唉,没有办法,看来只能把其他人物设成AI自动了- -0 |
多人的那个脚本会和跟随冲突吧- - |
用多人数战斗的脚本不好吗 |
我觉得应该是改 Window_BattleStatus中的 #-------------------------------------------------------------------------- # * 绘制条目 # index : 条目编号 #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color actor = $game_party.members[index] draw_actor_name(actor, 4, rect.y) draw_actor_state(actor, 114, rect.y, 48) draw_actor_hp(actor, 174, rect.y, 120) draw_actor_mp(actor, 310, rect.y, 70) end end 可惜我不太明白这些命令的意思 |
这部分我是自己修改了 Game_Party中的 MAX_MEMBERS = 8 # 同伴最大数量 Window_MenuStatus中的 #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.members.size for actor in $game_party.members #变量actor的值按game_party.members变化 x = 104 y = actor.index * 48 + WLH / 2 - 10 draw_actor_name(actor, x+40, y) draw_actor_class(actor, x + 160, y) draw_actor_level(actor, x + 40, y + WLH * 1) draw_actor_state(actor, x + 40, y + WLH * 2) draw_actor_hp(actor, x - 100, y-30+ WLH * 1) draw_actor_mp(actor, x - 100, y-30+ WLH * 2) end end #-------------------------------------------------------------------------- # ● 更新光标 #-------------------------------------------------------------------------- def update_cursor x = 104 y = 30 if @index < 0 # 无光标 self.cursor_rect.empty elsif @index < @item_max # 一般 self.cursor_rect.set(0, @index * 48, contents.width, 48) elsif @index >= 100 # 使用本身 self.cursor_rect.set(0, (@index - 100) * 48, contents.width, 48) else # 全体 self.cursor_rect.set(0, 0, contents.width, @item_max * 48) end end end 以上8人同伴菜单实现 Spriteset_Battle中的 #-------------------------------------------------------------------------- # ● 生成角色活动块 # 默认情况下角色图像不被显示,但是有一个与敌人相同的同伴空壳活动块 # 能够在需要时调用。 #-------------------------------------------------------------------------- def create_actors @actor_sprites = [] @actor_sprites.push(Sprite_Battler.new(@viewport1)) @actor_sprites.push(Sprite_Battler.new(@viewport1)) @actor_sprites.push(Sprite_Battler.new(@viewport1)) @actor_sprites.push(Sprite_Battler.new(@viewport1)) @actor_sprites.push(Sprite_Battler.new(@viewport1)) @actor_sprites.push(Sprite_Battler.new(@viewport1)) @actor_sprites.push(Sprite_Battler.new(@viewport1)) @actor_sprites.push(Sprite_Battler.new(@viewport1)) end #-------------------------------------------------------------------------- # ● 更新角色活动块 #-------------------------------------------------------------------------- def update_actors @actor_sprites[0].battler = $game_party.members[0] @actor_sprites[1].battler = $game_party.members[1] @actor_sprites[2].battler = $game_party.members[2] @actor_sprites[3].battler = $game_party.members[3] @actor_sprites[0].battler = $game_party.members[4] @actor_sprites[1].battler = $game_party.members[5] @actor_sprites[2].battler = $game_party.members[6] @actor_sprites[3].battler = $game_party.members[7] for sprite in @actor_sprites sprite.update end end 其他脚本: 地图作为战斗背景1,2 敌人行动核心算法 敌人设定 伤害模拟核心脚本 分类脚本 战斗技能分类 地图坐标及地图名显示 叶子详尽任务显示界面 人物跟随 大概就是这样... |
你需要把用了的脚本丢出来。。。 |
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