Partagez
Aller en bas
avatar
komirore
Membre

Nombre de messages : 7
Distinction : aucune
Date d'inscription : 10/09/2016

Quelqu'un aurais un script pour que les ennemies on aussi une barre de vie ?

le Dim 11 Sep 2016 - 18:22
Salut tout le monde,

j'aurais aimer savoir si vous auriez un script pour mettre un barre de vie au ennemies...
Car c'est embêtant que l'on puisse pas savoir quand il mourra ou non pour posez ça stratégie.

Merci d'avance.
avatar
Raishi
Membre

Nombre de messages : 125
Age : 20
Localisation : Ailleurs :p
Distinction : aucune
Date d'inscription : 22/05/2016

Re: Quelqu'un aurais un script pour que les ennemies on aussi une barre de vie ?

le Dim 11 Sep 2016 - 20:12
tiens ^^

script:
Code:
#--# 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 = false
 
  #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 = false
  #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

tout est dans les commentaires pour le parametrage
avatar
komirore
Membre

Nombre de messages : 7
Distinction : aucune
Date d'inscription : 10/09/2016

Re: Quelqu'un aurais un script pour que les ennemies on aussi une barre de vie ?

le Mar 13 Sep 2016 - 0:19
Merci Beaucoup ! C'est super sympas.
Contenu sponsorisé

Re: Quelqu'un aurais un script pour que les ennemies on aussi une barre de vie ?

Revenir en haut
Permission de ce forum:
Vous ne pouvez pas répondre aux sujets dans ce forum