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 Lv1.梦旅人 
	梦石0 星屑50 在线时间518 小时注册时间2010-6-16帖子1073 | 
| 来~血条显示在左边~插入即可~ 复制代码#======================================================================
# Jens009's Enemy Hp Window                                            
# Version 1.2                                                          
# Log: July 29, 2008                                                  
#     - Version 1.0: Show Enemy Hp Bars
#      August 5, 2008
#     - Version 1.1: Enable On/Off feature Using a $game_system instance
#                  : Enable On/Off feature using an in-game switch
#      August 8, 2008
#     - Version 1.2: Add New Options
#                  : Change Default Window Size
#                  : Add Enemy States
# Rant: [Code Geass ftw]                                              
#   C.C. Still loves Pizza <3                                          
#   Be nice to her Lulu.                                          
#   Oh.. I haven't done my summer homework yet. T_T
#                                                                        
# Credits to:                                                          
#  Jens009 (Translation and Modification)                                              
#  Puppeto4 (Alias tutorial and for bugging me to create a script)    
#      just kidding puppeto =p                                        
# Author's Note:                                                        
# 9 Methods were aliased. Refer to lines 110-118                      
#   4 Were not necessary but was needed so that Enemy Window          
#     was not present during item/skill selections.                    
#                                                                      
#                                                                      
# Modification:                                                        
#   If you want to modify the bars, look @lines 42-72.You can see that
#     I simply took draw_actor_hp and turned it into draw_enemy_hp      
#     This means you can use any bars you desire so long as you define  
#     it correctly. =]                                                  
#            
#-----------------------------------------------------------------------------
# CONFIG:
#
# I. Turning the Window On of Off during In-Game:
#
#    There are two kinds of switches you can use depending
#     upon your liking. I made it so that you either have a
#     game switch or a script switch that handles the enemy window flag.
#
#  If you want to use a script switch
#     -set USE_GSWITCH to false
#     -Use a call script, $game_system.enemy_window = true/false
#         True = Window Shows up, False = No Enemy Window
#
#  If you want to use a game switch
#     -Set USE_GSWITCH to true
#     -Decide what Game Switch ID you want to use
#         in ENEMY_WINDOW_SWITCH
#     -Use that game switch to check for showing the Enemy Hp Window
#        True = Window Shows up, False = No enemy window.
#
#
#  BY DEFAULT, USE_GSWITCH is false.
#     So you are using a Script Switch
#  
#  II.  ALWAYS_UPDATE
#         can either be set to true or false.
#         if true, the enemy window always update for every action
#             but the battle system will have more lag.
#         if false, the enemy window only updates at the end of each turn
#             and everytime the battle selection begins.
#         Setting it to false will lower compatibility but should still work
#        for most systems regardless.
#
# III. Spacing X and Y change
#    SPACING_X = Changing this number will change the X spacing of the windows
#    SPACING_Y = Changing this number will change the Y spacing of the windows
# IV. COLUMNS
#     COLUMNS = Draw enemy information by creating 4 columns.
# V. SHOW_STATES
#     if set to true, enemies state will be shown.
#======================================================================
module JCONFIG
  USE_GSWITCH = false       # Setting it to false will use the script
                            #   switch $game_system.enemy_hp instead.
                            # Setting it to true will use an in-game switch
                            #   using the switch ID below.
  ENEMY_WINDOW_SWITCH = 1 # Switch ID that will be used to check
                          # Enemy Window is only ON, when Switch is ON
  ALWAYS_UPDATE = true     # True = window always updates 
                            # False = window updates at end of turn
  SPACING_X = 90          # X spacing per enemy info
  SPACING_Y = 44          # Y spacing per enemy info
  COLUMNS = 4             # By default, Do 4 Columns.
  SHOW_STATES = true      # true will show enemies states
                          # false will not show states
                            
end
                        
#======================================================================
# Start Game_System Edit
#======================================================================
class Game_System
  attr_accessor :enemy_hp       # Show enemy HP on battle
  
  alias jens009_system_initialize_enemy_hp initialize
#=============================================
# Initialize Values
#=============================================
  def initialize
    # Initialize enemy hp window to true
    @enemy_hp = true
    # Call previous methods
    jens009_system_initialize_enemy_hp
  end
  
end # END Game system Edit
  
class Window_Base
#====================================
# Define Enemy Name                  
#====================================
  def draw_enemy_name(enemy, x, y)
    self.contents.font.color = normal_color
    self.contents.draw_text (x, y, 120, 32, enemy.name)
  end
  
#==========================
# Define Enemy State
#========================
  def draw_enemy_state(enemy, x, y)
    count = 0
    for state in enemy.states
      draw_icon(state.icon_index, x + 24 * count, y)
      count += 1
      break if (24 * count > width - 24)
    end
  end
#--------------------------------------------------------------------------
# * Draw Enemy HP
#     actor : actor
#     x     : draw spot x-coordinate
#     y     : draw spot y-coordinate
#     width : Width
#--------------------------------------------------------------------------
  def draw_enemy_hp(enemy, x, y, width = 120)
    draw_enemy_hp_gauge(enemy, x, y, width)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 30, WLH, Vocab::hp_a)
    last_font_size = self.contents.font.size
    xr = x + width
    if width < 120
      self.contents.draw_text(xr - 44, y, 44, WLH, enemy.hp, 2)
    else
      self.contents.draw_text(xr - 99, y, 44, WLH, enemy.hp, 2)
      self.contents.font.color = normal_color
      self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
      self.contents.draw_text(xr - 44, y, 44, WLH, enemy.maxhp, 2)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw HP gauge
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : Width
  #--------------------------------------------------------------------------
  def draw_enemy_hp_gauge(enemy, x, y, width = 120)
    gw = width * enemy.hp / enemy.maxhp
    gc1 = hp_gauge_color1
    gc2 = hp_gauge_color2
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
  
end #End of Window_Base Class
#=====================================#
# Window_EnemyHP                      #  
# Class handles window for Enemy's HP #
#=====================================#
class Window_EnemyHP < Window_Selectable
  def initialize
    super ( 0, 0, 545, 300)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    @column_max = JCONFIG::COLUMNS
    refresh
  end
  
  def refresh
    self.contents.clear
    for i in 0...$game_troop.members.size
      enemy = $game_troop.members[i]
      x = i % @column_max * (JCONFIG::SPACING_X + @spacing)
    if JCONFIG::SHOW_STATES
      y = (i / @column_max * (JCONFIG::SPACING_Y + WLH) )
    else
      y = (i / @column_max * ((JCONFIG::SPACING_Y - 34) + WLH) )
    end
    
      #========================================
      # If Using Game_Switch
      #=========================================
      if JCONFIG::USE_GSWITCH and $game_switches[JCONFIG::ENEMY_WINDOW_SWITCH]
        draw_enemy_hp(enemy, x, y+20, 90)
        draw_enemy_name(enemy, x, y)
        if JCONFIG::SHOW_STATES
        draw_enemy_state(enemy, x, y +44)
        end
      end
      #==========================================
      # If Using Script Switch
      #==========================================
      if JCONFIG::USE_GSWITCH == false
        if $game_system.enemy_hp == true # Start check if Window Flag is On
          draw_enemy_hp(enemy, x, y+20, 90)
          draw_enemy_name(enemy, x, y)
          if JCONFIG::SHOW_STATES
          draw_enemy_state(enemy, x, y +44)
          end # END CHECK
        end #End flag check
      end # END game switche check
      
    end
  end #End Refresh
end #End of Window_EnemyHP Class
#====================================#
# Scene_Battle                       #
# New methods that were aliased:     #
#====================================#
class Scene_Battle
  
alias jens009_create_info_viewport create_info_viewport
alias jens009_dispose_info_viewport dispose_info_viewport
alias jens009_start_item_selection start_item_selection
alias jens009_start_skill_selection start_skill_selection
alias jens009_end_item_selection end_item_selection
alias jens009_end_skill_selection end_skill_selection
alias jens009_process_victory process_victory
alias jens009_update_info_viewport update_info_viewport
alias jens009_start_party_command_selection start_party_command_selection
alias jens009_execute_action execute_action
alias jens009_turn_end turn_end
# Create Information
def create_info_viewport
   jens009_create_info_viewport
   @enemy_window = Window_EnemyHP.new
end
# Dispose Information
def dispose_info_viewport
   jens009_dispose_info_viewport
   @enemy_window.dispose
end
#=============================================
# Always Update Window
#============================================
def update_info_viewport
  if JCONFIG::ALWAYS_UPDATE == true
    @enemy_window.refresh
    jens009_update_info_viewport
  else
    jens009_update_info_viewport
  end
end
#=============================================
# Update Only When Turn starts and ends
#============================================
def start_party_command_selection
  if JCONFIG::ALWAYS_UPDATE == true
    jens009_start_party_command_selection
    else
    @enemy_window.visible = true
    @enemy_window.refresh
    jens009_start_party_command_selection
  end
end
def execute_action
  if JCONFIG::ALWAYS_UPDATE == true
    jens009_execute_action
  else
    @enemy_window.visible = false
    jens009_execute_action
  end
end
def turn_end
  if JCONFIG::ALWAYS_UPDATE == true
    jens009_turn_end
  else
    @enemy_window.refresh
    jens009_turn_end
  end
end
#============================================
# END OF UPDATE CHECK
#===========================================
#=====================================
# Remove Window During Selection  
def start_item_selection
   @enemy_window.visible = false
   jens009_start_item_selection
end
# Remove Window During Selection
def start_skill_selection
   @enemy_window.visible = false
   jens009_start_skill_selection
end
# True Visibility after slection
def end_item_selection
   jens009_end_item_selection
   @enemy_window.visible = true
end
# True Visibility after selection
def end_skill_selection
   jens009_end_skill_selection
   @enemy_window.visible = true
end
# Refresh When Victorious
def process_victory
   @enemy_window.refresh
   jens009_process_victory
  end
#=====================================#
# End of Scene_Battle Method Edits    #
#=====================================#
end
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