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Lv1.梦旅人
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本帖最后由 hcm 于 2012-8-10 08:58 编辑
我用了 亿万星辰 的轩辕剑菜单 为什么角色·状态显示不出来了?
原脚本我只是换些图片而已,基本没改动,
新手求助。 谢谢
Project3.part1.rar
(950 KB, 下载次数: 97)
Project3.part2.rar
(950 KB, 下载次数: 76)
Project3.part3.rar
(950 KB, 下载次数: 52)
Project3.part4.rar
(615.71 KB, 下载次数: 74)
- #==============================================================================
- # ■ Window_Status
- #------------------------------------------------------------------------------
- # 显示状态画面、完全规格的状态窗口。
- #==============================================================================
- class Window_Status_New < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # actor : 角色
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(160, 40, 480, 436)
- self.windowskin = RPG::Cache.windowskin("../system/menu/windowskins/palskin")
- self.opacity = 180
- self.contents = Bitmap.new(width - 32, height - 32)
- @actor = actor
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- testname = @actor.battler_name+"_h.png"
- if $加密 == true
- bitmap=Bitmap.new("Graphics/system/menu/headp/#{testname}")
- src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) #——可自己调整大小
- self.contents.blt(0, y, bitmap, src_rect)
- self.contents.font.size = 18
- self.contents.font.color = text_color(6)
- draw_actor_name(@actor, 300, 0)
- self.contents.font.color = text_color(0)
- draw_actor_class(@actor, 400, 32)
- draw_actor_level(@actor, 300, 32)
- draw_actor_state(@actor, 480, 32)
- draw_actor_hp(@actor, 300, 64, 150)
- draw_actor_sp(@actor, 300, 96, 150)
- draw_actor_exp_state(@actor, 300, 128, 150)
- draw_actor_parameter_state(@actor, 480, 66, 0)
- draw_actor_parameter_state(@actor, 480, 98, 1)
- draw_actor_parameter_state(@actor, 480, 130, 2)
- draw_actor_parameter_state(@actor, 320, 162, 3)
- draw_actor_parameter_state(@actor, 320, 194, 4)
- draw_actor_parameter_state(@actor, 480, 162, 5)
- draw_actor_parameter_state(@actor, 480, 194, 6)
- self.contents.font.color = system_color
- self.contents.draw_text(300, 260, 96, 32, "身上装备")
- draw_item_name($data_weapons[@actor.weapon_id], 300, 300)
- draw_item_name($data_armors[@actor.armor1_id], 460, 300)
- draw_item_name($data_armors[@actor.armor2_id], 300, 340)
- draw_item_name($data_armors[@actor.armor3_id], 460, 340)
- draw_item_name($data_armors[@actor.armor4_id], 300, 380)
- else
- if FileTest.exist?("Graphics/system/menu/headp/#{testname}")
- bitmap=Bitmap.new("Graphics/system/menu/headp/#{testname}")
- src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) #——可自己调整大小
- self.contents.blt(160, y + 50, bitmap, src_rect,80)
- self.contents.font.size = 18
- self.contents.font.color = text_color(6)
- @leftless = 296
- draw_actor_name(@actor, 300 - @leftless, 0)
- self.contents.font.color = text_color(0)
- #draw_actor_class(@actor, 400 - @leftless, 32)
- draw_actor_level(@actor, 300 - @leftless, 32)
- draw_actor_state(@actor, 480 - @leftless, 32)
- draw_actor_hp(@actor, 300 - @leftless, 64, 150)
- draw_actor_sp(@actor, 300 - @leftless, 96, 150)
- draw_actor_exp_state(@actor, 300 - @leftless, 128, 150)
- draw_actor_parameter_state(@actor, 480 - @leftless, 66, 0)
- draw_actor_parameter_state(@actor, 480 - @leftless, 98, 1)
- draw_actor_parameter_state(@actor, 480 - @leftless, 130, 2)
- draw_actor_parameter_state(@actor, 320 - @leftless, 162, 3)
- draw_actor_parameter_state(@actor, 320 - @leftless, 194, 4)
- draw_actor_parameter_state(@actor, 480 - @leftless, 162, 5)
- draw_actor_parameter_state(@actor, 480 - @leftless, 194, 6)
- self.contents.font.color = system_color
- self.contents.draw_text(300 - @leftless, 260, 96, 32, "身上装备")
- @newless = 10
- draw_item_name($data_weapons[@actor.weapon_id], 300 - @leftless, 300 - @newless)
- draw_item_name($data_armors[@actor.armor1_id], 460 - @leftless, 300 - @newless)
- draw_item_name($data_armors[@actor.armor2_id], 620 - @leftless, 300 - @newless)
- draw_item_name($data_armors[@actor.armor3_id], 300 - @leftless, 330 - @newless)
- draw_item_name($data_armors[@actor.armor4_id], 460 - @leftless, 330 - @newless)
- draw_item_name($data_armors[@actor.armor5_id], 620 - @leftless, 330 - @newless)
- draw_item_name($data_armors[@actor.armor6_id], 300 - @leftless, 360 - @newless)
- draw_item_name($data_armors[@actor.armor7_id], 460 - @leftless, 360 - @newless)
- else
- draw_actor_graphic(@actor, 40, 112)
- draw_actor_name(@actor, 4, 0)
- draw_actor_class(@actor, 4 + 144, 0)
- draw_actor_level(@actor, 96, 32)
- draw_actor_state(@actor, 96, 64)
- draw_actor_hp(@actor, 96, 112, 172)
- draw_actor_sp(@actor, 96, 144, 172)
- draw_actor_parameter(@actor, 96, 192, 0)
- draw_actor_parameter(@actor, 96, 224, 1)
- draw_actor_parameter(@actor, 96, 256, 2)
- draw_actor_parameter(@actor, 96, 304, 3)
- draw_actor_parameter(@actor, 96, 336, 4)
- draw_actor_parameter(@actor, 96, 368, 5)
- draw_actor_parameter(@actor, 96, 400, 6)
- self.contents.font.color = system_color
- self.contents.draw_text(320, 48, 80, 32, "EXP")
- self.contents.draw_text(320, 80, 80, 32, "NEXT")
- self.contents.font.color = normal_color
- self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
- self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
- self.contents.font.color = system_color
- self.contents.draw_text(320, 160, 96, 32, "装备")
- draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
- draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)
- draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304)
- draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352)
- draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400)
- end
- end
- end
- def dummy
- self.contents.font.color = system_color
- self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
- self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
- self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
- self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
- self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
- draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
- draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
- draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
- draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
- draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
- end
- end
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