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悬赏40星屑已解决
附件是范例工程
这是新获得道具提示脚本
[pre lang="ruby"]#===============================================================================
# ■ 新获得道具提示
# by :VIPArcher [email: VIPArcher@sina.com]
# -- Project1 论坛:https://rpg.blue/ 使用或转载请保留以上信息。
#==============================================================================
# ■ 使用说明:
# 使新获得的道具在物品栏列表中添加一个 New 的小图标
# 可以使用自定素材或者 Icon 里的图标
#==============================================================================
$VIPArcherScript ||= {};$VIPArcherScript[:new_item] = 20181226
#==============================================================================
# ★ 设定部分 ★
#==============================================================================
module VIPArcher end
module VIPArcher::NEW_ITEM
# 配置部分
Icon = "NewIcon" # 125
# 注:Icon 填文件名使用对应文件,填数字则使用 IconSet 对应位置的图标
Switch = 0 # 该开关开启时获得新道具不做记录
Icon_X = 0 # New图标相对位置的 X 坐标偏移
Icon_Y = 0 # New图标相对位置的 Y 坐标偏移
# 配置结束
end
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# ● 初始化新获得道具列表
#--------------------------------------------------------------------------
alias new_icon_init_all_items init_all_items
def init_all_items
new_icon_init_all_items
@new_icon_list = { RPG::Item => [],RPG::Armor => [],RPG::Weapon => [] }
end
#--------------------------------------------------------------------------
# ● 设置新获得道具
#--------------------------------------------------------------------------
def set_new_icon(item)
return unless item
return if item_is_new?(item)
@new_icon_list[item.class].push(item.id)
end
#--------------------------------------------------------------------------
# ● 移除新道具
#--------------------------------------------------------------------------
def remove_new_icon(item)
return unless item
@new_icon_list[item.class].delete(item.id)
end
#--------------------------------------------------------------------------
# ● 是否新道具
#--------------------------------------------------------------------------
def item_is_new?(item)
return unless item
@new_icon_list[item.class].include?(item.id)
end
#--------------------------------------------------------------------------
# ● 获取道具时设置 Icon 标志
#--------------------------------------------------------------------------
alias new_icon_gain_item gain_item
def gain_item(item, amount, include_equip = false)
new_icon_gain_item(item, amount, include_equip)
return if $game_switches[VIPArcher::NEW_ITEM::Switch]
set_new_icon(item) if amount > 0
end
end
class Window_ItemList < Window_Selectable
include VIPArcher::NEW_ITEM
#--------------------------------------------------------------------------
# ● 绘制新获得道具 Icon
#--------------------------------------------------------------------------
def draw_item_new_flag(rect, item)
if (Icon.is_a?(Integer))
draw_icon(Icon, rect.x + Icon_X, rect.y + Icon_Y, enable?(item))
else
bitmap = Cache.system(Icon)
contents.blt(rect.x + Icon_X, rect.y + Icon_Y, bitmap, bitmap.rect,
enable?(item) ? 255 : translucent_alpha)
end
end
#--------------------------------------------------------------------------
# ● 绘制项目
#--------------------------------------------------------------------------
alias new_icon_draw_item draw_item
def draw_item(index)
new_icon_draw_item(index)
item = @data[index]
return unless item && $game_party.item_is_new?(item)
rect = item_rect(index)
rect.width -= 4
draw_item_new_flag(rect, item)
end
#--------------------------------------------------------------------------
# ● 移除新道具 Icon
#--------------------------------------------------------------------------
def remove_new_icon(item)
return unless $game_party.item_is_new?(item)
$game_party.remove_new_icon(item)
redraw_item(@index)
end
#--------------------------------------------------------------------------
# ● 光标滑过移除 New Icon 标志
#--------------------------------------------------------------------------
def index=(index)
remove_new_icon(@data[@index]) unless @index < 0
super
end
#--------------------------------------------------------------------------
# ● 确定时消除 New Icon 标志
#--------------------------------------------------------------------------
def call_ok_handler
super
remove_new_icon(@data[@index])
end
end
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 交换物品(修正替换装备也提示 New)
#--------------------------------------------------------------------------
alias new_icon_trade_item_with_party trade_item_with_party
def trade_item_with_party(new_item, old_item)
result = new_icon_trade_item_with_party(new_item, old_item)
$game_party.remove_new_icon(old_item)
return result
end
end[/pre]
下面是怪物图鉴脚本
[pre lang="ruby"]# 事件中使用脚本打开怪物信息,第一行是遇到怪物,第二行是打开信息
# $game_system.m_dic_encount_sw[87] = true
# $game_system.m_dic_victory_sw[87] = true
#在敌人的备注里面填写 [ltype 类型代号],不填则默认ENEMY_TYPE_DEFAULT
module Snstar
module EnemyList
# 敌人类型 0 1 2 3 4 5 6
ENEMY_TYPE = ["野兽", "魔物", "精怪", "人形", "龙形", "亡灵","首领"]
ENEMY_TYPE_DEFAULT = 1 # 敌人的默认类型
ENCOUNTER_PERCENT = 1 # 敌人现身所提升的辨识度
DEFEAT_PERCENT = 5 # 敌人战败所提升的辨识度
TEST_PERCENT = 5 # 测试用调整的辨识度
INCLUDE_ALL_CATEGORY = false # 是否包含“全部”类型
ALL_CATEGORY_TEXT = "全部" # “全部”类型的文字
ENEMY_MORE_INFO_BUTTON = #:X # 显示敌人更多资讯的按键
ENEMY_MORE_INFO = true # 是否显示更多讯息(扩充用)
DRAW_ENEMY_ICON = false # 需要使用绘制单张图标才能使用
# 敌人图像大小限定
ENEMY_IMAGE_MAX_WIDTH = 170 # 敌人图像宽度限定
ENEMY_IMAGE_MAX_HEIGHT = 192 # 敌人图像高度限定
ENEMY_IMAGE_FOLDER = "Graphics/EnemyImages/" # 敌人指定图像资料夹
ENEMY_HUE_SYNC_DB = true # 敌人指定图像是否使用资料库设定的色相,如果要显示默认战斗图则设置为true
# 文字设定
ENEMY_LIST_COMMAND_TEXT = "怪物图鉴" # 主选单命令用字
ENEMY_LIST_SWITCH_ID = 0 # 主选单命令显示的控制开关
ENEMY_LIST_ENABLE_ID = 0 # 主选单命令有效的控制开关
ENEMY_PERCENT_VOCAB = "辨识度" # 辨识度用字
ENEMY_PERCENT_BASE_COLOR = Color.new(0, 255, 0)#Color.new(0, 0, 0)
ENEMY_PERCENT_FILL_COLOR = Color.new(255, 255, 0)
NO_DISPLAY_MASK = "??" # 无法显示时的替代文字
EST_DISPLAY_MASK = "%s左右" # 显示估算数值时的文字
DROP_GOLD_VOCAB = "金钱"
DROP_ITEM_VOCAB = "战利品"
FEA_WEAK_ELE_RATE = "弱点" # 属性有效度 > 100% 的文字
FEA_RES_ELE_RATE = "抵抗" # 属性有效度 < 100% 的文字
FEA_DEBUFF_RATE = "弱化属性" # 弱化属性的文字
FEA_ATK_ELEMENT = "属性" # 攻击附带属性的文字
ENEMY_EXP = "经验"
ENEMY_DIE = "击杀数量"
# 辨识度提升数值
PERCENTAGE_ON_ENCOUNTER = 0 # 敌人现身时提升辨识度
PERCENTAGE_ON_DEFEAT = 5 # 敌人落败时提升辨识度
# 辨识度显示参数数值
NAME_DISPLAY_PERC = 1 # 名称显示百分比
HP_EST_DISPLAY_PERC = 5 # HP估算显示百分比
HP_DISPLAY_PERC = 10 # HP显示百分比
MP_EST_DISPLAY_PERC = 10 # MP估算显示百分比
MP_DISPLAY_PERC = 15 # MP显示百分比
ATK_DISPLAY_PERC = 50 # 攻击力显示百分比
DEF_DISPLAY_PERC = 50 # 防御力显示百分比
MAT_DISPLAY_PERC = 75 # 魔法攻击显示百分比
MDF_DISPLAY_PERC = 75 # 魔法防御显示百分比
AGI_DISPLAY_PERC = 75 # 敏捷显示百分比
LUK_DISPLAY_PERC = 75 # 幸运显示百分比
GOLD_DISPLAY_PERC = 100 # 掉落金钱显示百分比
ITEM_DISPLAY_PERC = 100 # 掉落物显示百分比
EXP_DISPLAY_PERC = 100 # 掉落金钱显示百分比
#TYPE_BOSS
end
end
class RPG::Enemy < RPG::BaseItem
include Snstar::EnemyList
def list_type
self.note.split(/[\r\n]+/).each{ |line|
if line =~ /\[(?:ltype) (\d+)\]/
return $1 ? $1.to_i : ENEMY_TYPE_DEFAULT
end}
return ENEMY_TYPE_DEFAULT
end
def list_image
self.note.split(/[\r\n]+/).each{ |line|
if line =~ /\[(?:limage) (\S+)\]/
return $1
end}
return nil # battler_name
end
def no_list?
self.note.split(/[\r\n]+/).each{ |line|
return true if line =~ /\[no_list\]/
}
return false
end
end
class Game_Party < Game_Unit
include Snstar::EnemyList
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
alias enemy_list_initialize initialize
def initialize
enemy_list_initialize
@enemy_know_percentage=[]
$data_enemies.each{ |e|
next unless e
set_enemy_percentage(e.id, 0)
}
end
#--------------------------------------------------------------------------
# ● 设置敌人百分比
#--------------------------------------------------------------------------
def set_enemy_percentage(e_id, percentage=100)
temp_p = [[0, percentage].max ,100].min
@enemy_know_percentage[e_id] = temp_p
end
#--------------------------------------------------------------------------
# ● 获取敌人百分比
#--------------------------------------------------------------------------
def enemy_percent(e_id)
return 0 unless seen_enemy?(e_id)
return @enemy_know_percentage[e_id]
end
#--------------------------------------------------------------------------
# ● 提升敌人百分比
#--------------------------------------------------------------------------
def see_enemy(e_id, percentage = 1)
temp_p = @enemy_know_percentage[e_id] + percentage
set_enemy_percentage(e_id, temp_p)
end
def know_enemy(e_id)
set_enemy_percentage(e_id, 100)
end
#--------------------------------------------------------------------------
# ● 判断是否见过敌人
#--------------------------------------------------------------------------
def seen_enemy?(e_id)
return @enemy_know_percentage[e_id] > 0
end
#--------------------------------------------------------------------------
# ● 判断是否熟知敌人
#--------------------------------------------------------------------------
def known_enemy?(e_id, percentage=100)
return false unless seen_enemy?(e_id)
return enemy_percent(e_id) == percentage
end
#--------------------------------------------------------------------------
# ● 战斗开始提升辨识度
#--------------------------------------------------------------------------
alias enemy_list_on_battle_start on_battle_start
def on_battle_start
enemy_list_on_battle_start
$game_troop.members.each{ |m|
e_id = m.enemy.id
see_enemy(e_id, ENCOUNTER_PERCENT)
}
end
end
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● 敌人战败提升辨识度
#--------------------------------------------------------------------------
alias enemy_list_perform_collapse_effect perform_collapse_effect
def perform_collapse_effect
enemy_list_perform_collapse_effect
$game_party.see_enemy(@enemy_id, Snstar::EnemyList::DEFEAT_PERCENT)
end
end
class Game_Interpreter
#--------------------------------------------------------------------------
# ● 呼叫敌人图鉴场景
#--------------------------------------------------------------------------
def call_enemy_list
SceneManager.call(Scene_List)
end
#--------------------------------------------------------------------------
# ● 提升敌人辨识度
#--------------------------------------------------------------------------
def gain_enemy_percentage(e_id, per)
$game_party.see_enemy(e_id, per)
end
end
[/pre]
[pre lang="ruby"]
class Window_EnemyType < Window_HorzCommand
include Snstar::EnemyList
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize(x, y, min_height=48)
super(x, y)
@min_height = min_height
@max_height = window_height
end
#--------------------------------------------------------------------------
# ● 定义窗口宽度
#--------------------------------------------------------------------------
def window_width
Graphics.width
end
#--------------------------------------------------------------------------
# ● 定义栏数
#--------------------------------------------------------------------------
def col_max
return 7
end
#--------------------------------------------------------------------------
# ● 窗口更新
#--------------------------------------------------------------------------
def update
super
@item_window.category = current_symbol if @item_window
end
#--------------------------------------------------------------------------
# ● 绘制敌人类型列表
#--------------------------------------------------------------------------
def make_command_list
add_command(ALL_CATEGORY_TEXT, :all) if INCLUDE_ALL_CATEGORY
ENEMY_TYPE.each{ |type|
add_command(type, type.to_sym)
}
end
#--------------------------------------------------------------------------
# ● 设置敌人列表窗口
#--------------------------------------------------------------------------
def item_window=(item_window)
@item_window = item_window
update
end
#--------------------------------------------------------------------------
# ● 窗口有效化
#--------------------------------------------------------------------------
def activate
super
return unless @max_height
self.height = @max_height
end
#--------------------------------------------------------------------------
# ● 窗口失效
#--------------------------------------------------------------------------
def deactivate
super
return unless @min_height
self.height = @min_height
@item_window.select_last_index
end
end
class Window_EnemyList < Window_ItemList
include Snstar::EnemyList
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
@last_index = {}
end
#--------------------------------------------------------------------------
# ● 选择上次索引
#--------------------------------------------------------------------------
def select_last_index
select(@last_index[@category])
end
def select(index)
super(index)
@info_window.enemy = @data[@index]
end
#--------------------------------------------------------------------------
# ● 窗口失效
#--------------------------------------------------------------------------
def deactivate
super
return unless @last_index
@last_index[@category] = @index # 纪录当前敌人类型的索引
end
#--------------------------------------------------------------------------
# ● 最大栏数
#--------------------------------------------------------------------------
def col_max
return 1
end
#--------------------------------------------------------------------------
# ● 生成敌人列表
#--------------------------------------------------------------------------
def make_item_list
@data = []
@last_index[@category] = 0 if @last_index[@category].nil?
selected_type = ENEMY_TYPE.index(@category.to_s)
$data_enemies.each{ |enemy|
next if enemy.nil?
next if enemy.name == "" # 名字为空的敌人跳过
next if enemy.no_list? # 指定不列入的敌人跳过
if @category == :all or (enemy.list_type == selected_type)
@data.push(enemy)
end
}
end
#--------------------------------------------------------------------------
# ● 绘制敌人项目
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
if item
rect = item_rect(index)
rect.width -= 4
draw_item_name(item, rect.x, rect.y)
end
end
#--------------------------------------------------------------------------
# ● 绘制敌人名称
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, enabled = true, width = 172)
return unless item
if DRAW_ENEMY_ICON
draw_icon(item.icon_index, x, y, enabled)
x += 24
end
change_color(normal_color, enabled)
per = $game_party.enemy_percent(item.id)
if per >= NAME_DISPLAY_PERC
text = item.name
else
text = NO_DISPLAY_MASK
end
draw_text(x, y, width, line_height, text)
end
#--------------------------------------------------------------------------
# ● 资讯窗口更新
#--------------------------------------------------------------------------
def update_info
@info_window.set_item(item)
end
#--------------------------------------------------------------------------
# ● 设置资讯窗口
#--------------------------------------------------------------------------
def info_window=(info_window)
@info_window = info_window
#call_update_info
end
end
class Window_EnemyDetail < Window_Base
include Snstar::EnemyList
attr_reader :enemy
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize
super(160, 48, Graphics.width-160, Graphics.height-48)
@enemy = nil
end
#--------------------------------------------------------------------------
# ● 设置当前敌人
#--------------------------------------------------------------------------
def enemy=(e)
@enemy = e
if enemy
@percentage = $game_party.enemy_percent(e.id) # 获取当前敌人辨识度
else
@percentage = 0
end
refresh
end
#--------------------------------------------------------------------------
# ● 检查当前辨识度百分比
#--------------------------------------------------------------------------
def checkPercent?(per)
return @percentage >= per
end
#--------------------------------------------------------------------------
# ● 窗口刷新
#--------------------------------------------------------------------------
def refresh
contents.clear
return unless @enemy # 无敌人时返回
return unless checkPercent?(NAME_DISPLAY_PERC) # 不显示名称时返回
@partial = false
draw_enemy_image(0, 0) # 绘制敌人图像
draw_enemy_name(0, ENEMY_IMAGE_MAX_HEIGHT) # 绘制敌人名称
draw_enemy_features(0, ENEMY_IMAGE_MAX_HEIGHT+line_height)
draw_enemy_percentage(0, ENEMY_IMAGE_MAX_HEIGHT+line_height*5) # 绘制敌人辨识度
e_na = $1.to_s if enemy.note =~ /<note1:\s*(.*?)>/i
e_nb = $1.to_s if enemy.note =~ /<note2:\s*(.*?)>/i
e_nc = $1.to_s if enemy.note =~ /<note3:\s*(.*?)>/i
draw_text(0, y + line_height * 12, 600, line_height, e_na)
draw_text(0, y + line_height * 13, 600, line_height, e_nb)
draw_text(0, y + line_height * 14, 600, line_height, e_nc)
partial_refresh
end
#--------------------------------------------------------------------------
# ● 窗口半刷新
#--------------------------------------------------------------------------
def partial_refresh
return unless @enemy # 无敌人时返回
rect = Rect.new(ENEMY_IMAGE_MAX_WIDTH+10, 0,
contents.width-(ENEMY_IMAGE_MAX_WIDTH+10), contents.height-125)
contents.clear_rect(rect)
if ENEMY_MORE_INFO && @partial
Sound.play_cursor
draw_other_info
@partial = false
else
draw_enemy_hp(ENEMY_IMAGE_MAX_WIDTH+10, 0) # 绘制敌人体力
draw_enemy_mp(ENEMY_IMAGE_MAX_WIDTH+10, line_height) # 绘制敌人魔力
2.upto(7){ |n|
draw_enemy_param(ENEMY_IMAGE_MAX_WIDTH+10, line_height*n, n) # 绘制敌人能力
}
draw_enemy_gold(ENEMY_IMAGE_MAX_WIDTH+10, line_height*8) # 绘制敌人掉落金
draw_enemy_exp(ENEMY_IMAGE_MAX_WIDTH+10, line_height*9) # 绘制敌人掉落金
draw_enemy_item(ENEMY_IMAGE_MAX_WIDTH+10, line_height*10) # 绘制敌人掉落物
draw_enemy_die(ENEMY_IMAGE_MAX_WIDTH+10, line_height*13) # 绘制击杀数
@partial = true
end
end
#--------------------------------------------------------------------------
# ● 绘制敌人特征
#--------------------------------------------------------------------------
def draw_enemy_features(x, y)
fy = y
for i in 0..4 do
feature = @enemy.features
next unless feature
label, value = get_feature(feature)
next if label==""
change_color(system_color)
draw_text(x, fy, text_width(label), line_height, label)
change_color(normal_color)
draw_text(x+72, fy, text_width(value), line_height, value)
fy+=line_height
end
end
#--------------------------------------------------------------------------
# ● 获取敌人特征
#--------------------------------------------------------------------------
def get_feature(feature)
code = feature.code
id = feature.data_id
value = feature.value
return "", 0 unless [11, 31].include?(code)
if code == 11
if value < 1.0
label = FEA_RES_ELE_RATE
elsif value > 1.0
label = FEA_WEAK_ELE_RATE
else
return "", 0
end
element = $data_system.elements[id]
# return_value = element + " #{value.truncate}倍"
return_value = element# + " #{value.truncate}倍"
elsif code == 31
label = FEA_ATK_ELEMENT
return_value = $data_system.elements[id]
end
return label, return_value
end
#--------------------------------------------------------------------------
# ● 绘制敌人图像
#--------------------------------------------------------------------------
def draw_enemy_image(x, y)
image_name = @enemy.list_image # 获取指定图像
if image_name.nil? # 指定图像为空时
image = Cache.battler(@enemy.battler_name, @enemy.battler_hue) # 获取战斗图
else
hue = ENEMY_HUE_SYNC_DB ? @enemy.battler_hue : 0
image = Cache.load_bitmap(ENEMY_IMAGE_FOLDER, image_name, hue) # 获取战斗图
end
ix = (image.width/2-ENEMY_IMAGE_MAX_WIDTH/2).abs # 获取中心点
# 敌人图像宽度在显示范围外
if image.width > ENEMY_IMAGE_MAX_WIDTH
# 居中对齐
rx = ix
cx = x
# 敌人图像宽度在显示范围外
else
# 居中对齐
rx = 0
cx = ix
end
# 敌人图像高度在显示范围外
if image.height > ENEMY_IMAGE_MAX_HEIGHT
cy = y
# 敌人图像高度在显示范围内
else
cy = ENEMY_IMAGE_MAX_HEIGHT - image.height - 8 # 向下对齐
end
rect = Rect.new(rx, 0, ENEMY_IMAGE_MAX_WIDTH, ENEMY_IMAGE_MAX_HEIGHT)
contents.blt(cx, cy, image, rect, 255)
end
#--------------------------------------------------------------------------
# ● 绘制敌人辨识度
#--------------------------------------------------------------------------
def draw_enemy_percentage(x, y)
width = contents.width
change_color(system_color)
text = ENEMY_PERCENT_VOCAB
draw_text(x, y, text_width(text), line_height, text)
# 绘制辨识度进度槽
draw_gauge(x+96, y, width - 350, @percentage.to_f/100,
ENEMY_PERCENT_BASE_COLOR, ENEMY_PERCENT_FILL_COLOR)
# 绘制百分比
change_color(normal_color)
text = "#{@percentage}%"
draw_text(x+96, y, text_width(text), line_height, text)
end
#--------------------------------------------------------------------------
# ● 绘制敌人名称
#--------------------------------------------------------------------------
def draw_enemy_name(x, y)
change_color(system_color)
text = "名称"
draw_text(x, y, text_width(text), line_height, text)
# 绘制名称
change_color(normal_color)
text = @enemy.name
draw_text(x+72, y, text_width(text), line_height, text)
end
#--------------------------------------------------------------------------
# ● 绘制敌人体力
#--------------------------------------------------------------------------
def draw_enemy_hp(x, y)
change_color(system_color)
text = Vocab::hp
draw_text(x + 45, y, 108, line_height, text)
change_color(normal_color)
hp = a.to_i
# 判断显示百分比
if checkPercent?(HP_DISPLAY_PERC)
text = hp
elsif checkPercent?(HP_EST_DISPLAY_PERC)
# 计算体力约值
ahp = [(hp/10) * 10 - @enemy.params[3], 10].max
text = sprintf(EST_DISPLAY_MASK, ahp)
else
text = NO_DISPLAY_MASK
end
draw_text(x+152, y, text_width(text), line_height, text)
end
#--------------------------------------------------------------------------
# ● 绘制敌人魔力
#--------------------------------------------------------------------------
def draw_enemy_mp(x, y)
change_color(system_color)
text = Vocab::mp
draw_text(x + 45, y, 108, line_height, text)
change_color(normal_color)
mp = a.to_i
# 判断显示百分比
if checkPercent?(MP_DISPLAY_PERC)
text = mp
elsif checkPercent?(MP_EST_DISPLAY_PERC)
# 计算魔力约值
amp = [(mp/10) * 10 - @enemy.params[5], @enemy.params[4], 5].max
text = sprintf(EST_DISPLAY_MASK, amp)
else
text = NO_DISPLAY_MASK
end
draw_text(x+152, y, text_width(text), line_height, text)
end
#--------------------------------------------------------------------------
# ● 绘制敌人能力值
#--------------------------------------------------------------------------
def draw_enemy_param(x, y, param_id)
# 能力值ID为1或2时,调用绘制体力/魔力方法
draw_enemy_hp(x, y) if param_id==0
draw_enemy_mp(x, y) if param_id==1
return if param_id < 2
change_color(system_color)
# 绘制能力值名称
text = Vocab::param(param_id)
draw_text(x + 45, y, 108, line_height, text)
change_color(normal_color)
# 获取能力值百分比
param_percent = [ATK_DISPLAY_PERC, DEF_DISPLAY_PERC, MAT_DISPLAY_PERC,
MDF_DISPLAY_PERC, AGI_DISPLAY_PERC, LUK_DISPLAY_PERC ]
# 判断显示百分比
if checkPercent?(param_percent[param_id-2])
text = a.to_i
else
text = NO_DISPLAY_MASK
end
draw_text(x+152, y, text_width(text), line_height, text)
end
#--------------------------------------------------------------------------
# ● 绘制敌人掉落金钱
#--------------------------------------------------------------------------
def draw_enemy_gold(x, y)
change_color(system_color)
draw_text(x + 45, y, 96, line_height, DROP_GOLD_VOCAB)
change_color(normal_color)
# 判断显示百分比
if checkPercent?(GOLD_DISPLAY_PERC)
draw_currency_value(@enemy.gold, Vocab.currency_unit, x+92, y, 108)
else
draw_text(x+152, y, 96, line_height, NO_DISPLAY_MASK)
end
end
#--------------------------------------------------------------------------
# ● 绘制敌人经验
#--------------------------------------------------------------------------
def draw_enemy_exp(x, y)
change_color(system_color)
draw_text(x + 45, y, 96, line_height, ENEMY_EXP)
change_color(normal_color)
# 判断显示百分比
if checkPercent?(EXP_DISPLAY_PERC)
a=@enemy.exp
# draw_currency_value(@enemy.exp, Vocab.currency_unit, x+92, y, 108)
draw_currency_value(a,"", x + 92, y, 80)
else
draw_text(x+152, y, 96, line_height, NO_DISPLAY_MASK)
end
end
#击杀数
def draw_enemy_die(x, y)
change_color(system_color)
draw_text(x + 45, y, 96, line_height, ENEMY_DIE)
change_color(normal_color)
case enemy.id
when 1
text = $game_variables[710].to_i
when 2
text = $game_variables[711].to_i
when 3
text = $game_variables[712].to_i
when 4
text = $game_variables[713].to_i
when 5
text = $game_variables[714].to_i
end
draw_text(x+152, y, 96, line_height, text)
end
#--------------------------------------------------------------------------
# ● 绘制敌人掉落物
#--------------------------------------------------------------------------
def draw_enemy_item(x, y)
change_color(system_color)
draw_text(x + 45, y, 200, line_height, DROP_ITEM_VOCAB)
change_color(normal_color)
# 判断显示百分比
if checkPercent?(ITEM_DISPLAY_PERC)
nn_di = 0
for i in 0..2 do
di = item_object(@enemy.drop_items) # 获取掉落物物件
if di
ly = y +line_height*(nn_di+1)-line_height # 计算绘制高度
draw_item_name(di, x+116, ly)
nn_di += 1 # 计数器+1
end
end
return if nn_di > 0 # 计数器大于0时返回
draw_text(x+152, y, 200, line_height, "无")
else
draw_text(x+152, y, 200, line_height, NO_DISPLAY_MASK)
end
end
#--------------------------------------------------------------------------
# ● 计算敌人掉落物
#--------------------------------------------------------------------------
def item_object(drop_item)
kind = drop_item.kind
data_id = drop_item.data_id
return $data_items [data_id] if kind == 1
return $data_weapons[data_id] if kind == 2
return $data_armors [data_id] if kind == 3
return nil
end
#--------------------------------------------------------------------------
# ● 绘制其他资讯
#--------------------------------------------------------------------------
def draw_other_info
end
#--------------------------------------------------------------------------
# ● 获得文字宽度
#--------------------------------------------------------------------------
def text_width(text)
return text_size(text).width + 5
end
end[/pre]
[pre lang="ruby"]class Scene_List < Scene_MenuBase
include Snstar::EnemyList
#--------------------------------------------------------------------------
# ● 场景开始
#--------------------------------------------------------------------------
def start
super
create_category_window
create_list_window
create_detail_window
end
#--------------------------------------------------------------------------
# ● 创建敌人类型窗口
#--------------------------------------------------------------------------
def create_category_window
@category_window = Window_EnemyType.new(0, 0)
@category_window.set_handler(:ok, method(:on_category_ok))
@category_window.set_handler(:cancel, method(:return_scene))
@category_window.viewport = @viewport
end
#--------------------------------------------------------------------------
# ● 创建敌人列表窗口
#--------------------------------------------------------------------------
def create_list_window
@list_window = Window_EnemyList.new(0, 48, 160, Graphics.height-48)
@list_window.set_handler(:cancel, method(:on_list_cancel))
@list_window.viewport = @viewport
@category_window.item_window = @list_window
end
#--------------------------------------------------------------------------
# ● 创建敌人讯息窗口
#--------------------------------------------------------------------------
def create_detail_window
@detail_window = Window_EnemyDetail.new
@list_window.info_window = @detail_window
end
#--------------------------------------------------------------------------
# ● 选择类型完成
#--------------------------------------------------------------------------
def on_category_ok
@list_window.activate
@list_window.select_last
end
#--------------------------------------------------------------------------
# ● 离开敌人列表
#--------------------------------------------------------------------------
def on_list_cancel
@list_window.unselect
@category_window.activate
end
#--------------------------------------------------------------------------
# ● 场景更新
#--------------------------------------------------------------------------
def update
super
on_list_partial_refersh if Input.trigger?(ENEMY_MORE_INFO_BUTTON)
enemy_percent_change(:left) if Input.trigger?(:LEFT)
enemy_percent_change(:right) if Input.trigger?(:RIGHT)
end
#--------------------------------------------------------------------------
# ● 敌人讯息半刷新
#--------------------------------------------------------------------------
def on_list_partial_refersh
@detail_window.partial_refresh
end
#--------------------------------------------------------------------------
# ● 更改敌人辨识度百分比(仅游戏测试时可用)
#--------------------------------------------------------------------------
def enemy_percent_change(sym)
return unless $TEST
return unless @list_window.active
enemy = @detail_window.enemy
return unless enemy
$game_party.see_enemy(enemy.id, TEST_PERCENT) if sym == :right
$game_party.see_enemy(enemy.id, -TEST_PERCENT) if sym == :left
@list_window.refresh
@detail_window.enemy = enemy
end
end
class Window_MenuCommand < Window_Command #纵向排列菜单
include Snstar::EnemyList
#--------------------------------------------------------------------------
# ● 加入敌人图鉴命令
#--------------------------------------------------------------------------
alias enemy_list_add_original_commands add_original_commands
def add_original_commands
enemy_list_add_original_commands
return unless ENEMY_LIST_SWITCH_ID==0 || $game_switches[ENEMY_LIST_SWITCH_ID]
enabled = ENEMY_LIST_ENABLE_ID == 0 || $game_switches[ENEMY_LIST_ENABLE_ID]
add_command(ENEMY_LIST_COMMAND_TEXT, :enemy_list, enabled)
end
end
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# ● 创建命令窗口
#--------------------------------------------------------------------------
alias enemy_list_create_command_window create_command_window
def create_command_window
enemy_list_create_command_window
@command_window.set_handler(:enemy_list, method(:enemy_list_display))
end
#--------------------------------------------------------------------------
# ● 呼叫敌人图鉴场景
#--------------------------------------------------------------------------
def enemy_list_display
SceneManager.call(Scene_List)
end
end[/pre] |
最佳答案
查看完整内容
因为怪物图鉴中的敌人列表,借用了物品列表……
获得道具提示中的45~46行之间加一句判定,
一次性解决任何其他可能的借用
|