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# ———————————————————————————————————— # 本脚本来自[url]www.66rpg.com[/url],转载请保留此信息 # ———————————————————————————————————— #============================================================================== # ■ Game_Actor #------------------------------------------------------------------------------ # 处理角色的类。本类在 Game_Actors 类 ($game_actors) # 的内部使用、Game_Party 类请参考 ($game_party) 。 #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● 取得战斗画面的 X 坐标 #-------------------------------------------------------------------------- def screen_x case $game_party.actors.size #判断当前出战的总人数 when 1 #判断当前出战的总人数为1 case self.index when 0 #1号角色 return 455 else return 640 end #出战人数为2 when 2 case self.index when 0 #1号角色 return 435 when 1 #2号角色 return 515 else return 640 end #出战人数为3 when 3 case self.index when 0 #1号角色 return 395 when 1 #2号角色 return 505 when 2 #3号角色 return 515 else return 640 end #出战人数为4 when 4 case self.index when 0 #1号角色 return 435 when 1 #2号角色 return 515 when 2 #3号角色 return 335 when 3 #4号角色 return 590 else return 640 end end #-------------------------------------------------------------------------- # ● 取得战斗画面的 Y 坐标 大是下 小是上 #-------------------------------------------------------------------------- def screen_y case $game_party.actors.size #判断当前出战的总人数 when 1 #判断当前出战的总人数为1 case self.index when 0 #1号角色 return 485 else return 500 end #出战人数为2 when 2 case self.index when 0 #1号角色 return 215 when 1 #2号角色 return 235 else return 1000 end #出战人数为3 when 3 case self.index when 0 #1号角色 return 215 when 1 #2号角色 return 235 when 2 #3号角色 return 495 else return 600 end #出战人数为4 when 4 case self.index when 0 #1号角色 return 215 when 1 #2号角色 return 235 when 2 #3号角色 return 375 when 3 #4号角色 return 240 else return 1000 end end #-------------------------------------------------------------------------- # ● 取得战斗画面的 Z 坐标 #-------------------------------------------------------------------------- def screen_z case self.index when 0 return 15#10 when 1 return 14 when 2 return 16 when 3 return 13 else return 0 end end end end end ################################################### #============================================================================== # ■ Window_Base #------------------------------------------------------------------------------ # 游戏中全部窗口的超级类。 #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # ● 描绘 HP # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # width : 描画目标的宽 #-------------------------------------------------------------------------- def draw_actor_hp1(actor, x, y, width = 72) # 描绘字符串 "HP" self.contents.font.color = system_color self.contents.draw_text(x, y, 24, 24, $data_system.words.hp) # 计算描绘 MaxHP 所需的空间 if width - 24 >= 32 hp_x = x + 32# + width - 24 end # 描绘 HP self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color # self.contents.font.color = Color.new(255, 225, 198, 255) self.contents.draw_text(hp_x, y, 32, 24, actor.hp.to_s, 2) end #-------------------------------------------------------------------------- # ● 描绘 SP # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # width : 描画目标的宽 #-------------------------------------------------------------------------- def draw_actor_sp1(actor, x, y, width = 72) # 描绘字符串 "SP" self.contents.font.color = system_color self.contents.draw_text(x, y, 24, 24, $data_system.words.sp) # 计算描绘 MaxSP 所需的空间 if width - 24 >= 32 sp_x = x + 32# + width - 24 end # 描绘 SP self.contents.font.color = actor.sp == 0 ? knockout_color : actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color # self.contents.font.color = Color.new(255, 125, 198, 255) self.contents.draw_text(sp_x, y, 32, 24, actor.sp.to_s, 2) end ########################################################################### #-------------------------------------------------------------------------- # ● 战斗时图形的描绘 # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 #-------------------------------------------------------------------------- def draw_battle_actor(actor, x, y) bitmap=Bitmap.new("Graphics/Picturess/#{actor.id}") cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw/20, y - ch, bitmap, src_rect) end ########################################################################### end #============================================================================== # ■ Window_BattleStatus #------------------------------------------------------------------------------ # 显示战斗画面同伴状态的窗口。 #============================================================================== class Window_BattleStatus < Window_Base #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- #$data_system_level_up_me = "Audio/ME/升级音乐" def initialize super(0, 0, 640, 480)#(0, 0, 640, 480) self.contents = Bitmap.new(width - 10, height - 32) self.opacity = 0 @level_up_flags = [false, false, false, false] refresh end #-------------------------------------------------------------------------- # ● 释放 #-------------------------------------------------------------------------- def dispose super end #-------------------------------------------------------------------------- # ● 设置升级标志 # actor_index : 角色索引 #-------------------------------------------------------------------------- def level_up(actor_index) @level_up_flags[actor_index] = true end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size actor = $game_party.actors[i] x = i * 150 + 140#160 + 140 y = 370 ######################################### draw_battle_actor(actor,x-180,y+83) #整体图片的坐标 ######################################### if @level_up_flags[i] self.contents.font.color = normal_color self.contents.draw_text(x+18,y+50, 80, 24, "等级 提升!") Audio.me_stop else draw_actor_hp1(actor, x-90, y+20, 80) draw_actor_sp1(actor, x-75, y+35, 80)#战斗画面角色血量文字的位置 #按照CP制度的位置进行调整 最后的180是显示所需要的长度 draw_actor_state(actor, actor.screen_x-50, actor.screen_y-30, 180) end end end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update super # 主界面的不透明度下降 if $game_temp.battle_main_phase self.contents_opacity -= 50 if self.contents_opacity > 255 else self.contents_opacity += 50 if self.contents_opacity < 255 end end end #============================================================================== # ■ Window_BattleStatus #============================================================================== class Window_BattleStatus < Window_Base #-------------------------------------------------------------------------- # ● 初始化 #-------------------------------------------------------------------------- alias xrxs_bp2_refresh refresh def refresh xrxs_bp2_refresh @item_max = $game_party.actors.size for i in 0...$game_party.actors.size actor = $game_party.actors[i] x = i * 150 + 140#队友之间血条的距离 y = 370 # draw_actor_hp_meter(actor, x, y, 100)#血条的长短 #draw_actor_sp_meter(actor, x, y + 8, 100) draw_actor_hp_meter(actor, x-70, y + 28, 55) draw_actor_sp_meter(actor, x-85, y +40, 65) end end end #============================================================================== # ■ Window_Base #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # ● HP描画 #-------------------------------------------------------------------------- def draw_actor_hp_meter(actor, x, y, width = 156, type = 0) if type == 1 and actor.hp == 0 return end self.contents.font.color = system_color # self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 25)) self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 25)) w = width * actor.hp / actor.maxhp ####################################################################### self.contents.fill_rect(x, y+28, w,2, Color.new(255, 96, 96, 255)) self.contents.fill_rect(x, y+30, w,1, Color.new(255, 96, 96, 255)) self.contents.fill_rect(x, y+29, w,1, Color.new(255, 0, 0, 255)) self.contents.fill_rect(x, y+30, w,1, Color.new(128, 0, 0, 255)) self.contents.fill_rect(x, y+31, w,1, Color.new(0, 0, 0, 255)) ########################################################################### #self.contents.fill_rect(x-131, y+55, w,1, Color.new(255, 96, 96, 255)) # self.contents.fill_rect(x-131, y+54, w,1, Color.new(255, 0, 0, 255)) #self.contents.fill_rect(x-131, y+55, w,1, Color.new(128, 0, 0, 255)) # self.contents.fill_rect(x-131, y+56, w,1, Color.new(0, 0, 0, 255)) end #-------------------------------------------------------------------------- # ● SP描画 #-------------------------------------------------------------------------- def draw_actor_sp_meter(actor, x, y, width = 156, type = 0) if type == 1 and actor.hp == 0 return end self.contents.font.color = system_color self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255)) w = width * actor.sp / actor.maxsp self.contents.fill_rect(x, y+28, w,1, Color.new(128, 255, 255, 255)) self.contents.fill_rect(x, y+29, w,1, Color.new(0, 255, 255, 255)) self.contents.fill_rect(x, y+30, w,1, Color.new(0, 192, 192, 255)) self.contents.fill_rect(x, y+31, w,1, Color.new(0, 128, 128, 255)) # self.contents.fill_rect(x-131, y+70, w,1, Color.new(128, 255, 255, 255)) #self.contents.fill_rect(x-131, y+69, w,1, Color.new(0, 255, 255, 255)) #self.contents.fill_rect(x-131, y+70, w,1, Color.new(0, 192, 192, 255)) # self.contents.fill_rect(x-131, y+71, w,1, Color.new(0, 128, 128, 255)) end end
# ————————————————————————————————————
# 本脚本来自[url]www.66rpg.com[/url],转载请保留此信息
# ————————————————————————————————————
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
# 处理角色的类。本类在 Game_Actors 类 ($game_actors)
# 的内部使用、Game_Party 类请参考 ($game_party) 。
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 取得战斗画面的 X 坐标
#--------------------------------------------------------------------------
def screen_x
case $game_party.actors.size #判断当前出战的总人数
when 1 #判断当前出战的总人数为1
case self.index
when 0 #1号角色
return 455
else
return 640
end
#出战人数为2
when 2
case self.index
when 0 #1号角色
return 435
when 1 #2号角色
return 515
else
return 640
end
#出战人数为3
when 3
case self.index
when 0 #1号角色
return 395
when 1 #2号角色
return 505
when 2 #3号角色
return 515
else
return 640
end
#出战人数为4
when 4
case self.index
when 0 #1号角色
return 435
when 1 #2号角色
return 515
when 2 #3号角色
return 335
when 3 #4号角色
return 590
else
return 640
end
end
#--------------------------------------------------------------------------
# ● 取得战斗画面的 Y 坐标 大是下 小是上
#--------------------------------------------------------------------------
def screen_y
case $game_party.actors.size #判断当前出战的总人数
when 1 #判断当前出战的总人数为1
case self.index
when 0 #1号角色
return 485
else
return 500
end
#出战人数为2
when 2
case self.index
when 0 #1号角色
return 215
when 1 #2号角色
return 235
else
return 1000
end
#出战人数为3
when 3
case self.index
when 0 #1号角色
return 215
when 1 #2号角色
return 235
when 2 #3号角色
return 495
else
return 600
end
#出战人数为4
when 4
case self.index
when 0 #1号角色
return 215
when 1 #2号角色
return 235
when 2 #3号角色
return 375
when 3 #4号角色
return 240
else
return 1000
end
end
#--------------------------------------------------------------------------
# ● 取得战斗画面的 Z 坐标
#--------------------------------------------------------------------------
def screen_z
case self.index
when 0
return 15#10
when 1
return 14
when 2
return 16
when 3
return 13
else
return 0
end
end
end
end
end
###################################################
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 游戏中全部窗口的超级类。
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 描绘 HP
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# width : 描画目标的宽
#--------------------------------------------------------------------------
def draw_actor_hp1(actor, x, y, width = 72)
# 描绘字符串 "HP"
self.contents.font.color = system_color
self.contents.draw_text(x, y, 24, 24, $data_system.words.hp)
# 计算描绘 MaxHP 所需的空间
if width - 24 >= 32
hp_x = x + 32# + width - 24
end
# 描绘 HP
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
# self.contents.font.color = Color.new(255, 225, 198, 255)
self.contents.draw_text(hp_x, y, 32, 24, actor.hp.to_s, 2)
end
#--------------------------------------------------------------------------
# ● 描绘 SP
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# width : 描画目标的宽
#--------------------------------------------------------------------------
def draw_actor_sp1(actor, x, y, width = 72)
# 描绘字符串 "SP"
self.contents.font.color = system_color
self.contents.draw_text(x, y, 24, 24, $data_system.words.sp)
# 计算描绘 MaxSP 所需的空间
if width - 24 >= 32
sp_x = x + 32# + width - 24
end
# 描绘 SP
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
# self.contents.font.color = Color.new(255, 125, 198, 255)
self.contents.draw_text(sp_x, y, 32, 24, actor.sp.to_s, 2)
end
###########################################################################
#--------------------------------------------------------------------------
# ● 战斗时图形的描绘
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_battle_actor(actor, x, y)
bitmap=Bitmap.new("Graphics/Picturess/#{actor.id}")
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw/20, y - ch, bitmap, src_rect)
end
###########################################################################
end
#==============================================================================
# ■ Window_BattleStatus
#------------------------------------------------------------------------------
# 显示战斗画面同伴状态的窗口。
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
#$data_system_level_up_me = "Audio/ME/升级音乐"
def initialize
super(0, 0, 640, 480)#(0, 0, 640, 480)
self.contents = Bitmap.new(width - 10, height - 32)
self.opacity = 0
@level_up_flags = [false, false, false, false]
refresh
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
super
end
#--------------------------------------------------------------------------
# ● 设置升级标志
# actor_index : 角色索引
#--------------------------------------------------------------------------
def level_up(actor_index)
@level_up_flags[actor_index] = true
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
x = i * 150 + 140#160 + 140
y = 370
#########################################
draw_battle_actor(actor,x-180,y+83) #整体图片的坐标
#########################################
if @level_up_flags[i]
self.contents.font.color = normal_color
self.contents.draw_text(x+18,y+50, 80, 24, "等级 提升!")
Audio.me_stop
else
draw_actor_hp1(actor, x-90, y+20, 80)
draw_actor_sp1(actor, x-75, y+35, 80)#战斗画面角色血量文字的位置
#按照CP制度的位置进行调整 最后的180是显示所需要的长度
draw_actor_state(actor, actor.screen_x-50, actor.screen_y-30, 180)
end
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
# 主界面的不透明度下降
if $game_temp.battle_main_phase
self.contents_opacity -= 50 if self.contents_opacity > 255
else
self.contents_opacity += 50 if self.contents_opacity < 255
end
end
end
#==============================================================================
# ■ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
alias xrxs_bp2_refresh refresh
def refresh
xrxs_bp2_refresh
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
x = i * 150 + 140#队友之间血条的距离
y = 370
# draw_actor_hp_meter(actor, x, y, 100)#血条的长短
#draw_actor_sp_meter(actor, x, y + 8, 100)
draw_actor_hp_meter(actor, x-70, y + 28, 55)
draw_actor_sp_meter(actor, x-85, y +40, 65)
end
end
end
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● HP描画
#--------------------------------------------------------------------------
def draw_actor_hp_meter(actor, x, y, width = 156, type = 0)
if type == 1 and actor.hp == 0
return
end
self.contents.font.color = system_color
# self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 25))
self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 25))
w = width * actor.hp / actor.maxhp
#######################################################################
self.contents.fill_rect(x, y+28, w,2, Color.new(255, 96, 96, 255))
self.contents.fill_rect(x, y+30, w,1, Color.new(255, 96, 96, 255))
self.contents.fill_rect(x, y+29, w,1, Color.new(255, 0, 0, 255))
self.contents.fill_rect(x, y+30, w,1, Color.new(128, 0, 0, 255))
self.contents.fill_rect(x, y+31, w,1, Color.new(0, 0, 0, 255))
###########################################################################
#self.contents.fill_rect(x-131, y+55, w,1, Color.new(255, 96, 96, 255))
# self.contents.fill_rect(x-131, y+54, w,1, Color.new(255, 0, 0, 255))
#self.contents.fill_rect(x-131, y+55, w,1, Color.new(128, 0, 0, 255))
# self.contents.fill_rect(x-131, y+56, w,1, Color.new(0, 0, 0, 255))
end
#--------------------------------------------------------------------------
# ● SP描画
#--------------------------------------------------------------------------
def draw_actor_sp_meter(actor, x, y, width = 156, type = 0)
if type == 1 and actor.hp == 0
return
end
self.contents.font.color = system_color
self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))
w = width * actor.sp / actor.maxsp
self.contents.fill_rect(x, y+28, w,1, Color.new(128, 255, 255, 255))
self.contents.fill_rect(x, y+29, w,1, Color.new(0, 255, 255, 255))
self.contents.fill_rect(x, y+30, w,1, Color.new(0, 192, 192, 255))
self.contents.fill_rect(x, y+31, w,1, Color.new(0, 128, 128, 255))
# self.contents.fill_rect(x-131, y+70, w,1, Color.new(128, 255, 255, 255))
#self.contents.fill_rect(x-131, y+69, w,1, Color.new(0, 255, 255, 255))
#self.contents.fill_rect(x-131, y+70, w,1, Color.new(0, 192, 192, 255))
# self.contents.fill_rect(x-131, y+71, w,1, Color.new(0, 128, 128, 255))
end
end
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