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Lv1.梦旅人
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我用以下脚本,它可以显示人物的年龄,身高体重等,然而我想它显示的是一个变量,
例如,我想身高显示的是12号变量,开始游戏时可以输入,游戏中会随着年龄的增长而增长.
该怎么做?
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- # 人物介绍 Ver. 1.1 作者: Claimh 翻译与修正:柳柳
- #------------------------------------------------------------------------------
- # http://www.k3.dion.ne.jp/~claimh/
- #==============================================================================
-
- #——功能简介:在状态页面按下回车键会进入人物介绍页面。
- #——如果想自行建立功能,使用$scene = Scene_Charactor(角色编号).new即可
- #——如果自行建立了功能不想使用默认的切换,去掉217行以后的内容
-
- #——以下数组,如果人物超过8人,请自行继续添加(一般游戏没那么多主人公吧)
- #——如果想更改内容,比如把“体重”改为“智商”,请修改102-107行的文字内容
-
- # 从状态页面切换至人物介绍页面的按键
- CHENGE_KEY = Input::C
- #--------------------------------------------------------------------------
- # 人物年龄 (自定义)
- #--------------------------------------------------------------------------
- CHARA_AGE = ["17","23","15","18","16","17","19","","","","","",""]
- #--------------------------------------------------------------------------
- # 人物出生地
- #--------------------------------------------------------------------------
- CHARA_FROM = ["","","","","","","",
- "","","","",]
- #--------------------------------------------------------------------------
- # 人物身高
- #--------------------------------------------------------------------------
- CHARA_H = ["174","178","159","165","160","162","167","","","",
- "","","",]
- #--------------------------------------------------------------------------
- # 人物体重
- #--------------------------------------------------------------------------
- CHARA_W = ["58","68","44","51","47","49","53","53","68","44","47",]
- #--------------------------------------------------------------------------
- # 人物介绍,可以写多行
- #--------------------------------------------------------------------------
- # 人物1号介绍
- L1 = ""
- L2 = ""
- L3 = ""
- L_SET1 = [L1, L2, L3] # 人物1号的数组
- # 人物2号介绍
- L1 = ""
- L2 = ""
- L3 = ""
- L_SET2 = [L1, L2, L3] # 人物2号的数组
- # 人物3号介绍
- L1 = ""
- L2 = ""
- L3 = ""
- L_SET3 = [L1, L2, L3]
- # 人物4号介绍
- L1 = ""
- L2 = ""
- L3 = ""
- L_SET4 = [L1, L2, L3]
- # 人物5号介绍
- L1 = ""
- L2 = ""
- L3 = ""
- L_SET5 = [L1, L2, L3]
- # 人物6号介绍
- L1 = ""
- L2 = ""
- L3 = ""
- L_SET6 = [L1, L2, L3]
- # 人物7号介绍
- L1 = ""
- L2 = ""
- L3 = ""
- L4 = ""
- L_SET7 = [L1, L2, L3, L4]
- # 人物8号介绍
- L1 = ""
- L2 = ""
- L3 = ""
- L_SET8 = [L1, L2, L3]
- # 人物9号介绍
- L1 = ""
- L2 = ""
- L3 = ""
- L_SET9 = [L1, L2, L3]
- # 人物10号介绍
- L1 = ""
- L2 = ""
- L3 = ""
- L_SET10 = [L1, L2, L3]
- # 人物11号介绍
- L1 = ""
- L2 = ""
- L3 = ""
- L_SET11 = [L1, L2, L3]
- # 人物介绍数组,如果不够继续添加。
- CHARA_INFO = [L_SET1,L_SET2,L_SET3,L_SET4,L_SET5,L_SET6,L_SET7,L_SET8,L_SET9,
- L_SET10,L_SET11]
- #==============================================================================
- # Window_Charactor
- #==============================================================================
- class Window_Charactor < Window_Base
- #--------------------------------------------------------------------------
- # actor : 初始化的角色
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(0, 0, 640, 480)
- self.contents = Bitmap.new(width - 32, height - 32)
- @actor = actor
- refresh
- end
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- draw_battler_graphics(@actor, 100, 250)
- self.contents.font.color.set(255, 255,50)
- self.contents.draw_text(250, 10, 80, 32, "姓名")
- self.contents.draw_text(250, 50, 80, 32, "年龄")
- self.contents.draw_text(250, 90, 80, 32, "IQ")
- self.contents.draw_text(250, 130, 80, 32, "身高")
- self.contents.draw_text(250, 170, 80, 32, "体重")
- self.contents.font.color = normal_color
- draw_actor_name(@actor, 350, 10)
- draw_actor_age(@actor, 350, 50)
- draw_actor_from(@actor, 350, 90)
- draw_actor_height(@actor, 350, 130)
- draw_actor_weight(@actor, 350, 170)
- draw_actor_other(@actor, 50, 250)
- end
- end
- class Window_Base < Window
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def draw_battler_graphics(actor, x, y)
- battler=RPG::Cache.battler(actor.battler_name, actor.battler_hue)
- w = battler.width
- h = battler.height
- self.contents.blt(x-w/2, y-h, battler, Rect.new(0, 0, w,h))
- end
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def draw_actor_age(actor, x, y)
- self.contents.draw_text(x, y, 80, 32, CHARA_AGE[actor.id-1])
- end
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def draw_actor_from(actor, x, y)
- self.contents.draw_text(x, y, 180, 32, CHARA_FROM[actor.id-1])
- end
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def draw_actor_height(actor, x, y)
- self.contents.draw_text(x, y , 200, 32, CHARA_H[actor.id-1])
- end
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def draw_actor_weight(actor, x, y)
- self.contents.draw_text(x, y, 250, 32, CHARA_W[actor.id-1])
- end
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def draw_actor_other(actor, x, y)
- info = CHARA_INFO[actor.id-1]
- for i in 0...info.size
- self.contents.draw_text(x, y+32*i, 600, 32, info[i])
- end
- end
- end
- #==============================================================================
- # Scene_Charactor
- #==============================================================================
- class Scene_Charactor
- #--------------------------------------------------------------------------
- # actor_index :角色编号
- #--------------------------------------------------------------------------
- def initialize(actor_index = 0, equip_index = 0)
- @actor_index = actor_index
- end
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def main
- @actor = $game_party.actors[@actor_index]
- @status_window = Window_Charactor.new(@actor)
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- @status_window.dispose
- end
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def update
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Menu.new(8)
- return
- end
- if Input.trigger?(Input::R)
- $game_system.se_play($data_system.cursor_se)
- @actor_index += 1
- @actor_index %= $game_party.actors.size
- $scene = Scene_Charactor.new(@actor_index)
- return
- end
- if Input.trigger?(Input::L)
- $game_system.se_play($data_system.cursor_se)
- @actor_index += $game_party.actors.size - 1
- @actor_index %= $game_party.actors.size
- $scene = Scene_Charactor.new(@actor_index)
- return
- end
- end
- end
- #==============================================================================
- # Scene_Status
- #==============================================================================
- class Scene_Status
- alias update_chara update
- def update
- if Input.trigger?(CHENGE_KEY)
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Charactor.new(@actor_index)
- return
- end
- update_chara
- end
- end
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