class Window_Base < Window
#--------------------------------------------------------------------------
# ● 初始化对像
# x : 窗口的 X 坐标
# y : 窗口的 Y 坐标
# width : 窗口的宽
# height : 窗口的宽
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super()
@windowskin_name = $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(@windowskin_name)
self.x = x
self.y = y
self.width = width
self.height = height
self.z = 100
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
# 如果窗口的内容已经被设置就被释放
if self.contents != nil
self.contents.dispose
end
super
end
#--------------------------------------------------------------------------
# ● 获取文字色
# n : 文字色编号 (0~7)
#--------------------------------------------------------------------------
def text_color(n)
case n
when 0
return Color.new(255, 255, 255, 255)
when 1
return Color.new(128, 128, 255, 255)
when 2
return Color.new(255, 128, 128, 255)
when 3
return Color.new(128, 255, 128, 255)
when 4
return Color.new(128, 255, 255, 255)
when 5
return Color.new(255, 128, 255, 255)
when 6
return Color.new(255, 255, 128, 255)
when 7
return Color.new(192, 192, 192, 255)
else
normal_color
end
end
#--------------------------------------------------------------------------
# ● 获取普通文字色
#--------------------------------------------------------------------------
def normal_color
return Color.new(255, 255, 255, 255)
end
#--------------------------------------------------------------------------
# ● 获取无效文字色
#--------------------------------------------------------------------------
def disabled_color
return Color.new(255, 255, 255, 150)
end
#--------------------------------------------------------------------------
# ● 获取系统文字色
#--------------------------------------------------------------------------
def system_color
return Color.new(192, 224, 255, 255)
end
#--------------------------------------------------------------------------
# ● 获取危机文字色
#--------------------------------------------------------------------------
def crisis_color
return Color.new(255, 255, 64, 255)
end
#--------------------------------------------------------------------------
# ● 获取战斗不能文字色
#--------------------------------------------------------------------------
def knockout_color
return Color.new(255, 64, 0)
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
# 如果窗口的外观被变更了、再设置
if $game_system.windowskin_name != @windowskin_name
@windowskin_name = $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(@windowskin_name)
end
end
#--------------------------------------------------------------------------
# ● 图形的描绘
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# ● 名称的描绘
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_name(actor, x, y, pic=false)
if pic == true
bitmap = RPG::Cache.picture("System/name")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x-4, y-1, bitmap, src_rect)
self.contents.font.color = normal_color
self.contents.draw_text(x+60, y, 120, 32, actor.name)
else
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name)
end
end
#--------------------------------------------------------------------------
# ● RANK的描绘
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_rank(actor, x, y)
self.contents.font.color = normal_color
case actor.id
when 1 #这个要特别修改tabris--------------=================
$wi = $game_system.victory_count
$es = $game_system.escape_count
$ex = $game_variables[43]
$game_variables[42] = 0
if $wi >= 300 and $ex >= 100
$game_variables[42] = 1
end
if $game_actors[1].level >= 40
if $wi >= 700 and $ex >= 300 and $es < 100
$game_variables[42] = 2
end
end
if $game_actors[1].level >= 50
if $wi >= 1000 and $ex >= 500 and $es < 100
$game_variables[42] = 3
end
end
if $game_actors[1].level >= 70
if $wi >= 2000 and $ex >= 1000 and $es < 50
$game_variables[42] = 4
end
end
case $game_variables[42]
when 0
self.contents.draw_text(x, y, 120, 32, "C")
when 1
self.contents.draw_text(x, y, 120, 32, "B")
when 2
self.contents.draw_text(x, y, 120, 32, "A")
when 3
self.contents.draw_text(x, y, 120, 32, "S")
when 4
self.contents.draw_text(x, y, 90, 32, "Fairytale")
end
when 5 , 7 , 12 , 17 , 18 , 22 , 27
self.contents.draw_text(x, y, 120, 32, "S")
when 24 , 15 , 14 , 28 , 29 , 9
self.contents.draw_text(x, y, 120, 32, "A")
when 2 , 23 , 25 , 13 , 30 , 19 , 20 , 8 , 10
self.contents.draw_text(x, y, 120, 32, "B")
when 3
self.contents.draw_text(x, y, 120, 32, "C")
else
self.contents.draw_text(x, y, 120, 32, "-")
end
end
#--------------------------------------------------------------------------
# ● 职业的描绘
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_class(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 236, 32, actor.class_name)
end
def draw_actor_class2(actor, x, y)
self.contents.font.color = normal_color
case actor.class2
when 1
self.contents.draw_text(x, y, 236, 32, "见习勇士")
when 2
self.contents.draw_text(x, y, 236, 32, "战士")
when 3
self.contents.draw_text(x, y, 236, 32, "游侠")
when 4
self.contents.draw_text(x, y, 236, 32, "战斗大师")
when 5
self.contents.draw_text(x, y, 236, 32, "圣光骑士")
when 6
self.contents.draw_text(x, y, 236, 32, "魔法祭司")
when 7
self.contents.draw_text(x, y, 236, 32, "影子猎手")
end
end
#--------------------------------------------------------------------------
# ● 等级的描绘
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_level(actor, x, y,dis=false)
bitmap = RPG::Cache.picture("System/level")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x-2, y+1, bitmap, src_rect)
self.contents.font.color = normal_color
if dis==true
self.contents.draw_text(x + 60, y, 24, 32, actor.level.to_s, 2)
else
self.contents.draw_text(x + 40, y, 24, 32, actor.level.to_s, 2)
end
end
#--------------------------------------------------------------------------
# ● 生成描绘用的状态字符串
# actor : 角色
# width : 描画目标的宽度
# need_normal : [正常] 是否为必须 (true / false)
#--------------------------------------------------------------------------
def make_battler_state_text(battler, width, need_normal)
# 获取括号的宽
brackets_width = self.contents.text_size("[]").width
# 生成状态名字符串
text = ""
for i in battler.states
if $data_states[i].rating >= 1
if text == ""
text = $data_states[i].name
else
new_text = text + "/" + $data_states[i].name
text_width = self.contents.text_size(new_text).width
if text_width > width - brackets_width
break
end
text = new_text
end
end
end
# 状态名空的字符串是 "[正常]" 的情况下
if text == ""
if need_normal
text = "[正常]"
end
else
# 加上括号
text = "[" + text + "]"
end
# 返回完成后的文字类
return text
end
def draw_actor_battle_graphic(actor,x,y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
self.contents.blt(x,y,bitmap,Rect.new(0,0,bitmap.width,bitmap.height ))
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)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text)
end
#--------------------------------------------------------------------------
# ● 描绘 EXP
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_exp(actor, x, y)
bitmap = RPG::Cache.picture("System/next")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x-2, y+3, bitmap, src_rect)
self.contents.font.color = normal_color
self.contents.draw_text(x + 60, y, 84, 32, actor.next_rest_exp_s, 2)
# self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
# self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
end
#--------------------------------------------------------------------------
# ● 描绘 HP
# 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_hp(actor, x, y, width = 144)
# 描绘字符串 "HP"
bitmap = RPG::Cache.picture("System/hp")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x-2, y+3, bitmap, src_rect)
# 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
#--------------------------------------------------------------------------
# ● 描绘 SP
# 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_sp(actor, x, y, width = 144)
bitmap = RPG::Cache.picture("System/sp")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y+3, bitmap, src_rect)
# 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
#--------------------------------------------------------------------------
def up_color
return Color.new(255, 255, 255)
end
def down_color
return Color.new(200,200,200)
end
#--------------------------------------------------------------------------
# ● 描绘能力值
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# type : 能力值种类 (0~6)
#--------------------------------------------------------------------------
def draw_actor_parameter(actor, x, y, type)
case type
when 0
parameter_name = $data_system.words.atk
parameter_value = actor.atk
bitmap = RPG::Cache.picture("System/atk")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
when 1
parameter_name = $data_system.words.pdef
parameter_value = actor.pdef
bitmap = RPG::Cache.picture("System/pdef")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
when 2
parameter_name = $data_system.words.mdef
parameter_value = actor.mdef
bitmap = RPG::Cache.picture("System/mdef")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
when 3
parameter_name = $data_system.words.str
parameter_value = actor.str
bitmap = RPG::Cache.picture("System/str")
src_rect = Rect.new(-3, 0, bitmap.width, bitmap.height)
when 4
parameter_name = $data_system.words.dex
parameter_value = actor.dex
bitmap = RPG::Cache.picture("System/dex")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
when 5
parameter_name = $data_system.words.agi
parameter_value = actor.agi
bitmap = RPG::Cache.picture("System/agi")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
when 6
parameter_name = $data_system.words.int
parameter_value = actor.int
bitmap = RPG::Cache.picture("System/int")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
###############################################################
when 7
parameter_name = "回避"
parameter_value = actor.eva
end
self.contents.blt(x-2, y+1, bitmap, src_rect)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
end
#--------------------------------------------------------------------------
# ● 描绘物品名
# item : 物品
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
# def draw_item_name(item, x, y)
# if item == nil
# return
# end
# bitmap = RPG::Cache.icon(item.icon_name)
# self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
# self.contents.font.color = text_color(item.name_color_66RPG)
# self.contents.draw_text(x + 28, y, 212, 32, item.name)
# end
#--------------------------------------------------------
# ● HP ゲージの描画
#--------------------------------------------------
# オリジナルのHP描画を draw_actor_hp_original と名前変更
alias :draw_actor_hp_original :draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
if actor.maxhp != 0
rate = actor.hp.to_f / actor.maxhp
else
rate = 0
end
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
grade1 = 1
grade2 = 0
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
# 変数spに描画するゲージの幅を代入
if actor.maxhp != 0
hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp
else
hp = 0
end
# ゲージの描画
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, hp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# オリジナルのHP描画処理を呼び出し
draw_actor_hp_original(actor, x, y, width)
end