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本帖最后由 VIPArcher 于 2015-5-12 22:02 编辑
从66RPG脚本那里下了个90个合集 但是怪物图鉴那里默认分类是4 我想给怪物分类 要怎么改呢?(而且不知道是字体大还是框小 文字总是显示不全)
核心脚本
module Snstar module EnemyList # 敌人类型 0 1 2 3 4 5 ENEMY_TYPE = ["异兽", "魔物", "精怪", "人形", "其他", "首领"] ENEMY_TYPE_DEFAULT = 4 # 敌人的默认类型 ENCOUNTER_PERCENT = 1 # 敌人现身所提升的辨识度 DEFEAT_PERCENT = 5 # 敌人战败所提升的辨识度 TEST_PERCENT = 5 # 测试用调整的辨识度 INCLUDE_ALL_CATEGORY = true # 是否包含“全部”类型 ALL_CATEGORY_TEXT = "全部" # “全部”类型的文字 ENEMY_MORE_INFO_BUTTON = :X # 显示敌人更多资讯的按键 ENEMY_MORE_INFO = false # 是否显示更多讯息(扩充用) DRAW_ENEMY_ICON = false # 需要使用绘制单张图标才能使用 # 敌人图像大小限定 ENEMY_IMAGE_MAX_WIDTH = 170 # 敌人图像宽度限定 ENEMY_IMAGE_MAX_HEIGHT = 192 # 敌人图像高度限定 ENEMY_IMAGE_FOLDER = "Graphics/EnemyImages/" # 敌人指定图像资料夹 ENEMY_HUE_SYNC_DB = false # 敌人指定图像是否使用资料库设定的色相 # 文字设定 ENEMY_LIST_COMMAND_TEXT = "异事录" # 主选单命令用字 ENEMY_LIST_SWITCH_ID = 0 # 主选单命令显示的控制开关 ENEMY_LIST_ENABLE_ID = 0 # 主选单命令有效的控制开关 ENEMY_PERCENT_VOCAB = "辨识度" # 辨识度用字 ENEMY_PERCENT_BASE_COLOR = Color.new(0, 255, 0)#Color.new(0, 0, 0) ENEMY_PERCENT_FILL_COLOR = Color.new(255, 255, 0) NO_DISPLAY_MASK = "??" # 无法显示时的替代文字 EST_DISPLAY_MASK = "大约是%s" # 显示估算数值时的文字 DROP_GOLD_VOCAB = "携带金钱" DROP_ITEM_VOCAB = "掉落物" FEA_WEAK_ELE_RATE = "弱点" # 属性有效度 > 100% 的文字 FEA_RES_ELE_RATE = "抵抗" # 属性有效度 < 100% 的文字 FEA_DEBUFF_RATE = "弱化属性" # 弱化属性的文字 FEA_ATK_ELEMENT = "属性" # 攻击附带属性的文字 # 辨识度提升数值 PERCENTAGE_ON_ENCOUNTER = 0 # 敌人现身时提升辨识度 PERCENTAGE_ON_DEFEAT = 5 # 敌人落败时提升辨识度 # 辨识度显示参数数值 NAME_DISPLAY_PERC = 1 # 名称显示百分比 HP_EST_DISPLAY_PERC = 5 # HP估算显示百分比 HP_DISPLAY_PERC = 10 # HP显示百分比 MP_EST_DISPLAY_PERC = 10 # MP估算显示百分比 MP_DISPLAY_PERC = 15 # MP显示百分比 ATK_DISPLAY_PERC = 50 # 攻击力显示百分比 DEF_DISPLAY_PERC = 50 # 防御力显示百分比 MAT_DISPLAY_PERC = 75 # 魔法攻击显示百分比 MDF_DISPLAY_PERC = 75 # 魔法防御显示百分比 AGI_DISPLAY_PERC = 75 # 敏捷显示百分比 LUK_DISPLAY_PERC = 75 # 幸运显示百分比 GOLD_DISPLAY_PERC = 100 # 掉落金钱显示百分比 ITEM_DISPLAY_PERC = 100 # 掉落物显示百分比 #TYPE_BOSS end end class RPG::Enemy < RPG::BaseItem include Snstar::EnemyList def list_type self.note.split(/[\r\n]+/).each{ |line| if line =~ /\[(?:ltype) (\d+)\]/ return $1 ? $1.to_i : ENEMY_TYPE_DEFAULT end} return ENEMY_TYPE_DEFAULT end def list_image self.note.split(/[\r\n]+/).each{ |line| if line =~ /\[(?:limage) (\S+)\]/ return $1 end} return nil # battler_name end def no_list? self.note.split(/[\r\n]+/).each{ |line| return true if line =~ /\[no_list\]/ } return false end end class Game_Party < Game_Unit include Snstar::EnemyList #-------------------------------------------------------------------------- # ● 初始化 #-------------------------------------------------------------------------- alias enemy_list_initialize initialize def initialize enemy_list_initialize @enemy_know_percentage=[] $data_enemies.each{ |e| next unless e set_enemy_percentage(e.id, 0) } end #-------------------------------------------------------------------------- # ● 设置敌人百分比 #-------------------------------------------------------------------------- def set_enemy_percentage(e_id, percentage=100) temp_p = [[0, percentage].max ,100].min @enemy_know_percentage[e_id] = temp_p end #-------------------------------------------------------------------------- # ● 获取敌人百分比 #-------------------------------------------------------------------------- def enemy_percent(e_id) return 0 unless seen_enemy?(e_id) return @enemy_know_percentage[e_id] end #-------------------------------------------------------------------------- # ● 提升敌人百分比 #-------------------------------------------------------------------------- def see_enemy(e_id, percentage = 1) temp_p = @enemy_know_percentage[e_id] + percentage set_enemy_percentage(e_id, temp_p) end def know_enemy(e_id) set_enemy_percentage(e_id, 100) end #-------------------------------------------------------------------------- # ● 判断是否见过敌人 #-------------------------------------------------------------------------- def seen_enemy?(e_id) return @enemy_know_percentage[e_id] > 0 end #-------------------------------------------------------------------------- # ● 判断是否熟知敌人 #-------------------------------------------------------------------------- def known_enemy?(e_id, percentage=100) return false unless seen_enemy?(e_id) return enemy_percent(e_id) == percentage end #-------------------------------------------------------------------------- # ● 战斗开始提升辨识度 #-------------------------------------------------------------------------- alias enemy_list_on_battle_start on_battle_start def on_battle_start enemy_list_on_battle_start $game_troop.members.each{ |m| e_id = m.enemy.id see_enemy(e_id, ENCOUNTER_PERCENT) } end end class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ● 敌人战败提升辨识度 #-------------------------------------------------------------------------- alias enemy_list_perform_collapse_effect perform_collapse_effect def perform_collapse_effect enemy_list_perform_collapse_effect $game_party.see_enemy(@enemy_id, Snstar::EnemyList::DEFEAT_PERCENT) end end class Game_Interpreter #-------------------------------------------------------------------------- # ● 呼叫敌人图鉴场景 #-------------------------------------------------------------------------- def call_enemy_list SceneManager.call(Scene_List) end #-------------------------------------------------------------------------- # ● 提升敌人辨识度 #-------------------------------------------------------------------------- def gain_enemy_percentage(e_id, per) $game_party.see_enemy(e_id, per) end end
module Snstar
module EnemyList
# 敌人类型 0 1 2 3 4 5
ENEMY_TYPE = ["异兽", "魔物", "精怪", "人形", "其他", "首领"]
ENEMY_TYPE_DEFAULT = 4 # 敌人的默认类型
ENCOUNTER_PERCENT = 1 # 敌人现身所提升的辨识度
DEFEAT_PERCENT = 5 # 敌人战败所提升的辨识度
TEST_PERCENT = 5 # 测试用调整的辨识度
INCLUDE_ALL_CATEGORY = true # 是否包含“全部”类型
ALL_CATEGORY_TEXT = "全部" # “全部”类型的文字
ENEMY_MORE_INFO_BUTTON = :X # 显示敌人更多资讯的按键
ENEMY_MORE_INFO = false # 是否显示更多讯息(扩充用)
DRAW_ENEMY_ICON = false # 需要使用绘制单张图标才能使用
# 敌人图像大小限定
ENEMY_IMAGE_MAX_WIDTH = 170 # 敌人图像宽度限定
ENEMY_IMAGE_MAX_HEIGHT = 192 # 敌人图像高度限定
ENEMY_IMAGE_FOLDER = "Graphics/EnemyImages/" # 敌人指定图像资料夹
ENEMY_HUE_SYNC_DB = false # 敌人指定图像是否使用资料库设定的色相
# 文字设定
ENEMY_LIST_COMMAND_TEXT = "异事录" # 主选单命令用字
ENEMY_LIST_SWITCH_ID = 0 # 主选单命令显示的控制开关
ENEMY_LIST_ENABLE_ID = 0 # 主选单命令有效的控制开关
ENEMY_PERCENT_VOCAB = "辨识度" # 辨识度用字
ENEMY_PERCENT_BASE_COLOR = Color.new(0, 255, 0)#Color.new(0, 0, 0)
ENEMY_PERCENT_FILL_COLOR = Color.new(255, 255, 0)
NO_DISPLAY_MASK = "??" # 无法显示时的替代文字
EST_DISPLAY_MASK = "大约是%s" # 显示估算数值时的文字
DROP_GOLD_VOCAB = "携带金钱"
DROP_ITEM_VOCAB = "掉落物"
FEA_WEAK_ELE_RATE = "弱点" # 属性有效度 > 100% 的文字
FEA_RES_ELE_RATE = "抵抗" # 属性有效度 < 100% 的文字
FEA_DEBUFF_RATE = "弱化属性" # 弱化属性的文字
FEA_ATK_ELEMENT = "属性" # 攻击附带属性的文字
# 辨识度提升数值
PERCENTAGE_ON_ENCOUNTER = 0 # 敌人现身时提升辨识度
PERCENTAGE_ON_DEFEAT = 5 # 敌人落败时提升辨识度
# 辨识度显示参数数值
NAME_DISPLAY_PERC = 1 # 名称显示百分比
HP_EST_DISPLAY_PERC = 5 # HP估算显示百分比
HP_DISPLAY_PERC = 10 # HP显示百分比
MP_EST_DISPLAY_PERC = 10 # MP估算显示百分比
MP_DISPLAY_PERC = 15 # MP显示百分比
ATK_DISPLAY_PERC = 50 # 攻击力显示百分比
DEF_DISPLAY_PERC = 50 # 防御力显示百分比
MAT_DISPLAY_PERC = 75 # 魔法攻击显示百分比
MDF_DISPLAY_PERC = 75 # 魔法防御显示百分比
AGI_DISPLAY_PERC = 75 # 敏捷显示百分比
LUK_DISPLAY_PERC = 75 # 幸运显示百分比
GOLD_DISPLAY_PERC = 100 # 掉落金钱显示百分比
ITEM_DISPLAY_PERC = 100 # 掉落物显示百分比
#TYPE_BOSS
end
end
class RPG::Enemy < RPG::BaseItem
include Snstar::EnemyList
def list_type
self.note.split(/[\r\n]+/).each{ |line|
if line =~ /\[(?:ltype) (\d+)\]/
return $1 ? $1.to_i : ENEMY_TYPE_DEFAULT
end}
return ENEMY_TYPE_DEFAULT
end
def list_image
self.note.split(/[\r\n]+/).each{ |line|
if line =~ /\[(?:limage) (\S+)\]/
return $1
end}
return nil # battler_name
end
def no_list?
self.note.split(/[\r\n]+/).each{ |line|
return true if line =~ /\[no_list\]/
}
return false
end
end
class Game_Party < Game_Unit
include Snstar::EnemyList
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
alias enemy_list_initialize initialize
def initialize
enemy_list_initialize
@enemy_know_percentage=[]
$data_enemies.each{ |e|
next unless e
set_enemy_percentage(e.id, 0)
}
end
#--------------------------------------------------------------------------
# ● 设置敌人百分比
#--------------------------------------------------------------------------
def set_enemy_percentage(e_id, percentage=100)
temp_p = [[0, percentage].max ,100].min
@enemy_know_percentage[e_id] = temp_p
end
#--------------------------------------------------------------------------
# ● 获取敌人百分比
#--------------------------------------------------------------------------
def enemy_percent(e_id)
return 0 unless seen_enemy?(e_id)
return @enemy_know_percentage[e_id]
end
#--------------------------------------------------------------------------
# ● 提升敌人百分比
#--------------------------------------------------------------------------
def see_enemy(e_id, percentage = 1)
temp_p = @enemy_know_percentage[e_id] + percentage
set_enemy_percentage(e_id, temp_p)
end
def know_enemy(e_id)
set_enemy_percentage(e_id, 100)
end
#--------------------------------------------------------------------------
# ● 判断是否见过敌人
#--------------------------------------------------------------------------
def seen_enemy?(e_id)
return @enemy_know_percentage[e_id] > 0
end
#--------------------------------------------------------------------------
# ● 判断是否熟知敌人
#--------------------------------------------------------------------------
def known_enemy?(e_id, percentage=100)
return false unless seen_enemy?(e_id)
return enemy_percent(e_id) == percentage
end
#--------------------------------------------------------------------------
# ● 战斗开始提升辨识度
#--------------------------------------------------------------------------
alias enemy_list_on_battle_start on_battle_start
def on_battle_start
enemy_list_on_battle_start
$game_troop.members.each{ |m|
e_id = m.enemy.id
see_enemy(e_id, ENCOUNTER_PERCENT)
}
end
end
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● 敌人战败提升辨识度
#--------------------------------------------------------------------------
alias enemy_list_perform_collapse_effect perform_collapse_effect
def perform_collapse_effect
enemy_list_perform_collapse_effect
$game_party.see_enemy(@enemy_id, Snstar::EnemyList::DEFEAT_PERCENT)
end
end
class Game_Interpreter
#--------------------------------------------------------------------------
# ● 呼叫敌人图鉴场景
#--------------------------------------------------------------------------
def call_enemy_list
SceneManager.call(Scene_List)
end
#--------------------------------------------------------------------------
# ● 提升敌人辨识度
#--------------------------------------------------------------------------
def gain_enemy_percentage(e_id, per)
$game_party.see_enemy(e_id, per)
end
end
窗口部分
class Window_EnemyType < Window_HorzCommand include Snstar::EnemyList #-------------------------------------------------------------------------- # ● 初始化 #-------------------------------------------------------------------------- def initialize(x, y, min_height=48) super(x, y) @min_height = min_height @max_height = window_height end #-------------------------------------------------------------------------- # ● 定义窗口宽度 #-------------------------------------------------------------------------- def window_width Graphics.width end #-------------------------------------------------------------------------- # ● 定义栏数 #-------------------------------------------------------------------------- def col_max return 6 end #-------------------------------------------------------------------------- # ● 窗口更新 #-------------------------------------------------------------------------- def update super @item_window.category = current_symbol if @item_window end #-------------------------------------------------------------------------- # ● 绘制敌人类型列表 #-------------------------------------------------------------------------- def make_command_list add_command(ALL_CATEGORY_TEXT, :all) if INCLUDE_ALL_CATEGORY ENEMY_TYPE.each{ |type| add_command(type, type.to_sym) } end #-------------------------------------------------------------------------- # ● 设置敌人列表窗口 #-------------------------------------------------------------------------- def item_window=(item_window) @item_window = item_window update end #-------------------------------------------------------------------------- # ● 窗口有效化 #-------------------------------------------------------------------------- def activate super return unless @max_height self.height = @max_height end #-------------------------------------------------------------------------- # ● 窗口失效 #-------------------------------------------------------------------------- def deactivate super return unless @min_height self.height = @min_height @item_window.select_last_index end end class Window_EnemyList < Window_ItemList include Snstar::EnemyList #-------------------------------------------------------------------------- # ● 初始化 #-------------------------------------------------------------------------- def initialize(x, y, width, height) super(x, y, width, height) @last_index = {} end #-------------------------------------------------------------------------- # ● 选择上次索引 #-------------------------------------------------------------------------- def select_last_index select(@last_index[@category]) end def select(index) super(index) @info_window.enemy = @data[@index] end #-------------------------------------------------------------------------- # ● 窗口失效 #-------------------------------------------------------------------------- def deactivate super return unless @last_index @last_index[@category] = @index # 纪录当前敌人类型的索引 end #-------------------------------------------------------------------------- # ● 最大栏数 #-------------------------------------------------------------------------- def col_max return 1 end #-------------------------------------------------------------------------- # ● 生成敌人列表 #-------------------------------------------------------------------------- def make_item_list @data = [] @last_index[@category] = 0 if @last_index[@category].nil? selected_type = ENEMY_TYPE.index(@category.to_s) $data_enemies.each{ |enemy| next if enemy.nil? next if enemy.name == "" # 名字为空的敌人跳过 next if enemy.no_list? # 指定不列入的敌人跳过 if @category == :all or (enemy.list_type == selected_type) @data.push(enemy) end } end #-------------------------------------------------------------------------- # ● 绘制敌人项目 #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] if item rect = item_rect(index) rect.width -= 4 draw_item_name(item, rect.x, rect.y) end end #-------------------------------------------------------------------------- # ● 绘制敌人名称 #-------------------------------------------------------------------------- def draw_item_name(item, x, y, enabled = true, width = 172) return unless item if DRAW_ENEMY_ICON draw_icon(item.icon_index, x, y, enabled) x += 24 end change_color(normal_color, enabled) per = $game_party.enemy_percent(item.id) if per >= NAME_DISPLAY_PERC text = item.name else text = NO_DISPLAY_MASK end draw_text(x, y, width, line_height, text) end #-------------------------------------------------------------------------- # ● 资讯窗口更新 #-------------------------------------------------------------------------- def update_info @info_window.set_item(item) end #-------------------------------------------------------------------------- # ● 设置资讯窗口 #-------------------------------------------------------------------------- def info_window=(info_window) @info_window = info_window #call_update_info end end class Window_EnemyDetail < Window_Base include Snstar::EnemyList attr_reader :enemy #-------------------------------------------------------------------------- # ● 初始化 #-------------------------------------------------------------------------- def initialize super(160, 48, Graphics.width-160, Graphics.height-48) @enemy = nil end #-------------------------------------------------------------------------- # ● 设置当前敌人 #-------------------------------------------------------------------------- def enemy=(e) @enemy = e if enemy @percentage = $game_party.enemy_percent(e.id) # 获取当前敌人辨识度 else @percentage = 0 end refresh end #-------------------------------------------------------------------------- # ● 检查当前辨识度百分比 #-------------------------------------------------------------------------- def checkPercent?(per) return @percentage >= per end #-------------------------------------------------------------------------- # ● 窗口刷新 #-------------------------------------------------------------------------- def refresh contents.clear return unless @enemy # 无敌人时返回 return unless checkPercent?(NAME_DISPLAY_PERC) # 不显示名称时返回 @partial = false draw_enemy_image(0, 0) # 绘制敌人图像 draw_enemy_name(0, ENEMY_IMAGE_MAX_HEIGHT) # 绘制敌人名称 draw_enemy_features(0, ENEMY_IMAGE_MAX_HEIGHT+line_height) draw_enemy_percentage(0, ENEMY_IMAGE_MAX_HEIGHT+line_height*5) # 绘制敌人辨识度 partial_refresh end #-------------------------------------------------------------------------- # ● 窗口半刷新 #-------------------------------------------------------------------------- def partial_refresh return unless @enemy # 无敌人时返回 rect = Rect.new(ENEMY_IMAGE_MAX_WIDTH+8, 0, contents.width-(ENEMY_IMAGE_MAX_WIDTH+8), contents.height-line_height) contents.clear_rect(rect) if ENEMY_MORE_INFO && @partial Sound.play_cursor draw_other_info @partial = false else draw_enemy_hp(ENEMY_IMAGE_MAX_WIDTH+8, 0) # 绘制敌人体力 draw_enemy_mp(ENEMY_IMAGE_MAX_WIDTH+8, line_height) # 绘制敌人魔力 2.upto(7){ |n| draw_enemy_param(ENEMY_IMAGE_MAX_WIDTH+8, line_height*n, n) # 绘制敌人能力 } draw_enemy_gold(ENEMY_IMAGE_MAX_WIDTH+8, line_height*8) # 绘制敌人掉落金 draw_enemy_item(ENEMY_IMAGE_MAX_WIDTH+8, line_height*9) # 绘制敌人掉落物 @partial = true end end #-------------------------------------------------------------------------- # ● 绘制敌人特征 #-------------------------------------------------------------------------- def draw_enemy_features(x, y) fy = y for i in 0..4 do feature = @enemy.features[i] next unless feature label, value = get_feature(feature) next if label=="" change_color(system_color) draw_text(x, fy, text_width(label), line_height, label) change_color(normal_color) draw_text(x+72, fy, text_width(value), line_height, value) fy+=line_height end end #-------------------------------------------------------------------------- # ● 获取敌人特征 #-------------------------------------------------------------------------- def get_feature(feature) code = feature.code id = feature.data_id value = feature.value return "", 0 unless [11, 31].include?(code) if code == 11 if value < 1.0 label = FEA_RES_ELE_RATE elsif value > 1.0 label = FEA_WEAK_ELE_RATE else return "", 0 end element = $data_system.elements[id] return_value = element + " #{value.truncate}倍" elsif code == 31 label = FEA_ATK_ELEMENT return_value = $data_system.elements[id] end return label, return_value end #-------------------------------------------------------------------------- # ● 绘制敌人图像 #-------------------------------------------------------------------------- def draw_enemy_image(x, y) image_name = @enemy.list_image # 获取指定图像 if image_name.nil? # 指定图像为空时 image = Cache.battler(@enemy.battler_name, @enemy.battler_hue) # 获取战斗图 else hue = ENEMY_HUE_SYNC_DB ? @enemy.battler_hue : 0 image = Cache.load_bitmap(ENEMY_IMAGE_FOLDER, image_name, hue) # 获取战斗图 end ix = (image.width/2-ENEMY_IMAGE_MAX_WIDTH/2).abs # 获取中心点 # 敌人图像宽度在显示范围外 if image.width > ENEMY_IMAGE_MAX_WIDTH # 居中对齐 rx = ix cx = x # 敌人图像宽度在显示范围外 else # 居中对齐 rx = 0 cx = ix end # 敌人图像高度在显示范围外 if image.height > ENEMY_IMAGE_MAX_HEIGHT cy = y # 敌人图像高度在显示范围内 else cy = ENEMY_IMAGE_MAX_HEIGHT - image.height - 8 # 向下对齐 end rect = Rect.new(rx, 0, ENEMY_IMAGE_MAX_WIDTH, ENEMY_IMAGE_MAX_HEIGHT) contents.blt(cx, cy, image, rect, 255) end #-------------------------------------------------------------------------- # ● 绘制敌人辨识度 #-------------------------------------------------------------------------- def draw_enemy_percentage(x, y) width = contents.width change_color(system_color) text = ENEMY_PERCENT_VOCAB draw_text(x, y, text_width(text), line_height, text) # 绘制辨识度进度槽 draw_gauge(x+96, y, width - 96, @percentage.to_f/100, ENEMY_PERCENT_BASE_COLOR, ENEMY_PERCENT_FILL_COLOR) # 绘制百分比 change_color(normal_color) text = "#{@percentage}%" draw_text(x+96, y, text_width(text), line_height, text) end #-------------------------------------------------------------------------- # ● 绘制敌人名称 #-------------------------------------------------------------------------- def draw_enemy_name(x, y) change_color(system_color) text = "名称" draw_text(x, y, text_width(text), line_height, text) # 绘制名称 change_color(normal_color) text = @enemy.name draw_text(x+72, y, text_width(text), line_height, text) end #-------------------------------------------------------------------------- # ● 绘制敌人体力 #-------------------------------------------------------------------------- def draw_enemy_hp(x, y) change_color(system_color) text = Vocab::hp draw_text(x, y, 108, line_height, text) change_color(normal_color) hp = @enemy.params[0] # 判断显示百分比 if checkPercent?(HP_DISPLAY_PERC) text = hp elsif checkPercent?(HP_EST_DISPLAY_PERC) # 计算体力约值 ahp = [(hp/10) * 10 - @enemy.params[3], 10].max text = sprintf(EST_DISPLAY_MASK, ahp) else text = NO_DISPLAY_MASK end draw_text(x+72, y, text_width(text), line_height, text) end #-------------------------------------------------------------------------- # ● 绘制敌人魔力 #-------------------------------------------------------------------------- def draw_enemy_mp(x, y) change_color(system_color) text = Vocab::mp draw_text(x, y, 108, line_height, text) change_color(normal_color) mp = @enemy.params[1] # 判断显示百分比 if checkPercent?(MP_DISPLAY_PERC) text = mp elsif checkPercent?(MP_EST_DISPLAY_PERC) # 计算魔力约值 amp = [(mp/10) * 10 - @enemy.params[5], @enemy.params[4], 5].max text = sprintf(EST_DISPLAY_MASK, amp) else text = NO_DISPLAY_MASK end draw_text(x+72, y, text_width(text), line_height, text) end #-------------------------------------------------------------------------- # ● 绘制敌人能力值 #-------------------------------------------------------------------------- def draw_enemy_param(x, y, param_id) # 能力值ID为1或2时,调用绘制体力/魔力方法 draw_enemy_hp(x, y) if param_id==0 draw_enemy_mp(x, y) if param_id==1 return if param_id < 2 change_color(system_color) # 绘制能力值名称 draw_text(x, y, 108, line_height, Vocab::param(param_id)) change_color(normal_color) # 获取能力值百分比 param_percent = [ATK_DISPLAY_PERC, DEF_DISPLAY_PERC, MAT_DISPLAY_PERC, MDF_DISPLAY_PERC, AGI_DISPLAY_PERC, LUK_DISPLAY_PERC ] # 判断显示百分比 if checkPercent?(param_percent[param_id-2]) text = @enemy.params[param_id] else text = NO_DISPLAY_MASK end draw_text(x+72, y, text_width(text), line_height, text) end #-------------------------------------------------------------------------- # ● 绘制敌人掉落金钱 #-------------------------------------------------------------------------- def draw_enemy_gold(x, y) change_color(system_color) draw_text(x, y, 96, line_height, DROP_GOLD_VOCAB) change_color(normal_color) # 判断显示百分比 if checkPercent?(GOLD_DISPLAY_PERC) draw_currency_value(@enemy.gold, Vocab.currency_unit, x+12, y, 108) else draw_text(x+72, y, 96, line_height, NO_DISPLAY_MASK) end end #-------------------------------------------------------------------------- # ● 绘制敌人掉落物 #-------------------------------------------------------------------------- def draw_enemy_item(x, y) change_color(system_color) draw_text(x, y, 96, line_height, DROP_ITEM_VOCAB) change_color(normal_color) # 判断显示百分比 if checkPercent?(ITEM_DISPLAY_PERC) nn_di = 0 for i in 0..2 do di = item_object(@enemy.drop_items[i]) # 获取掉落物物件 if di ly = y+line_height*(nn_di+1) # 计算绘制高度 draw_item_name(di, x+24, ly) nn_di += 1 # 计数器+1 end end return if nn_di > 0 # 计数器大于0时返回 draw_text(x+80, y, 96, line_height, "无") else draw_text(x+24, y+line_height, 96, line_height, NO_DISPLAY_MASK) end end #-------------------------------------------------------------------------- # ● 计算敌人掉落物 #-------------------------------------------------------------------------- def item_object(drop_item) kind = drop_item.kind data_id = drop_item.data_id return $data_items [data_id] if kind == 1 return $data_weapons[data_id] if kind == 2 return $data_armors [data_id] if kind == 3 return nil end #-------------------------------------------------------------------------- # ● 绘制其他资讯 #-------------------------------------------------------------------------- def draw_other_info end #-------------------------------------------------------------------------- # ● 获得文字宽度 #-------------------------------------------------------------------------- def text_width(text) return text_size(text).width + 5 end end
class Window_EnemyType < Window_HorzCommand
include Snstar::EnemyList
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize(x, y, min_height=48)
super(x, y)
@min_height = min_height
@max_height = window_height
end
#--------------------------------------------------------------------------
# ● 定义窗口宽度
#--------------------------------------------------------------------------
def window_width
Graphics.width
end
#--------------------------------------------------------------------------
# ● 定义栏数
#--------------------------------------------------------------------------
def col_max
return 6
end
#--------------------------------------------------------------------------
# ● 窗口更新
#--------------------------------------------------------------------------
def update
super
@item_window.category = current_symbol if @item_window
end
#--------------------------------------------------------------------------
# ● 绘制敌人类型列表
#--------------------------------------------------------------------------
def make_command_list
add_command(ALL_CATEGORY_TEXT, :all) if INCLUDE_ALL_CATEGORY
ENEMY_TYPE.each{ |type|
add_command(type, type.to_sym)
}
end
#--------------------------------------------------------------------------
# ● 设置敌人列表窗口
#--------------------------------------------------------------------------
def item_window=(item_window)
@item_window = item_window
update
end
#--------------------------------------------------------------------------
# ● 窗口有效化
#--------------------------------------------------------------------------
def activate
super
return unless @max_height
self.height = @max_height
end
#--------------------------------------------------------------------------
# ● 窗口失效
#--------------------------------------------------------------------------
def deactivate
super
return unless @min_height
self.height = @min_height
@item_window.select_last_index
end
end
class Window_EnemyList < Window_ItemList
include Snstar::EnemyList
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
@last_index = {}
end
#--------------------------------------------------------------------------
# ● 选择上次索引
#--------------------------------------------------------------------------
def select_last_index
select(@last_index[@category])
end
def select(index)
super(index)
@info_window.enemy = @data[@index]
end
#--------------------------------------------------------------------------
# ● 窗口失效
#--------------------------------------------------------------------------
def deactivate
super
return unless @last_index
@last_index[@category] = @index # 纪录当前敌人类型的索引
end
#--------------------------------------------------------------------------
# ● 最大栏数
#--------------------------------------------------------------------------
def col_max
return 1
end
#--------------------------------------------------------------------------
# ● 生成敌人列表
#--------------------------------------------------------------------------
def make_item_list
@data = []
@last_index[@category] = 0 if @last_index[@category].nil?
selected_type = ENEMY_TYPE.index(@category.to_s)
$data_enemies.each{ |enemy|
next if enemy.nil?
next if enemy.name == "" # 名字为空的敌人跳过
next if enemy.no_list? # 指定不列入的敌人跳过
if @category == :all or (enemy.list_type == selected_type)
@data.push(enemy)
end
}
end
#--------------------------------------------------------------------------
# ● 绘制敌人项目
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
if item
rect = item_rect(index)
rect.width -= 4
draw_item_name(item, rect.x, rect.y)
end
end
#--------------------------------------------------------------------------
# ● 绘制敌人名称
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, enabled = true, width = 172)
return unless item
if DRAW_ENEMY_ICON
draw_icon(item.icon_index, x, y, enabled)
x += 24
end
change_color(normal_color, enabled)
per = $game_party.enemy_percent(item.id)
if per >= NAME_DISPLAY_PERC
text = item.name
else
text = NO_DISPLAY_MASK
end
draw_text(x, y, width, line_height, text)
end
#--------------------------------------------------------------------------
# ● 资讯窗口更新
#--------------------------------------------------------------------------
def update_info
@info_window.set_item(item)
end
#--------------------------------------------------------------------------
# ● 设置资讯窗口
#--------------------------------------------------------------------------
def info_window=(info_window)
@info_window = info_window
#call_update_info
end
end
class Window_EnemyDetail < Window_Base
include Snstar::EnemyList
attr_reader :enemy
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize
super(160, 48, Graphics.width-160, Graphics.height-48)
@enemy = nil
end
#--------------------------------------------------------------------------
# ● 设置当前敌人
#--------------------------------------------------------------------------
def enemy=(e)
@enemy = e
if enemy
@percentage = $game_party.enemy_percent(e.id) # 获取当前敌人辨识度
else
@percentage = 0
end
refresh
end
#--------------------------------------------------------------------------
# ● 检查当前辨识度百分比
#--------------------------------------------------------------------------
def checkPercent?(per)
return @percentage >= per
end
#--------------------------------------------------------------------------
# ● 窗口刷新
#--------------------------------------------------------------------------
def refresh
contents.clear
return unless @enemy # 无敌人时返回
return unless checkPercent?(NAME_DISPLAY_PERC) # 不显示名称时返回
@partial = false
draw_enemy_image(0, 0) # 绘制敌人图像
draw_enemy_name(0, ENEMY_IMAGE_MAX_HEIGHT) # 绘制敌人名称
draw_enemy_features(0, ENEMY_IMAGE_MAX_HEIGHT+line_height)
draw_enemy_percentage(0, ENEMY_IMAGE_MAX_HEIGHT+line_height*5) # 绘制敌人辨识度
partial_refresh
end
#--------------------------------------------------------------------------
# ● 窗口半刷新
#--------------------------------------------------------------------------
def partial_refresh
return unless @enemy # 无敌人时返回
rect = Rect.new(ENEMY_IMAGE_MAX_WIDTH+8, 0,
contents.width-(ENEMY_IMAGE_MAX_WIDTH+8), contents.height-line_height)
contents.clear_rect(rect)
if ENEMY_MORE_INFO && @partial
Sound.play_cursor
draw_other_info
@partial = false
else
draw_enemy_hp(ENEMY_IMAGE_MAX_WIDTH+8, 0) # 绘制敌人体力
draw_enemy_mp(ENEMY_IMAGE_MAX_WIDTH+8, line_height) # 绘制敌人魔力
2.upto(7){ |n|
draw_enemy_param(ENEMY_IMAGE_MAX_WIDTH+8, line_height*n, n) # 绘制敌人能力
}
draw_enemy_gold(ENEMY_IMAGE_MAX_WIDTH+8, line_height*8) # 绘制敌人掉落金
draw_enemy_item(ENEMY_IMAGE_MAX_WIDTH+8, line_height*9) # 绘制敌人掉落物
@partial = true
end
end
#--------------------------------------------------------------------------
# ● 绘制敌人特征
#--------------------------------------------------------------------------
def draw_enemy_features(x, y)
fy = y
for i in 0..4 do
feature = @enemy.features[i]
next unless feature
label, value = get_feature(feature)
next if label==""
change_color(system_color)
draw_text(x, fy, text_width(label), line_height, label)
change_color(normal_color)
draw_text(x+72, fy, text_width(value), line_height, value)
fy+=line_height
end
end
#--------------------------------------------------------------------------
# ● 获取敌人特征
#--------------------------------------------------------------------------
def get_feature(feature)
code = feature.code
id = feature.data_id
value = feature.value
return "", 0 unless [11, 31].include?(code)
if code == 11
if value < 1.0
label = FEA_RES_ELE_RATE
elsif value > 1.0
label = FEA_WEAK_ELE_RATE
else
return "", 0
end
element = $data_system.elements[id]
return_value = element + " #{value.truncate}倍"
elsif code == 31
label = FEA_ATK_ELEMENT
return_value = $data_system.elements[id]
end
return label, return_value
end
#--------------------------------------------------------------------------
# ● 绘制敌人图像
#--------------------------------------------------------------------------
def draw_enemy_image(x, y)
image_name = @enemy.list_image # 获取指定图像
if image_name.nil? # 指定图像为空时
image = Cache.battler(@enemy.battler_name, @enemy.battler_hue) # 获取战斗图
else
hue = ENEMY_HUE_SYNC_DB ? @enemy.battler_hue : 0
image = Cache.load_bitmap(ENEMY_IMAGE_FOLDER, image_name, hue) # 获取战斗图
end
ix = (image.width/2-ENEMY_IMAGE_MAX_WIDTH/2).abs # 获取中心点
# 敌人图像宽度在显示范围外
if image.width > ENEMY_IMAGE_MAX_WIDTH
# 居中对齐
rx = ix
cx = x
# 敌人图像宽度在显示范围外
else
# 居中对齐
rx = 0
cx = ix
end
# 敌人图像高度在显示范围外
if image.height > ENEMY_IMAGE_MAX_HEIGHT
cy = y
# 敌人图像高度在显示范围内
else
cy = ENEMY_IMAGE_MAX_HEIGHT - image.height - 8 # 向下对齐
end
rect = Rect.new(rx, 0, ENEMY_IMAGE_MAX_WIDTH, ENEMY_IMAGE_MAX_HEIGHT)
contents.blt(cx, cy, image, rect, 255)
end
#--------------------------------------------------------------------------
# ● 绘制敌人辨识度
#--------------------------------------------------------------------------
def draw_enemy_percentage(x, y)
width = contents.width
change_color(system_color)
text = ENEMY_PERCENT_VOCAB
draw_text(x, y, text_width(text), line_height, text)
# 绘制辨识度进度槽
draw_gauge(x+96, y, width - 96, @percentage.to_f/100,
ENEMY_PERCENT_BASE_COLOR, ENEMY_PERCENT_FILL_COLOR)
# 绘制百分比
change_color(normal_color)
text = "#{@percentage}%"
draw_text(x+96, y, text_width(text), line_height, text)
end
#--------------------------------------------------------------------------
# ● 绘制敌人名称
#--------------------------------------------------------------------------
def draw_enemy_name(x, y)
change_color(system_color)
text = "名称"
draw_text(x, y, text_width(text), line_height, text)
# 绘制名称
change_color(normal_color)
text = @enemy.name
draw_text(x+72, y, text_width(text), line_height, text)
end
#--------------------------------------------------------------------------
# ● 绘制敌人体力
#--------------------------------------------------------------------------
def draw_enemy_hp(x, y)
change_color(system_color)
text = Vocab::hp
draw_text(x, y, 108, line_height, text)
change_color(normal_color)
hp = @enemy.params[0]
# 判断显示百分比
if checkPercent?(HP_DISPLAY_PERC)
text = hp
elsif checkPercent?(HP_EST_DISPLAY_PERC)
# 计算体力约值
ahp = [(hp/10) * 10 - @enemy.params[3], 10].max
text = sprintf(EST_DISPLAY_MASK, ahp)
else
text = NO_DISPLAY_MASK
end
draw_text(x+72, y, text_width(text), line_height, text)
end
#--------------------------------------------------------------------------
# ● 绘制敌人魔力
#--------------------------------------------------------------------------
def draw_enemy_mp(x, y)
change_color(system_color)
text = Vocab::mp
draw_text(x, y, 108, line_height, text)
change_color(normal_color)
mp = @enemy.params[1]
# 判断显示百分比
if checkPercent?(MP_DISPLAY_PERC)
text = mp
elsif checkPercent?(MP_EST_DISPLAY_PERC)
# 计算魔力约值
amp = [(mp/10) * 10 - @enemy.params[5], @enemy.params[4], 5].max
text = sprintf(EST_DISPLAY_MASK, amp)
else
text = NO_DISPLAY_MASK
end
draw_text(x+72, y, text_width(text), line_height, text)
end
#--------------------------------------------------------------------------
# ● 绘制敌人能力值
#--------------------------------------------------------------------------
def draw_enemy_param(x, y, param_id)
# 能力值ID为1或2时,调用绘制体力/魔力方法
draw_enemy_hp(x, y) if param_id==0
draw_enemy_mp(x, y) if param_id==1
return if param_id < 2
change_color(system_color)
# 绘制能力值名称
draw_text(x, y, 108, line_height, Vocab::param(param_id))
change_color(normal_color)
# 获取能力值百分比
param_percent = [ATK_DISPLAY_PERC, DEF_DISPLAY_PERC, MAT_DISPLAY_PERC,
MDF_DISPLAY_PERC, AGI_DISPLAY_PERC, LUK_DISPLAY_PERC ]
# 判断显示百分比
if checkPercent?(param_percent[param_id-2])
text = @enemy.params[param_id]
else
text = NO_DISPLAY_MASK
end
draw_text(x+72, y, text_width(text), line_height, text)
end
#--------------------------------------------------------------------------
# ● 绘制敌人掉落金钱
#--------------------------------------------------------------------------
def draw_enemy_gold(x, y)
change_color(system_color)
draw_text(x, y, 96, line_height, DROP_GOLD_VOCAB)
change_color(normal_color)
# 判断显示百分比
if checkPercent?(GOLD_DISPLAY_PERC)
draw_currency_value(@enemy.gold, Vocab.currency_unit, x+12, y, 108)
else
draw_text(x+72, y, 96, line_height, NO_DISPLAY_MASK)
end
end
#--------------------------------------------------------------------------
# ● 绘制敌人掉落物
#--------------------------------------------------------------------------
def draw_enemy_item(x, y)
change_color(system_color)
draw_text(x, y, 96, line_height, DROP_ITEM_VOCAB)
change_color(normal_color)
# 判断显示百分比
if checkPercent?(ITEM_DISPLAY_PERC)
nn_di = 0
for i in 0..2 do
di = item_object(@enemy.drop_items[i]) # 获取掉落物物件
if di
ly = y+line_height*(nn_di+1) # 计算绘制高度
draw_item_name(di, x+24, ly)
nn_di += 1 # 计数器+1
end
end
return if nn_di > 0 # 计数器大于0时返回
draw_text(x+80, y, 96, line_height, "无")
else
draw_text(x+24, y+line_height, 96, line_height, NO_DISPLAY_MASK)
end
end
#--------------------------------------------------------------------------
# ● 计算敌人掉落物
#--------------------------------------------------------------------------
def item_object(drop_item)
kind = drop_item.kind
data_id = drop_item.data_id
return $data_items [data_id] if kind == 1
return $data_weapons[data_id] if kind == 2
return $data_armors [data_id] if kind == 3
return nil
end
#--------------------------------------------------------------------------
# ● 绘制其他资讯
#--------------------------------------------------------------------------
def draw_other_info
end
#--------------------------------------------------------------------------
# ● 获得文字宽度
#--------------------------------------------------------------------------
def text_width(text)
return text_size(text).width + 5
end
end
场景部分class Scene_List < Scene_Base include Snstar::EnemyList #-------------------------------------------------------------------------- # ● 场景开始 #-------------------------------------------------------------------------- def start super create_category_window create_list_window create_detail_window end #-------------------------------------------------------------------------- # ● 创建敌人类型窗口 #-------------------------------------------------------------------------- def create_category_window @category_window = Window_EnemyType.new(0, 0) @category_window.set_handler(:ok, method(:on_category_ok)) @category_window.set_handler(:cancel, method(:return_scene)) @category_window.viewport = @viewport end #-------------------------------------------------------------------------- # ● 创建敌人列表窗口 #-------------------------------------------------------------------------- def create_list_window @list_window = Window_EnemyList.new(0, 48, 160, Graphics.height-48) @list_window.set_handler(:cancel, method(:on_list_cancel)) @list_window.viewport = @viewport @category_window.item_window = @list_window end #-------------------------------------------------------------------------- # ● 创建敌人讯息窗口 #-------------------------------------------------------------------------- def create_detail_window @detail_window = Window_EnemyDetail.new @list_window.info_window = @detail_window end #-------------------------------------------------------------------------- # ● 选择类型完成 #-------------------------------------------------------------------------- def on_category_ok @list_window.activate @list_window.select_last end #-------------------------------------------------------------------------- # ● 离开敌人列表 #-------------------------------------------------------------------------- def on_list_cancel @list_window.unselect @category_window.activate end #-------------------------------------------------------------------------- # ● 场景更新 #-------------------------------------------------------------------------- def update super on_list_partial_refersh if Input.trigger?(ENEMY_MORE_INFO_BUTTON) enemy_percent_change(:left) if Input.trigger?(:LEFT) enemy_percent_change(:right) if Input.trigger?(:RIGHT) end #-------------------------------------------------------------------------- # ● 敌人讯息半刷新 #-------------------------------------------------------------------------- def on_list_partial_refersh @detail_window.partial_refresh end #-------------------------------------------------------------------------- # ● 更改敌人辨识度百分比(仅游戏测试时可用) #-------------------------------------------------------------------------- def enemy_percent_change(sym) return unless $TEST return unless @list_window.active enemy = @detail_window.enemy return unless enemy $game_party.see_enemy(enemy.id, TEST_PERCENT) if sym == :right $game_party.see_enemy(enemy.id, -TEST_PERCENT) if sym == :left @list_window.refresh @detail_window.enemy = enemy end end class Window_MenuCommand < Window_Command include Snstar::EnemyList #-------------------------------------------------------------------------- # ● 加入敌人图鉴命令 #-------------------------------------------------------------------------- alias enemy_list_add_original_commands add_original_commands def add_original_commands enemy_list_add_original_commands return unless ENEMY_LIST_SWITCH_ID==0 || $game_switches[ENEMY_LIST_SWITCH_ID] enabled = ENEMY_LIST_ENABLE_ID == 0 || $game_switches[ENEMY_LIST_ENABLE_ID] add_command(ENEMY_LIST_COMMAND_TEXT, :enemy_list, enabled) end end class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # ● 创建命令窗口 #-------------------------------------------------------------------------- alias enemy_list_create_command_window create_command_window def create_command_window enemy_list_create_command_window @command_window.set_handler(:enemy_list, method(:enemy_list_display)) end #-------------------------------------------------------------------------- # ● 呼叫敌人图鉴场景 #-------------------------------------------------------------------------- def enemy_list_display SceneManager.call(Scene_List) end end
class Scene_List < Scene_Base
include Snstar::EnemyList
#--------------------------------------------------------------------------
# ● 场景开始
#--------------------------------------------------------------------------
def start
super
create_category_window
create_list_window
create_detail_window
end
#--------------------------------------------------------------------------
# ● 创建敌人类型窗口
#--------------------------------------------------------------------------
def create_category_window
@category_window = Window_EnemyType.new(0, 0)
@category_window.set_handler(:ok, method(:on_category_ok))
@category_window.set_handler(:cancel, method(:return_scene))
@category_window.viewport = @viewport
end
#--------------------------------------------------------------------------
# ● 创建敌人列表窗口
#--------------------------------------------------------------------------
def create_list_window
@list_window = Window_EnemyList.new(0, 48, 160, Graphics.height-48)
@list_window.set_handler(:cancel, method(:on_list_cancel))
@list_window.viewport = @viewport
@category_window.item_window = @list_window
end
#--------------------------------------------------------------------------
# ● 创建敌人讯息窗口
#--------------------------------------------------------------------------
def create_detail_window
@detail_window = Window_EnemyDetail.new
@list_window.info_window = @detail_window
end
#--------------------------------------------------------------------------
# ● 选择类型完成
#--------------------------------------------------------------------------
def on_category_ok
@list_window.activate
@list_window.select_last
end
#--------------------------------------------------------------------------
# ● 离开敌人列表
#--------------------------------------------------------------------------
def on_list_cancel
@list_window.unselect
@category_window.activate
end
#--------------------------------------------------------------------------
# ● 场景更新
#--------------------------------------------------------------------------
def update
super
on_list_partial_refersh if Input.trigger?(ENEMY_MORE_INFO_BUTTON)
enemy_percent_change(:left) if Input.trigger?(:LEFT)
enemy_percent_change(:right) if Input.trigger?(:RIGHT)
end
#--------------------------------------------------------------------------
# ● 敌人讯息半刷新
#--------------------------------------------------------------------------
def on_list_partial_refersh
@detail_window.partial_refresh
end
#--------------------------------------------------------------------------
# ● 更改敌人辨识度百分比(仅游戏测试时可用)
#--------------------------------------------------------------------------
def enemy_percent_change(sym)
return unless $TEST
return unless @list_window.active
enemy = @detail_window.enemy
return unless enemy
$game_party.see_enemy(enemy.id, TEST_PERCENT) if sym == :right
$game_party.see_enemy(enemy.id, -TEST_PERCENT) if sym == :left
@list_window.refresh
@detail_window.enemy = enemy
end
end
class Window_MenuCommand < Window_Command
include Snstar::EnemyList
#--------------------------------------------------------------------------
# ● 加入敌人图鉴命令
#--------------------------------------------------------------------------
alias enemy_list_add_original_commands add_original_commands
def add_original_commands
enemy_list_add_original_commands
return unless ENEMY_LIST_SWITCH_ID==0 || $game_switches[ENEMY_LIST_SWITCH_ID]
enabled = ENEMY_LIST_ENABLE_ID == 0 || $game_switches[ENEMY_LIST_ENABLE_ID]
add_command(ENEMY_LIST_COMMAND_TEXT, :enemy_list, enabled)
end
end
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# ● 创建命令窗口
#--------------------------------------------------------------------------
alias enemy_list_create_command_window create_command_window
def create_command_window
enemy_list_create_command_window
@command_window.set_handler(:enemy_list, method(:enemy_list_display))
end
#--------------------------------------------------------------------------
# ● 呼叫敌人图鉴场景
#--------------------------------------------------------------------------
def enemy_list_display
SceneManager.call(Scene_List)
end
end
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