class Window_Message2 < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化状态
#--------------------------------------------------------------------------
def initialize
super(0, 320, 640, 160)
self.contents = Bitmap.new(width - 32, height - 32)
end
end
class Window_Wdef initialize
super(0,120,160,200)
self.contents=Bitmap.new(width-32,height-32)
refresh
end
def refresh
end
end
class Window_W2def initialize
super(480,120,160,200)
self.contents=Bitmap.new(width-32,height-32)
refresh
end
def refresh
end
end
class Window_FNdef initialize
$game_variables[14]=10
super(0,0,160,120)
# self.windowskin=RPG::Cache.Windowskin("学习")
self.contents=Bitmap.new(width-32,height-32)
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0-32,0,160,32,"疲劳值:",1)
self.contents.draw_text(0-32,32,160,32,"/",1)
self.contents.draw_text(-32-32,32,160,32,$game_variables[14].to_s,1)
self.contents.draw_text(32-32,32,160,32,"10",1)
end
end
class Window_Nlidef initialize
super(160,0,480,120)
self.contents=Bitmap.new(width-32,height-32)
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0,0,480,32,"软 硬 内 轻 拳 脚 刀 剑 棍 魔 毒 医 才",1)
self.contents.draw_text(0,32,480,32,"功 功 功 功 法 法 法 法 法 音 术 术 艺",1)
for i in 1..6
self.contents.draw_text((i-7.0)*34,64,480,32,$game_variables.to_s,1)
self.contents.draw_text(0,64,480,32,$game_variables[7].to_s,1)
self.contents.draw_text(0+32,64,480,32,$game_variables[13].to_s,1)
for d in 8...13
self.contents.draw_text((d-6.0)*32,64,480,32,$game_variables[d].to_s,1)
end
end
end
end
#==============================================================================
# ■ Scene_Map
#------------------------------------------------------------------------------
# 处理地图画面的类。
#==============================================================================
class Window_Message2 < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化状态
#--------------------------------------------------------------------------
def initialize
super(0, 320, 640, 160)
self.contents = Bitmap.new(width - 32, height - 32)
end
end
class Window_Wdef initialize
super(0,120,160,200)
self.contents=Bitmap.new(width-32,height-32)
refresh
end
def refresh
end
end
class Window_W2def initialize
super(480,120,160,200)
self.contents=Bitmap.new(width-32,height-32)
refresh
end
def refresh
end
end
class Window_FNdef initialize
$game_variables[14]=10
super(0,0,160,120)
# self.windowskin=RPG::Cache.Windowskin("学习")
self.contents=Bitmap.new(width-32,height-32)
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0-32,0,160,32,"疲劳值:",1)
self.contents.draw_text(0-32,32,160,32,"/",1)
self.contents.draw_text(-32-32,32,160,32,$game_variables[14].to_s,1)
self.contents.draw_text(32-32,32,160,32,"10",1)
end
end
class Window_Nlidef initialize
super(160,0,480,120)
self.contents=Bitmap.new(width-32,height-32)
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0,0,480,32,"软 硬 内 轻 拳 脚 刀 剑 棍 魔 毒 医 才",1)
self.contents.draw_text(0,32,480,32,"功 功 功 功 法 法 法 法 法 音 术 术 艺",1)
for i in 1..6
self.contents.draw_text((i-7.0)*34,64,480,32,$game_variables.to_s,1)
self.contents.draw_text(0,64,480,32,$game_variables[7].to_s,1)
self.contents.draw_text(0+32,64,480,32,$game_variables[13].to_s,1)
for d in 8...13
self.contents.draw_text((d-6.0)*32,64,480,32,$game_variables[d].to_s,1)
end
end
end
end
#==============================================================================
# ■ Scene_Map
#------------------------------------------------------------------------------
# 处理地图画面的类。
#==============================================================================
if @mx > lx and @mx < rx and @my > ty and @my < by and self.bitmap.get_pixel(@mx-lx,@my-ty).alpha != 0
if Input.trigger?(13)
@dx = @picture.x - @mx
@dy = @picture.y - @my
@picture.cmd = true
if @picture.number > $yd.number
$yd.cmd = false
$yd = @picture
end
end
@picture.cmd = false if !Input.press?(13)
end
if mx < lx or mx > rx or my < ty or my > by or
self.bitmap.get_pixel(mx-lx,my-ty).alpha == 0
@picture.name = @picture.name.split(/_/)[0]+"_"[email protected](/_/)[1]
return
end
if @picture.name.split(/_/)[2].nil?
@picture.name = @picture.name + "_02"
end
if Input.trigger?(13)
@picture.name.split(/_/)[0].sub(/cmd([0-9]+)/,"")
$game_temp.common_event_id = $1.to_i
end
end
end
#====================================================☆○
# 本脚本来自www.66rpg.com,使用和转载请保留此信息
#====================================================☆○
--------------------------------------------------------------------------------
【kk688005】
他说上面脚本单独用不可以用把.....
那是当然的,你用了鼠标脚本的前提下用的.......... 作者: yangff 时间: 2007-12-16 19:07
这是在 2007年11月29日 14:01:18 GMT 检索到的 http://rpg.blue/viewthread.php?tid=49482 的 G o o g l e 缓存内容。
G o o g l e 已先预览各网页,拍下网页的快照存档。
这网页可能有更新的版本,请按此查看最新版。
本缓存网页可能引用了已经不存在的图片。单击此处,只查看缓存文本。
请使用网址 http://www.google.com/search?q=cache:BvqxO9-HX3wJ:rpg.blue/forumTopicRead.asp%3Fid%3D49482+%E5%8E%9F%E5%88%9B%E6%8A%80%E6%9C%AF%E5%8F%91%E5%B8%83%E5%8C%BA+site:rpg.blue&hl=zh-CN&ct=clnk&cd=13&gl=cn&lr=lang_ja%7Clang_en&st_usg=ALhdy2_6MWe57V_n3GZyWWrg0WPdqfzK3w 链接此页或将其做成书签。
Google 和网页作者无关,不对网页的内容负责。
这些搜索字词都已标明如下: 原创 技术 发布 区
本帖相关代码如下:
#------------------------------------------------------------------
#●怪物事件隨機圖示變化設計模組-主要控制
#--------------------------------------------------------------------
def new_battle_module
# 遇敵列表不為空的情況下
if $game_map.encounter_list != []
# 不是在事件執行中或者禁止遇敵中
unless $game_system.map_interpreter.running? or
$game_system.encounter_disabled
# 確定隊伍
for i in 1 .. $game_map.events.size
if $game_map.events.name == "敵人"
if $game_map.events.character_name == ""#避免怪物持續刷新,設置一個break的條件
还是说这个
class Interpreter
#--------------------------------------------------------------------------
# ● 增减敌人的 HP
#--------------------------------------------------------------------------
def command_331
# 获取操作值
value = operate_value(@parameters[1], @parameters[2], @parameters[3])
# 处理循环
iterate_enemy(@parameters[0]) do |enemy|
# HP 不为 0 的情况下
if enemy.hp > 0
# 更改 HP (如果不允许战斗不能的状态就设置为 1)
if @parameters[4] == false and enemy.hp + value <= 0
enemy.hp = 1
else
enemy.hp += value
end
end
end
# 继续
return true
end