Project1
标题:
关于如何更改RTAB伤害美化脚本……
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作者:
mariofans
时间:
2013-5-29 12:49
标题:
关于如何更改RTAB伤害美化脚本……
脚本如下:
# ダメージ表示改造(RTAB用) ver 1.02
# 配布元・サポートURL
# http://members.jcom.home.ne.jp/cogwheel/
class Scene_Battle
alias :atb_setup_original :atb_setup
def atb_setup
for path in ["num", "critical", "miss", "levelup", "newskill", "learning"]
RPG::Cache.numeric(path)
end
atb_setup_original
end
end
module RPG
class Sprite < ::Sprite
WIDTH = 18 # 文字幅
HEIGHT = 20 # クリティカルの文字・高さ
def damage(value, critical, type = 0)
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
if value.is_a?(Numeric) and value >= 0
if type == 0
if critical
d_bitmap = draw_damage(value, 1)
else
d_bitmap = draw_damage(value, 0)
end
else
d_bitmap = draw_damage(value, 2)
end
else
if type == 0
d_bitmap = draw_damage(value, 3)
else
d_bitmap = draw_damage(value, 4)
end
end
if type == 2
d_bitmap = draw_damage(value, 5)
end
num = @_damage.size
if type != 2
@_damage.push([::Sprite.new, 40, 0, rand(40) - 20, rand(30) + 50])
else
@_damage.push([::Sprite.new, 40, 0, rand(20) - 10, rand(20) + 60])
end
@_damage[num][0].bitmap = d_bitmap
@_damage[num][0].ox = d_bitmap.width / 2
@_damage[num][0].oy = d_bitmap.height / 2
if self.battler.is_a?(Game_Actor)
@_damage[num][0].x = self.x + self.viewport.ox
@_damage[num][0].y = self.y - self.oy / 2
else
@_damage[num][0].x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2
@_damage[num][0].y = self.y - self.oy * self.zoom_y / 2 +
self.viewport.rect.y
@_damage[num][0].zoom_x = self.zoom_x
@_damage[num][0].zoom_y = self.zoom_y
@_damage[num][0].z = 3000
end
end
def draw_damage(value, element)
width = 0
if value.is_a?(Numeric)
value = value.abs
fig = value.to_s.size - 1
file = RPG::Cache.numeric("num")
d_width = WIDTH * fig + file.rect.width / 10
if element == 1
critical = RPG::Cache.numeric("critical")
d_width = [d_width, critical.rect.width].max
d_bitmap = Bitmap.new(d_width+36, HEIGHT + file.rect.height / 5)
d_x = 0#(width - critical.rect.width / 10) / 2
d_bitmap.blt(d_x+fig*(fig/1.6), 0, critical, critical.rect)
Audio.se_play("Audio/SE/"+"Clip10",100,100)
# $game_screen.start_flash(Color.new(255,255,255),2)
$game_screen.start_shake(3,9,2)
else
d_bitmap = Bitmap.new(d_width, HEIGHT + file.rect.height / 5)
end
d_x = ((d_width) - (WIDTH * fig + file.rect.width / 10)) / 2
while fig >= 0
d_bitmap.blt(d_x, HEIGHT, file, Rect.new((value / (10 ** fig)) *
file.rect.width / 10, element * file.rect.height / 5,
file.rect.width / 10, file.rect.height / 5))
d_x += WIDTH
value %= 10 ** fig
fig -= 1
end
else
case value
when "Miss"
file = RPG::Cache.numeric("miss")
when "Level up!"
file = RPG::Cache.numeric("levelup")
when "New Skill!"
file = RPG::Cache.numeric("newskill")
when "Learning!"
file = RPG::Cache.numeric("learning")
else
return Bitmap.new(1, 1)
end
d_bitmap = file
end
return d_bitmap
end
end
module Cache
def self.numeric(filename)
self.load_bitmap("Graphics/String/", filename)
end
end
end
复制代码
我想把它改造成可以在地图事件上显示数字,包括Miss等和各种颜色。
请问可以更改成输入一行脚本显示数字吗?
如脚本:
battle_number(事件号,数值,状态(加减血颜色),其它)
样板:
RTAB_sixRice_017b.rar
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