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彩虹神剑用:在怪物脚下显示血条

2006-6-22 00:00| 发布者: 66饭| 查看: 9196| 评论: 0|原作者: 柳柳

摘要:   作者 柳柳 版本与更新  2006年6月 相关网址 点此进入发布贴 范例工程   教程内容 提问: 用了彩虹神剑脚本,便不能用显示在怪物下方的血条脚本了一起用的话会有错
 

作者

柳柳

版本与更新

 2006年6月

相关网址

点此进入发布贴

范例工程

 



教程内容

提问:

用了彩虹神剑脚本,便不能用显示在怪物下方的血条脚本了
一起用的话会有错误
请问有解决方法吗? 

解答脚本如下: 

#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
# ■ エネミーHP&SP(ver 0.98)

# □ カスタマイズポイント
#==============================================================================
module PLAN_HPSP_DRAW
FONT_NAME         = ["黑体", "楷体", "宋体"]    # フォント
FONT_SIZE         =  14                               # フォントサイズ
FONT_BOLD         = true                              # 太字
FONT_ITALIC       = true                              # 斜体

DRAW_NAME         = false                             # 名前の描画
DRAW_HP           = true                              # HP の描画
DRAW_SP           = true                              # SP の描画

DRAW_WIDTH        =  80                               # 描画幅
DRAW_HEIGHT       = 3 * 32                            # 描画高さ
DRAW_SPACE        =   0                               # 行間
DRAW_Y            =  36                               # Y 座標修正値
end


#==============================================================================
# ■ Sprite_Battler
#==============================================================================

class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias plan_enemy_hpsp_draw_initialize initialize
def initialize(viewport, battler = nil)
  # 元のメソッドに戻す
  plan_enemy_hpsp_draw_initialize(viewport, battler)
  # エネミーの場合
  if @battler.is_a?(Game_Enemy)
    width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32
    height = PLAN_HPSP_DRAW::DRAW_HEIGHT + 32
    x = @battler.screen_x - width / 2
    y = @battler.screen_y - height + 32 + PLAN_HPSP_DRAW::DRAW_Y
    @enemy_hpsp_window = Window_Base.new(x, y, width, height)
    @enemy_hpsp_window.contents = Bitmap.new(width - 32, height - 32)
    @enemy_hpsp_window.contents.font.name = PLAN_HPSP_DRAW::FONT_NAME
    @enemy_hpsp_window.contents.font.size = PLAN_HPSP_DRAW::FONT_SIZE
    @enemy_hpsp_window.contents.font.bold = PLAN_HPSP_DRAW::FONT_BOLD
    @enemy_hpsp_window.contents.font.italic = PLAN_HPSP_DRAW::FONT_ITALIC
    y = 0
    @old_enemy_hpsp = []
    one_line = ((PLAN_HPSP_DRAW::FONT_SIZE * 100 / 28) * 32) / 100
    if PLAN_HPSP_DRAW::DRAW_NAME
      @enemy_hpsp_window.draw_actor_name(@battler, 0, y, width - 32)
      y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
      @old_enemy_hpsp.push(@battler.name)
    end
    if PLAN_HPSP_DRAW::DRAW_HP
      @enemy_hpsp_window.draw_actor_hp2222(@battler, 0, y, width - 32)
      y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
      @old_enemy_hpsp.push(@battler.hp)
    end
    if PLAN_HPSP_DRAW::DRAW_SP
      @enemy_hpsp_window.draw_actor_sp2222(@battler, 0, y, width - 32)
      @old_enemy_hpsp.push(@battler.sp)
    end
    @enemy_hpsp_window.opacity = 0
    @enemy_hpsp_window.contents_opacity = 0
    @enemy_hpsp_window.z = -2
  end
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
alias plan_enemy_hpsp_draw_dispose dispose
def dispose
  # エネミーの場合
  if @battler.is_a?(Game_Enemy)
    @enemy_hpsp_window.dispose
  end
  # 元のメソッドに戻す
  plan_enemy_hpsp_draw_dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias plan_enemy_hpsp_draw_update update
def update
  # 元のメソッドに戻す
  plan_enemy_hpsp_draw_update
  # エネミーの場合
  if @battler.is_a?(Game_Enemy)
    @enemy_hpsp_window.visible = @battler_visible
  # スプライトの座標を設定
    width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32
    @enemy_hpsp_window.x = self.x - width / 2
    @now_enemy_hpsp = []
    if PLAN_HPSP_DRAW::DRAW_NAME
      @now_enemy_hpsp.push(@battler.name)
    end
    if PLAN_HPSP_DRAW::DRAW_HP
      @now_enemy_hpsp.push(@battler.hp)
    end
    if PLAN_HPSP_DRAW::DRAW_SP
      @now_enemy_hpsp.push(@battler.sp)
    end
    if @old_enemy_hpsp != @now_enemy_hpsp and $game_temp.enemy_hpsp_refresh
      @old_enemy_hpsp = @now_enemy_hpsp
      @enemy_hpsp_window.contents.clear
      y = 0
      width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32
      one_line = ((PLAN_HPSP_DRAW::FONT_SIZE * 100 / 28) * 32) / 100
      if PLAN_HPSP_DRAW::DRAW_NAME
        @enemy_hpsp_window.draw_actor_name(@battler, 0, y, width - 32)
        y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
      end
      if PLAN_HPSP_DRAW::DRAW_HP
        @enemy_hpsp_window.draw_actor_hp2222(@battler, 0, y, width - 32)
        y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
      end
      if PLAN_HPSP_DRAW::DRAW_SP
        @enemy_hpsp_window.draw_actor_sp2222(@battler, 0, y, width - 32)
      end
      Graphics.frame_reset
    end
  end
end
#--------------------------------------------------------------------------
# ● visible の設定
#--------------------------------------------------------------------------
if !method_defined?("plan_enemy_hpsp_draw_visible=")
  alias plan_enemy_hpsp_draw_visible= visible=
end
def visible=(bool)
  # エネミーの場合
  if @battler.is_a?(Game_Enemy)
    @enemy_hpsp_window.visible = bool
  end
  # 元のメソッドに戻す
  self.plan_enemy_hpsp_draw_visible=(bool)
end
#--------------------------------------------------------------------------
# ● 不透明度の設定
#--------------------------------------------------------------------------
if !method_defined?("plan_enemy_hpsp_draw_opacity=")
  alias plan_enemy_hpsp_draw_opacity= opacity=
end
def opacity=(n)
  # 元のメソッドに戻す
  self.plan_enemy_hpsp_draw_opacity=(n)
  # エネミーの場合
  if @battler.is_a?(Game_Enemy)
    @enemy_hpsp_window.contents_opacity = n
  end
end

end

 

 

#==============================================================================
# ■ Game_Temp
#==============================================================================

class Game_Temp
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :enemy_hpsp_refresh
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias plan_enemy_hpsp_draw_initialize initialize
def initialize
  # 元のメソッドに戻す
  plan_enemy_hpsp_draw_initialize
  @enemy_hpsp_refresh = false
end
end

#==============================================================================
# ■ Scene_Battle
#==============================================================================

class Scene_Battle
#--------------------------------------------------------------------------
# ● プレバトルフェーズ開始 (エネミー名+アルファベット用)
#--------------------------------------------------------------------------
alias plan_enemy_hpsp_draw_start_phase1 start_phase1
def start_phase1
  $game_temp.enemy_hpsp_refresh = true
  # 元のメソッドに戻す
  plan_enemy_hpsp_draw_start_phase1
end
#--------------------------------------------------------------------------
# ● パーティコマンドフェーズ開始 (エネミー名+アルファベット用)
#--------------------------------------------------------------------------
alias plan_enemy_hpsp_draw_start_phase2 start_phase2
def start_phase2
  $game_temp.enemy_hpsp_refresh = false
  # 元のメソッドに戻す
  plan_enemy_hpsp_draw_start_phase2
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 5 : ダメージ表示)
#--------------------------------------------------------------------------
alias plan_enemy_hpsp_draw_update_phase4_step5 update_phase4_step5
def update_phase4_step5
  # 元のメソッドに戻す
  plan_enemy_hpsp_draw_update_phase4_step5
  $game_temp.enemy_hpsp_refresh = true
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 6 : リフレッシュ)
#--------------------------------------------------------------------------
alias plan_enemy_hpsp_draw_update_phase4_step6 update_phase4_step6
def update_phase4_step6
  # 元のメソッドに戻す
  plan_enemy_hpsp_draw_update_phase4_step6
  $game_temp.enemy_hpsp_refresh = false
end
end


#==============================================================================
# ■ Window_Base
#==============================================================================

class Window_Base < Window
#--------------------------------------------------------------------------
# ● 名前の描画
#--------------------------------------------------------------------------
def draw_actor_name(actor, x, y, width = 120, align = 0)
  self.contents.font.color = normal_color
  align = 1 if $scene.is_a?(Scene_Battle)
  self.contents.draw_text(x, y, width, 32, actor.name, align)
end
#--------------------------------------------------------------------------
# ● ステートの描画
#--------------------------------------------------------------------------
def draw_actor_state(actor, x, y, width = 120)
  # 元のメソッドに戻す
  text = make_battler_state_text(actor, width, true)
  self.contents.draw_text(x, y, width, 32, text, 1)
end
end


#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================

class Window_Base < Window
 def draw_actor_hp2222(actor, x, y, width = 100, height=8)
   y+=3
   olx = x
   oly = y
   w = width * actor.hp / [actor.maxhp,1].max
   hp_color_1 = Color.new(255, 0, 0, 192)
   hp_color_2 = Color.new(255, 255, 0, 192)
   self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
   x -= 1
   y += (height/4).floor
   self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
   x -= 1
   y += (height/4).ceil
   self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
   x -= 1
   y += (height/4).ceil
   self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
   x = olx
   y = oly-14  
   # 描绘字符串 "HP"
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
   # 计算描绘 MaxHP 所需的空间
   if width - 32 >= 108
     hp_x = x + width - 108
     flag = true
   elsif width - 32 >= 48
     hp_x = x + width - 48
     flag = false
   end
   # 描绘 HP
   self.contents.font.color = actor.hp == 0 ? knockout_color :
     actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
   self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
   # 描绘 MaxHP
   if flag
     self.contents.font.color = normal_color
     self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
     self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
   end   
 end
 def draw_actor_sp2222(actor, x, y, width = 100, height = 8)
   y+=3
   olx = x
   oly = y
   w = width * actor.sp / [actor.maxsp,1].max
   hp_color_1 = Color.new( 0, 0, 255, 192)
   hp_color_2 = Color.new( 0, 255, 255, 192)
   self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
   x -= 1
   y += (height/4).floor
   self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
   x -= 1
   y += (height/4).ceil
   self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
   x -= 1
   y += (height/4).ceil
   self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
   x = olx
   y = oly-14
   # 描绘字符串 "SP"
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
   # 计算描绘 MaxSP 所需的空间
   if width - 32 >= 108
     sp_x = x + width - 108
     flag = true
   elsif width - 32 >= 48
     sp_x = x + width - 48
     flag = false
   end
   # 描绘 SP
   self.contents.font.color = actor.sp == 0 ? knockout_color :
     actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
   self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
   # 描绘 MaxSP
   if flag
     self.contents.font.color = normal_color
     self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
     self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
   end   
 end
 #--------------------------------------------------------------------------
 # ● ライン描画 by 桜雅 在土
 #--------------------------------------------------------------------------
 def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
   # 描写距離の計算。大きめに直角時の長さ。
   distance = (start_x - end_x).abs + (start_y - end_y).abs
   # 描写開始
   if end_color == start_color
     for i in 1..distance
       x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
       y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
       if width == 1
         self.contents.set_pixel(x, y, start_color)
       else
         self.contents.fill_rect(x, y, width, width, start_color)
       end
     end
   else
     for i in 1..distance
       x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
       y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
       r = start_color.red * (distance-i)/distance + end_color.red * i/distance
       g = start_color.green * (distance-i)/distance + end_color.green * i/distance
       b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
       a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
       if width == 1
         self.contents.set_pixel(x, y, Color.new(r, g, b, a))
       else
         self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
       end
     end
   end
 end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================


 

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