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本帖最后由 j296196585 于 2017-7-30 10:46 编辑
MOG_EnemyHP请问如何破限
最大显示6位数 根本太少了吗 可以破限显示更多吗
[pre lang="javascript"]//=============================================================================
// MOG_EnemyHP.js
//=============================================================================
/*:
* @plugindesc (v1.4) Apresenta o HP do inimigo ao ataca-lo.
* @author Moghunter
*
* @param EHP Fade Duration
* @desc Definição do tempo para ativar o fade.
* (Default = 120)
* @default 120
*
* @param EHP Layout X-Axis
* @desc Posição X-Axis do layout.
* @default 0
*
* @param EHP Layout Y-Axis
* @desc Posição Y-Axis do layout.
* @default 0
*
* @param EHP Meter X-Axis
* @desc Posição X-Axis do medidor.
* @default 4
*
* @param EHP Meter Y-Axis
* @desc Posição Y-Axis do medidor.
* @default 2
+
* @help
* =============================================================================
* +++ MOG - Enemy HP Meter (v1.4) +++
* By Moghunter
* https://atelierrgss.wordpress.com/
* =============================================================================
* Apresenta o HP do inimigo ao ataca-lo.
* Serão necessários os arquivos. (img/system/)
*
* EnemyHP_A.png
* EnemyHP_B.png
*
* Para ocultar o HP do inimigo use a seguinte Tag na caixa de notas
*
* Hide HP
*
* =============================================================================
* ** Histórico **
* =============================================================================
* (v1.4) Melhoria na compatibilidade de plugins.
* (v1.3) Correção do Crash relativo as Notetags.
* (v1.2) Melhoria na codificação.
* (v1.1) - Melhoria na animação do medidor vermelho.
* - Mudança da Tag para ocular o hp para HIDE HP.
* - Melhoria na codificação.
*/
//=============================================================================
// ** PLUGIN PARAMETERS
//=============================================================================
var Imported = Imported || {};
Imported.MOG_EnemyHP = true;
var Moghunter = Moghunter || {};
Moghunter.parameters = PluginManager.parameters('MOG_EnemyHP');
Moghunter.enemyhp_a_x = Number(Moghunter.parameters['EHP Layout X-Axis'] || 0);
Moghunter.enemyhp_a_y = Number(Moghunter.parameters['EHP Layout Y-Axis'] || 0);
Moghunter.enemyhp_b_x = Number(Moghunter.parameters['EHP Meter X-Axis'] || 4);
Moghunter.enemyhp_b_y = Number(Moghunter.parameters['EHP Meter Y-Axis'] || 2);
Moghunter.enemyhp_duration = Number(Moghunter.parameters['EHP Fade Duration'] || 120);
//=============================================================================
// ** Game Battler
//=============================================================================
//==============================
// * Notetags
//==============================
Game_Battler.prototype.notetags = function() {
if (this.isEnemy()) {return this.enemy().note.split(/[\r\n]+/)};
if (this.isActor()) {return this.actor().note.split(/[\r\n]+/)};
};
//=============================================================================
// ** Game_Enemy
//=============================================================================
//==============================
// * Setup
//==============================
var _alias_mog_gba_setup = Game_Enemy.prototype.setup;
Game_Enemy.prototype.setup = function(enemyId, x, y) {
_alias_mog_gba_setup.call(this,enemyId, x, y);
this._hp_meter = true
for (var i = 0; i < this.notetags().length; i++) {
if (this.notetags() == "Hide HP") {this._hp_meter = false};
};
};
//=============================================================================
// ** Spriteset_Battle
//=============================================================================
//==============================
// * CreateLowerLayer
//==============================
var _alias_mog_enemyhp_createUpperLayer = Spriteset_Battle.prototype.createUpperLayer
Spriteset_Battle.prototype.createUpperLayer = function() {
this.create_ehp_sprites();
_alias_mog_enemyhp_createUpperLayer.call(this);
};
//==============================
// * Update
//==============================
var _alias_mog_enemyhp_update = Spriteset_Battle.prototype.update
Spriteset_Battle.prototype.update = function() {
_alias_mog_enemyhp_update.call(this);
this.update_ehp_sprites();
};
//==============================
// * Create EHP Sprites
//==============================
Spriteset_Battle.prototype.create_ehp_sprites = function() {
this._ehp_sprites_a = [];
this._ehp_sprites_b = [];
this._ehp_sprites_c = [];
this._ehp_sprites_data = [];
for (var i = 0; i < this._enemySprites.length; i++) {
if (this._enemySprites._battler == null) {return;};
this._ehp_sprites_a = new Sprite(ImageManager.loadSystem("EnemyHP_A"));
this._ehp_sprites_b = new Sprite(ImageManager.loadSystem("EnemyHP_B"));
this._ehp_sprites_c = new Sprite(ImageManager.loadSystem("EnemyHP_B"));
this._ehp_sprites_a.opacity = 0;
this._ehp_sprites_b.opacity = 0;
this._ehp_sprites_c.opacity = 0;
this._ehp_sprites_a.z = 50;
this._ehp_sprites_b.z = 51;
this._ehp_sprites_c.z = 52;
if (!this._enemySprites._battler._hp_meter) {this._ehp_sprites_a.visible = false};
this._ehp_sprites_b.visible = this._ehp_sprites_a.visible
this._ehp_sprites_c.visible = this._ehp_sprites_a.visible
this._battleField.addChild(this._ehp_sprites_a);
this._battleField.addChild(this._ehp_sprites_b);
this._battleField.addChild(this._ehp_sprites_c);
this._ehp_sprites_data = [this._enemySprites._battler.hp,0,0,Math.max(Moghunter.enemyhp_duration,32),this._enemySprites._battler.hp,];
};
};
//==============================
// * Update EHP Sprites
//==============================
Spriteset_Battle.prototype.update_ehp_sprites = function() {
for (var i = 0; i < this._enemySprites.length; i++) {
if (this._ehp_sprites_a == null) {return;};
if (!this._ehp_sprites_a.bitmap.isReady()) {return};
this._ehp_sprites_a.x = this._enemySprites.x + Moghunter.enemyhp_a_x +this._ehp_sprites_data[1] - (this._ehp_sprites_a.bitmap.width / 2);
this._ehp_sprites_a.y = this._enemySprites.y + Moghunter.enemyhp_a_y;
this._ehp_sprites_b.x = this._ehp_sprites_a.x + Moghunter.enemyhp_b_x;
this._ehp_sprites_b.y = this._ehp_sprites_a.y + Moghunter.enemyhp_b_y;
this._ehp_sprites_c.x = this._ehp_sprites_a.x + Moghunter.enemyhp_b_x;
this._ehp_sprites_c.y = this._ehp_sprites_a.y + Moghunter.enemyhp_b_y;
this._ehp_sprites_b.opacity = this._ehp_sprites_a.opacity;
this._ehp_sprites_c.opacity = this._ehp_sprites_a.opacity;
this.update_ehp_red_bar(i);
this.update_ehp_blue_bar(i) ;
};
};
//==============================
// * Update EHP Blue Bar
//==============================
Spriteset_Battle.prototype.update_ehp_blue_bar = function(i) {
if (this._enemySprites._battler.isDead()) {
this._ehp_sprites_a.opacity -= 2;
};
if (this._ehp_sprites_data[2] > 0) {
this._ehp_sprites_data[2] -= 1
};
if (this._ehp_sprites_data[2] > this._ehp_sprites_data[3]) {
this._ehp_sprites_data[1] += 2;
this._ehp_sprites_a.opacity += 17
} else {
if (this._ehp_sprites_data[1] < 30 && this._ehp_sprites_data[2] <= 15) {
this._ehp_sprites_data[1] += 2;this._ehp_sprites_a.opacity -= 17
};
}
if (this._ehp_sprites_data[0] != this._enemySprites._battler.hp) {
if (this._ehp_sprites_data[2] > 15 && this._ehp_sprites_data[2] <= this._ehp_sprites_data[3]) {
this._ehp_sprites_data[2] = this._ehp_sprites_data[3]
} else {
this._ehp_sprites_data[1] = -30;
this._ehp_sprites_data[2] = this._ehp_sprites_data[3] + 15;
}
}
this._ehp_sprites_data[0] = this._enemySprites._battler.hp;
var meter_rate = this._ehp_sprites_c.bitmap.width * this._enemySprites._battler.hp / this._enemySprites._battler.mhp;
this._ehp_sprites_c.setFrame(0, 0, meter_rate, this._ehp_sprites_c.bitmap.height / 2);
};
//==============================
// * Update EHP Red Bar
//==============================
Spriteset_Battle.prototype.update_ehp_red_bar = function(i) {
if (this._ehp_sprites_data[4] != this._enemySprites._battler.hp) {
var dnspeed = 1 + (Math.abs(this._ehp_sprites_data[4] - this._enemySprites._battler.hp) / (Moghunter.enemyhp_duration / 2));
if (this._ehp_sprites_data[4] > this._enemySprites._battler.hp) {
this._ehp_sprites_data[4] -= dnspeed;
if (this._ehp_sprites_data[4] < this._enemySprites._battler.hp ) {
this._ehp_sprites_data[4] = this._enemySprites._battler.hp};
}
else if (this._ehp_sprites_data[4] < this._enemySprites._battler.hp) {
this._ehp_sprites_data[4] += dnspeed;
if (this._ehp_sprites_data[4] > this._enemySprites._battler.hp ) {
this._ehp_sprites_data[4] = this._enemySprites._battler.hp};
}
var meter_rate = this._ehp_sprites_b.bitmap.width * this._ehp_sprites_data[4] / this._enemySprites._battler.mhp;
this._ehp_sprites_b.setFrame(0, this._ehp_sprites_b.bitmap.height / 2, meter_rate, this._ehp_sprites_b.bitmap.height / 2);
};
};[/pre] |
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