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Lv1.梦旅人
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關於版大的第六個問題是能解決的,
只要在橫版系統附帶的第3個腳本中的"战斗画面的处理的类"修改就行了,
在腳本下方有個:
#==============================================================================
# ■ Sprite_Damage
#------------------------------------------------------------------------------
# 伤害表示的精灵。
#==============================================================================
下面有幾個地方可以擴充傷害值的數字,
修改地方如下:
class Sprite_Damage < Sprite_Base
#--------------------------------------------------------------------------
# ● 公开变数
#--------------------------------------------------------------------------
attr_accessor :battler
#--------------------------------------------------------------------------
# ● 客观初期化
#--------------------------------------------------------------------------
def initialize(viewport,battler = nil)
super(viewport)
@battler = battler
@damage = 0
@duration = 0
@x = 0
@y = 0
@z_plus = 0
@minus = false
@num1 = Sprite.new(viewport)
@num2 = Sprite.new(viewport)
@num3 = Sprite.new(viewport)
@num4 = Sprite.new(viewport)
@num5 = Sprite.new(viewport)
@num6 = Sprite.new(viewport)
@num7 = Sprite.new(viewport)
@num8 = Sprite.new(viewport)
@num1.visible = false
@num2.visible = false
@num3.visible = false
@num4.visible = false
@num5.visible = false
@num6.visible = false
@num7.visible = false
@num8.visible = false
end
def update
force_damage
move_damage(@num8, @pop_time) if @num8.visible
move_damage(@num7, @pop_time - 2) if @num7.visible
move_damage(@num6, @pop_time - 4) if @num6.visible
move_damage(@num5, @pop_time - 6) if @num5.visible
move_damage(@num4, @pop_time - 8) if @num4.visible
move_damage(@num3, @pop_time - 10) if @num3.visible
move_damage(@num2, @pop_time - 12) if @num2.visible
move_damage(@num1, @pop_time - 14) if @num1.visible
move_window if @window != nil
@duration -= 1 if @duration > 0
end
#--------------------------------------------------------------------------
# ● 文字窗口的移动
#--------------------------------------------------------------------------
def move_window
@window.x -= 8 if @window_time > 0 && @window.x > 0
@window_time -= 1
if @duration == 0
@window.dispose
@window = nil
end
end
# 没有伤害时没有数字的POP
return @duration = @pop_time if damage == 0
@num_time = -1
damage_file(@num1, damage % 10, @pop_time - 7) if damage >= 0
damage_file(@num2, (damage % 100)/10, @pop_time - 5) if damage >= 10
damage_file(@num3, (damage % 1000)/100, @pop_time - 3) if damage >= 100
damage_file(@num4, (damage % 10000)/1000, @pop_time - 1) if damage >= 1000
damage_file(@num5, (damage % 100000)/10000, @pop_time + 1) if damage >= 10000
damage_file(@num6, (damage % 1000000)/100000, @pop_time + 3) if damage >= 100000
damage_file(@num7, (damage % 10000000)/1000000, @pop_time + 5) if damage >= 1000000
damage_file(@num8, (damage % 100000000)/10000000, @pop_time + 7) if damage >= 10000000 end
#--------------------------------------------------------------------------
# ● 准备情报窗口
#--------------------------------------------------------------------------
def window(text)
@window = Window_Damage.new(@x - 64, @y - 22)
@window.pop_text(text)
@window_time = 8
end
#--------------------------------------------------------------------------
# ● 伤害组合
#--------------------------------------------------------------------------
def reset
@num8.visible = @num7.visible = @num6.visible = @num5.visible = @num4.visible = @num3.visible = @num2.visible = @num1.visible = false
@window.dispose if @window != nil
@window = nil
end
#--------------------------------------------------------------------------
# ● 开放
#--------------------------------------------------------------------------
def dispose
super
@num1.dispose
@num2.dispose
@num3.dispose
@num4.dispose
@num5.dispose
@num6.dispose
@num7.dispose
@num8.dispose
@window.dispose if @window != nil
end
end
最大數值沒有限制,可是必須先加上數字的座標。 系统信息:本贴由本区版主认可为正确答案,66RPG感谢您的热情解答~ |
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