| 赞 | 0  | 
 
| VIP | 8 | 
 
| 好人卡 | 0 | 
 
| 积分 | 1 | 
 
| 经验 | 1082 | 
 
| 最后登录 | 2012-6-29 | 
 
| 在线时间 | 116 小时 | 
 
 
 
 
 
Lv1.梦旅人 
	- 梦石
 - 0 
 
        - 星屑
 - 50 
 
        - 在线时间
 - 116 小时
 
        - 注册时间
 - 2011-5-10
 
        - 帖子
 - 229
 
 
 
 | 
	
 本帖最后由 lincen 于 2011-5-18 00:01 编辑  
 
第一个,血条排列整齐问题,还有一个就是战斗菜单向下滚动... 
 
 
 
这个脚本应该是设置排列的吧,谁帮我看看,实在看不懂了- #==============================================================================
 
 - # ★RGSS2 
 
 - # STR33g1_Battle Status  0.5 08/03/20
 
 - #
 
 - # ・STR11e has the same specifications.
 
 - # ★STR11eの後付ゲージプラグインを利用することができます。
 
 - #  このスクリプトより下に導入してください。
 
 - #
 
 - # ◇Features
 
 - # ・Different HP/MP Gauge Flavor
 
 - # ・"Rolling" Numbers
 
 - # ・State Icon Cycle
 
 - #
 
 - # ◇Materials
 
 - # This script requires several image skins.
 
 - # Skin images are placed in the .GraphicsSystem folder.
 
 - #
 
 - # ・Main Skin
 
 - #  HP/MP Back Gauge Skin
 
 - #   No size limit.
 
 - # ・HP/MP Gauge
 
 - #  Normally two gauges
 
 - #   Width = Unlimited
 
 - #  Height = Gauge Height(Optional) * 2
 
 - #  一列目に通常ゲージ、二列目に追尾ゲージを配置します。
 
 - # ・Numbers
 
 - #  0123456789 is the order of number arrays
 
 - #   Width = One Frame Width(Any Size) * 10
 
 - #  Height = Unlimited
 
 - # ・State Skin
 
 - #  State Icon Main Skin
 
 - #  なにもステートが掛かっていない時は非表示になる仕様の為、
 
 - #  Main skin is separate.
 
 - #  No size limit.
 
 - #
 
 - #==============================================================================
 
 - # ■ Window_BattleStatus
 
 - #==============================================================================
 
 - class Window_BattleStatus < Window_Selectable
 
 -   # Skin File name
 
 -   BTSKIN_00 = "atb_Btskin_main"   # Main Skin
 
 -   BTSKIN_01 = "atb_Btskin_hp"     # HP(Gauge)
 
 -   BTSKIN_02 = "atb_Btskin_mp"     # MP(Gauge)
 
 -   BTSKIN_04 = "Btskin_n00"    # HP(Numbers)
 
 -   BTSKIN_05 = "Btskin_n00"    # MP(Numbers)
 
 -   BTSKIN_03 = "atb_Btskin_state"  # State
 
 -   # Skin coordinates[  x,  y]
 
 -   BTSKIN_B_XY = [  0,  0]     # Standard Coordinates
 
 -   BTSKIN_00XY = [  0,  0]     # Main Skin
 
 -   BTSKIN_01XY = [132, 16]     # HP(Gauge)
 
 -   BTSKIN_02XY = [216, 16]     # MP(Gauge)
 
 -   BTSKIN_04XY = [148,  2]     # HP(Numbers)
 
 -   BTSKIN_05XY = [232,  2]     # MP(Numbers)
 
 -   BTSKIN_03XY = [104,  0]     # State Skin
 
 -   BTSKIN_06XY = [104,  0]     # State
 
 -   # Various Settings
 
 -   BTSKIN_01GS = 2             # HP Gauge Speed (Low values are fast)
 
 -   BTSKIN_02GS = 4             # MP Gauge Speed(Low values are fast)
 
 -   BTSKIN_04SS = 6             # HP Rolling Numbers Speed(Low values are fast)
 
 -   BTSKIN_05SS = 2             # MP Rolling Numbers Speed(Low values are fast)
 
 -   BTSKIN_04NS = 4             # HP Maximum Digits
 
 -   BTSKIN_05NS = 4             # MP Maximum Digits
 
 -   BTSKIN_06WH = [24,24]       # [State Width, Height]
 
 -   BTSKIN_06SC = 2             # State Icon Scroll Speed
 
 -                               # (Values close to 1 are fast)
 
 -   # バトルステータス座標
 
 -   def set_xy
 
 -     @x = []
 
 -     @y = []
 
 -     for i in 0...$game_party.members.size
 
 -       x = 
 
 -       y = (i * 24)
 
 -       @x[i] = x + 16#+ STRRGSS2::ST_SX
 
 -       @y[i] = y + 16#+ STRRGSS2::ST_SY
 
 -     end
 
 -   end
 
 -   # 設定箇所ここまで
 
 -   @@f = false
 
 -   
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # ★ エイリアス
 
 -   #--------------------------------------------------------------------------
 
 -   alias initialize_str33 initialize
 
 -   def initialize(f = false)
 
 -     initialize_str33
 
 -     unless @@f
 
 -       @f = @@f = true
 
 -     else
 
 -       @f = false
 
 -     end
 
 -     set_xy
 
 -     @s_sprite = []
 
 -     @s_party = []
 
 -     @s_lv = []
 
 -     @opacity = 0
 
 -     self.contents.dispose
 
 -     self.create_contents
 
 -     self.back_opacity = 0
 
 -     self.opacity = 0
 
 -     #@column_max = $game_party.actors.size
 
 -     @viewport = Viewport.new(0, 416-128, 416, 128)
 
 -     @hpgw = (Cache.system(BTSKIN_01)).width
 
 -     @mpgw = (Cache.system(BTSKIN_02)).width
 
 -     @viewport.z = self.z - 1
 
 -     @state_opacity = []
 
 -     @item_max = $game_party.members.size
 
 -     return unless @f
 
 -     for i in 0...@item_max
 
 -       draw_item(i)
 
 -     end
 
 -     update
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● リフレッシュ潰し
 
 -   #--------------------------------------------------------------------------
 
 -   def refresh
 
 -     # :-)
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● ステートの描画
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_actor_state(actor)
 
 -     icon = Cache.system("Iconset")
 
 -     w = actor.states.size * 24
 
 -     w = 24 if w < 1
 
 -     bitmap = Bitmap.new(w, BTSKIN_06WH[1])
 
 -     count = 0
 
 -     for state in actor.states
 
 -       icon_index = state.icon_index
 
 -       x = 24 * count
 
 -       rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
 
 -       bitmap.blt(x, 0, icon, rect)
 
 -       count += 1
 
 -     end
 
 -     return bitmap
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 名前作成
 
 -   #--------------------------------------------------------------------------
 
 -   def name_bitmap(actor)
 
 -     bitmap = Bitmap.new(100, 24)
 
 -     bitmap.font.size = 16
 
 -     bitmap.draw_text_f(0, 0, 100, 24, actor.name)
 
 -     return bitmap
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● ステート数取得
 
 -   #--------------------------------------------------------------------------
 
 -   def state_size(actor)
 
 -     return actor.states.size
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● アイテム作成
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_item(index)
 
 -     return unless @f
 
 -     actor = $game_party.members[index]
 
 -     # 
 
 -     @s_sprite[index] = []
 
 -     s = @s_sprite[index]
 
 -     # メインスキン
 
 -     s[0] = Sprite.new(@viewport)
 
 -     s[0].bitmap = Cache.system(BTSKIN_00)
 
 -     s[0].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_00XY[0]
 
 -     s[0].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_00XY[1]
 
 -     s[0].z = 0
 
 -     # HP
 
 -     s[1] = Sprite.new(@viewport)
 
 -     s[1].bitmap = Cache.system(BTSKIN_01)
 
 -     s[1].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_01XY[0]
 
 -     s[1].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_01XY[1]
 
 -     s[1].z = 4
 
 -     w = s[1].bitmap.width
 
 -     h = s[1].bitmap.height / 2
 
 -     s[1].src_rect.set(0, 0, w, h)
 
 -     s[2] = Sprite.new(@viewport)
 
 -     s[2].bitmap = Cache.system(BTSKIN_01)
 
 -     s[2].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_01XY[0]
 
 -     s[2].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_01XY[1]
 
 -     s[2].z = 3
 
 -     s[2].src_rect.set(0, h, w, h)
 
 -     s[11] = 96
 
 -     s[6] = Sprite_strNumbers.new(@viewport, BTSKIN_04, BTSKIN_04NS)
 
 -     s[6].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_04XY[0]
 
 -     s[6].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_04XY[1]
 
 -     s[6].z = 5
 
 -     s[13] = actor.hp
 
 -     s[6].update(s[13])
 
 -     # MP
 
 -     s[3] = Sprite.new(@viewport)
 
 -     s[3].bitmap = Cache.system(BTSKIN_02)
 
 -     s[3].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_02XY[0]
 
 -     s[3].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_02XY[1]
 
 -     s[3].z = 4
 
 -     w = s[3].bitmap.width
 
 -     h = s[3].bitmap.height / 2
 
 -     s[3].src_rect.set(0, 0, w, h)
 
 -     s[4] = Sprite.new(@viewport)
 
 -     s[4].bitmap = Cache.system(BTSKIN_02)
 
 -     s[4].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_02XY[0]
 
 -     s[4].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_02XY[1]
 
 -     s[4].z = 3
 
 -     s[4].src_rect.set(0, h, w, h)
 
 -     s[12] = 56
 
 -     s[7] = Sprite_strNumbers.new(@viewport, BTSKIN_05, BTSKIN_05NS)
 
 -     s[7].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_05XY[0]
 
 -     s[7].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_05XY[1]
 
 -     s[7].z = 5
 
 -     s[14] = actor.mp
 
 -     s[7].update(s[14])
 
 -     # ステート
 
 -     s[5] = Viewport.new(0, 0, BTSKIN_06WH[0], BTSKIN_06WH[1])
 
 -     s[5].rect.x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_06XY[0] + @viewport.rect.x
 
 -     s[5].rect.y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_06XY[1] + @viewport.rect.y
 
 -     s[5].z = @viewport.z + 1
 
 -     s[8] = Sprite.new(@viewport)
 
 -     s[8].bitmap = Cache.system(BTSKIN_03)
 
 -     s[8].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_03XY[0]
 
 -     s[8].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_03XY[1]
 
 -     s[8].z = -2
 
 -     s[9] = Plane.new(s[5])
 
 -     s[9].bitmap = draw_actor_state(actor)
 
 -     s[10] = state_size(actor)
 
 -     # 現在のステータスに
 
 -     s[11] = ((@hpgw * (actor.hp / (actor.maxhp * 1.0))) + 1).truncate
 
 -     if actor.maxmp != 0
 
 -       s[12] = ((@mpgw * (actor.mp / (actor.maxmp * 1.0))) + 1).truncate
 
 -     else
 
 -       s[12] = 0
 
 -     end
 
 -     s[15] = Sprite.new(@viewport)
 
 -     s[15].bitmap = name_bitmap(actor)
 
 -     s[15].x = @x[index] + 4
 
 -     s[15].y = @y[index] + 2
 
 -     s[15].z = 0
 
 -     s[1].src_rect.width = s[11]
 
 -     s[2].src_rect.width = s[11]
 
 -     s[3].src_rect.width = s[12]
 
 -     s[4].src_rect.width = s[12]
 
 -     s[6].update(s[13])
 
 -     s[7].update(s[14])
 
 -     # 不可視に
 
 -     for l in [0,1,2,3,4,8,9,15]
 
 -       s[l].opacity = 0
 
 -     end
 
 -     for l in [6,7]
 
 -       s[l].o = 0
 
 -     end
 
 -     # 情報記憶
 
 -     @s_lv[index] = actor.level
 
 -     @s_party[index] = [actor.name, actor.hp, actor.maxhp,
 
 -                        actor.mp, actor.maxmp, actor.states]
 
 -     #
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● オブジェクト開放
 
 -   #--------------------------------------------------------------------------
 
 -   def dispose       
 
 -     super
 
 -     return unless @f
 
 -     for i in 0...@s_sprite.size
 
 -       for l in [0,1,2,3,4,8,9,15]
 
 -         @s_sprite[i][l].bitmap.dispose
 
 -         @s_sprite[i][l].dispose
 
 -       end
 
 -       for l in [5,6,7]
 
 -         @s_sprite[i][l].dispose
 
 -       end
 
 -     end
 
 -     @@f = false
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● フレーム更新
 
 -   #--------------------------------------------------------------------------
 
 -   def update
 
 -     super
 
 -     return unless @f
 
 -     for i in 0...@s_sprite.size
 
 -       s = @s_sprite[i]
 
 -       a = $game_party.members[i]
 
 -       m = @s_party[i]
 
 -       @state_opacity[i] = 0 if @state_opacity[i] == nil
 
 -       # 不透明度アップ
 
 -       @state_opacity[i] += 8
 
 -       if @opacity < 272
 
 -         @opacity += 8
 
 -         for l in [0,1,2,3,4,15]
 
 -           s[l].opacity = @opacity
 
 -         end
 
 -         for l in [6,7]
 
 -           s[l].o = @opacity
 
 -         end
 
 -       end
 
 -       # 名前更新
 
 -       if a.name != m[0]
 
 -         s[15].bitmap.dispose
 
 -         s[15].bitmap = name_bitmap(a)
 
 -         m[0] = a.name
 
 -       end
 
 -       # HP/MP更新
 
 -       update_hp(s,a,m)
 
 -       update_mp(s,a,m)
 
 -       # ステート更新
 
 -       if s[10] > BTSKIN_06WH[0] / 24 and (Graphics.frame_count % BTSKIN_06SC) == 0
 
 -         s[9].ox += 1 
 
 -       end
 
 -       if s[10] > 0 and @state_opacity[i] < 272
 
 -         for l in [8,9]
 
 -           s[l].opacity = @state_opacity[i]
 
 -         end
 
 -       end
 
 -       if a.states != m[5]
 
 -         m[5] = a.states
 
 -         s[9].ox = 0
 
 -         s[9].bitmap.dispose
 
 -         s[9].bitmap = draw_actor_state($game_party.members[i])
 
 -         s[10] = state_size($game_party.members[i])
 
 -         @state_opacity[i] = 0
 
 -         for l in [8,9]
 
 -           s[l].opacity = @state_opacity[i]
 
 -         end
 
 -       end
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● フレーム更新 (HP)
 
 -   #--------------------------------------------------------------------------
 
 -   def update_hp(s,a,m)
 
 -     # HPくるくる
 
 -     if a.hp != s[13]
 
 -       c = 0; c = 1 if a.hp < a.maxhp / 4; c = 2 if a.hp == 0
 
 -       if s[13] > a.hp
 
 -         s[13] -= BTSKIN_04SS
 
 -         s[13] = a.hp if s[13] < a.hp
 
 -       else
 
 -         s[13] += BTSKIN_04SS
 
 -         s[13] = a.hp if s[13] > a.hp
 
 -       end
 
 -       s[6].update(s[13], c)
 
 -     end
 
 -     # HP
 
 -     if a.hp != m[1]
 
 -       s[11] = ((@hpgw * (a.hp / (a.maxhp * 1.0))) + 1).truncate
 
 -       m[1] = a.hp
 
 -     end
 
 -     sr = s[1].src_rect
 
 -     if sr.width != s[11]
 
 -       sp = BTSKIN_01GS
 
 -       sr.width = (s[11] + (s[1].src_rect.width * (sp - 1))) / sp
 
 -       sr.width = 2 if sr.width <= 1 and a.hp > 0
 
 -     end
 
 -     sr = s[2].src_rect
 
 -     sp = 2
 
 -     if sr.width != s[1].src_rect.width and (Graphics.frame_count % sp) == 0
 
 -       if sr.width < s[1].src_rect.width
 
 -         sr.width += 1
 
 -       else
 
 -         sr.width -= 1
 
 -       end
 
 -     end
 
 -     sr.width = 2 if sr.width <= 1 and a.hp > 0
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● フレーム更新 (MP)
 
 -   #--------------------------------------------------------------------------
 
 -   def update_mp(s,a,m)
 
 -     # MPくるくる
 
 -     if a.mp != s[14]
 
 -       c = 0; c = 1 if a.mp < a.maxmp / 4
 
 -       if s[14] > a.mp
 
 -         s[14] -= BTSKIN_05SS
 
 -         s[14] = a.mp if s[14] < a.mp
 
 -       else
 
 -         s[14] += BTSKIN_05SS
 
 -         s[14] = a.mp if s[14] > a.mp
 
 -       end
 
 -       s[7].update(s[14], c)
 
 -     end
 
 -     # MP
 
 -     if a.mp != m[3]
 
 -       if a.maxmp != 0
 
 -         s[12] = ((@mpgw * (a.mp / (a.maxmp * 1.0))) + 1).truncate
 
 -       else
 
 -         s[12] = 0
 
 -       end
 
 -       m[3] = a.mp
 
 -     end
 
 -     sr = s[3].src_rect
 
 -     if sr.width != s[12]
 
 -       sp = BTSKIN_02GS
 
 -       sr.width = (s[12] + (s[3].src_rect.width * (sp - 1))) / sp
 
 -       sr.width = 2 if sr.width <= 1 and a.mp > 0
 
 -     end
 
 -     sr = s[4].src_rect
 
 -     sp = 2
 
 -     if sr.width != s[3].src_rect.width and (Graphics.frame_count % sp) == 0
 
 -       if sr.width < s[3].src_rect.width
 
 -         sr.width += 1
 
 -       else
 
 -         sr.width -= 1
 
 -       end
 
 -     end
 
 -     sr.width = 2 if sr.width <= 1 and a.mp > 0
 
 -   end
 
 - end
 
  
- #==============================================================================
 
 - # ■ Sprite_strNumber
 
 - #==============================================================================
 
 - class Sprite_strNumber < Sprite
 
 -   #--------------------------------------------------------------------------
 
 -   # ● オブジェクト初期化
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(v, gra, n = 0)
 
 -     @n = n
 
 -     super(v)
 
 -     self.bitmap = Cache.system(gra)
 
 -     @w = self.bitmap.width/10
 
 -     @h = self.bitmap.height/3
 
 -     self.src_rect = Rect.new(@n*@w, 0, @w, @h)
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● フレーム更新
 
 -   #--------------------------------------------------------------------------
 
 -   def update(n = -1, c = 0)
 
 -     @n = n
 
 -     self.src_rect.x = @n*@w
 
 -     self.src_rect.y = c*@h
 
 -   end
 
 - end
 
 - #==============================================================================
 
 - # ■ Sprite_strNumbers
 
 - #==============================================================================
 
 - class Sprite_strNumbers
 
 -   attr_accessor :x
 
 -   attr_accessor :y
 
 -   attr_accessor :z
 
 -   attr_accessor :o
 
 -   #--------------------------------------------------------------------------
 
 -   # ● オブジェクト初期化
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(v, gra, n = 4, s = 0)
 
 -     @n = n # 桁数
 
 -     @x = 0
 
 -     @y = 0
 
 -     @z = 0
 
 -     @o = 255
 
 -     @sprite = []
 
 -     # 字間設定
 
 -     b = Cache.system(gra)
 
 -     @s = b.width / 10 - s
 
 -     # スプライト作成
 
 -     for i in 0...n
 
 -       @sprite[i] = Sprite_strNumber.new(v, gra)
 
 -     end
 
 -     update
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● フレーム更新
 
 -   #--------------------------------------------------------------------------
 
 -   def update(v = 0, c = 0)
 
 -     val = []
 
 -     # 数値を配列に格納
 
 -     for i in 0...@n
 
 -       if (10 ** (i)) == 0
 
 -         val[i] = v % 10
 
 -       else
 
 -         val[i] = v / (10 ** (i)) % 10
 
 -       end
 
 -     end
 
 -     val = val.reverse 
 
 -     # 先頭の0を取り除く
 
 -     for i in 0...@n
 
 -       if val[i] == 0 and @n != i + 1
 
 -         val[i] = -1
 
 -       else
 
 -         break
 
 -       end
 
 -     end
 
 -     # スプライト更新
 
 -     for i in 0...@n
 
 -       @sprite[i].update(val[i], c)
 
 -       @sprite[i].x = @x + (i * @s)
 
 -       @sprite[i].y = @y
 
 -       @sprite[i].z = @z
 
 -       @sprite[i].opacity = @o
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 不透明度の適用
 
 -   #--------------------------------------------------------------------------
 
 -   def o=(val)
 
 -     @o = val
 
 -     for i in 0...@n
 
 -       @sprite[i].opacity = @o
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● オブジェクト開放
 
 -   #--------------------------------------------------------------------------
 
 -   def dispose
 
 -     for i in [email protected]
 
 -       @sprite[i].bitmap.dispose
 
 -       @sprite[i].dispose
 
 -     end
 
 -   end
 
 - end
 
  复制代码 
 
lincen于2011-5-18 00:25补充以下内容: 
也许这个是,现在蒙了已经0.0- #==============================================================================
 
 - # ★RGSS2 
 
 - # STR11+atb_ATB Wait Gauge v1.0 08/03/20
 
 - #   *STR33g1_Battle Status required
 
 - #
 
 - # ・Gauges are only for actors.
 
 - # 
 
 - #==============================================================================
 
 - # ■ Window_BattleStatus
 
 - #==============================================================================
 
 - class Window_BattleStatus < Window_Selectable
 
 -   # Skin file names
 
 -   BTSKIN_17 = "wait_gauge01"   # Bars file name
 
 -   BTSKIN_18 = "wait_gauge00"   # Skin file name
 
 -   # XP Style Positions
 
 -   #BTSKIN_17XY = [  0,  -8]     # Gauge coordinates [x, y]
 
 -   #BTSKIN_18XY = [ -8, -16]     # Skin coordinates [x, y]
 
  
-   BTSKIN_17XY = [300,  16]     # Gauge coordinates [x, y]
 
 -   BTSKIN_18XY = [292,   8]     # Skin coordinates [x, y]
 
 -   #--------------------------------------------------------------------------
 
 -   # ★ エイリアス
 
 -   #--------------------------------------------------------------------------
 
 -   alias initialize_str11pog initialize
 
 -   def initialize(f = false)
 
 -     @wagw = (Cache.system(BTSKIN_17)).width
 
 -     initialize_str11pog(f)
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● アイテム作成
 
 -   #--------------------------------------------------------------------------
 
 -   alias draw_item_str11pwa draw_item
 
 -   def draw_item(index)
 
 -     return unless @f
 
 -     actor = $game_party.members[index]
 
 -     draw_item_str11pwa(index)
 
 -     s = @s_sprite[index]
 
 -     # ウェイトゲージ
 
 -     s[17] = Sprite.new(@viewport)
 
 -     s[17].bitmap = Cache.system(BTSKIN_17)
 
 -     s[17].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_17XY[0]
 
 -     s[17].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_17XY[1]
 
 -     s[17].z = 4
 
 -     w = s[17].bitmap.width
 
 -     h = s[17].bitmap.height / 3
 
 -     s[17].src_rect.set(0, 0, w, h)
 
 -     # ウェイトスキン
 
 -     s[18] = Sprite.new(@viewport)
 
 -     s[18].bitmap = Cache.system(BTSKIN_18)
 
 -     s[18].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_18XY[0]
 
 -     s[18].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_18XY[1]
 
 -     s[18].z = 3
 
 -     #
 
 -     s[20] = ((@wagw * (actor.ctb_gauge / (actor.max_ctb_gauge * 1.0))) + 1).truncate
 
 -     s[17].src_rect.width = s[20]
 
 -     # 不可視に
 
 -     for l in [17,18]
 
 -       s[l].opacity = 0
 
 -     end
 
 -     # 追加判定
 
 -     @s_party[10] = actor.ctb_gauge
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● オブジェクト開放
 
 -   #--------------------------------------------------------------------------
 
 -   alias dispose_str11pwa dispose
 
 -   def dispose
 
 -     dispose_str11pwa
 
 -     for i in 0...@s_sprite.size
 
 -       for l in [17,18]
 
 -         @s_sprite[i][l].bitmap.dispose
 
 -         @s_sprite[i][l].dispose
 
 -       end
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● フレーム更新
 
 -   #--------------------------------------------------------------------------
 
 -   alias update_str11pwa update
 
 -   def update
 
 -     update_str11pwa
 
 -     return unless @f
 
 -     for i in 0...@s_sprite.size
 
 -       s = @s_sprite[i]
 
 -       # 不透明度アップ
 
 -       if @opacity < 272
 
 -         for l in [17,18]
 
 -           s[l].opacity = @opacity
 
 -         end
 
 -       end
 
 -       # ウェイトゲージ更新
 
 -       update_wa(s,$game_party.members[i],@s_party[i])
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● フレーム更新 (ウェイトゲージ)
 
 -   #--------------------------------------------------------------------------
 
 -   def update_wa(s,a,m)
 
 -     sr = s[17].src_rect
 
 -     # 色変更
 
 -     gauge = a.ctb_gauge
 
 -     if a.aw_gauge > 0
 
 -       gauge = a.aw_gauge
 
 -       s[17].src_rect.y = s[17].src_rect.height * 2
 
 -     elsif @wagw <= sr.width
 
 -       s[17].src_rect.y = s[17].src_rect.height
 
 -     else
 
 -       s[17].src_rect.y = 0
 
 -     end
 
 -     # ゲージ更新
 
 -     if gauge != m[10]
 
 -       s[20] = ((@wagw * (gauge / (a.max_ctb_gauge * 1.0))) + 1).truncate
 
 -       m[10] = (gauge)
 
 -       s[17].src_rect.width = s[20]
 
 -     end
 
 -   end
 
 - end
 
  复制代码 |   
 
 
 
 |