赞 | 0 |
VIP | 0 |
好人卡 | 0 |
积分 | 1 |
经验 | 4853 |
最后登录 | 2017-9-7 |
在线时间 | 107 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 50
- 在线时间
- 107 小时
- 注册时间
- 2012-8-20
- 帖子
- 54
|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
[pre lang="ruby" line="1" file="六边形界面"]# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#==============================================================================
#---------------------------------------------------
# 本脚本来自66RPG.com,作者Deathless
#---------------------------------------------------
#-----------------------------------------------------
# 功能设定
# 当=1和=2,会改变图形的大小
# =1的时候,图形为每个人自身的能力分配,最大数就是顶点
# =2的时候,图形为所有人的能力分配,顶点为999
#
# 如果不需要999这么大,本脚本中搜索
# "c = get_position(a[0][0], a[0][1], a[i+1][0], a[i+1][1], b / 999.0)"
# 把这个999修改了即可。
#-----------------------------------------------------
ST_DRAW_SIX_LINES_TYPE = 1
class Bitmap
#--------------------------------------------------------------------------
# ● 描绘直线
# x1,y1,x2,y2: 直线两端的坐标
# width: 宽度
# color: 颜色
#--------------------------------------------------------------------------
def drawline(x1, y1, x2, y2, width, color)
x1 = x1.to_f
y1 = y1.to_f
x2 = x2.to_f
y2 = y2.to_f
width = width.to_f
k = (y2 - y1) / (x2 - x1)
if k.abs > 1
drawline_x(x1, y1, x2, y2, width, color)
else
drawline_y(x1, y1, x2, y2, width, color)
end
end
def drawline_x(x1, y1, x2, y2, width, color)
l = ((x1 - x2) ** 2 + (y1 - y2) ** 2) ** 0.5 * width / (y1 - y2)
length = l.abs * 2
k = (x2 - x1) / (y2 - y1) #x=ky+b
b = x1 - k * y1
if l > 0
for ty in y2.to_i..y1.to_i
tx = ty * k + b
fill_rect(tx - l, ty, length, 1, color)
end
else
for ty in y1.to_i..y2.to_i
tx = ty * k + b
fill_rect(tx + l, ty, length, 1, color)
end
end
end
def drawline_y(x1, y1, x2, y2, width, color)
l = ((x1 - x2) ** 2 + (y1 - y2) ** 2) ** 0.5 * width / (x1 - x2)
height = l.abs * 2
k = (y2 - y1) / (x2 - x1) #y=kx+b
b = y1 - k * x1
if l > 0
for tx in x2.to_i..x1.to_i
ty = tx * k + b
fill_rect(tx, ty - l, 1, height, color)
end
else
for tx in x1.to_i..x2.to_i
ty = tx * k + b
fill_rect(tx, ty + l, 1, height, color)
end
end
end
end
# ■ Window_Status
#------------------------------------------------------------------------------
# 显示状态画面、完全规格的状态窗口。
#==============================================================================
class Window_Status < Window_Base
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def get_position(x_begin, y_begin, x_end, y_end, percent)
a = []
a[0] = x_begin + (x_end - x_begin) * percent
a[1] = y_begin + (y_end - y_begin) * percent
return a
end
def refresh
self.contents.clear
x0 = 60 #图表的坐标
y0 = 220
r = 100.0 #图表的大小,友情提示:浮点数后面的.0不要省略了
h = 3 ** 0.5 * r / 2
a = [] #六边形的顶点和圆心
a[0] = [r, h] #圆心
a[1] = [r / 2, 0.0]
a[2] = [r * 3 / 2, 0.0]
a[6] = [0.0, h]
a[3] = [r * 2, h]
a[5] = [r / 2, h * 2]
a[4] = [r * 3 / 2, h * 2]
for i in a
i[0] += x0
i[1] += y0
end
self.contents.font.color = Color.new(128, 255, 255, 255)
self.contents.draw_text(a[1][0] - 16 , a[1][1] - 32, 80, 32, "攻击")
self.contents.draw_text(a[2][0] - 4, a[2][1] - 32, 80, 32, "防御")
self.contents.draw_text(a[6][0] - 28, a[6][1] - 16, 80, 32, "力量")
self.contents.draw_text(a[5][0] - 16, a[5][1], 80, 32, "敏捷")
self.contents.draw_text(a[4][0] - 4, a[4][1], 80, 32, "速度")
self.contents.draw_text(a[3][0] + 8, a[3][1] - 16, 80, 32, "魔力")
#描绘边框
for i in 1...a.size
self.contents.drawline(a[0][0], a[0][1], a[0], a[1], 1, disabled_color)
end
self.contents.drawline(a[1][0], a[1][1], a[2][0], a[2][1], 1, text_color(6))
self.contents.drawline(a[2][0], a[2][1], a[3][0], a[3][1], 1, text_color(6))
self.contents.drawline(a[3][0], a[3][1], a[4][0], a[4][1], 1, text_color(6))
self.contents.drawline(a[4][0], a[4][1], a[5][0], a[5][1], 1, text_color(6))
self.contents.drawline(a[5][0], a[5][1], a[6][0], a[6][1], 1, text_color(6))
self.contents.drawline(a[6][0], a[6][1], a[1][0], a[1][1], 1, text_color(6))
#描绘能力曲线
b = [] #获取能力值
b.push(@actor.atk)
b.push(@actor.pdef)
b.push(@actor.int)
b.push(@actor.agi)
b.push(@actor.dex)
b.push(@actor.str)
case ST_DRAW_SIX_LINES_TYPE
when 2
#跟999作比较
c = []
for i in 0...b.size
c = get_position(a[0][0], a[0][1], a[i+1][0], a[i+1][1], b / 999.0)
end
for i in 0...c.size
self.contents.drawline(c[0], c[1], c[i-1][0], c[i-1][1], 1, text_color(3))
end
when 1
#跟最高能力值比较
max_abi = 0
b.each{|i| max_abi = [max_abi, i].max}
max_abi = max_abi.to_f
c = [] #获得能力值的坐标
for i in 0...b.size
c = get_position(a[0][0], a[0][1], a[i+1][0], a[i+1][1], b / max_abi)
end
for i in 0...c.size
self.contents.drawline(c[0], c[1], c[i-1][0], c[i-1][1], 1, text_color(3))
end
end
#描绘能力数值
self.contents.font.color = knockout_color
self.contents.font.size = 14
for i in 0...b.size
self.contents.draw_text(c[0], c[1], 32, 24, b.to_s)
end
self.contents.font.size = 22
#以下未修改
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp(@actor, 96, 112, 172)
draw_actor_sp(@actor, 96, 144, 172)
draw_actor_parameter(@actor, 96, 192, 0)
draw_actor_parameter(@actor, 96, 224, 1)
draw_actor_parameter(@actor, 96, 256, 2)
draw_actor_parameter(@actor, 96, 304, 3)
draw_actor_parameter(@actor, 96, 336, 4)
draw_actor_parameter(@actor, 96, 368, 5)
draw_actor_parameter(@actor, 96, 400, 6)
self.contents.font.color = system_color
self.contents.draw_text(320, 48, 80, 32, "EXP")
self.contents.draw_text(320, 80, 80, 32, "NEXT")
self.contents.font.color = normal_color
self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(320, 160, 96, 32, "装备")
draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 240)
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 272)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 304)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 336)
draw_item_name($data_armors[@actor.armor5_id], 320 + 16, 368)
draw_item_name($data_armors[@actor.armor6_id], 320 + 16, 400)
end
def dummy
self.contents.font.color = system_color
self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
end
end[/pre]
脚本如上,是XP的一个状态界面美化脚本,用六边形的6个顶点表示6个属性。我觉得这个脚本很强大,不发扬太可惜了,求脚本帝改为VA脚本,让游戏更美观。
其次,对VA而言,现有的公开横版战斗系统太简陋,不像VX一样看战斗是种享受。求珍藏着先进脚本的大神能分享下,让新手也能用VA创造出美丽的战斗。 |
|