- freeziaStaffeux retraité
- Nombre de messages : 1734
Distinction : Elu membre de l'année 2009 haut la main.
Inventeur du Mapping Show.
caricaturatationeur de la comu'
[ Dudu']
Date d'inscription : 18/02/2008
Affichage de la santé ennemi
Jeu 14 Jan 2010 - 22:05
Auteur : Puppeto4
Fonctionnalité :
Affiche la santé et l'état des ennemis en combat .
script :
A placer en-dessous de Materials .
Screen :
Fonctionnalité :
Affiche la santé et l'état des ennemis en combat .
script :
A placer en-dessous de Materials .
- Code:
#======================================================================
# Jens009's Enemy Hp Window
# Version 1.2
# Log: July 29, 2008
# - Version 1.0: Show Enemy Hp Bars
# August 5, 2008
# - Version 1.1: Enable On/Off feature Using a $game_system instance
# : Enable On/Off feature using an in-game switch
# August 8, 2008
# - Version 1.2: Add New Options
# : Change Default Window Size
# : Add Enemy States
# Rant: [Code Geass ftw]
# C.C. Still loves Pizza <3
# Be nice to her Lulu.
# Oh.. I haven't done my summer homework yet. T_T
#
# Credits to:
# Jens009 (Translation and Modification)
# Puppeto4 (Alias tutorial and for bugging me to create a script)
# just kidding puppeto =p
# Author's Note:
# 9 Methods were aliased. Refer to lines 110-118
# 4 Were not necessary but was needed so that Enemy Window
# was not present during item/skill selections.
#
#
# Modification:
# If you want to modify the bars, look @lines 42-72.You can see that
# I simply took draw_actor_hp and turned it into draw_enemy_hp
# This means you can use any bars you desire so long as you define
# it correctly. =]
#
#-----------------------------------------------------------------------------
# CONFIG:
#
# I. Turning the Window On of Off during In-Game:
#
# There are two kinds of switches you can use depending
# upon your liking. I made it so that you either have a
# game switch or a script switch that handles the enemy window flag.
#
# If you want to use a script switch
# -set USE_GSWITCH to false
# -Use a call script, $game_system.enemy_window = true/false
# True = Window Shows up, False = No Enemy Window
#
# If you want to use a game switch
# -Set USE_GSWITCH to true
# -Decide what Game Switch ID you want to use
# in ENEMY_WINDOW_SWITCH
# -Use that game switch to check for showing the Enemy Hp Window
# True = Window Shows up, False = No enemy window.
#
#
# BY DEFAULT, USE_GSWITCH is false.
# So you are using a script Switch
#
# II. ALWAYS_UPDATE
# can either be set to true or false.
# if true, the enemy window always update for every action
# but the battle system will have more lag.
# if false, the enemy window only updates at the end of each turn
# and everytime the battle selection begins.
# Setting it to false will lower compatibility but should still work
# for most systems regardless.
#
# III. Spacing X and Y change
# SPACING_X = Changing this number will change the X spacing of the windows
# SPACING_Y = Changing this number will change the Y spacing of the windows
# IV. COLUMNS
# COLUMNS = Draw enemy information by creating 4 columns.
# V. SHOW_STATES
# if set to true, enemies state will be shown.
#======================================================================
module JCONFIG
USE_GSWITCH = false # Setting it to false will use the script
# switch $game_system.enemy_hp instead.
# Setting it to true will use an in-game switch
# using the switch ID below.
ENEMY_WINDOW_SWITCH = 1 # Switch ID that will be used to check
# Enemy Window is only ON, when Switch is ON
ALWAYS_UPDATE = true # True = window always updates
# False = window updates at end of turn
SPACING_X = 90 # X spacing per enemy info
SPACING_Y = 44 # Y spacing per enemy info
COLUMNS = 4 # By default, Do 4 Columns.
SHOW_STATES = true # true will show enemies states
# false will not show states
end
#======================================================================
# Start Game_System Edit
#======================================================================
class Game_System
attr_accessor :enemy_hp # Show enemy HP on battle
alias jens009_system_initialize_enemy_hp initialize
#=============================================
# Initialize Values
#=============================================
def initialize
# Initialize enemy hp window to true
@enemy_hp = true
# Call previous methods
jens009_system_initialize_enemy_hp
end
end # END Game system Edit
class Window_Base
#====================================
# Define Enemy Name
#====================================
def draw_enemy_name(enemy, x, y)
self.contents.font.color = normal_color
self.contents.draw_text (x, y, 120, 32, enemy.name)
end
#==========================
# Define Enemy State
#========================
def draw_enemy_state(enemy, x, y)
count = 0
for state in enemy.states
draw_icon(state.icon_index, x + 24 * count, y)
count += 1
break if (24 * count > width - 24)
end
end
#--------------------------------------------------------------------------
# * Draw Enemy HP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
#--------------------------------------------------------------------------
def draw_enemy_hp(enemy, x, y, width = 120)
draw_enemy_hp_gauge(enemy, x, y, width)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 30, WLH, Vocab::hp_a)
last_font_size = self.contents.font.size
xr = x + width
if width < 120
self.contents.draw_text(xr - 44, y, 44, WLH, enemy.hp, 2)
else
self.contents.draw_text(xr - 99, y, 44, WLH, enemy.hp, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
self.contents.draw_text(xr - 44, y, 44, WLH, enemy.maxhp, 2)
end
end
#--------------------------------------------------------------------------
# * Draw HP gauge
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
#--------------------------------------------------------------------------
def draw_enemy_hp_gauge(enemy, x, y, width = 120)
gw = width * enemy.hp / enemy.maxhp
gc1 = hp_gauge_color1
gc2 = hp_gauge_color2
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
end
end #End of Window_Base Class
#=====================================#
# Window_EnemyHP #
# Class handles window for Enemy's HP #
#=====================================#
class Window_EnemyHP < Window_Selectable
def initialize
super ( 0, 0, 545, 300)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
@column_max = JCONFIG::COLUMNS
refresh
end
def refresh
self.contents.clear
for i in 0...$game_troop.members.size
enemy = $game_troop.members[i]
x = i % @column_max * (JCONFIG::SPACING_X + @spacing)
if JCONFIG::SHOW_STATES
y = (i / @column_max * (JCONFIG::SPACING_Y + WLH) )
else
y = (i / @column_max * ((JCONFIG::SPACING_Y - 34) + WLH) )
end
#========================================
# If Using Game_Switch
#=========================================
if JCONFIG::USE_GSWITCH and $game_switches[JCONFIG::ENEMY_WINDOW_SWITCH]
draw_enemy_hp(enemy, x, y+20, 90)
draw_enemy_name(enemy, x, y)
if JCONFIG::SHOW_STATES
draw_enemy_state(enemy, x, y +44)
end
end
#==========================================
# If Using script Switch
#==========================================
if JCONFIG::USE_GSWITCH == false
if $game_system.enemy_hp == true # Start check if Window Flag is On
draw_enemy_hp(enemy, x, y+20, 90)
draw_enemy_name(enemy, x, y)
if JCONFIG::SHOW_STATES
draw_enemy_state(enemy, x, y +44)
end # END CHECK
end #End flag check
end # END game switche check
end
end #End Refresh
end #End of Window_EnemyHP Class
#====================================#
# Scene_Battle #
# New methods that were aliased: #
#====================================#
class Scene_Battle
alias jens009_create_info_viewport create_info_viewport
alias jens009_dispose_info_viewport dispose_info_viewport
alias jens009_start_item_selection start_item_selection
alias jens009_start_skill_selection start_skill_selection
alias jens009_end_item_selection end_item_selection
alias jens009_end_skill_selection end_skill_selection
alias jens009_process_victory process_victory
alias jens009_update_info_viewport update_info_viewport
alias jens009_start_party_command_selection start_party_command_selection
alias jens009_execute_action execute_action
alias jens009_turn_end turn_end
# Create Information
def create_info_viewport
jens009_create_info_viewport
@enemy_window = Window_EnemyHP.new
end
# Dispose Information
def dispose_info_viewport
jens009_dispose_info_viewport
@enemy_window.dispose
end
#=============================================
# Always Update Window
#============================================
def update_info_viewport
if JCONFIG::ALWAYS_UPDATE == true
@enemy_window.refresh
jens009_update_info_viewport
else
jens009_update_info_viewport
end
end
#=============================================
# Update Only When Turn starts and ends
#============================================
def start_party_command_selection
if JCONFIG::ALWAYS_UPDATE == true
jens009_start_party_command_selection
else
@enemy_window.visible = true
@enemy_window.refresh
jens009_start_party_command_selection
end
end
def execute_action
if JCONFIG::ALWAYS_UPDATE == true
jens009_execute_action
else
@enemy_window.visible = false
jens009_execute_action
end
end
def turn_end
if JCONFIG::ALWAYS_UPDATE == true
jens009_turn_end
else
@enemy_window.refresh
jens009_turn_end
end
end
#============================================
# END OF UPDATE CHECK
#===========================================
#=====================================
# Remove Window During Selection
def start_item_selection
@enemy_window.visible = false
jens009_start_item_selection
end
# Remove Window During Selection
def start_skill_selection
@enemy_window.visible = false
jens009_start_skill_selection
end
# True Visibility after slection
def end_item_selection
jens009_end_item_selection
@enemy_window.visible = true
end
# True Visibility after selection
def end_skill_selection
jens009_end_skill_selection
@enemy_window.visible = true
end
# Refresh When Victorious
def process_victory
@enemy_window.refresh
jens009_process_victory
end
#=====================================#
# End of Scene_Battle Method Edits #
#=====================================#
end
Screen :
- DjidaneMembre
- Nombre de messages : 1444
Age : 31
Localisation : Paris
Distinction : Héritier d'Alexdream (mais on l'aime quand même).
Lèche cul professionnel
et il aime ça!!!
Date d'inscription : 30/12/2008
Re: Affichage de la santé ennemi
Jeu 14 Jan 2010 - 22:16
Hmmm , cette version du script est un peu simple (Me semble bien avoir vue mieu).
M'enfin merci du partage , j'ai deja vue plusieur cas recherchant ce genre de script
M'enfin merci du partage , j'ai deja vue plusieur cas recherchant ce genre de script
- FunebroMembre
- Nombre de messages : 620
Age : 30
Localisation : Dans votre esprit, après tout ne suis-je pas omniscient !
Distinction : * Il a des problèmes des fois...
* Satan bouche un petit coing ?
* Satan merde parfois !
* Satan à devenir ridicule
* Maitre invétéré du ridicule
Date d'inscription : 16/01/2010
Re: Affichage de la santé ennemi
Sam 13 Fév 2010 - 16:38
Désolé si je fais un nécropost mais je l'ai mis en dessous de matérial et pourtant on ne voit pas les vies des adversaires .
Que faire ?
Que faire ?
- HariboMembre
- Nombre de messages : 70
Age : 113
Localisation : Dans ma chambre...
Distinction : aucune
Date d'inscription : 22/01/2010
Re: Affichage de la santé ennemi
Sam 13 Fév 2010 - 17:34
Tu aurais plutôt du aller dans la partie entraide.
essaye sur un projet vierge pour voir si t'as pas des scripts incompatible
essaye sur un projet vierge pour voir si t'as pas des scripts incompatible
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