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我想在这个脚本加入头像。。。求高手设置。。。
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#———————————————————————————————————————
# HP/SP/EXP 表表示手稿 Ver 1.00
# 散发原先 ?支援 URL
# http://members.jcom.home.ne.jp/cogwheel/
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
# 是使用 Acter 的班上。这个班上是 Game_Actors 级 ($game_actors)
# 的内部用被使用,从 Game_Party 级 ($game_party) 也被参照。
#==============================================================================
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 游戏中全部窗口的超级类。
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● HP 表的绘画
#--------------------------------------------------------------------------
# draw_actor_hp_original 和名字变更原创的 HP 绘画
alias :draw_actor_hp_original :draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
# 变数 rate 在现在的 HP/MHP 代入
if actor.maxhp != 0
rate = actor.hp.to_f / actor.maxhp
else
rate = 0
end
# plus_x: X 座标的位置补正 rate_x:X 座标的位置补正 (%) plus_y:Y 座标的位置补正
# plus_width: 宽度的补正 rate_width:宽度的补正 (%) height:纵宽度
# align1:描画タイプ10: 左装 1:中央聚集 2:右边装
# align2:描画タイプ20: 上装 1:中央聚集 2:下包装
# align3:ゲージタイプ0: 左装 1:右边装
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
# 浓淡法设定 grade1:空表 grade2:实际表
#(0:在横浓淡法 1:纵向地浓淡法 2:斜浓淡法 (激烈重 ) )
grade1 = 1
grade2 = 0
# 设定颜色。color1: 外范围,color2:整个范围
# color3: 空表黑的彩色,color4:空表右方彩色
# color5: 实际表黑的彩色,color6:实际表右方彩色
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(255 + rate, 2 * rate, 2 * rate, 255)
color6 = Color.new( 255 - 72 * rate, 255 * rate, 0 * rate, 255)
# 变数 sp 描绘表的宽度代入
if actor.maxhp != 0
hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp
else
hp = 0
end
# 表的绘画
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, hp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# 叫出来原创的 HP 绘画处理
draw_actor_hp_original(actor, x, y, width)
end
#--------------------------------------------------------------------------
# ● SP 表的绘画
#--------------------------------------------------------------------------
# draw_actor_sp_original 和名字变更原创的 SP 绘画
alias :draw_actor_sp_original :draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
# 变数 rate 在现在的 SP/MSP 代入
if actor.maxsp != 0
rate = actor.sp.to_f / actor.maxsp
else
rate = 1
end
# plus_x: X 座标的位置补正 rate_x:X 座标的位置补正 (%) plus_y:Y 座标的位置补正
# plus_width: 宽度的补正 rate_width:宽度的补正 (%) height:纵宽度
# align1:描画タイプ10: 左装 1:中央聚集 2:右边装
# align2:描画タイプ20: 上装 1:中央聚集 2:下包装
# align3:ゲージタイプ0: 左装 1:右边装
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
# 浓淡法设定 grade1:空表 grade2:实际表
#(0:在横浓淡法 1:纵向地浓淡法 2:斜浓淡法 (激烈重 ) )
grade1 = 1
grade2 = 0
# 设定颜色。color1: 外范围,color2:整个范围
# color3: 空表黑的彩色,color4:空表右方彩色
# color5: 实际表黑的彩色,color6:实际表右方彩色
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(0, 64, 0, 192)
color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
# 变数 sp 描绘表的宽度代入
if actor.maxsp != 0
sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp
else
sp = (width + plus_width) * rate_width / 100
end
# 表的绘画
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, sp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# 叫出来原创的 SP 绘画处理
draw_actor_sp_original(actor, x, y, width)
end
#--------------------------------------------------------------------------
# ● CP 表的绘画
#--------------------------------------------------------------------------
# draw_actor_cp_original 和名字变更原创的 CP 绘画
alias :draw_actor_cp_original :draw_actor_cp
def draw_actor_cp(actor, x, y, width = 144)
# 变数 rate 在现在的 SP/MSP 代入
if actor.maxcp != 0
rate = actor.cp.to_f / actor.maxcp
else
rate = 1
end
# plus_x: X 座标的位置补正 rate_x:X 座标的位置补正 (%) plus_y:Y 座标的位置补正
# plus_width: 宽度的补正 rate_width:宽度的补正 (%) height:纵宽度
# align1:描画タイプ10: 左装 1:中央聚集 2:右边装
# align2:描画タイプ20: 上装 1:中央聚集 2:下包装
# align3:ゲージタイプ0: 左装 1:右边装
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
# 浓淡法设定 grade1:空表 grade2:实际表
#(0:在横浓淡法 1:纵向地浓淡法 2:斜浓淡法 (激烈重 ) )
grade1 = 1
grade2 = 0
# 设定颜色。color1: 外范围,color2:整个范围
# color3: 空表黑的彩色,color4:空表右方彩色
# color5: 实际表黑的彩色,color6:实际表右方彩色
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(0, 64, 0, 192)
color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
color6 = Color.new(0 * rate, 240 - 72 * rate, 0 * rate, 192)
# 变数 cp 描绘表的宽度代入
if actor.maxcp != 0
cp = (width + plus_width) * actor.cp * rate_width / 100 / actor.maxcp
else
cp = (width + plus_width) * rate_width / 100
end
# 表的绘画
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, cp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# 叫出来原创的 SP 绘画处理
draw_actor_cp_original(actor, x, y, width)
end
#--------------------------------------------------------------------------
# ● EXP 表的绘画
#--------------------------------------------------------------------------
# draw_actor_sp_original 和名字变更原创的 EXP 绘画
alias :draw_actor_exp_original :draw_actor_exp
def draw_actor_exp(actor, x, y, width = 210)
# 变数 rate 在现在的 exp/nextexp 代入
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
# plus_x: X 座标的位置补正 rate_x:X 座标的位置补正 (%) plus_y:Y 座标的位置补正
# plus_width: 宽度的补正 rate_width:宽度的补正 (%) height:纵宽度
# align1:描画タイプ10: 左装 1:中央聚集 2:右边装
# align2:描画タイプ20: 上装 1:中央聚集 2:下包装
# align3:ゲージタイプ0: 左装 1:右边装
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 80
height = 10
align1 = 1
align2 = 2
align3 = 0
# 浓淡法设定 grade1:空表 grade2:实际表
#(0:在横浓淡法 1:纵向地浓淡法 2:斜浓淡法 (激烈重 ) )
grade1 = 1
grade2 = 0
# 设定颜色。color1: 外范围,color2:整个范围
# color3: 空表黑的彩色,color4:空表右方彩色
# color5: 实际表黑的彩色,color6:实际表右方彩色
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
# 变数 exp 描绘表的宽度代入
if actor.next_exp != 0
exp = (width + plus_width) * actor.now_exp * rate_width /
100 / actor.next_exp
else
exp = (width + plus_width) * rate_width / 100
end
# 表的绘画
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, exp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# 叫出来原创的 EXP 绘画处理
draw_actor_exp_original(actor, x, y)
end
#--------------------------------------------------------------------------
# ●表的绘画
#--------------------------------------------------------------------------
def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
case align1
when 1
x += (rect_width - width) / 2
when 2
x += rect_width - width
end
case align2
when 1
y -= height / 2
when 2
y -= height
end
# 绘画范围
self.contents.fill_rect(x, y, width, height, color1)
self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
if align3 == 0
if grade1 == 2
grade1 = 3
end
if grade2 == 2
grade2 = 3
end
end
if (align3 == 1 and grade1 == 0) or grade1 > 0
color = color3
color3 = color4
color4 = color
end
if (align3 == 1 and grade2 == 0) or grade2 > 0
color = color5
color5 = color6
color6 = color
end
# 空表的绘画
self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4,
color3, color4, grade1)
if align3 == 1
x += width - gauge
end
# 实际表的绘画
self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
color5, color6, grade2)
end
end
#------------------------------------------------------------------------------
# 在 Bitmap 级追加新的机能。
#==============================================================================
class Bitmap
#--------------------------------------------------------------------------
# ●浓淡法表示长方形
# color1 : 开始彩色
# color2 : 终局彩色
# align : 0:横浓淡法
# 1:纵向地浓淡法
# 2:斜浓淡法(因激烈重注意)
#--------------------------------------------------------------------------
def gradation_rect(x, y, width, height, color1, color2, align = 0)
if align == 0
for i in x...x + width
red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
green = color1.green +
(color2.green - color1.green) * (i - x) / (width - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - x) / (width - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - x) / (width - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(i, y, 1, height, color)
end
elsif align == 1
for i in y...y + height
red = color1.red +
(color2.red - color1.red) * (i - y) / (height - 1)
green = color1.green +
(color2.green - color1.green) * (i - y) / (height - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - y) / (height - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - y) / (height - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(x, i, width, 1, color)
end
elsif align == 2
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
elsif align == 3
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
end
end
end
#==============================================================================
# ■ Sprite 系数
#------------------------------------------------------------------------------
# 是举行动画片的管理的系数。
#==============================================================================
module RPG
class Sprite < ::Sprite
def damage(value, critical)
dispose_damage
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
bitmap = Bitmap.new(160, 48)
bitmap.font.name = "黑体"
bitmap.font.size = 32
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
if value.is_a?(Numeric) and value < 0
bitmap.font.color.set(176, 255, 144)
else
bitmap.font.color.set(255, 255, 255)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
bitmap.font.size = 20
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
end
@_damage_sprite = ::Sprite.new
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80 + self.viewport.ox
@_damage_sprite.oy = 20 + self.viewport.oy
@_damage_sprite.x = self.x + self.viewport.rect.x
@_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y
@_damage_sprite.z = 3000
@_damage_duration = 40
end
def animation(animation, hit)
dispose_animation
@_animation = animation
return if @_animation == nil
@_animation_hit = hit
@_animation_duration = @_animation.frame_max
animation_name = @_animation.animation_name
animation_hue = @_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_animation_sprites = []
if @_animation.position != 3 or not @@_animations.include?(animation)
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_animation_sprites.push(sprite)
end
unless @@_animations.include?(animation)
@@_animations.push(animation)
end
end
update_animation
end
def loop_animation(animation)
return if animation == @_loop_animation
dispose_loop_animation
@_loop_animation = animation
return if @_loop_animation == nil
@_loop_animation_index = 0
animation_name = @_loop_animation.animation_name
animation_hue = @_loop_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_loop_animation_sprites = []
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation_sprites.push(sprite)
end
update_loop_animation
end
def animation_set_sprites(sprites, cell_data, position)
for i in 0..15
sprite = sprites
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern == -1
sprite.visible = false if sprite != nil
next
end
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
if position == 3
if self.viewport != nil
sprite.x = self.viewport.rect.width / 2
sprite.y = self.viewport.rect.height - 160
else
sprite.x = 320
sprite.y = 240
end
else
sprite.x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2
sprite.y = self.y + self.viewport.rect.y -
self.oy + self.src_rect.height / 2
sprite.y -= self.src_rect.height / 4 if position == 0
sprite.y += self.src_rect.height / 4 if position == 2
end
sprite.x += cell_data[i, 1]
sprite.y += cell_data[i, 2]
sprite.z = 2000
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
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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