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Lv4.逐梦者
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感觉和魔塔样板的状态栏没什么两样而且魔塔样板的状态栏可以显示更多内容···- Playerdate_SWITCH = 1 # 当1号开关打开,本脚本才开始工作。
- Playerdate_magicdef =19
- Yellowkey_itemid=1
- Bluekey_itemid=2
- Redkey_itemid=3
- Greenkey_itemid=41
- #==============================================================================
- # ■ Window_PlayerDate
- #------------------------------------------------------------------------------
- # 显示玩家状态的窗口。
- #==============================================================================
- class Window_PlayerDate < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化窗口
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 800, 608)#395)#192,416
- self.contents = Bitmap.new(width - 32, height - 32)
- self.z =210
- self.opacity=0
- self.back_opacity =255
- # self.contents_opacity = 255
- self.visible = false
- # self.contents.clear
- refresh
- # if $game_switches[XY_SWITCH]
- # self.contents_opacity = 0
- # else
- # self.contents_opacity = 5
- # end
-
- end
-
- def refresh
- if $game_switches[50]#进入屏幕右侧状态栏换到左侧
- self.x=0
- else#进入屏幕左侧状态栏换到右侧
- self.x=600
- end
- self.contents.clear
- x=25
- y=75
- draw_actor_graphic($game_party.actors[0], 20, 40)
- #勇士图形
- self.contents.font.color = system_color
- #t = Time.now
- #@ty=Time.now.year
- #@tm=Time.now.month
- #@tw=Time.now.wday
- #@th=Time.now.hour
- #@tm=Time.now.min
- #@ts=Time.now.sec
- #self.contents.draw_text(0, 65+x*16, 200, 20, t.to_s, 0)
- #self.contents.draw_text(0, 65+x*17, 200, 20, @ty.to_s+"年"[email protected]_s+"月"+"星期"[email protected]_s, 0)
- #self.contents.draw_text(0, 65+x*18, 200, 20, @th.to_s+"时"[email protected]_s+"分"[email protected]_s+"秒", 0)
- # bitmap = Bitmap.new("Graphics/Pictures/状态栏.png")
- # self.contents.blt(-30, -30, bitmap, Rect.new(0, 0, 192, 610))
- if $game_switches[73]==false
- self.contents.draw_text(35, 11, 50, 20, "魔塔", 0) if $game_switches[36]
- self.contents.draw_text(85, 36, 25, 20, "层", 0)if $game_switches[36]
- else
- if $game_variables[37]==0
- self.contents.draw_text(32, -28, 200, 100, $data_mapname[1].name.split(":")[2].to_s, 0)
- else
- self.contents.draw_text(32, -28, 200, 100, $data_mapname[$game_variables[37]].name.split(":")[2].to_s, 0)
- #以上是判定地图名字显示
- end
- end
- self.contents.draw_text(0, 50, 40, 20, "LV", 0)
-
- if $game_switches[1]
- @data = []
- @data.push($data_weapons[$game_party.actors[0].weapon_id])
- @data.push($data_armors[$game_party.actors[0].armor1_id])
- @data.push($data_armors[$game_party.actors[0].armor2_id])
- @data.push($data_armors[$game_party.actors[0].armor3_id])
- @data.push($data_armors[$game_party.actors[0].armor4_id])
- @data.push($data_armors[$game_party.actors[0].armor5_id])
- @data.push($data_armors[$game_party.actors[0].armor6_id])
- @data.push($data_armors[$game_party.actors[0].armor7_id])
- @data.push($data_armors[$game_party.actors[0].armor8_id])
- @data.push($data_armors[$game_party.actors[0].armor9_id])
- @data.push($data_armors[$game_party.actors[0].armor10_id])
- @data.push($data_armors[$game_party.actors[0].armor11_id])
- @data.push($data_armors[$game_party.actors[0].armor12_id])
- @item_max = @data.size
- draw_item_bitmap(@data[0], 0, -25+x*15)
- draw_item_bitmap(@data[1], 32, -25+x*15)
- draw_item_bitmap(@data[2], 64, -25+x*15)
- draw_item_bitmap(@data[3], 96, -25+x*15)
- draw_item_bitmap(@data[4], 128,-25+x*15)
- draw_item_bitmap(@data[5], 0, -25+x*16)
- draw_item_bitmap(@data[6], 32, -25+x*16)
- draw_item_bitmap(@data[7], 64, -25+x*16)
- draw_item_bitmap(@data[8], 96, -25+x*16)
- draw_item_bitmap(@data[9], 128,-25+x*16)
- draw_item_bitmap(@data[10], 0, -25+x*17)
- draw_item_bitmap(@data[11], 32, -25+x*17)
- draw_item_bitmap(@data[12], 64, -25+x*17)
- self.contents.font.color = system_color
- #draw_item_bitmap($game_party.item_icon(item.id),32,60)
- end
- draw_actor_graphic($game_party.actors[0], 20, 40)#角色正面图
- self.contents.font.color = text_color(1)
- self.contents.draw_text(0, 45+x, 40, 20, "HP", 0)
- self.contents.font.color = text_color(8)
- self.contents.draw_text(0, 40+x*2, 40, 20, "SP", 0)
- if $game_switches[19]
- self.contents.font.color = text_color(1)
- self.contents.draw_text(0, 35+x*3, 40, 20,"魔攻", 0)
- self.contents.font.color = text_color(8)
- self.contents.draw_text(0, 30+x*4, 40, 20,"魔防", 0)
- else
- self.contents.font.color = text_color(4)
- self.contents.draw_text(0, 35+x*3, 40, 20,"物攻", 0)
- self.contents.font.color = text_color(6)
- self.contents.draw_text(0, 30+x*4, 40, 20,"物防", 0)
- end
- self.contents.font.color = text_color(7)
- self.contents.draw_text(0, 25+x*5, 40, 20, "科攻", 0)
- self.contents.draw_text(0, 20+x*6, 40, 20, "科防", 0)
- self.contents.font.color = text_color(11)
- self.contents.draw_text(0, 15+x*7, 40, 20,"攻速", 0)
- self.contents.draw_text(0, 10+x*8, 40, 20,"移速", 0)
- self.contents.font.color = text_color(2)
- self.contents.draw_text(0, 5+x*9, 40, 20, "吸血", 0)
- self.contents.font.color = text_color(12)
- self.contents.draw_text(0, x*10, 40, 20, "反弹", 0)
- self.contents.font.color = text_color(2)
- self.contents.draw_text(0, -5+x*11, 40, 20, "命中", 0)
- self.contents.font.color = text_color(9)
- self.contents.draw_text(0, -10+x*12, 40, 20, "闪避", 0)
- self.contents.font.color = text_color(4)
- self.contents.draw_text(0, -15+x*13, 40, 20, "ELY", 0)
- self.contents.draw_text(0, -20+x*14, 40, 20, "EXP", 0)
- @xx=$game_player.x
- @xy=$game_player.y
- self.contents.draw_text(0, -25+x*15, 40, 20, @xx.to_s+","[email protected]_s, 0)
- @xgraphic=$game_party.actors[0]
- if $game_switches[73]==false
- @xmota=$game_variables[3]
- @xfloor=$game_variables[2]
- else
-
- end
- @xlevel=$game_actors[$game_variables[1]+1].level
- @xlife=$game_actors[$game_variables[1]+1].hp
- @xmagic=$game_actors[$game_variables[1]+1].sp
- if $game_switches[19]
- @xattact=$game_actors[$game_variables[1]+1].agi
- @xdefence=$game_actors[$game_variables[1]+1].int
- else
- @xattact=$game_actors[$game_variables[1]+1].str
- @xdefence=$game_actors[$game_variables[1]+1].dex
- end
- @xmagicdef=$game_actors[$game_variables[1]+2].hp
- @xspeed=$game_actors[$game_variables[1]+2].sp
- @xgongsu=$game_actors[$game_variables[1]+2].level
- @xyisu=$game_actors[$game_variables[1]+2].exp
- @xxixue=$game_actors[$game_variables[1]+2].str
- @xfantan=$game_actors[$game_variables[1]+2].dex
- @xmingzhong=$game_actors[$game_variables[1]+2].agi
- @xshanbi=$game_actors[$game_variables[1]+2].int
- @xgold=$game_party.gold
- @xexp= $game_actors[$game_variables[1]+1].exp
- @xclass=$game_actors[$game_variables[1]+1].class_name
- @xyellowkey=$game_party.item_number(1)
- @xbluekey=$game_party.item_number(2)
- @xredkey=$game_party.item_number(3)
- @xgreenkey=$game_party.item_number(4)
- @xhong=$game_switches[59]
- @xcheng=$game_switches[15]
- @xhuang=$game_switches[58]
- @xlv=$game_switches[13]
- @xqing=$game_switches[16]
- @xlan=$game_switches[12]
- @xzi=$game_switches[61]
- @xfen=$game_switches[60]
- @xhui=$game_switches[11]
- @xhei=$game_switches[62]
- @xbai=$game_switches[63]
- @xchange=$game_switches[50]
-
- self.contents.font.color = normal_color
- if $game_switches[73]==false
- self.contents.draw_text(35, 0, 80, 45, @xmota.to_s, 2)
- self.contents.draw_text(5, 25, 60, 45, @xfloor.to_s, 2) if $game_switches[36]
- self.contents.draw_text(5, 25, 80, 45, @xfloor.to_s, 2) if !$game_switches[36]
- else
-
- end
- self.contents.draw_text(50, 40, 65, 30, @xlevel.to_s, 2)
- self.contents.draw_text(43, 45+x, 72, 20,@xlife .to_s, 2)
- self.contents.draw_text(43, 40+x*2, 72, 20,@xmagic .to_s, 2)
- if $game_switches[19]
- self.contents.draw_text(50, 35+x*3, 65, 20,@xattact .to_s, 2)
- self.contents.draw_text(50, 30+x*4, 65, 20,@xdefence .to_s, 2)
- else
- self.contents.draw_text(50, 35+x*3, 65, 20,@xattact .to_s, 2)
- self.contents.draw_text(50, 30+x*4, 65, 20,@xdefence .to_s, 2)
- end
- self.contents.draw_text(50, 25+x*5, 65, 20,@xmagicdef .to_s, 2)
- self.contents.draw_text(50, 20+x*6, 65, 20,@xspeed .to_s, 2)
- self.contents.draw_text(50, 15+x*7, 65, 20,@xgongsu.to_s, 2)
- self.contents.draw_text(50, 10+x*8, 65, 20,@xyisu.to_s, 2)
- self.contents.draw_text(50, 5+x*9, 65, 20,@xxixue.to_s+"%", 2)
- self.contents.draw_text(50, x*10, 65, 20,@xfantan.to_s+"%", 2)
- self.contents.draw_text(50, -5+x*11, 65, 20,@xmingzhong.to_s+"%", 2)
- self.contents.draw_text(50, -10+x*12, 65, 20,@xshanbi.to_s+"%", 2)
- self.contents.draw_text(50, -15+x*13, 65, 20, @xgold.to_s, 2)
- self.contents.draw_text(50, -20+x*14, 65, 20,@xexp.to_s, 2)
- self.contents.draw_text(96, -25+x*17, 65, 20,@xclass.to_s, 2)
-
- #bitmap = RPG::Cache.icon($data_items[1].icon_name)#黄钥匙)
- self.contents.blt(0, x*18, RPG::Cache.icon($data_items[1].icon_name), Rect.new(0, 0, 32, 32))
- #bitmap = RPG::Cache.icon($data_items[2].icon_name)#黄钥匙)
- self.contents.blt(32, x*18, RPG::Cache.icon($data_items[2].icon_name), Rect.new(0, 0, 32, 32))
- self.contents.font.color = text_color(6)
- self.contents.draw_text(5, 10+x*18, 25, 20, @xyellowkey.to_s, 2)
- self.contents.font.color = text_color(4)
- self.contents.draw_text(37, 10+x*18, 25, 20, @xbluekey .to_s, 2)
- self.contents.font.color = text_color(2)
- self.contents.draw_text(69, 10+x*18, 25, 20, @xredkey.to_s, 2)
- self.contents.font.color = text_color(3)
- self.contents.draw_text(111, 10+x*18, 25, 20, @xgreenkey.to_s, 2)
-
- self.contents.font.color = text_color(1)
- self.contents.draw_text(0, 5+x*17,20,20, "灼".to_s, 0) if $game_switches[59]
- self.contents.font.color = text_color(3)
- self.contents.draw_text(16, 5+x*17,20,20, "衰".to_s, 0) if $game_switches[15]
- self.contents.font.color = text_color(4)
- self.contents.draw_text(32, 5+x*17,20,20, "衰".to_s, 0) if $game_switches[58]
- self.contents.font.color = text_color(6)
- self.contents.draw_text(48, 5+x*17,20,20, "毒".to_s, 0) if $game_switches[13]
- self.contents.font.color = text_color(7)
- self.contents.draw_text(64, 5+x*17,20,20, "咒".to_s, 0) if $game_switches[16]
- self.contents.font.color = text_color(8)
- self.contents.draw_text(80, 5+x*17,20,20, "缓".to_s, 0) if $game_switches[12]
- self.contents.font.color = text_color(10)
- self.contents.draw_text(96, 5+x*17,20,20, "锁".to_s, 0) if $game_switches[61]
- self.contents.font.color = text_color(11)
- self.contents.draw_text(112,5+x*17,20,20, "怨".to_s, 0) if $game_switches[60]
- self.contents.font.color = text_color(13)
- self.contents.draw_text(128,5+x*17,20,20, "亡".to_s, 0) if $game_switches[11]
- self.contents.font.color = text_color(14)
- self.contents.draw_text(144,5+x*17,20,20, "引".to_s, 0) if $game_switches[62]
- self.contents.font.color = text_color(0)
- self.contents.draw_text(160,5+x*17,20,20, "反".to_s, 0) if $game_switches[63]
- end
-
- def judge#用于判断是否数据变更,节约内存
- return true if @xgraphic!=$game_party.actors[0]
- return true if @xmota!=$game_variables[3]
- return true if @xfloor!=$game_variables[2]
- # return true if @ty!=Time.now.year
- # return true if @tm!=Time.now.month
- # return true if @tw!=Time.now.wday
- # return true if @th!=Time.now.hour
- # return true if @tm!=Time.now.min
- # return true if @ts!=Time.now.sec
- return true if @xx!=$game_player.x
- return true if @xy!=$game_player.y
- return true if @xlevel!=$game_actors[$game_variables[1]+1].level
- return true if @xlife!=$game_actors[$game_variables[1]+1].hp
- return true if @xmagic!=$game_actors[$game_variables[1]+1].sp
- if $game_switches[19]
- return true if @xattact!=$game_actors[$game_variables[1]+1].agi
- return true if @xdefence!=$game_actors[$game_variables[1]+1].int
- else
- return true if @xattact!=$game_actors[$game_variables[1]+1].str
- return true if @xdefence!=$game_actors[$game_variables[1]+1].dex
- end
- return true if @xmagicdef!=$game_actors[$game_variables[1]+2].hp
- return true if @xspeed!=$game_actors[$game_variables[1]+2].sp
- return true if @xgongsu!=$game_actors[$game_variables[1]+2].level
- return true if @xyisu!=$game_actors[$game_variables[1]+2].exp
- return true if @xxixue!=$game_actors[$game_variables[1]+2].str
- return true if @xfantan!=$game_actors[$game_variables[1]+2].dex
- return true if @xmingzhong!=$game_actors[$game_variables[1]+2].agi
- return true if @xshanbi!=$game_actors[$game_variables[1]+2].int
- return true if @xgold!=$game_party.gold
- return true if @xexp!= $game_actors[$game_variables[1]+1].exp
- return true if @xyellowkey!=$game_party.item_number(Yellowkey_itemid)
- return true if @xbluekey!=$game_party.item_number(Bluekey_itemid)
- return true if @xredkey!=$game_party.item_number(Redkey_itemid)
- return true if @xgreenkey!=$game_party.item_number(Greenkey_itemid)
- return true if @xhong!=$game_switches[59]
- return true if @xcheng!=$game_switches[15]
- return true if @xhuang!=$game_switches[58]
- return true if @xlv!=$game_switches[13]
- return true if @xqing!=$game_switches[16]
- return true if @xlan!=$game_switches[12]
- return true if @xzi!=$game_switches[61]
- return true if @xfen!=$game_switches[60]
- return true if @xhui!=$game_switches[11]
- return true if @xhei!=$game_switches[62]
- return true if @xbai!=$game_switches[63]
- return true if @xchange!=$game_switches[50]
- return false
- end
- end
- ###########################################################################
- # 下面的东西不需要掌握~ #
- ###########################################################################
- class Scene_Map
- alias xy_66rpg_main main
- def main
- $mapdamage.mapupdate
- @Playerdate_window = Window_PlayerDate.new
- @Playerdate_window.x = $game_variables[105]
- # @xy_window.y = 480 - 96
- # @xy_window.opacity = 0
- xy_66rpg_main
- @Playerdate_window .dispose
- $mapdamage.pic.bitmap.clear
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- alias xy_66rpg_update update
- def update
- xy_66rpg_update
- if $game_switches[Playerdate_SWITCH]
- @Playerdate_window .visible = true
- if @Playerdate_window.judge
- @Playerdate_window .refresh
- $mapdamage.mapupdate
- end
- else
- @Playerdate_window .visible = false
- end
- end
- end
- #==========================================================================
- # 本脚本来自www.66rpg.com,用于任何游戏请保留此信息。别以为加密就可以del哦
- #==========================================================================
复制代码 直接插入这一个脚本,想显示什么都可以!只要脚本可以读取的,我这里就兼容了地图名脚本与APRP地图显示敌人造成伤害脚本 |
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