刷新时等待没用,显示不了窗口,请各位高手帮帮我,多谢啊
$怪物生命变量=53
$窗口开关=53
$秒杀机会=10
#----------------------------------------------------------------------------
# ■ 战斗系统 by 魔塔Z剑
#----------------------------------------------------------------------------
#@zd = Window_zd.new 开
#@zd .dispose 关
#本脚本只支持本样板
#----------------------------------------------------------------------------
class Interpreter
def vs
@zd = Window_zd.new
e=Enemy_property.new($game_variables[4])
$game_variables[$怪物生命变量]=e.ehp
loop do
if $game_actors[$game_variables[1]+1].weapon_id==0
av=1 #没有装备武器则用1号[空手]动画
else
av=$data_weapons[$game_actors[$game_variables[1]+1].weapon_id].animation1_id
av=1 if av==0#武器没有动画则用1号[空手]动画
end#if
#根据角色装备的武器决定动画
$game_map.events[@event_id].opacity=255
$game_map.events[@event_id].animation_id=av
e=Enemy_property.new($game_variables[4])
$game_variables[$怪物生命变量]-=e.mg
@wait_count=5
@zd .dispose
@zd = Window_zd.new
if $game_variables[$怪物生命变量]<=0
break
end#if
#勇士受伤害
@e=$game_variables[4]
@w=$data_enemies[@e].name.split(':')[1].to_i
@w=1 if @w==0
$game_player.animation_id=@w
e=Enemy_property.new($game_variables[4])
$game_actors[$game_variables[1]+1].hp-=e.eg
if $game_actors[$game_variables[1]+1].hp==0
$game_variables[19]=1
$game_temp.common_event_id=12
#[结局判定]
break
end#if
@wait_count=5
@zd .dispose
@zd = Window_zd.new
end#loop do
@zd .dispose
end#def
end#class
#----------------------------------------------------------------------------
# ■ 战斗窗口 by 魔塔Z剑
#----------------------------------------------------------------------------
class Window_zd < Window_Base
#--------------------------------------------------------------------------
# ● 初始化窗口
#--------------------------------------------------------------------------
def initialize
super(192, 160, 416, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity=100
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.font.color = system_color
draw_actor_graphic($game_party.actors[0], 95, 32)
self.contents.draw_text(70, 3, 70, 70, "勇士")
return if $game_variables[4]==0#错误时中断
bitmap = RPG::Cache.battler($data_enemies[$game_variables[4]].battler_name , $data_enemies[$game_variables[4]].battler_hue )
src_rect = Rect.new(0, 0,bitmap.width, bitmap.height)
self.contents.blt(300, 0, bitmap, src_rect)
self.contents.draw_text(285, 0, 70, 70, $data_enemies[$game_variables[4]].name.split(':')[0].to_s)
#------------------------------------------------------------------------------
# ● 判断怪物类型
#------------------------------------------------------------------------------
@orbatk=$game_variables[44]
@orbdef=$game_variables[45]
@orbhp=$game_variables[46]
@ma=$game_actors[$game_variables[1]+1].str
@md=$game_actors[$game_variables[1]+1].dex#勇防
@mma=@ma
@mmd=@md
@ea=$data_enemies[$game_variables[4]].atk
@ed=$data_enemies[$game_variables[4]].pdef
@ehp=$data_enemies[$game_variables[4]].maxhp
@ma=($game_actors[$game_variables[1]+1].str*@orbatk).to_i
@md=($game_actors[$game_variables[1]+1].dex*@orbdef).to_i
@mhp=$game_actors[$game_variables[1]+1].hp
@pro="EXP:#{$data_enemies[$game_variables[4]].exp} gold:#{$data_enemies[$game_variables[4]].gold}"
###############################################################################
#以下是属性
###############################################################################
self.contents.draw_text(180, 83, 300, 70, @pro.to_s)
self.contents.font.color = text_color(2)
self.contents.draw_text(170, 0, 50, 30, "V S")
self.contents.font.color = system_color
self.contents.draw_text(3, 23, 70, 70, "生命"+@mhp.to_s)
self.contents.draw_text(230, 23, 70, 70, "生命"+$game_variables[$怪物生命变量].to_s)
self.contents.draw_text(3, 43, 70, 70, "攻击"+@mma.to_s+"+"+(@ma-@mma).to_s)
self.contents.draw_text(230, 43, 70, 70, "攻击"+@ea.to_s)
self.contents.draw_text(3, 63, 70, 70, "防御"+@mmd.to_s+"+"+(@md-@mmd).to_s)
self.contents.draw_text(230, 63, 70, 70, "防御"+@ed.to_s)
end
end
$怪物生命变量=53
$窗口开关=53
$秒杀机会=10
#----------------------------------------------------------------------------
# ■ 战斗系统 by 魔塔Z剑
#----------------------------------------------------------------------------
#@zd = Window_zd.new 开
#@zd .dispose 关
#本脚本只支持本样板
#----------------------------------------------------------------------------
class Interpreter
def vs
@zd = Window_zd.new
e=Enemy_property.new($game_variables[4])
$game_variables[$怪物生命变量]=e.ehp
loop do
if $game_actors[$game_variables[1]+1].weapon_id==0
av=1 #没有装备武器则用1号[空手]动画
else
av=$data_weapons[$game_actors[$game_variables[1]+1].weapon_id].animation1_id
av=1 if av==0#武器没有动画则用1号[空手]动画
end#if
#根据角色装备的武器决定动画
$game_map.events[@event_id].opacity=255
$game_map.events[@event_id].animation_id=av
e=Enemy_property.new($game_variables[4])
$game_variables[$怪物生命变量]-=e.mg
@wait_count=5
@zd .dispose
@zd = Window_zd.new
if $game_variables[$怪物生命变量]<=0
break
end#if
#勇士受伤害
@e=$game_variables[4]
@w=$data_enemies[@e].name.split(':')[1].to_i
@w=1 if @w==0
$game_player.animation_id=@w
e=Enemy_property.new($game_variables[4])
$game_actors[$game_variables[1]+1].hp-=e.eg
if $game_actors[$game_variables[1]+1].hp==0
$game_variables[19]=1
$game_temp.common_event_id=12
#[结局判定]
break
end#if
@wait_count=5
@zd .dispose
@zd = Window_zd.new
end#loop do
@zd .dispose
end#def
end#class
#----------------------------------------------------------------------------
# ■ 战斗窗口 by 魔塔Z剑
#----------------------------------------------------------------------------
class Window_zd < Window_Base
#--------------------------------------------------------------------------
# ● 初始化窗口
#--------------------------------------------------------------------------
def initialize
super(192, 160, 416, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity=100
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.font.color = system_color
draw_actor_graphic($game_party.actors[0], 95, 32)
self.contents.draw_text(70, 3, 70, 70, "勇士")
return if $game_variables[4]==0#错误时中断
bitmap = RPG::Cache.battler($data_enemies[$game_variables[4]].battler_name , $data_enemies[$game_variables[4]].battler_hue )
src_rect = Rect.new(0, 0,bitmap.width, bitmap.height)
self.contents.blt(300, 0, bitmap, src_rect)
self.contents.draw_text(285, 0, 70, 70, $data_enemies[$game_variables[4]].name.split(':')[0].to_s)
#------------------------------------------------------------------------------
# ● 判断怪物类型
#------------------------------------------------------------------------------
@orbatk=$game_variables[44]
@orbdef=$game_variables[45]
@orbhp=$game_variables[46]
@ma=$game_actors[$game_variables[1]+1].str
@md=$game_actors[$game_variables[1]+1].dex#勇防
@mma=@ma
@mmd=@md
@ea=$data_enemies[$game_variables[4]].atk
@ed=$data_enemies[$game_variables[4]].pdef
@ehp=$data_enemies[$game_variables[4]].maxhp
@ma=($game_actors[$game_variables[1]+1].str*@orbatk).to_i
@md=($game_actors[$game_variables[1]+1].dex*@orbdef).to_i
@mhp=$game_actors[$game_variables[1]+1].hp
@pro="EXP:#{$data_enemies[$game_variables[4]].exp} gold:#{$data_enemies[$game_variables[4]].gold}"
###############################################################################
#以下是属性
###############################################################################
self.contents.draw_text(180, 83, 300, 70, @pro.to_s)
self.contents.font.color = text_color(2)
self.contents.draw_text(170, 0, 50, 30, "V S")
self.contents.font.color = system_color
self.contents.draw_text(3, 23, 70, 70, "生命"+@mhp.to_s)
self.contents.draw_text(230, 23, 70, 70, "生命"+$game_variables[$怪物生命变量].to_s)
self.contents.draw_text(3, 43, 70, 70, "攻击"+@mma.to_s+"+"+(@ma-@mma).to_s)
self.contents.draw_text(230, 43, 70, 70, "攻击"+@ea.to_s)
self.contents.draw_text(3, 63, 70, 70, "防御"+@mmd.to_s+"+"+(@md-@mmd).to_s)
self.contents.draw_text(230, 63, 70, 70, "防御"+@ed.to_s)
end
end