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发表于 2004-10-16 12:49:48
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显示全部楼层
#==============================================================================
# ■ 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+32, 480+32)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
# 以下追加-----------------------------
self.back_opacity = 0 #使得原本的背景skin不再显示
@_backbitmap = RPG::Cache.picture(\"\") #装入新的图片背景位图
# 以上追加-----------------------------
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# 以下追加-------------------------------
self.contents.blt(0,0,@_backbitmap,Rect.new(0, 0, 640, 480))
#使用新的位图覆盖背景
# 以上追加-------------------------------
draw_actor_graphic(@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, 140)
draw_actor_sp(@actor, 96, 144, 140)
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
楼上的不会是懒得去看吧...都说得那么清楚了...
不过要加背景的话不如使用这个...在def initialize这个函数里加上
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.picture(\"\")
因为是和TITLE一样的背景图,应该不会影响到选择窗口...
时间等的窗口,在WINDOW_什么什么的里面
def initialize
super(0, 0, 160, 96)
0,0,160,96分别是X,Y坐标和窗口的长宽
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