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[已经解决] 如何去掉这个条?

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发表于 2020-5-3 23:44:43 | 显示全部楼层 |阅读模式

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本帖最后由 蔡铭衍 于 2020-5-3 23:48 编辑

hp/mp下面的颜色不会去......

怎么搞?

怎么搞?

[pre lang="ruby"]class Scene_Menu < Scene_MenuBase
  def start
    super
    create_menu_background
    create_command_window
    create_gold_window
    create_timer_window
    create_status_window
  end
  def create_menu_background
    @menu_background = Sprite.new
    @menu_background.bitmap = Cache.system('menu_bg')
  end
  def dispose_menu_background
    @menu_background.bitmap.dispose
    @menu_background.dispose
  end
  def terminate
    super
    dispose_background
    dispose_menu_background
  end
  def create_gold_window
    @gold_window = Window_Gold.new
  end
  def create_timer_window
    @timer_window = Window_Timer.new
  end
  def create_command_window
    @command_window = Window_MenuCommand.new
    @command_window.set_handler(:item,    method(:command_item))
    @command_window.set_handler(:skill,    method(:command_personal))
    @command_window.set_handler(:equip,    method(:command_personal))
    @command_window.set_handler(:status,    method(:command_personal))
    @command_window.set_handler(:formation,    method(:command_formation))

    @command_window.set_handler(:cancel,    method(:return_scene))
  end
  def create_status_window
    @status_window = Window_MenuStatus.new(80, 0)
  end
end
class Window_MenuCommand < Window_Command
  def initialize
    super(40, 200)
    self.opacity = 0 if SceneManager.scene_is?(Scene_Menu)
    select_last
  end
  def window_width
    return 464
  end
  def window_height
    return 192
  end
  def make_command_list
    add_command(Vocab::item,   :item,   main_commands_enabled)
    add_command(Vocab::skill,   :skill,   main_commands_enabled)
    add_command(Vocab::equip,   :equip,   main_commands_enabled)
    add_command(Vocab::status,   :status,   main_commands_enabled)
    add_command(Vocab::formation,   :formation,   formation_enabled)

  end
  def alignment
    return 1
  end
  def visible_line_number
    return 1
  end
  def col_max
    return item_max
  end
  def spacing
    return 8
  end
  def contents_width
    return (item_width + spacing) * item_max - spacing
  end
  def contents_height
    return item_height
  end
  def top_col
    return ox / (item_width + spacing)
  end
  def top_col=(col)
    col = 0 if col < 0
    col = col_max - 1 if col > col_max - 1
    self.ox = col * (item_width + spacing)
  end
  def bottom_col
    top_col + col_max - 1
  end
  def bottom_col=(col)
    self.top_col = col - (col_max - 1)
  end
  def ensure_cursor_visible
    self.top_col = index if index < top_col
    self.bottom_col = index if index > bottom_col
  end
  def item_rect(index)
    rect = super
    rect.x = index * (item_width + spacing)
    rect.y = 0
    rect
  end
  def cursor_down(wrap = false)
  end
  def cursor_up(wrap = false)
  end
  def cursor_pagedown
  end
  def cursor_pageup
  end
end
class Window_MenuStatus < Window_Selectable
  def initialize(x, y)
    super(x, y, window_width, window_height)
    @pending_index = -1
    self.opacity = 0 if SceneManager.scene_is?(Scene_Menu)
    refresh
  end
  def window_width
    return 384
  end
  def window_height
    return 416
  end
  def item_width
    return (width - standard_padding * 2) / 1
  end
  def item_height
    return (height - standard_padding * 2 + spacing) - spacing
  end
  def col_max
    item_max
  end
  def spacing
    return 8
  end
  def item_rect(index)
    rect = Rect.new
    rect.width = item_width
    rect.height = item_height
    rect.x = index * item_width
    rect.y = 0
    rect
  end
  def contents_width
    return [super - super % item_width, col_max * item_width].max
  end
  def contents_height
    return height - standard_padding * 2
  end
  def col
    index / col_max
  end
  def top_col
    ox / item_width
  end
  def top_col=(col)
    col = 0 if col < 0
    col = col_max - 1 if col > col_max - 1
    self.ox = col * item_width
  end
  def page_col_max
    (width - padding - padding_bottom) / item_width
  end
  def page_item_max
    page_col_max * col_max
  end
  def bottom_col
    top_col + page_col_max - 1
  end
  def bottom_col=(col)
    self.top_col = col - (page_col_max - 1)
  end
  def ensure_cursor_visible
    self.top_col = index if index < top_col
    self.bottom_col = index if index > bottom_col
  end
  def cursor_down(wrap = false)
  end
  def cursor_up(wrap = false)
  end
  def cursor_pagedown
  end
  def cursor_pageup
  end
  def draw_item(index)
    actor = $game_party.members[index]
    enabled = $game_party.battle_members.include?(actor)
    rect = item_rect(index)
    draw_item_background(index)
    draw_actor_face(actor, rect.x + 128, rect.y + 0, enabled)
    draw_actor_simple_status(actor, rect.x, rect.y)
  end
  def draw_actor_simple_status(actor, x, y)
    draw_actor_name(actor, x + 120, y + 96)
    draw_actor_level(actor, x + 152, y + 128)
    draw_actor_hp(actor, x + 112, y + 152)
    draw_actor_mp(actor, x + 112, y + 176)
  end
  def draw_face(face_name, face_index, x, y, enabled = true)
    bitmap = Cache.face(face_name)
    rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, 96, 96)
    contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha)
    bitmap.dispose
  end
  def draw_actor_name(actor, x, y, width = 120)
    change_color(hp_color(actor))
    draw_text(x, y, width, 30, actor.name)
  end
  def draw_actor_level(actor, x, y)
    change_color(system_color)
    draw_text(x, y, 32, line_height, Vocab::level_a)
    change_color(normal_color)
    draw_text(x + 56 - 24, y, 24, 24, actor.level, 2)
  end
  def draw_actor_hp(actor, x, y, width = 128)
    draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
    change_color(system_color)
    draw_text(x, y, 30, line_height, Vocab::hp_a)
    draw_current_and_max_values(x, y, width, actor.hp, actor.mhp,
    hp_color(actor), normal_color)
    end
  def draw_actor_mp(actor, x, y, width = 128)
    draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
    change_color(system_color)
    draw_text(x, y, 30, line_height, Vocab::mp_a)
    draw_current_and_max_values(x, y, width, actor.mp, actor.mmp,
    mp_color(actor), normal_color)
  end
end
class Window_MenuActor < Window_MenuStatus
  def initialize
    super(0, 0)
    self.visible = false
  end
  def window_height
    Graphics.height
  end
end
class Window_Gold < Window_Base
  def initialize
    super(160, 272, window_width, 52)
    self.opacity = 0 if SceneManager.scene_is?(Scene_Menu)
    refresh
  end
  def window_width
    return 160
  end
  def refresh
    contents.clear
    change_color(system_color)
    draw_text(4, 0, contents_width - 8, line_height, '')
    cx = text_size(currency_unit).width
    change_color(normal_color)
    draw_text(4, contents_height - line_height, contents.width - 8 - cx - 2, line_height, value, 2)
    change_color(system_color)
    draw_text(4, contents_height - line_height, contents.width - 8, line_height, currency_unit, 2)
  end
end
class Window_Timer < Window_Base
  def initialize
    super(128, 240, window_width, 48)
    self.opacity = 0 if SceneManager.scene_is?(Scene_Menu)
    refresh
  end
  def window_width
    return 216
  end
  def refresh
    contents.clear
    change_color(system_color)
    draw_text(4, 0, contents_width - 8, line_height, '')
    change_color(normal_color)
    draw_playtime(4, contents_height - line_height, contents.width - 8, 2)
  end
  def open
    refresh
    super
  end
  def draw_playtime(x, y, width, align)
    draw_text(x, y, width, line_height, $game_system.playtime_s, align)
  end
  def update
    refresh
  end
end
[/pre]
<font color=&quot;RoyalBlue&quot;>furry<font color=&quot;Black&quot;>画师一个
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发表于 2020-5-3 23:54:41 | 显示全部楼层
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