Project1

标题: 修改分辨率后,血条无法显示 [打印本页]

作者: 六翼恶魔    时间: 2012-6-3 20:42
标题: 修改分辨率后,血条无法显示
我用了修改分辨率的脚本以后,血条怎么都显示不了了,应该怎么改呢 我分辨率是800*600的
  1. #==============================================================================
  2. # ■ Scene_Map
  3. #------------------------------------------------------------------------------
  4. #  处理地图画面的类。
  5. #==============================================================================
  6. class Scene_Map
  7.   #--------------------------------------------------------------------------
  8.   # ● 在这里控制脚本的属性
  9.   #--------------------------------------------------------------------------
  10.   SWITCH_ID = 1 #在这里设定开关的编号……
  11.   $center_hud = true #这里决定是否将HUD(状态窗口)居中显示……
  12.   #--------------------------------------------------------------------------
  13.   # ● 初始化别名
  14.   #--------------------------------------------------------------------------
  15.   alias raz_hud_main main
  16.   alias raz_hud_update update
  17.   #--------------------------------------------------------------------------
  18.   # ● 主进程
  19.   #--------------------------------------------------------------------------  
  20.   def main
  21.     @size = $game_party.actors.size
  22.     raz_hud_main
  23.     @hud_window.dispose
  24.     for i in 0...$game_party.actors.size
  25.       @hud_dummy[i].dispose
  26.     end #for
  27.   end #def
  28.   #--------------------------------------------------------------------------
  29.   # ● 刷新画面
  30.   #--------------------------------------------------------------------------  
  31.   def update
  32.     if @size != $game_party.actors.size
  33.       @hud_window.refresh
  34.       show_window
  35.     end #if
  36.     if @hud != true
  37.       main_window
  38.     end #if
  39.     turn_hud_on_off
  40.     @hud_window.update
  41.     raz_hud_update
  42.   end #def
  43.   #--------------------------------------------------------------------------
  44.   # ● 与状态窗口的显示行为相关的语句
  45.   #--------------------------------------------------------------------------   
  46.   def show_window
  47.     @size = $game_party.actors.size
  48.     for i in 0..3
  49.       @hud_dummy[i].visible = ($game_party.actors[i] != nil)
  50.     end #for
  51.   end #def
  52.   #--------------------------------------------------------------------------
  53.   # ● 与状态窗口的创建相关的语句
  54.   #--------------------------------------------------------------------------     
  55.   def main_window
  56.     @opacity = 0
  57.     @hud_dummy = []
  58.     for i in 0...4
  59.       y = $game_party.actors.size - 1
  60.       x = 240 - (y * 80)# 240 - (y * 80)
  61.       if $center_hud == true
  62.         @hud_dummy[i] = Window_Base.new(160 * i + x, 372,160, 108)#@hud_dummy[i] = Window_Base.new(160 * i + x, 372,160, 108)
  63.       else
  64.         @hud_dummy[i] = Window_Base.new(160 * i, 372,160, 108)#@hud_dummy[i] = Window_Base.new(160 * i, 372,160, 108)
  65.       end #if
  66.       @hud_dummy[i].opacity = @opacity
  67.       @hud_dummy[i].visible = false
  68.     end #for
  69.     @hud_window = Window_HUD.new
  70.     for i in 0...$game_party.actors.size
  71.       @hud_dummy[i].visible = $game_party.actors[i] != nil
  72.     end #for
  73.     @hud = true
  74.   end #def
  75.   #--------------------------------------------------------------------------
  76.   # ● 与状态窗口的开关相关的语句
  77.   #--------------------------------------------------------------------------   
  78.   def turn_hud_on_off
  79.    if $game_switches[SWITCH_ID] == false #关掉开关
  80.     @hud_window.visible = false
  81.       for i in 0...$game_party.actors.size
  82.         @hud_dummy[i].visible = false
  83.       end #for
  84.     end #if
  85.    if $game_switches[SWITCH_ID] == true #打开开关
  86.      @hud_window.visible = true
  87.      for i in 0...$game_party.actors.size
  88.        @hud_dummy[i].visible = true
  89.      end #for
  90.    end #if
  91.   end #def
  92. end #class
  93. #==============================================================================
  94. # ■ Window_HUD
  95. #------------------------------------------------------------------------------
  96. #  地图画面中显示的状态窗口。
  97. #==============================================================================
  98. class Window_HUD < Window_Base
  99.   #--------------------------------------------------------------------------
  100.   # ● 初始化对象
  101.   #--------------------------------------------------------------------------
  102.   def initialize
  103.     super(300, 500, 800, 600) #(0, 0, 800, 600) -370
  104.    # self.contents = Bitmap.new(width - 32, height - 32)
  105.     self.opacity = 0
  106.     self.back_opacity = 150
  107.     for i in 0...$game_party.actors.size
  108.       actor = $game_party.actors[i]
  109.       eval("@old_hp#{i+1} = actor.hp; @old_sp#{i+1} = actor.sp; @old_exp#{i+1} = actor.now_exp")
  110.     end #for
  111.     refresh
  112.   end #def
  113.   #--------------------------------------------------------------------------
  114.   # ● 刷新
  115.   #--------------------------------------------------------------------------
  116.   def refresh
  117.     self.contents.clear
  118.     for i in 0...$game_party.actors.size
  119.       a = $game_party.actors.size - 1
  120.       actor = $game_party.actors[i]
  121.       if $center_hud == true
  122.        x = (i * 160 + 25) + (240 - (a * 80))#(i * 160 + 25) + (240 - (a * 80))
  123.       else
  124.        x = i * 160 + 25#x = i * 160 + 25
  125.       end #if
  126.       self.contents.font.size = 21
  127.       draw_actor_graphic(actor, x - 15, 445)
  128.       self.contents.font.color = normal_color
  129.       self.contents.draw_text(x, 360, 100, 32, actor.name)
  130.       width = 200
  131.       height = 6
  132.       draw_slant_bar(x + 8, 396, actor.hp, actor.maxhp, width, height, Color.new(150, 0, 0), Color.new(155, 155, 60))
  133.       draw_slant_bar(x + 8, 416, actor.sp, actor.maxsp, width, height, Color.new(0, 0, 150), Color.new(60, 155, 155))
  134.       unless actor.level == 99
  135.         draw_slant_bar(x + 8, 436, actor.now_exp, actor.next_exp, width, height, Color.new(0, 150, 0), Color.new(60, 255, 60))
  136.       else
  137.         draw_slant_bar(x + 8, 436, 1, 1, width = 200, height = 6, Color.new(0, 150, 0), Color.new(60, 255, 60))
  138.       end #unless
  139.       self.contents.font.size = 16
  140.       draw_actor_state(actor, x + 125, 360)
  141.       self.contents.font.color = normal_color
  142.       self.contents.font.bold = true
  143.       self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
  144.       self.contents.draw_text(x + 60, 382, 100, 32, "#{actor.hp}/#{actor.maxhp}", 1)
  145.       self.contents.font.color = actor.sp == 0 ? crisis_color : actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
  146.       self.contents.draw_text(x + 60, 402, 100, 32, "#{actor.sp}/#{actor.maxsp}", 1)
  147.       self.contents.draw_text(x + 25, 422, 100, 32, "#{(actor.now_exp.to_f / actor.next_exp.to_f * 100).truncate}"+"%", 1)
  148.       self.contents.font.color = system_color
  149.       self.contents.font.size = 20
  150.       self.contents.font.bold = false
  151.       self.contents.draw_text(x, 384, 50, 32, "精") #HP的显示文本,可修改。
  152.       self.contents.draw_text(x, 404, 50, 32, "神") #SP的显示文本,可修改。
  153.       self.contents.draw_text(x, 424, 50, 32, "经") #EXP的显示文本,可修改。
  154.       
  155.     end #for
  156.   end #def
  157.   #--------------------------------------------------------------------------
  158.   # ● 刷新画面
  159.   #--------------------------------------------------------------------------
  160.   def update
  161.     super
  162.     for i in 0...$game_party.actors.size
  163.       actor = $game_party.actors[i]
  164.       if (eval("@old_hp#{i+1}") != actor.hp or eval("@old_sp#{i+1}") != actor.sp or
  165.         eval("@old_exp#{i+1}") != actor.now_exp)
  166.         refresh
  167.         eval("@old_hp#{i+1} = actor.hp; @old_sp#{i+1} = actor.sp; @old_exp#{i+1} = actor.now_exp")
  168.       end #if
  169.     end #super
  170.   end #def
  171. end #class
  172. #==============================================================================
  173. # ■ Window_Base
  174. #------------------------------------------------------------------------------
  175. #  游戏中全部窗口的超级类。
  176. #==============================================================================
  177. class Window_Base < Window
  178.   #状态条的绘制
  179.   def draw_slant_bar(x, y, min, max, width = 152, height = 6,
  180.       bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
  181.     for i in 0..height
  182.       self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
  183.     end #for
  184.     for i in 1..(height - 1)
  185.       r = 100 * (height - i) / height + 0 * i / height
  186.       g = 100 * (height - i) / height + 0 * i / height
  187.       b = 100 * (height - i) / height + 0 * i / height
  188.       a = 255 * (height - i) / height + 255 * i / height
  189.       self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
  190.     end #for
  191.     for i in 1..( (min / max.to_f) * width - 1)
  192.       for j in 1..(height - 1)
  193.         r = bar_color.red * (width - i) / width + end_color.red * i / width
  194.         g = bar_color.green * (width - i) / width + end_color.green * i / width
  195.         b = bar_color.blue * (width - i) / width + end_color.blue * i / width
  196.         a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
  197.         self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
  198.       end #for
  199.     end #for
  200.   end #def
  201. end #class
  202. #==============================================================================
  203. # ■ Game_Actor
  204. #------------------------------------------------------------------------------
  205. #  处理角色的类。本类在 Game_Actors 类 ($game_actors)
  206. # 的内部使用、Game_Party 类请参考 ($game_party) 。
  207. #==============================================================================
  208. class Game_Actor
  209.   #获取当前EXP
  210.   def now_exp
  211.     return @exp - @exp_list[@level]
  212.   end #def
  213.   #获取下一级需要EXP的数值
  214.   def next_exp
  215.     return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  216.   end #def
  217. end
复制代码
dsu_plus_rewardpost_czw
作者: torysir    时间: 2021-11-2 23:29
#==============================================================================
# ■ Spriteset_Battle
#------------------------------------------------------------------------------
#  处理战斗画面的活动块的类。本类在 Scene_Battle 类
# 的内部使用。
#==============================================================================

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # ● 定义实例变量
  #--------------------------------------------------------------------------
  attr_reader   :viewport1                # 敌人方的显示端口
  attr_reader   :viewport2                # 角色方的显示端口
#--------------------------------------------------------------------------
# ● 初始化变量
#--------------------------------------------------------------------------
def initialize
   # 生成显示端口
   @viewport1 = Viewport.new(0, 0, 800, 600)
   @viewport2 = Viewport.new(0, 0, 800, 600)
   @viewport3 = Viewport.new(0, 0, 800, 600)
   @viewport4 = Viewport.new(0, 0, 800, 600)
   @viewport2.z = 201
   @viewport3.z = 200
   @viewport4.z = 5000
   # 生成战斗背景活动块
   @battleback_sprite = Sprite.new(@viewport1)
   @battleback2_sprite = Sprite.new(@viewport12)
   @battleback_sprite.zoom_x *= 1.25
   @battleback_sprite.zoom_y *= 1.25
   # 生成敌人活动块 ★★修改了这里1改成2
   @enemy_sprites = []
   for enemy in $game_troop.enemies.reverse
     @enemy_sprites.push(Sprite_Battler.new(@viewport2, enemy))
   end
   # 生成敌人活动块 ★★修改了这里
   @actor_sprites = []
   @actor_sprites.push(Sprite_Battler.new(@viewport2))
   @actor_sprites.push(Sprite_Battler.new(@viewport2))
   @actor_sprites.push(Sprite_Battler.new(@viewport2))
   @actor_sprites.push(Sprite_Battler.new(@viewport2))
   @actor_sprites.push(Sprite_Battler.new(@viewport2))
   @actor_sprites.push(Sprite_Battler.new(@viewport2))
   @actor_sprites.push(Sprite_Battler.new(@viewport2))
   @actor_sprites.push(Sprite_Battler.new(@viewport2))
   # 生成天候
   @weather = RPG::Weather.new(@viewport1)
   # 生成图片活动块
   @picture_sprites = []
   for i in 51..100
     @picture_sprites.push(Sprite_Picture.new(@viewport3,
       $game_screen.pictures[i]))
   end
   # 生成计时器块
   @timer_sprite = Sprite_Timer.new
   # 刷新画面
   update
end
  #--------------------------------------------------------------------------
  # ● 释放
  #--------------------------------------------------------------------------
  def dispose
    # 如果战斗背景位图存在的情况下就释放
    if @battleback_sprite.bitmap != nil or @battleback2_sprite.bitmap != nil
      @battleback_sprite.bitmap.dispose
#      @battleback2_sprite.bitmap.dispose
    end
    # 释放战斗背景活动块
    @battleback_sprite.dispose
    @battleback2_sprite.dispose
    # 释放敌人活动块、角色活动块
    for sprite in @enemy_sprites + @actor_sprites
      sprite.dispose
    end
    # 释放天候
    @weather.dispose
    # 释放图片活动块
    for sprite in @picture_sprites
      sprite.dispose
    end
    # 释放计时器活动块
    @timer_sprite.dispose
    # 释放显示端口
    @viewport1.dispose
    @viewport2.dispose
    @viewport3.dispose
    @viewport4.dispose
  end
  #--------------------------------------------------------------------------
  # ● 显示效果中判定
  #--------------------------------------------------------------------------
  def effect?
    # 如果是在显示效果中的话就返回 true
    for sprite in @enemy_sprites + @actor_sprites
      return true if sprite.effect?
    end
    return false
  end
   #--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
   # 刷新角色的活动块 (对应角色的替换) ★修改了这里
   @actor_sprites[0].battler = $game_party.actors[0]
   @actor_sprites[1].battler = $game_party.actors[1]
   @actor_sprites[2].battler = $game_party.actors[2]
   @actor_sprites[3].battler = $game_party.actors[3]
   @actor_sprites[4].battler = $game_party.actors[4]
   @actor_sprites[5].battler = $game_party.actors[5]
   @actor_sprites[6].battler = $game_party.actors[6]
   
   
   
   
   # 战斗背景的文件名与现在情况有差异的情况下
   
   
   if $game_variables[24] != 1
   #if @battleback_name != $game_temp.battleback_name
      @battleback_name = $game_temp.battleback_name
      @battleback2_name = $game_temp.battleback_name
      if @battleback_sprite.bitmap != nil or @battleback2_sprite.bitmap != nil
       @battleback_sprite.bitmap.dispose
       @battleback2_sprite.bitmap.dispose
      end   
      
      #战斗背景判断
    if $game_switches[31] == true
         
      #戰鬥背景判定
      if $game_variables[25] == 1
        @battleback_name = "平原"
      
      end
      if $game_variables[25] == 2
        @battleback_name = "火"
           
      end
      if $game_variables[25] == 3
        @battleback_name = "石2"
               
      end
      if $game_variables[25] == 4
        @battleback_name = "水"
            
      end
      if $game_variables[25] == 5
        @battleback_name = "沙地"
            
      end
      if $game_variables[25] == 6
        @battleback_name = "石1"
                 
      end
      if $game_variables[25] == 7
        @battleback_name = "雪"         
            
      end
   
    end

     $game_temp.battleback_name = @battleback_name
     @battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name)
     @battleback_sprite.src_rect.set(0, 0, 800, 600)
     
     
     
     
     
     
     
     $game_temp.battleback_name = @battleback2_name
     $game_variables[251]=1

     
     
     #####################三周目系统添加敌方三天赋系统、四周目系统添加敌方四天赋系统
  #  if FileTest.exist?("Lib/again2015.dll") and FileTest.exist?("Lib/again2020.dll")

   

#复原上次战斗的敌人特技 #无双模式
  
    if $game_variables[235] == 4 and $game_switches[246] == true
      for i in 1...$data_enemies.size     
      $data_enemies[i].element_ranks[$game_variables[488]] = 3
      $data_enemies[i].element_ranks[$game_variables[489]] = 3
      $data_enemies[i].element_ranks[$game_variables[490]] = 3
      $data_enemies[i].element_ranks[$game_variables[491]] = 3
      $data_enemies[i].element_ranks[$game_variables[492]] = 3
      $data_enemies[i].element_ranks[$game_variables[493]] = 3  
      end
  else  if $game_variables[235] == 4 and $game_switches[245] == true
    for i in 1...$data_enemies.size      
     $data_enemies[i].element_ranks[$game_variables[488]] = 3
     $data_enemies[i].element_ranks[$game_variables[489]] = 3
    $data_enemies[i].element_ranks[$game_variables[490]] = 3
    $data_enemies[i].element_ranks[$game_variables[491]] = 3
    $data_enemies[i].element_ranks[$game_variables[492]] = 3
      end
    else if $game_variables[235] == 4 and $game_switches[244] == true
      for i in 1...$data_enemies.size
        $data_enemies[i].element_ranks[$game_variables[488]] = 3
        $data_enemies[i].element_ranks[$game_variables[489]] = 3
       $data_enemies[i].element_ranks[$game_variables[490]] = 3
        $data_enemies[i].element_ranks[$game_variables[491]] = 3         
      end
        else if $game_variables[235] == 4 and $game_switches[21] == true  
      for i in 1...$data_enemies.size
        $data_enemies[i].element_ranks[$game_variables[488]] = 3
        $data_enemies[i].element_ranks[$game_variables[489]] = 3
        $data_enemies[i].element_ranks[$game_variables[490]] = 3
      end
     end
    end
end
end  
  #添加本场战斗的敌人特技
  if  $game_variables[235] == 4 and $game_switches[246] == true
      
        $game_variables[488]=rand(168)+151#151..318
        $game_variables[489]=rand(168)+151
        $game_variables[490]=rand(168)+151
        $game_variables[491]=rand(168)+151
        $game_variables[492]=rand(168)+151
        $game_variables[493]=rand(168)+151
        $game_variables[487]=364
       for i in 1...$data_enemies.size
        $data_enemies[i].element_ranks[$game_variables[488]] = 4
        $data_enemies[i].element_ranks[$game_variables[489]] = 4
        $data_enemies[i].element_ranks[$game_variables[490]] = 4
        $data_enemies[i].element_ranks[$game_variables[491]] = 4  
        $data_enemies[i].element_ranks[$game_variables[492]] = 4
        $data_enemies[i].element_ranks[$game_variables[493]] = 4
        $data_enemies[i].element_ranks[$game_variables[487]] = 4
     end
      
  else  if $game_variables[235] == 4 and $game_switches[245] == true
     
        $game_variables[488]=rand(168)+151#151..318
        $game_variables[489]=rand(168)+151
        $game_variables[490]=rand(168)+151
        $game_variables[491]=rand(168)+151
        $game_variables[492]=rand(168)+151
        $game_variables[487]=362
         for i in 1...$data_enemies.size   
        $data_enemies[i].element_ranks[$game_variables[488]] = 4
        $data_enemies[i].element_ranks[$game_variables[489]] = 4
        $data_enemies[i].element_ranks[$game_variables[490]] = 4
        $data_enemies[i].element_ranks[$game_variables[491]] = 4
        $data_enemies[i].element_ranks[$game_variables[492]] = 4
        $data_enemies[i].element_ranks[$game_variables[487]] = 4
      end
  
    else if $game_variables[235] == 4 and $game_switches[244] == true
      
        $game_variables[488]=rand(168)+151#151..318
        $game_variables[489]=rand(168)+151
        $game_variables[490]=rand(168)+151
        $game_variables[491]=rand(168)+151
        $game_variables[487]=361
      for i in 1...$data_enemies.size
        $data_enemies[i].element_ranks[$game_variables[488]] = 4
        $data_enemies[i].element_ranks[$game_variables[489]] = 4
        $data_enemies[i].element_ranks[$game_variables[490]] = 4
        $data_enemies[i].element_ranks[$game_variables[491]] = 4
        $data_enemies[i].element_ranks[$game_variables[487]] = 4
      end
      
    else if $game_variables[235] == 4 and $game_switches[21] == true  
        
        $game_variables[488]=rand(168)+151#151..318
        $game_variables[489]=rand(168)+151
        $game_variables[490]=rand(168)+151
        $game_variables[487]=360
       for i in 1...$data_enemies.size
        $data_enemies[i].element_ranks[$game_variables[488]] = 4
        $data_enemies[i].element_ranks[$game_variables[489]] = 4
        $data_enemies[i].element_ranks[$game_variables[490]] = 4
         $data_enemies[i].element_ranks[$game_variables[487]] = 4
       end
      end
    end
  end
end

     #######################
     #######################战斗时敌我粮草初始值
     $game_variables[576]=5000
     $game_variables[577]=5000
     $game_variables[576]+=$game_variables[462]/1000#粮草加成
     $game_variables[577]+=5000+rand(5000)
     
     $game_variables[578]=0#每场战斗回合次数归0
     $game_variables[581]=0#每场战斗的粮草过少提示文本的次数归0
     $game_variables[582]=0#每场战斗中支援粮草次数归0
     #######################
     
     
     
     
     $game_variables[261]=0
     $game_variables[262]=0
     $game_variables[263]=0
     $game_variables[264]=0
     $game_variables[265]=0
     
     $game_variables[266]=0
     $game_variables[267]=0
     $game_variables[268]=0
     $game_variables[269]=0
     $game_variables[270]=0
     $game_variables[271]=0
     $game_variables[272]=0
     $game_variables[273]=0
     $game_variables[274]=0
     $game_variables[275]=0
     $game_variables[257]=0
     $game_variables[258]=0
     $game_variables[259]=0
      $game_variables[252]=1
       $game_variables[253]=1
        $game_variables[254]=1
         $game_variables[255]=1
         $game_variables[256]=1
         $game_variables[260]=1
     
     $game_variables[251]=rand(60)
   
     if $game_variables[251]==1 and $game_party.actors.include?($game_actors[51])
  @battleback2_sprite.bitmap = RPG::Cache.battleback("小周后")
# @battleback2_sprite.src_rect.set(320, 240, 640, 480)
   @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
   @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
   @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[261]=1
   
  else if $game_variables[251]==2 and $game_party.actors.include?($game_actors[52])     
  @battleback2_sprite.bitmap = RPG::Cache.battleback("甑宓")
#@battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
   @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
      $game_variables[262]=1
     
            else if $game_variables[251]==3 and $game_party.actors.include?($game_actors[53])
              
    @battleback2_sprite.bitmap = RPG::Cache.battleback("潘风")
#@battleback2_sprite.src_rect.set(320, 240, 640, 480)

  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
    @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
      $game_variables[263]=1
     
            else if $game_variables[251]==4 and $game_party.actors.include?($game_actors[19])
              
    @battleback2_sprite.bitmap = RPG::Cache.battleback("貂蝉")
#@battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
    @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
      $game_variables[264]=1
     
   else if $game_variables[251]==5 and $game_party.actors.include?($game_actors[21])              
    @battleback2_sprite.bitmap = RPG::Cache.battleback("糜夫人")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
    @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[265]=1
  
       else if $game_variables[251]==6 and $game_party.actors.include?($game_actors[54])               
    @battleback2_sprite.bitmap = RPG::Cache.battleback("小乔")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
   @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
    @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[266]=1
     else if $game_variables[251]==7 and $game_party.actors.include?($game_actors[55])            
    @battleback2_sprite.bitmap = RPG::Cache.battleback("大乔")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
   @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[267]=1
     else if $game_variables[251]==8 and $game_party.actors.include?($game_actors[56])              
    @battleback2_sprite.bitmap = RPG::Cache.battleback("大周后")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
    @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[268]=1
     else if $game_variables[251]==9 and $game_party.actors.include?($game_actors[57])            
    @battleback2_sprite.bitmap = RPG::Cache.battleback("吕玲绮")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
    @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[269]=1
     else if $game_variables[251]==10 and $game_party.actors.include?($game_actors[58])              
    @battleback2_sprite.bitmap = RPG::Cache.battleback("蔡琰")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
    @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[270]=1
      else if $game_variables[251]==11 and $game_party.actors.include?($game_actors[59])         
    @battleback2_sprite.bitmap = RPG::Cache.battleback("孙仁")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
    @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[271]=1   
     
     
     
     else if $game_variables[251]==12 and $game_party.actors.include?($game_actors[81])         
    @battleback2_sprite.bitmap = RPG::Cache.battleback("张宁")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
    @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[272]=1   
          else if $game_variables[251]==13 and $game_party.actors.include?($game_actors[82])         
    @battleback2_sprite.bitmap = RPG::Cache.battleback("董白")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
    @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[273]=1
               else if $game_variables[251]==14 and $game_party.actors.include?($game_actors[83])         
    @battleback2_sprite.bitmap = RPG::Cache.battleback("夏侯令女")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
   @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[274]=1
                    else if $game_variables[251]==15 and $game_party.actors.include?($game_actors[84])         
    @battleback2_sprite.bitmap = RPG::Cache.battleback("马云騄")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
   @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[275]=1
     
     
     
     
     
           else if $game_variables[251]==16           
    @battleback2_sprite.bitmap = RPG::Cache.battleback("百合")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
   @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
   @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[257]=1
     
     else if $game_variables[251]==17 and $game_party.actors.include?($game_actors[87])         
    @battleback2_sprite.bitmap = RPG::Cache.battleback("庞桐")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
   @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[258]=1
     
     
     else if $game_variables[251]==18           
    @battleback2_sprite.bitmap = RPG::Cache.battleback("赵卉")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
   @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[259]=1
     
     else if $game_variables[251]==19 and $game_party.actors.include?($game_actors[116])         
    @battleback2_sprite.bitmap = RPG::Cache.battleback("楚雁")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
   @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[252]=1
     
     else if $game_variables[251]==20 and $game_party.actors.include?($game_actors[117])         
    @battleback2_sprite.bitmap = RPG::Cache.battleback("程菱")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
   @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[253]=1
     else if $game_variables[251]==21 and $game_party.actors.include?($game_actors[118])         
    @battleback2_sprite.bitmap = RPG::Cache.battleback("王璃")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
   @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[254]=1
     else if $game_variables[251]==22 and $game_party.actors.include?($game_actors[119])         
    @battleback2_sprite.bitmap = RPG::Cache.battleback("魏怡")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
   @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[255]=1
     
     else if $game_variables[251]==23 and $game_party.actors.include?($game_actors[42])         
    @battleback2_sprite.bitmap = RPG::Cache.battleback("叶蓁")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
   @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[256]=1
     
     else if $game_variables[251]==24 and $game_party.actors.include?($game_actors[120])         
    @battleback2_sprite.bitmap = RPG::Cache.battleback("霍姬菲")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
   @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[260]=1
   
       else if $game_variables[251]==25 and $game_party.actors.include?($game_actors[122])         
    @battleback2_sprite.bitmap = RPG::Cache.battleback("曦曦")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
   @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[350]=1
     
      
     else if $game_variables[251]==26 and $game_party.actors.include?($game_actors[123])         
    @battleback2_sprite.bitmap = RPG::Cache.battleback("迷铃")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
   @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[348]=1
     
     else if $game_variables[251]==27 and $game_party.actors.include?($game_actors[121])         
    @battleback2_sprite.bitmap = RPG::Cache.battleback("费祺婉")
  # @battleback2_sprite.src_rect.set(320, 240, 640, 480)
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
   @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
     $game_variables[349]=1
     
     else   
      
  @battleback2_sprite.bitmap = RPG::Cache.battleback("透明")
  @battleback2_sprite.ox = @battleback2_sprite.bitmap.width
  @battleback2_sprite.oy = @battleback2_sprite.bitmap.height
#   @battleback2_sprite.x = 405
#  @battleback2_sprite.y = 290
    @battleback2_sprite.x = 525
   @battleback2_sprite.y = 388
   @battleback2_sprite.zoom_x = 1.25
   @battleback2_sprite.zoom_y =1.25
#@battleback2_sprite.src_rect.set(320, 240, 640, 480)
end
end
end
end
end
end
end
end
end
end
end
end
     end
   end
   end
end
     end
     end
end
end
     end
     end
end
end
end
     end
     end
     ####################
           $game_variables[24] = 1
     $game_switches[31] = true
   end

   # 刷新战斗者的活动块
   for sprite in @enemy_sprites + @actor_sprites
     sprite.update
   end
   # 刷新天气图形
   @weather.type = $game_screen.weather_type
   @weather.max = $game_screen.weather_max
   @weather.update
   # 刷新图片活动块
   for sprite in @picture_sprites
     sprite.update
   end
   # 刷新计时器活动块
   @timer_sprite.update
   # 设置画面的色调与震动位置
   @viewport1.tone = $game_screen.tone
   @viewport1.ox = $game_screen.shake
   # 设置画面的闪烁色
   @viewport4.color = $game_screen.flash_color
   # 刷新显示端口
   @viewport1.update
   @viewport2.update
   @viewport4.update
   
end
end





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