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本帖最后由 单刀 于 2012-7-12 18:49 编辑
我用了 亿万星辰 的轩辕剑菜单 为什么角色·状态显示不出来了?我是用xp的
原脚本我只是换些图片而已,基本没改动,
新手求助。 谢谢
#==============================================================================
# ■ Window_Status
#------------------------------------------------------------------------------
# 显示状态画面、完全规格的状态窗口。
#==============================================================================
class Window_Status_New < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(160, 40, 480, 436)
self.windowskin = RPG::Cache.windowskin("../system/menu/windowskins/palskin")
self.opacity = 180
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
testname = @actor.battler_name+"_h.png"
if $加密 == true
bitmap=Bitmap.new("Graphics/system/menu/headp/#{testname}")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) #——可自己调整大小
self.contents.blt(0, y, bitmap, src_rect)
self.contents.font.size = 18
self.contents.font.color = text_color(6)
draw_actor_name(@actor, 300, 0)
self.contents.font.color = text_color(0)
draw_actor_class(@actor, 400, 32)
draw_actor_level(@actor, 300, 32)
draw_actor_state(@actor, 480, 32)
draw_actor_hp(@actor, 300, 64, 150)
draw_actor_sp(@actor, 300, 96, 150)
draw_actor_exp_state(@actor, 300, 128, 150)
draw_actor_parameter_state(@actor, 480, 66, 0)
draw_actor_parameter_state(@actor, 480, 98, 1)
draw_actor_parameter_state(@actor, 480, 130, 2)
draw_actor_parameter_state(@actor, 320, 162, 3)
draw_actor_parameter_state(@actor, 320, 194, 4)
draw_actor_parameter_state(@actor, 480, 162, 5)
draw_actor_parameter_state(@actor, 480, 194, 6)
self.contents.font.color = system_color
self.contents.draw_text(300, 260, 96, 32, "身上装备")
draw_item_name($data_weapons[@actor.weapon_id], 300, 300)
draw_item_name($data_armors[@actor.armor1_id], 460, 300)
draw_item_name($data_armors[@actor.armor2_id], 300, 340)
draw_item_name($data_armors[@actor.armor3_id], 460, 340)
draw_item_name($data_armors[@actor.armor4_id], 300, 380)
else
if FileTest.exist?("Graphics/system/menu/headp/#{testname}")
bitmap=Bitmap.new("Graphics/system/menu/headp/#{testname}")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) #——可自己调整大小
self.contents.blt(160, y + 50, bitmap, src_rect,80)
self.contents.font.size = 18
self.contents.font.color = text_color(6)
@leftless = 296
draw_actor_name(@actor, 300 - @leftless, 0)
self.contents.font.color = text_color(0)
#draw_actor_class(@actor, 400 - @leftless, 32)
draw_actor_level(@actor, 300 - @leftless, 32)
draw_actor_state(@actor, 480 - @leftless, 32)
draw_actor_hp(@actor, 300 - @leftless, 64, 150)
draw_actor_sp(@actor, 300 - @leftless, 96, 150)
draw_actor_exp_state(@actor, 300 - @leftless, 128, 150)
draw_actor_parameter_state(@actor, 480 - @leftless, 66, 0)
draw_actor_parameter_state(@actor, 480 - @leftless, 98, 1)
draw_actor_parameter_state(@actor, 480 - @leftless, 130, 2)
draw_actor_parameter_state(@actor, 320 - @leftless, 162, 3)
draw_actor_parameter_state(@actor, 320 - @leftless, 194, 4)
draw_actor_parameter_state(@actor, 480 - @leftless, 162, 5)
draw_actor_parameter_state(@actor, 480 - @leftless, 194, 6)
self.contents.font.color = system_color
self.contents.draw_text(300 - @leftless, 260, 96, 32, "身上装备")
@newless = 10
draw_item_name($data_weapons[@actor.weapon_id], 300 - @leftless, 300 - @newless)
draw_item_name($data_armors[@actor.armor1_id], 460 - @leftless, 300 - @newless)
draw_item_name($data_armors[@actor.armor2_id], 620 - @leftless, 300 - @newless)
draw_item_name($data_armors[@actor.armor3_id], 300 - @leftless, 330 - @newless)
draw_item_name($data_armors[@actor.armor4_id], 460 - @leftless, 330 - @newless)
draw_item_name($data_armors[@actor.armor5_id], 620 - @leftless, 330 - @newless)
draw_item_name($data_armors[@actor.armor6_id], 300 - @leftless, 360 - @newless)
draw_item_name($data_armors[@actor.armor7_id], 460 - @leftless, 360 - @newless)
else
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp(@actor, 96, 112, 172)
draw_actor_sp(@actor, 96, 144, 172)
draw_actor_parameter(@actor, 96, 192, 0)
draw_actor_parameter(@actor, 96, 224, 1)
draw_actor_parameter(@actor, 96, 256, 2)
draw_actor_parameter(@actor, 96, 304, 3)
draw_actor_parameter(@actor, 96, 336, 4)
draw_actor_parameter(@actor, 96, 368, 5)
draw_actor_parameter(@actor, 96, 400, 6)
self.contents.font.color = system_color
self.contents.draw_text(320, 48, 80, 32, "EXP")
self.contents.draw_text(320, 80, 80, 32, "NEXT")
self.contents.font.color = normal_color
self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(320, 160, 96, 32, "装备")
draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400)
end
end
end
def dummy
self.contents.font.color = system_color
self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
end
end
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