class Window_TargetEnemy < Window_Command
#--------------------------------------------------------------------------
# ● 刷新屏幕敌人状态
#--------------------------------------------------------------------------
def update
super
if @index != @now_index
@now_index = @index
$scene.update_target_select_sprite(enemy)
end
end
end
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● 开始对象敌人的选择
#--------------------------------------------------------------------------
def start_target_enemy_selection
@target_enemy_window = Window_TargetEnemy.new
@target_enemy_window.y = @info_viewport.rect.y
@info_viewport.rect.x += @target_enemy_window.width
@info_viewport.ox += @target_enemy_window.width
@actor_command_window.active = false
@target_select_sprite = Sprite.new
@target_select_sprite.bitmap = Bitmap.new(Graphics.width, Graphics.height)
@target_select_sprite.opacity = 160
end
#--------------------------------------------------------------------------
# ● 刷新选择对象的选择框
#--------------------------------------------------------------------------
def update_target_select_sprite(enemy)
@target_select_sprite.bitmap.clear
@target_select_sprite.bitmap.fill_rect(0, 0, Graphics.width, Graphics.height, Color.new(0, 0, 0, 255))
#enemy_bmp = enemy.avatar("站立", 0)
enemy_bmp = Cache.battler(enemy.battler_name, enemy.battler_hue)
enemy_x = enemy.screen_x
enemy_y = enemy.screen_y
dest_rect = Rect.new(enemy_x - enemy_bmp.width / 2, enemy_y - enemy_bmp.height ,
enemy_bmp.width, enemy_bmp.height)
src_bitmap = Cache.system("enemy_select_back")
src_rect = src_bitmap.rect
@target_select_sprite.bitmap.clear_rect(dest_rect)
@target_select_sprite.bitmap.stretch_blt(dest_rect, src_bitmap, src_rect)
@target_select_sprite.bitmap.blur
@target_select_sprite.bitmap.blur
end
#--------------------------------------------------------------------------
# ● 结束对象敌人的选择
#--------------------------------------------------------------------------
def end_target_enemy_selection
@info_viewport.rect.x -= @target_enemy_window.width
@info_viewport.ox -= @target_enemy_window.width
@target_enemy_window.dispose
@target_enemy_window = nil
@target_select_sprite.dispose
@target_select_sprite = nil
if @actor_command_window.index == 0
@actor_command_window.active = true
end
end
end
class Window_TargetEnemy < Window_Command
#--------------------------------------------------------------------------
# ● 刷新屏幕敌人状态
#--------------------------------------------------------------------------
def update
super
if @index != @now_index
@now_index = @index
$scene.update_target_select_sprite(enemy)
end
end
end
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● 开始对象敌人的选择
#--------------------------------------------------------------------------
def start_target_enemy_selection
@target_enemy_window = Window_TargetEnemy.new
@target_enemy_window.y = @info_viewport.rect.y
@info_viewport.rect.x += @target_enemy_window.width
@info_viewport.ox += @target_enemy_window.width
@actor_command_window.active = false
@target_select_sprite = Sprite.new
@target_select_sprite.bitmap = Bitmap.new(Graphics.width, Graphics.height)
@target_select_sprite.opacity = 160
end
#--------------------------------------------------------------------------
# ● 刷新选择对象的选择框
#--------------------------------------------------------------------------
def update_target_select_sprite(enemy)
@target_select_sprite.bitmap.clear
@target_select_sprite.bitmap.fill_rect(0, 0, Graphics.width, Graphics.height, Color.new(0, 0, 0, 255))
#enemy_bmp = enemy.avatar("站立", 0)
enemy_bmp = Cache.battler(enemy.battler_name, enemy.battler_hue)
enemy_x = enemy.screen_x
enemy_y = enemy.screen_y
dest_rect = Rect.new(enemy_x - enemy_bmp.width / 2, enemy_y - enemy_bmp.height ,
enemy_bmp.width, enemy_bmp.height)
src_bitmap = Cache.system("enemy_select_back")
src_rect = src_bitmap.rect
@target_select_sprite.bitmap.clear_rect(dest_rect)
@target_select_sprite.bitmap.stretch_blt(dest_rect, src_bitmap, src_rect)
@target_select_sprite.bitmap.blur
@target_select_sprite.bitmap.blur
end
#--------------------------------------------------------------------------
# ● 结束对象敌人的选择
#--------------------------------------------------------------------------
def end_target_enemy_selection
@info_viewport.rect.x -= @target_enemy_window.width
@info_viewport.ox -= @target_enemy_window.width
@target_enemy_window.dispose
@target_enemy_window = nil
@target_select_sprite.dispose
@target_select_sprite = nil
if @actor_command_window.index == 0
@actor_command_window.active = true
end
end
end
以下引用柳柳于2008-1-14 21:21:24的发言:
这个是XP时候的闪烁或变白效果么?不够恶搞,咱这个可以把遮罩图做成一个大大的桃心~~
以下引用柳柳于2008-1-13 20:51:42的发言:
哦……我这个里面是有的……很简单啊,你居然不看我以前的录像教程 太可恶了,实在是太可恶了,我哭……
你要的话我再发个帖子就好了。
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