赞 | 0 |
VIP | 0 |
好人卡 | 4 |
积分 | 1 |
经验 | 9855 |
最后登录 | 2017-2-5 |
在线时间 | 115 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 50
- 在线时间
- 115 小时
- 注册时间
- 2010-5-3
- 帖子
- 346
|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
本帖最后由 反斗奇彬 于 2010-11-2 21:01 编辑
想把角色的能力值全部用槽来表示,而是是美化的那种,用了天空传说的范例里面的一个脚本,但是除了血槽和魔法槽以外,其他攻击力、防御力的槽表示不出来,脚本在下面,请各位帮忙看看是哪里出现问题(天空传说游戏范例中也是显示不出来),- #==============================================================================
- # ■ Window_Base
- #------------------------------------------------------------------------------
- # 游戏中全部窗口的超级类。
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ● 常量
- #--------------------------------------------------------------------------
- WLH = 24 # 窗口行高(Window Line Height)
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # x : 窗口 X 座标
- # y : 窗口 Y 座标
- # width : 窗口宽度
- # height : 窗口高度
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height)
- super()
- self.windowskin = Cache.system("Window")
- self.x = x
- self.y = y
- self.width = width
- self.height = height
- self.z = 100
- self.back_opacity = 200
- self.openness = 255
- create_contents
- @opening = false
- @closing = false
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- self.contents.dispose
- super
- end
- #--------------------------------------------------------------------------
- # ● 生成窗口内容
- #--------------------------------------------------------------------------
- def create_contents
- self.contents.dispose
- self.contents = Bitmap.new(width - 32, height - 32)
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- if @opening
- self.openness += 48
- @opening = false if self.openness == 255
- elsif @closing
- self.openness -= 48
- @closing = false if self.openness == 0
- end
- end
- #--------------------------------------------------------------------------
- # ● 打开窗口
- #--------------------------------------------------------------------------
- def open
- @opening = true if self.openness < 255
- @closing = false
- end
- #--------------------------------------------------------------------------
- # ● 关闭窗口
- #--------------------------------------------------------------------------
- def close
- @closing = true if self.openness > 0
- @opening = false
- end
- #--------------------------------------------------------------------------
- # ● 获取文字颜色
- # n : 文字颜色色号(0-31)
- #--------------------------------------------------------------------------
- def text_color(n)
- x = 64 + (n % 8) * 8
- y = 96 + (n / 8) * 8
- return windowskin.get_pixel(x, y)
- end
- #--------------------------------------------------------------------------
- # ● 获取一般文字颜色
- #--------------------------------------------------------------------------
- def normal_color
- return text_color(0)
- end
- #--------------------------------------------------------------------------
- # ● 获取系统文字颜色
- #--------------------------------------------------------------------------
- def system_color
- return text_color(16)
- end
- #--------------------------------------------------------------------------
- # ● 获取危机文字颜色
- #--------------------------------------------------------------------------
- def crisis_color
- return text_color(17)
- end
- #--------------------------------------------------------------------------
- # ● 获取战斗不能文字颜色
- #--------------------------------------------------------------------------
- def knockout_color
- return text_color(18)
- end
- #--------------------------------------------------------------------------
- # ● 获取变量条背景颜色
- #--------------------------------------------------------------------------
- def gauge_back_color
- return text_color(19)
- end
- #--------------------------------------------------------------------------
- # ● 获取体力值槽颜色1
- #--------------------------------------------------------------------------
- def hp_gauge_color1
- return text_color(20)
- end
- #--------------------------------------------------------------------------
- # ● 获取体力值槽颜色2
- #--------------------------------------------------------------------------
- def hp_gauge_color2
- return text_color(21)
- end
- #--------------------------------------------------------------------------
- # ● 获取魔力值槽颜色1
- #--------------------------------------------------------------------------
- def mp_gauge_color1
- return text_color(22)
- end
- #--------------------------------------------------------------------------
- # ● 获取魔力值槽颜色2
- #--------------------------------------------------------------------------
- def mp_gauge_color2
- return text_color(23)
- end
- #--------------------------------------------------------------------------
- # ● 获取装备画面能力值上升颜色
- #--------------------------------------------------------------------------
- def power_up_color
- return text_color(24)
- end
- #--------------------------------------------------------------------------
- # ● 获取装备画面能力值下降颜色
- #--------------------------------------------------------------------------
- def power_down_color
- return text_color(25)
- end
- #--------------------------------------------------------------------------
- # ☆ 能力值槽颜色1之取得
- #--------------------------------------------------------------------------
- def parameter_gauge_color1
- return text_color(11)
- end
- #--------------------------------------------------------------------------
- # ☆ 能力值槽颜色2之取得
- #--------------------------------------------------------------------------
- def parameter_gauge_color2
- return text_color(24)
- end
- #--------------------------------------------------------------------------
- # ☆ EXP值槽颜色1之取得
- #--------------------------------------------------------------------------
- def exp_gauge_color1
- return text_color(30)
- end
- #--------------------------------------------------------------------------
- # ☆ EXP值槽颜色2之取得
- #--------------------------------------------------------------------------
- def exp_gauge_color2
- return text_color(31)
- end
- #--------------------------------------------------------------------------
- # ● 会制图标
- # icon_index : 图标号
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # enabled : 有效化标志,为 false 时则图标半透明化。
- #--------------------------------------------------------------------------
- def draw_icon(icon_index, x, y, enabled = true)
- bitmap = Cache.system("Iconset")
- rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
- self.contents.blt(x, y, bitmap, rect, enabled ? 255 : 128)
- end
- #--------------------------------------------------------------------------
- # ● 绘制头像
- # face_name : 头像文件名
- # face_index : 头像号码
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # size : 显示大小
- #--------------------------------------------------------------------------
- def draw_face(face_name, face_index, x, y, size = 96)
- bitmap = Cache.face(face_name)
- rect = Rect.new(0, 0, 0, 0)
- rect.x = face_index % 4 * 96 + (96 - size) / 2
- rect.y = face_index / 4 * 96 + (96 - size) / 2
- rect.width = size
- rect.height = size
- self.contents.blt(x, y, bitmap, rect)
- bitmap.dispose
- end
- #--------------------------------------------------------------------------
- # ● 绘制行走图
- # character_name : 行走图文件名
- # character_index : 行走图号码
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_character(character_name, character_index, x, y)
- return if character_name == nil
- bitmap = Cache.character(character_name)
- sign = character_name[/^[\!\$]./]
- if sign != nil and sign.include?('$')
- cw = bitmap.width / 3
- ch = bitmap.height / 4
- else
- cw = bitmap.width / 12
- ch = bitmap.height / 8
- end
- n = character_index
- src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
- self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
- end
- #--------------------------------------------------------------------------
- # ● 获取体力文字颜色
- # actor : 角色
- #--------------------------------------------------------------------------
- def hp_color(actor)
- return knockout_color if actor.hp == 0
- return crisis_color if actor.hp < actor.maxhp / 4
- return normal_color
- end
- #--------------------------------------------------------------------------
- # ● 获取魔力文字颜色
- # actor : 角色
- #--------------------------------------------------------------------------
- def mp_color(actor)
- return crisis_color if actor.mp < actor.maxmp / 4
- return normal_color
- end
- #--------------------------------------------------------------------------
- # ● 绘制角色行走图
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_graphic(actor, x, y)
- draw_character(actor.character_name, actor.character_index, x, y)
- end
- #--------------------------------------------------------------------------
- # ● 绘制角色头像
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # size : 绘制大小
- #--------------------------------------------------------------------------
- def draw_actor_face(actor, x, y, size = 96)
- draw_face(actor.face_name, actor.face_index, x, y, size)
- end
- #--------------------------------------------------------------------------
- # ● 绘制角色名称
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_name(actor, x, y)
- self.contents.font.color = hp_color(actor)
- self.contents.draw_text(x, y, 108, WLH, actor.name)
- end
- #--------------------------------------------------------------------------
- # ● 绘制角色职业
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_class(actor, x, y)
- self.contents.font.color = normal_color
- self.contents.draw_text(x, y, 108, WLH, actor.class.name)
- end
- #--------------------------------------------------------------------------
- # ● 绘制角色等级
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_level(actor, x, y)
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 32, y, 24, WLH, actor.level, 2)
- end
- #--------------------------------------------------------------------------
- # ● 绘制角色状态
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标宽度
- #--------------------------------------------------------------------------
- def draw_actor_state(actor, x, y, width = 96)
- count = 0
- for state in actor.states
- draw_icon(state.icon_index, x + 24 * count, y)
- count += 1
- break if (24 * count > width - 24)
- end
- end
- #--------------------------------------------------------------------------
- # ● 绘制角色体力
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标宽度
- #--------------------------------------------------------------------------
- def draw_actor_hp(actor, x, y, width = 120)
- draw_actor_hp_gauge(actor, x, y, width)
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 30, WLH, Vocab::hp_a)
- self.contents.font.color = hp_color(actor)
- last_font_size = self.contents.font.size
- xr = x + width
- if width < 120
- self.contents.draw_text(xr - 44, y, 44, WLH, actor.hp, 2)
- else
- self.contents.draw_text(xr - 90, y, 44, WLH, actor.hp, 2)
- self.contents.font.color = normal_color
- self.contents.draw_text(xr - 44, y, 11, WLH, "/ ", 2)
- self.contents.draw_text(xr - 44, y, 44, WLH, actor.maxhp, 2)
- end
- end
- #--------------------------------------------------------------------------
- # ● 绘制角色体力值槽
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标宽度
- #--------------------------------------------------------------------------
- def draw_actor_hp_gauge(actor, x, y, width = 120)
- draw_gauge_base(x, y, width)
- gw = width * actor.hp / actor.maxhp
- gc1 = hp_gauge_color1
- gc2 = hp_gauge_color2
- self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
- end
- #--------------------------------------------------------------------------
- # ● 绘制角色魔力
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标宽度
- #--------------------------------------------------------------------------
- def draw_actor_mp(actor, x, y, width = 120)
- draw_actor_mp_gauge(actor, x, y, width)
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a)
- self.contents.font.color = mp_color(actor)
- last_font_size = self.contents.font.size
- xr = x + width
- if width < 120
- self.contents.draw_text(xr - 44, y, 44, WLH, actor.mp, 2)
- else
- self.contents.draw_text(xr - 99, y, 44, WLH, actor.mp, 2)
- self.contents.font.color = normal_color
- self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
- self.contents.draw_text(xr - 44, y, 44, WLH, actor.maxmp, 2)
- end
- end
- #--------------------------------------------------------------------------
- # ● 绘制角色魔力值槽
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标宽度
- #--------------------------------------------------------------------------
- def draw_actor_mp_gauge(actor, x, y, width = 120)
- draw_gauge_base(x, y, width)
- gw = width * actor.mp / [actor.maxmp, 1].max
- gc1 = mp_gauge_color1
- gc2 = mp_gauge_color2
- self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
- end
- #--------------------------------------------------------------------------
- # ☆ 值槽底板描绘
- # type : HP (0) MP (1)
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标宽度
- #--------------------------------------------------------------------------
- def draw_gauge_base(x, y, width = 120)
- bitmap = Cache.system("gauge")
- margin = 3
- y += WLH - 8 - margin
- dest_rect = Rect.new(x, y, width, bitmap.height)
- src_rect = Rect.new(margin, 0, bitmap.width - 16, bitmap.height)
- self.contents.stretch_blt(dest_rect, bitmap, src_rect)
- src_rect = Rect.new(0, 0, margin, bitmap.height)
- self.contents.blt(x - margin, y, bitmap, src_rect)
- src_rect = Rect.new(bitmap.width - margin, 0, margin, bitmap.height)
- self.contents.blt(x + width, y, bitmap, src_rect)
- end
- #--------------------------------------------------------------------------
- # ☆ ATK值槽描画
- # type : HP (0) MP (1)
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标宽度
- #--------------------------------------------------------------------------
- def draw_actor_atk_gauge(actor, x, y, width = 120)
- draw_gauge_base(x, y, width)
- max = 800
- gw = width * actor.atk / max
- gc1 = parameter_gauge_color1
- gc2 = parameter_gauge_color2
- self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
- self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
- end
- #--------------------------------------------------------------------------
- # ☆ DEF值槽描画
- # type : HP (0) MP (1)
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标宽度
- #--------------------------------------------------------------------------
- def draw_actor_def_gauge(actor, x, y, width = 120)
- draw_gauge_base(x, y, width)
- max = 800
- gw = width * actor.def / max
- gc1 = parameter_gauge_color1
- gc2 = parameter_gauge_color2
- self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
- self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
- end
- #--------------------------------------------------------------------------
- # ☆ SPI值槽描画
- # type : HP (0) MP (1)
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标宽度
- #--------------------------------------------------------------------------
- def draw_actor_spi_gauge(actor, x, y, width = 120)
- draw_gauge_base(x, y, width)
- max = 800
- gw = width * actor.spi / max
- gc1 = parameter_gauge_color1
- gc2 = parameter_gauge_color2
- self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
- self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
- end
- #--------------------------------------------------------------------------
- # ☆ AGI值槽描画
- # type : HP (0) MP (1)
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标宽度
- #--------------------------------------------------------------------------
- def draw_actor_agi_gauge(actor, x, y, width = 120)
- draw_gauge_base(x, y, width)
- max = 800
- gw = width * actor.agi / max
- gc1 = parameter_gauge_color1
- gc2 = parameter_gauge_color2
- self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
- self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
- end
- #--------------------------------------------------------------------------
- # ☆ HIT值槽描画
- # type : HP (0) MP (1)
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标宽度
- #--------------------------------------------------------------------------
- def draw_actor_hit_gauge(actor, x, y, width = 120)
- draw_gauge_base(x, y, width)
- max = 800
- gw = width * actor.hit / max
- gc1 = parameter_gauge_color1
- gc2 = parameter_gauge_color2
- self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
- self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
- end
- #--------------------------------------------------------------------------
- # ☆ EVA值槽描画
- # type : HP (0) MP (1)
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标宽度
- #--------------------------------------------------------------------------
- def draw_actor_eva_gauge(actor, x, y, width = 120)
- draw_gauge_base(x, y, width)
- max = 75
- gw = width * actor.eva / max
- gc1 = parameter_gauge_color1
- gc2 = parameter_gauge_color2
- self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
- self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
- end
- #--------------------------------------------------------------------------
- # ☆ CRI值槽描画
- # type : HP (0) MP (1)
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标宽度
- #--------------------------------------------------------------------------
- def draw_actor_cri_gauge(actor, x, y, width = 120)
- draw_gauge_base(x, y, width)
- max = 75
- gw = width * actor.cri / max
- gc1 = parameter_gauge_color1
- gc2 = parameter_gauge_color2
- self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
- self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
- end
-
- #--------------------------------------------------------------------------
- # ● EXP情报描画
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_exp_info_GS(actor, x, y, width = 120)
- s1 = actor.exp_s
- s2 = actor.next_rest_exp_s
- xr = x + width
- draw_actor_exp_gauge(actor, x, y, width)
- s_next = sprintf(Vocab::ExpNext, Vocab::level)
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 60, WLH, "NEXT")
- self.contents.font.color = normal_color
- self.contents.draw_text(x, y, width, WLH, s2, 2)
- end
- #--------------------------------------------------------------------------
- # ● EXP值槽描画
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标宽度
- #--------------------------------------------------------------------------
- def draw_actor_exp_gauge(actor, x, y, width = 120)
- draw_gauge_base(x, y, width)
- max = actor.next_max_exp
- gw = width * (max - actor.next_rest_exp) / max
- gc1 = exp_gauge_color1
- gc2 = exp_gauge_color2
- self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
- self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
- end
- #--------------------------------------------------------------------------
- # ● 绘制角色能力值
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # type : 能力值类型(0-3)
- #--------------------------------------------------------------------------
- def draw_actor_parameter(actor, x, y, type)
- case type
- when 0
- parameter_name = Vocab::atk
- parameter_value = actor.atk
- when 1
- parameter_name = Vocab::def
- parameter_value = actor.def
- when 2
- parameter_name = Vocab::spi
- parameter_value = actor.spi
- when 3
- parameter_name = Vocab::agi
- parameter_value = actor.agi
- #------------------------------------------------------添加
- when 4
- parameter_name ="命中"
- parameter_value = actor.hit
- when 5
- parameter_name = "回避修正"
- parameter_value = actor.eva
- when 6
- parameter_name = "要害修正"
- parameter_value = actor.cri
- #------------------------------------------------------添加
- end
-
- self.contents.font.color = system_color
- self.contents.draw_text(12, y, 120, WLH, parameter_name)
- self.contents.font.color = normal_color
- self.contents.draw_text(60, y, 36, WLH, parameter_value, 2)
- end
- def draw_system_text(x, y, width, height, str, align = 0, size = 20)
- self.contents.font.color = system_color
- self.contents.font.size = size
- self.contents.draw_text(x, y, width, height, str, align)
- self.contents.font.color = normal_color
- self.contents.font.size = 20
- end
- #--------------------------------------------------------------------------
- # ● 绘制物品
- # item : 物品(技能、武器、防具也合用)
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # enabled : 有效化标志,为 false 时则物品半透明化。
- #--------------------------------------------------------------------------
- def draw_item_name(item, x, y, enabled = true)
- if item != nil
- draw_icon(item.icon_index, x, y, enabled)
- self.contents.font.color = normal_color
- self.contents.font.color.alpha = enabled ? 255 : 128
- self.contents.draw_text(x + 24, y, 172, WLH, item.name)
- end
- end
-
- #--------------------------------------------------------------------------
- # ● 绘制金钱单位
- # value : 数目
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标宽度
- #--------------------------------------------------------------------------
- def draw_currency_value(value, x, y, width)
- cx = contents.text_size(Vocab::gold).width
- self.contents.font.color = normal_color
- self.contents.draw_text(x, y, width-cx-2, WLH, value, 2)
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, width, WLH, Vocab::gold, 2)
- end
- end
复制代码 就是 |
|