XP 스크립트

#==============================================================================
# ■ 에너미 HP&SP(ver 0.98)
#==============================================================================


#==============================================================================
# 걽 긇긚??귽긛?귽깛긣
#==============================================================================
module PLAN_HPSP_DRAW
  FONT_NAME         = ["Comic Sans MS", "굃굍 뼻뮝"]    # 폰트
  FONT_SIZE         =  15                               # 크기
  FONT_BOLD         = true                              # 굵은 글씨
  FONT_ITALIC       = true                              # 이탤릭

  DRAW_NAME         = true                              # 이름의 묘화
  DRAW_HP           = true                              # HP 의 묘화
  DRAW_SP           = true                              # SP 의 묘화

  DRAW_WIDTH        =  80                               # 묘화폭
  DRAW_HEIGHT       = 3 * 32                            # 묘화 높이
  DRAW_SPACE        =   0                               # 행간
  DRAW_Y            =  24                               # Y 좌표 수정치
end

 

 

#==============================================================================
# 걾 Sprite_Battler
#==============================================================================

class Sprite_Battler < RPG::Sprite
  #--------------------------------------------------------------------------
  # 걶 긆긳긙긃긏긣룊딖돸
  #--------------------------------------------------------------------------
  alias plan_enemy_hpsp_draw_initialize initialize
  def initialize(viewport, battler = nil)
    # 뙰궻긽?긞긤궸뽣궥
    plan_enemy_hpsp_draw_initialize(viewport, battler)
    # 긄긨??궻뤾뜃
    if @battler.is_a?(Game_Enemy)
      width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32
      height = PLAN_HPSP_DRAW::DRAW_HEIGHT + 32
      x = @battler.screen_x - width / 2
      y = @battler.screen_y - height + 32 + PLAN_HPSP_DRAW::DRAW_Y
      @enemy_hpsp_window = Window_Base.new(x, y, width, height)
      @enemy_hpsp_window.contents = Bitmap.new(width - 32, height - 32)
      @enemy_hpsp_window.contents.font.name = PLAN_HPSP_DRAW::FONT_NAME
      @enemy_hpsp_window.contents.font.size = PLAN_HPSP_DRAW::FONT_SIZE
      @enemy_hpsp_window.contents.font.bold = PLAN_HPSP_DRAW::FONT_BOLD
      @enemy_hpsp_window.contents.font.italic = PLAN_HPSP_DRAW::FONT_ITALIC
      y = 0
      @old_enemy_hpsp = []
      one_line = ((PLAN_HPSP_DRAW::FONT_SIZE * 100 / 28) * 32) / 100
      if PLAN_HPSP_DRAW::DRAW_NAME
        @enemy_hpsp_window.draw_actor_name(@battler, 0, y, width - 32)
        y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
        @old_enemy_hpsp.push(@battler.name)
      end
      if PLAN_HPSP_DRAW::DRAW_HP
        @enemy_hpsp_window.draw_actor_hp(@battler, 0, y, width - 32)
        y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
        @old_enemy_hpsp.push(@battler.hp)
      end
      if PLAN_HPSP_DRAW::DRAW_SP
        @enemy_hpsp_window.draw_actor_sp(@battler, 0, y, width - 32)
        @old_enemy_hpsp.push(@battler.sp)
      end
      @enemy_hpsp_window.opacity = 0
      @enemy_hpsp_window.contents_opacity = 0
      @enemy_hpsp_window.z = -2
    end
  end
  #--------------------------------------------------------------------------
  # 걶 됶뺳
  #--------------------------------------------------------------------------
  alias plan_enemy_hpsp_draw_dispose dispose
  def dispose
    # 긄긨??궻뤾뜃
    if @battler.is_a?(Game_Enemy)
      @enemy_hpsp_window.dispose
    end
    # 뙰궻긽?긞긤궸뽣궥
    plan_enemy_hpsp_draw_dispose
  end
  #--------------------------------------------------------------------------
  # 걶 긲깒??뛛륷
  #--------------------------------------------------------------------------
  alias plan_enemy_hpsp_draw_update update
  def update
    # 뙰궻긽?긞긤궸뽣궥
    plan_enemy_hpsp_draw_update
    # 긄긨??궻뤾뜃
    if @battler.is_a?(Game_Enemy)
      @enemy_hpsp_window.visible = @battler_visible
    # 긚긵깋귽긣궻띆뷭귩먠믦
      width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32
      @enemy_hpsp_window.x = self.x - width / 2
      @now_enemy_hpsp = []
      if PLAN_HPSP_DRAW::DRAW_NAME
        @now_enemy_hpsp.push(@battler.name)
      end
      if PLAN_HPSP_DRAW::DRAW_HP
        @now_enemy_hpsp.push(@battler.hp)
      end
      if PLAN_HPSP_DRAW::DRAW_SP
        @now_enemy_hpsp.push(@battler.sp)
      end
      if @old_enemy_hpsp != @now_enemy_hpsp and $game_temp.enemy_hpsp_refresh
        @old_enemy_hpsp = @now_enemy_hpsp
        @enemy_hpsp_window.contents.clear
        y = 0
        width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32
        one_line = ((PLAN_HPSP_DRAW::FONT_SIZE * 100 / 28) * 32) / 100
        if PLAN_HPSP_DRAW::DRAW_NAME
          @enemy_hpsp_window.draw_actor_name(@battler, 0, y, width - 32)
          y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
        end
        if PLAN_HPSP_DRAW::DRAW_HP
          @enemy_hpsp_window.draw_actor_hp(@battler, 0, y, width - 32)
          y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
        end
        if PLAN_HPSP_DRAW::DRAW_SP
          @enemy_hpsp_window.draw_actor_sp(@battler, 0, y, width - 32)
        end
        Graphics.frame_reset
      end
    end
  end
  #--------------------------------------------------------------------------
  # 걶 visible 궻먠믦
  #--------------------------------------------------------------------------
  if !method_defined?("plan_enemy_hpsp_draw_visible=")
    alias plan_enemy_hpsp_draw_visible= visible=
  end
  def visible=(bool)
    # 긄긨??궻뤾뜃
    if @battler.is_a?(Game_Enemy)
      @enemy_hpsp_window.visible = bool
    end
    # 뙰궻긽?긞긤궸뽣궥
    self.plan_enemy_hpsp_draw_visible=(bool)
  end
  #--------------------------------------------------------------------------
  # 걶 븉벁뼻뱗궻먠믦
  #--------------------------------------------------------------------------
  if !method_defined?("plan_enemy_hpsp_draw_opacity=")
    alias plan_enemy_hpsp_draw_opacity= opacity=
  end
  def opacity=(n)
    # 뙰궻긽?긞긤궸뽣궥
    self.plan_enemy_hpsp_draw_opacity=(n)
    # 긄긨??궻뤾뜃
    if @battler.is_a?(Game_Enemy)
      @enemy_hpsp_window.contents_opacity = n
    end
  end
  #--------------------------------------------------------------------------
  # 걶 ?긽?긙
  #--------------------------------------------------------------------------
  def damage(value, critical)
    super(value, critical)
    bitmap = @_damage_sprite.bitmap
    @_damage_sprite.dispose
    @_damage_sprite = ::Sprite.new(Viewport.new(0, 0, 640, 480))
    @_damage_sprite.bitmap = bitmap
    @_damage_sprite.ox = 80
    @_damage_sprite.oy = 20
    @_damage_sprite.x = self.x
    @_damage_sprite.y = self.y - self.oy / 2
    @_damage_sprite.viewport.z = self.viewport.z + 1
    @_damage_sprite.z = 3000
    @_damage_duration = 40
  end
  #--------------------------------------------------------------------------
  # 걶 ?긽?긙됶뺳
  #--------------------------------------------------------------------------
  def dispose_damage
    if @_damage_sprite != nil
      @_damage_sprite.viewport.dispose
    end
    super
  end
end

 

 

#==============================================================================
# 걾 Game_Temp
#==============================================================================

class Game_Temp
  #--------------------------------------------------------------------------
  # 걶 뚺둎귽깛긚?깛긚빾릶
  #--------------------------------------------------------------------------
  attr_accessor :enemy_hpsp_refresh
  #--------------------------------------------------------------------------
  # 걶 긆긳긙긃긏긣룊딖돸
  #--------------------------------------------------------------------------
  alias plan_enemy_hpsp_draw_initialize initialize
  def initialize
    # 뙰궻긽?긞긤궸뽣궥
    plan_enemy_hpsp_draw_initialize
    @enemy_hpsp_refresh = false
  end
end

#==============================================================================
# 걾 Scene_Battle
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # 걶 긵깒긫긣깑긲긃?긛둎럑 (긄긨??뼹?귺깑긲?긹긞긣뾭)
  #--------------------------------------------------------------------------
  alias plan_enemy_hpsp_draw_start_phase1 start_phase1
  def start_phase1
    $game_temp.enemy_hpsp_refresh = true
    # 뙰궻긽?긞긤궸뽣궥
    plan_enemy_hpsp_draw_start_phase1
  end
  #--------------------------------------------------------------------------
  # 걶 긬?긡귻긓?깛긤긲긃?긛둎럑 (긄긨??뼹?귺깑긲?긹긞긣뾭)
  #--------------------------------------------------------------------------
  alias plan_enemy_hpsp_draw_start_phase2 start_phase2
  def start_phase2
    $game_temp.enemy_hpsp_refresh = false
    # 뙰궻긽?긞긤궸뽣궥
    plan_enemy_hpsp_draw_start_phase2
  end
  #--------------------------------------------------------------------------
  # 걶 긲깒??뛛륷 (긽귽깛긲긃?긛 긚긡긞긵 5 : ?긽?긙?렑)
  #--------------------------------------------------------------------------
  alias plan_enemy_hpsp_draw_update_phase4_step5 update_phase4_step5
  def update_phase4_step5
    # 뙰궻긽?긞긤궸뽣궥
    plan_enemy_hpsp_draw_update_phase4_step5
    $game_temp.enemy_hpsp_refresh = true
  end
  #--------------------------------------------------------------------------
  # 걶 긲깒??뛛륷 (긽귽깛긲긃?긛 긚긡긞긵 6 : 깏긲깒긞긘깄)
  #--------------------------------------------------------------------------
  alias plan_enemy_hpsp_draw_update_phase4_step6 update_phase4_step6
  def update_phase4_step6
    # 뙰궻긽?긞긤궸뽣궥
    plan_enemy_hpsp_draw_update_phase4_step6
    $game_temp.enemy_hpsp_refresh = false
  end
end


#==============================================================================
# 걾 Window_Base
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # 걶 뼹멟궻?됪
  #--------------------------------------------------------------------------
  def draw_actor_name(actor, x, y, width = 120, align = 0)
    self.contents.font.color = normal_color
    align = 1 if $scene.is_a?(Scene_Battle)
    self.contents.draw_text(x, y, width, 32, actor.name, align)
  end
  #--------------------------------------------------------------------------
  # 걶 긚긡?긣궻?됪
  #--------------------------------------------------------------------------
  def draw_actor_state(actor, x, y, width = 120)
    # 뙰궻긽?긞긤궸뽣궥
    text = make_battler_state_text(actor, width, true)
    self.contents.draw_text(x, y, width, 32, text, 1)
  end
end

 

아까... 에너미 HP&SP 스크립트는 없어서 올려봤습니다.

쓰고 싶으면 쓰세요~

Comment '4'

List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 습작 2012.12.24 6153
1021 액터 (killer님 요청)자동회복 스크립트 3 나뚜루 2009.02.22 2572
1020 기타 (T-RPG) 데미지 표시 시의 폰트를 설정 백호 2009.02.22 1348
1019 메뉴 1-Scene CMS 1.03 by LegACy@rmxp.org (SDK호환) file 백호 2009.02.22 871
1018 메뉴 1-Scene CMS 1.1 by LegACy@rmxp.org (SDK호환) file 백호 2009.02.22 953
1017 메뉴 1-Scene CMS 1.16 by LegACy (SDK호환) 3 file 백호 2009.02.22 1564
1016 메시지 1문자식 표시랑 따랑소리 나는 스크립트 8 백호 2009.02.22 2305
1015 메뉴 1인 캐릭터 메뉴 스크립트 27 file - 하늘 - 2009.08.06 4790
1014 메뉴 1인용 메뉴 스크립트 6 WMN 2008.03.17 2450
1013 메뉴 3D Menu Script 7 현문 2010.10.06 4077
1012 기타 3d 렌더링스크립트 어렵게 찾음 9 라구나 2011.03.05 3610
1011 이동 및 탈것 3D 캐릭 스크립트 7 백호 2009.02.22 3443
1010 기타 3D스크립트 48 file ok하승헌 2010.02.18 3808
1009 기타 4방향 마우스 스크립트 12 file 아방스 2009.02.28 2662
1008 기타 8방향 마우스 스크립트 10 file 아방스 2009.02.28 4063
1007 이동 및 탈것 8방향 스크립트 12 file 백호 2009.02.21 2412
1006 이동 및 탈것 8방향 이동 & 대쉬 스크립트 5 백호 2009.02.21 1703
1005 이동 및 탈것 8방향움직임과 8방향 캐릭터칩 호환 2 file 백호 2009.02.21 2274
1004 이동 및 탈것 8방향이동 9 캉쿤 2011.09.19 2529
1003 이동 및 탈것 8방향이동, Shift키 누르면 대쉬 63 WinHouse 2010.06.12 4025
1002 전투 A-battle 수정 file 백호 2009.02.21 1155
Board Pagination Prev 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ... 52 Next
/ 52