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标题: hgfor,看见,请进来聊下,请看短信 [打印本页]

作者: xufangcun    时间: 2008-11-20 22:40
标题: hgfor,看见,请进来聊下,请看短信
如图

你这个效果图的右上角那个显示头框的效果,是用脚本做的吗?是的话,请你提供一个脚本,可以吗?我现在在做一个新版的大话,比上次的好很多,加了很多效果,比如:类似
梦3的BB系统和飞行旗,各方面也做了优化,更新了战斗系统,完善了大话的魔法和人法。
这是新版的测试截图:
[LINE]1,#dddddd[/LINE]版务信息:本贴由楼主自主结贴~
作者: hgfor    时间: 2008-11-20 22:46
我现在把脚本发给你,希望对你有所帮助.

战斗中显示坐标图和状态图

  1. #==============================================================================
  2. # ■ Window_BattleStatus
  3. #------------------------------------------------------------------------------
  4. #  显示战斗画面同伴状态的窗口。
  5. #==============================================================================

  6. class Window_BattleStatus < Window_Base
  7.   #--------------------------------------------------------------------------
  8.   # ● 初始化对像
  9.   #--------------------------------------------------------------------------
  10.   def initialize
  11.     super(0, 0, 640, 480)
  12.     self.contents = Bitmap.new(width - 32, height - 32)
  13.     @level_up_flags = [false, false, false, false]
  14.    
  15.     self.opacity = 0
  16.     @sta_back = []
  17.     @sta_output = []
  18.    
  19.     @hp_bitmap = RPG::Cache.picture("HP_Meter.png")
  20.     @mp_bitmap = RPG::Cache.picture("SP_Meter.png")
  21.    
  22.    @xy_window = Window_xy.new
  23.    @xy_window.x = -16
  24.    @xy_window.y = -16
  25.    @xy_window.opacity = 0
  26.    @xy_window.back_opacity = 0
  27.    @xy_window.contents_opacity = 255
  28.    
  29.     for actor_index in 1..$game_party.actors.size
  30.       @sta_back[actor_index] = Sprite.new
  31.       @sta_back[actor_index].bitmap = Bitmap.new("Graphics/Pictures/" + $game_party.actors[actor_index - 1].name + "战斗.png")
  32.       @sta_back[actor_index].x = 510-(actor_index - 1) * 130
  33.       @sta_back[actor_index].y = 0
  34.       @sta_back[actor_index].z = self.z + 1
  35.       @sta_output[actor_index] = Sprite.new
  36.       @sta_output[actor_index].bitmap = Bitmap.new(180, 120)
  37.       @sta_output[actor_index].x = 476-(actor_index - 1) * 130
  38.       @sta_output[actor_index].y = -29 #(actor_index - 1) * 80 - 29
  39.       @sta_output[actor_index].z = self.z + 200
  40.       @sta_output[actor_index].bitmap.clear
  41.       @sta_output[actor_index].bitmap.font.size = 10
  42.       @sta_output[actor_index].bitmap.font.name = "黑体"
  43.       hp_width = $game_party.actors[actor_index - 1].hp * @hp_bitmap.width/$game_party.actors[actor_index - 1].maxhp
  44.       hp_rect = Rect.new(0, 0, hp_width, 12)
  45.       mp_width = $game_party.actors[actor_index - 1].sp * @mp_bitmap.width/$game_party.actors[actor_index - 1].maxsp
  46.       mp_rect = Rect.new(0, 0, mp_width, 12)
  47.     end
  48.     refresh
  49.   end
  50.   #--------------------------------------------------------------------------
  51.   # ● 释放
  52.   #--------------------------------------------------------------------------
  53.   def dispose
  54.     super
  55.     for actor_index in 1..$game_party.actors.size
  56.       @sta_back[actor_index].bitmap.dispose
  57.       @sta_back[actor_index].dispose
  58.       @sta_output[actor_index].bitmap.dispose
  59.       @sta_output[actor_index].dispose
  60.     end
  61.   end
  62.   #--------------------------------------------------------------------------
  63.   # ● 设置升级标志
  64.   #     actor_index : 角色索引
  65.   #--------------------------------------------------------------------------
  66.   def level_up(actor_index)
  67.     @level_up_flags[actor_index] = true
  68.   end
  69.   #--------------------------------------------------------------------------
  70.   # ● 刷新
  71.   #--------------------------------------------------------------------------
  72.   def refresh
  73.     self.contents.clear
  74.     @item_max = $game_party.actors.size
  75.     for i in 0...$game_party.actors.size
  76.     actor = $game_party.actors[i]
  77.       #......................................................................
  78.      actor_x =  480#i * 160 + 145
  79.      actor_y =  0#i * 80 + 220
  80.     @sta_output[i + 1].bitmap.clear
  81.       
  82.     hp_width = $game_party.actors[i].hp * @hp_bitmap.width/$game_party.actors[i].maxhp
  83.     hp_rect = Rect.new(0, 0, hp_width, 12)
  84.       
  85.     mp_width = $game_party.actors[i].sp * @mp_bitmap.width/$game_party.actors[i].maxsp
  86.     mp_rect = Rect.new(0, 0, mp_width, 12)
  87.       
  88.       @sta_output[i + 1].bitmap.blt(80, 44, @hp_bitmap, hp_rect)
  89.       #间距
  90.       @sta_output[i + 1].bitmap.blt(80, 56, @mp_bitmap, mp_rect)
  91.   
  92.     end
  93.   end
  94.   #--------------------------------------------------------------------------
  95.   # ● 刷新画面
  96.   #--------------------------------------------------------------------------
  97.   def update
  98.     super
  99. #     主界面的不透明度下降
  100.     if $game_temp.battle_main_phase
  101.       self.contents_opacity = 255 #if self.contents_opacity > 1
  102.     else
  103.       self.contents_opacity = 255 #if self.contents_opacity < 255
  104.     end
  105.   end
  106. end
复制代码




地图坐标
  1. #-----------------------------------------------------------------------------
  2. # ■class map_XY
  3. #-----------------------------------------------------------------------------
  4. class Window_xy < Window_Base
  5. def initialize
  6.    super(0, 0, 680, 560)  #175, 100
  7.    self.contents = Bitmap.new(width - 32, height - 22)
  8.    self.opacity = 0
  9.    self.back_opacity = 0
  10.    self.contents_opacity = 255      
  11.    self.visible = true
  12.    refresh
  13.    @x = $game_player.x
  14.    @y = $game_player.y
  15.    @id = $game_map.map_id
  16. end
  17. def refresh
  18.      @x = $game_player.x
  19.      @y = $game_player.y
  20.      @id = $game_map.map_id
  21.     self.contents.clear
  22.     a = "001"
  23.     bitmap=Bitmap.new("Graphics/Pictures/#{a}")
  24.     src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
  25.     self.contents.blt(0, 0, bitmap, src_rect)
  26.     $mapnames = load_data("Data/MapInfos.rxdata")
  27.     map_name = $mapnames[@id].name
  28.     self.contents.font.color = Color.new(255, 255, 255, 255)
  29.     self.contents.font.size = 16
  30.     self.contents.draw_text(2, 4, 80, 18, map_name,2)
  31.     self.contents.font.color = Color.new(255, 255, 255, 255)
  32.     self.contents.font.size = 16
  33.     self.contents.draw_text(2, 4, 80, 18, map_name,2)
  34.     self.contents.font.color = Color.new(255, 255, 255, 255)
  35.     self.contents.font.size = 16
  36.     self.contents.draw_text(2, 4, 80, 18, map_name,2)
  37.     self.contents.font.color = Color.new(255, 255, 255, 255)
  38.     self.contents.font.size = 12
  39.     self.contents.draw_text(10, 24, 120, 15, "X:")
  40.     self.contents.font.color = normal_color
  41.     self.contents.font.size = 12
  42.     self.contents.draw_text(0, 15, 45, 32, @x.to_s,2)
  43.     self.contents.font.color = Color.new(255, 255, 255, 255)
  44.     self.contents.font.size = 12
  45.     self.contents.draw_text(60, 15, 90, 32, "Y:")
  46.     self.contents.font.color = Color.new(255, 255, 255, 255)
  47.     self.contents.font.size = 12
  48.     self.contents.draw_text(0, 15, 95, 32, @y.to_s,2)
  49.   end
  50.   
  51. def judge
  52.    return true if @x != $game_player.x
  53.    return true if @y != $game_player.y
  54.    return true if @id != $game_map.map_id
  55.    return false
  56. end
  57. end

  58. class Scene_Map
  59. alias xy_66rpg_main main
  60. def main
  61.    @xy_window = Window_xy.new
  62.    @xy_window.x = - 16
  63.    @xy_window.y = - 16
  64.    xy_66rpg_main
  65.    @xy_window.dispose
  66. end
  67. alias xy_66rpg_update update
  68. def update
  69.    xy_66rpg_update
  70.      
  71.      @xy_window.visible = false
  72.      @xy_window.refresh if @xy_window.judge
  73.    else
  74.      @xy_window.visible = true

  75. end
  76. end
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在地图上显示坐标图和人物框

  1. #_______________________________________________________________________________
  2. # MOG_MPW HUD Elena V2.0           
  3. #_______________________________________________________________________________
  4. # By Moghunter
  5. # http://www.atelier-rgss.com
  6. #_______________________________________________________________________________
  7. module MOG
  8. #HUD Position.
  9. STMAPX = 476   # X Pos
  10. STMAPY = - 16 # Y Pos
  11. #Disable HUD Switch ID.  
  12. STMAPVIS = 1
  13. #Windowskin name.
  14. STMAPSKIN = ""
  15. #Window Opacity.
  16. STMAPOPA = 0
  17. end
  18. $mogscript = {} if $mogscript == nil
  19. $mogscript["mpstelen"] = true
  20. ###############
  21. # Window_Base #
  22. ###############
  23. class Window_Base < Window   

  24. def draw_maphp2(actor, x, y)
  25.   
  26. text = RPG::Cache.picture("HP_Tx")
  27. cw = text.width
  28. ch = text.height
  29. src_rect = Rect.new(0, 0, cw, ch)
  30. self.contents.blt( 20, 0, text, src_rect)

  31. meter = RPG::Cache.picture("HP_Meter")   
  32. cw = meter.width  * actor.hp / actor.maxhp
  33. ch = meter.height
  34. src_rect = Rect.new(0, 0, cw, ch)
  35. self.contents.blt( 66 ,16 , meter, src_rect)

  36. end  


  37. def draw_mapsp2(actor, x, y)
  38. meter = RPG::Cache.picture("SP_Meter")   
  39. cw = meter.width  * actor.sp / actor.maxsp
  40. ch = meter.height
  41. src_rect = Rect.new(0, 0, cw, ch)
  42. self.contents.blt( 66, 29, meter, src_rect)
  43. end

  44. def draw_mexp(actor, x, y)
  45. actor = $game_party.actors[0]
  46. if actor.next_exp != 0
  47. rate = actor.now_exp.to_f / actor.next_exp
  48. else
  49. rate = 1
  50. end
  51. bitmap = RPG::Cache.picture("Exp_Meter")
  52. if actor.level < 99
  53. cw = bitmap.width * rate
  54. else
  55. cw = bitmap.width
  56. end   
  57. ch = bitmap.height
  58. src_rect = Rect.new(0, 0, cw, ch)
  59. self.contents.blt(66 , 3, bitmap, src_rect)

  60. end
  61. def nada
  62. face = RPG::Cache.picture("")
  63. end  
  64. def draw_heroface(actor,x,y)
  65. face = RPG::Cache.picture(actor.name + "_face") rescue nada
  66. cw = face.width
  67. ch = face.height
  68. src_rect = Rect.new(0, 0, cw, ch)
  69. self.contents.blt(23 , 2, face, src_rect)
  70. end  

  71. end
  72. ##############
  73. # Game_Actor #
  74. ##############
  75. class Game_Actor < Game_Battler
  76. def now_exp
  77. return @exp - @exp_list[@level]
  78. end
  79. def next_exp
  80. return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  81. end
  82. end
  83. #####################
  84. # Window_Status_Map #
  85. #####################
  86. class Window_Sthero < Window_Base
  87. def initialize
  88. super(0, 0, 310, 120)
  89. self.contents = Bitmap.new(width - 32, height - 32)
  90. self.windowskin = RPG::Cache.windowskin(MOG::STMAPSKIN)   
  91. self.contents.font.bold = true
  92. self.contents.font.size = 20
  93. self.contents.font.name = "Georgia"
  94. self.opacity = MOG::STMAPOPA
  95. refresh
  96. end  
  97. def refresh
  98. self.contents.clear
  99. actor = $game_party.actors[0]
  100. draw_maphp2(actor, 35, 35)
  101. draw_mapsp2(actor, - 40, 60)
  102. draw_heroface(actor, 0, 70)
  103. # draw_actor_statemap(actor, 200, 60, 70)
  104. # draw_actor_levelmap(actor, 80, 10)   
  105. draw_mexp(actor, 100, 10)
  106. end
  107. end
  108. ###############
  109. # Game_Player #
  110. ###############
  111. class Game_Player < Game_Character
  112. attr_accessor :wref
  113. end
  114. #############
  115. # Scene_Map #
  116. #############
  117. class Scene_Map
  118. alias mog11_main main
  119. def main
  120. @sthero = Window_Sthero.new
  121. @sthero.x = MOG::STMAPX
  122. @sthero.y = MOG::STMAPY
  123. if $game_switches[MOG::STMAPVIS] == false
  124. @sthero.visible = true  
  125. else
  126. @sthero.visible = false  
  127. end  
  128. mog11_main
  129. @sthero.dispose
  130. end
  131. alias mog11_update update
  132. def update
  133. if $game_switches[MOG::STMAPVIS] == false
  134. @sthero.visible = true  
  135. else
  136. @sthero.visible = false  
  137. end  
  138. if $game_player.wref == true
  139. @sthero.refresh
  140. $game_player.wref = false
  141. end
  142. mog11_update
  143. end  
  144. end  
  145. ##############
  146. # Game_Party #
  147. ###############
  148. class Game_Party
  149. alias mog11_check_map_slip_damage check_map_slip_damage  
  150. def check_map_slip_damage
  151. for actor in @actors
  152. if actor.hp > 0 and actor.slip_damage?
  153. $game_player.wref = true
  154. end
  155. end
  156. mog11_check_map_slip_damage  
  157. end
  158. end
  159. ###############
  160. # Interpreter #
  161. ###############
  162. class Interpreter
  163. alias mog11_command_311 command_311
  164. def command_311
  165. mog11_command_311
  166. $game_player.wref = true   
  167. end   
  168. alias mog11_command_312 command_312
  169. def command_312
  170. mog11_command_312
  171. $game_player.wref = true   
  172. end   
  173. alias mog11_command_313 command_313
  174. def command_313
  175. mog11_command_313
  176. $game_player.wref = true   
  177. end   
  178. alias mog11_command_314 command_314
  179. def command_314
  180. mog11_command_314
  181. $game_player.wref = true   
  182. end   
  183. alias mog11_command_315 command_315
  184. def command_315
  185. mog11_command_315
  186. $game_player.wref = true   
  187. end   
  188. end   
  189. ################
  190. # Game_Battler #
  191. ################
  192. class Game_Battler
  193. alias mog11_attack_effect attack_effect
  194. def attack_effect(attacker)
  195. mog11_attack_effect(attacker)  
  196. $game_player.wref = true
  197. end
  198. alias mog11_skill_effect skill_effect
  199. def skill_effect(user, skill)
  200. mog11_skill_effect(user, skill)
  201. $game_player.wref = true  
  202. end  
  203. alias mog11_item_effect item_effect
  204. def item_effect(item)
  205. mog11_item_effect(item)
  206. $game_player.wref = true  
  207. end
  208. alias mog11_add_state add_state
  209. def add_state(state_id, force = false)
  210. mog11_add_state(state_id, force = false)
  211. $game_player.wref = true  
  212. end
  213. end
复制代码


你看看吧

战斗中显示坐标图和状态图这个脚本要调用 地图坐标脚本. [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: redant    时间: 2008-11-20 22:49
  1. #==============================================================================
  2. # ■ Window_BattleStatus
  3. #------------------------------------------------------------------------------
  4. #  显示战斗画面同伴状态的窗口。
  5. #==============================================================================

  6. class Window_BattleStatus < Window_Base
  7.   #--------------------------------------------------------------------------
  8.   # ● 初始化对像
  9.   #--------------------------------------------------------------------------
  10.   def initialize
  11.     super(0, 0, 640, 480)
  12.     self.contents = Bitmap.new(width - 32, height - 32)
  13.     @level_up_flags = [false, false, false, false]
  14.     #........................................................................
  15.     self.opacity = 0
  16.     @sta_back = []
  17.     @sta_output = []
  18.    # @cp_output = []
  19.     @hp_bitmap = RPG::Cache.picture("HP_Meter.png")
  20.     @mp_bitmap = RPG::Cache.picture("SP_Meter.png")
  21.    # @bitmap3 = RPG::Cache.picture("../system/battle/hmcp/底.png")
  22.     # @cp_bitmap = RPG::Cache.picture("../system/battle/hmcp/cp_bar.png")
  23.    # @cp_output = []
  24.    # @cp_back_bar = Sprite.new
  25.     #@cp_back_bar.bitmap = Bitmap.new("Graphics/system/battle/hmcp/cp_back_bar")
  26.    ## @cp_back_bar.x = 450
  27.    # @cp_back_bar.y = 25
  28.     #@cp_back_bar.z = self.z + 1
  29.    # @actor_cp_sprite = []
  30.    # @actor_cp_sprite_back = []
  31.    @xy_window = Window_xy.new
  32.    @xy_window.x = -16
  33.    @xy_window.y = -16
  34.    @xy_window.opacity = 0
  35.     for actor_index in 1..$game_party.actors.size
  36. #      @cp_output[actor_index] = Sprite.new
  37.      # @cp_output[actor_index].bitmap = Bitmap.new(133, 78)
  38.     #  @cp_output[actor_index].x = 100 + (actor_index - 1) * 133
  39.     #  @cp_output[actor_index].y = 480 - 78 - 10
  40.     #  @cp_output[actor_index].z = self.z + 2
  41. #      @cp_output[actor_index].bitmap.clear
  42.       @sta_back[actor_index] = Sprite.new
  43.       @sta_back[actor_index].bitmap = Bitmap.new("Graphics/Pictures/" + $game_party.actors[actor_index - 1].name + "战斗.png")
  44.       @sta_back[actor_index].x = 510-(actor_index - 1) * 130
  45.       @sta_back[actor_index].y = 0
  46.       @sta_back[actor_index].z = self.z + 1
  47.      @sta_output[actor_index] = Sprite.new
  48.       @sta_output[actor_index].bitmap = Bitmap.new(180, 120)
  49.      @sta_output[actor_index].x = 476-(actor_index - 1) * 130
  50.       @sta_output[actor_index].y = -29#(actor_index - 1) * 80 - 29
  51.       @sta_output[actor_index].z = self.z + 200
  52.       @sta_output[actor_index].bitmap.clear
  53.       @sta_output[actor_index].bitmap.font.size = 10
  54.       @sta_output[actor_index].bitmap.font.name = "黑体"
  55.       hp_width = $game_party.actors[actor_index - 1].hp * @hp_bitmap.width/$game_party.actors[actor_index - 1].maxhp
  56.       hp_rect = Rect.new(0, 0, hp_width, 12)
  57.       mp_width = $game_party.actors[actor_index - 1].sp * @mp_bitmap.width/$game_party.actors[actor_index - 1].maxsp
  58.       mp_rect = Rect.new(0, 0, mp_width, 12)
  59.       
  60.      # @src_rect3 = Rect.new(0,0,@bitmap3.width, @bitmap3.height)
  61.      # self.contents.blt(10,220, @bitmap3, @src_rect3)
  62.       
  63.     #  @sta_output[actor_index].bitmap.blt(66, 44, @hp_bitmap, hp_rect)
  64.      # @sta_output[actor_index].bitmap.blt(66, 64, @mp_bitmap, mp_rect)
  65.      # @sta_output[actor_index].bitmap.blt(66, 54, @bitmap3, @src_rect3)
  66.       
  67.       #@sta_output[actor_index].bitmap.font.color.set(255, 0, 0)
  68.     #  @sta_output[actor_index].bitmap.draw_text(80, 31, 77, 11,$game_party.actors[actor_index - 1].hp.to_s + "/" + $game_party.actors[actor_index - 1].maxhp.to_s)
  69.      # @sta_output[actor_index].bitmap.font.color.set(0, 0, 255)
  70.      #@sta_output[actor_index].bitmap.draw_text(80, 51, 77, 11,$game_party.actors[actor_index - 1].sp.to_s + "/" + $game_party.actors[actor_index - 1].maxsp.to_s)
  71.     end
  72.     #........................................................................
  73.     refresh
  74.   end
  75.   #--------------------------------------------------------------------------
  76.   # ● 释放
  77.   #--------------------------------------------------------------------------
  78.   def dispose
  79.     super
  80.     @hp_bitmap.bitmap.dispose
  81.    @hp_bitmap.dispose
  82.     @mp_bitmap.bitmap.dispose
  83.     @mp_bitmap.dispose
  84.     #@cp_bitmap.bitmap.dispose
  85.    # @cp_bitmap.dispose
  86.     for actor_index in 1..$game_party.actors.size
  87.       @sta_back[actor_index].bitmap.dispose
  88.       @sta_back[actor_index].dispose
  89.       @sta_output[actor_index].bitmap.dispose
  90.       @sta_output[actor_index].dispose
  91.      # @cp_output[actor_index].bitmap.dispose
  92.      # @cp_output[actor_index].dispose
  93.     end
  94.   end
  95.   #--------------------------------------------------------------------------
  96.   # ● 设置升级标志
  97.   #     actor_index : 角色索引
  98.   #--------------------------------------------------------------------------
  99.   def level_up(actor_index)
  100.     @level_up_flags[actor_index] = true
  101.   end
  102.   #......................................................................
  103.   #--------------------------------------------------------------------------
  104.   # ● 设置正在攻击标志
  105.   #     actor_index : 角色索引
  106.   #--------------------------------------------------------------------------
  107.   #def in_atk(actor_index)
  108.    #@sta_back[actor_index + 1].bitmap = Bitmap.new("Graphics/System/Battle/sta_back/" + $game_party.actors[actor_index].name + "战斗1.png")
  109.   #end
  110.   #--------------------------------------------------------------------------
  111.   # ● 设置不在攻击标志
  112.   #     actor_index : 角色索引
  113.   #--------------------------------------------------------------------------
  114.   #def out_atk(actor_index)
  115.    # @sta_back[actor_index + 1].bitmap = Bitmap.new("Graphics/System/Battle/sta_back/" + $game_party.actors[actor_index].name + "战斗.png")
  116.   #end
  117.   #......................................................................
  118.   #--------------------------------------------------------------------------
  119.   # ● 刷新
  120.   #--------------------------------------------------------------------------
  121.   def refresh
  122.     self.contents.clear
  123.     @item_max = $game_party.actors.size
  124.     for i in 0...$game_party.actors.size
  125.       actor = $game_party.actors[i]
  126.       #......................................................................
  127.        actor_x =  480#i * 160 + 145
  128.        actor_y =  0#i * 80 + 220
  129.       @sta_output[i + 1].bitmap.clear
  130.      hp_width = $game_party.actors[i].hp * @hp_bitmap.width/$game_party.actors[i].maxhp
  131.       hp_rect = Rect.new(0, 0, hp_width, 12)
  132.       mp_width = $game_party.actors[i].sp * @mp_bitmap.width/$game_party.actors[i].maxsp
  133.       mp_rect = Rect.new(0, 0, mp_width, 12)
  134.       @sta_output[i + 1].bitmap.blt(80, 44, @hp_bitmap, hp_rect)
  135.       #间距
  136.       @sta_output[i + 1].bitmap.blt(80, 56, @mp_bitmap, mp_rect)
  137.      # @sta_output[i + 1].bitmap.font.color.set(255, 0, 0)
  138.       #@sta_output[i + 1].bitmap.draw_text(80, 31, 77, 11,$game_party.actors[i].hp.to_s + "/" + $game_party.actors[i].maxhp.to_s)
  139.       #@sta_output[i + 1].bitmap.font.color.set(0, 0, 255)
  140.       #@sta_output[i + 1].bitmap.draw_text(80, 51, 77, 11,$game_party.actors[i].sp.to_s + "/" + $game_party.actors[i].maxsp.to_s)
  141.       #......................................................................
  142.      # if @level_up_flags[i]
  143.       #  self.contents.font.color = normal_color
  144.        # self.contents.draw_text(0, 0, 640 , 480, "LEVEL UP!")
  145.       #else
  146.        # draw_actor_state(actor, 120, actor_y)
  147.      # end
  148.     end
  149.   end
  150.   #--------------------------------------------------------------------------
  151.   # ● 刷新画面
  152.   #--------------------------------------------------------------------------
  153.   def update
  154.     super
  155. #     主界面的不透明度下降
  156.     if $game_temp.battle_main_phase
  157.       self.contents_opacity = 255 #if self.contents_opacity > 1
  158.     else
  159.       self.contents_opacity = 255 #if self.contents_opacity < 255
  160.     end
  161.   end
  162. end
复制代码

参看
http://rpg.blue/viewthread.php?tid=110064&page=2

哦~~~{/cy}  捡分喽

另外 聊天的话 用短信好了  {/gg}
提问区公开的 就像我钻进来了=。=
作者: hgfor    时间: 2008-11-20 22:52
在战斗中显示坐标与人物框还是redant给写的呢, {/qiang}

很期待楼主的游戏哦.

敌人我是在脚本里修改坐标的,不用每次都调,真是麻烦啊.

要仿大话就得突破8个敌人,大话是10个敌人的.
作者: xufangcun    时间: 2008-11-20 23:08
hgfor

谢了,给你一条短信,希望看到。




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