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赤夜玄魔 发表于 2012-1-12 16:35
好了 ,你检查一下吧。我测试了一下,好像没错的样子。 - class Chaochao_Window_PartyLeft < Window_Selectable
- def initialize
- super(0, 0, 320, 224)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.index = 0
- refresh
- end
- def actor
- return @actors[self.index]
- end
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @actors = []
- for i in 0...$game_party.actors.size
- @actors.push($game_party.actors[i])
- end
-
- @item_max = 4
- if @item_max > 0
- self.contents = Bitmap.new(width - 32, (row_max+1) * 32)
- for i in 0...@item_max
- draw_item(i)
- end
- end
- end
- def draw_item(index)
- if @actors[index] != nil
- actor = @actors[index]
- text = @actors[index].name
- lv = @actors[index].level.to_s + " "
- if $game_party.actors.size <= 1
-
-
- #这里。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。
-
- self.contents.font.color = Color.new(192, 224, 255, 255)
- self.contents.draw_text(4, 0, 128, 32, "出战队伍:")
-
-
-
- self.contents.font.color = Color.new(255, 0, 0) #不能被移动的颜色
- else
- self.contents.font.color = Color.new(0, 255, 0) #可以被移动的颜色
- end
- self.contents.draw_text(4, index * 32 + 32, 288, 32, text)
- self.contents.font.color = normal_color
- self.contents.font.size = 16
- self.contents.draw_text(4, index * 32 + 36, 288, 32, "等级: ", 2)
- #colorx = [255.0000 - 255.0000/60 * @actors[index].level,0].max
- #colory = [255.0000 / 60 * @actors[index].level,255].min
- # self.contents.font.color = Color.new(colorx, colory, 0)
- self.contents.draw_text(4, index * 32 + 36, 288, 32, lv, 2)
- self.contents.font.color = normal_color
- self.contents.font.size = 22
- else
- self.contents.draw_text(4, index * 32 + 32, 288, 32, "[无]")
- end
- end
- def update_cursor_rect
- if @index < 0
- self.cursor_rect.empty
- return
- end
- row = @index / @column_max
- if row < self.top_row
- self.top_row = row
- end
- if row > self.top_row + (self.page_row_max - 1)
- self.top_row = row - (self.page_row_max - 1)
- end
- cursor_width = self.width / @column_max - 32
- x = @index % @column_max * (cursor_width + 32)
- y = @index / @column_max * 32 - self.oy + 32
- self.cursor_rect.set(x, y, cursor_width, 32)
- end
- def item_max
- return @item_max
- end
- def actor?(index)
- return @actors[index] == nil ? false : true
- end
- def set_index(x)
- @index = x
- end
- end
- #------------------------------------------------------------------------------
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