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Damage Text
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Aldeia RPG :: RPG Maker :: Rpg Maker XP :: Netplays :: Scripts para netplays
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Damage Text
Essa é uma modificação do damage text que eu e meus colegas fizemos só na zueira mesmo e ficou lindo segue o cód
Lembrando que é do master e para fazer funcionar basta substituir o RPG Sprite Damage/Text
por esse novo.
Créd ao:
Valentine
Kaitro
Kizuki
RD12
- Código:
module RPG
class Sprite < ::Sprite
def damage(value, critical)
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 = "Segoe UI"
bitmap.font.size = 24
if value.is_a?(Numeric) and value < 0
bitmap.font.color.set(0, 96, 0)
elsif value.is_a?(Numeric) and value > 0
bitmap.font.color.set(96, 0, 0)
else
bitmap.font.color.set(0, 0, 96)
end
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(0, 255, 0)
elsif value.is_a?(Numeric) and value > 0
bitmap.font.color.set(255, 0, 0)
else
bitmap.font.color.set(0, 0, 255)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
bitmap.font.color.set(96, 96, 0)
bitmap.draw_text(-1, 5-1, 160, 20, "Critical", 1)
bitmap.draw_text(+1, 5-1, 160, 20, "Critical", 1)
bitmap.draw_text(-1, 5+1, 160, 20, "Critical", 1)
bitmap.draw_text(+1, 5+1, 160, 20, "Critical", 1)
bitmap.font.color.set(255, 255, 0)
bitmap.draw_text(0, 5, 160, 20, "Critical", 1)
end
@_damage_sprite = ::Sprite.new(self.viewport)
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80
@_damage_sprite.oy = 20
@_damage_sprite.x = self.x
@_damage_sprite.y = self.y - self.oy / 2 - 60
@_damage_sprite.z += 99999
@_damage_duration = 40
end
def show_text(string, size=16, color=0)
dispose_damage
damage_string = string
if string.is_a?(Array)
array = true
else
array = false
end
bitmap = Bitmap.new(160, 48)
bitmap.font.name = "Segoe UI"
bitmap.font.size = size
if array
for i in 0..string.size
next if damage_string[i] == nil
bitmap.font.color.set(96, 96-20, 0) if color == 0
bitmap.font.color.set(0, 0, 0) if color != 0
bitmap.draw_text(-1, (12+(16*i)-1)-16, 160, 36, damage_string[i], 1)
bitmap.draw_text(+1, (12+(16*i)-1)-16, 160, 36, damage_string[i], 1)
bitmap.draw_text(-1, (12+(16*i)+1)-16, 160, 36, damage_string[i], 1)
bitmap.draw_text(+1, (12+(16*i)+1)-16, 160, 36, damage_string[i], 1)
bitmap.font.color.set(255, 200, 0) if color == 0
bitmap.font.color.set(0, 255, 200) if color == 1
bitmap.font.color.set(200, 0, 255)if color == 2
bitmap.font.color.set(50, 255, 50)if color == 3
bitmap.draw_text(0, (12+(16*i))-16, 160, 36, damage_string[i], 1)
end
else
bitmap.font.color.set(96, 96-20, 0) if color == 0
bitmap.font.color.set(0, 0, 0) if color != 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)
bitmap.font.color.set(255, 200, 0) if color == 0
bitmap.font.color.set(0, 255, 200) if color == 1
bitmap.font.color.set(200, 0, 255)if color == 2
bitmap.font.color.set(50, 255, 50)if color == 3
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
end
@_damage_sprite = ::Sprite.new(self.viewport)
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80
@_damage_sprite.oy = 20
@_damage_sprite.x = self.x
@_damage_sprite.y = self.y - self.oy / 2
@_damage_sprite.z = 3000
@_damage_duration = 40
end
#--------------------------------------------------------------------------
# * Balão do Chat
#--------------------------------------------------------------------------
def show_chat(text)
dispose_damage
damage_string = text.to_s
line = 1
for i in 0..text.size-1
line += 1
end
bitmap = Bitmap.new(160, 16*line + 32)
bitmap.font.name = Font.default_name
bitmap.font.size = 15
bitmap.font.bold = false
bitmap.font.italic = false
msg1 = text[0].to_s
msg2 = ""
b = Bitmap.new(1,1)
w1 = b.text_size(msg1).width
bitmap = Bitmap.new([w1].max+8, (msg2 == "" ? (22*line) : 48))
bitmap.fill_rect(1, 1, bitmap.width-2, (23*line)-(9*(line+1)), Color.new(255,255,255,200))
bitmap.fill_rect(1, 0, bitmap.width-2, 1, Color.new(255,255,255,200))
bitmap.fill_rect(0, 1, 1, (24*line)-(10*(line+1)), Color.new(255,255,255,200))
bitmap.fill_rect(bitmap.width-1, 1, 1, (24*line)-(10*(line+1)), Color.new(255,255,255,200))
# Não tire o parêntese
center = (bitmap.width-8)/2
bitmap.fill_rect(center, (22*line)-(8*(line+1)), 1, 8, Color.new(255,255,255,200))
bitmap.fill_rect(center+1, (22*line)-(8*(line+1)), 1, 7, Color.new(255,255,255,200))
bitmap.fill_rect(center+2, (22*line)-(8*(line+1)), 1, 6, Color.new(255,255,255,200))
bitmap.fill_rect(center+3, (22*line)-(8*(line+1)), 1, 5, Color.new(255,255,255,200))
bitmap.fill_rect(center+4, (22*line)-(8*(line+1)), 1, 4, Color.new(255,255,255,200))
bitmap.fill_rect(center+5, (22*line)-(8*(line+1)), 1, 3, Color.new(255,255,255,200))
bitmap.fill_rect(center+6, (22*line)-(8*(line+1)), 1, 2, Color.new(255,255,255,200))
bitmap.fill_rect(center+7, (22*line)-(8*(line+1)), 1, 1, Color.new(255,255,255,200))
for i in 0..text.size-1
bitmap.draw_text(2, 16*i + 1, bitmap.width-4, 16, text[i], 1)
end
@_damage_sprite = ::Sprite.new(self.viewport)
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = bitmap.width/2
@_damage_sprite.oy = 16*line + 52
@_damage_sprite.opacity = 255
@_damage_sprite.x = self.x
@_damage_sprite.y = self.y
@_damage_sprite.z += 99999
@_damage_duration = 200
end
alias oldupdate_spriteme update
def update
if @_damage_duration > 0
@_damage_sprite.x = self.x
ymin = 0 if ymin == nil
case @_damage_duration
when 38..39
ymin -= 4
when 36..37
ymin -= 2
when 34..35
ymin -= 1
when 28..33
ymin -= 0
end
@_damage_sprite.y = self.y - self.oy / 2 + ymin
end
oldupdate_spriteme
end
end
end
Lembrando que é do master e para fazer funcionar basta substituir o RPG Sprite Damage/Text
por esse novo.
Créd ao:
Valentine
Kaitro
Kizuki
RD12
Kies- Diva
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Re: Damage Text
Então vc fez Um novo?
Ta massa mas não está Lindo lindo como vc diz...
Enfim Boa...
Ta massa mas não está Lindo lindo como vc diz...
Enfim Boa...
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