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给每个角色有不同名字的攻击命令文字 
 
具体设置在  Window_Command_Battle 里 get_command(battler) 
 
- #==============================================================================
 
 - # ■ Window_Command_Battle
 
 - #------------------------------------------------------------------------------
 
 - #  战斗命令选择行窗口。
 
 - #==============================================================================
 
  
- class Window_Command_Battle < Window_Selectable
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化对像
 
 -   #     width    : 窗口的宽
 
 -   #     commands : 命令字符串序列
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(width, battler)
 
 -     commands = get_command(battler)
 
 -     # 由命令的个数计算出窗口的高
 
 -     super(0, 0, width, commands.size * 32 + 32)
 
 -     @item_max = commands.size
 
 -     @commands = commands
 
 -     self.contents = Bitmap.new(width - 32, @item_max * 32)
 
 -     self.z = 100
 
 -     refresh(battler)
 
 -     self.index = 0
 
 -     @old_id = 0
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新
 
 -   #--------------------------------------------------------------------------
 
 -   def refresh(battler)
 
 -     if battler.id != @old_id
 
 -       self.contents.clear
 
 -       for i in 0...get_command(battler).size
 
 -         draw_item(i, normal_color,get_command(battler)[i])
 
 -       end
 
 -       @old_id = battler.id
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 描绘项目
 
 -   #     index : 项目编号
 
 -   #     color : 文字色
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_item(index, color,name)
 
 -     self.contents.font.color = color
 
 -     rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
 
 -     self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
 
 -     self.contents.draw_text(rect, name)
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 项目无效化
 
 -   #     index : 项目编号
 
 -   #--------------------------------------------------------------------------
 
 -   def disable_item(index)
 
 -     draw_item(index, disabled_color)
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 获取命令
 
 -   #--------------------------------------------------------------------------
 
 -   def get_command(battler)
 
 -     # 根据名字来定义 或者 其它属性来定义
 
 -     if battler.name == "阿尔西斯"  
 
 -       return ["攻击","剑技","防御","物品"]
 
 -     elsif battler.name == "帕吉尔"
 
 -       return ["攻击","枪技","防御","物品"]
 
 -     elsif battler.name == "克萝莉亚"
 
 -       return ["攻击","神术","防御","物品"]
 
 -     elsif battler.name == "西露达"
 
 -      return ["攻击","魔法","防御","物品"]
 
 -     else
 
 -      return ["攻击","特技","防御","物品"]
 
 -     end
 
 -   end
 
 - end
 
  
- class Scene_Battle
 
 -    #--------------------------------------------------------------------------
 
 -   # ● 主处理
 
 -   #--------------------------------------------------------------------------
 
 -   def main
 
 -     # 初始化战斗用的各种暂时数据
 
 -     $game_temp.in_battle = true
 
 -     $game_temp.battle_turn = 0
 
 -     $game_temp.battle_event_flags.clear
 
 -     $game_temp.battle_abort = false
 
 -     $game_temp.battle_main_phase = false
 
 -     $game_temp.battleback_name = $game_map.battleback_name
 
 -     $game_temp.forcing_battler = nil
 
 -     # 初始化战斗用事件解释器
 
 -     $game_system.battle_interpreter.setup(nil, 0)
 
 -     # 准备队伍
 
 -     @troop_id = $game_temp.battle_troop_id
 
 -     $game_troop.setup(@troop_id)
 
 -     # 生成角色命令窗口
 
 -     s1 = $data_system.words.attack
 
 -     s2 = $data_system.words.skill
 
 -     s3 = $data_system.words.guard
 
 -     s4 = $data_system.words.item
 
 -     @actor_command_window = Window_Command_Battle.new(160,$game_party.actors[0])
 
 -     @actor_command_window.y = 160 
 
 -     @actor_command_window.back_opacity = 160
 
 -     @actor_command_window.active = false
 
 -     @actor_command_window.visible = false
 
 -     # 生成其它窗口
 
 -     @party_command_window = Window_PartyCommand.new
 
 -     @help_window = Window_Help.new
 
 -     @help_window.back_opacity = 160
 
 -     @help_window.visible = false
 
 -     @status_window = Window_BattleStatus.new
 
 -     @message_window = Window_Message.new
 
 -     # 生成活动块
 
 -     @spriteset = Spriteset_Battle.new
 
 -     # 初始化等待计数
 
 -     @wait_count = 0
 
 -     # 执行过渡
 
 -     if $data_system.battle_transition == ""
 
 -       Graphics.transition(20)
 
 -     else
 
 -       Graphics.transition(40, "Graphics/Transitions/" +
 
 -         $data_system.battle_transition)
 
 -     end
 
 -     # 开始自由战斗回合
 
 -     start_phase1
 
 -     # 主循环
 
 -     loop do
 
 -       # 刷新游戏画面
 
 -       Graphics.update
 
 -       # 刷新输入信息
 
 -       Input.update
 
 -       # 刷新画面
 
 -       update
 
 -       # 如果画面切换的话就中断循环
 
 -       if $scene != self
 
 -         break
 
 -       end
 
 -     end
 
 -     # 刷新地图
 
 -     $game_map.refresh
 
 -     # 准备过渡
 
 -     Graphics.freeze
 
 -     # 释放窗口
 
 -     @actor_command_window.dispose
 
 -     @party_command_window.dispose
 
 -     @help_window.dispose
 
 -     @status_window.dispose
 
 -     @message_window.dispose
 
 -     if @skill_window != nil
 
 -       @skill_window.dispose
 
 -     end
 
 -     if @item_window != nil
 
 -       @item_window.dispose
 
 -     end
 
 -     if @result_window != nil
 
 -       @result_window.dispose
 
 -     end
 
 -     # 释放活动块
 
 -     @spriteset.dispose
 
 -     # 标题画面切换中的情况
 
 -     if $scene.is_a?(Scene_Title)
 
 -       # 淡入淡出画面
 
 -       Graphics.transition
 
 -       Graphics.freeze
 
 -     end
 
 -     # 战斗测试或者游戏结束以外的画面切换中的情况
 
 -     if $BTEST and not $scene.is_a?(Scene_Gameover)
 
 -       $scene = nil
 
 -     end
 
 -   end
 
 -   def phase3_setup_command_window
 
 -     @actor_command_window.refresh(@active_battler)
 
 -     # 同伴指令窗口无效化
 
 -     @party_command_window.active = false
 
 -     @party_command_window.visible = false
 
 -     # 角色指令窗口无效化
 
 -     @actor_command_window.active = true
 
 -     @actor_command_window.visible = true
 
 -     # 设置角色指令窗口的位置
 
 -     @actor_command_window.x = @actor_index * 160
 
 -     # 设置索引为 0
 
 -     @actor_command_window.index = 0
 
 -   end
 
 - end
 
  
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