Project1
标题:
關於战斗血条 1.8改版的角色圖~能不能換成臉圖
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作者:
銀藍色的零
时间:
2009-12-8 21:13
标题:
關於战斗血条 1.8改版的角色圖~能不能換成臉圖
本帖最后由 銀藍色的零 于 2009-12-13 00:31 编辑
我使用的是
战斗血条 1.8改版
我想把步行圖換成臉圖
我知道可將59行改成 draw_actor_face(actor, actor_x - 9, 60)
但是我的臉圖不想放在Battlers裡
想放在Pictures(因為戰鬥用的臉圖跟選單的不一樣
要怎麼改呢?
作者:
銀藍色的零
时间:
2009-12-9 19:22
請高手幫忙~~~(鞠躬
作者:
cinderelmini
时间:
2009-12-10 19:28
本帖最后由 cinderelmini 于 2009-12-10 19:33 编辑
D1个问题。。根据 def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
可以知道括弧里的第4个数是调整宽度的。。所以。。找到
# HP/SPメーターの描写
draw_actor_hp_meter_line(actor, actor_x, 52, 96, 12)
draw_actor_sp_meter_line(actor, actor_x, 84, 96, 12)
把里面的96改成你自己喜欢的数值就好了。。。。
D2个问题。。
全局搜索“def draw_actor_face”
然后把相关的脚本内容贴上来。。。然后才能解决。。。
作者:
銀藍色的零
时间:
2009-12-10 21:57
原本腳本內容是設定成用行走圖
只是我在59行改成 draw_actor_face(actor, actor_x - 9, 60)
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
# ————————————————————————————————————
# ▼▲▼ XRXS_BP 7. バトルステータス?クリアデザイン ver.1.03 ▼▲▼
# by 桜雅 在土
#==============================================================================
# ■ 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 + 21
# 歩行キャラグラフィックの描写
draw_actor_graphic(actor, actor_x - 9, 116) [color=Red]我改成draw_actor_face(actor, actor_x - 9, 60) ~但是我希望置臉圖的位置是在Pictures內[/color]
# HP/SPメーターの描写
draw_actor_hp_meter_line(actor, actor_x, 52, 96, 12)
draw_actor_sp_meter_line(actor, actor_x, 84, 96, 12)
# HP数値の描写
self.contents.font.size = 24 # 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, 40, 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-2, 38, 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, 72, 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-2, 70, 96, 24, actor.sp.to_s, 2)
# 用語「HP」と用語「SP」の描写
self.contents.font.size = 18 # 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+2, 32, 196, 24, $data_system.words.hp)
self.contents.draw_text(actor_x+2, 64, 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, 30, 196, 24, $data_system.words.hp)
self.contents.draw_text(actor_x, 62, 196, 24, $data_system.words.sp)
# ステートの描写
draw_actor_state(actor, actor_x, 100)
# 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, 0, 0, 192)
hp_color_2 = Color.new(255, 255, 0, 192)
self.contents.fill_rect(x+8, y+4, 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+8, y+4, 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+8, y+4, 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+8, y+4, 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, 0, 255, 192)
hp_color_2 = Color.new( 0, 255, 255, 192)
self.contents.fill_rect(x+8, y+4, 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+8, y+4, 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+8, y+4, 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+8, y+4, 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
#--------------------------------------------------------------------------
# ● ステートの描画
#--------------------------------------------------------------------------
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
作者:
銀藍色的零
时间:
2009-12-12 15:29
自頂
拜託高手幫一下~~~(鞠躬
作者:
夏季烧烤
时间:
2009-12-12 15:39
提示:
作者被禁止或删除 内容自动屏蔽
作者:
銀藍色的零
时间:
2009-12-12 15:58
喔~原來如此~~~囧|||
我搜索後的結果
Window_Base 的119行
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 游戏中全部窗口的超级类。
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 初始化对像
# x : 窗口的 X 坐标
# y : 窗口的 Y 坐标
# width : 窗口的宽
# height : 窗口的宽
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super()
@windowskin_name = $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(@windowskin_name)
self.x = x
self.y = y
self.width = width
self.height = height
self.z = 100
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
# 如果窗口的内容已经被设置就被释放
if self.contents != nil
self.contents.dispose
end
super
end
#--------------------------------------------------------------------------
# ● 获取文字色
# n : 文字色编号 (0~7)
#--------------------------------------------------------------------------
def text_color(n)
case n
when 0
return Color.new(255, 255, 255, 255)
when 1
return Color.new(128, 128, 255, 255)
when 2
return Color.new(255, 128, 128, 255)
when 3
return Color.new(128, 255, 128, 255)
when 4
return Color.new(128, 255, 255, 255)
when 5
return Color.new(255, 128, 255, 255)
when 6
return Color.new(255, 255, 128, 255)
when 7
return Color.new(192, 192, 192, 255)
else
normal_color
end
end
#--------------------------------------------------------------------------
# ● 获取普通文字色
#--------------------------------------------------------------------------
def normal_color
return Color.new(255, 255, 255, 255)
end
#--------------------------------------------------------------------------
# ● 获取无效文字色
#--------------------------------------------------------------------------
def disabled_color
return Color.new(255, 255, 255, 128)
end
#--------------------------------------------------------------------------
# ● 获取系统文字色
#--------------------------------------------------------------------------
def system_color
return Color.new(192, 224, 255, 255)
end
#--------------------------------------------------------------------------
# ● 获取危机文字色
#--------------------------------------------------------------------------
def crisis_color
return Color.new(255, 255, 64, 255)
end
#--------------------------------------------------------------------------
# ● 获取战斗不能文字色
#--------------------------------------------------------------------------
def knockout_color
return Color.new(255, 64, 0)
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
# 如果窗口的外关被变更了、再设置
if $game_system.windowskin_name != @windowskin_name
@windowskin_name = $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(@windowskin_name)
end
end
#--------------------------------------------------------------------------
# ● 图形的描绘
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
def draw_actor_pic(actor,x,y)
bitmap = RPG::Cache.battler(actor.name + "_p" , actor.battler_hue)
self.contents.blt(x,y,bitmap,Rect.new(0,0,bitmap.width,bitmap.height ))
end
def draw_actor_face(actor,x,y)
bitmap = RPG::Cache.battler(actor.name + "_q" , actor.battler_hue)
self.contents.blt(x,y,bitmap,Rect.new(0,0,bitmap.width,bitmap.height ))
end
#--------------------------------------------------------------------------
# ● 名称的描绘
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name)
end
#--------------------------------------------------------------------------
# ● 职业的描绘
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_class(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 236, 32, actor.class_name)
end
#--------------------------------------------------------------------------
# ● 水平的描画
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_level(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, "Lv")
self.contents.font.color = normal_color
self.contents.draw_text(x + 18, y, 24, 32, actor.level.to_s, 2)
end
#--------------------------------------------------------------------------
# ● 生辰成描绘用状态字符串
# actor : 角色
# width : 描画目标的宽度
# need_normal : [正常] 是否为必须 (true / false)
#--------------------------------------------------------------------------
def make_battler_state_text(battler, width, need_normal)
# 获取括号的宽
brackets_width = self.contents.text_size("[]").width
# 生成状态名字符串
text = ""
for i in battler.states
if $data_states[i].rating >= 1
if text == ""
text = $data_states[i].name
else
new_text = text + "/" + $data_states[i].name
text_width = self.contents.text_size(new_text).width
if text_width > width - brackets_width
break
end
text = new_text
end
end
end
# 状态名空的字符串是 "[正常]" 的情况下
if text == ""
if need_normal
text = "[正常]"
end
else
# 加上括号
text = "[" + text + "]"
end
# 返回完成后的文字类
return text
end
#--------------------------------------------------------------------------
# ● 描绘状态
# 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_state(actor, x, y, width = 120)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text)
end
#--------------------------------------------------------------------------
# ● 描画 EXP
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_exp(actor, x, y)
self.contents.font.size=14
self.contents.font.color = system_color
self.contents.draw_text(x, y, 24, 32, "E")
self.contents.font.color = normal_color
self.contents.draw_text(x - 24 , y-17, 84, 32, actor.exp_s, 2)
self.contents.draw_text(x + 60, y-17, 12, 32, "/", 1)
self.contents.draw_text(x + 74, y-17, 84, 32, actor.next_exp_s)
self.contents.font.size=18
end
#--------------------------------------------------------------------------
# ● 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.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-15, 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 + 33, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 45, 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.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-15, 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 + 33, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 45, y, 48, 32, actor.maxsp.to_s)
end
end
#--------------------------------------------------------------------------
# ● 描绘能力值
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# type : 能力值种类 (0~6)
#--------------------------------------------------------------------------
def draw_actor_parameter(actor, x, y, type)
case type
when 0
parameter_name = $data_system.words.atk
parameter_value = actor.atk
when 1
parameter_name = $data_system.words.pdef
parameter_value = actor.pdef
when 2
parameter_name = $data_system.words.mdef
parameter_value = actor.mdef
when 3
parameter_name = $data_system.words.str
parameter_value = actor.str
when 4
parameter_name = $data_system.words.dex
parameter_value = actor.dex
when 5
parameter_name = $data_system.words.agi
parameter_value = actor.agi
when 6
parameter_name = $data_system.words.int
parameter_value = actor.int
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
end
#--------------------------------------------------------------------------
# ● 描绘物品名
# item : 物品
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_item_name(item, x, y)
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 212, 32, item.name)
end
end
#--------------------------------------------------------------------------
# ● 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, 0, 0, 192)
hp_color_2 = Color.new(255, 255, 0, 192)
self.contents.fill_rect(x+8, y+4, 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+8, y+4, 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+8, y+4, 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+8, y+4, 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, 0, 255, 192)
hp_color_2 = Color.new( 0, 255, 255, 192)
self.contents.fill_rect(x+8, y+4, 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+8, y+4, 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+8, y+4, 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+8, y+4, 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
#--------------------------------------------------------------------------
# ● EXPメーター の描画
#--------------------------------------------------------------------------
def EXP(actor,x,y,w=96)
self.contents.fill_rect(x-2,y+20,w+4,11,Color.new(255,255,255,255))
self.contents.fill_rect(x-1,y+21,w+2,9,Color.new(0,0,0,255))
w1 = w * actor.now_exp/actor.next_exp
self.contents.fill_rect(x-1,y+21,w1,1,Color.new(0,120,210,255))
self.contents.fill_rect(x-1,y+22,w1,1,Color.new(0,120,230,255))
self.contents.fill_rect(x-1,y+23,w1,1,Color.new(0,120,250,255))
self.contents.fill_rect(x-1,y+24,w1,1,Color.new(0,120,270,255))
self.contents.fill_rect(x-1,y+25,w1,1,Color.new(0,125,290,255))
self.contents.fill_rect(x-1,y+26,w1,1,Color.new(0,120,270,255))
self.contents.fill_rect(x-1,y+27,w1,1,Color.new(0,120,250,255))
self.contents.fill_rect(x-1,y+28,w1,1,Color.new(0,120,230,255))
self.contents.fill_rect(x-1,y+29,w1,1,Color.new(0,120,210,255))
end
#--------------------------------------------------------------------------
# ● 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
复制代码
Window_MenuStatus的第20行
#==============================================================================
# ■ Window_MenuStatus
#------------------------------------------------------------------------------
# 显示菜单画面和同伴状态的窗口。
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化目标
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 480)
@column_max = 4
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
refresh
self.active = false
self.index = -1
end
def draw_actor_face(actor,x,y)
bitmap = RPG::Cache.battler(actor.name + "_q" , actor.battler_hue)
self.contents.blt(x,y,bitmap,Rect.new(0,0,bitmap.width,bitmap.height ))
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
#x = 64
#y = i * 116
x = i*150
y = 64
actor = $game_party.actors[i]
draw_actor_face(actor, x, y)
draw_actor_hp_meter_line(actor, x+35,y+240,100,12)
draw_actor_sp_meter_line(actor, x+35,y+270,100,12)
EXP(actor, x+30,y+300)
draw_actor_hp(actor, x + 10, y + 230)
draw_actor_sp(actor, x + 10, y +260)
# draw_actor_graphic(actor, x + 60, y + 80)
# draw_actor_graphic(actor, x - 40, y + 80)
draw_actor_name(actor, x+25, y+150)
draw_actor_class(actor, x + 10, y+180)
# draw_actor_level(actor, x, y + 32)
draw_actor_level(actor, x+10, y+205)
draw_actor_state(actor, x + 10, y + 340)
draw_actor_exp(actor, x+10, y + 310)
end
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
#self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
self.cursor_rect.set(@index * 150, 64, 150, 385)
end
end
end
复制代码
作者:
cinderelmini
时间:
2009-12-13 08:40
本帖最后由 cinderelmini 于 2009-12-13 08:43 编辑
对了奴。。。。
Base的 119-122行
MenuStatus的 20-23行
def draw_actor_face(actor,x,y)
bitmap = RPG::Cache.battler(actor.name + "_q" , actor.battler_hue)
self.contents.blt(x,y,bitmap,Rect.new(0,0,bitmap.width,bitmap.height ))
end
改成
def draw_actor_face(actor,x,y)
bitmap = RPG::Cache.picture("bat_pic/" + actor.name + "_q" , actor.battler_hue)
self.contents.blt(x,y,bitmap,Rect.new(0,0,bitmap.width,bitmap.height ))
end
这样的话在pictires文件夹里新建一个叫“bat_pic”的文件夹,然后把头像文件的名字改为:
“角色名”+“_q”,比如“阿尔西斯_q”就好了,如果LZ不想新建文件夹,直接把
“"bat_pic/" + ”删掉就好了。。。这样就可以直接把脸图放在pictures文件夹里。。。
作者:
銀藍色的零
时间:
2009-12-13 11:22
謝謝~已經解決囉~~~^^
欢迎光临 Project1 (https://rpg.blue/)
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