#================================================================ # 本脚本来自[url]www.66RPG.com[/url],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=[] CHARA_INFO[1]="我是一号从,测试测试萌萌哒" CHARA_INFO[2]="我是二号从,测试测试萌萌哒" CHARA_INFO[3]="我是三号从,测试测试萌萌哒" CHARA_INFO[4]="我是四号从,测试测试萌萌哒"#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” #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 attr_accessor :mission # 任务★★★★★★★★★★★★★ attr_accessor :pr # 当前章节数★★★★★★★★★★★★★ attr_reader :prname #-------------------------------------------------------------------------- # ● 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) self.opacity=0 @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=0 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 @handbook = Sprite.new @handbook.bitmap = RPG::Cache.picture("handbook2") 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, "", 0) @title_window.opacity =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.opacity =0 @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(5) 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 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 id = @main_window.data[@visible_index] @info_window.refresh(id) return end end end #================================================================== # 本脚本来自[url]www.66RPG.com[/url],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
518.68 KB, 下载次数: 38
518.23 KB, 下载次数: 41
欢迎光临 Project1 (https://rpg.blue/) | Powered by Discuz! X3.1 |