@sprite.bitmap.fill_rect(0,0,603,30,Color.new(0,0,0,255))
if $game_variables[59] >= 0 and $game_variables[59] <= 9
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(0,0,0,255))
p = event.hp * 600 / event.maxhp
$game_variables[60] = p
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(222,0,0,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] >= 10 and $game_variables[59] <= 19
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(222,0,0,255))
p = event.hp * 600 / event.maxhp
$game_variables[60] = p
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(255,132,0,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] >= 20 and $game_variables[59] <= 29
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(255,132,0,255))
p = event.hp * 600 / event.maxhp
$game_variables[60] = p
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(148,206,0,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] >= 30 and $game_variables[59] <= 39
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(148,206,0,255))
p = event.hp * 600 / event.maxhp
$game_variables[60] = p
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(0,123,206,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] >= 40 and $game_variables[59] <= 49
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(0,123,206,255))
p = event.hp * 600 / event.maxhp
$game_variables[60] = p
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(140,132,255,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] >= 50 and $game_variables[59] <= 59
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(140,132,255,255))
p = event.hp * 600 / event.maxhp
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(222,0,0,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] >= 60 and $game_variables[59] <= 69
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(222,0,0,255))
p = event.hp * 600 / event.maxhp
$game_variables[60] = p
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(255,132,0,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] >= 70 and $game_variables[59] <= 79
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(255,132,0,255))
p = event.hp * 600 / event.maxhp
$game_variables[60] = p
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(148,206,0,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] >= 80 and $game_variables[59] <= 89
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(148,206,0,255))
p = event.hp * 600 / event.maxhp
$game_variables[60] = p
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(0,123,206,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] >= 90 and $game_variables[59] <= 99
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(0,123,206,255))
p = event.hp * 600 / event.maxhp
$game_variables[60] = p
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(140,132,255,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] == 100
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(0,123,206,255))
@sprite.bitmap.fill_rect(1,2,600,27,Color.new(140,132,255,255))#(1,1,w,12,Color.new(222,0,0,255))
end
# 这里本来是渐变血条的说``-_____-为了照顾速度````废掉了
=begin
cw = event.hp*33/event.maxhp
@sprite.bitmap.fill_rect(0,0,35,6,Color.new(255,255,255))
for i in 0..3
@sprite.bitmap.fill_rect(1,1+i,33,1,Color.new(163-(i*16),128-(i*16),128-(i*16)))
end
for i in 0..3
@sprite.bitmap.fill_rect(1,1+i,cw,1,Color.new(255-(i*16),128-(i*16),128-(i*16)))
end
cw = event.sp*33/event.maxsp
@sprite.bitmap.fill_rect(0,8,35,6,Color.new(255,255,255))
for i in 0..3
@sprite.bitmap.fill_rect(1,9+i,33,1,Color.new(128-(i*16),128-(i*16),163-(i*16)))
end
for i in 0..3
@sprite.bitmap.fill_rect(1,9+i,cw,1,Color.new(128-(i*16),128-(i*16),255-(i*16)))
end
=end
end
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def update(event)
# 避免一些不必要的刷新
if $refresh["enemy_states"]
for e in $game_map.events.values
next if !e.is_enemy?
if e.states.size > 0
for i in e.states
e.states_time[i] -= 1
if e.states_time[i] <= 0
e.states.delete(i)
e.states_time.delete(i)
end
end
if e.slip_damage? and Graphics.frame_count%10 == 0
e.hp -= [e.maxhp / 100, 1].max
end
end
end
end
if event.nil? or (!event.nil? and event.maxhp <= 0)
@sprite.bitmap.clear
$game_screen.pictures[37].show("", 0,15,11,100,100,255,0)
$game_screen.pictures[36].show("", 0,15,11,100,100,255,0)
$game_screen.pictures[35].show("", 0,15,11,100,100,255,0)
# $game_screen.pictures[34].show("", 0,15,11,100,100,255,0)
return
end
refresh(event) if @oldx != event.x or @oldy != event.y or @oldhp != event.hp or @oldsp != event.sp
end
end
@sprite.bitmap.fill_rect(0,0,603,30,Color.new(0,0,0,255))
if $game_variables[59] >= 0 and $game_variables[59] <= 9
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(0,0,0,255))
p = event.hp * 600 / event.maxhp
$game_variables[60] = p
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(222,0,0,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] >= 10 and $game_variables[59] <= 19
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(222,0,0,255))
p = event.hp * 600 / event.maxhp
$game_variables[60] = p
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(255,132,0,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] >= 20 and $game_variables[59] <= 29
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(255,132,0,255))
p = event.hp * 600 / event.maxhp
$game_variables[60] = p
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(148,206,0,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] >= 30 and $game_variables[59] <= 39
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(148,206,0,255))
p = event.hp * 600 / event.maxhp
$game_variables[60] = p
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(0,123,206,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] >= 40 and $game_variables[59] <= 49
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(0,123,206,255))
p = event.hp * 600 / event.maxhp
$game_variables[60] = p
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(140,132,255,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] >= 50 and $game_variables[59] <= 59
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(140,132,255,255))
p = event.hp * 600 / event.maxhp
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(222,0,0,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] >= 60 and $game_variables[59] <= 69
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(222,0,0,255))
p = event.hp * 600 / event.maxhp
$game_variables[60] = p
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(255,132,0,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] >= 70 and $game_variables[59] <= 79
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(255,132,0,255))
p = event.hp * 600 / event.maxhp
$game_variables[60] = p
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(148,206,0,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] >= 80 and $game_variables[59] <= 89
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(148,206,0,255))
p = event.hp * 600 / event.maxhp
$game_variables[60] = p
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(0,123,206,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] >= 90 and $game_variables[59] <= 99
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(0,123,206,255))
p = event.hp * 600 / event.maxhp
$game_variables[60] = p
@sprite.bitmap.fill_rect(1,2,p,27,Color.new(140,132,255,255))#(1,1,w,12,Color.new(222,0,0,255))
end
if $game_variables[59] == 100
@sprite.bitmap.fill_rect(1,1,600,27,Color.new(0,123,206,255))
@sprite.bitmap.fill_rect(1,2,600,27,Color.new(140,132,255,255))#(1,1,w,12,Color.new(222,0,0,255))
end
# 这里本来是渐变血条的说``-_____-为了照顾速度````废掉了
=begin
cw = event.hp*33/event.maxhp
@sprite.bitmap.fill_rect(0,0,35,6,Color.new(255,255,255))
for i in 0..3
@sprite.bitmap.fill_rect(1,1+i,33,1,Color.new(163-(i*16),128-(i*16),128-(i*16)))
end
for i in 0..3
@sprite.bitmap.fill_rect(1,1+i,cw,1,Color.new(255-(i*16),128-(i*16),128-(i*16)))
end
cw = event.sp*33/event.maxsp
@sprite.bitmap.fill_rect(0,8,35,6,Color.new(255,255,255))
for i in 0..3
@sprite.bitmap.fill_rect(1,9+i,33,1,Color.new(128-(i*16),128-(i*16),163-(i*16)))
end
for i in 0..3
@sprite.bitmap.fill_rect(1,9+i,cw,1,Color.new(128-(i*16),128-(i*16),255-(i*16)))
end
=end
end
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def update(event)
# 避免一些不必要的刷新
if $refresh["enemy_states"]
for e in $game_map.events.values
next if !e.is_enemy?
if e.states.size > 0
for i in e.states
e.states_time[i] -= 1
if e.states_time[i] <= 0
e.states.delete(i)
e.states_time.delete(i)
end
end
if e.slip_damage? and Graphics.frame_count%10 == 0
e.hp -= [e.maxhp / 100, 1].max
end
end
end
end
if event.nil? or (!event.nil? and event.maxhp <= 0)
@sprite.bitmap.clear
$game_screen.pictures[37].show("", 0,15,11,100,100,255,0)
$game_screen.pictures[36].show("", 0,15,11,100,100,255,0)
$game_screen.pictures[35].show("", 0,15,11,100,100,255,0)
# $game_screen.pictures[34].show("", 0,15,11,100,100,255,0)
return
end
refresh(event) if @oldx != event.x or @oldy != event.y or @oldhp != event.hp or @oldsp != event.sp
end
end