#============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #==============================================================================
# 人物介绍 Ver. 1.1 作者: Claimh 翻译与修正:柳柳 #------------------------------------------------------------------------------ # http://www.k3.dion.ne.jp/~claimh/ #============================================================================== #——功能简介:在状态页面按下回车键会进入人物介绍页面。 #——如果想自行建立功能,使用$scene = Scene_Charactor.new(角色编号)即可 #——如果自行建立了功能不想使用默认的切换,去掉217行以后的内容 #——以下数组,如果人物超过8人,请自行继续添加(一般游戏没那么多主人公吧) #——如果想更改内容,比如把“体重”改为“智商”,请修改102-107行的文字内容 # 从状态页面切换至人物介绍页面的按键 CHENGE_KEY = Input::C #-------------------------------------------------------------------------- # 人物年龄 (自定义) #-------------------------------------------------------------------------- CHARA_AGE = ["17","16","??","??","??","??","15","15"] #-------------------------------------------------------------------------- # 人物出生地 #-------------------------------------------------------------------------- CHARA_FROM = ["希腊","罗马","??","??","??","??","雷都","日本东京"] #-------------------------------------------------------------------------- # 人物身高 #-------------------------------------------------------------------------- CHARA_H = ["170","160","??","??","??","??","162","165"] #-------------------------------------------------------------------------- # 人物体重 #-------------------------------------------------------------------------- CHARA_W = ["60","50","??","??","??","??","46","53"] #-------------------------------------------------------------------------- # 人物介绍,可以写多行 #-------------------------------------------------------------------------- # 人物1号介绍 L1 = "RPG制作大师XP的标准主人公+形象代言人" L2 = "是一个外表不经世事、内心坚强无比的小伙子" L3 = "" L_SET1 = [L1, L2, L3] # 人物1号的数组 # 人物2号介绍 L1 = "RPG制作大师XP的1号女主角" L2 = "一个充满人性温情的女战士" L3 = "" L_SET2 = [L1, L2, L3] # 人物2号的数组 # 人物3号介绍 L1 = "" L2 = "" L3 = "" L_SET3 = [L1, L2, L3] # 人物4号介绍 L1 = "" L2 = "" L3 = "" L_SET4 = [L1, L2, L3] # 人物5号介绍 L1 = "" L2 = "" L3 = "" L_SET5 = [L1, L2, L3] # 人物6号介绍 L1 = "" L2 = "" L3 = "" L_SET6 = [L1, L2, L3] # 人物7号介绍 L1 = "充满冷酷的红魔法师" L2 = "11岁,父母阵亡后加入了杀手组织" L3 = "13岁,在一次行动失利中被抓到地牢严刑拷打长达半年" L4 = "14岁,一个人杀光所有蹂躏她的狱卒,独自踏上旅途" L_SET7 = [L1, L2, L3, L4] # 人物8号介绍 L1 = "娇生惯养的贵族魔法师,从不懂人世艰难" L2 = "自以为实力天下第一" L3 = "" L_SET8 = [L1, L2, L3] # 人物介绍数组,如果不够继续添加。 CHARA_INFO = [L_SET1,L_SET2,L_SET3,L_SET4,L_SET5,L_SET6,L_SET7,L_SET8] #============================================================================== # Window_Charactor #============================================================================== class Window_Charactor < Window_Base #-------------------------------------------------------------------------- # actor : 初始化的角色 #-------------------------------------------------------------------------- def initialize(actor) super(0, 0, 640, 480) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh end #-------------------------------------------------------------------------- #-------------------------------------------------------------------------- def refresh self.contents.clear draw_battler_graphics(@actor, 100, 200) self.contents.font.color.set(255, 255,50) self.contents.draw_text(250, 10, 80, 32, "姓名") self.contents.draw_text(250, 50, 80, 32, "年龄") self.contents.draw_text(250, 90, 80, 32, "出生地") self.contents.draw_text(250, 130, 80, 32, "身高") self.contents.draw_text(250, 170, 80, 32, "体重") self.contents.font.color = normal_color draw_actor_name(@actor, 350, 10) draw_actor_age(@actor, 350, 50) draw_actor_from(@actor, 350, 90) draw_actor_height(@actor, 350, 130) draw_actor_weight(@actor, 350, 170) draw_actor_other(@actor, 50, 250) end end class Window_Base < Window #-------------------------------------------------------------------------- #-------------------------------------------------------------------------- def draw_battler_graphics(actor, x, y) battler=RPG::Cache.battler(actor.battler_name, actor.battler_hue) w = battler.width h = battler.height self.contents.blt(x-w/2, y-h, battler, Rect.new(0, 0, w,h)) end #-------------------------------------------------------------------------- #-------------------------------------------------------------------------- def draw_actor_age(actor, x, y) self.contents.draw_text(x, y, 80, 32, CHARA_AGE[actor.id-1]) end #-------------------------------------------------------------------------- #-------------------------------------------------------------------------- def draw_actor_from(actor, x, y) self.contents.draw_text(x, y, 180, 32, CHARA_FROM[actor.id-1]) end #-------------------------------------------------------------------------- #-------------------------------------------------------------------------- def draw_actor_height(actor, x, y) self.contents.draw_text(x, y , 200, 32, CHARA_H[actor.id-1]) end #-------------------------------------------------------------------------- #-------------------------------------------------------------------------- def draw_actor_weight(actor, x, y) self.contents.draw_text(x, y, 250, 32, CHARA_W[actor.id-1]) end #-------------------------------------------------------------------------- #-------------------------------------------------------------------------- def draw_actor_other(actor, x, y) info = CHARA_INFO[actor.id-1] for i in 0...info.size self.contents.draw_text(x, y+32*i, 600, 32, info[i]) end end end #============================================================================== # Scene_Charactor #============================================================================== class Scene_Charactor #-------------------------------------------------------------------------- # actor_index :角色编号 #-------------------------------------------------------------------------- def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index end #-------------------------------------------------------------------------- #-------------------------------------------------------------------------- def main @actor = $game_party.actors[@actor_index] @status_window = Window_Charactor.new(@actor) Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @status_window.dispose end #-------------------------------------------------------------------------- #-------------------------------------------------------------------------- def update if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(3) return end if Input.trigger?(Input::R) $game_system.se_play($data_system.cursor_se) @actor_index += 1 @actor_index %= $game_party.actors.size $scene = Scene_Charactor.new(@actor_index) return end if Input.trigger?(Input::L) $game_system.se_play($data_system.cursor_se) @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size $scene = Scene_Charactor.new(@actor_index) return end end end #============================================================================== # Scene_Status #============================================================================== class Scene_Status alias update_chara update def update if Input.trigger?(CHENGE_KEY) $game_system.se_play($data_system.decision_se) $scene = Scene_Charactor.new(@actor_index) return end update_chara end end #============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #============================================================================== |