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Lv1.梦旅人 
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 - 2008-7-21
 
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45度战斗脚本 
- # ————————————————————————————————————
 
 - # 本脚本来自www.66rpg.com,转载请保留此信息
 
 - # ————————————————————————————————————
 
  
- #==============================================================================
 
 - # ■ Game_Actor
 
 - #------------------------------------------------------------------------------
 
 - #  处理角色的类。本类在 Game_Actors 类 ($game_actors)
 
 - # 的内部使用、Game_Party 类请参考 ($game_party) 。
 
 - #==============================================================================
 
  
- class Game_Actor < Game_Battler
 
 -  #--------------------------------------------------------------------------
 
 -  # ● 取得战斗画面的 X 坐标
 
 -  #--------------------------------------------------------------------------
 
 -  def screen_x
 
 -  case self.index
 
 -  when 0
 
 -    return 350
 
 -  when 1
 
 -    return 430
 
 -  when 2
 
 -    return 510
 
 -  when 3
 
 -    return 580
 
 -  else
 
 -    return 600
 
  
-   end
 
 - end
 
 -  #--------------------------------------------------------------------------
 
 -  # ● 取得战斗画面的 Y 坐标
 
 -  #--------------------------------------------------------------------------
 
 -  def screen_y
 
 -  case self.index
 
 -  when 0
 
 -    return 430
 
 -  when 1
 
 -    return 395
 
 -  when 2
 
 -    return 360
 
 -  when 3
 
 -    return 325
 
 -  else
 
 -    return 1000
 
 -   end
 
 - end
 
 -  #--------------------------------------------------------------------------
 
 -  # ● 取得战斗画面的 Z 坐标
 
 -  #--------------------------------------------------------------------------
 
 -  def screen_z
 
 -  case self.index
 
 -  when 0
 
 -    return 10
 
 -  when 1
 
 -    return 9
 
 -  when 2
 
 -    return 8
 
 -  when 3
 
 -    return 7
 
 -  else
 
 -    return 0
 
 -    end
 
 -  end
 
 - end
 
  
-  
 
 - #==============================================================================
 
 - # ■ Window_Base
 
 - #------------------------------------------------------------------------------
 
 - #  游戏中全部窗口的超级类。
 
 - #==============================================================================
 
  
- class Window_Base < Window
 
 -  #--------------------------------------------------------------------------
 
 -  # ● 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_hp1(actor, x, y, width = 72)
 
 -    # 描绘字符串 "HP"
 
 -    self.contents.font.color = system_color
 
 -    self.contents.draw_text(x, y, 24, 24, $data_system.words.hp)
 
 -    # 计算描绘 MaxHP 所需的空间 
 
 -    if width - 24 >= 32
 
 -      hp_x = x + 32# + width - 24
 
 -    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, 32, 24, actor.hp.to_s, 2)
 
 -  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_sp1(actor, x, y, width = 72)
 
 -    # 描绘字符串 "SP" 
 
 -    self.contents.font.color = system_color
 
 -    self.contents.draw_text(x, y, 24, 24, $data_system.words.sp)
 
 -    # 计算描绘 MaxSP 所需的空间
 
 -    if width - 24 >= 32
 
 -      sp_x = x + 32# + width - 24
 
 -    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, 32, 24, actor.sp.to_s, 2)
 
 -  end
 
 - end
 
 -  
 
  
-  
 
  
 
- #==============================================================================
 
 - # ■ 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
 
 -  #--------------------------------------------------------------------------
 
 - #$data_system_level_up_me = "Audio/ME/升级音乐"
 
 -  def initialize
 
 -    super(0, 0, 640, 480)
 
 -    self.contents = Bitmap.new(width - 10, height - 32)
 
 -    self.opacity = 0
 
 -    @level_up_flags = [false, false, false, false]
 
 -    refresh
 
 -  end
 
 -  #--------------------------------------------------------------------------
 
 -  # ● 释放
 
 -  #--------------------------------------------------------------------------
 
 -  def dispose
 
 -    super
 
 -  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
 
 -  #--------------------------------------------------------------------------
 
 -  # ● 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]
 
 -      case i
 
 -        when 0
 
 -         x = 310
 
 -         y = 390
 
 -        when 1
 
 -         x = 390
 
 -         y = 340
 
 -        when 2
 
 -         x = 480
 
 -         y = 300
 
 -        when 3
 
 -         x = 550
 
 -         y = 270
 
 -       end
 
 -      if @level_up_flags[i]
 
 -        self.contents.font.color = normal_color
 
 -        self.contents.draw_text(x, y, 80, 24, "LEVEL UP!")
 
 -        Audio.me_stop 
 
 - #        Audio.me_play($data_system_level_up_me) 
 
 -      else
 
 -      draw_actor_hp1(actor, x-15, y-15, 80)
 
 -      draw_actor_sp1(actor, x-15, y+5, 80)
 
 -     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 -= 50 if self.contents_opacity > 1
 
 -    else
 
 -      self.contents_opacity += 50 if self.contents_opacity < 255
 
 -    end
 
 -  end
 
 - end
 
  
-  
 
  
-  
 
  
- #==============================================================================
 
 - # ■ Window_BattleStatus
 
 - #==============================================================================
 
 - class Window_BattleStatus < Window_Base
 
 -  #--------------------------------------------------------------------------
 
 -  # ● 初始化
 
 -  #--------------------------------------------------------------------------
 
 -  alias xrxs_bp2_refresh refresh
 
 -  def refresh
 
 -    xrxs_bp2_refresh
 
 -    @item_max = $game_party.actors.size
 
 -     for i in 0...$game_party.actors.size
 
 -      actor = $game_party.actors[i]
 
 -      case i
 
 -        when 0
 
 -         x = 310
 
 -         y = 390
 
 -        when 1
 
 -         x = 390
 
 -         y = 340
 
 -        when 2
 
 -         x = 480
 
 -         y = 300
 
 -        when 3
 
 -         x = 550
 
 -         y = 270
 
 -       end
 
 -      draw_actor_hp_meter(actor, x, y, 50)
 
 -      draw_actor_sp_meter(actor, x, y + 8, 50)
 
 -    end
 
 -  end
 
 - end
 
 - #==============================================================================
 
 - # ■ Window_Base
 
 - #==============================================================================
 
 - class Window_Base < Window
 
 -  #--------------------------------------------------------------------------
 
 -  # ● HP描画
 
 -  #--------------------------------------------------------------------------
 
 -  def draw_actor_hp_meter(actor, x, y, width = 156, type = 0)
 
 -    if type == 1 and actor.hp == 0
 
 -      return
 
 -    end
 
 -    self.contents.font.color = system_color
 
 -    self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 25))
 
 -    w = width * actor.hp / actor.maxhp
 
 -    self.contents.fill_rect(x, y+28, w,1, Color.new(255, 96, 96, 255))
 
 -    self.contents.fill_rect(x, y+29, w,1, Color.new(255, 0, 0, 255))
 
 -    self.contents.fill_rect(x, y+30, w,1, Color.new(128, 0, 0, 255))
 
 -    self.contents.fill_rect(x, y+31, w,1, Color.new(0, 0, 0, 255))
 
 -    
 
 -    end
 
 -  #--------------------------------------------------------------------------
 
 -  # ● SP描画
 
 -  #--------------------------------------------------------------------------
 
 -  def draw_actor_sp_meter(actor, x, y, width = 156, type = 0)
 
 -    if type == 1 and actor.hp == 0
 
 -      return
 
 -    end
 
 -    self.contents.font.color = system_color
 
 -    self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))
 
 -    w = width * actor.sp / actor.maxsp
 
 -    self.contents.fill_rect(x, y+28, w,1, Color.new(128, 255, 255, 255))
 
 -    self.contents.fill_rect(x, y+29, w,1, Color.new(0, 255, 255, 255))
 
 -    self.contents.fill_rect(x, y+30, w,1, Color.new(0, 192, 192, 255))
 
 -    self.contents.fill_rect(x, y+31, w,1, Color.new(0, 128, 128, 255))
 
 -  end
 
 - end
 
 
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