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本帖最后由 忧雪の伤 于 2012-1-24 14:20 编辑
如图书
如何把这个 “显示敌方剩余战斗力”以及其显示的血槽移到最左边?
还有请教高手一个问题 想要把这个
自由挪动应该怎么进一步修改? 谢谢 O(∩_∩)O~- #==============================================================================
- # Zenith RGSS4 エネミー残勢力表示 ver1.00
- # by 水夜
- # http://zenith.ifdef.jp/
- #------------------------------------------------------------------------------
- # 显示敌方剩余战斗力
- #==============================================================================
- #==============================================================================
- # □ 常数设置
- #==============================================================================
- module ZENITH4
- # エネミー残勢力の表示?非表示を切り替えるスイッチのID(スイッチON時に非表示)
- E_SWITCH = 1
- # 残勢力ゲージの長さ
- EG_WIDTH = 160
- # 残勢力ゲージの色
- EG_COLOR = Color.new(255, 0, 0, 255)
- # 表示する文字列
- EW_NAME = "敌方剩余战斗力"
- # 表示する文字列の色
- EW_COLOR = Color.new(255, 255, 255, 255)
- end
- #==============================================================================
- # ■ Window_BattleStatus
- #==============================================================================
- class Window_BattleStatus < Window_Base
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias zenith4_initialize initialize
- def initialize
- # エネミー勢力スプライト作成
- @enemy_force = Sprite.new
- @enemy_force.bitmap = Bitmap.new(8 + ZENITH4::EG_WIDTH, 34)
- @enemy_force.x = 640 - (12 + ZENITH4::EG_WIDTH)
- @enemy_force.y = 62
- @enemy_force.z = 50
- # 呼び戻す
- zenith4_initialize
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- alias zenith4_dispose dispose
- def dispose
- # エネミー勢力スプライト解放
- @enemy_force.bitmap.dispose
- @enemy_force.dispose
- # 呼び戻す
- zenith4_dispose
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- alias zenith4_refresh refresh
- def refresh
- # 呼び戻す
- zenith4_refresh
- if $game_switches[ZENITH4::E_SWITCH] == false
- @enemy_force.visible = true
- @enemy_force.bitmap.clear
- x = 4
- y = 4
- width = ZENITH4::EG_WIDTH
- # 文字列を描画
- @enemy_force.bitmap.font.size = 18
- @enemy_force.bitmap.font.color = Color.new(0, 0, 0, 255)
- @enemy_force.bitmap.draw_text(x+1, y+1, width, 22, ZENITH4::EW_NAME)
- @enemy_force.bitmap.draw_text(x-1, y-1, width, 22, ZENITH4::EW_NAME)
- @enemy_force.bitmap.draw_text(x+1, y-1, width, 22, ZENITH4::EW_NAME)
- @enemy_force.bitmap.draw_text(x-1, y+1, width, 22, ZENITH4::EW_NAME)
- @enemy_force.bitmap.font.color = ZENITH4::EW_COLOR
- @enemy_force.bitmap.draw_text(x, y, width, 22, ZENITH4::EW_NAME)
- # エネミー勢力を描画
- @item_max = $game_troop.enemies.size
- enemy_mh = 0
- enemy_h = 0
- for i in 0...@item_max
- enemy = $game_troop.enemies[i]
- enemy_mh += enemy.maxhp
- enemy_h += enemy.hp
- end
- @enemy_force.bitmap.fill_rect(x-1, y+24, width+2,5, Color.new(0, 0, 0, 150))
- w = width * enemy_h / enemy_mh
- @enemy_force.bitmap.fill_rect(x+width-w, y+25, w,3, ZENITH4::EG_COLOR)
- else
- @enemy_force.visible = false
- end
- end
- end
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