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本帖最后由 黑米馒头 于 2022-10-4 18:42 编辑
工程里用到很多重复命名的图片,如何简化。。脚本盲看的头晕
if @battler.startactive == "移动" if Graphics.frame_count % 2 == 0 unless BattlerName[@battler.name].nil? @number = (@number + 1) % BattlerName[@battler.name][@battler.startactive].size self.bitmap = RPG::Cache.battler(BattlerName[@battler.name][@battler.startactive][@number], @battler_hue) end end module Scene_BattleName BattlerName = { "泡泡-友" => { "待机" => ["泡泡/友/待/1","泡泡/友/待/2","泡泡/友/待/3","泡泡/友/待/4","泡泡/友/待/5","泡泡/友/待/6","泡泡/友/待/7","泡泡/友/待/8","泡泡/友/待/9","泡泡/友/待/10","泡泡/友/待/11"], "移动" => ["泡泡/友/移/1","泡泡/友/移/2","泡泡/友/移/3","泡泡/友/移/4","泡泡/友/移/5","泡泡/友/移/6","泡泡/友/移/7"] }, } end class Scene_Battle include Scene_BattleName end class Sprite_Battler include Scene_BattleName end
if @battler.startactive == "移动"
if Graphics.frame_count % 2 == 0
unless BattlerName[@battler.name].nil?
@number = (@number + 1) % BattlerName[@battler.name][@battler.startactive].size
self.bitmap = RPG::Cache.battler(BattlerName[@battler.name][@battler.startactive][@number], @battler_hue)
end
end
module Scene_BattleName
BattlerName = {
"泡泡-友" => {
"待机" => ["泡泡/友/待/1","泡泡/友/待/2","泡泡/友/待/3","泡泡/友/待/4","泡泡/友/待/5","泡泡/友/待/6","泡泡/友/待/7","泡泡/友/待/8","泡泡/友/待/9","泡泡/友/待/10","泡泡/友/待/11"],
"移动" => ["泡泡/友/移/1","泡泡/友/移/2","泡泡/友/移/3","泡泡/友/移/4","泡泡/友/移/5","泡泡/友/移/6","泡泡/友/移/7"]
},
}
end
class Scene_Battle
include Scene_BattleName
end
class Sprite_Battler
include Scene_BattleName
end
#============================================================================== # ■ Window_Head #------------------------------------------------------------------------------ # 处理宠物图像画面的类。 #============================================================================== class Window_Head < Window_Base def initialize(actor) super(100, 42, 400, 390) self.opacity = 0 self.z = 999 self.contents = Bitmap.new(width - 32, height - 32) @bitmap_index = 0 @rect = Rect.new(0, 0, 1, 1) refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear actor = $baby_index return if actor.nil? or Baby_Face[actor.name].nil? if @id != actor.id or @face != actor.face # 宠物图片类型设定 actor.face = "待机" or "移动" or "挨打" or "防御" if actor.face.nil? @id = actor.id @face = actor.face @bitmap_index = 0 str = Baby_Face[actor.name][actor.face] @index = [*str.split("-")[0].to_i..str.split("-")[1].to_i] end filename = sprintf("%d", @index[@bitmap_index]) # 宠物图片显示格式 bitmap = Bitmap.new("Graphics/Battlers/#{actor.name}/友/#{actor.face}/"+filename) self.contents.blt(0, 0, bitmap, @rect.set(-30, -30, bitmap.width+100, bitmap.height)) self.x = 100 self.y = 42 @bitmap_index += 1 if @bitmap_index >= @index.size @bitmap_index = 0 # 宠物图片类型切换的时间 if rand(40) < 10 ar = Baby_Face[actor.name].keys actor.face = ar[rand(ar.size)] end end end end #============================================================================== # ■ Scene_BattleName #------------------------------------------------------------------------------ # 设置宠物图像画面的类。 #============================================================================== module Scene_BattleName Baby_Face = { "泡泡" => { "待机" => "1-11", "移动" => "1-7", "挨打" => "1-2" }, } end #============================================================================== # ■ Window_Head #------------------------------------------------------------------------------ # 处理宠物图像画面的类。 #============================================================================== class Window_Head < Window_Base include Scene_BattleName end
#==============================================================================
# ■ Window_Head
#------------------------------------------------------------------------------
# 处理宠物图像画面的类。
#==============================================================================
class Window_Head < Window_Base
def initialize(actor)
super(100, 42, 400, 390)
self.opacity = 0
self.z = 999
self.contents = Bitmap.new(width - 32, height - 32)
@bitmap_index = 0
@rect = Rect.new(0, 0, 1, 1)
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
actor = $baby_index
return if actor.nil? or Baby_Face[actor.name].nil?
if @id != actor.id or @face != actor.face
# 宠物图片类型设定
actor.face = "待机" or "移动" or "挨打" or "防御" if actor.face.nil?
@id = actor.id
@face = actor.face
@bitmap_index = 0
str = Baby_Face[actor.name][actor.face]
@index = [*str.split("-")[0].to_i..str.split("-")[1].to_i]
end
filename = sprintf("%d", @index[@bitmap_index])
# 宠物图片显示格式
bitmap = Bitmap.new("Graphics/Battlers/#{actor.name}/友/#{actor.face}/"+filename)
self.contents.blt(0, 0, bitmap, @rect.set(-30, -30, bitmap.width+100, bitmap.height))
self.x = 100
self.y = 42
@bitmap_index += 1
if @bitmap_index >= @index.size
@bitmap_index = 0
# 宠物图片类型切换的时间
if rand(40) < 10
ar = Baby_Face[actor.name].keys
actor.face = ar[rand(ar.size)]
end
end
end
end
#==============================================================================
# ■ Scene_BattleName
#------------------------------------------------------------------------------
# 设置宠物图像画面的类。
#==============================================================================
module Scene_BattleName
Baby_Face = {
"泡泡" => {
"待机" => "1-11",
"移动" => "1-7",
"挨打" => "1-2"
},
}
end
#==============================================================================
# ■ Window_Head
#------------------------------------------------------------------------------
# 处理宠物图像画面的类。
#==============================================================================
class Window_Head < Window_Base
include Scene_BattleName
end
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