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Lv1.梦旅人
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- 在线时间
- 176 小时
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- 2010-6-26
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嗯,这个和你那个图片不太一样,不过差不多……需要自行配图- #==============================================================================
- # Date 12-31-2005
- # 重定义类:Window_Base, Window_Help
- #==============================================================================
- # 脚本功能:
- # 实现战斗中和菜单中用图标显示状态,代替原来的文字显示。
- # 默认最多同时显示5个状态
- #------------------------------------------------------------------------------
- # 设置方法:
- # 一个状态对应的图标文件名为“状态的动画ID.png”
- # 例如某状态的动画ID为50,那么它的图标就是“Icons\50.png”
- # 如果找不到对应的文件,会报错 ◎_◎
- #==============================================================================
- # 注意,在ICON_STATE_IDS中写上需要带图标的状态ID
- # ICON_STATE_IDS是一个数组,数组的方法请参考帮助文件
- # 例如:
- # 只要1,5,8号状态带图标,就这样:ICON_STATE_IDS = [1,5,8]
- # 要20到50号状态带图标:ICON_STATE_IDS = 20..50
- ICON_STATE_IDS = 1..100
- #==============================================================================
- # ■ Window_Base
- #------------------------------------------------------------------------------
- # 游戏中全部窗口的超级类。
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ● 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)
- state_size = 0
- for state in actor.states
- # 图标数量超出宽度就中断循环
- if state_size >= width / 24
- break
- end
- # 此状态不带图标就跳过
- if !ICON_STATE_IDS.include?(state)
- next
- end
- bitmap = RPG::Cache.icon($data_states[state].name + "_sta.png")
- if actor.states_turn[state] >= $data_states[state].hold_turn/2
- opacity = 255
- else
- opacity = 100
- end
- # 这里的图标大小默认是24x24,要改就改下面那个Rect.new(0, 0, 24, 24)
- self.contents.blt(x + 16 * state_size, y + 8, bitmap, Rect.new(0, 0, 20, 20), opacity)
- state_size += 1
- end
- end
- end
- #==============================================================================
- # ■ Window_Help
- #------------------------------------------------------------------------------
- # 特技及物品的说明、角色的状态显示的窗口。
- #==============================================================================
- class Window_Help < Window_Base
- #--------------------------------------------------------------------------
- # ● 设置敌人
- # enemy : 要显示名字和状态的敌人
- #--------------------------------------------------------------------------
- def set_enemy(enemy)
- # 描绘状态图标
- state_size = 0
- for state in enemy.states
- # 图标数量超出宽度就中断循环
- if state_size >= width / 16
- break
- end
- # 此状态不带图标就跳过
- if !ICON_STATE_IDS.include?(state)
- next
- end
- bitmap = RPG::Cache.icon($data_states[state].name + "_sta.png")
- if enemy.states_turn[state] >= $data_states[state].hold_turn/2
- opacity = 255
- else
- opacity = 100
- end
- self.contents.blt(70 + 16 * state_size, 0, bitmap, Rect.new(0, 0, 24, 24), opacity)
- state_size += 1
- end
- # 描绘敌人名字
- set_text(enemy.name, 1)
- end
- end
- class Game_Battler
- attr_reader :states_turn # 声明状态剩余回合
- end
复制代码- #==============================================================================
- # ■ 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 = 100 + (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 = 100 + (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 = 100 + (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 + "/" + $game_party.actors[actor_index - 1].maxsp.to_s)
- end
- #........................................................................
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- super
- @hp_bitmap.bitmap.dispose
- @hp_bitmap.dispose
- @mp_bitmap.bitmap.dispose
- @mp_bitmap.dispose
- @cp_bitmap.bitmap.dispose
- @cp_bitmap.dispose
- for actor_index in 1..$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_atk.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[i]
- #......................................................................
- actor_x = i * 133 + 100
- @sta_output[i + 1].bitmap.clear
- hp_width = $game_party.actors[i].hp * @hp_bitmap.width/$game_party.actors[i].maxhp
- hp_rect = Rect.new(0, 0, hp_width, 3)
- mp_width = $game_party.actors[i].sp * @mp_bitmap.width/$game_party.actors[i].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[i].hp.to_s + "/" + $game_party.actors[i].maxhp.to_s)
- @sta_output[i + 1].bitmap.font.color.set(0, 0, 255)
- @sta_output[i + 1].bitmap.draw_text(80, 51, 77, 11,$game_party.actors[i].sp.to_s + "/" + $game_party.actors[i].maxsp.to_s)
- #......................................................................
- if @level_up_flags[i]
- self.contents.font.color = normal_color
- self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
- 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 $game_temp.battle_main_phase
- self.contents_opacity -= 4 if self.contents_opacity > 191
- else
- self.contents_opacity += 4 if self.contents_opacity < 255
- end
- end
- end
复制代码- #------------------------------------------------------------------------------
- # 特技及物品的说明、角色的状态显示的窗口。
- #==============================================================================
- class Window_Help < Window_Base
- #--------------------------------------------------------------------------
- # ● 设置敌人
- # enemy : 要显示名字和状态的敌人
- #--------------------------------------------------------------------------
- def set_enemy(enemy)
- # 描绘状态图标
- state_size = 0
- for state in enemy.states
- # 图标数量超出宽度就中断循环
- if state_size >= width / 16
- break
- end
- # 此状态不带图标就跳过
- if !ICON_STATE_IDS.include?(state)
- next
- end
- bitmap = RPG::Cache.icon($data_states[state].name + "_sta.png")
- if enemy.states_turn[state] >= $data_states[state].hold_turn/2
- opacity = 255
- else
- opacity = 100
- end
- self.contents.blt(70 + 16 * state_size, 0, bitmap, Rect.new(0, 0, 24, 24), opacity)
- state_size += 1
- end
- # 描绘敌人名字
- set_text(enemy.name, 1)
- end
- end
- class Game_Battler
- attr_reader :states_turn # 声明状态剩余回合
- end
复制代码 |
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