Also wenn man das normale Kampfsystem verwendet und sonst kein Skript verwendet wird, wo HP-Balken angezeigt werden, dann könnte man das hier verwenden (habe ich mal schnell rumgepfuscht und gehört über Main):
#==============================================================================
# ** MelekTaus - enemy_hp4ever_and_up2date
#==============================================================================
MELEKTAUS_ENEMY_HP_4_EVER_WIDTH = 90
#==============================================================================
class Window_EnemyHP < Window_Selectable
#--------------------------------------------------------------------------
def initialize
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
super(0, 0, 545, 300)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
refresh
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
end
#--------------------------------------------------------------------------
def refresh
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
self.contents.clear
$game_troop.members.size.times do |i|
enemy = $game_troop.members[i]
x = i % @column_max * (90 + @spacing)
y = (i / @column_max * (10 + WLH))
x = enemy.screen_x - MELEKTAUS_ENEMY_HP_4_EVER_WIDTH / 1.5
y = enemy.screen_y - 160
draw_enemy_hp(enemy, x, y, MELEKTAUS_ENEMY_HP_4_EVER_WIDTH)
end
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
end
#--------------------------------------------------------------------------
def draw_enemy_hp(enemy, x, y, width)
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
draw_enemy_hp_gauge(enemy, x, y + 5, width)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 30, WLH, Vocab::hp_a)
last_font_size = self.contents.font.size
if width < 120
self.contents.draw_text(x + width - 40, y, 40, WLH, enemy.hp, 2)
else
self.contents.draw_text(x + width - 100, y, 40, WLH, enemy.hp, 2)
self.contents.font.color = normal_color
self.contents.draw_text(x + width - 60, y, 15, WLH, "/", 2)
self.contents.draw_text(x + width - 45, y, 45, WLH, enemy.maxhp, 2)
end
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
end
#--------------------------------------------------------------------------
def draw_enemy_hp_gauge(enemy, x, y, width)
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8,
width * enemy.hp / enemy.maxhp, 6, hp_gauge_color1, hp_gauge_color2)
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
end
#--------------------------------------------------------------------------
end
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
alias melektaus_battle_bar_forever_scene_battle_create_info_viewport
create_info_viewport unless $@
def create_info_viewport
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
melektaus_battle_bar_forever_scene_battle_create_info_viewport
@enemy_window = Window_EnemyHP.new
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
end
#--------------------------------------------------------------------------
alias melektaus_battle_bar_forever_scene_battle_dispose_info_viewport
dispose_info_viewport unless $@
def dispose_info_viewport
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
melektaus_battle_bar_forever_scene_battle_dispose_info_viewport
@enemy_window.dispose
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
end
#--------------------------------------------------------------------------
alias melektaus_battle_bar_forever_scene_battle_update_info_viewport
update_info_viewport unless $@
def update_info_viewport
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
@enemy_window.refresh
melektaus_battle_bar_forever_scene_battle_update_info_viewport
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
end
#--------------------------------------------------------------------------
alias melektaus_battle_bar_forever_scene_battle_process_victory
process_victory unless $@
def process_victory
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
@enemy_window.refresh
melektaus_battle_bar_forever_scene_battle_process_victory
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
end
#--------------------------------------------------------------------------
end
#==============================================================================
So, und jetzt schmeiß ich mich in die Federn,
MelekTaus