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Lv2.观梦者
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这个脚本估计有很多人都想要的吧?这个是四人的版本,可以做10人版本的哦。(我自己用的就是10人版本的,但是,一般游戏四人就够了。)人物坐标、状态、血条均已调好。
- # ————————————————————————————————————
- # 本脚本来自www.66rpg.com,转载请保留此信息
- # ————————————————————————————————————
- #==============================================================================
- # ■ Game_Actor
- #------------------------------------------------------------------------------
- # 处理角色的类。本类在 Game_Actors 类 ($game_actors)
- # 的内部使用、Game_Party 类请参考 ($game_party) 。
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 X 坐标
- #--------------------------------------------------------------------------
- def screen_x
- case self.index
- when 0
- return 350
- when 1
- return 430
- when 2
- return 510
- when 3
- return 580
- else
- return 600
- end
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Y 坐标
- #--------------------------------------------------------------------------
- def screen_y
- case self.index
- when 0
- return 430
- when 1
- return 395
- when 2
- return 360
- when 3
- return 325
- else
- return 1000
- end
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Z 坐标
- #--------------------------------------------------------------------------
- def screen_z
- case self.index
- when 0
- return 10
- when 1
- return 9
- when 2
- return 8
- when 3
- return 7
- else
- return 0
- end
- end
- end
-
- #==============================================================================
- # ■ Window_Base
- #------------------------------------------------------------------------------
- # 游戏中全部窗口的超级类。
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ● 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_hp1(actor, x, y, width = 72)
- # 描绘字符串 "HP"
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 24, 24, $data_system.words.hp)
- # 计算描绘 MaxHP 所需的空间
- if width - 24 >= 32
- hp_x = x + 32# + width - 24
- 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, 32, 24, actor.hp.to_s, 2)
- 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_sp1(actor, x, y, width = 72)
- # 描绘字符串 "SP"
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 24, 24, $data_system.words.sp)
- # 计算描绘 MaxSP 所需的空间
- if width - 24 >= 32
- sp_x = x + 32# + width - 24
- end
- # 描绘 SP
- self.contents.font.color = actor.sp == 0 ? knockout_color :
- actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
- self.contents.draw_text(sp_x, y, 32, 24, actor.sp.to_s, 2)
- end
- end
-
- #==============================================================================
- # ■ Window_BattleStatus
- #------------------------------------------------------------------------------
- # 显示战斗画面同伴状态的窗口。
- #==============================================================================
- class Window_BattleStatus < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- #$data_system_level_up_me = "Audio/ME/升级音乐"
- def initialize
- super(0, 0, 640, 480)
- self.contents = Bitmap.new(width - 10, height - 32)
- self.opacity = 0
- @level_up_flags = [false, false, false, false]
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- super
- 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
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- @item_max = $game_party.actors.size
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- case i
- when 0
- x = 310
- y = 390
- when 1
- x = 390
- y = 340
- when 2
- x = 480
- y = 300
- when 3
- x = 550
- y = 270
- end
- if @level_up_flags[i]
- self.contents.font.color = normal_color
- self.contents.draw_text(x, y, 80, 24, "LEVEL UP!")
- Audio.me_stop
- # Audio.me_play($data_system_level_up_me)
- else
- draw_actor_hp1(actor, x-15, y-15, 80)
- draw_actor_sp1(actor, x-15, y+5, 80)
- 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 -= 50 if self.contents_opacity > 1
- else
- self.contents_opacity += 50 if self.contents_opacity < 255
- end
- end
- end
- #==============================================================================
- # ■ Window_BattleStatus
- #==============================================================================
- class Window_BattleStatus < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化
- #--------------------------------------------------------------------------
- alias xrxs_bp2_refresh refresh
- def refresh
- xrxs_bp2_refresh
- @item_max = $game_party.actors.size
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- case i
- when 0
- x = 310
- y = 390
- when 1
- x = 390
- y = 340
- when 2
- x = 480
- y = 300
- when 3
- x = 550
- y = 270
- end
- draw_actor_hp_meter(actor, x, y, 50)
- draw_actor_sp_meter(actor, x, y + 8, 50)
- end
- end
- end
- #==============================================================================
- # ■ Window_Base
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ● HP描画
- #--------------------------------------------------------------------------
- def draw_actor_hp_meter(actor, x, y, width = 156, type = 0)
- if type == 1 and actor.hp == 0
- return
- end
- self.contents.font.color = system_color
- self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 25))
- w = width * actor.hp / actor.maxhp
- self.contents.fill_rect(x, y+28, w,1, Color.new(255, 96, 96, 255))
- self.contents.fill_rect(x, y+29, w,1, Color.new(255, 0, 0, 255))
- self.contents.fill_rect(x, y+30, w,1, Color.new(128, 0, 0, 255))
- self.contents.fill_rect(x, y+31, w,1, Color.new(0, 0, 0, 255))
-
- end
- #--------------------------------------------------------------------------
- # ● SP描画
- #--------------------------------------------------------------------------
- def draw_actor_sp_meter(actor, x, y, width = 156, type = 0)
- if type == 1 and actor.hp == 0
- return
- end
- self.contents.font.color = system_color
- self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))
- w = width * actor.sp / actor.maxsp
- self.contents.fill_rect(x, y+28, w,1, Color.new(128, 255, 255, 255))
- self.contents.fill_rect(x, y+29, w,1, Color.new(0, 255, 255, 255))
- self.contents.fill_rect(x, y+30, w,1, Color.new(0, 192, 192, 255))
- self.contents.fill_rect(x, y+31, w,1, Color.new(0, 128, 128, 255))
- end
- end
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