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Lv4.逐梦者 (版主) 无限の剣制
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发表于 2014-4-11 23:01:40
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上脚本- #==============================================================================
- # +++ MOG - Boss HP Meter (V1.1) +++
- #==============================================================================
- # By Moghunter
- # http://www.atelier-rgss.com
- #==============================================================================
- # Apresenta um medidor animado com o HP do inimigo.
- #
- #==============================================================================
- # UTILIZAÇÃO
- #==============================================================================
- # Coloque o seguinte comentário na caixa de notas do inimigo.
- #
- # <Boss HP Meter>
- #
- # Caso desejar ocultar o valor numérico do HP use o código abaixo.
- #
- # <Boss HP Hide Number>
- #
- #==============================================================================
- # Caso precisar mudar a posição do medidor no meio do jogo use o código abaixo
- #
- # boss_hp_position(X,Y)
- #
- #==============================================================================
- # Serão necessários as imagens.
- #
- # Battle_Boss_Meter.png
- # Battle_Boss_Meter_Layout.png
- #==============================================================================
- # FACES (Opcional)
- #==============================================================================
- # Nomeie o arquivo da face da seguinte maneira. (Graphics/Faces/)
- #
- # Enemy_Name + _F.png (Slime_F.png)
- #
- #==============================================================================
- # Definindo o LEVEL (Opcional)
- #==============================================================================
- # Coloque o seguinte comentário na caixa de notas do inimigo.
- #
- # <Level = X>
- #
- #==============================================================================
- #==============================================================================
- # ● Histórico (Version History)
- #==============================================================================
- # v 1.1 - Opção de apresentar o HP em numeros.
- # - Opção de usar a imagem da face.
- # - Opção de apresentar o nível do inimigo.
- #==============================================================================
- module MOG_BOSS_HP_METER
- #Posição geral do layout.
- LAYOUT_POSITION = [100,35]
- #Posição do medidor.
- METER_POSITION = [3,2]
- #Posição do nome do inimigo.
- NAME_POSITION = [16,8]
- #Posição da face.
- FACE_POSITION = [344,2]
- #Posição do level do inimigo.
- LEVEL_POSITION = [-200, -200]#[150, -24]#[290, 0]
- #Posição do numero de HP
- HP_NUMBER_POSITION = [248, -4]
- #Definição do espaço da palavra HP e o valor de numérico.
- HP_STRING_SPACE = 36
- #
- HP_NUMBER_WAVE_EFFECT = false
- #Definição da palavra Level.
- LEVEL_WORD = "Level "
- #Velocidade de animação do medidor
- METER_ANIMATION_SPEED = 0
- #Definição do nome da fonte.
- FONT_NAME = "Microsoft YaHei"
-
- #Definição do tamanho da fonte.
- FONT_SIZE = 20
- #Ativar contorno na fonte.
- FONT_BOLD = false
- #Fonte em itálico.
- FONT_ITALIC = false
- #Definição da cor da fonte.
- FONT_COLOR = Color.new(255,255,255)
- #Definição da prioridade da HUD.
- PRIORITY_Z = 151
- end
- #==============================================================================
- # ■ Game System
- #==============================================================================
- class Game_System
-
- attr_accessor :boss_hp_meter
-
- #--------------------------------------------------------------------------
- # ● Initialize
- #--------------------------------------------------------------------------
- alias mog_boss_hp_meter_initialize initialize
- def initialize
- ix = MOG_BOSS_HP_METER::LAYOUT_POSITION[0]
- iy = MOG_BOSS_HP_METER::LAYOUT_POSITION[1]
- @boss_hp_meter = [ix,iy,false,"",0,1,0,nil,0,false]
- mog_boss_hp_meter_initialize
- end
-
- end
- #==============================================================================
- # ■ Game Enemy
- #==============================================================================
- class Game_Enemy < Game_Battler
-
- attr_accessor :boss_hp_meter
- attr_accessor :boss_hp_number
- attr_accessor :level
-
- #--------------------------------------------------------------------------
- # ● Initialize
- #--------------------------------------------------------------------------
- alias mog_boss_hp_meter_initialize initialize
- def initialize(index, enemy_id)
- mog_boss_hp_meter_initialize(index, enemy_id)
- @boss_hp_meter = enemy.note =~ /<Boss HP Meter>/ ? true : false
- @boss_hp_number = enemy.note =~ /<Boss HP Hide Number>/ ? false : true
- [url=home.php?mod=space&uid=22147]@level[/url] = enemy.note =~ /<Level = (\d+)>/i ? $1 : nil
- end
- end
- #==============================================================================
- # ■ Game Temp
- #==============================================================================
- class Game_Temp
-
- attr_accessor :battle_end
-
- #--------------------------------------------------------------------------
- # ● Initialize
- #--------------------------------------------------------------------------
- alias mog_boss_hp_meter_initialize initialize
- def initialize
- @battle_end = false
- mog_boss_hp_meter_initialize
- end
- end
- #==============================================================================
- # ■ Game Interpreter
- #==============================================================================
- class Game_Interpreter
-
- #--------------------------------------------------------------------------
- # ● Initialize
- #--------------------------------------------------------------------------
- def boss_hp_position(x = 0,y = 0)
- $game_system.boss_hp_meter[0] = x
- $game_system.boss_hp_meter[1] = y
- end
-
- end
- #==============================================================================
- # ■ Boss HP Meter
- #==============================================================================
- class Boss_HP_Meter
- include MOG_BOSS_HP_METER
-
- #--------------------------------------------------------------------------
- # ● Initialize
- #--------------------------------------------------------------------------
- def initialize(viewport = nil)
- clear_enemy_setup
- @hp_vieport = viewport
- check_boss_avaliable
- end
-
- #--------------------------------------------------------------------------
- # ● Clear Enemy Setup
- #--------------------------------------------------------------------------
- def clear_enemy_setup
- @name = ""
- @hp = 0
- @hp2 = 0
- @hp3 = 0
- @maxhp = 0
- @hp_old = 0
- [url=home.php?mod=space&uid=22147]@level[/url] = nil
- $game_system.boss_hp_meter[2] = false
- $game_system.boss_hp_meter[3] = ""
- $game_system.boss_hp_meter[4] = 0
- $game_system.boss_hp_meter[5] = 1
- $game_system.boss_hp_meter[7] = nil
- $game_system.boss_hp_meter[8] = 0
- $game_system.boss_hp_meter[9] = true
- end
- #--------------------------------------------------------------------------
- # ● Check Boss Avaliable
- #--------------------------------------------------------------------------
- def check_boss_avaliable
- return if $game_troop.all_dead?
- for i in $game_troop.members
- if i.boss_hp_meter and !i.hidden? and i.hp > 0
- create_boss_hp_meter(i)
- break
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● Create Boss HP Meter
- #--------------------------------------------------------------------------
- def create_boss_hp_meter(i)
- $game_system.boss_hp_meter[2] = true
- $game_system.boss_hp_meter[3] = i.name
- $game_system.boss_hp_meter[4] = i.hp
- $game_system.boss_hp_meter[5] = i.mhp
- $game_system.boss_hp_meter[6] = i.hp
- $game_system.boss_hp_meter[7] = i.level rescue nil
- $game_system.boss_hp_meter[8] = 0
- $game_system.boss_hp_meter[9] = i.boss_hp_number
- refresh_hp_meter
- create_layout
- create_meter
- create_name
- create_face
- create_level
- create_hp_number
- end
-
- #--------------------------------------------------------------------------
- # ● Create Layout
- #--------------------------------------------------------------------------
- def create_layout
- return if @layout != nil
- @layout = Sprite.new
- @layout.bitmap = Cache.system("Battle_Boss_Meter_Layout")
- @layout.x = $game_system.boss_hp_meter[0] -40
- @layout.y = $game_system.boss_hp_meter[1] +30
- @layout.viewport = @hp_vieport
- @layout.z = PRIORITY_Z
- end
-
- #--------------------------------------------------------------------------
- # ● Create Meter
- #--------------------------------------------------------------------------
- def create_meter
- return if @meter_image != nil
- hp_setup
- @meter_image = Cache.system("Battle_Boss_Meter")
- @meter_cw = @meter_image.width
- @meter_ch = @meter_image.height / 2
- [url=home.php?mod=space&uid=1330256]@meter[/url] = Sprite.new
- @meter.bitmap = Bitmap.new(@meter_cw,@meter_ch)
- @meter.z = @layout.z + 1
- @meter.x = @layout.x + METER_POSITION[0]
- @meter.y = @layout.y + METER_POSITION[1]
- @meter.viewport = @hp_vieport
- @hp_flow = 0
- @hp_flow_max = @meter_cw * 2
- update_hp_meter
- end
- #--------------------------------------------------------------------------
- # ● Create Name
- #--------------------------------------------------------------------------
- def create_name
- @name_sprite = Sprite.new
- @name_sprite.bitmap = Bitmap.new(200,32)
- @name_sprite.z = @layout.z + 2
- @name_sprite.x = @layout.x + NAME_POSITION[0]
- @name_sprite.y = @layout.y + NAME_POSITION[1]
- @name_sprite.bitmap.font.name = FONT_NAME
- @name_sprite.bitmap.font.size = FONT_SIZE
- @name_sprite.bitmap.font.bold = FONT_BOLD
- @name_sprite.bitmap.font.italic = FONT_ITALIC
- @name_sprite.bitmap.font.color = FONT_COLOR
- @name_sprite.viewport = @hp_vieport
- refresh_name
- end
-
- #--------------------------------------------------------------------------
- # ● Create Face
- #--------------------------------------------------------------------------
- def create_face
- @face_sprite = Sprite.new
- @face_sprite.x = @layout.x + FACE_POSITION[0]
- @face_sprite.y = @layout.y + FACE_POSITION[1]
- @face_sprite.z = @layout.z + 2
- @face_sprite.viewport = @hp_vieport
- refresh_face
- end
- #--------------------------------------------------------------------------
- # ● Create Level
- #--------------------------------------------------------------------------
- def create_level
- @level_sprite = Sprite.new
- @level_sprite.bitmap = Bitmap.new(120,32)
- @level_sprite.z = @layout.z + 2
- @level_sprite.x = @layout.x + LEVEL_POSITION[0]
- @level_sprite.y = @layout.y + LEVEL_POSITION[1]
- @level_sprite.bitmap.font.name = FONT_NAME
- @level_sprite.bitmap.font.size = FONT_SIZE
- @level_sprite.bitmap.font.bold = FONT_BOLD
- @level_sprite.bitmap.font.italic = FONT_ITALIC
- @level_sprite.bitmap.font.color = FONT_COLOR
- @level_sprite.viewport = @hp_vieport
- refresh_level
- end
-
- #--------------------------------------------------------------------------
- # ● Create HP Number
- #--------------------------------------------------------------------------
- def create_hp_number
- @hp2 = $game_system.boss_hp_meter[4]
- @hp3 = @hp2
- @hp_old2 = @hp2
- @hp_ref = @hp_old2
- @hp_refresh = false
- @hp_number_image = Cache.system("Battle_Boss_Number")
- @hp_cw = @hp_number_image.width / 10
- @hp_ch = @hp_number_image.height / 2
- @hp_ch2 = 0
- @hp_ch_range = HP_NUMBER_WAVE_EFFECT == true ? @hp_ch / 3 : 0
- @hp_number_sprite = Sprite.new
- @hp_number_sprite.bitmap = Bitmap.new(@hp_number_image.width, @hp_ch * 2)
- @hp_number_sprite.z = @layout.z + 2
- @hp_number_sprite.x = @layout.x + HP_NUMBER_POSITION[0]
- @hp_number_sprite.y = @layout.y + HP_NUMBER_POSITION[1]
- @hp_number_sprite.viewport = @hp_vieport
- @hp_number_sprite.visible = $game_system.boss_hp_meter[9]
- refresh_hp_number
- end
-
- #--------------------------------------------------------------------------
- # ● update_hp_number
- #--------------------------------------------------------------------------
- def update_hp_number
- return if @hp_number_sprite == nil
- @hp_number_sprite.visible = $game_system.boss_hp_meter[9]
- if @hp_old2 < $game_system.boss_hp_meter[4]
- number_refresh_speed
- @hp2 += @hp_ref
- reset_hp_number if @hp2 >= $game_system.boss_hp_meter[4]
- elsif @hp_old2 > $game_system.boss_hp_meter[4]
- number_refresh_speed
- @hp2 -= @hp_ref
- reset_hp_number if @hp2 <= $game_system.boss_hp_meter[4]
- end
- end
-
- #--------------------------------------------------------------------------
- # ● Number Refresh Speed
- #--------------------------------------------------------------------------
- def number_refresh_speed
- @hp_refresh = true
- @hp_ref = (3 * (@hp_old2 - $game_system.boss_hp_meter[4]).abs / 100) rescue nil
- @hp_ref = 1 if @hp_ref == nil or @hp_ref < 1
- end
-
- #--------------------------------------------------------------------------
- # ● Refresh HP Number
- #--------------------------------------------------------------------------
- def refresh_hp_number
- return if @hp_number_sprite == nil
- @hp_refresh = false
- @hp_number_sprite.bitmap.clear
- number = @hp2.abs.to_s.split(//)
- @hp_ch2 = 0
- for r in 0..number.size - 1
- number_abs = number[r].to_i
- nsrc_rect = Rect.new(@hp_cw * number_abs, 0, @hp_cw, @hp_ch)
- @hp_ch2 = @hp_ch2 == @hp_ch_range ? 0 : @hp_ch_range
- @hp_number_sprite.bitmap.blt(HP_STRING_SPACE + (@hp_cw * r), @hp_ch2, @hp_number_image, nsrc_rect)
- end
- nsrc_rect = Rect.new(0, @hp_ch, @hp_number_image.width, @hp_ch)
- @hp_number_sprite.bitmap.blt(0, 0, @hp_number_image, nsrc_rect)
- end
-
- #--------------------------------------------------------------------------
- # ● Reset HP Number
- #--------------------------------------------------------------------------
- def reset_hp_number
- @hp_refresh = true
- @hp_old2 = $game_system.boss_hp_meter[4]
- @hp2 = $game_system.boss_hp_meter[4]
- @hp_ref = 0
- refresh_hp_number
- end
-
- #--------------------------------------------------------------------------
- # ● Refresh Level
- #--------------------------------------------------------------------------
- def refresh_level
- return if @level_sprite == nil
- @level_sprite.bitmap.clear
- @level = $game_system.boss_hp_meter[7]
- return if @level == nil
- level_text = LEVEL_WORD + @level.to_s
- @level_sprite.bitmap.draw_text(0,0,120,32,level_text.to_s)
- end
-
- #--------------------------------------------------------------------------
- # ● Refresh Face
- #--------------------------------------------------------------------------
- def refresh_face
- return if @face_sprite == nil
- dispose_bitmap_face
- @face_sprite.bitmap = Cache.face(@name + "_f") rescue nil
- @face_sprite.bitmap = Cache.face("") if @face_sprite.bitmap == nil
- end
-
- #--------------------------------------------------------------------------
- # ● Refresh Name
- #--------------------------------------------------------------------------
- def refresh_name
- return if @name_sprite == nil
- @name = $game_system.boss_hp_meter[3]
- @name_sprite.bitmap.clear
- @name_sprite.bitmap.draw_text(0,0,190,32,@name.to_s)
- refresh_face
- refresh_level
- reset_hp_number
- @hp_old = @meter_cw * @hp / @maxhp
- end
-
- #--------------------------------------------------------------------------
- # ● HP Setup
- #--------------------------------------------------------------------------
- def hp_setup
- @hp = $game_system.boss_hp_meter[4]
- @maxhp = $game_system.boss_hp_meter[5]
- end
-
- #--------------------------------------------------------------------------
- # ● Dispose
- #--------------------------------------------------------------------------
- def dispose
- dispose_layout
- dispose_meter
- dispose_name
- dispose_face
- dispose_level
- dispose_hp_number
- @hp_vieport.dispose
- end
- #--------------------------------------------------------------------------
- # ● Dispose Name
- #--------------------------------------------------------------------------
- def dispose_name
- return if @name_sprite == nil
- @name_sprite.bitmap.dispose
- @name_sprite.dispose
- @name_sprite = nil
- end
-
- #--------------------------------------------------------------------------
- # ● Dispose Layout
- #--------------------------------------------------------------------------
- def dispose_layout
- return if @layout == nil
- @layout.bitmap.dispose
- @layout.dispose
- @layout = nil
- end
-
- #--------------------------------------------------------------------------
- # ● Dispose Meter
- #--------------------------------------------------------------------------
- def dispose_meter
- return if @meter_image == nil
- @meter.bitmap.dispose
- @meter.dispose
- @meter = nil
- @meter_image.dispose
- @meter_image = nil
- end
-
- #--------------------------------------------------------------------------
- # ● Dispose Face
- #--------------------------------------------------------------------------
- def dispose_face
- return if @face_sprite == nil
- dispose_bitmap_face
- @face_sprite.dispose
- @face_sprite = nil
- end
-
- #--------------------------------------------------------------------------
- # ● Dispose Bitmap Face
- #--------------------------------------------------------------------------
- def dispose_bitmap_face
- return if @face_sprite == nil
- return if @face_sprite.bitmap == nil
- @face_sprite.bitmap.dispose rescue nil
- @face_sprite.bitmap = nil
- end
-
- #--------------------------------------------------------------------------
- # ● Dispose Level
- #--------------------------------------------------------------------------
- def dispose_level
- return if @level_sprite == nil
- @level_sprite.bitmap.dispose
- @level_sprite.dispose
- @level_sprite = nil
- end
-
- #--------------------------------------------------------------------------
- # ● Dispose HP Number
- #--------------------------------------------------------------------------
- def dispose_hp_number
- return if @hp_number_image == nil
- @hp_number_sprite.bitmap.dispose
- @hp_number_sprite.dispose
- @hp_number_image.dispose
- @hp_number_image = nil
- end
-
- #--------------------------------------------------------------------------
- # ● Update
- #--------------------------------------------------------------------------
- def update
- refresh_hp_meter
- refresh_hp_number if @hp_refresh
- update_hp_meter
- update_hp_number
- update_fade_end
- end
-
- #--------------------------------------------------------------------------
- # ● Update Fade End
- #--------------------------------------------------------------------------
- def update_fade_end
- return if !$game_temp.battle_end
- return if @meter_image == nil
- @layout.opacity -= 5
- @meter.opacity -= 5
- @name_sprite.opacity -= 5
- @face_sprite.opacity -= 5
- @level_sprite.opacity -= 5
- @hp_number_sprite.opacity -= 5
- end
-
- #--------------------------------------------------------------------------
- # ● Refresh HP Meter
- #--------------------------------------------------------------------------
- def refresh_hp_meter
- return if !$game_system.boss_hp_meter[2]
- $game_system.boss_hp_meter[2] = false
- hp_setup
- refresh_name if @name != $game_system.boss_hp_meter[3]
- end
-
- #--------------------------------------------------------------------------
- # ● Update HP Meter
- #--------------------------------------------------------------------------
- def update_hp_meter
- return if @meter_image == nil
- @meter.bitmap.clear
- hp_width = @meter_cw * @hp / @maxhp
- execute_damage_flow(hp_width)
- hp_src_rect = Rect.new(@hp_flow, 0,hp_width, @meter_ch)
- @meter.bitmap.blt(0,0, @meter_image, hp_src_rect)
- @hp_flow += METER_ANIMATION_SPEED
- @hp_flow = 0 if @hp_flow >= @hp_flow_max
- end
-
- #--------------------------------------------------------------------------
- # ● Execute Damage Flow
- #--------------------------------------------------------------------------
- def execute_damage_flow(hp_width)
- return if @hp_old == hp_width
- n = (@hp_old - hp_width).abs * 3 / 100
- damage_flow = [[n, 2].min,0.5].max
- @hp_old -= damage_flow
- @hp_old = hp_width if @hp_old <= hp_width
- src_rect_old = Rect.new(0,@meter_ch, @hp_old, @meter_ch)
- @meter.bitmap.blt(0,0, @meter_image, src_rect_old)
- end
-
- end
- #==============================================================================
- # ■ Game_Battler
- #==============================================================================
- class Game_Battler < Game_BattlerBase
-
- #--------------------------------------------------------------------------
- # ● Item Apply
- #--------------------------------------------------------------------------
- alias mog_boss_hp_item_apply item_apply
- def item_apply(user, item)
- check_boss_hp_before
- mog_boss_hp_item_apply(user, item)
- check_boss_hp_after
- end
-
- #--------------------------------------------------------------------------
- # ● Regenerate HP
- #--------------------------------------------------------------------------
- alias mog_boss_hp_regenerate_hp regenerate_hp
- def regenerate_hp
- check_boss_hp_before
- mog_boss_hp_regenerate_hp
- check_boss_hp_after
- end
-
- #--------------------------------------------------------------------------
- # ● Check Boss HP Before
- #--------------------------------------------------------------------------
- def check_boss_hp_before
- return if self.is_a?(Game_Actor)
- return if !self.boss_hp_meter
- $game_system.boss_hp_meter[6] = self.hp
- end
-
- #--------------------------------------------------------------------------
- # ● Check Boss HP After
- #--------------------------------------------------------------------------
- def check_boss_hp_after
- return if self.is_a?(Game_Actor)
- return if !self.boss_hp_meter
- $game_system.boss_hp_meter[2] = true
- $game_system.boss_hp_meter[3] = self.name
- $game_system.boss_hp_meter[4] = self.hp
- $game_system.boss_hp_meter[5] = self.mhp
- $game_system.boss_hp_meter[7] = self.level rescue nil
- $game_system.boss_hp_meter[9] = self.boss_hp_number
- end
-
- end
- #==============================================================================
- # ■ Game_Interpreter
- #==============================================================================
- class Game_Interpreter
- #--------------------------------------------------------------------------
- # ● Check Boss Meter
- #--------------------------------------------------------------------------
- def check_boss_meter
- return if !SceneManager.scene_is?(Scene_Battle)
- iterate_enemy_index(@params[0]) do |enemy|
- if enemy.boss_hp_meter
- $game_system.boss_hp_meter[2] = true
- $game_system.boss_hp_meter[3] = enemy.name
- $game_system.boss_hp_meter[4] = enemy.hp
- $game_system.boss_hp_meter[5] = enemy.mhp
- $game_system.boss_hp_meter[6] = enemy.hp
- $game_system.boss_hp_meter[7] = enemy.level rescue nil
- $game_system.boss_hp_meter[9] = enemy.boss_hp_number
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● Command 331
- #--------------------------------------------------------------------------
- alias mog_boss_meter_command_331 command_331
- def command_331
- mog_boss_meter_command_331
- check_boss_meter
- end
-
- #--------------------------------------------------------------------------
- # ● Command 334
- #--------------------------------------------------------------------------
- alias mog_boss_meter_command_334 command_334
- def command_334
- mog_boss_meter_command_334
- check_boss_meter
- end
-
- end
- #==============================================================================
- # ■ BattleManager
- #==============================================================================
- class << BattleManager
-
- #--------------------------------------------------------------------------
- # ● Init Members
- #--------------------------------------------------------------------------
- alias mog_boss_meter_init_members init_members
- def init_members
- $game_temp.battle_end = false
- mog_boss_meter_init_members
- end
-
- #--------------------------------------------------------------------------
- # ● Process Victory
- #--------------------------------------------------------------------------
- alias mog_boss_meter_process_victory process_victory
- def process_victory
- $game_temp.battle_end = true
- mog_boss_meter_process_victory
- end
-
- #--------------------------------------------------------------------------
- # ● Process Abort
- #--------------------------------------------------------------------------
- alias mog_boss_meter_process_abort process_abort
- def process_abort
- $game_temp.battle_end = true
- mog_boss_meter_process_abort
- end
- #--------------------------------------------------------------------------
- # ● Process Defeat
- #--------------------------------------------------------------------------
- alias mog_boss_meter_process_defeat process_defeat
- def process_defeat
- $game_temp.battle_end = true
- mog_boss_meter_process_defeat
- end
-
- end
- $mog_rgss3_boss_hp_meter = true
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