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最近刚开始学完C
然后就开始研究Ruby 不过刚入坑还不是很清楚
然后用了这个图标战斗脚本- #==========================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==========================================================================
- module Momo_IconCommand
- # 图标名称设定
- ATTACK_ICON_NAME = "hud1" # 攻撃
- SKILL_ICON_NAME = "hud2" # 特技
- GUARD_ICON_NAME = "hud3" # 防御
- ITEM_ICON_NAME = "hud4" # 物品
- ESCAPE_ICON_NAME = "hud5"
- # X坐标修正
- X_PLUS = -48
- # Y坐标修正
- Y_PLUS = -85
- # 选择时图标的动作
- # 0:静止 1:放大
- SELECT_TYPE = 1
- # 闪烁时光芒的颜色
- FLASH_COLOR = Color.new(255, 255, 255, 128)
- # 闪烁时间
- FLASH_DURATION = 10
- # 闪烁间隔
- FLASH_INTERVAL = 20
- # 是否写出文字的名称
- COM_NAME_DROW = true
- # 文字名称是否移动
- COM_NAME_MOVE = true
- # 文字内容
- ATTACK_NAME = "攻击" # 攻击
- SKILL_NAME = "特技" # 特技
- GUARD_NAME = "休息" # 防御
- ITEM_NAME = "物品" # 物品
- ESCAPE_NAME = "逃跑"
- # 文字颜色
- COM_NAME_COLOR = Color.new(255, 255, 255, 255)
- # 文字坐标修正
- COM_NAME_X_PLUS = 0
- COM_NAME_Y_PLUS = 0
- end
- class Window_CommandIcon < Window_Selectable
- attr_accessor :last_index
- #------------------------------------------------------------------------
- # ● オブジェクト初期化
- #------------------------------------------------------------------------
- def initialize(x, y, commands)
- super(x, y, 32, 32)
- # ウィンドウスキンに空文字列を指定してウィンドウを描画しないようにする
- self.windowskin = RPG::Cache.windowskin("")
- @item_max = commands.size
- @commands = commands
- @column_max = commands.size
- @index = 0
- @last_index = nil
- @name_sprite = nil
- @sprite = []
- refresh
- end
- def dispose
- super
- for sprite in @sprite
- sprite.dispose unless sprite.nil?
- end
- @name_sprite.dispose unless @name_sprite.nil?
- end
- #------------------------------------------------------------------------
- # ● リフレッシュ
- #------------------------------------------------------------------------
- def refresh
- @name_sprite.dispose unless @name_sprite.nil?
- for sprite in @sprite
- sprite.dispose unless sprite.nil?
- end
- @name_sprite = nil
- draw_com_name if Momo_IconCommand::COM_NAME_DROW
- @sprite = []
- for i in 0...@item_max
- draw_item(i)
- end
- end
- #------------------------------------------------------------------------
- # ● 項目の描画
- #------------------------------------------------------------------------
- def draw_item(index)
- @sprite[index] = Sprite_Icon.new(nil, @commands[index])
- @sprite[index].z = self.z + 1
- end
- def draw_com_name
- @name_sprite = Sprite_Comm_Name.new(nil, get_com_name)
-
- end
-
- # 更新
- def update
- super
- icon_update
- com_name_update if Momo_IconCommand::COM_NAME_DROW
- if move_index?
- @last_index = self.index
- end
- end
- # アイコンの更新
- def icon_update
- for i in [email protected]
- @sprite[i].active = (self.index == i)
- @sprite[i].x = self.x + i * 24
- @sprite[i].y = self.y + 0
- @sprite[i].z = (self.index == i) ? self.z + 2 : self.z + 1
- @sprite[i].visible = self.visible
- @sprite[i].update
- end
- end
- # コマンドネームの更新
- def com_name_update
- if move_index?
- @name_sprite.name = get_com_name
- end
- @name_sprite.x = self.x - 12 + Momo_IconCommand::COM_NAME_X_PLUS
- @name_sprite.y = self.y - 40 + Momo_IconCommand::COM_NAME_Y_PLUS
- @name_sprite.z = self.z + 1
- @name_sprite.active = self.active
- @name_sprite.visible = self.visible
- @name_sprite.update
- end
- def get_com_name
- make_name_set if @name_set.nil?
- name = @name_set[self.index]
- name = "" if name.nil?
- return name
- end
- def make_name_set
- @name_set = []
- @name_set[0] = Momo_IconCommand::ATTACK_NAME
- @name_set[1] = Momo_IconCommand::SKILL_NAME
- @name_set[2] = Momo_IconCommand::GUARD_NAME
- @name_set[3] = Momo_IconCommand::ITEM_NAME
- @name_set[4] = Momo_IconCommand::ESCAPE_NAME
- end
- def move_index?
- return self.index != @last_index
- end
- def need_reset
- @name_sprite.need_reset = true if Momo_IconCommand::COM_NAME_DROW
- end
- end
- # アイコン用スプライト
- class Sprite_Icon < Sprite
- attr_accessor :active
- attr_accessor :icon_name
- #------------------------------------------------------------------------
- # ● オブジェクト初期化
- #------------------------------------------------------------------------
- def initialize(viewport, icon_name)
- super(viewport)
- @icon_name = icon_name
- @last_icon = @icon_name
- @count = 0
- self.bitmap = RPG::Cache.icon(@icon_name)
- self.ox = self.bitmap.width / 2
- self.oy = self.bitmap.height / 2
- @active = false
- end
- #------------------------------------------------------------------------
- # ● 解放
- #------------------------------------------------------------------------
- def dispose
- if self.bitmap != nil
- self.bitmap.dispose
- end
- super
- end
- #------------------------------------------------------------------------
- # ● フレーム更新
- #------------------------------------------------------------------------
- def update
- super
- if @icon_name != @last_icon
- @last_icon = @icon_name
- self.bitmap = RPG::Cache.icon(@icon_name)
- end
- if @active
- @count += 1
- case Momo_IconCommand::SELECT_TYPE
- when 0
- icon_flash
- when 1
- icon_zoom
- end
- @count = 0 if @count == 30
- else
- icon_reset
- end
- end
- def icon_flash
- if @count % Momo_IconCommand::FLASH_INTERVAL == 0 or @count == 1
- self.flash(Momo_IconCommand::FLASH_COLOR, Momo_IconCommand::FLASH_DURATION)
- end
- end
- def icon_zoom
- case @count
- when 1..15
- zoom = 1.0 + @count / 30.0
- when 16..30
- zoom = 1.5 - (@count - 15) / 30.0
- end
- self.zoom_x = zoom
- self.zoom_y = zoom
- end
- def icon_reset
- @count = 0
- self.zoom_x = 1.0
- self.zoom_y = 1.0
- end
- end
- # コマンドネーム用スプライト
- class Sprite_Comm_Name < Sprite
- attr_accessor :active
- attr_accessor :name
- attr_accessor :need_reset
- #------------------------------------------------------------------------
- # ● オブジェクト初期化
- #------------------------------------------------------------------------
- def initialize(viewport, name)
- super(viewport)
- @name = name
- @last_name = nil
- @count = 0
- @x_plus = 0
- @opa_plus = 0
- @need_reset = false
- @active = false
- self.bitmap = Bitmap.new(160, 32)
- end
- #------------------------------------------------------------------------
- # ● 解放
- #------------------------------------------------------------------------
- def dispose
- if self.bitmap != nil
- self.bitmap.dispose
- end
- super
- end
- #------------------------------------------------------------------------
- # ● フレーム更新
- #------------------------------------------------------------------------
- def update
- super
- if @active
- if need_reset?
- @need_reset = false
- @last_name = @name
- text_reset
- end
- move_text if Momo_IconCommand::COM_NAME_MOVE
- end
- end
- def move_text
- @count += 1
- @x_plus = [@count * 8, 80].min
- self.x = self.x - 80 + @x_plus
- self.opacity = @count * 25
- end
- def text_reset
- @count = 0
- @x_plus = 0
- self.bitmap.clear
- self.bitmap.font.color = Momo_IconCommand::COM_NAME_COLOR
- self.bitmap.draw_text(0, 3, 160, 32, @name)
- end
- def need_reset?
- return (@name != @last_name or @need_reset)
- end
- end
- class Scene_Battle
- #------------------------------------------------------------------------
- # ● プレバトルフェーズ開始
- #------------------------------------------------------------------------
- alias scene_battle_icon_command_start_phase1 start_phase1
- def start_phase1
- com1 = Momo_IconCommand::ATTACK_ICON_NAME
- com2 = Momo_IconCommand::SKILL_ICON_NAME
- com3 = Momo_IconCommand::GUARD_ICON_NAME
- com4 = Momo_IconCommand::ITEM_ICON_NAME
- com5 = Momo_IconCommand::ESCAPE_ICON_NAME
- @actor_command_window = Window_CommandIcon.new(0, 0, [com1, com2, com3, com4, com5])
- @actor_command_window.y = 160
- @actor_command_window.back_opacity = 160
- @actor_command_window.active = false
- @actor_command_window.visible = false
- @actor_command_window.update
- scene_battle_icon_command_start_phase1
- end
- #------------------------------------------------------------------------
- # ● アクターコマンドウィンドウのセットアップ
- #------------------------------------------------------------------------
- alias scene_battle_icon_command_phase3_setup_command_window phase3_setup_command_window
- def phase3_setup_command_window
- scene_battle_icon_command_phase3_setup_command_window
- # アクターコマンドウィンドウの位置を設定
- @actor_command_window.x = command_window_actor_x(@actor_index)
- @actor_command_window.y = command_window_actor_y(@actor_index)
- @actor_command_window.need_reset
- end
- def command_window_actor_x(index)
- $game_party.actors[index].screen_x + Momo_IconCommand::X_PLUS
- end
- def command_window_actor_y(index)
- $game_party.actors[index].screen_y + Momo_IconCommand::Y_PLUS
- end
- end
- #==========================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==========================================================================
复制代码 脚本的“攻击”按了就是逃跑
而“逃跑”完全没有作用
我还用了CP的脚本
猜的是跟这个有关
但是完全不会到该怎么改
求大大指教- # ▼▲▼ XRXS65. CP制御ターンシステム ver.β ▼▲▼ built 201120
- # by 桜雅 在土
- #==============================================================================
- # □ カスタマイズポイント
- #==============================================================================
- module XRXS65
- #
- # 「バトルスピード」(数値が高いほど早い)
- #
- SPEED = 2.0
- #
- # 戦闘開始時 CP。 固定値と占有率
- #
- CP_PRESET_FIXNUM = 0
- CP_PRESET_RATIO = 2.0
- #
- # ターンコントローラ (nil : カウント/ターンを有効。
- # 数値 : そのインデックスをもつエネミーが支配)
- #
- TC = 0
- #
- # カウント/ターン (TCが有効な場合は無視)
- #
- CPT = 40
- #
- # CP スキン
- #
- SKIN = "CP.png" # スキンファイル名(Graphics/Windowskinsフォルダ)
- LINE_HEIGHT = 1 # スキンの"一行"の縦幅[単位:ピクセル]
- #
- # 表示位置セッティング
- #
- X_OFFSET = 144 # 横位置 #144
- Y_OFFSET = 464 # 縦位置 #464
- ALIGN = 1 #「位置揃え」(CPメーターの位置。0:左寄せ 1:中央 2:右寄せ)
- MAX = 4 # 確保するサイズ[単位:~人分]
- #
- # アクターコマンドがポップしたときの効果音
- #
- COMMAND_UP_SE = "Audio/SE/046-Book01.ogg"
- end
- #==============================================================================
- # --- CP メーターの描画情報の取得 --- (Game_Battlerにインクルードされます)
- #==============================================================================
- module XRXS_CP
- #--------------------------------------------------------------------------
- # ○ スキンライン (スキンの何行目を使うか)
- #--------------------------------------------------------------------------
- def cp_linetype
- # CP フルの場合はスキンの 2 行目を使う
- return 2 if self.cp_full?
- # 通常はスキンの 1 行目を使う
- return 1
- end
- #--------------------------------------------------------------------------
- # ○ メーター量[単位:%]
- #--------------------------------------------------------------------------
- def cp_lineamount
- # 戦闘不能の場合は 0 %として表示させる
- return 0 if self.dead?
- # CP値を%値に変換して返却する
- return 100 * self.cp / self.max_cp
- end
- end
- #
- # カスタマイズポイントここまで。
- #------------------------------------------------------------------------------
- #==============================================================================
- # --- XRXS. CP機構 ---
- #==============================================================================
- module XRXS_CP_SYSTEM
- #----------------------------------------------------------------------------
- # ○ 合計 AGI の取得
- #----------------------------------------------------------------------------
- def self.total_agi
- total = 0
- for battler in $game_party.actors + $game_troop.enemies
- total += battler.agi
- end
- return total
- end
- end
- #==============================================================================
- # --- バトラーにCP機能を追加 モジュール ---
- #==============================================================================
- module XRXS_CP
- #--------------------------------------------------------------------------
- # ○ 最大 CP の取得
- #--------------------------------------------------------------------------
- def max_cp
- return 65535
- end
- #--------------------------------------------------------------------------
- # ○ CP の取得と設定
- #--------------------------------------------------------------------------
- def cp
- return @cp == nil ? @cp = 0 : @cp
- end
- def cp=(n)
- @cp = [[n.to_i, 0].max, self.max_cp].min
- end
- #--------------------------------------------------------------------------
- # ○ CP 初期設定
- #--------------------------------------------------------------------------
- def cp_preset
- percent = self.max_cp * XRXS65::CP_PRESET_RATIO * (rand(16) + 16) * self.agi / XRXS_CP_SYSTEM.total_agi / 24
- self.cp = XRXS65::CP_PRESET_FIXNUM + percent
- end
- #--------------------------------------------------------------------------
- # ○ CP カウントアップ
- #--------------------------------------------------------------------------
- def cp_update
- self.cp += XRXS65::SPEED * 4096 * self.agi / XRXS_CP_SYSTEM.total_agi
- end
- #--------------------------------------------------------------------------
- # ○ CP 満タン?
- #--------------------------------------------------------------------------
- def cp_full?
- return @cp == self.max_cp
- end
- end
- class Game_Battler
- include XRXS_CP
- end
- #==============================================================================
- # --- ガード機能 ---
- #==============================================================================
- class Game_Battler
- #--------------------------------------------------------------------------
- # ○ ガードフラグ
- #--------------------------------------------------------------------------
- def guarding=(n)
- @guarding = n
- end
- #--------------------------------------------------------------------------
- # ● 防御中判定 [再定義]
- #--------------------------------------------------------------------------
- def guarding?
- return @guarding
- end
- end
- #==============================================================================
- # --- アクター「コマンド入力可能判定」:CPがないとコマンドしない ---
- #==============================================================================
- module XRXS_CP_INPUTABLE
- def inputable?
- return (self.cp_full? and super)
- end
- end
- class Game_Actor < Game_Battler
- include XRXS_CP_INPUTABLE
- end
- #==============================================================================
- # --- エネミー「行動可能判定」:CPがないとコマンドしない ---
- #==============================================================================
- module XRXS_CP_MOVABLE
- def movable?
- return (self.cp_full? and super)
- end
- end
- class Game_Enemy < Game_Battler
- include XRXS_CP_MOVABLE
- end
- #==============================================================================
- # --- 戦闘時 CPカウント ---
- #==============================================================================
- module XRXS_CP_Battle
- #--------------------------------------------------------------------------
- # ○ パーティ全員の CP を初期設定
- #--------------------------------------------------------------------------
- def cp_preset_party
- for actor in $game_party.actors
- actor.cp_preset
- end
- end
- #--------------------------------------------------------------------------
- # ○ トループ全員の CP を初期設定
- #--------------------------------------------------------------------------
- def cp_preset_troop
- for enemy in $game_troop.enemies
- enemy.cp_preset
- end
- end
- #--------------------------------------------------------------------------
- # ○ バトラー全員の CP をカウントアップ
- #--------------------------------------------------------------------------
- def cp_update
- for battler in $game_party.actors + $game_troop.enemies
- battler.cp_update
- end
- end
- end
- class Scene_Battle
- include XRXS_CP_Battle
- end
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● メイン処理
- #--------------------------------------------------------------------------
- alias xrxs65_main main
- def main
- # エクストラスプライトの初期化
- @extra_sprites = [] if @extra_sprites == nil
- # CP の初期化
- cp_preset_party
- # CP メーターの作成
- @cp_meters = CP_Meters.new
- # CP メーターをエクストラスプライトへ登録
- @extra_sprites.push(@cp_meters)
- # 呼び戻す
- xrxs65_main
- # メーターの解放
- @cp_meters.dispose
- end
- #--------------------------------------------------------------------------
- # ● プレバトルフェーズ開始
- #--------------------------------------------------------------------------
- alias xrxs65_start_phase1 start_phase1
- def start_phase1
- # 呼び戻す
- xrxs65_start_phase1
- # CP の初期化
- cp_preset_troop
- # CP メーターの更新
- @cp_meters.refresh
- # インデックスを計算
- @cp_escape_actor_command_index = @actor_command_window.height/32 - 1
- # アクターコマンドウィンドウに追加
- @actor_command_window.add_command("逃跑")
- if !$game_temp.battle_can_escape
- @actor_command_window.disable_item(@cp_escape_actor_command_index)
- end
- end
- #--------------------------------------------------------------------------
- # ● パーティコマンドフェーズ開始
- #--------------------------------------------------------------------------
- alias xrxs65_start_phase2 start_phase2
- def start_phase2
- # 呼び戻す
- xrxs65_start_phase2
- # パーティコマンドウィンドウを無効化
- @party_command_window.active = false
- @party_command_window.visible = false
- # 強制的にフェイズ 2 を保持
- @phase = 2
- # ただし、既に行動可能者が存在する場合は 3 へ
- start_phase3 if anybody_movable?
- end
- #--------------------------------------------------------------------------
- # ○ CP制での ターンのカウント
- #--------------------------------------------------------------------------
- def cp_turn_count
- $game_temp.battle_turn += 1
- # バトルイベントの全ページを検索
- for index in 0...$data_troops[@troop_id].pages.size
- # このページのスパンが [ターン] の場合
- if $data_troops[@troop_id].pages[index].span == 1
- # 実行済みフラグをクリア
- $game_temp.battle_event_flags[index] = false
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (パーティコマンドフェーズ)
- #--------------------------------------------------------------------------
- alias xrxs65_update_phase2 update_phase2
- def update_phase2
- # パーティコマンドウィンドウのインデックスを無効化
- @party_command_window.index = -1
- # 呼び戻す
- xrxs65_update_phase2
- # 例外補正
- @turn_count_time = 1 if @turn_count_time == nil
- # ターンのカウント
- if @turn_count_time > 0
- @turn_count_time -= 1
- if @turn_count_time == 0
- cp_turn_count
- @turn_count_time = XRXS65::CPT if XRXS65::TC == nil
- end
- end
- # CP のフレーム更新
- cp_update
- @cp_meters.refresh
- # フル CP のバトラーが存在する場合、ターン開始
- start_phase3 if anybody_movable?
- end
- #--------------------------------------------------------------------------
- # ○ フル CP バトラーが存在するか?
- #--------------------------------------------------------------------------
- def anybody_movable?
- for battler in $game_party.actors + $game_troop.enemies
- return true if battler.cp_full?
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ● アクターコマンドウィンドウのセットアップ
- #--------------------------------------------------------------------------
- alias xrxs65_phase3_setup_command_window phase3_setup_command_window
- def phase3_setup_command_window
- # 効果音の再生
- Audio.se_play(XRXS65::COMMAND_UP_SE) rescue nil
- # 呼び戻す
- xrxs65_phase3_setup_command_window
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (アクターコマンドフェーズ : 基本コマンド)
- #--------------------------------------------------------------------------
- alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
- def update_phase3_basic_command
- # C ボタンが押された場合
- if Input.trigger?(Input::C)
- # アクターコマンドウィンドウのカーソル位置で分岐
- case @actor_command_window.index
- when @cp_escape_actor_command_index # 逃げる
- if $game_temp.battle_can_escape
- # 決定 SE を演奏
- $game_system.se_play($data_system.decision_se)
- # アクションを設定
- @active_battler.current_action.kind = 0
- @active_battler.current_action.basic = 4
- # 次のアクターのコマンド入力へ
- phase3_next_actor
- else
- # ブザー SE を演奏
- $game_system.se_play($data_system.buzzer_se)
- end
- return
- end
- end
- # 呼び戻す
- xrxs_bsp1_update_phase3_basic_command
- end
- #--------------------------------------------------------------------------
- # ● メインフェーズ開始
- #--------------------------------------------------------------------------
- alias xrxs65_start_phase4 start_phase4
- def start_phase4
- # ターン数を引くことによって擬似的にカウントに変化を起こさせない
- $game_temp.battle_turn -= 1
- # フラグを退避
- save_flags = $game_temp.battle_event_flags.dup
- # 呼び戻す
- xrxs65_start_phase4
- # フラグを復旧
- $game_temp.battle_event_flags = save_flags
- end
- #--------------------------------------------------------------------------
- # ● 行動順序作成
- #--------------------------------------------------------------------------
- alias xrxs65_make_action_orders make_action_orders
- def make_action_orders
- # 呼び戻す
- xrxs65_make_action_orders
- # CPが不足している場合は @action_battlers から除外する
- for battler in @action_battlers.dup
- @action_battlers.delete(battler) unless battler.cp_full?
- end
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (メインフェーズ ステップ 2 : アクション開始)
- #--------------------------------------------------------------------------
- alias xrxs65_update_phase4_step2 update_phase4_step2
- def update_phase4_step2
- # ガードの解除
- @active_battler.guarding = false
- # CPの消費
- @active_battler.cp = 0
- # CP メーターの更新
- @cp_meters.refresh
- # 呼び戻す
- xrxs65_update_phase4_step2
- # 例外補正
- return if @active_battler == nil
- # ターンコントローラ
- if @active_battler.is_a?(Game_Enemy) and @active_battler.index == XRXS65::TC
- cp_turn_count
- end
- end
- #--------------------------------------------------------------------------
- # ● 基本アクション 結果作成
- #--------------------------------------------------------------------------
- alias xrxs65_make_basic_action_result make_basic_action_result
- def make_basic_action_result
- # 呼び戻す
- xrxs65_make_basic_action_result
- # 防御の場合
- if @active_battler.current_action.basic == 1
- @active_battler.guarding = true
- return
- end
- # パーティの逃亡の場合
- if @active_battler.current_action.basic == 4
- # 逃走可能ではない場合
- if $game_temp.battle_can_escape == false
- # ブザー SE を演奏
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # パーティ全員の CP をクリア
- for actor in $game_party.actors
- actor.cp = 0
- end
- # CP メーターの更新
- @cp_meters.refresh
- # 逃走処理
- update_phase2_escape
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (メインフェーズ ステップ 5 : ダメージ表示)
- #--------------------------------------------------------------------------
- alias xrxs65_update_phase4_step5 update_phase4_step5
- def update_phase4_step5
- # 呼び戻す
- xrxs65_update_phase4_step5
- # CP メーターの更新
- @cp_meters.refresh
- end
- end
- #==============================================================================
- # --- CP メーターをまとめて管理するクラス、表示関係はすべてココ ---
- #==============================================================================
- class CP_Meters
- #--------------------------------------------------------------------------
- # ○ オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize
- # メーター群の生成
- @meters = []
- for i in 0...$game_party.actors.size
- make_meter(i)
- end
- refresh
- end
- #--------------------------------------------------------------------------
- # ○ リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- # 戦闘メンバー数の変更を判別
- for i in @meters.size...$game_party.actors.size
- make_meter(i)
- end
- for i in [email protected]
- @meters[i].dispose
- @meters[i] = nil
- end
- @meters.compact!
- # 表示更新
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- @meters[i].line = actor.cp_linetype
- @meters[i].amount = actor.cp_lineamount
- end
- end
- #--------------------------------------------------------------------------
- # ○ メーターひとつの生成
- #--------------------------------------------------------------------------
- def make_meter(i)
- # スキンの取得
- skin = RPG::Cache.windowskin(XRXS65::SKIN)
- #
- space = 640 / XRXS65::MAX
- case XRXS65::ALIGN
- when 0
- actor_x = i * space + 4
- when 1
- actor_x = (space * ((XRXS65::MAX - $game_party.actors.size)/2.0 + i)).floor
- when 2
- actor_x = (i + XRXS65::MAX - $game_party.actors.size) * space + 4
- end
- meter = MeterSprite.new(skin, XRXS65::LINE_HEIGHT)
- meter.x = actor_x + XRXS65::X_OFFSET - skin.width
- meter.y = XRXS65::Y_OFFSET
- @meters[i] = meter
- end
- #--------------------------------------------------------------------------
- # ○ 可視状態
- #--------------------------------------------------------------------------
- def visible=(b)
- @meters.each{|sprite| sprite.visible = b }
- end
- #--------------------------------------------------------------------------
- # ○ 解放
- #--------------------------------------------------------------------------
- def dispose
- @meters.each{|sprite| sprite.dispose }
- end
- end
- #==============================================================================
- # --- XRXS. レクタンギュラーメーター表示・極 ---
- #==============================================================================
- class MeterSprite < Sprite
- #--------------------------------------------------------------------------
- # ○ オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(skin, line_height)
- @skin = skin
- @width = @skin.width
- @height = line_height
- @line = 1
- @amount = 0
- @base_sprite = Sprite.new
- @base_sprite.bitmap = @skin
- @base_sprite.src_rect.set(0, 0, @width, @height)
- @base_sprite.z = 601
- super()
- self.z = @base_sprite.z + 1
- self.bitmap = @skin
- self.line = 1
- end
- #--------------------------------------------------------------------------
- # ○ 値の設定
- #--------------------------------------------------------------------------
- def line=(n)
- @line = n
- refresh
- end
- def amount=(n)
- @amount = n
- refresh
- end
- def refresh
- self.src_rect.set(0, @line * @height, @width * @amount / 100, @height)
- end
- #--------------------------------------------------------------------------
- # ○ 座標の設定
- #--------------------------------------------------------------------------
- def x=(n)
- super
- @base_sprite.x = n
- end
- def y=(n)
- super
- @base_sprite.y = n
- end
- #--------------------------------------------------------------------------
- # ○ 解放
- #--------------------------------------------------------------------------
- def dispose
- @base_sprite.dispose
- super
- end
- end
复制代码 谢谢 |
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