#--------------------------------------------------------------------------
# ● 动作效果之前
#--------------------------------------------------------------------------
alias x_ehp_shoot_effect_before_damage shoot_effect_before_damage
def shoot_effect_before_damage(skill, bullet, user)
check_enemy_hp_before(skill)
x_ehp_shoot_effect_before_damage(skill, bullet, user)
end
#--------------------------------------------------------------------------
# ● 动作效果之后
#--------------------------------------------------------------------------
alias x_ehp_shoot_effect_after_damage shoot_effect_after_damage
def shoot_effect_after_damage(skill, bullet, user)
check_enemy_hp_after(skill)
x_ehp_shoot_effect_after_damage(skill, bullet, user)
end
#--------------------------------------------------------------------------
# ● 检查敌人HP之前
#--------------------------------------------------------------------------
def check_enemy_hp_before(skill)
return if self.battler.is_a?(Game_Actor)
return if self.battler.no_damage_pop
return if skill.damage_to_mp
$game_temp.enemy_oldhp = self.battler.hp
$game_temp.enemy_refresh_old = true
$game_temp.enemy_hp = self.battler.hp
$game_temp.enemy_maxhp = self.battler.maxhp
$game_temp.enemy_name = $data_enemies[self.battler.enemy_id].name
end
#--------------------------------------------------------------------------
# ● 检查敌人HP之后
#--------------------------------------------------------------------------
def check_enemy_hp_after(skill)
return if self.battler.is_a?(Game_Actor)
return if self.battler.no_damage_pop
return if skill.damage_to_mp
$game_temp.enemy_hp = self.battler.hp
$game_temp.enemy_maxhp = self.battler.maxhp
$game_temp.enemy_name = $data_enemies[self.battler.enemy_id].name
$game_temp.enemy_hud_shake = 30 if self.battler.damage > 0
$game_temp.enemy_hud_need_refresh = true
end
end
#==============================================================================
# ■ Game_Character
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# ● 执行状态持续伤害
#--------------------------------------------------------------------------
alias x_ehp_execute_state_slip_damage execute_state_slip_damage
def execute_state_slip_damage(damage)
x_ehp_execute_state_slip_damage(damage)
check_enemy_hp_slip_damage
end
#--------------------------------------------------------------------------
# ● 检查敌人HP的持续伤害
#--------------------------------------------------------------------------
def check_enemy_hp_slip_damage
return unless $game_switches[MOG_XAS_ENEMY_HP::BOSS_INFO_SWITCH_ID]
return if self.battler.is_a?(Game_Actor)
return if self.battler.no_damage_pop
$game_temp.enemy_hp = self.battler.hp
$game_temp.enemy_maxhp = self.battler.maxhp
$game_temp.enemy_name = $data_enemies[self.battler.enemy_id].name
$game_temp.enemy_hud_shake = 30 if self.battler.damage > 0
$game_temp.enemy_hud_need_refresh = true
end
end
#==============================================================================
# ■ Enemy_HP_Sprite
#==============================================================================
class Enemy_HP_Sprite
include MOG_XAS_ENEMY_HP