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标题: 状态窗口如何添加角色的战斗图?? [打印本页]

作者: id人格分裂症    时间: 2008-11-10 22:57
标题: 状态窗口如何添加角色的战斗图??
在状态窗口的右下角添加相应角色的战斗图,战斗图的右下角对齐状态窗口的右下角。并且长和宽为原图大小的1/2 [LINE]1,#dddddd[/LINE]此贴于 2008-11-11 13:29:20 被版主darkten提醒,请楼主看到后对本贴做出回应。 [LINE]1,#dddddd[/LINE]此贴于 2008-11-12 15:04:53 被版主darkten提醒,请楼主看到后对本贴做出回应。 [LINE]1,#dddddd[/LINE]版务信息:本贴由楼主自主结贴~
作者: 天圣的马甲    时间: 2008-11-10 23:15
http://rpg.blue/web/htm/news124.htm
http://rpg.blue/web/htm/news125.htm

下载来学。 [LINE]1,#dddddd[/LINE]系统信息:本贴由楼主认可为正确答案,66RPG感谢您的热情解答~
作者: cinderelmini    时间: 2008-11-11 00:00
用以下脚本替换“window_status”全部内容。
谨记,半身图应改名为:角色战斗图+“_h”。
至于位置就自己调整吧,还有就是状态界面会在周边减少一些像素,简单地说就像是在这个界面加上一个黑色的框。
  1. #=============================================================================
  2. # ■ Window_Status
  3. #------------------------------------------------------------------------------
  4. #  显示状态画面、完全规格的状态窗口。
  5. #==============================================================================

  6. class Window_Status < Window_Base
  7.   #--------------------------------------------------------------------------
  8.   # ● 初始化对像
  9.   #     actor : 角色
  10.   #--------------------------------------------------------------------------
  11.   def initialize(actor)
  12.     super(0, 0, 640, 480)
  13.     self.contents = Bitmap.new(width - 32, height - 32)
  14.     @actor = actor
  15.     refresh
  16.   end
  17.   #--------------------------------------------------------------------------
  18.   # ● 刷新
  19.   #--------------------------------------------------------------------------
  20.   def refresh
  21.     self.contents.clear
  22.     testname = @actor.battler_name+"_h.png"
  23.     if $加密 == true
  24.       bitmap=Bitmap.new("Graphics/battlers/#{testname}")
  25.       src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) #——可自己调整大小
  26.       self.contents.blt(0, y, bitmap, src_rect)  
  27.       self.contents.font.size = 18
  28.       self.contents.font.color = text_color(6)
  29.       draw_actor_name(@actor, 300, 0)
  30.       self.contents.font.color = text_color(0)
  31.       draw_actor_class(@actor, 400, 32)
  32.       draw_actor_level(@actor, 300, 32)
  33.       draw_actor_state(@actor, 480, 32)
  34.       draw_actor_hp(@actor, 300, 64, 150)
  35.       draw_actor_sp(@actor, 300, 96, 150)
  36.       draw_actor_exp_state(@actor, 300, 128, 150)
  37.       draw_actor_parameter_state(@actor, 480, 66, 0)
  38.       draw_actor_parameter_state(@actor, 480, 98, 1)
  39.       draw_actor_parameter_state(@actor, 480, 130, 2)
  40.       draw_actor_parameter_state(@actor, 320, 162, 3)
  41.       draw_actor_parameter_state(@actor, 320, 194, 4)
  42.       draw_actor_parameter_state(@actor, 480, 162, 5)
  43.       draw_actor_parameter_state(@actor, 480, 194, 6)
  44.       self.contents.font.color = system_color
  45.       self.contents.draw_text(300, 260, 96, 32, "身上装备")
  46.       draw_item_name($data_weapons[@actor.weapon_id], 300, 300)
  47.       draw_item_name($data_armors[@actor.armor1_id], 460, 300)
  48.       draw_item_name($data_armors[@actor.armor2_id], 300, 340)
  49.       draw_item_name($data_armors[@actor.armor3_id], 460, 340)
  50.       draw_item_name($data_armors[@actor.armor4_id], 300, 380)
  51.     else
  52.       if FileTest.exist?("Graphics/battlers/#{testname}")
  53.         bitmap=Bitmap.new("Graphics/battlers/#{testname}")
  54.         src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) #——可自己调整大小
  55.         self.contents.blt(0, y, bitmap, src_rect)  
  56.         self.contents.font.size = 18
  57.         self.contents.font.color = text_color(6)
  58.         draw_actor_name(@actor, 300, 0)
  59.         self.contents.font.color = text_color(0)
  60.         draw_actor_class(@actor, 400, 32)
  61.         draw_actor_level(@actor, 300, 32)
  62.         draw_actor_state(@actor, 480, 32)
  63.         draw_actor_hp(@actor, 300, 64, 150)
  64.         draw_actor_sp(@actor, 300, 96, 150)
  65.         draw_actor_exp_state(@actor, 300, 128, 150)
  66.         draw_actor_parameter_state(@actor, 480, 66, 0)
  67.         draw_actor_parameter_state(@actor, 480, 98, 1)
  68.         draw_actor_parameter_state(@actor, 480, 130, 2)
  69.         draw_actor_parameter_state(@actor, 320, 162, 3)
  70.         draw_actor_parameter_state(@actor, 320, 194, 4)
  71.         draw_actor_parameter_state(@actor, 480, 162, 5)
  72.         draw_actor_parameter_state(@actor, 480, 194, 6)
  73.         self.contents.font.color = system_color
  74.         self.contents.draw_text(300, 260, 96, 32, "身上装备")
  75.         draw_item_name($data_weapons[@actor.weapon_id], 300, 300)
  76.         draw_item_name($data_armors[@actor.armor1_id], 460, 300)
  77.         draw_item_name($data_armors[@actor.armor2_id], 300, 340)
  78.         draw_item_name($data_armors[@actor.armor3_id], 460, 340)
  79.         draw_item_name($data_armors[@actor.armor4_id], 300, 380)
  80.       else
  81.         draw_actor_graphic(@actor, 40, 112)
  82.         draw_actor_name(@actor, 4, 0)
  83.         draw_actor_class(@actor, 4 + 144, 0)
  84.         draw_actor_level(@actor, 96, 32)
  85.         draw_actor_state(@actor, 96, 64)
  86.         draw_actor_hp(@actor, 96, 112, 172)
  87.         draw_actor_sp(@actor, 96, 144, 172)
  88.         draw_actor_parameter(@actor, 96, 192, 0)
  89.         draw_actor_parameter(@actor, 96, 224, 1)
  90.         draw_actor_parameter(@actor, 96, 256, 2)
  91.         draw_actor_parameter(@actor, 96, 304, 3)
  92.         draw_actor_parameter(@actor, 96, 336, 4)
  93.         draw_actor_parameter(@actor, 96, 368, 5)
  94.         draw_actor_parameter(@actor, 96, 400, 6)
  95.         self.contents.font.color = system_color
  96.         self.contents.draw_text(320, 48, 80, 32, "EXP")
  97.         self.contents.draw_text(320, 80, 80, 32, "NEXT")
  98.         self.contents.font.color = normal_color
  99.         self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
  100.         self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
  101.         self.contents.font.color = system_color
  102.         self.contents.draw_text(320, 160, 96, 32, "装备")
  103.         draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
  104.         draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)
  105.         draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304)
  106.         draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352)
  107.         draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400)
  108.       end
  109.     end
  110.   end
  111.   def dummy
  112.     self.contents.font.color = system_color
  113.     self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
  114.     self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
  115.     self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
  116.     self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
  117.     self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
  118.     draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
  119.     draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
  120.     draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
  121.     draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
  122.     draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
  123.   end
  124. end
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