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本帖最后由 jiushiainilip19 于 2015-7-22 13:46 编辑
我使用的是天干宝典的战后评分脚本
那么在评分后如何设定根据评分来获得物品奖励 下面是评分脚本- #--------------------------------------------------------------------------
- # ● 战斗结果等级显示 Window_Base
- #--------------------------------------------------------------------------
- def draw_ranking(x,y)
- case $Ranking
- when 1
- bitmap = Bitmap.new("Graphics/Ranks/A")
- when 2
- bitmap = Bitmap.new("Graphics/Ranks/B")
- when 3
- bitmap = Bitmap.new("Graphics/Ranks/C")
- when 4
- bitmap = Bitmap.new("Graphics/Ranks/D")
- when 5
- bitmap = Bitmap.new("Graphics/Ranks/E")
- when 6
- bitmap = Bitmap.new("Graphics/Ranks/F")
- end
- cw = bitmap.width
- ch = bitmap.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x , y , bitmap, src_rect)
- end
复制代码- #==============================================================================
- # ■ Window_BattleResult
- #------------------------------------------------------------------------------
- # 战斗结束时、显示获得的 EXP 及金钱的窗口。
- #==============================================================================
- class Window_BattleResult < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # exp : EXP
- # gold : 金钱
- # treasures : 宝物
- #--------------------------------------------------------------------------
- def initialize(exp, gold, treasures)
- @exp = exp
- @gold = gold
- @treasures = treasures
- # super(160, 0, 320, @treasures.size * 32 + 64)
- super(120, 0, 400, 320)#添加的
- self.contents = Bitmap.new(width - 32, height - 32)
- self.y = 160 - height / 2
- self.back_opacity = 160
- self.visible = false
- refresh
- end
-
- ##############################################################
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- ###########################################################################
- #==========================================================================
- # ● 战绩报告窗口
- #==========================================================================
- #以下是等级计算公式,目前仅仅是根据角色HP/SP的多少来判定(毕竟是范例)
- #这些可以自己定义。
- @mhp = 0
- @php = 0
- @msp = 0
- @psp = 0
- for i in 0...$game_party.actors.size
- @mhp += $game_party.actors[i].maxhp
- @php += $game_party.actors[i].hp
- if $game_party.actors[i].hp > 0
- @msp += $game_party.actors[i].maxsp
- @psp += $game_party.actors[i].sp
- end
- end
- @orz = @php * 50 / @mhp + @psp * 50 / @msp
- case @orz
- when 79..100
- $Ranking = 1
- when 67..78
- $Ranking = 2
- when 55..66
- $Ranking = 3
- when 43..54
- $Ranking = 4
- when 31..42
- $Ranking = 5
- else
- $Ranking = 6
- end
- #描绘角色脸图
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- actor_x = i * 92
- # draw_battle_actor(actor,actor_x, 96)
- draw_actor_name(actor, actor_x, 0)
- # draw_actor_state(actor, actor_x, 96, 120)
- end
- #以下是经验值和钱的描绘
- x = 4
- self.contents.font.color = normal_color
- cx = contents.text_size(@exp.to_s).width
- self.contents.draw_text(x, 125, cx, 32, @exp.to_s)
- x += cx + 4
- self.contents.font.color = system_color
- cx = contents.text_size("EXP").width
- self.contents.draw_text(x, 125, 64, 32, "EXP")
- x += cx + 16
- self.contents.font.color = normal_color
- cx = contents.text_size(@gold.to_s).width
- self.contents.draw_text(x, 125, cx, 32, @gold.to_s)
- x += cx + 4
- self.contents.font.color = system_color
- self.contents.draw_text(x, 125, 128, 32, $data_system.words.gold)
- #描绘本次战斗得分
- self.contents.font.color = normal_color
- self.contents.draw_text(200, 125, 135, 32, "得分: "+ @orz.to_s)
- #描绘获得的道具
- y = 160
- #描绘获得的评价
- if @treasures.size == 0
- draw_ranking(120,160)
- else
- draw_ranking(200,160)
- end
- for item in @treasures
- draw_item_name(item, 4, y)
- y += 32
- ###########################################################################
- end
- end
- end
复制代码 |
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