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战斗结束后,返回地图。移动条还是显示在地图上。
请问大家,怎么删除这个移动条,
我不想让它在战斗里出现 和地图上出现
下面是图片 和 脚本 (不知道删除后会不会影响脚本)
请大家帮帮忙
lj1983nian于2011-1-26 16:53补充以下内容:
#==============================================================================
# ■ Window_BattleStatus
#------------------------------------------------------------------------------
# 显示战斗画面同伴状态的窗口。
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 320, 640, 160)
self.contents = Bitmap.new(width - 32, height - 32)
@level_up_flags = [false, false, false, false]
#........................................................................
self.opacity = 0
@sta_back = []
@sta_output = []
@cp_output = []
@hp_bitmap = RPG::Cache.picture("../system/battle/hmcp/hp_bar.png")
@mp_bitmap = RPG::Cache.picture("../system/battle/hmcp/mp_bar.png")
@cp_bitmap = RPG::Cache.picture("../system/battle/hmcp/cp_bar.png")
@cp_output = []
@cp_back_bar = Sprite.new
@cp_back_bar.bitmap = Bitmap.new("Graphics/system/battle/hmcp/cp_back_bar")
@cp_back_bar.x = 450
@cp_back_bar.y = 25
@cp_back_bar.z = self.z + 1
@actor_cp_sprite = []
@actor_cp_sprite_back = []
for actor in $game_party.actors
@actor_cp_sprite[actor.index] = Sprite.new
@actor_cp_sprite[actor.index].bitmap = Bitmap.new("Graphics/system/battle/hmcp/sprite/" + actor.name)
@actor_cp_sprite[actor.index].x = 450
@actor_cp_sprite[actor.index].y = 25 - 20
@actor_cp_sprite[actor.index].z = 102
@actor_cp_sprite_back[actor.index] = Sprite.new
@actor_cp_sprite_back[actor.index].bitmap = Bitmap.new("Graphics/system/battle/hmcp/cp_sprite")
@actor_cp_sprite_back[actor.index].x = 450
@actor_cp_sprite_back[actor.index].y = 25
@actor_cp_sprite_back[actor.index].z = 102
end
for actor_index in 1..$game_party.actors.size
@cp_output[actor_index] = Sprite.new
@cp_output[actor_index].bitmap = Bitmap.new(133, 78)
@cp_output[actor_index].x = 70 + (actor_index - 1) * 133
@cp_output[actor_index].y = 480 - 78 - 10
@cp_output[actor_index].z = self.z + 2
@cp_output[actor_index].bitmap.clear
@sta_back[actor_index] = Sprite.new
@sta_back[actor_index].bitmap = Bitmap.new("Graphics/System/Battle/sta_back/" + $game_party.actors[actor_index - 1].name + "_sta.png")
@sta_back[actor_index].x = 70 + (actor_index - 1) * 133
@sta_back[actor_index].y = 480 - 78 - 10
@sta_back[actor_index].z = self.z + 1
@sta_output[actor_index] = Sprite.new
@sta_output[actor_index].bitmap = Bitmap.new(133, 78)
@sta_output[actor_index].x = 70 + (actor_index - 1) * 133
@sta_output[actor_index].y = 480 - 78 - 10
@sta_output[actor_index].z = self.z + 2
@sta_output[actor_index].bitmap.clear
@sta_output[actor_index].bitmap.font.size = 10
@sta_output[actor_index].bitmap.font.name = "黑体"
hp_width = $game_party.actors[actor_index - 1].hp * @hp_bitmap.width/$game_party.actors[actor_index - 1].maxhp
hp_rect = Rect.new(0, 0, hp_width, 3)
mp_width = $game_party.actors[actor_index - 1].sp * @mp_bitmap.width/$game_party.actors[actor_index - 1].maxsp
mp_rect = Rect.new(0, 0, mp_width, 3)
@sta_output[actor_index].bitmap.blt(66, 44, @hp_bitmap, hp_rect)
@sta_output[actor_index].bitmap.blt(66, 64, @mp_bitmap, mp_rect)
@sta_output[actor_index].bitmap.font.color.set(255, 0, 0)
@sta_output[actor_index].bitmap.draw_text(80, 31, 77, 11,$game_party.actors[actor_index - 1].hp.to_s + "/" + $game_party.actors[actor_index - 1].maxhp.to_s)
@sta_output[actor_index].bitmap.font.color.set(0, 0, 255)
@sta_output[actor_index].bitmap.draw_text(80, 51, 77, 11,$game_party.actors[actor_index - 1].sp.to_s + "/" + $game_party.actors[actor_index - 1].maxsp.to_s)
end
#........................................................................
refresh
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
super
@hp_bitmap.dispose
@mp_bitmap.dispose
@cp_bitmap.dispose
for actor_index in 1..$game_party.actors.size
@sta_back[actor_index].bitmap.dispose
@sta_back[actor_index].dispose
@sta_output[actor_index].bitmap.dispose
@sta_output[actor_index].dispose
@cp_output[actor_index].bitmap.dispose
@cp_output[actor_index].dispose
end
end
#--------------------------------------------------------------------------
# ● 设置升级标志
# actor_index : 角色索引
#--------------------------------------------------------------------------
def level_up(actor_index)
@level_up_flags[actor_index] = true
end
#......................................................................
#--------------------------------------------------------------------------
# ● 设置正在攻击标志
# actor_index : 角色索引
#--------------------------------------------------------------------------
def in_atk(actor_index)
@sta_back[actor_index + 1].bitmap = Bitmap.new("Graphics/System/Battle/sta_back/" + $game_party.actors[actor_index].name + "_sta.png")
end
#--------------------------------------------------------------------------
# ● 设置不在攻击标志
# actor_index : 角色索引
#--------------------------------------------------------------------------
def out_atk(actor_index)
@sta_back[actor_index + 1].bitmap = Bitmap.new("Graphics/System/Battle/sta_back/" + $game_party.actors[actor_index].name + "_sta.png")
end
#......................................................................
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors
#......................................................................
actor_x = i * 133 + 100
@sta_output[i + 1].bitmap.clear
hp_width = $game_party.actors.hp * @hp_bitmap.width/$game_party.actors.maxhp
hp_rect = Rect.new(0, 0, hp_width, 3)
mp_width = $game_party.actors.sp * @mp_bitmap.width/$game_party.actors.maxsp
mp_rect = Rect.new(0, 0, mp_width, 3)
@sta_output[i + 1].bitmap.blt(66, 44, @hp_bitmap, hp_rect)
@sta_output[i + 1].bitmap.blt(66, 64, @mp_bitmap, mp_rect)
@sta_output[i + 1].bitmap.font.color.set(255, 0, 0)
@sta_output[i + 1].bitmap.draw_text(80, 31, 77, 11,$game_party.actors.hp.to_s + "/" + $game_party.actors.maxhp.to_s)
@sta_output[i + 1].bitmap.font.color.set(0, 0, 255)
@sta_output[i + 1].bitmap.draw_text(80, 51, 77, 11,$game_party.actors.sp.to_s + "/" + $game_party.actors.maxsp.to_s)
#......................................................................
if @level_up_flags
self.contents.font.color = normal_color
self.contents.draw_text(actor_x, 96, 120, 32, "角色升级!")
else
draw_actor_state(actor, actor_x, 96)
end
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
# 主界面的不透明度下降
if $game_temp.battle_main_phase
self.contents_opacity -= 4 if self.contents_opacity > 1
else
self.contents_opacity += 4 if self.contents_opacity < 255
end
end
end
以上是血条脚本 |
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