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本帖最后由 午睡的风铃 于 2015-10-28 14:14 编辑
这绝对是我之前瞎改脚本改出的问题(─.─|||
下面重新改了下,你测试下,把之前的那个删掉吧。
说来哥们初中毕业,英语考分个位数,对各种语言一窍不通,改脚本全靠脸熟= =! 如果再有问题我尽量解决。
- #==============================================================================
- # ■ Game_Actor
- #==============================================================================
- # 截图上的坐标,这部分来自你那个工程的最后一段里,可以删掉。
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 战斗者调 X 坐标。
- #--------------------------------------------------------------------------
- def screen_x
- if self.index != nil
- case self.index
- when 0
- return 270
- when 1
- return 340
- when 2
- return 410
- when 3
- return 480
- end
- else
- return 0
- end
- end
- #--------------------------------------------------------------------------
- # ● 战斗者调 Y 坐标。
- #--------------------------------------------------------------------------
- def screen_y
- if self.index != nil
- case self.index
- when 0
- return 400
- when 1
- return 360
- when 2
- return 320
- when 3
- return 280
- end
- else
- return 0
- end
- end
- end
- # ↑↑↑ -=-=- 以上部分请删除 -=-=-
- #==============================================================================
- # ■ Window_BattleStatus
- #==============================================================================
- class Window_BattleStatus2 < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, window_width, window_height)
- refresh
- self.opacity = 0
- self.openness = 0
- end
- #--------------------------------------------------------------------------
- # ● 获取窗口的宽度
- #--------------------------------------------------------------------------
- def window_width
- Graphics.width - 200
- end
- #--------------------------------------------------------------------------
- # ● 获取窗口的高度
- #--------------------------------------------------------------------------
- def window_height
- Graphics.height + 200
- end
- #--------------------------------------------------------------------------
- # ● 获取项目数
- #--------------------------------------------------------------------------
- def item_max
- $game_party.battle_members.size
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- draw_all_items
- end
- #--------------------------------------------------------------------------
- # ● 绘制项目
- #--------------------------------------------------------------------------
- def draw_item(index)
- actor = $game_party.battle_members[index]
- draw_basic_area(basic_area_rect(index), actor)
- draw_gauge_area(gauge_area_rect(index), actor)
- end
- #--------------------------------------------------------------------------
- # ● 获取基本区域的矩形
- #--------------------------------------------------------------------------
- def basic_area_rect(index)
- rect = item_rect_for_text(index)
- rect.width -= gauge_area_width + 10
- rect
- end
- #--------------------------------------------------------------------------
- # ● 获取值槽区域的矩形
- #--------------------------------------------------------------------------
- def gauge_area_rect(index)
- rect = item_rect_for_text(index)
- rect.x += rect.width - gauge_area_width
- rect.width = gauge_area_width
- rect
- end
- #--------------------------------------------------------------------------
- # ● 获取值槽区域的宽度
- #--------------------------------------------------------------------------
- def gauge_area_width
- return 220
- end
- #--------------------------------------------------------------------------
- # ● 绘制基本区域
- #--------------------------------------------------------------------------
- def draw_basic_area(rect, actor)
- # 乌鸦飞过....
- end
- #--------------------------------------------------------------------------
- # ● 绘制值槽区域
- #--------------------------------------------------------------------------
- def draw_gauge_area(rect, actor)
- if $data_system.opt_display_tp
- draw_gauge_area_with_tp(rect, actor)
- else
- draw_gauge_area_without_tp(rect, actor)
- end
- end
- #--------------------------------------------------------------------------
- # ● 绘制值槽区域(包括 TP)
- #--------------------------------------------------------------------------
- def draw_gauge_area_with_tp(rect, actor)
- contents.font.size = 18
- ax = actor.screen_x - 240
- ay = actor.screen_y + 116
- draw_text(ax, ay, 30, line_height, "HP")
- draw_text(ax, ay + 16, 30, line_height, "MP")
- draw_text(ax, ay + 32, 30, line_height, "TP")
- draw_text(ax + 8, ay, 52, line_height, actor.hp, 2)
- draw_text(ax + 8, ay + 16, 52, line_height, actor.mp, 2)
- draw_text(ax + 8, ay + 32, 52, line_height, actor.tp.to_i, 2)
- end
- #--------------------------------------------------------------------------
- # ● 绘制值槽区域(不包括 TP)
- #--------------------------------------------------------------------------
- def draw_gauge_area_without_tp(rect, actor)
- contents.font.size = 18
- ax = actor.screen_x - 240
- ay = actor.screen_y + 132
- draw_text(ax, ay, 30, line_height, "HP")
- draw_text(ax, ay + 16, 30, line_height, "MP")
- draw_text(ax + 8, ay, 52, line_height, actor.hp, 2)
- draw_text(ax + 8, ay + 16, 52, line_height, actor.mp, 2)
- end
- end
- #==============================================================================
- # ■ Window_PartyCommand
- #==============================================================================
- class Window_PartyCommand < Window_Command
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize
- super(388, 372)
- self.openness = 0
- deactivate
- end
- #--------------------------------------------------------------------------
- # ● 获取窗口的宽度
- #--------------------------------------------------------------------------
- def window_width
- return 96
- end
- #--------------------------------------------------------------------------
- # ● 获取显示行数
- #--------------------------------------------------------------------------
- def visible_line_number
- return 2
- end
- #--------------------------------------------------------------------------
- # ● 获取对齐方式
- #--------------------------------------------------------------------------
- def alignment
- return 1
- end
- end
- #==============================================================================
- # ■ Window_ActorCommand
- #==============================================================================
- class Window_ActorCommand < Window_Command
- #--------------------------------------------------------------------------
- # ● 获取对齐方式
- #--------------------------------------------------------------------------
- def alignment
- return 1
- end
- #--------------------------------------------------------------------------
- # ● 获取窗口的宽度
- #--------------------------------------------------------------------------
- def window_width
- return 96
- end
- #--------------------------------------------------------------------------
- # ● 设置
- #--------------------------------------------------------------------------
- def setup(actor)
- @actor = actor
- self.x = actor.screen_x - self.width / 2
- self.y = actor.screen_y - 240
- clear_command_list
- make_command_list
- refresh
- select(0)
- show.activate
- open
- end
- end
- #==============================================================================
- # ■ Window_BattleEnemy
- #==============================================================================
- class Window_BattleEnemy < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 显示窗口
- #--------------------------------------------------------------------------
- def show
- if @info_viewport
- width_remain = Graphics.width
- self.x = 0
- @info_viewport.rect.width = width_remain
- select(0)
- end
- super
- end
- end
- #==============================================================================
- # ■ Window_BattleSkill
- #==============================================================================
- class Window_BattleSkill < Window_SkillList
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize(help_window, info_viewport)
- y = help_window.height
- super(0, y, Graphics.width, Graphics.height - help_window.height)
- self.visible = false
- @help_window = help_window
- @info_viewport = info_viewport
- end
- end
- #==============================================================================
- # ■ Window_BattleItem
- #==============================================================================
- class Window_BattleItem < Window_ItemList
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize(help_window, info_viewport)
- y = help_window.height
- super(0, y, Graphics.width, Graphics.height - help_window.height)
- self.visible = false
- @help_window = help_window
- @info_viewport = info_viewport
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle < Scene_Base
- #--------------------------------------------------------------------------
- # ● 更新信息显示的显示端口
- #--------------------------------------------------------------------------
- def update_info_viewport
- move_info_viewport(320) if @party_command_window.active
- move_info_viewport(320) if @actor_command_window.active
- move_info_viewport(0) if BattleManager.in_turn?
- end
- #--------------------------------------------------------------------------
- # ● 生成状态窗口
- #--------------------------------------------------------------------------
- def create_status_window
- @status_window = Window_BattleStatus2.new
- @status_window.x = 520
- @status_window.y = -200
- end
- #--------------------------------------------------------------------------
- # ● 生成信息显示的显示端口
- #--------------------------------------------------------------------------
- def create_info_viewport
- @info_viewport = Viewport.new
- @info_viewport.rect.y = 0
- @info_viewport.rect.height = Graphics.height
- @info_viewport.z = 100
- @info_viewport.ox = 64
- @status_window.viewport = @info_viewport
- end
- #--------------------------------------------------------------------------
- # ● 生成队伍指令窗口
- #--------------------------------------------------------------------------
- def create_party_command_window
- @party_command_window = Window_PartyCommand.new
- px = (Graphics.width - @party_command_window.width) / 2
- py = (Graphics.height - @party_command_window.height) / 2
- @party_command_window.x = px
- @party_command_window.y = py
- @party_command_window.viewport = @viewport
- @party_command_window.set_handler(:fight, method(:command_fight))
- @party_command_window.set_handler(:escape, method(:command_escape))
- @party_command_window.unselect
- end
- #--------------------------------------------------------------------------
- # ● 生成角色指令窗口
- #--------------------------------------------------------------------------
- def create_actor_command_window
- @actor_command_window = Window_ActorCommand.new
- @actor_command_window.viewport = @viewport
- @actor_command_window.set_handler(:attack, method(:command_attack))
- @actor_command_window.set_handler(:skill, method(:command_skill))
- @actor_command_window.set_handler(:guard, method(:command_guard))
- @actor_command_window.set_handler(:item, method(:command_item))
- @actor_command_window.set_handler(:cancel, method(:prior_command))
- @actor_command_window.x = Graphics.width
- end
- #--------------------------------------------------------------------------
- # ● 生成技能窗口
- #--------------------------------------------------------------------------
- def create_skill_window
- @skill_window = Window_BattleSkill.new(@help_window, @info_viewport)
- @skill_window.z = 200
- @skill_window.set_handler(:ok, method(:on_skill_ok))
- @skill_window.set_handler(:cancel, method(:on_skill_cancel))
- end
- #--------------------------------------------------------------------------
- # ● 生成物品窗口
- #--------------------------------------------------------------------------
- def create_item_window
- @item_window = Window_BattleItem.new(@help_window, @info_viewport)
- @item_window.z = 200
- @item_window.set_handler(:ok, method(:on_item_ok))
- @item_window.set_handler(:cancel, method(:on_item_cancel))
- end
- #--------------------------------------------------------------------------
- # ● 生成角色窗口
- #--------------------------------------------------------------------------
- def create_actor_window
- @actor_window = Window_BattleActor.new(@info_viewport)
- @actor_window.z = 300
- @actor_window.y = Graphics.height - @actor_command_window.height
- @actor_window.set_handler(:ok, method(:on_actor_ok))
- @actor_window.set_handler(:cancel, method(:on_actor_cancel))
- end
- #--------------------------------------------------------------------------
- # ● 生成敌人窗口
- #--------------------------------------------------------------------------
- def create_enemy_window
- @enemy_window = Window_BattleEnemy.new(@info_viewport)
- @enemy_window.y = Graphics.height - @enemy_window.height
- @enemy_window.z = 300
- @enemy_window.set_handler(:ok, method(:on_enemy_ok))
- @enemy_window.set_handler(:cancel, method(:on_enemy_cancel))
- end
- end
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