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本帖最后由 亿万星辰 于 2013-5-11 13:47 编辑
game186_宿命脚本- #==============================================================================
- # ■ Window_BattleStatus
- #------------------------------------------------------------------------------
- # バトル画面でパーティメンバーのステータスを表示するウィンドウです。
- #==============================================================================
- class Window_BattleStatus < Window_Base
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize
- super(0, 240, 640, 240)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.opacity = 0
- @background_window = Window_Base.new(0, 320, 640, 160)
- @background_window.opacity = 0
- @menu = Sprite.new
- @menu.bitmap = RPG::Cache.picture("战斗状态")
- @menu.y = 320
- @menu.z += 1
- @level_up_flags = [false, false, false, false]
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- def dispose
- @background_window.dispose
- @menu.bitmap.dispose
- super
- end
- #--------------------------------------------------------------------------
- # ● レベルアップフラグの設定
- # actor_index : アクターインデックス
- #--------------------------------------------------------------------------
- def level_up(actor_index)
- @level_up_flags[actor_index] = true
- end
- #--------------------------------------------------------------------------
- # ● レベルアップ表示
- #--------------------------------------------------------------------------
- def refresh_level_up
- for i in 0...$game_party.actors.size
- if @level_up_flags[i]
- bitmap = RPG::Cache.picture("System/Battle-LevelUp")
- src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- self.contents.blt(i * 160, 0, bitmap, src_rect)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- @item_max = $game_party.actors.size
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- actor_x = i * 160
- y = height - 200
- #---------------------------头象------------------------------
- testname = actor.battler_name+"_f.png"
- bitmap=Bitmap.new("Graphics/Battlers/#{testname}")
- src_rect = Rect.new(0,0, bitmap.width, bitmap.height) #——可自己调整大小
- self.contents.blt(actor_x+16, 65, bitmap, src_rect)
- #-----------------------------------------------------------
- draw_actor_hp(actor, actor_x, y + 96, 14)
- draw_actor_sp(actor, actor_x, y + 124, 14)
- draw_actor_hpbar(actor, actor_x + 16, y + 120)
- draw_actor_spbar(actor, actor_x + 16, y + 148)
- draw_actor_state(actor, actor_x+92, y + 80)
- draw_actor_name(actor, actor_x+95, y + 32)
- end
- end
- #--------------------------------------------------------------------------
- # ★ HPバー の描画
- # actor : アクター
- # x : 描画先 X 座標
- # y : 描画先 Y 座標
- #--------------------------------------------------------------------------
- def draw_actor_hpbar(actor, x, y)
- bitmap = RPG::Cache.picture("空槽")
- src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- self.contents.blt(x, y, bitmap, src_rect)
- bitmap = RPG::Cache.picture("血槽")
- cx = actor.hp * 100 / actor.maxhp
- src_rect = Rect.new(0, 0, cx, bitmap.height)
- self.contents.blt(x + 103 - cx, y + 2, bitmap, src_rect)
- end
- #--------------------------------------------------------------------------
- # ★ SPバー の描画
- # actor : アクター
- # x : 描画先 X 座標
- # y : 描画先 Y 座標
- #--------------------------------------------------------------------------
- def draw_actor_spbar(actor, x, y)
- bitmap = RPG::Cache.picture("空槽")
- src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- self.contents.blt(x, y, bitmap, src_rect)
- bitmap = RPG::Cache.picture("气槽")
- cx = actor.sp * 100 / actor.maxsp
- src_rect = Rect.new(0, 0, cx, bitmap.height)
- self.contents.blt(x + 103 - cx, y + 2, bitmap, src_rect)
- end
- #--------------------------------------------------------------------------
- # ● HP の描画
- # actor : アクター
- # x : 描画先 X 座標
- # y : 描画先 Y 座標
- #--------------------------------------------------------------------------
- def draw_actor_hp(actor, x, y, size = 16)
- bitmap = RPG::Cache.picture("HP字样")
- src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- self.contents.blt(x, y + 4, bitmap, src_rect)
- # HP を描画
- x += 32
- self.contents.font.size = size
- self.contents.font.italic = true
- color = actor.hp == 0 ? knockout_color :
- actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
- draw_text_custom(x, y, 42, 32, actor.hp.to_s, color, 2)
- self.contents.font.italic = false
- draw_text_normal(x + 42, y, 16, 32, "/", 1)
- self.contents.font.italic = true
- # MaxHP を描画
- draw_text_normal(x + 54, y, 42, 32, actor.maxhp.to_s, 2)
- self.contents.font.italic = false
- end
- #--------------------------------------------------------------------------
- # ● SP の描画
- # actor : アクター
- # x : 描画先 X 座標
- # y : 描画先 Y 座標
- #--------------------------------------------------------------------------
- def draw_actor_sp(actor, x, y, size = 16)
- bitmap = RPG::Cache.picture("MP字样")
- src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- self.contents.blt(x, y + 4, bitmap, src_rect)
- # SP を描画
- x += 32
- self.contents.font.size = size
- self.contents.font.italic = true
- color = actor.sp == 0 ? knockout_color :
- actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
- draw_text_custom(x, y, 42, 32, actor.sp.to_s, color, 2)
- self.contents.font.italic = false
- draw_text_normal(x + 42, y, 16, 32, "/", 1)
- self.contents.font.italic = true
- # MaxSP を描画
- draw_text_normal(x + 54, y, 42, 32, actor.maxsp.to_s, 2)
- self.contents.font.italic = false
- end
- #--------------------------------------------------------------------------
- # ★ 文字列(影つき:通常色・無効色あり)の描画
- #--------------------------------------------------------------------------
- def draw_text_custom(x, y, width, height, str, color, align = 0)
- self.contents.font.color = Color.new(36, 24, 16, 224)
- self.contents.draw_text(x + 1, y + 1, width, height, str, align)
- self.contents.font.color = color
- self.contents.draw_text(x, y, width, height, str, align)
- end
- #--------------------------------------------------------------------------
- # ★ 文字列(影つき:通常色)の描画
- #--------------------------------------------------------------------------
- def draw_text_normal(x, y, width, height, str, align = 0)
- self.contents.font.color = Color.new(36, 24, 16, 224)
- self.contents.draw_text(x + 1, y + 1, width, height, str, align)
- self.contents.font.color = normal_color
- self.contents.draw_text(x, y, width, height, str, align)
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- def update
- super
- # メインフェーズのときは不透明度をやや下げる
- if $game_temp.battle_main_phase
- self.contents_opacity -= 4 if self.contents_opacity > 192
- self.z = 50
- else
- self.contents_opacity += 4 if self.contents_opacity < 255
- self.z = 200
- end
- end
- end
复制代码 帮忙整合掉血掉蓝从右到左 谢谢 |
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