以下引用倭卜僾伱于2009-5-28 11:41:06的发言:
你下个暗黑幼稚版看看呗,那个到主页搜,没加密的哦
以下引用冷不冷于2009-5-28 11:49:46的发言:
#--------------------------------------------------------------------------
# ● 描绘 HP
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# width : 描画目标的宽
#--------------------------------------------------------------------------
def draw_actor_hp(actor, x, y, width = 144)
# 描绘字符串 "HP"
self.contents.font.color = system_color
self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 25))
w = width * actor.hp / actor.maxhp
self.contents.fill_rect(x, y+28, w,1, Color.new(255, 96, 96, 255))
self.contents.fill_rect(x, y+29, w,1, Color.new(255, 0, 0, 255))
self.contents.fill_rect(x, y+30, w,1, Color.new(128, 0, 0, 255))
self.contents.fill_rect(x, y+31, w,1, Color.new(0, 0, 0, 255))
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
# 计算描绘 MaxHP 所需的空间
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
# 描绘 HP
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
# 描绘 MaxHP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
end
end
#--------------------------------------------------------------------------
# ● 描绘 SP
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# width : 描画目标的宽
#--------------------------------------------------------------------------
def draw_actor_sp(actor, x, y, width = 144)
# 描绘字符串 "SP"
self.contents.font.color = system_color
self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))
w = width * actor.sp / actor.maxsp
self.contents.fill_rect(x, y+28, w,1, Color.new(128, 255, 255, 255))
self.contents.fill_rect(x, y+29, w,1, Color.new(0, 255, 255, 255))
self.contents.fill_rect(x, y+30, w,1, Color.new(0, 192, 192, 255))
self.contents.fill_rect(x, y+31, w,1, Color.new(0, 128, 128, 255))
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
# 计算描绘 MaxSP 所需的空间
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
# 描绘 SP
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
# 描绘 MaxSP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
end
end
在Window_Base中把210行到下面描绘能力之前换成这段~!
[本贴由作者于 2009-5-28 11:50:44 最后编辑]
以下引用玄月于2009-5-28 15:44:36的发言:
我说…………
那个……在Scene_Map里面添加一个status窗口不就得了么,还用什么外挂?
以下引用redant于2009-5-28 20:14:58的发言:
DT_SWITCH = 66
#_______________________________________________________________________________
# MOG_MPW HUD Elena V2.0
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#HUD Position.
STMAPX = 476 # X Pos
STMAPY = - 16 # Y Pos
#Disable HUD Switch ID.
STMAPVIS = 1
#Windowskin name.
STMAPSKIN = ""
#Window Opacity.
STMAPOPA = 0
end
$mogscript = {} if $mogscript == nil
$mogscript["mpstelen"] = true
###############
# Window_Base #
###############
class Window_Base < Window
def draw_maphp2(actor, x, y)
text = RPG::Cache.picture("HP_Tx")
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt( 75, 0, text, src_rect)
meter = RPG::Cache.picture("HP_Meter")
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt( 94 ,16 , meter, src_rect)
end
#def draw_mapsp2(actor, x, y)
#meter = RPG::Cache.picture("SP_Meter")
#cw = meter.width
#ch = meter.height * actor.sp / actor.maxsp
#src_rect = Rect.new(0, 0, cw, ch)
#self.contents.blt( 81, 2, meter, src_rect)
#end
def draw_mapsp2(actor, x, y)
meter = RPG::Cache.picture("SP_Meter")
cw = meter.width
ch = 60 - meter.height * actor.sp / actor.maxsp
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt( 81, 2, meter, src_rect)
end
def draw_mexp(actor, x, y)
actor = $game_party.actors[0]
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
bitmap = RPG::Cache.picture("Exp_Meter")
#bitmap.z = 10
if actor.level < 99
cw = bitmap.width
else
cw = bitmap.width
end
ch = bitmap.height - bitmap.height * rate
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(88 , 6, bitmap, src_rect)
end
def nada
face = RPG::Cache.picture("")
end
def draw_heroface(actor,x,y) #"Graphics/system/menu/headp/" + actor.name + ".png"
face = RPG::Cache.picture("../system/menu/HeadP/"+actor.name+"【地图】.png" ) rescue nada
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(93 , 8, face, src_rect)
end
end
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#####################
# Window_Status_Map #
#####################
class Window_Sthero < Window_Base
def initialize
super(0, 0, 310, 120)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin(MOG::STMAPSKIN)
self.contents.font.bold = true
self.contents.font.size = 20
self.contents.font.name = "Georgia"
self.opacity = MOG::STMAPOPA
refresh
end
def refresh
if $game_switches[DT_SWITCH]
#actor = $game_party.actors[0]
#draw_maphp2(actor, 35, 35)
#draw_mapsp2(actor, - 40, 60)
#draw_mexp(actor, 100, 10)
#draw_heroface(actor, 0, 70) 游啊游
self.contents.clear
actor = $game_party.actors[0]
draw_maphp2(actor, 35, 35)
draw_mapsp2(actor, - 40, 60)
draw_mexp(actor, 100, 10)
draw_heroface(actor, 0, 70)
end
# draw_actor_statemap(actor, 200, 60, 70)
#draw_actor_levelmap(actor, 80, 10)
end
end
###############
# Game_Player #
###############
class Game_Player < Game_Character
attr_accessor :wref
end
#############
# Scene_Map #
#############
class Scene_Map
alias mog11_main main
def main
@sthero = Window_Sthero.new
@sthero.x = MOG::STMAPX
@sthero.y = MOG::STMAPY
if $game_switches[MOG::STMAPVIS] == false
@sthero.visible = true
else
@sthero.visible = false
end
mog11_main
@sthero.dispose
end
alias mog11_update update
def update
mog11_update
if $game_switches[MOG::STMAPVIS] == false
@sthero.visible = true
else
@sthero.visible = false
end
if $game_switches[DT_SWITCH]
@sthero.visible = true
if $game_player.wref == true
@sthero.refresh
$game_player.wref = false
end
else
@sthero.visible = false
$game_player.wref = false
end
#if $game_switches[MOG::STMAPVIS] == false游啊游
#@sthero.visible = true
#else
#@sthero.visible = false
#end
#if $game_player.wref == true
#@sthero.refresh
#$game_player.wref = false
#end
#else
# @sthero.visible = false
#$game_player.wref = false
#end
end
end
##############
# Game_Party #
###############
class Game_Party
alias mog11_check_map_slip_damage check_map_slip_damage
def check_map_slip_damage
for actor in @actors
if actor.hp > 0 and actor.slip_damage?
$game_player.wref = true
end
end
mog11_check_map_slip_damage
end
end
###############
# Interpreter #
###############
class Interpreter
alias mog11_command_311 command_311
def command_311
mog11_command_311
$game_player.wref = true
end
alias mog11_command_312 command_312
def command_312
mog11_command_312
$game_player.wref = true
end
alias mog11_command_313 command_313
def command_313
mog11_command_313
$game_player.wref = true
end
alias mog11_command_314 command_314
def command_314
mog11_command_314
$game_player.wref = true
end
alias mog11_command_315 command_315
def command_315
mog11_command_315
$game_player.wref = true
end
end
################
# Game_Battler #
################
class Game_Battler
alias mog11_attack_effect attack_effect
def attack_effect(attacker)
mog11_attack_effect(attacker)
$game_player.wref = true
end
alias mog11_skill_effect skill_effect
def skill_effect(user, skill)
mog11_skill_effect(user, skill)
$game_player.wref = true
end
alias mog11_item_effect item_effect
def item_effect(item)
mog11_item_effect(item)
$game_player.wref = true
end
alias mog11_add_state add_state
def add_state(state_id, force = false)
mog11_add_state(state_id, force = false)
$game_player.wref = true
end
end
素材自理
截图看 我签名处的游戏
是否是LZ 要的效果?
以下引用tommay于2009-5-28 17:01:14的发言:
不明白,为什么对默认系统不满意的人为什么不肯花时间学学脚本呢?永远是一句“我是脚本白痴”,难道这也值得炫耀?难道自己游戏华丽的系统都是由诸多不明来源的脚本“凑”起来的?恕我直言,不明其内涵,再多脚本凑在一起,仍然是没有灵魂的东西,与你的游戏没有什么联系。
算了吧,这样下去也不是办法。要不学脚本,要不默认系统玩玩也挺好,何苦呢。。。
[本贴由作者于 2009-5-28 17:03:16 最后编辑]
以下引用越前リョーマ于2009-5-28 21:56:21的发言:
说句废话就是:可以用事件做,不会的话技术区有范例,虽然很简陋…… - -
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