Project1
标题:
【求助】请问战斗界面血条数字和字母的显示在哪里改?
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作者:
a422740205
时间:
2016-8-9 20:36
标题:
【求助】请问战斗界面血条数字和字母的显示在哪里改?
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2016-8-9 20:33 上传
使用了:战斗全动态HP,MP,TP(Battle_H.M.T)
脚本打上后是成功了,可是字母和数字位置和字体需要调整。
请问在哪里可以调整字母和数字显示的位置。
求大神帮助。
另:求血条 蓝条的颜色修改方法,我想把血条弄成绿色或者红色的,不想要橙色的。
下面上代码:
# -----------------------------------------------------------------------------
# ◆战斗全动态HP,MP,TP(Battle_H.M.T) By.Clov
# -----------------------------------------------------------------------------
# Ver:1.0.0 Date:2012.04.08
# -1.0.0:基本版
# Ver:1.0.1 Date:2012.04.09
# -1.0.1:修正逃跑返回不显示问题
# -----------------------------------------------------------------------------
#==============================================================================
# ■ Window_BattleStatus
#------------------------------------------------------------------------------
# 战斗画面中,显示[队伍成员状态的窗口。
#==============================================================================
class Window_BattleStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize
super(0, 0, window_width, window_height)
new_hmt unless self.is_a?(Window_BattleActor)
refresh
self.openness = 0
end
#--------------------------------------------------------------------------
# ◆ 生成新的动态插槽
#--------------------------------------------------------------------------
def new_hmt
hp1 = Color.new(225, 128, 64, 255)
hp2 = Color.new(225, 192, 64, 255)
mp1 = Color.new(64, 128, 192, 255)
mp2 = Color.new(64, 192, 240, 255)
tp1 = Color.new(36, 5, 79, 255)
tp2 = Color.new(231, 90, 145, 255)
@actor_hp = [];@actor_mp = [];@actor_tp = []
if $data_system.opt_display_tp
x = 305;y = 320;w = 66;w2 = 6;h = 10;wx = 76;hx = 24;i = 0
else
x = 305;y = 320;w = 77;w2 = 54;h = 10;wx = 90;hx = 24;i = 0
end
$game_party.battle_members.each {|actor|
if $data_system.opt_display_tp
@actor_tp[i] = DynamicSlot.new(x+wx*2+w2,y+i*hx,150,w,h,tp1,tp2,:UD,false)
@actor_tp[i].slot_dynamic_speed(0.2)
@actor_tp[i].value_max(100)
@actor_tp[i].auto_normal_draw(0)
@actor_tp[i].value_set(2,24)
@actor_tp[i].value_xy(x+wx*2+w2-w,y+i*hx-10)
end
@actor_mp[i] = DynamicSlot.new(x+wx+w2,y+i*hx,150,w,h,mp1,mp2,:LR,false)
@actor_mp[i].value_max(actor.mmp)
@actor_mp[i].auto_normal_draw(actor.mp)
@actor_mp[i].value_set(2,24)
@actor_mp[i].value_xy(x+wx+w2-w,y+i*hx-10)
free = i == item_max - 1 ? true : false
@actor_hp[i] = DynamicSlot.new(x,y+i*hx,150,w+w2,h,hp1,hp2,:LR,free)
@actor_hp[i].value_max(actor.mhp)
@actor_hp[i].auto_normal_draw(actor.hp)
@actor_hp[i].value_set(2,24)
@actor_hp[i].value_xy(x-(w+w2),y+i*hx-10)
i+=1}
for i in 0...item_max
@actor_hp[item_max - 1].free_text(x,y+i*hx-12,Vocab::hp_a,0,28,nil,nil,system_color)
@actor_hp[item_max - 1].free_text(x+wx+w2,y+i*hx-10,Vocab::mp_a,0,28,nil,nil,system_color)
@actor_hp[item_max - 1].free_text(x+wx*2+w2,y+i*hx-10,Vocab::tp_a,0,28,nil,nil,system_color)
end
end
#--------------------------------------------------------------------------
# ◆ 取得目前动态插槽
#--------------------------------------------------------------------------
def now_hmt
@actor_hp + @actor_mp + @actor_tp
end
#--------------------------------------------------------------------------
# ◆ 刷新、释放动态插槽
#--------------------------------------------------------------------------
def update
super
unless self.is_a?(Window_BattleActor)
now_hmt.each{|hmt|hmt.update}
end
end
def dispose
super
unless self.is_a?(Window_BattleActor)
now_hmt.each{|hmt|hmt.dispose}
end
end
#--------------------------------------------------------------------------
# ● 描画项目
#--------------------------------------------------------------------------
def draw_item(index)
actor = $game_party.battle_members[index]
draw_basic_area(basic_area_rect(index), actor)
unless self.is_a?(Window_BattleActor)
@actor_hp[index].auto_gradually_draw(actor.hp)
@actor_mp[index].auto_gradually_draw(actor.mp)
@actor_tp[index].auto_gradually_draw(actor.tp.to_i) if $data_system.opt_display_tp
end
end
end
#==============================================================================
# ■ Scene_Battle
#------------------------------------------------------------------------------
# 战斗画面
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● 移动信息显示的显示端口
#--------------------------------------------------------------------------
alias move_info_viewportY move_info_viewport
def move_info_viewport(ox)
move_info_viewportY(ox)
current_ox = @info_viewport.ox
@status_window.now_hmt.each {|htm|
htm.VIEWPORT.ox = [ox, current_ox + 16].min if current_ox < ox
htm.VIEWPORT.ox = [ox, current_ox - 16].max if current_ox > ox }
end
#--------------------------------------------------------------------------
# ● 信息窗口打开时的更新
# 在状态窗口关闭完成前,信息窗口的打开度设置为 0 。
#--------------------------------------------------------------------------
alias update_message_openY update_message_open
def update_message_open
update_message_openY
if !$game_message.busy? && @status_window.close? && !@hmt_vis
@hmt_vis = true
@status_window.now_hmt.each {|hmt|hmt.VIEWPORT.visible = true}
end
if $game_message.busy? && !@status_window.close? && @hmt_vis
@hmt_vis = false
@status_window.now_hmt.each {|hmt|hmt.VIEWPORT.visible = false}
end
end
#--------------------------------------------------------------------------
# ● 生成状态窗口
#--------------------------------------------------------------------------
alias create_status_windowY create_status_window
def create_status_window
create_status_windowY
@hmt_vis = false
@status_window.now_hmt.each {|hmt|hmt.VIEWPORT.visible = false}
end
#--------------------------------------------------------------------------
# ● 开始选择队友
#--------------------------------------------------------------------------
alias select_actor_selectionY select_actor_selection
def select_actor_selection
select_actor_selectionY
@status_window.now_hmt.each {|hmt|hmt.VIEWPORT.visible = false}
end
#--------------------------------------------------------------------------
# ● 角色[决定]
#--------------------------------------------------------------------------
alias on_actor_okY on_actor_ok
def on_actor_ok
on_actor_okY
@status_window.now_hmt.each {|hmt|hmt.VIEWPORT.visible = true}
end
#--------------------------------------------------------------------------
# ● 角色[取消]
#--------------------------------------------------------------------------
alias on_actor_cancelY on_actor_cancel
def on_actor_cancel
on_actor_cancelY
@status_window.now_hmt.each {|hmt|hmt.VIEWPORT.visible = true}
end
#--------------------------------------------------------------------------
# ● 开始选择敌人
#--------------------------------------------------------------------------
alias select_enemy_selectionY select_enemy_selection
def select_enemy_selection
select_enemy_selectionY
@status_window.now_hmt.each {|hmt|hmt.VIEWPORT.visible = false}
end
#--------------------------------------------------------------------------
# ● 敌方[决定]
#--------------------------------------------------------------------------
alias on_enemy_okY on_enemy_ok
def on_enemy_ok
on_enemy_okY
@status_window.now_hmt.each {|hmt|hmt.VIEWPORT.visible = true}
end
#--------------------------------------------------------------------------
# ● 敌方[取消]
#--------------------------------------------------------------------------
alias on_enemy_cancelY on_enemy_cancel
def on_enemy_cancel
on_enemy_cancelY
@status_window.now_hmt.each {|hmt|hmt.VIEWPORT.visible = true}
end
#--------------------------------------------------------------------------
# ● 战斗开始
#--------------------------------------------------------------------------
alias battle_startY battle_start
def battle_start
battle_startY
@status_window.now_hmt.each {|hmt|hmt.VIEWPORT.visible = true}
end
end
复制代码
# -----------------------------------------------------------------------------
# ◆全动态插槽(DynamicSlot) By.Clov
# -----------------------------------------------------------------------------
# Ver:1.0.0 Date:2012.02.02
# -16个零件完成
# -23个插件完成
# -----------------------------------------------------------------------------
# ◆Script<DynamicSlot>
# -----------------------------------------------------------------------------
# TYPE:组件 ID:01
# -----------------------------------------------------------------------------
class DynamicSlot
#--------------------------------------------------------------------------
# TYPE:设置
#--------------------------------------------------------------------------
#边框大小
FRAME_SIZE = 0
#边框颜色
FRAME_COLOR = Color.new(255, 255, 255, 255)
#背景颜色1
BACK_COLOR1 = Color.new(0, 0, 0, 255)
#背景颜色2
BACK_COLOR2 = Color.new(0, 0, 0, 128)
#--------------------------------------------------------------------------
# TYPE:零件 ID:01
#--------------------------------------------------------------------------
def initialize(x, y, z, width, height, color1, color2, type = :LR,
free_sprite = true, value_sprite = true)
@x = x # 精灵x坐标
@y = y # 精灵y坐标
@z = z # 视窗z坐标
@width = width # 精灵宽
[url=home.php?mod=space&uid=291977]@height[/url] = height # 精灵高
@width2 = width * 2 # 精灵宽*2
@height2 = height * 2 # 精灵高*2
@free_sprite = free_sprite # 自由精灵是否存在
@value_sprite = value_sprite # 数值精灵是否存在
@slot_color1 = color1 # 插槽颜色1
@slot_color2 = color2 # 插槽颜色2
@slot_type = type # 插槽类型
@slot_width = width # 插槽的宽
@slot_opacity = 255 # 插槽的不透明度
@slot_move_count = 0 # 插槽移动计数
@slot_dynamic = true # 插槽动态开关
@slot_dynamic_speed = 1 # 插槽动态速度
@slot_gradually = false # 插槽开始渐增减开关
@slot_gradually_speed = 1 # 插槽渐增减速度
@slot_gradually_width = 0 # 插槽渐增减宽度
@slot_gradually_value = true # 插槽渐增减动态数值开关
@slot_flash = false # 插槽颜色闪烁开关
@slot_flash_count = 0 # 插槽颜色闪烁计数
@slot_flash_time = 40 # 插槽颜色闪烁帧
@slot_flash_color = Color.new(0,0,0,0) # 插槽颜色闪烁颜色
@slot_fade = false # 插槽透明闪烁(渐现)开关
@slot_fade_show = 5 # 插槽透明闪烁(渐现)帧渐现值
#视窗>背景>插槽>边框>数值>自由绘制
viewport;back;slot;frame;value if value_sprite;free if free_sprite
end
#--------------------------------------------------------------------------
# TYPE:零件 ID:02
#--------------------------------------------------------------------------
def viewport
@vw = (defined? Graphics.width) ? Graphics.width : 640
@vh = (defined? Graphics.height) ? Graphics.height : 480
@viewport = Viewport.new(0,0,@vw,@vh);@viewport.z = @z
end
#--------------------------------------------------------------------------
# TYPE:零件 ID:03
#--------------------------------------------------------------------------
def back
@back = Sprite.new(@viewport)
@back.x = @x;@back.y = @y;@back.z = 0
@back.bitmap = Bitmap.new(@width, @height)
@back.bitmap.GFR(0, 0, @width, @height, BACK_COLOR1, BACK_COLOR2)
end
#--------------------------------------------------------------------------
# TYPE:零件 ID:04
#--------------------------------------------------------------------------
def slot
@slot = Sprite.new(@viewport)
@slot.x = @x;@slot.y = @y;@slot.z = 1;@slot.opacity = @slot_opacity
case @slot_type;when:LR;solt_draw_lr;when:UD;solt_draw_ud;end
@slot_update = "slot_#{@slot_type.to_s.downcase}_update"
end
def solt_draw_lr
@slot.bitmap = Bitmap.new(@width*3, @height)
@slot.src_rect.set(0,0,@slot_width,@height)
@slot.bitmap.GFR(0, 0, @width, @height, @slot_color1, @slot_color2)
@slot.bitmap.GFR(@width, 0, @width, @height, @slot_color2, @slot_color1)
@slot.bitmap.GFR(@width*2, 0, @width, @height, @slot_color1, @slot_color2)
end
def solt_draw_ud
@slot.bitmap = Bitmap.new(@width, @height*3)
@slot.src_rect.set(0,0,@slot_width,@height)
@slot.bitmap.GFR(0, 0, @width, @height, @slot_color1, @slot_color2, true)
@slot.bitmap.GFR(0, @height, @width, @height, @slot_color2, @slot_color1, true)
@slot.bitmap.GFR(0, @height*2, @width, @height, @slot_color1, @slot_color2, true)
end
#--------------------------------------------------------------------------
# TYPE:零件 ID:05
#--------------------------------------------------------------------------
def frame
@frame = Sprite.new(@viewport)
@frame.x = @x-FRAME_SIZE;@frame.y = @y-FRAME_SIZE;@frame.z = 2
@frame.bitmap = Bitmap.new(@width+FRAME_SIZE*2, @height+FRAME_SIZE*2)
@frame.bitmap.fill_rect(0, 0, FRAME_SIZE, @height+FRAME_SIZE*2, FRAME_COLOR)
@frame.bitmap.fill_rect(@width+FRAME_SIZE, 0, FRAME_SIZE, @height+FRAME_SIZE*2, FRAME_COLOR)
@frame.bitmap.fill_rect(FRAME_SIZE, 0, @width, FRAME_SIZE, FRAME_COLOR)
@frame.bitmap.fill_rect(FRAME_SIZE, @height+FRAME_SIZE, @width, FRAME_SIZE, FRAME_COLOR)
end
#--------------------------------------------------------------------------
# TYPE:零件 ID:06
#--------------------------------------------------------------------------
def free
@free = Sprite.new(@viewport)
@free.x = 0;@free.y = 0;@free.z = 3
@free.bitmap = Bitmap.new(@vw, @vh)
end
def free_text(x,y,t,align=0,size=22,bold=nil,italic=nil,color=nil,name=nil)
@free.bitmap.font.size = size
@free.bitmap.font.bold = bold if bold != nil
@free.bitmap.font.italic = italic if italic != nil
@free.bitmap.font.color = color if color
@free.bitmap.font.name = name if name
@free.bitmap.draw_text(x, y, @vw, size, t, align)
end
def free_picture(x,y,o,file)
bitmap = Bitmap.new(file)
rect = Rect.new(0, 0, bitmap.width, bitmap.height)
@free.bitmap.blt(x, y, bitmap, rect, o)
end
def free_clear
@free.bitmap.clear
end
#--------------------------------------------------------------------------
# TYPE:零件 ID:07
#--------------------------------------------------------------------------
def value
@value = Sprite.new(@viewport)
@value.x = @x;@value.y = @y;@value.z = 3
@value.bitmap = Bitmap.new(@width2, @height2)
value_set
end
def value_xy(*xy)
@value.x,@value.y = *xy
end
def value_draw(num)
@value.bitmap.clear
@value.bitmap.draw_text(0,0,@width2,@value_size,num.to_s,@value_align)
end
def value_set(align=0,size=22,bold=nil,italic=nil,color=nil,name=nil)
@value_align = align
@value_size = size
@value.bitmap.font.size = size
@value.bitmap.font.bold = bold if bold != nil
@value.bitmap.font.italic = italic if italic != nil
@value.bitmap.font.color = color if color
@value.bitmap.font.name = name if name
end
#--------------------------------------------------------------------------
# TYPE:零件 ID:08
#--------------------------------------------------------------------------
def value_cur(num)
@value_cur = num
end
def value_max(num)
@value_max = num
@value_pix = @value_max / @width.to_f * @slot_gradually_speed
end
def value_now
@value_now = (@slot_width / @width.to_f * @value_max).floor
end
#--------------------------------------------------------------------------
# TYPE:零件 ID:09
#--------------------------------------------------------------------------
def slot_width_set(new_width)
@slot.src_rect.width = [[new_width,@width].min,0].max
@slot_width = @slot.src_rect.width
value_draw(@value_cur) if @value_sprite
end
def slot_width_push(push_width)
slot_width_set(@slot_width+push_width)
end
#--------------------------------------------------------------------------
# TYPE:零件 ID:10
#--------------------------------------------------------------------------
def slot_gradually_set(new_width)
@slot_gradually_width = new_width - @slot_width
@slot_gradually = true
slot_gradually_value_draw if @value_sprite
end
def slot_gradually_push(push_width)
@slot_gradually_width += push_width
@slot_gradually = true
slot_gradually_value_draw if @value_sprite
end
def slot_gradually_value_draw
if @slot_gradually_value
@slot_gradually_value_update = true
value_now
else
@slot_gradually_value_update = false
value_draw(@value_cur)
end
end
#--------------------------------------------------------------------------
# TYPE:零件 ID:11
#--------------------------------------------------------------------------
def slot_gradually_update
if @slot_gradually_width != 0
if @slot_gradually_width < 0
if @slot_width == 0
value_draw(@value_cur) if @slot_gradually_value_update
@slot_gradually_width = 0
@slot_gradually = false
return
end
speed = @slot_gradually_speed + (@slot_gradually_width.abs % @slot_gradually_speed)
@slot_gradually_width += speed
@slot_width = @slot.src_rect.width -= speed
value_draw((@value_now -= @value_pix).truncate) if @slot_gradually_value_update
else
if @slot_width == @width
value_draw(@value_cur) if @slot_gradually_value_update
@slot_gradually_width = 0
@slot_gradually = false
return
end
speed = @slot_gradually_speed + (@slot_gradually_width % @slot_gradually_speed)
@slot_gradually_width -= speed
@slot_width = @slot.src_rect.width += speed
value_draw((@value_now += @value_pix).truncate) if @slot_gradually_value_update
end
else
value_draw(@value_cur) if @slot_gradually_value_update
@slot_gradually = false
end
end
#--------------------------------------------------------------------------
# TYPE:零件 ID:12
#--------------------------------------------------------------------------
def slot_lr_update
if @slot_move_count < @width2
@slot_move_count += @slot_dynamic_speed
@slot.src_rect.x = @slot_move_count
else
@slot_move_count = 0
@slot.src_rect.x = @width2
end
end
def slot_ud_update
if @slot_move_count < @height2
@slot_move_count += @slot_dynamic_speed
@slot.src_rect.y = @slot_move_count
else
@slot_move_count = 0
@slot.src_rect.y = @height2
end
end
#--------------------------------------------------------------------------
# TYPE:零件 ID:13
#--------------------------------------------------------------------------
def slot_flash_update
@slot_flash_count += 1
if @slot_flash_count > @slot_flash_time
@slot_flash_count = 0
@slot.flash(@slot_flash_color,@slot_flash_time)
end
@slot.update
end
#--------------------------------------------------------------------------
# TYPE:零件 ID:14
#--------------------------------------------------------------------------
def slot_fade_update
if @slot.opacity <= 0
@slot_fade_show = @slot_fade_show.abs
end
if @slot.opacity >= @slot_opacity
@slot_fade_show = -(@slot_fade_show.abs)
end
@slot.opacity += @slot_fade_show
end
#--------------------------------------------------------------------------
# TYPE:零件 ID:15
#--------------------------------------------------------------------------
def update
slot_gradually_update if @slot_gradually
send(@slot_update) if @slot_dynamic
slot_flash_update if @slot_flash
slot_fade_update if @slot_fade
end
#--------------------------------------------------------------------------
# TYPE:零件 ID:16
#--------------------------------------------------------------------------
def dispose
@back.dispose
@back.bitmap.dispose
@slot.dispose
@slot.bitmap.dispose
@frame.dispose
@frame.bitmap.dispose
if @free_sprite;@free.dispose;@free.bitmap.dispose;end
if @value_sprite;@value.dispose;@value.bitmap.dispose;end
@viewport.dispose
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:01
#--------------------------------------------------------------------------
def slot_dynamic_speed(num)
@slot_dynamic_speed = num
end
def slot_gradually_speed(num)
@slot_gradually_speed = num
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:02
#--------------------------------------------------------------------------
def slot_dynamic(tf)
@slot_dynamic = tf
end
def slot_gradually(tf)
@slot_gradually = tf
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:03
#--------------------------------------------------------------------------
def slot_width_ratio(c, m)
slot_width_set((@width*(c/m.to_f)).round)
end
def slot_width_percent(per)
slot_width_set((@width*(per/100.0)).round)
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:04
#--------------------------------------------------------------------------
def slot_gradually_ratio(c, m)
slot_gradually_set((@width*(c/m.to_f)).round)
end
def slot_gradually_percent(per)
slot_gradually_set((@width*(per/100.0)).round)
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:05
#--------------------------------------------------------------------------
def auto_normal_draw(num)
value_cur(num)
slot_width_ratio(@value_cur,@value_max)
end
def auto_gradually_draw(num)
value_cur(num)
slot_gradually_ratio(@value_cur,@value_max)
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:06
#--------------------------------------------------------------------------
def solt_hu_change(num)
@slot.bitmap.hue_change(num)
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:07
#--------------------------------------------------------------------------
def solt_get_pixel(*xy)
@slot.bitmap.get_pixel(*xy)
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:08
#--------------------------------------------------------------------------
def solt_set_pixel(*xyc)
@slot.bitmap.set_pixel(*xyc)
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:09
#--------------------------------------------------------------------------
def solt_redraw
@slot.bitmap.dispose
send("solt_draw_#{@slot_type.to_s.downcase}")
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:10
#--------------------------------------------------------------------------
def slot_type(type)
@slot_type = type;solt_redraw
@slot_update = "slot_#{@slot_type.to_s.downcase}_update"
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:11
#--------------------------------------------------------------------------
def slot_color1(c)
@slot_color1 = c
end
def slot_color2(c)
@slot_color2 = c
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:12
#--------------------------------------------------------------------------
def slot_opacity(o)
@slot.opacity = @slot_opacity = o
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:13
#--------------------------------------------------------------------------
def slot_flash(tf)
@slot_flash = tf
end
def slot_flash_time(time)
@slot_flash_time = time
end
def slot_flash_color(c)
@slot_flash_color = c
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:14
#--------------------------------------------------------------------------
def slot_fade(tf)
@slot_fade = tf
end
def slot_fade_show(show)
@slot_fade_show = show
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:15
#--------------------------------------------------------------------------
def slot_tone(t)
@slot.tone = t
end
def slot_color(c)
@slot.color = c
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:16
#--------------------------------------------------------------------------
def slot_gradually_value(tf)
@slot_gradually_value = tf
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:17
#--------------------------------------------------------------------------
def angle(num)
@back.angle = num
@slot.angle = num
@frame.angle = num
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:18
#--------------------------------------------------------------------------
def blend_type(num)
@back.blend_type = num
@slot.blend_type = num
@frame.blend_type = num
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:19
#--------------------------------------------------------------------------
def visible(tf)
@viewport.visible = tf
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:20
#--------------------------------------------------------------------------
def back_opacity(o)
@back.opacity = o
end
def frame_opacity(o)
@back.opacity = o
end
def free_opacity(o)
@free.opacity = o
end
def value_opacity(o)
@value.opacity = o
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:21
#--------------------------------------------------------------------------
def back_visible(tf)
@back.visible = tf
end
def slot_visible(tf)
@slot.visible = tf
end
def frame_visible(tf)
@frame.visible = tf
end
def free_visible(tf)
@free.visible = tf
end
def value_visible(tf)
@value.visible = tf
end
#--------------------------------------------------------------------------
# TYPE:插件 ID:22
#--------------------------------------------------------------------------
def VIEWPORT;@viewport;end
def SPRITE_BACK;@back;end
def SPRITE_SLOT;@slot;end
def SPRITE_FRAME;@frame;end
def SPRITE_FREE;@free;end
def SPRITE_VALUE;@value;end
#--------------------------------------------------------------------------
# TYPE:插件 ID:23
#--------------------------------------------------------------------------
def DynamicSlot_InstanceGet(symbol_instance_name)
instance_variable_get(symbol_instance_name)
end
def DynamicSlot_InstanceSet(symbol_instance_name, setting)
instance_variable_set(symbol_instance_name, setting)
end
end
# -----------------------------------------------------------------------------
# ◆Script<GFR>
# -----------------------------------------------------------------------------
# TYPE:组件 ID:02
# -----------------------------------------------------------------------------
class Bitmap
def GFR(x, y, width, height, color1, color2, vertical = false)
r1 = color1.red;g1 = color1.green;b1 = color1.blue;o1 = color1.alpha
r2 = color2.red;g2 = color2.green;b2 = color2.blue;o2 = color2.alpha
case vertical
when false
w = (width-1).to_f;plus_r = (r2-r1)/w;plus_g = (g2-g1)/w
plus_b = (b2-b1)/w;plus_o = (o2-o1)/w;width.times {|k|
fill_rect(x+k, y, 1, height, Color.new(r1,g1,b1,o1))
r1+=plus_r;g1+=plus_g;b1+=plus_b;o1+=plus_o}
when true
h = (height-1).to_f;plus_r = (r2-r1)/h;plus_g = (g2-g1)/h
plus_b = (b2-b1)/h;plus_o = (o2-o1)/h;height.times {|i|
fill_rect(x, y+i, width, 1, Color.new(r1,g1,b1,o1))
r1+=plus_r;g1+=plus_g;b1+=plus_b;o1+=plus_o}
end
end
end
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