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发表于 2017-10-14 20:09:48
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- #==============================================================================
- # ■ Scene_Battle
- #------------------------------------------------------------------------------
- # 处理战斗画面的类。
- #==============================================================================
-
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● 开始选择敌人
- #--------------------------------------------------------------------------
- def start_enemy_select
- # 生成敌人箭头
- @enemy_arrow = Window_TargetEnemy.new
- @enemy_arrow.x = (640 - @enemy_arrow.width) / 2
- @enemy_arrow.y = (480 - @enemy_arrow.height) / 2
- @enemy_arrow.opacity = 160
- @enemy_help_window ||= Window_Help.new
- @enemy_help_window.back_opacity = 160
- @enemy_help_window.visible = true
- @enemy_help_window.set_enemy(@enemy_arrow.enemy)
- # 无效化角色指令窗口
- @actor_command_window.active = false
- @actor_command_window.visible = false
-
- @skill_window.help_window.visible = false if @skill_window != nil
- end
- #--------------------------------------------------------------------------
- # ● 结束选择敌人
- #--------------------------------------------------------------------------
- alias shanguangjinshanshan_end_enemy_select end_enemy_select
- def end_enemy_select
- shanguangjinshanshan_end_enemy_select
- @enemy_help_window.visible = false
- end
- alias shanguangjinshanshan_update update
- def update
- shanguangjinshanshan_update
- @shanguang_count ||= 0
- @shanguang_count += 1
- if @enemy_arrow != nil and @shanguang_count > 30
- @shanguang_count = 0
- @spriteset.enemy_sprites.reverse[@enemy_arrow.index].flash(@enemy_arrow.text_color(0), 20)
- end
- end
- end
- class Spriteset_Battle;attr_accessor :enemy_sprites;end
- class Window_TargetEnemy < Window_Base#Selectable
- #--------------------------------------------------------------------------
- # ● 获取敌人对象
- #--------------------------------------------------------------------------
- def enemy
- return @enemies[@index]
- end
-
- def initialize
- commands = []
- @enemies = []
- for enemy in $game_troop.enemies
- next unless enemy.exist?
- commands.push(enemy.name)
- @enemies.push(enemy)
- end
- super(0, 0, commands.size * 36 + 32, 64)
- @item_max = commands.size
- @commands = commands
- self.contents = Bitmap.new(@item_max * 36, 32)
- refresh
- @index = 0
- end
- def index;return @index;end
- def refresh
- self.contents.clear
- for i in 0...@item_max
- draw_item(i, normal_color)
- end
- end
- def draw_item(index, color)
- self.contents.font.color = color
- rect = Rect.new(index * 36, 0, 32, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- self.contents.draw_text(rect, @commands[index])
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- self.cursor_rect.set(@index * 36, 0, 32, 32)
- if self.active and @item_max > 0 and @index >= 0
- if Input.repeat?(Input::RIGHT) and @index < @item_max-1
- $game_system.se_play($data_system.cursor_se)
- @index += 1
- end
- if Input.repeat?(Input::LEFT) and @index > 0
- $game_system.se_play($data_system.cursor_se)
- @index -= 1
- end
- end
- end
- end
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