Project1

标题: 问一下关于分辨率扩充,CP,脸图战斗,图标等脚本的问题 [打印本页]

作者: RM无节操小分队    时间: 2014-10-29 09:45
标题: 问一下关于分辨率扩充,CP,脸图战斗,图标等脚本的问题
本帖最后由 RM无节操小分队 于 2014-10-29 09:56 编辑

1.,分辨率扩大脚本,图书馆里面说的是设置只读,我设置好了,VA 非让我更改,修改就失败了,怎么办。。。。难道只能是640?
       如果只能是640,那能不能分辨率是640,在兼容一个窗口扩大脚本?这个脚本只是放大了画面,没有扩充分辨率

RUBY 代码复制
  1. ##给下面高度宽度赋值,就是分辨率的大小。
  2. 宽度=800 #1018
  3. 高度=600 #746
  4. 游戏ini名=".\\Game.ini"
  5. #============================================================================
  6. val = "\0"*256
  7. gps = Win32API.new('kernel32', 'GetPrivateProfileString',%w(p p p p l p), 'l')
  8. gps.call("Game", "Title", "", val, 256, 游戏ini名)
  9. title = val
  10. fw = Win32API.new('user32', 'FindWindow', %(p, p), 'i')
  11. hWnd = fw.call("RGSS Player", title)
  12. swp = Win32API.new('user32', 'SetWindowPos', %(l, l, i, i, i, i, i), 'i')
  13. ok = swp.call(hWnd, 0, 0, 0, 宽度, 高度, 2)




2.  一个老问题了吧,CP制战斗,要是敌人中毒死亡,游戏会卡主不动,怎么解决啊?
CP脚本
RUBY 代码复制
  1. #==============================================================================
  2. # ●CP制战斗
  3. # 原作者:桜雅 在土, 和希 (XP版CP制),韩云溪(AT即时战斗)
  4. # 修改:pigsss
  5. # 更新日期:2012.05.09
  6. # 一个简单的cp战斗系统
  7. # 好吧,我还是不明白为什么那么多人喜欢用…
  8.  
  9. # ·加强兼容性
  10. # ·修正先制/被偷袭bug
  11. # ·修正敌人隐藏bug
  12. # ·修正逃跑失败bug
  13.  
  14. # ■✖ !注意-------------------------
  15. # ·敌人特殊能力【增加行动次数】不可用│
  16. #   ---------------------------------
  17. #==============================================================================
  18. module CP
  19. #
  20. # 基本能力消耗的CP值
  21. #
  22. CP_COST_SKILL_ITEM_ACTION = 65535 # 技能 物品
  23. CP_COST_BASIC_ATTACK = 32768 # 攻撃
  24. CP_COST_BASIC_GUARD = 32768 # 防御
  25. CP_COST_BASIC_ESCAPE = 65535 #逃跑
  26. end
  27. #==============================================================================
  28. # □ CP_Thread
  29. #==============================================================================
  30. class CP_Thread
  31.  
  32. # 战斗速度
  33. #
  34. BATTLE_SPEED = 1.0
  35. #
  36. # 战斗开始的时候气槽百分比
  37. #
  38. START_CP_PERCENT = 10
  39. #
  40. # CP满时的音效
  41. #
  42. FULL_SE = "Audio/SE/open1"
  43. #--------------------------------------------------------------------------
  44. # ○ 变量公开
  45. #--------------------------------------------------------------------------
  46. attr_accessor :stop # CP加算ストップ
  47. #----------------------------------------------------------------------------
  48. # ○ 初始化
  49. #----------------------------------------------------------------------------
  50. def initialize
  51. @battlers = []
  52. [url=home.php?mod=space&uid=9053]@cancel[/url] = false
  53. [url=home.php?mod=space&uid=76426]@stop[/url] = false
  54. @agi_total = 0
  55. # 配列 count_battlers を初期化
  56. count_battlers = []
  57. # エネミーを配列 count_battlers に追加
  58. for enemy in $game_troop.members
  59. count_battlers.push(enemy)
  60. end
  61. # アクターを配列 count_battlers に追加
  62. for actor in $game_party.battle_members
  63. count_battlers.push(actor)
  64. end
  65. for battler in count_battlers
  66. @agi_total += battler.agi
  67. end
  68.  
  69. for battler in count_battlers
  70.     battler.cp = [[65535 * START_CP_PERCENT * (rand(15) + 85) * 4 * battler.agi / @agi_total / 10000, 0].max, 65535].min
  71.     battler.turn_count = 0
  72. end
  73. end
  74. #----------------------------------------------------------------------------
  75. # ○ CP更新
  76. #----------------------------------------------------------------------------
  77. def update
  78. # 停止刷新
  79. return if @stop
  80. #
  81. for battler in $game_party.battle_members + $game_troop.members
  82. # 行動出来なければ無視
  83. if battler.dead? || battler.hidden?
  84. battler.cp = 0
  85. next
  86. end
  87.  
  88.  
  89. battler.cp = [[battler.cp + BATTLE_SPEED * 2048 * battler.agi / @agi_total, 0].max, 65535].min
  90.  
  91. # CP满时
  92.  
  93.     if battler.cp >= battler.max_cp
  94.         Audio.se_play(FULL_SE)
  95.         BattleManager.set_enable_go(battler)
  96.         battler.my_turn = true
  97.         BattleManager.input_start
  98.         break
  99.       end
  100.     unless BattleManager.cp_updating?
  101.       return
  102.     end
  103.  
  104. end
  105.  
  106. def update?
  107.   return !@stop
  108. end
  109. end
  110.  
  111. #----------------------------------------------------------------------------
  112. # ○ CPカウントの開始
  113. #----------------------------------------------------------------------------
  114. def stop
  115. [url=home.php?mod=space&uid=9053]@cancel[/url] = true
  116. if @cp_thread != nil then
  117. @cp_thread.join
  118. @cp_thread = nil
  119. end
  120. end
  121. end
  122. #==============================================================================
  123. # ■ Game_BattlerBase
  124. #------------------------------------------------------------------------------
  125. #  管理战斗者的类。主要含有能力值计算的方法。Game_Battler 类的父类。
  126. #==============================================================================
  127. class Game_BattlerBase
  128.   attr_reader   :cp                       # CP
  129.   attr_accessor :turn_count
  130.   attr_accessor :my_turn
  131.   include CP
  132.   #------------------------------
  133.   alias old_initialize initialize
  134.   def initialize
  135.     old_initialize
  136.     @cp = 0
  137.     @turn_count = 0
  138.     @my_turn = false
  139.   end
  140.   #------------------------------
  141.   def inputable?
  142.     if @my_turn
  143.       return normal? && !auto_battle?# && @cp >= 65535
  144.     else
  145.       return false
  146.     end
  147.   end
  148.   #--------------------------------------------------------------------------
  149.   # ● 更改 CP
  150.   #--------------------------------------------------------------------------
  151.   def cp=(cp)
  152.     @cp = [[cp, max_cp].min, 0].max
  153.   end
  154.   #--------------------------------------------------------------------------
  155.   # ● 获取 CP 的最大值
  156.   #--------------------------------------------------------------------------
  157.   def max_cp
  158.     return 65535
  159.   end
  160.   #--------------------------------------------------------------------------
  161.   # ● 获取 CP 的比率
  162.   #--------------------------------------------------------------------------
  163.   def cp_rate
  164.     @cp.to_f / 65535
  165.   end
  166.   #--------------------------------------------------------------------------
  167.   # ● 扣除技能的使用消耗
  168.   #--------------------------------------------------------------------------
  169.   alias :old_pay_skill_cost :pay_skill_cost
  170.   def pay_skill_cost(skill)
  171.     old_pay_skill_cost(skill)
  172.     ###########
  173.     case skill.id
  174.     when 1
  175.      @cp -= CP_COST_BASIC_ATTACK
  176.     when 2
  177.      @cp -= CP_COST_BASIC_GUARD
  178.     when 3...999 # 可自订不同消耗的技能
  179.      @cp -= CP_COST_SKILL_ITEM_ACTION
  180.     else
  181.      @cp = 0
  182.     end
  183.     ###########
  184.   end
  185. end
  186. #--------------------------------------------------------
  187. class Game_Battler < Game_BattlerBase
  188.   include CP
  189.   #--------------------------------------------------------------------------
  190.   # ● 消耗物品
  191.   #--------------------------------------------------------------------------
  192.   alias :old_consume_item :consume_item
  193.   def consume_item(item)
  194.     old_consume_item(item)
  195.     ###########
  196.     case item.id
  197.     when 0...999 # 可自订不同消耗的物品
  198.      @cp -= CP_COST_SKILL_ITEM_ACTION
  199.     else
  200.      @cp = 0
  201.     end
  202.     ###########
  203.   end
  204. end
  205. #-------------------------------------
  206. class Game_Party < Game_Unit
  207.   def make_action(member)
  208.     unless member == nil
  209.       member.make_actions unless member.inputable?
  210.     end
  211.   end
  212. end
  213. #-------------------------------------
  214. class Game_Troop < Game_Unit
  215.   def make_action(member)
  216.     member.make_actions unless member == nil
  217.   end
  218.  
  219.   def increase_turn(enemy)
  220.     troop.pages.each {|page| @event_flags[page] = false if page.span == 1 }
  221.     enemy.turn_count += 1
  222.     aaa = []
  223.     for iii in $game_troop.members
  224.       aaa.push(iii.turn_count)
  225.     end
  226.     @turn_count = aaa.max
  227.   end
  228. end
  229. #-------------------------------------
  230. module BattleManager
  231.   def self.battle_start
  232.     $game_system.battle_count += 1
  233.     $game_party.on_battle_start
  234.     $game_troop.on_battle_start
  235.     $game_troop.enemy_names.each do |name|
  236.       $game_message.add(sprintf(Vocab::Emerge, name))
  237.     end
  238.  
  239.     if @preemptive
  240.       $game_message.add(sprintf(Vocab::Preemptive, $game_party.name))
  241.       for b in $game_troop.members
  242.         if !b.hidden?
  243.           b.cp = 0
  244.         end
  245.       end
  246.       for b in $game_party.battle_members
  247.         if !b.hidden?
  248.           b.cp = b.max_cp
  249.         end
  250.       end
  251.     elsif @surprise
  252.       $game_message.add(sprintf(Vocab::Surprise, $game_party.name))
  253.       for b in $game_troop.members
  254.         if !b.hidden?
  255.           b.cp = b.max_cp
  256.         end
  257.       end
  258.       for b in $game_party.battle_members
  259.         if !b.hidden?
  260.           b.cp = 0
  261.         end
  262.       end
  263.     end
  264.     wait_for_message
  265.   end
  266.  
  267.   def self.enable_go
  268.     @enable_go
  269.   end
  270.  
  271.   def self.set_enable_go(b)
  272.     @enable_go = b
  273.   end
  274.  
  275.   def self.enable_go_clear
  276.     @enable_go = nil
  277.   end
  278.  
  279.   def self.max_agi
  280.     @max_agi
  281.   end
  282.  
  283.   def self.cp_updation
  284.     @phase = :cp_update
  285.   end
  286.  
  287.   def self.cp_updating?
  288.     @phase == :cp_update
  289.   end
  290.   #--------------------------------------------------------------------------
  291.   # ● 重定义:开始输入指令
  292.   #--------------------------------------------------------------------------
  293.   def self.input_start
  294.     if @phase != :input
  295.       @phase = :input
  296.       $game_party.make_actions
  297.       $game_troop.make_actions
  298.       clear_actor
  299.     end
  300.     return $game_party.inputable?
  301.   end
  302.   #-------------------------------------------------------------------------
  303.   # ● 重定义:回合开始
  304.   #------------------------------------------------------------------------
  305.   def self.turn_start
  306.     @phase = :turn
  307.     clear_actor
  308.     make_action_orders
  309.   end
  310.   #-------------------------------------------------------------------------
  311.   # ● 重定义:行动顺序
  312.   #------------------------------------------------------------------------
  313.   def self.make_action_orders
  314.     @action_battlers = []
  315.     for b in $game_troop.members + $game_party.battle_members
  316.       if b.my_turn
  317.         @action_battlers.push(b)
  318.       end
  319.     end
  320.     exclude_battler = []
  321.     for battler in @action_battlers
  322.      if battler.cp < 65535
  323.        exclude_battler.push(battler)
  324.      end
  325.     end
  326.     @action_battlers -= exclude_battler
  327.   end
  328. end
  329. #==============================================================================
  330. # ■ Window_Base
  331. #------------------------------------------------------------------------------
  332. #  游戏中所有窗口的父类
  333. #==============================================================================
  334.  
  335. class Window_Base < Window
  336.   #--------------------------------------------------------------------------
  337.   # ● 获取颜色
  338.   #--------------------------------------------------------------------------
  339.   def cp_gauge_color1;   Color.new(200,200,120); end;    # CP 值槽 1
  340.   def cp_gauge_color2;   Color.new(100,100,70);  end;    # CP 值槽 2
  341.   #--------------------------------------------------------------------------
  342.   # ● 绘制值槽(长宽自由版)
  343.   #     rate   : 比率(1.0 为满值)
  344.   #     color1 : 渐变色的左端
  345.   #     color2 : 渐变色的右端
  346.   #--------------------------------------------------------------------------
  347.   def draw_gauge_free(x, y, width, rate, color1, color2, height)
  348.     fill_w = (width * rate).to_i
  349.     gauge_y = y + line_height - 8
  350.     contents.fill_rect(x, gauge_y, width, height, gauge_back_color)
  351.     contents.gradient_fill_rect(x, gauge_y, fill_w, height, color1, color2)
  352.   end
  353.   #--------------------------------------------------------------------------
  354.   # ● 绘制 CP
  355.   #--------------------------------------------------------------------------
  356.   def draw_actor_cp(actor, x, y, width = 124, height)
  357.     draw_gauge_free(x, y, width, actor.cp_rate, cp_gauge_color1, cp_gauge_color2, height)
  358.     change_color(system_color)
  359.   end
  360. end
  361. ####################################
  362.  
  363. class Window_CP < Window_Selectable
  364.   #--------------------------------------------------------------------------
  365.   # ● 初始化对象
  366.   #--------------------------------------------------------------------------
  367.   def initialize
  368.     super(0, 0, window_width, window_height)
  369.     refresh
  370.     self.openness = 0
  371.     self.opacity = 200
  372.     self.contents_opacity = 200
  373.   end
  374.  
  375.  
  376.   #--------------------------------------------------------------------------
  377.   # ● 获取窗口的宽度
  378.   #--------------------------------------------------------------------------
  379.   def window_width
  380.     64
  381.   end
  382.   #--------------------------------------------------------------------------
  383.   # ● 获取窗口的高度
  384.   #--------------------------------------------------------------------------
  385.   def window_height
  386.     fitting_height(visible_line_number)
  387.   end
  388.   #--------------------------------------------------------------------------
  389.   # ● 获取显示行数
  390.   #--------------------------------------------------------------------------
  391.   def visible_line_number
  392.     return 4
  393.   end
  394.   #--------------------------------------------------------------------------
  395.   # ● 获取项目数
  396.   #--------------------------------------------------------------------------
  397.   def item_max
  398.     $game_party.battle_members.size
  399.   end
  400.  
  401.   #--------------------------------------------------------------------------
  402.   # ● 获取值槽区域的宽度
  403.   #--------------------------------------------------------------------------
  404.   def gauge_area_width
  405.     return 40
  406.   end
  407.   #--------------------------------------------------------------------------
  408.   # ● 获取值槽区域的矩形
  409.   #--------------------------------------------------------------------------
  410.   def gauge_area_rect(index)
  411.     rect = item_rect_for_text(index)
  412.     rect.x += rect.width - gauge_area_width
  413.     rect.width = gauge_area_width
  414.     rect
  415.   end
  416. #~   #--------------------------------------------------------------------------
  417. #~   # ● 绘制项目
  418. #~   #--------------------------------------------------------------------------
  419. #~   def draw_item(index)
  420. #~     actor = $game_party.battle_members[index]
  421. #~     rect = gauge_area_rect(index) ##
  422. #~     draw_actor_cp(actor, rect.x - 165, rect.y - 10, 100, 16) ##
  423. #~     draw_basic_area(basic_area_rect(index), actor)
  424. #~     draw_gauge_area(gauge_area_rect(index), actor)
  425. #~   end
  426.   #--------------------------------------------------------------------------
  427.   # ● 绘制项目
  428.   #--------------------------------------------------------------------------
  429.   def draw_cp(index)
  430.     actor = $game_party.battle_members[index]
  431.     rect = gauge_area_rect(index) ##
  432.     draw_actor_cp(actor, rect.x , rect.y - 10, 40, 16) ##
  433.   end
  434.   #--------------------------------------------------------------------------
  435.   # ● 绘制所有项目
  436.   #--------------------------------------------------------------------------
  437.   def draw_all_items_cp
  438.     item_max.times {|i| draw_cp(i) }
  439.   end
  440.  
  441.   def refresh_cp
  442.     contents.clear
  443.     draw_all_items_cp
  444.   end
  445.  
  446. end
  447. #---------------------------------------------------------------------------
  448.  
  449. class Scene_Battle
  450.   #--------------------------------------------------------------------------
  451.   # ● 重定义:开始处理
  452.   #--------------------------------------------------------------------------
  453.   def start
  454.     super
  455.     create_spriteset
  456.     create_all_windows
  457.     BattleManager.method_wait_for_message = method(:wait_for_message)
  458.     @cp_thread = CP_Thread.new
  459.   end
  460.   #--------------------------------------------------------------------------
  461.   # ● 重定义:开始后处理
  462.   #--------------------------------------------------------------------------
  463.   def post_start
  464.     super
  465.     battle_start
  466.     @cp_thread.stop = false #
  467.   end
  468.   #--------------------------------------------------------------------------
  469.   # ● 重定义:信息窗口打开时的更新
  470.   #    在状态窗口关闭完成前,信息窗口的打开度设置为 0 。
  471.   #--------------------------------------------------------------------------
  472.   def update_message_open
  473.     if $game_message.busy? && !@status_window.close?
  474.       @message_window.openness = 0
  475.       @status_window.close
  476.       @party_command_window.close
  477.       @actor_command_window.close
  478.       @cp_window.close
  479.     end
  480.   end
  481.   #--------------------------------------------------------------------------
  482.   # ● 生成所有窗口
  483.   #--------------------------------------------------------------------------
  484.   alias :o_create_all_windows :create_all_windows
  485.   def create_all_windows
  486.     o_create_all_windows
  487.     create_CP_window
  488.     create_name_window
  489.   end
  490.   #--------------------------------------------------------------------------
  491.   # ● 生成名字窗口
  492.   #--------------------------------------------------------------------------
  493.   def create_name_window
  494.     @name_window = Window_Name.new
  495.     @name_window.y = 250 + Graphics.height - 416
  496.   end
  497.   #--------------------------------------------------------------------------
  498.   # ● 生成状态窗口
  499.   #--------------------------------------------------------------------------
  500.   def create_CP_window
  501.     @cp_window = Window_CP.new
  502.     @cp_window.x = 0
  503.     @cp_window.y = Graphics.height - 120
  504.   end
  505.   #--------------------------------------------------------------------------
  506.   # ● 重定义:开始角色指令的选择
  507.   #--------------------------------------------------------------------------
  508.   def start_actor_command_selection
  509.     @status_window.select(BattleManager.actor.index)
  510.     @party_command_window.close
  511.     @actor_command_window.setup(BattleManager.actor)
  512.     @name_window.setup(BattleManager.actor)
  513.     @name_window.open
  514.   end
  515.  
  516.   #-------------------------------------------------------------------------
  517.   # ● 当cp满时的操作
  518.   #------------------------------------------------------------------------
  519.   def on_cp_full
  520.     BattleManager.cp_updation
  521.     if BattleManager.enable_go.is_a?(Game_Actor) and
  522.       BattleManager.enable_go.inputable?
  523.       BattleManager.enable_go.on_turn_end
  524.       refresh_status
  525.       start_party_command_selection
  526.       @cp_window.close
  527.     else
  528.       if BattleManager.enable_go.is_a?(Game_Actor)
  529.         BattleManager.enable_go.on_turn_end
  530.         $game_party.make_action(BattleManager.enable_go)
  531.         turn_start
  532.       elsif BattleManager.enable_go.is_a?(Game_Enemy)
  533.         BattleManager.enable_go.on_turn_end
  534.         $game_troop.make_action(BattleManager.enable_go)
  535.         $game_troop.increase_turn(BattleManager.enable_go)
  536.         turn_start
  537.       end
  538.     end
  539.     BattleManager.enable_go_clear
  540.   end
  541.   #-------------------------------------------------------------------------
  542.   # ● 重定义:战斗开始
  543.   #------------------------------------------------------------------------
  544.   def battle_start
  545.     BattleManager.battle_start
  546.     process_event
  547.     unless scene_changing?
  548.       @status_window.unselect
  549.       @status_window.open
  550.       @cp_window.unselect
  551.       @cp_window.open
  552.     end
  553.     on_cp_full
  554.   end
  555.   #-------------------------------------------------------------------------
  556.   # ● cp刷新
  557.   #------------------------------------------------------------------------
  558.   def refresh_cp
  559.     if @cp_thread.update?
  560.       @cp_window.refresh_cp
  561.     end
  562.   end
  563.   #--------------------------------------------------------------------------
  564.   # ● 指令“撤退”
  565.   #--------------------------------------------------------------------------
  566.   def command_escape
  567.     turn_start unless BattleManager.process_escape
  568.     for a in $game_party.battle_members
  569.       a.cp -= CP::CP_COST_BASIC_ESCAPE
  570.     end
  571.   end
  572.   #-------------------------------------------------------------------------
  573.   # ● 重定义:画面更新
  574.   #------------------------------------------------------------------------
  575.   def update
  576.     super
  577.     if BattleManager.cp_updating?
  578.       @cp_thread.update
  579.       #refresh_status
  580.       refresh_cp
  581.       on_cp_full
  582.     elsif BattleManager.in_turn?
  583.       process_event
  584.       on_cp_full
  585.       process_action
  586.     end
  587.  
  588.     BattleManager.judge_win_loss
  589.  
  590.   end
  591.   #--------------------------------------------------------------------------
  592.   # ● 重定义:处理战斗行动
  593.   #--------------------------------------------------------------------------
  594.   def process_action
  595.     @cp_thread.stop = true
  596.     return if scene_changing?
  597.     if !@subject || !@subject.current_action
  598.       @subject = BattleManager.next_subject
  599.     end
  600.     return turn_end unless @subject
  601.     if @subject.current_action
  602.       @subject.current_action.prepare
  603.       if @subject.current_action.valid?
  604.         @status_window.open
  605.         execute_action
  606.       end
  607.       @subject.remove_current_action
  608.     end
  609.     process_action_end unless @subject.current_action
  610.   end
  611.   #-------------------------------------------------------------------------
  612.   # ● 重定义:行动结束
  613.   #------------------------------------------------------------------------
  614.   def process_action_end
  615.     @subject.on_action_end
  616.     @subject.my_turn = false
  617.     if @subject.cp >= 65535
  618.       @subject.cp = 0
  619.     end
  620.     refresh_status
  621.     @log_window.display_auto_affected_status(@subject)
  622.     @log_window.wait_and_clear
  623.     @log_window.display_current_state(@subject)
  624.     @log_window.wait_and_clear
  625.     BattleManager.judge_win_loss
  626.     @subject =  nil
  627.     @cp_thread.stop = false ###########
  628.   end
  629.   #--------------------------------------------------------------------------
  630.   # ● 重定义:回合开始
  631.   #--------------------------------------------------------------------------
  632.   def turn_start
  633.     @party_command_window.close
  634.     @actor_command_window.close
  635.     @name_window.close
  636.     @cp_window.open #
  637.     @status_window.unselect
  638.     BattleManager.turn_start
  639.     @log_window.wait
  640.     @log_window.clear
  641.   end
  642.   #-------------------------------------------------------------------------
  643.   # ● 重定义:回合结束
  644.   #------------------------------------------------------------------------
  645.    def turn_end
  646.      all_battle_members.each do |battler|
  647.        refresh_status
  648.        @log_window.display_auto_affected_status(battler)
  649.        @log_window.wait_and_clear
  650.      end
  651.      BattleManager.turn_end
  652.      process_event
  653.      on_cp_full
  654.    end
  655. end
  656. class Window_Name < Window_Base
  657.   #--------------------------------------------------------------------------
  658.   # ● 初始化对象
  659.   #--------------------------------------------------------------------------
  660.   def initialize
  661.     super(Graphics.width - 128, 0, window_width, fitting_height(1))
  662.     self.openness = 0
  663.     @actor = nil
  664.   end
  665.   #--------------------------------------------------------------------------
  666.   # ● 获取窗口的宽度
  667.   #--------------------------------------------------------------------------
  668.   def window_width
  669.     return 128
  670.   end
  671.   #--------------------------------------------------------------------------
  672.   # ● 刷新
  673.   #--------------------------------------------------------------------------
  674.   def refresh
  675.     contents.clear
  676.     draw_actor_name(@actor, 0 , 0, 100)
  677.   end
  678.   #--------------------------------------------------------------------------
  679.   # ●
  680.   #--------------------------------------------------------------------------
  681.   def setup(actor)
  682.     @actor = actor
  683.   end
  684.   #--------------------------------------------------------------------------
  685.   # ● 打开窗口
  686.   #--------------------------------------------------------------------------
  687.   def open
  688.     refresh
  689.     super
  690.   end
  691. end
  692. #==============================================================================
  693. # ■ Window_Base
  694. #------------------------------------------------------------------------------
  695. #  游戏中所有窗口的父类
  696. #==============================================================================
  697.  
  698. class Window_Base < Window
  699.   #--------------------------------------------------------------------------
  700.   # ● 绘制角色肖像图
  701.   #     enabled : 有效的标志。false 的时候使用半透明效果绘制
  702.   #--------------------------------------------------------------------------
  703.   def draw_face_b(face_name, face_index, x, y, enabled = false)
  704.     bitmap = Cache.face(face_name)
  705.     rect = Rect.new(face_index % 4 * 96 ,face_index / 4 * 96 + 40, 96, 20)
  706.     contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha)
  707.     bitmap.dispose
  708.   end
  709.   #--------------------------------------------------------------------------
  710.   # ● 绘制角色肖像图
  711.   #--------------------------------------------------------------------------
  712.   def draw_actor_face_b(actor, x, y, enabled = true)
  713.     draw_face_b(actor.face_name, actor.face_index, x, y, enabled)
  714.   end
  715. end
  716. #==============================================================================
  717. # ■ Window_BattleStatus
  718. #------------------------------------------------------------------------------
  719. #  战斗画面中,显示“队伍成员状态”的窗口。
  720. #==============================================================================
  721. class Window_BattleStatus < Window_Selectable
  722.  
  723.  
  724.   #--------------------------------------------------------------------------
  725.   # ● 绘制基本区域
  726.   #--------------------------------------------------------------------------
  727.   def draw_basic_area(rect, actor)
  728.     index = $game_party.members.index(actor)
  729.     draw_actor_face_b(actor, rect.x , rect.y + index * (0) + 4)
  730.     #draw_actor_name(actor, rect.x , rect.y, 100)
  731.     draw_actor_icons(actor, rect.x + 104, rect.y, rect.width - 104)
  732.   end
  733. end



3.这个脸图战斗脚本,怎么样去掉边框?作者没有注释,我又刚学脚本,真心无力修改
RUBY 代码复制
  1. $脸图战斗 = true
  2. $imported = {} if $imported.nil?
  3. module YEA
  4.   module BATTLE
  5.     SKIP_PARTY_COMMAND = true
  6.     BATTLESTATUS_NAME_FONT_SIZE = 20
  7.     BATTLESTATUS_TEXT_FONT_SIZE = 16
  8.     BATTLESTATUS_NO_ACTION_ICON = 0
  9.     BATTLESTATUS_HPGAUGE_Y_PLUS = 11
  10.     BATTLESTATUS_CENTER_FACES   = false
  11.     HELP_TEXT_ALL_FOES        = "全体敌人"
  12.     HELP_TEXT_ONE_RANDOM_FOE  = "单个敌人"
  13.     HELP_TEXT_MANY_RANDOM_FOE = "%d个随机敌人"
  14.     HELP_TEXT_ALL_ALLIES      = "全体队友"
  15.     HELP_TEXT_ALL_DEAD_ALLIES = "全体死亡队友"
  16.     HELP_TEXT_ONE_RANDOM_ALLY = "单个随机队友"
  17.     HELP_TEXT_RANDOM_ALLIES   = "%d个随机队友"
  18.   end
  19. end
  20. class Game_Battler
  21.   def can_collapse?
  22.     return false unless dead?
  23.     unless actor?
  24.       return false unless sprite.battler_visible
  25.       array = [:collapse, :boss_collapse, :instant_collapse]
  26.       return false if array.include?(sprite.effect_type)
  27.     end
  28.     return true
  29.   end
  30. end
  31. module Icon
  32.   def self.no_action; return YEA::BATTLE::BATTLESTATUS_NO_ACTION_ICON; end
  33. end
  34. class Game_Temp
  35.   attr_accessor :battle_aid
  36.   attr_accessor :evaluating
  37. end
  38. class Game_Action
  39.   alias evaluate_item_with_target_abe evaluate_item_with_target
  40.   def evaluate_item_with_target(target)
  41.     $game_temp.evaluating = true
  42.     result = evaluate_item_with_target_abe(target)
  43.     $game_temp.evaluating = false
  44.     return result
  45.   end
  46. end
  47. class Game_Actor < Game_Battler
  48.   def draw_mp?
  49.     return true unless draw_tp?
  50.     for skill in skills
  51.       next unless added_skill_types.include?(skill.stype_id)
  52.       return true if skill.mp_cost > 0
  53.     end
  54.     return false
  55.   end
  56.   def draw_tp?
  57.     return false unless $data_system.opt_display_tp
  58.     for skill in skills
  59.       next unless added_skill_types.include?(skill.stype_id)
  60.       return true if skill.tp_cost > 0
  61.     end
  62.     return false
  63.   end
  64. end
  65. class Window_BattleStatus < Window_Selectable
  66.   def initialize
  67.     super(0, 0, window_width, window_height)
  68.     self.openness = 0
  69.     @party = $game_party.battle_members.clone
  70.   end
  71.   def col_max; return $game_party.max_battle_members; end
  72.   def battle_members; return $game_party.battle_members; end
  73.   def actor; return battle_members[@index]; end
  74.   def update
  75.     super
  76.     return if @party == $game_party.battle_members
  77.     @party = $game_party.battle_members.clone
  78.     refresh
  79.   end
  80.   def draw_item(index)
  81.     return if index.nil?
  82.     clear_item(index)
  83.     actor = battle_members[index]
  84.     rect = item_rect(index)
  85.     return if actor.nil?
  86.     draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)
  87.     draw_actor_name(actor, rect.x, rect.y, rect.width-8)
  88.     draw_actor_action(actor, rect.x, rect.y)
  89.     draw_actor_icons(actor, rect.x, line_height*1, rect.width)
  90.     gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
  91.     contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
  92.     draw_crhp(rect.x+3,rect.y+60,actor.hp,actor.mhp,"")
  93.     draw_crmp(rect.x+3,rect.y+73,actor.mp,actor.mmp,"")
  94.     draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)
  95.   end
  96.   def item_rect(index)
  97.     rect = Rect.new
  98.     rect.width = contents.width / $game_party.max_battle_members
  99.     rect.height = contents.height
  100.     rect.x = index * rect.width
  101.     if YEA::BATTLE::BATTLESTATUS_CENTER_FACES
  102.       rect.x += (contents.width - $game_party.members.size * rect.width) / 2
  103.     end
  104.     rect.y = 0
  105.     return rect
  106.   end
  107.   def draw_face(face_name, face_index, dx, dy, enabled = true)
  108.     bitmap = Cache.face(face_name)
  109.     fx = [(96 - item_rect(0).width + 1) / 2, 0].max
  110.     fy = face_index / 4 * 96 + 2
  111.     fw = [item_rect(0).width - 4, 92].min
  112.     rect = Rect.new(fx, fy, fw, 92)
  113.     rect = Rect.new(face_index % 4 * 96 + fx, fy, fw, 92)
  114.     contents.blt(dx, dy-24, bitmap, rect, enabled ? 255 : translucent_alpha)
  115.     bitmap.dispose
  116.   end
  117.   def draw_actor_name(actor, dx, dy, dw = 112)
  118.     reset_font_settings
  119.     contents.font.size = YEA::BATTLE::BATTLESTATUS_NAME_FONT_SIZE
  120.     change_color(hp_color(actor))
  121.     draw_text(dx+24, dy, dw-24, line_height, actor.name)
  122.   end
  123.   def draw_actor_action(actor, dx, dy)
  124.     draw_icon(action_icon(actor), dx, dy)
  125.   end
  126.   def action_icon(actor)
  127.     return Icon.no_action if actor.current_action.nil?
  128.     return Icon.no_action if actor.current_action.item.nil?
  129.     return actor.current_action.item.icon_index
  130.   end
  131.   def draw_mp?(actor)
  132.     return draw_crmp(rect.x + 0,rect.y+80,actor.mp,actor.mmp,"MP")
  133.   end
  134.   def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2)
  135.     change_color(color1)
  136.     draw_text(dx, dy, dw, line_height, current.to_s, 2)
  137.   end
  138.   def draw_actor_hp(actor, dx, dy, width = 124)
  139.     draw_gauge(dx, dy, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
  140.     change_color(system_color)
  141.     cy = (Font.default_size - contents.font.size) / 2 + 1
  142.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::hp_a)
  143.     draw_current_and_max_values(dx, dy+cy, width, actor.hp, actor.mhp,
  144.       hp_color(actor), normal_color)
  145.     end
  146.   def draw_actor_mp(actor, dx, dy, width = 124)
  147.     draw_gauge(dx, dy, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
  148.     change_color(system_color)
  149.     cy = (Font.default_size - contents.font.size) / 2 + 1
  150.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::mp_a)
  151.     draw_current_and_max_values(dx, dy+cy, width, actor.mp, actor.mmp,
  152.       mp_color(actor), normal_color)
  153.     end
  154.   def draw_actor_tp(actor, dx, dy, width = 124)
  155.     draw_gauge(dx, dy, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
  156.     change_color(system_color)
  157.     cy = (Font.default_size - contents.font.size) / 2 + 1
  158.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::tp_a)
  159.     change_color(tp_color(actor))
  160.     draw_text(dx + width - 42, dy+cy, 42, line_height, actor.tp.to_i, 2)
  161.   end
  162. end
  163. class Window_BattleActor < Window_BattleStatus
  164.   def show
  165.     create_flags
  166.     super
  167.   end
  168.   def create_flags
  169.     set_select_flag(:any)
  170.     select(0)
  171.     return if $game_temp.battle_aid.nil?
  172.     if $game_temp.battle_aid.need_selection?
  173.       select(0)
  174.       set_select_flag(:dead) if $game_temp.battle_aid.for_dead_friend?
  175.     elsif $game_temp.battle_aid.for_user?
  176.       battler = BattleManager.actor
  177.       id = battler.nil? ? 0 : $game_party.battle_members.index(battler)
  178.       select(id)
  179.       set_select_flag(:user)
  180.     elsif $game_temp.battle_aid.for_all?
  181.       select(0)
  182.       set_select_flag(:all)
  183.       set_select_flag(:all_dead) if $game_temp.battle_aid.for_dead_friend?
  184.     elsif $game_temp.battle_aid.for_random?
  185.       select(0)
  186.       set_select_flag(:random) if $game_temp.battle_aid.for_random?
  187.     end
  188.   end
  189.   def set_select_flag(flag)
  190.     @select_flag = flag
  191.     case @select_flag
  192.     when :all, :all_dead, :random
  193.       @cursor_all = true
  194.     else
  195.       @cursor_all = false
  196.     end
  197.   end
  198.   def update_cursor
  199.     if @cursor_all
  200.       cursor_rect.set(0, 0, contents.width, contents.height)
  201.       self.top_row = 0
  202.     elsif @index < 0
  203.       cursor_rect.empty
  204.     else
  205.       ensure_cursor_visible
  206.       cursor_rect.set(item_rect(@index))
  207.     end
  208.   end
  209.   def cursor_movable?
  210.     return false if @select_flag == :user
  211.     return super
  212.   end
  213.   def current_item_enabled?
  214.     return true if $game_temp.battle_aid.nil?
  215.     if $game_temp.battle_aid.need_selection?
  216.       member = $game_party.battle_members[@index]
  217.       return member.dead? if $game_temp.battle_aid.for_dead_friend?
  218.     elsif $game_temp.battle_aid.for_dead_friend?
  219.       for member in $game_party.battle_members
  220.         return true if member.dead?
  221.       end
  222.       return false
  223.     end
  224.     return true
  225.   end
  226. end
  227. class Window_BattleStatusAid < Window_BattleStatus
  228.   attr_accessor :status_window
  229.   def initialize
  230.     super
  231.     self.visible = false
  232.     self.openness = 255
  233.   end
  234.   def window_width; return 128; end
  235.   def show
  236.     super
  237.     refresh
  238.   end
  239.   def refresh
  240.     contents.clear
  241.     return if @status_window.nil?
  242.     draw_item(@status_window.index)
  243.   end
  244.   def item_rect(index)
  245.     return Rect.new(0, 0, contents.width, contents.height)
  246.   end
  247. end
  248.  
  249. class Window_BattleHelp < Window_Help
  250.   attr_accessor :actor_window
  251.   attr_accessor :enemy_window
  252.   def update
  253.     super
  254.     if !self.visible and @text != ""
  255.       @text = ""
  256.       return refresh
  257.     end
  258.     update_battler_name
  259.   end
  260.   def update_battler_name
  261.     return unless @actor_window.active || @enemy_window.active
  262.     if @actor_window.active
  263.       battler = $game_party.battle_members[@actor_window.index]
  264.     elsif @enemy_window.active
  265.       battler = @enemy_window.enemy
  266.     end
  267.     if special_display?
  268.       refresh_special_case(battler)
  269.     else
  270.       refresh_battler_name(battler) if battler_name(battler) != @text
  271.     end
  272.   end
  273.   def battler_name(battler)
  274.     text = battler.name.clone
  275.     return text
  276.   end
  277.   def refresh_battler_name(battler)
  278.     contents.clear
  279.     reset_font_settings
  280.     change_color(normal_color)
  281.     @text = battler_name(battler)
  282.     icons = battler.state_icons + battler.buff_icons
  283.     dy = icons.size <= 0 ? line_height / 2 : 0
  284.     draw_text(0, dy, contents.width, line_height, @text, 1)
  285.     dx = (contents.width - (icons.size * 24)) / 2
  286.     draw_actor_icons(battler, dx, line_height, contents.width)
  287.   end
  288.   def special_display?
  289.     return false if $game_temp.battle_aid.nil?
  290.     return false if $game_temp.battle_aid.for_user?
  291.     return !$game_temp.battle_aid.need_selection?
  292.   end
  293.   def refresh_special_case(battler)
  294.     if $game_temp.battle_aid.for_opponent?
  295.       if $game_temp.battle_aid.for_all?
  296.         text = YEA::BATTLE::HELP_TEXT_ALL_FOES
  297.       else
  298.         case $game_temp.battle_aid.number_of_targets
  299.         when 1
  300.           text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_FOE
  301.         else
  302.           number = $game_temp.battle_aid.number_of_targets
  303.           text = sprintf(YEA::BATTLE::HELP_TEXT_MANY_RANDOM_FOE, number)
  304.         end
  305.       end
  306.     else
  307.       if $game_temp.battle_aid.for_dead_friend?
  308.         text = YEA::BATTLE::HELP_TEXT_ALL_DEAD_ALLIES
  309.       elsif $game_temp.battle_aid.for_random?
  310.         case $game_temp.battle_aid.number_of_targets
  311.         when 1
  312.           text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_ALLY
  313.         else
  314.           number = $game_temp.battle_aid.number_of_targets
  315.           text = sprintf(YEA::BATTLE::HELP_TEXT_RANDOM_ALLIES, number)
  316.         end
  317.       else
  318.         text = YEA::BATTLE::HELP_TEXT_ALL_ALLIES
  319.       end
  320.     end
  321.     return if text == @text
  322.     @text = text
  323.     contents.clear
  324.     reset_font_settings
  325.     draw_text(0, 0, contents.width, line_height*2, @text, 1)
  326.   end
  327. end
  328. class Window_SkillList < Window_Selectable
  329.   def spacing
  330.     return 8 if $game_party.in_battle
  331.     return super
  332.   end
  333. end
  334. class Window_ItemList < Window_Selectable
  335.   def spacing
  336.     return 8 if $game_party.in_battle
  337.     return super
  338.   end
  339. end
  340. class Scene_Battle < Scene_Base
  341.   attr_accessor :enemy_window
  342.   attr_accessor :info_viewport
  343.   attr_accessor :spriteset
  344.   attr_accessor :status_window
  345.   attr_accessor :status_aid_window
  346.   attr_accessor :subject
  347.   alias scene_battle_create_all_windows_abe create_all_windows
  348.   def create_all_windows
  349.     scene_battle_create_all_windows_abe
  350.     create_battle_status_aid_window
  351.     set_help_window
  352.   end
  353.   alias scene_battle_create_info_viewport_abe create_info_viewport
  354.   def create_info_viewport
  355.     scene_battle_create_info_viewport_abe
  356.     @status_window.refresh
  357.   end
  358.   def create_battle_status_aid_window
  359.     @status_aid_window = Window_BattleStatusAid.new
  360.     @status_aid_window.status_window = @status_window
  361.     @status_aid_window.x = Graphics.width - @status_aid_window.width
  362.     @status_aid_window.y = Graphics.height - @status_aid_window.height
  363.   end
  364.   def create_help_window
  365.     @help_window = Window_BattleHelp.new
  366.     @help_window.hide
  367.   end
  368.   def set_help_window
  369.     @help_window.actor_window = @actor_window
  370.     @help_window.enemy_window = @enemy_window
  371.   end
  372.   alias scene_battle_create_skill_window_abe create_skill_window
  373.   def create_skill_window
  374.     scene_battle_create_skill_window_abe
  375.     @skill_window.height = @info_viewport.rect.height
  376.     @skill_window.width = Graphics.width - @actor_command_window.width
  377.     @skill_window.y = Graphics.height - @skill_window.height
  378.   end
  379.   alias scene_battle_create_item_window_abe create_item_window
  380.   def create_item_window
  381.     scene_battle_create_item_window_abe
  382.     @item_window.height = @skill_window.height
  383.     @item_window.width = @skill_window.width
  384.     @item_window.y = Graphics.height - @item_window.height
  385.   end
  386.   alias scene_battle_next_command_abe next_command
  387.   def next_command
  388.     @status_window.show
  389.     redraw_current_status
  390.     @actor_command_window.show
  391.     @status_aid_window.hide
  392.     scene_battle_next_command_abe
  393.   end
  394.   alias scene_battle_prior_command_abe prior_command
  395.   def prior_command
  396.     redraw_current_status
  397.     scene_battle_prior_command_abe
  398.   end
  399.   def redraw_current_status
  400.     return if @status_window.index < 0
  401.     @status_window.draw_item(@status_window.index)
  402.   end
  403.   alias scene_battle_command_attack_abe command_attack
  404.   def command_attack
  405.     $game_temp.battle_aid = $data_skills[BattleManager.actor.attack_skill_id]
  406.     scene_battle_command_attack_abe
  407.   end
  408.   alias scene_battle_command_skill_abe command_skill
  409.   def command_skill
  410.     scene_battle_command_skill_abe
  411.     @status_window.hide
  412.     @actor_command_window.hide
  413.     @status_aid_window.show
  414.   end
  415.   alias scene_battle_command_item_abe command_item
  416.   def command_item
  417.     scene_battle_command_item_abe
  418.     @status_window.hide
  419.     @actor_command_window.hide
  420.     @status_aid_window.show
  421.   end
  422.   def on_skill_ok
  423.     @skill = @skill_window.item
  424.     $game_temp.battle_aid = @skill
  425.     BattleManager.actor.input.set_skill(@skill.id)
  426.     BattleManager.actor.last_skill.object = @skill
  427.     if @skill.for_opponent?
  428.       select_enemy_selection
  429.     elsif @skill.for_friend?
  430.       select_actor_selection
  431.     else
  432.       @skill_window.hide
  433.       next_command
  434.       $game_temp.battle_aid = nil
  435.     end
  436.   end
  437.   alias scene_battle_on_skill_cancel_abe on_skill_cancel
  438.   def on_skill_cancel
  439.     scene_battle_on_skill_cancel_abe
  440.     @status_window.show
  441.     @actor_command_window.show
  442.     @status_aid_window.hide
  443.   end
  444.   def on_item_ok
  445.     @item = @item_window.item
  446.     $game_temp.battle_aid = @item
  447.     BattleManager.actor.input.set_item(@item.id)
  448.     if @item.for_opponent?
  449.       select_enemy_selection
  450.     elsif @item.for_friend?
  451.       select_actor_selection
  452.     else
  453.       @item_window.hide
  454.       next_command
  455.       $game_temp.battle_aid = nil
  456.     end
  457.     $game_party.last_item.object = @item
  458.   end
  459.   alias scene_battle_on_item_cancel_abe on_item_cancel
  460.   def on_item_cancel
  461.     scene_battle_on_item_cancel_abe
  462.     @status_window.show
  463.     @actor_command_window.show
  464.     @status_aid_window.hide
  465.   end
  466.   alias scene_battle_select_actor_selection_abe select_actor_selection
  467.   def select_actor_selection
  468.     @status_aid_window.refresh
  469.     scene_battle_select_actor_selection_abe
  470.     @status_window.hide
  471.     @skill_window.hide
  472.     @item_window.hide
  473.     @help_window.show
  474.   end
  475.   alias scene_battle_on_actor_ok_abe on_actor_ok
  476.   def on_actor_ok
  477.     $game_temp.battle_aid = nil
  478.     scene_battle_on_actor_ok_abe
  479.     @status_window.show
  480.     if $imported["YEA-BattleCommandList"] && !@confirm_command_window.nil?
  481.       @actor_command_window.visible = !@confirm_command_window.visible
  482.     else
  483.       @actor_command_window.show
  484.     end
  485.     @status_aid_window.hide
  486.   end
  487.   alias scene_battle_on_actor_cancel_abe on_actor_cancel
  488.   def on_actor_cancel
  489.     BattleManager.actor.input.clear
  490.     @status_aid_window.refresh
  491.     $game_temp.battle_aid = nil
  492.     scene_battle_on_actor_cancel_abe
  493.     case @actor_command_window.current_symbol
  494.     when :skill
  495.       @skill_window.show
  496.     when :item
  497.       @item_window.show
  498.     end
  499.   end
  500.   alias scene_battle_select_enemy_selection_abe select_enemy_selection
  501.   def select_enemy_selection
  502.     @status_aid_window.refresh
  503.     scene_battle_select_enemy_selection_abe
  504.     @help_window.show
  505.   end
  506.   alias scene_battle_on_enemy_ok_abe on_enemy_ok
  507.   def on_enemy_ok
  508.     $game_temp.battle_aid = nil
  509.     scene_battle_on_enemy_ok_abe
  510.   end
  511.   alias scene_battle_on_enemy_cancel_abe on_enemy_cancel
  512.   def on_enemy_cancel
  513.     BattleManager.actor.input.clear
  514.     @status_aid_window.refresh
  515.     $game_temp.battle_aid = nil
  516.     scene_battle_on_enemy_cancel_abe
  517.     if @skill_window.visible || @item_window.visible
  518.       @help_window.show
  519.     else
  520.       @help_window.hide
  521.     end
  522.   end
  523.   def end_battle_conditions?
  524.     return true if $game_party.members.empty?
  525.     return true if $game_party.all_dead?
  526.     return true if $game_troop.all_dead?
  527.     return true if BattleManager.aborting?
  528.     return false
  529.   end
  530.   def refresh_status
  531.     #如果你是程序员,请顺手帮忙优化下这里,谢谢。
  532.     @status_window.refresh
  533.     for i in $game_party.battle_members
  534.       @status_window.draw_item($game_party.battle_members.index(i))
  535.     end
  536.   end
  537. end


4.图标文件只有一个,太大感觉有点卡,有没有可以吧图标文件变成可以读取多个的?
作者: 三途亚梦    时间: 2014-10-29 13:43
不要一帖多问的啊少年。

分辨率在图书馆中应该是有完整的脚本的,好好寻找一下吧~

CP战斗慢性伤害致死导致卡死的情况需要楼下大神帮忙解决啦,这个我没法帮你,只能劝你换一个CP系统试试。

图标的话……你用了多少?我不觉得一个游戏用的图标能多到影响运行……
作者: morningboo    时间: 2014-10-30 08:53
本帖最后由 morningboo 于 2014-10-30 09:05 编辑

分辨率看这个帖子https://rpg.blue/forum.php?mod=v ... 6%E8%BE%A8%E7%8E%87
至于只读属性用这个:Q:为什么我增加了脚本语句之后分辨率依然只扩大了一点点?

     A:因为编辑器默认在保存工程的瞬间会将修改版的dll替换为原版dll,所以实际运行时使用的不是本帖的dll.
         解决方法:
         编辑器在保存的瞬间会将dll打回原形,使用喵娘提供的方法可以避免.
         1.将Game.ini里的     Library=System\RGSS300.dll
                           修改为     Library=RGSS300.dll
                           当然这个路径可以任意修改,然后将RGSS300文件放到相同位置.
PS:只读的意思是直接运行GAME的时候可以,如果要运行编辑器的话会自动解除,编辑完后再修改只读就可以了




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