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标题: 求RMXP版的怪物图鉴脚本啊?! [打印本页]

作者: 流星的瞬间    时间: 2011-6-1 20:51
标题: 求RMXP版的怪物图鉴脚本啊?!
求RMXP版的怪物图鉴脚本啊?!
求RMXP版的怪物图鉴脚本啊?!
求RMXP版的怪物图鉴脚本啊?!

作者: s547183251    时间: 2011-6-1 22:11
公共事件调用$scene = Scene_MonsterBook.new
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#——————————————————————————————————————
#魔物图鉴+介绍
#
#战斗终了时自动添加敌人进入图鉴(class Scene_Battle start_phase5 追加。目前与各种战斗系统没有发现冲突)
#不想加入图鉴的怪物设置其“不加入图鉴”属性有效度为A即可
#图鉴完成度的表示功能追加
#SHOW_COMPLETE_TYPE 的数值可以设定
#当为1,显示现有个数/总数,当为2,显示完成百分比,当为3,全显示。
#使用方法:$scene = Scene_MonsterBook.new
#数据库中属性里面那些种族特效的位置,建议把默认的“对 不死”之类改成“不死”,不然显示会很奇怪
#由于雷达图的设计问题,只支持8项属性
#默认种族特效处理属性中编号9到编号16,如果你做了修改请自行改动380行左右的for i in 9..16这一句代码
#显示各种信息位于630行左右,想不显示的话只要删除相应语句
CHARA_INFO=[]#怪物的介绍,对应怪物id,空格为换行,同时也会自动换行,没有写介绍的怪物会自动显示“无详细信息”
CHARA_INFO[1] = "怪物介绍1"
CHARA_INFO[2] = "怪物介绍2"
CHARA_INFO[3] = "生活在潮湿的沼泽地区的变异生物,性情凶暴,经常会袭击各种路过的生物"
#没有信息测试,4号怪物
#=============
#雷达图相关处理部分
#=============
class Bitmap
def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
distance = (start_x - end_x).abs + (start_y - end_y).abs
if end_color == start_color
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
if width == 1
self.set_pixel(x, y, start_color)
else
self.fill_rect(x, y, width, width, start_color)
end
end
else
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
r = start_color.red * (distance-i)/distance + end_color.red * i/distance
g = start_color.green * (distance-i)/distance + end_color.green * i/distance
b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
if width == 1
self.set_pixel(x, y, Color.new(r, g, b, a))
else
self.fill_rect(x, y, width, width, Color.new(r, g, b, a))
end
end
end
end
end
#=============
# Graphic_Def_Elem
#=============
class Window_Base
FONT_SIZE = 18
WORD_ELEMENT_GUARD = "属性有效度"
NUMBER_OF_ELEMENTS = 8
ELEMENT_ORDER = [1,3,8,5,2,4,7,6]
GRAPH_SCALINE_COLOR = Color.new(255, 255, 255, 128)
GRAPH_SCALINE_COLOR_SHADOW = Color.new( 0, 0, 0, 192)
GRAPH_LINE_COLOR = Color.new(255, 255, 64, 255)
GRAPH_LINE_COLOR_MINUS = Color.new( 64, 255, 255, 255)
GRAPH_LINE_COLOR_PLUS = Color.new(255, 64, 64, 255)
end

#——————————————————————————————————————
module Enemy_Book_Config
DROP_ITEM_NEED_ANALYZE = true #显示物品
EVA_NAME = "回避修正"              #回避修正的名称(因为数据库中没有定义)
SHOW_COMPLETE_TYPE = 3         #图鉴完成率表示方法
end
class Data_MonsterBook
#--------------------------------------------------------------------------
# ● 图鉴用ID設定
#--------------------------------------------------------------------------
def enemy_book_id_set
   data = [0]
   data[1] = 2
   data[2] = 1
   data[3] = 15
   data[4] = 25
   data[5] = 18
   data[6] = 30
   return data
end
end
class Game_Temp
attr_accessor :enemy_book_data
alias temp_enemy_book_data_initialize initialize
def initialize
   temp_enemy_book_data_initialize
   @enemy_book_data = Data_MonsterBook.new
end
end

class Game_Party
#==============================================
#--------------------------------------------------------------------------
  # ● 公開インスタンス変数
  #--------------------------------------------------------------------------
  attr_reader   :actors                   # アクター
  attr_reader   :gold                     # ゴールド
  attr_reader   :steps                    # 歩数
  
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize
    # アクターの配列を作成
    @actors = []
    # ゴールドと歩数を初期化
    @gold = 0
    @steps = 0
    # アイテム、武器、防具の所持数ハッシュを作成
    @items = {}
    @weapons = {}
    @armors = {}
  end
#==============================================
attr_accessor :enemy_info               # 出会った敵情報(図鑑用)

#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias book_info_initialize initialize
def initialize
   book_info_initialize
   @enemy_info = {}
end

#--------------------------------------------------------------------------
# ● エネミー情報の追加(図鑑用)
#     type : 通常遭遇かアナライズか 0:通常 1:アナライズ -1:情報削除
#     0:無遭遇 1:遭遇済 2:アナライズ済
#--------------------------------------------------------------------------
def add_enemy_info(enemy_id, type = 0)
   case type
   when 0
     if @enemy_info[enemy_id] == 2
       return false
     end
     @enemy_info[enemy_id] = 1
   when 1
     @enemy_info[enemy_id] = 2
   when -1
     @enemy_info[enemy_id] = 0
   end
end
#--------------------------------------------------------------------------
# ● 魔物図鑑の最大登録数を取得
#--------------------------------------------------------------------------
def enemy_book_max
   return $game_temp.enemy_book_data.id_data.size - 1
end
#--------------------------------------------------------------------------
# ● 魔物図鑑の現在登録数を取得
#--------------------------------------------------------------------------
def enemy_book_now
   now_enemy_info = @enemy_info.keys
   # 登録無視の属性IDを取得
   no_add = $game_temp.enemy_book_data.no_add_element
   new_enemy_info = []
   for i in now_enemy_info
     enemy = $data_enemies[i]
     next if enemy.name == ""
     if enemy.element_ranks[no_add] == 1
       next
     end
     new_enemy_info.push(enemy.id)
   end
   return new_enemy_info.size
end
#--------------------------------------------------------------------------
# ● 魔物図鑑の完成率を取得
#--------------------------------------------------------------------------
def enemy_book_complete_percentage
   e_max = enemy_book_max.to_f
   e_now = enemy_book_now.to_f
   comp = e_now / e_max * 100
   return comp.truncate
end
end

class Interpreter
def enemy_book_max
   return $game_party.enemy_book_max
end
def enemy_book_now
   return $game_party.enemy_book_now
end
def enemy_book_comp
   return $game_party.enemy_book_complete_percentage
end
end

class Scene_Battle
alias add_enemy_info_start_phase5 start_phase5
def start_phase5
   for enemy in $game_troop.enemies
     # エネミーが隠れ状態でない場合
     unless enemy.hidden
       # 敵遭遇情報追加
       $game_party.add_enemy_info(enemy.id, 0)
     end
   end
   add_enemy_info_start_phase5
end
end

class Window_Base < Window
#--------------------------------------------------------------------------
# ● エネミーの戦闘後獲得アイテムの描画
#--------------------------------------------------------------------------
def draw_enemy_drop_item(enemy, x, y)
   self.contents.font.color = normal_color
   treasures = []
   if enemy.item_id > 0
     treasures.push($data_items[enemy.item_id])
   end
   if enemy.weapon_id > 0
     treasures.push($data_weapons[enemy.weapon_id])
   end
   if enemy.armor_id > 0
     treasures.push($data_armors[enemy.armor_id])
   end
   # 現状ではとりあえず1つのみ描画
   if treasures.size > 0
     item = treasures[0]
     bitmap = RPG::Cache.icon(item.icon_name)
     opacity = 255
     self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
     name = treasures[0].name
   else
     self.contents.font.color = disabled_color
     name = "无"
   end
   self.contents.draw_text(x+28, y, 212, 32, name)
end
#--------------------------------------------------------------------------
# ● エネミーの図鑑IDの描画
#--------------------------------------------------------------------------
def draw_enemy_book_id(enemy, x, y)
   self.contents.font.color = normal_color
   id = $game_temp.enemy_book_data.id_data.index(enemy.id)
   self.contents.draw_text(x, y, 32, 32, id.to_s)
end
#--------------------------------------------------------------------------
# ● 敌人简介描绘
#--------------------------------------------------------------------------
def draw_enemy_other(enemy, x, y)
   if CHARA_INFO[enemy.id]==nil
    CHARA_INFO[enemy.id] = "没有相关资料"
  end
   self.contents.font.size=16
   x+=self.contents.text_size("").width
   info = CHARA_INFO[enemy.id]
   s=info.scan(/./)
    #一行显示21个字
    for i in s
      sss = self.contents.text_size(i)
      
      if  i==" "
        y+=16
        x=0
      elsif (x+sss.width)>(width - 32-260)
        y+=16
        x=0
        self.contents.draw_text(x, y, sss.width, sss.height, i)
        x+=sss.width
      else
      self.contents.draw_text(x, y, sss.width, sss.height, i)
      x+=sss.width
      end
    end
  end
   #--------------------------------------------------------------------------
# ● 敌人特技描绘
#--------------------------------------------------------------------------
def draw_enemy_action(enemy, x, y)
   self.contents.font.size=16
   yy=y
   self.contents.font.color = system_color
   self.contents.draw_text(x, yy, 80, 18,"行动列表")
   self.contents.font.color = normal_color
   for action in enemy.actions
     yy+=18
     if action.kind==0
       case action.basic
        when 0
          ac="普通攻击"
        when 1
          ac="防御"
        when 2
          ac="逃跑"
        when 3
          ac="无"
        end
     self.contents.draw_text(x, yy, 160, 18, ac )
     end
     if action.kind==1
     self.contents.draw_text(x, yy, 160, 18, $data_skills[action.skill_id].name )
     end
   end
end
#雷达图描绘
  #=======================================================================================
  def draw_actor_element_radar_graph(actor, x, y)
    radius = 56
cx = x + radius + FONT_SIZE + 48
cy = y + radius + FONT_SIZE + 32
self.contents.font.color = system_color
self.contents.draw_text(x, y, 104, 32, WORD_ELEMENT_GUARD)
for loop_i in 0..NUMBER_OF_ELEMENTS
if loop_i == 0

else
@pre_x = @now_x
@pre_y = @now_y
@pre_ex = @now_ex
@pre_ey = @now_ey
@color1 = @color2
end
if loop_i == NUMBER_OF_ELEMENTS
eo = ELEMENT_ORDER[0]
else
eo = ELEMENT_ORDER[loop_i]
end
er = actor.element_rate(eo)
estr = $data_system.elements[eo]
@color2 = er < 0 ? GRAPH_LINE_COLOR_MINUS : er > 100 ? GRAPH_LINE_COLOR_PLUS : GRAPH_LINE_COLOR
if er <0
  then xsh=true
else xsh=false
end
er = er.abs
th = Math::PI * (0.5 - 2.0 * loop_i / NUMBER_OF_ELEMENTS)
@now_x = cx + (radius * Math.cos(th)).floor
@now_y = cy - (radius * Math.sin(th)).floor
@now_wx = cx + ((radius+FONT_SIZE*2/2) * Math.cos(th)).floor - FONT_SIZE
@now_wy = cy - ((radius+FONT_SIZE*1/2) * Math.sin(th)).floor - FONT_SIZE/2
@now_vx = cx + ((radius+FONT_SIZE*6/2) * Math.cos(th)).floor - FONT_SIZE
@now_vy = cy - ((radius+FONT_SIZE*3/2) * Math.sin(th)).floor - FONT_SIZE/2
@now_ex = cx + (er*radius/100 * Math.cos(th)).floor
@now_ey = cy - (er*radius/100 * Math.sin(th)).floor
if loop_i == 0
@pre_x = @now_x
@pre_y = @now_y
@pre_ex = @now_ex
@pre_ey = @now_ey
@color1 = @color2
else

end
next if loop_i == 0
self.contents.draw_line(cx+1,cy+1, @now_x+1,@now_y+1, GRAPH_SCALINE_COLOR_SHADOW)
self.contents.draw_line(@pre_x+1,@pre_y+1, @now_x+1,@now_y+1, GRAPH_SCALINE_COLOR_SHADOW)
self.contents.draw_line(cx,cy, @now_x,@now_y, GRAPH_SCALINE_COLOR)
self.contents.draw_line(@pre_x,@pre_y, @now_x,@now_y, GRAPH_SCALINE_COLOR)
self.contents.draw_line(@pre_ex,@pre_ey, @now_ex,@now_ey, @color1, 2, @color2)
self.contents.font.size = FONT_SIZE
if xsh == true
  then self.contents.font.color = Color.new(100,255,128,128)
  sdd="-"
else self.contents.font.color = system_color
  sdd=""
end
self.contents.draw_text(@now_wx,@now_wy, FONT_SIZE*2, FONT_SIZE, estr, 1)
self.contents.font.color = Color.new(255,255,255,128)
self.contents.draw_text(@now_vx,@now_vy, FONT_SIZE*2, FONT_SIZE, sdd+er.to_s + "%", 2)
end
end
#_----------------------------------------------
def draw_race(enemy,x,y)
      text="无"
      text2="无"
      for i in 9..16
        if enemy.element_rate(i) == 200
        text = $data_system.elements[i]
        end
        if enemy.element_rate(i) == 150
        text2 =$data_system.elements[i]
        end
      end
      self.contents.font.color = system_color
      self.contents.draw_text(x, y, 80, 32,"主要种族")
      self.contents.font.color = normal_color
      self.contents.draw_text(x+80, y, 76, 32,text,2)
      self.contents.font.color = system_color
      self.contents.draw_text(x+160, y, 80, 32,"次要种族")
      self.contents.font.color = normal_color
      self.contents.draw_text(x+80+160, y, 76, 32,text2,2)
end
  
#--------------------------------------------------------------------------
# ● エネミーの名前の描画
#     enemy : エネミー
#     x     : 描画先 X 座標
#     y     : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_enemy_name(enemy, x, y)
   self.contents.font.color = normal_color
   self.contents.draw_text(x, y, 152, 32, enemy.name)
end
#--------------------------------------------------------------------------
# ● エネミーグラフィックの描画(アナライズ)
#     enemy : エネミー
#     x     : 描画先 X 座標
#     y     : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_enemy_graphic(enemy, x, y, opacity = 255)

end
#--------------------------------------------------------------------------
# ● エネミーの獲得EXPの描画
#     enemy : エネミー
#     x     : 描画先 X 座標
#     y     : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_enemy_exp(enemy, x, y)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 120, 32, "EXP")
   self.contents.font.color = normal_color
   self.contents.draw_text(x + 120, y, 36, 32, enemy.exp.to_s, 2)
end
#--------------------------------------------------------------------------
# ● エネミーの獲得GOLDの描画
#     enemy : エネミー
#     x     : 描画先 X 座標
#     y     : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_enemy_gold(enemy, x, y)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 120, 32, "掉落金钱")
   self.contents.font.color = normal_color
   self.contents.draw_text(x + 120, y, 36, 32, enemy.gold.to_s, 2)
end
end

class Game_Enemy_Book < Game_Enemy
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(enemy_id)
   super(2, 1)#ダミー
   @enemy_id = enemy_id
   enemy = $data_enemies[@enemy_id]
   @battler_name = enemy.battler_name
   @battler_hue = enemy.battler_hue
   @hp = maxhp
   @sp = maxsp
end
end

class Data_MonsterBook
attr_reader :id_data
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
   @id_data = enemy_book_id_set
end
#--------------------------------------------------------------------------
# ● 図鑑用登録無視属性取得
#--------------------------------------------------------------------------
def no_add_element
   no_add = 0
   # 登録無視の属性IDを取得
   for i in 1...$data_system.elements.size
     if $data_system.elements[i] =~ /不加入图鉴/
       no_add = i
       break
     end
   end
   return no_add
end
#--------------------------------------------------------------------------
# ● 図鑑用敵ID設定
#--------------------------------------------------------------------------
def enemy_book_id_set
   data = [0]
   no_add = no_add_element
   # 登録無視の属性IDを取得
   for i in 1...$data_enemies.size
     enemy = $data_enemies[i]
     next if enemy.name == ""
     if enemy.element_ranks[no_add] == 1
       next
     end
     data.push(enemy.id)
   end
   return data
end
end


class Window_MonsterBook < Window_Selectable
attr_reader   :data
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(index=0)
   super(0, 64, 640, 416)
   @column_max = 2
   @book_data = $game_temp.enemy_book_data
   @data = @book_data.id_data.dup
   @data.shift
   #@data.sort!
   @item_max = @data.size
   self.index = 0
   refresh if @item_max > 0
end
#--------------------------------------------------------------------------
# ● 遭遇データを取得
#--------------------------------------------------------------------------
def data_set
   data = $game_party.enemy_info.keys
   data.sort!
   newdata = []
   for i in data
     next if $game_party.enemy_info[i] == 0
     # 図鑑登録無視を考慮
     if book_id(i) != nil
       newdata.push(i)
     end
   end
   return newdata
end
#--------------------------------------------------------------------------
# ● 表示許可取得
#--------------------------------------------------------------------------
def show?(id)
   if $game_party.enemy_info[id] == 0 or $game_party.enemy_info[id] == nil
     return false
   else
     return true
   end
end
#--------------------------------------------------------------------------
# ● 図鑑用ID取得
#--------------------------------------------------------------------------
def book_id(id)
   return @book_data.index(id)
end
#--------------------------------------------------------------------------
# ● エネミー取得
#--------------------------------------------------------------------------
def item
   return @data[self.index]
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   self.contents = Bitmap.new(width - 32, row_max * 32)
   #項目数が 0 でなければビットマップを作成し、全項目を描画
   if @item_max > 0
     for i in 0...@item_max
      draw_item(i)
     end
   end
end
#--------------------------------------------------------------------------
# ● 項目の描画
#     index : 項目番号
#--------------------------------------------------------------------------
def draw_item(index)
   enemy = $data_enemies[@data[index]]
   return if enemy == nil
   x = 4 + index % 2 * (288 + 32)
   y = index / 2 * 32
   rect = Rect.new(x, y, self.width / @column_max - 32, 32)
   self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
   self.contents.font.color = normal_color
   draw_enemy_book_id(enemy, x, y)
   if show?(enemy.id)
     self.contents.draw_text(x + 28+16, y, 212, 32, enemy.name, 0)
   else
     self.contents.draw_text(x + 28+16, y, 212, 32, "-----", 0)
     return
   end
   if analyze?(@data[index])
     self.contents.font.color = text_color(3)
     self.contents.draw_text(x + 256, y, 24, 32, "済", 2)
   end
end
#--------------------------------------------------------------------------
# ● アナライズ済かどうか
#--------------------------------------------------------------------------
def analyze?(enemy_id)
   if $game_party.enemy_info[enemy_id] == 2
     return true
   else
     return false
   end
end
end


class Window_MonsterBook_Info < Window_Base
include Enemy_Book_Config
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
   super(0, 0+64, 640, 480-64)
   self.back_opacity=255
   self.contents = Bitmap.new(width - 32, height - 32)
   
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh(enemy_id)
   self.contents.clear
   self.contents.font.size = 22
   enemy = Game_Enemy_Book.new(enemy_id)
   @gra = Sprite_Enemy_Graphic.new(nil,enemy)
   @gra.z = 120      #怪物图片
   draw_enemy_book_id(enemy, 4, 0)    #各种详细信息
   draw_enemy_name(enemy, 48, 0)
   draw_actor_hp(enemy, 288, 0)
   draw_actor_sp(enemy, 288+160, 0)
   self.contents.font.size=18
   draw_actor_parameter(enemy, 288    ,  25, 0)
   self.contents.font.color = system_color
   self.contents.draw_text(288+160, 25, 120, 32, EVA_NAME)
   self.contents.font.color = normal_color
   self.contents.draw_text(288+160 + 120, 25, 36, 32, enemy.eva.to_s, 2)
   draw_actor_parameter(enemy, 288    ,  50, 3)
   draw_actor_parameter(enemy, 288+160,  50, 4)
   draw_actor_parameter(enemy, 288    ,  75, 5)
   draw_actor_parameter(enemy, 288+160,  75, 6)
   draw_actor_parameter(enemy, 288    , 100, 1)
   draw_actor_parameter(enemy, 288+160, 100, 2)
   draw_enemy_exp(enemy, 288, 125)
   draw_enemy_gold(enemy, 288+160, 125)
   draw_race(enemy, 288, 150)
   #--------------------------------------------------------------------
   draw_enemy_other(enemy, 0, 280)  #简介文字
   draw_enemy_action(enemy,200, 30)  #显示敌人行动
   draw_actor_element_radar_graph(enemy, 360, 180)#雷达图
   #--------------------------------------------------------------------
   if DROP_ITEM_NEED_ANALYZE==true  #掉落物品
     self.contents.font.color = system_color
        self.contents.font.size=16
     self.contents.draw_text(0, 235, 96, 32, "掉落物品")
     draw_enemy_drop_item(enemy, 128, 235)
     self.contents.font.color = normal_color
        self.contents.font.size=18
      end      
    end
def cl
       @gra.dispose
end
#--------------------------------------------------------------------------
# ● アナライズ済かどうか
#--------------------------------------------------------------------------
def analyze?(enemy_id)
   if $game_party.enemy_info[enemy_id] == 2
     return true
   else
     return false
   end
end
end


class Scene_MonsterBook
include Enemy_Book_Config
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
def main
   $game_temp.enemy_book_data = Data_MonsterBook.new
   # ウィンドウを作成
   @title_window = Window_Base.new(0, 0, 640, 64)
   @title_window.contents = Bitmap.new(640 - 32, 64 - 32)
   @title_window.contents.draw_text(4, 0, 320, 32, "魔物图鉴", 0)
   if SHOW_COMPLETE_TYPE != 0
     case SHOW_COMPLETE_TYPE
     when 1
       e_now = $game_party.enemy_book_now
       e_max = $game_party.enemy_book_max
       text = e_now.to_s + "/" + e_max.to_s
     when 2
       comp = $game_party.enemy_book_complete_percentage
       text = comp.to_s + "%"
     when 3
       e_now = $game_party.enemy_book_now
       e_max = $game_party.enemy_book_max
       comp = $game_party.enemy_book_complete_percentage
       text = e_now.to_s + "/" + e_max.to_s + " " + comp.to_s + "%"
     end
     if text != nil
       @title_window.contents.draw_text(320, 0, 288, 32,  text, 2)
     end
   end
   @main_window = Window_MonsterBook.new
   @main_window.active = true
   # インフォウィンドウを作成 (不可視・非アクティブに設定)
   @info_window = Window_MonsterBook_Info.new
   @info_window.z = 110
   @info_window.visible = false
   @info_window.active = false
   @visible_index = 0
   # トランジション実行
   Graphics.transition
   # メインループ
   loop do
     # ゲーム画面を更新
     Graphics.update
     # 入力情報を更新
     Input.update
     # フレーム更新
     update
     # 画面が切り替わったらループを中断
     if $scene != self
       break
     end
   end
   # トランジション準備
   Graphics.freeze
   # ウィンドウを解放
   @main_window.dispose
   @info_window.dispose
   @title_window.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
   # ウィンドウを更新
   @main_window.update
   @info_window.update
#   gra.update
   if @info_window.active
     update_info
     return
   end
   # メインウィンドウがアクティブの場合: update_target を呼ぶ
   if @main_window.active
     update_main
     return
   end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_main
   # B ボタンが押された場合
   if Input.trigger?(Input::B)
     # キャンセル SE を演奏
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Menu.new(7)
     return
   end
   # C ボタンが押された場合
   if Input.trigger?(Input::C)
     if @main_window.item == nil or @main_window.show?(@main_window.item) == false
       # ブザー SE を演奏
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # 決定 SE を演奏
     $game_system.se_play($data_system.decision_se)
     @main_window.active = false
     @info_window.active = true
     @info_window.visible = true
     @visible_index = @main_window.index
     @info_window.refresh(@main_window.item)
     return
   end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (インフォウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_info
   # B ボタンが押された場合
   if Input.trigger?(Input::B)
     # キャンセル SE を演奏
     $game_system.se_play($data_system.cancel_se)
     @main_window.active = true
     @info_window.active = false
     @info_window.visible = false
     @info_window.cl
     return
   end
   # C ボタンが押された場合
   if Input.trigger?(Input::C)
     # 決定 SE を演奏
     #$game_system.se_play($data_system.decision_se)
     return
   end
   if Input.trigger?(Input::L)
     # 決定 SE を演奏
     $game_system.se_play($data_system.decision_se)
     loop_end = false
     while loop_end == false
       if @visible_index != 0
         @visible_index -= 1
       else
         @visible_index = @main_window.data.size - 1
       end
       loop_end = true if @main_window.show?(@main_window.data[@visible_index])
     end
     @info_window.cl
     id = @main_window.data[@visible_index]
     @info_window.refresh(id)
     return
   end
   if Input.trigger?(Input::R)
     # 決定 SE を演奏
     $game_system.se_play($data_system.decision_se)
     loop_end = false
     while loop_end == false
       if @visible_index != @main_window.data.size - 1
         @visible_index += 1
       else
         @visible_index = 0
       end
       loop_end = true if @main_window.show?(@main_window.data[@visible_index])
     end
     @info_window.cl
     id = @main_window.data[@visible_index]
     @info_window.refresh(id)
     return
   end
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
class Sprite_Enemy_Graphic< Sprite
  attr_accessor :enemy
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize(viewport,enemy)
    super(viewport)
    if @enemy != enemy
      self.bitmap = RPG::Cache.battler(enemy.battler_name, enemy.battler_hue)
      cw = self.bitmap.width
      ch = self.bitmap.height
    if cw>ch
     self.zoom_x=200.0/cw
     self.zoom_y=200.0/cw
   else
     self.zoom_x=200.0/ch
     self.zoom_y=200.0/ch     
   end
     self.x=10
     self.y=110
      @enemy=enemy
    end
  end
  #--------------------------------------------------------------------------
  # ● 解放
  #--------------------------------------------------------------------------
  def dispose
    if self.bitmap != nil
      self.bitmap.dispose
    end
    super
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def refresh(enemy)
  end
end




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