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[有事请教] 求懂脚本的大佬帮我看下,YEP的显示敌人ATB槽,想让槽小点....

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发表于 2018-1-7 00:17:10 | 显示全部楼层 |阅读模式

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求懂脚本的大佬帮我看下,YEP的显示敌人ATB槽,想让槽小点,窄一点,现在看这特别粗,,,但我不知道用了啥插件,修改他的参数无效,能不能在脚本里直接修改?


点击展开/收起//=============================================================================
// Yanfly Engine Plugins - Visual ATB Gauge
// YEP_X_VisualATBGauge.js
//=============================================================================

var Imported = Imported || {};
Imported.YEP_X_VisualATBGauge = true;

var Yanfly = Yanfly || {};
Yanfly.VATB = Yanfly.VATB || {};
Yanfly.VATB.version = 1.04

//=============================================================================
/*:
* @plugindesc v1.04 (Requires YEP_BattleSysATB.js) Provides a visible ATB
* gauge for your enemies!
* @author Yanfly Engine Plugins
*
* @param Show Gauges
* @type boolean
* @on Show
* @off Hide
* @desc Show individual gauges?
* NO - false     YES - true
* @default true
*
* @param Minimum Gauge Width
* @type number
* @min 1
* @desc This is the minimum width in pixels for ATB Gauges.
* @default 144
*
* @param Always Show
* @type boolean
* @on YES
* @off NO
* @desc Always show ATB Gauge or hide them during actions?
* HIDE - false     SHOW - true
* @default true
*
* @param Gauge Position
* @type boolean
* @on Above
* @off Below
* @desc Where do you wish to show the ATB gauge?
* BELOW - false     ABOVE - true
* @default false
*
* @param Y Buffer
* @type number
* @min 0
* @desc How much do you wish to shift the gauge Y position?
* @default -32
*
* @param Use Thick Gauges
* @type boolean
* @on Thick
* @off Normal
* @desc Use the thick gauges provided by this plugin?
* Default - false     Thick - true
* @default true
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* This plugin requires YEP_BattleEngineCore and YEP_X_BattleSysATB.
* Make sure this plugin is located under YEP_BattleEngineCore and
* YEP_X_BattleSysATB in the plugin list.
*
* This plugin will show the ATB Gauge for enemies if the current battle system
* is ATB. The gauges can be shown either below or above the enemies.
*
* ============================================================================
* Notetags
* ============================================================================
*
* The following are some notetags you can use to adjust the appearance of
* the enemy's ATB Gauge.
*
* Enemy Notetags:
*   <Show ATB Gauge>
*   <Hide ATB Gauge>
*   This will cause the ATB Gauge to be shown or hidden ignoring the default
*   settings found in the parameters.
*
*   <ATB Gauge Width: x>
*   This allows you to set the enemy's ATB Gauge width to x instead of having
*   it match the enemy's battler graphic width.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.04:
* - Updated for RPG Maker MV version 1.5.0.
*
* Version 1.03:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.02:
* - Optimization update.
*
* Version 1.01:
* - Fixed a graphical issue to synchronize the opacity value with battlers!
*
* Version 1.00:
* - Finished Plugin!
*/
//=============================================================================

if (Imported.YEP_BattleEngineCore && Imported.YEP_X_BattleSysATB) {

//=============================================================================
// Parameter Variables
//=============================================================================

Yanfly.Parameters = PluginManager.parameters('YEP_X_VisualATBGauge');
Yanfly.Param = Yanfly.Param || {};

Yanfly.Param.VATBShowGauge = String(Yanfly.Parameters['Show Gauges']);
Yanfly.Param.VATBMinWidth = Number(Yanfly.Parameters['Minimum Gauge Width']);
Yanfly.Param.VATBAlwaysShow = eval(String(Yanfly.Parameters['Always Show']));
Yanfly.Param.VATBGaugePOS = eval(String(Yanfly.Parameters['Gauge Position']));
Yanfly.Param.VATBYBuffer = Number(Yanfly.Parameters['Y Buffer']);
Yanfly.Param.VATBThick = eval(String(Yanfly.Parameters['Use Thick Gauges']));

//=============================================================================
// DataManager
//=============================================================================

Yanfly.VATB.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
  if (!Yanfly.VATB.DataManager_isDatabaseLoaded.call(this)) return false;
  if (!Yanfly._loaded_YEP_X_VisualATBGauge) {
    this.processVATBNotetags1($dataEnemies);
    Yanfly._loaded_YEP_X_VisualATBGauge = true;
  }
  return true;
};

DataManager.processVATBNotetags1 = function(group) {
  for (var n = 1; n < group.length; n++) {
    var obj = group[n];
    var notedata = obj.note.split(/[\r\n]+/);

    obj.showATBGauge = eval(Yanfly.Param.VATBShowGauge);
    obj.atbGaugeWidth = 0;

    for (var i = 0; i < notedata.length; i++) {
      var line = notedata;
      if (line.match(/<(?:SHOW ATB GAUGE)>/i)) {
        obj.showATBGauge = true;
      } else if (line.match(/<(?:HIDE ATB GAUGE)>/i)) {
        obj.showATBGauge = false;
      } else if (line.match(/<(?:ATB GAUGE WIDTH):[ ](\d+)>/i)) {
        obj.atbGaugeWidth = parseInt(RegExp.$1);
      }
    }
  }
};

//=============================================================================
// Game_Enemy
//=============================================================================

Game_Enemy.prototype.showATBGauge = function() {
    return this.enemy().showATBGauge;
};

Game_Enemy.prototype.atbGaugeWidth = function() {
    if (this.enemy().hpGaugeWidth > 0) {
      var width = this.enemy().hpGaugeWidth;
    } else {
      var width = this.spriteWidth();
    }
    width = Math.max(width, Yanfly.Param.VATBMinWidth);
    return (width & 1) ? width + 1 : width;
};

//=============================================================================
// Sprite_Enemy
//=============================================================================

Yanfly.VATB.Sprite_Enemy_preSpriteInitialize =
    Sprite_Enemy.prototype.preSpriteInitialize;
Sprite_Enemy.prototype.preSpriteInitialize = function(battler) {
    Yanfly.VATB.Sprite_Enemy_preSpriteInitialize.call(this, battler);
    this.createVisualATBWindow();
};

Yanfly.VATB.Sprite_Enemy_update = Sprite_Enemy.prototype.update;
Sprite_Enemy.prototype.update = function() {
    Yanfly.VATB.Sprite_Enemy_update.call(this);
    this.addVisualATBWindow();
};

Sprite_Enemy.prototype.addVisualATBWindow = function() {
    if (!BattleManager.isATB()) return;
    if (this._addedVisualATB) return;
    this._addedVisualATB = true;
    this.parent.parent.addChild(this._visualATBWindow);
};

Sprite_Enemy.prototype.createVisualATBWindow = function() {
    if (!BattleManager.isATB()) return;
    this._visualATBWindow = new Window_EnemyVisualATB();
};

Yanfly.VATB.Sprite_Enemy_setBattler = Sprite_Enemy.prototype.setBattler;
Sprite_Enemy.prototype.setBattler = function(battler) {
    Yanfly.VATB.Sprite_Enemy_setBattler.call(this, battler);
    if (this._visualATBWindow) this._visualATBWindow.setBattler(battler);
};

//=============================================================================
// Window_EnemyVisualATB
//=============================================================================

function Window_EnemyVisualATB() {
    this.initialize.apply(this, arguments);
}

Window_EnemyVisualATB.prototype = Object.create(Window_Base.prototype);
Window_EnemyVisualATB.prototype.constructor = Window_EnemyVisualATB;

Window_EnemyVisualATB.prototype.initialize = function() {
    Window_Base.prototype.initialize.call(this, 0, 0, 1, 1);
    this._battler = null;
    this._requestRefresh = false;
    this._currentATBSpeed = 0;
    this._currentATBCharge = 0;
    this.contentsOpacity = 0;
    this.opacity = 0;
};

Window_EnemyVisualATB.prototype.setBattler = function(battler) {
    if (this._battler === battler) return;
    this._battler = battler;
};

Window_EnemyVisualATB.prototype.update = function() {
    Window_Base.prototype.update.call(this);
    if (!this._battler) return;
    this.updateWindowAspects();
};

Window_EnemyVisualATB.prototype.updateWindowAspects = function() {
    this.updateWindowSize();
    this.updateWindowPosition();
    this.updateOpacity();
    this.updateATBPosition();
    this.updateRefresh();
};

Window_EnemyVisualATB.prototype.updateWindowSize = function() {
    var spriteWidth = this._battler.atbGaugeWidth();
    var width = spriteWidth + this.standardPadding() * 2;
    width = Math.min(width, Graphics.boxWidth + this.standardPadding() * 2);
    var height = this.lineHeight() + this.standardPadding() * 2;
    if (width === this.width && height === this.height) return;
    this.width = width;
    this.height = height;
    this.createContents();
    this._requestRefresh = true;
    this.makeWindowBoundaries();
};

Window_EnemyVisualATB.prototype.makeWindowBoundaries = function() {
    if (!this._requestRefresh) return;
    this._minX = -1 * this.standardPadding();
    this._maxX = Graphics.boxWidth - this.width + this.standardPadding();
    this._minY = -1 * this.standardPadding();
    this._maxY = Graphics.boxHeight - this.height + this.standardPadding();
    this._maxY -= SceneManager._scene._statusWindow.height;
};

Window_EnemyVisualATB.prototype.updateWindowPosition = function() {
    if (!this._battler) return;
    var battler = this._battler;
    this.x = battler.spritePosX();
    this.x -= Math.ceil(this.width / 2);
    this.x = this.x.clamp(this._minX, this._maxX);
    this.y = battler.spritePosY();
    if (Yanfly.Param.VATBGaugePOS) {
      this.y -= battler.spriteHeight();
    } else {
      this.y -= this.standardPadding();
    }
    this.y = this.y.clamp(this._minY, this._maxY);
    this.y += Yanfly.Param.VATBYBuffer;
};

Window_EnemyVisualATB.prototype.updateOpacity = function() {
    if (this.isShowWindow()) {
      this.contentsOpacity += 32;
    } else {
      this.contentsOpacity -= 32;
    }
    this.contentsOpacity = this.contentsOpacity.clamp(0, this.maxOpacity());
};

Window_EnemyVisualATB.prototype.maxOpacity = function() {
    return this._battler.battler().opacity;
};

Window_EnemyVisualATB.prototype.isShowWindow = function() {
    if (!this._battler.isAppeared()) return false;
    if (!this._battler.showATBGauge()) return false;
    if (this._battler.isDead()) return false;
    if (Yanfly.Param.VATBAlwaysShow) return true;
    return ['atb', 'input'].contains(BattleManager._phase);
};

Window_EnemyVisualATB.prototype.updateATBPosition = function() {
    if (!this._battler) return;
    if (this._currentATBSpeed !== this._battler.atbSpeed()) {
      this._currentATBSpeed = this._battler.atbSpeed()
      this._requestRefresh = true;
    }
    if (this._currentATBSpeed !== this._battler.atbCharge()) {
      this._currentATBSpeed = this._battler.atbCharge()
      this._currentATBCharge = true;
    }
};

Window_EnemyVisualATB.prototype.updateRefresh = function() {
    if (this._requestRefresh) this.refresh();
};

Window_EnemyVisualATB.prototype.refresh = function() {
    this.contents.clear();
    if (!this._battler) return;
    this._requestRefresh = false;
    var wy = this.contents.height - this.lineHeight();
    var ww = this.contents.width;
    this.drawActorAtbGauge(this._battler, 0, wy, ww);
};

if (Imported.YEP_CoreEngine && Yanfly.Param.VATBThick) {

Window_EnemyVisualATB.prototype.drawGauge =
function(dx, dy, dw, rate, color1, color2) {
  var color3 = this.gaugeBackColor();
  var fillW = Math.floor(dw * rate).clamp(0, dw);
  var gaugeH = this.gaugeHeight();
  var gaugeY = dy + this.lineHeight() - gaugeH - 2;
  if (eval(Yanfly.Param.GaugeOutline)) {
    color3.paintOpacity = this.translucentOpacity();
    this.contents.fillRect(dx, gaugeY, dw, gaugeH, color3);
    dx += 2;
    gaugeY += 2;
    fillW = Math.max(0, fillW - 4);
    gaugeH -= 4;
  } else {
    var fillW = Math.floor(dw * rate);
    var gaugeY = dy + this.lineHeight() - gaugeH - 2;
    this.contents.fillRect(dx, gaugeY, dw, gaugeH, color3);
  }
  this.contents.gradientFillRect(dx, gaugeY, fillW, gaugeH, color1, color2);
};

} // Imported.YEP_CoreEngine

//=============================================================================
// End of File
//=============================================================================

};
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发表于 2018-1-7 15:48:41 | 显示全部楼层
不知道怎么改,但大概感觉是这两段的代码 帮不上楼主 但至少抛砖引玉了

  1. Window_EnemyVisualATB.prototype.updateWindowSize = function() {
  2.     var spriteWidth = this._battler.atbGaugeWidth();
  3.     var width = spriteWidth + this.standardPadding() * 2;
  4.     width = Math.min(width, Graphics.boxWidth + this.standardPadding() * 2);
  5.     var height = this.lineHeight() + this.standardPadding() * 2;
  6.     if (width === this.width && height === this.height) return;
  7.     this.width = width;
  8.     this.height = height;
  9.     this.createContents();
  10.     this._requestRefresh = true;
  11.     this.makeWindowBoundaries();
  12. };

  13. Window_EnemyVisualATB.prototype.makeWindowBoundaries = function() {
  14.     if (!this._requestRefresh) return;
  15.     this._minX = -1 * this.standardPadding();
  16.     this._maxX = Graphics.boxWidth - this.width + this.standardPadding();
  17.     this._minY = -1 * this.standardPadding();
  18.     this._maxY = Graphics.boxHeight - this.height + this.standardPadding();
  19.     this._maxY -= SceneManager._scene._statusWindow.height;
  20. };
复制代码
酸酸甜甜就④哇噢
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 楼主| 发表于 2018-1-13 08:18:07 | 显示全部楼层
白嫩白嫩的 发表于 2018-1-7 15:48
不知道怎么改,但大概感觉是这两段的代码 帮不上楼主 但至少抛砖引玉了

...

多谢,希望能有大佬能看懂~!
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