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Lv1.梦旅人 
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- #==============================================================================
 
 - # ■ Window_Status
 
 - #------------------------------------------------------------------------------
 
 - #  显示状态画面、完全规格的状态窗口。
 
 - #==============================================================================
 
  
- class Window_Status < Window_Base
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化对像
 
 -   #     actor : 角色
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(actor)
 
 -     super(0, 0, 640, 480)
 
 -     self.contents = Bitmap.new(width - 32, height - 32)
 
 -     @actor = actor
 
 -     refresh
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 画战斗图
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_battler_graphics(actor, x, y)
 
 -     battler = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
 
 -     src_rect = Rect.new(0, 0, battler.width, battler.height)
 
 -     self.contents.blt(0, 0, battler, src_rect)
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新
 
 -   #--------------------------------------------------------------------------
 
 -   def refresh
 
 -     self.contents.clear
 
 -     draw_battler_graphics(@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
 
 -   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
 
  复制代码 
 
复制上面那个脚本. 
把脚本编辑器里面左边Window_Status里面的内容全部替换掉 
 
但是自制菜单一般要重新排版. 
不然看起来有点怪怪的. 
但我卜知道你要怎么排.. |   
 
 
 
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