#===================================================================================================================================== # ■ RGSS3 战斗指令输入中立绘显示ver 1.01 #---------------------------------------------------------------------------------------------------------------------------------------------------------------------- # 作者: # 白之魔[url=http://izumiwhite.web.fc2.com/]http://izumiwhite.web.fc2.com/[/url] # # 使用规则: # 仅RPG Maker VX Ace的正规用户使用。 # 使用报告、著作权表示等不需要。 # 允许自由修改。 # 无论发生什么问题,我都不负责任。 #===================================================================================================================================== #------------------------------------------------------------------------------------------------------------------------------------------------ # ★ 初始设定。 # 错开立绘的透明度设定和显示位置。 # 这样下去大概也没问题…。 # 如果在这里弄也不行,就加工图像本身吧。 #------------------------------------------------------------------------------------------------------------------------------------------------ module WD_battlepicture_ini Picture_opacity = 255 #立绘的不透明度。0(透明)~255(不透明)指定 Picture_x= 100 #立绘的x坐标的位置调整 Picture_y=55 #立绘y坐标的位置调整 Picture_z= -100 Hidepicture1 = false #技能、道具选择时 #清除立绘时为true Hidepicture2 = true #选择敌方目标 #清除立绘时为true Hidepicture3 = true #我方选择目标时 #清除立绘时为true end #------------------------------------------------------------------------------------------------------------------------------------------------ # ★ 初始设定结束 #------------------------------------------------------------------------------------------------------------------------------------------------ class Window_BattlePicture < Window_Base #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize super(-16, -16, 640+32, 480+32) end #-------------------------------------------------------------------------- # ● 立ち絵のセット #-------------------------------------------------------------------------- def set(actor) self.contents.clear bitmap1 = Cache.picture(actor.face_name) rect1 = Rect.new(0, 0, bitmap1.width, bitmap1.height) #p actor.id #p "z" #p $game_party.actors[0] if $game_party.battle_members.count == 2 if (actor.id == $game_party.actors[0] ) x = 416-bitmap1.width/2 + WD_battlepicture_ini::Picture_x #1号 y = 432-bitmap1.height + WD_battlepicture_ini::Picture_y else x = -280 #2号位 y = 432-bitmap1.height + WD_battlepicture_ini::Picture_y end else if (actor.id == $game_party.actors[0] || actor.id == $game_party.actors[1]) x = 416-bitmap1.width/2 + WD_battlepicture_ini::Picture_x #1号,2号位 y = 432-bitmap1.height + WD_battlepicture_ini::Picture_y else x = -280 #3号,4号位 y = 432-bitmap1.height + WD_battlepicture_ini::Picture_y end end self.contents.blt(x, y, bitmap1, rect1, WD_battlepicture_ini::Picture_opacity) end end class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # ● 情報表示ビューポートの作成 #-------------------------------------------------------------------------- alias wd_orig_create_info_viewport_009 create_info_viewport def create_info_viewport @battle_picture_window = Window_BattlePicture.new @battle_picture_window.hide @battle_picture_window.opacity = 0 wd_orig_create_info_viewport_009 end #-------------------------------------------------------------------------- # ● 次のコマンド入力へ #-------------------------------------------------------------------------- alias wd_orig_next_command_009 next_command def next_command @battle_picture_window.hide wd_orig_next_command_009 end #-------------------------------------------------------------------------- # ● 前のコマンド入力へ #-------------------------------------------------------------------------- alias wd_orig_prior_command_009 prior_command def prior_command @battle_picture_window.hide wd_orig_prior_command_009 end #-------------------------------------------------------------------------- # ● アクターコマンド選択の開始 #-------------------------------------------------------------------------- alias wd_orig_start_actor_command_selection_009 start_actor_command_selection def start_actor_command_selection wd_orig_start_actor_command_selection_009 @battle_picture_window.show @battle_picture_window.set(BattleManager.actor) end #-------------------------------------------------------------------------- # ● スキル[決定] #-------------------------------------------------------------------------- alias wd_orig_on_skill_ok_009 on_skill_ok def on_skill_ok @skill = @skill_window.item if !@skill.need_selection? elsif @skill.for_opponent? @battle_picture_window.show if WD_battlepicture_ini::Hidepicture2 == false else @battle_picture_window.show if WD_battlepicture_ini::Hidepicture3 == false end wd_orig_on_skill_ok_009 end #-------------------------------------------------------------------------- # ● コマンド[スキル] #-------------------------------------------------------------------------- alias wd_orig_command_skill_009 command_skill def command_skill @battle_picture_window.hide if WD_battlepicture_ini::Hidepicture1 wd_orig_command_skill_009 end #-------------------------------------------------------------------------- # ● コマンド[アイテム] #-------------------------------------------------------------------------- alias wd_orig_command_item_009 command_item def command_item @battle_picture_window.hide if WD_battlepicture_ini::Hidepicture1 wd_orig_command_item_009 end #-------------------------------------------------------------------------- # ● スキル[キャンセル] #-------------------------------------------------------------------------- alias wd_orig_on_skill_cancel_009 on_skill_cancel def on_skill_cancel @battle_picture_window.show wd_orig_on_skill_cancel_009 end #-------------------------------------------------------------------------- # ● アイテム[キャンセル] #-------------------------------------------------------------------------- alias wd_orig_on_item_cancel_009 on_item_cancel def on_item_cancel @battle_picture_window.show wd_orig_on_item_cancel_009 end #-------------------------------------------------------------------------- # ● アクター選択の開始 #-------------------------------------------------------------------------- alias wd_orig_select_actor_selection_009 select_actor_selection def select_actor_selection if WD_battlepicture_ini::Hidepicture3 @battle_picture_window.hide else @battle_picture_window.show end wd_orig_select_actor_selection_009 end #-------------------------------------------------------------------------- # ● アクター[キャンセル] #-------------------------------------------------------------------------- alias wd_orig_on_actor_cancel_009 on_actor_cancel def on_actor_cancel @actor_window.hide case @actor_command_window.current_symbol when :attack @battle_picture_window.show when :skill if WD_battlepicture_ini::Hidepicture1 @battle_picture_window.hide else @battle_picture_window.show end when :item if WD_battlepicture_ini::Hidepicture1 @battle_picture_window.hide else @battle_picture_window.show end end wd_orig_on_actor_cancel_009 end #-------------------------------------------------------------------------- # ● 敵キャラ選択の開始 #-------------------------------------------------------------------------- alias wd_orig_select_enemy_selection_cancel_009 select_enemy_selection def select_enemy_selection if WD_battlepicture_ini::Hidepicture2 @battle_picture_window.hide else @battle_picture_window.show end wd_orig_select_enemy_selection_cancel_009 end #-------------------------------------------------------------------------- # ● 敵キャラ[キャンセル] #-------------------------------------------------------------------------- alias wd_orig_on_enemy_cancel_009 on_enemy_cancel def on_enemy_cancel case @actor_command_window.current_symbol when :attack @battle_picture_window.show when :skill if WD_battlepicture_ini::Hidepicture1 @battle_picture_window.hide else @battle_picture_window.show end when :item if WD_battlepicture_ini::Hidepicture1 @battle_picture_window.hide else @battle_picture_window.show end end wd_orig_on_enemy_cancel_009 end end
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