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[已经解决] 【求助】怎样在这叫本里显示ICON

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Lv4.逐梦者

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发表于 2012-6-15 22:33:50 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

Playerdate_SWITCH = 1 # 当1号开关打开,本脚本才开始工作。
Playerdate_magicdef =19
Yellowkey_itemid=1
Bluekey_itemid=2
Redkey_itemid=3
Greenkey_itemid=41

#==============================================================================
# ■ Window_PlayerDate
#------------------------------------------------------------------------------
#  显示玩家状态的窗口。
#==============================================================================

class Window_PlayerDate < Window_Base
  #--------------------------------------------------------------------------
  # ● 初始化窗口
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 960, 720)#395)#192,416
    self.contents = Bitmap.new(width - 32, height - 32)
    self.z =210
    self.opacity=0
    self.back_opacity =255
#    self.contents_opacity = 255
    self.visible = false
#    self.contents.clear
    refresh
#    if $game_switches[XY_SWITCH]
#      self.contents_opacity = 0
#    else
#      self.contents_opacity = 5
#    end
   
  end
  
  
  def refresh
    if $game_switches[50]#进入屏幕右侧状态栏换到左侧
      self.x=0
    else#进入屏幕左侧状态栏换到右侧
      self.x=480
    end

    self.contents.clear
    x=25
    y=75
    draw_actor_graphic($game_party.actors[0], 20, 40)
    #勇士图形
    self.contents.font.color = system_color
    self.contents.draw_text(35, 11, 50, 20, "魔塔", 0) if $game_switches[36]
    self.contents.draw_text(100, 11, 25, 20, "F", 0)if $game_switches[36]
    self.contents.draw_text(0, 55, 50, 20, "LV", 0)
   
    if $game_switches[1]
    @data = []
    @data.push($data_weapons[$game_party.actors[0].weapon_id])
    @data.push($data_armors[$game_party.actors[0].armor1_id])
    @data.push($data_armors[$game_party.actors[0].armor2_id])
    @data.push($data_armors[$game_party.actors[0].armor3_id])
    @data.push($data_armors[$game_party.actors[0].armor4_id])
    @item_max = @data.size
    draw_item_bitmap(@data[0], 0,  60+x*15)
    draw_item_bitmap(@data[1], 32, 60+x*15)
    draw_item_bitmap(@data[2], 64, 60+x*15)
    draw_item_bitmap(@data[3], 96, 60+x*15)
    draw_item_bitmap(@data[4], 128,60+x*15)
    self.contents.font.color = system_color
  end     
    if $game_switches[42]
      if $game_variables[81][$game_variables[1]]!=0
        bitmap = Bitmap.new("Graphics/Pictures/up.png")
        self.contents.blt(40,55 , bitmap, Rect.new(0, 0, 20, 20))
      end
    end
   
    self.contents.font.color = text_color(1)
    self.contents.draw_text(4, 65+x, 40, 20, "HP", 0)
    self.contents.font.color = text_color(8)
    self.contents.draw_text(4, 65+x*2, 40, 20, "SP", 0)
    if $game_switches[19]
      self.contents.font.color = text_color(1)
      self.contents.draw_text(4, 65+x*3, 40, 20,"魔攻", 0)
      self.contents.font.color = text_color(8)
      self.contents.draw_text(4, 65+x*4, 40, 20,"魔防", 0)
    else
      self.contents.font.color = text_color(4)
      self.contents.draw_text(4, 65+x*3, 40, 20,"物攻", 0)
      self.contents.font.color = text_color(6)
      self.contents.draw_text(4, 65+x*4, 40, 20,"物防", 0)
    end
      self.contents.font.color = text_color(7)
      self.contents.draw_text(4, 65+x*5, 40, 20, "科攻", 0)
      self.contents.draw_text(4, 65+x*6, 40, 20, "科防", 0)
      self.contents.font.color = text_color(11)
      self.contents.draw_text(4, 65+x*7, 40, 20,"攻速", 0)
      self.contents.draw_text(4, 65+x*8, 40, 20,"移速", 0)
      self.contents.font.color = text_color(2)
      self.contents.draw_text(4, 65+x*9, 40, 20, "吸血", 0)
      self.contents.font.color = text_color(12)
      self.contents.draw_text(4, 65+x*10, 40, 20, "反弹", 0)
      self.contents.font.color = text_color(2)
      self.contents.draw_text(4, 65+x*11, 40, 20, "命中", 0)
      self.contents.font.color = text_color(9)
      self.contents.draw_text(4, 65+x*12, 40, 20, "闪避", 0)
      self.contents.font.color = text_color(4)
      self.contents.draw_text(4, 65+x*13, 40, 20, "ELY", 0)
      self.contents.draw_text(4, 65+x*14, 40, 20, "EXP", 0)

    if $game_switches[26]
      bitmap = RPG::Cache.icon("101-01")#黄钥匙)
      self.contents.blt(10, 2800, bitmap, Rect.new(0, 0, 32, 32))   
      bitmap = RPG::Cache.icon("101-02")#蓝钥匙)
      self.contents.blt(10, 3070, bitmap, Rect.new(0, 0, 32, 32))
      bitmap = RPG::Cache.icon("101-03")#红钥匙)
      self.contents.blt(10, 3340, bitmap, Rect.new(0, 0, 32, 32))
      bitmap = RPG::Cache.icon("101-04")#绿钥匙)
      self.contents.blt(10, 3610, bitmap, Rect.new(0, 0, 32, 32))
      
    else
      self.contents.font.color = text_color(6)   
      self.contents.draw_text(8, 2850, 50, 20, "黄钥匙", 0)
      self.contents.font.color = text_color(4)   
      self.contents.draw_text(8, 3130, 50, 20, "蓝钥匙", 0)
      self.contents.font.color = text_color(2)   
      self.contents.draw_text(8, 3410, 50, 20, "红钥匙", 0)
      self.contents.font.color = text_color(3)   
      self.contents.draw_text(8, 3690, 50, 20, "绿钥匙", 0)
    end
   
    @xgraphic=$game_party.actors[0]
    @xfloor=$game_variables[2]
    @xlevel=$game_actors[$game_variables[1]+1].level
    @xlife=$game_actors[$game_variables[1]+1].hp
    @xmagic=$game_actors[$game_variables[1]+1].sp
    if $game_switches[19]
      @xattact=$game_actors[$game_variables[1]+1].agi
      @xdefence=$game_actors[$game_variables[1]+1].int
    else
      @xattact=$game_actors[$game_variables[1]+1].str
      @xdefence=$game_actors[$game_variables[1]+1].dex
    end
    @xmagicdef=$game_actors[$game_variables[1]+2].hp
    @xspeed=$game_actors[$game_variables[1]+2].sp
    @xgongsu=$game_actors[$game_variables[1]+2].level
    @xyisu=$game_actors[$game_variables[1]+2].exp
    @xxixue=$game_actors[$game_variables[1]+2].str
    @xfantan=$game_actors[$game_variables[1]+2].dex
    @xmingzhong=$game_actors[$game_variables[1]+2].agi
    @xshanbi=$game_actors[$game_variables[1]+2].int
    @xgold=$game_party.gold
    @xexp= $game_actors[$game_variables[1]+1].exp
    @xyellowkey=$game_party.item_number(Yellowkey_itemid)
    @xbluekey=$game_party.item_number(Bluekey_itemid)
    @xredkey=$game_party.item_number(Redkey_itemid)
    @xgreenkey=$game_party.item_number(Greenkey_itemid)
    @xhong=$game_switches[59]
    @xcheng=$game_switches[15]
    @xhuang=$game_switches[58]
    @xlv=$game_switches[13]
    @xqing=$game_switches[16]
    @xlan=$game_switches[12]
    @xzi=$game_switches[60]
    @xfen=$game_switches[61]
    @xhui=$game_switches[11]
    @xhei=$game_switches[62]
    @xbai=$game_switches[63]
    @xchange=$game_switches[50]
   
    self.contents.font.color = normal_color
    self.contents.draw_text(32, 0, 60, 45, @xfloor.to_s, 2) if $game_switches[36]
    self.contents.draw_text(40, 0, 80, 45, @xfloor.to_s, 2) if !$game_switches[36]
   
    self.contents.draw_text(50, 50, 65, 30, @xlevel.to_s, 2)
    self.contents.draw_text(43, 65+x, 72, 20,@xlife .to_s, 2)
    self.contents.draw_text(43, 65+x*2, 72, 20,@xmagic .to_s, 2)
    if $game_switches[19]
      self.contents.draw_text(50, 65+x*3, 65, 20,@xattact .to_s, 2)
      self.contents.draw_text(50, 65+x*4, 65, 20,@xdefence .to_s, 2)
    else
      self.contents.draw_text(50, 65+x*3, 65, 20,@xattact .to_s, 2)
      self.contents.draw_text(50, 65+x*4, 65, 20,@xdefence .to_s, 2)
    end
    self.contents.draw_text(50, 65+x*5, 65, 20,@xmagicdef .to_s, 2)
    self.contents.draw_text(50, 65+x*6, 65, 20,@xspeed .to_s, 2)
    self.contents.draw_text(50, 65+x*7, 65, 20,@xgongsu.to_s, 2)
    self.contents.draw_text(50, 65+x*8, 65, 20,@xyisu.to_s, 2)
    self.contents.draw_text(50, 65+x*9, 65, 20,@xxixue.to_s+"%", 2)
    self.contents.draw_text(50, 65+x*10, 65, 20,@xfantan.to_s+"%", 2)
    self.contents.draw_text(50, 65+x*11, 65, 20,@xmingzhong.to_s+"%", 2)
    self.contents.draw_text(50, 65+x*12, 65, 20,@xshanbi.to_s+"%", 2)
    self.contents.draw_text(50, 65+x*13, 65, 20, @xgold.to_s, 2)
    self.contents.draw_text(50, 65+x*14, 65, 20,@xexp.to_s, 2)
   
    self.contents.font.color = text_color(6)
    self.contents.draw_text(75, 2850, 25, 20, @xyellowkey.to_s, 2)
    self.contents.font.color = text_color(4)
    self.contents.draw_text(75, 3130, 25, 20, @xbluekey .to_s, 2)
    self.contents.font.color = text_color(2)
    self.contents.draw_text(75, 3410, 25, 20, @xredkey.to_s, 2)
    self.contents.font.color = text_color(3)
    self.contents.draw_text(75, 3690, 25, 20, @xgreenkey.to_s, 2)
   
    self.contents.font.color = text_color(1)
    self.contents.draw_text(0,  65+x*16,20,20, "灼".to_s, 0) if $game_switches[59]
    self.contents.font.color = text_color(3)
    self.contents.draw_text(16, 65+x*16,20,20, "衰".to_s, 0) if $game_switches[15]
    self.contents.font.color = text_color(4)
    self.contents.draw_text(32, 65+x*16,20,20, "衰".to_s, 0) if $game_switches[58]
    self.contents.font.color = text_color(6)
    self.contents.draw_text(48, 65+x*16,20,20, "毒".to_s, 0) if $game_switches[13]
    self.contents.font.color = text_color(7)
    self.contents.draw_text(64, 65+x*16,20,20, "咒".to_s, 0) if $game_switches[16]
    self.contents.font.color = text_color(8)
    self.contents.draw_text(80, 65+x*16,20,20, "缓".to_s, 0) if $game_switches[12]
    self.contents.font.color = text_color(10)
    self.contents.draw_text(96, 65+x*16,20,20, "魅".to_s, 0) if $game_switches[60]
    self.contents.font.color = text_color(11)
    self.contents.draw_text(112,65+x*16,20,20, "锁".to_s, 0) if $game_switches[61]
    self.contents.font.color = text_color(13)
    self.contents.draw_text(128,65+x*16,20,20, "亡".to_s, 0) if $game_switches[11]
    self.contents.font.color = text_color(14)
    self.contents.draw_text(144,65+x*16,20,20, "引".to_s, 0) if $game_switches[62]
    self.contents.font.color = text_color(0)
    self.contents.draw_text(160,65+x*16,20,20, "反".to_s, 0) if $game_switches[63]   
        
  end
  
  def judge#用于判断是否数据变更,节约内存
    return true if @xgraphic!=$game_party.actors[0]
    return true if @xfloor!=$game_variables[2]
    return true if @xlevel!=$game_actors[$game_variables[1]+1].level
    return true if @xlife!=$game_actors[$game_variables[1]+1].hp
    return true if @xmagic!=$game_actors[$game_variables[1]+1].sp
    if $game_switches[19]
      return true if @xattact!=$game_actors[$game_variables[1]+1].agi
      return true if @xdefence!=$game_actors[$game_variables[1]+1].int
    else
      return true if @xattact!=$game_actors[$game_variables[1]+1].str
      return true if @xdefence!=$game_actors[$game_variables[1]+1].dex
    end
    return true if @xmagicdef!=$game_actors[$game_variables[1]+2].hp
    return true if @xspeed!=$game_actors[$game_variables[1]+2].sp
    return true if @xgongsu!=$game_actors[$game_variables[1]+2].level
    return true if @xyisu!=$game_actors[$game_variables[1]+2].exp
    return true if @xxixue!=$game_actors[$game_variables[1]+2].str
    return true if @xfantan!=$game_actors[$game_variables[1]+2].dex
    return true if @xmingzhong!=$game_actors[$game_variables[1]+2].agi
    return true if @xshanbi!=$game_actors[$game_variables[1]+2].int
    return true if @xgold!=$game_party.gold
    return true if @xexp!= $game_actors[$game_variables[1]+1].exp
    return true if @xyellowkey!=$game_party.item_number(Yellowkey_itemid)
    return true if @xbluekey!=$game_party.item_number(Bluekey_itemid)
    return true if @xredkey!=$game_party.item_number(Redkey_itemid)
    return true if @xgreenkey!=$game_party.item_number(Greenkey_itemid)
    return true if @xhong!=$game_switches[59]
    return true if @xcheng!=$game_switches[15]
    return true if @xhuang!=$game_switches[58]
    return true if @xlv!=$game_switches[13]
    return true if @xqing!=$game_switches[16]
    return true if @xlan!=$game_switches[12]
    return true if @xzi!=$game_switches[60]
    return true if @xfen!=$game_switches[61]
    return true if @xhui!=$game_switches[11]
    return true if @xhei!=$game_switches[62]
    return true if @xbai!=$game_switches[63]
    return true if @xchange!=$game_switches[50]
    return false
  end

end

###########################################################################
#                           下面的东西不需要掌握~                         #
###########################################################################

class Scene_Map
alias xy_66rpg_main main
def main
$mapdamage.mapupdate
@Playerdate_window = Window_PlayerDate.new
@Playerdate_window.x = $game_variables[105]
# @xy_window.y = 480 - 96
# @xy_window.opacity = 0
xy_66rpg_main
@Playerdate_window .dispose
$mapdamage.pic.bitmap.clear
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
alias xy_66rpg_update update
def update
xy_66rpg_update
if $game_switches[Playerdate_SWITCH]
@Playerdate_window .visible = true
if @Playerdate_window.judge
@Playerdate_window .refresh
$mapdamage.mapupdate
end
else
@Playerdate_window .visible = false
end
end
end

#==========================================================================
# 本脚本来自www.66rpg.com,用于任何游戏请保留此信息。别以为加密就可以del哦
#==========================================================================


以上为元脚本
已知原先是图片名字为101-01
我想改成显示1号物品的ICON应该怎么改(不管1号物品ICON怎么变始终都是同步)?


‘‘──chd114于2012-6-16 10:47补充以下内容:

难道无法显示???!!!
’’
[img]http://service.t.sina.com.cn/widget/qmd/5339802982/c02e16bd/7.png

Lv3.寻梦者

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帖子
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2
发表于 2012-6-19 22:52:49 | 只看该作者
  1. draw_item_name(item, x, y)
复制代码
具体用法,全脚本搜索draw_item_name
初从文,三年不中;后习武,校场发一矢,中鼓吏,逐之出;遂学医,有所成。自撰一良方,服之,卒。
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