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Lv3.寻梦者
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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: |
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