| 
 
| 赞 | 0 |  
| VIP | 0 |  
| 好人卡 | 0 |  
| 积分 | 1 |  
| 经验 | 1990 |  
| 最后登录 | 2016-2-6 |  
| 在线时间 | 72 小时 |  
 Lv1.梦旅人 
	梦石0 星屑50 在线时间72 小时注册时间2011-9-5帖子30 | 
| 就是下面那个脚本,我想做成一个效果,就是玩家学会个技能,使用后能查看普通怪的血量,但打boss使用技能也不能显示血量 
 
 
 或者上面那个不好做的话,干脆就做一个开关,能够随时开启血条功能或关闭功能~~我主要想让boss战看不到血量,比较好玩一些。
 
 
 
 
 
 
 复制代码#==============================================================================
# 本脚本来自www.66RPG.com,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       = true                              # 斜体
 DRAW_NAME         = false                             # 名前の描画
 DRAW_HP           = true                              # HP の描画
 DRAW_SP           = true                              # SP の描画
 DRAW_WIDTH        =  80                               # 描画幅
 DRAW_HEIGHT       = 3 * 32                            # 描画高さ
 DRAW_SPACE        =   0                               # 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, y, width - 32)
       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, y, width - 32)
       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, y, width - 32)
       @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
       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, y, 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, y, width - 32)
         y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
       end
       if PLAN_HPSP_DRAW::DRAW_SP
         @enemy_hpsp_window.draw_actor_sp2222(@battler, 0, y, width - 32)
       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
 #--------------------------------------------------------------------------
 # ● フレーム更新 (メインフェーズ ステップ 6 : リフレッシュ)
 #--------------------------------------------------------------------------
 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 = false
 end
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 = normal_color
   align = 1 if $scene.is_a?(Scene_Battle)
   self.contents.draw_text(x, y, width, 32, actor.name, align)
 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www.66RPG.com,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 
    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 
    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www.66RPG.com,使用和转载请保留此信息
#==============================================================================
 | 
 |