| 赞 | 11  | 
 
| VIP | 94 | 
 
| 好人卡 | 57 | 
 
| 积分 | 39 | 
 
| 经验 | 47770 | 
 
| 最后登录 | 2025-10-23 | 
 
| 在线时间 | 1588 小时 | 
 
 
 
 
 
Lv3.寻梦者 
	- 梦石
 - 0 
 
        - 星屑
 - 3907 
 
        - 在线时间
 - 1588 小时
 
        - 注册时间
 - 2006-5-5
 
        - 帖子
 - 2743
 
 
 
 | 
	
 本帖最后由 步兵中尉 于 2011-1-25 20:38 编辑  
 
这个问题······还是用我这个脚本吧!直接插入就完成了。 
使用方法:在Graphics/Characters里建一个文件夹,命名为 Heads ;然后将头像方进去就可以了,头像大小定为 85*85,图片名字要与角色的名字相对应- #============================================================================== 
 
 - # 本脚本来自www.66RPG.com,使用和转载请保留此信息 
 
 - #============================================================================== 
 
  
- # ———————————————————————————————————— 
 
 - # ▼▲▼ 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 
 
 - ##############################修改############################################
 
 - @sta_back = []
 
 - for actor_index in 1..$game_party.actors.size
 
 -   actor = $game_party.actors[actor_index - 1]
 
 - @sta_back[actor_index] = Sprite.new
 
 - @sta_back[actor_index].bitmap = Bitmap.new("Graphics/Characters/Heads/"+ actor.name + ".png")
 
 - @sta_back[actor_index].x = (actor_index- 1)* 160 - 5 #在这里调整图片x坐标
 
 - @sta_back[actor_index].y = 343#在这里调整图片y坐标
 
 - @sta_back[actor_index].z = self.z+1#在这里调整图片优先级
 
 - end
 
 - ##############################修改############################################
 
 - # ↓Full-Viewの場合は下二行の # を消してください。 
 
 - #self.opacity = 0 
 
 - #self.back_opacity = 0 
 
 - ##############################修改############################################
 
 - refresh
 
 - ##############################修改############################################
 
 - end 
 
 - ##############################修改############################################
 
 - def dispose
 
 -    super  
 
 -    for actor_index in 1..$game_party.actors.size
 
 -       @sta_back[actor_index].bitmap.dispose
 
 -       @sta_back[actor_index].dispose
 
 -    end
 
 - end
 
 - ##############################修改############################################
 
 - #-------------------------------------------------------------------------- 
 
 - # ● 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 + 29
 
 - # 歩行キャラグラフィックの描写 
 
 - #draw_actor_graphic(actor, actor_x - 9, 116) 
 
  
- # HP/SPメーターの描写 
 
 - draw_actor_hp_meter_line(actor, actor_x, 47, 96, 12) 
 
 - draw_actor_sp_meter_line(actor, actor_x, 79, 96, 12) 
 
 - # HP数値の描写 
 
 - self.contents.font.size = 24 # 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, 35, 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, 33, 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, 72, 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, 70, 96, 24, actor.sp.to_s, 2) 
 
 - # 用語「HP」と用語「SP」の描写 
 
 - self.contents.font.size = 20 # 用語「HP/SP」の文字の大きさ 
 
 - draw_actor_name(actor, actor_x ,3 )
 
  
- self.contents.font.color = Color.new(0,0,0,192) 
 
 - self.contents.draw_text(actor_x+2, 27, 196, 24, $data_system.words.hp) 
 
 - self.contents.draw_text(actor_x+2, 59, 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, 25, 196, 24, $data_system.words.hp) 
 
 - self.contents.draw_text(actor_x, 57, 196, 24, $data_system.words.sp) 
 
 - draw_actor_state(actor, actor_x, 100) 
 
 - # 値を更新 
 
 - @previous_hp[i] = actor.hp 
 
 - @previous_hp[i] = actor.hp 
 
 - 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,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) 
 
 - 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,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) 
 
 - 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 
 
  
- #============================================================================== 
 
 - # 本脚本来自www.66RPG.com,使用和转载请保留此信息 
 
 - #============================================================================== 
 
  复制代码 |   
 
 
 
 |