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Lv1.梦旅人 
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class Spriteset_Battle 
  #-------------------------------------------------------------------------- 
  # ● 初始化变量 
  #-------------------------------------------------------------------------- 
  def initialize 
    # 生成显示端口 
    @viewport1 = Viewport.new(0, 0, 640, 480) 
    @viewport2 = Viewport.new(0, 0, 640, 480) 
    @viewport3 = Viewport.new(0, 0, 640, 480) 
    @viewport4 = Viewport.new(0, 0, 640, 480) 
    @viewport2.z = 101 
    @viewport3.z = 200 
    @viewport4.z = 5000 
    # 生成战斗背景活动块 
    @battleback_sprite = Sprite.new(@viewport1) 
    # 生成敌人活动块 
    @enemy_sprites = [] 
    for enemy in $game_troop.enemies.reverse 
      @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy)) 
    end 
    # 生成敌人活动块 
    @actor_sprites = [] 
    @actor_sprites.push(Sprite_Battler.new(@viewport2)) 
    @actor_sprites.push(Sprite_Battler.new(@viewport2)) 
    @actor_sprites.push(Sprite_Battler.new(@viewport2)) 
    @actor_sprites.push(Sprite_Battler.new(@viewport2)) 
    # 生成天候 
    @weather = RPG::Weather.new(@viewport1) 
    # 生成图片活动块 
    @picture_sprites = [] 
    for i in 51..100 
      @picture_sprites.push(Sprite_Picture.new(@viewport3, 
        $game_screen.pictures)) 
    end 
    # 生成计时器块 
    @timer_sprite = Sprite_Timer.new 
    # 刷新画面 
    update 
  end 
  #.......................................................................... 
  #-------------------------------------------------------------------------- 
  # ● 胜利图 
  #-------------------------------------------------------------------------- 
  def win 
    for sprite in @actor_sprites 
      sprite.win 
    end 
  end 
  #.......................................................................... 
  #-------------------------------------------------------------------------- 
  # ● 刷新画面 
  #-------------------------------------------------------------------------- 
  def update 
    # 刷新角色的活动块 (对应角色的替换) 
    @actor_sprites[0].battler = $game_party.actors[0] 
    @actor_sprites[1].battler = $game_party.actors[1] 
    @actor_sprites[2].battler = $game_party.actors[2] 
    @actor_sprites[3].battler = $game_party.actors[3] 
    # 战斗背景的文件名与现在情况有差异的情况下 
    if @battleback_name != $game_temp.battleback_name 
      @battleback_name = $game_temp.battleback_name 
      if @battleback_sprite.bitmap != nil 
        @battleback_sprite.bitmap.dispose 
      end 
      @battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name) 
      @battleback_sprite.src_rect.set(0, 0, 640, 480) 
      @battleback_sprite.zoom_y = 480 / @battleback_sprite.bitmap.height  
    end 
    # 刷新战斗者的活动块 |   
 
 
 
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