class Window_EnemyHP < Window_Base
def initialize(enemys)
@enemys = enemys
@picture = RPG::Cache.picture("hpbar.png")
super(498, 0, 142, 190)
self.opacity = 180
self.contents = Bitmap.new(width - 32, height - 42)
@pictures = RPG::Cache.picture("hpbarempty.png")
super(498, 0, 142, 190)
self.opacity = 180
self.contents = Bitmap.new(width - 32, height - 42)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = 14
for enemy in @enemys
if enemy != nil and enemy.hp > 0
cut_X = 110 * enemy.hp / enemy.maxhp
src_rect = Rect.new(0, 0, 110, 20)
src_rect2 = Rect.new(0, 0, cut_X, 20)
self.contents.blt(0, enemy.index * 38 + 8, @picture, src_rect)
self.contents.blt(0, enemy.index * 38 + 8, @pictures, src_rect2)
src_rect2 = Rect.new(0, 0, cut_X, 20)
text = enemy.name
#(1 + enemy.index).to_s + ". " +
self.contents.draw_text(0, enemy.index * 38, 200, 27, text)
text2 = "HP: " + enemy.hp.to_s + " / " + enemy.maxhp.to_s
self.contents.draw_text(0, enemy.index * 38, 200, 56, text2)
end
end
self.contents.font.size = 32
end
end
#===============================================================================
# Changes at Scene_Battle
#===============================================================================
class Scene_Battle
def main
# Initialize each kind of temporary battle data
$game_temp.in_battle = true
$game_temp.battle_turn = 0
$game_temp.battle_event_flags.clear
$game_temp.battle_abort = false
$game_temp.battle_main_phase = false
$game_temp.battleback_name = $game_map.battleback_name
$game_temp.forcing_battler = nil
# Initialize battle event interpreter
$game_system.battle_interpreter.setup(nil, 0)
# Prepare troop
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
# Make actor command window
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
@actor_command_window.y = 160
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
# Make other windows
@enemy_hp_window = Window_EnemyHP.new($game_troop.enemies) #Changed
@party_command_window = Window_PartyCommand.new
@help_window = Window_Help.new
@help_window.back_opacity = 160
@help_window.visible = false
@status_window = Window_BattleStatus.new
@message_window = Window_Message.new
# Make sprite set
@spriteset = Spriteset_Battle.new
# Initialize wait count
@wait_count = 0
# Execute transition
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
# Start pre-battle phase
start_phase1
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Refresh map
$game_map.refresh
# Prepare for transition
Graphics.freeze
# Dispose of windows
@enemy_hp_window.dispose #Changed
@actor_command_window.dispose
@party_command_window.dispose
@help_window.dispose
@status_window.dispose
@message_window.dispose
if @skill_window != nil
@skill_window.dispose
end
if @item_window != nil
@item_window.dispose
end
if @result_window != nil
@result_window.dispose
end
# Dispose of sprite set
@spriteset.dispose
# If switching to title screen
if $scene.is_a?(Scene_Title)
# Fade out screen
Graphics.transition
Graphics.freeze
end
# If switching from battle test to any screen other than game over screen
if $BTEST and not $scene.is_a?(Scene_Gameover)
$scene = nil
end
end
def update_phase4_step5
# Hide help window
@help_window.visible = false
# Refresh status window
@status_window.refresh
@enemy_hp_window.refresh #Changed
# Display damage
for target in @target_battlers
if target.damage != nil
target.damage_pop = true
end
end
# Shift to step 6
@phase4_step = 6
end
end