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Lv3.寻梦者 孤独守望
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ORZ你要改也给我改准地方啊,下面的这一段:
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # index : 项目编号
- #--------------------------------------------------------------------------
- def draw_item(index)
- @column_max = 1
- skill = @data[index]
- if @actor.skill_can_use?(skill.id)
- self.contents.font.color = normal_color
- else
- self.contents.font.color = disabled_color
- end
- x = 1 + index % 1 * (100 + 32)
- y = index / 1 * 32
- rect = Rect.new(x, y, self.width / @column_max - 32, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- bitmap = RPG::Cache.icon(skill.icon_name)
- opacity = self.contents.font.color == normal_color ? 250 : 160
- self.contents.blt(x, y + 1, bitmap, Rect.new(0, 0, 24, 24), opacity) #图标大小调整
- self.contents.draw_text(x + 40, y, 100, 32, skill.name, 0) #调整图标后面数字位置
- self.contents.draw_text(x + 40, y, 100, 32, skill.sp_cost.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● 描绘项目-宠物用
- # index : 项目编号
- #--------------------------------------------------------------------------
- def draw_item2(index)
- if $stop == 0
- return
- end
- skill = @data[index]
- x = 4 + index % 2 * (288 + 32-83)
- y = index / 2 * 32
- rect = Rect.new(x, y, self.width / @column_max - 32, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- bitmap = RPG::Cache.icon(skill.icon_name)
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
- self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
- if skill.element_set.include?(10)
- self.contents.draw_text(x + 232-80, y, 48, 32, "∞", 2)
- else
- self.contents.draw_text(x + 232-80, y, 48, 32, skill.sp_cost.to_s, 2)
- end
- end
复制代码
上面那个是普通角色技能没错……但是下面那个才是真正的宠物(我没猜错把)技能
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # index : 项目编号
- #--------------------------------------------------------------------------
- def draw_item(index)
- @column_max = 1
- skill = @data[index]
- if @actor.skill_can_use?(skill.id)
- self.contents.font.color = normal_color
- else
- self.contents.font.color = disabled_color
- end
- x = 1 + index % 1 * (100 + 32)
- y = index / 1 * 32
- rect = Rect.new(x, y, self.width / @column_max - 32, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- bitmap = RPG::Cache.icon(skill.icon_name)
- opacity = self.contents.font.color == normal_color ? 250 : 160
- self.contents.blt(x, y + 1, bitmap, Rect.new(0, 0, 24, 24), opacity) #图标大小调整
- self.contents.draw_text(x + 40, y, 100, 32, skill.name, 0) #调整图标后面数字位置
- self.contents.draw_text(x + 40, y, 100, 32, skill.sp_cost.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● 描绘项目-宠物用
- # index : 项目编号
- #--------------------------------------------------------------------------
- def draw_item2(index)
- if $stop == 0
- return
- end
- skill = @data[index]
- x = 4 + index % 1 * (288 + 32-83)
- y = index / 1 * 32
- rect = Rect.new(x, y, self.width / @column_max - 32, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- bitmap = RPG::Cache.icon(skill.icon_name)
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
- self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
- if skill.element_set.include?(10)
- self.contents.draw_text(x + 232-80, y, 48, 32, "∞", 2)
- else
- self.contents.draw_text(x + 232-80, y, 48, 32, skill.sp_cost.to_s, 2)
- end
- end
复制代码
修改成这样差不多了……因为没有原脚本,所以没有调试 系统信息:本贴由楼主认可为正确答案,66RPG感谢您的热情解答~ |
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