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Lv1.梦旅人
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- #==============================================================================
- # ■ Window_BattleStatus
- #------------------------------------------------------------------------------
- # 显示战斗画面同伴状态的窗口。
- #==============================================================================
- class Window_BattleStatus < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 640, 480)
- self.contents = Bitmap.new(width - 32, height - 32)
- @level_up_flags = [false, false, false, false]
- #........................................................................
- self.opacity = 0
- @sta_back = []
- @sta_output = []
- @cp_output = []
- @hp_bitmap = RPG::Cache.picture("../system/battle/hmcp/hp_bar.png")
- @mp_bitmap = RPG::Cache.picture("../system/battle/hmcp/mp_bar.png")
- @bitmap3 = RPG::Cache.picture("../system/battle/hmcp/底.png")
- @cp_bitmap = RPG::Cache.picture("../system/battle/hmcp/cp_bar.png")
- @cp_output = []
- @cp_back_bar = Sprite.new
- @cp_back_bar.bitmap = Bitmap.new("Graphics/system/battle/hmcp/cp_back_bar")
- @cp_back_bar.x = 571
- @cp_back_bar.y = 32
- @cp_back_bar.z = self.z + 2
- @actor_cp_sprite = []
- @actor_cp_sprite_back = []
- for actor_index in 1..$game_party.actors.size
- @cp_output[actor_index] = Sprite.new
- @cp_output[actor_index].bitmap = Bitmap.new(133, 78)
- @cp_output[actor_index].x = 0 + (actor_index - 1) * 133
- @cp_output[actor_index].y = 0 - 78 - 10
- @cp_output[actor_index].z = self.z + 2
- @cp_output[actor_index].bitmap.clear
- @sta_back[actor_index] = Sprite.new
- @sta_back[actor_index].bitmap = Bitmap.new("Graphics/System/Battle/sta_back/" + $game_party.actors[actor_index - 1].name + "战斗.png")
- @sta_back[actor_index].x = 510
- @sta_back[actor_index].y = 5 + (actor_index - 1) * 80
- @sta_back[actor_index].z = self.z + 1
- @sta_output[actor_index] = Sprite.new
- @sta_output[actor_index].bitmap = Bitmap.new(133, 78)
- @sta_output[actor_index].x = 505
- @sta_output[actor_index].y = -36 + (actor_index - 1) * 80
- @sta_output[actor_index].z = self.z + 2
- @sta_output[actor_index].bitmap.clear
- @sta_output[actor_index].bitmap.font.size = 10
- @sta_output[actor_index].bitmap.font.name = "黑体"
- hp_width = $game_party.actors[actor_index - 1].hp * @hp_bitmap.width/$game_party.actors[actor_index - 1].maxhp
- hp_rect = Rect.new(0, 0, hp_width, 10)
- mp_width = $game_party.actors[actor_index - 1].sp * @mp_bitmap.width/$game_party.actors[actor_index - 1].maxsp
- mp_rect = Rect.new(0, 0, mp_width, 10)
-
- @src_rect3 = Rect.new(0,0,@bitmap3.width, @bitmap3.height)
- self.contents.blt(10,220, @bitmap3, @src_rect3)
-
- @sta_output[actor_index].bitmap.blt(250, 44, @hp_bitmap, hp_rect)
- @sta_output[actor_index].bitmap.blt(66, 64, @mp_bitmap, mp_rect)
- @sta_output[actor_index].bitmap.blt(66, 54, @bitmap3, @src_rect3)
-
- @sta_output[actor_index].bitmap.font.color.set(255, 0, 0)
- @sta_output[actor_index].bitmap.draw_text(80, 31, 77, 11,$game_party.actors[actor_index - 1].hp.to_s + "/" + $game_party.actors[actor_index - 1].maxhp.to_s)
- @sta_output[actor_index].bitmap.font.color.set(0, 0, 255)
- @sta_output[actor_index].bitmap.draw_text(80, 51, 77, 11,$game_party.actors[actor_index - 1].sp.to_s + "/" + $game_party.actors[actor_index - 1].maxsp.to_s)
- end
- #........................................................................
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- super
- @hp_bitmap.bitmap.dispose
- @hp_bitmap.dispose
- @mp_bitmap.bitmap.dispose
- @mp_bitmap.dispose
- @cp_bitmap.bitmap.dispose
- @cp_bitmap.dispose
- for actor_index in 1..$game_party.actors.size
- @sta_back[actor_index].bitmap.dispose
- @sta_back[actor_index].dispose
- @sta_output[actor_index].bitmap.dispose
- @sta_output[actor_index].dispose
- @cp_output[actor_index].bitmap.dispose
- @cp_output[actor_index].dispose
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置升级标志
- # actor_index : 角色索引
- #--------------------------------------------------------------------------
- def level_up(actor_index)
- @level_up_flags[actor_index] = true
- end
- #......................................................................
- #--------------------------------------------------------------------------
- # ● 设置正在攻击标志
- # actor_index : 角色索引
- #--------------------------------------------------------------------------
- def in_atk(actor_index)
- @sta_back[actor_index + 1].bitmap = Bitmap.new("Graphics/System/Battle/sta_back/" + $game_party.actors[actor_index].name + "战斗1.png")
- end
- #--------------------------------------------------------------------------
- # ● 设置不在攻击标志
- # actor_index : 角色索引
- #--------------------------------------------------------------------------
- def out_atk(actor_index)
- @sta_back[actor_index + 1].bitmap = Bitmap.new("Graphics/System/Battle/sta_back/" + $game_party.actors[actor_index].name + "战斗.png")
- end
- #......................................................................
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- @item_max = $game_party.actors.size
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- #......................................................................
- actor_x = i * 160 + 145
- actor_y = i * 80 + 220
- @sta_output[i + 1].bitmap.clear
- hp_width = $game_party.actors[i].hp * @hp_bitmap.width/$game_party.actors[i].maxhp
- hp_rect = Rect.new(0, 0, hp_width, 100)
- mp_width = $game_party.actors[i].sp * @mp_bitmap.width/$game_party.actors[i].maxsp
- mp_rect = Rect.new(0, 0, mp_width, 100)
- @sta_output[i + 1].bitmap.blt(66, 44, @hp_bitmap, hp_rect)
- @sta_output[i + 1].bitmap.blt(66, 56, @mp_bitmap, mp_rect)
- @sta_output[i + 1].bitmap.font.color.set(255, 0, 0)
- #@sta_output[i + 1].bitmap.draw_text(80, 31, 77, 11,$game_party.actors[i].hp.to_s + "/" + $game_party.actors[i].maxhp.to_s)
- @sta_output[i + 1].bitmap.font.color.set(0, 0, 255)
- #@sta_output[i + 1].bitmap.draw_text(80, 51, 77, 11,$game_party.actors[i].sp.to_s + "/" + $game_party.actors[i].maxsp.to_s)
- #......................................................................
- if @level_up_flags[i]
- self.contents.font.color = normal_color
- self.contents.draw_text(0, 0, 640 , 480, "LEVEL UP!")
- else
- draw_actor_state(actor, 120, actor_y)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 主界面的不透明度下降
- if $game_temp.battle_main_phase
- self.contents_opacity = 255 #if self.contents_opacity > 1
- else
- self.contents_opacity = 255 #if self.contents_opacity < 255
- end
- end
- end
复制代码
请问如何在正常地图中也显示它.而不是只在战斗才显示这个状态栏 版务信息:本贴由楼主自主结贴~ |
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