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Lv1.梦旅人 
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- # ————————————————————————————————————
 
 - # 本脚本来自www.66rpg.com,转载请保留此信息
 
 - # ————————————————————————————————————
 
  
- # ▼▲▼ XRXS_BP 7. バトルステータス?クリアデザイン ver.1.03 ▼▲▼ 
 
 - # by 桜雅 在土 
 
  
- #============================================================================== 
 
 - # ■ Window_BattleStatus 
 
 - #============================================================================== 
 
 - class Window_BattleStatus < Window_Base 
 
 -   #-------------------------------------------------------------------------- 
 
 -   # ● 公開インスタンス変数 
 
 -   #-------------------------------------------------------------------------- 
 
 -   attr_accessor :update_cp_only # CPメーターのみの更新 
 
 -   #-------------------------------------------------------------------------- 
 
 -   # ● オブジェクト初期化 
 
 -   #-------------------------------------------------------------------------- 
 
 -   alias xrxs_bp7_initialize initialize 
 
 -   def initialize 
 
 -     # 初期化 
 
 -     @previous_hp = [] 
 
 -     @previous_sp = [] 
 
 -     # 呼び戻す 
 
 -     xrxs_bp7_initialize 
 
 -     # ↓Full-Viewの場合は下二行の # を消してください。 
 
 -     self.opacity = 160 
 
 -     self.back_opacity = 160  
 
 -     
 
 - =begin    
 
 -    @hp = []
 
 -    for j in 0...$game_party.actors.size
 
 -      @hp[j] = $game_party.actors[j].hp
 
 -    end
 
 -    @refresh_flag = true
 
 -    refresh
 
 - =end    
 
 -     
 
 -     
 
 -   end 
 
 - #★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
 
 -   def draw_battler_graphic(actor, x, y)
 
 -     battler=RPG::Cache.battler(actor.battler_name, actor.battler_hue)
 
 -     w = battler.width
 
 -     h = battler.height
 
 -     self.contents.blt(x-w/2, y-h, battler, Rect.new(0, 0, w,h),255)
 
 -     self.z = 20
 
 -   end
 
 - #★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
 
  
-   #-------------------------------------------------------------------------- 
 
 -   # ● リフレッシュ 
 
 -   #-------------------------------------------------------------------------- 
 
 -   alias xrxs_bp7_refresh refresh 
 
 -   def refresh 
 
 -     # CPメーターの更新のみ の場合 
 
 -     if @update_cp_only 
 
 -       xrxs_bp7_refresh 
 
 -       return 
 
 -     end 
 
 -     # 変更するものがない場合、飛ばす 
 
 -     @item_max = $game_party.actors.size 
 
 -     bool = false 
 
 -     for i in 0...@item_max 
 
 -       actor = $game_party.actors[i] 
 
 -       if (@previous_hp[i] != actor.hp) or (@previous_sp[i] != actor.sp) 
 
 -         bool = true 
 
 -       end 
 
 -     end 
 
 -     return if bool == false 
 
 -     # 描写を開始 
 
 -     self.contents.clear 
 
 -     for i in 0...@item_max 
 
 -       actor = $game_party.actors[i] 
 
 -       actor_x = i * 160 + 21 
 
 -       # 歩行キャラグラフィックの描写 
 
 -       draw_battler_graphic(actor, actor_x + 43, 80) 
 
 -       # HP/SPメーターの描写 
 
 -       
 
 -       
 
 -       draw_actor_hp_meter_line(actor, actor_x - 17, 82, 120, 10) 
 
 -       
 
 -       
 
 -       draw_actor_sp_meter_line(actor, actor_x - 17, 98, 120, 10) 
 
 -       # HP数値の描写 
 
 -       self.contents.font.size = 18 # HP/SP数値の文字の大きさ 
 
 -       self.contents.font.color = Color.new(0,0,0,192) 
 
 -       self.contents.draw_text(actor_x, 72, 96, 24, actor.hp.to_s, 2) 
 
 -       self.contents.font.color = actor.hp == 0 ? knockout_color : 
 
 -       actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color 
 
 -       self.contents.draw_text(actor_x-2, 70, 96, 24, actor.hp.to_s, 2) 
 
 -       # SP数値の描写 
 
 -       self.contents.font.color = Color.new(0,0,0,192) 
 
 -       self.contents.draw_text(actor_x, 88, 96, 24, actor.sp.to_s, 2) 
 
 -       self.contents.font.color = actor.sp == 0 ? knockout_color : 
 
 -       actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color 
 
 -       self.contents.draw_text(actor_x-2, 86, 96, 24, actor.sp.to_s, 2) 
 
 -       # 用語「HP」と用語「SP」の描写 
 
 -       self.contents.font.size = 18 # 用語「HP/SP」の文字の大きさ 
 
 -       self.contents.font.color = Color.new(0,0,0,192) 
 
 -       self.contents.draw_text(actor_x - 7, 74, 196, 24, $data_system.words.hp) 
 
 -       self.contents.draw_text(actor_x - 7, 90, 196, 24, $data_system.words.sp) 
 
 -       self.contents.font.color = system_color # 用語「HP/SP」の文字の色 
 
 -       self.contents.draw_text(actor_x - 7, 72, 196, 24, $data_system.words.hp) 
 
 -       self.contents.draw_text(actor_x - 7, 88, 196, 24, $data_system.words.sp) 
 
 -       # ステートの描写 
 
 -       draw_actor_state(actor, actor_x-20, 103) #X- 55
 
 -       # 描画角色姓名
 
 -       #draw_actor_name(actor, actor_x-17, 103)
 
 -       # 値を更新 
 
 -       @previous_hp[i] = actor.hp 
 
 -       @previous_sp[i] = actor.sp 
 
 -     end 
 
 -   end 
 
 - end 
 
 - #============================================================================== 
 
 - # ■ Window_Base 
 
 - #============================================================================== 
 
 - class Window_Base < Window 
 
 -   #-------------------------------------------------------------------------- 
 
 -   # ● HPメーター の描画 
 
 -   #-------------------------------------------------------------------------- 
 
 -   def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4) 
 
 -     w = width * actor.hp / actor.maxhp 
 
 -     hp_color_1 = Color.new(255, 0, 0, 192) 
 
 -     hp_color_2 = Color.new(255, 255, 0, 192) 
 
 -     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) 
 
 -     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) 
 
 -     x -= 1 
 
 -     y += (height/4).floor 
 
 -     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) 
 
 -     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) 
 
 -     x -= 1 
 
 -     y += (height/4).ceil 
 
 -     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) 
 
 -     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) 
 
 -     x -= 1 
 
 -     y += (height/4).ceil 
 
 -     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) 
 
 -     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) 
 
 -   end 
 
 -   #-------------------------------------------------------------------------- 
 
 -   # ● SPメーター の描画 
 
 -   #-------------------------------------------------------------------------- 
 
 -   def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4) 
 
 -     w = width * actor.sp / actor.maxsp 
 
 -     hp_color_1 = Color.new( 0, 0, 255, 192) 
 
 -     hp_color_2 = Color.new( 0, 255, 255, 192) 
 
 -     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) 
 
 -     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) 
 
 -     x -= 1 
 
 -     y += (height/4).floor 
 
 -     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) 
 
 -     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) 
 
 -     x -= 1 
 
 -     y += (height/4).ceil 
 
 -     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) 
 
 -     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) 
 
 -     x -= 1 
 
 -     y += (height/4).ceil 
 
 -     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) 
 
 -     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) 
 
 -   end 
 
 -   #-------------------------------------------------------------------------- 
 
 -   # ● 名前の描画 
 
 -   #-------------------------------------------------------------------------- 
 
 -   alias xrxs_bp7_draw_actor_name draw_actor_name 
 
 -   def draw_actor_name(actor, x, y) 
 
 -     xrxs_bp7_draw_actor_name(actor, x, y) #if @draw_ban != true 
 
 -   end 
 
 -   #-------------------------------------------------------------------------- 
 
 -   # ● ステートの描画 
 
 -   #-------------------------------------------------------------------------- 
 
 -   alias xrxs_bp7_draw_actor_state draw_actor_state 
 
 -   def draw_actor_state(actor, x, y, width = 120) 
 
 -     xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true 
 
 -   end 
 
 -   #-------------------------------------------------------------------------- 
 
 -   # ● HP の描画 
 
 -   #-------------------------------------------------------------------------- 
 
 -   alias xrxs_bp7_draw_actor_hp draw_actor_hp 
 
 -   def draw_actor_hp(actor, x, y, width = 144) 
 
 -     xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true 
 
 -   end 
 
 -   #-------------------------------------------------------------------------- 
 
 -   # ● SP の描画 
 
 -   #-------------------------------------------------------------------------- 
 
 -   alias xrxs_bp7_draw_actor_sp draw_actor_sp 
 
 -   def draw_actor_sp(actor, x, y, width = 144) 
 
 -     xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true 
 
 -   end 
 
 - end 
 
 - #============================================================================== 
 
 - # ■ Scene_Battle 
 
 - #============================================================================== 
 
 - class Scene_Battle 
 
 -   #-------------------------------------------------------------------------- 
 
 -   # ● フレーム更新 
 
 -   #-------------------------------------------------------------------------- 
 
 -   alias xrxs_bp7_update update 
 
 -   def update 
 
 -     xrxs_bp7_update 
 
 -     # メッセージウィンドウ表示中の場合 
 
 -     if $game_temp.message_window_showing 
 
 -       @status_window.update_cp_only = true       
 
 -     else 
 
 -       @status_window.update_cp_only = false 
 
 -     end 
 
 -   end 
 
 - end 
 
 - #============================================================================== 
 
 - # ◇ 外部ライブラリ 
 
 - #============================================================================== 
 
 - class Window_Base 
 
 -   #-------------------------------------------------------------------------- 
 
 -   # ● ライン描画 軽量版 by 桜雅 在土 
 
 -   #-------------------------------------------------------------------------- 
 
 -   def draw_lineght(start_x, start_y, end_x, end_y, start_color) 
 
 -     # 描写距離の計算。大きめに直角時の長さ。 
 
 -     distance = (start_x - end_x).abs + (start_y - end_y).abs 
 
 -     # 描写開始 
 
 -     for i in 1..distance 
 
 -       x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i 
 
 -       y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i 
 
 -       self.contents.set_pixel(x, y, start_color) 
 
 -     end 
 
 -   end 
 
 -   #-------------------------------------------------------------------------- 
 
 -   # ● ライン描画 by 桜雅 在土 
 
 -   #-------------------------------------------------------------------------- 
 
 -   def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color) 
 
 -     # 描写距離の計算。大きめに直角時の長さ。 
 
 -     distance = (start_x - end_x).abs + (start_y - end_y).abs 
 
 -     # 描写開始 
 
 -     if end_color == start_color 
 
 -       for i in 1..distance 
 
 -         x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i 
 
 -         y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i 
 
 -         if width == 1 
 
 -           self.contents.set_pixel(x, y, start_color) 
 
 -         else 
 
 -           self.contents.fill_rect(x, y, width, width, start_color) 
 
 -         end 
 
 -       end 
 
 -     else 
 
 -       for i in 1..distance 
 
 -         x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i 
 
 -         y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i 
 
 -         r = start_color.red * (distance-i)/distance + end_color.red * i/distance 
 
 -         g = start_color.green * (distance-i)/distance + end_color.green * i/distance 
 
 -         b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance 
 
 -         a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance 
 
 -         if width == 1 
 
 -           self.contents.set_pixel(x, y, Color.new(r, g, b, a)) 
 
 -         else 
 
 -           self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a)) 
 
 -         end 
 
 -       end 
 
 -     end 
 
 -   end 
 
 - end 
 
  
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