查看: 2173|回复: 6

[已经过期] 求ace战斗显示脸图脚本修改。

[复制链接]
梦石
0
星屑
90
在线时间
48 小时
注册时间
2014-1-9
回帖
9
发表于 2014-2-20 15:48:57 | 显示全部楼层 |阅读模式

加入我们,或者,欢迎回来。

您需要 登录 才可以下载或查看,没有账号?注册会员

×
本帖最后由 馊咖啡 于 2014-2-20 22:42 编辑

我在目前制作的游戏中使用了脸图战斗的脚本,但是发现这个脚本无法显示tp槽,本人实在不懂脚本,所以特来求问,
请各位懂脚本的前辈帮忙看一下。
脚本是从图书馆搞来的。
在这里先谢谢作者提供的这个脚本了。

先说一下,我这是ace用的,怎么让管理员挪到xp区了呢?


以下是我使用的脚本。

[pre lang="ruby" line="1"]$脸图战斗 = true
$imported = {} if $imported.nil?
module YEA
  module BATTLE
    SKIP_PARTY_COMMAND = true
    BATTLESTATUS_NAME_FONT_SIZE = 20
    BATTLESTATUS_TEXT_FONT_SIZE = 16
    BATTLESTATUS_NO_ACTION_ICON = 185
    BATTLESTATUS_HPGAUGE_Y_PLUS = 11
    BATTLESTATUS_CENTER_FACES   = false
    HELP_TEXT_ALL_FOES        = "全体敌人"
    HELP_TEXT_ONE_RANDOM_FOE  = "单个敌人"
    HELP_TEXT_MANY_RANDOM_FOE = "%d个随机敌人"
    HELP_TEXT_ALL_ALLIES      = "全体队友"
    HELP_TEXT_ALL_DEAD_ALLIES = "全体死亡队友"
    HELP_TEXT_ONE_RANDOM_ALLY = "单个随机队友"
    HELP_TEXT_RANDOM_ALLIES   = "%d个随机队友"
  end
end
class Game_Battler
  def can_collapse?
    return false unless dead?
    unless actor?
      return false unless sprite.battler_visible
      array = [:collapse, :boss_collapse, :instant_collapse]
      return false if array.include?(sprite.effect_type)
    end
    return true
  end
  def draw_mp?
    return true
  end
  def draw_tp?
    return $data_system.opt_display_tp
  end
end
module Icon
  def self.no_action; return YEA::BATTLE::BATTLESTATUS_NO_ACTION_ICON; end
end
class Game_Temp
  attr_accessor :battle_aid
  attr_accessor :evaluating
end
class Game_Action
  alias evaluate_item_with_target_abe evaluate_item_with_target
  def evaluate_item_with_target(target)
    $game_temp.evaluating = true
    result = evaluate_item_with_target_abe(target)
    $game_temp.evaluating = false
    return result
  end
end
class Game_Actor < Game_Battler
  def draw_mp?
    return true unless draw_tp?
    for skill in skills
      next unless added_skill_types.include?(skill.stype_id)
      return true if skill.mp_cost > 0
    end
    return false
  end
  def draw_tp?
    return false unless $data_system.opt_display_tp
    for skill in skills
      next unless added_skill_types.include?(skill.stype_id)
      return true if skill.tp_cost > 0
    end
    return false
  end
end
class Window_BattleStatus < Window_Selectable
  def initialize
    super(0, 0, window_width, window_height)
    self.openness = 0
    @party = $game_party.battle_members.clone
  end
  def col_max; return $game_party.max_battle_members; end
  def battle_members; return $game_party.battle_members; end
  def actor; return battle_members[@index]; end
  def update
    super
    return if @party == $game_party.battle_members
    @party = $game_party.battle_members.clone
    refresh
  end
  def draw_item(index)
    return if index.nil?
    clear_item(index)
    actor = battle_members[index]
    rect = item_rect(index)
    return if actor.nil?
    draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)
    draw_actor_name(actor, rect.x, rect.y, rect.width-8)
    draw_actor_action(actor, rect.x, rect.y)
    draw_actor_icons(actor, rect.x, line_height*1, rect.width)
    gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
    contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
    draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)
    if draw_tp?(actor) && draw_mp?(actor)
      dw = rect.width/2-2
      dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE
      draw_actor_tp(actor, rect.x+2, line_height*3, dw)
      dw = rect.width - rect.width/2 - 2
      draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)
    elsif draw_tp?(actor) && !draw_mp?(actor)
      draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)
    else
      draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)
    end
  end
  def item_rect(index)
    rect = Rect.new
    rect.width = contents.width / $game_party.max_battle_members
    rect.height = contents.height
    rect.x = index * rect.width
    if YEA::BATTLE::BATTLESTATUS_CENTER_FACES
      rect.x += (contents.width - $game_party.members.size * rect.width) / 2
    end
    rect.y = 0
    return rect
  end
  def draw_face(face_name, face_index, dx, dy, enabled = true)
    bitmap = Cache.face(face_name)
    fx = [(96 - item_rect(0).width + 1) / 2, 0].max
    fy = face_index / 4 * 96 + 2
    fw = [item_rect(0).width - 4, 92].min
    rect = Rect.new(fx, fy, fw, 92)
    rect = Rect.new(face_index % 4 * 96 + fx, fy, fw, 92)
    contents.blt(dx, dy, bitmap, rect, enabled ? 255 : translucent_alpha)
    bitmap.dispose
  end
  def draw_actor_name(actor, dx, dy, dw = 112)
    reset_font_settings
    contents.font.size = YEA::BATTLE::BATTLESTATUS_NAME_FONT_SIZE
    change_color(hp_color(actor))
    draw_text(dx+24, dy, dw-24, line_height, actor.name)
  end
  def draw_actor_action(actor, dx, dy)
    draw_icon(action_icon(actor), dx, dy)
  end
  def action_icon(actor)
    return Icon.no_action if actor.current_action.nil?
    return Icon.no_action if actor.current_action.item.nil?
    return actor.current_action.item.icon_index
  end
  def draw_tp?(actor)
    return actor.draw_tp?
  end
  def draw_mp?(actor)
    return actor.draw_mp?
  end
  def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2)
    change_color(color1)
    draw_text(dx, dy, dw, line_height, current.to_s, 2)
  end
  def draw_actor_hp(actor, dx, dy, width = 124)
    draw_gauge(dx, dy, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
    change_color(system_color)
    cy = (Font.default_size - contents.font.size) / 2 + 1
    draw_text(dx+2, dy+cy, 30, line_height, Vocab::hp_a)
    draw_current_and_max_values(dx, dy+cy, width, actor.hp, actor.mhp,
      hp_color(actor), normal_color)
    end
  def draw_actor_mp(actor, dx, dy, width = 124)
    draw_gauge(dx, dy, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
    change_color(system_color)
    cy = (Font.default_size - contents.font.size) / 2 + 1
    draw_text(dx+2, dy+cy, 30, line_height, Vocab::mp_a)
    draw_current_and_max_values(dx, dy+cy, width, actor.mp, actor.mmp,
      mp_color(actor), normal_color)
    end
  def draw_actor_tp(actor, dx, dy, width = 124)
    draw_gauge(dx, dy, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
    change_color(system_color)
    cy = (Font.default_size - contents.font.size) / 2 + 1
    draw_text(dx+2, dy+cy, 30, line_height, Vocab::tp_a)
    change_color(tp_color(actor))
    draw_text(dx + width - 42, dy+cy, 42, line_height, actor.tp.to_i, 2)
  end
end
class Window_BattleActor < Window_BattleStatus
  def show
    create_flags
    super
  end
  def create_flags
    set_select_flag(:any)
    select(0)
    return if $game_temp.battle_aid.nil?
    if $game_temp.battle_aid.need_selection?
      select(0)
      set_select_flag(:dead) if $game_temp.battle_aid.for_dead_friend?
    elsif $game_temp.battle_aid.for_user?
      battler = BattleManager.actor
      id = battler.nil? ? 0 : $game_party.battle_members.index(battler)
      select(id)
      set_select_flag(:user)
    elsif $game_temp.battle_aid.for_all?
      select(0)
      set_select_flag(:all)
      set_select_flag(:all_dead) if $game_temp.battle_aid.for_dead_friend?
    elsif $game_temp.battle_aid.for_random?
      select(0)
      set_select_flag(:random) if $game_temp.battle_aid.for_random?
    end
  end
  def set_select_flag(flag)
    @select_flag = flag
    case @select_flag
    when :all, :all_dead, :random
      @cursor_all = true
    else
      @cursor_all = false
    end
  end
  def update_cursor
    if @cursor_all
      cursor_rect.set(0, 0, contents.width, contents.height)
      self.top_row = 0
    elsif @Index < 0
      cursor_rect.empty
    else
      ensure_cursor_visible
      cursor_rect.set(item_rect(@index))
    end
  end
  def cursor_movable?
    return false if @select_flag == :user
    return super
  end
  def current_item_enabled?
    return true if $game_temp.battle_aid.nil?
    if $game_temp.battle_aid.need_selection?
      member = $game_party.battle_members[@index]
      return member.dead? if $game_temp.battle_aid.for_dead_friend?
    elsif $game_temp.battle_aid.for_dead_friend?
      for member in $game_party.battle_members
        return true if member.dead?
      end
      return false
    end
    return true
  end
end
class Window_BattleStatusAid < Window_BattleStatus
  attr_accessor :status_window
  def initialize
    super
    self.visible = false
    self.openness = 255
  end
  def window_width; return 128; end
  def show
    super
    refresh
  end
  def refresh
    contents.clear
    return if @status_window.nil?
    draw_item(@status_window.index)
  end
  def item_rect(index)
    return Rect.new(0, 0, contents.width, contents.height)
  end
end
class Window_BattleEnemy < Window_Selectable
  def initialize(info_viewport)
    super(0, Graphics.height, window_width, fitting_height(1))
    refresh
    self.visible = false
    @info_viewport = info_viewport
  end
  def col_max; return item_max; end
  def show
    create_flags
    super
  end
  def create_flags
    set_select_flag(:any)
    select(0)
    return if $game_temp.battle_aid.nil?
    if $game_temp.battle_aid.need_selection?
      select(0)
    elsif $game_temp.battle_aid.for_all?
      select(0)
      set_select_flag(:all)
    elsif $game_temp.battle_aid.for_random?
      select(0)
      set_select_flag(:random)
    end
  end
  def set_select_flag(flag)
    @select_flag = flag
    case @select_flag
    when :all, :random
      @cursor_all = true
    else
      @cursor_all = false
    end
  end
  def select_all?
    return true if @select_flag == :all
    return true if @select_flag == :random
    return false
  end
  def update_cursor
    if @cursor_all
      cursor_rect.set(0, 0, contents.width, contents.height)
      self.top_row = 0
    elsif @Index < 0
      cursor_rect.empty
    else
      ensure_cursor_visible
      cursor_rect.set(item_rect(@index))
    end
  end
  def cursor_movable?
    return false if @select_flag == :user
    return super
  end
  def current_item_enabled?
    return true if $game_temp.battle_aid.nil?
    if $game_temp.battle_aid.need_selection?
      member = $game_party.battle_members[@index]
      return member.dead? if $game_temp.battle_aid.for_dead_friend?
    elsif $game_temp.battle_aid.for_dead_friend?
      for member in $game_party.battle_members
        return true if member.dead?
      end
      return false
    end
    return true
  end
  def enemy; @data[index]; end
  def refresh
    make_item_list
    create_contents
    draw_all_items
  end
  def make_item_list
    @data = $game_troop.alive_members
    @data.sort! { |a,b| a.screen_x <=> b.screen_x }
  end
  def draw_item(index); return; end
  def update
    super
    return unless active
    enemy.sprite_effect_type = :whiten
    return unless select_all?
    for enemy in $game_troop.alive_members
      enemy.sprite_effect_type = :whiten
    end
  end
end
class Window_BattleHelp < Window_Help
  attr_accessor :actor_window
  attr_accessor :enemy_window
  def update
    super
    if !self.visible and @text != ""
      @text = ""
      return refresh
    end
    update_battler_name
  end
  def update_battler_name
    return unless @actor_window.active || @enemy_window.active
    if @actor_window.active
      battler = $game_party.battle_members[@actor_window.index]
    elsif @enemy_window.active
      battler = @enemy_window.enemy
    end
    if special_display?
      refresh_special_case(battler)
    else
      refresh_battler_name(battler) if battler_name(battler) != @text
    end
  end
  def battler_name(battler)
    text = battler.name.clone
    return text
  end
  def refresh_battler_name(battler)
    contents.clear
    reset_font_settings
    change_color(normal_color)
    @text = battler_name(battler)
    icons = battler.state_icons + battler.buff_icons
    dy = icons.size <= 0 ? line_height / 2 : 0
    draw_text(0, dy, contents.width, line_height, @text, 1)
    dx = (contents.width - (icons.size * 24)) / 2
    draw_actor_icons(battler, dx, line_height, contents.width)
  end
  def special_display?
    return false if $game_temp.battle_aid.nil?
    return false if $game_temp.battle_aid.for_user?
    return !$game_temp.battle_aid.need_selection?
  end
  def refresh_special_case(battler)
    if $game_temp.battle_aid.for_opponent?
      if $game_temp.battle_aid.for_all?
        text = YEA::BATTLE::HELP_TEXT_ALL_FOES
      else
        case $game_temp.battle_aid.number_of_targets
        when 1
          text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_FOE
        else
          number = $game_temp.battle_aid.number_of_targets
          text = sprintf(YEA::BATTLE::HELP_TEXT_MANY_RANDOM_FOE, number)
        end
      end
    else
      if $game_temp.battle_aid.for_dead_friend?
        text = YEA::BATTLE::HELP_TEXT_ALL_DEAD_ALLIES
      elsif $game_temp.battle_aid.for_random?
        case $game_temp.battle_aid.number_of_targets
        when 1
          text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_ALLY
        else
          number = $game_temp.battle_aid.number_of_targets
          text = sprintf(YEA::BATTLE::HELP_TEXT_RANDOM_ALLIES, number)
        end
      else
        text = YEA::BATTLE::HELP_TEXT_ALL_ALLIES
      end
    end
    return if text == @text
    @text = text
    contents.clear
    reset_font_settings
    draw_text(0, 0, contents.width, line_height*2, @text, 1)
  end
end
class Window_SkillList < Window_Selectable
  def spacing
    return 8 if $game_party.in_battle
    return super
  end
end
class Window_ItemList < Window_Selectable
  def spacing
    return 8 if $game_party.in_battle
    return super
  end
end
class Scene_Battle < Scene_Base
  attr_accessor :enemy_window
  attr_accessor :info_viewport
  attr_accessor :spriteset
  attr_accessor :status_window
  attr_accessor :status_aid_window
  attr_accessor :subject
  alias scene_battle_create_all_windows_abe create_all_windows
  def create_all_windows
    scene_battle_create_all_windows_abe
    create_battle_status_aid_window
    set_help_window
  end
  alias scene_battle_create_info_viewport_abe create_info_viewport
  def create_info_viewport
    scene_battle_create_info_viewport_abe
    @status_window.refresh
  end
  def create_battle_status_aid_window
    @status_aid_window = Window_BattleStatusAid.new
    @status_aid_window.status_window = @status_window
    @status_aid_window.x = Graphics.width - @status_aid_window.width
    @status_aid_window.y = Graphics.height - @status_aid_window.height
  end
  def create_help_window
    @help_window = Window_BattleHelp.new
    @help_window.hide
  end
  def set_help_window
    @help_window.actor_window = @actor_window
    @help_window.enemy_window = @enemy_window
  end
  alias scene_battle_create_skill_window_abe create_skill_window
  def create_skill_window
    scene_battle_create_skill_window_abe
    @skill_window.height = @info_viewport.rect.height
    @skill_window.width = Graphics.width - @actor_command_window.width
    @skill_window.y = Graphics.height - @skill_window.height
  end
  alias scene_battle_create_item_window_abe create_item_window
  def create_item_window
    scene_battle_create_item_window_abe
    @item_window.height = @skill_window.height
    @item_window.width = @skill_window.width
    @item_window.y = Graphics.height - @item_window.height
  end
  alias scene_battle_next_command_abe next_command
  def next_command
    @status_window.show
    redraw_current_status
    @actor_command_window.show
    @status_aid_window.hide
    scene_battle_next_command_abe
  end
  alias scene_battle_prior_command_abe prior_command
  def prior_command
    redraw_current_status
    scene_battle_prior_command_abe
  end
  def redraw_current_status
    return if @status_window.index < 0
    @status_window.draw_item(@status_window.index)
  end
  alias scene_battle_command_attack_abe command_attack
  def command_attack
    $game_temp.battle_aid = $data_skills[BattleManager.actor.attack_skill_id]
    scene_battle_command_attack_abe
  end
  alias scene_battle_command_skill_abe command_skill
  def command_skill
    scene_battle_command_skill_abe
    @status_window.hide
    @actor_command_window.hide
    @status_aid_window.show
  end
  alias scene_battle_command_item_abe command_item
  def command_item
    scene_battle_command_item_abe
    @status_window.hide
    @actor_command_window.hide
    @status_aid_window.show
  end
  def on_skill_ok
    @skill = @skill_window.item
    $game_temp.battle_aid = @skill
    BattleManager.actor.input.set_skill(@skill.id)
    BattleManager.actor.last_skill.object = @skill
    if @skill.for_opponent?
      select_enemy_selection
    elsif @skill.for_friend?
      select_actor_selection
    else
      @skill_window.hide
      next_command
      $game_temp.battle_aid = nil
    end
  end
  alias scene_battle_on_skill_cancel_abe on_skill_cancel
  def on_skill_cancel
    scene_battle_on_skill_cancel_abe
    @status_window.show
    @actor_command_window.show
    @status_aid_window.hide
  end
  def on_item_ok
    @item = @item_window.item
    $game_temp.battle_aid = @item
    BattleManager.actor.input.set_item(@item.id)
    if @item.for_opponent?
      select_enemy_selection
    elsif @item.for_friend?
      select_actor_selection
    else
      @item_window.hide
      next_command
      $game_temp.battle_aid = nil
    end
    $game_party.last_item.object = @item
  end
  alias scene_battle_on_item_cancel_abe on_item_cancel
  def on_item_cancel
    scene_battle_on_item_cancel_abe
    @status_window.show
    @actor_command_window.show
    @status_aid_window.hide
  end
  alias scene_battle_select_actor_selection_abe select_actor_selection
  def select_actor_selection
    @status_aid_window.refresh
    scene_battle_select_actor_selection_abe
    @status_window.hide
    @skill_window.hide
    @item_window.hide
    @help_window.show
  end
  alias scene_battle_on_actor_ok_abe on_actor_ok
  def on_actor_ok
    $game_temp.battle_aid = nil
    scene_battle_on_actor_ok_abe
    @status_window.show
    if $imported["YEA-BattleCommandList"] && !@confirm_command_window.nil?
      @actor_command_window.visible = !@confirm_command_window.visible
    else
      @actor_command_window.show
    end
    @status_aid_window.hide
  end
  alias scene_battle_on_actor_cancel_abe on_actor_cancel
  def on_actor_cancel
    BattleManager.actor.input.clear
    @status_aid_window.refresh
    $game_temp.battle_aid = nil
    scene_battle_on_actor_cancel_abe
    case @actor_command_window.current_symbol
    when :skill
      @skill_window.show
    when :item
      @item_window.show
    end
  end
  alias scene_battle_select_enemy_selection_abe select_enemy_selection
  def select_enemy_selection
    @status_aid_window.refresh
    scene_battle_select_enemy_selection_abe
    @help_window.show
  end
  alias scene_battle_on_enemy_ok_abe on_enemy_ok
  def on_enemy_ok
    $game_temp.battle_aid = nil
    scene_battle_on_enemy_ok_abe
  end
  alias scene_battle_on_enemy_cancel_abe on_enemy_cancel
  def on_enemy_cancel
    BattleManager.actor.input.clear
    @status_aid_window.refresh
    $game_temp.battle_aid = nil
    scene_battle_on_enemy_cancel_abe
    if @skill_window.visible || @item_window.visible
      @help_window.show
    else
      @help_window.hide
    end
  end
  def end_battle_conditions?
    return true if $game_party.members.empty?
    return true if $game_party.all_dead?
    return true if $game_troop.all_dead?
    return true if BattleManager.aborting?
    return false
  end
  def refresh_status
    #如果你是程序员,请顺手帮忙优化下这里,谢谢。
    @status_window.refresh
    for i in $game_party.battle_members
      @status_window.draw_item($game_party.battle_members.index(i))
    end
  end
end
[/pre]   
梦石
0
星屑
382
在线时间
929 小时
注册时间
2011-3-23
回帖
830
发表于 2014-2-20 16:42:56 | 显示全部楼层
点击图片进入游戏发布地址
回复

使用道具 举报

○赛

梦石
0
星屑
1254
在线时间
1276 小时
注册时间
2013-1-22
回帖
2078

贵宾

发表于 2014-2-22 15:33:56 | 显示全部楼层
0.0@protossonny @hys111111 @myownroc 版主移错区了 = =
回复

使用道具 举报

david_ng223 该用户已被删除
发表于 2014-2-22 16:13:53 | 显示全部楼层
提示: 作者被禁止或删除 内容自动屏蔽
回复

使用道具 举报

梦石
0
星屑
50
在线时间
92 小时
注册时间
2013-2-23
回帖
127
发表于 2014-2-23 01:11:23 | 显示全部楼层
本帖最后由 sh0016 于 2014-2-23 01:43 编辑

其实不需要改,这个脚本的写法是ACTOR有消耗TP的技能就绘制TP槽,有消耗MP的技能就绘制MP槽,都有就一起画,什么都没有还是MP槽。
麻烦一点的简单解法就是给每位ACTOR一个不在技能列表(“技能类型”选“无”)的同时消耗MP跟TP的技能。

好了上面全是废话,这才是正题:请具体描述下要怎么修改(想要显示的槽,显示位置等)。

高级的绘制方式我是不会(像显示弯的圆槽),但修改槽的位置、厚度、颜色之类的简单操作我还是可以帮得上忙的。
最后差点忘了说:向YF致敬。
梦想是成为触手的新手DE☆SU(<ゝω·)绮罗星 ~☆
回复

使用道具 举报

梦石
0
星屑
60
在线时间
214 小时
注册时间
2014-1-23
回帖
177
发表于 2014-3-1 17:43:05 | 显示全部楼层
sh0016 发表于 2014-2-23 01:11
其实不需要改,这个脚本的写法是ACTOR有消耗TP的技能就绘制TP槽,有消耗MP的技能就绘制MP槽,都有就一起画 ...

大神……我也遇到同样的麻烦了……我用了改分辨率的脚本,现在是1024X768,但问题是添加了脸图这个脚本以后,Window_BattleStatus窗口显示位置不太正常,就是位置有点太居中了……向左向右滑动的幅度也不大,两边的战斗逃跑窗口和人物操作选项窗口都被挤得很别扭……
就下面图里的那种情况……怎么办= =?
20140301174102.png
20140301174125.png
回复

使用道具 举报

梦石
0
星屑
50
在线时间
92 小时
注册时间
2013-2-23
回帖
127
发表于 2014-3-1 22:00:37 | 显示全部楼层
本帖最后由 sh0016 于 2014-3-1 22:05 编辑
zshuser 发表于 2014-3-1 17:43
大神……我也遇到同样的麻烦了……我用了改分辨率的脚本,现在是1024X768,但问题是添加了脸图这个脚本以 ...


“大神”......这.......太高抬我了啦......我只是个新手而已.......

这个是应该端口的移动问题,原本的分辨率脚本应该有自带端口坐标的重新设置,但这新设置(对应新分辨率窗口)应该是被后面的脸图战斗覆盖了(带着普通尺寸窗口用的设置)。(如果原本没有脸图脚本时没问题)理论上把脸图脚本插在分辨率脚本前面应该能解决。

如果不行可以找到update_info_viewport,其中move_info_viewport(N)代表显示端口移动到坐标X=N,把这个N改改下就可以了。比方说下面这一段↓是执行行动时居中用的(移动端口到X=64的坐标上)
  1. move_info_viewport(64) if BattleManager.in_turn?
复制代码
这个例子的场合有64像素会移动到画面之外,最左边不再是从0显示而是从64开始。

点评

唔……找到了……原来在sence里面……没注意到= =  发表于 2014-3-2 11:26
@ @看晕了……这个东西应该加到哪?好像这个窗口到最后还要刷新重置一遍……我用常规方法去改,不是0for4就是0for2……求详细解释……  发表于 2014-3-2 10:35
梦想是成为触手的新手DE☆SU(<ゝω·)绮罗星 ~☆
回复

使用道具 举报

您需要登录后才可以回帖 登录 | 注册会员

本版积分规则

Powered by Discuz! X5.0 © 2001-2026 Discuz! Team.

在本版发帖返回顶部