class Window_Help < Window_Base
#--------------------------------------------------------------------------
# ● テキスト設定
#--------------------------------------------------------------------------
def set_text_n01add(member)
self.contents.clear
self.contents.font.color = normal_color
if !member.actor? && N01::ENEMY_NON_DISPLAY.include?(member.enemy_id)
return self.contents.draw_text(4, 0, self.width - 40, WLH, member.name, 1)
elsif member.actor? && !N01::ACTOR_DISPLAY
return self.contents.draw_text(4, 0, self.width - 40, WLH, member.name, 1)
end
if N01::WORD_STATE_DISPLAY && N01::HP_DISPLAY
self.contents.draw_text(0, 0, 180, WLH, member.name, 1)
draw_actor_hp(member, 182, 0, 120)
text = "["
for state in member.states
next if N01::STATE_NON_DISPLAY.include?(state.id)
text += " " if text != "["
text += state.name
end
text += N01::WORD_NORMAL_STATE if text == "["
text += "]"
text = "" if text == "[]"
self.contents.draw_text(315, 0, 195, WLH, text, 0)
elsif N01::WORD_STATE_DISPLAY
text = member.name + " ["
for state in member.states
next if N01::STATE_NON_DISPLAY.include?(state.id)
text += " " if text != member.name + " ["
text += state.name
end
text += N01::WORD_NORMAL_STATE if text == member.name + " ["
text += "]"
text = "" if text == "[]"
self.contents.draw_text(4, 0, self.width - 40, WLH, text, 1)
elsif N01::HP_DISPLAY
self.contents.draw_text(4, 0, 240, WLH, member.name, 1)
draw_actor_hp(member, 262, 0, 120)
end
end
end
#==============================================================================
# ■ Scene_Battle
#------------------------------------------------------------------------------
# バトル画面の処理を行うクラスです。
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● ターゲット選択の開始
#--------------------------------------------------------------------------
def start_target_selection(actor = false)
members = $game_party.members if actor
members = $game_troop.members unless actor
# カーソルスプライトの作成
@cursor = Sprite.new
@cursor.bitmap = Cache.character("cursor")
@cursor.src_rect.set(0, 0, 32, 32)
@cursor_flame = 0
@cursor.x = -200
@cursor.y = -200
@cursor.ox = @cursor.width
@cursor.oy = @cursor.height
# ターゲット名を表示するヘルプウインドウを作成
@help_window = Window_Help.new if @help_window == nil
# 不要なウインドウを消す
@actor_command_window.active = false
@skill_window.visible = false if @skill_window != nil
@item_window.visible = false if @item_window != nil
# 存在しているターゲットで最も番号の低い対象を最初に指すように
@index = 0
@max_index = members.size - 1
# アクターは戦闘不能者でもターゲットできるようにエネミーと区別
unless actor
members.size.times do
break if members[@index].exist?
@index += 1
end
end
@help_window.set_text_n01add(members[@index])
select_member(actor)
end
#--------------------------------------------------------------------------
# ● カーソルを前に移動
#--------------------------------------------------------------------------
def cursor_up(members, actor)
Sound.play_cursor
members.size.times do
@index += members.size - 1
@index %= members.size
break if actor
break if members[@index].exist?
end
@help_window.set_text_n01add(members[@index])
end
#--------------------------------------------------------------------------
# ● カーソルを次に移動
#--------------------------------------------------------------------------
def cursor_down(members, actor)
Sound.play_cursor
members.size.times do
@index += 1
@index %= members.size
break if actor
break if members[@index].exist? && !actor
end
@help_window.set_text_n01add(members[@index])
end
end @白鬼@正太君 大大们麻烦你们了
作者: 千夙 时间: 2014-8-14 18:06
so看错版作者: 白鬼 时间: 2014-8-14 18:16
妹子,首先我可以告诉你,
如果你不想让名字减少的话
那你只能增加这个窗口的宽度了
还有,记得调整X坐标,因为增加了宽度,但是X坐标不变的话,
起点还是在这里,还是会超出屏幕,只不过是另外一种超出屏幕的效果。
记得增加了多宽,X坐标就减少多少