Project1
标题:
怎么显示我方血条?
[打印本页]
作者:
Mr.Faint
时间:
2010-9-30 18:47
标题:
怎么显示我方血条?
很多脚本都出错,是不是不能用啊?
作者:
Wind2010
时间:
2010-9-30 19:13
LZ你用的是什么脚本,请先说明
作者:
Mr.Faint
时间:
2010-9-30 19:30
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 插件脚本:血槽、精神槽的描绘
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● HP ゲージの描画
#--------------------------------------------------------------------------
# オリジナルのHP描画を draw_actor_hp_original と名前変更
alias :draw_actor_hp_original :draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
if actor.maxhp != 0
rate = actor.hp.to_f / actor.maxhp
else
rate = 0
end
# plus_x:X座標位置修正 rate_x:X座標の位置補正(%) plus_y:Y座標の位置補正
# plus_width:幅の補正 rate_width:幅の補正(%) height:縦幅
# align1:描画タイプ1 0:左詰め 1:中央揃え 2:右詰め
# align2:描画タイプ2 0:上詰め 1:中央揃え 2:下詰め
# align3:ゲージタイプ 0:左詰め 1:右詰め
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
# グラデーション設定 grade1:空ゲージ grade2:実ゲージ
# (0:横にグラデーション 1:縦にグラデーション 2:斜めにグラデーション(激重))
grade1 = 1
grade2 = 0
# 色設定。color1:外枠,color2:中枠
# color3:空ゲージダークカラー,color4:空ゲージライトカラー
# color5:実ゲージダークカラー,color6:実ゲージライトカラー
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
# 変数spに描画するゲージの幅を代入
if actor.maxhp != 0
hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp
else
hp = 0
end
# ゲージの描画
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, hp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# オリジナルのHP描画処理を呼び出し
draw_actor_hp_original(actor, x, y, width)
end
#--------------------------------------------------------------------------
# ● SP ゲージの描画
#--------------------------------------------------------------------------
# オリジナルのSP描画を draw_actor_sp_original と名前変更
alias :draw_actor_sp_original :draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
# 変数rateに 現在のSP/MSPを代入
if actor.maxsp != 0
rate = actor.sp.to_f / actor.maxsp
else
rate = 1
end
# plus_x:X座標の位置補正 rate_x:X座標の位置補正(%) plus_y:Y座標の位置補正
# plus_width:幅の補正 rate_width:幅の補正(%) height:縦幅
# align1:描画タイプ1 0:左詰め 1:中央揃え 2:右詰め
# align2:描画タイプ2 0:上詰め 1:中央揃え 2:下詰め
# align3:ゲージタイプ 0:左詰め 1:右詰め
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
# グラデーション設定 grade1:空ゲージ grade2:実ゲージ
# (0:横にグラデーション 1:縦にグラデーション 2:斜めにグラデーション(激重))
grade1 = 1
grade2 = 0
# 色設定。color1:外枠,color2:中枠
# color3:空ゲージダークカラー,color4:空ゲージライトカラー
# color5:実ゲージダークカラー,color6:実ゲージライトカラー
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(0, 64, 0, 192)
color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
# 変数spに描画するゲージの幅を代入
if actor.maxsp != 0
sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp
else
sp = (width + plus_width) * rate_width / 100
end
# ゲージの描画
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, sp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# オリジナルのSP描画処理を呼び出し
draw_actor_sp_original(actor, x, y, width)
end
#--------------------------------------------------------------------------
# ● EXP ゲージの描画
#--------------------------------------------------------------------------
# オリジナルのEXP描画を draw_actor_sp_original と名前変更
alias :draw_actor_exp_original :draw_actor_exp
def draw_actor_exp(actor, x, y, width = 204)
# 変数rateに 現在のexp/nextexpを代入
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
# plus_x:X座標の位置補正 rate_x:X座標の位置補正(%) plus_y:Y座標の位置補正
# plus_width:幅の補正 rate_width:幅の補正(%) height:縦幅
# align1:描画タイプ1 0:左詰め 1:中央揃え 2:右詰め
# align2:描画タイプ2 0:上詰め 1:中央揃え 2:下詰め
# align3:ゲージタイプ 0:左詰め 1:右詰め
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
# グラデーション設定 grade1:空ゲージ grade2:実ゲージ
# (0:横にグラデーション 1:縦にグラデーション 2:斜めにグラデーション(激重))
grade1 = 1
grade2 = 0
# 色設定。color1:外枠,color2:中枠
# color3:空ゲージダークカラー,color4:空ゲージライトカラー
# color5:実ゲージダークカラー,color6:実ゲージライトカラー
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
# 変数expに描画するゲージの幅を代入
if actor.next_exp != 0
exp = (width + plus_width) * actor.now_exp * rate_width /
100 / actor.next_exp
else
exp = (width + plus_width) * rate_width / 100
end
# ゲージの描画
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, exp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# オリジナルのEXP描画処理を呼び出し
draw_actor_exp_original(actor, x, y)
end
#--------------------------------------------------------------------------
# ● ゲージの描画
#--------------------------------------------------------------------------
def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
case align1
when 1
x += (rect_width - width) / 2
when 2
x += rect_width - width
end
case align2
when 1
y -= height / 2
when 2
y -= height
end
# 枠描画
self.contents.fill_rect(x, y, width, height, color1)
self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
if align3 == 0
if grade1 == 2
grade1 = 3
end
if grade2 == 2
grade2 = 3
end
end
if (align3 == 1 and grade1 == 0) or grade1 > 0
color = color3
color3 = color4
color4 = color
end
if (align3 == 1 and grade2 == 0) or grade2 > 0
color = color5
color5 = color6
color6 = color
end
# 空ゲージの描画
self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4,
color3, color4, grade1)
if align3 == 1
x += width - gauge
end
# 実ゲージの描画
self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
color5, color6, grade2)
end
end
作者:
步兵中尉
时间:
2010-10-1 12:08
给你个简单点的吧!这个我用了很多次,和别的脚本冲突较小。
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
# ————————————————————————————————————
# ▼▲▼ XRXS_BP 2. HP,SPメーター表示 ▼▲▼
# by 桜雅 在土
#==============================================================================
# ■ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
alias xrxs_bp2_refresh refresh
def refresh
xrxs_bp2_refresh
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
actor_x = i * 160 + 4
draw_actor_hp_meter(actor, actor_x, 32, 120)
draw_actor_sp_meter(actor, actor_x, 64, 120)
end
end
end
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● HP描画
#--------------------------------------------------------------------------
def draw_actor_hp_meter(actor, x, y, width = 156, type = 0)
if type == 1 and actor.hp == 0
return
end
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.hp / [actor.maxhp,1].max
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))
end
#--------------------------------------------------------------------------
# ● SP描画
#--------------------------------------------------------------------------
def draw_actor_sp_meter(actor, x, y, width = 156, type = 0)
if type == 1 and actor.hp == 0
return
end
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,1].max
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))
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
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