赞 | 1 |
VIP | 0 |
好人卡 | 0 |
积分 | 7 |
经验 | 5305 |
最后登录 | 2024-6-15 |
在线时间 | 218 小时 |
Lv2.观梦者
- 梦石
- 0
- 星屑
- 686
- 在线时间
- 218 小时
- 注册时间
- 2016-5-10
- 帖子
- 99
|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
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
复制代码 |
|