Project1
标题:
【地图显示HP脚本】如何设置当X号开关打开时脚本才有效?
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作者:
天使喝可乐
时间:
2011-1-7 17:11
标题:
【地图显示HP脚本】如何设置当X号开关打开时脚本才有效?
昨天重新弄了下这个脚本,这个是在地图上显示HPSP。
但是有时候我不想让它显示,所以问下,如何设置当17号开关打开时,该脚本才生效?(关闭时不显示咯)
谢谢啦{:nm_4:} ~下面是脚本:
#_______________________________________________________________________________
# MOG_MPW HUD Elena V2.0
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#HUD Position.
STMAPX = 0 # X Pos
STMAPY = 370 # Y Pos
#Disable HUD Switch ID.
STMAPVIS = 1
#Windowskin name.
STMAPSKIN = "RO"
#Window Opacity.
STMAPOPA = 0
end
$mogscript = {} if $mogscript == nil
$mogscript["mpstelen"] = true
###############
# Window_Base #
###############
class Window_Base < Window
def draw_maphp2(actor, x, y)
back = RPG::Cache.picture("BAR_Meter")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("HP_Meter")
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("HP_Tx")
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 161, y - 1, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x + 160, y - 2, 48, 32, actor.hp.to_s, 2)
end
def draw_mapsp2(actor, x, y)
back = RPG::Cache.picture("BAR_Meter")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("SP_Meter")
cw = meter.width * actor.sp / actor.maxsp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("SP_Tx")
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 40, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 161, y - 1, 48, 32, actor.sp.to_s, 2)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x + 160, y - 2, 48, 32, actor.sp.to_s, 2)
end
def draw_mexp(actor, x, y)
actor = $game_party.actors[0]
bitmap2 = RPG::Cache.picture("Exp_Back")
cw = bitmap2.width
ch = bitmap2.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
bitmap = RPG::Cache.picture("Exp_Meter")
if actor.level < 99
cw = bitmap.width * rate
else
cw = bitmap.width
end
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 55, y + 1, 84, 32, "Exp",0)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 54, y, 84, 32, "Exp",0)
end
def nada
face = RPG::Cache.picture("")
end
def draw_heroface(actor,x,y)
face = RPG::Cache.picture(actor.name + "_face") rescue nada
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)
end
def draw_actor_statemap(actor, x, y, width = 120)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 1, y + 1, width, 32, text)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x, y, width, 32, text)
end
def draw_actor_levelmap(actor, x, y)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x, y, 32, 32, "Lv")
self.contents.font.color = Color.new(50,255,250,255)
self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv")
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 30, y, 24, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 31, y + 1, 24, 32, actor.level.to_s, 1)
end
end
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#####################
# Window_Status_Map #
#####################
class Window_Sthero < Window_Base
def initialize
super(0, 0, 310, 120)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin(MOG::STMAPSKIN)
self.contents.font.bold = true
self.contents.font.size = 20
self.contents.font.name = "Georgia"
self.opacity = MOG::STMAPOPA
refresh
end
def refresh
self.contents.clear
actor = $game_party.actors[0]
draw_maphp2(actor, 35, 35)
draw_mapsp2(actor, - 40, 60)
draw_heroface(actor, 0, 70)
draw_actor_statemap(actor, 200, 60, 70)
draw_actor_levelmap(actor, 80, 10)
draw_mexp(actor, 100, 10)
end
end
###############
# Game_Player #
###############
class Game_Player < Game_Character
attr_accessor :wref
end
#############
# Scene_Map #
#############
class Scene_Map
alias mog11_main main
def main
@sthero = Window_Sthero.new
@sthero.x = MOG::STMAPX
@sthero.y = MOG::STMAPY
if $game_switches[MOG::STMAPVIS] == false
@sthero.visible = true
else
@sthero.visible = false
end
mog11_main
@sthero.dispose
end
alias mog11_update update
def update
if $game_switches[MOG::STMAPVIS] == false
@sthero.visible = true
else
@sthero.visible = false
end
if $game_player.wref == true
@sthero.refresh
$game_player.wref = false
end
mog11_update
end
end
##############
# Game_Party #
###############
class Game_Party
alias mog11_check_map_slip_damage check_map_slip_damage
def check_map_slip_damage
for actor in @actors
if actor.hp > 0 and actor.slip_damage?
$game_player.wref = true
end
end
mog11_check_map_slip_damage
end
end
###############
# Interpreter #
###############
class Interpreter
alias mog11_command_311 command_311
def command_311
mog11_command_311
$game_player.wref = true
end
alias mog11_command_312 command_312
def command_312
mog11_command_312
$game_player.wref = true
end
alias mog11_command_313 command_313
def command_313
mog11_command_313
$game_player.wref = true
end
alias mog11_command_314 command_314
def command_314
mog11_command_314
$game_player.wref = true
end
alias mog11_command_315 command_315
def command_315
mog11_command_315
$game_player.wref = true
end
end
################
# Game_Battler #
################
class Game_Battler
alias mog11_attack_effect attack_effect
def attack_effect(attacker)
mog11_attack_effect(attacker)
$game_player.wref = true
end
alias mog11_skill_effect skill_effect
def skill_effect(user, skill)
mog11_skill_effect(user, skill)
$game_player.wref = true
end
alias mog11_item_effect item_effect
def item_effect(item)
mog11_item_effect(item)
$game_player.wref = true
end
alias mog11_add_state add_state
def add_state(state_id, force = false)
mog11_add_state(state_id, force = false)
$game_player.wref = true
end
end
复制代码
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作者:
烁灵
时间:
2011-1-7 17:22
本帖最后由 烁灵 于 2011-1-7 17:23 编辑
module MOG
复制代码
之前加上
$不显示地图血条 = 45#45号开关开启时显示
复制代码
def refresh
复制代码
里边加判断:
def refresh
self.contents.clear
if $game_switches[$不显示地图血条] == true
actor = $game_party.actors[0]
draw_maphp2(actor, 35, 35)
draw_mapsp2(actor, - 40, 60)
draw_heroface(actor, 0, 70)
draw_actor_statemap(actor, 200, 60, 70)
draw_actor_levelmap(actor, 80, 10)
draw_mexp(actor, 100, 10)
end
end
end
###############
复制代码
作者:
天使喝可乐
时间:
2011-1-7 18:07
烁灵 发表于 2011-1-7 17:22
之前加上里边加判断:
这样改了以后,开开关不刷新,要按ESC切菜单再切回来才有显示
消失也是 关闭开关后不消失 只是不刷新 然后按ESC切菜单再切回来HPSP条才消失。
可能还要添加什么吧
作者:
烁灵
时间:
2011-1-7 19:19
#Disable HUD Switch ID.
STMAPVIS = 1
复制代码
唉,咱又自大了,本来脚本里已经带了消失和显示的开关了,试试一号开关的打开和关闭,
晚辈的改动就删了吧
烁灵于2011-1-7 19:19补充以下内容:
#Disable HUD Switch ID.
STMAPVIS = 1
复制代码
唉,咱又自大了,本来脚本里已经带了消失和显示的开关了,试试一号开关的打开和关闭,
晚辈的改动就删了吧
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