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[已经过期] 脸图战斗脚本怎么加个光标

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发表于 2020-4-15 10:51:42 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 VIPArcher 于 2022-6-15 09:14 编辑

我用了坛里大佬的脸图战斗脚本,我想在脸图的位置能有个光标提示当前是哪位角色在行动,应该怎么弄呢。这是我用的大佬魔改之后能同时显示MP和TP的脸图战斗脚本。
RUBY 代码复制
  1. $脸图战斗 = true
  2. $imported = {} if $imported.nil?
  3. module YEA
  4.   module BATTLE
  5.     SKIP_PARTY_COMMAND = true
  6.     BATTLESTATUS_NAME_FONT_SIZE = 20
  7.     BATTLESTATUS_TEXT_FONT_SIZE = 16
  8.     BATTLESTATUS_NO_ACTION_ICON = 0
  9.     BATTLESTATUS_HPGAUGE_Y_PLUS = 11
  10.     BATTLESTATUS_CENTER_FACES   = false
  11.     HELP_TEXT_ALL_FOES        = "全体敌人"
  12.     HELP_TEXT_ONE_RANDOM_FOE  = "单个敌人"
  13.     HELP_TEXT_MANY_RANDOM_FOE = "%d个随机敌人"
  14.     HELP_TEXT_ALL_ALLIES      = "全体队友"
  15.     HELP_TEXT_ALL_DEAD_ALLIES = "全体死亡队友"
  16.     HELP_TEXT_ONE_RANDOM_ALLY = "单个随机队友"
  17.     HELP_TEXT_RANDOM_ALLIES   = "%d个随机队友"
  18.   end
  19. end
  20. class Game_Battler
  21.   def can_collapse?
  22.     return false unless dead?
  23.     unless actor?
  24.       return false unless sprite.battler_visible
  25.       array = [:collapse, :boss_collapse, :instant_collapse]
  26.       return false if array.include?(sprite.effect_type)
  27.     end
  28.     return true
  29.   end
  30.   def draw_mp
  31.     return true
  32.   end
  33.   def draw_tp
  34.     return $data_system.opt_display_tp
  35.   end
  36. end
  37. module Icon
  38.   def self.no_action; return YEA::BATTLE::BATTLESTATUS_NO_ACTION_ICON; end
  39. end
  40. class Game_Temp
  41.   attr_accessor :battle_aid
  42.   attr_accessor :evaluating
  43. end
  44. class Game_Action
  45.   alias evaluate_item_with_target_abe evaluate_item_with_target
  46.   def evaluate_item_with_target(target)
  47.     $game_temp.evaluating = true
  48.     result = evaluate_item_with_target_abe(target)
  49.     $game_temp.evaluating = false
  50.     return result
  51.   end
  52. end
  53. class Game_Actor < Game_Battler
  54.   def draw_mp?
  55.     return true unless draw_tp?
  56.     for skill in skills
  57.       next unless added_skill_types.include?(skill.stype_id)
  58.       return true if skill.mp_cost > 0
  59.     end
  60.     return false
  61.   end
  62.   def draw_tp?
  63.     return false unless $data_system.opt_display_tp
  64.     for skill in skills
  65.       next unless added_skill_types.include?(skill.stype_id)
  66.       return true if skill.tp_cost > 0
  67.     end
  68.     return false
  69.   end
  70. end
  71. class Window_BattleStatus < Window_Selectable
  72.   def initialize
  73.     super(0, 0, window_width, window_height)
  74.     self.openness = 0
  75.     self.opacity = 0
  76.     @party = $game_party.battle_members.clone
  77.   end
  78.   def col_max; return $game_party.max_battle_members; end
  79.   def battle_members; return $game_party.battle_members; end
  80.   def actor; return battle_members[@index]; end
  81.   def update
  82.     super
  83.     return if @party == $game_party.battle_members
  84.     @party = $game_party.battle_members.clone
  85.     refresh
  86.   end
  87.   def draw_item(index)
  88.     return if index.nil?
  89.     clear_item(index)
  90.     actor = battle_members[index]
  91.     rect = item_rect(index)
  92.     return if actor.nil?
  93.     draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)
  94.     draw_actor_name(actor, rect.x, rect.y, rect.width-8)
  95.     draw_actor_action(actor, rect.x, rect.y)
  96.     draw_actor_icons(actor, rect.x, line_height*1, rect.width)
  97.     gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
  98.     contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
  99.     draw_actor_hp(actor, rect.x+2, line_height*1.5+gx, rect.width-4)
  100.       dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE
  101.       draw_actor_mp(actor, rect.x+2, line_height*2+gx, rect.width-4)
  102.       draw_actor_tp(actor, rect.x+2, line_height*2.5+gx, rect.width-4)
  103.     end
  104.   def item_rect(index)
  105.     rect = Rect.new
  106.     rect.width = contents.width / $game_party.max_battle_members
  107.     rect.height = contents.height
  108.     rect.x = index * rect.width
  109.     if YEA::BATTLE::BATTLESTATUS_CENTER_FACES
  110.       rect.x += (contents.width - $game_party.members.size * rect.width) / 2
  111.     end
  112.     rect.y = 0
  113.     return rect
  114.   end
  115.   def draw_face(face_name, face_index, dx, dy, enabled = true)
  116.     bitmap = Cache.face(face_name)
  117.     fx = [(96 - item_rect(0).width + 1) / 2, 0].max
  118.     fy = face_index / 4 * 96 + 2
  119.     fw = [item_rect(0).width - 4, 92].min
  120.     rect = Rect.new(fx, fy, fw, 92)
  121.     rect = Rect.new(face_index % 4 * 96 + fx, fy, fw, 92)#这里
  122.     contents.blt(dx, dy, bitmap, rect, enabled ? 255 : translucent_alpha)
  123.     bitmap.dispose
  124.   end
  125.   def draw_actor_name(actor, dx, dy, dw = 112)
  126.     reset_font_settings
  127.     contents.font.size = YEA::BATTLE::BATTLESTATUS_NAME_FONT_SIZE
  128.     change_color(hp_color(actor))
  129.     draw_text(dx+24, dy, dw-24, line_height, actor.name)
  130.   end
  131.   def draw_actor_action(actor, dx, dy)
  132.     draw_icon(action_icon(actor), dx, dy)
  133.   end
  134.   def action_icon(actor)
  135.     return Icon.no_action if actor.current_action.nil?
  136.     return Icon.no_action if actor.current_action.item.nil?
  137.     return actor.current_action.item.icon_index
  138.   end
  139.   def draw_tp(actor)
  140.     return actor.draw_tp
  141.   end
  142.   def draw_mp(actor)
  143.     return actor.draw_mp
  144.   end
  145.   def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2)
  146.     change_color(color1)
  147.     draw_text(dx, dy, dw, line_height, current.to_s, 2)
  148.   end
  149.   def draw_actor_hp(actor, dx, dy, width = 124)
  150.     draw_gauge(dx, dy, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
  151.     change_color(system_color)
  152.     cy = (Font.default_size - contents.font.size) / 2 + 1
  153.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::hp_a)
  154.     draw_current_and_max_values(dx, dy+cy, width, actor.hp, actor.mhp,
  155.       hp_color(actor), normal_color)
  156.     end
  157.   def draw_actor_mp(actor, dx, dy, width = 124)
  158.     draw_gauge(dx, dy, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
  159.     change_color(system_color)
  160.     cy = (Font.default_size - contents.font.size) / 2 + 1
  161.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::mp_a)
  162.     draw_current_and_max_values(dx, dy+cy, width, actor.mp, actor.mmp,
  163.       mp_color(actor), normal_color)
  164.     end
  165.   def draw_actor_tp(actor, dx, dy, width = 124)
  166.     draw_gauge(dx, dy, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
  167.     change_color(system_color)
  168.     cy = (Font.default_size - contents.font.size) / 2 + 1
  169.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::tp_a)
  170.     change_color(tp_color(actor))
  171.     draw_text(dx + width - 42, dy+cy, 42, line_height, actor.tp.to_i, 2)
  172.   end
  173. end
  174. class Window_BattleActor < Window_BattleStatus
  175.   def show
  176.     create_flags
  177.     super
  178.   end
  179.   def create_flags
  180.     set_select_flag(:any)
  181.     select(0)
  182.     return if $game_temp.battle_aid.nil?
  183.     if $game_temp.battle_aid.need_selection?
  184.       select(0)
  185.       set_select_flag(:dead) if $game_temp.battle_aid.for_dead_friend?
  186.     elsif $game_temp.battle_aid.for_user?
  187.       battler = BattleManager.actor
  188.       id = battler.nil? ? 0 : $game_party.battle_members.index(battler)
  189.       select(id)
  190.       set_select_flag(:user)
  191.     elsif $game_temp.battle_aid.for_all?
  192.       select(0)
  193.       set_select_flag(:all)
  194.       set_select_flag(:all_dead) if $game_temp.battle_aid.for_dead_friend?
  195.     elsif $game_temp.battle_aid.for_random?
  196.       select(0)
  197.       set_select_flag(:random) if $game_temp.battle_aid.for_random?
  198.     end
  199.   end
  200.   def set_select_flag(flag)
  201.     @select_flag = flag
  202.     case @select_flag
  203.     when :all, :all_dead, :random
  204.       @cursor_all = true
  205.     else
  206.       @cursor_all = false
  207.     end
  208.   end
  209.   def update_cursor
  210.     if @cursor_all
  211.       cursor_rect.set(0, 0, contents.width, contents.height)
  212.       self.top_row = 0
  213.     elsif @index < 0
  214.       cursor_rect.empty
  215.     else
  216.       ensure_cursor_visible
  217.       cursor_rect.set(item_rect(@index))
  218.     end
  219.   end
  220.   def cursor_movable?
  221.     return false if @select_flag == :user
  222.     return super
  223.   end
  224.   def current_item_enabled?
  225.     return true if $game_temp.battle_aid.nil?
  226.     if $game_temp.battle_aid.need_selection?
  227.       member = $game_party.battle_members[@index]
  228.       return member.dead? if $game_temp.battle_aid.for_dead_friend?
  229.     elsif $game_temp.battle_aid.for_dead_friend?
  230.       for member in $game_party.battle_members
  231.         return true if member.dead?
  232.       end
  233.       return false
  234.     end
  235.     return true
  236.   end
  237. end
  238. class Window_BattleStatusAid < Window_BattleStatus
  239.   attr_accessor :status_window
  240.   def initialize
  241.     super
  242.     self.visible = false
  243.     self.openness = 255
  244.   end
  245.   def window_width; return 128; end
  246.   def show
  247.     super
  248.     refresh
  249.   end
  250.   def refresh
  251.     contents.clear
  252.     return if @status_window.nil?
  253.     draw_item(@status_window.index)
  254.   end
  255.   def item_rect(index)
  256.     return Rect.new(0, 0, contents.width, contents.height)
  257.   end
  258. end
  259. class Window_BattleEnemy < Window_Selectable
  260.   def initialize(info_viewport)
  261.     super(0, Graphics.height, window_width, fitting_height(1))
  262.     refresh
  263.     self.visible = false
  264.     @info_viewport = info_viewport
  265.   end
  266.   def col_max; return item_max; end
  267.   def show
  268.     create_flags
  269.     super
  270.   end
  271.   def create_flags
  272.     set_select_flag(:any)
  273.     select(0)
  274.     return if $game_temp.battle_aid.nil?
  275.     if $game_temp.battle_aid.need_selection?
  276.       select(0)
  277.     elsif $game_temp.battle_aid.for_all?
  278.       select(0)
  279.       set_select_flag(:all)
  280.     elsif $game_temp.battle_aid.for_random?
  281.       select(0)
  282.       set_select_flag(:random)
  283.     end
  284.   end
  285.   def set_select_flag(flag)
  286.     @select_flag = flag
  287.     case @select_flag
  288.     when :all, :random
  289.       @cursor_all = true
  290.     else
  291.       @cursor_all = false
  292.     end
  293.   end
  294.   def select_all?
  295.     return true if @select_flag == :all
  296.     return true if @select_flag == :random
  297.     return false
  298.   end
  299.   def update_cursor
  300.     if @cursor_all
  301.       cursor_rect.set(0, 0, contents.width, contents.height)
  302.       self.top_row = 0
  303.     elsif @index < 0
  304.       cursor_rect.empty
  305.     else
  306.       ensure_cursor_visible
  307.       cursor_rect.set(item_rect(@index))
  308.     end
  309.   end
  310.   def cursor_movable?
  311.     return false if @select_flag == :user
  312.     return super
  313.   end
  314.   def current_item_enabled?
  315.     return true if $game_temp.battle_aid.nil?
  316.     if $game_temp.battle_aid.need_selection?
  317.       member = $game_party.battle_members[@index]
  318.       return member.dead? if $game_temp.battle_aid.for_dead_friend?
  319.     elsif $game_temp.battle_aid.for_dead_friend?
  320.       for member in $game_party.battle_members
  321.         return true if member.dead?
  322.       end
  323.       return false
  324.     end
  325.     return true
  326.   end
  327.   def enemy; @data[index]; end
  328.   def refresh
  329.     make_item_list
  330.     create_contents
  331.     draw_all_items
  332.   end
  333.   def make_item_list
  334.     @data = $game_troop.alive_members
  335.     @data.sort! { |a,b| a.screen_x <=> b.screen_x }
  336.   end
  337.   def draw_item(index); return; end
  338.   def update
  339.     super
  340.     return unless active
  341.     enemy.sprite_effect_type = :whiten
  342.     return unless select_all?
  343.     for enemy in $game_troop.alive_members
  344.       enemy.sprite_effect_type = :whiten
  345.     end
  346.   end
  347. end
  348. class Window_BattleHelp < Window_Help
  349.   attr_accessor :actor_window
  350.   attr_accessor :enemy_window
  351.   def update
  352.     super
  353.     if !self.visible and @text != ""
  354.       @text = ""
  355.       return refresh
  356.     end
  357.     update_battler_name
  358.   end
  359.   def update_battler_name
  360.     return unless @actor_window.active || @enemy_window.active
  361.     if @actor_window.active
  362.       battler = $game_party.battle_members[@actor_window.index]
  363.     elsif @enemy_window.active
  364.       battler = @enemy_window.enemy
  365.     end
  366.     if special_display?
  367.       refresh_special_case(battler)
  368.     else
  369.       refresh_battler_name(battler) if battler_name(battler) != @text
  370.     end
  371.   end
  372.   def battler_name(battler)
  373.     text = battler.name.clone
  374.     return text
  375.   end
  376.   def refresh_battler_name(battler)
  377.     contents.clear
  378.     reset_font_settings
  379.     change_color(normal_color)
  380.     @text = battler_name(battler)
  381.     icons = battler.state_icons + battler.buff_icons
  382.     dy = icons.size <= 0 ? line_height / 2 : 0
  383.     draw_text(0, dy, contents.width, line_height, @text, 1)
  384.     dx = (contents.width - (icons.size * 24)) / 2
  385.     draw_actor_icons(battler, dx, line_height, contents.width)
  386.   end
  387.   def special_display?
  388.     return false if $game_temp.battle_aid.nil?
  389.     return false if $game_temp.battle_aid.for_user?
  390.     return !$game_temp.battle_aid.need_selection?
  391.   end
  392.   def refresh_special_case(battler)
  393.     if $game_temp.battle_aid.for_opponent?
  394.       if $game_temp.battle_aid.for_all?
  395.         text = YEA::BATTLE::HELP_TEXT_ALL_FOES
  396.       else
  397.         case $game_temp.battle_aid.number_of_targets
  398.         when 1
  399.           text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_FOE
  400.         else
  401.           number = $game_temp.battle_aid.number_of_targets
  402.           text = sprintf(YEA::BATTLE::HELP_TEXT_MANY_RANDOM_FOE, number)
  403.         end
  404.       end
  405.     else
  406.       if $game_temp.battle_aid.for_dead_friend?
  407.         text = YEA::BATTLE::HELP_TEXT_ALL_DEAD_ALLIES
  408.       elsif $game_temp.battle_aid.for_random?
  409.         case $game_temp.battle_aid.number_of_targets
  410.         when 1
  411.           text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_ALLY
  412.         else
  413.           number = $game_temp.battle_aid.number_of_targets
  414.           text = sprintf(YEA::BATTLE::HELP_TEXT_RANDOM_ALLIES, number)
  415.         end
  416.       else
  417.         text = YEA::BATTLE::HELP_TEXT_ALL_ALLIES
  418.       end
  419.     end
  420.     return if text == @text
  421.     @text = text
  422.     contents.clear
  423.     reset_font_settings
  424.     draw_text(0, 0, contents.width, line_height*2, @text, 1)
  425.   end
  426. end
  427. class Window_SkillList < Window_Selectable
  428.   def spacing
  429.     return 8 if $game_party.in_battle
  430.     return super
  431.   end
  432. end
  433. class Window_ItemList < Window_Selectable
  434.   def spacing
  435.     return 8 if $game_party.in_battle
  436.     return super
  437.   end
  438. end
  439. class Scene_Battle < Scene_Base
  440.   attr_accessor :enemy_window
  441.   attr_accessor :info_viewport
  442.   attr_accessor :spriteset
  443.   attr_accessor :status_window
  444.   attr_accessor :status_aid_window
  445.   attr_accessor :subject
  446.   alias scene_battle_create_all_windows_abe create_all_windows
  447.   def create_all_windows
  448.     scene_battle_create_all_windows_abe
  449.     create_battle_status_aid_window
  450.     set_help_window
  451.   end
  452.   alias scene_battle_create_info_viewport_abe create_info_viewport
  453.   def create_info_viewport
  454.     scene_battle_create_info_viewport_abe
  455.     @status_window.refresh
  456.   end
  457.   def create_battle_status_aid_window
  458.     @status_aid_window = Window_BattleStatusAid.new
  459.     @status_aid_window.status_window = @status_window
  460.     @status_aid_window.x = Graphics.width - @status_aid_window.width
  461.     @status_aid_window.y = Graphics.height - @status_aid_window.height
  462.   end
  463.   def create_help_window
  464.     @help_window = Window_BattleHelp.new
  465.     @help_window.hide
  466.   end
  467.   def set_help_window
  468.     @help_window.actor_window = @actor_window
  469.     @help_window.enemy_window = @enemy_window
  470.   end
  471.   alias scene_battle_create_skill_window_abe create_skill_window
  472.   def create_skill_window
  473.     scene_battle_create_skill_window_abe
  474.     @skill_window.height = @info_viewport.rect.height
  475.     @skill_window.width = Graphics.width - @actor_command_window.width
  476.     @skill_window.y = Graphics.height - @skill_window.height
  477.   end
  478.   alias scene_battle_create_item_window_abe create_item_window
  479.   def create_item_window
  480.     scene_battle_create_item_window_abe
  481.     @item_window.height = @skill_window.height
  482.     @item_window.width = @skill_window.width
  483.     @item_window.y = Graphics.height - @item_window.height
  484.   end
  485.   alias scene_battle_next_command_abe next_command
  486.   def next_command
  487.     @status_window.show
  488.     redraw_current_status
  489.     @actor_command_window.show
  490.     @status_aid_window.hide
  491.     scene_battle_next_command_abe
  492.   end
  493.   alias scene_battle_prior_command_abe prior_command
  494.   def prior_command
  495.     redraw_current_status
  496.     scene_battle_prior_command_abe
  497.   end
  498.   def redraw_current_status
  499.     return if @status_window.index < 0
  500.     @status_window.draw_item(@status_window.index)
  501.   end
  502.   alias scene_battle_command_attack_abe command_attack
  503.   def command_attack
  504.     $game_temp.battle_aid = $data_skills[BattleManager.actor.attack_skill_id]
  505.     scene_battle_command_attack_abe
  506.   end
  507.   alias scene_battle_command_skill_abe command_skill
  508.   def command_skill
  509.     scene_battle_command_skill_abe
  510.     @status_window.hide
  511.     @actor_command_window.hide
  512.     @status_aid_window.show
  513.   end
  514.   alias scene_battle_command_item_abe command_item
  515.   def command_item
  516.     scene_battle_command_item_abe
  517.     @status_window.hide
  518.     @actor_command_window.hide
  519.     @status_aid_window.show
  520.   end
  521.   def on_skill_ok
  522.     @skill = @skill_window.item
  523.     $game_temp.battle_aid = @skill
  524.     BattleManager.actor.input.set_skill(@skill.id)
  525.     BattleManager.actor.last_skill.object = @skill
  526.     if @skill.for_opponent?
  527.       select_enemy_selection
  528.     elsif @skill.for_friend?
  529.       select_actor_selection
  530.     else
  531.       @skill_window.hide
  532.       next_command
  533.       $game_temp.battle_aid = nil
  534.     end
  535.   end
  536.   alias scene_battle_on_skill_cancel_abe on_skill_cancel
  537.   def on_skill_cancel
  538.     scene_battle_on_skill_cancel_abe
  539.     @status_window.show
  540.     @actor_command_window.show
  541.     @status_aid_window.hide
  542.   end
  543.   def on_item_ok
  544.     @item = @item_window.item
  545.     $game_temp.battle_aid = @item
  546.     BattleManager.actor.input.set_item(@item.id)
  547.     if @item.for_opponent?
  548.       select_enemy_selection
  549.     elsif @item.for_friend?
  550.       select_actor_selection
  551.     else
  552.       @item_window.hide
  553.       next_command
  554.       $game_temp.battle_aid = nil
  555.     end
  556.     $game_party.last_item.object = @item
  557.   end
  558.   alias scene_battle_on_item_cancel_abe on_item_cancel
  559.   def on_item_cancel
  560.     scene_battle_on_item_cancel_abe
  561.     @status_window.show
  562.     @actor_command_window.show
  563.     @status_aid_window.hide
  564.   end
  565.   alias scene_battle_select_actor_selection_abe select_actor_selection
  566.   def select_actor_selection
  567.     @status_aid_window.refresh
  568.     scene_battle_select_actor_selection_abe
  569.     @status_window.hide
  570.     @skill_window.hide
  571.     @item_window.hide
  572.     @help_window.show
  573.   end
  574.   alias scene_battle_on_actor_ok_abe on_actor_ok
  575.   def on_actor_ok
  576.     $game_temp.battle_aid = nil
  577.     scene_battle_on_actor_ok_abe
  578.     @status_window.show
  579.     if $imported["YEA-BattleCommandList"] && !@confirm_command_window.nil?
  580.       @actor_command_window.visible = !@confirm_command_window.visible
  581.     else
  582.       @actor_command_window.show
  583.     end
  584.     @status_aid_window.hide
  585.   end
  586.   alias scene_battle_on_actor_cancel_abe on_actor_cancel
  587.   def on_actor_cancel
  588.     BattleManager.actor.input.clear
  589.     @status_aid_window.refresh
  590.     $game_temp.battle_aid = nil
  591.     scene_battle_on_actor_cancel_abe
  592.     case @actor_command_window.current_symbol
  593.     when :skill
  594.       @skill_window.show
  595.     when :item
  596.       @item_window.show
  597.     end
  598.   end
  599.   alias scene_battle_select_enemy_selection_abe select_enemy_selection
  600.   def select_enemy_selection
  601.     @status_aid_window.refresh
  602.     scene_battle_select_enemy_selection_abe
  603.     @help_window.show
  604.   end
  605.   alias scene_battle_on_enemy_ok_abe on_enemy_ok
  606.   def on_enemy_ok
  607.     $game_temp.battle_aid = nil
  608.     scene_battle_on_enemy_ok_abe
  609.   end
  610.   alias scene_battle_on_enemy_cancel_abe on_enemy_cancel
  611.   def on_enemy_cancel
  612.     BattleManager.actor.input.clear
  613.     @status_aid_window.refresh
  614.     $game_temp.battle_aid = nil
  615.     scene_battle_on_enemy_cancel_abe
  616.     if @skill_window.visible || @item_window.visible
  617.       @help_window.show
  618.     else
  619.       @help_window.hide
  620.     end
  621.   end
  622.   def end_battle_conditions?
  623.     return true if $game_party.members.empty?
  624.     return true if $game_party.all_dead?
  625.     return true if $game_troop.all_dead?
  626.     return true if BattleManager.aborting?
  627.     return false
  628.   end
  629.   def refresh_status
  630.     #如果你是程序员,请顺手帮忙优化下这里,谢谢。
  631.     @status_window.refresh
  632.     for i in $game_party.battle_members
  633.       @status_window.draw_item($game_party.battle_members.index(i))
  634.     end
  635.   end
  636. end
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发表于 2020-4-15 12:18:12 | 只看该作者
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 楼主| 发表于 2020-4-15 12:29:13 | 只看该作者
chanszeman1018 发表于 2020-4-15 12:18
这不是已經有光标了吗??

额 我这里完全看不到 现在只能通过行动条来判断是谁在行动 难道是因为RTAB脚本把光标屏蔽了。。。。
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