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 |RPG MAKER VX ACE | Barre de vie de sur les ennemis

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AuteurMessage
Neko
Fondateur
Fondateur
Neko


Messages : 184
Date d'inscription : 14/07/2013
Age : 24
Localisation : Ici, la plupart du temps.

|RPG MAKER VX ACE | Barre de  vie de sur les ennemis Empty
MessageSujet: |RPG MAKER VX ACE | Barre de vie de sur les ennemis   |RPG MAKER VX ACE | Barre de  vie de sur les ennemis Icon_minitimeMar 23 Juil - 6:46

Ventwig's Enemy HP Bars - Version 1.4
By Ventwig.


Description:

-Indique les points de vie des ennemies en plein combat.
-Pouvant aller jusqu'à 8 ennemies.


Screenshots:


Spoiler:
Spoiler:

Script:


A placer dans "matérials" au dessus de "mains"

Code:
 #============================================================================
    #Enemy HUD
    #By Ventwig
    #Version 1.4 - July 29 2012
    #For RPGMaker VX Ace
    #============================================================================
    # Here's another window-ish thing to show HP :)
   # Thanks Shaz for helping me out with this one :D
   # Thanks ItsKouta for showing me a horrible bug!
    # Thanks to #tag-this for helping with the hide numbers option!
    # Thanks Helladen for pointing out a small error!
    # Thanks Ulises for helping with the hurdle of not having RMVXA with me!
    #=============================================================================
    # Description:
    # This code shows the name and HP for up to 8 enemies at once.
    # Plug'N'Play and the HP bar updates after every hit/kill.
    # You can also set it so the numbers are hidden! Oooh!
    # Options to scan enemies, show MP, or states will be added.
    #==============================================================================
    # Compatability:
    #  alias-es Game_Enemy and Scene_Battle
    #  Works with Neo Gauge Ultimate Ace (Recommended)
    #===============================================================================
    # Instructions: Put in materials, above main. Almost Plug and Play
    # Put above Neo Gauge Ultimate Ace if used
    #==============================================================================
    # Please give Credit to Ventwig if you would like to use one of my scripts
    # in a NON-COMMERCIAL project.
    # Please ask for permission if you would like to use it in a commercial game.
    # You may not re-distribute any of my scripts or claim as your own.
    # You may not release edits without permission, combatability patches are okay.
    #===============================================================================
    module EHUD
      #t/f - choose whether or not to make the background appear.
      WINDOW_BACK = false
      #Number, choose how long to wait between attacks (to let the player look
      #at the HP bars. Recommended 4-6
      WINDOW_WAIT = 5
      #Chooses the Y value of the window. Recommended 20.
      WINDOW_Y = 20
    
     #Decides whether or not to show the HP numbers/etc/etc.
      #0 means normal (HP name, current and max hp)
      #1 means hidden max hp
      #2 means just the bar and the word hp
      DRAW_HP_NUMBERS = 0
      #Selects whether or not you have Neo Gauge Ultimate Ace.
      #If the above is set to [[true]], this doesnt matter, if it's false,
      #make sure you have it right!!!
      NEO_ULTIMATE_ACE = false
    
     ###########################################################################
      #Boss Gauges - Setup info
      #==========================================================================
      #In version 1.2, there is now the option to draw longer gauges so bosses look
      #Way cooler (And it works).
      #Now, to set up a boss, you need to make sure the boss is
      #THE FIRST ENEMY IN THE TROOP. If not, then there won't be a boss gauge.
      #
      #Next, please note that if you want to draw the boss gauge, you have to make
      #Sure that the troop only has 5 enemies, counting the boss.
      #So a Demon and 4 spiders is allowed, but not a Demon and 6 spiders.
      #
      #Also, you can put multiple bosses in one troop but a gauge will only be
      #drawn for the first one, even when it's killed.
      #===========================================================================
      #Now, to set up bosses, make it like the example below
      #BOSS_ENEMY[Enemyid for the boss] = true
      #TRUE IS REQUIRED FOR IT TO WORK
      #
      #Don't worry, you don't need to put false for non-bosses.
      #Have Fun!
      ############################################################################
    
     #How long the boss gauge should be.  Def: 475
      BOSS_GAUGE = 475
    
     #Sets enemies to draw the boss gauges!
      BOSS_ENEMY = [] #Do not touch
      #BOSS_ENEMY[Enemyid for the boss] = true
      BOSS_ENEMY[1] = true
    
   end
    
   class Game_Enemy < Game_Battler
      #--------------------------------------------------------------------------
      # * Method Aliases
      #--------------------------------------------------------------------------
      alias shaz_enemyhud_initialize initialize
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :old_hp                            # hp on last hud refresh
      attr_accessor :old_mp                            # mp on last hud refresh
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(index, enemy_id)
            shaz_enemyhud_initialize(index, enemy_id)
            @old_hp = mhp
            @old_mp = mmp
      end
    end
    
   class Window_Enemy_Hud < Window_Base
    
     ###################################################################
      #Sets up what appears in the HUD
      #Questions names and HUD, then displays them
      #################################################################  
      #Set up the window's start-up
      def initialize
        #Draws window
        super(0,EHUD::WINDOW_Y,545,120)
        if EHUD::WINDOW_BACK == false
          self.opacity = 0
        end
        self.z = 0
        @x, @y = 0, 50    
        troop_fix
        if EHUD::BOSS_ENEMY[@enemy1.enemy_id] != nil and EHUD::BOSS_ENEMY[@enemy1.enemy_id] == true
          @boss_troop = true
          @boss_enemy = @enemy1
        else
          @boss_troop = false
          @boss_enemy = nil
        end
        enemy_hud
        refresh
      end
    
   
   
     if EHUD::DRAW_HP_NUMBERS == 1
        if EHUD::NEO_ULTIMATE_ACE == false
          def draw_actor_hp(actor, x, y, width = 124)
           draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
           change_color(system_color)
           draw_text(x, y, 30, line_height, Vocab::hp_a)
           change_color(hp_color(actor))
           draw_text(x, y, width, line_height, actor.hp)
           change_color(system_color)
         end
       else
       def draw_actor_hp(actor, x, y, width = 124)
           gwidth = width * actor.hp / actor.mhp
        cg = neo_gauge_back_color
        c1, c2, c3 = cg[0], cg[1], cg[2]
        draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + line_height - 8 +
          HPMP_GAUGE_Y_PLUS, width, HPMP_GAUGE_HEIGHT, c1, c2, c3)
        (1..3).each {|i| eval("c#{i} = HP_GCOLOR_#{i}")}
        draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + line_height - 8 +
          HPMP_GAUGE_Y_PLUS, gwidth, HPMP_GAUGE_HEIGHT, c1, c2, c3, false, false,
          width, 30)
           draw_text(x, y, 30, line_height, Vocab::hp_a)
           change_color(hp_color(actor))
           draw_text(x, y, width, line_height, actor.hp)
           change_color(system_color)
    
      end
       end
     end
    
     if EHUD::DRAW_HP_NUMBERS == 2
        if EHUD::NEO_ULTIMATE_ACE == false
          def draw_actor_hp(actor, x, y, width = 124)
           draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
          end
       else
       def draw_actor_hp(actor, x, y, width = 124)
         gwidth = width * actor.hp / actor.mhp
         cg = neo_gauge_back_color
         c1, c2, c3 = cg[0], cg[1], cg[2]
        draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + line_height - 8 +
       HPMP_GAUGE_Y_PLUS, width, HPMP_GAUGE_HEIGHT, c1, c2, c3)
       (1..3).each {|i| eval("c#{i} = HP_GCOLOR_#{i}")}
       draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + line_height - 8 +
       HPMP_GAUGE_Y_PLUS, gwidth, HPMP_GAUGE_HEIGHT, c1, c2, c3, false, false,
       width, 30)
       end
       end
     end
    
   
     def troop_fix
        if $game_troop.alive_members.size > 0
          @enemy1 = $game_troop.alive_members[0]
        end
        if $game_troop.alive_members.size > 1
          @enemy2 = $game_troop.alive_members[1]
        end
        if $game_troop.alive_members.size > 2
          @enemy3 = $game_troop.alive_members[2]
        end
        if $game_troop.alive_members.size > 3
          @enemy4 = $game_troop.alive_members[3]
        end
        if $game_troop.alive_members.size > 4
          @enemy5 = $game_troop.alive_members[4]
        end
        if $game_troop.alive_members.size > 5
          @enemy6 = $game_troop.alive_members[5]
        end
        if $game_troop.alive_members.size > 6
          @enemy7 = $game_troop.alive_members[6]
        end
        if $game_troop.alive_members.size > 7
          @enemy8 = $game_troop.alive_members[7]
        end
      end
    
     def enemy_hud
        troop_fix
        if $game_troop.alive_members.size > 0
          if @boss_troop == true and @boss_enemy.enemy_id == @enemy1.enemy_id
            draw_actor_name(@enemy1,10,0)
            draw_actor_hp(@enemy1,10,20,width=EHUD::BOSS_GAUGE)
          else
            draw_actor_name(@enemy1,10,0)
            draw_actor_hp(@enemy1,10,20,width=96)
          end
        end
        if $game_troop.alive_members.size > 1
          if @boss_troop == true and @boss_enemy.enemy_id == @enemy1.enemy_id
            draw_actor_name(@enemy2,10,50)
            draw_actor_hp(@enemy2,10,70,width=96)
          else
            draw_actor_name(@enemy2,10+125,0)
            draw_actor_hp(@enemy2,10+125,20,width=96)
          end
        end
        if $game_troop.alive_members.size > 2
          if @boss_troop == true and @boss_enemy.enemy_id == @enemy1.enemy_id
            draw_actor_name(@enemy3,10+125,50)
            draw_actor_hp(@enemy3,10+125,70,width=96)
          else
            draw_actor_name(@enemy3,10+250,0)
            draw_actor_hp(@enemy3,10+250,20,width=96)
          end
        end
        if $game_troop.alive_members.size > 3
          if @boss_troop == true and @boss_enemy.enemy_id == @enemy1.enemy_id
            draw_actor_name(@enemy4,10+250,50)
            draw_actor_hp(@enemy4,10+250,70,width=96)
          else
            draw_actor_name(@enemy4,10+375,0)
            draw_actor_hp(@enemy4,10+375,20,width=96)
          end
        end
        if $game_troop.alive_members.size > 4
          if @boss_troop == true and @boss_enemy.enemy_id == @enemy1.enemy_id
            draw_actor_name(@enemy5,10+375,50)
            draw_actor_hp(@enemy5,10+375,70,width=96)
          else
            draw_actor_name(@enemy5,10,50)
            draw_actor_hp(@enemy5,10,70,width=96)
          end
        end
        if $game_troop.alive_members.size > 5
          if @boss_troop == false
            draw_actor_name(@enemy6,10+125,50)
            draw_actor_hp(@enemy6,10+125,70,width=96)
          end
        end
        if $game_troop.alive_members.size > 6
          if @boss_troop == false
            draw_actor_name(@enemy7,10+250,50)
            draw_actor_hp(@enemy7,10+250,70,width=96)
          end
        end
        if $game_troop.alive_members.size > 7
          if @boss_troop == false
            draw_actor_name(@enemy8,10+375,50)
            draw_actor_hp(@enemy8,10+375,70,width=96)
          end
        end
      end
    
     def refresh
        contents.clear
        enemy_hud
        @old_size = $game_troop.alive_members.size
        if @old_size < 5 and @boss_troop == false
          self.height = 80
        end
      end
    
     def update
        # assume no refresh needed
        refresh_okay = false
    
       # loop through remaining enemies one at a time - each enemy is put into the temporary variable called 'enemy'
        $game_troop.alive_members.each do |enemy|
          # have the hp or mp changed since last time?
          if enemy.hp != enemy.old_hp || enemy.mp != enemy.old_mp
            # we do need to update the hud
            refresh_okay = true
            # and replace the old values with the current values
            enemy.old_hp = enemy.hp
            enemy.old_mp = enemy.mp
          end
        end
      
       if $game_troop.alive_members.size != @old_size
          refresh_okay = true
        end
        if @boss_enemy != nil
          if @enemy1.enemy_id == @boss_enemy.enemy_id
            @boss_troop = true
          else
            @boss_troop = false
          end
        end
      
       if refresh_okay
              refresh
        end
      end
    
   end
    
   class Window_BattleLog
      alias enemy_hud_battle_log_wait wait_and_clear
      def wait_and_clear
        wait while @num_wait < EHUD::WINDOW_WAIT if line_number > 0
        clear
      end
    end
    
   #Show the window on the map
    class Scene_Battle < Scene_Base
      alias original_create_all_windows create_all_windows
        def create_all_windows
          original_create_all_windows
          create_enemy_hud_window
        end
        def create_enemy_hud_window
          @enemy_hud_window = Window_Enemy_Hud.new
        end
    end
      #########################################################################
      #End Of Script                                                          #
      #########################################################################


Credit and Thanks
-Usage rules are in the script
-Ventiwg
-Shaz helped me out with refreshing the hud and simplifying it.
-Little thanks are all in the script itself
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https://annuairedurpg.1fr1.net
 
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