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标题:
请高手翻译一下这个脚本,随便说一下怎么用
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作者:
流星飞舞
时间:
2010-10-10 10:57
标题:
请高手翻译一下这个脚本,随便说一下怎么用
本帖最后由 流星飞舞 于 2010-10-10 14:03 编辑
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/ ◆ 敵HPゲージ - KGC_EnemyHPGauge ◆ VX ◆
#_/ ◇ Last update : 2009/09/26 ◇
#_/----------------------------------------------------------------------------
#_/ 敵の HP をゲージで表示する機能を追加します。
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================
# ★ カスタマイズ項目 - Customize BEGIN ★
#==============================================================================
module KGC
module EnemyHPGauge
# ◆ ゲージの表示時間 [フレーム]
DURATION = 60
# ◆ ゲージ設定
# 画像は "Graphics/System" から読み込む。
GAUGE_IMAGE = "GaugeHPEnemy" # ゲージ画像
GAUGE_OFFSET = [-23, -2] # 位置補正 [x, y]
GAUGE_LENGTH = -4 # 長さ補正
GAUGE_SLOPE = 30 # 傾き (-89 ~ 89)
end
end
#==============================================================================
# ☆ カスタマイズ項目終了 - Customize END ☆
#==============================================================================
$imported = {} if $imported == nil
$imported["EnemyHPGauge"] = true
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# ○ HP ゲージ表示
#--------------------------------------------------------------------------
def show_hp_gauge
return false
end
#--------------------------------------------------------------------------
# ○ HP ゲージ非表示
#--------------------------------------------------------------------------
def hide_hp_gauge
return false
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ○ 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :show_hp_gauge
attr_accessor :hide_hp_gauge
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# viewport : ビューポート
# battler : バトラー (Game_Battler)
#--------------------------------------------------------------------------
alias initialize_KGC_EnemyHPGauge_SB initialize
def initialize(viewport, battler = nil)
initialize_KGC_EnemyHPGauge_SB(viewport, battler)
create_hp_gauge_window
end
#--------------------------------------------------------------------------
# ○ HP ゲージウィンドウ作成
#--------------------------------------------------------------------------
def create_hp_gauge_window
@hp_gauge_window = Window_EnemyHPGauge.new(viewport)
@hp_gauge_window.visible = false
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
alias dispose_KGC_EnemyHPGauge_SB dispose
def dispose
dispose_hp_gauge_window
dispose_KGC_EnemyHPGauge_SB
end
#--------------------------------------------------------------------------
# ○ HP ゲージウィンドウ破棄
#--------------------------------------------------------------------------
def dispose_hp_gauge_window
@hp_gauge_window.dispose
@hp_gauge_window = nil
end
#--------------------------------------------------------------------------
# ● X 座標変更
#--------------------------------------------------------------------------
unless method_defined?(:x_eq_KGC_EnemyHPGauge)
alias x_eq_KGC_EnemyHPGauge x=
end
def x=(value)
x_eq_KGC_EnemyHPGauge(value)
if @hp_gauge_window != nil
n = [x - (@hp_gauge_window.width / 2), -16].max
n = [n, Graphics.width - @hp_gauge_window.width + 16].min
@hp_gauge_window.x = n
end
end
#--------------------------------------------------------------------------
# ● Y 座標変更
#--------------------------------------------------------------------------
unless method_defined?(:y_eq_KGC_EnemyHPGauge)
alias y_eq_KGC_EnemyHPGauge y=
end
def y=(value)
y_eq_KGC_EnemyHPGauge(value)
if @hp_gauge_window != nil
@hp_gauge_window.y = y - 24
end
end
#--------------------------------------------------------------------------
# ● Z 座標変更
#--------------------------------------------------------------------------
unless method_defined?(:z_eq_KGC_EnemyHPGauge)
alias z_eq_KGC_EnemyHPGauge z=
end
def z=(value)
z_eq_KGC_EnemyHPGauge(value)
@hp_gauge_window.z = z + 1 if @hp_gauge_window != nil
end
#--------------------------------------------------------------------------
# ● 不透明度変更
#--------------------------------------------------------------------------
unless method_defined?(:opacity_eq_KGC_EnemyHPGauge)
alias opacity_eq_KGC_EnemyHPGauge opacity=
end
def opacity=(value)
opacity_eq_KGC_EnemyHPGauge(value)
@hp_gauge_window.contents_opacity = opacity if @hp_gauge_window != nil
end
#--------------------------------------------------------------------------
# ● 可視状態変更
#--------------------------------------------------------------------------
unless method_defined?(:visible_eq_KGC_EnemyHPGauge)
alias visible_eq_KGC_EnemyHPGauge visible=
end
def visible=(value)
visible_eq_KGC_EnemyHPGauge(value)
@hp_gauge_window.owner_visible = visible if @hp_gauge_window != nil
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias update_KGC_EnemyHPGauge_SB update
def update
update_KGC_EnemyHPGauge_SB
update_hp_gauge_window
end
#--------------------------------------------------------------------------
# ○ HP ゲージウィンドウ更新
#--------------------------------------------------------------------------
def update_hp_gauge_window
return if @hp_gauge_window == nil
if @battler == nil
@hp_gauge_window.battler = nil
else
@hp_gauge_window.battler = (@battler.actor? ? nil : @battler)
end
@hp_gauge_window.update
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Window_EnemyHPGauge
#==============================================================================
class Window_EnemyHPGauge < Window_Base
#--------------------------------------------------------------------------
# ○ 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :owner_visible
attr_reader :battler
#--------------------------------------------------------------------------
# ○ オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(viewport)
@owner_visible = false
@battler = nil
@show_count = 0
super(0, 0, 160, WLH * 2 + 32)
self.height = WLH + 32
self.visible = false
self.opacity = 0
self.back_opacity = 0
self.viewport = viewport
# スクロールマークを消去
old_skin = windowskin
self.windowskin = Bitmap.new(128, 128)
windowskin.blt(0, 0, old_skin, old_skin.rect)
windowskin.clear_rect(80, 16, 32, 32)
@erase_rect = Rect.new(0, 0, contents.width, WLH)
@src_rect = Rect.new(0, WLH, contents.width, WLH)
if $imported["GenericGauge"]
@image = Cache.system(KGC::EnemyHPGauge::GAUGE_IMAGE)
@offset = KGC::EnemyHPGauge::GAUGE_OFFSET
@length = KGC::EnemyHPGauge::GAUGE_LENGTH + contents.width - 8
@slope = KGC::EnemyHPGauge::GAUGE_SLOPE
draw_background
end
end
#--------------------------------------------------------------------------
# ○ 可視状態
#--------------------------------------------------------------------------
def visible
return (super && @owner_visible)
end
#--------------------------------------------------------------------------
# ○ バトラー変更
#--------------------------------------------------------------------------
def battler=(battler)
@prev_hp = battler.hp if battler != nil && @battler != battler
@battler = battler
end
#--------------------------------------------------------------------------
# ○ 背景描画
#--------------------------------------------------------------------------
def draw_background
draw_gauge_base(@image, @offset[0], WLH + @offset[1], @length, @slope)
end
#--------------------------------------------------------------------------
# ○ 破棄
#--------------------------------------------------------------------------
def dispose
self.windowskin.dispose
self.windowskin = nil
super
end
#--------------------------------------------------------------------------
# ○ フレーム更新
#--------------------------------------------------------------------------
def update
super
update_gauge
end
#--------------------------------------------------------------------------
# ○ ゲージ更新
#--------------------------------------------------------------------------
def update_gauge
update_gauge_visible
return unless visible
@show_count -= 1
if @show_count < 0
@prev_hp = @battler.hp
@diff = nil
self.visible = false
return
end
update_gauge_draw
end
#--------------------------------------------------------------------------
# ○ ゲージ可視状態更新
#--------------------------------------------------------------------------
def update_gauge_visible
if @battler == nil
self.visible = false if visible
return
end
if @battler.hide_hp_gauge
@battler.show_hp_gauge = false
@battler.hide_hp_gauge = false
@prev_hp = @battler.hp
@diff = nil
@show_count = 0
self.visible = false
elsif @battler.show_hp_gauge
@battler.show_hp_gauge = false
@battler.hide_hp_gauge = false
@diff = nil
@show_count = KGC::EnemyHPGauge::DURATION
self.visible = true
end
end
#--------------------------------------------------------------------------
# ○ ゲージ描画更新
#--------------------------------------------------------------------------
def update_gauge_draw
contents.clear_rect(@erase_rect)
unless $imported["GenericGauge"]
# 通常ゲージ
draw_actor_hp_gauge(@battler, 0, 0, contents.width)
return
end
# 汎用ゲージ : 差分処理
if @diff == nil
@diff = (@battler.hp - @prev_hp)
count = KGC::EnemyHPGauge::DURATION / 2
if @diff > 0
@diff = [@diff / count, 1].max
elsif @diff < 0
@diff = [@diff / count, -1].min
end
end
# 汎用ゲージ : 描画
contents.blt(0, 0, contents, @src_rect)
gw = @length * @battler.hp / @battler.maxhp
pos = GAUGE_SRC_POS[:normal]
draw_gauge_bar(@image, @offset[0], @offset[1], @length, gw, @slope, pos)
return if @diff == 0 # 差分なし
# 差分描画
gw_d = ((@length * @prev_hp / @battler.maxhp) - gw).abs
pos = GAUGE_SRC_POS[@diff < 0 ? :decrease : :increase]
start = gw - (@diff < 0 ? 0 : gw_d)
draw_gauge_bar(
@image, @offset[0], @offset[1], @length, gw_d, @slope, pos, start
)
@prev_hp += @diff
# 差分終了
if (@diff < 0 && @prev_hp <= @battler.hp) ||
(@diff > 0 && @prev_hp >= @battler.hp)
@diff = 0
@prev_hp = @battler.hp
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● 対象敵キャラ選択の終了
#--------------------------------------------------------------------------
alias end_target_enemy_selection_KGC_EnemyHPGauge
end_target_enemy_selection
def end_target_enemy_selection
$game_troop.members.each { |enemy| enemy.hide_hp_gauge = true }
end_target_enemy_selection_KGC_EnemyHPGauge
end
#--------------------------------------------------------------------------
# ● 対象敵キャラ選択の更新
#--------------------------------------------------------------------------
alias update_target_enemy_selection_KGC_EnemyHPGauge
update_target_enemy_selection
def update_target_enemy_selection
update_target_enemy_selection_KGC_EnemyHPGauge
if @target_enemy_window != nil
target_index = @target_enemy_window.enemy.index
$game_troop.members.each_with_index { |enemy, i|
if i == target_index
enemy.show_hp_gauge = true
else
enemy.hide_hp_gauge = true
end
}
end
end
#--------------------------------------------------------------------------
# ● HP ダメージ表示
# target : 対象者
# obj : スキルまたはアイテム
#--------------------------------------------------------------------------
alias display_hp_damage_KGC_EnemyHPGauge display_hp_damage
def display_hp_damage(target, obj = nil)
unless target.actor?
# ダメージ判定
damaged = (target.hp_damage != 0)
if obj != nil && !damaged
damaged = (obj.damage_to_mp && obj.base_damage == 0)
end
target.show_hp_gauge = true if damaged
end
if !@active_battler.actor? && target.absorbed
# 吸収
target.show_hp_gauge = true if @active_battler.hp_damage != 0
end
display_hp_damage_KGC_EnemyHPGauge(target, obj)
end
end
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2010-10-10 11:19 上传
作者:
高须小龙
时间:
2010-10-10 11:12
显示怪物HP,需要素材“GaugeHPEnemy”。
作者:
N.K
时间:
2010-10-10 11:25
提示:
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作者:
流星飞舞
时间:
2010-10-10 11:54
回复
N.K
的帖子
直接放进去显示不出具体HP
作者:
SOU
时间:
2010-10-10 13:32
这个是只有挨打的时候才会显示的
而且显示的是百分比而非数值。把你的那个图片重命名为GaugeHPEnemy.png放在System文件夹下面就好了。
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