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Lv1.梦旅人
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- class Window_HPSPonMap < Window_Base
- #--------------------------------------------------------------------------
- # ●初始化
- #--------------------------------------------------------------------------
- def initialize
- #super(0,0,180,120)#窗口的大小和位置,这个位置是显示血条用的。
- super(0,0,640,480)#如果不是显示血条而是其他东西,请用这个。
- HPSPonMap_initialize("黑体")
- self.opacity = 0#这个是窗口的不透明度,调成255窗口就会在地图上显示。
- end
- #--------------------------------------------------------------------------
- # ●更新
- #--------------------------------------------------------------------------
- def update
- self.contents.clear
- #以下为自定义的内容,其实就是窗口里的东西,请自行调整(东西越多越容易影响速度!)。
- actor = $game_party.actors[0]#队伍里的第一位角色(因为为了防止卡机,最好只显示一人的。)
- #draw_hp_bar(actor,0,20)#画血条
- #draw_sp_bar(actor,0,40)#画气条
- draw_actor_name(actor,0,0)#画角色名字
- draw_actor_hp(actor,0,20)#画角色HP
- draw_actor_sp(actor,0,40)#画角色SP
- draw_actor_exp(actor,0,60)#EXP条
- draw_actor_state(actor,80,0)#显示角色状态
- draw_actor_level(actor,0,400)#显示角色等级
- self.contents.font.color = Color.new(153,0,0,255)#调整字体颜色,按RGB格式,最后一个是色彩强度
- #self.contents.draw_text(0, 60, 180, 32, load_data("Data/MapInfos.rxdata")[$game_map.map_id].name)#显示当前地图名
- #self.contents.font.color = Color.new(255,100,100,255)
- #self.contents.draw_text(0, 80, 180, 32, "角色的X坐标:" + $game_player.x.to_s)#显示角色的地图X坐标
- #self.contents.font.color = Color.new(100,255,100,255)
- #self.contents.draw_text(0, 100, 180, 32, "角色的Y坐标:" + $game_player.y.to_s)#显示角色的地图Y坐标
- #如果要显示变量,请按以下格式。
- #self.contents.draw_text(X的值, Y的值, 180, 32, $game_variables[变量编号].to_s)
- self.contents.draw_text(480, 0, 180, 32, $game_variables[30].to_s)
- end
- end
复制代码 还需要修改Window_map- #==============================================================================
- # ■ Window_Base
- #------------------------------------------------------------------------------
- # 游戏中全部窗口的超级类。
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # x : 窗口的 X 坐标
- # y : 窗口的 Y 坐标
- # width : 窗口的宽
- # height : 窗口的宽
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height)
- super()
- @windowskin_name = $game_system.windowskin_name
- self.windowskin = RPG::Cache.windowskin(@windowskin_name)
- self.x = x
- self.y = y
- self.width = width
- self.height = height
- self.z = 100
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- # 如果窗口的内容已经被设置就被释放
- if self.contents != nil
- self.contents.dispose
- end
- super
- end
- #--------------------------------------------------------------------------
- # ● 获取文字色
- # n : 文字色编号 (0~7)
- #--------------------------------------------------------------------------
- def text_color(n)
- case n
- when 0
- return Color.new(255, 255, 255, 255)
- when 1
- return Color.new(128, 128, 255, 255)
- when 2
- return Color.new(255, 128, 128, 255)
- when 3
- return Color.new(128, 255, 128, 255)
- when 4
- return Color.new(128, 255, 255, 255)
- when 5
- return Color.new(255, 128, 255, 255)
- when 6
- return Color.new(255, 255, 128, 255)
- when 7
- return Color.new(192, 192, 192, 255)
- else
- normal_color
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取普通文字色
- #--------------------------------------------------------------------------
- def normal_color
- return Color.new(255, 255, 255, 255)
- end
- #--------------------------------------------------------------------------
- # ● 获取无效文字色
- #--------------------------------------------------------------------------
- def disabled_color
- return Color.new(255, 255, 255, 128)
- end
- #--------------------------------------------------------------------------
- # ● 获取系统文字色
- #--------------------------------------------------------------------------
- def system_color
- return Color.new(192, 224, 255, 255)
- end
- #--------------------------------------------------------------------------
- # ● 获取危机文字色
- #--------------------------------------------------------------------------
- def crisis_color
- return Color.new(255, 255, 64, 255)
- end
- #--------------------------------------------------------------------------
- # ● 获取战斗不能文字色
- #--------------------------------------------------------------------------
- def knockout_color
- return Color.new(255, 64, 0)
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 如果窗口的外关被变更了、再设置
- if $game_system.windowskin_name != @windowskin_name
- @windowskin_name = $game_system.windowskin_name
- self.windowskin = RPG::Cache.windowskin(@windowskin_name)
- end
- end
- #--------------------------------------------------------------------------
- # ● 图形的描绘
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_graphic(actor, x, y)
- bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
- cw = bitmap.width / 4
- ch = bitmap.height / 4
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
- end
- #--------------------------------------------------------------------------
- # ● 名称的描绘
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_name(actor, x, y)
- self.contents.font.color = normal_color
- self.contents.draw_text(x, y, 120, 32, actor.name)
- end
- #--------------------------------------------------------------------------
- # ● 职业的描绘
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_class(actor, x, y)
- self.contents.font.color = normal_color
- self.contents.draw_text(x, y, 236, 32, actor.class_name)
- end
- #--------------------------------------------------------------------------
- # ● 水平的描画
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_level(actor, x, y)
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 32, 32, "Lv")
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● 生辰成描绘用状态字符串
- # actor : 角色
- # width : 描画目标的宽度
- # need_normal : [正常] 是否为必须 (true / false)
- #--------------------------------------------------------------------------
- def make_battler_state_text(battler, width, need_normal)
- # 获取括号的宽
- brackets_width = self.contents.text_size("[]").width
- # 生成状态名字符串
- text = ""
- for i in battler.states
- if $data_states[i].rating >= 1
- if text == ""
- text = $data_states[i].name
- else
- new_text = text + "/" + $data_states[i].name
- text_width = self.contents.text_size(new_text).width
- if text_width > width - brackets_width
- break
- end
- text = new_text
- end
- end
- end
- # 状态名空的字符串是 "[正常]" 的情况下
- if text == ""
- if need_normal
- text = "[正常]"
- end
- else
- # 加上括号
- text = "[" + text + "]"
- end
- # 返回完成后的文字类
- return text
- end
- #--------------------------------------------------------------------------
- # ● 描绘状态
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标的宽
- #--------------------------------------------------------------------------
- def draw_actor_state(actor, x, y, width = 120)
- text = make_battler_state_text(actor, width, true)
- self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
- self.contents.draw_text(x, y, width, 32, text)
- end
- #--------------------------------------------------------------------------
- # ● 描画 EXP
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_exp(actor, x, y)
- #self.contents.font.color = system_color
- #self.contents.draw_text(x, y, 24, 32, "E")
- #self.contents.font.color = normal_color
- #self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
- #self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
- #self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
- end
-
- #--------------------------------------------------------------------------
- # ● 描绘 HP
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标的宽
- #--------------------------------------------------------------------------
- def draw_actor_hp(actor, x, y, width = 144)
- # 描绘字符串 "HP"
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
- # 计算描绘 MaxHP 所需的空间
- if width - 32 >= 108
- hp_x = x + width - 108
- flag = true
- elsif width - 32 >= 48
- hp_x = x + width - 48
- flag = false
- end
- # 描绘 HP
- self.contents.font.color = actor.hp == 0 ? knockout_color :
- actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
- self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
- # 描绘 MaxHP
- if flag
- self.contents.font.color = normal_color
- self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
- self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘 SP
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标的宽
- #--------------------------------------------------------------------------
- def draw_actor_sp(actor, x, y, width = 144)
- # 描绘字符串 "SP"
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
- # 计算描绘 MaxSP 所需的空间
- if width - 32 >= 108
- sp_x = x + width - 108
- flag = true
- elsif width - 32 >= 48
- sp_x = x + width - 48
- flag = false
- end
- # 描绘 SP
- self.contents.font.color = actor.sp == 0 ? knockout_color :
- actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
- self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
- # 描绘 MaxSP
- if flag
- self.contents.font.color = normal_color
- self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
- self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘能力值
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # type : 能力值种类 (0~6)
- #--------------------------------------------------------------------------
- def draw_actor_parameter(actor, x, y, type)
- case type
- when 0
- parameter_name = $data_system.words.atk
- parameter_value = actor.atk
- when 1
- parameter_name = $data_system.words.pdef
- parameter_value = actor.pdef
- when 2
- parameter_name = $data_system.words.mdef
- parameter_value = actor.mdef
- when 3
- parameter_name = $data_system.words.str
- parameter_value = actor.str
- when 4
- parameter_name = $data_system.words.dex
- parameter_value = actor.dex
- when 5
- parameter_name = $data_system.words.agi
- parameter_value = actor.agi
- when 6
- parameter_name = $data_system.words.int
- parameter_value = actor.int
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 120, 32, parameter_name)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● 描绘物品名
- # item : 物品
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_item_name(item, x, y)
- if item == nil
- return
- end
- bitmap = RPG::Cache.icon(item.icon_name)
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 28, y, 212, 32, item.name)
- end
- ###########################################################################
- #--------------------------------------------------------------------------
- # 新的窗口for地图上的HP和SP条
- #--------------------------------------------------------------------------
- def HPSPonMap_initialize(font=0,size=20)
- font = "黑体" if font == 0
- self.contents = Bitmap.new(self.width-32,self.height-32)
- self.contents.font.name = font
- self.contents.font.size = size
- end
- #--------------------------------------------------------------------------
- # 画HP条
- # 设计byLE,颜色渐变法by樱雅在土(没这个就很难画出渐变色)
- #--------------------------------------------------------------------------
- def draw_hp_bar(actor,x,y)
- width = 40
- black = Color.new(0,0,0,200)
- black2 = Color.new(0,0,0,100)
- #RP颜色计算法
- val = 255 * ((actor.hp*100)/actor.maxhp)
- green = 0 + val/100
- val2 = 255 * ((actor.hp*100)/actor.maxhp)
- red2 = 255 - val2/100
- green2 = 0 + val2/100
- startcolor = Color.new(red2,green2,0,150)
- endcolor = Color.new(255,green,0,150)
- w = width * actor.hp / actor.maxhp
- #黑色倒影
- draw_line(x+4, y+18, x+width+4, y+18, black, 7, black2)
- #画血条(横板渐变色,颜色变化法由樱雅在土提供)
- draw_line(x, y+14, x+w, y+14, startcolor, 7, endcolor)
- #写上HP两个大字,顺便表示HP的数值。
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
- end
- #--------------------------------------------------------------------------
- # 画SP条
- # 设计byLE,颜色渐变法by樱雅在土(没这个就很难画出渐变色)
- #--------------------------------------------------------------------------
- def draw_sp_bar(actor,x,y)
- width = 40
- black = Color.new(0,0,0,200)
- black2 = Color.new(0,0,0,100)
- startcolor = Color.new(0,0,255,150)
- endcolor = Color.new(0,255,255,150)
- w = width * actor.sp / actor.maxsp
- #黑色倒影
- draw_line(x+4, y+18, x+width+4, y+18, black, 7, black2)
- #画气条(横板渐变色,颜色变化法由樱雅在土提供)
- draw_line(x, y+14, x+w, y+14, startcolor, 7, endcolor)
- #写上SP两个大字,顺便表示SP的数值。
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
- end
- #--------------------------------------------------------------------------
- # ● ライン描画 by 桜雅 在土
- #--------------------------------------------------------------------------
- def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
- # 描写距離の計算。大きめに直角時の長さ。
- distance = (start_x - end_x).abs + (start_y - end_y).abs
- # 描写開始
- if end_color == start_color
- for i in 1..distance
- x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
- y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
- if width == 1
- self.contents.set_pixel(x, y, start_color)
- else
- self.contents.fill_rect(x, y, width, width, start_color)
- end
- end
- else
- for i in 1..distance
- x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
- y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
- r = start_color.red * (distance-i)/distance + end_color.red * i/distance
- g = start_color.green * (distance-i)/distance + end_color.green * i/distance
- b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
- a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
- if width == 1
- self.contents.set_pixel(x, y, Color.new(r, g, b, a))
- else
- self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
- end
- end
- end
- end
- ###########################################################################
- end
复制代码 在Scene_map中添加刷新就行了
另外不知道你的Scene_map有没有改过所以不发了 |
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正确回答,恭喜你获得由66RPG提供的精美好. |
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