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[已经解决] 能不能把rpjvx ACE的战斗方式和人物行走图变得像xp那样好看?有的话求方法。

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Lv1.梦旅人

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发表于 2012-6-28 21:04:25 | 只看该作者 回帖奖励 |正序浏览 |阅读模式

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RPG Maker VX Ace虽然制作游戏非常方便,但是战斗时没有我方角色的战斗图而且人物的行走图也有点太卡通了,能不能把这点改的像XP一样???

Lv3.寻梦者

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发表于 2012-6-28 22:21:57 | 只看该作者
用下面这脚本可以像XP那样,至于行走图太普通你就自己美工吧。
  1. $脸图战斗 = true
  2. $imported = {} if $imported.nil?
  3. module YEA
  4.   module BATTLE
  5.     SKIP_PARTY_COMMAND = true
  6.     BATTLESTATUS_NAME_FONT_SIZE = 20
  7.     BATTLESTATUS_TEXT_FONT_SIZE = 16
  8.     BATTLESTATUS_NO_ACTION_ICON = 185
  9.     BATTLESTATUS_HPGAUGE_Y_PLUS = 11
  10.     BATTLESTATUS_CENTER_FACES   = false
  11.     HELP_TEXT_ALL_FOES        = "全体敌人"
  12.     HELP_TEXT_ONE_RANDOM_FOE  = "单个敌人"
  13.     HELP_TEXT_MANY_RANDOM_FOE = "%d个随机敌人"
  14.     HELP_TEXT_ALL_ALLIES      = "全体队友"
  15.     HELP_TEXT_ALL_DEAD_ALLIES = "全体死亡队友"
  16.     HELP_TEXT_ONE_RANDOM_ALLY = "单个随机队友"
  17.     HELP_TEXT_RANDOM_ALLIES   = "%d个随机队友"
  18.   end
  19. end
  20. class Game_Battler
  21.   def can_collapse?
  22.     return false unless dead?
  23.     unless actor?
  24.       return false unless sprite.battler_visible
  25.       array = [:collapse, :boss_collapse, :instant_collapse]
  26.       return false if array.include?(sprite.effect_type)
  27.     end
  28.     return true
  29.   end
  30.   def draw_mp?
  31.     return true
  32.   end
  33.   def draw_tp?
  34.     return $data_system.opt_display_tp
  35.   end
  36. end
  37. module Icon
  38.   def self.no_action; return YEA::BATTLE::BATTLESTATUS_NO_ACTION_ICON; end
  39. end
  40. class Game_Temp
  41.   attr_accessor :battle_aid
  42.   attr_accessor :evaluating
  43. end
  44. class Game_Action
  45.   alias evaluate_item_with_target_abe evaluate_item_with_target
  46.   def evaluate_item_with_target(target)
  47.     $game_temp.evaluating = true
  48.     result = evaluate_item_with_target_abe(target)
  49.     $game_temp.evaluating = false
  50.     return result
  51.   end
  52. end
  53. class Game_Actor < Game_Battler
  54.   def draw_mp?
  55.     return true unless draw_tp?
  56.     for skill in skills
  57.       next unless added_skill_types.include?(skill.stype_id)
  58.       return true if skill.mp_cost > 0
  59.     end
  60.     return false
  61.   end
  62.   def draw_tp?
  63.     return false unless $data_system.opt_display_tp
  64.     for skill in skills
  65.       next unless added_skill_types.include?(skill.stype_id)
  66.       return true if skill.tp_cost > 0
  67.     end
  68.     return false
  69.   end
  70. end
  71. class Window_BattleStatus < Window_Selectable
  72.   def initialize
  73.     super(0, 0, window_width, window_height)
  74.     self.openness = 0
  75.     @party = $game_party.battle_members.clone
  76.   end
  77.   def col_max; return $game_party.max_battle_members; end
  78.   def battle_members; return $game_party.battle_members; end
  79.   def actor; return battle_members[@index]; end
  80.   def update
  81.     super
  82.     return if @party == $game_party.battle_members
  83.     @party = $game_party.battle_members.clone
  84.     refresh
  85.   end
  86.   def draw_item(index)
  87.     return if index.nil?
  88.     clear_item(index)
  89.     actor = battle_members[index]
  90.     rect = item_rect(index)
  91.     return if actor.nil?
  92.     draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)
  93.     draw_actor_name(actor, rect.x, rect.y, rect.width-8)
  94.     draw_actor_action(actor, rect.x, rect.y)
  95.     draw_actor_icons(actor, rect.x, line_height*1, rect.width)
  96.     gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
  97.     contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
  98.     draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)
  99.     if draw_tp?(actor) && draw_mp?(actor)
  100.       dw = rect.width/2-2
  101.       dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE
  102.       draw_actor_tp(actor, rect.x+2, line_height*3, dw)
  103.       dw = rect.width - rect.width/2 - 2
  104.       draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)
  105.     elsif draw_tp?(actor) && !draw_mp?(actor)
  106.       draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)
  107.     else
  108.       draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)
  109.     end
  110.   end
  111.   def item_rect(index)
  112.     rect = Rect.new
  113.     rect.width = contents.width / $game_party.max_battle_members
  114.     rect.height = contents.height
  115.     rect.x = index * rect.width
  116.     if YEA::BATTLE::BATTLESTATUS_CENTER_FACES
  117.       rect.x += (contents.width - $game_party.members.size * rect.width) / 2
  118.     end
  119.     rect.y = 0
  120.     return rect
  121.   end
  122.   def draw_face(face_name, face_index, dx, dy, enabled = true)
  123.     bitmap = Cache.face(face_name)
  124.     fx = [(96 - item_rect(0).width + 1) / 2, 0].max
  125.     fy = face_index / 4 * 96 + 2
  126.     fw = [item_rect(0).width - 4, 92].min
  127.     rect = Rect.new(fx, fy, fw, 92)
  128.     rect = Rect.new(face_index % 4 * 96 + fx, fy, fw, 92)
  129.     contents.blt(dx, dy, bitmap, rect, enabled ? 255 : translucent_alpha)
  130.     bitmap.dispose
  131.   end
  132.   def draw_actor_name(actor, dx, dy, dw = 112)
  133.     reset_font_settings
  134.     contents.font.size = YEA::BATTLE::BATTLESTATUS_NAME_FONT_SIZE
  135.     change_color(hp_color(actor))
  136.     draw_text(dx+24, dy, dw-24, line_height, actor.name)
  137.   end
  138.   def draw_actor_action(actor, dx, dy)
  139.     draw_icon(action_icon(actor), dx, dy)
  140.   end
  141.   def action_icon(actor)
  142.     return Icon.no_action if actor.current_action.nil?
  143.     return Icon.no_action if actor.current_action.item.nil?
  144.     return actor.current_action.item.icon_index
  145.   end
  146.   def draw_tp?(actor)
  147.     return actor.draw_tp?
  148.   end
  149.   def draw_mp?(actor)
  150.     return actor.draw_mp?
  151.   end
  152.   def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2)
  153.     change_color(color1)
  154.     draw_text(dx, dy, dw, line_height, current.to_s, 2)
  155.   end
  156.   def draw_actor_hp(actor, dx, dy, width = 124)
  157.     draw_gauge(dx, dy, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
  158.     change_color(system_color)
  159.     cy = (Font.default_size - contents.font.size) / 2 + 1
  160.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::hp_a)
  161.     draw_current_and_max_values(dx, dy+cy, width, actor.hp, actor.mhp,
  162.       hp_color(actor), normal_color)
  163.     end
  164.   def draw_actor_mp(actor, dx, dy, width = 124)
  165.     draw_gauge(dx, dy, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
  166.     change_color(system_color)
  167.     cy = (Font.default_size - contents.font.size) / 2 + 1
  168.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::mp_a)
  169.     draw_current_and_max_values(dx, dy+cy, width, actor.mp, actor.mmp,
  170.       mp_color(actor), normal_color)
  171.     end
  172.   def draw_actor_tp(actor, dx, dy, width = 124)
  173.     draw_gauge(dx, dy, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
  174.     change_color(system_color)
  175.     cy = (Font.default_size - contents.font.size) / 2 + 1
  176.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::tp_a)
  177.     change_color(tp_color(actor))
  178.     draw_text(dx + width - 42, dy+cy, 42, line_height, actor.tp.to_i, 2)
  179.   end
  180. end
  181. class Window_BattleActor < Window_BattleStatus
  182.   def show
  183.     create_flags
  184.     super
  185.   end
  186.   def create_flags
  187.     set_select_flag(:any)
  188.     select(0)
  189.     return if $game_temp.battle_aid.nil?
  190.     if $game_temp.battle_aid.need_selection?
  191.       select(0)
  192.       set_select_flag(:dead) if $game_temp.battle_aid.for_dead_friend?
  193.     elsif $game_temp.battle_aid.for_user?
  194.       battler = BattleManager.actor
  195.       id = battler.nil? ? 0 : $game_party.battle_members.index(battler)
  196.       select(id)
  197.       set_select_flag(:user)
  198.     elsif $game_temp.battle_aid.for_all?
  199.       select(0)
  200.       set_select_flag(:all)
  201.       set_select_flag(:all_dead) if $game_temp.battle_aid.for_dead_friend?
  202.     elsif $game_temp.battle_aid.for_random?
  203.       select(0)
  204.       set_select_flag(:random) if $game_temp.battle_aid.for_random?
  205.     end
  206.   end
  207.   def set_select_flag(flag)
  208.     @select_flag = flag
  209.     case @select_flag
  210.     when :all, :all_dead, :random
  211.       @cursor_all = true
  212.     else
  213.       @cursor_all = false
  214.     end
  215.   end
  216.   def update_cursor
  217.     if @cursor_all
  218.       cursor_rect.set(0, 0, contents.width, contents.height)
  219.       self.top_row = 0
  220.     elsif @index < 0
  221.       cursor_rect.empty
  222.     else
  223.       ensure_cursor_visible
  224.       cursor_rect.set(item_rect(@index))
  225.     end
  226.   end
  227.   def cursor_movable?
  228.     return false if @select_flag == :user
  229.     return super
  230.   end
  231.   def current_item_enabled?
  232.     return true if $game_temp.battle_aid.nil?
  233.     if $game_temp.battle_aid.need_selection?
  234.       member = $game_party.battle_members[@index]
  235.       return member.dead? if $game_temp.battle_aid.for_dead_friend?
  236.     elsif $game_temp.battle_aid.for_dead_friend?
  237.       for member in $game_party.battle_members
  238.         return true if member.dead?
  239.       end
  240.       return false
  241.     end
  242.     return true
  243.   end
  244. end
  245. class Window_BattleStatusAid < Window_BattleStatus
  246.   attr_accessor :status_window
  247.   def initialize
  248.     super
  249.     self.visible = false
  250.     self.openness = 255
  251.   end
  252.   def window_width; return 128; end
  253.   def show
  254.     super
  255.     refresh
  256.   end
  257.   def refresh
  258.     contents.clear
  259.     return if @status_window.nil?
  260.     draw_item(@status_window.index)
  261.   end
  262.   def item_rect(index)
  263.     return Rect.new(0, 0, contents.width, contents.height)
  264.   end
  265. end
  266. class Window_BattleEnemy < Window_Selectable
  267.   def initialize(info_viewport)
  268.     super(0, Graphics.height, window_width, fitting_height(1))
  269.     refresh
  270.     self.visible = false
  271.     @info_viewport = info_viewport
  272.   end
  273.   def col_max; return item_max; end
  274.   def show
  275.     create_flags
  276.     super
  277.   end
  278.   def create_flags
  279.     set_select_flag(:any)
  280.     select(0)
  281.     return if $game_temp.battle_aid.nil?
  282.     if $game_temp.battle_aid.need_selection?
  283.       select(0)
  284.     elsif $game_temp.battle_aid.for_all?
  285.       select(0)
  286.       set_select_flag(:all)
  287.     elsif $game_temp.battle_aid.for_random?
  288.       select(0)
  289.       set_select_flag(:random)
  290.     end
  291.   end
  292.   def set_select_flag(flag)
  293.     @select_flag = flag
  294.     case @select_flag
  295.     when :all, :random
  296.       @cursor_all = true
  297.     else
  298.       @cursor_all = false
  299.     end
  300.   end
  301.   def select_all?
  302.     return true if @select_flag == :all
  303.     return true if @select_flag == :random
  304.     return false
  305.   end
  306.   def update_cursor
  307.     if @cursor_all
  308.       cursor_rect.set(0, 0, contents.width, contents.height)
  309.       self.top_row = 0
  310.     elsif @index < 0
  311.       cursor_rect.empty
  312.     else
  313.       ensure_cursor_visible
  314.       cursor_rect.set(item_rect(@index))
  315.     end
  316.   end
  317.   def cursor_movable?
  318.     return false if @select_flag == :user
  319.     return super
  320.   end
  321.   def current_item_enabled?
  322.     return true if $game_temp.battle_aid.nil?
  323.     if $game_temp.battle_aid.need_selection?
  324.       member = $game_party.battle_members[@index]
  325.       return member.dead? if $game_temp.battle_aid.for_dead_friend?
  326.     elsif $game_temp.battle_aid.for_dead_friend?
  327.       for member in $game_party.battle_members
  328.         return true if member.dead?
  329.       end
  330.       return false
  331.     end
  332.     return true
  333.   end
  334.   def enemy; @data[index]; end
  335.   def refresh
  336.     make_item_list
  337.     create_contents
  338.     draw_all_items
  339.   end
  340.   def make_item_list
  341.     @data = $game_troop.alive_members
  342.     @data.sort! { |a,b| a.screen_x <=> b.screen_x }
  343.   end
  344.   def draw_item(index); return; end
  345.   def update
  346.     super
  347.     return unless active
  348.     enemy.sprite_effect_type = :whiten
  349.     return unless select_all?
  350.     for enemy in $game_troop.alive_members
  351.       enemy.sprite_effect_type = :whiten
  352.     end
  353.   end
  354. end
  355. class Window_BattleHelp < Window_Help
  356.   attr_accessor :actor_window
  357.   attr_accessor :enemy_window
  358.   def update
  359.     super
  360.     if !self.visible and @text != ""
  361.       @text = ""
  362.       return refresh
  363.     end
  364.     update_battler_name
  365.   end
  366.   def update_battler_name
  367.     return unless @actor_window.active || @enemy_window.active
  368.     if @actor_window.active
  369.       battler = $game_party.battle_members[@actor_window.index]
  370.     elsif @enemy_window.active
  371.       battler = @enemy_window.enemy
  372.     end
  373.     if special_display?
  374.       refresh_special_case(battler)
  375.     else
  376.       refresh_battler_name(battler) if battler_name(battler) != @text
  377.     end
  378.   end
  379.   def battler_name(battler)
  380.     text = battler.name.clone
  381.     return text
  382.   end
  383.   def refresh_battler_name(battler)
  384.     contents.clear
  385.     reset_font_settings
  386.     change_color(normal_color)
  387.     @text = battler_name(battler)
  388.     icons = battler.state_icons + battler.buff_icons
  389.     dy = icons.size <= 0 ? line_height / 2 : 0
  390.     draw_text(0, dy, contents.width, line_height, @text, 1)
  391.     dx = (contents.width - (icons.size * 24)) / 2
  392.     draw_actor_icons(battler, dx, line_height, contents.width)
  393.   end
  394.   def special_display?
  395.     return false if $game_temp.battle_aid.nil?
  396.     return false if $game_temp.battle_aid.for_user?
  397.     return !$game_temp.battle_aid.need_selection?
  398.   end
  399.   def refresh_special_case(battler)
  400.     if $game_temp.battle_aid.for_opponent?
  401.       if $game_temp.battle_aid.for_all?
  402.         text = YEA::BATTLE::HELP_TEXT_ALL_FOES
  403.       else
  404.         case $game_temp.battle_aid.number_of_targets
  405.         when 1
  406.           text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_FOE
  407.         else
  408.           number = $game_temp.battle_aid.number_of_targets
  409.           text = sprintf(YEA::BATTLE::HELP_TEXT_MANY_RANDOM_FOE, number)
  410.         end
  411.       end
  412.     else
  413.       if $game_temp.battle_aid.for_dead_friend?
  414.         text = YEA::BATTLE::HELP_TEXT_ALL_DEAD_ALLIES
  415.       elsif $game_temp.battle_aid.for_random?
  416.         case $game_temp.battle_aid.number_of_targets
  417.         when 1
  418.           text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_ALLY
  419.         else
  420.           number = $game_temp.battle_aid.number_of_targets
  421.           text = sprintf(YEA::BATTLE::HELP_TEXT_RANDOM_ALLIES, number)
  422.         end
  423.       else
  424.         text = YEA::BATTLE::HELP_TEXT_ALL_ALLIES
  425.       end
  426.     end
  427.     return if text == @text
  428.     @text = text
  429.     contents.clear
  430.     reset_font_settings
  431.     draw_text(0, 0, contents.width, line_height*2, @text, 1)
  432.   end
  433. end
  434. class Window_SkillList < Window_Selectable
  435.   def spacing
  436.     return 8 if $game_party.in_battle
  437.     return super
  438.   end
  439. end
  440. class Window_ItemList < Window_Selectable
  441.   def spacing
  442.     return 8 if $game_party.in_battle
  443.     return super
  444.   end
  445. end
  446. class Scene_Battle < Scene_Base
  447.   attr_accessor :enemy_window
  448.   attr_accessor :info_viewport
  449.   attr_accessor :spriteset
  450.   attr_accessor :status_window
  451.   attr_accessor :status_aid_window
  452.   attr_accessor :subject
  453.   alias scene_battle_create_all_windows_abe create_all_windows
  454.   def create_all_windows
  455.     scene_battle_create_all_windows_abe
  456.     create_battle_status_aid_window
  457.     set_help_window
  458.   end
  459.   alias scene_battle_create_info_viewport_abe create_info_viewport
  460.   def create_info_viewport
  461.     scene_battle_create_info_viewport_abe
  462.     @status_window.refresh
  463.   end
  464.   def create_battle_status_aid_window
  465.     @status_aid_window = Window_BattleStatusAid.new
  466.     @status_aid_window.status_window = @status_window
  467.     @status_aid_window.x = Graphics.width - @status_aid_window.width
  468.     @status_aid_window.y = Graphics.height - @status_aid_window.height
  469.   end
  470.   def create_help_window
  471.     @help_window = Window_BattleHelp.new
  472.     @help_window.hide
  473.   end
  474.   def set_help_window
  475.     @help_window.actor_window = @actor_window
  476.     @help_window.enemy_window = @enemy_window
  477.   end
  478.   alias scene_battle_create_skill_window_abe create_skill_window
  479.   def create_skill_window
  480.     scene_battle_create_skill_window_abe
  481.     @skill_window.height = @info_viewport.rect.height
  482.     @skill_window.width = Graphics.width - @actor_command_window.width
  483.     @skill_window.y = Graphics.height - @skill_window.height
  484.   end
  485.   alias scene_battle_create_item_window_abe create_item_window
  486.   def create_item_window
  487.     scene_battle_create_item_window_abe
  488.     @item_window.height = @skill_window.height
  489.     @item_window.width = @skill_window.width
  490.     @item_window.y = Graphics.height - @item_window.height
  491.   end
  492.   alias scene_battle_next_command_abe next_command
  493.   def next_command
  494.     @status_window.show
  495.     redraw_current_status
  496.     @actor_command_window.show
  497.     @status_aid_window.hide
  498.     scene_battle_next_command_abe
  499.   end
  500.   alias scene_battle_prior_command_abe prior_command
  501.   def prior_command
  502.     redraw_current_status
  503.     scene_battle_prior_command_abe
  504.   end
  505.   def redraw_current_status
  506.     return if @status_window.index < 0
  507.     @status_window.draw_item(@status_window.index)
  508.   end
  509.   alias scene_battle_command_attack_abe command_attack
  510.   def command_attack
  511.     $game_temp.battle_aid = $data_skills[BattleManager.actor.attack_skill_id]
  512.     scene_battle_command_attack_abe
  513.   end
  514.   alias scene_battle_command_skill_abe command_skill
  515.   def command_skill
  516.     scene_battle_command_skill_abe
  517.     @status_window.hide
  518.     @actor_command_window.hide
  519.     @status_aid_window.show
  520.   end
  521.   alias scene_battle_command_item_abe command_item
  522.   def command_item
  523.     scene_battle_command_item_abe
  524.     @status_window.hide
  525.     @actor_command_window.hide
  526.     @status_aid_window.show
  527.   end
  528.   def on_skill_ok
  529.     @skill = @skill_window.item
  530.     $game_temp.battle_aid = @skill
  531.     BattleManager.actor.input.set_skill(@skill.id)
  532.     BattleManager.actor.last_skill.object = @skill
  533.     if @skill.for_opponent?
  534.       select_enemy_selection
  535.     elsif @skill.for_friend?
  536.       select_actor_selection
  537.     else
  538.       @skill_window.hide
  539.       next_command
  540.       $game_temp.battle_aid = nil
  541.     end
  542.   end
  543.   alias scene_battle_on_skill_cancel_abe on_skill_cancel
  544.   def on_skill_cancel
  545.     scene_battle_on_skill_cancel_abe
  546.     @status_window.show
  547.     @actor_command_window.show
  548.     @status_aid_window.hide
  549.   end
  550.   def on_item_ok
  551.     @item = @item_window.item
  552.     $game_temp.battle_aid = @item
  553.     BattleManager.actor.input.set_item(@item.id)
  554.     if @item.for_opponent?
  555.       select_enemy_selection
  556.     elsif @item.for_friend?
  557.       select_actor_selection
  558.     else
  559.       @item_window.hide
  560.       next_command
  561.       $game_temp.battle_aid = nil
  562.     end
  563.     $game_party.last_item.object = @item
  564.   end
  565.   alias scene_battle_on_item_cancel_abe on_item_cancel
  566.   def on_item_cancel
  567.     scene_battle_on_item_cancel_abe
  568.     @status_window.show
  569.     @actor_command_window.show
  570.     @status_aid_window.hide
  571.   end
  572.   alias scene_battle_select_actor_selection_abe select_actor_selection
  573.   def select_actor_selection
  574.     @status_aid_window.refresh
  575.     scene_battle_select_actor_selection_abe
  576.     @status_window.hide
  577.     @skill_window.hide
  578.     @item_window.hide
  579.     @help_window.show
  580.   end
  581.   alias scene_battle_on_actor_ok_abe on_actor_ok
  582.   def on_actor_ok
  583.     $game_temp.battle_aid = nil
  584.     scene_battle_on_actor_ok_abe
  585.     @status_window.show
  586.     if $imported["YEA-BattleCommandList"] && !@confirm_command_window.nil?
  587.       @actor_command_window.visible = !@confirm_command_window.visible
  588.     else
  589.       @actor_command_window.show
  590.     end
  591.     @status_aid_window.hide
  592.   end
  593.   alias scene_battle_on_actor_cancel_abe on_actor_cancel
  594.   def on_actor_cancel
  595.     BattleManager.actor.input.clear
  596.     @status_aid_window.refresh
  597.     $game_temp.battle_aid = nil
  598.     scene_battle_on_actor_cancel_abe
  599.     case @actor_command_window.current_symbol
  600.     when :skill
  601.       @skill_window.show
  602.     when :item
  603.       @item_window.show
  604.     end
  605.   end
  606.   alias scene_battle_select_enemy_selection_abe select_enemy_selection
  607.   def select_enemy_selection
  608.     @status_aid_window.refresh
  609.     scene_battle_select_enemy_selection_abe
  610.     @help_window.show
  611.   end
  612.   alias scene_battle_on_enemy_ok_abe on_enemy_ok
  613.   def on_enemy_ok
  614.     $game_temp.battle_aid = nil
  615.     scene_battle_on_enemy_ok_abe
  616.   end
  617.   alias scene_battle_on_enemy_cancel_abe on_enemy_cancel
  618.   def on_enemy_cancel
  619.     BattleManager.actor.input.clear
  620.     @status_aid_window.refresh
  621.     $game_temp.battle_aid = nil
  622.     scene_battle_on_enemy_cancel_abe
  623.     if @skill_window.visible || @item_window.visible
  624.       @help_window.show
  625.     else
  626.       @help_window.hide
  627.     end
  628.   end
  629.   def end_battle_conditions?
  630.     return true if $game_party.members.empty?
  631.     return true if $game_party.all_dead?
  632.     return true if $game_troop.all_dead?
  633.     return true if BattleManager.aborting?
  634.     return false
  635.   end
  636.   def refresh_status
  637.     #如果你是程序员,请顺手帮忙优化下这里,谢谢。
  638.     @status_window.refresh
  639.     for i in $game_party.battle_members
  640.       @status_window.draw_item($game_party.battle_members.index(i))
  641.     end
  642.   end
  643. end
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参与人数 1星屑 +200 梦石 +2 收起 理由
迷糊的安安 + 200 + 2 认可答案 附赠66RPG提供的精美好人卡一张^^.

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