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Lv1.梦旅人 蚂蚁卡卡
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- #==============================================================================
- # ■ Window_Base
- #------------------------------------------------------------------------------
- # 游戏中全部窗口的超级类。
- #==============================================================================
- class Window_Base < Window
- attr_reader :tone # 色调
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # x : 窗口的 X 坐标
- # y : 窗口的 Y 坐标
- # width : 窗口的宽
- # height : 窗口的宽
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height)
- super()
- @graphics = {}
- for i in 0...$data_actors.size
- @graphics[i] = nil
- end
- @sta_back = []
- @windowskin_name = $game_system.windowskin_name
- self.windowskin = RPG::Cache.windowskin(@windowskin_name)
- self.x = x
- self.y = y
- self.width = width
- self.height = height
- self.z = 100
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- # 如果窗口的内容已经被设置就被释放
- if self.contents != nil
- self.contents.dispose
- end
- super
- end
- #--------------------------------------------------------------------------
- # ● 获取文字色
- # n : 文字色编号 (0~7)
- #--------------------------------------------------------------------------
- def text_color(n)
- case n
- when 0
- return Color.new(255, 255, 255, 255)
- when 1
- return Color.new(128, 128, 255, 255)
- when 2
- return Color.new(255, 128, 128, 255)
- when 3
- return Color.new(128, 255, 128, 255)
- when 4
- return Color.new(128, 255, 255, 255)
- when 5
- return Color.new(255, 128, 255, 255)
- when 6
- return Color.new(255, 255, 128, 255)
- when 7
- return Color.new(192, 192, 192, 255)
- else
- normal_color
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取普通文字色
- #--------------------------------------------------------------------------
- def normal_color
- return Color.new(255, 255, 255, 255)
- end
- #--------------------------------------------------------------------------
- # ● 获取无效文字色
- #--------------------------------------------------------------------------
- def disabled_color
- return Color.new(255, 255, 255, 128)
- end
- #--------------------------------------------------------------------------
- # ● 获取系统文字色
- #--------------------------------------------------------------------------
- def system_color
- return Color.new(192, 224, 255, 255)
- end
- #--------------------------------------------------------------------------
- # ● 获取危机文字色
- #--------------------------------------------------------------------------
- def crisis_color
- return Color.new(255, 255, 64, 255)
- end
- #--------------------------------------------------------------------------
- # ● 获取战斗不能文字色
- #--------------------------------------------------------------------------
- def knockout_color
- return Color.new(255, 64, 0)
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 如果窗口的外关被变更了、再设置
- if $game_system.windowskin_name != @windowskin_name
- @windowskin_name = $game_system.windowskin_name
- self.windowskin = RPG::Cache.windowskin(@windowskin_name)
- end
- end
- #--------------------------------------------------------------------------
- # ● 图形的描绘
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_graphic(actor, x, y)
- for actor_index in 1..$game_party.actors.size
- @sta_back[actor_index] = Sprite.new
- @sta_back[actor_index].bitmap = Bitmap.new("Graphics/Pictures/" + $game_party.actors[actor_index - 1].name + "战斗.png")
-
- end
- cw = @sta_back[actor_index].bitmap.width
- ch =@sta_back[actor_index].bitmap.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x - cw / 2, y - ch,@sta_back[actor_index].bitmap, src_rect)
- end
-
- #--------------------------------------------------------------------------
- # ● 名称的描绘
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_name(actor, x, y)
- self.contents.font.color = normal_color
- self.contents.draw_text(x, y, 120, 32, actor.name)
- end
- #--------------------------------------------------------------------------
- # ● 职业的描绘
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_class(actor, x, y)
- self.contents.font.color = normal_color
- self.contents.draw_text(x, y, 236, 32, actor.class_name)
- end
- #--------------------------------------------------------------------------
- # ● 水平的描画
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_level(actor, x, y)
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 32, 32, "Lv")
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● 生辰成描绘用状态字符串
- # actor : 角色
- # width : 描画目标的宽度
- # need_normal : [正常] 是否为必须 (true / false)
- #--------------------------------------------------------------------------
- def make_battler_state_text(battler, width, need_normal)
- # 获取括号的宽
- brackets_width = self.contents.text_size("[]").width
- # 生成状态名字符串
- text = ""
- for i in battler.states
- if $data_states[i].rating >= 1
- if text == ""
- text = $data_states[i].name
- else
- new_text = text + "/" + $data_states[i].name
- text_width = self.contents.text_size(new_text).width
- if text_width > width - brackets_width
- break
- end
- text = new_text
- end
- end
- end
- # 状态名空的字符串是 "[正常]" 的情况下
- if text == ""
- if need_normal
- text = "[正常]"
- end
- else
- # 加上括号
- text = "[" + text + "]"
- end
- # 返回完成后的文字类
- return text
- end
- #--------------------------------------------------------------------------
- # ● 描绘状态
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标的宽
- #--------------------------------------------------------------------------
- def draw_actor_state(actor, x, y, width = 120)
- text = make_battler_state_text(actor, width, true)
- self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
- self.contents.draw_text(x, y, width, 32, text)
- end
- #--------------------------------------------------------------------------
- # ● 描画 EXP
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_exp(actor, x, y)
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 24, 32, "E")
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
- self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
- self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
- end
- #--------------------------------------------------------------------------
- # ● 描绘 HP
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标的宽
- #--------------------------------------------------------------------------
- def draw_actor_hp(actor, x, y, width = 144)
- # 描绘字符串 "HP"
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
- # 计算描绘 MaxHP 所需的空间
- if width - 32 >= 108
- hp_x = x + width - 108
- flag = true
- elsif width - 32 >= 48
- hp_x = x + width - 48
- flag = false
- end
- # 描绘 HP
- self.contents.font.color = actor.hp == 0 ? knockout_color :
- actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
- self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
- # 描绘 MaxHP
- #if flag
- self.contents.font.color = normal_color
- self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
- self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
- #end
- end
- #--------------------------------------------------------------------------
- # ● 描绘 SP
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标的宽
- #--------------------------------------------------------------------------
- def draw_actor_sp(actor, x, y, width = 144)
- # 描绘字符串 "SP"
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
- # 计算描绘 MaxSP 所需的空间
- if width - 32 >= 108
- sp_x = x + width - 108
- flag = true
- elsif width - 32 >= 48
- sp_x = x + width - 48
- flag = false
- end
- # 描绘 SP
- self.contents.font.color = actor.sp == 0 ? knockout_color :
- actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
- self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
- # 描绘 MaxSP
- if flag
- self.contents.font.color = normal_color
- self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
- self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘能力值
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # type : 能力值种类 (0~6)
- #--------------------------------------------------------------------------
- def draw_actor_parameter(actor, x, y, type)
- case type
- when 0
- parameter_name = $data_system.words.atk
- parameter_value = actor.atk
- when 1
- parameter_name = $data_system.words.pdef
- parameter_value = actor.pdef
- when 2
- parameter_name = $data_system.words.mdef
- parameter_value = actor.mdef
- when 3
- parameter_name = $data_system.words.str
- parameter_value = actor.str
- when 4
- parameter_name = $data_system.words.dex
- parameter_value = actor.dex
- when 5
- parameter_name = $data_system.words.agi
- parameter_value = actor.agi
- when 6
- parameter_name = $data_system.words.int
- parameter_value = actor.int
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 120, 32, parameter_name)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● 描绘物品名
- # item : 物品
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_item_name(item, x, y)
- if item == nil
- return
- end
- bitmap = RPG::Cache.icon(item.icon_name)
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 28, y, 212, 32, item.name)
- end
- end
复制代码
替换winows_base
用默认的换 否则出了问题 不管{/gg}
在draw_actor_graphic 换了点东西
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