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本帖最后由 fux2 于 2011-2-5 22:41 编辑
攻击等待时,有状态
攻击时候,没有状态了
下面是脚本
请大家帮忙看看问题出在那- #==============================================================================
- # ■ 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, 320, 640, 160)
- 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")
- @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 = 450
- @cp_back_bar.y = 25
- @cp_back_bar.z = self.z + 1
- @actor_cp_sprite = []
- @actor_cp_sprite_back = []
- for actor in $game_party.actors
- @actor_cp_sprite[actor.index] = Sprite.new
- @actor_cp_sprite[actor.index].bitmap = Bitmap.new("Graphics/system/battle/hmcp/sprite/" + actor.name)
- @actor_cp_sprite[actor.index].x = 450
- @actor_cp_sprite[actor.index].y = 25 - 20
- @actor_cp_sprite[actor.index].z = 102
- @actor_cp_sprite_back[actor.index] = Sprite.new
- @actor_cp_sprite_back[actor.index].bitmap = Bitmap.new("Graphics/system/battle/hmcp/cp_sprite")
- @actor_cp_sprite_back[actor.index].x = 450
- @actor_cp_sprite_back[actor.index].y = 25
- @actor_cp_sprite_back[actor.index].z = 102
- end
- for actor_index in 1..$game_party.actors.size
- @cp_output[actor_index] = Sprite.new
- @cp_output[actor_index].bitmap = Bitmap.new(133, 78)
- @cp_output[actor_index].x = 70 + (actor_index - 1) * 133
- @cp_output[actor_index].y = 480 - 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 + "_sta.png")
- @sta_back[actor_index].x = 70 + (actor_index - 1) * 133
- @sta_back[actor_index].y = 480 - 78 - 10
- @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 = 70 + (actor_index - 1) * 133
- @sta_output[actor_index].y = 480 - 78 - 10
- @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, 3)
- 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, 3)
- @sta_output[actor_index].bitmap.blt(66, 44, @hp_bitmap, hp_rect)
- @sta_output[actor_index].bitmap.blt(66, 64, @mp_bitmap, mp_rect)
- @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 + "/" + $game_party.actors[actor_index - 1].maxsp.to_s)
- end
- #........................................................................
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- super
- @hp_bitmap.dispose
- @mp_bitmap.dispose
- @cp_bitmap.dispose
- for actor_index in 1..$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 + "_sta.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 + "_sta.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 * 133 + 100
- @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, 3)
- mp_width = $game_party.actors[i].sp * @mp_bitmap.width/$game_party.actors[i].maxsp
- mp_rect = Rect.new(0, 0, mp_width, 3)
- @sta_output[i + 1].bitmap.blt(66, 44, @hp_bitmap, hp_rect)
- @sta_output[i + 1].bitmap.blt(66, 64, @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(actor_x, 96, 120, 32, "角色升级!")
- else
- draw_actor_state(actor, actor_x, 96)
- 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 -= 4 if self.contents_opacity > 1
- else
- self.contents_opacity += 4 if self.contents_opacity < 255
- end
- end
- end
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