Project1
标题:
为什么第一回合人物血条长了?
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作者:
jhhuang
时间:
2008-10-22 02:40
标题:
为什么第一回合人物血条长了?
进入战斗之后血条特别长了一点....
被攻击之后血条恢复成正常长短.是不是因为哪里刷新出了问题?
#==============================================================================
# ■ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :update_cp_only # CPメーターのみの更新
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias xrxs_bp7_initialize initialize
def initialize
# 初期化
@previous_hp = []
@previous_sp = []
# 呼び戻す
xrxs_bp7_initialize
# ↓Full-Viewの場合は下二行の # を消してください。
#self.opacity = 0
#self.back_opacity = 0
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
alias xrxs_bp7_refresh refresh
def refresh
# CPメーターの更新のみ の場合
if @update_cp_only
xrxs_bp7_refresh
return
end
# 変更するものがない場合、飛ばす
@item_max = $game_party.actors.size
bool = false
for i in 0...@item_max
actor = $game_party.actors[i]
if (@previous_hp[i] != actor.hp) or (@previous_sp[i] != actor.sp)
bool = true
end
end
return if bool == false
# 描写を開始
self.contents.clear
for i in 0...@item_max
actor = $game_party.actors[i]
actor_x = i * 160 + 35
draw_actor_name(actor, actor_x-35, 20)
# HP/SPメーターの描写
draw_actor_hp_meter_line(actor, actor_x-9, 58, 96, 8)
draw_actor_sp_meter_line(actor, actor_x-9, 91, 96, 8)
# HP数値の描写
self.contents.font.size = 11 # HP/SP数値の文字の大きさ
self.contents.font.color = Color.new(0,0,0,192)
self.contents.draw_text(actor_x-8, 52, 96, 24, actor.hp.to_s, 2)
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(actor_x-10, 50, 96, 24, actor.hp.to_s, 2)
# SP数値の描写
self.contents.font.color = Color.new(0,0,0,192)
self.contents.draw_text(actor_x-8, 85, 96, 24, actor.sp.to_s, 2)
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(actor_x-10, 83, 96, 24, actor.sp.to_s, 2)
# 用語「HP」と用語「SP」の描写
self.contents.font.size = 14 # 用語「HP/SP」の文字の大きさ
self.contents.font.color = Color.new(0,0,0,192)
self.contents.draw_text(actor_x-27, 51, 196, 24, $data_system.words.hp)
self.contents.draw_text(actor_x-27, 84, 196, 24, $data_system.words.sp)
self.contents.font.color = system_color # 用語「HP/SP」の文字の色
self.contents.draw_text(actor_x-29, 49, 196, 24, $data_system.words.hp)
self.contents.draw_text(actor_x-29, 82, 196, 24, $data_system.words.sp)
# 状态の描写
draw_actor_state(actor, actor_x - 36, 98)
# 値を更新
@previous_hp[i] = actor.hp
@previous_hp[i] = actor.hp
end
end
end
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● HPメーター の描画
#--------------------------------------------------------------------------
def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
w = width * actor.hp / [actor.maxhp,1].max
hp_color_1 = Color.new(255, 255, 0, 192)
hp_color_2 = Color.new(255, 0, 0, 192)
self.contents.fill_rect(x, y, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
x -= 1
y += (height/4).floor
self.contents.fill_rect(x, y, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x, y, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x, y, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end
#--------------------------------------------------------------------------
# ● SPメーター の描画
#--------------------------------------------------------------------------
def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
w = width * actor.sp / [actor.maxsp,1].max
hp_color_1 = Color.new( 0, 255, 255, 192)
hp_color_2 = Color.new( 0, 0, 255, 192)
self.contents.fill_rect(x, y, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
x -= 1
y += (height/4).floor
self.contents.fill_rect(x, y, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x, y, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x, y, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end
#--------------------------------------------------------------------------
# ● 名前の描画
#--------------------------------------------------------------------------
# alias xrxs_bp7_draw_actor_name draw_actor_name
# def draw_actor_name(actor, x, y)
# xrxs_bp7_draw_actor_name(actor, x, y) if @draw_ban != true
# end
#--------------------------------------------------------------------------
# ● 状态の描画
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_state draw_actor_state
def draw_actor_state(actor, x, y, width = 120)
xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true
end
#--------------------------------------------------------------------------
# ● HP の描画
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_hp draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true
end
#--------------------------------------------------------------------------
# ● SP の描画
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_sp draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true
end
end
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias xrxs_bp7_update update
def update
xrxs_bp7_update
# メッセージウィンドウ表示中の場合
if $game_temp.message_window_showing
@status_window.update_cp_only = true
else
@status_window.update_cp_only = false
end
end
end
#==============================================================================
# ◇ 外部ライブラリ
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# ● ライン描画 軽量版 by 桜雅 在土
#--------------------------------------------------------------------------
def draw_lineght(start_x, start_y, end_x, end_y, start_color)
# 描写距離の計算。大きめに直角時の長さ。
distance = (start_x - end_x).abs + (start_y - end_y).abs
# 描写開始
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
self.contents.set_pixel(x, y, start_color)
end
end
#--------------------------------------------------------------------------
# ● ライン描画 by 桜雅 在土
#--------------------------------------------------------------------------
def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
# 描写距離の計算。大きめに直角時の長さ。
distance = (start_x - end_x).abs + (start_y - end_y).abs
# 描写開始
if end_color == start_color
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
if width == 1
self.contents.set_pixel(x, y, start_color)
else
self.contents.fill_rect(x, y, width, width, start_color)
end
end
else
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
r = start_color.red * (distance-i)/distance + end_color.red * i/distance
g = start_color.green * (distance-i)/distance + end_color.green * i/distance
b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
if width == 1
self.contents.set_pixel(x, y, Color.new(r, g, b, a))
else
self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
end
end
end
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
复制代码
[LINE]1,#dddddd[/LINE]
版务信息:本贴由楼主自主结贴~
作者:
Disillusion
时间:
2008-10-22 03:03
提示:
作者被禁止或删除 内容自动屏蔽
作者:
天圣的马甲
时间:
2008-10-22 08:35
因为修改数据库的原因吧,让角色当前生命超过了最大生命值,所以长了。战斗前来个完全回复应该就没问题了。 [LINE]1,#dddddd[/LINE]
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