Project1
标题:
地图上显示血量的脚本.........
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作者:
as8987000
时间:
2012-5-2 20:11
标题:
地图上显示血量的脚本.........
我要的有点特殊,不要姓名,不要SP,血条或者血量都可以........ dsu_plus_rewardpost_czw
作者:
lsu666666
时间:
2012-5-2 20:19
本帖最后由 lsu666666 于 2012-5-2 20:23 编辑
腳本來源:
魔劍腳本鋪
腳本說明:
魔劍腳本鋪
直接套用就可以顯示血量
這裡可以修改定義值 不使用則輸入
0
Sword32_HP =
1000
# 設定主角的初始HP,0表示不使用
Sword32_SP =
0
# 設定主角的初始SP,0表示不使用
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module Sword
ON = true ; OFF = false
#=======================================
#★ 魔劍工舖 - 事件角色顯示HP、SP條 1.01
# 轉貼腳本請著名出處:http://blog.yam.com/a870053jjkj/
# 如果採用在遊戲中,看你高興是否顯示腳本出處,但嚴禁說是自己寫的腳本!!
#=======================================
#● 使用者自定設置
Sword32_Width = 32 # 設定血條的寬度
Sword32_Amendment = [0, 0] # 血條顯示位置的 [X座標, Y座標] 修正
Sword32_HP = 1000 # 設定主角的初始HP,0表示不使用
Sword32_SP = 0 # 設定主角的初始SP,0表示不使用
Sword32_Full = OFF # 當變更血量上限時,是否要自將血量回滿
Sword32_ColorHP = Color.new(255, 0, 0) # HP條的顏色 (紅, 綠, 藍)
Sword32_ColorSP = Color.new(0, 0, 255) # SP條的顏色 (紅, 綠, 藍)
Sword32_Switche = 20 # 指定1個開關編號,該開關為ON時不顯示血條,0為不使用
=begin
========================================
● 設置方法
強制更新全部血條:$game_party.blood_update
角色目前HP變量:$game_player.hp
角色目前SP變量:$game_player.sp
角色上限HP變量:$game_player.maxhp
角色上限SP變量:$game_player.maxsp
事件目前HP變量:$game_map.events[事件編號].hp
事件目前SP變量:$game_map.events[事件編號].sp
事件上限HP變量:$game_map.events[事件編號].maxhp
事件上限SP變量:$game_map.events[事件編號].maxsp
事件編號設為 @event_id 表示本事件
========================================
# 詳細設置說明請參考:http://blog.yam.com/a870053jjkj/article/26253688
=end
$Sword ? $Sword[32] = 100 : $Sword = {32=>100} # 腳本使用標誌
$Sword_F12_Error = {} unless $Sword_F12_Error # F12除錯標誌
Sword32_XPVX = 1 ; Vocab rescue Sword32_XPVX = 0 # 偵測XPVX
end
#=======================================
#■ 處理同伴的類別
class Game_Party
attr_accessor :event_blood
#-------------------------------------------------------------
#● 初始化物件
alias sword32_initialize initialize
def initialize ; sword32_initialize ; @event_blood = {} ; end
#-------------------------------------------------------------
#● 強制更新全部血條的方法
def blood_update
$game_player.blood_update = true
(1...$game_map.events.size).each {|i| $game_map.events[i].blood_update = true}
end
end
#=======================================
#■ 處理事件的類別
class Game_Event < Game_Character
include Sword # 連接自定設置
attr_reader :erased # 暫時消除標誌
attr_reader :hp # 目前 HP
attr_reader :maxhp # 最大 HP
attr_reader :sp # 目前 SP
attr_reader :maxsp # 最大 SP
attr_accessor :blood_update # 血條更新標誌
#-------------------------------------------------------------
#● 更新
alias sword32_refresh refresh
def refresh
sword32_refresh
return if ((not @page) or @smap_id == $game_map.map_id)
@smap_id = $game_map.map_id
a = 2 + ($Sword[9] ? 1 : 0) # 設定檢查的事件數
(0..a).each do |i|
if @page.list[i] # 有事件指令的情況下
#○ 獲取事件的HP數值
if @page.list[i].code == 118 ; if /[Hh][Pp][::](\d+)/ === @page.list[i].parameters[0]
$game_party.event_blood[[@smap_id, @id]] = [] unless
$game_party.event_blood[[@smap_id, @id]]
if $game_party.event_blood[[@smap_id, @id]][0]
@maxhp = $game_party.event_blood[[@smap_id, @id]][0] ; @hp = @maxhp
else
@maxhp = $1.to_i ; @hp = @maxhp
@maxhp = $game_party.event_blood[[@smap_id, @id]][0] = @maxhp
end
end ; end
#○ 獲取事件的SP數值
if @page.list[i].code == 118 ; if /[Ss][Pp][::](\d+)/ === @page.list[i].parameters[0]
$game_party.event_blood[[@smap_id, @id]] = [] unless
$game_party.event_blood[[@smap_id, @id]]
if $game_party.event_blood[[@smap_id, @id]][1]
@maxsp = $game_party.event_blood[[@smap_id, @id]][1] ; @sp = @maxsp
else
@maxsp = $1.to_i ; @sp = @maxsp
@maxsp = $game_party.event_blood[[@smap_id, @id]][1] = @maxsp
end
end ; end
end
end
end
#-------------------------------------------------------------
#● 增減 HP
def hp=(hp) ; @blood_update = true ; hp = [[hp, 0].max, @maxhp].min ; @hp = hp ; end
#-------------------------------------------------------------
#● 增減 SP
def sp=(sp) ; @blood_update = true ; sp = [[sp, 0].max, @maxsp].min ; @sp = sp ; end
#-------------------------------------------------------------
#● HP上限
def maxhp=(maxhp)
@blood_update = true ; @maxhp = maxhp
Sword32_Full ? @hp = @maxhp : @hp = [@hp, @maxhp].min
$game_party.event_blood[[$game_map.map_id, @id]][0] = @maxhp
end
#-------------------------------------------------------------
#● SP上限
def maxsp=(maxsp)
@blood_update = true ; @maxsp = maxsp
Sword32_Full ? @sp = @maxsp : @sp = [@sp, @maxsp].min
$game_party.event_blood[[$game_map.map_id, @id]][1] = @maxsp
end
end
#=======================================
#■ 處理主角的類別
class Game_Player < Game_Character
include Sword # 連接自定設置
attr_reader :hp # 目前 HP
attr_reader :maxhp # 最大 HP
attr_reader :sp # 目前 SP
attr_reader :maxsp # 最大 SP
attr_accessor :blood_update # 血條更新標誌
#-------------------------------------------------------------
#● 更新
alias sword32_refresh refresh
def refresh
sword32_refresh
if (not $game_party.event_blood['actor']) and (Sword32_HP > 0 or Sword32_SP > 0)
if Sword32_HP > 0 # 有設置角色HP的場合
$game_party.event_blood['actor'] = [] unless $game_party.event_blood['actor']
@maxhp = Sword32_HP ; @hp = @maxhp
$game_party.event_blood['actor'][0] = Sword32_HP
end ; if Sword32_SP > 0 # 有設置角色SP的場合
$game_party.event_blood['actor'] = [] unless $game_party.event_blood['actor']
@maxsp = Sword32_SP ; @sp = @maxsp
$game_party.event_blood['actor'][1] = Sword32_SP
end
elsif $game_party.event_blood['actor'] and Sword32_HP > 0
@maxhp = $game_party.event_blood['actor'][0] ; @hp = @maxhp
end
if $game_party.event_blood['actor'] and Sword32_SP > 0
@maxsp = $game_party.event_blood['actor'][1] ; @sp = @maxsp
end
end
#-------------------------------------------------------------
#● 增減 HP
def hp=(hp) ; @blood_update = true ; hp = [[hp, 0].max, @maxhp].min ; @hp = hp ; end
#-------------------------------------------------------------
#● 增減 SP
def sp=(sp) ; @blood_update = true ; sp = [[sp, 0].max, @maxsp].min ; @sp = sp ; end
#-------------------------------------------------------------
#● HP上限
def maxhp=(maxhp)
@blood_update = true ; @maxhp = maxhp
Sword32_Full ? @hp = @maxhp : @hp = [@hp, @maxhp].min
$game_party.event_blood['actor'][0] = @maxhp
end
#-------------------------------------------------------------
#● SP上限
def maxsp=(maxsp)
@blood_update = true ; @maxsp = maxsp
Sword32_Full ? @sp = @maxsp : @sp = [@sp, @maxsp].min
$game_party.event_blood['actor'][1] = @maxsp
end
end
#=======================================
#■ 角色顯示用腳本
a = Sword::Sword32_XPVX == 0 ? RPG::Sprite : Sprite_Base
class Sprite_Character < eval('a')
include Sword # 連接自定設置
#-------------------------------------------------------------
#● 初始化物件
alias sword32_initialize initialize
def initialize(viewport, character = nil)
@show_blood = [] unless @show_name # 產生儲存用的數組
@show_blood[character.id] = Sprite.new(Viewport.new(0, 0, 640, 480)) # 顯示用精靈
blood_long(character) if character.hp
sword32_initialize(viewport, character)
end
#-------------------------------------------------------------
#● 更新畫面
alias sword32_update update
def update
sword32_update
return if @character.is_a?(Game_Player) if Sword32_HP == 0 # 角色沒血就中斷
return if @character.is_a?(Game_Vehicle) if Sword32_XPVX == 1 # 中斷交通工具
if @character.blood_update # 更新血條標誌
blood_long(@character) ; @character.blood_update = false
end
#○ 更新血條顯示的座標
a = Sword32_XPVX == 0 ? 4 : 8
@show_blood[@character.id].x = character.real_x / a - 32 / 2 + 16 +
Sword32_Amendment[0] - $game_map.display_x / a
@show_blood[@character.id].y = character.real_y / a - 24 +
Sword32_Amendment[1] - $game_map.display_y / a
end
#-------------------------------------------------------------
#● 描繪HP、SP條的方法
def blood_long(character)
if (character.is_a?(Game_Event) ? character.erased : character.transparent) or
Sword32_Switche == 0 ? nil : $game_switches[Sword32_Switche]
@show_blood[character.id].bitmap = Bitmap.new(Sword32_Width, 2)
return
end
a = Sword32_XPVX == 0 ? 4 : 8
@show_blood[character.id].x = character.real_x / a - 32 / 2 + 16 +
Sword32_Amendment[0] - $game_map.display_x / a
@show_blood[character.id].y = character.real_y / a - 24 +
Sword32_Amendment[1] - $game_map.display_y / a
@show_blood[character.id].bitmap = Bitmap.new(Sword32_Width, 5)
if character.hp ; if character.maxhp > 0 # 有HP的場合
width = Sword32_Width / 100.0 * (character.hp / (character.maxhp / 100.0)).to_i
width = 1 if (width == 0 and character.hp > 0) # 如果血量過小就一律顯示1像素
@show_blood[character.id].bitmap.fill_rect(0, 0, width, 2, Sword32_ColorHP)
end ; end ; if character.sp ; if character.maxsp > 0 # 有SP的場合
width = Sword32_Width / 100.0 * (character.sp / (character.maxsp / 100.0)).to_i
width = 1 if (width == 0 and character.sp > 0) # 如果血量過小就一律顯示1像素
@show_blood[character.id].bitmap.fill_rect(0, 3, width, 2, Sword32_ColorSP)
end ; end
end
#-------------------------------------------------------------
#● 釋放角色活動塊
alias sword32_dispose dispose unless $Sword_F12_Error[32]
def dispose
(@show_blood = nil ; GC.start) if @show_blood
sword32_dispose
end
end
#=======================================
#■ 執行事件指令的解釋器
class Interpreter
#-------------------------------------------------------------
#● 事件消除事件
alias sword32_command_116 command_116
def command_116
sword32_command_116 ; $game_map.events[@event_id].blood_update = true
end
#-------------------------------------------------------------
#● 開關操作
alias sword32_command_121 command_121
def command_121
sword32_command_121 ; $game_party.blood_update
end
#-------------------------------------------------------------
#● 變更透明狀態
alias sword32_command_208 command_208
def command_208
sword32_command_208 ; $game_player.blood_update = true
end
end
$Sword_F12_Error[32] = true # 腳本讀取完畢,打開F12除錯標誌功能
复制代码
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作者:
灵魂の补给
时间:
2012-5-2 20:59
还可以显示个图片,根据血算的百分比缩方x轴放大率
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