Project1

标题: 關於战斗血条 1.8改版的角色圖~能不能換成臉圖 [打印本页]

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)
  1. #==============================================================================
  2. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  3. #==============================================================================


  4. # ————————————————————————————————————

  5. # ▼▲▼ XRXS_BP 7. バトルステータス?クリアデザイン ver.1.03 ▼▲▼
  6. # by 桜雅 在土

  7. #==============================================================================
  8. # ■ Window_BattleStatus
  9. #==============================================================================
  10. class Window_BattleStatus < Window_Base
  11.   #--------------------------------------------------------------------------
  12.   # ● 公開インスタンス変数
  13.   #--------------------------------------------------------------------------
  14.   attr_accessor :update_cp_only # CPメーターのみの更新
  15.   #--------------------------------------------------------------------------
  16.   # ● オブジェクト初期化
  17.   #--------------------------------------------------------------------------
  18.   alias xrxs_bp7_initialize initialize
  19.   def initialize
  20.     # 初期化
  21.     @previous_hp = []
  22.     @previous_sp = []
  23.     # 呼び戻す
  24.     xrxs_bp7_initialize
  25.     # ↓Full-Viewの場合は下二行の # を消してください。
  26.     #self.opacity = 0
  27.     #self.back_opacity = 0
  28.   end
  29.   #--------------------------------------------------------------------------
  30.   # ● リフレッシュ
  31.   #--------------------------------------------------------------------------
  32.   alias xrxs_bp7_refresh refresh
  33.   def refresh
  34.     # CPメーターの更新のみ の場合
  35.     if @update_cp_only
  36.       xrxs_bp7_refresh
  37.       return
  38.     end
  39.     # 変更するものがない場合、飛ばす
  40.     @item_max = $game_party.actors.size
  41.     bool = false
  42.     for i in 0...@item_max
  43.       actor = $game_party.actors[i]
  44.       if (@previous_hp[i] != actor.hp) or (@previous_sp[i] != actor.sp)
  45.         bool = true
  46.       end
  47.     end
  48.     return if bool == false
  49.     # 描写を開始
  50.     self.contents.clear
  51.     for i in 0...@item_max
  52.       actor = $game_party.actors[i]
  53.       actor_x = i * 160 + 21
  54.       # 歩行キャラグラフィックの描写
  55.       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]
  56.       # HP/SPメーターの描写
  57.       draw_actor_hp_meter_line(actor, actor_x, 52, 96, 12)
  58.       draw_actor_sp_meter_line(actor, actor_x, 84, 96, 12)
  59.       # HP数値の描写
  60.       self.contents.font.size = 24 # HP/SP数値の文字の大きさ
  61.       self.contents.font.color = Color.new(0,0,0,192)
  62.       self.contents.draw_text(actor_x, 40, 96, 24, actor.hp.to_s, 2)
  63.       self.contents.font.color = actor.hp == 0 ? knockout_color :
  64.       actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
  65.       self.contents.draw_text(actor_x-2, 38, 96, 24, actor.hp.to_s, 2)
  66.       # SP数値の描写
  67.       self.contents.font.color = Color.new(0,0,0,192)
  68.       self.contents.draw_text(actor_x, 72, 96, 24, actor.sp.to_s, 2)
  69.       self.contents.font.color = actor.sp == 0 ? knockout_color :
  70.       actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
  71.       self.contents.draw_text(actor_x-2, 70, 96, 24, actor.sp.to_s, 2)
  72.       # 用語「HP」と用語「SP」の描写
  73.       self.contents.font.size = 18 # 用語「HP/SP」の文字の大きさ
  74.       self.contents.font.color = Color.new(0,0,0,192)
  75.       self.contents.draw_text(actor_x+2, 32, 196, 24, $data_system.words.hp)
  76.       self.contents.draw_text(actor_x+2, 64, 196, 24, $data_system.words.sp)
  77.       self.contents.font.color = system_color # 用語「HP/SP」の文字の色
  78.       self.contents.draw_text(actor_x, 30, 196, 24, $data_system.words.hp)
  79.       self.contents.draw_text(actor_x, 62, 196, 24, $data_system.words.sp)
  80.       # ステートの描写
  81.       draw_actor_state(actor, actor_x, 100)
  82.       # 値を更新
  83.       @previous_hp[i] = actor.hp
  84.       @previous_hp[i] = actor.hp
  85.     end
  86.   end
  87. end
  88. #==============================================================================
  89. # ■ Window_Base
  90. #==============================================================================
  91. class Window_Base < Window
  92.   #--------------------------------------------------------------------------
  93.   # ● HPメーター の描画
  94.   #--------------------------------------------------------------------------
  95.   def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
  96.     w = width * actor.hp / [actor.maxhp,1].max
  97.     hp_color_1 = Color.new(255, 0, 0, 192)
  98.     hp_color_2 = Color.new(255, 255, 0, 192)
  99.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  100.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  101.     x -= 1
  102.     y += (height/4).floor
  103.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  104.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  105.     x -= 1
  106.     y += (height/4).ceil
  107.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  108.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  109.     x -= 1
  110.     y += (height/4).ceil
  111.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  112.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  113.   end
  114.   #--------------------------------------------------------------------------
  115.   # ● SPメーター の描画
  116.   #--------------------------------------------------------------------------
  117.   def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
  118.     w = width * actor.sp / [actor.maxsp,1].max
  119.     hp_color_1 = Color.new( 0, 0, 255, 192)
  120.     hp_color_2 = Color.new( 0, 255, 255, 192)
  121.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  122.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  123.     x -= 1
  124.     y += (height/4).floor
  125.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  126.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  127.     x -= 1
  128.     y += (height/4).ceil
  129.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  130.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  131.     x -= 1
  132.     y += (height/4).ceil
  133.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  134.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  135.   end
  136.   #--------------------------------------------------------------------------
  137.   # ● 名前の描画
  138.   #--------------------------------------------------------------------------
  139.   alias xrxs_bp7_draw_actor_name draw_actor_name
  140.   def draw_actor_name(actor, x, y)
  141.     xrxs_bp7_draw_actor_name(actor, x, y) if @draw_ban != true
  142.   end
  143.   #--------------------------------------------------------------------------
  144.   # ● ステートの描画
  145.   #--------------------------------------------------------------------------
  146.   alias xrxs_bp7_draw_actor_state draw_actor_state
  147.   def draw_actor_state(actor, x, y, width = 120)
  148.     xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true
  149.   end
  150.   #--------------------------------------------------------------------------
  151.   # ● HP の描画
  152.   #--------------------------------------------------------------------------
  153.   alias xrxs_bp7_draw_actor_hp draw_actor_hp
  154.   def draw_actor_hp(actor, x, y, width = 144)
  155.     xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true
  156.   end
  157.   #--------------------------------------------------------------------------
  158.   # ● SP の描画
  159.   #--------------------------------------------------------------------------
  160.   alias xrxs_bp7_draw_actor_sp draw_actor_sp
  161.   def draw_actor_sp(actor, x, y, width = 144)
  162.     xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true
  163.   end
  164. end
  165. #==============================================================================
  166. # ■ Scene_Battle
  167. #==============================================================================
  168. class Scene_Battle
  169.   #--------------------------------------------------------------------------
  170.   # ● フレーム更新
  171.   #--------------------------------------------------------------------------
  172.   alias xrxs_bp7_update update
  173.   def update
  174.     xrxs_bp7_update
  175.     # メッセージウィンドウ表示中の場合
  176.     if $game_temp.message_window_showing
  177.       @status_window.update_cp_only = true      
  178.     else
  179.       @status_window.update_cp_only = false
  180.     end
  181.   end
  182. end
  183. #==============================================================================
  184. # ◇ 外部ライブラリ
  185. #==============================================================================
  186. class Window_Base
  187.   #--------------------------------------------------------------------------
  188.   # ● ライン描画 軽量版 by 桜雅 在土
  189.   #--------------------------------------------------------------------------
  190.   def draw_lineght(start_x, start_y, end_x, end_y, start_color)
  191.     # 描写距離の計算。大きめに直角時の長さ。
  192.     distance = (start_x - end_x).abs + (start_y - end_y).abs
  193.     # 描写開始
  194.     for i in 1..distance
  195.       x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
  196.       y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
  197.       self.contents.set_pixel(x, y, start_color)
  198.     end
  199.   end
  200.   #--------------------------------------------------------------------------
  201.   # ● ライン描画 by 桜雅 在土
  202.   #--------------------------------------------------------------------------
  203.   def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
  204.     # 描写距離の計算。大きめに直角時の長さ。
  205.     distance = (start_x - end_x).abs + (start_y - end_y).abs
  206.     # 描写開始
  207.     if end_color == start_color
  208.       for i in 1..distance
  209.         x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
  210.         y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
  211.         if width == 1
  212.           self.contents.set_pixel(x, y, start_color)
  213.         else
  214.           self.contents.fill_rect(x, y, width, width, start_color)
  215.         end
  216.       end
  217.     else
  218.       for i in 1..distance
  219.         x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
  220.         y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
  221.         r = start_color.red * (distance-i)/distance + end_color.red * i/distance
  222.         g = start_color.green * (distance-i)/distance + end_color.green * i/distance
  223.         b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
  224.         a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
  225.         if width == 1
  226.           self.contents.set_pixel(x, y, Color.new(r, g, b, a))
  227.         else
  228.           self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
  229.         end
  230.       end
  231.     end
  232.   end
  233. end


  234. #==============================================================================
  235. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  236. #==============================================================================
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
  1. #==============================================================================
  2. # ■ Window_Base
  3. #------------------------------------------------------------------------------
  4. #  游戏中全部窗口的超级类。
  5. #==============================================================================

  6. class Window_Base < Window
  7.   #--------------------------------------------------------------------------
  8.   # ● 初始化对像
  9.   #     x      : 窗口的 X 坐标
  10.   #     y      : 窗口的 Y 坐标
  11.   #     width  : 窗口的宽
  12.   #     height : 窗口的宽
  13.   #--------------------------------------------------------------------------
  14.   def initialize(x, y, width, height)
  15.     super()
  16.     @windowskin_name = $game_system.windowskin_name
  17.     self.windowskin = RPG::Cache.windowskin(@windowskin_name)
  18.     self.x = x
  19.     self.y = y
  20.     self.width = width
  21.     self.height = height
  22.     self.z = 100
  23.   end
  24.   #--------------------------------------------------------------------------
  25.   # ● 释放
  26.   #--------------------------------------------------------------------------
  27.   def dispose
  28.     # 如果窗口的内容已经被设置就被释放
  29.     if self.contents != nil
  30.       self.contents.dispose
  31.     end
  32.     super
  33.   end
  34.   #--------------------------------------------------------------------------
  35.   # ● 获取文字色
  36.   #     n : 文字色编号 (0~7)
  37.   #--------------------------------------------------------------------------
  38.   def text_color(n)
  39.     case n
  40.     when 0
  41.       return Color.new(255, 255, 255, 255)
  42.     when 1
  43.       return Color.new(128, 128, 255, 255)
  44.     when 2
  45.       return Color.new(255, 128, 128, 255)
  46.     when 3
  47.       return Color.new(128, 255, 128, 255)
  48.     when 4
  49.       return Color.new(128, 255, 255, 255)
  50.     when 5
  51.       return Color.new(255, 128, 255, 255)
  52.     when 6
  53.       return Color.new(255, 255, 128, 255)
  54.     when 7
  55.       return Color.new(192, 192, 192, 255)
  56.     else
  57.       normal_color
  58.     end
  59.   end
  60.   #--------------------------------------------------------------------------
  61.   # ● 获取普通文字色
  62.   #--------------------------------------------------------------------------
  63.   def normal_color
  64.     return Color.new(255, 255, 255, 255)
  65.   end
  66.   #--------------------------------------------------------------------------
  67.   # ● 获取无效文字色
  68.   #--------------------------------------------------------------------------
  69.   def disabled_color
  70.     return Color.new(255, 255, 255, 128)
  71.   end
  72.   #--------------------------------------------------------------------------
  73.   # ● 获取系统文字色
  74.   #--------------------------------------------------------------------------
  75.   def system_color
  76.     return Color.new(192, 224, 255, 255)
  77.   end
  78.   #--------------------------------------------------------------------------
  79.   # ● 获取危机文字色
  80.   #--------------------------------------------------------------------------
  81.   def crisis_color
  82.     return Color.new(255, 255, 64, 255)
  83.   end
  84.   #--------------------------------------------------------------------------
  85.   # ● 获取战斗不能文字色
  86.   #--------------------------------------------------------------------------
  87.   def knockout_color
  88.     return Color.new(255, 64, 0)
  89.   end
  90.   #--------------------------------------------------------------------------
  91.   # ● 刷新画面
  92.   #--------------------------------------------------------------------------
  93.   def update
  94.     super
  95.     # 如果窗口的外关被变更了、再设置
  96.     if $game_system.windowskin_name != @windowskin_name
  97.       @windowskin_name = $game_system.windowskin_name
  98.       self.windowskin = RPG::Cache.windowskin(@windowskin_name)
  99.     end
  100.   end
  101.   #--------------------------------------------------------------------------
  102.   # ● 图形的描绘
  103.   #     actor : 角色
  104.   #     x     : 描画目标 X 坐标
  105.   #     y     : 描画目标 Y 坐标
  106.   #--------------------------------------------------------------------------
  107.   def draw_actor_graphic(actor, x, y)
  108.     bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
  109.     cw = bitmap.width / 4
  110.     ch = bitmap.height / 4
  111.     src_rect = Rect.new(0, 0, cw, ch)
  112.     self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  113.   end
  114.     def draw_actor_pic(actor,x,y)
  115. bitmap = RPG::Cache.battler(actor.name + "_p" , actor.battler_hue)
  116. self.contents.blt(x,y,bitmap,Rect.new(0,0,bitmap.width,bitmap.height ))
  117. end
  118.   def draw_actor_face(actor,x,y)
  119. bitmap = RPG::Cache.battler(actor.name + "_q" , actor.battler_hue)
  120. self.contents.blt(x,y,bitmap,Rect.new(0,0,bitmap.width,bitmap.height ))
  121. end
  122.   #--------------------------------------------------------------------------
  123.   # ● 名称的描绘
  124.   #     actor : 角色
  125.   #     x     : 描画目标 X 坐标
  126.   #     y     : 描画目标 Y 坐标
  127.   #--------------------------------------------------------------------------
  128.   def draw_actor_name(actor, x, y)
  129.     self.contents.font.color = normal_color
  130.     self.contents.draw_text(x, y, 120, 32, actor.name)
  131.   end
  132.   #--------------------------------------------------------------------------
  133.   # ● 职业的描绘
  134.   #     actor : 角色
  135.   #     x     : 描画目标 X 坐标
  136.   #     y     : 描画目标 Y 坐标
  137.   #--------------------------------------------------------------------------
  138.   def draw_actor_class(actor, x, y)
  139.     self.contents.font.color = normal_color
  140.     self.contents.draw_text(x, y, 236, 32, actor.class_name)
  141.   end
  142.   #--------------------------------------------------------------------------
  143.   # ● 水平的描画
  144.   #     actor : 角色
  145.   #     x     : 描画目标 X 坐标
  146.   #     y     : 描画目标 Y 坐标
  147.   #--------------------------------------------------------------------------
  148.   def draw_actor_level(actor, x, y)
  149.     self.contents.font.color = system_color
  150.     self.contents.draw_text(x, y, 32, 32, "Lv")
  151.     self.contents.font.color = normal_color
  152.     self.contents.draw_text(x + 18, y, 24, 32, actor.level.to_s, 2)
  153.   end
  154.   #--------------------------------------------------------------------------
  155.   # ● 生辰成描绘用状态字符串
  156.   #     actor       : 角色
  157.   #     width       : 描画目标的宽度
  158.   #     need_normal : [正常] 是否为必须 (true / false)
  159.   #--------------------------------------------------------------------------
  160.   def make_battler_state_text(battler, width, need_normal)
  161.     # 获取括号的宽
  162.     brackets_width = self.contents.text_size("[]").width
  163.     # 生成状态名字符串
  164.     text = ""
  165.     for i in battler.states
  166.       if $data_states[i].rating >= 1
  167.         if text == ""
  168.           text = $data_states[i].name
  169.         else
  170.           new_text = text + "/" + $data_states[i].name
  171.           text_width = self.contents.text_size(new_text).width
  172.           if text_width > width - brackets_width
  173.             break
  174.           end
  175.           text = new_text
  176.         end
  177.       end
  178.     end
  179.     # 状态名空的字符串是 "[正常]" 的情况下
  180.     if text == ""
  181.       if need_normal
  182.         text = "[正常]"
  183.       end
  184.     else
  185.       # 加上括号
  186.       text = "[" + text + "]"
  187.     end
  188.     # 返回完成后的文字类
  189.     return text
  190.   end
  191.   #--------------------------------------------------------------------------
  192.   # ● 描绘状态
  193.   #     actor : 角色
  194.   #     x     : 描画目标 X 坐标
  195.   #     y     : 描画目标 Y 坐标
  196.   #     width : 描画目标的宽
  197.   #--------------------------------------------------------------------------
  198.   def draw_actor_state(actor, x, y, width = 120)
  199.     text = make_battler_state_text(actor, width, true)
  200.     self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
  201.     self.contents.draw_text(x, y, width, 32, text)
  202.   end
  203.   #--------------------------------------------------------------------------
  204.   # ● 描画 EXP
  205.   #     actor : 角色
  206.   #     x     : 描画目标 X 坐标
  207.   #     y     : 描画目标 Y 坐标
  208.   #--------------------------------------------------------------------------
  209.   def draw_actor_exp(actor, x, y)
  210.     self.contents.font.size=14
  211.     self.contents.font.color = system_color
  212.     self.contents.draw_text(x, y, 24, 32, "E")
  213.     self.contents.font.color = normal_color
  214.     self.contents.draw_text(x - 24 , y-17, 84, 32, actor.exp_s, 2)
  215.     self.contents.draw_text(x + 60, y-17, 12, 32, "/", 1)
  216.     self.contents.draw_text(x + 74, y-17, 84, 32, actor.next_exp_s)
  217.     self.contents.font.size=18
  218.   end
  219.   #--------------------------------------------------------------------------
  220.   # ● 描绘 HP
  221.   #     actor : 角色
  222.   #     x     : 描画目标 X 坐标
  223.   #     y     : 描画目标 Y 坐标
  224.   #     width : 描画目标的宽
  225.   #--------------------------------------------------------------------------
  226.   def draw_actor_hp(actor, x, y, width = 144)
  227.     # 描绘字符串 "HP"
  228.     self.contents.font.color = system_color
  229.     self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
  230.     # 计算描绘 MaxHP 所需的空间
  231.     if width - 32 >= 108
  232.       hp_x = x + width - 108
  233.       flag = true
  234.     elsif width - 32 >= 48
  235.       hp_x = x + width - 48
  236.       flag = false
  237.     end
  238.     # 描绘 HP
  239.     self.contents.font.color = actor.hp == 0 ? knockout_color :
  240.       actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
  241.     self.contents.draw_text(hp_x-15, y, 48, 32, actor.hp.to_s, 2)
  242.     # 描绘 MaxHP
  243.     if flag
  244.       self.contents.font.color = normal_color
  245.       self.contents.draw_text(hp_x + 33, y, 12, 32, "/", 1)
  246.       self.contents.draw_text(hp_x + 45, y, 48, 32, actor.maxhp.to_s)
  247.     end
  248.   end
  249.   #--------------------------------------------------------------------------
  250.   # ● 描绘 SP
  251.   #     actor : 角色
  252.   #     x     : 描画目标 X 坐标
  253.   #     y     : 描画目标 Y 坐标
  254.   #     width : 描画目标的宽
  255.   #--------------------------------------------------------------------------
  256.   def draw_actor_sp(actor, x, y, width = 144)
  257.     # 描绘字符串 "SP"
  258.     self.contents.font.color = system_color
  259.     self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
  260.     # 计算描绘 MaxSP 所需的空间
  261.     if width - 32 >= 108
  262.       sp_x = x + width - 108
  263.       flag = true
  264.     elsif width - 32 >= 48
  265.       sp_x = x + width - 48
  266.       flag = false
  267.     end
  268.     # 描绘 SP
  269.     self.contents.font.color = actor.sp == 0 ? knockout_color :
  270.       actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
  271.     self.contents.draw_text(sp_x-15, y, 48, 32, actor.sp.to_s, 2)
  272.     # 描绘 MaxSP
  273.     if flag
  274.       self.contents.font.color = normal_color
  275.       self.contents.draw_text(sp_x + 33, y, 12, 32, "/", 1)
  276.       self.contents.draw_text(sp_x + 45, y, 48, 32, actor.maxsp.to_s)
  277.     end
  278.   end
  279.   #--------------------------------------------------------------------------
  280.   # ● 描绘能力值
  281.   #     actor : 角色
  282.   #     x     : 描画目标 X 坐标
  283.   #     y     : 描画目标 Y 坐标
  284.   #     type  : 能力值种类 (0~6)
  285.   #--------------------------------------------------------------------------
  286.   def draw_actor_parameter(actor, x, y, type)
  287.     case type
  288.     when 0
  289.       parameter_name = $data_system.words.atk
  290.       parameter_value = actor.atk
  291.     when 1
  292.       parameter_name = $data_system.words.pdef
  293.       parameter_value = actor.pdef
  294.     when 2
  295.       parameter_name = $data_system.words.mdef
  296.       parameter_value = actor.mdef
  297.     when 3
  298.       parameter_name = $data_system.words.str
  299.       parameter_value = actor.str
  300.     when 4
  301.       parameter_name = $data_system.words.dex
  302.       parameter_value = actor.dex
  303.     when 5
  304.       parameter_name = $data_system.words.agi
  305.       parameter_value = actor.agi
  306.     when 6
  307.       parameter_name = $data_system.words.int
  308.       parameter_value = actor.int
  309.     end
  310.     self.contents.font.color = system_color
  311.     self.contents.draw_text(x, y, 120, 32, parameter_name)
  312.     self.contents.font.color = normal_color
  313.     self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
  314.   end

  315.   #--------------------------------------------------------------------------
  316.   # ● 描绘物品名
  317.   #     item : 物品
  318.   #     x    : 描画目标 X 坐标
  319.   #     y    : 描画目标 Y 坐标
  320.   #--------------------------------------------------------------------------
  321.   def draw_item_name(item, x, y)
  322.     if item == nil
  323.       return
  324.     end
  325.     bitmap = RPG::Cache.icon(item.icon_name)
  326.     self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
  327.     self.contents.font.color = normal_color
  328.     self.contents.draw_text(x + 28, y, 212, 32, item.name)
  329.   end
  330. end
  331.    #--------------------------------------------------------------------------
  332.   # ● HPメーター の描画
  333.   #--------------------------------------------------------------------------
  334.   def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
  335.     w = width * actor.hp / [actor.maxhp,1].max
  336.     hp_color_1 = Color.new(255, 0, 0, 192)
  337.     hp_color_2 = Color.new(255, 255, 0, 192)
  338.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  339.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  340.     x -= 1
  341.     y += (height/4).floor
  342.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  343.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  344.     x -= 1
  345.     y += (height/4).ceil
  346.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  347.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  348.     x -= 1
  349.     y += (height/4).ceil
  350.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  351.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  352.   end
  353.   #--------------------------------------------------------------------------
  354.   # ● SPメーター の描画
  355.   #--------------------------------------------------------------------------
  356.   def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
  357.     w = width * actor.sp / [actor.maxsp,1].max
  358.     hp_color_1 = Color.new( 0, 0, 255, 192)
  359.     hp_color_2 = Color.new( 0, 255, 255, 192)
  360.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  361.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  362.     x -= 1
  363.     y += (height/4).floor
  364.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  365.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  366.     x -= 1
  367.     y += (height/4).ceil
  368.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  369.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  370.     x -= 1
  371.     y += (height/4).ceil
  372.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  373.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  374.   end
  375. #--------------------------------------------------------------------------
  376.   # ● EXPメーター の描画
  377.   #--------------------------------------------------------------------------
  378.   def EXP(actor,x,y,w=96)
  379.   self.contents.fill_rect(x-2,y+20,w+4,11,Color.new(255,255,255,255))
  380.   self.contents.fill_rect(x-1,y+21,w+2,9,Color.new(0,0,0,255))
  381.     w1 = w * actor.now_exp/actor.next_exp
  382.   self.contents.fill_rect(x-1,y+21,w1,1,Color.new(0,120,210,255))
  383.   self.contents.fill_rect(x-1,y+22,w1,1,Color.new(0,120,230,255))
  384.   self.contents.fill_rect(x-1,y+23,w1,1,Color.new(0,120,250,255))
  385.   self.contents.fill_rect(x-1,y+24,w1,1,Color.new(0,120,270,255))
  386.   self.contents.fill_rect(x-1,y+25,w1,1,Color.new(0,125,290,255))
  387.   self.contents.fill_rect(x-1,y+26,w1,1,Color.new(0,120,270,255))
  388.   self.contents.fill_rect(x-1,y+27,w1,1,Color.new(0,120,250,255))
  389.   self.contents.fill_rect(x-1,y+28,w1,1,Color.new(0,120,230,255))
  390.   self.contents.fill_rect(x-1,y+29,w1,1,Color.new(0,120,210,255))
  391. end
  392. #--------------------------------------------------------------------------
  393.   # ● ライン描画 軽量版 by 桜雅 在土
  394.   #--------------------------------------------------------------------------
  395.   def draw_lineght(start_x, start_y, end_x, end_y, start_color)
  396.     # 描写距離の計算。大きめに直角時の長さ。
  397.     distance = (start_x - end_x).abs + (start_y - end_y).abs
  398.     # 描写開始
  399.     for i in 1..distance
  400.       x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
  401.       y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
  402.       self.contents.set_pixel(x, y, start_color)
  403.     end
  404.   end
  405.   #--------------------------------------------------------------------------
  406.   # ● ライン描画 by 桜雅 在土
  407.   #--------------------------------------------------------------------------
  408.   def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
  409.     # 描写距離の計算。大きめに直角時の長さ。
  410.     distance = (start_x - end_x).abs + (start_y - end_y).abs
  411.     # 描写開始
  412.     if end_color == start_color
  413.       for i in 1..distance
  414.         x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
  415.         y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
  416.         if width == 1
  417.           self.contents.set_pixel(x, y, start_color)
  418.         else
  419.           self.contents.fill_rect(x, y, width, width, start_color)
  420.         end
  421.       end
  422.     else
  423.       for i in 1..distance
  424.         x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
  425.         y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
  426.         r = start_color.red * (distance-i)/distance + end_color.red * i/distance
  427.         g = start_color.green * (distance-i)/distance + end_color.green * i/distance
  428.         b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
  429.         a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
  430.         if width == 1
  431.           self.contents.set_pixel(x, y, Color.new(r, g, b, a))
  432.         else
  433.           self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
  434.         end
  435.       end
  436.     end
  437.   end
复制代码
Window_MenuStatus的第20行
  1. #==============================================================================
  2. # ■ Window_MenuStatus
  3. #------------------------------------------------------------------------------
  4. #  显示菜单画面和同伴状态的窗口。
  5. #==============================================================================

  6. class Window_MenuStatus < Window_Selectable
  7.   #--------------------------------------------------------------------------
  8.   # ● 初始化目标
  9.   #--------------------------------------------------------------------------
  10.   def initialize
  11.     super(0, 0, 640, 480)
  12.     @column_max = 4
  13.     self.contents = Bitmap.new(width - 32, height - 32)
  14.     self.opacity = 0
  15.     refresh
  16.     self.active = false
  17.     self.index = -1
  18.   end
  19. def draw_actor_face(actor,x,y)
  20. bitmap = RPG::Cache.battler(actor.name + "_q" , actor.battler_hue)
  21. self.contents.blt(x,y,bitmap,Rect.new(0,0,bitmap.width,bitmap.height ))
  22. end
  23.   #--------------------------------------------------------------------------
  24.   # ● 刷新
  25.   #--------------------------------------------------------------------------
  26.   def refresh
  27.     self.contents.clear
  28.     @item_max = $game_party.actors.size
  29.     for i in 0...$game_party.actors.size
  30.       #x = 64
  31.       #y = i * 116
  32.       x = i*150
  33.       y = 64  
  34.       actor = $game_party.actors[i]
  35.       draw_actor_face(actor, x, y)   
  36.       draw_actor_hp_meter_line(actor, x+35,y+240,100,12)
  37.       draw_actor_sp_meter_line(actor, x+35,y+270,100,12)
  38.       EXP(actor, x+30,y+300)
  39.       draw_actor_hp(actor, x + 10, y + 230)
  40.       draw_actor_sp(actor, x + 10, y +260)
  41.      # draw_actor_graphic(actor, x + 60, y + 80)
  42.      # draw_actor_graphic(actor, x - 40, y + 80)
  43.       draw_actor_name(actor, x+25, y+150)
  44.       draw_actor_class(actor, x + 10, y+180)
  45.      # draw_actor_level(actor, x, y + 32)
  46.      draw_actor_level(actor, x+10, y+205)
  47.      draw_actor_state(actor, x + 10, y + 340)
  48.      draw_actor_exp(actor, x+10, y + 310)
  49.     end
  50.   end
  51.   #--------------------------------------------------------------------------
  52.   # ● 刷新光标矩形
  53.   #--------------------------------------------------------------------------
  54.   def update_cursor_rect
  55.     if @index < 0
  56.       self.cursor_rect.empty
  57.     else
  58.      #self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
  59.      self.cursor_rect.set(@index * 150, 64, 150, 385)
  60.     end
  61.   end
  62. 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/) Powered by Discuz! X3.1