질문과 답변

Extra Form

#--# Basic Enemy HP Bars v 2.8.2
#
# Adds customizable hp bars to enemies in battle. See configuration
#  below for more detail. Also allows for the option of using a nice
#  graphical hp bar from a image file.
#
# Usage: Plug and play, customize as needed.
#
#------#
#-- Script by: V.M of D.T
#
#- Questions or comments can be:
#    given by email: sumptuaryspade@live.ca
#    provided on facebook: http://www.facebook.com/DaimoniousTailsGames
#   All my other scripts and projects can be found here: http://daimonioustails.weebly.com/
#
#--- Free to use in any project, commercial or non-commercial, with credit given
# - - Though a donation's always a nice way to say thank you~ (I also accept actual thank you's)
 
#Customization starts here:
module DTP_HP
  #Whether to place the hp bar above or below the enemy
  ABOVE_MONSTER = true
  #Whether to use a custome image or not:
  #Image would be placed in Graphics/System and named Custom_HP.png
  CUSTOM_BAR = false
  #Whether to include the hp bar or not
  USE_HP_BAR = true
  #Whether to include an mp bar or not
  USE_MP_BAR = true
 
  #The width of the hp bar
  BAR_WIDTH = 66
  #The height of the hp bar
  BAR_HEIGHT = 5
  #The width of the border around the hp bar
  BORDER_WIDTH = 1
  #The height of the border around the hp bar
  BORDER_HEIGHT = 1
  #Offset the hp bar along the x-axis(left,right)
  BAR_OFFSET_X = 0
  #Offset the hp bar along the y-axis(up,down)
  BAR_OFFSET_Y = 0
 
  #Color for the back of the hp bar
  COLOR_BAR_BACK = Color.new(0,0,0,200)
  #First color for the hp bar gradient
  COLOR_BAR_1 = Color.new(255,0,0)
  #Second color for the hp bar gradient
  COLOR_BAR_2 = Color.new(200,100,100)
  #Outside border color
  COLOR_BORDER_1 = Color.new(0,0,0,185)
  #Inside border color
  COLOR_BORDER_2 = Color.new(255,255,255,185)
  #First color for the mp bar gradient
  MP_COLOR_BAR_1 = Color.new(0,175,255)
  #Second color fot he mp bar gradient
  MP_COLOR_BAR_2 = Color.new(0,0,255)
 
  #Whether to display text or not
  USE_TEXT = true
  #Text to be displayed, chp = current hp, mhp = max hp, php = percentage hp
  #Examples: "php%" or "chp/mhp" or "chp - php%"
  TEXT_DISPLAY = "chp"
  #Offset for the text along the x-axis(left,right)
  TEXT_OFFSET_X = 5
  #Offset for the text along the y-axis(up,down)
  TEXT_OFFSET_Y = -24
  #Size of the displayed text
  TEXT_SIZE = Font.default_size
  #Font of the displayed text
  TEXT_FONT = Font.default_name
 
  #Show bars only when specific actor in party. Array format. Example: [8,7]
  #Set to [] to not use actor only
  SPECIFIC_ACTOR = []
  #Show enemy hp bar only if certain state is applied (like a scan state)
  #Set to 0 to not use state only
  SCAN_STATE = 0
  #Enemies will show hp bar as long as they have been affected but scan state
  #at least once before
  SCAN_ONCE = false
  #Hp bars will only show when you are targetting a monster
  ONLY_ON_TARGET = false
 
  #Text to display if it's a boss monster, accepts same arguments
  BOSS_TEXT = "???"
  #The width of the boss hp bar
  BOSS_BAR_WIDTH = 66
  #The height of the boss hp bar
  BOSS_BAR_HEIGHT = 5
  #The width of the border around the boss hp bar
  BOSS_BORDER_WIDTH = 1
  #The height of the border around the boss hp bar
  BOSS_BORDER_HEIGHT = 1
  #ID's of boss monsters in array format.
  BOSS_MONSTERS = []
end
#Customization ends here
 
class Sprite_Battler
  alias hpbar_update update
  alias hpbar_dispose dispose
  def update
    hpbar_update
    return unless @battler.is_a?(Game_Enemy)
    if @battler
      update_hp_bar
    end
  end
  def update_hp_bar
    boss = DTP_HP::BOSS_MONSTERS.include?(@battler.enemy_id)
    setup_bar if @hp_bar.nil?
    if @text_display.nil?
      @text_display = Sprite_Base.new(self.viewport)
      @text_display.bitmap = Bitmap.new(100,DTP_HP::TEXT_SIZE)
      @text_display.bitmap.font.size = DTP_HP::TEXT_SIZE
      @text_display.bitmap.font.name = DTP_HP::TEXT_FONT
      @text_display.x = @hp_bar.x + DTP_HP::TEXT_OFFSET_X
      @text_display.y = @hp_bar.y + DTP_HP::TEXT_OFFSET_Y
      @text_display.z = 105
    end
    determine_visible
    return unless @hp_bar.visible
    if @hp_bar.opacity != self.opacity
      @hp_bar.opacity = self.opacity
      @mp_bar.opacity = @hp_bar.opacity if DTP_HP::USE_MP_BAR
    end
    @hp_bar.bitmap.clear
    if !boss
      width = DTP_HP::BAR_WIDTH
      height = DTP_HP::BAR_HEIGHT
      bwidth = DTP_HP::BORDER_WIDTH
      bheight = DTP_HP::BORDER_HEIGHT
    else
      width = DTP_HP::BOSS_BAR_WIDTH
      height = DTP_HP::BOSS_BAR_HEIGHT
      bwidth = DTP_HP::BOSS_BORDER_WIDTH
      bheight = DTP_HP::BOSS_BORDER_HEIGHT
    end
    btotal = (bwidth + bheight) * 2
    rwidth = @hp_bar.bitmap.width
    rheight = @hp_bar.bitmap.height
    if !DTP_HP::CUSTOM_BAR && DTP_HP::USE_HP_BAR
      @hp_bar.bitmap.fill_rect(0,0,rwidth,rheight,DTP_HP::COLOR_BAR_BACK)
      @hp_bar.bitmap.fill_rect(bwidth,bheight,rwidth-bwidth*2,rheight-bheight*2,DTP_HP::COLOR_BORDER_2)
      @hp_bar.bitmap.fill_rect(bwidth*2,bheight*2,width,height,DTP_HP::COLOR_BORDER_1)
    end
    hp_width = @battler.hp_rate * width
    if DTP_HP::USE_HP_BAR
      @hp_bar.bitmap.gradient_fill_rect(bwidth*2,bheight*2,hp_width,height,DTP_HP::COLOR_BAR_1,DTP_HP::COLOR_BAR_2)
    end
    if DTP_HP::CUSTOM_BAR && DTP_HP::USE_HP_BAR
      border_bitmap = Bitmap.new("Graphics/System/Custom_HP.png")
      rect = Rect.new(0,0,border_bitmap.width,border_bitmap.height)
      @hp_bar.bitmap.blt(0,0,border_bitmap,rect)
    end
    if DTP_HP::USE_MP_BAR
      @mp_bar.bitmap.clear
      if !DTP_HP::CUSTOM_BAR
        @mp_bar.bitmap.fill_rect(0,0,rwidth,rheight,DTP_HP::COLOR_BAR_BACK)
        @mp_bar.bitmap.fill_rect(bwidth,bheight,rwidth-bwidth*2,rheight-bheight*2,DTP_HP::COLOR_BORDER_2)
        @mp_bar.bitmap.fill_rect(bwidth*2,bheight*2,width,height,DTP_HP::COLOR_BORDER_1)
      end
      mp_width = @battler.mp_rate * width
      @mp_bar.bitmap.gradient_fill_rect(bwidth*2,bheight*2,mp_width,height,DTP_HP::MP_COLOR_BAR_1,DTP_HP::MP_COLOR_BAR_2)
      if DTP_HP::CUSTOM_BAR
        border_bitmap = Bitmap.new("Graphics/System/Custom_HP.png")
        rect = Rect.new(0,0,border_bitmap.width,border_bitmap.height)
        @mp_bar.bitmap.blt(0,0,border_bitmap,rect)
      end
    end
    return unless DTP_HP::USE_TEXT
    @text_display.opacity = @hp_bar.opacity if @text_display.opacity != @hp_bar.opacity
    @text_display.bitmap.clear
    text = DTP_HP::TEXT_DISPLAY.clone
    text = DTP_HP::BOSS_TEXT.clone if DTP_HP::BOSS_MONSTERS.include?(@battler.enemy_id)
    text.gsub!(/chp/) {@battler.hp}
    text.gsub!(/mhp/) {@battler.mhp}
    text.gsub!(/php/) {(@battler.hp_rate * 100).to_i}
    @text_display.bitmap.draw_text(0,0,100,@text_display.height,text)
  end
  def setup_bar
    boss = DTP_HP::BOSS_MONSTERS.include?(@battler.enemy_id)
    @hp_bar = Sprite_Base.new(self.viewport)
    if !boss
      width = DTP_HP::BAR_WIDTH + DTP_HP::BORDER_WIDTH * 4
      height = DTP_HP::BAR_HEIGHT + DTP_HP::BORDER_HEIGHT * 4
    else
      width = DTP_HP::BOSS_BAR_WIDTH + DTP_HP::BOSS_BORDER_WIDTH * 4
      height = DTP_HP::BOSS_BAR_HEIGHT + DTP_HP::BOSS_BORDER_HEIGHT * 4
    end
    @hp_bar.bitmap = Bitmap.new(width,height)
    @hp_bar.x = self.x - @hp_bar.width / 2 + DTP_HP::BAR_OFFSET_X
    @hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y - self.bitmap.height - @hp_bar.height
    @hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y unless DTP_HP::ABOVE_MONSTER
    @hp_bar.x = 0 if @hp_bar.x < 0
    @hp_bar.y = 0 if @hp_bar.y < 0
    @hp_bar.z = 104
    if DTP_HP::USE_MP_BAR
      @mp_bar = Sprite_Base.new(self.viewport)
      @mp_bar.bitmap = Bitmap.new(@hp_bar.width,@hp_bar.height)
      @mp_bar.x = @hp_bar.x + 6
      @mp_bar.y = @hp_bar.y + @mp_bar.height - 3
      @mp_bar.z = 103
    end
  end
  def determine_visible
    if !@battler.alive?
      @hp_bar.visible = false
      @mp_bar.visible = false if @mp_bar
      @text_display.visible = false
      if DTP_HP::SCAN_ONCE and DTP_HP::SCAN_STATE == 1
        $game_party.monster_scans[@battler.enemy_id] = true
      end
      return if !@battler.alive?
    end
    @hp_bar.visible = true
    if DTP_HP::SCAN_STATE != 0
      @hp_bar.visible = false
      @hp_bar.visible = true if @battler.state?(DTP_HP::SCAN_STATE)
      if DTP_HP::SCAN_ONCE
        @hp_bar.visible = true if $game_party.monster_scans[@battler.enemy_id] == true
        $game_party.monster_scans[@battler.enemy_id] = true if @hp_bar.visible
      end
    end
    if !DTP_HP::SPECIFIC_ACTOR.empty?
      @hp_bar.visible = false unless DTP_HP::SCAN_STATE != 0
      DTP_HP::SPECIFIC_ACTOR.each do |i|
        next unless $game_party.battle_members.include?($game_actors[i])
        @hp_bar.visible = true
      end
    end
    if DTP_HP::ONLY_ON_TARGET
      return unless SceneManager.scene.is_a?(Scene_Battle)
      return unless SceneManager.scene.enemy_window
      @hp_bar.visible = SceneManager.scene.target_window_index == @battler.index
      @hp_bar.visible = false if !SceneManager.scene.enemy_window.active
    end
    @text_display.visible = false if !@hp_bar.visible
    @text_display.visible = true if @hp_bar.visible
    @mp_bar.visible = @hp_bar.visible if DTP_HP::USE_MP_BAR
  end
  def dispose
    @hp_bar.dispose if @hp_bar
    @mp_bar.dispose if @mp_bar
    @text_display.dispose if @text_display
    hpbar_dispose
  end
end
 
class Scene_Battle
  attr_reader  :enemy_window
  def target_window_index
    begin
    @enemy_window.enemy.index
    rescue
      return -1
    end
  end
end
 
class Game_Party
  alias hp_bar_init initialize
  attr_accessor  :monster_scans
  def initialize
    hp_bar_init
    @monster_scans = []
  end
end

97bb63820b54410b92e30dcc31e5c393.png

이 스크립트인데 몬스터의 체력을 수치로 표현하는 대신에 그 몬스터의 이름이 나타나게 하는 방법은 없나요? (진지합니다)

혹시 몰라서 첨부파일에 텍스트 파일로 올려드릴게요.

Comment '2'
  • profile
    러닝은빛 2014.12.09 17:55

    이 스크립트에서 draw_text 를 검색하면 나오는 코드에서 마지막 인자에 text 변수가 오는데 그거 대신 @battler.name 을 넣어주세요.

    @text_display.bitmap.draw_text(0,0,100,@text_display.height,@battler.name)

    이런식으로 고치면 됩니다.

  • ?
    작삼 2014.12.09 21:28
    감사합니다!
    덕분에 해결되었습니다^^

List of Articles
종류 분류 제목 글쓴이 날짜 조회 수
공지 묻고 답하기 가이드 습작 2014.06.14 12400
한글 패치 RMXP rpg xp 한글패치 후 글자가 나오질 않습니다 1 file 핫핑세일 2019.12.04 279
한글 패치 RMVXA RPG VX ACE 한글 패치 3 채토 2019.02.12 803
한글 패치 RM2k 스팀 알만툴 2k는 한글패치가 없나여? 2 태연천사 2019.04.01 317
한글 패치 RMVXA Translator++ invalid multibyte char (utf-8) 오류 (영어겜임) file 진영삼 2019.05.02 428
한글 패치 RMVXA VX Ace툴 스팀 버전 한글패치는 없는 건가요? 자유와바람 2019.11.07 318
한글 패치 RMVXA 지원하지 않는 조작 1 청빛날개 2020.02.04 95
한글 패치 RMXP 스팀 알만툴XP 한글패치 관련 질문입니다 으으으으으으 2020.02.25 340
한글 패치 기타 SRC나 DNML 유저팬픽시나리오MOD제작툴 한글화 하시는분은 없나요? 1 모드좋아 2020.02.27 212
한글 패치 RMVXA RPG MAKER VX ACE 한글패치 관련 문의드립니다ㅠ 2 쇠창살 2020.03.02 459
한글 패치 RMVX vx 한글패치 어떻게 해야 하나요 ㅠㅠㅠ 2 얄라셩 2020.06.05 279
한글 패치 RMXP RPG XP 스팀 한글패치 최신 버전은 없나요? 1 일리브 2020.11.14 659
한글 패치 RM2k3 2003 게임의 글자가 특수문자로 출력됩니다. 1 file 우주신유니콘 2021.03.20 300
한글 패치 RMVXA RPG Maker VX Ace 한글 출력? 1 ikmyung 2021.05.17 302
한글 패치 기타 알만툴 2k 스팀판은 한글패치가 없나요? 김기차 2023.08.28 48
한글 패치 RM2k RM2k의 스팀 한글패치 다크크리에이터 2024.01.27 24
플러그인 추천 RMMV MV 인벤토리 변경하는 플러그인이 있을까요? 2 머리큰두두 2023.09.19 62
플러그인 추천 RMMV 지도의 특정 좌표를 한번에 찾아가는 플러그인은 없을까요? 7 겐마 2020.08.22 124
플러그인 추천 RMMV npc 이동 1 코기 2020.02.09 89
플러그인 추천 RMMV MV에서 대각선이동이 가능한가요? (8방향이동) 6 믕믱이 2020.03.12 776
플러그인 추천 RMMV 이런 플러그인인데 혹시 알고있는 사람 있습니까??? 2 file 호구랑 2019.03.02 241
Board Pagination Prev 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ... 83 Next
/ 83