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Lv1.梦旅人
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- #==============================================================================
- # 功能:战斗中显示敌人血和蓝于敌人脚下
- # 适用:RMVX Ace
- # 作者:殇殃 2012.3.10
- # 使用方法:复制整个脚本插入到Main之前
- # 注意:由于血条是显示在敌人脚下,所以敌群的位置不能太靠底部,不然会被挡住。
- # 可以自行更改坐标修改显示位置、血条的颜色等。
- #==============================================================================
- # ■ Window_Base
- #------------------------------------------------------------------------------
- # 游戏中全部窗口的超级类。
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ● 描绘敌人HP
- #--------------------------------------------------------------------------
- def draw_enemy_hp(enemy, x, y, width = 80)
- draw_gauge(x, y, width, enemy.hp_rate, hp_gauge_color1, hp_gauge_color2)
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 30, line_height, Vocab::hp_a)
- self.contents.font.color = hp_color(enemy)
- self.contents.draw_text(x + width - 64, y, 64, line_height, enemy.hp, 2)
- #一个数字占16像素
- end
- #--------------------------------------------------------------------------
- # ● 绘制敌人MP
- #--------------------------------------------------------------------------
- def draw_enemy_mp(enemy, x, y, width = 80)
- draw_gauge(x, y, width, enemy.mp_rate, mp_gauge_color1, mp_gauge_color2)
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 30, line_height, Vocab::mp_a)
- self.contents.font.color = mp_color(enemy)
- self.contents.draw_text(x + width - 64, y, 64, line_height, enemy.mp, 2)
- end
- end
- #==============================================================================
- # ■ Sprite_Battler
- #------------------------------------------------------------------------------
- # 战斗显示用活动块。Game_Battler 类的实例监视、
- # 活动块的状态的监视、活动块状态自动变化。
- #==============================================================================
- class Sprite_Battler < Sprite_Base
- #--------------------------------------------------------------------------
- # ● 初始化对象
- # viewport : 视区
- # battler : 战斗者 (Game_Battler)
- #--------------------------------------------------------------------------
- def initialize(viewport, battler = nil)
- super(viewport)
- @battler = battler
- @battler_visible = false
- @effect_type = nil
- @effect_duration = 0
- if @battler.is_a?(Game_Enemy)
- width = 24 + 80 #边距12*2+血条的长度(在draw_enemy_hp中定义)
- height = 24 + 24*2 #边距12*2+line_height*2
- x = @battler.screen_x - width/2 #screen_x是怪物图片水平方向上的中点位置
- y = @battler.screen_y - 12 #边距12,显示HP/MP的窗口无边框
- @enemy_hpmp_window = Window_Base.new(x, y, width, height)
- @enemy_hpmp_window.opacity = 0
- @enemy_hpmp_window.contents = Bitmap.new(width - 24, height - 24)#位图比窗口小24像素取消边框
- @enemy_hpmp_window.draw_enemy_hp(@battler, 0, 0)
- @old_hp = -1
- @enemy_hpmp_window.draw_enemy_mp(@battler, 0, 24)
- @old_mp = -1
- end
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- if self.bitmap != nil
- self.bitmap.dispose
- @enemy_hpmp_window.dispose
- end
- super
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- if @battler == nil
- self.bitmap = nil
- else
- @use_sprite = @battler.use_sprite?
- if @use_sprite
- update_bitmap
- update_origin
- update_position
- end
- setup_new_effect
- setup_new_animation
- update_effect
- if @enemy_hpmp_window != nil and (@old_hp != @battler.hp or @old_mp != @battler.mp)
- if @battler.hp == 0
- @enemy_hpmp_window.hide
- else
- @enemy_hpmp_window.contents.clear
- @enemy_hpmp_window.draw_enemy_hp(@battler, 0, 0)
- @old_hp = @battler.hp
- @enemy_hpmp_window.draw_enemy_mp(@battler, 0, 24)
- @old_mp = @battler.mp
- @enemy_hpmp_window.show #怪物死后再被复活
- end #if battler.hp == 0
- end
- end #if @battler == nil
- end
- end
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