Project1
标题:
VA如何像XP一样在战斗时显示伤害、恢复的数值?
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作者:
wtz990303
时间:
2013-7-10 20:13
标题:
VA如何像XP一样在战斗时显示伤害、恢复的数值?
我想在攻击敌人时敌人图像上出现数字……怎么弄
作者:
billyxiang123
时间:
2013-7-12 14:44
#==============================================================================
# +++ MOG - DAMAGEPOPUP (v2.3) +++
#==============================================================================
# By Moghunter
# http://www.atelier-rgss.com/
#==============================================================================
# Apresenta danos dos alvos em imagens.
#==============================================================================
# Será necessário ter a imagem Damage_Number.png na pasta /GRAPHICS/SYSTEM/
#==============================================================================
#==============================================================================
# DAMAGE POPUP ON CHARACTERS (Events)
#==============================================================================
# Basta usar o código abaixo para apresentar o dano nos eventos.
#
# damage_popup(STRING)
#
# STRING = valor do dano (Texto).
#
# Para ativar o dano no jogador use o código abaixo
#
# $game_player.damage_popup(STRING)
#
#==============================================================================
#==============================================================================
# ● Histórico (Version History)
#==============================================================================
# v 2.3 - Corrigido o erro de posição nos danos de MP.
# v 2.2 - Compatibilidade com o script Active Bonus Gauge.
# v 2.0 - Apresentar o texto de recuperar nos efeitos de regenerar.
# v 1.9 - Corrigido o erro de apresentar as condições sendo removidas quando a
# batalha termina.
# - Corrigido a centralização da string em danos do tipo texto.
# - Corrigido o "erro" de apresentar a condição de Death.
# v 1.8 - Corrigido o erro de apresentar os textos das condições (Status) quando
# o battler estiver morto.
# v 1.7 - Melhor codificação e compatibilidade.
# v 1.6 - Corrigido o erro da opacidade do dano em EXP e GOLD.
# v 1.5 - Possibilidade de ativar o dano nos eventos no mapa.
# v 1.4 - Corrigido o erro do efeito drain.
# v 1.3 - Corrigido o erro de crash randômico. (relativo a dispose de imagem.)
# v 1.2 - Corrigido o limite do tamanho da string em palavras longas.
# v 1.1 - Opção de definir a prioridade do dano.
# v 1.0 - Primeiro lançamento.
#==============================================================================
module MOG_DAMAGEPOP
#Definição do espaço entre a palavra MP/TP e o numero de dano.
MP_TP_STRING_SPACE = 32
#Correção da posição do dano.
DAMAGE_POSITION_CORRECTION = [0 ,0]
#Apresentar a exp e ouro do inimigo.
EXP_POPUP = true
#Definição da prioridade do dano na tela.
DAMAGE_Z = 60
end
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
attr_accessor :damage
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_damage_sprite_initialize initialize
def initialize
@damage = []
mog_damage_sprite_initialize
end
#--------------------------------------------------------------------------
# ● Item Apply
#--------------------------------------------------------------------------
alias mog_damage_pop_item_apply item_apply
def item_apply(user, item)
mog_damage_pop_item_apply(user, item)
if @result.missed
self.damage.push(["Missed","Missed"]) if self.hp > 0
elsif @result.evaded
self.damage.push(["Evaded","Evaded"]) if self.hp > 0
end
end
#--------------------------------------------------------------------------
# ● Regenerate HP
#--------------------------------------------------------------------------
alias mog_damage_pop_regenerate_hp regenerate_hp
def regenerate_hp
mog_damage_pop_regenerate_hp
self.damage.push(["Regenerate",""]) if @result.hp_damage < 0
self.damage.push([@result.hp_damage,"HP"]) if @result.hp_damage != 0
end
#--------------------------------------------------------------------------
# ● Regenerate MP
#--------------------------------------------------------------------------
alias mog_damage_pop_regenerate_mp regenerate_mp
def regenerate_mp
mog_damage_pop_regenerate_mp
# self.damage.push(["Regenerate",""]) if @result.mp_damage < 0
self.damage.push([@result.mp_damage,"MP"]) if @result.mp_damage != 0
end
#--------------------------------------------------------------------------
# ● Regenerate TP
#--------------------------------------------------------------------------
alias mog_damage_pop_regenerate_tp regenerate_tp
def regenerate_tp
mog_damage_pop_regenerate_tp
tp_damage = 100 * trg
self.damage.push([tp_damage,"TP"]) if tp_damage != 0
end
#--------------------------------------------------------------------------
# ● Added New State
#--------------------------------------------------------------------------
alias mog_damage_pop_add_new_state add_new_state
def add_new_state(state_id)
mog_damage_pop_add_new_state(state_id)
# unless guard_feature?(state_id)
st = $data_states[state_id]
self.damage.push([st.name.to_s,"States Plus",false,st.icon_index]) if self.hp > 0
# end
end
#--------------------------------------------------------------------------
# ● Guard Feature?
#--------------------------------------------------------------------------
def guard_feature?(state_id)
st = $data_states[state_id]
for i in st.features
return true if i.code == 62 and i.data_id == 1
end
return false
end
#--------------------------------------------------------------------------
# ● Remove State
#--------------------------------------------------------------------------
alias mog_damage_pop_remove_state remove_state
def remove_state(state_id)
if state?(state_id)
unless BattleManager.escape?
st = $data_states[state_id]
self.damage.push([st.name.to_s,"States Minus",false,st.icon_index]) if self.hp > 0
end
end
mog_damage_pop_remove_state(state_id)
end
#--------------------------------------------------------------------------
# ● Update State Turns
#--------------------------------------------------------------------------
alias mog_damage_popup_update_state_turns update_state_turns
def update_state_turns
mog_damage_popup_update_state_turns
states.each do |state|
for features in state.features
if features.data_id == 7 or features.data_id == 8 or
features.data_id == 9
# self.damage.push([state.name.to_s + " Effect","States Effect"]) if self.hp > 0
end
end
end
end
#--------------------------------------------------------------------------
# ● Execute Damage
#--------------------------------------------------------------------------
alias mog_damage_pop_execute_damage execute_damage
def execute_damage(user)
mog_damage_pop_execute_damage(user)
user.damage.push([
[email protected]
_drain,"HP",@result.critical]) if @result.hp_drain != 0
user.damage.push([
[email protected]
_drain,"MP",@result.critical]) if @result.mp_drain != 0
end
end
#==============================================================================
# ■ BattleManager
#==============================================================================
module BattleManager
#--------------------------------------------------------------------------
# ● Escape?
#--------------------------------------------------------------------------
def self.escape?
@phase == nil
end
end
#==============================================================================
# ■ Game_ActionResult
#==============================================================================
class Game_ActionResult
#--------------------------------------------------------------------------
# ● HP Damage Text
#--------------------------------------------------------------------------
alias mog_damage_pop_hp_damage_text hp_damage_text
def hp_damage_text
if @hp_drain > 0
@battler.damage.push([@hp_drain,"HP",@critical])
elsif @hp_damage >= 0
@battler.damage.push([@hp_damage,"HP",@critical])
elsif @hp_damage < 0
@battler.damage.push([@hp_damage,"HP",@critical])
end
mog_damage_pop_hp_damage_text
end
#--------------------------------------------------------------------------
# ● MP Damage Text
#--------------------------------------------------------------------------
alias mog_damage_pop_mp_damage_text mp_damage_text
def mp_damage_text
if @mp_drain > 0
@battler.damage.push([@mp_drain,"MP",@critical])
elsif @mp_damage > 0
@battler.damage.push([@mp_damage,"MP",@critical])
elsif @mp_damage < 0
@battler.damage.push([@mp_damage,"MP",@critical])
end
mog_damage_pop_mp_damage_text
end
#--------------------------------------------------------------------------
# ● TP Damage Text
#--------------------------------------------------------------------------
alias mog_damage_pop_tp_damage_text tp_damage_text
def tp_damage_text
if @tp_damage > 0
@battler.damage.push([@tp_damage,"TP",@critical])
elsif @tp_damage < 0
@battler.damage.push([@tp_damage,"TP",@critical])
end
mog_damage_pop_tp_damage_text
end
end
#==============================================================================
# ■ Game Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● Level UP
#--------------------------------------------------------------------------
alias mog_damage_pop_level_up level_up
def level_up
mog_damage_pop_level_up
@damage.push(["Level UP","Level_UP"])# unless @damage[0].include?("Level UP")#unless $mog_battle_result != nil
end
end
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● Invoke Counter Attack
#--------------------------------------------------------------------------
alias mog_damage_popup_invoke_counter_attack invoke_counter_attack
def invoke_counter_attack(target, item)
mog_damage_popup_invoke_counter_attack(target, item)
target.damage.push(["Counter","Counter"])
end
#--------------------------------------------------------------------------
# ● Invoke Counter Attack
#--------------------------------------------------------------------------
alias mog_damage_popup_invoke_magic_reflection invoke_magic_reflection
def invoke_magic_reflection(target, item)
mog_damage_popup_invoke_magic_reflection(target, item)
target.damage.push(["Reflection","Reflection"])
end
end
#==============================================================================
# ■ Damage Sprite
#==============================================================================
class Damage_Sprite < Sprite
include MOG_DAMAGEPOP
attr_accessor :duration
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize(viewport = nil,x = 0,y = 0,value = 0,index)
super(viewport)
dispose
@image = Cache.system("Damage_Number")
@x = x
@y = y
@value = value[0]
@type = value[1]
@critical = (value[2] and @value.to_i >= 0) ? true : false
@state_index = value[3]
@duration = 80 + (10 * index)
@cw = @image.width / 10
@ch = @image.height / 7
@center_x = 0
@mp_space = (@type == "MP" or @type == "TP") ? MP_TP_STRING_SPACE : 0
if @value.is_a?(Numeric)
create_damage_number
elsif @value == "Missed" or @value == "Evaded"
create_damage_miss
else
create_damage_string
end
self.x = @x - (@center_x * (@cw / 2)) + DAMAGE_POSITION_CORRECTION[0]
self.y = @y + DAMAGE_POSITION_CORRECTION[1]
self.opacity = 1
zx = self.viewport != nil ? self.viewport.z : 0
self.z = DAMAGE_Z + zx
self.visible = false
damage_dir = rand(2)
@speed_x = straight_pop? ? 0 : damage_dir == 1 ? -rand(2) : rand(2)
@speed_y = 0
end
#--------------------------------------------------------------------------
# ● Straight Pop
#--------------------------------------------------------------------------
def straight_pop?
case @type
when "Gold"; return true
when "Exp"; return true
when "Level_UP"; return true
end
return false
end
#--------------------------------------------------------------------------
# ● Create Damage Number
#--------------------------------------------------------------------------
def create_damage_miss
dam = @value == "Missed" ? 5 : 6
self.bitmap = Bitmap.new(@cw * 5, @ch)
src_rect = Rect.new(0, dam * @ch, @cw * 10, @ch)
self.bitmap.blt(0, 0, @image, src_rect)
@center_x += 5
end
#--------------------------------------------------------------------------
# ● Create Damage Number
#--------------------------------------------------------------------------
def create_damage_number
dam = @critical ? @ch * 2 : @value >= 0 ? 0 : @ch
f = @value >= 0 ? 0 : 1
ve = @value >= 0 ? 10 : 0
number_value = @value.to_s.split(//)
self.bitmap = Bitmap.new(@mp_space + (@cw * number_value.size + 16),@ch * 4)
for r in f...number_value.size
number_value_abs = number_value[r].to_i
src_rect = Rect.new(@cw * number_value_abs, dam, @cw, @ch)
self.bitmap.blt(@mp_space + ve + (@cw * r), 0, @image, src_rect)
@center_x += 1
end
if @type == "MP" or @type == "TP"
ty = @type == "MP" ? 3 : 4
src_rect = Rect.new(0, @ch * ty, @cw * 10, @ch)
self.bitmap.blt(0, 0, @image, src_rect)
@center_x += 2
end
@center_x += 1 if @value < 0
end
#--------------------------------------------------------------------------
# ● Create Damage String
#--------------------------------------------------------------------------
def create_damage_string
string_size = @value.to_s.split(//)
@stg_size = string_size.size > 0 ? ((1 + string_size.size) * 24) : 32
self.bitmap = Bitmap.new(@stg_size,32)
self.bitmap.font.size = 28
self.bitmap.font.bold = true
@center_x = 2 + (string_size.size / 2)
if @state_index != nil
draw_states
else
execute_font_color
damage_string = @value.to_s
self.bitmap.draw_text(0, 0, @stg_size, 32, damage_string,0)
end
end
#--------------------------------------------------------------------------
# ● Execute Font Color
#--------------------------------------------------------------------------
def execute_font_color
case @type
when "Gold"
@duration = 160
self.bitmap.font.color = Color.new(255,255,100)
when "Exp"
@duration = 120
self.bitmap.font.color = Color.new(0,255,100)
when "Level_UP"
self.bitmap.font.color = Color.new(50,155,255)
else
self.bitmap.font.color = Color.new(255,255,255)
end
end
#--------------------------------------------------------------------------
# ● Draw States
#--------------------------------------------------------------------------
def draw_states
icon_image = Cache.system("Iconset")
if @type == "States Plus"
self.bitmap.font.color = Color.new(200,150,50)
damage_string = "+ " + @value.to_s
elsif @type == "States Minus"
self.bitmap.font.color = Color.new(100,100,100)
damage_string = "- " + @value.to_s
end
rect = Rect.new(@state_index % 16 * 24, @state_index / 16 * 24, 24, 24)
self.bitmap.blt(0, 0, icon_image, rect)
self.bitmap.draw_text(26, 0, @stg_size - 24, 32, damage_string,0)
@center_x += 5
icon_image.dispose
icon_image = nil
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
def dispose
return if @image == nil
@image.dispose
@image = nil
self.bitmap.dispose
self.bitmap = nil
@duration = -1
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
return if self.bitmap == nil
@duration -= 1 if @duration > 0
self.visible = @duration > 80 ? false : true
case @duration
when 65..80
self.opacity += 5
self.x += @speed_x
self.y -= 5
critical_effect(0.05)
when 50..65
self.opacity = 255
self.y -= 3
self.x += @speed_x
critical_effect(0.05)
when 35..50
self.opacity = 255
self.y += 3
critical_effect(-0.05)
when 0..35
self.opacity -= 7
self.y -= 1
critical_effect(-0.05)
end
dispose if self.opacity <= 0
end
#--------------------------------------------------------------------------
# ● Critical Effect
#--------------------------------------------------------------------------
def critical_effect(value)
return if !@critical
self.zoom_x += value
self.zoom_y = self.zoom_x
end
end
#==============================================================================
# ■ Sprite Battle
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_damagepop_initialize initialize
def initialize(viewport, battler = nil)
mog_damagepop_initialize(viewport, battler)
create_damage_sprite
end
#--------------------------------------------------------------------------
# ● Create Damage Sprite
#--------------------------------------------------------------------------
def create_damage_sprite
dispose_damage_sprite
@damage_sprites = []
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
alias mog_damge_sprite_dispose dispose
def dispose
mog_damge_sprite_dispose
dispose_damage_sprite
end
#--------------------------------------------------------------------------
# ● Dispose Damage Sprite
#--------------------------------------------------------------------------
def dispose_damage_sprite
return if @damage_sprites == nil
@damage_sprites.each {|sprite| sprite.dispose }
@damage_sprites.clear
@battler.damage.clear if [url=home.php?mod=space&uid=133701]@battler[/url] != nil
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias mog_damage_sprite_update update
def update
mog_damage_sprite_update
update_damage_sprite
end
#--------------------------------------------------------------------------
# ● Create Damage
#--------------------------------------------------------------------------
def create_damage
return if
[email protected]
_sprite?
index = 0
sx = @battler.screen_x != nil ? @battler.screen_x : self.x
sy = @battler.screen_y != nil ? @battler.screen_y : self.y
@damage_sprites = [] if @damage_sprites == nil
for i in @battler.damage
@damage_sprites.push(Damage_Sprite.new(nil,sx,sy,i,index))
index += 1
end
@battler.damage.clear
end
#--------------------------------------------------------------------------
# ● Update Damage Sprite
#--------------------------------------------------------------------------
def update_damage_sprite
return if @damage_sprites == nil or @battler == nil
if @initial_damage == nil
@initial_damage = true
@battler.damage.clear
return
end
create_damage if
[email protected]
?
if !@damage_sprites.empty?
clear = 0
for sprite in @damage_sprites
sprite.update
if sprite.duration == 0
sprite.dispose
end
clear += 1 if sprite.duration > 0
end
clear_damage if clear == 0
end
end
#--------------------------------------------------------------------------
# ● Update Damage Sprite
#--------------------------------------------------------------------------
def clear_damage
@damage_sprites.each {|sprite| sprite.dispose }
@damage_sprites.clear
end
#--------------------------------------------------------------------------
# ● Update Collapse
#--------------------------------------------------------------------------
alias mog_damage_pop_update_collapse update_collapse
def update_collapse
mog_damage_pop_update_collapse
execute_exp_pop
end
#--------------------------------------------------------------------------
# ● Update Instant Collapse
#--------------------------------------------------------------------------
alias mog_damage_pop_update_instant_collapse update_instant_collapse
def update_instant_collapse
mog_damage_pop_update_instant_collapse
execute_exp_pop
end
#--------------------------------------------------------------------------
# ● Update Boss Collapse
#--------------------------------------------------------------------------
alias mog_damage_pop_update_boss_collapse update_boss_collapse
def update_boss_collapse
mog_damage_pop_update_boss_collapse
execute_exp_pop
end
#--------------------------------------------------------------------------
# ● Execute Exp Pop
#--------------------------------------------------------------------------
def execute_exp_pop
return if @dam_exp != nil
return if !MOG_DAMAGEPOP::EXP_POPUP
return if @battler.is_a?(Game_Actor)
@dam_exp = true
if $mog_rgss3_active_bonus_gauge != nil
if bonus_exp?
real_exp = @battler.exp * 2
else
real_exp = @battler.exp
end
if bonus_gold?
real_gold = @battler.gold * 2
else
real_gold = @battler.gold
end
else
real_exp = @battler.exp
real_gold = @battler.gold
end
@battler.damage.push(["EXP " + real_exp.to_s,"Exp"]) if @battler.exp > 0
@battler.damage.push([Vocab::currency_unit + " " + real_gold.to_s,"Gold"]) if @battler.gold > 0
end
if $mog_rgss3_active_bonus_gauge != nil
#--------------------------------------------------------------------------
# ● Bonus Gold
#--------------------------------------------------------------------------
def bonus_gold?
$game_system.bonus_gauge[3] and $game_system.bonus_gauge[2] == 3
end
#--------------------------------------------------------------------------
# ● Bonus Exp
#--------------------------------------------------------------------------
def bonus_exp?
$game_system.bonus_gauge[3] and $game_system.bonus_gauge[2] == 2
end
end
end
#==============================================================================
# ■ Game Interpreter
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# ● Damage Popup
#--------------------------------------------------------------------------
def damage_popup(value,type = nil, critical = false)
type = (type == nil and value.is_a?(Numeric)) ? "HP" : type
$game_map.events[@event_id].damage.push([value,type,critical]) if same_map? && @event_id > 0
end
end
#==============================================================================
# ■ Game Character
#==============================================================================
class Game_CharacterBase
attr_accessor :damage
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_damage_popup_initialize initialize
def initialize
@damage = []
mog_damage_popup_initialize
end
#--------------------------------------------------------------------------
# ● damage Popup
#--------------------------------------------------------------------------
def damage_popup(value,type = nil, critical = false)
type = (type == nil and value.is_a?(Numeric)) ? "HP" : type
@damage.push([value,type,critical])
end
end
#==============================================================================
# ■ Sprite Character
#==============================================================================
class Sprite_Character < Sprite_Base
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_damage_popup_initialize initialize
def initialize(viewport, character = nil)
mog_damage_popup_initialize(viewport, character)
create_damage_sprite
end
#--------------------------------------------------------------------------
# ● Create Damage Sprite
#--------------------------------------------------------------------------
def create_damage_sprite
dispose_damage_sprite
@damage_sprites = []
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
alias mog_damage_popup_dispose dispose
def dispose
mog_damage_popup_dispose
dispose_damage_sprite
end
#--------------------------------------------------------------------------
# ● Dispose Damage Sprite
#--------------------------------------------------------------------------
def dispose_damage_sprite
return if @damage_sprites == nil
@damage_sprites.each {|sprite| sprite.dispose }
@damage_sprites.clear
@character.damage.clear
$game_temp.dispose_damage_sprite = false
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias mog_damage_popup_update update
def update
mog_damage_popup_update
update_damage_sprite
end
#--------------------------------------------------------------------------
# ● Create Damage
#--------------------------------------------------------------------------
def create_damage
index = 0
sx = self.x
sy = self.y + @ch
@damage_sprites = [] if @damage_sprites == nil
for i in @character.damage
@damage_sprites.push(Damage_Sprite.new(nil,sx,sy,i,index))
index += 1
end
@character.damage.clear
end
#--------------------------------------------------------------------------
# ● Update Damage Sprite
#--------------------------------------------------------------------------
def update_damage_sprite
return if @damage_sprites == nil
if @initial_damage == nil
@initial_damage = true
@character.damage.clear
return
end
create_damage if
[email protected]
?
if !@damage_sprites.empty?
clear = 0
for sprite in @damage_sprites
sprite.update
if sprite.duration == 0
sprite.dispose
end
clear += 1 if sprite.duration > 0
end
clear_damage if clear == 0
end
end
#--------------------------------------------------------------------------
# ● Update Damage Sprite
#--------------------------------------------------------------------------
def clear_damage
@damage_sprites.each {|sprite| sprite.dispose }
@damage_sprites.clear
@character.damage.clear
end
end
#=============================================================================
# ■ Game_Temp
#=============================================================================
class Game_Temp
attr_accessor :dispose_damage_sprite
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_dispose_damage_initialize initialize
def initialize
@dispose_damage_sprite = true
mog_dispose_damage_initialize
end
end
#=============================================================================
# ■ Scene Manager
#=============================================================================
class << SceneManager
#--------------------------------------------------------------------------
# ● Call
#--------------------------------------------------------------------------
alias mog_damage_pop_call call
def call(scene_class)
$game_temp.dispose_damage_sprite = true
mog_damage_pop_call(scene_class)
end
end
#=============================================================================
# ■ Scene Map
#=============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# ● Update Scene
#--------------------------------------------------------------------------
alias mog_dispose_damage_sprites_update update_scene
def update_scene
@spriteset.dispose_damage_sprites
mog_dispose_damage_sprites_update
end
end
#=============================================================================
# ■ Spriteset Map
#=============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# ● Dispose Damage Sprites
#--------------------------------------------------------------------------
def dispose_damage_sprites
return if !$game_temp.dispose_damage_sprite
return if @character_sprites == nil
@character_sprites.each {|sprite| sprite.dispose_damage_sprite }
$game_temp.dispose_damage_sprite = false
end
end
#=============================================================================
# ■ Scene Battle
#=============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias mog_damage_popup_dispose_sprite_update update
def update
@spriteset.dispose_damage_sprites
mog_damage_popup_dispose_sprite_update
end
end
#=============================================================================
# ■ Spriteset Battle
#=============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ● Dispose Damage Sprites
#--------------------------------------------------------------------------
def dispose_damage_sprites
return if !$game_temp.dispose_damage_sprite
battler_sprites.each {|sprite| sprite.dispose_damage_sprite }
$game_temp.dispose_damage_sprite = false
end
end
$mog_rgss3_damage_pop = true
复制代码
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作者:
wtz990303
时间:
2013-7-12 15:13
好像使用后有点错误啊……第523行开始后面不太对。
作者:
david_ng223
时间:
2013-7-12 16:02
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