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发表于 2012-5-5 20:24:23
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本帖最后由 q854240045 于 2012-5-5 20:25 编辑
这样改进
$se名 = [*"A".."E"]
class Scene_Battle < Scene_Base
alias start_actor_command_selection_old start_actor_command_selection
def start_actor_command_selection
start_actor_command_selection_old
Audio.se_play("Audio/SE/xyj")#xyj为音效名称,是固定的,可以自己换
@actorface = Sprite.new
@actorface.bitmap = Bitmap.new("Graphics/Faces/face" + BattleManager.actor.id.to_s + ".png")
@actorface.y = Graphics.height - @actor_command_window.height - @actorface.bitmap.height + @actor_command_window.height - 25
end
alias prior_command_old prior_command
def prior_command
@actorface.dispose if @actorface != nil && @actorface.disposed? != true
prior_command_old
end
alias next_command_old next_command
def next_command
@actorface.dispose if @actorface != nil && @actorface.disposed? != true
next_command_old
end
end
图像会在左下方,紧贴状态栏
角色的脸谱名称必须为 face角色ID.ogg
‘‘──q854240045于2012-5-5 20:26补充以下内容
$se名 = [*"A".."E"]
class Scene_Battle < Scene_Base
alias start_actor_command_selection_old start_actor_command_selection
def start_actor_command_selection
start_actor_command_selection_old
Audio.se_play("Audio/SE/xyj")
@actorface = Sprite.new
@actorface.bitmap = Bitmap.new("Graphics/Faces/face" + BattleManager.actor.id.to_s + ".png")
@actorface.y = Graphics.height - @actor_command_window.height - @actorface.bitmap.height + @actor_command_window.height - 25
end
alias prior_command_old prior_command
def prior_command
@actorface.dispose if @actorface != nil && @actorface.disposed? != true
prior_command_old
end
alias next_command_old next_command
def next_command
@actorface.dispose if @actorface != nil && @actorface.disposed? != true
next_command_old
end
end
这样改进
图像就不会飘了
改进脚本中 xyj 为音效名称 可以自己换
’’
‘‘──q854240045于2012-5-5 21:10补充以下内容
不想飘起来就这样 注:xyj为一音效,是固定的,自己改
$se名 = [*"A".."E"]
class Scene_Battle < Scene_Base
alias start_actor_command_selection_old start_actor_command_selection
def start_actor_command_selection
start_actor_command_selection_old
Audio.se_play("Audio/SE/xyj")
@actorface = Sprite.new
@actorface.bitmap = Bitmap.new("Graphics/Faces/face" + BattleManager.actor.id.to_s + ".png")
@actorface.y = Graphics.height - @actor_command_window.height - @actorface.bitmap.height + @actor_command_window.height - 25
end
alias prior_command_old prior_command
def prior_command
@actorface.dispose if @actorface != nil && @actorface.disposed? != true
prior_command_old
end
alias next_command_old next_command
def next_command
@actorface.dispose if @actorface != nil && @actorface.disposed? != true
next_command_old
end
end
’’ |
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