Smokey_locs2002
Member
I'm sure many of you have seen this script I believe it's one of the first abs scripts. So I'm not sure if it's been updated or anything but I've noticed a few things about it such as.
When you deal a massive amount of my damage and the hp dealt is being subtracted it seems to take forever for the hp to be subtracted.
Also if you have a weather effect going on during battle such as rain, as soon as you attack then rain freezes in mid air. I don't know if that one can be fixed or not.
other than that I haven't had that much trouble with the script other than things that can be fixed with events, so anyways is anyone willing ti fix these two issues for me? The second one I can live without but the first one is just too annoying.
Thank you.
PS: I guess having the script would help ^_^
When you deal a massive amount of my damage and the hp dealt is being subtracted it seems to take forever for the hp to be subtracted.
Also if you have a weather effect going on during battle such as rain, as soon as you attack then rain freezes in mid air. I don't know if that one can be fixed or not.
other than that I haven't had that much trouble with the script other than things that can be fixed with events, so anyways is anyone willing ti fix these two issues for me? The second one I can live without but the first one is just too annoying.
Thank you.
PS: I guess having the script would help ^_^
Code:
class Bitmap
if not method_defined?('original_draw_text')
alias original_draw_text draw_text
def draw_text(*arg)
original_color = self.font.color.dup
self.font.color = Color.new(0, 0, 0, 128)
if arg[0].is_a?(Rect)
arg[0].x += 2
arg[0].y += 2
self.original_draw_text(*arg)
arg[0].x -= 2
arg[0].y -= 2
else
arg[0] += 2
arg[1] += 2
self.original_draw_text(*arg)
arg[0] -= 2
arg[1] -= 2
end
self.font.color = original_color
self.original_draw_text(*arg)
end
end
def gradation_rect(x, y, width, height, color1, color2, align = 0)
if align == 0
for i in x...x + width
red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
green = color1.green +
(color2.green - color1.green) * (i - x) / (width - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - x) / (width - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - x) / (width - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(i, y, 1, height, color)
end
elsif align == 1
for i in y...y + height
red = color1.red +
(color2.red - color1.red) * (i - y) / (height - 1)
green = color1.green +
(color2.green - color1.green) * (i - y) / (height - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - y) / (height - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - y) / (height - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(x, i, width, 1, color)
end
elsif align == 2
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
elsif align == 3
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
end
end
end
module RPG
class Sprite < ::Sprite
def damage(value, critical)
dispose_damage
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
bitmap = Bitmap.new(160, 48)
bitmap.font.name = "Arial"
bitmap.font.size = 32
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
if value.is_a?(Numeric) and value < 0
bitmap.font.color.set(176, 255, 144)
else
bitmap.font.color.set(255, 255, 255)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
bitmap.font.size = 20
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
end
@_damage_sprite = ::Sprite.new
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80 + self.viewport.ox
@_damage_sprite.oy = 20 + self.viewport.oy
@_damage_sprite.x = self.x + self.viewport.rect.x
@_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y
@_damage_sprite.z = 3000
@_damage_duration = 40
end
def animation(animation, hit)
dispose_animation
@_animation = animation
return if @_animation == nil
@_animation_hit = hit
@_animation_duration = @_animation.frame_max
animation_name = @_animation.animation_name
animation_hue = @_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_animation_sprites = []
if @_animation.position != 3 or not @@_animations.include?(animation)
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_animation_sprites.push(sprite)
end
unless @@_animations.include?(animation)
@@_animations.push(animation)
end
end
update_animation
end
def loop_animation(animation)
return if animation == @_loop_animation
dispose_loop_animation
@_loop_animation = animation
return if @_loop_animation == nil
@_loop_animation_index = 0
animation_name = @_loop_animation.animation_name
animation_hue = @_loop_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_loop_animation_sprites = []
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation_sprites.push(sprite)
end
update_loop_animation
end
def animation_set_sprites(sprites, cell_data, position)
for i in 0..15
sprite = sprites[i]
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern == -1
sprite.visible = false if sprite != nil
next
end
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
if position == 3
if self.viewport != nil
sprite.x = self.viewport.rect.width / 2
sprite.y = self.viewport.rect.height - 160
else
sprite.x = 320
sprite.y = 240
end
else
sprite.x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2
sprite.y = self.y + self.viewport.rect.y -
self.oy + self.src_rect.height / 2
sprite.y -= self.src_rect.height / 4 if position == 0
sprite.y += self.src_rect.height / 4 if position == 2
end
sprite.x += cell_data[i, 1]
sprite.y += cell_data[i, 2]
sprite.z = 2000
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
end
end
class Game_Actor < Game_Battler
def screen_x
if self.index != nil
n_split = [($game_party.actors.length * 0.5).ceil, 4].min
case n_split
when 1
n_index = self.index * 2
when 2
if self.index < ($game_party.actors.length - 2)
n_index = 0.5 + (2 * self.index)
else
if $game_party.actors.length == 3 then
n_index = (self.index * 2) + 2
elsif $game_party.actors.length == 4 then
n_index = self.index * 2
end
end
when 3
n_index = self.index + (0.25 * (self.index + 1))
if $game_party.actors.length == 5
if self.index < 2
n_index = self.index + (0.25 * (self.index + 1))
else
n_index = self.index + (0.25 * (self.index + 2)) + 1
end
end
when 4
n_index = self.index
if $game_party.actors.length == 7
if self.index < 3
n_index = self.index
else
n_index = self.index + 1
end
end
end
return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) / 5) + 480 + ((n_index / 4).floor * 60)
else
return 0
end
end
#--------------------------------------------------------------------------
# â— ãƒãƒˆãƒ«ç”»é¢ Y 座標ã®å–å¾—
#--------------------------------------------------------------------------
def screen_y
n_split = [($game_party.actors.length * 0.5).ceil, 4].min
case n_split
when 1
n_index = self.index * 2
when 2
if self.index < ($game_party.actors.length - 2)
n_index = 0.5 + (2 * self.index)
else
if $game_party.actors.length == 3 then
n_index = (self.index * 2) + 2
elsif $game_party.actors.length == 4 then
n_index = self.index * 2
end
end
when 3
n_index = self.index + (0.25 * (self.index + 1))
if $game_party.actors.length == 5
if self.index < 2
n_index = self.index + (0.25 * (self.index + 1))
else
n_index = self.index + (0.25 * (self.index + 2)) + 1
end
end
when 4
n_index = self.index
if $game_party.actors.length == 7
if self.index < 3
n_index = self.index
else
n_index = self.index + 1
end
end
end
return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index / 4).floor * (110 - (4 * 20)))
end
#--------------------------------------------------------------------------
# â— ãƒãƒˆãƒ«ç”»é¢ Z 座標ã®å–å¾—
#--------------------------------------------------------------------------
def screen_z
# パーティ内ã®ä¸¦ã³é †ã‹ã‚‰ Z 座標を計算ã—ã¦è¿”ã™
if self.index != nil
return self.index
else
return 0
end
end
end
class Game_Enemy < Game_Battler
def screen_x
n_split = [($game_troop.enemies.length * 0.5).ceil, 4].min
case n_split
when 1
n_index = self.index * 2
when 2
if self.index < ($game_troop.enemies.length - 2)
n_index = 0.5 + (2 * self.index)
else
if $game_troop.enemies.length == 3 then
n_index = (self.index * 2) + 2
elsif $game_troop.enemies.length == 4 then
n_index = self.index * 2
end
end
when 3
n_index = self.index + (0.25 * (self.index + 1))
if $game_troop.enemies.length == 5
if self.index < 2
n_index = self.index + (0.25 * (self.index + 1))
else
n_index = self.index + (0.25 * (self.index + 2)) + 2
end
end
when 4
n_index = self.index
if $game_troop.enemies.length == 7
if self.index < 3
n_index = self.index
else
n_index = self.index + 1
end
end
end
return (n_index - ((n_index / 4).floor) * 4) * ((-160 / (4)) / 5) + 160 - ((n_index / 4).floor * 60)
end
#--------------------------------------------------------------------------
# â— ãƒãƒˆãƒ«ç”»é¢ Y 座標ã®å–å¾—
#--------------------------------------------------------------------------
def screen_y
n_split = [($game_troop.enemies.length * 0.5).ceil, 4].min
case n_split
when 1
n_index = self.index * 2
when 2
if self.index < ($game_troop.enemies.length - 2)
n_index = 0.5 + (2 * self.index)
else
if $game_troop.enemies.length == 3 then
n_index = (self.index * 2) + 2
elsif $game_troop.enemies.length == 4 then
n_index = self.index * 2
end
end
when 3
n_index = self.index + (0.25 * (self.index + 1))
if $game_troop.enemies.length == 5
if self.index < 2
n_index = self.index + (0.25 * (self.index + 1))
else
n_index = self.index + (0.25 * (self.index + 2)) + 1
end
end
when 4
n_index = self.index
if $game_troop.enemies.length == 7
if self.index < 3
n_index = self.index
else
n_index = self.index + 1
end
end
end
return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index / 4).floor * (110 - (4 * 20)))
end
#--------------------------------------------------------------------------
# â— ãƒãƒˆãƒ«ç”»é¢ Z 座標ã®å–å¾—
#--------------------------------------------------------------------------
def screen_z
return @member_index + 1
end
end
#==============================================================================
# â– Sprite_Battler
#------------------------------------------------------------------------------
#  ãƒãƒˆãƒ©ãƒ¼è¡¨ç¤ºç”¨ã®ã‚¹ãƒ—ライトã§ã™ã€‚Game_Battler クラスã®ã‚¤ãƒ³ã‚¹ã‚¿ãƒ³ã‚¹ã‚’監視ã—ã€
# スプライトã®çŠ¶æ…‹ã‚’自動的ã«å¤‰åŒ–ã•ã›ã¾ã™ã€‚
#==============================================================================
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ◠公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :battler # ãƒãƒˆãƒ©ãƒ¼
attr_accessor :moving # Is the sprite moving?
attr_reader :index
attr_accessor :target_index
attr_accessor :direction
attr_accessor :pattern
#--------------------------------------------------------------------------
# ◠オブジェクトåˆæœŸåŒ–
# viewport : ビューãƒãƒ¼ãƒˆ
# battler : ãƒãƒˆãƒ©ãƒ¼ (Game_Battler)
#--------------------------------------------------------------------------
def initialize(viewport, battler = nil)
super(viewport)
change
@old = Graphics.frame_count # For the delay method
@goingup = true # Increasing animation? (if @rm2k_mode is true)
@once = false # Is the animation only played once?
@animated = true # Used to stop animation when @once is true
self.opacity = 0
@index = 0
@pattern_b = 0
@counter_b = 0
@trans_sprite = Sprite.new
@trans_sprite.opacity = 0
@bar_hp_sprite = Sprite.new
@bar_hp_sprite.bitmap = Bitmap.new(64, 10)
@bar_sp_sprite = Sprite.new
@bar_sp_sprite.bitmap = Bitmap.new(64, 10)
@color1 = Color.new(0, 0, 0, 192)
@color2 = Color.new(255, 255, 192, 192)
@color3 = Color.new(0, 0, 0, 192)
@color4 = Color.new(64, 0, 0, 192)
@old_hp = -1
@old_sp = -1
@battler = battler
@battler_visible = false
@first = true
@pattern = 0
if $target_index == nil
$target_index = 0
end
@battler.is_a?(Game_Enemy) ? enemy_pose(0, 1) : pose(0, 1)
end
#--------------------------------------------------------------------------
# ◠解放
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
if @trans_sprite.bitmap != nil
@trans_sprite.bitmap.dispose
end
@trans_sprite.dispose
@bar_hp_sprite.bitmap.dispose
@bar_hp_sprite.dispose
@bar_sp_sprite.bitmap.dispose
@bar_sp_sprite.dispose
super
end
def change(frames = 0, delay = 0, offx = 0, offy = 0, startf = 0, once = false)
@frames = frames
@delay = delay
@offset_x, @offset_y = offx, offy
@current_frame = startf
@once = once
@goingup = true
@animated = true
end
#--------------------------------------------------------------------------
# ◠フレーム更新
#--------------------------------------------------------------------------
def update
bar_check = true if @_damage_duration == 1
super
@trans_sprite.blend_type = self.blend_type
@trans_sprite.color = self.color
if @_collapse_duration > 0
@trans_sprite.opacity = self.opacity
else
@trans_sprite.opacity = [self.opacity, 160].min
end
if (@_damage_duration == 0 and bar_check == true) or @first == true
@first = false if @first == true
bar_check = false
@bar_must_change = true
end
@bar_hp_sprite.opacity = self.opacity
@bar_sp_sprite.opacity = self.opacity
# ãƒãƒˆãƒ©ãƒ¼ãŒ nil ã®å ´åˆ
if @battler == nil
self.bitmap = nil
@trans_sprite.bitmap = nil
loop_animation(nil)
return
end
# ファイルåã‹è‰²ç›¸ãŒç¾åœ¨ã®ã‚‚ã®ã¨ç•°ãªã‚‹å ´åˆ
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue
# ビットマップをå–å¾—ã€è¨å®š
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
if @battler.is_a?(Game_Actor)
@battler_name = @battler.character_name
@battler_hue = @battler.character_hue
@direction = 4
else
@direction = 6
end
self.bitmap = RPG::Cache.character(@battler_name, @battler_hue)
@width = bitmap.width / 4
@height = bitmap.height / 4
@frame_width = @width
@frame_height = @height
self.ox = @width / 2
self.oy = @height
@pattern = @current_frame
@direction = @offset_y
sx = @pattern * @width
sy = (@direction - 2) / 2 * @height
self.src_rect.set(sx, sy, @width, @height)
@current_frame = (@current_frame + 1) unless @frames == 0
@animated = false if @current_frame == @frames and @once
@current_frame %= @frames
@trans_sprite.bitmap = self.bitmap
@trans_sprite.ox = self.ox
@trans_sprite.oy = self.oy
@trans_sprite.src_rect.set(sx, sy, @width, @height)
# 戦闘ä¸èƒ½ã¾ãŸã¯éš れ状態ãªã‚‰ä¸é€æ˜Žåº¦ã‚’ 0 ã«ã™ã‚‹
if @battler.dead? or @battler.hidden
self.opacity = 0
@trans_sprite.opacity = 0
@bar_hp_sprite.opacity = 0
@bar_sp_sprite.opacity = 0
end
self.x = @battler.screen_x
self.y = @battler.screen_y
self.z = @battler.screen_z
end
change_sp_bar if @old_sp != @battler.sp
if delay(@delay) and @animated
@pattern = @current_frame
@direction = @offset_y
sx = @pattern * @width
sy = (@direction - 2) / 2 * @height
self.src_rect.set(sx, sy, @width, @height)
@current_frame = (@current_frame + 1) unless @frames == 0
@animated = false if @current_frame == @frames and @once
@current_frame %= @frames
@trans_sprite.ox = self.ox
@trans_sprite.oy = self.oy
@trans_sprite.src_rect.set(sx, sy, @width, @height)
end
# アニメーション ID ãŒç¾åœ¨ã®ã‚‚ã®ã¨ç•°ãªã‚‹å ´åˆ
if @battler.damage == nil and
@battler.state_animation_id != @state_animation_id
@state_animation_id = @battler.state_animation_id
loop_animation($data_animations[@state_animation_id])
end
# 表示ã•ã‚Œã‚‹ã¹ãアクターã®å ´åˆ
#if @battler.is_a?(Game_Actor) and @battler_visible
# メインフェーズã§ãªã„ã¨ãã¯ä¸é€æ˜Žåº¦ã‚’やや下ã’ã‚‹
#if $game_temp.battle_main_phase
#self.opacity += 3 if self.opacity < 255
#else
#self.opacity -= 3 if self.opacity > 207
#end
#end
# 明滅
if @battler.blink
blink_on
else
blink_off
end
# ä¸å¯è¦–ã®å ´åˆ
unless @battler_visible
# 出ç¾
if not @battler.hidden and not @battler.dead? and
(@battler.damage == nil or @battler.damage_pop)
appear
@battler_visible = true
end
end
# å¯è¦–ã®å ´åˆ
if @battler_visible
# 逃走
if @battler.hidden
$game_system.se_play($data_system.escape_se)
escape
@trans_sprite.opacity = 0
@battler_visible = false
end
# 白フラッシュ
if @battler.white_flash
whiten
@battler.white_flash = false
end
# アニメーション
if @battler.animation_id != 0
animation = $data_animations[@battler.animation_id]
animation(animation, @battler.animation_hit)
@battler.animation_id = 0
end
# ダメージ
if @battler.damage_pop
damage(@battler.damage, @battler.critical)
@battler.damage = nil
@battler.critical = false
@battler.damage_pop = false
end
if @bar_must_change == true
@bar_must_change = false
if @old_hp != @battler.hp
change_hp_bar
end
if @battler.damage == nil and @battler.dead?
if @battler.is_a?(Game_Enemy)
$game_system.se_play($data_system.enemy_collapse_se)
else
$game_system.se_play($data_system.actor_collapse_se)
end
collapse
@battler_visible = false
end
end
end
# スプライトã®åº§æ¨™ã‚’è¨å®š
@trans_sprite.x = self.x
@trans_sprite.y = self.y
@trans_sprite.z = self.z
@bar_hp_sprite.x = @battler.screen_x - 32
@bar_hp_sprite.y = @battler.screen_y - (@height +18) if @height != nil
@bar_hp_sprite.z = 100
@bar_sp_sprite.x = @battler.screen_x - 32
@bar_sp_sprite.y = @battler.screen_y - (@height + 8) if @height != nil
@bar_sp_sprite.z = 100
end
#--------------------------------------------------------------------------
# - Move the sprite
# x : X coordinate of the destination point
# y : Y coordinate of the destination point
# speed : Speed of movement (0 = delayed, 1+ = faster)
# delay : Movement delay if speed is at 0
#--------------------------------------------------------------------------
def move(x, y, speed = 1, delay = 0)
@destx = x
@desty = y
@move_speed = speed
@move_delay = delay
@move_old = Graphics.frame_count
@moving = true
end
#--------------------------------------------------------------------------
# - Move sprite to destx and desty
#--------------------------------------------------------------------------
def update_move
return unless @moving
movinc = @move_speed == 0 ? 1 : @move_speed
if Graphics.frame_count - @move_old > @move_delay or @move_speed != 0
self.x += movinc if self.x < @destx
self.x -= movinc if self.x > @destx
self.y += movinc if self.y < @desty
self.y -= movinc if self.y > @desty
@move_old = Graphics.frame_count
end
if @move_speed > 1 # Check if sprite can't reach that point
self.x = @destx if (@destx - self.x).abs % @move_speed != 0 and
(@destx - self.x).abs <= @move_speed
self.y = @desty if (@desty - self.y).abs % @move_speed != 0 and
(@desty - self.y).abs <= @move_speed
end
if self.x == @destx and self.y == @desty
@moving = false
end
end
#--------------------------------------------------------------------------
# - Pause animation, but still updates movement
# frames : Number of frames
#--------------------------------------------------------------------------
def delay(frames)
update_move
if (Graphics.frame_count - @old >= frames)
@old = Graphics.frame_count
return true
end
return false
end
def change_hp_bar
j = false
@old_hp = @battler.hp if @old_hp == -1
i = @old_hp
loop do
i -= 10
if i < @battler.hp
i = @battler.hp
j = true
end
rate = i.to_f / @battler.maxhp
@color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
@color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
@bar_hp_sprite.bitmap.clear
@bar_hp_sprite.bitmap.fill_rect(0, 0, 64, 10, @color1)
@bar_hp_sprite.bitmap.fill_rect(1, 1, 62, 8, @color2)
@bar_hp_sprite.bitmap.gradation_rect(2, 2, 60, 6, @color3, @color4, 1)
#@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3)
@bar_hp_sprite.bitmap.gradation_rect(2, 2, 64 * rate - 4, 6, @color5, @color6, 0)
#@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)
@bar_hp_sprite.opacity = self.opacity
Graphics.update
if j == true
j = false
break
end
end
@old_hp = @battler.hp
end
def change_sp_bar
j = false
@old_sp = @battler.sp if @old_sp == -1
i = @old_sp
loop do
i -= 10
if i < @battler.sp
i = @battler.sp
j = true
end
rate = i.to_f / @battler.maxsp
@color7 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
@color8 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
@bar_sp_sprite.bitmap.clear
@bar_sp_sprite.bitmap.fill_rect(0, 0, 64, 10, @color1)
@bar_sp_sprite.bitmap.fill_rect(1, 1, 62, 8, @color2)
@bar_sp_sprite.bitmap.gradation_rect(2, 2, 60, 6, @color3, @color4, 1)
#@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3)
@bar_sp_sprite.bitmap.gradation_rect(2, 2, 64 * rate - 4, 6, @color7, @color8, 0)
#@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)
@bar_sp_sprite.opacity = self.opacity
Graphics.update
if j == true
j = false
break
end
end
@old_sp = @battler.sp
end
def enemy #
$target_index += $game_troop.enemies.size
$target_index %= $game_troop.enemies.size
return $game_troop.enemies[$target_index] #
end #
def actor #
$target_index += $game_party.actors.size
$target_index %= $game_party.actors.size
return $game_party.actors[$target_index] #
end
def index=(index)
@index = index
update
end
def pose(number, frames = 4)
case number
when 0
change(frames, 4, 0, 4, 0)
when 1
change(frames, 4, 0, 4)
when 2
change(frames, 4, 0, 6)
else
change(frames, 4, 0, 0, 0)
end
end
def enemy_pose(number ,enemy_frames = 4)
case number
when 0
change(enemy_frames, 4, 0, 6, 0)
when 1
change(enemy_frames, 4, 0, 4)
when 2
change(enemy_frames, 4, 0, 6)
else
change(enemy_frames, 4, 0, 0, 0)
end
end
def default_pose
pose(0, 1)
end
end
#==============================================================================
# â– Spriteset_Battle
#------------------------------------------------------------------------------
#  ãƒãƒˆãƒ«ç”»é¢ã®ã‚¹ãƒ—ライトをã¾ã¨ã‚ãŸã‚¯ãƒ©ã‚¹ã§ã™ã€‚ã“ã®ã‚¯ãƒ©ã‚¹ã¯ Scene_Battle クラ
# スã®å†…部ã§ä½¿ç”¨ã•ã‚Œã¾ã™ã€‚
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ◠公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :viewport1 # エãƒãƒŸãƒ¼å´ã®ãƒ“ューãƒãƒ¼ãƒˆ
attr_reader :viewport2 # アクターå´ã®ãƒ“ューãƒãƒ¼ãƒˆ
attr_accessor :actor_sprites
attr_accessor :enemy_sprites
#--------------------------------------------------------------------------
# ◠オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
def initialize
# ビューãƒãƒ¼ãƒˆã‚’作æˆ
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport4 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 101
@viewport3.z = 200
@viewport4.z = 5000
if $game_temp.battleback_name == ""
@battleback_sprite = nil
@tilemap = Tilemap.new(@viewport1)
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@tilemap.map_data = $game_map.data
@tilemap.priorities = $game_map.priorities
else
# ãƒãƒˆãƒ«ãƒãƒƒã‚¯ã‚¹ãƒ—ライトを作æˆ
@tilemap = nil
@battleback_sprite = Sprite.new(@viewport1)
end
# エãƒãƒŸãƒ¼ã‚¹ãƒ—ライトを作æˆ
@enemy_sprites = []
for enemy in $game_troop.enemies#.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
end
# アクタースプライトを作æˆ
@actor_sprites = []
for j in 0..7
# ?A?N?^?ƒ?€š?‚Â