VX升级提示范例

#=======================================================================
#★升级提示★
#-----------------------------------------------------------------------
#★作者: Zhong_zw     ★修改:urlem
#使用时请把一张==>图片复制到system文件夹命名为:箭头.PNG
#使用时请把攻击力之类的名称改成2个字。
#★来源:66RPG.com论坛
#=======================================================================
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
  #--------------------------------------------------------------------------
  # ● 初始化
  #--------------------------------------------------------------------------
  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 + 60,y,60,60, last_atk)
       self.contents.draw_text(x + 60,y+30,60,60,last_def)
       self.contents.draw_text(x + 60,y+60,60,60,last_spi)
       self.contents.draw_text(x + 60,y + 90,60,60,last_agi)
       self.contents.draw_text(x,y-30,60,60,level_name)
       self.contents.draw_text(x + 60,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)
      
       x_n=10  #箭头图标偏移量
       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+x_n,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+x_n,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+x_n,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+x_n,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+x_n,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)     # 如果您切换到战斗画面
      @spriteset.dispose_characters   # 隐藏背景创建角色
    end
    snapshot_for_background
    @spriteset.dispose
    @message_window.dispose
    @levelup_window.dispose
    @m_window.dispose
    @lus_window.dispose
    if $scene.is_a?(Scene_Battle)     # 如果您切换到战斗画面
      perform_battle_transition       # 在运行战斗过渡
    end
  end
end

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