Project1
标题:
谁推荐个无冲突的战斗美化脚本 嗯 纵版的
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作者:
Oo呵呵oO
时间:
2008-10-8 18:37
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作者:
塑望
时间:
2008-10-8 18:41
冲突少的话只有一个办法
俭省脚本
看看这个http://rpg.blue/web/htm/news216.htm
作者:
lhbadsl
时间:
2008-10-8 18:44
其实,如果你想要纵版的话,用ratb最好,因为最多特效,也是即插即用。。。而冲突的问题就是不能和其他战斗系统一起使用,只不过这个战斗系统已经是非常完美的脚本了,所以就没有什么关系了。。。。。从画面的特效上来讲,这个是最牛逼的纵版战斗系统了,也没有任何其他脚本可以超越它,因为站上的高手都不研究纵版。。。
作者:
Oo呵呵oO
时间:
2008-10-8 18:46
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作者:
塑望
时间:
2008-10-8 18:49
你要什么美化效果以及什么模式..说清楚
作者:
Oo呵呵oO
时间:
2008-10-8 18:52
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作者:
redant
时间:
2008-10-8 18:59
纵版 哇哈哈我喜欢雷电 那个飞机的 哇哈哈{/se}
搜下 彩虹剑 蹦血爽快
[LINE]1,#dddddd[/LINE]
美化 底下的显示头像那里?
#==============================================================================
# ■ 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, 0, 640, 480)
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")
# @bitmap3 = RPG::Cache.picture("../system/battle/hmcp/底.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_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 + "战斗.png")
@sta_back[actor_index].x = 10
@sta_back[actor_index].y = 220 + (actor_index - 1) * 80
@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 = 75
@sta_output[actor_index].y = 232 + (actor_index - 1) * 80
@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, 5)
# 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, 5)
# @src_rect3 = Rect.new(0,0,@bitmap3.width, @bitmap3.height)
# self.contents.blt(10,220, @bitmap3, @src_rect3)
# @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.blt(66, 54, @bitmap3, @src_rect3)
@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 + "战斗1.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 + "战斗1.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 * 160 + 145
actor_y = i * 80 + 220
@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, 5)
# mp_width = $game_party.actors[i].sp * @mp_bitmap.width/$game_party.actors[i].maxsp
# mp_rect = Rect.new(0, 0, mp_width, 5)
# @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(0, 0, 640 , 480, "LEVEL UP!")
else
draw_actor_state(actor, 120, actor_y)
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 = 255 #if self.contents_opacity > 1
else
self.contents_opacity = 255 #if self.contents_opacity < 255
end
end
end
复制代码
角色名+战斗1.PNG
提示哪儿错 改哪儿
应该可以理解{/hx} [LINE]1,#dddddd[/LINE]
版主对此帖的认可:『正确解答,补上悬赏积分100分+1卡(=250分),感激你的热情解答...』,积分『+350』。
作者:
塑望
时间:
2008-10-8 19:00
http://rpg.blue/web/htm/news542.htm
华丽地给你. [LINE]1,#dddddd[/LINE]
系统信息:本贴由本区版主认可为正确答案,66RPG感谢您的热情解答~
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