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- #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
- # Blizz ABS ENEMY HP METER
- # Version: 1.02
- # Author : LiTTleDRAgo
- #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
- #
- # Explanation :
- # This part of the HUD only appears when you hit an enemy.
- # It shows how much HP (or Health Points) an enemy has remaining.
- #==============================================================================
- # You can turn this feature on and off using SWITCH 48 (Default).
- #==============================================================================
- # To change the appearance of the meter in preparation for a boss fight
- # you must first pull up a SCRIPT command window and complete the following:
- #
- # Name of Boss:
- # $game_temp.enemy_name = "Name"
- #
- # Amount of HP:
- # $game_temp.enemy_maxhp = X
- # $game_temp.enemy_hp = X
- #
- # Position of the HUD:
- # $blizzabs_enemy_boss_wind_x = X
- # $blizzabs_enemy_boss_wind_y = X
- #==============================================================================
- # Once you've done that simply turn on the Boss Mode Meter
- # using SWITCH 49 (Default).
- #==============================================================================
- #
- # Graphics required:
- #
- # E_HP
- # E_HP_BOSS
- # E_HP_Number
- # E_Layout
- # E_Layout_BOSS
- #
- # All images must be in the Windowskin folder.
- #
- # Special Thanks:
- # Moghunter
- #
- #==============================================================================
- module LiTTleDRAgo
- # Switch ID to disable the Enemy HP meter
- INFO_DISABLE_SWITCH_ID = 48
- # Time info is displayed on-screen
- ENEMY_INFO_FADE_TIME = 2 #(second)
- # Position of the Enemy HP HUD
- E_HUD_X = 0 + 250
- E_HUD_Y = 0 + 10
- # Position of the Enemy HP layout
- E_LAYOUT_X = 0 + 250
- E_LAYOUT_Y = 0 + 10
- # Position of the Enemy HP number
- E_NUMBER_X = 30 + 250
- E_NUMBER_Y = 15 + 10
- # Position of the Enemy HP meter
- E_METER_X = 28 + 250
- E_METER_Y = 16 + 10
- # Position of the Enemy's name
- E_NAME_X = 60 + 250
- E_NAME_Y = -10 + 10
- #==============================================================================
- #.................................[BOSS MODE]..................................
- #==============================================================================
- # Switch ID to enable the Boss Mode.....................................[SWITCH]
- BOSS_INFO_SWITCH_ID = 49
- # Position of the Boss HP layout
- E_LAYOUT_BOSS_X = 0
- E_LAYOUT_BOSS_Y = 0
- # Position of the Boss HP number
- E_NUMBER_BOSS_X = 210
- E_NUMBER_BOSS_Y = 22
- # Position of the Boss HP meter
- E_METER_BOSS_X = 2
- E_METER_BOSS_Y = 18
- # Position of the Boss' name
- E_NAME_BOSS_X = 70
- E_NAME_BOSS_Y = -10
- # Enemy Meter Shake
- E_METER_SHAKE = true
- #--------------------------------------------------------------------------
- # CONFIG END
- #--------------------------------------------------------------------------
- end
- class Map_Battler < Game_Character
- if BlizzABS::VERSION >= 2.7
- #--------------------------------------------------------------------------
- # Action Effect
- #--------------------------------------------------------------------------
- alias action_enemyhp_earlier action_effect
- def action_effect(action)
- action_enemyhp_earlier(action)
- enemyhp_displayer(action)
- end
- #--------------------------------------------------------------------------
- # Enemy HP Displayer
- #--------------------------------------------------------------------------
- def enemyhp_displayer(value = 0)
- if self.damage_done?
- if !@battler.is_a?(Game_Actor)
- $game_temp.enemy_name = @battler.name
- $game_temp.enemy_hp = @battler.hp
- $game_temp.enemy_maxhp = @battler.maxhp
- end
- end
- end
- end
- end
- #==============================================================================
- # Enemy_HP_Sprite
- #==============================================================================
- class Enemy_HP_Sprite < Sprite
- include LiTTleDRAgo
- #--------------------------------------------------------------------------
- # Initialize
- #--------------------------------------------------------------------------
- def initialize
- @viewport = Viewport.new(0, 0, 640, 480)
- @viewport.z = 6000
- super(@viewport)
- @name = $game_temp.enemy_name
- @hp = $game_temp.enemy_hp
- @maxhp = $game_temp.enemy_maxhp
- @hp_ref = @hp
- @boss_mode = $game_switches[LiTTleDRAgo::BOSS_INFO_SWITCH_ID]
- # Layout -------------------------------------------------------------------
- if @boss_mode == true
- @layout_image = RPG::Cache.windowskin("E_Layout_BOSS")
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
- @layout_sprite = Sprite.new
- @layout_sprite.bitmap = @layout_bitmap
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
- @layout_sprite.z = 5007
- @layout_sprite.x = E_LAYOUT_BOSS_X + $blizzabs_enemy_boss_wind_x
- @layout_sprite.y = E_LAYOUT_BOSS_Y + $blizzabs_enemy_boss_wind_y
- @layout_sprite.opacity = $game_temp.enemy_hud_opa
- else
- @layout_image = RPG::Cache.windowskin("E_Layout")
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
- @layout_sprite = Sprite.new
- @layout_sprite.bitmap = @layout_bitmap
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
- @layout_sprite.z = 5007
- @layout_sprite.x = E_HUD_X + E_LAYOUT_X + $game_temp.enemy_hud_x
- @layout_sprite.y = E_HUD_Y + E_LAYOUT_Y + $game_temp.enemy_hud_y
- @layout_sprite.opacity = $game_temp.enemy_hud_opa
- end
- # HP ---------------------------------------------------------------------
- @hp_number_image = RPG::Cache.windowskin("E_HP_Number")
- @hp_number_bitmap = Bitmap.new(@hp_number_image.width,@hp_number_image.height)
- @hp_number_sprite = Sprite.new
- @hp_number_sprite.bitmap = @hp_number_bitmap
- @hp_number_sprite.z = 5009
- @hp_number_sprite.x = E_HUD_X + E_NUMBER_X + $game_temp.enemy_hud_x
- @hp_number_sprite.y = E_HUD_Y + E_NUMBER_Y + $game_temp.enemy_hud_y
- @hp_number_sprite.opacity = $game_temp.enemy_hud_opa
- @im_cw = @hp_number_image.width / 10
- @im_ch = @hp_number_image.height
- @hp_src_rect = Rect.new(@im_cw,0, @im_cw, @im_ch)
- @hp_number_text = @hp.abs.to_s.split(//)
- for r in 0..@hp_number_text.size - 1
- @hp_number_abs = @hp_number_text[r].to_i
- @hp_src_rect = Rect.new(@im_cw * @hp_number_abs, 0, @im_cw, @im_ch)
- @hp_number_bitmap.blt(((@im_cw - 7) * r), 0, @hp_number_image, @hp_src_rect)
- end
- @hp_flow = 0
- @hp_damage_flow = 0
- if @boss_mode == true
- @hp_image = RPG::Cache.windowskin("E_HP_BOSS")
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
- @hp_range = @hp_image.width / 3
- @hp_width = @hp_range * @hp / @maxhp
- @hp_height = @hp_image.height / 2
- @hp_width_old = @hp_width
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
- @hp_sprite = Sprite.new
- @hp_sprite.bitmap = @hp_bitmap
- @hp_sprite.z = 5008
- @hp_sprite.x = E_METER_BOSS_X + $blizzabs_enemy_boss_wind_x
- @hp_sprite.x = E_METER_BOSS_Y + $blizzabs_enemy_boss_wind_y
- @hp_sprite.opacity = $game_temp.enemy_hud_opa
- else
- @hp_image = RPG::Cache.windowskin("E_HP")
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
- @hp_range = @hp_image.width / 3
- @hp_width = @hp_range * @hp / @maxhp
- @hp_height = @hp_image.height / 2
- @hp_width_old = @hp_width
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
- @hp_sprite = Sprite.new
- @hp_sprite.bitmap = @hp_bitmap
- @hp_sprite.z = 5008
- @hp_sprite.x = E_HUD_X + E_METER_X + $game_temp.enemy_hud_x
- @hp_sprite.y = E_HUD_Y + E_METER_Y + $game_temp.enemy_hud_y
- @hp_sprite.opacity = $game_temp.enemy_hud_opa
- end
- hp_flow_update
- #Enemy_Name --------------------------------------
- @ename = Sprite.new
- @ename.bitmap = Bitmap.new(160,100)
- @ename.x = E_HUD_X + E_NAME_X + $game_temp.enemy_hud_x
- @ename.y = E_HUD_Y + E_NAME_Y + $game_temp.enemy_hud_y
- @ename.opacity = $game_temp.enemy_hud_opa
- @ename.z = 5009
- @ename.bitmap.font.size = 14
- @ename.bitmap.font.bold = true
- @ename.bitmap.font.italic = true
- @ename.bitmap.draw_hemming_text(0, 0, 100, 32, @name,0)
- e_hud_pos
- e_hud_visible
- end
- #--------------------------------------------------------------------------
- # Dispose
- #--------------------------------------------------------------------------
- def dispose
- #Hp Number Dispose
- [@hp_number_sprite.bitmap, @hp_number_sprite, @hp_number_bitmap].each {|s| s.dispose if s != nil}
- [@hp_number_sprite.bitmap, @hp_number_sprite, @hp_number_bitmap].each {|s| s = nil if s != nil}
- #HP Meter Dispose
- [@hp_sprite.bitmap, @hp_sprite, @hp_bitmap].each {|s| s.dispose if s != nil}
- [@hp_sprite.bitmap, @hp_sprite, @hp_bitmap].each {|s| s = nil if s != nil}
- #Ename Dispose
- [@ename.bitmap, @ename].each {|s| s.dispose if s != nil}
- [@ename.bitmap, @ename].each {|s| s = nil if s != nil}
- #Layout Dispose
- [@layout_sprite.bitmap, @layout_sprite, @layout_bitmap].each {|s| s.dispose if s != nil}
- [@layout_sprite.bitmap, @layout_sprite, @layout_bitmap].each {|s| s = nil if s != nil}
- end
- #--------------------------------------------------------------------------
- # Update
- #--------------------------------------------------------------------------
- def update
- e_hud_visible
- name_refresh if @name != $game_temp.enemy_name
- hp_number_refresh if @hp != $game_temp.enemy_hp or @maxhp != $game_temp.enemy_maxhp
- hp_flow_update
- e_hud_pos
- e_hud_slide
- e_boss_mode_check if @boss_mode != $game_switches[LiTTleDRAgo::BOSS_INFO_SWITCH_ID]
- end
- #--------------------------------------------------------------------------
- # E Boss Mode Check
- #--------------------------------------------------------------------------
- def e_boss_mode_check
- @boss_mode = $game_switches[LiTTleDRAgo::BOSS_INFO_SWITCH_ID]
- #HP Meter Dispose
- [@hp_sprite.bitmap, @hp_sprite, @hp_bitmap].each {|s| s.dispose if s != nil}
- [@hp_sprite.bitmap, @hp_sprite, @hp_bitmap].each {|s| s = nil if s != nil}
- #Layout Dispose
- [@layout_sprite.bitmap, @layout_sprite, @layout_bitmap].each {|s| s.dispose if s != nil}
- [@layout_sprite.bitmap, @layout_sprite, @layout_bitmap].each {|s| s = nil if s != nil}
- if @boss_mode
- #Boss
- @layout_image = RPG::Cache.windowskin("E_Layout_BOSS")
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
- @layout_sprite = Sprite.new
- @layout_sprite.bitmap = @layout_bitmap
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
- @layout_sprite.z = 5007
- @layout_sprite.x = E_LAYOUT_BOSS_X + $blizzabs_enemy_boss_wind_x
- @layout_sprite.y = E_LAYOUT_BOSS_Y + $blizzabs_enemy_boss_wind_y
- @layout_sprite.opacity = $game_temp.enemy_hud_opa
- @hp_image = RPG::Cache.windowskin("E_HP_BOSS")
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
- @hp_range = @hp_image.width / 3
- @hp_width = @hp_range * @hp / @maxhp
- @hp_height = @hp_image.height / 2
- @hp_width_old = @hp_width
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
- @hp_sprite = Sprite.new
- @hp_sprite.bitmap = @hp_bitmap
- @hp_sprite.z = 5008
- @hp_sprite.x = E_METER_BOSS_X + $blizzabs_enemy_boss_wind_x
- @hp_sprite.x = E_METER_BOSS_Y + $blizzabs_enemy_boss_wind_y
- @hp_sprite.opacity = $game_temp.enemy_hud_opa
- e_hud_pos
- else
- #Normal
- @layout_image = RPG::Cache.windowskin("E_Layout")
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
- @layout_sprite = Sprite.new
- @layout_sprite.bitmap = @layout_bitmap
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
- @layout_sprite.z = 5007
- @layout_sprite.x = E_HUD_X + E_LAYOUT_X + $game_temp.enemy_hud_x
- @layout_sprite.y = E_HUD_Y + E_LAYOUT_Y + $game_temp.enemy_hud_y
- @layout_sprite.opacity = $game_temp.enemy_hud_opa
- @hp_image = RPG::Cache.windowskin("E_HP")
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
- @hp_range = @hp_image.width / 3
- @hp_width = @hp_range * @hp / @maxhp
- @hp_height = @hp_image.height / 2
- @hp_width_old = @hp_width
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
- @hp_sprite = Sprite.new
- @hp_sprite.bitmap = @hp_bitmap
- @hp_sprite.z = 5008
- @hp_sprite.x = E_HUD_X + E_METER_X + $game_temp.enemy_hud_x
- @hp_sprite.y = E_HUD_Y + E_METER_Y + $game_temp.enemy_hud_y
- @hp_sprite.opacity = $game_temp.enemy_hud_opa
- [$game_temp.enemy_hud_opa, $game_temp.enemy_info_ref,
- $game_temp.enemy_hud_x].each {|s| s = 0}
- e_hud_pos
- end
- end
- #--------------------------------------------------------------------------
- # E Hud Visible
- #--------------------------------------------------------------------------
- def e_hud_visible
- [@ename, @hp_sprite, @hp_number_sprite, @layout_sprite].each {|s|
- s.visible = false} if $game_switches[LiTTleDRAgo::INFO_DISABLE_SWITCH_ID]
- [@ename, @hp_sprite, @hp_number_sprite, @layout_sprite].each {|s|
- s.visible = true} if !$game_switches[LiTTleDRAgo::INFO_DISABLE_SWITCH_ID]
- end
- #--------------------------------------------------------------------------
- # E Hud Slide
- #--------------------------------------------------------------------------
- def e_hud_slide
- $game_temp.enemy_info_ref -= 1 if $game_temp.enemy_info_ref > 0
- $game_temp.enemy_hud_shake -= 1 if $game_temp.enemy_hud_shake > 0
- if $game_temp.enemy_info_ref == 0 &&
- $game_temp.enemy_hud_opa > 0 &&
- !$game_switches[LiTTleDRAgo::BOSS_INFO_SWITCH_ID]
- $game_temp.enemy_hud_x += 1
- $game_temp.enemy_hud_opa -= 10
- elsif $game_temp.enemy_info_ref > 0 ||
- $game_switches[LiTTleDRAgo::BOSS_INFO_SWITCH_ID]
- $game_temp.enemy_hud_opa += 10 if $game_temp.enemy_hud_opa < 255
- $game_temp.enemy_hud_x += 1 if $game_temp.enemy_hud_x < 0
- end
- end
- #--------------------------------------------------------------------------
- # E Hud Pos
- #--------------------------------------------------------------------------
- def e_hud_pos
- if $game_switches[LiTTleDRAgo::BOSS_INFO_SWITCH_ID]
- if $game_temp.enemy_hud_shake > 0 && LiTTleDRAgo::E_METER_SHAKE
- @layout_sprite.x = E_LAYOUT_BOSS_X + $blizzabs_enemy_boss_wind_x
- @layout_sprite.y = E_LAYOUT_BOSS_Y + $blizzabs_enemy_boss_wind_y + rand(4)
- @hp_sprite.x = E_METER_BOSS_X + $blizzabs_enemy_boss_wind_x
- @hp_sprite.y = E_METER_BOSS_Y + $blizzabs_enemy_boss_wind_y + rand(4)
- else
- @layout_sprite.x = E_LAYOUT_BOSS_X + $blizzabs_enemy_boss_wind_x
- @layout_sprite.y = E_LAYOUT_BOSS_Y + $blizzabs_enemy_boss_wind_y
- @hp_sprite.x = E_METER_BOSS_X + $blizzabs_enemy_boss_wind_x
- @hp_sprite.y = E_METER_BOSS_Y + $blizzabs_enemy_boss_wind_y
- end
- @hp_number_sprite.x = E_NUMBER_BOSS_X + $blizzabs_enemy_boss_wind_x
- @hp_number_sprite.y = E_NUMBER_BOSS_Y + $blizzabs_enemy_boss_wind_y
- @ename.x = E_NAME_BOSS_X + $blizzabs_enemy_boss_wind_x
- @ename.y = E_NAME_BOSS_Y + $blizzabs_enemy_boss_wind_y
- else
- @layout_sprite.x = E_HUD_X + E_LAYOUT_X + $game_temp.enemy_hud_x
- @layout_sprite.y = E_HUD_Y + E_LAYOUT_Y + $game_temp.enemy_hud_y
- @hp_number_sprite.x = E_HUD_X + E_NUMBER_X + $game_temp.enemy_hud_x
- @hp_number_sprite.y = E_HUD_Y + E_NUMBER_Y + $game_temp.enemy_hud_y
- @hp_sprite.x = E_HUD_X + E_METER_X + $game_temp.enemy_hud_x
- @hp_sprite.y = E_HUD_Y + E_METER_Y + $game_temp.enemy_hud_y
- @ename.x = E_HUD_X + E_NAME_X + $game_temp.enemy_hud_x
- @ename.y = E_HUD_Y + E_NAME_Y + $game_temp.enemy_hud_y
- end
- [@hp_number_sprite, @layout_sprite, @hp_sprite,
- @ename].each {|s| s.opacity = $game_temp.enemy_hud_opa}
- end
- #--------------------------------------------------------------------------
- # Name Refresh
- #--------------------------------------------------------------------------
- def name_refresh
- @ename.bitmap.clear
- @name = $game_temp.enemy_name
- @ename.bitmap.draw_hemming_text(0, 0, 100, 32, @name)
- end
- #--------------------------------------------------------------------------
- # HP Number Refresh
- #--------------------------------------------------------------------------
- def hp_number_refresh
- $game_temp.enemy_hud_x = -20 if $game_temp.enemy_hud_opa < 100
- $game_temp.enemy_hud_x = 0 if $game_temp.enemy_hud_opa >= 100
- $game_temp.enemy_info_ref = 40 * ENEMY_INFO_FADE_TIME
- @hp_number_sprite.bitmap.clear
- $game_temp.enemy_hud_shake = 30 if @hp > $game_temp.enemy_hp
- @hp = $game_temp.enemy_hp
- @maxhp = $game_temp.enemy_maxhp
- @hp_number_text = @hp.abs.to_s.split(//)
- for r in 0..@hp_number_text.size - 1
- @hp_number_abs = @hp_number_text[r].to_i
- @hp_src_rect = Rect.new(@im_cw * @hp_number_abs, 0, @im_cw, @im_ch)
- @hp_number_bitmap.blt(((@im_cw - 7) * r) , 0, @hp_number_image, @hp_src_rect)
- end
- end
- #--------------------------------------------------------------------------
- # HP Old
- #--------------------------------------------------------------------------
- def hp_old
- @hp_width_old = @hp_range * $game_temp.enemy_oldhp / $game_temp.enemy_maxhp
- $game_temp.enemy_refresh_old = false
- end
- #--------------------------------------------------------------------------
- # HP Flow Update
- #--------------------------------------------------------------------------
- def hp_flow_update
- @hp_sprite.bitmap.clear
- @hp_width = @hp_range * $game_temp.enemy_hp / $game_temp.enemy_maxhp
- hp_old if $game_temp.enemy_refresh_old
- #HP Damage---------------------------------
- if @hp_width_old != @hp_width
- valor = (@hp_width_old - @hp_width) * 3 / 100
- valor = 0.5 if valor < 1
- @hp_width_old -= valor if @hp_width_old > @hp_width
- @hp_width_old = @hp_width if @hp_width_old < @hp_width
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
- end
- #HP Real------------------------------------
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
- @hp_flow += 5
- @hp_flow = 0 if @hp_flow >= @hp_image.width - @hp_range
- end
- end
- #==============================================================================
- # Scene_Map
- #==============================================================================
- class Scene_Map
- #--------------------------------------------------------------------------
- # Main
- #--------------------------------------------------------------------------
- alias drago_enhp_main main
- def main
- @enhp = Enemy_HP_Sprite.new
- drago_enhp_main
- [@enhp].each {|s| s.dispose if s != nil}
- [@enhp].each {|s| s = nil if s != nil}
- end
- #--------------------------------------------------------------------------
- # Update
- #--------------------------------------------------------------------------
- alias drago_enhp_update update
- def update
- drago_enhp_update
- [@enhp].each {|s| s.update if s != nil}
- end
- end
- #==============================================================================
- # Bitmap
- #==============================================================================
- class Bitmap
- def draw_hemming_text(x, y, w, h, t, a = 0)
- original_color = self.font.color.dup; self.font.color = Color.new(0,0,0,255)
- self.draw_text(x , y , w, h, t, a); self.draw_text(x , y+2, w, h, t, a)
- self.draw_text(x+2, y+2, w, h, t, a); self.draw_text(x+2, y , w, h, t, a)
- self.font.color = original_color; self.draw_text(x+1, y+1, w, h, t, a)
- end
- end
- #==============================================================================
- # Game_Temp
- #==============================================================================
- class Game_Temp
- attr_accessor :enemy_hp
- attr_accessor :enemy_maxhp
- attr_accessor :enemy_oldhp
- attr_accessor :enemy_name
- attr_accessor :enemy_hud_x
- attr_accessor :enemy_hud_y
- attr_accessor :enemy_hud_opa
- attr_accessor :enemy_hud_shake
- attr_accessor :enemy_info_ref
- attr_accessor :enemy_refresh_old
- attr_accessor :enemy_number_refresh
- #--------------------------------------------------------------------------
- # Initialize
- #--------------------------------------------------------------------------
- alias enemy_hud_initialize initialize
- def initialize
- enemy_hud_initialize
- @enemy_hp, @enemy_oldhp, @enemy_hud_x, @enemy_hud_y, @enemy_hud_opa,
- @enemy_hud_shake, @enemy_info_ref = 0,0,0,0,0,0,0
- @enemy_refresh_old = @enemy_number_refresh = false
- @enemy_maxhp = 1
- @enemy_name = ""
- $blizzabs_enemy_boss_wind_x = 190
- $blizzabs_enemy_boss_wind_y = 30
- end
- end
- $drago_blizzabs_enemy_hp = true
- $BlizzABS = BlizzABS::Processor.new
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