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Lv1.梦旅人 B
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- 在线时间
- 26 小时
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- 2007-8-26
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- 3693
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- #==============================================================================
- # 45度战斗坐标
- # 来自 ikki
- #==============================================================================
-
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 X 坐标
- #--------------------------------------------------------------------------
- def screen_x
- case self.index
- when 0
- return 350
- when 1
- return 430
- when 2
- return 510
- when 3
- return 580
- else
- return 600
- end
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Y 坐标
- #--------------------------------------------------------------------------
- def screen_y
- case self.index
- when 0
- return 430
- when 1
- return 400
- when 2
- return 360
- when 3
- return 320
- else
- return 1000
- end
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Z 坐标
- #--------------------------------------------------------------------------
- def screen_z
- case self.index
- when 0
- return 10
- when 1
- return 9
- when 2
- return 8
- when 3
- return 7
- else
- return 0
- end
- end
- #==============================================================================
- # ■ Spriteset_Battle
- #------------------------------------------------------------------------------
- # 处理战斗画面的活动块的类。本类在 Scene_Battle 类
- # 的内部使用。
- #==============================================================================
- #==============================================================================
- #相关修改:45度战斗背景活动块
- #==============================================================================
- class Spriteset_Battle
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :viewport1 # 敌人方的显示端口
- attr_reader :viewport2 # 角色方的显示端口
- #--------------------------------------------------------------------------
- # ● 初始化变量
- #--------------------------------------------------------------------------
- def initialize
- # 生成显示端口
- @viewport0 = Viewport.new(0, 0, 640, 480)
- @viewport1 = Viewport.new(0, 0, 640, 480)
- @viewport2 = Viewport.new(0, 0, 640, 480)
- @viewport3 = Viewport.new(0, 0, 640, 480)
- @viewport4 = Viewport.new(0, 0, 640, 480)
- @viewport2.z = 101
- @viewport3.z = 200
- @viewport4.z = 5000
- # 生成战斗背景活动块
- @battleback_sprite = Sprite.new(@viewport0)
-
-
- @battleanimation_id = 0
-
- # 生成敌人活动块
- @enemy_sprites = []
- for enemy in $game_troop.enemies.reverse
- @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
- end
- # 生成敌人活动块
- @actor_sprites = []
- @actor_sprites.push(Sprite_Battler.new(@viewport2))
- @actor_sprites.push(Sprite_Battler.new(@viewport2))
- @actor_sprites.push(Sprite_Battler.new(@viewport2))
- @actor_sprites.push(Sprite_Battler.new(@viewport2))
- # 生成天候
- @weather = RPG::Weather.new(@viewport1)
- # 生成图片活动块
- @picture_sprites = []
- for i in 51..100
- @picture_sprites.push(Sprite_Picture.new(@viewport3,
- $game_screen.pictures[i]))
- end
- # 生成计时器块
- @timer_sprite = Sprite_Timer.new
- # 刷新画面
- update
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- # 如果战斗背景位图存在的情况下就释放
- if @battleback_sprite.bitmap != nil
- @battleback_sprite.bitmap.dispose
- end
- # 释放战斗背景活动块
- @battleback_sprite.dispose
- # 释放敌人活动块、角色活动块
- for sprite in @enemy_sprites + @actor_sprites
- sprite.dispose
- end
- # 释放天候
- @weather.dispose
- # 释放图片活动块
- for sprite in @picture_sprites
- sprite.dispose
- end
- # 释放计时器活动块
- @timer_sprite.dispose
- # 释放显示端口
- @viewport1.dispose
- @viewport2.dispose
- @viewport3.dispose
- @viewport4.dispose
- end
- #--------------------------------------------------------------------------
- # ● 显示效果中判定
- #--------------------------------------------------------------------------
- def effect?
- # 如果是在显示效果中的话就返回 true
- for sprite in @enemy_sprites + @actor_sprites
- return true if sprite.effect?
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- # 刷新角色的活动块 (对应角色的替换)
- @actor_sprites[0].battler = $game_party.actors[0]
- @actor_sprites[1].battler = $game_party.actors[1]
- @actor_sprites[2].battler = $game_party.actors[2]
- @actor_sprites[3].battler = $game_party.actors[3]
-
- # 战斗背景的文件名与现在情况有差异的情况下
- if @battleback_name != $game_temp.battleback_name
- @battleback_name = $game_temp.battleback_name
- if @battleback_sprite.bitmap != nil
- @battleback_sprite.bitmap.dispose
- end
- @battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name)
- @battleback_sprite.src_rect.set(0, 0, 640, 480)
- end
- # 刷新战斗者的活动块
- for sprite in @enemy_sprites + @actor_sprites
- sprite.update
- end
- # 刷新天气图形
- @weather.type = $game_screen.weather_type
- @weather.max = $game_screen.weather_max
- @weather.update
- # 刷新图片活动块
- for sprite in @picture_sprites
- sprite.update
- end
- # 刷新计时器活动块
- @timer_sprite.update
- # 设置画面的色调与震动位置
- @viewport1.tone = $game_screen.tone
- @viewport1.ox = $game_screen.shake
- # 设置画面的闪烁色
- @viewport4.color = $game_screen.flash_color
- # 刷新显示端口
- @viewport1.update
- @viewport2.update
- @viewport4.update
- end
- end
- end
- #描画HP槽
- def HP (actor,x,y)
- @bitmap3 = Bitmap.new("Graphics/Pictures/血槽/底")
- @src_rect3 = Rect.new(0,0,@bitmap3.width, @bitmap3.height)
- self.contents.blt(x,y, @bitmap3, @src_rect3)
- #HP显示
- @bitmap3 = Bitmap.new("Graphics/Pictures/血槽/hp")
- w3 = @bitmap3.width * actor.hp/actor.maxhp
- @src_rect3 = Rect.new(0,0,w3, @bitmap3.height)
- self.contents.blt(x+4,y+2, @bitmap3, @src_rect3)
- end
- #描画SP槽
- def SP (actor,x,y)
- @bitmap1 = Bitmap.new("Graphics/Pictures/血槽/底")
- @src_rect1 = Rect.new(0,0,@bitmap1.width, @bitmap1.height)
- self.contents.blt(x,y, @bitmap1, @src_rect1)
- #SP显示
- @bitmap1 = Bitmap.new("Graphics/Pictures/血槽/sp")
- w1 = @bitmap1.width * actor.sp/actor.maxsp
- @src_rect1 = Rect.new(0,0,w1, @bitmap1.height)
- self.contents.blt(x+4,y+2, @bitmap1, @src_rect1)
- end
- #描画exp槽
- def exp (actor,x,y)
- @bitmap4 = Bitmap.new("Graphics/Pictures/血槽/底")
- @src_rect4 = Rect.new(0,0,@bitmap4.width, @bitmap4.height)
- self.contents.blt(x,y, @bitmap4, @src_rect4)
- #exp显示
- @bitmap4 = Bitmap.new("Graphics/Pictures/血槽/exp")
- w4 = @bitmap4.width * actor.exp/actor.next_exp
- @src_rect4 = Rect.new(0,0,w4, @bitmap4.height)
- self.contents.blt(x+4,y+2, @bitmap4, @src_rect4)
- end
- #==============================================================================
- # ■ Window_BattleStatus
- #------------------------------------------------------------------------------
- # 显示战斗画面同伴状态的窗口。
- #==============================================================================
- class Window_BattleStatus < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- #$data_system_level_up_me = "Audio/ME/升级音乐"
- def initialize
- super(0, 0, 640, 480)
- 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 = $game_party.actors[i]
- case i
- when 0
- x = 310
- y = 390
- when 1
- x = 390
- y = 340
- when 2
- x = 480
- y = 300
- when 3
- x = 550
- y = 270
- end
- if @level_up_flags[i]
- self.contents.font.color = normal_color
- self.contents.draw_text(x, y, 80, 24, "LEVEL UP!")
- Audio.me_stop
- # Audio.me_play($data_system_level_up_me)
- else
- draw_actor_hp(actor, x-15, y-15, 80)
- draw_actor_sp(actor, x-15, y+5, 80)
- 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 > 1
- 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]
- case i
- when 0
- x = 310
- y = 390
- when 1
- x = 390
- y = 340
- when 2
- x = 480
- y = 300
- when 3
- x = 550
- y = 270
- end
- ###########################一切自改##############################
- HP(actor, x, y)
- SP(actor, x, y + 8)
- exp(actor,x,y)
- #######################################一切自改###############
- end
- end
- end
复制代码 系统信息:本贴由楼主认可为正确答案,66RPG感谢您的热情解答~ |
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