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战斗结束后,返回地图。移动条还是显示在地图上。 
 
请问大家,怎么删除这个移动条, 
 
我不想让它在战斗里出现   和地图上出现   
 
下面是图片   和  脚本 (不知道删除后会不会影响脚本) 
请大家帮帮忙    
 
 
 
 
lj1983nian于2011-1-26 16:53补充以下内容: 
#============================================================================== 
# ■ Window_BattleStatus 
#------------------------------------------------------------------------------ 
#  显示战斗画面同伴状态的窗口。 
#============================================================================== 
 
class Window_BattleStatus < Window_Base 
  #-------------------------------------------------------------------------- 
  # ● 初始化对像 
  #-------------------------------------------------------------------------- 
  def initialize 
    super(0, 320, 640, 160) 
    self.contents = Bitmap.new(width - 32, height - 32) 
    @level_up_flags = [false, false, false, false] 
    #........................................................................ 
    self.opacity = 0 
    @sta_back = [] 
    @sta_output = [] 
    @cp_output = [] 
    @hp_bitmap = RPG::Cache.picture("../system/battle/hmcp/hp_bar.png") 
    @mp_bitmap = RPG::Cache.picture("../system/battle/hmcp/mp_bar.png") 
    @cp_bitmap = RPG::Cache.picture("../system/battle/hmcp/cp_bar.png") 
    @cp_output = [] 
    @cp_back_bar = Sprite.new 
    @cp_back_bar.bitmap = Bitmap.new("Graphics/system/battle/hmcp/cp_back_bar") 
    @cp_back_bar.x = 450 
    @cp_back_bar.y = 25 
    @cp_back_bar.z = self.z + 1 
    @actor_cp_sprite = [] 
    @actor_cp_sprite_back = [] 
    for actor in $game_party.actors 
      @actor_cp_sprite[actor.index] = Sprite.new 
      @actor_cp_sprite[actor.index].bitmap = Bitmap.new("Graphics/system/battle/hmcp/sprite/" + actor.name) 
      @actor_cp_sprite[actor.index].x = 450 
      @actor_cp_sprite[actor.index].y = 25 - 20 
      @actor_cp_sprite[actor.index].z = 102 
      @actor_cp_sprite_back[actor.index] = Sprite.new 
      @actor_cp_sprite_back[actor.index].bitmap = Bitmap.new("Graphics/system/battle/hmcp/cp_sprite") 
      @actor_cp_sprite_back[actor.index].x = 450 
      @actor_cp_sprite_back[actor.index].y = 25 
      @actor_cp_sprite_back[actor.index].z = 102 
    end 
    for actor_index in 1..$game_party.actors.size 
      @cp_output[actor_index] = Sprite.new 
      @cp_output[actor_index].bitmap = Bitmap.new(133, 78) 
      @cp_output[actor_index].x = 70 + (actor_index - 1) * 133 
      @cp_output[actor_index].y = 480 - 78 - 10 
      @cp_output[actor_index].z = self.z + 2 
      @cp_output[actor_index].bitmap.clear 
      @sta_back[actor_index] = Sprite.new 
      @sta_back[actor_index].bitmap = Bitmap.new("Graphics/System/Battle/sta_back/" + $game_party.actors[actor_index - 1].name + "_sta.png") 
      @sta_back[actor_index].x = 70 + (actor_index - 1) * 133 
      @sta_back[actor_index].y = 480 - 78 - 10 
      @sta_back[actor_index].z = self.z + 1 
      @sta_output[actor_index] = Sprite.new 
      @sta_output[actor_index].bitmap = Bitmap.new(133, 78) 
      @sta_output[actor_index].x = 70 + (actor_index - 1) * 133 
      @sta_output[actor_index].y = 480 - 78 - 10 
      @sta_output[actor_index].z = self.z + 2 
      @sta_output[actor_index].bitmap.clear 
      @sta_output[actor_index].bitmap.font.size = 10 
      @sta_output[actor_index].bitmap.font.name = "黑体" 
      hp_width = $game_party.actors[actor_index - 1].hp * @hp_bitmap.width/$game_party.actors[actor_index - 1].maxhp 
      hp_rect = Rect.new(0, 0, hp_width, 3) 
      mp_width = $game_party.actors[actor_index - 1].sp * @mp_bitmap.width/$game_party.actors[actor_index - 1].maxsp 
      mp_rect = Rect.new(0, 0, mp_width, 3) 
      @sta_output[actor_index].bitmap.blt(66, 44, @hp_bitmap, hp_rect) 
      @sta_output[actor_index].bitmap.blt(66, 64, @mp_bitmap, mp_rect) 
      @sta_output[actor_index].bitmap.font.color.set(255, 0, 0) 
      @sta_output[actor_index].bitmap.draw_text(80, 31, 77, 11,$game_party.actors[actor_index - 1].hp.to_s + "/" + $game_party.actors[actor_index - 1].maxhp.to_s) 
      @sta_output[actor_index].bitmap.font.color.set(0, 0, 255) 
      @sta_output[actor_index].bitmap.draw_text(80, 51, 77, 11,$game_party.actors[actor_index - 1].sp.to_s + "/" + $game_party.actors[actor_index - 1].maxsp.to_s) 
    end 
    #........................................................................ 
    refresh 
  end 
  #-------------------------------------------------------------------------- 
  # ● 释放 
  #-------------------------------------------------------------------------- 
  def dispose 
    super 
    @hp_bitmap.dispose 
    @mp_bitmap.dispose 
    @cp_bitmap.dispose 
    for actor_index in 1..$game_party.actors.size 
      @sta_back[actor_index].bitmap.dispose 
      @sta_back[actor_index].dispose 
      @sta_output[actor_index].bitmap.dispose 
      @sta_output[actor_index].dispose 
      @cp_output[actor_index].bitmap.dispose 
      @cp_output[actor_index].dispose 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● 设置升级标志 
  #     actor_index : 角色索引 
  #-------------------------------------------------------------------------- 
  def level_up(actor_index) 
    @level_up_flags[actor_index] = true 
  end 
  #...................................................................... 
  #-------------------------------------------------------------------------- 
  # ● 设置正在攻击标志 
  #     actor_index : 角色索引 
  #-------------------------------------------------------------------------- 
  def in_atk(actor_index) 
    @sta_back[actor_index + 1].bitmap = Bitmap.new("Graphics/System/Battle/sta_back/" + $game_party.actors[actor_index].name + "_sta.png") 
  end 
  #-------------------------------------------------------------------------- 
  # ● 设置不在攻击标志 
  #     actor_index : 角色索引 
  #-------------------------------------------------------------------------- 
  def out_atk(actor_index) 
    @sta_back[actor_index + 1].bitmap = Bitmap.new("Graphics/System/Battle/sta_back/" + $game_party.actors[actor_index].name + "_sta.png") 
  end 
  #...................................................................... 
  #-------------------------------------------------------------------------- 
  # ● 刷新 
  #-------------------------------------------------------------------------- 
  def refresh 
    self.contents.clear 
    @item_max = $game_party.actors.size 
    for i in 0...$game_party.actors.size 
      actor = $game_party.actors 
      #...................................................................... 
      actor_x = i * 133 + 100 
      @sta_output[i + 1].bitmap.clear 
      hp_width = $game_party.actors.hp * @hp_bitmap.width/$game_party.actors.maxhp 
      hp_rect = Rect.new(0, 0, hp_width, 3) 
      mp_width = $game_party.actors.sp * @mp_bitmap.width/$game_party.actors.maxsp 
      mp_rect = Rect.new(0, 0, mp_width, 3) 
      @sta_output[i + 1].bitmap.blt(66, 44, @hp_bitmap, hp_rect) 
      @sta_output[i + 1].bitmap.blt(66, 64, @mp_bitmap, mp_rect) 
      @sta_output[i + 1].bitmap.font.color.set(255, 0, 0) 
      @sta_output[i + 1].bitmap.draw_text(80, 31, 77, 11,$game_party.actors.hp.to_s + "/" + $game_party.actors.maxhp.to_s) 
      @sta_output[i + 1].bitmap.font.color.set(0, 0, 255) 
      @sta_output[i + 1].bitmap.draw_text(80, 51, 77, 11,$game_party.actors.sp.to_s + "/" + $game_party.actors.maxsp.to_s) 
      #...................................................................... 
      if @level_up_flags 
        self.contents.font.color = normal_color 
        self.contents.draw_text(actor_x, 96, 120, 32, "角色升级!") 
      else 
        draw_actor_state(actor, actor_x, 96) 
      end 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● 刷新画面 
  #-------------------------------------------------------------------------- 
  def update 
    super 
    # 主界面的不透明度下降 
    if $game_temp.battle_main_phase 
      self.contents_opacity -= 4 if self.contents_opacity > 1 
    else 
      self.contents_opacity += 4 if self.contents_opacity < 255 
    end 
  end 
end 
 
 
 
以上是血条脚本 |   
 
 
 
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