#============================================================================== # 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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