Project1
标题:
问几个新手问题
[打印本页]
作者:
蓝翎
时间:
2008-7-15 01:49
标题:
问几个新手问题
怎么让战斗时己方角色有速度条
还有血槽
另外怎么弄那种合成物品的 [LINE]1,#dddddd[/LINE]
版务信息:本贴由楼主自主结贴~
作者:
darkten
时间:
2008-7-15 01:51
全部都可以搜索得到...
字眼如:“即时”“hp条/血条”“合成”
全部都可以在主站搜索得到...
作者:
as295d
时间:
2008-7-15 01:51
自己去主站找脚本
作者:
kxx1997
时间:
2008-7-15 01:55
可以在首页里找,在左边,选择“制作教程”“按标题查找”
再在方框里面输入“即时”“血条”就行了。 [LINE]1,#dddddd[/LINE]
系统信息:本贴由楼主认可为正确答案,66RPG感谢您的热情解答~
作者:
蓝翎
时间:
2008-7-15 02:13
可是在一起有冲突怎么办
作者:
kxx1997
时间:
2008-7-15 02:17
大部分的这类脚本应该不会有冲突的吧!你只要不要搞太多混乱的脚本就行了。
作者:
t57663893
时间:
2008-7-15 05:43
{/cy}这个问题,偶也想问
作者:
凌冰
时间:
2008-7-15 05:45
有没有冲突,试过才知道。论坛上的大虾不是说所有的脚本都排列组合试一下放在一起有没有冲突。你自己先试,有冲突再发贴子问。
作者:
123devil
时间:
2008-7-15 14:23
提示:
作者被禁止或删除 内容自动屏蔽
作者:
亮F
时间:
2008-7-16 01:49
有没有冲突,试过才知道。论坛上的大虾不是说所有的脚本都排列组合试一下放在一起有没有冲突。你自己先试,有冲突再发贴子问。
[LINE]1,#dddddd[/LINE]
版主对此帖的评论:『纯引用,不知道你是什么意图』,积分『-25』。这些被扣积分的一半会用于对本帖正确答案的悬赏。
作者:
蜂蜜蚂蚁
时间:
2008-7-16 03:31
#==============================================================================
# ■ 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)
@level_up_flags = [false, false, false, false]
#........................................................................
self.opacity = 0
@sta_back = []
@sta_output = []
@cp_output = []
@hp_bitmap = RPG::Cache.picture("../system/battle/hmcp/hp_bar.png")
@mp_bitmap = RPG::Cache.picture("../system/battle/hmcp/mp_bar.png")
@cp_bitmap = RPG::Cache.picture("../system/battle/hmcp/cp_bar.png")
@cp_output = []
@cp_back_bar = Sprite.new
@cp_back_bar.bitmap = Bitmap.new("Graphics/system/battle/hmcp/cp_back_bar")
@cp_back_bar.x = 450
@cp_back_bar.y = 25
@cp_back_bar.z = self.z + 1
@actor_cp_sprite = []
@actor_cp_sprite_back = []
@enemy_cp_sprite = []
@enemy_cp_sprite_back = []
@enemy_cp_sprite_count = []
for actor in $game_troop.enemies
next if !actor.exist?
@enemy_cp_sprite_count.push(actor.index)
@enemy_cp_sprite[actor.index] = Sprite.new
@enemy_cp_sprite[actor.index].bitmap = Bitmap.new("Graphics/system/battle/hmcp/sprite/" + actor.name)
@enemy_cp_sprite[actor.index].x = 450
@enemy_cp_sprite[actor.index].y = 25 + 11
@enemy_cp_sprite[actor.index].z = 102
end
for actor in $game_party.actors
@actor_cp_sprite[actor.index] = Sprite.new
@actor_cp_sprite[actor.index].bitmap = Bitmap.new("Graphics/system/battle/hmcp/sprite/" + actor.name)
@actor_cp_sprite[actor.index].x = 450
@actor_cp_sprite[actor.index].y = 200
@actor_cp_sprite[actor.index].z = 102
@actor_cp_sprite_back[actor.index] = Sprite.new
@actor_cp_sprite_back[actor.index].bitmap = Bitmap.new("Graphics/system/battle/hmcp/cp_sprite")
@actor_cp_sprite_back[actor.index].x = 450
@actor_cp_sprite_back[actor.index].y = 25
@actor_cp_sprite_back[actor.index].z = 102
end
for actor_index in 1..$game_party.actors.size
@cp_output[actor_index] = Sprite.new
@cp_output[actor_index].bitmap = Bitmap.new(133, 78)
@cp_output[actor_index].x = 100 + (actor_index - 1) * 133
@cp_output[actor_index].y = 480 - 78 - 10
@cp_output[actor_index].z = self.z + 2
@cp_output[actor_index].bitmap.clear
@sta_back[actor_index] = Sprite.new
@sta_back[actor_index].bitmap = Bitmap.new("Graphics/System/Battle/sta_back/" + $game_party.actors[actor_index - 1].name + "_sta.png")
@sta_back[actor_index].x = 100 + (actor_index - 1) * 133
@sta_back[actor_index].y = 480 - 78 - 10
@sta_back[actor_index].z = self.z + 1
@sta_output[actor_index] = Sprite.new
@sta_output[actor_index].bitmap = Bitmap.new(133, 78)
@sta_output[actor_index].x = 100 + (actor_index - 1) * 133
@sta_output[actor_index].y = 480 - 78 - 10
@sta_output[actor_index].z = self.z + 2
@sta_output[actor_index].bitmap.clear
@sta_output[actor_index].bitmap.font.size = 10
@sta_output[actor_index].bitmap.font.name = "黑体"
hp_width = $game_party.actors[actor_index - 1].hp * @hp_bitmap.width/$game_party.actors[actor_index - 1].maxhp
hp_rect = Rect.new(0, 0, hp_width, 3)
mp_width = $game_party.actors[actor_index - 1].sp * @mp_bitmap.width/$game_party.actors[actor_index - 1].maxsp
mp_rect = Rect.new(0, 0, mp_width, 3)
@sta_output[actor_index].bitmap.blt(66, 44, @hp_bitmap, hp_rect)
@sta_output[actor_index].bitmap.blt(66, 64, @mp_bitmap, mp_rect)
@sta_output[actor_index].bitmap.font.color.set(255, 0, 0)
@sta_output[actor_index].bitmap.draw_text(80, 31, 77, 11,$game_party.actors[actor_index - 1].hp.to_s + "/" + $game_party.actors[actor_index - 1].maxhp.to_s)
@sta_output[actor_index].bitmap.font.color.set(0, 0, 255)
@sta_output[actor_index].bitmap.draw_text(80, 51, 77, 11,$game_party.actors[actor_index - 1].sp.to_s + "/" + $game_party.actors[actor_index - 1].maxsp.to_s)
end
#........................................................................
refresh
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
super
@hp_bitmap.bitmap.dispose
@hp_bitmap.dispose
@mp_bitmap.bitmap.dispose
@mp_bitmap.dispose
@cp_bitmap.bitmap.dispose
@cp_bitmap.dispose
for actor_index in 1..$game_party.actors.size
@sta_back[actor_index].bitmap.dispose
@sta_back[actor_index].dispose
@sta_output[actor_index].bitmap.dispose
@sta_output[actor_index].dispose
@cp_output[actor_index].bitmap.dispose
@cp_output[actor_index].dispose
end
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
#......................................................................
#--------------------------------------------------------------------------
# ● 设置正在攻击标志
# actor_index : 角色索引
#--------------------------------------------------------------------------
def in_atk(actor_index)
@sta_back[actor_index + 1].bitmap = Bitmap.new("Graphics/System/Battle/sta_back/" + $game_party.actors[actor_index].name + "_sta.png")
end
#--------------------------------------------------------------------------
# ● 设置不在攻击标志
# actor_index : 角色索引
#--------------------------------------------------------------------------
def out_atk(actor_index)
@sta_back[actor_index + 1].bitmap = Bitmap.new("Graphics/System/Battle/sta_back/" + $game_party.actors[actor_index].name + "_sta.png")
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[i]
#......................................................................
actor_x = i * 133 + 100
@sta_output[i + 1].bitmap.clear
hp_width = $game_party.actors[i].hp * @hp_bitmap.width/$game_party.actors[i].maxhp
hp_rect = Rect.new(0, 0, hp_width, 3)
mp_width = $game_party.actors[i].sp * @mp_bitmap.width/$game_party.actors[i].maxsp
mp_rect = Rect.new(0, 0, mp_width, 3)
@sta_output[i + 1].bitmap.blt(66, 44, @hp_bitmap, hp_rect)
@sta_output[i + 1].bitmap.blt(66, 64, @mp_bitmap, mp_rect)
@sta_output[i + 1].bitmap.font.color.set(255, 0, 0)
@sta_output[i + 1].bitmap.draw_text(80, 31, 77, 11,$game_party.actors[i].hp.to_s + "/" + $game_party.actors[i].maxhp.to_s)
@sta_output[i + 1].bitmap.font.color.set(0, 0, 255)
@sta_output[i + 1].bitmap.draw_text(80, 51, 77, 11,$game_party.actors[i].sp.to_s + "/" + $game_party.actors[i].maxsp.to_s)
#......................................................................
if @level_up_flags[i]
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 > 1
else
self.contents_opacity += 4 if self.contents_opacity < 255
end
end
end
复制代码
hp sp cp 条 全有了
合成物品 去主站搜
2楼 给出了关键词
LS的我还以为你是凌冰马甲呢……{/gg}
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