Project1
标题:
为什么我的血条在我的战斗头像后面?
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作者:
无双修罗一闪
时间:
2007-8-6 20:42
标题:
为什么我的血条在我的战斗头像后面?
这是Window_BattleStatus里的内容,我添了战斗头像在里面:
#==============================================================================
# ■ Window_BattleStatus
#------------------------------------------------------------------------------
# 显示战斗画面同伴状态的窗口。
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 320, 640, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 9999#小改动
self.opacity = 0#小改动
@level_up_flags = [false, false, false, false]
refresh
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
super
end
#--------------------------------------------------------------------------
# ● 设置升级标志
# actor_index : 角色索引
#--------------------------------------------------------------------------
def level_up(actor_index)
@level_up_flags[actor_index] = true
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors
actor_x = i * 160 + 4
draw_actor_name(actor, actor_x, 0)
HP(actor,actor_x,32)
draw_actor_hp(actor, actor_x, 32, 120)
draw_actor_sp(actor, actor_x, 64, 120)
x = i * 150
testname = actor.id.to_s + "_f"
bitmap=Bitmap.new("Graphics/pictures/#{testname}")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, 0, bitmap, src_rect)
if @level_up_flags
self.contents.font.color = normal_color
self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
else
draw_actor_state(actor, actor_x, 96)
end
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
# 主界面的不透明度下降
if $game_temp.battle_main_phase
self.contents_opacity -= 4 if self.contents_opacity > 191
else
self.contents_opacity += 4 if self.contents_opacity < 255
end
end
end
这是我跟教程录象后做出来的HP血框,我把他插在了Window_BattleStatus上面:
#--------------------------------------------------------------------------
#●自制HP
#--------------------------------------------------------------------------
def HP(actor,x,y)
@bitmap1=Bitmap.new("Graphics/pictures/HP1")
@src_rect1 = Rect.new(0, 0, @bitmap1.width, @bitmap1.height)
self.contents.blt(x+32, y+32, @bitmap1, @src_rect1)
end
结果血框却显示在战斗头像的后面,要不是头像透明度低的话,还真看不见血框,请各位高手指点一下,怎样血条显示在战斗头像的前面。[PS:我战斗系统用的是全动画战斗脚本]
作者:
无双修罗一闪
时间:
2007-8-6 20:42
标题:
为什么我的血条在我的战斗头像后面?
这是Window_BattleStatus里的内容,我添了战斗头像在里面:
#==============================================================================
# ■ Window_BattleStatus
#------------------------------------------------------------------------------
# 显示战斗画面同伴状态的窗口。
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 320, 640, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 9999#小改动
self.opacity = 0#小改动
@level_up_flags = [false, false, false, false]
refresh
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
super
end
#--------------------------------------------------------------------------
# ● 设置升级标志
# actor_index : 角色索引
#--------------------------------------------------------------------------
def level_up(actor_index)
@level_up_flags[actor_index] = true
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors
actor_x = i * 160 + 4
draw_actor_name(actor, actor_x, 0)
HP(actor,actor_x,32)
draw_actor_hp(actor, actor_x, 32, 120)
draw_actor_sp(actor, actor_x, 64, 120)
x = i * 150
testname = actor.id.to_s + "_f"
bitmap=Bitmap.new("Graphics/pictures/#{testname}")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, 0, bitmap, src_rect)
if @level_up_flags
self.contents.font.color = normal_color
self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
else
draw_actor_state(actor, actor_x, 96)
end
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
# 主界面的不透明度下降
if $game_temp.battle_main_phase
self.contents_opacity -= 4 if self.contents_opacity > 191
else
self.contents_opacity += 4 if self.contents_opacity < 255
end
end
end
这是我跟教程录象后做出来的HP血框,我把他插在了Window_BattleStatus上面:
#--------------------------------------------------------------------------
#●自制HP
#--------------------------------------------------------------------------
def HP(actor,x,y)
@bitmap1=Bitmap.new("Graphics/pictures/HP1")
@src_rect1 = Rect.new(0, 0, @bitmap1.width, @bitmap1.height)
self.contents.blt(x+32, y+32, @bitmap1, @src_rect1)
end
结果血框却显示在战斗头像的后面,要不是头像透明度低的话,还真看不见血框,请各位高手指点一下,怎样血条显示在战斗头像的前面。[PS:我战斗系统用的是全动画战斗脚本]
作者:
zxpopo
时间:
2007-8-6 20:44
提示:
作者被禁止或删除 内容自动屏蔽
作者:
无双修罗一闪
时间:
2007-8-6 20:50
哦,是吗?请问该如何改,我是脚本菜鸟,请多多指导我一下,只要告诉我把哪里修正一下就行了。
作者:
zxpopo
时间:
2007-8-6 20:54
提示:
作者被禁止或删除 内容自动屏蔽
作者:
无双修罗一闪
时间:
2007-8-6 21:09
不行啊
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