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Lv1.梦旅人
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- #==============================================================================
- # 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 = 22 # フォントサイズ
- FONT_BOLD = false # 太字
- FONT_ITALIC = false # 斜体
- DRAW_NAME = true # 名前の描画
- DRAW_HP = true # HP の描画
- DRAW_SP = false # SP の描画
- DRAW_WIDTH =320 # 描画幅
- DRAW_HEIGHT = 3 * 30 # 描画高さ
- DRAW_SPACE = -6 # 行間
- DRAW_Y = 29 # 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, 100 - 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 = true
- if $game_variables[51] == 1
- @enemy_hpsp_window.visible = false
- end
-
- # スプライトの座標を設定
- width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32
- @enemy_hpsp_window.x = 500
- @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, 100 - 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.font.color = system_color
- # self.contents.fill_rect(x-1, y+27, width+2,16, Color.new(0, 0, 0, 255))
- # bitmap = RPG::Cache.picture("hp2_bar")
- # w = width * (actor.maxhp - actor.hp) / [actor.maxhp,1].max
- # self.contents.blt(x-1,y+27,bitmap,Rect.new(0,0,100,14))
- bitmap = RPG::Cache.picture("hp2_bar")
- w1 = actor.maxhp * 100 / 1500
- self.contents.blt(x-1 ,y+27 , bitmap , Rect.new(0, 0, w1, 8))
- # bitmap.mirror = true
- bitmap = RPG::Cache.picture("hp2_bar2")
- w2 = actor.hp * w1 / actor.maxhp
- self.contents.blt(x-1 ,y + 27 , bitmap , Rect.new(0, 0,w1 - w2 , 8))
-
- # w1 = actor.maxhp * 100 / 1500
- # self.contents.fill_rect(x-1, y+27, w+2,14, Color.new(0, 0, 0, 255))
- # 描绘字符串 "HP"
- self.contents.font.color = system_color
- self.contents.draw_text(x + 60, 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(x + 0, 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
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
复制代码 我用的是 self.mirror = true
但是出错 我把脚本发上来 希望哪位大大能帮忙 |
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