Snipaste_2024-02-06_22-50-23.png (240.7 KB, 下载次数: 17)
Arrose 发表于 2024-2-7 16:51
你这是哪个菜单,主菜单还是什么?主菜单的整队绑定的方法好像是下面大括号里的
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汪叉 发表于 2024-2-7 19:30
是主菜单!!我现在就去试试看!
汪叉 发表于 2024-2-7 19:55
尝试输入了Scene_Menu.prototype.commandFormation,应该确实是这个命令,但是报错Cannot read property ...
11.04 KB, 下载次数: 12
汪叉 发表于 2024-2-8 16:01
是这个!辛苦大佬了!!
Arrose 发表于 2024-2-9 10:38
只用这个插件做不了整队,这个插件不是继承自Scene_Menu做的,但是默认的整队是在Scene_Menu场景里做的, ...
汪叉 发表于 2024-2-9 12:07
想了想既然没有办法直接添加整队,那就把整队做成用按键直接控制的方法来曲线救国,用的插件是这个(mv,mz ...
Arrose 发表于 2024-2-9 12:29
主要是整队它不是单独在另外一个场景整队的,而是直接在主菜单场景,像其他的装备,状态之类的都是跳转( ...
汪叉 发表于 2024-2-15 22:07
呜呜呜非常感谢!!新年快乐!!
Arrose 发表于 2024-2-17 22:14
新年快乐,之前你应该有看过默认的整队是咋样的吧,就是嵌在主菜单的整队,然后我现在准备写一个单独的整 ...
汪叉 发表于 2024-2-18 11:37
就按系统默认的来就好!!真的是麻烦您了~
/*: * @plugindesc 整队界面替换 * @author * @license MIT * * @target MZ * * @param characterWidth * @desc 角色步行图形的横向尺寸 * @text 角色的横向尺寸 * @type number * @default 48 * * @param characterHeight * @desc キャラクター歩行グラフィックの縦サイズ * @text 角色的纵向尺寸 * @type number * @default 72 * * @param characterDirectionToLeft * @desc キャラクターグラフィックを左向きで表示するかどうか * @text 角色朝向左 * @type boolean * @default false * * @param inheritMenuBackground * @desc メニュー系の画面から遷移した場合に背景を引き継ぐかどうか * @text 使用菜单背景 * @type boolean * @default true * * @param cancelButtonLeftMergin * @desc 返回按钮与调整队列文本窗口之间的距离 * @text 返回与整队文本的距离 * @type number * @default 20 * * @param cancelButtonRightMergin * @desc 返回按钮和屏幕右侧边缘之间的宽度 * @text 返回和右侧边缘的距离 * @type number * @default 4 * * @param showHelpWindow * @desc 如果关闭,则隐藏顶部的帮助窗口,并相应地扩大装备状态窗口。 * @text 显示帮助窗口 * @type boolean * @default true * * @command openFormationScene * @text 打开整理队列场景 * * @help * 插件版本: 1.4.1 * 提供调整队列的场景。 * * 插件命令可以开始重新排列的场景。 * 只有这个插件不会改变菜单的重新排列命令的行为。 * 改变菜单的行为和插件一起使用,可以改变。 * 例如,darkplasma_formationinmenu * トリアコンタンさん的菜单子命令。 * 打开重新排列场景所需的脚本代码: * SceneManager.push(Scene_Formation); */ (() => { 'use strict'; const pluginName = document.currentScript.src.replace(/^.*\/(.*).js$/, function () { return arguments[1]; }); const pluginParametersOf = (pluginName) => PluginManager.parameters(pluginName); const pluginParameters = pluginParametersOf(pluginName); const settings = { characterWidth: Number(pluginParameters.characterWidth || 48), characterHeight: Number(pluginParameters.characterHeight || 72), characterDirectionToLeft: String(pluginParameters.characterDirectionToLeft || true) === 'true', inheritMenuBackground: String(pluginParameters.inheritMenuBackground || true) === 'true', cancelButtonLeftMergin: Number(pluginParameters.cancelButtonLeftMergin || 4), cancelButtonRightMergin: Number(pluginParameters.cancelButtonRightMergin || 4), showHelpWindow: String(pluginParameters.showHelpWindow || true) === 'true', }; const command_openFormationScene = 'openFormationScene'; /** * 默认的角色大小 * @type {number} */ const DEFAULT_CHARACTER_SIZE = 48; /** * 待机窗口的上下填充宽度(右侧未参战角色栏的宽度) * @type {number} */ const WAITING_WINDOW_PADDING = 36; PluginManager.registerCommand(pluginName, command_openFormationScene, function () { SceneManager.push(Scene_Formation); }); SceneManager.isPreviousSceneExtendsMenuBase = function () { return !!this._previousClass && new this._previousClass() instanceof Scene_MenuBase; }; function Game_Temp_FormationMixIn(gameTemp) { const _initialize = gameTemp.initialize; gameTemp.initialize = function () { _initialize.call(this); this._needsFormationBattleMemberWindowRefresh = false; this._needsFormationWaitingMemberWindowRefresh = false; }; const _requestBattleRefresh = gameTemp.requestBattleRefresh; gameTemp.requestBattleRefresh = function () { _requestBattleRefresh.call(this); this.requestFormationMemberWindowsRefresh(); }; gameTemp.requestFormationMemberWindowsRefresh = function () { this._needsFormationBattleMemberWindowRefresh = true; this._needsFormationWaitingMemberWindowRefresh = true; }; gameTemp.clearFormationBattleMemberWindowRefreshRequest = function () { this._needsFormationBattleMemberWindowRefresh = false; }; gameTemp.clearFormationWaitingMemberWindowRefreshRequest = function () { this._needsFormationWaitingMemberWindowRefresh = false; }; gameTemp.isFormationBattleMemberWindowRefreshRequested = function () { return this._needsFormationBattleMemberWindowRefresh; }; gameTemp.isFormationWaitingMemberWindowRefreshRequested = function () { return this._needsFormationWaitingMemberWindowRefresh; }; } Game_Temp_FormationMixIn(Game_Temp.prototype); function Scene_FormationMixIn(sceneClass) { return class extends sceneClass { /** * @return {Rectangle} */ helpWindowRect() { if (settings.showHelpWindow) { const width = ConfigManager.touchUI ? Graphics.boxWidth - this.cancelButtonWidth() - settings.cancelButtonRightMergin - settings.cancelButtonLeftMergin : Graphics.boxWidth; return new Rectangle(0, 0, width, this.calcWindowHeight(1, false)); } else { return new Rectangle(0, 0, 0, 0); } } /** * @return {Rectangle} */ statusWindowRect() { return new Rectangle( 0, this.formationHelpWindow().height + this.waitingMemberWindowHeight(), this.formationStatusWindowWidth(), this.formationStatusWindowHeight() ); } formationStatusWindowWidth() { return Graphics.boxWidth; } //原本是4 改为6 formationStatusWindowHeight() { return this.calcWindowHeight(6, false); } /** * @return {Rectangle} */ battleMemberWindowRect() { return new Rectangle( 0, this.formationHelpWindow().height, this.battleMemberWindowWidth(), this.waitingMemberWindowHeight() ); } battleMemberWindowWidth() { const characterSpacing = Window_FormationBattleMember.prototype.spacing(); return settings.characterHeight > DEFAULT_CHARACTER_SIZE ? (settings.characterWidth + characterSpacing) * $gameParty.maxBattleMembers() : (settings.characterWidth + characterSpacing) * Math.floor(($gameParty.maxBattleMembers() + 1) / 2) + 32; } /** * @return {Rectangle} */ waitingMemberWindowRect() { return new Rectangle( this.formationBattleMemberWindow().width, this.formationHelpWindow().height, Graphics.boxWidth - this.formationBattleMemberWindow().width, this.waitingMemberWindowHeight() ); } waitingMemberWindowHeight() { return settings.characterHeight > DEFAULT_CHARACTER_SIZE ? settings.characterHeight + WAITING_WINDOW_PADDING : settings.characterHeight * 2 + Math.floor((WAITING_WINDOW_PADDING * 4) / 3); } cancelButtonWidth() { return 0; } formationHelpWindow() { return new Window_Help(new Rectangle(0, 0, 0, 0)); } formationBattleMemberWindow() { return new Window_FormationBattleMember(new Rectangle(0, 0, 0, 0)); } formationWaitingMemberWindow() { return new Window_FormationWaitingMember(new Rectangle(0, 0, 0, 0)); } formationSelectWindow() { return new Window_FormationSelect(new Rectangle(0, 0, 0, 0)); } formationStatusWindow() { return new Window_FormationStatus(new Rectangle(0, 0, 0, 0)); } formationStatusParamsWindow() { return new Window_StatusParams(new Rectangle(0, 0, 0, 0)); } formationEquipStatusWindow() { return new Window_StatusEquip(new Rectangle(0, 0, 0, 0)); } setupFormationSelectWindow() { this.formationSelectWindow().setStatusWindow(this.formationStatusWindow()); this.formationSelectWindow().setBattleMemberWindow(this.formationBattleMemberWindow()); this.formationSelectWindow().setWaitingMemberWindow(this.formationWaitingMemberWindow()); this.formationSelectWindow().setStatusParamsWindow(this.formationStatusParamsWindow()); this.formationSelectWindow().setEquipWindow(this.formationEquipStatusWindow()); this.formationSelectWindow().setHandler('ok', this.onFormationOk.bind(this)); this.formationSelectWindow().setHandler('cancel', this.onFormationCancel.bind(this)); this.formationSelectWindow().select(0); /** * 为了实现光标重叠透明窗口的显示,请准备一个专用层 */ this._selectWindowLayer = new WindowLayer(); this._selectWindowLayer.x = (Graphics.width - Graphics.boxWidth); this._selectWindowLayer.y = (Graphics.height - Graphics.boxHeight); this.addChild(this._selectWindowLayer); this._selectWindowLayer.addChild(this.formationSelectWindow()); } /** * @return {Rectangle} */ selectWindowRect() { return new Rectangle( 0, this.formationWaitingMemberWindow().y, Graphics.boxWidth, this.formationWaitingMemberWindow().height ); } onFormationOk() { const index = this.formationSelectWindow().index(); const pendingIndex = this.formationSelectWindow().pendingIndex(); if (pendingIndex >= 0) { $gameParty.swapOrder(index, pendingIndex); this.formationSelectWindow().setPendingIndex(-1); $gameTemp.requestFormationMemberWindowsRefresh(); } else { this.formationSelectWindow().setPendingIndex(index); } this.formationSelectWindow().activate(); } onFormationCancel() { if (this.formationSelectWindow().pendingIndex() >= 0) { this.formationSelectWindow().setPendingIndex(-1); this.formationSelectWindow().activate(); } else { this.quitFromFormation(); } } quitFromFormation() {} }; } globalThis.Scene_FormationMixIn = Scene_FormationMixIn; class Scene_Formation extends Scene_FormationMixIn(Scene_Base) { constructor() { super(...arguments); this._backgroundSprite = null; this._cancelButton = null; this._selectWindow = null; this._helpWindow = null; this._statusWindow = null; this._statusParamsWindow = null; this._equipWindow = null; this._battleMemberWindow = null; this._waitingMemberWindow = null; } create() { super.create(); this.createBackground(); this.createWindowLayer(); this.createButtons(); this.createHelpWindow(); this.createBattleMemberWindow(); this.createWaitingMemberWindow(); this.createStatusWindow(); this.createStatusParamsWindow(); this.createStatusEquipWindow(); this.createSelectWindow(); } start() { super.start(); this._selectWindow.activate(); } createBackground() { if (settings.inheritMenuBackground && SceneManager.isPreviousSceneExtendsMenuBase()) { Scene_MenuBase.prototype.createBackground.call(this); } else { this._backgroundSprite = new Sprite(); this._backgroundSprite.bitmap = SceneManager.backgroundBitmap(); this.addChild(this._backgroundSprite); } } setBackgroundOpacity(opacity) { if (this._backgroundSprite) { this._backgroundSprite.opacity = opacity; } } createHelpWindow() { this._helpWindow = new Window_Help(this.helpWindowRect()); this._helpWindow.setText(this.helpWindowText()); this.addWindow(this._helpWindow); } helpWindowText() { return TextManager.formation; } createButtons() { if (ConfigManager.touchUI) { this._cancelButton = new Sprite_Button('cancel'); this._cancelButton.x = Graphics.boxWidth - this.cancelButtonWidth() - settings.cancelButtonRightMergin; this._cancelButton.y = this.buttonY(); this.addChild(this._cancelButton); } } cancelButtonWidth() { return this._cancelButton ? this._cancelButton.width : 0; } formationHelpWindow() { return this._helpWindow; } createStatusWindow() { this._statusWindow = new Window_FormationStatus(this.statusWindowRect()); this.addWindow(this._statusWindow); } formationStatusWindow() { return this._statusWindow; } createStatusParamsWindow() { this._statusParamsWindow = new Window_StatusParams(this.statusParamsWindowRect()); this.addWindow(this._statusParamsWindow); } statusParamsWindowRect() { return new Rectangle( 0, this.formationHelpWindow().height + this.formationStatusWindow().height + this.waitingMemberWindowHeight(), Scene_Status.prototype.statusParamsWidth.call(this), this.formationStatusParamsWindowHeight() ); } formationStatusParamsWindowHeight() { return ( Graphics.boxHeight - this.waitingMemberWindowHeight() - this.formationStatusWindow().height - this.formationHelpWindow().height ); } formationStatusParamsWindow() { return this._statusParamsWindow; } createStatusEquipWindow() { this._equipWindow = new Window_StatusEquip(this.equipStatusWindowRect()); this.addWindow(this._equipWindow); } equipStatusWindowRect() { return new Rectangle( this._statusParamsWindow.width, this._statusParamsWindow.y, Graphics.boxWidth - this._statusParamsWindow.width, this._statusParamsWindow.height ); } formationEquipStatusWindow() { return this._equipWindow; } createBattleMemberWindow() { this._battleMemberWindow = new Window_FormationBattleMember(this.battleMemberWindowRect()); this.addWindow(this._battleMemberWindow); } formationBattleMemberWindow() { return this._battleMemberWindow; } createWaitingMemberWindow() { this._waitingMemberWindow = new Window_FormationWaitingMember(this.waitingMemberWindowRect()); this.addWindow(this._waitingMemberWindow); } formationWaitingMemberWindow() { return this._waitingMemberWindow; } createSelectWindow() { this._selectWindow = new Window_FormationSelect(this.selectWindowRect()); this.setupFormationSelectWindow(); } formationSelectWindow() { return this._selectWindow; } quitFromFormation() { $gamePlayer.refresh(); this.popScene(); } } globalThis.Scene_Formation = Scene_Formation; //Window_FormationStatus 带有脸图的窗口 class Window_FormationStatus extends Window_SkillStatus { constructor() { super(...arguments); this._topFaceBitmap = null; this._topFaceIsVisible = false; } loadFaceImages() { super.loadFaceImages(); /** * 开头的面部图 */ this._topFaceBitmap = ImageManager.loadFace($gameParty.leader().faceName()); this._topFaceIsVisible = false; } //可见行数? 原本是4 该为6 ,好像没用 numVisibleRows() { return 10; } windowHeight() { return this.fittingHeight(this.numVisibleRows()); } update() { super.update(); //$gameParty.members()[0]._name,0,0,400,200,'left' //Bitmap.prototype.drawText = function(text, x, y, maxWidth, lineHeight, align) this.contents.drawText(this.convertEscapeCharacters(this._actor._profile),0,90,900,220,'left'); /** * 先頭のみ顔グラの読み込みが間に合わないケースがあるため、 * 等待准备工作仅运行一次重绘过程。 */ if (!this._topFaceIsVisible && this._topFaceBitmap && this._topFaceBitmap.isReady()) { //在这里绘制? this.refresh(); this._topFaceIsVisible = true; } } } class Window_DrawActorCharacter extends Window_StatusBase { initialize(rect) { super.initialize(rect); this._bitmapsMustBeRedraw = []; this.refresh(); } drawActorCharacter(actor, x, y) { super.drawActorCharacter(actor, x, y); const bitmap = ImageManager.loadCharacter(actor.characterName()); if (!bitmap.isReady()) { this._bitmapsMustBeRedraw.push(bitmap); } } drawActorCharacterLeft(actor, x, y) { const bitmap = ImageManager.loadCharacter(actor.characterName()); const big = ImageManager.isBigCharacter(actor.characterName()); const pw = bitmap.width / (big ? 3 : 12); const ph = bitmap.height / (big ? 4 : 8); const n = big ? 0 : actor.characterIndex(); const sx = ((n % 4) * 3 + 1) * pw; const sy = (Math.floor(n / 4) * 4 + 1) * ph; this.contents.blt(bitmap, sx, sy, pw, ph, x - pw / 2, y - ph); if (!bitmap.isReady()) { this._bitmapsMustBeRedraw.push(bitmap); } } members() { return []; } spacing() { return 12; } offsetX() { return 0; } offsetY() { return 0; } itemHeight() { return settings.characterHeight + 4; } itemRect(index) { const x = this.x + this.offsetX() + (index % this.maxCols()) * (settings.characterWidth + this.spacing()); const y = -4 + this.offsetY() + Math.floor(index / this.maxCols()) * (settings.characterHeight + this.spacing()); return new Rectangle(x, y, settings.characterWidth, this.itemHeight()); } update() { super.update(); /** * 由于有些情况下只能第一次及时完成加载,因此重新绘制 */ if (this._bitmapsMustBeRedraw.length > 0 && this._bitmapsMustBeRedraw.every((bitmap) => bitmap.isReady())) { this.refresh(); this._bitmapsMustBeRedraw = []; } } refresh() { this.contents.clear(); this.members().forEach((actor, index) => { const x = this.offsetX() + settings.characterWidth / 2 + (index % this.maxCols()) * (settings.characterWidth + this.spacing()); const y = this.offsetY() + settings.characterHeight + Math.floor(index / this.maxCols()) * (settings.characterHeight + this.spacing()); if (settings.characterDirectionToLeft) { this.drawActorCharacterLeft(actor, x, y); } else { this.drawActorCharacter(actor, x, y); } }); } } class Window_FormationBattleMember extends Window_DrawActorCharacter { update() { super.update(); if ($gameTemp.isFormationBattleMemberWindowRefreshRequested()) { this.refresh(); $gameTemp.clearFormationBattleMemberWindowRefreshRequest(); } } members() { return $gameParty.battleMembers(); } maxCols() { return settings.characterHeight > DEFAULT_CHARACTER_SIZE ? $gameParty.maxBattleMembers() : $gameParty.maxBattleMembers() / 2; } offsetX() { return settings.characterHeight > DEFAULT_CHARACTER_SIZE ? 0 : 12; } offsetY() { return settings.characterHeight > DEFAULT_CHARACTER_SIZE ? 0 : 4; } spacing() { return settings.characterHeight > DEFAULT_CHARACTER_SIZE ? 24 : 12; } } class Window_FormationWaitingMember extends Window_DrawActorCharacter { update() { super.update(); if ($gameTemp.isFormationWaitingMemberWindowRefreshRequested()) { this.refresh(); $gameTemp.clearFormationWaitingMemberWindowRefreshRequest(); } } members() { return $gameParty.allMembers().filter((actor) => !actor.isBattleMember()); } maxCols() { return settings.characterHeight > DEFAULT_CHARACTER_SIZE ? 9 : 11; } } class Window_FormationSelect extends Window_Selectable { constructor() { super(...arguments); this._pendingIndex = -1; this._pendingCursorSprite = null; this._pendingCursorRect = new Rectangle(0, 0, 0, 0); this._statusWindow = null; this._battleMemberWindow = null; this._waitingMemberWindow = null; this._statusParamsWindow = null; this._equipWindow = null; } initialize(rect) { super.initialize(rect); this.setBackgroundType(2); if (!this._pendingCursorSprite) { this._pendingCursorSprite = new Sprite(); this.addChild(this._pendingCursorSprite); } } setStatusWindow(statusWindow) { this._statusWindow = statusWindow; } setBattleMemberWindow(battleMemberWindow) { this._battleMemberWindow = battleMemberWindow; } setWaitingMemberWindow(waitingMemberWindow) { this._waitingMemberWindow = waitingMemberWindow; } setStatusParamsWindow(statusParamsWindow) { this._statusParamsWindow = statusParamsWindow; } setEquipWindow(equipWindow) { this._equipWindow = equipWindow; } maxCols() { return this.maxItems(); } maxItems() { return $gameParty.allMembers().length; } isHorizontal() { return true; } isSelectBattleMember() { return this.index() < $gameParty.battleMembers().length; } isSelectUpperLineBattleMember() { return !this.useTallCharacter() && this.index() < this._battleMemberWindow.maxCols(); } isSelectLowerLineBattleMember() { return ( !this.useTallCharacter() && this.index() >= this._battleMemberWindow.maxCols() && this.index() < $gameParty.battleMembers().length ); } isSelectRightLineBattleMember() { const maxCols = this.isSelectUpperLineBattleMember() ? Math.ceil(this._battleMemberWindow.maxCols()) : Math.floor(this._battleMemberWindow.maxCols()); return ( !this.useTallCharacter() && this.index() < $gameParty.battleMembers().length && this.index() % maxCols === maxCols - 1 ); } isSelectUpperLineWaitingMember() { return ( !this.useTallCharacter() && this.index() >= $gameParty.battleMembers().length && this.index() < $gameParty.battleMembers().length + this._waitingMemberWindow.maxCols() ); } isSelectLowerLineWaitingMember() { return ( !this.useTallCharacter() && this.index() >= $gameParty.battleMembers().length + this._waitingMemberWindow.maxCols() ); } isSelectLeftLineWaitingMember() { return ( !this.useTallCharacter() && this.index() >= $gameParty.battleMembers().length && (this.index() - $gameParty.battleMembers().length) % this._waitingMemberWindow.maxCols() === 0 ); } /** * 是否使用了比默认值高的角色 * @return {boolean} */ useTallCharacter() { return settings.characterHeight > DEFAULT_CHARACTER_SIZE; } cursorDown() { if (this.isSelectUpperLineBattleMember()) { if (this.index() + Math.ceil(this._battleMemberWindow.maxCols()) < $gameParty.battleMembers().length) { this.select(this.index() + Math.ceil(this._battleMemberWindow.maxCols())); } else if ($gameParty.battleMembers().length > Math.ceil(this._battleMemberWindow.maxCols())) { this.select($gameParty.battleMembers().length - 1); } } else if ( this.isSelectUpperLineWaitingMember() && this.index() + this._waitingMemberWindow.maxCols() < this.maxItems() ) { this.select(this.index() + this._waitingMemberWindow.maxCols()); } } cursorUp() { if (this.isSelectLowerLineBattleMember()) { this.select(this.index() - Math.floor(this._battleMemberWindow.maxCols())); } else if (this.isSelectLowerLineWaitingMember()) { this.select(this.index() - this._waitingMemberWindow.maxCols()); } } cursorRight() { if (this.isSelectRightLineBattleMember() && this.maxItems() > $gameParty.battleMembers().length) { if ( this.isSelectLowerLineBattleMember() && this.maxItems() > $gameParty.battleMembers().length + this._waitingMemberWindow.maxCols() ) { this.select($gameParty.battleMembers().length + this._waitingMemberWindow.maxCols()); } else { this.select($gameParty.battleMembers().length); } } else { super.cursorRight(true); } } cursorLeft() { if (this.isSelectLeftLineWaitingMember()) { if (this.isSelectUpperLineWaitingMember()) { this.select(Math.ceil(this._battleMemberWindow.maxCols()) - 1); } else { this.select($gameParty.battleMembers().length - 1); } } else { super.cursorLeft(true); } } actor() { return $gameParty.allMembers()[this.index()]; } //如果在菜单中选中 //alert(this.actor()._profile); select(index) { super.select(index); if (this._statusWindow) { this._statusWindow.setActor(this.actor()); } if (this._statusParamsWindow) { this._statusParamsWindow.setActor(this.actor()); } if (this._equipWindow) { this._equipWindow.setActor(this.actor()); } } processCancel() { if (this.processCancelEnabled()) { super.processCancel(); } else { this.playBuzzerSound(); } } processCancelEnabled() { if (this.pendingIndex() >= 0) { return true; } if ($gameParty.forwardMembersAreAllDead) { return !$gameParty.forwardMembersAreAllDead(); } return !$gameParty.isAllDead(); } itemRect(index) { if (index < $gameParty.battleMembers().length) { return this._battleMemberWindow.itemRect(index); } else { return this._waitingMemberWindow.itemRect(index - $gameParty.battleMembers().length); } } pendingIndex() { return this._pendingIndex; } setPendingIndex(pendingIndex) { this._pendingIndex = pendingIndex; this.drawPendingItemBackGround(); } drawPendingItemBackGround() { if (this._pendingIndex >= 0) { const rect = this.itemRect(this._pendingIndex); const color = ColorManager.pendingColor(); this.changePaintOpacity(false); this.contents.fillRect(rect.x, rect.y, rect.width, rect.height, color); this.changePaintOpacity(true); } else { this.contents.clear(); } } } globalThis.Window_FormationStatus = Window_FormationStatus; globalThis.Window_FormationBattleMember = Window_FormationBattleMember; globalThis.Window_FormationWaitingMember = Window_FormationWaitingMember; globalThis.Window_FormationSelect = Window_FormationSelect; })();
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