Project1

标题: RMXP角色状态加点脚本 [打印本页]

作者: 夕仔    时间: 2014-9-12 00:03
标题: RMXP角色状态加点脚本
怎么改成 可以用  $secen=Rw_zt.new
这个要用到def main 吧,不会弄。
获取第一位角色的状态,我还有其他脚本可以用来换队长。
  1. # 作者:风若·飘絮
  2. # 二次更改:个快快
  3. class Rw_Zt
  4.   def initialize(id)
  5.    
  6.      @id = id
  7.     @view = Viewport.new(383,0,257,451)
  8.     @back = Sprite.new(@view)
  9.     @back.x  = 0
  10.     @back.y  = 0
  11.     @back.bitmap = RPG::Cache.picture("状态栏1.png")
  12.     @art = Bitmap.new(257,451)
  13.     @a = Sprite.new(@view)
  14.     @a.bitmap = @art
  15.     @a.bitmap.font.size = 15
  16.     @a.bitmap.font.name = ["宋体","方正像素16"]
  17.     @a.bitmap.font.color = Color.new(0,0,0)
  18.     @jn = Window_Command2.new(42,["杯具","杯具","杯具","杯具","杯具","杯具","杯具","杯具","杯具","杯具","杯具",])
  19.     @jn.contents_opacity = 0
  20.     @jn.opacity  = 0
  21.     @jn.back_opacity = 0
  22.     @jnblt = RPG::Cache.picture("技能1")
  23.    
  24.     @actor = $game_actors[$game_party.actors[id].id]
  25.    
  26.     @加点 = []
  27.    #加点绘制
  28.      for i in 0..4
  29.       @加点[i] = Sprite.new(@view)
  30.       @加点[i].x = 200
  31.       @加点[i].y = 253+i*23
  32.       @加点[i].bitmap = Bitmap.new(19,19)
  33.       @bit0 = RPG::Cache.picture("加点.png")
  34.       @加点[i].bitmap.blt(0,0,@bit0,Rect.new(0,0,19,19))
  35.     end
  36.     @减点 = []
  37.    #减点绘制
  38.       for i in 0..4
  39.       @减点[i] = Sprite.new(@view)
  40.       @减点[i].x = 230
  41.       @减点[i].y = 253+i*23
  42.       @减点[i].bitmap = Bitmap.new(19,19)
  43.       [url=home.php?mod=space&uid=8373]@Bit[/url] = RPG::Cache.picture("减点.png")
  44.       @减点[i].bitmap.blt(0,0,@bit,Rect.new(0,0,19,19))
  45.      end

  46.     refresh
  47.     Graphics.transition
  48.     loop do
  49.       Graphics.update
  50.       Graphics.update
  51.       Input.update
  52.       update
  53.       if Input.trigger?(Input::B)
  54.        # $scene0 = nil
  55.         break
  56.       end
  57.     end
  58.    
  59.    @jn.dispose
  60.    @back.dispose
  61.    @a.bitmap.dispose
  62.    @art.dispose
  63.    @view.dispose
  64.    for i in 0..4
  65.      @加点[i].dispose
  66.      @减点[i].dispose
  67.    end
  68.    
  69.   end
  70.   def update
  71.    
  72.    @jn.update
  73.    @jnblt = RPG::Cache.picture("技能1")
  74.    @a.bitmap.blt(175,397,@jnblt,Rect.new(0,0,90,22))
  75.     for i in 0..4
  76.       @加点[i].bitmap.clear
  77.       @加点[i].bitmap.blt(0,0,@bit0,Rect.new(0,0,19,19))
  78.       @减点[i].bitmap.clear
  79.       @减点[i].bitmap.blt(0,0,@bit,Rect.new(0,0,19,19))
  80.     end
  81.       a = @jn.index
  82.     case @jn.index
  83.       when 0
  84.         @加点[a].bitmap.blt(0,0,@bit0,Rect.new(19,0,19,19))
  85.         if Input.trigger?(Input::C)
  86.         if $game_variables[@actor.id + LEVEL_UP_VARIABLE] > 0
  87.           @加点[a].bitmap.blt(0,0,@bit0,Rect.new(38,0,19,19))
  88.           @actor.ti += 1
  89.           @actor.hp = @actor.maxhp
  90.           $game_variables[@actor.id + LEVEL_UP_VARIABLE] -= 1
  91.           $game_system.se_play($data_system.decision_se)
  92.           refresh
  93.         end
  94.         end
  95.       when 1
  96.         @加点[a].bitmap.blt(0,0,@bit0,Rect.new(19,0,19,19))
  97.         if Input.trigger?(Input::C)
  98.           if $game_variables[@actor.id + LEVEL_UP_VARIABLE] > 0
  99.            @加点[a].bitmap.blt(0,0,@bit0,Rect.new(38,0,19,19))
  100.            @actor.int += 1
  101.            @actor.sp = @actor.maxsp
  102.            $game_variables[@actor.id + LEVEL_UP_VARIABLE] -= 1
  103.            $game_system.se_play($data_system.decision_se)
  104.               refresh
  105.          end
  106.          end
  107.       when 2
  108.         @加点[a].bitmap.blt(0,0,@bit0,Rect.new(19,0,19,19))
  109.         if Input.trigger?(Input::C)
  110.           if $game_variables[@actor.id + LEVEL_UP_VARIABLE] > 0
  111.            @加点[a].bitmap.blt(0,0,@bit0,Rect.new(38,0,19,19))
  112.           @actor.str += 1
  113.           $game_variables[@actor.id + LEVEL_UP_VARIABLE] -= 1
  114.           $game_system.se_play($data_system.decision_se)
  115.               refresh
  116.             end
  117.             end
  118.       when 3
  119.         @加点[a].bitmap.blt(0,0,@bit0,Rect.new(19,0,19,19))
  120.         if Input.trigger?(Input::C)
  121.           if $game_variables[@actor.id + LEVEL_UP_VARIABLE] > 0
  122.            @加点[a].bitmap.blt(0,0,@bit0,Rect.new(38,0,19,19))
  123.           @actor.dex += 1
  124.           $game_variables[@actor.id + LEVEL_UP_VARIABLE] -= 1
  125.           $game_system.se_play($data_system.decision_se)
  126.              refresh
  127.            end
  128.            end
  129.       when 4
  130.         @加点[a].bitmap.blt(0,0,@bit0,Rect.new(19,0,19,19))
  131.         if Input.trigger?(Input::C)
  132.           if $game_variables[@actor.id + LEVEL_UP_VARIABLE] > 0
  133.            @加点[a].bitmap.blt(0,0,@bit0,Rect.new(38,0,19,19))
  134.           @actor.min += 1
  135.           $game_variables[@actor.id + LEVEL_UP_VARIABLE] -= 1
  136.           $game_system.se_play($data_system.decision_se)
  137.              refresh
  138.            end
  139.            end
  140.       when 5
  141.         @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(19,0,19,19))
  142.         if Input.trigger?(Input::C)
  143.          
  144.            @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(38,0,19,19))
  145.            if $game_party.qld[$game_party.actors[@id].name] < $game_party.actors[@id].level*5
  146.                $game_party.qld[$game_party.actors[@id].name] += 1
  147.                
  148.              end
  149.             
  150.              refresh
  151.         end
  152.       when 6
  153.         @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(19,0,19,19))
  154.          if Input.trigger?(Input::C)
  155.            @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(38,0,19,19))
  156.            if $game_party.qld[$game_party.actors[@id].name] < $game_party.actors[@id].level*5
  157.                #$game_party.qld[$game_party.actors[@id].name] += 1
  158.                
  159.              end
  160.              refresh
  161.         end
  162.       when 7
  163.         @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(19,0,19,19))
  164.          if Input.trigger?(Input::C)
  165.            @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(38,0,19,19))
  166.            if $game_party.qld[$game_party.actors[@id].name] < $game_party.actors[@id].level*5
  167.               # $game_party.qld[$game_party.actors[@id].name] += 1
  168.                
  169.              end
  170.              refresh
  171.         end
  172.       when 8
  173.         @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(19,0,19,19))
  174.          if Input.trigger?(Input::C)
  175.            @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(38,0,19,19))
  176.            if $game_party.qld[$game_party.actors[@id].name] < $game_party.actors[@id].level*5
  177.               # $game_party.qld[$game_party.actors[@id].name] += 1
  178.                
  179.              end
  180.              refresh
  181.         end
  182.       when 9
  183.         @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(19,0,19,19))
  184.          if Input.trigger?(Input::C)
  185.            @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(38,0,19,19))
  186.            if $game_party.qld[$game_party.actors[@id].name] < $game_party.actors[@id].level*5
  187.               # $game_party.qld[$game_party.actors[@id].name] += 1
  188.                
  189.              end
  190.              refresh
  191.         end
  192.       when 10
  193.         @jnblt = RPG::Cache.picture("技能3")
  194.         @a.bitmap.blt(175,397,@jnblt,Rect.new(0,0,90,22))
  195.        if Input.trigger?(Input::C)
  196.          # 命令窗口的光标位置的分支
  197.           @jnblt = RPG::Cache.picture("技能2")
  198.           @a.bitmap.blt(175,397,@jnblt,Rect.new(0,0,90,22))
  199.           @jn.active = false
  200.           @jnn = Rw_Jn.new(@id)
  201.        end
  202.      end
  203.    
  204.    end
  205.   def refresh
  206.   @a.bitmap.clear
  207.   @a.bitmap.blt(175,397,@jnblt,Rect.new(0,0,90,22))
  208. #  @潜力点 = $game_party.actors[@id].level*5 - $game_party.qld[$game_party.actors[@id].name]
  209.   @a.bitmap.draw_text(60,30,45,20,$game_party.actors[@id].level.to_s)
  210.   @a.bitmap.draw_text(170,32,45,20,$game_party.actors[@id].name.to_s)
  211.   @a.bitmap.draw_text(85,77,60,20,"无")
  212.   @a.bitmap.draw_text(216,77,60,20,"0")
  213.   @a.bitmap.draw_text(85,100,60,20,$game_party.actors[@id].class_name.to_s)
  214.   @a.bitmap.draw_text(216,100,45,20,"0")
  215.   @a.bitmap.draw_text(85,130,80,20,$game_party.actors[@id].hp.to_s + "/" + $game_party.actors[@id].maxhp.to_s)

  216.   @a.bitmap.draw_text(85,153,80,20,$game_party.actors[@id].sp.to_s + "/" + $game_party.actors[@id].maxsp.to_s)
  217.   @a.bitmap.draw_text(85,178,45,20,"未开发")  
  218.   @a.bitmap.draw_text(85,201,45,20,"未开发")
  219.   @a.bitmap.draw_text(85,225,45,20,"未开发")
  220.   atk = $game_party.actors[@id].atk/2+7
  221.   @a.bitmap.draw_text(53,253,30,20,atk.to_s)
  222.   @a.bitmap.draw_text(53,276,30,20,$game_party.actors[@id].atk.to_s)
  223.   @a.bitmap.draw_text(53,299,30,20,$game_party.actors[@id].pdef.to_s)
  224.   @a.bitmap.draw_text(53,323,30,20,$game_party.actors[@id].agi.to_s)
  225.   @a.bitmap.draw_text(53,343,30,20,$game_party.actors[@id].eva.to_s + "%")
  226.   @a.bitmap.draw_text(53,368,30,20,$game_party.actors[@id].mdef.to_s)
  227.   体质 = $game_party.actors[@id].ti
  228.   魔力 = $game_party.actors[@id].int
  229.   力量 = $game_party.actors[@id].str
  230.   耐力 = $game_party.actors[@id].dex
  231.   敏捷 = $game_party.actors[@id].min
  232.   @a.bitmap.draw_text(150,253,30,20,体质.to_s)
  233.   @a.bitmap.draw_text(150,276,30,20,魔力.to_s)
  234.   @a.bitmap.draw_text(150,299,30,20,力量.to_s)
  235.   @a.bitmap.draw_text(150,323,30,20,耐力.to_s)
  236.   @a.bitmap.draw_text(150,343,30,20,敏捷.to_s)
  237.   @a.bitmap.draw_text(140,368,30,20,$game_variables[@actor.id + LEVEL_UP_VARIABLE].to_s)
  238.   @a.bitmap.draw_text(85,400,80,20,$game_party.actors[@id].next_exp_s)
  239.   @a.bitmap.draw_text(85,423,80,20,$game_party.actors[@id].exp_s)
  240.   end
  241. end
复制代码

作者: RyanBern    时间: 2014-9-12 08:36
这脚本写得好别扭,刷新的东西居然放到initialize里面。而且很多地方都不太合理,例如应该可以用PGUP/PGDN切换队员,这里也没有。
简单改了下,实际使用的时候,用$scene = Rw_zt.new(角色ID)来表示给当前队伍的第几个角色加点(第一个角色的ID是0)。URL请自行去掉。
RUBY 代码复制
  1. # 作者:风若·飘絮
  2. # 二次更改:个快快
  3. class Rw_Zt
  4.   def initialize(id)
  5.     @id = id
  6.   end
  7.   def main
  8.     @view = Viewport.new(383,0,257,451)
  9.     @back = Sprite.new(@view)
  10.     @back.x  = 0
  11.     @back.y  = 0
  12.     @back.bitmap = RPG::Cache.picture("状态栏1.png")
  13.     @art = Bitmap.new(257,451)
  14.     @a = Sprite.new(@view)
  15.     @a.bitmap = @art
  16.     @a.bitmap.font.size = 15
  17.     @a.bitmap.font.name = ["宋体","方正像素16"]
  18.     @a.bitmap.font.color = Color.new(0,0,0)
  19.     @jn = Window_Command2.new(42,["杯具","杯具","杯具","杯具","杯具","杯具","杯具","杯具","杯具","杯具","杯具",])
  20.     @jn.contents_opacity = 0
  21.     @jn.opacity  = 0
  22.     @jn.back_opacity = 0
  23.     @jnblt = RPG::Cache.picture("技能1")
  24.     @actor = $game_party.actors[@id]
  25.     @加点 = []
  26.    #加点绘制
  27.      for i in 0..4
  28.       @加点[i] = Sprite.new(@view)
  29.       @加点[i].x = 200
  30.       @加点[i].y = 253+i*23
  31.       @加点[i].bitmap = Bitmap.new(19,19)
  32.       @bit0 = RPG::Cache.picture("加点.png")
  33.       @加点[i].bitmap.blt(0,0,@bit0,Rect.new(0,0,19,19))
  34.     end
  35.     @减点 = []
  36.    #减点绘制
  37.       for i in 0..4
  38.       @减点[i] = Sprite.new(@view)
  39.       @减点[i].x = 230
  40.       @减点[i].y = 253+i*23
  41.       @减点[i].bitmap = Bitmap.new(19,19)
  42.       @bit= RPG::Cache.picture("减点.png")
  43.       @减点[i].bitmap.blt(0,0,@bit,Rect.new(0,0,19,19))
  44.      end
  45.  
  46.     refresh
  47.     Graphics.transition
  48.     loop do
  49.       Graphics.update
  50.       Graphics.update
  51.       Input.update
  52.       update
  53.       if Input.trigger?(Input::B)
  54.        # $scene0 = nil
  55.         break
  56.       end
  57.     end
  58.  
  59.    @jn.dispose
  60.    @back.dispose
  61.    @a.bitmap.dispose
  62.    @art.dispose
  63.    @view.dispose
  64.    for i in 0..4
  65.      @加点[i].dispose
  66.      @减点[i].dispose
  67.    end
  68.  
  69.   end
  70.   def update
  71.  
  72.    @jn.update
  73.    @jnblt = RPG::Cache.picture("技能1")
  74.    @a.bitmap.blt(175,397,@jnblt,Rect.new(0,0,90,22))
  75.     for i in 0..4
  76.       @加点[i].bitmap.clear
  77.       @加点[i].bitmap.blt(0,0,@bit0,Rect.new(0,0,19,19))
  78.       @减点[i].bitmap.clear
  79.       @减点[i].bitmap.blt(0,0,@bit,Rect.new(0,0,19,19))
  80.     end
  81.       a = @jn.index
  82.     case @jn.index
  83.       when 0
  84.         @加点[a].bitmap.blt(0,0,@bit0,Rect.new(19,0,19,19))
  85.         if Input.trigger?(Input::C)
  86.         if $game_variables[@actor.id + LEVEL_UP_VARIABLE] > 0
  87.           @加点[a].bitmap.blt(0,0,@bit0,Rect.new(38,0,19,19))
  88.           @actor.ti += 1
  89.           @actor.hp = @actor.maxhp
  90.           $game_variables[@actor.id + LEVEL_UP_VARIABLE] -= 1
  91.           $game_system.se_play($data_system.decision_se)
  92.           refresh
  93.         end
  94.         end
  95.       when 1
  96.         @加点[a].bitmap.blt(0,0,@bit0,Rect.new(19,0,19,19))
  97.         if Input.trigger?(Input::C)
  98.           if $game_variables[@actor.id + LEVEL_UP_VARIABLE] > 0
  99.            @加点[a].bitmap.blt(0,0,@bit0,Rect.new(38,0,19,19))
  100.            @actor.int += 1
  101.            @actor.sp = @actor.maxsp
  102.            $game_variables[@actor.id + LEVEL_UP_VARIABLE] -= 1
  103.            $game_system.se_play($data_system.decision_se)
  104.               refresh
  105.          end
  106.          end
  107.       when 2
  108.         @加点[a].bitmap.blt(0,0,@bit0,Rect.new(19,0,19,19))
  109.         if Input.trigger?(Input::C)
  110.           if $game_variables[@actor.id + LEVEL_UP_VARIABLE] > 0
  111.            @加点[a].bitmap.blt(0,0,@bit0,Rect.new(38,0,19,19))
  112.           @actor.str += 1
  113.           $game_variables[@actor.id + LEVEL_UP_VARIABLE] -= 1
  114.           $game_system.se_play($data_system.decision_se)
  115.               refresh
  116.             end
  117.             end
  118.       when 3
  119.         @加点[a].bitmap.blt(0,0,@bit0,Rect.new(19,0,19,19))
  120.         if Input.trigger?(Input::C)
  121.           if $game_variables[@actor.id + LEVEL_UP_VARIABLE] > 0
  122.            @加点[a].bitmap.blt(0,0,@bit0,Rect.new(38,0,19,19))
  123.           @actor.dex += 1
  124.           $game_variables[@actor.id + LEVEL_UP_VARIABLE] -= 1
  125.           $game_system.se_play($data_system.decision_se)
  126.              refresh
  127.            end
  128.            end
  129.       when 4
  130.         @加点[a].bitmap.blt(0,0,@bit0,Rect.new(19,0,19,19))
  131.         if Input.trigger?(Input::C)
  132.           if $game_variables[@actor.id + LEVEL_UP_VARIABLE] > 0
  133.            @加点[a].bitmap.blt(0,0,@bit0,Rect.new(38,0,19,19))
  134.           @actor.min += 1
  135.           $game_variables[@actor.id + LEVEL_UP_VARIABLE] -= 1
  136.           $game_system.se_play($data_system.decision_se)
  137.              refresh
  138.            end
  139.            end
  140.       when 5
  141.         @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(19,0,19,19))
  142.         if Input.trigger?(Input::C)
  143.  
  144.            @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(38,0,19,19))
  145.            if $game_party.qld[$game_party.actors[@id].name] < $game_party.actors[@id].level*5
  146.                $game_party.qld[$game_party.actors[@id].name] += 1
  147.  
  148.              end
  149.  
  150.              refresh
  151.         end
  152.       when 6
  153.         @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(19,0,19,19))
  154.          if Input.trigger?(Input::C)
  155.            @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(38,0,19,19))
  156.            if $game_party.qld[$game_party.actors[@id].name] < $game_party.actors[@id].level*5
  157.                #$game_party.qld[$game_party.actors[@id].name] += 1
  158.  
  159.              end
  160.              refresh
  161.         end
  162.       when 7
  163.         @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(19,0,19,19))
  164.          if Input.trigger?(Input::C)
  165.            @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(38,0,19,19))
  166.            if $game_party.qld[$game_party.actors[@id].name] < $game_party.actors[@id].level*5
  167.               # $game_party.qld[$game_party.actors[@id].name] += 1
  168.  
  169.              end
  170.              refresh
  171.         end
  172.       when 8
  173.         @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(19,0,19,19))
  174.          if Input.trigger?(Input::C)
  175.            @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(38,0,19,19))
  176.            if $game_party.qld[$game_party.actors[@id].name] < $game_party.actors[@id].level*5
  177.               # $game_party.qld[$game_party.actors[@id].name] += 1
  178.  
  179.              end
  180.              refresh
  181.         end
  182.       when 9
  183.         @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(19,0,19,19))
  184.          if Input.trigger?(Input::C)
  185.            @减点[a-5].bitmap.blt(0,0,@bit,Rect.new(38,0,19,19))
  186.            if $game_party.qld[$game_party.actors[@id].name] < $game_party.actors[@id].level*5
  187.               # $game_party.qld[$game_party.actors[@id].name] += 1
  188.  
  189.              end
  190.              refresh
  191.         end
  192.       when 10
  193.         @jnblt = RPG::Cache.picture("技能3")
  194.         @a.bitmap.blt(175,397,@jnblt,Rect.new(0,0,90,22))
  195.        if Input.trigger?(Input::C)
  196.          # 命令窗口的光标位置的分支
  197.           @jnblt = RPG::Cache.picture("技能2")
  198.           @a.bitmap.blt(175,397,@jnblt,Rect.new(0,0,90,22))
  199.           @jn.active = false
  200.           @jnn = Rw_Jn.new(@id)
  201.        end
  202.      end
  203.  
  204.    end
  205.   def refresh
  206.   @a.bitmap.clear
  207.   @a.bitmap.blt(175,397,@jnblt,Rect.new(0,0,90,22))
  208. #  @潜力点 = $game_party.actors[@id].level*5 - $game_party.qld[$game_party.actors[@id].name]
  209.   @a.bitmap.draw_text(60,30,45,20,$game_party.actors[@id].level.to_s)
  210.   @a.bitmap.draw_text(170,32,45,20,$game_party.actors[@id].name.to_s)
  211.   @a.bitmap.draw_text(85,77,60,20,"无")
  212.   @a.bitmap.draw_text(216,77,60,20,"0")
  213.   @a.bitmap.draw_text(85,100,60,20,$game_party.actors[@id].class_name.to_s)
  214.   @a.bitmap.draw_text(216,100,45,20,"0")
  215.   @a.bitmap.draw_text(85,130,80,20,$game_party.actors[@id].hp.to_s + "/" + $game_party.actors[@id].maxhp.to_s)
  216.  
  217.   @a.bitmap.draw_text(85,153,80,20,$game_party.actors[@id].sp.to_s + "/" + $game_party.actors[@id].maxsp.to_s)
  218.   @a.bitmap.draw_text(85,178,45,20,"未开发")  
  219.   @a.bitmap.draw_text(85,201,45,20,"未开发")
  220.   @a.bitmap.draw_text(85,225,45,20,"未开发")
  221.   atk = $game_party.actors[@id].atk/2+7
  222.   @a.bitmap.draw_text(53,253,30,20,atk.to_s)
  223.   @a.bitmap.draw_text(53,276,30,20,$game_party.actors[@id].atk.to_s)
  224.   @a.bitmap.draw_text(53,299,30,20,$game_party.actors[@id].pdef.to_s)
  225.   @a.bitmap.draw_text(53,323,30,20,$game_party.actors[@id].agi.to_s)
  226.   @a.bitmap.draw_text(53,343,30,20,$game_party.actors[@id].eva.to_s + "%")
  227.   @a.bitmap.draw_text(53,368,30,20,$game_party.actors[@id].mdef.to_s)
  228.   体质 = $game_party.actors[@id].ti
  229.   魔力 = $game_party.actors[@id].int
  230.   力量 = $game_party.actors[@id].str
  231.   耐力 = $game_party.actors[@id].dex
  232.   敏捷 = $game_party.actors[@id].min
  233.   @a.bitmap.draw_text(150,253,30,20,体质.to_s)
  234.   @a.bitmap.draw_text(150,276,30,20,魔力.to_s)
  235.   @a.bitmap.draw_text(150,299,30,20,力量.to_s)
  236.   @a.bitmap.draw_text(150,323,30,20,耐力.to_s)
  237.   @a.bitmap.draw_text(150,343,30,20,敏捷.to_s)
  238.   @a.bitmap.draw_text(140,368,30,20,$game_variables[@actor.id + LEVEL_UP_VARIABLE].to_s)
  239.   @a.bitmap.draw_text(85,400,80,20,$game_party.actors[@id].next_exp_s)
  240.   @a.bitmap.draw_text(85,423,80,20,$game_party.actors[@id].exp_s)
  241.   end
  242. end






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