Project1
标题:
角色挨打,回合后HP才刷新。
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作者:
jqkice1
时间:
2013-10-26 22:35
标题:
角色挨打,回合后HP才刷新。
角色挨了打,要等到1回合结束后HP/MP才刷新,这是为什么?脚本如下:
#==============================================================================
# ★RGSS2
# STR11e_バトルステータス++ 1.3 09/08/07
#
# ・STR11c_XP風バトル#メインのステータスレイアウトを大改造
# ・セクションの位置はSTR11cより下
# ・デザインや演出にこだわりたい人におすすめ
# ・素材規格とか設定とかややこしいけどがんばってください!
#
# ※v1.1で数字素材の規格が変更になりました。ご注意ください。
#
# ◇機能一覧
# ・格ゲー風味のHP/MPゲージ
# ・高速回転(?)する数値
# ・流れるステートアイコン/何もステートが掛かっていない時は非表示に
#
# ◇素材規格
# このスクリプトの動作には複数のスキン画像が必要になります。
# スキン画像はSystemフォルダにインポートしてください。
#
# ・メインスキン
# HP/MPゲージの下地になるスキンです。
# サイズ制限無し
# ・HP/MPゲージ
# 通常ゲージと追尾ゲージの二つをひとつの画像にまとめたものです。
# 幅 = 無制限
# 高さ = ゲージの高さ(任意のサイズ) * 2
# 一列目に通常ゲージ、二列目に追尾ゲージを配置します。
# ・数字
# 0123456789の数値を横に並べたものを
# HPMPの数値が通常、1/4未満、0の順に縦に並べます。
# 幅 = 数字1コマの幅(任意のサイズ) * 10
# 高さ = 任意の高さ * 3
# ・ステートスキン
# ステートアイコンの下地になるスキンです。
# なにもステートが掛かっていない時は非表示になる仕様の為、
# メインスキンとは別に用意します。
# サイズ制限無し
#
#------------------------------------------------------------------------------
#
# 更新履歴
# ◇1.2→1.3
# STR11dを最新VER(2.2)にするとレベルアップポップが出ないバグを修正
# ※STR11cもバージョンアップしてください
# ◇1.1→1.2
# 数字の回転速度を変化量に応じて可変するようにした
# ◇1.0→1.1
# 残りHPMPに応じて数字グラフィック(色)を変えることができるようになった
# アクターの名前表示機能を追加。STR11c側で設定してください
# ◇0.9→1.0
# ステート更新時の挙動が気に入らないのを修正
# ◇0.8→0.9
# 最大MPが0だと動作しないバグを修正
# 細かいミスを修正
#
#==============================================================================
# ■ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Selectable
# Skin File name
BTSKIN_00 = "Btskin_main" # Main Skin
BTSKIN_01 = "Btskin_hp" # HP(Gauge)
BTSKIN_02 = "Btskin_mp" # MP(Gauge)
BTSKIN_04 = "Btskin_n00" # HP(Numbers)
BTSKIN_05 = "Btskin_n00" # MP(Numbers)
BTSKIN_03 = "" # State
# Skin coordinates[ x, y]皮肤坐标
BTSKIN_B_XY = [-16, 52] # 基準座標
BTSKIN_00XY = [ 0, 0] # 主皮肤
BTSKIN_01XY = [ 0, 3] # HP(量规)
BTSKIN_02XY = [ 0, 20] # MP(量规)
BTSKIN_04XY = [ 48, -8] # HP(数字)
BTSKIN_05XY = [ 48, 10] # MP(数字)
BTSKIN_03XY = [ 44,-54] # ステートスキン
BTSKIN_06XY = [ 44,-60] # ステート
# Various Settings速度
BTSKIN_01GS = 1 # HP Gauge Speed (Low values are fast)
BTSKIN_02GS = 1 # MP Gauge Speed(Low values are fast)
BTSKIN_04SS = 1 # HP Rolling Numbers Speed(Low values are fast)
BTSKIN_05SS = 1 # MP Rolling Numbers Speed(Low values are fast)
BTSKIN_04NS = 1 # HP Maximum Digits
BTSKIN_05NS = 1 # MP Maximum Digits
BTSKIN_06WH = [72,72] # [State Width, Height]
BTSKIN_06SC = 1 # State Icon Scroll Speed
# (Values close to 1 are fast)
# 战斗状态坐标
def set_xy
@x = []
@y = []
for i in 0...$game_party.members.size
x = (i * 160) + 40
y = 3
@x[i] = x + 16#+ STRRGSS2::ST_SX
@y[i] = y + 16#+ STRRGSS2::ST_SY
end
end
# 设定处到这里
@@f = false
#--------------------------------------------------------------------------
# ★别名
#--------------------------------------------------------------------------
alias initialize_str33 initialize #initialize初始化
def initialize(f = false)
initialize_str33
unless @@f
@f = @@f = true
else
@f = false
end
set_xy
@s_sprite = []
@s_party = []
@s_lv = []
[url=home.php?mod=space&uid=316553]@opacity[/url] = 0
self.contents.dispose
self.create_contents
self.back_opacity = 0
self.opacity = 0
#@column_max = $game_party.actors.size
@viewport = Viewport.new(0, 480-128, 640, 128) #新视窗
@hpgw = (Cache.system(BTSKIN_01)).width #HP
@mpgw = (Cache.system(BTSKIN_02)).width #MP
@viewport.z = self.z - 1
@state_opacity = []
@item_max = $game_party.members.size
return unless @f
for i in 0...@item_max
draw_item(i)
end
update
end
#--------------------------------------------------------------------------
# ● リフレッシュ潰し
#--------------------------------------------------------------------------
def refresh
# :-)
end
#--------------------------------------------------------------------------
# ● ステートの描画 绘图
#--------------------------------------------------------------------------
def draw_actor_state(actor)
icon = Cache.system("Iconset")
w = actor.states.size * 24
w = 24 if w < 1
bitmap = Bitmap.new(w, BTSKIN_06WH[1])
count = 0
for state in actor.states
icon_index = state.icon_index
x = 24 * count
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
bitmap.blt(x, 0, icon, rect)
count += 1
end
return bitmap
end
#--------------------------------------------------------------------------
# ● 名前作成
#--------------------------------------------------------------------------
#def name_bitmap(actor)
#end
#--------------------------------------------------------------------------
# ● ステート数取得
#--------------------------------------------------------------------------
def state_size(actor)
return actor.states.size
end
#--------------------------------------------------------------------------
# ● アイテム作成 项目编制
#--------------------------------------------------------------------------
def draw_item(index)
return unless @f
actor = $game_party.members[index]
#
@s_sprite[index] = []
s = @s_sprite[index]
# 主皮肤
s[0] = Sprite.new(@viewport)
s[0].bitmap = Cache.system(BTSKIN_00)
s[0].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_00XY[0]
s[0].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_00XY[1]
s[0].z = 0
# HP
s[1] = Sprite.new(@viewport)
s[1].bitmap = Cache.system(BTSKIN_01)
s[1].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_01XY[0]
s[1].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_01XY[1]
s[1].z = 4
w = s[1].bitmap.width
h = s[1].bitmap.height / 2
s[1].src_rect.set(0, 0, w, h)
s[2] = Sprite.new(@viewport)
s[2].bitmap = Cache.system(BTSKIN_01)
s[2].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_01XY[0]
s[2].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_01XY[1]
s[2].z = 3
s[2].src_rect.set(0, h, w, h)
s[11] = 96
s[6] = Sprite_strNumbers.new(@viewport, BTSKIN_04, BTSKIN_04NS)
s[6].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_04XY[0]
s[6].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_04XY[1]
s[6].z = 5
s[13] = actor.hp
s[6].update(s[13])
# MP
s[3] = Sprite.new(@viewport)
s[3].bitmap = Cache.system(BTSKIN_02)
s[3].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_02XY[0]
s[3].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_02XY[1]
s[3].z = 4
w = s[3].bitmap.width
h = s[3].bitmap.height / 2
s[3].src_rect.set(0, 0, w, h)
s[4] = Sprite.new(@viewport)
s[4].bitmap = Cache.system(BTSKIN_02)
s[4].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_02XY[0]
s[4].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_02XY[1]
s[4].z = 3
s[4].src_rect.set(0, h, w, h)
s[12] = 56
s[7] = Sprite_strNumbers.new(@viewport, BTSKIN_05, BTSKIN_05NS)
s[7].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_05XY[0]
s[7].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_05XY[1]
s[7].z = 5
s[14] = actor.mp
s[7].update(s[14])
# 状态
s[5] = Viewport.new(0, 0, BTSKIN_06WH[0], BTSKIN_06WH[1])
s[5].rect.x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_06XY[0] + @viewport.rect.x
s[5].rect.y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_06XY[1] + @viewport.rect.y
s[5].z = @viewport.z + 1
s[8] = Sprite.new(@viewport)
s[8].bitmap = Cache.system(BTSKIN_03)
s[8].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_03XY[0]
s[8].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_03XY[1]
s[8].z = -2
s[9] = Plane.new(s[5])
s[9].bitmap = draw_actor_state(actor)
s[10] = state_size(actor)
# 現在位置
s[11] = ((@hpgw * (actor.hp / (actor.maxhp * 1.0))) + 1).truncate
#truncate截面的; 截头的; 缩短了的; 截去顶端或末端;
if actor.maxmp != 0
s[12] = ((@mpgw * (actor.mp / (actor.maxmp * 1.0))) + 1).truncate
else
s[12] = 0
end
#s[15] = Sprite.new(@viewport)
#s[15].bitmap = name_bitmap(actor)
#s[15].x = @x[index] + 4
#s[15].y = @y[index] + 2
#s[15].z = 0
s[1].src_rect.width = s[11]
s[2].src_rect.width = s[11]
s[3].src_rect.width = s[12]
s[4].src_rect.width = s[12]
s[6].update(s[13])
s[7].update(s[14])
# 不可視に
for l in [0,1,2,3,4,8,9]
s[l].opacity = 0
end
for l in [6,7]
s[l].o = 0
end
# 情報記憶(actor, x, y, size = 151)
@s_lv[index] = actor.level
@s_party[index] = [actor.name, actor.hp, actor.maxhp,
actor.mp, actor.maxmp, actor.states]
#
x = index * 161 - 20
y = 15
#draw_actor_baselevel(actor, x - 30, y + 67)
s[16] = Sprite.new
s[16].bitmap = Cache.system("Battle.Status_" + actor.name)
s[16].x = @x[index] - 56
s[16].y = @y[index] + 221
s[16].z = 0
end
#--------------------------------------------------------------------------
# ● オブジェクト開放 对象开放
#--------------------------------------------------------------------------
def dispose
super
return unless @f
for i in 0...@s_sprite.size
#for l in [0,1,2,3,4,8,9,15,16]
if @s_sprite[i][0]
@s_sprite[i][0].bitmap.dispose
@s_sprite[i][0].dispose
end
if @s_sprite[i][1]
@s_sprite[i][1].bitmap.dispose
@s_sprite[i][1].dispose
end
if @s_sprite[i][2]
@s_sprite[i][2].bitmap.dispose
@s_sprite[i][2].dispose
end
if @s_sprite[i][3]
@s_sprite[i][3].bitmap.dispose
@s_sprite[i][3].dispose
end
if @s_sprite[i][4]
@s_sprite[i][4].bitmap.dispose
@s_sprite[i][4].dispose
end
if @s_sprite[i][8]
@s_sprite[i][8].bitmap.dispose
@s_sprite[i][8].dispose
end
if @s_sprite[i][9]
@s_sprite[i][9].bitmap.dispose
@s_sprite[i][9].dispose
end
if @s_sprite[i][16]
@s_sprite[i][16].bitmap.dispose
@s_sprite[i][16].dispose
end
for l in [5,6,7]
@s_sprite[i][l].dispose
end
end
@@f = false
end
#--------------------------------------------------------------------------
# ● フレーム更新 框架更新
#--------------------------------------------------------------------------
def update
super
return unless @f
for i in 0...@s_sprite.size
s = @s_sprite[i]
a = $game_party.members[i]
m = @s_party[i]
@state_opacity[i] = 0 if @state_opacity[i] == nil
# 不透明度
@state_opacity[i] += 8
if @opacity < 272
@opacity += 8
for l in [0,1,2,3,4]
s[l].opacity = @opacity
end
for l in [6,7]
s[l].o = @opacity
end
end
# 名前更新
#if a.name != m[0]
# s[15].bitmap.dispose
# s[15].bitmap = name_bitmap(a)
# m[0] = a.name
#end
# HP/MP更新
update_hp(s,a,m)
update_mp(s,a,m)
# 状态更新
if s[10] > BTSKIN_06WH[0] / 24 and (Graphics.frame_count % BTSKIN_06SC) == 0
s[9].ox += 1
end
if s[10] > 0 and @state_opacity[i] < 272
for l in [8,9]
s[l].opacity = @state_opacity[i]
end
end
if a.states != m[5]
m[5] = a.states
s[9].ox = 0
s[9].bitmap.dispose
s[9].bitmap = draw_actor_state($game_party.members[i])
s[10] = state_size($game_party.members[i])
@state_opacity[i] = 0
for l in [8,9]
s[l].opacity = @state_opacity[i]
end
end
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (HP)
#--------------------------------------------------------------------------
def update_hp(s,a,m)
# HP咕噜咕噜
if a.hp != s[13]
c = 0; c = 1 if a.hp < a.maxhp / 4; c = 2 if a.hp == 0
if s[13] > a.hp
s[13] -= BTSKIN_04SS
s[13] = a.hp if s[13] < a.hp
else
s[13] += BTSKIN_04SS
s[13] = a.hp if s[13] > a.hp
end
s[6].update(s[13], c)
end
# HP
if a.hp != m[1]
s[11] = ((@hpgw * (a.hp / (a.maxhp * 1.0))) + 1).truncate
m[1] = a.hp
end
sr = s[1].src_rect
if sr.width != s[11]
sp = BTSKIN_01GS
sr.width = (s[11] + (s[1].src_rect.width * (sp - 1))) / sp
sr.width = 2 if sr.width <= 1 and a.hp > 0
end
sr = s[2].src_rect
sp = 2
if sr.width != s[1].src_rect.width and (Graphics.frame_count % sp) == 0
if sr.width < s[1].src_rect.width
sr.width += 1
else
sr.width -= 1
end
end
sr.width = 2 if sr.width <= 1 and a.hp > 0
end
#--------------------------------------------------------------------------
# ● フレーム更新 (MP)
#--------------------------------------------------------------------------
def update_mp(s,a,m)
# MP咕噜咕噜
if a.mp != s[14]
c = 0; c = 1 if a.mp < a.maxmp / 4
if s[14] > a.mp
s[14] -= BTSKIN_05SS
s[14] = a.mp if s[14] < a.mp
else
s[14] += BTSKIN_05SS
s[14] = a.mp if s[14] > a.mp
end
s[7].update(s[14], c)
end
# MP
if a.mp != m[3]
if a.maxmp != 0
s[12] = ((@mpgw * (a.mp / (a.maxmp * 1.0))) + 1).truncate
else
s[12] = 0
end
m[3] = a.mp
end
sr = s[3].src_rect
if sr.width != s[12]
sp = BTSKIN_02GS
sr.width = (s[12] + (s[3].src_rect.width * (sp - 1))) / sp
sr.width = 2 if sr.width <= 1 and a.mp > 0
end
sr = s[4].src_rect
sp = 2
if sr.width != s[3].src_rect.width and (Graphics.frame_count % sp) == 0
if sr.width < s[3].src_rect.width
sr.width += 1
else
sr.width -= 1
end
end
sr.width = 2 if sr.width <= 1 and a.mp > 0
end
end
#==============================================================================
# ■ Sprite_strNumber
#==============================================================================
class Sprite_strNumber < Sprite
#--------------------------------------------------------------------------
# ● オブジェクト对象初期化
#--------------------------------------------------------------------------
def initialize(v, gra, n = 0)
@n = n
super(v)
self.bitmap = Cache.system(gra)
[url=home.php?mod=space&uid=133944]@w[/url] = self.bitmap.width/10
@h = self.bitmap.height/3
self.src_rect = Rect.new(@n*@w, 0, @w, @h)
end
#--------------------------------------------------------------------------
# ● フレーム框架更新
#--------------------------------------------------------------------------
def update(n = -1, c = 0)
@n = n
self.src_rect.x = @n*@w
self.src_rect.y = c*@h
end
end
#==============================================================================
# ■ Sprite_strNumbers
#==============================================================================
class Sprite_strNumbers
attr_accessor :x
attr_accessor :y
attr_accessor :z
attr_accessor :o
#--------------------------------------------------------------------------
# ● オブジェクト对象初期化
#--------------------------------------------------------------------------
def initialize(v, gra, n = 4, s = 0)
@n = n # 桁数
@x = 0
@y = 0
@z = 0
@o = 255
[url=home.php?mod=space&uid=114926]@sprite[/url] = []
# 字間設定
b = Cache.system(gra)
@s = b.width / 10 - s
# スプライト作成
for i in 0...n
@sprite[i] = Sprite_strNumber.new(v, gra)
end
update
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update(v = 0, c = 0)
val = []
# 数字排列存储
for i in 0...@n
if (10 ** (i)) == 0
val[i] = v % 10
else
val[i] = v / (10 ** (i)) % 10
end
end
val = val.reverse
# 最前头的0去除
for i in 0...@n
if val[i] == 0 and @n != i + 1
val[i] = -1
else
break
end
end
# スプライト更新
for i in 0...@n
@sprite[i].update(val[i], c)
@sprite[i].x = @x + (i * @s)
@sprite[i].y = @y
@sprite[i].z = @z
@sprite[i].opacity = @o
end
end
#--------------------------------------------------------------------------
# ● 不透明度の適用
#--------------------------------------------------------------------------
def o=(val)
@o = val
for i in 0...@n
@sprite[i].opacity = @o
end
end
#--------------------------------------------------------------------------
# ● オブジェクト对象開放
#--------------------------------------------------------------------------
def dispose
for i in
[email protected]
@sprite[i].bitmap.dispose
@sprite[i].dispose
end
end
end
复制代码
作者:
yangjunyin2002
时间:
2013-10-27 16:44
截图呢?
作者:
jqkice1
时间:
2013-10-27 17:39
没有提示错误,就是脚本问题,可能是没有ATB支持,原本还有一个ATB脚本,可是用了就会和我用的复杂装备系统冲突,我的意思是能不能把这个脚本里涉及到ATB的都删掉。
作者:
号角落jeff
时间:
2013-11-1 08:32
日语的……你厉害
额,减HP时间往前调一调?
↑
以上纯属胡言乱语
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