| 赞 | 0  | 
 
| VIP | 0 | 
 
| 好人卡 | 1 | 
 
| 积分 | 1 | 
 
| 经验 | 10671 | 
 
| 最后登录 | 2017-5-16 | 
 
| 在线时间 | 130 小时 | 
 
 
 
 
 
Lv1.梦旅人 
	- 梦石
 - 0 
 
        - 星屑
 - 50 
 
        - 在线时间
 - 130 小时
 
        - 注册时间
 - 2016-1-14
 
        - 帖子
 - 131
 
 
 
 | 
	
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
 
 
 
如上图,我已经把其他准备好了,就差在图中红框里插入人物头像。 
我其实也试过了,但却只能插入一张人物头像,在换人之后也一直没有变过,如下图: 
 
 
 
所以在此想请教高手一下,如何才能让这张肖像图跟着人物的选择而改变?! 
 
具体脚本如下: 
1.这是Window_BattleStatus中的脚本: 
 
#encoding:utf-8 
#============================================================================== 
# ■ Window_BattleStatus 
#------------------------------------------------------------------------------ 
#  战斗画面中,显示“队伍成员状态”的窗口。 
#============================================================================== 
 
class Window_BattleStatus < Window_Selectable 
  #-------------------------------------------------------------------------- 
  # ● 初始化对象 
  #-------------------------------------------------------------------------- 
  def initialize 
    super(0, 0, window_width, window_height) 
    refresh 
    self.openness = 0 
  end 
  #-------------------------------------------------------------------------- 
  # ● 获取窗口的宽度 
  #-------------------------------------------------------------------------- 
  def window_width 
    Graphics.width - 128 
  end 
  #-------------------------------------------------------------------------- 
  # ● 获取窗口的高度 
  #-------------------------------------------------------------------------- 
  def window_height 
    fitting_height(visible_line_number) 
  end 
  #-------------------------------------------------------------------------- 
  # ● 获取显示行数 
  #-------------------------------------------------------------------------- 
  def visible_line_number 
    return 4 
  end 
  #-------------------------------------------------------------------------- 
  # ● 获取项目数 
  #-------------------------------------------------------------------------- 
  def item_max 
    $game_party.battle_members.size 
  end 
  #-------------------------------------------------------------------------- 
  # ● 刷新 
  #-------------------------------------------------------------------------- 
  def refresh 
    contents.clear 
    draw_all_items 
  end 
  #-------------------------------------------------------------------------- 
  # ● 绘制项目 
  #-------------------------------------------------------------------------- 
  def draw_item(index) 
    actor = $game_party.battle_members[index] 
  #  draw_basic_area(basic_area_rect(index), actor)   #基本区域 
    draw_gauge_area(gauge_area_rect(index), actor)   #状态   
    draw_actor_face(actor, x, y, enabled = true)       #绘制肖像 
  end 
  #-------------------------------------------------------------------------- 
  # ● 获取基本区域的矩形 
  #-------------------------------------------------------------------------- 
  def basic_area_rect(index) 
    rect = item_rect_for_text(index) 
    rect.width = gauge_area_width + 10 
    rect 
  end 
  #-------------------------------------------------------------------------- 
  # ● 获取值槽区域的矩形 
  #-------------------------------------------------------------------------- 
  def gauge_area_rect(index) 
    rect = item_rect_for_text(index) 
    rect.x += rect.width - gauge_area_width - 10 
    rect.y += -3 
    rect.width = gauge_area_width 
    rect 
  end 
  #-------------------------------------------------------------------------- 
  # ● 获取值槽区域的宽度 
  #-------------------------------------------------------------------------- 
  def gauge_area_width 
    return 230 
  end 
  #-------------------------------------------------------------------------- 
  # ● 绘制基本区域 
  #-------------------------------------------------------------------------- 
  #def draw_basic_area(rect, actor) 
  #  draw_actor_name(actor, rect.x + 0, rect.y, 100) 
  #  draw_actor_icons(actor, rect.x + 104, rect.y, rect.width - 104) 
  #  end 
  #-------------------------------------------------------------------------- 
  # ● 绘制角色肖像图 
  #     enabled : 有效的标志。false 的时候使用半透明效果绘制 
  #-------------------------------------------------------------------------- 
  def draw_face(face_name, face_index, x, y, enabled = true) 
    bitmap = Cache.face(face_name) 
    rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, 96, 96) 
    contents.blt(x - 140, y, bitmap, rect, enabled ? 255 : translucent_alpha) 
    bitmap.dispose 
  end 
  #-------------------------------------------------------------------------- 
  # ● 绘制值槽区域 
  #-------------------------------------------------------------------------- 
  def draw_gauge_area(rect, actor) 
    if $data_system.opt_display_tp 
      draw_gauge_area_with_tp(rect, actor) 
    else 
      draw_gauge_area_without_tp(rect, actor) 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● 绘制值槽区域(包括 TP) 
  #-------------------------------------------------------------------------- 
  def draw_gauge_area_with_tp(rect, actor) 
    draw_actor_hp(actor, rect.x + 0, rect.y, 72) 
    draw_actor_mp(actor, rect.x + 82, rect.y, 64) 
    draw_actor_tp(actor, rect.x + 156, rect.y, 64) 
  end 
  #-------------------------------------------------------------------------- 
  # ● 绘制值槽区域(不包括 TP) 
  #-------------------------------------------------------------------------- 
  def draw_gauge_area_without_tp(rect, actor) 
    draw_actor_hp(actor, rect.x + 0, rect.y, 134) 
    draw_actor_mp(actor, rect.x + 144,  rect.y, 76) 
  end 
end 
[/quote] |   
 
 
 
 |