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标题: 血槽脚本,如何修改颜色形状? [打印本页]

作者: 薄荷冰水    时间: 2010-6-26 21:09
标题: 血槽脚本,如何修改颜色形状?
本帖最后由 陈安 于 2010-6-26 21:10 编辑

我这里有个脚本不会改,
是血槽的..
因为不会改嘛, 这个血槽不符合我游戏的风格呢(自己画素材,见签名档)
在个脚本要怎样改才能改颜色还有改形状呢?
我想改成药丸状的,两头半圆那种.....
谢谢了
  1. # ————————————————————————————————————

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

  4. #==============================================================================
  5. # ■ Window_BattleStatus
  6. #==============================================================================
  7. class Window_BattleStatus < Window_Base
  8.   #--------------------------------------------------------------------------
  9.   # ● 公開インスタンス変数
  10.   #--------------------------------------------------------------------------
  11.   attr_accessor :update_cp_only # CPメーターのみの更新
  12.   #--------------------------------------------------------------------------
  13.   # ● オブジェクト初期化
  14.   #--------------------------------------------------------------------------
  15.   alias xrxs_bp7_initialize initialize
  16.   def initialize
  17.     # 初期化
  18.     @previous_hp = []
  19.     @previous_sp = []
  20.     # 呼び戻す
  21.     xrxs_bp7_initialize
  22.     # ↓Full-Viewの場合は下二行の # を消してください。
  23.     #self.opacity = 0
  24.     #self.back_opacity = 0
  25.   end
  26.   #--------------------------------------------------------------------------
  27.   # ● リフレッシュ
  28.   #--------------------------------------------------------------------------
  29.   alias xrxs_bp7_refresh refresh
  30.   def refresh
  31.     # CPメーターの更新のみ の場合
  32.     if @update_cp_only
  33.       xrxs_bp7_refresh
  34.       return
  35.     end
  36.     # 変更するものがない場合、飛ばす
  37.     @item_max = $game_party.actors.size
  38.     bool = false
  39.     for i in 0...@item_max
  40.       actor = $game_party.actors[i]
  41.       if (@previous_hp[i] != actor.hp) or (@previous_sp[i] != actor.sp)
  42.         bool = true
  43.       end
  44.     end
  45.     return if bool == false
  46.     # 描写を開始
  47.     self.contents.clear
  48.     for i in 0...@item_max
  49.       actor = $game_party.actors[i]
  50.       actor_x = i * 160 + 21
  51.       # 歩行キャラグラフィックの描写
  52.       draw_actor_graphic(actor, actor_x - 9, 116)
  53.       # HP/SPメーターの描写
  54.       draw_actor_hp_meter_line(actor, actor_x, 52, 96, 12)
  55.       draw_actor_sp_meter_line(actor, actor_x, 84, 96, 12)
  56.       # HP数値の描写
  57.       self.contents.font.size = 24 # HP/SP数値の文字の大きさ
  58.       self.contents.font.color = Color.new(0,0,0,192)
  59.       self.contents.draw_text(actor_x, 40, 96, 24, actor.hp.to_s, 2)
  60.       self.contents.font.color = actor.hp == 0 ? knockout_color :
  61.       actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
  62.       self.contents.draw_text(actor_x-2, 38, 96, 24, actor.hp.to_s, 2)
  63.       # SP数値の描写
  64.       self.contents.font.color = Color.new(0,0,0,192)
  65.       self.contents.draw_text(actor_x, 72, 96, 24, actor.sp.to_s, 2)
  66.       self.contents.font.color = actor.sp == 0 ? knockout_color :
  67.       actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
  68.       self.contents.draw_text(actor_x-2, 70, 96, 24, actor.sp.to_s, 2)
  69.       # 用語「HP」と用語「SP」の描写
  70.       self.contents.font.size = 18 # 用語「HP/SP」の文字の大きさ
  71.       self.contents.font.color = Color.new(0,0,0,192)
  72.       self.contents.draw_text(actor_x+2, 32, 196, 24, $data_system.words.hp)
  73.       self.contents.draw_text(actor_x+2, 64, 196, 24, $data_system.words.sp)
  74.       self.contents.font.color = system_color # 用語「HP/SP」の文字の色
  75.       self.contents.draw_text(actor_x, 30, 196, 24, $data_system.words.hp)
  76.       self.contents.draw_text(actor_x, 62, 196, 24, $data_system.words.sp)
  77.       # ステートの描写
  78.       draw_actor_state(actor, actor_x, 100)
  79.       # 値を更新
  80.       @previous_hp[i] = actor.hp
  81.       @previous_hp[i] = actor.hp
  82.     end
  83.   end
  84. end
  85. #==============================================================================
  86. # ■ Window_Base
  87. #==============================================================================
  88. class Window_Base < Window
  89.   #--------------------------------------------------------------------------
  90.   # ● HPメーター の描画
  91.   #--------------------------------------------------------------------------
  92.   def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
  93.     w = width * actor.hp / [actor.maxhp,1].max
  94.     hp_color_1 = Color.new(255, 0, 0, 192)
  95.     hp_color_2 = Color.new(255, 255, 0, 192)
  96.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  97.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  98.     x -= 1
  99.     y += (height/4).floor
  100.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  101.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  102.     x -= 1
  103.     y += (height/4).ceil
  104.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  105.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  106.     x -= 1
  107.     y += (height/4).ceil
  108.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  109.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  110.   end
  111.   #--------------------------------------------------------------------------
  112.   # ● SPメーター の描画
  113.   #--------------------------------------------------------------------------
  114.   def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
  115.     w = width * actor.sp / [actor.maxsp,1].max
  116.     hp_color_1 = Color.new( 0, 0, 255, 192)
  117.     hp_color_2 = Color.new( 0, 255, 255, 192)
  118.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  119.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  120.     x -= 1
  121.     y += (height/4).floor
  122.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  123.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  124.     x -= 1
  125.     y += (height/4).ceil
  126.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  127.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  128.     x -= 1
  129.     y += (height/4).ceil
  130.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  131.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  132.   end
  133.   #--------------------------------------------------------------------------
  134.   # ● 名前の描画
  135.   #--------------------------------------------------------------------------
  136.   alias xrxs_bp7_draw_actor_name draw_actor_name
  137.   def draw_actor_name(actor, x, y)
  138.     xrxs_bp7_draw_actor_name(actor, x, y) if @draw_ban != true
  139.   end
  140.   #--------------------------------------------------------------------------
  141.   # ● ステートの描画
  142.   #--------------------------------------------------------------------------
  143.   alias xrxs_bp7_draw_actor_state draw_actor_state
  144.   def draw_actor_state(actor, x, y, width = 120)
  145.     xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true
  146.   end
  147.   #--------------------------------------------------------------------------
  148.   # ● HP の描画
  149.   #--------------------------------------------------------------------------
  150.   alias xrxs_bp7_draw_actor_hp draw_actor_hp
  151.   def draw_actor_hp(actor, x, y, width = 144)
  152.     xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true
  153.   end
  154.   #--------------------------------------------------------------------------
  155.   # ● SP の描画
  156.   #--------------------------------------------------------------------------
  157.   alias xrxs_bp7_draw_actor_sp draw_actor_sp
  158.   def draw_actor_sp(actor, x, y, width = 144)
  159.     xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true
  160.   end
  161. end
  162. #==============================================================================
  163. # ■ Scene_Battle
  164. #==============================================================================
  165. class Scene_Battle
  166.   #--------------------------------------------------------------------------
  167.   # ● フレーム更新
  168.   #--------------------------------------------------------------------------
  169.   alias xrxs_bp7_update update
  170.   def update
  171.     xrxs_bp7_update
  172.     # メッセージウィンドウ表示中の場合
  173.     if $game_temp.message_window_showing
  174.       @status_window.update_cp_only = true      
  175.     else
  176.       @status_window.update_cp_only = false
  177.     end
  178.   end
  179. end
  180. #==============================================================================
  181. # ◇ 外部ライブラリ
  182. #==============================================================================
  183. class Window_Base
  184.   #--------------------------------------------------------------------------
  185.   # ● ライン描画 軽量版 by 桜雅 在土
  186.   #--------------------------------------------------------------------------
  187.   def draw_lineght(start_x, start_y, end_x, end_y, start_color)
  188.     # 描写距離の計算。大きめに直角時の長さ。
  189.     distance = (start_x - end_x).abs + (start_y - end_y).abs
  190.     # 描写開始
  191.     for i in 1..distance
  192.       x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
  193.       y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
  194.       self.contents.set_pixel(x, y, start_color)
  195.     end
  196.   end
  197.   #--------------------------------------------------------------------------
  198.   # ● ライン描画 by 桜雅 在土
  199.   #--------------------------------------------------------------------------
  200.   def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
  201.     # 描写距離の計算。大きめに直角時の長さ。
  202.     distance = (start_x - end_x).abs + (start_y - end_y).abs
  203.     # 描写開始
  204.     if end_color == start_color
  205.       for i in 1..distance
  206.         x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
  207.         y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
  208.         if width == 1
  209.           self.contents.set_pixel(x, y, start_color)
  210.         else
  211.           self.contents.fill_rect(x, y, width, width, start_color)
  212.         end
  213.       end
  214.     else
  215.       for i in 1..distance
  216.         x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
  217.         y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
  218.         r = start_color.red * (distance-i)/distance + end_color.red * i/distance
  219.         g = start_color.green * (distance-i)/distance + end_color.green * i/distance
  220.         b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
  221.         a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
  222.         if width == 1
  223.           self.contents.set_pixel(x, y, Color.new(r, g, b, a))
  224.         else
  225.           self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
  226.         end
  227.       end
  228.     end
  229.   end
  230. end


复制代码

作者: 小传子    时间: 2010-6-27 00:44
颜色
96、97行
RGB颜色代码

形状?我一直用图片代替。
作者: 薄荷冰水    时间: 2010-6-27 01:52
本帖最后由 陈安 于 2010-6-27 02:33 编辑

回复 传说VS天涯 的帖子

那个颜色我改过,貌似没有效果的说,我也发现那个是改颜色的了 - - ,对了,你那个用图片代替的
脚本怎样的?..  要是图片代替就容易多了..
   


我打算把这个脚本删掉,因为我找到7夕小雨前辈的教学视频啦,我用图片做血槽去...  谢谢你回我帖子喔..




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