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周边的“缝隙”怎么消除,影响(覆盖)到整体布局
 
 
#encoding:utf-8 #============================================================================== # ■ Window_Status #------------------------------------------------------------------------------ #  状态画面中,显示角色基本信息的窗口。 #============================================================================== class Window_Status < Window_Selectable         #--------------------------------------------------------------------------         # ● 初始化对象         #--------------------------------------------------------------------------         def initialize(actor)                 super(0, 0, 544, 412)                 @actor = actor                 refresh                 activate     self.opacity=0                 @data = []         end         #--------------------------------------------------------------------------         # ● 设置角色         #--------------------------------------------------------------------------         def actor=(actor)                 return if @actor == actor                 @actor = actor                 refresh         end         #--------------------------------------------------------------------------         # ● 刷新         #--------------------------------------------------------------------------         def refresh                 contents.clear                 draw_block1   (0)                 draw_skill         end         #--------------------------------------------------------------------------         # ● 绘制区域 1          #--------------------------------------------------------------------------         def draw_block1(y) #~     draw_window_backg                 draw_backg                 draw_actor_name(@actor, 4, y)                 draw_actor_class(@actor, 128, y)                 draw_basic_info(136, y)                 draw_parameters(32, y)                 draw_xparameters                 draw_sparameters                 draw_equipments(288, y)                 draw_description(4, y)         end         #--------------------------------------------------------------------------         # ● 绘制水平线         #--------------------------------------------------------------------------         def draw_horz_line(y)                 line_y = y + line_height / 2 - 1                 contents.fill_rect(0, line_y, contents_width, 2, line_color)         end         #--------------------------------------------------------------------------         # ● 获取水平线的颜色         #--------------------------------------------------------------------------         def line_color                 color = normal_color                 color.alpha = 48                 color         end         #--------------------------------------------------------------------------         # ● 绘制基本信息         #--------------------------------------------------------------------------         def draw_basic_info(x, y)                 w=28                 rct_w=32                 rct_h=24                 y_z=160                 x_z=0                 #~  draw_actor_icons(@actor, x, y + line_height * 1)绘制状态图标                 contents.font.size=16 #~                 draw_actor_hp(@actor, 160, 200,width= 100) #~                 draw_actor_mp(@actor, 160, 224,width= 100)                 draw_icon(6, x_z  , y_z    , enabled = true)                 draw_icon(3, x_z+w  , y_z  , enabled = true)                 draw_icon(4, x_z+w*2  , y_z, enabled = true)                 draw_icon(8, x_z+w*3  , y_z, enabled = true)                 draw_icon(5, x_z+w*4  , y_z, enabled = true)                 draw_icon(10, x_z+w*5  , y_z, enabled = true)       draw_text(x_z+4 ,y_z+w-8    ,rct_w,rct_h,@actor.m5_20150228_skill_point["红莲"])                 draw_text(x_z+w+4 ,y_z+w-8  ,rct_w,rct_h,@actor.m5_20150228_skill_point["冻牙"])                 draw_text(x_z+w*2+4 ,y_z+w-8,rct_w,rct_h,@actor.m5_20150228_skill_point["闪光"])                 draw_text(x_z+w*3+4 ,y_z+w-8,rct_w,rct_h,@actor.m5_20150228_skill_point["烈空"])                 draw_text(x_z+w*4+4 ,y_z+w-8,rct_w,rct_h,@actor.m5_20150228_skill_point["金刚"])                 draw_text(x_z+w*5+4 ,y_z+w-8,rct_w,rct_h,@actor.m5_20150228_skill_point["修罗"])                   draw_text(x_z+4 ,y_z+w+4    ,rct_w,rct_h,@actor.m5_20150228_skill_point_use["红莲"])                 draw_text(x_z+w+4 ,y_z+w+4  ,rct_w,rct_h,@actor.m5_20150228_skill_point_use["冻牙"])                 draw_text(x_z+w*2+4 ,y_z+w+4,rct_w,rct_h,@actor.m5_20150228_skill_point_use["闪光"])                 draw_text(x_z+w*3+4 ,y_z+w+4,rct_w,rct_h,@actor.m5_20150228_skill_point_use["烈空"])                 draw_text(x_z+w*4+4 ,y_z+w+4,rct_w,rct_h,@actor.m5_20150228_skill_point_use["金刚"])                 draw_text(x_z+w*5+4 ,y_z+w+4,rct_w,rct_h,@actor.m5_20150228_skill_point_use["修罗"])         end         #--------------------------------------------------------------------------         # ● 绘制技能         #--------------------------------------------------------------------------          def draw_skill                 dx = 170; dy = 40                 contents.font.size=16                 for skill in @actor.skills                         next if skill.nil?                         next unless @actor.added_skill_types.include?(skill.stype_id)                         draw_item_name(skill, dx, dy)                         #~  dx = dx == contents.width / 2 + 16 ? 0 : contents.width / 2 + 16                         dy += line_height #if dx == 0                         return if dy + line_height > contents.height                 end         end         #--------------------------------------------------------------------------         # ● 绘制普通能力值     #def mhp;  param(0);   end    # 最大HP          Maximum Hit Point   #def mmp;  param(1);   end    # 最大MP          Maximum Magic Point   #def atk;  param(2);   end    # 物理攻击        ATtacK power   #def def;  param(3);   end    # 物理防御        DEFense power   #def mat;  param(4);   end    # 魔法攻击        Magic ATtack power   #def mdf;  param(5);   end    # 魔法防御        Magic DeFense power   #def agi;  param(6);   end    # 敏 捷 值        AGIlity   #def luk;  param(7);   end    # 幸 运 值        LUcK         #--------------------------------------------------------------------------         def draw_parameters(x, y)                 contents.font.size=18     w=24                 rct_w=32                 rct_h=24                 y_z=210                 x_z=0 #~     draw_icon(15, x_z , y_z, enabled = true) #~                 draw_icon(16, x_z , y_z+w, enabled = true) #~                 draw_icon(17, x_z , y_z+w*2, enabled = true) #~                 draw_icon(18, x_z , y_z+w*3, enabled = true) #~                 draw_icon(19, x_z+70 , y_z, enabled = true) #~                 draw_icon(10, x_z+70 , y_z+w, enabled = true) #~                 draw_icon(21, x_z+70 , y_z+w*2, enabled = true) #~     draw_icon(21, x_z+70 , y_z+w*3, enabled = true)     draw_actor_param(@actor, x_z, y_z  , 0)     draw_actor_param(@actor, x_z, y_z + w * 1, 1)     draw_actor_param(@actor, x_z, y_z + w * 2, 2)     draw_actor_param(@actor, x_z, y_z + w * 3, 3)     draw_actor_param(@actor, 74, y_z , 4)     draw_actor_param(@actor, 74, y_z + w * 1, 5)     draw_actor_param(@actor, 74, y_z + w * 2, 6)     draw_actor_param(@actor, 74, y_z + w * 3, 7)         end   #--------------------------------------------------------------------------         # ● 绘制X能力值         #--------------------------------------------------------------------------         def draw_xparameters                 x=140                 l=18                 y=Graphics.height-l*10                 contents.font.size=16                 draw_actor_xparam(@actor, x, y+l*1,0 , "物理命中")                 draw_actor_xparam(@actor, x, y+l*2,1 , "物理闪避")                 draw_actor_xparam(@actor, x, y+l*3,2 , "会心一击")                 draw_actor_xparam(@actor, x, y+l*4,3 , "抗会心一击")                 #~  draw_actor_xparam(@actor, x, y+l*5,4 , "技能闪避")                 #~  draw_actor_xparam(@actor, x, y+l*6,5 , "技能反射")                 draw_actor_xparam(@actor, x, y+l*5,6 , "反击")                 draw_actor_xparam(@actor, x, y+l*6,7 , "生命再生")                 draw_actor_xparam(@actor, x, y+l*7,8 , "士气再生")                 #~  draw_actor_xparam(@actor, x, y+l*10,9 , "怒气增长")         end   #--------------------------------------------------------------------------         # ● 绘制S能力值         #--------------------------------------------------------------------------         def draw_sparameters                 x=0                 l=18                 y=Graphics.height-l*7                 contents.font.size=16                 draw_actor_sparam(@actor, x, y+l*1, 1,"防御修正")                 draw_actor_sparam(@actor, x, y+l*2, 2,"恢复修正")                 draw_actor_sparam(@actor, x, y+l*3, 3,"治疗修正")                 #~  draw_actor_sparam(@actor, x, y+l*4, 4,"MP消费率")                 #~  draw_actor_sparam(@actor, x, y+l*5, 5,"TP消耗率")                 draw_actor_sparam(@actor, x, y+l*4, 6,"物抗修正")                 #~  draw_actor_sparam(@actor, x, y+l*7, 7,"魔法伤害加成")                 #~  draw_actor_sparam(@actor, x, y+l*8, 8,"地形伤害加成")                 #~  draw_actor_sparam(@actor, x, y+l*9, 9,"经验获得加成")         end   #--------------------------------------------------------------------------         # ● 绘制人物背景         #--------------------------------------------------------------------------         def draw_backg                 actor=@actor                 actor_bg(actor.id)         end         def actor_bg(file_name)                 bitmap = Cache.picture("/Actor#{file_name}_Status")                 src_rect = Rect.new(0,0,544 ,412)                 contents.blt(0, 0, bitmap, src_rect,255)         end   #--------------------------------------------------------------------------         # ● 绘制窗口背景         #-------------------------------------------------------------------------- #~         def draw_window_backg #~                 windowbg = Cache.picture("/windowbg") #~                 src_rect = Rect.new(0,0,windowbg.width ,windowbg.height) #~                 contents.blt(0, 0, windowbg, src_rect,125) #~         end end 
 
 #encoding:utf-8  
#==============================================================================  
# ■ Window_Status  
#------------------------------------------------------------------------------  
#  状态画面中,显示角色基本信息的窗口。  
#==============================================================================  
class Window_Status < Window_Selectable  
        #--------------------------------------------------------------------------  
        # ● 初始化对象  
        #--------------------------------------------------------------------------  
        def initialize(actor)  
                super(0, 0, 544, 412)  
                @actor = actor  
                refresh  
                activate  
    self.opacity=0  
                @data = []  
        end  
        #--------------------------------------------------------------------------  
        # ● 设置角色  
        #--------------------------------------------------------------------------  
        def actor=(actor)  
                return if @actor == actor  
                @actor = actor  
                refresh  
        end  
        #--------------------------------------------------------------------------  
        # ● 刷新  
        #--------------------------------------------------------------------------  
        def refresh  
                contents.clear  
                draw_block1   (0)  
                draw_skill  
        end  
        #--------------------------------------------------------------------------  
        # ● 绘制区域 1   
        #--------------------------------------------------------------------------  
        def draw_block1(y)  
#~     draw_window_backg  
                draw_backg  
                draw_actor_name(@actor, 4, y)  
                draw_actor_class(@actor, 128, y)  
                draw_basic_info(136, y)  
                draw_parameters(32, y)  
                draw_xparameters  
                draw_sparameters  
                draw_equipments(288, y)  
                draw_description(4, y)  
        end  
        #--------------------------------------------------------------------------  
        # ● 绘制水平线  
        #--------------------------------------------------------------------------  
        def draw_horz_line(y)  
                line_y = y + line_height / 2 - 1  
                contents.fill_rect(0, line_y, contents_width, 2, line_color)  
        end  
        #--------------------------------------------------------------------------  
        # ● 获取水平线的颜色  
        #--------------------------------------------------------------------------  
        def line_color  
                color = normal_color  
                color.alpha = 48  
                color  
        end  
        #--------------------------------------------------------------------------  
        # ● 绘制基本信息  
        #--------------------------------------------------------------------------  
        def draw_basic_info(x, y)  
                w=28  
                rct_w=32  
                rct_h=24  
                y_z=160  
                x_z=0  
                #~  draw_actor_icons(@actor, x, y + line_height * 1)绘制状态图标  
                contents.font.size=16  
#~                 draw_actor_hp(@actor, 160, 200,width= 100)  
#~                 draw_actor_mp(@actor, 160, 224,width= 100)  
                draw_icon(6, x_z  , y_z    , enabled = true)  
                draw_icon(3, x_z+w  , y_z  , enabled = true)  
                draw_icon(4, x_z+w*2  , y_z, enabled = true)  
                draw_icon(8, x_z+w*3  , y_z, enabled = true)  
                draw_icon(5, x_z+w*4  , y_z, enabled = true)  
                draw_icon(10, x_z+w*5  , y_z, enabled = true)  
   
    draw_text(x_z+4 ,y_z+w-8    ,rct_w,rct_h,@actor.m5_20150228_skill_point["红莲"])  
                draw_text(x_z+w+4 ,y_z+w-8  ,rct_w,rct_h,@actor.m5_20150228_skill_point["冻牙"])  
                draw_text(x_z+w*2+4 ,y_z+w-8,rct_w,rct_h,@actor.m5_20150228_skill_point["闪光"])  
                draw_text(x_z+w*3+4 ,y_z+w-8,rct_w,rct_h,@actor.m5_20150228_skill_point["烈空"])  
                draw_text(x_z+w*4+4 ,y_z+w-8,rct_w,rct_h,@actor.m5_20150228_skill_point["金刚"])  
                draw_text(x_z+w*5+4 ,y_z+w-8,rct_w,rct_h,@actor.m5_20150228_skill_point["修罗"])  
   
                draw_text(x_z+4 ,y_z+w+4    ,rct_w,rct_h,@actor.m5_20150228_skill_point_use["红莲"])  
                draw_text(x_z+w+4 ,y_z+w+4  ,rct_w,rct_h,@actor.m5_20150228_skill_point_use["冻牙"])  
                draw_text(x_z+w*2+4 ,y_z+w+4,rct_w,rct_h,@actor.m5_20150228_skill_point_use["闪光"])  
                draw_text(x_z+w*3+4 ,y_z+w+4,rct_w,rct_h,@actor.m5_20150228_skill_point_use["烈空"])  
                draw_text(x_z+w*4+4 ,y_z+w+4,rct_w,rct_h,@actor.m5_20150228_skill_point_use["金刚"])  
                draw_text(x_z+w*5+4 ,y_z+w+4,rct_w,rct_h,@actor.m5_20150228_skill_point_use["修罗"])  
        end  
        #--------------------------------------------------------------------------  
        # ● 绘制技能  
        #--------------------------------------------------------------------------   
        def draw_skill  
                dx = 170; dy = 40  
                contents.font.size=16  
                for skill in @actor.skills  
                        next if skill.nil?  
                        next unless @actor.added_skill_types.include?(skill.stype_id)  
                        draw_item_name(skill, dx, dy)  
                        #~  dx = dx == contents.width / 2 + 16 ? 0 : contents.width / 2 + 16  
                        dy += line_height #if dx == 0  
                        return if dy + line_height > contents.height  
                end  
        end  
        #--------------------------------------------------------------------------  
        # ● 绘制普通能力值    
  #def mhp;  param(0);   end    # 最大HP          Maximum Hit Point  
  #def mmp;  param(1);   end    # 最大MP          Maximum Magic Point  
  #def atk;  param(2);   end    # 物理攻击        ATtacK power  
  #def def;  param(3);   end    # 物理防御        DEFense power  
  #def mat;  param(4);   end    # 魔法攻击        Magic ATtack power  
  #def mdf;  param(5);   end    # 魔法防御        Magic DeFense power  
  #def agi;  param(6);   end    # 敏 捷 值        AGIlity  
  #def luk;  param(7);   end    # 幸 运 值        LUcK  
        #--------------------------------------------------------------------------  
        def draw_parameters(x, y)  
                contents.font.size=18  
    w=24  
                rct_w=32  
                rct_h=24  
                y_z=210  
                x_z=0  
#~     draw_icon(15, x_z , y_z, enabled = true)  
#~                 draw_icon(16, x_z , y_z+w, enabled = true)  
#~                 draw_icon(17, x_z , y_z+w*2, enabled = true)  
#~                 draw_icon(18, x_z , y_z+w*3, enabled = true)  
#~                 draw_icon(19, x_z+70 , y_z, enabled = true)  
#~                 draw_icon(10, x_z+70 , y_z+w, enabled = true)  
#~                 draw_icon(21, x_z+70 , y_z+w*2, enabled = true)  
#~     draw_icon(21, x_z+70 , y_z+w*3, enabled = true)  
    draw_actor_param(@actor, x_z, y_z  , 0)  
    draw_actor_param(@actor, x_z, y_z + w * 1, 1)  
    draw_actor_param(@actor, x_z, y_z + w * 2, 2)  
    draw_actor_param(@actor, x_z, y_z + w * 3, 3)  
    draw_actor_param(@actor, 74, y_z , 4)  
    draw_actor_param(@actor, 74, y_z + w * 1, 5)  
    draw_actor_param(@actor, 74, y_z + w * 2, 6)  
    draw_actor_param(@actor, 74, y_z + w * 3, 7)  
        end  
  #--------------------------------------------------------------------------  
        # ● 绘制X能力值  
        #--------------------------------------------------------------------------  
        def draw_xparameters  
                x=140  
                l=18  
                y=Graphics.height-l*10  
                contents.font.size=16  
                draw_actor_xparam(@actor, x, y+l*1,0 , "物理命中")  
                draw_actor_xparam(@actor, x, y+l*2,1 , "物理闪避")  
                draw_actor_xparam(@actor, x, y+l*3,2 , "会心一击")  
                draw_actor_xparam(@actor, x, y+l*4,3 , "抗会心一击")  
                #~  draw_actor_xparam(@actor, x, y+l*5,4 , "技能闪避")  
                #~  draw_actor_xparam(@actor, x, y+l*6,5 , "技能反射")  
                draw_actor_xparam(@actor, x, y+l*5,6 , "反击")  
                draw_actor_xparam(@actor, x, y+l*6,7 , "生命再生")  
                draw_actor_xparam(@actor, x, y+l*7,8 , "士气再生")  
                #~  draw_actor_xparam(@actor, x, y+l*10,9 , "怒气增长")  
        end  
  #--------------------------------------------------------------------------  
        # ● 绘制S能力值  
        #--------------------------------------------------------------------------  
        def draw_sparameters  
                x=0  
                l=18  
                y=Graphics.height-l*7  
                contents.font.size=16  
                draw_actor_sparam(@actor, x, y+l*1, 1,"防御修正")  
                draw_actor_sparam(@actor, x, y+l*2, 2,"恢复修正")  
                draw_actor_sparam(@actor, x, y+l*3, 3,"治疗修正")  
                #~  draw_actor_sparam(@actor, x, y+l*4, 4,"MP消费率")  
                #~  draw_actor_sparam(@actor, x, y+l*5, 5,"TP消耗率")  
                draw_actor_sparam(@actor, x, y+l*4, 6,"物抗修正")  
                #~  draw_actor_sparam(@actor, x, y+l*7, 7,"魔法伤害加成")  
                #~  draw_actor_sparam(@actor, x, y+l*8, 8,"地形伤害加成")  
                #~  draw_actor_sparam(@actor, x, y+l*9, 9,"经验获得加成")  
        end  
  #--------------------------------------------------------------------------  
        # ● 绘制人物背景  
        #--------------------------------------------------------------------------  
        def draw_backg  
                actor=@actor  
                actor_bg(actor.id)  
        end  
        def actor_bg(file_name)  
                bitmap = Cache.picture("/Actor#{file_name}_Status")  
                src_rect = Rect.new(0,0,544 ,412)  
                contents.blt(0, 0, bitmap, src_rect,255)  
        end  
  #--------------------------------------------------------------------------  
        # ● 绘制窗口背景  
        #--------------------------------------------------------------------------  
#~         def draw_window_backg  
#~                 windowbg = Cache.picture("/windowbg")  
#~                 src_rect = Rect.new(0,0,windowbg.width ,windowbg.height)  
#~                 contents.blt(0, 0, windowbg, src_rect,125)  
#~         end  
end  
 
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