本帖最后由 KB.Driver 于 2019-6-11 22:18 编辑
#encoding:utf-8 #============================================================================== # ■ Window_BattleStatus #------------------------------------------------------------------------------ # 战斗画面中,显示“队伍成员状态”的窗口。 #============================================================================== class Window_BattleStatus < Window_Selectable #-------------------------------------------------------------------------- # ● 绘制值槽区域(包括 TP) #-------------------------------------------------------------------------- def draw_gauge_area_with_tp(rect, actor) draw_actor_hp(actor, rect.x + 0, rect.y, 72) draw_actor_mp(actor, rect.x + 82, rect.y, 64) draw_actor_tp(actor, rect.x + 156, rect.y, 64) end end
#encoding:utf-8
#==============================================================================
# ■ Window_BattleStatus
#------------------------------------------------------------------------------
# 战斗画面中,显示“队伍成员状态”的窗口。
#==============================================================================
class Window_BattleStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 绘制值槽区域(包括 TP)
#--------------------------------------------------------------------------
def draw_gauge_area_with_tp(rect, actor)
draw_actor_hp(actor, rect.x + 0, rect.y, 72)
draw_actor_mp(actor, rect.x + 82, rect.y, 64)
draw_actor_tp(actor, rect.x + 156, rect.y, 64)
end
end
把上面这段复制一份到插件脚本里
以draw_actor_hp为例,括号里的actor不要动。
actor后面的三个数,分别是绘制的x、y和值槽宽度,自己根据需要调整。(一般不需要调整y)
打个比方,想让HP条变长,可以把draw_actor_hp那行像这样改
draw_actor_hp(actor, rect.x - 36, rect.y, 108)
draw_actor_hp(actor, rect.x - 36, rect.y, 108)
也就是x往左36,宽度增加36.改完后的效果见下图
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