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本帖最后由 捣蛋 于 2011-5-20 18:17 编辑
直接上图
这个是战斗界面
这个橙色的是怪物的行动条
问题:我想把怪物的行动条的位置改到怪物的下面.怎么修改?下面是原脚本- #==============================================================================
- # ★RGSS2
- # STR33g2_Enemy CT Gauge v1.0 08/05/21
- # By star:[url]http://strcatyou.u-abel.net/[/url]
- # Translated by Mr. Bubble
- # Back Attack support edit by Moonlight
- # ・Displays Enemy CT Gauges.
- #
- #==============================================================================
- # ■ Sprite_Battler
- #==============================================================================
- class Sprite_Battler < Sprite_Base
- # Gauge Back Color [Border Color, Fill Color]
- CTBGAUGE_BC = [Color.new(0,0,0), Color.new(32,48,64)]
- # Gradient Colors [Left, Right]
- CTBGAUGE_GC = [Color.new(160,128,40), Color.new(255,242,80)]
- # Chanting Gauge Colors [Left, Right]
- CTBGAUGE_AW = [Color.new(206,88,136), Color.new(255,190,234)]
- #
- CTBGAUGE_Y = 3 # Y-Coordinate
- CTBGAUGE_Z = 0 # Z-coordinate(v1.0)
- CTBGAUGE_W = 60 # Gauge Width
- CTBGAUGE_H = 8 # Gauge Height
- #--------------------------------------------------------------------------
- # ★ エイリアス
- #--------------------------------------------------------------------------
- alias initialize_str33g2 initialize
- def initialize(viewport, battler = nil)
- initialize_str33g2(viewport, battler)
- if @battler != nil and @battler.is_a?(Game_Enemy)
- b = CTBGAUGE_BC
- c = CTBGAUGE_GC
- a = CTBGAUGE_AW
- # ゲージ描画
- bitmap = Bitmap.new(CTBGAUGE_W, CTBGAUGE_H * 3)
- bitmap.fill_rect(0, 0, CTBGAUGE_W, CTBGAUGE_H, b[0])
- bitmap.fill_rect(1, 1, CTBGAUGE_W - 2, CTBGAUGE_H - 2, b[1])
- bitmap.gradient_fill_rect(1, CTBGAUGE_H + 1, CTBGAUGE_W - 2, CTBGAUGE_H - 2, c[0], c[1])
- bitmap.gradient_fill_rect(1, (CTBGAUGE_H*2) + 1, CTBGAUGE_W - 2, CTBGAUGE_H - 2, a[0], a[1])
- # ゲージスプライト作成
- @ctb_gauge_a = Sprite.new
- s = @ctb_gauge_a
- s.bitmap = bitmap
- s.src_rect.set(0, 0, CTBGAUGE_W, CTBGAUGE_H)
- s.viewport = self.viewport
- if $back_attack && N01::BACK_ATTACK && N01::BACK_ATTACK_NON_BACK_MIRROR
- s.x = Graphics.width - @battler.screen_x
- else
- s.x = @battler.screen_x
- end
- s.y = @battler.screen_y - 16 + CTBGAUGE_Y
- s.z += 200 + CTBGAUGE_Z
- s.ox = CTBGAUGE_W / 2
- s.oy = CTBGAUGE_H / 2
- s.opacity = 0
- @ctb_gauge_b = Sprite.new
- s = @ctb_gauge_b
- s.bitmap = bitmap
- s.src_rect.set(0, CTBGAUGE_H, CTBGAUGE_W, CTBGAUGE_H)
- s.viewport = self.viewport
- if $back_attack && N01::BACK_ATTACK && N01::BACK_ATTACK_NON_BACK_MIRROR
- s.x = Graphics.width - @battler.screen_x
- else
- s.x = @battler.screen_x
- end
- s.y = @battler.screen_y - 16 + CTBGAUGE_Y
- s.z += 220 + CTBGAUGE_Z
- s.ox = CTBGAUGE_W / 2
- s.oy = CTBGAUGE_H / 2
- s.opacity = 0
- @ctb = @battler.ctb_gauge
- @ctb_gauge_w = CTBGAUGE_W + 1
- @ctb_gauge_o = 0
- end
- end
- alias dispose_str33g2 dispose
- def dispose
- # ゲージ開放
- if @battler != nil and @battler.is_a?(Game_Enemy)
- @ctb_gauge_a.bitmap.dispose
- @ctb_gauge_a.dispose
- @ctb_gauge_b.dispose
- end
- dispose_str33g2
- end
- alias update_str33g2 update
- def update
- update_str33g2
- # ゲージ更新
- if @battler != nil and @battler.is_a?(Game_Enemy)
- # 色変更
- gauge = @battler.ctb_gauge
- if @battler.aw_gauge > 0
- gauge = @battler.aw_gauge
- @ctb_gauge_b.src_rect.y = @ctb_gauge_b.src_rect.height * 2
- else
- @ctb_gauge_b.src_rect.y = @ctb_gauge_b.src_rect.height
- end
- if @ctb != gauge
- @ctb_gauge_w = ((CTBGAUGE_W * (gauge / (@battler.max_ctb_gauge * 1.0))) + 1).truncate
- @ctb = gauge
- @ctb_gauge_b.src_rect.width = @ctb_gauge_w
- end
- # 透明度
- if @battler.exist?
- @ctb_gauge_o += 16 if 255 > @ctb_gauge_o
- else
- @ctb_gauge_o -= 16 if 0 < @ctb_gauge_o
- end
- @ctb_gauge_a.opacity = @ctb_gauge_o
- @ctb_gauge_b.opacity = @ctb_gauge_o
- end
- end
- end
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