rect, actor) draw_actor_name(actor, rect.x - 7, rect.y, 100) draw_actor_icons(actor, rect.x + 59 , rect.y, 24) end def spacing return 4 end def draw_actor_hp(actor, x, y, width = 124) draw_gauge(x+60, y, width-15, actor.hp_rate, hp_gauge_color1, hp_gauge_color2) change_color(system_color) draw_text(x+55, y, 30, line_height, Vocab::hp_a) draw_current_and_max_values(x+45, y, width, actor.hp, actor.mhp, hp_color(actor), normal_color) end def draw_actor_mp(actor, x, y, width = 124) draw_gauge(x+42, y, width-15, actor.mp_rate, mp_gauge_color1, mp_gauge_color2) change_color(system_color) draw_text(x+38, y, 30, line_height, Vocab::mp_a) draw_current_and_max_values(x+25, y, width, actor.mp, actor.mmp, mp_color(actor), normal_color) end def draw_actor_tp(actor, x, y, width = 124) draw_gauge(x+25, y, width-20, actor.tp_rate, tp_gauge_color1, tp_gauge_color2) change_color(system_color) draw_text(x+20, y, 30, line_height, Vocab::tp_a) change_color(tp_color(actor)) draw_text(x + width - 37, y, 42, line_height, actor.tp.to_i, 2) end end class Game_Actor < Game_Battler def sort_states @states = @states.rotate!(1) end end
QQ蚊子湯 发表于 2017-4-1 22:27
之前不是有預覽圖嗎,寫完之後還是決定用回默認
我表示哭暈在廁所
怒吃一口肉包!
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