#============================================================================== # ■ Window_Base #------------------------------------------------------------------------------ # 游戏中全部窗口的超级类。 #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # ● 初始化对像 # x : 窗口的 X 坐标 # y : 窗口的 Y 坐标 # width : 窗口的宽 # height : 窗口的宽 #-------------------------------------------------------------------------- def initialize(x, y, width, height) super() @windowskin_name = $game_system.windowskin_name self.windowskin = RPG::Cache.windowskin(@windowskin_name) self.x = x self.y = y self.width = width self.height = height self.z = 100 end #-------------------------------------------------------------------------- # ● 释放 #-------------------------------------------------------------------------- def dispose # 如果窗口的内容已经被设置就被释放 if self.contents != nil self.contents.dispose end super end #-------------------------------------------------------------------------- # ● 获取文字色 # n : 文字色编号 (0~7) #-------------------------------------------------------------------------- def text_color(n) case n when 0 return Color.new(255, 255, 255, 255) when 1 return Color.new(128, 128, 255, 255) when 2 return Color.new(255, 128, 128, 255) when 3 return Color.new(128, 255, 128, 255) when 4 return Color.new(128, 255, 255, 255) when 5 return Color.new(255, 128, 255, 255) when 6 return Color.new(255, 255, 128, 255) when 7 return Color.new(192, 192, 192, 255) else normal_color end end #-------------------------------------------------------------------------- # ● 获取普通文字色 #-------------------------------------------------------------------------- def normal_color return Color.new(255, 255, 255, 255) end #-------------------------------------------------------------------------- # ● 获取无效文字色 #-------------------------------------------------------------------------- def disabled_color return Color.new(255, 255, 255, 150) end #-------------------------------------------------------------------------- # ● 获取系统文字色 #-------------------------------------------------------------------------- def system_color return Color.new(192, 224, 255, 255) end #-------------------------------------------------------------------------- # ● 获取危机文字色 #-------------------------------------------------------------------------- def crisis_color return Color.new(255, 255, 64, 255) end #-------------------------------------------------------------------------- # ● 获取战斗不能文字色 #-------------------------------------------------------------------------- def knockout_color return Color.new(255, 64, 0) end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update super # 如果窗口的外观被变更了、再设置 if $game_system.windowskin_name != @windowskin_name @windowskin_name = $game_system.windowskin_name self.windowskin = RPG::Cache.windowskin(@windowskin_name) end end #-------------------------------------------------------------------------- # ● 图形的描绘 # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 #-------------------------------------------------------------------------- def draw_actor_graphic(actor, x, y) bitmap = RPG::Cache.character(actor.character_name, actor.character_hue) cw = bitmap.width / 4 ch = bitmap.height / 4 src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end #-------------------------------------------------------------------------- # ● 名称的描绘 # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 #-------------------------------------------------------------------------- def draw_actor_name(actor, x, y, pic=false) if pic == true bitmap = RPG::Cache.picture("System/name") src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) self.contents.blt(x-4, y-1, bitmap, src_rect) self.contents.font.color = normal_color self.contents.draw_text(x+60, y, 120, 32, actor.name) else self.contents.font.color = normal_color self.contents.draw_text(x, y, 120, 32, actor.name) end end #-------------------------------------------------------------------------- # ● RANK的描绘 # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 #-------------------------------------------------------------------------- def draw_actor_rank(actor, x, y) self.contents.font.color = normal_color case actor.id when 1 #这个要特别修改tabris--------------================= $wi = $game_system.victory_count $es = $game_system.escape_count $ex = $game_variables[43] $game_variables[42] = 0 if $wi >= 300 and $ex >= 100 $game_variables[42] = 1 end if $game_actors[1].level >= 40 if $wi >= 700 and $ex >= 300 and $es < 100 $game_variables[42] = 2 end end if $game_actors[1].level >= 50 if $wi >= 1000 and $ex >= 500 and $es < 100 $game_variables[42] = 3 end end if $game_actors[1].level >= 70 if $wi >= 2000 and $ex >= 1000 and $es < 50 $game_variables[42] = 4 end end case $game_variables[42] when 0 self.contents.draw_text(x, y, 120, 32, "C") when 1 self.contents.draw_text(x, y, 120, 32, "B") when 2 self.contents.draw_text(x, y, 120, 32, "A") when 3 self.contents.draw_text(x, y, 120, 32, "S") when 4 self.contents.draw_text(x, y, 90, 32, "Fairytale") end when 5 , 7 , 12 , 17 , 18 , 22 , 27 self.contents.draw_text(x, y, 120, 32, "S") when 24 , 15 , 14 , 28 , 29 , 9 self.contents.draw_text(x, y, 120, 32, "A") when 2 , 23 , 25 , 13 , 30 , 19 , 20 , 8 , 10 self.contents.draw_text(x, y, 120, 32, "B") when 3 self.contents.draw_text(x, y, 120, 32, "C") else self.contents.draw_text(x, y, 120, 32, "-") end end #-------------------------------------------------------------------------- # ● 职业的描绘 # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 #-------------------------------------------------------------------------- def draw_actor_class(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 236, 32, actor.class_name) end def draw_actor_class2(actor, x, y) self.contents.font.color = normal_color case actor.class2 when 1 self.contents.draw_text(x, y, 236, 32, "见习勇士") when 2 self.contents.draw_text(x, y, 236, 32, "战士") when 3 self.contents.draw_text(x, y, 236, 32, "游侠") when 4 self.contents.draw_text(x, y, 236, 32, "战斗大师") when 5 self.contents.draw_text(x, y, 236, 32, "圣光骑士") when 6 self.contents.draw_text(x, y, 236, 32, "魔法祭司") when 7 self.contents.draw_text(x, y, 236, 32, "影子猎手") end end #-------------------------------------------------------------------------- # ● 等级的描绘 # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 #-------------------------------------------------------------------------- def draw_actor_level(actor, x, y,dis=false) bitmap = RPG::Cache.picture("System/level") src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) self.contents.blt(x-2, y+1, bitmap, src_rect) self.contents.font.color = normal_color if dis==true self.contents.draw_text(x + 60, y, 24, 32, actor.level.to_s, 2) else self.contents.draw_text(x + 40, y, 24, 32, actor.level.to_s, 2) end end #-------------------------------------------------------------------------- # ● 生成描绘用的状态字符串 # actor : 角色 # width : 描画目标的宽度 # need_normal : [正常] 是否为必须 (true / false) #-------------------------------------------------------------------------- def make_battler_state_text(battler, width, need_normal) # 获取括号的宽 brackets_width = self.contents.text_size("[]").width # 生成状态名字符串 text = "" for i in battler.states if $data_states[i].rating >= 1 if text == "" text = $data_states[i].name else new_text = text + "/" + $data_states[i].name text_width = self.contents.text_size(new_text).width if text_width > width - brackets_width break end text = new_text end end end # 状态名空的字符串是 "[正常]" 的情况下 if text == "" if need_normal text = "[正常]" end else # 加上括号 text = "[" + text + "]" end # 返回完成后的文字类 return text end def draw_actor_battle_graphic(actor,x,y) bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue) self.contents.blt(x,y,bitmap,Rect.new(0,0,bitmap.width,bitmap.height )) end #-------------------------------------------------------------------------- # ● 描绘状态 # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # width : 描画目标的宽 #-------------------------------------------------------------------------- def draw_actor_state(actor, x, y, width = 120) text = make_battler_state_text(actor, width, true) self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color self.contents.draw_text(x, y, width, 32, text) end #-------------------------------------------------------------------------- # ● 描绘 EXP # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 #-------------------------------------------------------------------------- def draw_actor_exp(actor, x, y) bitmap = RPG::Cache.picture("System/next") src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) self.contents.blt(x-2, y+3, bitmap, src_rect) self.contents.font.color = normal_color self.contents.draw_text(x + 60, y, 84, 32, actor.next_rest_exp_s, 2) # self.contents.draw_text(x + 108, y, 12, 32, "/", 1) # self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s) end #-------------------------------------------------------------------------- # ● 描绘 HP # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # width : 描画目标的宽 #-------------------------------------------------------------------------- def draw_actor_hp(actor, x, y, width = 144) # 描绘字符串 "HP" bitmap = RPG::Cache.picture("System/hp") src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) self.contents.blt(x-2, y+3, bitmap, src_rect) # 计算描绘 MaxHP 所需的空间 if width - 32 >= 108 hp_x = x + width - 108 flag = true elsif width - 32 >= 48 hp_x = x + width - 48 flag = false end # 描绘 HP self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2) # 描绘 MaxHP if flag self.contents.font.color = normal_color self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s) end end #-------------------------------------------------------------------------- # ● 描绘 SP # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # width : 描画目标的宽 #-------------------------------------------------------------------------- def draw_actor_sp(actor, x, y, width = 144) bitmap = RPG::Cache.picture("System/sp") src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) self.contents.blt(x, y+3, bitmap, src_rect) # 计算描绘 MaxSP 所需的空间 if width - 32 >= 108 sp_x = x + width - 108 flag = true elsif width - 32 >= 48 sp_x = x + width - 48 flag = false end # 描绘 SP self.contents.font.color = actor.sp == 0 ? knockout_color : actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2) # 描绘 MaxSP if flag self.contents.font.color = normal_color self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s) end end #-------------------------------------------------------------------------- def up_color return Color.new(255, 255, 255) end def down_color return Color.new(200,200,200) end #-------------------------------------------------------------------------- # ● 描绘能力值 # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # type : 能力值种类 (0~6) #-------------------------------------------------------------------------- def draw_actor_parameter(actor, x, y, type) case type when 0 parameter_name = $data_system.words.atk parameter_value = actor.atk bitmap = RPG::Cache.picture("System/atk") src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) when 1 parameter_name = $data_system.words.pdef parameter_value = actor.pdef bitmap = RPG::Cache.picture("System/pdef") src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) when 2 parameter_name = $data_system.words.mdef parameter_value = actor.mdef bitmap = RPG::Cache.picture("System/mdef") src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) when 3 parameter_name = $data_system.words.str parameter_value = actor.str bitmap = RPG::Cache.picture("System/str") src_rect = Rect.new(-3, 0, bitmap.width, bitmap.height) when 4 parameter_name = $data_system.words.dex parameter_value = actor.dex bitmap = RPG::Cache.picture("System/dex") src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) when 5 parameter_name = $data_system.words.agi parameter_value = actor.agi bitmap = RPG::Cache.picture("System/agi") src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) when 6 parameter_name = $data_system.words.int parameter_value = actor.int bitmap = RPG::Cache.picture("System/int") src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) ############################################################### when 7 parameter_name = "回避" parameter_value = actor.eva end self.contents.blt(x-2, y+1, bitmap, src_rect) self.contents.font.color = normal_color self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2) end #-------------------------------------------------------------------------- # ● 描绘物品名 # item : 物品 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 #-------------------------------------------------------------------------- # def draw_item_name(item, x, y) # if item == nil # return # end # bitmap = RPG::Cache.icon(item.icon_name) # self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) # self.contents.font.color = text_color(item.name_color_66RPG) # self.contents.draw_text(x + 28, y, 212, 32, item.name) # end #-------------------------------------------------------- # ● HP ゲージの描画 #-------------------------------------------------- # オリジナルのHP描画を draw_actor_hp_original と名前変更 alias :draw_actor_hp_original :draw_actor_hp def draw_actor_hp(actor, x, y, width = 144) if actor.maxhp != 0 rate = actor.hp.to_f / actor.maxhp else rate = 0 end plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 10 align1 = 1 align2 = 2 align3 = 0 grade1 = 1 grade2 = 0 color1 = Color.new(0, 0, 0, 192) color2 = Color.new(255, 255, 192, 192) color3 = Color.new(0, 0, 0, 192) color4 = Color.new(64, 0, 0, 192) color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192) color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192) # 変数spに描画するゲージの幅を代入 if actor.maxhp != 0 hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp else hp = 0 end # ゲージの描画 gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, hp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) # オリジナルのHP描画処理を呼び出し draw_actor_hp_original(actor, x, y, width) end #-------------------------------------------------------------- # ● SP ゲージの描画 #------------------------------------------------------------ # オリジナルのSP描画を draw_actor_sp_original と名前変更 alias :draw_actor_sp_original :draw_actor_sp def draw_actor_sp(actor, x, y, width = 144) # 変数rateに 現在のSP/MSPを代入 if actor.maxsp != 0 rate = actor.sp.to_f / actor.maxsp else rate = 1 end plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 10 align1 = 1 align2 = 2 align3 = 0 grade1 = 1 grade2 = 0 color1 = Color.new(0, 0, 0, 192) color2 = Color.new(255, 255, 192, 192) color3 = Color.new(0, 0, 0, 192) color4 = Color.new(0, 64, 0, 192) color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192) color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192) if actor.maxsp != 0 sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp else sp = (width + plus_width) * rate_width / 100 end # ゲージの描画 gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, sp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) # オリジナルのSP描画処理を呼び出し draw_actor_sp_original(actor, x, y, width) end #-------------------------------------------------------------------------- # ● 描绘 CP ************************************************************** # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # width : 描画目标的宽 #-------------------------------------------------------------------------- def draw_actor_cp(actor, x, y, width = 144) bitmap = RPG::Cache.picture("System/cp") src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) self.contents.blt(x-4, y+3, bitmap, src_rect) # 计算描绘 MaxCP 所需的空间 if width - 32 >= 108 cp_x = x + width - 108 flag = true elsif width - 32 >= 48 cp_x = x + width - 48 flag = false end # 描绘 SP self.contents.font.color = actor.xp == 0 ? knockout_color : actor.xp <= actor.maxxp / 4 ? crisis_color : normal_color self.contents.draw_text(cp_x, y, 48, 32, actor.xp.to_s, 2) # 描绘 MaxSP if flag self.contents.font.color = normal_color self.contents.draw_text(cp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(cp_x + 60, y, 48, 32, actor.maxxp.to_s) end end #-------------------------------------------------------------- # ● XP ゲージの描画 #------------------------------------------------------------ alias :draw_actor_cp_original :draw_actor_cp def draw_actor_cp(actor, x, y, width = 144) # 変数rateに 現在のcp/Mcpを代入 if actor.maxxp != 0 rate = actor.xp.to_f / actor.maxxp else rate = 1 end plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 10 align1 = 1 align2 = 2 align3 = 0 grade1 = 1 grade2 = 0 color1 = Color.new(0, 0, 0, 192) color2 = Color.new(255, 255, 192, 192) color3 = Color.new(0, 0, 0, 192) color4 = Color.new(0, 64, 0, 192) color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192) color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192) if actor.maxxp != 0 cp = (width + plus_width) * actor.xp * rate_width / 100 / actor.maxxp else cp = (width + plus_width) * rate_width / 100 end gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, cp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) draw_actor_cp_original(actor, x, y, width) end #-------------------------------------------------------- # ● EXP ゲージの描画 #---------------------------------------------------------- alias :draw_actor_exp_original :draw_actor_exp def draw_actor_exp(actor, x, y, width = 204) if actor.next_exp != 0 rate = actor.now_exp.to_f / actor.next_exp else rate = 1 end plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 10 align1 = 1 align2 = 2 align3 = 0 grade1 = 1 grade2 = 0 color1 = Color.new(0, 0, 0, 192) color2 = Color.new(255, 255, 192, 192) color3 = Color.new(0, 0, 0, 192) color4 = Color.new(64, 0, 0, 192) color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192) color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192) if actor.next_exp != 0 exp = (width + plus_width) * actor.now_exp * rate_width / 100 / actor.next_exp else exp = (width + plus_width) * rate_width / 100 end # ゲージの描画 gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, exp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) # オリジナルのEXP描画処理を呼び出し draw_actor_exp_original(actor, x, y) end #--------------------------------------------------------- # ● ゲージの描画 #----------------------------------------------------- def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) case align1 when 1 x += (rect_width - width) / 2 when 2 x += rect_width - width end case align2 when 1 y -= height / 2 when 2 y -= height end # 枠描画 self.contents.fill_rect(x, y, width, height, color1) self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2) if align3 == 0 if grade1 == 2 grade1 = 3 end if grade2 == 2 grade2 = 3 end end if (align3 == 1 and grade1 == 0) or grade1 > 0 color = color3 color3 = color4 color4 = color end if (align3 == 1 and grade2 == 0) or grade2 > 0 color = color5 color5 = color6 color6 = color end # 空ゲージの描画 self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4, color3, color4, grade1) if align3 == 1 x += width - gauge end # 実ゲージの描画 self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4, color5, color6, grade2) end def draw_actor_hp2(actor, x, y, width = 144) self.contents.font.color = system_color if width - 32 >= 108 hp_x = x + width - 108 flag = true elsif width - 32 >= 48 hp_x = x + width - 48 flag = false end self.contents.font.size = 16 self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color self.contents.draw_frame_text(hp_x+10, y+4, 48, 32, actor.hp.to_s, 2) self.contents.font.size = Font.default_size end alias :draw_actor_hp_original2 :draw_actor_hp2 def draw_actor_hp2(actor, x, y, width = 144) if actor.maxhp != 0 rate = actor.hp.to_f / actor.maxhp else rate = 0 end plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 7 align1 = 1 align2 = 2 align3 = 0 grade1 = 1 grade2 = 0 color1 = Color.new(0, 0, 0, 255) color2 = Color.new(255, 255, 255, 255) color3 = Color.new(0, 0, 0, 255) color4 = Color.new(64, 0, 0, 255) color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 255) color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 255) if actor.maxhp != 0 hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp else hp = 0 end gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, hp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) draw_actor_hp_original2(actor, x, y, width) end def draw_actor_sp2(actor, x, y, width = 144) self.contents.font.color = system_color if width - 32 >= 108 sp_x = x + width - 108 flag = true elsif width - 32 >= 48 sp_x = x + width - 48 flag = false end self.contents.font.size = 16 self.contents.font.color = actor.sp == 0 ? knockout_color : actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color self.contents.draw_frame_text(sp_x+5, y+4, 48, 32, actor.sp.to_s, 2) self.contents.font.size = Font.default_size end alias :draw_actor_sp_original2 :draw_actor_sp2 def draw_actor_sp2(actor, x, y, width = 144) if actor.maxsp != 0 rate = actor.sp.to_f / actor.maxsp else rate = 1 end plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 7 align1 = 1 align2 = 2 align3 = 0 grade1 = 1 grade2 = 0 color1 = Color.new(0, 0, 0, 255) color2 = Color.new(255, 255, 192, 255) color3 = Color.new(0, 0, 0, 255) color4 = Color.new(0, 64, 0, 255) color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 255) color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 255) if actor.maxsp != 0 sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp else sp = (width + plus_width) * rate_width / 100 end gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, sp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) draw_actor_sp_original2(actor, x, y, width) end def draw_actor_cp2(actor, x, y, width = 144) self.contents.font.color = system_color if width - 32 >= 108 cp_x = x + width - 108 flag = true elsif width - 32 >= 48 cp_x = x + width - 48 flag = false end self.contents.font.size = 16 self.contents.font.color = actor.xp == 0 ? knockout_color : actor.xp <= actor.maxxp / 4 ? crisis_color : normal_color self.contents.draw_frame_text(cp_x+10, y+4, 48, 32, actor.xp.to_s, 2) self.contents.font.size = Font.default_size end alias :draw_actor_cp_original2 :draw_actor_cp2 def draw_actor_cp2(actor, x, y, width = 144) if actor.maxxp != 0 rate = actor.xp.to_f / actor.maxxp else rate = 1 end plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 7 align1 = 1 align2 = 2 align3 = 0 grade1 = 1 grade2 = 0 color1 = Color.new(0, 0, 0, 255) color2 = Color.new(255, 255, 192, 255) color3 = Color.new(0, 0, 0, 255) color4 = Color.new(0, 64, 0, 255) color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 255) color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 255) if actor.maxxp != 0 cp = (width + plus_width) * actor.xp * rate_width / 100 / actor.maxxp else cp = (width + plus_width) * rate_width / 100 end gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, cp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) draw_actor_cp_original2(actor, x, y, width) end end 试试…… |
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