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本帖最后由 95babyface 于 2014-8-12 21:54 编辑
下面是不懂哪挖出来的战斗系统,
但是脚本里面没有人物图片... 哪位大大能够帮帮我?
战斗时的图片:
脚本系统里没有人物的表情图, 不懂能不能把人物的头像都加上呢?
Like This:
(这个放在system里名为Spin_40.png)
脚本:
# ★ バトルレイアウト変更
# バトルのレイアウトを変更します
# 素材『ステートアイコンのアニメーション表示』の使用をお奨めします
# ▲ 入れるフォルダは Graphics/System へ
#==============================================================================
# ■ Ziifee
#==============================================================================
module Zii
# ▼ アイコンのナンバーです (縦 × 16 + 横 - 1)
FIGHT = 132 # 戦う
ESCAPE = 143 # 逃げる
ATTACK = 517 # 攻撃 (基本)
GUARD = 52 # 防御
SKILL = 128 # スキル
ITEM = 144 # アイテム
# ▼ 回転方向 ( "正" か "逆" を入れる )
TURN = "正"
# ▼ 顔グラフィック (使う場合 "使用" / 使わない場合は "")
STATUS_FACE = "使用"
# ▼ 表示の設定 ( "名前" を "" にすると 名前を非表示)
STATUS_LINE = "名前"
# ▼ △の大きさ ( VX 標準サイズ は 20)
LINE_SIZE = 14
#--------------------------------------------------------------------------
# ● 通常回転 の判定
#--------------------------------------------------------------------------
def self.turn_normal?
return false if TURN == "逆"
return true if TURN == "正"
return true
end
#--------------------------------------------------------------------------
# ● バトルオプション [顔グラフィック] の判定
#--------------------------------------------------------------------------
def self.battle_face?
return true if STATUS_FACE == "使用"
return false
end
#--------------------------------------------------------------------------
# ● バトルステートオプション [名前] の判定
#--------------------------------------------------------------------------
def self.line_name?
return true if STATUS_LINE == "名前"
return false
end
end
#==============================================================================
# ■ Window_SpinCommand
#------------------------------------------------------------------------------
# 回転用コマンド選択を行うウィンドウです。
#==============================================================================
class Window_SpinCommand < Window_Base
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :index # カーソル位置
attr_reader :help_window # ヘルプウィンドウ
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# cx / cy : 中心の X座標 / Y座標
# commands : コマンド配列 (内容 は [name, kind, pull, enabled?])
# setting : 設定ハッシュ ("R"=>半径 "S"=>速さ "G"=>背景 "L"=>文字)
#--------------------------------------------------------------------------
def initialize(cx, cy, commands, setting = {})
@radius = setting.has_key?("R") ? setting["R"] : 40 # 描画半径
@speed = setting.has_key?("S") ? setting["S"] : 36 # 回転速さ
@spin_back = setting.has_key?("G") ? setting["G"] : "" # 背景画像
@spin_line = setting.has_key?("L") ? setting["L"] : nil # 文字位置
x, y = cx - @radius - 28, cy - @radius - 28
width = height = @radius * 2 + 56
super(x, y, width, height)
self.opacity = 0
@index = 0
@commands = commands # コマンド
@spin_right = true
@spin_count = 0
update_cursor
end
#--------------------------------------------------------------------------
# ▽ スピン画像を描画する (描画内容 強化用)
# i : インデックス
# cx : 表示 中心位置 X座標
# cy : 表示 中心位置 Y座標
#--------------------------------------------------------------------------
def draw_spin_graphic(i, cx, cy)
case command_kind(i)
when "icon"
draw_icon(command_pull(i), cx - 12, cy - 12, command_enabled?(i))
end
end
#--------------------------------------------------------------------------
# ★ リフレッシュ バグ回避用
#--------------------------------------------------------------------------
def refresh
set_spin
end
#--------------------------------------------------------------------------
# ★ 項目の描画 バグ回避用
#--------------------------------------------------------------------------
def draw_item(index, enabled = true)
@commands[index][3] = enabled
set_spin
end
#--------------------------------------------------------------------------
# ● 現在のコマンド名を取得する
#--------------------------------------------------------------------------
def command_name(index = @index)
return "" if index < 0
name = @commands[index][0]
return name != nil ? name : ""
end
#--------------------------------------------------------------------------
# ● コマンドの種類を取得
#--------------------------------------------------------------------------
def command_kind(index)
result = @commands[index][1]
return result != nil ? result : ""
end
#--------------------------------------------------------------------------
# ● コマンドの引数 を取得
#--------------------------------------------------------------------------
def command_pull(index)
result = @commands[index][2]
return result != nil ? result : ""
end
#--------------------------------------------------------------------------
# ● コマンドの有効フラグを取得
#--------------------------------------------------------------------------
def command_enabled?(index)
result = @commands[index][3]
return result != nil ? result : true
end
#--------------------------------------------------------------------------
# ● 名前の位置に index を設定する
#--------------------------------------------------------------------------
def set_index(name)
n = -1
for i in [email protected]
n = i if @commands[0] == name
end
@index = n if n >= 0
update_cursor
call_update_help
set_spin
end
#--------------------------------------------------------------------------
# ● カーソル位置の設定
# index : 新しいカーソル位置
#--------------------------------------------------------------------------
def index=(index)
@index = index
update_cursor
call_update_help
set_spin
end
#--------------------------------------------------------------------------
# ● 中心のX座標を取得
#--------------------------------------------------------------------------
def center_x
return contents.width / 2
end
#--------------------------------------------------------------------------
# ● 中心のY座標を取得
#--------------------------------------------------------------------------
def center_y
return contents.height / 2
end
#--------------------------------------------------------------------------
# ● 項目数の取得
#--------------------------------------------------------------------------
def item_max
return @commands.size
end
#--------------------------------------------------------------------------
# ● 背景の設定 (再定義 向き)
#--------------------------------------------------------------------------
def set_background
return if @spin_back == ""
bitmap = Cache.system(@spin_back)
rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(12, 12, bitmap, rect)
end
#--------------------------------------------------------------------------
# ● 文章の設定 (再定義 向き)
#--------------------------------------------------------------------------
def set_text
return if @spin_line == nil
y = center_y - WLH / 2 + @spin_line
self.contents.draw_text(center_x - 48, y, 96, WLH, command_name, 1)
end
#--------------------------------------------------------------------------
# ● スピンアイコンの角度の差を取得する
#--------------------------------------------------------------------------
def angle_size
return (Math::PI * 2 / item_max)
end
#--------------------------------------------------------------------------
# ● スピンアイコン回転時のカウント を設定する
#--------------------------------------------------------------------------
def set_spin_count
@spin_count = angle_size * 360 / @speed
set_spin(true)
end
#--------------------------------------------------------------------------
# ● スピン設定 の実行
# spin : 回転フラグ (true の時回転中)
#--------------------------------------------------------------------------
def set_spin(spin = false)
self.contents.clear
set_background
angle = spin ? @speed * @spin_count / 360 : 0
angle = @spin_right ? angle : -angle
for i in 0...item_max
n = (i - @index) * angle_size + angle
cx = @radius * Math.sin(n) + center_x
cy = - @radius * Math.cos(n) + center_y
draw_spin_graphic(i, cx, cy)
end
set_text
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
update_cursor
if @spin_count > 0
@spin_count -= 1
set_spin(@spin_count >= 1)
return
end
update_command
end
#--------------------------------------------------------------------------
# ● コマンドの移動可能判定
#--------------------------------------------------------------------------
def command_movable?
return false if @spin_count > 0
return false if (not visible or not active)
return false if (index < 0 or index > item_max or item_max == 0)
return false if (@opening or @closing)
return true
end
#--------------------------------------------------------------------------
# ● コマンドを右に移動
#--------------------------------------------------------------------------
def command_right
@index = (@index + 1) % item_max
@spin_right = true
set_spin_count
end
#--------------------------------------------------------------------------
# ● コマンドを左に移動
#--------------------------------------------------------------------------
def command_left
@index = (@index - 1 + item_max) % item_max
@spin_right = false
set_spin_count
end
#--------------------------------------------------------------------------
# ● コマンド選択の更新
#--------------------------------------------------------------------------
def update_command
if command_movable?
if Input.press?(Input::RIGHT)
Sound.play_cursor
Zii.turn_normal? ? command_right : command_left
end
if Input.press?(Input::LEFT)
Sound.play_cursor
Zii.turn_normal? ? command_left : command_right
end
end
call_update_help
end
#--------------------------------------------------------------------------
# ● カーソルの更新
#--------------------------------------------------------------------------
def update_cursor
if @index < 0
self.cursor_rect.empty
else
rect = Rect.new(0, 0, 24, 24)
rect.x = center_x - rect.width / 2
rect.y = center_y - rect.height / 2 - @radius
self.cursor_rect = rect
end
end
#--------------------------------------------------------------------------
# ● ヘルプウィンドウの設定
# help_window : 新しいヘルプウィンドウ
#--------------------------------------------------------------------------
def help_window=(help_window)
@help_window = help_window
call_update_help
end
#--------------------------------------------------------------------------
# ● ヘルプウィンドウ更新メソッドの呼び出し
#--------------------------------------------------------------------------
def call_update_help
if self.active and @help_window != nil
update_help
end
end
#--------------------------------------------------------------------------
# ● ヘルプウィンドウの更新 (内容は継承先で定義する)
#--------------------------------------------------------------------------
def update_help
end
end
#==============================================================================
# ■ Window_LineHelp
#------------------------------------------------------------------------------
# スキルやアイテムの説明、アクターのステータスなどを表示するウィンドウです。
#==============================================================================
class Window_LineHelp < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(-16, 0, 576, WLH + 32)
self.opacity = 0
end
#--------------------------------------------------------------------------
# ● テキスト設定
# text : ウィンドウに表示する文字列
# align : アラインメント (0..左揃え、1..中央揃え、2..右揃え)
#--------------------------------------------------------------------------
def set_text(text, align = 0)
if text != @text or align != @align
self.contents.clear
back_color = Color.new(0, 0, 0, 80)
self.contents.fill_rect(0, y = 12, contents.width, WLH - y, back_color)
self.contents.font.color = normal_color
self.contents.draw_text(20, 0, self.width - 72, WLH, text, align)
@text = text
@align = align
end
end
end
#==============================================================================
# ■ Window_PartyCommand
#==============================================================================
class Window_PartyCommand < Window_SpinCommand
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
s1 = [Vocab::fight, "icon", Zii::FIGHT, true]
s2 = [Vocab::escape, "icon", Zii::ESCAPE, $game_troop.can_escape]
setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
super(72, 356, [s1, s2], setting)
self.active = false
set_spin
end
end
#==============================================================================
# ■ Window_ActorCommand
#==============================================================================
class Window_ActorCommand < Window_SpinCommand
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
s1 = [Vocab::attack, "icon", Zii::ATTACK, true]
s2 = [Vocab::skill, "icon", Zii::SKILL, true]
s3 = [Vocab::guard, "icon", Zii::GUARD, true]
s4 = [Vocab::item, "icon", Zii::ITEM, true]
setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
super(72, 356, [s1, s2, s3, s4], setting)
self.active = false
set_spin
end
#--------------------------------------------------------------------------
# ● セットアップ
# actor : アクター
#--------------------------------------------------------------------------
def setup(actor)
@commands[0][2] = Zii::ATTACK
@commands[1][0] = Vocab::skill
if actor.weapons[0] != nil
n = actor.weapons[0].icon_index
@commands[0][2] = n if n > 0
end
@commands[1][0] = actor.class.skill_name if actor.class.skill_name_valid
self.index = 0
set_spin
end
end
#==============================================================================
# ■ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● オブジェクト初期化 改
#--------------------------------------------------------------------------
def initialize
super(128, 288, 416, 128)
@column_max = 4
refresh
self.active = false
self.opacity = 0
end
#--------------------------------------------------------------------------
# ● ステートの更新 の下地描画
#--------------------------------------------------------------------------
def draw_neomemo7_back
@neomemo7_clear = false
for index in 0...@item_max
x = index * 96
self.contents.clear_rect(x + 72, WLH * 3, 24, 24)
next unless Zii.battle_face?
actor = $game_party.members[index]
next if actor.hp <= 0
bitmap = Cache.face(actor.face_name)
rect = Rect.new(0, 0, 22, 22)
rect.x = actor.face_index % 4 * 96 + 72
rect.y = actor.face_index / 4 * 96 + 72
self.contents.blt(x + 72, WLH * 3, bitmap, rect, 192)
end
end
#--------------------------------------------------------------------------
# ● 項目の描画 改
#--------------------------------------------------------------------------
def draw_item(index)
x = index * 96
rect = Rect.new(x, 0, 96, 96)
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
actor = $game_party.members[index]
# draw_actor_face(actor, x + 2, 2, 92, 192) if actor.hp > 0 and Zii.battle_face?
draw_actor_state(actor, x + 72, WLH * 3)
if Zii.line_name?
self.contents.font.color = hp_color(actor)
size = Zii::LINE_SIZE
self.contents.font.size = size
self.contents.draw_text(x, WLH * 1 + 20 - size, 80, WLH, actor.name)
self.contents.font.size = 20
end
draw_actor_hp(actor, x, WLH * 2, 80)
draw_actor_mp(actor, x, WLH * 3, 70)
end
#--------------------------------------------------------------------------
# ● カーソルの更新
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # カーソル位置が 0 未満の場合
self.cursor_rect.empty # カーソルを無効とする
else # カーソル位置が 0 以上の場合
rect = Rect.new(index * 96, 0, 96, 96)
self.cursor_rect = rect # カーソルの矩形を更新
end
end
#--------------------------------------------------------------------------
# ● 顔グラフィックの描画 改
# opacity : 不透明度
#--------------------------------------------------------------------------
def draw_face(face_name, face_index, x, y, size = 96, opacity = 255)
bitmap = Cache.face(face_name)
rect = Rect.new(0, 0, 0, 0)
rect.x = face_index % 4 * 96 + (96 - size) / 2
rect.y = face_index / 4 * 96 + (96 - size) / 2
rect.width = size
rect.height = size
self.contents.blt(x, y, bitmap, rect, opacity)
bitmap.dispose
end
#--------------------------------------------------------------------------
# ● アクターの顔グラフィック描画 改
# opacity : 不透明度
#--------------------------------------------------------------------------
def draw_actor_face(actor, x, y, size = 96, opacity = 255)
draw_face(actor.face_name, actor.face_index, x, y, size, opacity)
end
end
#==============================================================================
# ■ Scene_Battle
#------------------------------------------------------------------------------
# バトル画面の処理を行うクラスです。
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● 情報表示ビューポートの作成
#--------------------------------------------------------------------------
alias :neomemo13_create_info_viewport :create_info_viewport
def create_info_viewport
neomemo13_create_info_viewport
@info_viewport.rect.set(0, 0, 544, 416)
@status_window.x = 128 # 128
@actor_command_window.x = 4 #
end
#--------------------------------------------------------------------------
# ● 情報表示ビューポートの更新
#--------------------------------------------------------------------------
alias :neomemo13_update_info_viewport :update_info_viewport
def update_info_viewport
ox = @info_viewport.ox
neomemo13_update_info_viewport
@info_viewport.ox = ox
end
#--------------------------------------------------------------------------
# ● パーティコマンド選択の開始
#--------------------------------------------------------------------------
alias :neomemo13_start_party_command_selection :start_party_command_selection
def start_party_command_selection
if $game_temp.in_battle
@party_command_window.visible = true
@actor_command_window.visible = false
end
neomemo13_start_party_command_selection
end
#--------------------------------------------------------------------------
# ● パーティコマンド選択の更新
#--------------------------------------------------------------------------
alias :neomemo13_update_party_command_selection :update_party_command_selection
def update_party_command_selection
return unless @party_command_window.command_movable?
neomemo13_update_party_command_selection
end
#--------------------------------------------------------------------------
# ● アクターコマンド選択の開始
#--------------------------------------------------------------------------
alias :neomemo13_start_actor_command_selection :start_actor_command_selection
def start_actor_command_selection
neomemo13_start_actor_command_selection
@party_command_window.visible = false
@actor_command_window.visible = true
end
#--------------------------------------------------------------------------
# ● アクターコマンド選択の更新
#--------------------------------------------------------------------------
alias :neomemo13_update_actor_command_selection :update_actor_command_selection
def update_actor_command_selection
return unless @actor_command_window.command_movable?
neomemo13_update_actor_command_selection
end
#--------------------------------------------------------------------------
# ● 対象敵キャラ選択の開始
#--------------------------------------------------------------------------
alias :neomemo13_start_target_enemy_selection :start_target_enemy_selection
def start_target_enemy_selection
x = @info_viewport.rect.x
ox = @info_viewport.ox
neomemo13_start_target_enemy_selection
@info_viewport.rect.x = x
@info_viewport.ox = ox
@target_enemy_window.x = 544 - @target_enemy_window.width
@target_enemy_window.y = 288
@info_viewport.rect.width -= @target_enemy_window.width
end
#--------------------------------------------------------------------------
# ● 対象敵キャラ選択の終了
#--------------------------------------------------------------------------
alias :neomemo13_end_target_enemy_selection :end_target_enemy_selection
def end_target_enemy_selection
x = @info_viewport.rect.x
ox = @info_viewport.ox
@info_viewport.rect.width += @target_enemy_window.width
neomemo13_end_target_enemy_selection
@info_viewport.rect.x = x
@info_viewport.ox = ox
end
#--------------------------------------------------------------------------
# ● 対象アクター対象選択の開始
#--------------------------------------------------------------------------
alias :neomemo13_start_target_actor_selection :start_target_actor_selection
def start_target_actor_selection
x = @info_viewport.rect.x
ox = @info_viewport.ox
neomemo13_start_target_actor_selection
@target_actor_window.y = 288
@info_viewport.rect.x = x
@info_viewport.ox = ox
@info_viewport.rect.width -= @target_actor_window.width
end
#--------------------------------------------------------------------------
# ● 対象アクター選択の終了
#--------------------------------------------------------------------------
alias :neomemo13_end_target_actor_selection :end_target_actor_selection
def end_target_actor_selection
x = @info_viewport.rect.x
ox = @info_viewport.ox
@info_viewport.rect.width += @target_actor_window.width
neomemo13_end_target_actor_selection
@info_viewport.rect.x = x
@info_viewport.ox = ox
end
#--------------------------------------------------------------------------
# ● スキル選択の開始
#--------------------------------------------------------------------------
alias :neomemo13_start_skill_selection :start_skill_selection
def start_skill_selection
neomemo13_start_skill_selection
@skill_window.dispose if @skill_window != nil
@help_window.dispose if @help_window != nil
@help_window = Window_LineHelp.new
@skill_window = Window_Skill.new(8, 64, 528, 216, @active_battler)
@skill_window.help_window = @help_window
end
#--------------------------------------------------------------------------
# ● アイテム選択の開始
#--------------------------------------------------------------------------
alias :neomemo13_start_item_selection :start_item_selection
def start_item_selection
neomemo13_start_item_selection
@item_window.dispose if @item_window != nil
@help_window.dispose if @help_window != nil
@help_window = Window_LineHelp.new
@item_window = Window_Item.new(8, 64, 528, 216)
@item_window.help_window = @help_window
end
end
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