设为首页收藏本站|繁體中文

Project1

 找回密码
 注册会员
搜索
查看: 2836|回复: 17
打印 上一主题 下一主题

[已经解决] 怎么去掉战斗信息和脸图战斗改TP槽的位置

[复制链接]

Lv2.观梦者

梦石
0
星屑
714
在线时间
224 小时
注册时间
2009-2-19
帖子
227
跳转到指定楼层
1
发表于 2017-9-25 22:02:36 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |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,没有帐号?注册会员

x
本帖最后由 根五 于 2017-9-29 14:47 编辑

如题脸图战斗怎么把TP槽改到MP下面啊?我觉得好像是被限制在脸图的范围内了

RUBY 代码复制
  1. $脸图战斗 = true
  2. $imported = {} if $imported.nil?
  3. module YEA
  4.   module BATTLE
  5.     SKIP_PARTY_COMMAND = true
  6.     BATTLESTATUS_NAME_FONT_SIZE = 20
  7.     BATTLESTATUS_TEXT_FONT_SIZE = 16
  8.     BATTLESTATUS_NO_ACTION_ICON = 185
  9.     BATTLESTATUS_HPGAUGE_Y_PLUS = 11
  10.     BATTLESTATUS_CENTER_FACES   = false
  11.     HELP_TEXT_ALL_FOES        = "全体敌人"
  12.     HELP_TEXT_ONE_RANDOM_FOE  = "单个敌人"
  13.     HELP_TEXT_MANY_RANDOM_FOE = "%d个随机敌人"
  14.     HELP_TEXT_ALL_ALLIES      = "全体队友"
  15.     HELP_TEXT_ALL_DEAD_ALLIES = "全体死亡队友"
  16.     HELP_TEXT_ONE_RANDOM_ALLY = "单个随机队友"
  17.     HELP_TEXT_RANDOM_ALLIES   = "%d个随机队友"
  18.   end
  19. end
  20. class Game_Battler
  21.   def can_collapse?
  22.     return false unless dead?
  23.     unless actor?
  24.       return false unless sprite.battler_visible
  25.       array = [:collapse, :boss_collapse, :instant_collapse]
  26.       return false if array.include?(sprite.effect_type)
  27.     end
  28.     return true
  29.   end
  30.   def draw_mp?
  31.     return true
  32.   end
  33.   def draw_tp?
  34.     return $data_system.opt_display_tp
  35.   end
  36. end
  37. module Icon
  38.   def self.no_action; return YEA::BATTLE::BATTLESTATUS_NO_ACTION_ICON; end
  39. end
  40. class Game_Temp
  41.   attr_accessor :battle_aid
  42.   attr_accessor :evaluating
  43. end
  44. class Game_Action
  45.   alias evaluate_item_with_target_abe evaluate_item_with_target
  46.   def evaluate_item_with_target(target)
  47.     $game_temp.evaluating = true
  48.     result = evaluate_item_with_target_abe(target)
  49.     $game_temp.evaluating = false
  50.     return result
  51.   end
  52. end
  53. class Game_Actor < Game_Battler
  54.   def draw_mp?
  55.     return true unless draw_tp?
  56.     for skill in skills
  57.       next unless added_skill_types.include?(skill.stype_id)
  58.       return true if skill.mp_cost > 0
  59.     end
  60.     return false
  61.   end
  62.   def draw_tp?
  63.     return false unless $data_system.opt_display_tp
  64.     for skill in skills
  65.       next unless added_skill_types.include?(skill.stype_id)
  66.       return true if skill.tp_cost > 0
  67.     end
  68.     return false
  69.   end
  70. end
  71. class Window_BattleStatus < Window_Selectable
  72.   def initialize
  73.     super(0, 0, window_width, window_height)
  74.     self.openness = 0
  75.     self.opacity = 0
  76.     @party = $game_party.battle_members.clone
  77.   end
  78.   def col_max; return $game_party.max_battle_members; end
  79.   def battle_members; return $game_party.battle_members; end
  80.   def actor; return battle_members[@index]; end
  81.   def update
  82.     super
  83.     return if @party == $game_party.battle_members
  84.     @party = $game_party.battle_members.clone
  85.     refresh
  86.   end
  87.   def draw_item(index)
  88.     return if index.nil?
  89.     clear_item(index)
  90.     actor = battle_members[index]
  91.     rect = item_rect(index)
  92.     return if actor.nil?
  93.     draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)
  94.     draw_actor_name(actor, rect.x, rect.y, rect.width-8)
  95.     draw_actor_action(actor, rect.x, rect.y)
  96.     draw_actor_icons(actor, rect.x, line_height*1, rect.width)
  97.     gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
  98.     contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
  99.     draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)
  100.     if draw_tp?(actor) && draw_mp?(actor)
  101.       dw = rect.width/2-2
  102.       dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE
  103.       draw_actor_tp(actor, rect.x+2, line_height*3, dw)
  104.       dw = rect.width - rect.width/2 - 2
  105.       draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)
  106.     elsif draw_tp?(actor) && !draw_mp?(actor)
  107.       draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)
  108.     else
  109.       draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)
  110.     end
  111.   end
  112.   def item_rect(index)
  113.     rect = Rect.new
  114.     rect.width = contents.width / $game_party.max_battle_members
  115.     rect.height = contents.height
  116.     rect.x = index * rect.width
  117.     if YEA::BATTLE::BATTLESTATUS_CENTER_FACES
  118.       rect.x += (contents.width - $game_party.members.size * rect.width) / 2
  119.     end
  120.     rect.y = 0
  121.     return rect
  122.   end
  123.   def draw_face(face_name, face_index, dx, dy, enabled = true)
  124.     bitmap = Cache.face(face_name)
  125.     fx = [(96 - item_rect(0).width + 1) / 2, 0].max
  126.     fy = face_index / 4 * 96 + 2
  127.     fw = [item_rect(0).width - 4, 92].min
  128.     rect = Rect.new(fx, fy, fw, 92)
  129.     rect = Rect.new(face_index % 4 * 96 + fx, fy, fw, 92)#这里
  130.     contents.blt(dx, dy, bitmap, rect, enabled ? 255 : translucent_alpha)
  131.     bitmap.dispose
  132.   end
  133.   def draw_actor_name(actor, dx, dy, dw = 112)
  134.     reset_font_settings
  135.     contents.font.size = YEA::BATTLE::BATTLESTATUS_NAME_FONT_SIZE
  136.     change_color(hp_color(actor))
  137.     draw_text(dx+24, dy, dw-24, line_height, actor.name)
  138.   end
  139.   def draw_actor_action(actor, dx, dy)
  140.     draw_icon(action_icon(actor), dx, dy)
  141.   end
  142.   def action_icon(actor)
  143.     return Icon.no_action if actor.current_action.nil?
  144.     return Icon.no_action if actor.current_action.item.nil?
  145.     return actor.current_action.item.icon_index
  146.   end
  147.   def draw_tp?(actor)
  148.     return actor.draw_tp?
  149.   end
  150.   def draw_mp?(actor)
  151.     return actor.draw_mp?
  152.   end
  153.   def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2)
  154.     change_color(color1)
  155.     draw_text(dx, dy, dw, line_height, current.to_s, 2)
  156.   end
  157.   def draw_actor_hp(actor, dx, dy, width = 124)
  158.     draw_gauge(dx, dy, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
  159.     change_color(system_color)
  160.     cy = (Font.default_size - contents.font.size) / 2 + 1
  161.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::hp_a)
  162.     draw_current_and_max_values(dx, dy+cy, width, actor.hp, actor.mhp,
  163.       hp_color(actor), normal_color)
  164.     end
  165.   def draw_actor_mp(actor, dx, dy, width = 124)
  166.     draw_gauge(dx, dy, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
  167.     change_color(system_color)
  168.     cy = (Font.default_size - contents.font.size) / 2 + 1
  169.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::mp_a)
  170.     draw_current_and_max_values(dx, dy+cy, width, actor.mp, actor.mmp,
  171.       mp_color(actor), normal_color)
  172.     end
  173.   def draw_actor_tp(actor, dx, dy, width = 124)
  174.     draw_gauge(dx, dy, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
  175.     change_color(system_color)
  176.     cy = (Font.default_size - contents.font.size) / 2 + 1
  177.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::tp_a)
  178.     change_color(tp_color(actor))
  179.     draw_text(dx + width - 42, dy+cy, 42, line_height, actor.tp.to_i, 2)
  180.   end
  181. end
  182. class Window_BattleActor < Window_BattleStatus
  183.   def show
  184.     create_flags
  185.     super
  186.   end
  187.   def create_flags
  188.     set_select_flag(:any)
  189.     select(0)
  190.     return if $game_temp.battle_aid.nil?
  191.     if $game_temp.battle_aid.need_selection?
  192.       select(0)
  193.       set_select_flag(:dead) if $game_temp.battle_aid.for_dead_friend?
  194.     elsif $game_temp.battle_aid.for_user?
  195.       battler = BattleManager.actor
  196.       id = battler.nil? ? 0 : $game_party.battle_members.index(battler)
  197.       select(id)
  198.       set_select_flag(:user)
  199.     elsif $game_temp.battle_aid.for_all?
  200.       select(0)
  201.       set_select_flag(:all)
  202.       set_select_flag(:all_dead) if $game_temp.battle_aid.for_dead_friend?
  203.     elsif $game_temp.battle_aid.for_random?
  204.       select(0)
  205.       set_select_flag(:random) if $game_temp.battle_aid.for_random?
  206.     end
  207.   end
  208.   def set_select_flag(flag)
  209.     @select_flag = flag
  210.     case @select_flag
  211.     when :all, :all_dead, :random
  212.       @cursor_all = true
  213.     else
  214.       @cursor_all = false
  215.     end
  216.   end
  217.   def update_cursor
  218.     if @cursor_all
  219.       cursor_rect.set(0, 0, contents.width, contents.height)
  220.       self.top_row = 0
  221.     elsif @index < 0
  222.       cursor_rect.empty
  223.     else
  224.       ensure_cursor_visible
  225.       cursor_rect.set(item_rect(@index))
  226.     end
  227.   end
  228.   def cursor_movable?
  229.     return false if @select_flag == :user
  230.     return super
  231.   end
  232.   def current_item_enabled?
  233.     return true if $game_temp.battle_aid.nil?
  234.     if $game_temp.battle_aid.need_selection?
  235.       member = $game_party.battle_members[@index]
  236.       return member.dead? if $game_temp.battle_aid.for_dead_friend?
  237.     elsif $game_temp.battle_aid.for_dead_friend?
  238.       for member in $game_party.battle_members
  239.         return true if member.dead?
  240.       end
  241.       return false
  242.     end
  243.     return true
  244.   end
  245. end
  246. class Window_BattleStatusAid < Window_BattleStatus
  247.   attr_accessor :status_window
  248.   def initialize
  249.     super
  250.     self.visible = false
  251.     self.openness = 255
  252.   end
  253.   def window_width; return 128; end
  254.   def show
  255.     super
  256.     refresh
  257.   end
  258.   def refresh
  259.     contents.clear
  260.     return if @status_window.nil?
  261.     draw_item(@status_window.index)
  262.   end
  263.   def item_rect(index)
  264.     return Rect.new(0, 0, contents.width, contents.height)
  265.   end
  266. end
  267. class Window_BattleEnemy < Window_Selectable
  268.   def initialize(info_viewport)
  269.     super(0, Graphics.height, window_width, fitting_height(1))
  270.     refresh
  271.     self.visible = false
  272.     @info_viewport = info_viewport
  273.   end
  274.   def col_max; return item_max; end
  275.   def show
  276.     create_flags
  277.     super
  278.   end
  279.   def create_flags
  280.     set_select_flag(:any)
  281.     select(0)
  282.     return if $game_temp.battle_aid.nil?
  283.     if $game_temp.battle_aid.need_selection?
  284.       select(0)
  285.     elsif $game_temp.battle_aid.for_all?
  286.       select(0)
  287.       set_select_flag(:all)
  288.     elsif $game_temp.battle_aid.for_random?
  289.       select(0)
  290.       set_select_flag(:random)
  291.     end
  292.   end
  293.   def set_select_flag(flag)
  294.     @select_flag = flag
  295.     case @select_flag
  296.     when :all, :random
  297.       @cursor_all = true
  298.     else
  299.       @cursor_all = false
  300.     end
  301.   end
  302.   def select_all?
  303.     return true if @select_flag == :all
  304.     return true if @select_flag == :random
  305.     return false
  306.   end
  307.   def update_cursor
  308.     if @cursor_all
  309.       cursor_rect.set(0, 0, contents.width, contents.height)
  310.       self.top_row = 0
  311.     elsif @index < 0
  312.       cursor_rect.empty
  313.     else
  314.       ensure_cursor_visible
  315.       cursor_rect.set(item_rect(@index))
  316.     end
  317.   end
  318.   def cursor_movable?
  319.     return false if @select_flag == :user
  320.     return super
  321.   end
  322.   def current_item_enabled?
  323.     return true if $game_temp.battle_aid.nil?
  324.     if $game_temp.battle_aid.need_selection?
  325.       member = $game_party.battle_members[@index]
  326.       return member.dead? if $game_temp.battle_aid.for_dead_friend?
  327.     elsif $game_temp.battle_aid.for_dead_friend?
  328.       for member in $game_party.battle_members
  329.         return true if member.dead?
  330.       end
  331.       return false
  332.     end
  333.     return true
  334.   end
  335.   def enemy; @data[index]; end
  336.   def refresh
  337.     make_item_list
  338.     create_contents
  339.     draw_all_items
  340.   end
  341.   def make_item_list
  342.     @data = $game_troop.alive_members
  343.     @data.sort! { |a,b| a.screen_x <=> b.screen_x }
  344.   end
  345.   def draw_item(index); return; end
  346.   def update
  347.     super
  348.     return unless active
  349.     enemy.sprite_effect_type = :whiten
  350.     return unless select_all?
  351.     for enemy in $game_troop.alive_members
  352.       enemy.sprite_effect_type = :whiten
  353.     end
  354.   end
  355. end
  356. class Window_BattleHelp < Window_Help
  357.   attr_accessor :actor_window
  358.   attr_accessor :enemy_window
  359.   def update
  360.     super
  361.     if !self.visible and @text != ""
  362.       @text = ""
  363.       return refresh
  364.     end
  365.     update_battler_name
  366.   end
  367.   def update_battler_name
  368.     return unless @actor_window.active || @enemy_window.active
  369.     if @actor_window.active
  370.       battler = $game_party.battle_members[@actor_window.index]
  371.     elsif @enemy_window.active
  372.       battler = @enemy_window.enemy
  373.     end
  374.     if special_display?
  375.       refresh_special_case(battler)
  376.     else
  377.       refresh_battler_name(battler) if battler_name(battler) != @text
  378.     end
  379.   end
  380.   def battler_name(battler)
  381.     text = battler.name.clone
  382.     return text
  383.   end
  384.   def refresh_battler_name(battler)
  385.     contents.clear
  386.     reset_font_settings
  387.     change_color(normal_color)
  388.     @text = battler_name(battler)
  389.     icons = battler.state_icons + battler.buff_icons
  390.     dy = icons.size <= 0 ? line_height / 2 : 0
  391.     draw_text(0, dy, contents.width, line_height, @text, 1)
  392.     dx = (contents.width - (icons.size * 24)) / 2
  393.     draw_actor_icons(battler, dx, line_height, contents.width)
  394.   end
  395.   def special_display?
  396.     return false if $game_temp.battle_aid.nil?
  397.     return false if $game_temp.battle_aid.for_user?
  398.     return !$game_temp.battle_aid.need_selection?
  399.   end
  400.   def refresh_special_case(battler)
  401.     if $game_temp.battle_aid.for_opponent?
  402.       if $game_temp.battle_aid.for_all?
  403.         text = YEA::BATTLE::HELP_TEXT_ALL_FOES
  404.       else
  405.         case $game_temp.battle_aid.number_of_targets
  406.         when 1
  407.           text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_FOE
  408.         else
  409.           number = $game_temp.battle_aid.number_of_targets
  410.           text = sprintf(YEA::BATTLE::HELP_TEXT_MANY_RANDOM_FOE, number)
  411.         end
  412.       end
  413.     else
  414.       if $game_temp.battle_aid.for_dead_friend?
  415.         text = YEA::BATTLE::HELP_TEXT_ALL_DEAD_ALLIES
  416.       elsif $game_temp.battle_aid.for_random?
  417.         case $game_temp.battle_aid.number_of_targets
  418.         when 1
  419.           text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_ALLY
  420.         else
  421.           number = $game_temp.battle_aid.number_of_targets
  422.           text = sprintf(YEA::BATTLE::HELP_TEXT_RANDOM_ALLIES, number)
  423.         end
  424.       else
  425.         text = YEA::BATTLE::HELP_TEXT_ALL_ALLIES
  426.       end
  427.     end
  428.     return if text == @text
  429.     @text = text
  430.     contents.clear
  431.     reset_font_settings
  432.     draw_text(0, 0, contents.width, line_height*2, @text, 1)
  433.   end
  434. end
  435. class Window_SkillList < Window_Selectable
  436.   def spacing
  437.     return 8 if $game_party.in_battle
  438.     return super
  439.   end
  440. end
  441. class Window_ItemList < Window_Selectable
  442.   def spacing
  443.     return 8 if $game_party.in_battle
  444.     return super
  445.   end
  446. end
  447. class Scene_Battle < Scene_Base
  448.   attr_accessor :enemy_window
  449.   attr_accessor :info_viewport
  450.   attr_accessor :spriteset
  451.   attr_accessor :status_window
  452.   attr_accessor :status_aid_window
  453.   attr_accessor :subject
  454.   alias scene_battle_create_all_windows_abe create_all_windows
  455.   def create_all_windows
  456.     scene_battle_create_all_windows_abe
  457.     create_battle_status_aid_window
  458.     set_help_window
  459.   end
  460.   alias scene_battle_create_info_viewport_abe create_info_viewport
  461.   def create_info_viewport
  462.     scene_battle_create_info_viewport_abe
  463.     @status_window.refresh
  464.   end
  465.   def create_battle_status_aid_window
  466.     @status_aid_window = Window_BattleStatusAid.new
  467.     @status_aid_window.status_window = @status_window
  468.     @status_aid_window.x = Graphics.width - @status_aid_window.width
  469.     @status_aid_window.y = Graphics.height - @status_aid_window.height
  470.   end
  471.   def create_help_window
  472.     @help_window = Window_BattleHelp.new
  473.     @help_window.hide
  474.   end
  475.   def set_help_window
  476.     @help_window.actor_window = @actor_window
  477.     @help_window.enemy_window = @enemy_window
  478.   end
  479.   alias scene_battle_create_skill_window_abe create_skill_window
  480.   def create_skill_window
  481.     scene_battle_create_skill_window_abe
  482.     @skill_window.height = @info_viewport.rect.height
  483.     @skill_window.width = Graphics.width - @actor_command_window.width
  484.     @skill_window.y = Graphics.height - @skill_window.height
  485.   end
  486.   alias scene_battle_create_item_window_abe create_item_window
  487.   def create_item_window
  488.     scene_battle_create_item_window_abe
  489.     @item_window.height = @skill_window.height
  490.     @item_window.width = @skill_window.width
  491.     @item_window.y = Graphics.height - @item_window.height
  492.   end
  493.   alias scene_battle_next_command_abe next_command
  494.   def next_command
  495.     @status_window.show
  496.     redraw_current_status
  497.     @actor_command_window.show
  498.     @status_aid_window.hide
  499.     scene_battle_next_command_abe
  500.   end
  501.   alias scene_battle_prior_command_abe prior_command
  502.   def prior_command
  503.     redraw_current_status
  504.     scene_battle_prior_command_abe
  505.   end
  506.   def redraw_current_status
  507.     return if @status_window.index < 0
  508.     @status_window.draw_item(@status_window.index)
  509.   end
  510.   alias scene_battle_command_attack_abe command_attack
  511.   def command_attack
  512.     $game_temp.battle_aid = $data_skills[BattleManager.actor.attack_skill_id]
  513.     scene_battle_command_attack_abe
  514.   end
  515.   alias scene_battle_command_skill_abe command_skill
  516.   def command_skill
  517.     scene_battle_command_skill_abe
  518.     @status_window.hide
  519.     @actor_command_window.hide
  520.     @status_aid_window.show
  521.   end
  522.   alias scene_battle_command_item_abe command_item
  523.   def command_item
  524.     scene_battle_command_item_abe
  525.     @status_window.hide
  526.     @actor_command_window.hide
  527.     @status_aid_window.show
  528.   end
  529.   def on_skill_ok
  530.     [url=home.php?mod=space&uid=260100]@skill[/url] = @skill_window.item
  531.     $game_temp.battle_aid = @skill
  532.     BattleManager.actor.input.set_skill(@skill.id)
  533.     BattleManager.actor.last_skill.object = @skill
  534.     if @skill.for_opponent?
  535.       select_enemy_selection
  536.     elsif @skill.for_friend?
  537.       select_actor_selection
  538.     else
  539.       @skill_window.hide
  540.       next_command
  541.       $game_temp.battle_aid = nil
  542.     end
  543.   end
  544.   alias scene_battle_on_skill_cancel_abe on_skill_cancel
  545.   def on_skill_cancel
  546.     scene_battle_on_skill_cancel_abe
  547.     @status_window.show
  548.     @actor_command_window.show
  549.     @status_aid_window.hide
  550.   end
  551.   def on_item_ok
  552.     @item = @item_window.item
  553.     $game_temp.battle_aid = @item
  554.     BattleManager.actor.input.set_item(@item.id)
  555.     if @item.for_opponent?
  556.       select_enemy_selection
  557.     elsif @item.for_friend?
  558.       select_actor_selection
  559.     else
  560.       @item_window.hide
  561.       next_command
  562.       $game_temp.battle_aid = nil
  563.     end
  564.     $game_party.last_item.object = @item
  565.   end
  566.   alias scene_battle_on_item_cancel_abe on_item_cancel
  567.   def on_item_cancel
  568.     scene_battle_on_item_cancel_abe
  569.     @status_window.show
  570.     @actor_command_window.show
  571.     @status_aid_window.hide
  572.   end
  573.   alias scene_battle_select_actor_selection_abe select_actor_selection
  574.   def select_actor_selection
  575.     @status_aid_window.refresh
  576.     scene_battle_select_actor_selection_abe
  577.     @status_window.hide
  578.     @skill_window.hide
  579.     @item_window.hide
  580.     @help_window.show
  581.   end
  582.   alias scene_battle_on_actor_ok_abe on_actor_ok
  583.   def on_actor_ok
  584.     $game_temp.battle_aid = nil
  585.     scene_battle_on_actor_ok_abe
  586.     @status_window.show
  587.     if $imported["YEA-BattleCommandList"] && !@confirm_command_window.nil?
  588.       @actor_command_window.visible = !@confirm_command_window.visible
  589.     else
  590.       @actor_command_window.show
  591.     end
  592.     @status_aid_window.hide
  593.   end
  594.   alias scene_battle_on_actor_cancel_abe on_actor_cancel
  595.   def on_actor_cancel
  596.     BattleManager.actor.input.clear
  597.     @status_aid_window.refresh
  598.     $game_temp.battle_aid = nil
  599.     scene_battle_on_actor_cancel_abe
  600.     case @actor_command_window.current_symbol
  601.     when :skill
  602.       @skill_window.show
  603.     when :item
  604.       @item_window.show
  605.     end
  606.   end
  607.   alias scene_battle_select_enemy_selection_abe select_enemy_selection
  608.   def select_enemy_selection
  609.     @status_aid_window.refresh
  610.     scene_battle_select_enemy_selection_abe
  611.     @help_window.show
  612.   end
  613.   alias scene_battle_on_enemy_ok_abe on_enemy_ok
  614.   def on_enemy_ok
  615.     $game_temp.battle_aid = nil
  616.     scene_battle_on_enemy_ok_abe
  617.   end
  618.   alias scene_battle_on_enemy_cancel_abe on_enemy_cancel
  619.   def on_enemy_cancel
  620.     BattleManager.actor.input.clear
  621.     @status_aid_window.refresh
  622.     $game_temp.battle_aid = nil
  623.     scene_battle_on_enemy_cancel_abe
  624.     if @skill_window.visible || @item_window.visible
  625.       @help_window.show
  626.     else
  627.       @help_window.hide
  628.     end
  629.   end
  630.   def end_battle_conditions?
  631.     return true if $game_party.members.empty?
  632.     return true if $game_party.all_dead?
  633.     return true if $game_troop.all_dead?
  634.     return true if BattleManager.aborting?
  635.     return false
  636.   end
  637.   def refresh_status
  638.     #如果你是程序员,请顺手帮忙优化下这里,谢谢。
  639.     @status_window.refresh
  640.     for i in $game_party.battle_members
  641.       @status_window.draw_item($game_party.battle_members.index(i))
  642.     end
  643.   end
  644. end


[img][/img]

Lv3.寻梦者

梦石
0
星屑
1829
在线时间
80 小时
注册时间
2017-9-28
帖子
92
2
发表于 2017-9-29 00:25:59 | 只看该作者
本帖最后由 心六 于 2017-9-29 13:09 编辑

又是我(没有恶意.....楼主,好像没有把所有该脚本内容复制出来,希望楼主能够复制出来...
占楼待回复

点评

只是要改掉MP条和TP条的位置而已对吧?  发表于 2017-9-29 22:19
还有另一个问题是,楼主现在已经不想要改掉战斗信息了对吗?  发表于 2017-9-29 17:59
不过有些奇怪的是,我复制楼主提供的脚本后,战斗时并没有显示TP条。  发表于 2017-9-29 17:58
为什么我复制的脚本到530行自己就加了些莫名其妙的东西? 你可以把530行改成@skill = @skill_window.item就可以了  发表于 2017-9-29 14:49
回复 支持 反对

使用道具 举报

Lv2.观梦者

梦石
0
星屑
714
在线时间
224 小时
注册时间
2009-2-19
帖子
227
3
 楼主| 发表于 2017-10-1 10:42:03 | 只看该作者
心六 发表于 2017-9-29 00:25
又是我(没有恶意.....楼主,好像没有把所有该脚本内容复制出来,希望楼主能够复制出来...
占楼待回 ...

第一个问题还是存在的!
这个脚本要把技能设定成耗费TP值才会显示TP条

点评

原来,太久没碰过RM,糊涂了,哈哈哈,好的好的,谢谢楼主告知。  发表于 2017-10-1 13:16
[img][/img]
回复 支持 反对

使用道具 举报

Lv3.寻梦者

梦石
0
星屑
1829
在线时间
80 小时
注册时间
2017-9-28
帖子
92
4
发表于 2017-10-1 14:29:22 | 只看该作者
本帖最后由 心六 于 2017-10-1 14:35 编辑
根五 发表于 2017-10-1 10:42
第一个问题还是存在的!
这个脚本要把技能设定成耗费TP值才会显示TP条


这个效果如何?如果不满意,我可以继续更改。
我把脚本原本设定的消耗TP值才会显示TP条,改回系统默认设定,这个如果也不满意,我可以继续改。

#补充脚本
脚本内容


回复 支持 反对

使用道具 举报

Lv2.观梦者

梦石
0
星屑
714
在线时间
224 小时
注册时间
2009-2-19
帖子
227
5
 楼主| 发表于 2017-10-1 16:29:41 | 只看该作者
本帖最后由 根五 于 2017-10-1 16:31 编辑
心六 发表于 2017-10-1 14:29
这个效果如何?如果不满意,我可以继续更改。
我把脚本原本设定的消耗TP值才会显示TP条,改回系统默认设 ...

我的意思是把TP槽改到MP槽的下面。
因为目前这个样子MP的数值一大就会很别扭
像这样

1.png (16.12 KB, 下载次数: 27)

1.png

点评

那麻烦你帮我改一下!我试试!谢谢!  发表于 2017-10-1 20:43
或者说楼主有别的办法吗?我会尽力而为帮楼主的。  发表于 2017-10-1 19:18
嗯,因为战斗状态窗口大小被限制了,感觉除了把HP槽和MP槽望上移以外没有办法...  发表于 2017-10-1 19:14
你的意思是要把HP槽和MP槽往上移动?  发表于 2017-10-1 17:42
如果槽挡到了五官也没关系吗?  发表于 2017-10-1 16:53
[img][/img]
回复 支持 反对

使用道具 举报

Lv3.寻梦者

梦石
0
星屑
1829
在线时间
80 小时
注册时间
2017-9-28
帖子
92
6
发表于 2017-10-1 23:44:57 | 只看该作者


效果
脚本内容

点评

效果不错啊!谢谢啦!  发表于 2017-10-2 10:27
回复 支持 反对

使用道具 举报

Lv3.寻梦者

梦石
0
星屑
1919
在线时间
212 小时
注册时间
2009-11-10
帖子
234
7
发表于 2019-10-15 19:23:45 | 只看该作者
文字 怎么可以调的 更清晰啊 谢谢
回复 支持 反对

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

拿上你的纸笔,建造一个属于你的梦想世界,加入吧。
 注册会员
找回密码

站长信箱:[email protected]|手机版|小黑屋|无图版|Project1游戏制作

GMT+8, 2024-11-16 14:44

Powered by Discuz! X3.1

© 2001-2013 Comsenz Inc.

快速回复 返回顶部 返回列表