赞 | 0 |
VIP | 0 |
好人卡 | 0 |
积分 | 1 |
经验 | 10106 |
最后登录 | 2016-7-27 |
在线时间 | 158 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 50
- 在线时间
- 158 小时
- 注册时间
- 2016-1-7
- 帖子
- 129
|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
本帖最后由 燕征 于 2016-3-3 01:14 编辑
首先放上我使用的該功能相關腳本參考來源帖子 [轉載] RMXP之ARPG製作小師分享
再來陳訴問題,
我想要讓已經被設置好的物品使用快捷鍵隨時可以讓玩家自行更替物品
但在我使用的hud的設置腳本中,我看了很久...如果我理解沒有錯的話,那個是寫死的QQ(我希望是我接觸未深業務不熟練所以理解錯)
也就是說,他原本就設置了快捷鍵qwer對應了他自己的四個藥品,可是我現在想換成我要使用的藥品
我要怎麼改才能達成我的目的?
腳本(相關部分應在312行開始到最後)
[pre lang="ruby" file="◆Arpg_Window"]#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 描繪狀態
#--------------------------------------------------------------------------
def draw_actor_state(actor, x, y, width = 120)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text,1)
end
#--------------------------------------------------------------------------
# ● HP 描畫
#--------------------------------------------------------------------------
alias :draw_actor_hp_hpsp :draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
if actor.maxhp != 0
rate = actor.hp.to_f / actor.maxhp
else
rate = 0
end
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
grade1 = 1
grade2 = 0
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
if actor.maxhp != 0
hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp
else
hp = 0
end
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, hp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
draw_actor_hp_hpsp(actor, x, y, width)
end
#--------------------------------------------------------------------------
# ● SP 描畫
#--------------------------------------------------------------------------
alias :draw_actor_sp_hpsp :draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
if actor.maxsp != 0
rate = actor.sp.to_f / actor.maxsp
else
rate = 1
end
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
grade1 = 1
grade2 = 0
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(0, 64, 0, 192)
color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
if actor.maxsp != 0
sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp
else
sp = (width + plus_width) * rate_width / 100
end
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, sp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
draw_actor_sp_hpsp(actor, x, y, width)
end
#--------------------------------------------------------------------------
# ● EXP 描畫
#--------------------------------------------------------------------------
alias :draw_actor_exp_hpsp :draw_actor_exp
def draw_actor_exp(actor, x, y, width = 204)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
grade1 = 1
grade2 = 0
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
if actor.next_exp != 0
exp = (width + plus_width) * actor.now_exp * rate_width /
100 / actor.next_exp
else
exp = (width + plus_width) * rate_width / 100
end
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, exp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
draw_actor_exp_hpsp(actor, x, y)
end
def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
case align1
when 1
x += (rect_width - width) / 2
when 2
x += rect_width - width
end
case align2
when 1
y -= height / 2
when 2
y -= height
end
self.contents.fill_rect(x, y, width, height, color1)
self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
if align3 == 0
if grade1 == 2
grade1 = 3
end
if grade2 == 2
grade2 = 3
end
end
if (align3 == 1 and grade1 == 0) or grade1 > 0
color = color3
color3 = color4
color4 = color
end
if (align3 == 1 and grade2 == 0) or grade2 > 0
color = color5
color5 = color6
color6 = color
end
self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4,
color3, color4, grade1)
if align3 == 1
x += width - gauge
end
self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
color5, color6, grade2)
end
end
class Bitmap
def gradation_rect(x, y, width, height, color1, color2, align = 0)
if align == 0
for i in x...x + width
red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
green = color1.green +
(color2.green - color1.green) * (i - x) / (width - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - x) / (width - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - x) / (width - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(i, y, 1, height, color)
end
elsif align == 1
for i in y...y + height
red = color1.red +
(color2.red - color1.red) * (i - y) / (height - 1)
green = color1.green +
(color2.green - color1.green) * (i - y) / (height - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - y) / (height - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - y) / (height - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(x, i, width, 1, color)
end
elsif align == 2
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
elsif align == 3
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
end
end
end
#==============================================================================
# ■ Window_Arpg
#==============================================================================
class Window_Arpg < Window_Base
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize(actor)
super(0,0,220,130)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 160
self.visible = false
@actor = actor
@data = []
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @actor == nil
@data = []
return
end
make_data
self.contents.font.size = 15
self.contents.font.bold = true
text = @actor.name+" "[email protected]_name+" "+"LV"[email protected]_s
self.contents.draw_text(0, 0, 188, 20, text,1)
draw_actor_hp(@actor, 4, 15, 172)
draw_actor_sp(@actor, 4, 35, 172)
draw_actor_exp(@actor, 4, 55, 172)
self.contents.font.size = 14
draw_actor_state(@actor,0,75,188)
end
#--------------------------------------------------------------------------
# ● 製作資料
#--------------------------------------------------------------------------
def make_data
@data = [@actor.id]
@data.push(@actor.class_id)
@data.push(@actor.level)
@data.push(@actor.states.clone)
@data.push(@actor.exp)
@data.push(@actor.maxhp)
@data.push(@actor.hp)
@data.push(@actor.maxsp)
@data.push(@actor.sp)
end
#--------------------------------------------------------------------------
# ● 更新畫面
#--------------------------------------------------------------------------
def update
super
actor = $game_party.actors[0]
if actor == nil
self.visible = false
return
end
if $game_player.screen_x < 230 && $game_player.screen_y < 140
self.x = 420
else
self.x = 0
end
self.visible = $game_switches[1]
data = [actor.id]
data.push(actor.class_id)
data.push(actor.level)
data.push(actor.states.clone)
data.push(actor.exp)
data.push(actor.maxhp)
data.push(actor.hp)
data.push(actor.maxsp)
data.push(actor.sp)
if data != @data
@actor = actor
refresh
end
end
end
#==============================================================================
# ■ Window_Arpg_Icon
#==============================================================================
class Window_Arpg_Icon < Window_Base
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize(unmber)
x = unmber < 4 ? (unmber * 32-16) : (496 + (unmber-4) * 32)
super(x,412,64,96)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 0
self.opacity = 0
self.visible = false
@unmber = unmber
@variables = 0
@item_number = 0
@id = 0
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@variables = $game_variables[@unmber+1]
actor = $game_party.actors[0]
if actor == nil
return
end
if @unmber < 4
text = ["1","2","3","4"]
self.contents.font.size = 15
self.contents.font.bold = true
self.contents.font.color = Color.new(0,255,200)
self.contents.draw_text(0, 0, 32, 26, text[@unmber],1)
self.contents.fill_rect(0, 20, 32, 32, Color.new(0,0,0))
self.contents.fill_rect(1, 21, 30, 30, Color.new(200,200,255))
self.contents.gradation_rect(3, 23, 26, 26, Color.new(0,0,255,180),Color.new(100,0,180,160), 0)
skill = $data_skills[$game_variables[@unmber+1]]
if skill != nil
op = actor.arpg_skill_can_use?(skill.id) ? 255 : 100
@item_number = actor.arpg_skill_can_use?(skill.id) ? 1 : 0
bitmap = RPG::Cache.icon(skill.icon_name)
self.contents.blt(4, 24, bitmap, Rect.new(0, 0, 24, 24),op)
end
else
text = ["Q","W","E","R"]
self.contents.font.size = 15
self.contents.font.bold = true
self.contents.font.color = Color.new(0,255,200)
self.contents.draw_text(0, 0, 32, 26, text[@unmber-4],1)
self.contents.fill_rect(0, 20, 32, 32, Color.new(0,0,0))
self.contents.fill_rect(1, 21, 30, 30, Color.new(200,200,255))
self.contents.gradation_rect(3, 23, 26, 26, Color.new(220,160,0,180),Color.new(200,180,0,160), 0)
item = $data_items[$game_variables[@unmber+1]]
if item != nil
@item_number = $game_party.item_number(item.id)
op = $game_party.arpg_item_can_use?(item.id) ? 255 : 100
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(4, 24, bitmap, Rect.new(0, 0, 24, 24),op)
self.contents.font.size = 12
self.contents.font.color = Color.new(0,0,0)
self.contents.draw_text(1, 35, 32, 20, @item_number.to_s,2)
self.contents.font.color = normal_color
self.contents.draw_text(0, 34, 32, 20, @item_number.to_s,2)
self.contents.draw_text(0, 34, 32, 20, @item_number.to_s,2)
else
@item_number = 0
end
end
end
#--------------------------------------------------------------------------
# ● 更新畫面
#--------------------------------------------------------------------------
def update
super
actor = $game_party.actors[0]
if actor == nil
self.visible = false
return
end
unless $game_temp.message_window_showing
self.visible = $game_switches[1]
else
self.visible = false
end
item_number = 0
if @unmber >= 4
item = $data_items[$game_variables[@unmber+1]]
if item != nil
item_number = $game_party.item_number(item.id)
end
else
skill = $data_skills[$game_variables[@unmber+1]]
if skill != nil
item_number = actor.arpg_skill_can_use?(skill.id) ? 1 : 0
end
end
if @variables != $game_variables[@unmber+1] or @item_number != item_number
refresh
end
end
end[/pre]
另外,其實我一直很想使用xas,這樣子我上面想做的事情應該就可以輕易做到的樣子。
我也有嘗試過把我的東西植入下載回來的xas範例中試看看能不能用
忘了之前發問時是不是也有提到,但造成我沒有這麼做的其中一個原因是xas東西太多太複雜,我很怕我之後想再加什麼改什麼動不了
另一個有點承上,我沒搞懂那些腳本在幹嘛,我連要怎麼用怎麼改都不知道去哪裡找源頭。譬如我曾試著想把 [教程发布] 【补档】XAS系统XP/VX/VA 原版工程华为补档下载裡的 [box=Orange]XAS 3.91 领队切换插件 个人汉化版[/box]看起來腳本裝得比其他少的揉進我的東西裡,然後...遊戲從來沒讓我成功打開來看過OTZ
所以,我就回來使用我現在的做法了。
(我使用別人的插件都是根據他們的工程裡有什麼,我就先複製到我的工程裡然後再看有沒有要改的東西,包括Graphics的東西我都會去比對有沒有少)
不過現在覺得這種逃避不好,我發了關於使用xas的問題後再把連結補過來這
1. XAS 的hud介面顯示 << 已解決
2.XAS的使用方式 |
|