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 本帖最后由 RPGzh500223 于 2020-11-15 22:20 编辑  
 
替换原来那个 
脚本: 
 
#对机器人描述词的设置  
$R = { 
      "id" => 2, 
      "hp" => "能量", 
      "sp" => "能源", 
      "武" => "器械", 
      "盾" => "护盾", 
      "头" => "芯片", 
      "身" => "装甲", 
      "饰" => "装置", 
      "值" => "火力_护甲值_护盾值_输出_传动_机动_感知" 
      } 
      
#修改窗口中HP、SP、能力值的描述词       
class Window_Base < Window 
  alias ori_draw_actor_hp draw_actor_hp 
  def draw_actor_hp(actor, x, y, width = 144) 
    # 描绘字符串 "HP" 
    self.contents.font.color = system_color 
    hp_str = actor.id == $R["id"] ? $R["hp"] : $data_system.words.hp 
    self.contents.draw_text(x, y, 32, 32, hp_str) 
    # 计算描绘 MaxHP 所需的空间  
    if width - 32 >= 108 
      hp_x = x + width - 108 
      flag = true 
    elsif width - 32 >= 48 
      hp_x = x + width - 48 
      flag = false 
    end 
    # 描绘 HP 
    self.contents.font.color = actor.hp == 0 ? knockout_color : 
      actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color 
    self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2) 
    # 描绘 MaxHP 
    if flag 
      self.contents.font.color = normal_color 
      self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1) 
      self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s) 
    end 
  end 
   
  alias ori_draw_actor_sp draw_actor_sp 
  def draw_actor_sp(actor, x, y, width = 144) 
    # 描绘字符串 "SP"  
    self.contents.font.color = system_color 
    sp_str = actor.id == $R["id"] ? $R["sp"] : $data_system.words.sp 
    self.contents.draw_text(x, y, 32, 32, sp_str) 
    # 计算描绘 MaxSP 所需的空间 
    if width - 32 >= 108 
      sp_x = x + width - 108 
      flag = true 
    elsif width - 32 >= 48 
      sp_x = x + width - 48 
      flag = false 
    end 
    # 描绘 SP 
    self.contents.font.color = actor.sp == 0 ? knockout_color : 
      actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color 
    self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2) 
    # 描绘 MaxSP 
    if flag 
      self.contents.font.color = normal_color 
      self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1) 
      self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s) 
    end 
  end 
   
  alias ori_draw_actor_parameter draw_actor_parameter 
  def draw_actor_parameter(actor, x, y, type) 
    case type 
    when 0 
      parameter_name = $data_system.words.atk 
      parameter_value = actor.atk 
    when 1 
      parameter_name = $data_system.words.pdef 
      parameter_value = actor.pdef 
    when 2 
      parameter_name = $data_system.words.mdef 
      parameter_value = actor.mdef 
    when 3 
      parameter_name = $data_system.words.str 
      parameter_value = actor.str 
    when 4 
      parameter_name = $data_system.words.dex 
      parameter_value = actor.dex 
    when 5 
      parameter_name = $data_system.words.agi 
      parameter_value = actor.agi 
    when 6 
      parameter_name = $data_system.words.int 
      parameter_value = actor.int 
    end 
    self.contents.font.color = system_color 
    str = actor.id == $R["id"] ? $R["值"].split("_")[type] : parameter_name 
    self.contents.draw_text(x, y, 120, 32, str) 
    self.contents.font.color = normal_color 
    self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2) 
  end  
end 
 
#修改装备窗口中装备种类的描述词 
class Window_EquipRight < Window_Selectable 
  alias ori_refresh refresh 
  def refresh 
    self.contents.clear 
    @data = [] 
    @data.push($data_weapons[@actor.weapon_id]) 
    @data.push($data_armors[@actor.armor1_id]) 
    @data.push($data_armors[@actor.armor2_id]) 
    @data.push($data_armors[@actor.armor3_id]) 
    @data.push($data_armors[@actor.armor4_id]) 
    @item_max = @data.size 
    self.contents.font.color = system_color 
    weapon_s = @actor.id == $R["id"] ? $R["武"] : $data_system.words.weapon 
    self.contents.draw_text(4, 32 * 0, 92, 32, weapon_s) 
    armor1_s = @actor.id == $R["id"] ? $R["盾"] : $data_system.words.armor1 
    self.contents.draw_text(4, 32 * 1, 92, 32, armor1_s) 
    armor2_s = @actor.id == $R["id"] ? $R["头"] : $data_system.words.armor2 
    self.contents.draw_text(4, 32 * 2, 92, 32, armor2_s) 
    armor3_s = @actor.id == $R["id"] ? $R["身"] : $data_system.words.armor3 
    self.contents.draw_text(4, 32 * 3, 92, 32, armor3_s) 
    armor4_s = @actor.id == $R["id"] ? $R["饰"] : $data_system.words.armor4 
    self.contents.draw_text(5, 32 * 4, 92, 32, armor4_s) 
    draw_item_name(@data[0], 92, 32 * 0) 
    draw_item_name(@data[1], 92, 32 * 1) 
    draw_item_name(@data[2], 92, 32 * 2) 
    draw_item_name(@data[3], 92, 32 * 3) 
    draw_item_name(@data[4], 92, 32 * 4) 
  end 
end  |   
 
 
 
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