Project1
标题:
求在地图上显示生命,sp的脚本!
[打印本页]
作者:
钺不群
时间:
2010-6-20 20:18
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作者被禁止或删除 内容自动屏蔽
作者:
bbaugle
时间:
2010-6-20 20:21
#==============================================================================
# ■ Scene_Map From : DIYRPG 修改 : bbaugle
#------------------------------------------------------------------------------
# 处理地图画面的类。
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# ● 在这里控制脚本的属性
#--------------------------------------------------------------------------
SWITCH_ID = 6 #在这里设定开关的编号……
$center_hud = false #这里决定是否将HUD(状态窗口)居中显示……
#--------------------------------------------------------------------------
# ● 初始化别名
#--------------------------------------------------------------------------
alias raz_hud_main main
alias raz_hud_update update
#--------------------------------------------------------------------------
# ● 主进程
#--------------------------------------------------------------------------
def main
@size = $game_party.actors.size
raz_hud_main
@hud_window.dispose
@hud2_window.dispose
for i in 0...$game_party.actors.size
@hud_dummy[i].dispose
end #for
end #def
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
if @size != $game_party.actors.size
@hud_window.refresh
show_window
end #if
if @hud != true
main_window
end #if
turn_hud_on_off
@hud_window.update
@hud2_window.update
raz_hud_update
end #def
#--------------------------------------------------------------------------
# ● 与状态窗口的显示行为相关的语句
#--------------------------------------------------------------------------
def show_window
@size = $game_party.actors.size
for i in 0..3
@hud_dummy[i].visible = ($game_party.actors[i] != nil)
end #for
end #def
#--------------------------------------------------------------------------
# ● 与状态窗口的创建相关的语句
#--------------------------------------------------------------------------
def main_window
@opacity = 0
@hud_dummy = []
for i in 0...4
y = $game_party.actors.size - 1
x = 240 - (y * 80)
if $center_hud == true
@hud_dummy[i] = Window_Base.new(160 * i + x, 372,160, 108)
else
@hud_dummy[i] = Window_Base.new(160 * i, 100,160, 108)
end #if
@hud_dummy[i].opacity = @opacity
@hud_dummy[i].visible = false
end #for
@hud_window = Window_HUD.new
@hud2_window = Window_HUD2.new
for i in 0...$game_party.actors.size
@hud_dummy[i].visible = $game_party.actors[i] != nil
end #for
@hud = true
end #def
#--------------------------------------------------------------------------
# ● 与状态窗口的开关相关的语句
#--------------------------------------------------------------------------
def turn_hud_on_off
if $game_switches[SWITCH_ID] == false #关掉开关
$game_temp.common_event_id =11
@hud_window.visible = false
@hud2_window.visible = false
for i in 0...$game_party.actors.size
@hud_dummy[i].visible = false
end #for
end #if
if $game_switches[SWITCH_ID] == true #打开开关
$game_temp.common_event_id =11
@hud_window.visible = true
@hud2_window.visible = true
for i in 0...$game_party.actors.size
@hud_dummy[i].visible = true
end #for
end #if
end #def
end #class
#==============================================================================
# ■ Window_HUD
#------------------------------------------------------------------------------
# 地图画面中显示的状态窗口。
#==============================================================================
class Window_HUD < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize
super(-100, -100, 800, 600)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
eval("@old_hp#{i+1} = actor.hp; @old_sp#{i+1} = actor.sp")#; @old_exp#{i+1} = actor.now_exp")
end #for
refresh
end #def
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
a = $game_party.actors.size - 1
actor = $game_party.actors[i]
if $center_hud == true
x = (i * 160 + 25) + (240 - (a * 80))
else
x = i * 160 + 25
end #if
self.contents.font.name = (["黑体"])
self.contents.font.size = 14
self.contents.font.bold = false
self.contents.draw_text(182, 80, 100,32, actor.name)
draw_actor_face(actor, 115, 160)
draw_actor_lvp(actor, 100, 108)
draw_actor_hpp(actor, 150, 124,1000)
draw_actor_spp(actor, 150, 140,1000)
draw_actor_expp(actor, 102, 569,1000)
draw_gold(actor, 600, 555-26)
draw_mission(actor, 160, 530)
#draw_actor_exp(actor, 90, 220, 204)
width = 100
height = 6
draw_slant_bar(150, 110,actor.hp, actor.maxhp, width, height, Color.new(150, 0, 0), Color.new(155, 155, 60))
draw_slant_bar(150, 125,actor.sp, actor.maxsp, width, height, Color.new(0, 0, 150), Color.new(60, 155, 155))
# draw_slant_bar(150, 140, actor.now_exp, actor.next_exp, width, height, Color.new(0, 150, 0), Color.new(60, 255, 60))
$game_temp.common_event_id =11
self.contents.font.name = (["黑体"])#(["911 Porscha"])#(["DigifaceWide"])#(["256 Bytes"])
self.contents.font.size = 14
self.contents.font.bold = true
self.contents.draw_text(153, 97, 100, 32, "#{actor.hp}/#{actor.maxhp}", 1)
self.contents.draw_text(153, 97 + 16, 100, 32, "#{actor.sp}/#{actor.maxsp}", 1)
#self.contents.draw_text(153, 97 + 32, 100, 32, "#{actor.now_exp}/#{actor.next_exp}", 1)
self.contents.font.size = 18
self.contents.draw_text(80+10, 80-3, 100, 32, "#{actor.level}", 1)
end #for
end #def
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if (eval("@old_hp#{i+1}") != actor.hp or eval("@old_sp#{i+1}") != actor.sp)# or
#eval("@old_exp#{i+1}") != actor.now_exp)
refresh
eval("@old_hp#{i+1} = actor.hp; @old_sp#{i+1} = actor.sp")#; @old_exp#{i+1} = actor.now_exp")
end #if
end #super
end #def
end #class
#==============================================================================
# ■ Window_HUD 2
#------------------------------------------------------------------------------
# 地图画面中显示的金钱窗口。
#==============================================================================
class Window_HUD2 < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize
super(-100, -100, 800, 600)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
refresh
end #def
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.name = (["DigifaceWide"])#(["256 Bytes"])
self.contents.font.size = 16
self.contents.font.bold = true
cxg = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(580, 526-26, 120-cxg-2, 32, $game_party.gold.to_s, 2)
end #def
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
refresh
#end #super
end #def
end
=begin
#==============================================================================
# ■ Window_HUD 3
#------------------------------------------------------------------------------
# 地图画面中显示的经验窗口。
#==============================================================================
class Window_HUD3 < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize
super(-100, -100, 800, 600)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
refresh
end #def
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
self.contents.font.name = (["黑体"])#(["911 Porscha"])#(["DigifaceWide"])#(["256 Bytes"])
self.contents.font.size = 14
self.contents.font.bold = true
self.contents.draw_text(-125, 97 + 45, 640, 48, "#{actor.now_exp}/#{actor.next_exp}", 1)
end
end #def
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if (eval("@old_exp#{i+1}") != actor.now_exp)
refresh
eval("@old_exp#{i+1} = actor.now_exp")
end #if
end #super
end #def
end #class
=end
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 游戏中全部窗口的超级类。
#==============================================================================
class Window_Base < Window
#状态条的绘制
def draw_slant_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end #for
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end #for
for i in 1..( (min / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x + i + j, y + height - j,1, 1, Color.new(r, g, b, a))
end #for
end #for
end #def
end #class
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
# 处理角色的类。本类在 Game_Actors 类 ($game_actors)
# 的内部使用、Game_Party 类请参考 ($game_party) 。
#==============================================================================
class Game_Actor
#获取当前EXP
def now_exp
return @exp - @exp_list[@level]
end #def
#获取下一级需要EXP的数值
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end #def
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
# 升级
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
@hp = @maxhp
@sp = @maxsp
$game_temp.common_event_id =22
$game_variables[50] += 5
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
end #for
$game_variables[42] == actor.level
#changeTitle("Candy's Tour [Game]Name:Candy Level:#{actor.level} \000")
end
# 修正当前的 HP 与 SP 超过最大值
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
end
复制代码
如果出错就把出错的地方删掉。免得太麻烦
作者:
钺不群
时间:
2010-6-26 17:56
提示:
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作者:
额
时间:
2010-6-27 08:09
哇塞,有冲突这很正常,你费得着说别人骗你啊?
人家好心好意帮你找,你却说他骗你,你这人也太什么了吧?!?!
作者:
钺不群
时间:
2010-6-27 17:11
提示:
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作者:
a554187203
时间:
2010-6-27 17:36
是做ARPG吧~论坛上有一个ARPG系统叫:系统-夜想曲的
欢迎光临 Project1 (https://rpg.blue/)
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