Project1
标题:
【XP】RTAB系统下的战斗画面改造学习
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作者:
mugencomic
时间:
2012-1-10 19:34
标题:
【XP】RTAB系统下的战斗画面改造学习
#==============================================================================
# ■ Window_BattleStatus
#------------------------------------------------------------------------------
# RTAB改了战斗画面类之余增添了Window_ActorStatus和Window_DetailsStatus两个类
#在于更好地控制每一个更新阶段么?但是学习起来会变得十分麻烦
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
# ★★★设定总体战斗状态栏框架★★★
# 改了这里就要注意改了下面的刷新部分
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def initialize
x = (4 - $game_party.actors.size) * 80
#1人队伍时在x=240时开始描画,4人则在x=0
width = $game_party.actors.size * 160
#窗口宽度为1人160
#这里是第一个改变点,会根据队伍人数来描绘底框。对比一下新建工程
#如果队伍不到4人,这个画面会绘制一个窄一点的范围并且居中
#而默认脚本始终绘制出占用全幅的范围,并且只会从左边开始
super(x, 320, width, 160) #调用父类建立视口,高度和Y坐标固定
self.opacity = 0 #窗体透明度,不要这个框就设为0
self.back_opacity = 160 #背景透明度,嫌蓝色难看就设为0
@actor_window = [] #初始化角色窗口
for i in 0...$game_party.actors.size
@actor_window.push(Window_ActorStatus.new(i, x + i * 160))
#逐人描画角色窗口,变量:第几号人、最左端x轴(每个人占用160)
end
@level_up_flags = [false, false, false, false] #初始化升级标识
refresh
end
#--------------------------------------------------------------------------
# ● 释放窗口
#--------------------------------------------------------------------------
def dispose
for window in @actor_window
window.dispose #对每个角色的状态窗口执行释放,下面进行定义
end
super #调用父类释放整个窗口
end
#--------------------------------------------------------------------------
# ■ 刷新
#--------------------------------------------------------------------------
def refresh(number = 0)
if number == 0
cnt = 0
for window in @actor_window
window.refresh(@level_up_flags[cnt])
cnt += 1
end
else
@actor_window[number - 1].refresh(@level_up_flags[number - 1])
end
end
#--------------------------------------------------------------------------
# ● 刷新AT槽
#--------------------------------------------------------------------------
def at_refresh(number = 0)
if number == 0
for window in @actor_window
window.at_refresh
end
else
@actor_window[number - 1].at_refresh
end
end
#--------------------------------------------------------------------------
# △更新部分,没啥好注意的,改了上面就要改这里△
#--------------------------------------------------------------------------
def update
super
if self.x != (4 - $game_party.actors.size) * 80
self.x = (4 - $game_party.actors.size) * 80
self.width = $game_party.actors.size * 160
for window in @actor_window
window.dispose
end
@actor_window = []
for i in 0...$game_party.actors.size
@actor_window.push(Window_ActorStatus.new(i, x + i * 160))
end
refresh
end
for window in @actor_window
window.update
end
end
end
#==============================================================================
# ■ Window_ActorStatus
#------------------------------------------------------------------------------
# 分别显示战斗者各种信息状态的窗口
#==============================================================================
class Window_ActorStatus < Window_Base
#--------------------------------------------------------------------------
# ☆☆☆单个角色状态的描绘☆☆☆
#--------------------------------------------------------------------------
def initialize(id, x)
@actor_num = id
super(x, 320, 160, 160)
#设定一个宽高均为160的角色状态视口,有需要就改。不过要结合上面的总窗大小
self.contents = Bitmap.new(width - 32, height - 32)
#内容在内部显示,调教效果不明
self.opacity = 255 #该窗体透明度,非0时每个角色会套上一个框
self.back_opacity = 160 #窗体背景透明度,255则被蓝色覆盖
actor = $game_party.actors[@actor_num]
@actor_nm = actor.name
@actor_mhp = actor.maxhp
@actor_msp = actor.maxsp
@actor_hp = actor.hp
@actor_sp = actor.sp
@actor_st = make_battler_state_text(actor, 120, true)
#获取角色数据,如有需要则在此添加类变量
draw_a_background(x,actor.id) #增添描绘头像功能
#--------------------------------------------------------------#
# 基本窗口描绘完毕 #
#--------------------------------------------------------------#
@status_window = [] #初始化状态信息数组
for i in 0...5
#从0号到4号分别描绘各种状态,0号对应名字,3号对应状态(升级),4号对应AT
@status_window.push(Window_DetailsStatus.new(actor, i, x))
#逐项描绘状态窗口里的信息,如果要加则增加上面的5前提是在下面有设定好内容
#如果要添加,dispose、reflash等内容都要注意更改
#为每个角色个头像图片什么的,没有必要在Window_DetailsStatus里加因为很麻烦!
end
refresh(false) #执行刷新
end
#--------------------------------------------------------------------------
# 如果添加了信息数量,那么这里也要增加
#--------------------------------------------------------------------------
def dispose
for i in 0...5 #改这个
@status_window[i].dispose #逐条信息释放
end
super #释放整个视口,包括上面那个底框
end
#--------------------------------------------------------------------------
# ※刷新状态信息※
# 我的猜想是,没有随战斗动态变化的内容不需要在这里写
# 例如名字,这里其实不需要刷新的(但考虑到有人会用事件把别人名字改了)
#--------------------------------------------------------------------------
def refresh(level_up_flags)
self.contents.clear
actor = $game_party.actors[@actor_num]
@status_window[0].refresh(actor) if @actor_nm != actor.name
@status_window[1].refresh(actor) if
@actor_mhp != actor.maxhp or @actor_hp != actor.hp
@status_window[2].refresh(actor) if
@actor_msp != actor.maxsp or @actor_sp != actor.sp
@status_window[3].refresh(actor, level_up_flags) if
@actor_st != make_battler_state_text(actor, 120, true) or level_up_flags
@actor_nm = actor.name
@actor_mhp = actor.maxhp
@actor_msp = actor.maxsp
@actor_hp = actor.hp
@actor_sp = actor.sp
@actor_st = make_battler_state_text(actor, 120, true)
end
#--------------------------------------------------------------------------
# AT槽的刷新向来是独立处理的,因为RTAB里,AT槽刷新时点跟HP等数值不同?
#--------------------------------------------------------------------------
def at_refresh
@status_window[4].refresh($game_party.actors[@actor_num])
end
#--------------------------------------------------------------------------
# 由于统一帮你定义了更新所以添加新东西不需要改这里
#--------------------------------------------------------------------------
def update
for window in @status_window
window.update
end
end
#--------------------------------------------------------------------------
# 定义绘制角色头像背景的方法
#--------------------------------------------------------------------------
def draw_a_background(x,id)
background = (RPG::Cache.picture("battler_"+id.to_s)== nil ? RPG::Cache.picture("") : RPG::Cache.picture("battler_"+id.to_s))
cw = background.width
ch = background.height
rect = Rect.new(0,0,cw,ch)
self.contents.blt(x , 320 , background ,rect )
self.opacity = 255
end
end
#==============================================================================
# ■ Window_DetailsStatus
#------------------------------------------------------------------------------
# バトル画面でアクターのステータスを個々に表示するウィンドウです。
# 战斗图其实不包含在这个内容里面!去Sprite_Battler找!
#==============================================================================
class Window_DetailsStatus < Window_Base
#--------------------------------------------------------------------------
# 逐项描画项目,注意每项都会自动下拉26像素,方便设定
# 但这样排布的画面比较死板,建议首先动刀
#--------------------------------------------------------------------------
def initialize(actor, id, x)
@status_id = id
super(x, 320 + id * 26, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.back_opacity = 0
#背景和窗体透明均设为0,这里没必要改否则画面很零碎
refresh(actor, false)
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
super
end
#--------------------------------------------------------------------------
# ■■■刷新■■■
# 重点改造对象之一
#--------------------------------------------------------------------------
def refresh(actor, level_up_flags = false)
self.contents.clear #清空掉上一帧的内容
case @status_id #根据要描绘的指示返回内容
when 0 #0号对应名字
draw_actor_name(actor, 4, 0)
when 1 #1号对应HP,如果用了血槽插件这个部分被重新定义
draw_actor_hp(actor, 4, 0, 120)
when 2 #2号对应SP,如果用了血槽插件这个部分被重新定义
draw_actor_sp(actor, 4, 0, 120)
when 3 #3号对应状态槽和升级标识
if level_up_flags
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120, 32, "LEVEL UP!")
else #通常接收到的都是level_up_flags = false,于是
#平时显示状态
draw_actor_state(actor, 4, 0)
end
when 4 #4号对应AT槽
draw_actor_atg(actor, 4, 0, 120)
end
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
# 在主回合阶段稍微下降透明度,改这里能使得透明度变化速率和范围发生变化
if $game_temp.battle_main_phase
self.contents_opacity -= 4 if self.contents_opacity > 191
else
self.contents_opacity += 4 if self.contents_opacity < 255
end
end
end
复制代码
无视我做的乱七八糟的笔记吧,其实我想问下这里定义的绘制角色头像背景在118行不生效?脚本后面无冲突了。 dsu_plus_rewardpost_czw
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