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Lv1.梦旅人
- 梦石
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- 50
- 在线时间
- 33 小时
- 注册时间
- 2011-1-18
- 帖子
- 16
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- #==============================================================================
- # ■ Window_BattleStatus
- #------------------------------------------------------------------------------
- # RTAB改了战斗画面类之余增添了Window_ActorStatus和Window_DetailsStatus两个类
- #在于更好地控制每一个更新阶段么?但是学习起来会变得十分麻烦
- #==============================================================================
- class Window_BattleStatus < Window_Base
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- # ★★★设定总体战斗状态栏框架★★★
- # 改了这里就要注意改了下面的刷新部分
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def initialize
- x = (4 - $game_party.actors.size) * 80
- #1人队伍时在x=240时开始描画,4人则在x=0
- width = $game_party.actors.size * 160
- #窗口宽度为1人160
- #这里是第一个改变点,会根据队伍人数来描绘底框。对比一下新建工程
- #如果队伍不到4人,这个画面会绘制一个窄一点的范围并且居中
- #而默认脚本始终绘制出占用全幅的范围,并且只会从左边开始
- super(x, 320, width, 160) #调用父类建立视口,高度和Y坐标固定
- self.opacity = 0 #窗体透明度,不要这个框就设为0
- self.back_opacity = 160 #背景透明度,嫌蓝色难看就设为0
- @actor_window = [] #初始化角色窗口
- for i in 0...$game_party.actors.size
- @actor_window.push(Window_ActorStatus.new(i, x + i * 160))
- #逐人描画角色窗口,变量:第几号人、最左端x轴(每个人占用160)
- end
- @level_up_flags = [false, false, false, false] #初始化升级标识
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 释放窗口
- #--------------------------------------------------------------------------
- def dispose
- for window in @actor_window
- window.dispose #对每个角色的状态窗口执行释放,下面进行定义
- end
- super #调用父类释放整个窗口
- end
- #--------------------------------------------------------------------------
- # ■ 刷新
- #--------------------------------------------------------------------------
- def refresh(number = 0)
- if number == 0
- cnt = 0
- for window in @actor_window
- window.refresh(@level_up_flags[cnt])
- cnt += 1
- end
- else
- @actor_window[number - 1].refresh(@level_up_flags[number - 1])
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新AT槽
- #--------------------------------------------------------------------------
- def at_refresh(number = 0)
- if number == 0
- for window in @actor_window
- window.at_refresh
- end
- else
- @actor_window[number - 1].at_refresh
- end
- end
- #--------------------------------------------------------------------------
- # △更新部分,没啥好注意的,改了上面就要改这里△
- #--------------------------------------------------------------------------
- def update
- super
- if self.x != (4 - $game_party.actors.size) * 80
- self.x = (4 - $game_party.actors.size) * 80
- self.width = $game_party.actors.size * 160
- for window in @actor_window
- window.dispose
- end
- @actor_window = []
- for i in 0...$game_party.actors.size
- @actor_window.push(Window_ActorStatus.new(i, x + i * 160))
- end
- refresh
- end
- for window in @actor_window
- window.update
- end
- end
- end
- #==============================================================================
- # ■ Window_ActorStatus
- #------------------------------------------------------------------------------
- # 分别显示战斗者各种信息状态的窗口
- #==============================================================================
- class Window_ActorStatus < Window_Base
- #--------------------------------------------------------------------------
- # ☆☆☆单个角色状态的描绘☆☆☆
- #--------------------------------------------------------------------------
- def initialize(id, x)
- @actor_num = id
- super(x, 320, 160, 160)
- #设定一个宽高均为160的角色状态视口,有需要就改。不过要结合上面的总窗大小
- self.contents = Bitmap.new(width - 32, height - 32)
- #内容在内部显示,调教效果不明
- self.opacity = 255 #该窗体透明度,非0时每个角色会套上一个框
- self.back_opacity = 160 #窗体背景透明度,255则被蓝色覆盖
- actor = $game_party.actors[@actor_num]
- @actor_nm = actor.name
- @actor_mhp = actor.maxhp
- @actor_msp = actor.maxsp
- @actor_hp = actor.hp
- @actor_sp = actor.sp
- @actor_st = make_battler_state_text(actor, 120, true)
- #获取角色数据,如有需要则在此添加类变量
- draw_a_background(x,actor.id) #增添描绘头像功能
- #--------------------------------------------------------------#
- # 基本窗口描绘完毕 #
- #--------------------------------------------------------------#
- @status_window = [] #初始化状态信息数组
- for i in 0...5
- #从0号到4号分别描绘各种状态,0号对应名字,3号对应状态(升级),4号对应AT
- @status_window.push(Window_DetailsStatus.new(actor, i, x))
- #逐项描绘状态窗口里的信息,如果要加则增加上面的5前提是在下面有设定好内容
- #如果要添加,dispose、reflash等内容都要注意更改
- #为每个角色个头像图片什么的,没有必要在Window_DetailsStatus里加因为很麻烦!
- end
- refresh(false) #执行刷新
- end
- #--------------------------------------------------------------------------
- # 如果添加了信息数量,那么这里也要增加
- #--------------------------------------------------------------------------
- def dispose
- for i in 0...5 #改这个
- @status_window[i].dispose #逐条信息释放
- end
- super #释放整个视口,包括上面那个底框
- end
- #--------------------------------------------------------------------------
- # ※刷新状态信息※
- # 我的猜想是,没有随战斗动态变化的内容不需要在这里写
- # 例如名字,这里其实不需要刷新的(但考虑到有人会用事件把别人名字改了)
- #--------------------------------------------------------------------------
- def refresh(level_up_flags)
- self.contents.clear
- actor = $game_party.actors[@actor_num]
- @status_window[0].refresh(actor) if @actor_nm != actor.name
- @status_window[1].refresh(actor) if
- @actor_mhp != actor.maxhp or @actor_hp != actor.hp
- @status_window[2].refresh(actor) if
- @actor_msp != actor.maxsp or @actor_sp != actor.sp
- @status_window[3].refresh(actor, level_up_flags) if
- @actor_st != make_battler_state_text(actor, 120, true) or level_up_flags
- @actor_nm = actor.name
- @actor_mhp = actor.maxhp
- @actor_msp = actor.maxsp
- @actor_hp = actor.hp
- @actor_sp = actor.sp
- @actor_st = make_battler_state_text(actor, 120, true)
- end
- #--------------------------------------------------------------------------
- # AT槽的刷新向来是独立处理的,因为RTAB里,AT槽刷新时点跟HP等数值不同?
- #--------------------------------------------------------------------------
- def at_refresh
- @status_window[4].refresh($game_party.actors[@actor_num])
- end
- #--------------------------------------------------------------------------
- # 由于统一帮你定义了更新所以添加新东西不需要改这里
- #--------------------------------------------------------------------------
- def update
- for window in @status_window
- window.update
- end
- end
- #--------------------------------------------------------------------------
- # 定义绘制角色头像背景的方法
- #--------------------------------------------------------------------------
- def draw_a_background(x,id)
- background = (RPG::Cache.picture("battler_"+id.to_s)== nil ? RPG::Cache.picture("") : RPG::Cache.picture("battler_"+id.to_s))
- cw = background.width
- ch = background.height
- rect = Rect.new(0,0,cw,ch)
- self.contents.blt(x , 320 , background ,rect )
- self.opacity = 255
- end
- end
- #==============================================================================
- # ■ Window_DetailsStatus
- #------------------------------------------------------------------------------
- # バトル画面でアクターのステータスを個々に表示するウィンドウです。
- # 战斗图其实不包含在这个内容里面!去Sprite_Battler找!
- #==============================================================================
- class Window_DetailsStatus < Window_Base
- #--------------------------------------------------------------------------
- # 逐项描画项目,注意每项都会自动下拉26像素,方便设定
- # 但这样排布的画面比较死板,建议首先动刀
- #--------------------------------------------------------------------------
- def initialize(actor, id, x)
- @status_id = id
- super(x, 320 + id * 26, 160, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.opacity = 0
- self.back_opacity = 0
- #背景和窗体透明均设为0,这里没必要改否则画面很零碎
- refresh(actor, false)
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- def dispose
- super
- end
- #--------------------------------------------------------------------------
- # ■■■刷新■■■
- # 重点改造对象之一
- #--------------------------------------------------------------------------
- def refresh(actor, level_up_flags = false)
- self.contents.clear #清空掉上一帧的内容
- case @status_id #根据要描绘的指示返回内容
- when 0 #0号对应名字
- draw_actor_name(actor, 4, 0)
- when 1 #1号对应HP,如果用了血槽插件这个部分被重新定义
- draw_actor_hp(actor, 4, 0, 120)
- when 2 #2号对应SP,如果用了血槽插件这个部分被重新定义
- draw_actor_sp(actor, 4, 0, 120)
- when 3 #3号对应状态槽和升级标识
- if level_up_flags
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 0, 120, 32, "LEVEL UP!")
- else #通常接收到的都是level_up_flags = false,于是
- #平时显示状态
- draw_actor_state(actor, 4, 0)
- end
- when 4 #4号对应AT槽
- draw_actor_atg(actor, 4, 0, 120)
- end
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- def update
- # 在主回合阶段稍微下降透明度,改这里能使得透明度变化速率和范围发生变化
- if $game_temp.battle_main_phase
- self.contents_opacity -= 4 if self.contents_opacity > 191
- else
- self.contents_opacity += 4 if self.contents_opacity < 255
- end
- end
- end
复制代码 无视我做的乱七八糟的笔记吧,其实我想问下这里定义的绘制角色头像背景在118行不生效?脚本后面无冲突了。 |
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