# HP/SP/EXPƒQ[ƒW•\Ž¦ƒXƒNƒŠƒvƒg Ver 1.00
# ”z•zŒ³EƒTƒ|[ƒgURL
# http://members.jcom.home.ne.jp/cogwheel/
#==============================================================================
# ¡ Game_Actor
#------------------------------------------------------------------------------
# @ƒAƒNƒ^[‚ðˆµ‚¤ƒNƒ‰ƒX‚Å‚·B‚±‚̃Nƒ‰ƒX‚Í Game_Actors ƒNƒ‰ƒX ($game_actors)
# ‚Ì“à•”‚ÅŽg—p‚³‚êAGame_Party ƒNƒ‰ƒX ($game_party) ‚©‚ç‚àŽQÆ‚³‚ê‚Ü‚·B
#==============================================================================
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#==============================================================================
# ¡ Window_Base
#------------------------------------------------------------------------------
# @ƒQ[ƒ€’†‚Ì‚·‚ׂẴEƒBƒ“ƒhƒE‚̃X[ƒp[ƒNƒ‰ƒX‚Å‚·B
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# œ HP ƒQ[ƒW‚Ì•`‰æ
#--------------------------------------------------------------------------
# ƒIƒŠƒWƒiƒ‹‚ÌHP•`‰æ‚ð draw_actor_hp_hpsp ‚Æ–¼‘O•ÏX
alias :draw_actor_hp_hpsp :draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
# •Ï”rate‚É Œ»Ý‚ÌHP/MHP‚ð‘ã“ü
if actor.maxhp != 0
rate = actor.hp.to_f / actor.maxhp
else
rate = 0
end
# plus_x:XÀ•W‚̈ʒu•â³ rate_x:XÀ•W‚̈ʒu•â³(%) plus_y:YÀ•W‚̈ʒu•â³
# plus_width:•‚Ì•â³ rate_width:•‚Ì•â³(%) height:c•
# align1:•`‰æƒ^ƒCƒv1 0:¶‹l‚ß 1:’†‰›‘µ‚¦ 2:‰E‹l‚ß
# align2:•`‰æƒ^ƒCƒv2 0:ã‹l‚ß 1:’†‰›‘µ‚¦ 2:‰º‹l‚ß
# align3:ƒQ[ƒWƒ^ƒCƒv 0:¶‹l‚ß 1:‰E‹l‚ß
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
# ƒOƒ‰ƒf[ƒVƒ‡ƒ“Ý’è grade1:‹óƒQ[ƒW grade2:ŽÀƒQ[ƒW
# (0:‰¡‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 1:c‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 2:ŽÎ‚߂ɃOƒ‰ƒf[ƒVƒ‡ƒ“(Œƒd)j
grade1 = 1
grade2 = 0
# FÝ’èBcolor1:ŠO˜gCcolor2:’†˜g
# color3:‹óƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor4:‹óƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[
# color5:ŽÀƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor6:ŽÀƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[
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)
color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
# •Ï”sp‚É•`‰æ‚·‚éƒQ[ƒW‚Ì•‚ð‘ã“ü
if actor.maxhp != 0
hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp
else
hp = 0
end
# ƒQ[ƒW‚Ì•`‰æ
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, hp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# ƒIƒŠƒWƒiƒ‹‚ÌHP•`‰æˆ—‚ðŒÄ‚Ño‚µ
draw_actor_hp_hpsp(actor, x, y, width)
end
#--------------------------------------------------------------------------
# œ SP ƒQ[ƒW‚Ì•`‰æ
#--------------------------------------------------------------------------
# ƒIƒŠƒWƒiƒ‹‚ÌSP•`‰æ‚ð draw_actor_sp_hpsp ‚Æ–¼‘O•ÏX
alias :draw_actor_sp_hpsp :draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
# •Ï”rate‚É Œ»Ý‚ÌSP/MSP‚ð‘ã“ü
if actor.maxsp != 0
rate = actor.sp.to_f / actor.maxsp
else
rate = 1
end
# plus_x:XÀ•W‚̈ʒu•â³ rate_x:XÀ•W‚̈ʒu•â³(%) plus_y:YÀ•W‚̈ʒu•â³
# plus_width:•‚Ì•â³ rate_width:•‚Ì•â³(%) height:c•
# align1:•`‰æƒ^ƒCƒv1 0:¶‹l‚ß 1:’†‰›‘µ‚¦ 2:‰E‹l‚ß
# align2:•`‰æƒ^ƒCƒv2 0:ã‹l‚ß 1:’†‰›‘µ‚¦ 2:‰º‹l‚ß
# align3:ƒQ[ƒWƒ^ƒCƒv 0:¶‹l‚ß 1:‰E‹l‚ß
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
# ƒOƒ‰ƒf[ƒVƒ‡ƒ“Ý’è grade1:‹óƒQ[ƒW grade2:ŽÀƒQ[ƒW
# (0:‰¡‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 1:c‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 2:ŽÎ‚߂ɃOƒ‰ƒf[ƒVƒ‡ƒ“(Œƒd)j
grade1 = 1
grade2 = 0
# FÝ’èBcolor1:ŠO˜gCcolor2:’†˜g
# color3:‹óƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor4:‹óƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[
# color5:ŽÀƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor6:ŽÀƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(0, 64, 0, 192)
color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
# •Ï”sp‚É•`‰æ‚·‚éƒQ[ƒW‚Ì•‚ð‘ã“ü
if actor.maxsp != 0
sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp
else
sp = (width + plus_width) * rate_width / 100
end
# ƒQ[ƒW‚Ì•`‰æ
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, sp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# ƒIƒŠƒWƒiƒ‹‚ÌSP•`‰æˆ—‚ðŒÄ‚Ño‚µ
draw_actor_sp_hpsp(actor, x, y, width)
end
#--------------------------------------------------------------------------
# œ EXP ƒQ[ƒW‚Ì•`‰æ
#--------------------------------------------------------------------------
# ƒIƒŠƒWƒiƒ‹‚ÌEXP•`‰æ‚ð draw_actor_sp_hpsp ‚Æ–¼‘O•ÏX
alias :draw_actor_exp_hpsp :draw_actor_exp
def draw_actor_exp(actor, x, y, width = 204)
# •Ï”rate‚É Œ»Ý‚Ìexp/nextexp‚ð‘ã“ü
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
# plus_x:XÀ•W‚̈ʒu•â³ rate_x:XÀ•W‚̈ʒu•â³(%) plus_y:YÀ•W‚̈ʒu•â³
# plus_width:•‚Ì•â³ rate_width:•‚Ì•â³(%) height:c•
# align1:•`‰æƒ^ƒCƒv1 0:¶‹l‚ß 1:’†‰›‘µ‚¦ 2:‰E‹l‚ß
# align2:•`‰æƒ^ƒCƒv2 0:ã‹l‚ß 1:’†‰›‘µ‚¦ 2:‰º‹l‚ß
# align3:ƒQ[ƒWƒ^ƒCƒv 0:¶‹l‚ß 1:‰E‹l‚ß
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
# ƒOƒ‰ƒf[ƒVƒ‡ƒ“Ý’è grade1:‹óƒQ[ƒW grade2:ŽÀƒQ[ƒW
# (0:‰¡‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 1:c‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 2:ŽÎ‚߂ɃOƒ‰ƒf[ƒVƒ‡ƒ“(Œƒd)j
grade1 = 1
grade2 = 0
# FÝ’èBcolor1:ŠO˜gCcolor2:’†˜g
# color3:‹óƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor4:‹óƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[
# color5:ŽÀƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor6:ŽÀƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[
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)
color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
# •Ï”exp‚É•`‰æ‚·‚éƒQ[ƒW‚Ì•‚ð‘ã“ü
if actor.next_exp != 0
exp = (width + plus_width) * actor.now_exp * rate_width /
100 / actor.next_exp
else
exp = (width + plus_width) * rate_width / 100
end
# ƒQ[ƒW‚Ì•`‰æ
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, exp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# ƒIƒŠƒWƒiƒ‹‚ÌEXP•`‰æˆ—‚ðŒÄ‚Ño‚µ
draw_actor_exp_hpsp(actor, x, y)
end
#--------------------------------------------------------------------------
# œ ƒQ[ƒW‚Ì•`‰æ
#--------------------------------------------------------------------------
def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
case align1
when 1
x += (rect_width - width) / 2
when 2
x += rect_width - width
end
case align2
when 1
y -= height / 2
when 2
y -= height
end
# ˜g•`‰æ
self.contents.fill_rect(x, y, width, height, color1)
self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
if align3 == 0
if grade1 == 2
grade1 = 3
end
if grade2 == 2
grade2 = 3
end
end
if (align3 == 1 and grade1 == 0) or grade1 > 0
color = color3
color3 = color4
color4 = color
end
if (align3 == 1 and grade2 == 0) or grade2 > 0
color = color5
color5 = color6
color6 = color
end
# ‹óƒQ[ƒW‚Ì•`‰æ
self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4,
color3, color4, grade1)
if align3 == 1
x += width - gauge
end
# ŽÀƒQ[ƒW‚Ì•`‰æ
self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
color5, color6, grade2)
end
end
#------------------------------------------------------------------------------
# @BitmapƒNƒ‰ƒX‚ÉV‚½‚È‹@”\‚ð’ljÁ‚µ‚Ü‚·B
#==============================================================================
class Bitmap
#--------------------------------------------------------------------------
# œ ‹éŒ`‚ðƒOƒ‰ƒf[ƒVƒ‡ƒ“•\Ž¦
# color1 : ƒXƒ^[ƒgƒJƒ‰[
# color2 : ƒGƒ“ƒhƒJƒ‰[
# align : 0:‰¡‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“
# 1:c‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“
# 2:ŽÎ‚߂ɃOƒ‰ƒf[ƒVƒ‡ƒ“iŒƒd‚ɂ‚«’ˆÓj
#--------------------------------------------------------------------------
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
#==============================================================================
# ¡ Spriteƒ‚ƒWƒ…[ƒ‹
#------------------------------------------------------------------------------
# @ƒAƒjƒ[ƒVƒ‡ƒ“‚ÌŠÇ—‚ðs‚¤ƒ‚ƒWƒ…[ƒ‹‚Å‚·B
#==============================================================================
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 Black"
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