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标题: 怎样在战斗中上方显示敌人状态 [打印本页]

作者: 2578699    时间: 2011-8-20 11:06
标题: 怎样在战斗中上方显示敌人状态
额,想在战斗的上方显示敌人的状态,比如HP,MP,这样要如何做?dsu_plus_rewardpost_czw
作者: orzfly    时间: 2011-8-20 11:10
本帖最后由 orzfly 于 2011-8-20 11:20 编辑
  1. #==============================================================================
  2. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  3. #==============================================================================
  4. # ■ エネミーHP&SP(ver 0.98)


  5. # □ カスタマイズポイント
  6. #==============================================================================
  7. module PLAN_HPSP_DRAW
  8. FONT_NAME         = ["黑体", "楷体", "宋体"]    # フォント
  9. FONT_SIZE         =  14                               # フォントサイズ
  10. FONT_BOLD         = true                              # 太字
  11. FONT_ITALIC       = true                              # 斜体


  12. DRAW_NAME         = true                              # 名前の描画
  13. DRAW_HP           = true                              # HP の描画
  14. DRAW_SP           = true                              # SP の描画


  15. DRAW_WIDTH        =  80                               # 描画幅
  16. DRAW_HEIGHT       = 3 * 32                            # 描画高さ
  17. DRAW_SPACE        =   0                               # 行間
  18. DRAW_Y            =  36                               # Y 座標修正値
  19. end





  20. #==============================================================================
  21. # ■ Sprite_Battler
  22. #==============================================================================


  23. class Sprite_Battler < RPG::Sprite
  24. #--------------------------------------------------------------------------
  25. # ● オブジェクト初期化
  26. #--------------------------------------------------------------------------
  27. alias plan_enemy_hpsp_draw_initialize initialize
  28. def initialize(viewport, battler = nil)
  29.    # 元のメソッドに戻す
  30.    plan_enemy_hpsp_draw_initialize(viewport, battler)
  31.    # エネミーの場合
  32.    if @battler.is_a?(Game_Enemy)
  33.      width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32
  34.      height = PLAN_HPSP_DRAW::DRAW_HEIGHT + 32
  35.      x = @battler.screen_x - width / 2
  36.      y = 0 #@battler.screen_y - height + 32 + PLAN_HPSP_DRAW::DRAW_Y
  37.      @enemy_hpsp_window = Window_Base.new(x, y, width, height)
  38.      @enemy_hpsp_window.contents = Bitmap.new(width - 32, height - 32)
  39.      @enemy_hpsp_window.contents.font.name = PLAN_HPSP_DRAW::FONT_NAME
  40.      @enemy_hpsp_window.contents.font.size = PLAN_HPSP_DRAW::FONT_SIZE
  41.      @enemy_hpsp_window.contents.font.bold = PLAN_HPSP_DRAW::FONT_BOLD
  42.      @enemy_hpsp_window.contents.font.italic = PLAN_HPSP_DRAW::FONT_ITALIC
  43.      y = 0
  44.      @old_enemy_hpsp = []
  45.      one_line = ((PLAN_HPSP_DRAW::FONT_SIZE * 100 / 28) * 32) / 100
  46.      if PLAN_HPSP_DRAW::DRAW_NAME
  47.        @enemy_hpsp_window.draw_actor_name(@battler, 0, y, width - 32)
  48.        y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
  49.        @old_enemy_hpsp.push(@battler.name)
  50.      end
  51.      if PLAN_HPSP_DRAW::DRAW_HP
  52.        @enemy_hpsp_window.draw_actor_hp2222(@battler, 0, y, width - 32)
  53.        y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
  54.        @old_enemy_hpsp.push(@battler.hp)
  55.      end
  56.      if PLAN_HPSP_DRAW::DRAW_SP
  57.        @enemy_hpsp_window.draw_actor_sp2222(@battler, 0, y, width - 32)
  58.        @old_enemy_hpsp.push(@battler.sp)
  59.      end
  60.      @enemy_hpsp_window.opacity = 0
  61.      @enemy_hpsp_window.contents_opacity = 0
  62.      @enemy_hpsp_window.z = -2
  63.    end
  64. end
  65. #--------------------------------------------------------------------------
  66. # ● 解放
  67. #--------------------------------------------------------------------------
  68. alias plan_enemy_hpsp_draw_dispose dispose
  69. def dispose
  70.    # エネミーの場合
  71.    if @battler.is_a?(Game_Enemy)
  72.      @enemy_hpsp_window.dispose
  73.    end
  74.    # 元のメソッドに戻す
  75.    plan_enemy_hpsp_draw_dispose
  76. end
  77. #--------------------------------------------------------------------------
  78. # ● フレーム更新
  79. #--------------------------------------------------------------------------
  80. alias plan_enemy_hpsp_draw_update update
  81. def update
  82.    # 元のメソッドに戻す
  83.    plan_enemy_hpsp_draw_update
  84.    # エネミーの場合
  85.    if @battler.is_a?(Game_Enemy)
  86.      @enemy_hpsp_window.visible = @battler_visible
  87.    # スプライトの座標を設定
  88.      width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32
  89.      @enemy_hpsp_window.x = self.x - width / 2
  90.      @now_enemy_hpsp = []
  91.      if PLAN_HPSP_DRAW::DRAW_NAME
  92.        @now_enemy_hpsp.push(@battler.name)
  93.      end
  94.      if PLAN_HPSP_DRAW::DRAW_HP
  95.        @now_enemy_hpsp.push(@battler.hp)
  96.      end
  97.      if PLAN_HPSP_DRAW::DRAW_SP
  98.        @now_enemy_hpsp.push(@battler.sp)
  99.      end
  100.      if @old_enemy_hpsp != @now_enemy_hpsp and $game_temp.enemy_hpsp_refresh
  101.        @old_enemy_hpsp = @now_enemy_hpsp
  102.        @enemy_hpsp_window.contents.clear
  103.        y = 0
  104.        width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32
  105.        one_line = ((PLAN_HPSP_DRAW::FONT_SIZE * 100 / 28) * 32) / 100
  106.        if PLAN_HPSP_DRAW::DRAW_NAME
  107.          @enemy_hpsp_window.draw_actor_name(@battler, 0, y, width - 32)
  108.          y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
  109.        end
  110.        if PLAN_HPSP_DRAW::DRAW_HP
  111.          @enemy_hpsp_window.draw_actor_hp2222(@battler, 0, y, width - 32)
  112.          y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
  113.        end
  114.        if PLAN_HPSP_DRAW::DRAW_SP
  115.          @enemy_hpsp_window.draw_actor_sp2222(@battler, 0, y, width - 32)
  116.        end
  117.        Graphics.frame_reset
  118.      end
  119.    end
  120. end
  121. #--------------------------------------------------------------------------
  122. # ● visible の設定
  123. #--------------------------------------------------------------------------
  124. if !method_defined?("plan_enemy_hpsp_draw_visible=")
  125.    alias plan_enemy_hpsp_draw_visible= visible=
  126. end
  127. def visible=(bool)
  128.    # エネミーの場合
  129.    if @battler.is_a?(Game_Enemy)
  130.      @enemy_hpsp_window.visible = bool
  131.    end
  132.    # 元のメソッドに戻す
  133.    self.plan_enemy_hpsp_draw_visible=(bool)
  134. end
  135. #--------------------------------------------------------------------------
  136. # ● 不透明度の設定
  137. #--------------------------------------------------------------------------
  138. if !method_defined?("plan_enemy_hpsp_draw_opacity=")
  139.    alias plan_enemy_hpsp_draw_opacity= opacity=
  140. end
  141. def opacity=(n)
  142.    # 元のメソッドに戻す
  143.    self.plan_enemy_hpsp_draw_opacity=(n)
  144.    # エネミーの場合
  145.    if @battler.is_a?(Game_Enemy)
  146.      @enemy_hpsp_window.contents_opacity = n
  147.    end
  148. end
  149. #--------------------------------------------------------------------------
  150. # ● ダメージ
  151. #--------------------------------------------------------------------------
  152. def damage(value, critical)
  153.    super(value, critical)
  154.    bitmap = @_damage_sprite.bitmap
  155.    @_damage_sprite.dispose
  156.    @_damage_sprite = ::Sprite.new(Viewport.new(0, 0, 640, 480))
  157.    @_damage_sprite.bitmap = bitmap
  158.    @_damage_sprite.ox = 80
  159.    @_damage_sprite.oy = 20
  160.    @_damage_sprite.x = self.x
  161.    @_damage_sprite.y = self.y - self.oy / 2
  162.    @_damage_sprite.viewport.z = self.viewport.z + 1
  163.    @_damage_sprite.z = 3000
  164.    @_damage_duration = 40
  165. end
  166. #--------------------------------------------------------------------------
  167. # ● ダメージ解放
  168. #--------------------------------------------------------------------------
  169. def dispose_damage
  170.    if @_damage_sprite != nil
  171.      @_damage_sprite.viewport.dispose
  172.    end
  173.    super
  174. end
  175. end




















  176. #==============================================================================
  177. # ■ Game_Temp
  178. #==============================================================================


  179. class Game_Temp
  180. #--------------------------------------------------------------------------
  181. # ● 公開インスタンス変数
  182. #--------------------------------------------------------------------------
  183. attr_accessor :enemy_hpsp_refresh
  184. #--------------------------------------------------------------------------
  185. # ● オブジェクト初期化
  186. #--------------------------------------------------------------------------
  187. alias plan_enemy_hpsp_draw_initialize initialize
  188. def initialize
  189.    # 元のメソッドに戻す
  190.    plan_enemy_hpsp_draw_initialize
  191.    @enemy_hpsp_refresh = false
  192. end
  193. end


  194. #==============================================================================
  195. # ■ Scene_Battle
  196. #==============================================================================


  197. class Scene_Battle
  198. #--------------------------------------------------------------------------
  199. # ● プレバトルフェーズ開始 (エネミー名+アルファベット用)
  200. #--------------------------------------------------------------------------
  201. alias plan_enemy_hpsp_draw_start_phase1 start_phase1
  202. def start_phase1
  203.    $game_temp.enemy_hpsp_refresh = true
  204.    # 元のメソッドに戻す
  205.    plan_enemy_hpsp_draw_start_phase1
  206. end
  207. #--------------------------------------------------------------------------
  208. # ● 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)
  209. #--------------------------------------------------------------------------
  210. alias plan_enemy_hpsp_draw_start_phase2 start_phase2
  211. def start_phase2
  212.    $game_temp.enemy_hpsp_refresh = false
  213.    # 元のメソッドに戻す
  214.    plan_enemy_hpsp_draw_start_phase2
  215. end
  216. #--------------------------------------------------------------------------
  217. # ● フレーム更新 (メインフェーズ ステップ 5 : ダメージ表示)
  218. #--------------------------------------------------------------------------
  219. alias plan_enemy_hpsp_draw_update_phase4_step5 update_phase4_step5
  220. def update_phase4_step5
  221.    # 元のメソッドに戻す
  222.    plan_enemy_hpsp_draw_update_phase4_step5
  223.    $game_temp.enemy_hpsp_refresh = true
  224. end
  225. #--------------------------------------------------------------------------
  226. # ● フレーム更新 (メインフェーズ ステップ 6 : リフレッシュ)
  227. #--------------------------------------------------------------------------
  228. alias plan_enemy_hpsp_draw_update_phase4_step6 update_phase4_step6
  229. def update_phase4_step6
  230.    # 元のメソッドに戻す
  231.    plan_enemy_hpsp_draw_update_phase4_step6
  232.    $game_temp.enemy_hpsp_refresh = false
  233. end
  234. end





  235. #==============================================================================
  236. # ■ Window_Base
  237. #==============================================================================


  238. class Window_Base < Window
  239. #--------------------------------------------------------------------------
  240. # ● 名前の描画
  241. #--------------------------------------------------------------------------
  242. def draw_actor_name(actor, x, y, width = 120, align = 0)
  243.    self.contents.font.color = normal_color
  244.    align = 1 if $scene.is_a?(Scene_Battle)
  245.    self.contents.draw_text(x, y, width, 32, actor.name, align)
  246. end
  247. #--------------------------------------------------------------------------
  248. # ● ステートの描画
  249. #--------------------------------------------------------------------------
  250. def draw_actor_state(actor, x, y, width = 120)
  251.    # 元のメソッドに戻す
  252.    text = make_battler_state_text(actor, width, true)
  253.    self.contents.draw_text(x, y, width, 32, text, 1)
  254. end
  255. end





  256. #==============================================================================
  257. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  258. #==============================================================================


  259. class Window_Base < Window
  260.   def draw_actor_hp2222(actor, x, y, width = 100, height=8)
  261.     y+=3
  262.     olx = x
  263.     oly = y
  264.     w = width * actor.hp / [actor.maxhp,1].max
  265.     hp_color_1 = Color.new(255, 0, 0, 192)
  266.     hp_color_2 = Color.new(255, 255, 0, 192)
  267.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  268.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  269.     x -= 1
  270.     y += (height/4).floor
  271.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  272.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  273.     x -= 1
  274.     y += (height/4).ceil
  275.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  276.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  277.     x -= 1
  278.     y += (height/4).ceil
  279.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  280.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  281.     x = olx
  282.     y = oly-14   
  283.     # 描绘字符串 "HP"
  284.     self.contents.font.color = system_color
  285.     self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
  286.     # 计算描绘 MaxHP 所需的空间
  287.     if width - 32 >= 108
  288.       hp_x = x + width - 108
  289.       flag = true
  290.     elsif width - 32 >= 48
  291.       hp_x = x + width - 48
  292.       flag = false
  293.     end
  294.     # 描绘 HP
  295.     self.contents.font.color = actor.hp == 0 ? knockout_color :
  296.       actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
  297.     self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
  298.     # 描绘 MaxHP
  299.     if flag
  300.       self.contents.font.color = normal_color
  301.       self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
  302.       self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
  303.     end   
  304.   end
  305.   def draw_actor_sp2222(actor, x, y, width = 100, height = 8)
  306.     y+=3
  307.     olx = x
  308.     oly = y
  309.     w = width * actor.sp / [actor.maxsp,1].max
  310.     hp_color_1 = Color.new( 0, 0, 255, 192)
  311.     hp_color_2 = Color.new( 0, 255, 255, 192)
  312.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  313.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  314.     x -= 1
  315.     y += (height/4).floor
  316.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  317.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  318.     x -= 1
  319.     y += (height/4).ceil
  320.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  321.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  322.     x -= 1
  323.     y += (height/4).ceil
  324.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  325.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  326.     x = olx
  327.     y = oly-14
  328.     # 描绘字符串 "SP"
  329.     self.contents.font.color = system_color
  330.     self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
  331.     # 计算描绘 MaxSP 所需的空间
  332.     if width - 32 >= 108
  333.       sp_x = x + width - 108
  334.       flag = true
  335.     elsif width - 32 >= 48
  336.       sp_x = x + width - 48
  337.       flag = false
  338.     end
  339.     # 描绘 SP
  340.     self.contents.font.color = actor.sp == 0 ? knockout_color :
  341.       actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
  342.     self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
  343.     # 描绘 MaxSP
  344.     if flag
  345.       self.contents.font.color = normal_color
  346.       self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
  347.       self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
  348.     end   
  349.   end
  350.   #--------------------------------------------------------------------------
  351.   # ● ライン描画 by 桜雅 在土
  352.   #--------------------------------------------------------------------------
  353.   def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
  354.     # 描写距離の計算。大きめに直角時の長さ。
  355.     distance = (start_x - end_x).abs + (start_y - end_y).abs
  356.     # 描写開始
  357.     if end_color == start_color
  358.       for i in 1..distance
  359.         x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
  360.         y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
  361.         if width == 1
  362.           self.contents.set_pixel(x, y, start_color)
  363.         else
  364.           self.contents.fill_rect(x, y, width, width, start_color)
  365.         end
  366.       end
  367.     else
  368.       for i in 1..distance
  369.         x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
  370.         y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
  371.         r = start_color.red * (distance-i)/distance + end_color.red * i/distance
  372.         g = start_color.green * (distance-i)/distance + end_color.green * i/distance
  373.         b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
  374.         a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
  375.         if width == 1
  376.           self.contents.set_pixel(x, y, Color.new(r, g, b, a))
  377.         else
  378.           self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
  379.         end
  380.       end
  381.     end
  382.   end
  383. end
  384. #==============================================================================
  385. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  386. #==============================================================================
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