Pomógł: 16 razy Dołączył: 05 Lis 2009 Posty: 359 Skąd: spytaj innych
Wysłany: Pią 02 Lip, 2010 07:21
Skrypty znalezione/zrobione przez PaKiTosa
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1.Liczba obraĹźeĹ wyĹwietlana obok wroga
Opis: Gdy wrĂłg dozna obraĹźeĹ, bÄdzie moĹźna Ĺatwo zobaczyÄ, ile dostaĹ.
Poziom trudnoĹci: Ĺatwy
Typ skryptu: walka
Spoiler:
Kod:
#==============================================================================
# <<\/>> Vixotic_Damage_Pop up
#------------------------------------------------------------------------------
# Version 1.1
# by Vixotic [vixotic@live.com]
# 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 = "Comic Sans MS"
Damage_Text_Size = 30
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 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
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