deadcell Trouvère Follet
Nombre de messages : 625 Age : 35 Niveau Rpg Maker : Excellent Niveau Jeux Préférés : Final Fantasy, Resident evil... Date d'inscription : 21/03/2007
| Sujet: Le ton du monstre devient rouge en état critique Mer 25 Juil 2007, 14:18 | |
| Auteur: Inconnu Fonction: Permet de donner un ton rouge qui s'accentue quand la vie du monstre est en état critique Screen: Créez un nouveau script au dessus de " Main", puis nommez-le " Momo_Change_Tone" et collez ce script: - Code:
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#???????? # #???????HP?????????????? # #2005.4.14 ???? #HP??????????????? #????????????????????
module Momo_Change_Tone # ???????????? ACTOR_CHANGE_TONE = false # ??????????? ENEMY_CHANGE_TONE = true # ?????? TONE_RED = 128 # ?????? TONE_GREEN = 0 # ?????? TONE_BLUE = 0 end
class Game_Battler attr_accessor :tone_change alias game_battler_change_color_initialize initialize def initialize game_battler_change_color_initialize # ????????? @tone_change = false end end
class Sprite_Battler < RPG::Sprite alias sprite_battler_change_color_initialize initialize def initialize(viewport, battler = nil) sprite_battler_change_color_initialize(viewport, battler) @change_tone = Tone.new(0, 0, 0) end alias sprite_battler_change_color_update update def update sprite_battler_change_color_update tone_update end def tone_update if @battler != nil if rest_hp_tone_change? if @battler.tone_change rest_hp_tone_change_set @battler.tone_change = false end self.tone = @change_tone end end end # ?????????? def rest_hp_tone_change? if (Momo_Change_Tone::ACTOR_CHANGE_TONE and @battler.is_a?(Game_Actor)) or (Momo_Change_Tone::ENEMY_CHANGE_TONE and @battler.is_a?(Game_Enemy)) return true end return false end # ??HP????????? def rest_hp_tone_change_set hp_rate = (@battler.hp.to_f / @battler.maxhp) * 100 rate = 100 - hp_rate red = Momo_Change_Tone::TONE_RED * rate / 100 green = Momo_Change_Tone::TONE_GREEN * rate / 100 blue = Momo_Change_Tone::TONE_BLUE * rate / 100 @change_tone.set(red, green, blue) end end
class Spriteset_Battle alias spriteset_battle_change_color_initialize initialize def initialize spriteset_battle_change_color_initialize # ???????????? for sprite in @actor_sprites if !sprite.battler.nil? sprite.battler.tone_change = true sprite.update end end end end
class Scene_Battle alias scene_battle_change_color_update_phase4_step5 update_phase4_step5 def update_phase4_step5 scene_battle_change_color_update_phase4_step5 # ????????????????????? for target in @target_battlers target.tone_change = true end end end | |
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