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Lv1.梦旅人
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本帖最后由 Draks 于 2011-6-8 22:21 编辑
774559263 发表于 2011-5-8 10:18 ![]()
你好..我用了下你的那个脚本,很好!
不过有点小问题..
我的工程是神剑情天2..
用脚本后,一旦打开对话框,就取消不掉...
只能取消掉文字...对话框缺一直在屏幕上....
求解!~
下面是原本游戏的窗口类
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 游戏中全部窗口的超级类。
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 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
# css : 窗口样式
#--------------------------------------------------------------------------
def initialize(x, y, width, height, css = "")
super()
@windowskin_name = $game_system.windowskin_name
if css != ""
if css == "message"
view = Viewport.new(0,0,640,480)
view.z = 201
@skin = Sprite.new(view)
@skin.bitmap = RPG::Cache.windowskin("message")
@skin.x = x
@skin.y = y
self.windowskin = RPG::Cache.windowskin(@windowskin_name)
elsif css == "forging"
end
else
self.windowskin = RPG::Cache.windowskin(@windowskin_name)
end
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
if @skin != nil
@skin.bitmap.dispose
@skin.dispose
end
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
# 如果窗口的外观被变更了、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)
bitmap = RPG::Cache.picture("head" + actor.id.to_s)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x, y, 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
#--------------------------------------------------------------------------
# ● 等级的描绘
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_level(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, "等级")
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
end
#--------------------------------------------------------------------------
# ● 生成描绘用的状态字符串
# 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.rating >= 1
if text == ""
text = $data_states.name
else
new_text = text + "/" + $data_states.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
#--------------------------------------------------------------------------
# ● 描绘 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, "经验")
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 84, 32, actor.now_exp_s, 2)
self.contents.draw_text(x + 116, y, 12, 32, "/", 1)
self.contents.draw_text(x + 128, y, 96, 32, actor.next_exp_s)
end
#--------------------------------------------------------------------------
# ● 描绘 当前经验
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_now_exp(actor, x, y,width = 128)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 48, 20, "当前经验")
self.contents.font.color = normal_color
self.contents.draw_text(x + 48, y, 96, 20, actor.now_exp_s, 0)
end
#--------------------------------------------------------------------------
# ● 描绘 升级经验
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_next_exp(actor, x, y,width = 128)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 48, 20, "升级经验")
self.contents.font.color = normal_color
self.contents.draw_text(x + 48, y, 96, 20, actor.next_exp_s, 0)
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)
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 40, 32, actor.hp.to_s, 2)
self.contents.draw_text(x + 72, y, 8, 32, "/", 1)
self.contents.draw_text(x + 80, y, 40, 32, actor.maxhp.to_s)
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)
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 40, 32, actor.sp.to_s, 2)
self.contents.draw_text(x + 72, y, 8, 32, "/", 1)
self.contents.draw_text(x + 80, y, 40, 32, actor.maxsp.to_s)
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.agi
parameter_value = actor.agi
when 4
parameter_name = "体质"
parameter_value = actor.ti
when 5
parameter_name = $data_system.words.str
parameter_value = actor.str
when 6
parameter_name = $data_system.words.dex
parameter_value = actor.dex
when 7
parameter_name = $data_system.words.int
parameter_value = actor.int
when 8
parameter_name = "敏捷"
parameter_value = actor.min
when 9
parameter_name = "躲避"
parameter_value = actor.eva.to_s + "%"
when 10
parameter_name = "潜能"
parameter_value = $game_variables.[](actor.id + 100).to_s
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 24, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 32, 32, parameter_value.to_s, 0)
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
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