rmxp 如何在Esc菜单显示头像

类似这种就行,我不会写RGSS脚本
2025-06-25 14:09:02
推荐回答(1个)
回答1:

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