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Lv3.寻梦者 贝鲁耶的依叶森林 持镰的苍色水野
- 梦石
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这个好看一些吧
我方:
- # ————————————————————————————————————
- # 本脚本来自www.66rpg.com,转载请保留此信息
- # ————————————————————————————————————
- # ▼▲▼ XRXS_BP 7. バトルステータス?クリアデザイン ver.1.03 ▼▲▼
- # by 桜雅 在土
- #==============================================================================
- # ■ Window_BattleStatus
- #==============================================================================
- class Window_BattleStatus < Window_Base
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :update_cp_only # CPメーターのみの更新
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias xrxs_bp7_initialize initialize
- def initialize
- # 初期化
- @previous_hp = []
- @previous_sp = []
- # 呼び戻す
- xrxs_bp7_initialize
- # ↓Full-Viewの場合は下二行の # を消してください。
- self.opacity = 160
- self.back_opacity = 160
-
- =begin
- @hp = []
- for j in 0...$game_party.actors.size
- @hp[j] = $game_party.actors[j].hp
- end
- @refresh_flag = true
- refresh
- =end
-
-
- end
- #★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
- def draw_battler_graphic(actor, x, y)
- battler=RPG::Cache.battler(actor.battler_name, actor.battler_hue)
- w = battler.width
- h = battler.height
- self.contents.blt(x-w/2, y-h, battler, Rect.new(0, 0, w,h),255)
- self.z = 20
- end
- #★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- alias xrxs_bp7_refresh refresh
- def refresh
- # CPメーターの更新のみ の場合
- if @update_cp_only
- xrxs_bp7_refresh
- return
- end
- # 変更するものがない場合、飛ばす
- @item_max = $game_party.actors.size
- bool = false
- for i in 0...@item_max
- actor = $game_party.actors[i]
- if (@previous_hp[i] != actor.hp) or (@previous_sp[i] != actor.sp)
- bool = true
- end
- end
- return if bool == false
- # 描写を開始
- self.contents.clear
- for i in 0...@item_max
- actor = $game_party.actors[i]
- actor_x = i * 160 + 21
- # 歩行キャラグラフィックの描写
- draw_battler_graphic(actor, actor_x + 43, 80)
- # HP/SPメーターの描写
-
-
- draw_actor_hp_meter_line(actor, actor_x - 17, 82, 120, 10)
-
-
- draw_actor_sp_meter_line(actor, actor_x - 17, 98, 120, 10)
- # HP数値の描写
- self.contents.font.size = 18 # HP/SP数値の文字の大きさ
- self.contents.font.color = Color.new(0,0,0,192)
- self.contents.draw_text(actor_x, 72, 96, 24, actor.hp.to_s, 2)
- self.contents.font.color = actor.hp == 0 ? knockout_color :
- actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
- self.contents.draw_text(actor_x-2, 70, 96, 24, actor.hp.to_s, 2)
- # SP数値の描写
- self.contents.font.color = Color.new(0,0,0,192)
- self.contents.draw_text(actor_x, 88, 96, 24, actor.sp.to_s, 2)
- self.contents.font.color = actor.sp == 0 ? knockout_color :
- actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
- self.contents.draw_text(actor_x-2, 86, 96, 24, actor.sp.to_s, 2)
- # 用語「HP」と用語「SP」の描写
- self.contents.font.size = 18 # 用語「HP/SP」の文字の大きさ
- self.contents.font.color = Color.new(0,0,0,192)
- self.contents.draw_text(actor_x - 7, 74, 196, 24, $data_system.words.hp)
- self.contents.draw_text(actor_x - 7, 90, 196, 24, $data_system.words.sp)
- self.contents.font.color = system_color # 用語「HP/SP」の文字の色
- self.contents.draw_text(actor_x - 7, 72, 196, 24, $data_system.words.hp)
- self.contents.draw_text(actor_x - 7, 88, 196, 24, $data_system.words.sp)
- # ステートの描写
- draw_actor_state(actor, actor_x-20, 103) #X- 55
- # 描画角色姓名
- #draw_actor_name(actor, actor_x-17, 103)
- # 値を更新
- @previous_hp[i] = actor.hp
- @previous_sp[i] = actor.sp
- end
- end
- end
- #==============================================================================
- # ■ Window_Base
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ● HPメーター の描画
- #--------------------------------------------------------------------------
- def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
- w = width * actor.hp / actor.maxhp
- hp_color_1 = Color.new(255, 0, 0, 192)
- hp_color_2 = Color.new(255, 255, 0, 192)
- self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
- x -= 1
- y += (height/4).floor
- self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
- x -= 1
- y += (height/4).ceil
- self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
- x -= 1
- y += (height/4).ceil
- self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
- end
- #--------------------------------------------------------------------------
- # ● SPメーター の描画
- #--------------------------------------------------------------------------
- def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
- w = width * actor.sp / actor.maxsp
- hp_color_1 = Color.new( 0, 0, 255, 192)
- hp_color_2 = Color.new( 0, 255, 255, 192)
- self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
- x -= 1
- y += (height/4).floor
- self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
- x -= 1
- y += (height/4).ceil
- self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
- x -= 1
- y += (height/4).ceil
- self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
- end
- #--------------------------------------------------------------------------
- # ● 名前の描画
- #--------------------------------------------------------------------------
- alias xrxs_bp7_draw_actor_name draw_actor_name
- def draw_actor_name(actor, x, y)
- xrxs_bp7_draw_actor_name(actor, x, y) #if @draw_ban != true
- end
- #--------------------------------------------------------------------------
- # ● ステートの描画
- #--------------------------------------------------------------------------
- alias xrxs_bp7_draw_actor_state draw_actor_state
- def draw_actor_state(actor, x, y, width = 120)
- xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true
- end
- #--------------------------------------------------------------------------
- # ● HP の描画
- #--------------------------------------------------------------------------
- alias xrxs_bp7_draw_actor_hp draw_actor_hp
- def draw_actor_hp(actor, x, y, width = 144)
- xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true
- end
- #--------------------------------------------------------------------------
- # ● SP の描画
- #--------------------------------------------------------------------------
- alias xrxs_bp7_draw_actor_sp draw_actor_sp
- def draw_actor_sp(actor, x, y, width = 144)
- xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- alias xrxs_bp7_update update
- def update
- xrxs_bp7_update
- # メッセージウィンドウ表示中の場合
- if $game_temp.message_window_showing
- @status_window.update_cp_only = true
- else
- @status_window.update_cp_only = false
- end
- end
- end
- #==============================================================================
- # ◇ 外部ライブラリ
- #==============================================================================
- class Window_Base
- #--------------------------------------------------------------------------
- # ● ライン描画 軽量版 by 桜雅 在土
- #--------------------------------------------------------------------------
- def draw_lineght(start_x, start_y, end_x, end_y, 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
- 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
- self.contents.set_pixel(x, y, start_color)
- end
- 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
敌人:
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- # ■ エネミーHP&SP(ver 0.98)
- # □ カスタマイズポイント
- #==============================================================================
- module PLAN_HPSP_DRAW
- FONT_NAME = ["黑体", "楷体", "宋体"] # フォント
- FONT_SIZE = 14 # フォントサイズ
- FONT_BOLD = true # 太字
- FONT_ITALIC = true # 斜体
- DRAW_NAME = false # 名前の描画
- DRAW_HP = true # HP の描画
- DRAW_SP = true # SP の描画
- DRAW_WIDTH = 50 # 描画幅
- DRAW_HEIGHT = 3 * 32 # 描画高さ
- DRAW_SPACE = 0 # 行間
- DRAW_Y = 70 # Y 座標修正値
- end
- #==============================================================================
- # ■ Sprite_Battler
- #==============================================================================
- class Sprite_Battler < RPG::Sprite
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias plan_enemy_hpsp_draw_initialize initialize
- def initialize(viewport, battler = nil)
- # 元のメソッドに戻す
- plan_enemy_hpsp_draw_initialize(viewport, battler)
- # エネミーの場合
- if @battler.is_a?(Game_Enemy)
- width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32
- height = PLAN_HPSP_DRAW::DRAW_HEIGHT + 32
- x = @battler.screen_x - width / 2
- y = @battler.screen_y - height + 32 + PLAN_HPSP_DRAW::DRAW_Y
- @enemy_hpsp_window = Window_Base.new(x, y, width, height)
- @enemy_hpsp_window.contents = Bitmap.new(width - 32, height - 32)
- @enemy_hpsp_window.contents.font.name = PLAN_HPSP_DRAW::FONT_NAME
- @enemy_hpsp_window.contents.font.bold = PLAN_HPSP_DRAW::FONT_BOLD
- @enemy_hpsp_window.contents.font.size = PLAN_HPSP_DRAW::FONT_SIZE
- @enemy_hpsp_window.contents.font.italic = PLAN_HPSP_DRAW::FONT_ITALIC
- y = 0
- @old_enemy_hpsp = []
- one_line = ((PLAN_HPSP_DRAW::FONT_SIZE * 100 / 28) * 32) / 100
- if PLAN_HPSP_DRAW::DRAW_NAME
- @enemy_hpsp_window.draw_actor_name(@battler, 0, y-10, width - 32)
- y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
- @old_enemy_hpsp.push(@battler.name)
- end
- if PLAN_HPSP_DRAW::DRAW_HP
- @enemy_hpsp_window.draw_actor_hp2222(@battler, 0, y, width - 32)
- y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
- @old_enemy_hpsp.push(@battler.hp)
- end
- if PLAN_HPSP_DRAW::DRAW_SP
- @enemy_hpsp_window.draw_actor_sp2222(@battler, 0, y, width - 32)
- @old_enemy_hpsp.push(@battler.sp)
- end
- @enemy_hpsp_window.opacity = 0
- @enemy_hpsp_window.contents_opacity = 0
- @enemy_hpsp_window.z = -2
- end
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- alias plan_enemy_hpsp_draw_dispose dispose
- def dispose
- # エネミーの場合
- if @battler.is_a?(Game_Enemy)
- @enemy_hpsp_window.dispose
- end
- # 元のメソッドに戻す
- plan_enemy_hpsp_draw_dispose
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- alias plan_enemy_hpsp_draw_update update
- def update
- # 元のメソッドに戻す
- plan_enemy_hpsp_draw_update
- # エネミーの場合
- if @battler.is_a?(Game_Enemy)
- @enemy_hpsp_window.visible = @battler_visible
- # スプライトの座標を設定
- width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32
- @enemy_hpsp_window.x = self.x - width / 2
- @now_enemy_hpsp = []
- if PLAN_HPSP_DRAW::DRAW_NAME
- @now_enemy_hpsp.push(@battler.name)
- end
- if PLAN_HPSP_DRAW::DRAW_HP
- @now_enemy_hpsp.push(@battler.hp)
- end
- if PLAN_HPSP_DRAW::DRAW_SP
- @now_enemy_hpsp.push(@battler.sp)
- end
- if @old_enemy_hpsp != @now_enemy_hpsp and $game_temp.enemy_hpsp_refresh
- @old_enemy_hpsp = @now_enemy_hpsp
- @enemy_hpsp_window.contents.clear
- y = 0
- width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32
- one_line = ((PLAN_HPSP_DRAW::FONT_SIZE * 100 / 28) * 32) / 100
- if PLAN_HPSP_DRAW::DRAW_NAME
- @enemy_hpsp_window.draw_actor_name(@battler, 0, y-10, width - 32)
- y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
- end
- if PLAN_HPSP_DRAW::DRAW_HP
- @enemy_hpsp_window.draw_actor_hp2222(@battler, 0, y, width - 32)
- y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
- end
- if PLAN_HPSP_DRAW::DRAW_SP
- @enemy_hpsp_window.draw_actor_sp2222(@battler, 0, y, width - 32)
- end
- Graphics.frame_reset
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● visible の設定
- #--------------------------------------------------------------------------
- if !method_defined?("plan_enemy_hpsp_draw_visible=")
- alias plan_enemy_hpsp_draw_visible= visible=
- end
- def visible=(bool)
- # エネミーの場合
- if @battler.is_a?(Game_Enemy)
- @enemy_hpsp_window.visible = bool
- end
- # 元のメソッドに戻す
- self.plan_enemy_hpsp_draw_visible=(bool)
- end
- #--------------------------------------------------------------------------
- # ● 不透明度の設定
- #--------------------------------------------------------------------------
- if !method_defined?("plan_enemy_hpsp_draw_opacity=")
- alias plan_enemy_hpsp_draw_opacity= opacity=
- end
- def opacity=(n)
- # 元のメソッドに戻す
- self.plan_enemy_hpsp_draw_opacity=(n)
- # エネミーの場合
- if @battler.is_a?(Game_Enemy)
- @enemy_hpsp_window.contents_opacity = n
- end
- end
- #--------------------------------------------------------------------------
- # ● ダメージ
- #--------------------------------------------------------------------------
- def damage(value, critical)
- super(value, critical)
- bitmap = @_damage_sprite.bitmap
- @_damage_sprite.dispose
- @_damage_sprite = ::Sprite.new(Viewport.new(0, 0, 640, 480))
- @_damage_sprite.bitmap = bitmap
- @_damage_sprite.ox = 80
- @_damage_sprite.oy = 20
- @_damage_sprite.x = self.x
- @_damage_sprite.y = self.y - self.oy / 2
- @_damage_sprite.viewport.z = self.viewport.z + 1
- @_damage_sprite.z = 3000
- @_damage_duration = 40
- end
- #--------------------------------------------------------------------------
- # ● ダメージ解放
- #--------------------------------------------------------------------------
- def dispose_damage
- if @_damage_sprite != nil
- @_damage_sprite.viewport.dispose
- end
- super
- end
- end
-
-
- #==============================================================================
- # ■ Game_Temp
- #==============================================================================
- class Game_Temp
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :enemy_hpsp_refresh
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias plan_enemy_hpsp_draw_initialize initialize
- def initialize
- # 元のメソッドに戻す
- plan_enemy_hpsp_draw_initialize
- @enemy_hpsp_refresh = false
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● プレバトルフェーズ開始 (エネミー名+アルファベット用)
- #--------------------------------------------------------------------------
- alias plan_enemy_hpsp_draw_start_phase1 start_phase1
- def start_phase1
- $game_temp.enemy_hpsp_refresh = true
- # 元のメソッドに戻す
- plan_enemy_hpsp_draw_start_phase1
- end
- #--------------------------------------------------------------------------
- # ● パーティコマンドフェーズ開始 (エネミー名+アルファベット用)
- #--------------------------------------------------------------------------
- alias plan_enemy_hpsp_draw_start_phase2 start_phase2
- def start_phase2
- $game_temp.enemy_hpsp_refresh = false
- # 元のメソッドに戻す
- plan_enemy_hpsp_draw_start_phase2
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (メインフェーズ ステップ 5 : ダメージ表示)
- #--------------------------------------------------------------------------
- alias plan_enemy_hpsp_draw_update_phase4_step5 update_phase4_step5
- def update_phase4_step5
- # 元のメソッドに戻す
- plan_enemy_hpsp_draw_update_phase4_step5
- $game_temp.enemy_hpsp_refresh = true
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (メインフェーズ ステップ 6 : リフレッシュ)
- #--------------------------------------------------------------------------
- alias plan_enemy_hpsp_draw_update_phase4_step6 update_phase4_step6
- def update_phase4_step6
- # 元のメソッドに戻す
- plan_enemy_hpsp_draw_update_phase4_step6
- $game_temp.enemy_hpsp_refresh = false
-
- if @phase != 5
- # 刷新状态窗口
- @status_window.refresh
- end
-
- end
- end
- #==============================================================================
- # ■ Window_Base
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ● 名前の描画
- #--------------------------------------------------------------------------
- def draw_actor_name(actor, x, y, width = 120, align = 0)
- self.contents.font.color = normal_color
- align = 1 if $scene.is_a?(Scene_Battle)
- self.contents.draw_text(x, y, width, 32, actor.name, align)
- end
- #--------------------------------------------------------------------------
- # ● ステートの描画
- #--------------------------------------------------------------------------
- def draw_actor_state(actor, x, y, width = 120)
- # 元のメソッドに戻す
- text = make_battler_state_text(actor, width, true)
- self.contents.draw_text(x, y, width, 32, text, 1)
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- class Window_Base < Window
- def draw_actor_hp2222(actor, x, y, width = 100, height=8)
- y+=3
- olx = x
- oly = y
- w = width * actor.hp / [actor.maxhp,1].max
- hp_color_1 = Color.new(255, 0, 0, 192)
- hp_color_2 = Color.new(255, 255, 0, 192)
- self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
- x -= 1
- y += (height/4).floor
- self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
- x -= 1
- y += (height/4).ceil
- self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
- x -= 1
- y += (height/4).ceil
- self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
- x = olx
- y = oly-14
- # 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
- def draw_actor_sp2222(actor, x, y, width = 100, height = 8)
- y+=3
- olx = x
- oly = y
- w = width * actor.sp / [actor.maxsp,1].max
- hp_color_1 = Color.new( 0, 0, 255, 192)
- hp_color_2 = Color.new( 0, 255, 255, 192)
- self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
- x -= 1
- y += (height/4).floor
- self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
- x -= 1
- y += (height/4).ceil
- self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
- x -= 1
- y += (height/4).ceil
- self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
- x = olx
- y = oly-14
- # 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
- #--------------------------------------------------------------------------
- # ● 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
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
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