赞 | 0 |
VIP | 35 |
好人卡 | 0 |
积分 | 1 |
经验 | 96121 |
最后登录 | 2020-2-15 |
在线时间 | 22 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 55
- 在线时间
- 22 小时
- 注册时间
- 2006-4-22
- 帖子
- 370
|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
这是我刚发布的游戏拉尔夫战记里的副产品,基本不与没修改过升级显示的战斗系统冲突,(据我所知,在默认的,我的那个朴素横版,还有半即时横版,还有柳柳放出的那个百分之45的战斗系统中都可以正常使用!),而且在事件中升级也能选择是否在地图上显示,但降级不显示,{/gg}因为我比较懒,不过算法方面为了实现效果不择手段,算法有点orz,这个关系应该不大~~~~因为缺少充分测试,bug未知!由于修改Scene_map所以与地图名显示脚本可能有冲突,不过你不在地图上升级也没关系,像我游戏里就没整合进去,不过这里我附送一个兼容我自己写的地名显示的版本!
使用说明:把下面这幅图片复制到system文件夹命名为:箭头
补充:忘了说那个地图脚本的用法,如果你有用那个脚本,要显示地名时打开25号开关就行了,如果不想用25号,就在脚本开头找到25的数字改为你想要的!
截图:
一般版本:
- #=======================================================================
- #★升级提示★
- #-----------------------------------------------------------------------
- #★作者: Zhong_zw
- #★联系方式:66RPG.com论坛短信 或 [email protected]
- #=======================================================================
- class Game_Actor < Game_Battler
- attr_accessor :last_level
- def initialize(actor_id)
- super()
- setup(actor_id)
- @last_level = 0
- @last_skill_id = 0
- end
- def last_atk
- return actor.parameters[2,@last_level]
- end
- def last_def
- return actor.parameters[3,@last_level]
- end
- def last_spi
- return actor.parameters[4,@last_level]
- end
- def last_agi
- return actor.parameters[5,@last_level]
- end
- def now_atk
- return actor.parameters[2,@level]
- end
- def now_def
- return actor.parameters[3,@level]
- end
- def now_spi
- return actor.parameters[4,@level]
- end
- def now_agi
- return actor.parameters[5,@level]
- end
- def change_exp(exp, show)
- @last_level = @level
- last_skills = skills
-
- @exp = [[exp, 9999999].min, 0].max
- while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
- level_up
- end
- while @exp < @exp_list[@level]
- level_down
- end
- @hp = [@hp, maxhp].min
- @mp = [@mp, maxmp].min
- if show and @level > last_level
-
- zhonglevelup_push(skills - last_skills)
- end
- end
- #==========================================================================
- #★角色升级显示
- #==========================================================================
-
- def zhonglevelup_push(new_skills)
-
- text = [@actor_id,new_skills]
- $game_temp.levelup_texts.push(text)
- end
- end
- class Scene_Battle < Scene_Base
- def display_level_up
- exp = $game_troop.exp_total
- $game_party.remove_states_battle
- @message_window.contents_opacity = 0
- @message_window.opacity = 0
- @levelup_window = Window_zhonglevelup.new
- for actor in $game_party.existing_members
- last_level = actor.level
- last_skills = actor.skills
- actor.gain_exp(exp, true)
- end
-
- update_zhonglevelup
-
-
- end
- #==========================================================================
- #★等待升级窗口刷新
- #==========================================================================
- def update_zhonglevelup
- @levelup_window.update
- while @levelup_window.visible
- @levelup_window.update
- Graphics.update
- Input.update
- end
- end
-
- end
-
- class Game_Temp
- attr_accessor :levelup_texts
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias oldinitialize initialize
- def initialize
- @levelup_texts = []
- oldinitialize
- end
-
- end
- class Window_zhonglevelup < Window_Base
-
- attr_accessor :index
- def initialize
- super(122, 15, 350, 345)
- $game_temp.levelup_texts = []
- @index = 0
- @skill_index = 0
- @skill_window = Window_Base.new(122,23,260,36)
- @skill_window.opacity = 0
- @skill_window.z = self.z - 1
- @main_window = Window_Base.new(122,59,260,290)
- @main_window.opacity = 0
- @main_window.z = self.z - 1
-
- self.opacity = 0
- self.visible = false
-
- #update
-
- end
-
-
- #--------------------------------------------------------------------------
- # ★ $game_temp.levelup_texts = [角色id,新特技]
- #--------------------------------------------------------------------------
- def update
-
-
- zhonginputupdate if @index <= $game_temp.levelup_texts.size-1
-
- if @index <= $game_temp.levelup_texts.size-1
-
- self.visible = true
- @main_window.opacity = 150
- actor = $game_actors[$game_temp.levelup_texts[@index][0]]
- if @skill_index == 0 and $game_temp.levelup_texts[@index][1].size != 0
- @skill_index = $game_temp.levelup_texts[@index][1].size
- end
- level = actor.level
- last_level = actor.last_level
- atk = actor.now_atk
- now_def = actor.now_def
- spi = actor.now_spi
- agi = actor.now_agi
- last_atk = actor.last_atk
- last_def = actor.last_def
- last_spi = actor.last_spi
- last_agi = actor.last_agi
-
-
- self.contents.clear
-
- # x = 122
- # y = 58
- @skill_window.opacity = $game_temp.levelup_texts[@index][1].size != 0 ? 150 : 0
- skill_name = $game_temp.levelup_texts[@index][1][@skill_index - 1].name if @skill_index != 0
- level_name = Vocab::level
- atk_name = Vocab::atk
- def_name = Vocab::def
- spi_name = Vocab::spi
- agi_name = Vocab::agi
- font = self.contents.font.size
- x = 5
- y = 165
- self.contents.draw_text(x,y,60,60,atk_name)
- self.contents.draw_text(x,y+30,60,60,def_name)
- self.contents.draw_text(x,y+60,60,60,spi_name)
- self.contents.draw_text(x,y+90,60,60,agi_name)
- self.contents.draw_text(x + 45,y,60,60, last_atk)
- self.contents.draw_text(x + 45,y+30,60,60,last_def)
- self.contents.draw_text(x + 45,y+60,60,60,last_spi)
- self.contents.draw_text(x + 45,y + 90,60,60,last_agi)
- self.contents.draw_text(x,y-30,60,60,level_name)
- self.contents.draw_text(x + 45,y-30,60,60,last_level)
- self.contents.font.color = Color.new(0,255,0,255)
- self.contents.draw_text(x + 105,y-30,60,60,level)
- bitmap_5 = Bitmap.new("Graphics/system/箭头")
- rect_5 = Rect.new(0,0,bitmap_5.width,bitmap_5.height)
- self.contents.blt(x + 70,y - 18,bitmap_5,rect_5)
- if atk > last_atk
- self.contents.draw_text(x+105,y,60,60,atk)
- atk_opacity = 255
- else
- atk_opacity = 0
- end
- bitmap_1 = Bitmap.new("Graphics/system/箭头")
- rect_1 = Rect.new(0,0,bitmap_1.width,bitmap_1.height)
- self.contents.blt(x+70,y+12,bitmap_1,rect_1,atk_opacity)
-
-
- if now_def > last_def
- self.contents.draw_text(x+105,y+30,60,60,now_def)
- def_opacity = 255
- else
- def_opacity = 0
- end
- bitmap_2 = Bitmap.new("Graphics/system/箭头")
- rect_2 = Rect.new(0,0,bitmap_1.width,bitmap_1.height)
- self.contents.blt(x+70,y+42,bitmap_1,rect_1,def_opacity)
-
- if spi > last_spi
- self.contents.draw_text(x+105,y+60,60,60,spi)
- spi_opacity = 255
- else
- spi_opacity = 0
- end
-
- bitmap_3 = Bitmap.new("Graphics/system/箭头")
- rect_3 = Rect.new(0,0,bitmap_1.width,bitmap_1.height)
- self.contents.blt(x+70,y+72,bitmap_1,rect_1,spi_opacity)
-
- if agi > last_agi
- self.contents.draw_text(x + 105,y + 90,60,60,agi)
- agi_opacity = 255
- else
- agi_opacity = 0
- end
- bitmap_4 = Bitmap.new("Graphics/system/箭头")
- rect_4 = Rect.new(0,0,bitmap_1.width,bitmap_1.height)
- self.contents.blt(x+70,y+102,bitmap_1,rect_1,agi_opacity)
-
-
-
-
- self.contents.font.color = normal_color
- self.contents.font.size = 16
- self.contents.draw_text(60, -19, 120, 60,"学会了 #{skill_name}")if @skill_index != 0
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(61, -19,120,60," #{skill_name}")
- self.contents.font.size = font
- draw_face(actor.face_name, actor.face_index,3, 55, size = 80)
- draw_actor_name(actor, 92, 55)
- draw_actor_hp(actor, 95, 85)
- draw_actor_mp(actor, 95, 115)
-
- self.contents.font.color = normal_color
- actor.hp = [actor.maxhp,9999].min
- actor.mp = [actor.maxmp,9999].min
-
-
-
- else
- @main_window.visible = false
- @skill_window.visible =false
- self.visible = false
-
- end
-
-
-
- end
- #==========================================================================
- #★窗口按键刷新
- #==========================================================================
- def zhonginputupdate
- if Input.trigger?(Input::DOWN)
- if @skill_index != 0
- @skill_index -= 1
- end
- @index += 1 if @skill_index == 0
- end
- if Input.trigger?(Input::UP)
-
- if @skill_index != 0
- @skill_index -= 1
- end
- @index += 1 if @skill_index == 0
- end
- if Input.trigger?(Input::RIGHT)
-
- if @skill_index != 0
- @skill_index -= 1
- end
- @index += 1 if @skill_index == 0
-
- end
- if Input.trigger?(Input::LEFT)
-
- if @skill_index != 0
- @skill_index -= 1
- end
- @index += 1 if @skill_index == 0
-
- end
- if Input.trigger?(Input::B)
-
- if @skill_index != 0
- @skill_index -= 1
- end
- @index += 1 if @skill_index == 0
-
- end
- if Input.trigger?(Input::C)
- if @skill_index != 0
- @skill_index -= 1
- end
- @index += 1 if @skill_index == 0
-
- end
- end
-
- #==========================================================================
-
- def dispose
- super
- @skill_window.dispose
- @main_window.dispose
- end
-
-
- end
- class Scene_Map < Scene_Base
-
- def start
- super
- $game_map.refresh
- @spriteset = Spriteset_Map.new
- @message_window = Window_Message.new
- @levelup_window = Window_zhonglevelup.new
- @lus_window = Window_Base.new(122,23,260,36)
- @m_window = Window_Base.new(122,59,260,290)
- @m_window.opacity = 0
- @lus_window.opacity = 0
- @m_window.z = 9998
- @lus_window.z = 9998
- @levelup_window.z = 9999
- end
-
- def update
- super
- $game_map.interpreter.update
- $game_map.update
- $game_player.update
- $game_system.update
- @spriteset.update
- @message_window.update
-
- unless $game_message.visible
- update_levelup_window
- update_transfer_player
- update_encounter
- update_call_menu
- update_call_debug
- update_scene_change
- end
- end
-
- def update_levelup_window
- @levelup_window.update
- while @levelup_window.visible
-
- @lus_window.opacity = $game_temp.levelup_texts[@levelup_window.index][1].size != 0 ? 150 : 0
- @m_window.opacity = 150
- @levelup_window.update
- Graphics.update
- Input.update
- end
- @m_window.opacity = 0
- @lus_window.opacity = 0
-
- end
- def terminate
- super
- if $scene.is_a?(Scene_Battle) # バトル画面に切り替え中の場合
- @spriteset.dispose_characters # 背景作成のためにキャラを隠す
- end
- snapshot_for_background
- @spriteset.dispose
- @message_window.dispose
- @levelup_window.dispose
- @m_window.dispose
- @lus_window.dispose
- if $scene.is_a?(Scene_Battle) # バトル画面に切り替え中の場合
- perform_battle_transition # 戦闘前トランジション実行
- end
- end
- end
复制代码
下面这个地名显示脚本是与上面那脚本兼容的,记得插在它下面!
- #====================================================================
- #★显示地名脚本
- #--------------------------------------------------------------------
- #★作者:Zhong_Zw
- #★联系方式:66rpg.com论坛短信 或 [email protected]
- #★注:与站上的肯定有区别,因为是我默写的,如有雷同,纯属巧合!
- #=====================================================================
- SWICHES = 25
- class Mapname_window < Window_Base
- def initialize
- super(0, 0, 280, WLH + 64)
- self.opacity = 0
- refresh
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- self.contents.font.size = 32
- self.contents.font.color = Color.new(0,0,0,255)
- self.contents.draw_text(1,1,120,32,$game_map.name,2)
- self.contents.font.color = normal_color
- self.contents.draw_text(0,0,120,32,$game_map.name,2)
- end
- def update
- super
- refresh
- end
-
- end
- class Game_Map
- attr_accessor :name
- def setup(map_id)
- @map_id = map_id
- @map = load_data(sprintf("Data/Map%03d.rvdata", @map_id))
- @mapinfo = load_data("Data/MapInfos.rvdata")
- #============================
- @name = @mapinfo[@map_id].name
- #============================
- @display_x = 0
- @display_y = 0
- @passages = $data_system.passages
- referesh_vehicles
- setup_events
- setup_scroll
- setup_parallax
- @need_refresh = false
- end
- end
- class Scene_Map < Scene_Base
- alias oldstart start
- def start
- oldstart
- @mapname_window = Mapname_window.new
- @mapname_window.x = 272
- @levelup_window = Window_zhonglevelup.new
- @lus_window = Window_Base.new(122,23,260,36)
- @m_window = Window_Base.new(122,59,260,290)
- @m_window.opacity = 0
- @lus_window.opacity = 0
- @m_window.z = 9998
- @lus_window.z = 9998
- @levelup_window.z = 9999
- @last_mapname = $game_map.name
- unless $game_switches[SWICHES]
- @mapname_window.opacity = 0
- @mapname_window.contents_opacity = 0
- end
- end
- def update
- super
- $game_map.interpreter.update
- $game_map.update
- $game_player.update
- $game_system.update
- @spriteset.update
- @message_window.update
- if @last_name != $game_map.name
- @last_name = $game_map.name
- if $game_switches[SWICHES]
- @mapname_window.update
- #@mapname_window.opacity = 200
- @mapname_window.x = 272
- @mapname_window.contents_opacity = 255
- end
- end
- if @mapname_window.x <= 440
- @mapname_window.x += 1
- # @mapname_window.opacity -= 2
- @mapname_window.contents_opacity -= 2
- end
- unless $game_message.visible
- update_levelup_window
- update_transfer_player
- update_encounter
- update_call_menu
- update_call_debug
- update_scene_change
- end
- end
- def update_levelup_window
- @levelup_window.update
- while @levelup_window.visible
-
- @lus_window.opacity = $game_temp.levelup_texts[@levelup_window.index][1].size != 0 ? 150 : 0
- @m_window.opacity = 150
- @levelup_window.update
- Graphics.update
- Input.update
- end
- @m_window.opacity = 0
- @lus_window.opacity = 0
-
- end
-
-
- alias oldterminate terminate
- def terminate
- @mapname_window.dispose
- oldterminate
- end
- end
复制代码
应求发布,能力值计算了加武器之后的,而且增加了能力值增量显示,其实这个升级提示脚本有些地方不是很合理,优化一下可以更快,现在开学没时间了....有时间再弄个优化版的.
- #=======================================================================
- #★升级提示★
- #-----------------------------------------------------------------------
- #★作者: Zhong_zw
- #★联系方式:66RPG.com论坛短信 或 [email protected]
- #=======================================================================
- class Game_Actor < Game_Battler
- attr_accessor :last_level
- def initialize(actor_id)
- super()
- setup(actor_id)
- @last_level = 0
- @last_skill_id = 0
- end
-
- def last_atk
- n=0
- for item in equips.compact do n += item.atk end
- return actor.parameters[2,@last_level] + n
- end
-
- def last_def
- n=0
- for item in equips.compact do n += item.def end
- return actor.parameters[3,@last_level] + n
- end
-
- def last_spi
- n=0
- for item in equips.compact do n += item.spi end
- return actor.parameters[4,@last_level] + n
- end
-
- def last_agi
- n=0
- for item in equips.compact do n += item.agi end
- return actor.parameters[5,@last_level] + n
- end
- def now_atk
- n=0
- for item in equips.compact do n += item.atk end
- return actor.parameters[2,@level] + n
- end
- def now_def
- n=0
- for item in equips.compact do n += item.def end
- return actor.parameters[3,@level] + n
- end
- def now_spi
- n=0
- for item in equips.compact do n += item.spi end
- return actor.parameters[4,@level] + n
- end
- def now_agi
- n=0
- for item in equips.compact do n += item.agi end
- return actor.parameters[5,@level] + n
- end
- def change_exp(exp, show)
- @last_level = @level
- last_skills = skills
-
- @exp = [[exp, 9999999].min, 0].max
- while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
- level_up
- end
- while @exp < @exp_list[@level]
- level_down
- end
- @hp = [@hp, maxhp].min
- @mp = [@mp, maxmp].min
- if show and @level > last_level
-
- zhonglevelup_push(skills - last_skills)
- end
- end
- #==========================================================================
- #★角色升级显示
- #==========================================================================
-
- def zhonglevelup_push(new_skills)
-
- text = [@actor_id,new_skills]
- $game_temp.levelup_texts.push(text)
- end
- end
- class Scene_Battle < Scene_Base
- def display_level_up
- exp = $game_troop.exp_total
- $game_party.remove_states_battle
- @message_window.contents_opacity = 0
- @message_window.opacity = 0
- @levelup_window = Window_zhonglevelup.new
- for actor in $game_party.existing_members
- last_level = actor.level
- last_skills = actor.skills
- actor.gain_exp(exp, true)
- end
-
- update_zhonglevelup
-
-
- end
- #==========================================================================
- #★等待升级窗口刷新
- #==========================================================================
- def update_zhonglevelup
- @levelup_window.update
- while @levelup_window.visible
- @levelup_window.update
- Graphics.update
- Input.update
- end
- end
-
- end
-
- class Game_Temp
- attr_accessor :levelup_texts
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias oldinitialize initialize
- def initialize
- @levelup_texts = []
- oldinitialize
- end
-
- end
- class Window_zhonglevelup < Window_Base
-
- attr_accessor :index
- def initialize
- super(122, 15, 350, 345)
- $game_temp.levelup_texts = []
- @index = 0
- @skill_index = 0
- @skill_window = Window_Base.new(122,23,260,36)
- @skill_window.opacity = 0
- @skill_window.z = self.z - 1
- @main_window = Window_Base.new(122,59,260,290)
- @main_window.opacity = 0
- @main_window.z = self.z - 1
-
- self.opacity = 0
- self.visible = false
-
- #update
-
- end
-
-
- #--------------------------------------------------------------------------
- # ★ $game_temp.levelup_texts = [角色id,新特技]
- #--------------------------------------------------------------------------
- def update
-
-
- zhonginputupdate if @index <= $game_temp.levelup_texts.size-1
-
- if @index <= $game_temp.levelup_texts.size-1
-
- self.visible = true
- @main_window.opacity = 150
- actor = $game_actors[$game_temp.levelup_texts[@index][0]]
- if @skill_index == 0 and $game_temp.levelup_texts[@index][1].size != 0
- @skill_index = $game_temp.levelup_texts[@index][1].size
- end
- level = actor.level
- last_level = actor.last_level
- atk = actor.now_atk
- now_def = actor.now_def
- spi = actor.now_spi
- agi = actor.now_agi
- last_atk = actor.last_atk
- last_def = actor.last_def
- last_spi = actor.last_spi
- last_agi = actor.last_agi
-
-
- self.contents.clear
-
- # x = 122
- # y = 58
- @skill_window.opacity = $game_temp.levelup_texts[@index][1].size != 0 ? 150 : 0
- skill_name = $game_temp.levelup_texts[@index][1][@skill_index - 1].name if @skill_index != 0
- level_name = Vocab::level
- atk_name = Vocab::atk
- def_name = Vocab::def
- spi_name = Vocab::spi
- agi_name = Vocab::agi
- font = self.contents.font.size
- x = 5
- y = 165
- self.contents.draw_text(x,y,60,60,atk_name)
- self.contents.draw_text(x,y+30,60,60,def_name)
- self.contents.draw_text(x,y+60,60,60,spi_name)
- self.contents.draw_text(x,y+90,60,60,agi_name)
- self.contents.draw_text(x + 45,y,60,60, last_atk)
- self.contents.draw_text(x + 45,y+30,60,60,last_def)
- self.contents.draw_text(x + 45,y+60,60,60,last_spi)
- self.contents.draw_text(x + 45,y + 90,60,60,last_agi)
- self.contents.draw_text(x,y-30,60,60,level_name)
- self.contents.draw_text(x + 45,y-30,60,60,last_level)
- self.contents.font.color = Color.new(0,255,255)
- self.contents.font.size = 16
- self.contents.draw_text(x + 77,y-30,60,60,"+ #{level - last_level}")
- self.contents.font.size = font
- self.contents.font.color = Color.new(0,255,0,255)
- self.contents.draw_text(x + 140,y-30,60,60,level)
-
- bitmap_1 = Bitmap.new("Graphics/system/箭头")
- rect_1 = Rect.new(0,0,bitmap_1.width,bitmap_1.height)
- self.contents.blt(x + 105,y - 18,bitmap_1,rect_1)
- if atk > last_atk
- self.contents.font.color = Color.new(0,255,255)
- self.contents.font.size = 16
- self.contents.draw_text(x + 77,y,60,60,"+ #{atk - last_atk}")
- self.contents.font.size = font
- self.contents.font.color = Color.new(0,255,0,255)
- self.contents.draw_text(x+140,y,60,60,atk)
- atk_opacity = 255
- else
- atk_opacity = 0
- end
-
-
- self.contents.blt(x+105,y+12,bitmap_1,rect_1,atk_opacity)
-
-
- if now_def > last_def
- self.contents.font.color = Color.new(0,255,255)
- self.contents.font.size = 16
- self.contents.draw_text(x + 77,y+30,60,60,"+ #{now_def - last_def}")
- self.contents.font.size = font
- self.contents.font.color = Color.new(0,255,0,255)
- self.contents.draw_text(x+140,y+30,60,60,now_def)
- def_opacity = 255
- else
- def_opacity = 0
- end
-
- self.contents.blt(x+105,y+42,bitmap_1,rect_1,def_opacity)
-
- if spi > last_spi
- self.contents.font.color = Color.new(0,255,255)
- self.contents.font.size = 16
- self.contents.draw_text(x + 77,y+60,60,60,"+ #{spi - last_spi}")
- self.contents.font.size = font
- self.contents.font.color = Color.new(0,255,0,255)
- self.contents.draw_text(x+140,y+60,60,60,spi)
- spi_opacity = 255
- else
- spi_opacity = 0
- end
-
-
- self.contents.blt(x+105,y+72,bitmap_1,rect_1,spi_opacity)
-
- if agi > last_agi
- self.contents.font.color = Color.new(0,255,255)
- self.contents.font.size = 16
- self.contents.draw_text(x + 77,y+90,60,60,"+ #{agi - last_agi}")
- self.contents.font.size = font
- self.contents.font.color = Color.new(0,255,0,255)
- self.contents.draw_text(x + 140,y + 90,60,60,agi)
- agi_opacity = 255
- else
- agi_opacity = 0
- end
-
- self.contents.blt(x+105,y+102,bitmap_1,rect_1,agi_opacity)
-
-
-
-
- self.contents.font.color = normal_color
- self.contents.font.size = 16
- self.contents.draw_text(60, -19, 120, 60,"学会了 #{skill_name}")if @skill_index != 0
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(61, -19,120,60," #{skill_name}")
- self.contents.font.size = font
- draw_face(actor.face_name, actor.face_index,3, 55, size = 80)
- draw_actor_name(actor, 92, 55)
- draw_actor_hp(actor, 95, 85)
- draw_actor_mp(actor, 95, 115)
-
- self.contents.font.color = normal_color
- actor.hp = [actor.maxhp,9999].min
- actor.mp = [actor.maxmp,9999].min
-
-
-
- else
- @main_window.visible = false
- @skill_window.visible =false
- self.visible = false
-
- end
-
-
-
- end
- #==========================================================================
- #★窗口按键刷新
- #==========================================================================
- def zhonginputupdate
- if Input.trigger?(Input::DOWN)
- if @skill_index != 0
- @skill_index -= 1
- end
- @index += 1 if @skill_index == 0
- end
- if Input.trigger?(Input::UP)
-
- if @skill_index != 0
- @skill_index -= 1
- end
- @index += 1 if @skill_index == 0
- end
- if Input.trigger?(Input::RIGHT)
-
- if @skill_index != 0
- @skill_index -= 1
- end
- @index += 1 if @skill_index == 0
-
- end
- if Input.trigger?(Input::LEFT)
-
- if @skill_index != 0
- @skill_index -= 1
- end
- @index += 1 if @skill_index == 0
-
- end
- if Input.trigger?(Input::B)
-
- if @skill_index != 0
- @skill_index -= 1
- end
- @index += 1 if @skill_index == 0
-
- end
- if Input.trigger?(Input::C)
- if @skill_index != 0
- @skill_index -= 1
- end
- @index += 1 if @skill_index == 0
-
- end
- end
-
- #==========================================================================
-
- def dispose
- super
- @skill_window.dispose
- @main_window.dispose
- end
-
-
- end
- class Scene_Map < Scene_Base
-
- def start
- super
- $game_map.refresh
- @spriteset = Spriteset_Map.new
- @message_window = Window_Message.new
- @levelup_window = Window_zhonglevelup.new
- @lus_window = Window_Base.new(122,23,260,36)
- @m_window = Window_Base.new(122,59,260,290)
- @m_window.opacity = 0
- @lus_window.opacity = 0
- @m_window.z = 9998
- @lus_window.z = 9998
- @levelup_window.z = 9999
- end
-
- def update
- super
- $game_map.interpreter.update
- $game_map.update
- $game_player.update
- $game_system.update
- @spriteset.update
- @message_window.update
-
- unless $game_message.visible
- update_levelup_window
- update_transfer_player
- update_encounter
- update_call_menu
- update_call_debug
- update_scene_change
- end
- end
-
- def update_levelup_window
- @levelup_window.update
- while @levelup_window.visible
-
- @lus_window.opacity = $game_temp.levelup_texts[@levelup_window.index][1].size != 0 ? 150 : 0
- @m_window.opacity = 150
- @levelup_window.update
- Graphics.update
- Input.update
- end
- @m_window.opacity = 0
- @lus_window.opacity = 0
-
- end
- def terminate
- super
- if $scene.is_a?(Scene_Battle) # バトル画面に切り替え中の場合
- @spriteset.dispose_characters # 背景作成のためにキャラを隠す
- end
- snapshot_for_background
- @spriteset.dispose
- @message_window.dispose
- @levelup_window.dispose
- @m_window.dispose
- @lus_window.dispose
- if $scene.is_a?(Scene_Battle) # バトル画面に切り替え中の場合
- perform_battle_transition # 戦闘前トランジション実行
- end
- end
- end
复制代码
发布页面:http://rpg.blue/web/htm/news1081.htm
vip+3
|
|