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[已经过期] 使用华丽横版脚本的两个问题...

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Lv1.梦旅人

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发表于 2011-5-17 23:59:50 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 lincen 于 2011-5-18 00:01 编辑

第一个,血条排列整齐问题,还有一个就是战斗菜单向下滚动...


这个脚本应该是设置排列的吧,谁帮我看看,实在看不懂了
  1. #==============================================================================
  2. # ★RGSS2
  3. # STR33g1_Battle Status  0.5 08/03/20
  4. #
  5. # ・STR11e has the same specifications.
  6. # ★STR11eの後付ゲージプラグインを利用することができます。
  7. #  このスクリプトより下に導入してください。
  8. #
  9. # ◇Features
  10. # ・Different HP/MP Gauge Flavor
  11. # ・"Rolling" Numbers
  12. # ・State Icon Cycle
  13. #
  14. # ◇Materials
  15. # This script requires several image skins.
  16. # Skin images are placed in the .GraphicsSystem folder.
  17. #
  18. # ・Main Skin
  19. #  HP/MP Back Gauge Skin
  20. #   No size limit.
  21. # ・HP/MP Gauge
  22. #  Normally two gauges
  23. #   Width = Unlimited
  24. #  Height = Gauge Height(Optional) * 2
  25. #  一列目に通常ゲージ、二列目に追尾ゲージを配置します。
  26. # ・Numbers
  27. #  0123456789 is the order of number arrays
  28. #   Width = One Frame Width(Any Size) * 10
  29. #  Height = Unlimited
  30. # ・State Skin
  31. #  State Icon Main Skin
  32. #  なにもステートが掛かっていない時は非表示になる仕様の為、
  33. #  Main skin is separate.
  34. #  No size limit.
  35. #
  36. #==============================================================================
  37. # ■ Window_BattleStatus
  38. #==============================================================================
  39. class Window_BattleStatus < Window_Selectable
  40.   # Skin File name
  41.   BTSKIN_00 = "atb_Btskin_main"   # Main Skin
  42.   BTSKIN_01 = "atb_Btskin_hp"     # HP(Gauge)
  43.   BTSKIN_02 = "atb_Btskin_mp"     # MP(Gauge)
  44.   BTSKIN_04 = "Btskin_n00"    # HP(Numbers)
  45.   BTSKIN_05 = "Btskin_n00"    # MP(Numbers)
  46.   BTSKIN_03 = "atb_Btskin_state"  # State
  47.   # Skin coordinates[  x,  y]
  48.   BTSKIN_B_XY = [  0,  0]     # Standard Coordinates
  49.   BTSKIN_00XY = [  0,  0]     # Main Skin
  50.   BTSKIN_01XY = [132, 16]     # HP(Gauge)
  51.   BTSKIN_02XY = [216, 16]     # MP(Gauge)
  52.   BTSKIN_04XY = [148,  2]     # HP(Numbers)
  53.   BTSKIN_05XY = [232,  2]     # MP(Numbers)
  54.   BTSKIN_03XY = [104,  0]     # State Skin
  55.   BTSKIN_06XY = [104,  0]     # State
  56.   # Various Settings
  57.   BTSKIN_01GS = 2             # HP Gauge Speed (Low values are fast)
  58.   BTSKIN_02GS = 4             # MP Gauge Speed(Low values are fast)
  59.   BTSKIN_04SS = 6             # HP Rolling Numbers Speed(Low values are fast)
  60.   BTSKIN_05SS = 2             # MP Rolling Numbers Speed(Low values are fast)
  61.   BTSKIN_04NS = 4             # HP Maximum Digits
  62.   BTSKIN_05NS = 4             # MP Maximum Digits
  63.   BTSKIN_06WH = [24,24]       # [State Width, Height]
  64.   BTSKIN_06SC = 2             # State Icon Scroll Speed
  65.                               # (Values close to 1 are fast)
  66.   # バトルステータス座標
  67.   def set_xy
  68.     @x = []
  69.     @y = []
  70.     for i in 0...$game_party.members.size
  71.       x =
  72.       y = (i * 24)
  73.       @x[i] = x + 16#+ STRRGSS2::ST_SX
  74.       @y[i] = y + 16#+ STRRGSS2::ST_SY
  75.     end
  76.   end
  77.   # 設定箇所ここまで
  78.   @@f = false
  79.   
  80.   
  81.   #--------------------------------------------------------------------------
  82.   # ★ エイリアス
  83.   #--------------------------------------------------------------------------
  84.   alias initialize_str33 initialize
  85.   def initialize(f = false)
  86.     initialize_str33
  87.     unless @@f
  88.       @f = @@f = true
  89.     else
  90.       @f = false
  91.     end
  92.     set_xy
  93.     @s_sprite = []
  94.     @s_party = []
  95.     @s_lv = []
  96.     @opacity = 0
  97.     self.contents.dispose
  98.     self.create_contents
  99.     self.back_opacity = 0
  100.     self.opacity = 0
  101.     #@column_max = $game_party.actors.size
  102.     @viewport = Viewport.new(0, 416-128, 416, 128)
  103.     @hpgw = (Cache.system(BTSKIN_01)).width
  104.     @mpgw = (Cache.system(BTSKIN_02)).width
  105.     @viewport.z = self.z - 1
  106.     @state_opacity = []
  107.     @item_max = $game_party.members.size
  108.     return unless @f
  109.     for i in 0...@item_max
  110.       draw_item(i)
  111.     end
  112.     update
  113.   end
  114.   #--------------------------------------------------------------------------
  115.   # ● リフレッシュ潰し
  116.   #--------------------------------------------------------------------------
  117.   def refresh
  118.     # :-)
  119.   end
  120.   #--------------------------------------------------------------------------
  121.   # ● ステートの描画
  122.   #--------------------------------------------------------------------------
  123.   def draw_actor_state(actor)
  124.     icon = Cache.system("Iconset")
  125.     w = actor.states.size * 24
  126.     w = 24 if w < 1
  127.     bitmap = Bitmap.new(w, BTSKIN_06WH[1])
  128.     count = 0
  129.     for state in actor.states
  130.       icon_index = state.icon_index
  131.       x = 24 * count
  132.       rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
  133.       bitmap.blt(x, 0, icon, rect)
  134.       count += 1
  135.     end
  136.     return bitmap
  137.   end
  138.   #--------------------------------------------------------------------------
  139.   # ● 名前作成
  140.   #--------------------------------------------------------------------------
  141.   def name_bitmap(actor)
  142.     bitmap = Bitmap.new(100, 24)
  143.     bitmap.font.size = 16
  144.     bitmap.draw_text_f(0, 0, 100, 24, actor.name)
  145.     return bitmap
  146.   end
  147.   #--------------------------------------------------------------------------
  148.   # ● ステート数取得
  149.   #--------------------------------------------------------------------------
  150.   def state_size(actor)
  151.     return actor.states.size
  152.   end
  153.   #--------------------------------------------------------------------------
  154.   # ● アイテム作成
  155.   #--------------------------------------------------------------------------
  156.   def draw_item(index)
  157.     return unless @f
  158.     actor = $game_party.members[index]
  159.     #
  160.     @s_sprite[index] = []
  161.     s = @s_sprite[index]
  162.     # メインスキン
  163.     s[0] = Sprite.new(@viewport)
  164.     s[0].bitmap = Cache.system(BTSKIN_00)
  165.     s[0].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_00XY[0]
  166.     s[0].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_00XY[1]
  167.     s[0].z = 0
  168.     # HP
  169.     s[1] = Sprite.new(@viewport)
  170.     s[1].bitmap = Cache.system(BTSKIN_01)
  171.     s[1].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_01XY[0]
  172.     s[1].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_01XY[1]
  173.     s[1].z = 4
  174.     w = s[1].bitmap.width
  175.     h = s[1].bitmap.height / 2
  176.     s[1].src_rect.set(0, 0, w, h)
  177.     s[2] = Sprite.new(@viewport)
  178.     s[2].bitmap = Cache.system(BTSKIN_01)
  179.     s[2].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_01XY[0]
  180.     s[2].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_01XY[1]
  181.     s[2].z = 3
  182.     s[2].src_rect.set(0, h, w, h)
  183.     s[11] = 96
  184.     s[6] = Sprite_strNumbers.new(@viewport, BTSKIN_04, BTSKIN_04NS)
  185.     s[6].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_04XY[0]
  186.     s[6].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_04XY[1]
  187.     s[6].z = 5
  188.     s[13] = actor.hp
  189.     s[6].update(s[13])
  190.     # MP
  191.     s[3] = Sprite.new(@viewport)
  192.     s[3].bitmap = Cache.system(BTSKIN_02)
  193.     s[3].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_02XY[0]
  194.     s[3].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_02XY[1]
  195.     s[3].z = 4
  196.     w = s[3].bitmap.width
  197.     h = s[3].bitmap.height / 2
  198.     s[3].src_rect.set(0, 0, w, h)
  199.     s[4] = Sprite.new(@viewport)
  200.     s[4].bitmap = Cache.system(BTSKIN_02)
  201.     s[4].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_02XY[0]
  202.     s[4].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_02XY[1]
  203.     s[4].z = 3
  204.     s[4].src_rect.set(0, h, w, h)
  205.     s[12] = 56
  206.     s[7] = Sprite_strNumbers.new(@viewport, BTSKIN_05, BTSKIN_05NS)
  207.     s[7].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_05XY[0]
  208.     s[7].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_05XY[1]
  209.     s[7].z = 5
  210.     s[14] = actor.mp
  211.     s[7].update(s[14])
  212.     # ステート
  213.     s[5] = Viewport.new(0, 0, BTSKIN_06WH[0], BTSKIN_06WH[1])
  214.     s[5].rect.x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_06XY[0] + @viewport.rect.x
  215.     s[5].rect.y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_06XY[1] + @viewport.rect.y
  216.     s[5].z = @viewport.z + 1
  217.     s[8] = Sprite.new(@viewport)
  218.     s[8].bitmap = Cache.system(BTSKIN_03)
  219.     s[8].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_03XY[0]
  220.     s[8].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_03XY[1]
  221.     s[8].z = -2
  222.     s[9] = Plane.new(s[5])
  223.     s[9].bitmap = draw_actor_state(actor)
  224.     s[10] = state_size(actor)
  225.     # 現在のステータスに
  226.     s[11] = ((@hpgw * (actor.hp / (actor.maxhp * 1.0))) + 1).truncate
  227.     if actor.maxmp != 0
  228.       s[12] = ((@mpgw * (actor.mp / (actor.maxmp * 1.0))) + 1).truncate
  229.     else
  230.       s[12] = 0
  231.     end
  232.     s[15] = Sprite.new(@viewport)
  233.     s[15].bitmap = name_bitmap(actor)
  234.     s[15].x = @x[index] + 4
  235.     s[15].y = @y[index] + 2
  236.     s[15].z = 0
  237.     s[1].src_rect.width = s[11]
  238.     s[2].src_rect.width = s[11]
  239.     s[3].src_rect.width = s[12]
  240.     s[4].src_rect.width = s[12]
  241.     s[6].update(s[13])
  242.     s[7].update(s[14])
  243.     # 不可視に
  244.     for l in [0,1,2,3,4,8,9,15]
  245.       s[l].opacity = 0
  246.     end
  247.     for l in [6,7]
  248.       s[l].o = 0
  249.     end
  250.     # 情報記憶
  251.     @s_lv[index] = actor.level
  252.     @s_party[index] = [actor.name, actor.hp, actor.maxhp,
  253.                        actor.mp, actor.maxmp, actor.states]
  254.     #
  255.   end
  256.   #--------------------------------------------------------------------------
  257.   # ● オブジェクト開放
  258.   #--------------------------------------------------------------------------
  259.   def dispose      
  260.     super
  261.     return unless @f
  262.     for i in 0...@s_sprite.size
  263.       for l in [0,1,2,3,4,8,9,15]
  264.         @s_sprite[i][l].bitmap.dispose
  265.         @s_sprite[i][l].dispose
  266.       end
  267.       for l in [5,6,7]
  268.         @s_sprite[i][l].dispose
  269.       end
  270.     end
  271.     @@f = false
  272.   end
  273.   #--------------------------------------------------------------------------
  274.   # ● フレーム更新
  275.   #--------------------------------------------------------------------------
  276.   def update
  277.     super
  278.     return unless @f
  279.     for i in 0...@s_sprite.size
  280.       s = @s_sprite[i]
  281.       a = $game_party.members[i]
  282.       m = @s_party[i]
  283.       @state_opacity[i] = 0 if @state_opacity[i] == nil
  284.       # 不透明度アップ
  285.       @state_opacity[i] += 8
  286.       if @opacity < 272
  287.         @opacity += 8
  288.         for l in [0,1,2,3,4,15]
  289.           s[l].opacity = @opacity
  290.         end
  291.         for l in [6,7]
  292.           s[l].o = @opacity
  293.         end
  294.       end
  295.       # 名前更新
  296.       if a.name != m[0]
  297.         s[15].bitmap.dispose
  298.         s[15].bitmap = name_bitmap(a)
  299.         m[0] = a.name
  300.       end
  301.       # HP/MP更新
  302.       update_hp(s,a,m)
  303.       update_mp(s,a,m)
  304.       # ステート更新
  305.       if s[10] > BTSKIN_06WH[0] / 24 and (Graphics.frame_count % BTSKIN_06SC) == 0
  306.         s[9].ox += 1
  307.       end
  308.       if s[10] > 0 and @state_opacity[i] < 272
  309.         for l in [8,9]
  310.           s[l].opacity = @state_opacity[i]
  311.         end
  312.       end
  313.       if a.states != m[5]
  314.         m[5] = a.states
  315.         s[9].ox = 0
  316.         s[9].bitmap.dispose
  317.         s[9].bitmap = draw_actor_state($game_party.members[i])
  318.         s[10] = state_size($game_party.members[i])
  319.         @state_opacity[i] = 0
  320.         for l in [8,9]
  321.           s[l].opacity = @state_opacity[i]
  322.         end
  323.       end
  324.     end
  325.   end
  326.   #--------------------------------------------------------------------------
  327.   # ● フレーム更新 (HP)
  328.   #--------------------------------------------------------------------------
  329.   def update_hp(s,a,m)
  330.     # HPくるくる
  331.     if a.hp != s[13]
  332.       c = 0; c = 1 if a.hp < a.maxhp / 4; c = 2 if a.hp == 0
  333.       if s[13] > a.hp
  334.         s[13] -= BTSKIN_04SS
  335.         s[13] = a.hp if s[13] < a.hp
  336.       else
  337.         s[13] += BTSKIN_04SS
  338.         s[13] = a.hp if s[13] > a.hp
  339.       end
  340.       s[6].update(s[13], c)
  341.     end
  342.     # HP
  343.     if a.hp != m[1]
  344.       s[11] = ((@hpgw * (a.hp / (a.maxhp * 1.0))) + 1).truncate
  345.       m[1] = a.hp
  346.     end
  347.     sr = s[1].src_rect
  348.     if sr.width != s[11]
  349.       sp = BTSKIN_01GS
  350.       sr.width = (s[11] + (s[1].src_rect.width * (sp - 1))) / sp
  351.       sr.width = 2 if sr.width <= 1 and a.hp > 0
  352.     end
  353.     sr = s[2].src_rect
  354.     sp = 2
  355.     if sr.width != s[1].src_rect.width and (Graphics.frame_count % sp) == 0
  356.       if sr.width < s[1].src_rect.width
  357.         sr.width += 1
  358.       else
  359.         sr.width -= 1
  360.       end
  361.     end
  362.     sr.width = 2 if sr.width <= 1 and a.hp > 0
  363.   end
  364.   #--------------------------------------------------------------------------
  365.   # ● フレーム更新 (MP)
  366.   #--------------------------------------------------------------------------
  367.   def update_mp(s,a,m)
  368.     # MPくるくる
  369.     if a.mp != s[14]
  370.       c = 0; c = 1 if a.mp < a.maxmp / 4
  371.       if s[14] > a.mp
  372.         s[14] -= BTSKIN_05SS
  373.         s[14] = a.mp if s[14] < a.mp
  374.       else
  375.         s[14] += BTSKIN_05SS
  376.         s[14] = a.mp if s[14] > a.mp
  377.       end
  378.       s[7].update(s[14], c)
  379.     end
  380.     # MP
  381.     if a.mp != m[3]
  382.       if a.maxmp != 0
  383.         s[12] = ((@mpgw * (a.mp / (a.maxmp * 1.0))) + 1).truncate
  384.       else
  385.         s[12] = 0
  386.       end
  387.       m[3] = a.mp
  388.     end
  389.     sr = s[3].src_rect
  390.     if sr.width != s[12]
  391.       sp = BTSKIN_02GS
  392.       sr.width = (s[12] + (s[3].src_rect.width * (sp - 1))) / sp
  393.       sr.width = 2 if sr.width <= 1 and a.mp > 0
  394.     end
  395.     sr = s[4].src_rect
  396.     sp = 2
  397.     if sr.width != s[3].src_rect.width and (Graphics.frame_count % sp) == 0
  398.       if sr.width < s[3].src_rect.width
  399.         sr.width += 1
  400.       else
  401.         sr.width -= 1
  402.       end
  403.     end
  404.     sr.width = 2 if sr.width <= 1 and a.mp > 0
  405.   end
  406. end

  407. #==============================================================================
  408. # ■ Sprite_strNumber
  409. #==============================================================================
  410. class Sprite_strNumber < Sprite
  411.   #--------------------------------------------------------------------------
  412.   # ● オブジェクト初期化
  413.   #--------------------------------------------------------------------------
  414.   def initialize(v, gra, n = 0)
  415.     @n = n
  416.     super(v)
  417.     self.bitmap = Cache.system(gra)
  418.     @w = self.bitmap.width/10
  419.     @h = self.bitmap.height/3
  420.     self.src_rect = Rect.new(@n*@w, 0, @w, @h)
  421.   end
  422.   #--------------------------------------------------------------------------
  423.   # ● フレーム更新
  424.   #--------------------------------------------------------------------------
  425.   def update(n = -1, c = 0)
  426.     @n = n
  427.     self.src_rect.x = @n*@w
  428.     self.src_rect.y = c*@h
  429.   end
  430. end
  431. #==============================================================================
  432. # ■ Sprite_strNumbers
  433. #==============================================================================
  434. class Sprite_strNumbers
  435.   attr_accessor :x
  436.   attr_accessor :y
  437.   attr_accessor :z
  438.   attr_accessor :o
  439.   #--------------------------------------------------------------------------
  440.   # ● オブジェクト初期化
  441.   #--------------------------------------------------------------------------
  442.   def initialize(v, gra, n = 4, s = 0)
  443.     @n = n # 桁数
  444.     @x = 0
  445.     @y = 0
  446.     @z = 0
  447.     @o = 255
  448.     @sprite = []
  449.     # 字間設定
  450.     b = Cache.system(gra)
  451.     @s = b.width / 10 - s
  452.     # スプライト作成
  453.     for i in 0...n
  454.       @sprite[i] = Sprite_strNumber.new(v, gra)
  455.     end
  456.     update
  457.   end
  458.   #--------------------------------------------------------------------------
  459.   # ● フレーム更新
  460.   #--------------------------------------------------------------------------
  461.   def update(v = 0, c = 0)
  462.     val = []
  463.     # 数値を配列に格納
  464.     for i in 0...@n
  465.       if (10 ** (i)) == 0
  466.         val[i] = v % 10
  467.       else
  468.         val[i] = v / (10 ** (i)) % 10
  469.       end
  470.     end
  471.     val = val.reverse
  472.     # 先頭の0を取り除く
  473.     for i in 0...@n
  474.       if val[i] == 0 and @n != i + 1
  475.         val[i] = -1
  476.       else
  477.         break
  478.       end
  479.     end
  480.     # スプライト更新
  481.     for i in 0...@n
  482.       @sprite[i].update(val[i], c)
  483.       @sprite[i].x = @x + (i * @s)
  484.       @sprite[i].y = @y
  485.       @sprite[i].z = @z
  486.       @sprite[i].opacity = @o
  487.     end
  488.   end
  489.   #--------------------------------------------------------------------------
  490.   # ● 不透明度の適用
  491.   #--------------------------------------------------------------------------
  492.   def o=(val)
  493.     @o = val
  494.     for i in 0...@n
  495.       @sprite[i].opacity = @o
  496.     end
  497.   end
  498.   #--------------------------------------------------------------------------
  499.   # ● オブジェクト開放
  500.   #--------------------------------------------------------------------------
  501.   def dispose
  502.     for i in [email protected]
  503.       @sprite[i].bitmap.dispose
  504.       @sprite[i].dispose
  505.     end
  506.   end
  507. end
复制代码


lincen于2011-5-18 00:25补充以下内容:
也许这个是,现在蒙了已经0.0
  1. #==============================================================================
  2. # ★RGSS2
  3. # STR11+atb_ATB Wait Gauge v1.0 08/03/20
  4. #   *STR33g1_Battle Status required
  5. #
  6. # ・Gauges are only for actors.
  7. # 
  8. #==============================================================================
  9. # ■ Window_BattleStatus
  10. #==============================================================================
  11. class Window_BattleStatus < Window_Selectable
  12.   # Skin file names
  13.   BTSKIN_17 = "wait_gauge01"   # Bars file name
  14.   BTSKIN_18 = "wait_gauge00"   # Skin file name
  15.   # XP Style Positions
  16.   #BTSKIN_17XY = [  0,  -8]     # Gauge coordinates [x, y]
  17.   #BTSKIN_18XY = [ -8, -16]     # Skin coordinates [x, y]

  18.   BTSKIN_17XY = [300,  16]     # Gauge coordinates [x, y]
  19.   BTSKIN_18XY = [292,   8]     # Skin coordinates [x, y]
  20.   #--------------------------------------------------------------------------
  21.   # ★ エイリアス
  22.   #--------------------------------------------------------------------------
  23.   alias initialize_str11pog initialize
  24.   def initialize(f = false)
  25.     @wagw = (Cache.system(BTSKIN_17)).width
  26.     initialize_str11pog(f)
  27.   end
  28.   #--------------------------------------------------------------------------
  29.   # ● アイテム作成
  30.   #--------------------------------------------------------------------------
  31.   alias draw_item_str11pwa draw_item
  32.   def draw_item(index)
  33.     return unless @f
  34.     actor = $game_party.members[index]
  35.     draw_item_str11pwa(index)
  36.     s = @s_sprite[index]
  37.     # ウェイトゲージ
  38.     s[17] = Sprite.new(@viewport)
  39.     s[17].bitmap = Cache.system(BTSKIN_17)
  40.     s[17].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_17XY[0]
  41.     s[17].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_17XY[1]
  42.     s[17].z = 4
  43.     w = s[17].bitmap.width
  44.     h = s[17].bitmap.height / 3
  45.     s[17].src_rect.set(0, 0, w, h)
  46.     # ウェイトスキン
  47.     s[18] = Sprite.new(@viewport)
  48.     s[18].bitmap = Cache.system(BTSKIN_18)
  49.     s[18].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_18XY[0]
  50.     s[18].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_18XY[1]
  51.     s[18].z = 3
  52.     #
  53.     s[20] = ((@wagw * (actor.ctb_gauge / (actor.max_ctb_gauge * 1.0))) + 1).truncate
  54.     s[17].src_rect.width = s[20]
  55.     # 不可視に
  56.     for l in [17,18]
  57.       s[l].opacity = 0
  58.     end
  59.     # 追加判定
  60.     @s_party[10] = actor.ctb_gauge
  61.   end
  62.   #--------------------------------------------------------------------------
  63.   # ● オブジェクト開放
  64.   #--------------------------------------------------------------------------
  65.   alias dispose_str11pwa dispose
  66.   def dispose
  67.     dispose_str11pwa
  68.     for i in 0...@s_sprite.size
  69.       for l in [17,18]
  70.         @s_sprite[i][l].bitmap.dispose
  71.         @s_sprite[i][l].dispose
  72.       end
  73.     end
  74.   end
  75.   #--------------------------------------------------------------------------
  76.   # ● フレーム更新
  77.   #--------------------------------------------------------------------------
  78.   alias update_str11pwa update
  79.   def update
  80.     update_str11pwa
  81.     return unless @f
  82.     for i in 0...@s_sprite.size
  83.       s = @s_sprite[i]
  84.       # 不透明度アップ
  85.       if @opacity < 272
  86.         for l in [17,18]
  87.           s[l].opacity = @opacity
  88.         end
  89.       end
  90.       # ウェイトゲージ更新
  91.       update_wa(s,$game_party.members[i],@s_party[i])
  92.     end
  93.   end
  94.   #--------------------------------------------------------------------------
  95.   # ● フレーム更新 (ウェイトゲージ)
  96.   #--------------------------------------------------------------------------
  97.   def update_wa(s,a,m)
  98.     sr = s[17].src_rect
  99.     # 色変更
  100.     gauge = a.ctb_gauge
  101.     if a.aw_gauge > 0
  102.       gauge = a.aw_gauge
  103.       s[17].src_rect.y = s[17].src_rect.height * 2
  104.     elsif @wagw <= sr.width
  105.       s[17].src_rect.y = s[17].src_rect.height
  106.     else
  107.       s[17].src_rect.y = 0
  108.     end
  109.     # ゲージ更新
  110.     if gauge != m[10]
  111.       s[20] = ((@wagw * (gauge / (a.max_ctb_gauge * 1.0))) + 1).truncate
  112.       m[10] = (gauge)
  113.       s[17].src_rect.width = s[20]
  114.     end
  115.   end
  116. end
复制代码

点评

横版脚本和华丽显示这块是两个脚本...  发表于 2011-5-18 10:54
换一个原版的横版脚本就行了吧  发表于 2011-5-18 10:24

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发表于 2011-5-18 12:46:41 | 只看该作者
回复 lincen 的帖子

LZ能不能把脚本所需的素材也发一下呢?
否则都没法试试
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