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📄 angel.txt

📁 斜角一个源代码
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#==============================================================================
# ■ 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 self.index
 when 0
   return 500
 when 1
   return 580
 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 435
 when 1
   return 380
 when 2
   return 360
 when 3
   return 325
 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
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)
  
   # 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 : Color.new(255,-255,-255,255)
   self.contents.draw_text(315 + x, 396 , 64, 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)
   
   # 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 : Color.new(-255,-255,255,255)
   self.contents.draw_text(315 + x, 416, 64, 24, actor.sp.to_s, 2)
 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)
   self.contents = Bitmap.new(width - 10, height - 32)
   self.opacity = 0
    self.contents.font.name = "Arial Black"
   @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
      a = actor.id.to_s + "_b"
      bitmap=Bitmap.new("Graphics/pictures/#{a}")  
      src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
      self.contents.blt(120 + x , 340, bitmap, src_rect)
      
      
      if @level_up_flags[i]
       self.contents.font.color = normal_color
       self.contents.draw_text(x, y, 120, 24, "全体战斗胜利!")
       Audio.me_stop 
#        Audio.me_play($data_system_level_up_me) 
     else
     
     self.contents.font.color = Color.new(255 , -255 ,-255 ,255 )
     draw_actor_hp1(actor, x-122, y+10, 80)
     self.contents.font.color = Color.new(-255 , -255 ,255 ,255 )
     draw_actor_sp1(actor, x-132, y+29, 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 = 250
        y = 390
       when 1
        x = 390
        y = 340
       when 2
        x = 480
        y = 300
       when 3
        x = 550
        y = 270
      end
     
   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))
   w = width * actor.hp / actor.maxhp
   self.contents.fill_rect(x, y+28, 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))
   
   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))
 end
end

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