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共1个回答
热心网友 时间:1天前
Window_MenuStatus找到
x = 64
y = i * 116
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 40, y + 80)
换为
x = 64
y = i * 86
actor = $game_party.actors[i]
testname = actor.id.to_s + "fa"
bitmap=Bitmap.new("Graphics/Pictures/#{testname}")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(0, y, bitmap, src_rect)
这样数据库1号角色的图片名称是(阿尔西斯)
{游戏文件夹}/Graphics/Pictures/1fa
以此类推2号角色就是{游戏文件夹}/Graphics/Pictures/2fa
至于状态窗口,就先用这个吧
覆盖原状态窗口就行
画蓝线的地方,按Delete
再按Insert
复制下面脚本全部内容
#==============================================================================
# ■ 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
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
testname = @actor.id.to_s + "_bo"
bitmap=Bitmap.new("Graphics/Pictures/#{testname}")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(-120, 20, bitmap, src_rect)
draw_actor_name(@actor, 190, 0)
draw_actor_class(@actor, 144 + 144, 0)
draw_actor_level(@actor, 196, 32)
draw_actor_state(@actor,196, 64)
draw_actor_hp(@actor, 196, 112, 172)
draw_actor_sp(@actor, 196, 144, 172)
draw_actor_parameter(@actor, 196, 172, 0)
draw_actor_parameter(@actor, 196, 204, 1)
draw_actor_parameter(@actor, 196, 236, 2)
draw_actor_parameter(@actor, 196, 284, 3)
draw_actor_parameter(@actor, 196, 316, 4)
draw_actor_parameter(@actor, 196, 348, 5)
draw_actor_parameter(@actor, 196, 380, 6)
draw_actor_parameter(@actor, 196, 412, 7)
self.contents.font.color = Color.new(255,0,255,255)
self.contents.draw_text(400, 48, 80, 32, "EXP")
self.contents.draw_text(400, 80, 80, 32, "NEXT")
self.contents.font.color = normal_color
self.contents.draw_text(400 + 80, 48, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(400 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
dummy
end
def dummy
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(400, 132, 96, 32, $data_system.words.weapon)
self.contents.draw_text(400, 196, 96, 32, $data_system.words.armor1)
self.contents.draw_text(400, 260, 96, 32, $data_system.words.armor2)
self.contents.draw_text(400, 324, 96, 32, $data_system.words.armor3)
self.contents.draw_text(400, 388, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], 400 + 24, 164)
draw_item_name($data_armors[@actor.armor1_id], 400 + 24, 228)
draw_item_name($data_armors[@actor.armor2_id], 400 + 24, 292)
draw_item_name($data_armors[@actor.armor3_id], 400 + 24, 356)
draw_item_name($data_armors[@actor.armor4_id], 400 + 24, 420)
end
end