rpg制作大师脚本出错!

Window_Base是游戏中全部窗口的超级类,可以尝试将脚本编辑器里的Window_Base项删除,然后从正常的rm里重新粘贴一个过来,看看是不是就没问题了

#==============================================================================

# ■ Window_Base

#------------------------------------------------------------------------------

# 游戏中全部窗口的超级类。

#==============================================================================

class Window_Base < Window

#--------------------------------------------------------------------------

# ● 初始化对像

# x : 窗口的 X 坐标

# y : 窗口的 Y 坐标

# width : 窗口的宽

# height : 窗口的宽

#--------------------------------------------------------------------------

def initialize(x, y, width, height)

super()

@windowskin_name = $game_system.windowskin_name

self.windowskin = RPG::Cache.windowskin(@windowskin_name)

self.x = x

self.y = y

self.width = width

self.height = height

self.z = 100

end

#--------------------------------------------------------------------------

# ● 释放

#--------------------------------------------------------------------------

def dispose

# 如果窗口的内容已经被设置就被释放

if self.contents != nil

self.contents.dispose

end

super

end

#--------------------------------------------------------------------------

# ● 获取文字色

# n : 文字色编号 (0~7)

#--------------------------------------------------------------------------

def text_color(n)

case n

when 0

return Color.new(255, 255, 255, 255)

when 1

return Color.new(128, 128, 255, 255)

when 2

return Color.new(255, 128, 128, 255)

when 3

return Color.new(128, 255, 128, 255)

when 4

return Color.new(128, 255, 255, 255)

when 5

return Color.new(255, 128, 255, 255)

when 6

return Color.new(255, 255, 128, 255)

when 7

return Color.new(192, 192, 192, 255)

else

normal_color

end

end

#--------------------------------------------------------------------------

# ● 获取普通文字色

#--------------------------------------------------------------------------

def normal_color

return Color.new(255, 255, 255, 255)

end

#--------------------------------------------------------------------------

# ● 获取无效文字色

#--------------------------------------------------------------------------

def disabled_color

return Color.new(255, 255, 255, 128)

end

#--------------------------------------------------------------------------

# ● 获取系统文字色

#--------------------------------------------------------------------------

def system_color

return Color.new(192, 224, 255, 255)

end

#--------------------------------------------------------------------------

# ● 获取危机文字色

#--------------------------------------------------------------------------

def crisis_color

return Color.new(255, 255, 64, 255)

end

#--------------------------------------------------------------------------

# ● 获取战斗不能文字色

#--------------------------------------------------------------------------

def knockout_color

return Color.new(255, 64, 0)

end

#--------------------------------------------------------------------------

# ● 刷新画面

#--------------------------------------------------------------------------

def update

super

# 如果窗口的外关被变更了、再设置

if $game_system.windowskin_name != @windowskin_name

@windowskin_name = $game_system.windowskin_name

self.windowskin = RPG::Cache.windowskin(@windowskin_name)

end

end

#--------------------------------------------------------------------------

# ● 图形的描绘

# actor : 角色

# x : 描画目标 X 坐标

# y : 描画目标 Y 坐标

#--------------------------------------------------------------------------

def draw_actor_graphic(actor, x, y)

bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)

cw = bitmap.width / 4

ch = bitmap.height / 4

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)

end

#--------------------------------------------------------------------------

# ● 名称的描绘

# actor : 角色

# x : 描画目标 X 坐标

# y : 描画目标 Y 坐标

#--------------------------------------------------------------------------

def draw_actor_name(actor, x, y)

self.contents.font.color = normal_color

self.contents.draw_text(x, y, 120, 32, actor.name)

end

#--------------------------------------------------------------------------

# ● 职业的描绘

# actor : 角色

# x : 描画目标 X 坐标

# y : 描画目标 Y 坐标

#--------------------------------------------------------------------------

def draw_actor_class(actor, x, y)

self.contents.font.color = normal_color

self.contents.draw_text(x, y, 236, 32, actor.class_name)

end

#--------------------------------------------------------------------------

# ● 水平的描画

# actor : 角色

# x : 描画目标 X 坐标

# y : 描画目标 Y 坐标

#--------------------------------------------------------------------------

def draw_actor_level(actor, x, y)

self.contents.font.color = system_color

self.contents.draw_text(x, y, 32, 32, "Lv")

self.contents.font.color = normal_color

self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)

end

#--------------------------------------------------------------------------

# ● 生辰成描绘用状态字符串

# actor : 角色

# width : 描画目标的宽度

# need_normal : [正常] 是否为必须 (true / false)

#--------------------------------------------------------------------------

def make_battler_state_text(battler, width, need_normal)

# 获取括号的宽

brackets_width = self.contents.text_size("[]").width

# 生成状态名字符串

text = ""

for i in battler.states

if $data_states[i].rating >= 1

if text == ""

text = $data_states[i].name

else

new_text = text + "/" + $data_states[i].name

text_width = self.contents.text_size(new_text).width

if text_width > width - brackets_width

break

end

text = new_text

end

end

end

# 状态名空的字符串是 "[正常]" 的情况下

if text == ""

if need_normal

text = "[正常]"

end

else

# 加上括号

text = "[" + text + "]"

end

# 返回完成后的文字类

return text

end

#--------------------------------------------------------------------------

# ● 描绘状态

# actor : 角色

# x : 描画目标 X 坐标

# y : 描画目标 Y 坐标

# width : 描画目标的宽

#--------------------------------------------------------------------------

def draw_actor_state(actor, x, y, width = 120)

text = make_battler_state_text(actor, width, true)

self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color

self.contents.draw_text(x, y, width, 32, text)

end

#--------------------------------------------------------------------------

# ● 描画 EXP

# actor : 角色

# x : 描画目标 X 坐标

# y : 描画目标 Y 坐标

#--------------------------------------------------------------------------

def draw_actor_exp(actor, x, y)

self.contents.font.color = system_color

self.contents.draw_text(x, y, 24, 32, "E")

self.contents.font.color = normal_color

self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)

self.contents.draw_text(x + 108, y, 12, 32, "/", 1)

self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)

end

#--------------------------------------------------------------------------

# ● 描绘 HP

# actor : 角色

# x : 描画目标 X 坐标

# y : 描画目标 Y 坐标

# width : 描画目标的宽

#--------------------------------------------------------------------------

def draw_actor_hp(actor, x, y, width = 144)

# 描绘字符串 "HP"

self.contents.font.color = system_color

self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)

# 计算描绘 MaxHP 所需的空间

if width - 32 >= 108

hp_x = x + width - 108

flag = true

elsif width - 32 >= 48

hp_x = x + width - 48

flag = false

end

# 描绘 HP

self.contents.font.color = actor.hp == 0 ? knockout_color :

actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color

self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)

# 描绘 MaxHP

if flag

self.contents.font.color = normal_color

self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)

self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)

end

end

#--------------------------------------------------------------------------

# ● 描绘 SP

# actor : 角色

# x : 描画目标 X 坐标

# y : 描画目标 Y 坐标

# width : 描画目标的宽

#--------------------------------------------------------------------------

def draw_actor_sp(actor, x, y, width = 144)

# 描绘字符串 "SP"

self.contents.font.color = system_color

self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)

# 计算描绘 MaxSP 所需的空间

if width - 32 >= 108

sp_x = x + width - 108

flag = true

elsif width - 32 >= 48

sp_x = x + width - 48

flag = false

end

# 描绘 SP

self.contents.font.color = actor.sp == 0 ? knockout_color :

actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color

self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)

# 描绘 MaxSP

if flag

self.contents.font.color = normal_color

self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)

self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)

end

end

#--------------------------------------------------------------------------

# ● 描绘能力值

# actor : 角色

# x : 描画目标 X 坐标

# y : 描画目标 Y 坐标

# type : 能力值种类 (0~6)

#--------------------------------------------------------------------------

def draw_actor_parameter(actor, x, y, type)

case type

when 0

parameter_name = $data_system.words.atk

parameter_value = actor.atk

when 1

parameter_name = $data_system.words.pdef

parameter_value = actor.pdef

when 2

parameter_name = $data_system.words.mdef

parameter_value = actor.mdef

when 3

parameter_name = $data_system.words.str

parameter_value = actor.str

when 4

parameter_name = $data_system.words.dex

parameter_value = actor.dex

when 5

parameter_name = $data_system.words.agi

parameter_value = actor.agi

when 6

parameter_name = $data_system.words.int

parameter_value = actor.int

end

self.contents.font.color = system_color

self.contents.draw_text(x, y, 120, 32, parameter_name)

self.contents.font.color = normal_color

self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)

end

#--------------------------------------------------------------------------

# ● 描绘物品名

# item : 物品

# x : 描画目标 X 坐标

# y : 描画目标 Y 坐标

#--------------------------------------------------------------------------

def draw_item_name(item, x, y)

if item == nil

return

end

bitmap = RPG::Cache.icon(item.icon_name)

self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))

self.contents.font.color = normal_color

self.contents.draw_text(x + 28, y, 212, 32, item.name)

end

end