谢谢你们的回答 但是这个人物状态本来就显示正常这两个字的! 用什么办法能去掉它呢? lj1983nian于2011-1-26 14:05补充以下内容: RMXP最初始就有这个正常这两个字 lj1983nian于2011-1-26 14:29补充以下内容: #============================================================================== # ■ 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 = [] for actor in $game_party.actors @actor_cp_sprite[actor.index] = Sprite.new @actor_cp_sprite[actor.index].bitmap = Bitmap.new("Graphics/system/battle/hmcp/sprite/" + actor.name) @actor_cp_sprite[actor.index].x = 450 @actor_cp_sprite[actor.index].y = 25 - 20 @actor_cp_sprite[actor.index].z = 102 @actor_cp_sprite_back[actor.index] = Sprite.new @actor_cp_sprite_back[actor.index].bitmap = Bitmap.new("Graphics/system/battle/hmcp/cp_sprite") @actor_cp_sprite_back[actor.index].x = 450 @actor_cp_sprite_back[actor.index].y = 25 @actor_cp_sprite_back[actor.index].z = 102 end for actor_index in 1..$game_party.actors.size @cp_output[actor_index] = Sprite.new @cp_output[actor_index].bitmap = Bitmap.new(133, 78) @cp_output[actor_index].x = 70 + (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 = 70 + (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 = 70 + (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, "角色升级!") 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 这个是血条显示脚本 lj1983nian于2011-1-26 14:29补充以下内容: #============================================================================== # ■ 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 = [] for actor in $game_party.actors @actor_cp_sprite[actor.index] = Sprite.new @actor_cp_sprite[actor.index].bitmap = Bitmap.new("Graphics/system/battle/hmcp/sprite/" + actor.name) @actor_cp_sprite[actor.index].x = 450 @actor_cp_sprite[actor.index].y = 25 - 20 @actor_cp_sprite[actor.index].z = 102 @actor_cp_sprite_back[actor.index] = Sprite.new @actor_cp_sprite_back[actor.index].bitmap = Bitmap.new("Graphics/system/battle/hmcp/cp_sprite") @actor_cp_sprite_back[actor.index].x = 450 @actor_cp_sprite_back[actor.index].y = 25 @actor_cp_sprite_back[actor.index].z = 102 end for actor_index in 1..$game_party.actors.size @cp_output[actor_index] = Sprite.new @cp_output[actor_index].bitmap = Bitmap.new(133, 78) @cp_output[actor_index].x = 70 + (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 = 70 + (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 = 70 + (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, "角色升级!") 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 这个是血条显示脚本 |
这个“正常”应该是人物状态。你可以把范例发上来,请别人帮你看看或是直接修改一下。 |
请发脚本或范例 |
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