Project1
标题:
[RM脚本] 伤害数字美化加强
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作者:
九泪
时间:
2006-5-29 23:01
标题:
[RM脚本] 伤害数字美化加强
恩,美观伤害数值。
效果图:
插入以下脚本到main前即可~
#==============================================================================
# ++ ダメージ文字カスタマイズ ver. 1.01 ++
# Script by パラ犬
# http://para.j-mx.com/
#------------------------------------------------------------------------------
# ダメージ表示のフォントを変更。
#==============================================================================
module RPG
class Sprite < ::Sprite
#----------------------------------------------------------------------------
# ダメージ表示用フォント
DAMAGE_FONT_NAME = ["Georgia"] # フォント名
DAMAGE_FONT_SIZE = 32 # サイズ
DAMAGE_FONT_BOLD = false # 太字にするか(true/false)
DAMAGE_FONT_ITALIC = false # 斜体にするか(true/false)
FONT_COLOR_DAMAGE = Color.new(255, 255, 255) # ダメージ時の色
FONT_COLOR_HEAL = Color.new(176, 255, 144) # 回復時の色
FONT_COLOR_D_FRAME = Color.new(0, 0, 0) # ダメージ文字の枠の色
FONT_COLOR_H_FRAME = Color.new(0, 0, 0) # 回復文字の枠の色
CRITICAL_NAME = "CRITICAL" # クリティカルヒット時に表示する文字
CRITICAL_FONT_SIZE = 20 # クリティカルの文字サイズ
#----------------------------------------------------------------------------
def 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, DAMAGE_FONT_SIZE*2)
bitmap.font.name = DAMAGE_FONT_NAME + ["Arial Black", "MS Pゴシック"]
bitmap.font.size = DAMAGE_FONT_SIZE
bitmap.font.bold = DAMAGE_FONT_BOLD
bitmap.font.italic = DAMAGE_FONT_ITALIC
if value.is_a?(Numeric) and value < 0
bitmap.font.color = FONT_COLOR_H_FRAME
else
bitmap.font.color = FONT_COLOR_D_FRAME
end
bitmap.draw_text(-1, 12-1, 160, DAMAGE_FONT_SIZE*1.2, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, DAMAGE_FONT_SIZE*1.2, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, DAMAGE_FONT_SIZE*1.2, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, DAMAGE_FONT_SIZE*1.2, damage_string, 1)
if value.is_a?(Numeric) and value < 0
bitmap.font.color = FONT_COLOR_HEAL
else
bitmap.font.color = FONT_COLOR_DAMAGE
end
bitmap.draw_text(0, 12, 160, DAMAGE_FONT_SIZE*1.2, damage_string, 1)
if critical
bitmap.font.size = CRITICAL_FONT_SIZE
bitmap.font.color = FONT_COLOR_D_FRAME
bitmap.draw_text(-1, -1, 160, CRITICAL_FONT_SIZE, CRITICAL_NAME, 1)
bitmap.draw_text(+1, -1, 160, CRITICAL_FONT_SIZE, CRITICAL_NAME, 1)
bitmap.draw_text(-1, +1, 160, CRITICAL_FONT_SIZE, CRITICAL_NAME, 1)
bitmap.draw_text(+1, +1, 160, CRITICAL_FONT_SIZE, CRITICAL_NAME, 1)
bitmap.font.color = FONT_COLOR_DAMAGE
bitmap.draw_text(0, 0, 160, CRITICAL_FONT_SIZE, CRITICAL_NAME, 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 / 2
@_damage_sprite.z = 3000
@_damage_duration = 40
end
end
end
复制代码
作者:
九泪
时间:
2006-5-29 23:01
标题:
[RM脚本] 伤害数字美化加强
恩,美观伤害数值。
效果图:
插入以下脚本到main前即可~
#==============================================================================
# ++ ダメージ文字カスタマイズ ver. 1.01 ++
# Script by パラ犬
# http://para.j-mx.com/
#------------------------------------------------------------------------------
# ダメージ表示のフォントを変更。
#==============================================================================
module RPG
class Sprite < ::Sprite
#----------------------------------------------------------------------------
# ダメージ表示用フォント
DAMAGE_FONT_NAME = ["Georgia"] # フォント名
DAMAGE_FONT_SIZE = 32 # サイズ
DAMAGE_FONT_BOLD = false # 太字にするか(true/false)
DAMAGE_FONT_ITALIC = false # 斜体にするか(true/false)
FONT_COLOR_DAMAGE = Color.new(255, 255, 255) # ダメージ時の色
FONT_COLOR_HEAL = Color.new(176, 255, 144) # 回復時の色
FONT_COLOR_D_FRAME = Color.new(0, 0, 0) # ダメージ文字の枠の色
FONT_COLOR_H_FRAME = Color.new(0, 0, 0) # 回復文字の枠の色
CRITICAL_NAME = "CRITICAL" # クリティカルヒット時に表示する文字
CRITICAL_FONT_SIZE = 20 # クリティカルの文字サイズ
#----------------------------------------------------------------------------
def 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, DAMAGE_FONT_SIZE*2)
bitmap.font.name = DAMAGE_FONT_NAME + ["Arial Black", "MS Pゴシック"]
bitmap.font.size = DAMAGE_FONT_SIZE
bitmap.font.bold = DAMAGE_FONT_BOLD
bitmap.font.italic = DAMAGE_FONT_ITALIC
if value.is_a?(Numeric) and value < 0
bitmap.font.color = FONT_COLOR_H_FRAME
else
bitmap.font.color = FONT_COLOR_D_FRAME
end
bitmap.draw_text(-1, 12-1, 160, DAMAGE_FONT_SIZE*1.2, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, DAMAGE_FONT_SIZE*1.2, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, DAMAGE_FONT_SIZE*1.2, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, DAMAGE_FONT_SIZE*1.2, damage_string, 1)
if value.is_a?(Numeric) and value < 0
bitmap.font.color = FONT_COLOR_HEAL
else
bitmap.font.color = FONT_COLOR_DAMAGE
end
bitmap.draw_text(0, 12, 160, DAMAGE_FONT_SIZE*1.2, damage_string, 1)
if critical
bitmap.font.size = CRITICAL_FONT_SIZE
bitmap.font.color = FONT_COLOR_D_FRAME
bitmap.draw_text(-1, -1, 160, CRITICAL_FONT_SIZE, CRITICAL_NAME, 1)
bitmap.draw_text(+1, -1, 160, CRITICAL_FONT_SIZE, CRITICAL_NAME, 1)
bitmap.draw_text(-1, +1, 160, CRITICAL_FONT_SIZE, CRITICAL_NAME, 1)
bitmap.draw_text(+1, +1, 160, CRITICAL_FONT_SIZE, CRITICAL_NAME, 1)
bitmap.font.color = FONT_COLOR_DAMAGE
bitmap.draw_text(0, 0, 160, CRITICAL_FONT_SIZE, CRITICAL_NAME, 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 / 2
@_damage_sprite.z = 3000
@_damage_duration = 40
end
end
end
复制代码
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