#============================================================================== # ■ 显示敌人血条 by 沉影不器 #------------------------------------------------------------------------------ # 功能描述: # ① 战斗时让敌人显示血条,宽度可定制 # ② 可选功能: 显示具体生命值 显示敌人名称 # 使用说明: # ① 脚本插入到Main之前 # ② 脚本第19行设定血条的默认宽度 # 为个别敌人指定血条宽度是"数据库-敌角色-备注栏"填写"hp_width=数值" # ③ 脚本第20行选择是否显示具体生命值 # ④ 脚本第21行选择是否显示敌人名称 # ⑤ 其它参数设定详见脚本 # ⑥ 此脚本需要基础脚本[读取rmvx备注栏指定字段] #============================================================================== # ■ 参数设定 #============================================================================== module Enemy_HP HP_WIDTH = 64 # 血条的默认宽度 SHOW_VALUE = false # 是否显示敌人生命值 SHOW_NAME = true # 是否显示敌人名称 NAME_SIZE = 16 # 敌人名称字体大小 NAME_COLOR = 0 # 敌人名称字体颜色 end #============================================================================== # ■ RPG #============================================================================== module RPG class Enemy def hp_width return self.read_note('hp_width') end end end #============================================================================== # ■ Game_Enemy #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ○ 血条宽度 #-------------------------------------------------------------------------- def hp_width return $data_enemies[@enemy_id].hp_width end end #============================================================================== # ■ Sprite_Battler #============================================================================== class Sprite_Battler < Sprite_Base #-------------------------------------------------------------------------- # ◎ 初始化对象 # viewport : 视区 # battler : 战斗者 (Game_Battler) #-------------------------------------------------------------------------- def initialize(viewport, battler = nil) super(viewport) @battler = battler @battler_visible = false @effect_type = 0 # 效果种类 @effect_duration = 0 # 效果剩余时间 if @battler.is_a?(Game_Enemy) width = hp_width + 32 height = 24 + 32 x = @battler.screen_x - width/2 y = @battler.screen_y - height/2 # 调节名称位置 if Enemy_HP::SHOW_NAME height += Enemy_HP::NAME_SIZE + 2 y -= Enemy_HP::NAME_SIZE + 2 end # 生成血条窗体 @enemy_hp_window = Window_Base.new(x, y, width, height) @enemy_hp_window.opacity = 0 @enemy_hp_window.contents_opacity = 0 @enemy_hp_window.contents = Bitmap.new(width - 32, height - 32) @enemy_hp_window.draw_enemy_info(@battler, 0, 0, width - 32) # 保存旧血量(控制刷新) @old_hp = -1 end end #-------------------------------------------------------------------------- # ◎ 释放 #-------------------------------------------------------------------------- def dispose if self.bitmap != nil self.bitmap.dispose @enemy_hp_window.dispose end super end #-------------------------------------------------------------------------- # ◎ 释放敌人活动块 #-------------------------------------------------------------------------- def dispose_enemies for sprite in @enemy_sprites sprite.dispose @enemy_hp_window.dispose end end #-------------------------------------------------------------------------- # ◎ 更新画面 #-------------------------------------------------------------------------- def update super if @battler == nil self.bitmap = nil else @use_sprite = @battler.use_sprite? if @use_sprite self.x = @battler.screen_x self.y = @battler.screen_y self.z = @battler.screen_z update_battler_bitmap end setup_new_effect update_effect # 更新血条窗体 if @enemy_hp_window != nil and @old_hp != @battler.hp @enemy_hp_window.contents.clear @enemy_hp_window.draw_enemy_info(@battler, 0, 0, hp_width) @old_hp = @battler.hp end end end #-------------------------------------------------------------------------- # ◎ 更新出现效果 #-------------------------------------------------------------------------- def update_appear self.blend_type = 0 self.color.set(0, 0, 0, 0) self.opacity = (16 - @effect_duration) * 16 # 对象非敌人时返回 return unless @battler.is_a?(Game_Enemy) @enemy_hp_window.contents_opacity = self.opacity end #-------------------------------------------------------------------------- # ◎ 更新消失效果 #-------------------------------------------------------------------------- def update_disappear self.blend_type = 0 self.color.set(0, 0, 0, 0) self.opacity = 256 - (32 - @effect_duration) * 10 # 对象非敌人时返回 return unless @battler.is_a?(Game_Enemy) @enemy_hp_window.contents_opacity = self.opacity end #-------------------------------------------------------------------------- # ◎ 更新崩溃效果 #-------------------------------------------------------------------------- def update_collapse self.blend_type = 1 self.color.set(255, 128, 128, 128) self.opacity = 256 - (48 - @effect_duration) * 6 # 对象非敌人时返回 return unless @battler.is_a?(Game_Enemy) @enemy_hp_window.contents_opacity = self.opacity end #-------------------------------------------------------------------------- # ○ 血条宽度 #-------------------------------------------------------------------------- def hp_width result = Enemy_HP::HP_WIDTH if @battler.is_a?(Game_Enemy) if @battler.hp_width.to_i == 0 result = Enemy_HP::HP_WIDTH else result = @battler.hp_width.to_i end end return result end end #============================================================================== # ■ Window_Base #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # ○ 描绘敌人信息 # enemy : 角色 # x : 描绘目标 X 坐标 # y : 描绘目标 Y 坐标 # width : 宽 #-------------------------------------------------------------------------- def draw_enemy_info(enemy, x, y, width = 64) # 为字体阴影内缩1像素 width -= 1 # 显示名称 if Enemy_HP::SHOW_NAME self.contents.font.color = text_color(Enemy_HP::NAME_COLOR) self.contents.font.size = Enemy_HP::NAME_SIZE self.contents.draw_text(x, y, width, WLH, enemy.name, 1) self.contents.font.size = Font.default_size y += Enemy_HP::NAME_SIZE + 2 end # 描绘血槽 draw_actor_hp_gauge(enemy, x, y, width) # 描绘生命符号 self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, Vocab::hp_a) # 描绘具体生命值 return unless Enemy_HP::SHOW_VALUE self.contents.font.color = hp_color(enemy) xr = x + width self.contents.draw_text(xr - 40, y, 40, WLH, enemy.hp, 2) end end |
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