#==============================================================================
# Zenith RGSS4 エネミー残勢力表示 ver1.00
# by 水夜
# [url]http://zenith.ifdef.jp/[/url]
#------------------------------------------------------------------------------
# 显示敌方剩余战斗力
#==============================================================================
#==============================================================================
# □ 常数设置
#==============================================================================
module ZENITH4
# エネミー残勢力の表示?非表示を切り替えるスイッチのID(スイッチON時に非表示)
E_SWITCH = 1
# 残勢力ゲージの長さ
EG_WIDTH = 160
# 残勢力ゲージの色
EG_COLOR = Color.new(255, 0, 0, 255)
# 表示する文字列
EW_NAME = "敌方剩余战斗力"
# 表示する文字列の色
EW_COLOR = Color.new(255, 255, 255, 255)
end
#==============================================================================
# ■ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias zenith4_initialize initialize
def initialize
# エネミー勢力スプライト作成
@enemy_force = Sprite.new
@enemy_force.bitmap = Bitmap.new(8 + ZENITH4::EG_WIDTH, 34)
@enemy_force.x = 640 - (12 + ZENITH4::EG_WIDTH)
@enemy_force.y = 62
@enemy_force.z = 50
# 呼び戻す
zenith4_initialize
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
alias zenith4_dispose dispose
def dispose
# エネミー勢力スプライト解放
@enemy_force.bitmap.dispose
@enemy_force.dispose
# 呼び戻す
zenith4_dispose
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
alias zenith4_refresh refresh
def refresh
# 呼び戻す
zenith4_refresh
if $game_switches[ZENITH4::E_SWITCH] == false
@enemy_force.visible = true
@enemy_force.bitmap.clear
x = 4
y = 4
width = ZENITH4::EG_WIDTH
# 文字列を描画
@enemy_force.bitmap.font.size = 18
@enemy_force.bitmap.font.color = Color.new(0, 0, 0, 255)
@enemy_force.bitmap.draw_text(x+1, y+1, width, 22, ZENITH4::EW_NAME)
@enemy_force.bitmap.draw_text(x-1, y-1, width, 22, ZENITH4::EW_NAME)
@enemy_force.bitmap.draw_text(x+1, y-1, width, 22, ZENITH4::EW_NAME)
@enemy_force.bitmap.draw_text(x-1, y+1, width, 22, ZENITH4::EW_NAME)
@enemy_force.bitmap.font.color = ZENITH4::EW_COLOR
@enemy_force.bitmap.draw_text(x, y, width, 22, ZENITH4::EW_NAME)
# エネミー勢力を描画
@item_max = $game_troop.enemies.size
enemy_mh = 0
enemy_h = 0
for i in 0...@item_max
enemy = $game_troop.enemies[i]
enemy_mh += enemy.maxhp
enemy_h += enemy.hp
end
@enemy_force.bitmap.fill_rect(x-1, y+24, width+2,5, Color.new(0, 0, 0, 150))
w = width * enemy_h / enemy_mh
@enemy_force.bitmap.fill_rect(x+width-w, y+25, w,3, ZENITH4::EG_COLOR)
else
@enemy_force.visible = false
end
end
end