Project1
标题:
请问如何显示两种暴击文字
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作者:
guti4444
时间:
2013-12-3 23:26
标题:
请问如何显示两种暴击文字
上面是我原来的暴击代码 我想设置成下面的暴击代码 就是暴击达到一定程度时 可以造成3倍暴击
我想请教如何区别2倍暴击伤害和3倍牛b暴击伤害 可以设置不同图片把 但是我不知道在哪设置
# 会心一击修正
if rand(100) < (user.dex*user.dex/(self.dex+user.dex))
self.damage[user] *= 2
self.critical[user] = true
end
# if 99 < (user.dex*user.dex/(self.dex+user.dex))
# if rand(200) < (user.dex*user.dex/(self.dex+user.dex))
# self.damage[user] *= 3
# self.critical[user] = true
# end
# else
# if rand(100) < (user.dex*user.dex/(self.dex+user.dex))
# self.damage[user] *= 2
# self.critical[user] = true
# end
# end
复制代码
下面的脚本是我使用的伤害美化 原来的暴击显示就是这里的图片
# 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
作者:
batfjtn
时间:
2013-12-3 23:54
本帖最后由 batfjtn 于 2013-12-3 23:59 编辑
第一个多倍问题这样修改
# 会心一击修正
double = rand(100)
if double < (user.dex*user.dex/(self.dex+user.dex))
self.damage[user] *= 3
self.critical[user] = true
elsif double < (user.dex*user.dex/(self.dex+user.dex))
self.damage[user] *= 2
self.critical[user] = true
end
复制代码
不知道对不对~~!!
PS:最好是把 (user.dex*user.dex/(self.dex+user.dex))该成固定数值~!!这样就容易算出几率~!
感觉上应该可以用的~~~!!
第二个问题研究中....
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