Project1
标题:
CP制脚本战斗画面脸图如何完整显示
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作者:
jezad
时间:
2012-5-16 13:13
标题:
CP制脚本战斗画面脸图如何完整显示
本帖最后由 jezad 于 2012-5-17 13:06 编辑
http://rpg.blue/thread-220872-1-1.html
这个cp制脚本
如何把战斗画面下面的人物画面改成横过来显示完整脸图的?
作者:
Luciffer
时间:
2012-5-16 13:18
关于图片的问题不是脚本或事件技术可以解决的。。。这是美工问题呢。。。=W=。。。
作者:
hcm
时间:
2012-5-17 12:34
本帖最后由 hcm 于 2012-5-17 12:34 编辑
你指的是这种吗?转载杂兵天下
$脸图战斗 = true
$imported = {} if $imported.nil?
module YEA
module BATTLE
SKIP_PARTY_COMMAND = true
BATTLESTATUS_NAME_FONT_SIZE = 20
BATTLESTATUS_TEXT_FONT_SIZE = 16
BATTLESTATUS_NO_ACTION_ICON = 185
BATTLESTATUS_HPGAUGE_Y_PLUS = 11
BATTLESTATUS_CENTER_FACES = false
HELP_TEXT_ALL_FOES = "全体敌人"
HELP_TEXT_ONE_RANDOM_FOE = "单个敌人"
HELP_TEXT_MANY_RANDOM_FOE = "%d个随机敌人"
HELP_TEXT_ALL_ALLIES = "全体队友"
HELP_TEXT_ALL_DEAD_ALLIES = "全体死亡队友"
HELP_TEXT_ONE_RANDOM_ALLY = "单个随机队友"
HELP_TEXT_RANDOM_ALLIES = "%d个随机队友"
end
end
class Game_Battler
def can_collapse?
return false unless dead?
unless actor?
return false unless sprite.battler_visible
array = [:collapse, :boss_collapse, :instant_collapse]
return false if array.include?(sprite.effect_type)
end
return true
end
def draw_mp?
return true
end
def draw_tp?
return $data_system.opt_display_tp
end
end
module Icon
def self.no_action; return YEA::BATTLE::BATTLESTATUS_NO_ACTION_ICON; end
end
class Game_Temp
attr_accessor :battle_aid
attr_accessor :evaluating
end
class Game_Action
alias evaluate_item_with_target_abe evaluate_item_with_target
def evaluate_item_with_target(target)
$game_temp.evaluating = true
result = evaluate_item_with_target_abe(target)
$game_temp.evaluating = false
return result
end
end
class Game_Actor < Game_Battler
def draw_mp?
return true unless draw_tp?
for skill in skills
next unless added_skill_types.include?(skill.stype_id)
return true if skill.mp_cost > 0
end
return false
end
def draw_tp?
return false unless $data_system.opt_display_tp
for skill in skills
next unless added_skill_types.include?(skill.stype_id)
return true if skill.tp_cost > 0
end
return false
end
end
class Window_BattleStatus < Window_Selectable
def initialize
super(0, 0, window_width, window_height)
self.openness = 0
@party = $game_party.battle_members.clone
end
def col_max; return $game_party.max_battle_members; end
def battle_members; return $game_party.battle_members; end
def actor; return battle_members[@index]; end
def update
super
return if @party == $game_party.battle_members
@party = $game_party.battle_members.clone
refresh
end
def draw_item(index)
return if index.nil?
clear_item(index)
actor = battle_members[index]
rect = item_rect(index)
return if actor.nil?
draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)
draw_actor_name(actor, rect.x, rect.y, rect.width-8)
draw_actor_action(actor, rect.x, rect.y)
draw_actor_icons(actor, rect.x, line_height*1, rect.width)
gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)
if draw_tp?(actor) && draw_mp?(actor)
dw = rect.width/2-2
dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE
draw_actor_tp(actor, rect.x+2, line_height*3, dw)
dw = rect.width - rect.width/2 - 2
draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)
elsif draw_tp?(actor) && !draw_mp?(actor)
draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)
else
draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)
end
end
def item_rect(index)
rect = Rect.new
rect.width = contents.width / $game_party.max_battle_members
rect.height = contents.height
rect.x = index * rect.width
if YEA::BATTLE::BATTLESTATUS_CENTER_FACES
rect.x += (contents.width - $game_party.members.size * rect.width) / 2
end
rect.y = 0
return rect
end
def draw_face(face_name, face_index, dx, dy, enabled = true)
bitmap = Cache.face(face_name)
fx = [(96 - item_rect(0).width + 1) / 2, 0].max
fy = face_index / 4 * 96 + 2
fw = [item_rect(0).width - 4, 92].min
rect = Rect.new(fx, fy, fw, 92)
rect = Rect.new(face_index % 4 * 96 + fx, fy, fw, 92)
contents.blt(dx, dy, bitmap, rect, enabled ? 255 : translucent_alpha)
bitmap.dispose
end
def draw_actor_name(actor, dx, dy, dw = 112)
reset_font_settings
contents.font.size = YEA::BATTLE::BATTLESTATUS_NAME_FONT_SIZE
change_color(hp_color(actor))
draw_text(dx+24, dy, dw-24, line_height, actor.name)
end
def draw_actor_action(actor, dx, dy)
draw_icon(action_icon(actor), dx, dy)
end
def action_icon(actor)
return Icon.no_action if actor.current_action.nil?
return Icon.no_action if actor.current_action.item.nil?
return actor.current_action.item.icon_index
end
def draw_tp?(actor)
return actor.draw_tp?
end
def draw_mp?(actor)
return actor.draw_mp?
end
def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2)
change_color(color1)
draw_text(dx, dy, dw, line_height, current.to_s, 2)
end
def draw_actor_hp(actor, dx, dy, width = 124)
draw_gauge(dx, dy, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
change_color(system_color)
cy = (Font.default_size - contents.font.size) / 2 + 1
draw_text(dx+2, dy+cy, 30, line_height, Vocab::hp_a)
draw_current_and_max_values(dx, dy+cy, width, actor.hp, actor.mhp,
hp_color(actor), normal_color)
end
def draw_actor_mp(actor, dx, dy, width = 124)
draw_gauge(dx, dy, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
change_color(system_color)
cy = (Font.default_size - contents.font.size) / 2 + 1
draw_text(dx+2, dy+cy, 30, line_height, Vocab::mp_a)
draw_current_and_max_values(dx, dy+cy, width, actor.mp, actor.mmp,
mp_color(actor), normal_color)
end
def draw_actor_tp(actor, dx, dy, width = 124)
draw_gauge(dx, dy, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
change_color(system_color)
cy = (Font.default_size - contents.font.size) / 2 + 1
draw_text(dx+2, dy+cy, 30, line_height, Vocab::tp_a)
change_color(tp_color(actor))
draw_text(dx + width - 42, dy+cy, 42, line_height, actor.tp.to_i, 2)
end
end
class Window_BattleActor < Window_BattleStatus
def show
create_flags
super
end
def create_flags
set_select_flag(:any)
select(0)
return if $game_temp.battle_aid.nil?
if $game_temp.battle_aid.need_selection?
select(0)
set_select_flag(:dead) if $game_temp.battle_aid.for_dead_friend?
elsif $game_temp.battle_aid.for_user?
battler = BattleManager.actor
id = battler.nil? ? 0 : $game_party.battle_members.index(battler)
select(id)
set_select_flag(:user)
elsif $game_temp.battle_aid.for_all?
select(0)
set_select_flag(:all)
set_select_flag(:all_dead) if $game_temp.battle_aid.for_dead_friend?
elsif $game_temp.battle_aid.for_random?
select(0)
set_select_flag(:random) if $game_temp.battle_aid.for_random?
end
end
def set_select_flag(flag)
@select_flag = flag
case @select_flag
when :all, :all_dead, :random
@cursor_all = true
else
@cursor_all = false
end
end
def update_cursor
if @cursor_all
cursor_rect.set(0, 0, contents.width, contents.height)
self.top_row = 0
elsif @index < 0
cursor_rect.empty
else
ensure_cursor_visible
cursor_rect.set(item_rect(@index))
end
end
def cursor_movable?
return false if @select_flag == :user
return super
end
def current_item_enabled?
return true if $game_temp.battle_aid.nil?
if $game_temp.battle_aid.need_selection?
member = $game_party.battle_members[@index]
return member.dead? if $game_temp.battle_aid.for_dead_friend?
elsif $game_temp.battle_aid.for_dead_friend?
for member in $game_party.battle_members
return true if member.dead?
end
return false
end
return true
end
end
class Window_BattleStatusAid < Window_BattleStatus
attr_accessor :status_window
def initialize
super
self.visible = false
self.openness = 255
end
def window_width; return 128; end
def show
super
refresh
end
def refresh
contents.clear
return if @status_window.nil?
draw_item(@status_window.index)
end
def item_rect(index)
return Rect.new(0, 0, contents.width, contents.height)
end
end
class Window_BattleEnemy < Window_Selectable
def initialize(info_viewport)
super(0, Graphics.height, window_width, fitting_height(1))
refresh
self.visible = false
@info_viewport = info_viewport
end
def col_max; return item_max; end
def show
create_flags
super
end
def create_flags
set_select_flag(:any)
select(0)
return if $game_temp.battle_aid.nil?
if $game_temp.battle_aid.need_selection?
select(0)
elsif $game_temp.battle_aid.for_all?
select(0)
set_select_flag(:all)
elsif $game_temp.battle_aid.for_random?
select(0)
set_select_flag(:random)
end
end
def set_select_flag(flag)
@select_flag = flag
case @select_flag
when :all, :random
@cursor_all = true
else
@cursor_all = false
end
end
def select_all?
return true if @select_flag == :all
return true if @select_flag == :random
return false
end
def update_cursor
if @cursor_all
cursor_rect.set(0, 0, contents.width, contents.height)
self.top_row = 0
elsif @index < 0
cursor_rect.empty
else
ensure_cursor_visible
cursor_rect.set(item_rect(@index))
end
end
def cursor_movable?
return false if @select_flag == :user
return super
end
def current_item_enabled?
return true if $game_temp.battle_aid.nil?
if $game_temp.battle_aid.need_selection?
member = $game_party.battle_members[@index]
return member.dead? if $game_temp.battle_aid.for_dead_friend?
elsif $game_temp.battle_aid.for_dead_friend?
for member in $game_party.battle_members
return true if member.dead?
end
return false
end
return true
end
def enemy; @data[index]; end
def refresh
make_item_list
create_contents
draw_all_items
end
def make_item_list
@data = $game_troop.alive_members
@data.sort! { |a,b| a.screen_x <=> b.screen_x }
end
def draw_item(index); return; end
def update
super
return unless active
enemy.sprite_effect_type = :whiten
return unless select_all?
for enemy in $game_troop.alive_members
enemy.sprite_effect_type = :whiten
end
end
end
class Window_BattleHelp < Window_Help
attr_accessor :actor_window
attr_accessor :enemy_window
def update
super
if !self.visible and @text != ""
@text = ""
return refresh
end
update_battler_name
end
def update_battler_name
return unless @actor_window.active || @enemy_window.active
if @actor_window.active
battler = $game_party.battle_members[@actor_window.index]
elsif @enemy_window.active
battler = @enemy_window.enemy
end
if special_display?
refresh_special_case(battler)
else
refresh_battler_name(battler) if battler_name(battler) != @text
end
end
def battler_name(battler)
text = battler.name.clone
return text
end
def refresh_battler_name(battler)
contents.clear
reset_font_settings
change_color(normal_color)
@text = battler_name(battler)
icons = battler.state_icons + battler.buff_icons
dy = icons.size <= 0 ? line_height / 2 : 0
draw_text(0, dy, contents.width, line_height, @text, 1)
dx = (contents.width - (icons.size * 24)) / 2
draw_actor_icons(battler, dx, line_height, contents.width)
end
def special_display?
return false if $game_temp.battle_aid.nil?
return false if $game_temp.battle_aid.for_user?
return !$game_temp.battle_aid.need_selection?
end
def refresh_special_case(battler)
if $game_temp.battle_aid.for_opponent?
if $game_temp.battle_aid.for_all?
text = YEA::BATTLE::HELP_TEXT_ALL_FOES
else
case $game_temp.battle_aid.number_of_targets
when 1
text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_FOE
else
number = $game_temp.battle_aid.number_of_targets
text = sprintf(YEA::BATTLE::HELP_TEXT_MANY_RANDOM_FOE, number)
end
end
else
if $game_temp.battle_aid.for_dead_friend?
text = YEA::BATTLE::HELP_TEXT_ALL_DEAD_ALLIES
elsif $game_temp.battle_aid.for_random?
case $game_temp.battle_aid.number_of_targets
when 1
text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_ALLY
else
number = $game_temp.battle_aid.number_of_targets
text = sprintf(YEA::BATTLE::HELP_TEXT_RANDOM_ALLIES, number)
end
else
text = YEA::BATTLE::HELP_TEXT_ALL_ALLIES
end
end
return if text == @text
@text = text
contents.clear
reset_font_settings
draw_text(0, 0, contents.width, line_height*2, @text, 1)
end
end
class Window_SkillList < Window_Selectable
def spacing
return 8 if $game_party.in_battle
return super
end
end
class Window_ItemList < Window_Selectable
def spacing
return 8 if $game_party.in_battle
return super
end
end
class Scene_Battle < Scene_Base
attr_accessor :enemy_window
attr_accessor :info_viewport
attr_accessor :spriteset
attr_accessor :status_window
attr_accessor :status_aid_window
attr_accessor :subject
alias scene_battle_create_all_windows_abe create_all_windows
def create_all_windows
scene_battle_create_all_windows_abe
create_battle_status_aid_window
set_help_window
end
alias scene_battle_create_info_viewport_abe create_info_viewport
def create_info_viewport
scene_battle_create_info_viewport_abe
@status_window.refresh
end
def create_battle_status_aid_window
@status_aid_window = Window_BattleStatusAid.new
@status_aid_window.status_window = @status_window
@status_aid_window.x = Graphics.width - @status_aid_window.width
@status_aid_window.y = Graphics.height - @status_aid_window.height
end
def create_help_window
@help_window = Window_BattleHelp.new
@help_window.hide
end
def set_help_window
@help_window.actor_window = @actor_window
@help_window.enemy_window = @enemy_window
end
alias scene_battle_create_skill_window_abe create_skill_window
def create_skill_window
scene_battle_create_skill_window_abe
@skill_window.height = @info_viewport.rect.height
@skill_window.width = Graphics.width - @actor_command_window.width
@skill_window.y = Graphics.height - @skill_window.height
end
alias scene_battle_create_item_window_abe create_item_window
def create_item_window
scene_battle_create_item_window_abe
@item_window.height = @skill_window.height
@item_window.width = @skill_window.width
@item_window.y = Graphics.height - @item_window.height
end
alias scene_battle_next_command_abe next_command
def next_command
@status_window.show
redraw_current_status
@actor_command_window.show
@status_aid_window.hide
scene_battle_next_command_abe
end
alias scene_battle_prior_command_abe prior_command
def prior_command
redraw_current_status
scene_battle_prior_command_abe
end
def redraw_current_status
return if @status_window.index < 0
@status_window.draw_item(@status_window.index)
end
alias scene_battle_command_attack_abe command_attack
def command_attack
$game_temp.battle_aid = $data_skills[BattleManager.actor.attack_skill_id]
scene_battle_command_attack_abe
end
alias scene_battle_command_skill_abe command_skill
def command_skill
scene_battle_command_skill_abe
@status_window.hide
@actor_command_window.hide
@status_aid_window.show
end
alias scene_battle_command_item_abe command_item
def command_item
scene_battle_command_item_abe
@status_window.hide
@actor_command_window.hide
@status_aid_window.show
end
def on_skill_ok
@skill = @skill_window.item
$game_temp.battle_aid = @skill
BattleManager.actor.input.set_skill(@skill.id)
BattleManager.actor.last_skill.object = @skill
if @skill.for_opponent?
select_enemy_selection
elsif @skill.for_friend?
select_actor_selection
else
@skill_window.hide
next_command
$game_temp.battle_aid = nil
end
end
alias scene_battle_on_skill_cancel_abe on_skill_cancel
def on_skill_cancel
scene_battle_on_skill_cancel_abe
@status_window.show
@actor_command_window.show
@status_aid_window.hide
end
def on_item_ok
@item = @item_window.item
$game_temp.battle_aid = @item
BattleManager.actor.input.set_item(@item.id)
if @item.for_opponent?
select_enemy_selection
elsif @item.for_friend?
select_actor_selection
else
@item_window.hide
next_command
$game_temp.battle_aid = nil
end
$game_party.last_item.object = @item
end
alias scene_battle_on_item_cancel_abe on_item_cancel
def on_item_cancel
scene_battle_on_item_cancel_abe
@status_window.show
@actor_command_window.show
@status_aid_window.hide
end
alias scene_battle_select_actor_selection_abe select_actor_selection
def select_actor_selection
@status_aid_window.refresh
scene_battle_select_actor_selection_abe
@status_window.hide
@skill_window.hide
@item_window.hide
@help_window.show
end
alias scene_battle_on_actor_ok_abe on_actor_ok
def on_actor_ok
$game_temp.battle_aid = nil
scene_battle_on_actor_ok_abe
@status_window.show
if $imported["YEA-BattleCommandList"] && !@confirm_command_window.nil?
@actor_command_window.visible = !@confirm_command_window.visible
else
@actor_command_window.show
end
@status_aid_window.hide
end
alias scene_battle_on_actor_cancel_abe on_actor_cancel
def on_actor_cancel
BattleManager.actor.input.clear
@status_aid_window.refresh
$game_temp.battle_aid = nil
scene_battle_on_actor_cancel_abe
case @actor_command_window.current_symbol
when :skill
@skill_window.show
when :item
@item_window.show
end
end
alias scene_battle_select_enemy_selection_abe select_enemy_selection
def select_enemy_selection
@status_aid_window.refresh
scene_battle_select_enemy_selection_abe
@help_window.show
end
alias scene_battle_on_enemy_ok_abe on_enemy_ok
def on_enemy_ok
$game_temp.battle_aid = nil
scene_battle_on_enemy_ok_abe
end
alias scene_battle_on_enemy_cancel_abe on_enemy_cancel
def on_enemy_cancel
BattleManager.actor.input.clear
@status_aid_window.refresh
$game_temp.battle_aid = nil
scene_battle_on_enemy_cancel_abe
if @skill_window.visible || @item_window.visible
@help_window.show
else
@help_window.hide
end
end
def end_battle_conditions?
return true if $game_party.members.empty?
return true if $game_party.all_dead?
return true if $game_troop.all_dead?
return true if BattleManager.aborting?
return false
end
def refresh_status
#如果你是程序员,请顺手帮忙优化下这里,谢谢。
@status_window.refresh
for i in $game_party.battle_members
@status_window.draw_item($game_party.battle_members.index(i))
end
end
end
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