Project1
标题:
修改《夜想曲》的小疑问
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作者:
人孰无过
时间:
2010-7-5 08:49
提示:
作者被禁止或删除 内容自动屏蔽
作者:
风中承诺
时间:
2010-7-5 09:56
这个……
ARPG_Actor里面33行注释掉
再把61……103注释掉即可
图:
未命名.jpg
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2010-7-5 09:55 上传
代码:
#==============================================================================
class ARPG_Actor
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize
@actor = $game_party.actors[0]
@hp = $game_party.actors[0].hp
@sp = $game_party.actors[0].sp
@exp = $game_party.actors[0].now_exp
@states = $game_party.actors[0].states
@parameter = []
#Mess_Text.visible = true
#Mess_Text.ini
steup
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def steup
# make_sprite
if !$scene.is_a?(Scene_Key)
@key_window = Window_KeyCommand.new
@key_window.refresh($game_party.actors[0])
end
if !$scene.is_a?(Scene_Item_Key)
@item_window = Window_Item_KeyCommand.new
@item_window.refresh($game_party.actors[0])
end
end
def visible=(val)
@key_window.visible = val if !@key_window.nil?
@item_window.visible = val if !@item_window.nil?
@parameter.each{|pict|pict.visible = val}
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
#Mess_Text.dispose
#Mess_Text.visible = false
@key_window.dispose if !@key_window.nil?
@item_window.dispose if !@item_window.nil?
@parameter.each{|pict|pict.dispose}
end
#--------------------------------------------------------------------------
# ● 生成精灵的实例
#--------------------------------------------------------------------------
=begin
def make_sprite
@parameter[0] = Sprite.new
@parameter[0].bitmap = Bitmap.new(100,100)
@parameter[0].bitmap.blt(0,0,RPG::Cache.picture("l1"),Rect.new(0,0,150,120))
@parameter[0].x = -10;@parameter[0].y = 10
@parameter[1] = Sprite.new
@parameter[1].bitmap = Bitmap.new(150,120)
@parameter[1].bitmap.blt(0,0,RPG::Cache.picture("bar"),Rect.new(0,0,150,120))
@parameter[2] = Sprite.new
@parameter[2].bitmap = Bitmap.new(61,83)
@parameter[2].bitmap.blt(0,0,RPG::Cache.picture("HP"),Rect.new(0,0,61,83))
h = $game_party.actors[0].hp * 82 / $game_party.actors[0].maxhp
@parameter[2].bitmap.blt(0,0,RPG::Cache.picture("HPoo"),Rect.new(0,0,61,82-h))
@parameter[2].x = 37;@parameter[2].y = 36
@parameter[3] = Sprite.new
@parameter[3].bitmap = Bitmap.new(59,82)
@parameter[3].bitmap.blt(0,0,RPG::Cache.picture("SP"),Rect.new(0,0,59,82))
h = $game_party.actors[0].sp * 82 / $game_party.actors[0].maxsp
@parameter[3].bitmap.blt(0,0,RPG::Cache.picture("SPoo"),Rect.new(0,0,59,82-h))
@parameter[3].x = 64;@parameter[3].y = 36
@parameter[4] = Sprite.new
@parameter[4].bitmap = Bitmap.new(59,82)
@parameter[4].bitmap.blt(0,0,RPG::Cache.picture("EXP"),Rect.new(0,0,59,82))
h = $game_party.actors[0].now_exp * 82 / $game_party.actors[0].next_exp
@parameter[4].bitmap.blt(0,0,RPG::Cache.picture("EXPoo"),Rect.new(0,0,59,82-h))
@parameter[4].x = 88;@parameter[4].y = 36
@parameter.each{|e|e.z += 1}
@parameter[5] = Sprite.new
@parameter[5].bitmap = Bitmap.new(128,32)
@parameter[5].x = 128
@parameter[5].y = 480 - 32
draw_actor_state(@actor,0,0)
@parameter.each{|e|e.z += 2}
end
#--------------------------------------------------------------------------
# ● 描绘状态
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# width : 描画目标的宽
#--------------------------------------------------------------------------
def draw_actor_state(actor, x, y, width = 120)
pos = 0
for i in @actor.states
if $data_states[i].name == "战斗不能"
next
end
bitmap = RPG::Cache.icon($data_states[i].name)
@parameter[5].bitmap.blt(x+pos*bitmap.width, y, bitmap, Rect.new(0,0,bitmap.width,bitmap.height))
pos += 1
end
end
#--------------------------------------------------------------------------
# ● 更新数值变化
#--------------------------------------------------------------------------
def refresh(type)
case type
when 0
@parameter[2].bitmap.clear
@parameter[2].bitmap.blt(0,0,RPG::Cache.picture("HP"),Rect.new(0,0,61,83))
h = @hp * 82 / $game_party.actors[0].maxhp
@parameter[2].bitmap.blt(0,0,RPG::Cache.picture("HPoo"),Rect.new(0,0,61,82-h))
return
when 1
@parameter[3].bitmap.clear
@parameter[3].bitmap.blt(0,0,RPG::Cache.picture("SP"),Rect.new(0,0,59,82))
h = @sp * 82 / $game_party.actors[0].maxsp
@parameter[3].bitmap.blt(0,0,RPG::Cache.picture("SPoo"),Rect.new(0,0,59,82-h))
return
when 2
@parameter[4].bitmap.clear
@parameter[4].bitmap.blt(0,0,RPG::Cache.picture("EXP"),Rect.new(0,0,59,82))
h = @exp * 82 / $game_party.actors[0].next_exp
@parameter[4].bitmap.blt(0,0,RPG::Cache.picture("EXPoo"),Rect.new(0,0,59,82-h))
return
when 3
@parameter[5].bitmap.clear
draw_actor_state(@actor,0,0)
@states = $game_party.actors[0].states
return
end
end
=end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def update
Mess_Text.update
if $refresh["states"]
refresh(3)
$refresh["states"] = false
end
if $refresh["item"]
@item_window.refresh(@actor)
$refresh["item"] = false
end
if $refresh["skill"]
@key_window.refresh(@actor)
$refresh["skill"] = false
end
if @actor.states.size > 0
for i in @actor.states
if @actor.states_time[i] > 0
@actor.states_time[i] -= 1
end
if @actor.states_time[i] <= 0
@actor.remove_state(i)
end
end
if @actor.states.size > 0 and Graphics.frame_count%10 == 0
$game_party.check_map_slip_damage
end
end
if Input.trigger?(Input::CTRL)
Mess_Text.clear
return
end
if Input.trigger?(Input::SHIFT)
Mess_Text.visible = !Mess_Text.visible
return
end
if @hp != $game_party.actors[0].hp
if @hp > $game_party.actors[0].hp
@hp -= 1
end
if @hp < $game_party.actors[0].hp
@hp += 1
end
refresh(0)
end
if @sp != $game_party.actors[0].sp
if @sp > $game_party.actors[0].sp
@sp -= 1
end
if @sp < $game_party.actors[0].sp
@sp += 1
end
refresh(1)
end
if @exp != $game_party.actors[0].now_exp
if @exp > $game_party.actors[0].now_exp
@exp -= 1
end
if @exp < $game_party.actors[0].now_exp
@exp += 1
end
refresh(2)
end
end
end
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作者:
人孰无过
时间:
2010-7-5 10:33
提示:
作者被禁止或删除 内容自动屏蔽
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