#============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #============================================================================== # ■ エネミーHP&SP(ver 0.98) # □ カスタマイズポイント #============================================================================== module PLAN_HPSP_DRAW FONT_NAME = ["黑体", "楷体", "宋体"] # フォント FONT_SIZE = 14 # フォントサイズ FONT_BOLD = true # 太字 FONT_ITALIC = false # 斜体 DRAW_NAME = true # 名前の描画 DRAW_HP = true # HP の描画 DRAW_SP = true # SP の描画 DRAW_WIDTH = 240 # 描画幅 DRAW_HEIGHT = 5 * 32 # 描画高さ DRAW_SPACE = 4 # 行間 DRAW_Y = 36 # Y 座標修正値 end #============================================================================== # ■ Sprite_Battler #============================================================================== class Sprite_Battler < RPG::Sprite #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- alias plan_enemy_hpsp_draw_initialize initialize def initialize(viewport, battler = nil) # 元のメソッドに戻す plan_enemy_hpsp_draw_initialize(viewport, battler) # エネミーの場合 if @battler.is_a?(Game_Enemy) width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32 height = PLAN_HPSP_DRAW::DRAW_HEIGHT + 32 x = @battler.screen_x - width / 2 y = @battler.screen_y - height + 32 + PLAN_HPSP_DRAW::DRAW_Y @enemy_hpsp_window = Window_Base.new(x, y, width, height) @enemy_hpsp_window.contents = Bitmap.new(width - 32, height - 32) @enemy_hpsp_window.contents.font.name = PLAN_HPSP_DRAW::FONT_NAME @enemy_hpsp_window.contents.font.size = PLAN_HPSP_DRAW::FONT_SIZE @enemy_hpsp_window.contents.font.bold = PLAN_HPSP_DRAW::FONT_BOLD @enemy_hpsp_window.contents.font.italic = PLAN_HPSP_DRAW::FONT_ITALIC y = 0 @old_enemy_hpsp = [] one_line = ((PLAN_HPSP_DRAW::FONT_SIZE * 100 / 28) * 32) / 100 if PLAN_HPSP_DRAW::DRAW_NAME @enemy_hpsp_window.draw_actor_name(@battler, 0+64, y-8, 100) y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE @old_enemy_hpsp.push(@battler.name) end if PLAN_HPSP_DRAW::DRAW_HP @enemy_hpsp_window.draw_actor_hp2222(@battler, 0+64, y, 100,4) y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE @old_enemy_hpsp.push(@battler.hp) end if PLAN_HPSP_DRAW::DRAW_SP @enemy_hpsp_window.draw_actor_sp2222(@battler, 0+64, y, 100,4) @old_enemy_hpsp.push(@battler.sp) end @enemy_hpsp_window.opacity = 0 @enemy_hpsp_window.contents_opacity = 0 @enemy_hpsp_window.z = -2 end end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- alias plan_enemy_hpsp_draw_dispose dispose def dispose # エネミーの場合 if @battler.is_a?(Game_Enemy) @enemy_hpsp_window.dispose end # 元のメソッドに戻す plan_enemy_hpsp_draw_dispose end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- alias plan_enemy_hpsp_draw_update update def update # 元のメソッドに戻す plan_enemy_hpsp_draw_update # エネミーの場合 if @battler.is_a?(Game_Enemy) @enemy_hpsp_window.visible = @battler_visible # スプライトの座標を設定 width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32 @enemy_hpsp_window.x = self.x - width / 2 @now_enemy_hpsp = [] if PLAN_HPSP_DRAW::DRAW_NAME @now_enemy_hpsp.push(@battler.name) end if PLAN_HPSP_DRAW::DRAW_HP @now_enemy_hpsp.push(@battler.hp) end if PLAN_HPSP_DRAW::DRAW_SP @now_enemy_hpsp.push(@battler.sp) end if @old_enemy_hpsp != @now_enemy_hpsp and $game_temp.enemy_hpsp_refresh @old_enemy_hpsp = @now_enemy_hpsp @enemy_hpsp_window.contents.clear y = 0 #width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32 width = 132 #常量代入,脚本融合 one_line = ((PLAN_HPSP_DRAW::FONT_SIZE * 100 / 28) * 32) / 100 if PLAN_HPSP_DRAW::DRAW_NAME @enemy_hpsp_window.draw_actor_name(@battler, 0+64, y-8, width - 32) y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE end if PLAN_HPSP_DRAW::DRAW_HP @enemy_hpsp_window.draw_actor_hp2222(@battler, 0+64, y, width - 32,4) y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE end if PLAN_HPSP_DRAW::DRAW_SP @enemy_hpsp_window.draw_actor_sp2222(@battler, 0+64, y, width - 32,4) end Graphics.frame_reset end end end #-------------------------------------------------------------------------- # ● visible の設定 #-------------------------------------------------------------------------- if !method_defined?("plan_enemy_hpsp_draw_visible=") alias plan_enemy_hpsp_draw_visible= visible= end def visible=(bool) # エネミーの場合 if @battler.is_a?(Game_Enemy) @enemy_hpsp_window.visible = bool end # 元のメソッドに戻す self.plan_enemy_hpsp_draw_visible=(bool) end #-------------------------------------------------------------------------- # ● 不透明度の設定 #-------------------------------------------------------------------------- if !method_defined?("plan_enemy_hpsp_draw_opacity=") alias plan_enemy_hpsp_draw_opacity= opacity= end def opacity=(n) # 元のメソッドに戻す self.plan_enemy_hpsp_draw_opacity=(n) # エネミーの場合 if @battler.is_a?(Game_Enemy) @enemy_hpsp_window.contents_opacity = n end end #-------------------------------------------------------------------------- # ● ダメージ #-------------------------------------------------------------------------- def damage(value, critical) super(value, critical) bitmap = @_damage_sprite.bitmap @_damage_sprite.dispose @_damage_sprite = ::Sprite.new(Viewport.new(0, 0, 640, 480)) @_damage_sprite.bitmap = bitmap @_damage_sprite.ox = 80 @_damage_sprite.oy = 20 @_damage_sprite.x = self.x @_damage_sprite.y = self.y - self.oy / 2 @_damage_sprite.viewport.z = self.viewport.z + 1 @_damage_sprite.z = 3000 @_damage_duration = 40 end #-------------------------------------------------------------------------- # ● ダメージ解放 #-------------------------------------------------------------------------- def dispose_damage if @_damage_sprite != nil @_damage_sprite.viewport.dispose end super end end #============================================================================== # ■ Game_Temp #============================================================================== class Game_Temp #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_accessor :enemy_hpsp_refresh #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- alias plan_enemy_hpsp_draw_initialize initialize def initialize # 元のメソッドに戻す plan_enemy_hpsp_draw_initialize @enemy_hpsp_refresh = false end end #============================================================================== # ■ Scene_Battle #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # ● プレバトルフェーズ開始 (エネミー名+アルファベット用) #-------------------------------------------------------------------------- alias plan_enemy_hpsp_draw_start_phase1 start_phase1 def start_phase1 $game_temp.enemy_hpsp_refresh = true # 元のメソッドに戻す plan_enemy_hpsp_draw_start_phase1 end #-------------------------------------------------------------------------- # ● 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) #-------------------------------------------------------------------------- alias plan_enemy_hpsp_draw_start_phase2 start_phase2 def start_phase2 $game_temp.enemy_hpsp_refresh = false # 元のメソッドに戻す plan_enemy_hpsp_draw_start_phase2 end #-------------------------------------------------------------------------- # ● フレーム更新 (メインフェーズ ステップ 5 : ダメージ表示) #-------------------------------------------------------------------------- alias plan_enemy_hpsp_draw_update_phase4_step5 update_phase4_step5 def update_phase4_step5 # 元のメソッドに戻す plan_enemy_hpsp_draw_update_phase4_step5 $game_temp.enemy_hpsp_refresh = true end #-------------------------------------------------------------------------- #-------------------------------------------------------------------------- alias plan_enemy_hpsp_draw_update_phase4_step6 update_phase4_step6 def update_phase4_step6 # 元のメソッドに戻す plan_enemy_hpsp_draw_update_phase4_step6 $game_temp.enemy_hpsp_refresh = true end #-------------------------------------------------------------------------- #-------------------------------------------------------------------------- alias plan_enemy_hpsp_draw_update_phase4_step1 update_phase4_step1 def update_phase4_step1 # 元のメソッドに戻す plan_enemy_hpsp_draw_update_phase4_step1 $game_temp.enemy_hpsp_refresh = true end alias plan_enemy_hpsp_draw_update_phase4_step2 update_phase4_step2 def update_phase4_step2 # 元のメソッドに戻す plan_enemy_hpsp_draw_update_phase4_step2 $game_temp.enemy_hpsp_refresh = false end alias plan_enemy_hpsp_draw_update_phase4_step4 update_phase4_step4 def update_phase4_step4 # 元のメソッドに戻す plan_enemy_hpsp_draw_update_phase4_step4 $game_temp.enemy_hpsp_refresh = false end #-------------------------------------------------------------------------- #原理: step1:T;step2,F,3,F,4:F;step5:T;step6:T #-------------------------------------------------------------------------- end #============================================================================== # ■ Window_Base #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # ● 名前の描画 #-------------------------------------------------------------------------- def draw_actor_name(actor, x, y, width = 120, align = 0) self.contents.font.color = Color.new(30,255,0) self.contents.font.name = ["黑体", "楷体", "宋体"] self.contents.font.italic = false self.contents.font.bold = true #self.contents.font.size = 22 align = 1 if $scene.is_a?(Scene_Battle) if actor.is_a?(Game_Enemy) self.contents.draw_text(x-64, y, width+120, 32, actor.name, align) elsif $scene.is_a?(Scene_Battle) self.contents.draw_text(x-64, y, width+120, 32, actor.name, align) else self.contents.draw_text(x, y, width, 32, actor.name, align) end if actor.is_a?(Game_Enemy) state_size = 0 #debuff_idx = 0 #buff_idx = 0 for state in actor.states # 图标数量超出宽度就中断循环 if state_size >= 12 break end # 此状态不带图标就跳过 if !ICON_STATE_IDS.include?(state) next end bitmap = RPG::Cache.icon($data_states[state].animation_id.to_s) if actor.states_turn[state] >= $data_states[state].hold_turn/2 opacity = 255 else opacity = 100 end #if $data_states[state].name.include?"☆" # if debuff_idx <= 5 # self.contents.blt(x + 24 * debuff_idx, y + 64 - 108, bitmap, Rect.new(0, 0, 24, 24), opacity) #else #self.contents.blt(x + 24 * (debuff_idx-5), y + 64 - 86, bitmap, Rect.new(0, 0, 24, 24), opacity) #end #debuff_idx += 1 #else # if buff_idx <= 5 # self.contents.blt(x + 24 * buff_idx, y + 64, bitmap, Rect.new(0, 0, 24, 24), opacity) #else #self.contents.blt(x + 24 * (buff_idx-5), y + 64+32, bitmap, Rect.new(0, 0, 24, 24), opacity) #end #buff_idx += 1 #end if state_size <= 5 self.contents.blt(64+24 * state_size, 64, bitmap, Rect.new(0, 0, 24, 24), opacity) else self.contents.blt(64+24 * (state_size-5), 64+30, bitmap, Rect.new(0, 0, 24, 24), opacity) end state_size += 1 end end #======================================================================== end #-------------------------------------------------------------------------- # ● ステートの描画 #-------------------------------------------------------------------------- def draw_actor_state(actor, x, y, width = 120) # 元のメソッドに戻す text = make_battler_state_text(actor, width, true) self.contents.draw_text(x, y, width, 32, text, 1) end end #============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #============================================================================== class Window_Base < Window def draw_actor_hp2222(actor, x, y, width = 100, height=8) y+=3 olx = x oly = y #w = width * actor.hp / [actor.maxhp,1].max w = 100 * actor.hp / [actor.maxhp,1].max hp_color_1 = Color.new(255, 0, 0, 192) hp_color_2 = Color.new(255, 255, 0, 192) self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) x -= 1 y += (height/4).floor self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) x -= 1 y += (height/4).ceil self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) x -= 1 y += (height/4).ceil self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) x = olx y = oly-14 # 描绘字符串 "HP" self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.words.hp) # 计算描绘 MaxHP 所需的空间 if width - 32 >= 108 hp_x = x + width - 108 flag = true elsif width - 32 >= 48 hp_x = x + width - 48 flag = false end # 描绘 HP self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2) # 描绘 MaxHP if flag self.contents.font.color = normal_color self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s) end end def draw_actor_sp2222(actor, x, y, width = 100, height = 8) y+=3 olx = x oly = y #w = width * actor.sp / [actor.maxsp,1].max w = 100 * actor.sp / [actor.maxsp,1].max hp_color_1 = Color.new( 0, 0, 255, 192) hp_color_2 = Color.new( 0, 255, 255, 192) self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) x -= 1 y += (height/4).floor self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) x -= 1 y += (height/4).ceil self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) x -= 1 y += (height/4).ceil self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) x = olx y = oly-14 # 描绘字符串 "SP" self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.words.sp) # 计算描绘 MaxSP 所需的空间 if width - 32 >= 108 sp_x = x + width - 108 flag = true elsif width - 32 >= 48 sp_x = x + width - 48 flag = false end # 描绘 SP self.contents.font.color = actor.sp == 0 ? knockout_color : actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2) # 描绘 MaxSP if flag self.contents.font.color = normal_color self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s) end end #-------------------------------------------------------------------------- # ● ライン描画 by 桜雅 在土 #-------------------------------------------------------------------------- def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color) # 描写距離の計算。大きめに直角時の長さ。 distance = (start_x - end_x).abs + (start_y - end_y).abs # 描写開始 if end_color == start_color for i in 1..distance x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i if width == 1 self.contents.set_pixel(x, y, start_color) else self.contents.fill_rect(x, y, width, width, start_color) end end else for i in 1..distance x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i r = start_color.red * (distance-i)/distance + end_color.red * i/distance g = start_color.green * (distance-i)/distance + end_color.green * i/distance b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance if width == 1 self.contents.set_pixel(x, y, Color.new(r, g, b, a)) else self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a)) end end end end end #============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #==============================================================================
#============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 # 欢迎访问[url]www.66RPG.com[/url] # 梦想世界,在你手中 #============================================================================== #============================================================================== # 图标显示状态 v1.1 # By 叶子 # 9-30-2007 v1.1 # 修正了描绘状态的一个致命BUG # 12-31-2005 v1.0 # 重定义类:Window_Base, Window_Help #============================================================================== # 脚本功能: # 实现战斗中和菜单中用图标显示状态,代替原来的文字显示。 # 默认最多同时显示5个状态 108行定义,已改为8 #------------------------------------------------------------------------------ # 设置方法: # 一个状态对应的图标文件名为“状态的动画ID” # 例如某状态的动画ID为50,那么它的图标就是“Icons\50.png”或“Icons\50.jpg” # 如果找不到对应的文件,会报错 ◎_◎ #============================================================================== # 注意,在ICON_STATE_IDS中写上需要带图标的状态ID # ICON_STATE_IDS是一个数组,数组的方法请参考帮助文件 # 例如: # 只要1,5,8号状态带图标,就这样:ICON_STATE_IDS = [1,5,8] # 要20到50号状态带图标:ICON_STATE_IDS = 20..50 ICON_STATE_IDS = 1..999 #============================================================================== # ■ Window_Base #------------------------------------------------------------------------------ # 游戏中全部窗口的超级类。 #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # ● 描绘状态 # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # width : 描画目标的宽 #-------------------------------------------------------------------------- def draw_actor_state(actor, x, y, width = 120) #改动了一下 text = make_battler_state_text(actor, width, true) text.gsub!(/\[/) { "" } text.gsub!(/\]/) { "" } s = text.split("/") sp = 0 s.each do |i| bitmap = RPG::Cache.icon("#{i}") cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + sp, y, bitmap, src_rect) sp += cw + 10 end end end class Window_Base < Window #-------------------------------------------------------------------------- # ● 描绘状态 # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # width : 描画目标的宽 #-------------------------------------------------------------------------- def draw_actor_state(actor, x, y, width = 240) state_size = 0 #buff_idx = 0 #debuff_idx = 0 for state in actor.states # 图标数量超出宽度就中断循环 if state_size >= 24 break end # 此状态不带图标就跳过 if !ICON_STATE_IDS.include?(state) next end bitmap = RPG::Cache.icon($data_states[state].animation_id.to_s) if actor.states_turn[state] >= $data_states[state].hold_turn/2 opacity = 255 else opacity = 100 end #这里的图标大小默认是24x24,要改就改下面那个Rect.new(0, 0, 24, 24) #if $data_states[state].name.include?"☆" # if debuff_idx <= 5 # self.contents.blt(x + 24 * debuff_idx, y + 56, bitmap, Rect.new(0, 0, 24, 24), opacity) # else # self.contents.blt(x + 24 * (debuff_idx-5), y +88, bitmap, Rect.new(0, 0, 24, 24), opacity) # end # debuff_idx += 1 #else # if buff_idx <= 5 # self.contents.blt(x + 24 * buff_idx, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) # else # self.contents.blt(x + 24 * (buff_idx-5), y + 30, bitmap, Rect.new(0, 0, 24, 24), opacity) #end # buff_idx += 1 #end if state_size <= 5 self.contents.blt(x+24 * state_size, y+4, bitmap, Rect.new(0, 0, 24, 24), opacity) else self.contents.blt(x+24 * (state_size-5), y+4+30, bitmap, Rect.new(0, 0, 24, 24), opacity) end state_size += 1 end end end #============================================================================== # ■ Window_Help #------------------------------------------------------------------------------ # 特技及物品的说明、角色的状态显示的窗口。 #============================================================================== class Window_Help < Window_Base #-------------------------------------------------------------------------- # ● 设置敌人 # enemy : 要显示名字和状态的敌人 #-------------------------------------------------------------------------- def set_enemy(enemy) @text = "" # 描绘敌人名字 set_text(enemy.name, 1) # 描绘状态图标 state_size = 0 for state in enemy.states # 图标数量超出宽度就中断循环 if state_size >= 10 break end #此状态不带图标就跳过 #if !ICON_STATE_IDS.include?(state) #next #end #bitmap = RPG::Cache.icon($data_states[state].animation_id.to_s) #if enemy.states_turn[state] >= $data_states[state].hold_turn/2 #opacity = 255 #else #opacity = 100 #end #if state_size <= 5 # self.contents.blt(64+24 * state_size, 64, bitmap, Rect.new(0, 0, 24, 24), opacity) #else # self.contents.blt(64+24 * (state_size-5), 64+30, bitmap, Rect.new(0, 0, 24, 24), opacity) #end #state_size += 1 @text +=" " if $data_states[state].id < 400 or ($data_states[state].id > 800 && $data_states[state].id < 900) @text += $data_states[state].name.to_s end @text +=" " end # of for set_text(@text, 0) #======================================================================== end end class Game_Battler attr_reader :states_turn # 声明状态剩余回合 end #============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 # 欢迎访问[url]www.66RPG.com[/url] # 梦想世界,在你手中 #==============================================================================
238.49 KB, 下载次数: 10
纯属小虫 发表于 2022-8-11 16:35
hmmmmm......看这描述,那种神奇的现象已经把问题关键引出了:
应该是 基本行动 与 特技行动 的差异,导致 ...
temp.jpg (82.02 KB, 下载次数: 14)
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