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就是在地图上显示伤害,没什么特别。
事实上有些偷懒,伤害的相关部分完全是从XP拷贝的。
使用方法:
在事件里输入脚本:
get_character(事件编号).damage = 伤害数值
get_character(事件编号).critical = true
get_character(事件编号).damage_pop = true
事件编号就是地图上的事件编号,0为本事件,-1为角色,其他则为编号。
伤害数值为负数就是恢复的效果,伤害数值也可以为字符,不一定是数字。
如果不需要CRITICAL的伤害,彩色那行脚本不用写。
- class Game_Character
- attr_accessor :damage
- attr_accessor :damage_pop
- attr_accessor :critical
- alias new_initialize initialize
- def initialize
- new_initialize
- @damage = 0
- @damage_pop = false
- @critical = false
- end
- end
- class Sprite_Character < Sprite_Base
- def initialize(viewport, character = nil)
- super(viewport)
- @character = character
- @balloon_duration = 0
- @_damage_duration = 0
- @damage_x = 0
- @damage_y = 0
- update
- end
- alias new_update update
- def update
- new_update
- update_damage
- if @character.damage_pop == true
- start_damage(@character.damage,@character.critical)
- @character.damage_pop = false
- @character.critical = false
- end
- end
- def start_damage(value, critical)
- dispose_damage
- if value.is_a?(Numeric)
- damage_string = value.abs.to_s
- else
- damage_string = value.to_s
- end
- bitmap = Bitmap.new(160, 48)
- bitmap.font.name = "Arial Black"
- bitmap.font.size = 28
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
- bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
- bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
- bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
- if value.is_a?(Numeric) and value < 0
- bitmap.font.color.set(176, 255, 144)
- else
- bitmap.font.color.set(255, 255, 255)
- end
- bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
- if critical
- bitmap.font.size = 20
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
- bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
- bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
- bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
- bitmap.font.color.set(255, 255, 255)
- bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
- end
- @_damage_sprite = ::Sprite.new(self.viewport)
- @_damage_sprite.bitmap = bitmap
- @_damage_sprite.ox = 80
- @_damage_sprite.oy = 20
- @_damage_sprite.x = self.x
- @_damage_sprite.y = self.y - self.oy
- @_damage_sprite.z = 3000
- @_damage_duration = 40
- @damage_x = @character.screen_x
- @damage_y = @character.screen_y
- update_damage
- end
- def update_damage
- if @_damage_duration > 0
- @_damage_sprite.x += (@character.screen_x - @damage_x)
- @_damage_sprite.y += (@character.screen_y - @damage_y)
- @damage_x = @character.screen_x
- @damage_y = @character.screen_y
- @_damage_duration -= 1
- case @_damage_duration
- when 38..39
- @_damage_sprite.y -= 4
- when 36..37
- @_damage_sprite.y -= 2
- when 34..35
- @_damage_sprite.y += 2
- when 28..33
- @_damage_sprite.y += 4
- end
- @_damage_sprite.opacity = 256 - (12 - @_damage_duration) * 32
- if @_damage_duration == 0
- dispose_damage
- end
- end
- end
- def dispose_damage
- if @_damage_sprite != nil
- @_damage_sprite.bitmap.dispose
- @_damage_sprite.dispose
- @_damage_sprite = nil
- @_damage_duration = 0
- end
- end
- end
复制代码
可能有些人认为XP默认的不好看,想要用图片显示,所以这里也做了准备。
这个是图片版,从伤害显示美化脚本里踢出来的,图片格式也一样,请自行参考。
http://rpg.blue/web/htm/news216.htm
效果图:
图片素材(注:图片请放入picture的文件夹底下):
- class Game_Character
- attr_accessor :damage
- attr_accessor :damage_pop
- attr_accessor :critical
- alias new_initialize initialize
- def initialize
- new_initialize
- @damage = 0
- @damage_pop = false
- @critical = false
- end
- end
- class Sprite_Character < Sprite_Base
- def initialize(viewport, character = nil)
- super(viewport)
- @character = character
- @balloon_duration = 0
- @_damage_duration = 0
- @damage_x = 0
- @damage_y = 0
- update
- end
- alias new_update update
- def update
- new_update
- update_damage
- if @character.damage_pop == true
- start_damage(@character.damage,@character.critical)
- @character.damage_pop = false
- @character.critical = false
- end
- end
- def start_damage(value, critical)
- dispose_damage
- if value.is_a?(Numeric)
- damage_string = value.abs.to_s
- else
- damage_string = value.to_s
- end
- bitmap = Bitmap.new(162, 64)
- bitmap.font.name = "Arial Black"
- bitmap.font.size = 28
- if value.is_a?(Numeric)
- damage_array = damage_string.scan(/./)
- damage_x = 81 - damage_string.size * 9
- if value < 0
- rect_y = 32
- else
- rect_y = 0
- end
- for char in damage_array
- number = char.to_i
- bitmap.blt(damage_x, 32, Cache.picture("Damage"),
- Rect.new(number * 18, rect_y, 18, 32))
- damage_x += 18
- end
- else
- unless value == "Miss"
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(-1, 27, 162, 36, damage_string, 1)
- bitmap.draw_text(+1, 27, 162, 36, damage_string, 1)
- bitmap.draw_text(-1, 29, 162, 36, damage_string, 1)
- bitmap.draw_text(+1, 29, 162, 36, damage_string, 1)
- bitmap.font.color.set(255, 255, 255)
- bitmap.draw_text(0, 28, 162, 36, damage_string, 1)
- else
- bitmap.blt(36, 28, Cache.picture("Damage"), Rect.new(90, 64, 90, 32))
- end
- end
- if critical
- bitmap.blt(36, 0, Cache.picture("Damage"), Rect.new(0, 64, 90, 32))
- end
- @_damage_sprite = ::Sprite.new(self.viewport)
- @_damage_sprite.bitmap = bitmap
- @_damage_sprite.ox = 81
- @_damage_sprite.oy = 20
- @_damage_sprite.x = self.x
- @_damage_sprite.y = self.y - self.oy * 3 / 2
- @_damage_sprite.z = 3000
- @_damage_duration = 40
- @damage_x = @character.screen_x
- @damage_y = @character.screen_y
- update_damage
- end
- def update_damage
- if @_damage_duration > 0
- @_damage_sprite.x += (@character.screen_x - @damage_x)
- @_damage_sprite.y += (@character.screen_y - @damage_y)
- @damage_x = @character.screen_x
- @damage_y = @character.screen_y
- @_damage_duration -= 1
- case @_damage_duration
- when 38..39
- @_damage_sprite.y -= 4
- when 36..37
- @_damage_sprite.y -= 2
- when 34..35
- @_damage_sprite.y += 2
- when 28..33
- @_damage_sprite.y += 4
- end
- @_damage_sprite.opacity = 256 - (12 - @_damage_duration) * 32
- if @_damage_duration == 0
- dispose_damage
- end
- end
- end
- def dispose_damage
- if @_damage_sprite != nil
- @_damage_sprite.bitmap.dispose
- @_damage_sprite.dispose
- @_damage_sprite = nil
- @_damage_duration = 0
- end
- end
- end
复制代码
最后,以上内容脚本可以任意转载使用,不过请注明从66RPG转载。
还有,要是有人能够拿去优化更好,毕竟是偷懒的产物。 |
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