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Lv4.逐梦者
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- #==============================================================================
- # <<\/>> Vixotic_Damage_Pop up
- #------------------------------------------------------------------------------
- # Version 1.1
- # by Vixotic [[email protected]]
- # Exclusive Script for http://rpgmakervx.net/
- #
- # Place this script above Main
- #==============================================================================
- module VIX
- #--------------------------
- # Damage Text Position
- #------------------------
- Damage_X_Plus = 0
- # Move Damage Position in vertical direction ((-)up <= 0 => down(+))
- Damage_Y_Plus = -20
- # Move Damage Position in horizontal direction ((-)left <= 0 => right(+))
- #--------------------------
- # Damage Text Font/Size
- #------------------------
- Damage_Text_Font = "Arial Black"
- Damage_Text_Size = 32
- end
- class Sprite_Base < Sprite
- alias vix_sprbase_ini initialize
- alias vix_sprbase_upd update
- def initialize(viewport = nil)
- vix_sprbase_ini(viewport)
- @_damage_duration = 0
- end
- def update
- vix_sprbase_upd
- if @_damage_duration > 0
- @_damage_duration -= 1
- case @_damage_duration
- when 38..39
- @_damage_sprite.y -= 4
- when 36..37
- @_damage_sprite.y -= 2
- when 34..35
- @_damage_sprite.y += 2
- when 28..33
- @_damage_sprite.y += 4
- end
- @_damage_sprite.opacity = 256 - (12 - @_damage_duration) * 32
- if @_damage_duration == 0
- dispose_damage
- end
- end
- end
- def damage(value)
- dispose_damage
- if value.is_a?(Numeric)
- damage_string = value.abs.to_s
- else
- damage_string = value.to_s
- end
- bitmap = Bitmap.new(160, 48)
- bitmap.font.name = VIX::Damage_Text_Font
- bitmap.font.size = VIX::Damage_Text_Size
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
- bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
- bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
- bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
- if value.is_a?(Numeric) and value < 0
- bitmap.font.color.set(176, 255, 144)
- else
- bitmap.font.color.set(255, 255, 255)
- end
- bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
- @_damage_sprite = ::Sprite.new(self.viewport)
- @_damage_sprite.bitmap = bitmap
- @_damage_sprite.ox = 80
- @_damage_sprite.oy = 20
- @_damage_sprite.x = self.x + VIX::Damage_X_Plus
- @_damage_sprite.y = (self.y - self.oy / 2) + VIX::Damage_Y_Plus
- @_damage_sprite.z = 3000
- @_damage_duration = 40
- end
- def dispose_damage
- if @_damage_sprite != nil
- @_damage_sprite.bitmap.dispose
- @_damage_sprite.dispose
- @_damage_sprite = nil
- @_damage_duration = 0
- end
- end
- end
- class Game_Battler
- attr_accessor :damage
- alias vix_gamebat_clr clear_sprite_effects
- def clear_sprite_effects
- @damage = 0
- vix_gamebat_clr
- end
- end
- class Sprite_Battler < Sprite_Base
- DAMAGE = 7
- alias vix_sprbat_set setup_new_effect
- def setup_new_effect
- vix_sprbat_set
- if @battler.damage != 0
- damage(@battler.damage)
- @effect_type = DAMAGE
- @battler.damage = 0
- end
- end
- end
- class Scene_Battle < Scene_Base
- def display_action_effects(target, obj = nil)
- unless target.skipped
- line_number = @message_window.line_number
- wait(5)
- target.damage = target.hp_damage if target.is_a?(Game_Enemy)
- display_critical(target, obj)
- display_damage(target, obj)
- display_state_changes(target, obj)
- if line_number == @message_window.line_number
- display_failure(target, obj) unless target.states_active?
- end
- if line_number != @message_window.line_number
- wait(30)
- end
- @message_window.back_to(line_number)
- end
- end
- end
复制代码 前几天从站上翻到的脚本,测试有效,冲突未知,效果是攻击动画之后跳出伤害数字。。。
忘记是哪位提供的了,抱歉。。。
其实LZ提问前可以多尝试搜索,应该会有不少收获。。。 |
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