Ace 스크립트

Source Thread: http://www.hbgames.org/forums/viewtopic.php?f=11&t=75877


  RMVX Ace가 체험판만 나온 상태에서 이미 스크립트를 만든 분이 나왔습니다(VX Ace 항목이 없는 상태라서 임시로 VX쪽에 올림).  제목 그대로 대미지 수치를 띄우는 스크립트입니다(VX나 VX Ace의 텍스트창을 통한 표시가 아닌 XP식의 대미지 표시).



#==============================================================================
# ** Damage Popup
#------------------------------------------------------------------------------
#   © Dargor, 2011
#  01/12/11
#  Version 1.0
#------------------------------------------------------------------------------
#  VERSION HISTORY:
#   - 1.0 (01/12/11), Initial release
#------------------------------------------------------------------------------
#  INSTRUCTIONS:
#   - Paste this above main
#   - Edit the constants in Damage_Popup module
#==============================================================================
 
#==============================================================================
# ** Damage Popup Customization Module
#==============================================================================
 
module Damage_Popup
  HP_Damage_Color = Color.new(255,255,255)
  MP_Damage_Color = Color.new(172,0,234)
  TP_Damage_Color = Color.new(253,157,62)
  HP_Recover_Color = Color.new(0,255,0)
  MP_Recover_Color = Color.new(48,192,255)
  TP_Recover_Color = Color.new(255,242,0)
end  
 
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
#  This sprite is used to display battlers. It observes a instance of the
# Game_Battler class and automatically changes sprite conditions.
#==============================================================================
 
class Sprite_Battler < Sprite_Base
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias dargor_ace_dmgpopup_sprite_battler_initialize initialize
  alias dargor_ace_dmgpopup_sprite_battler_setup_new_effect setup_new_effect
  alias dargor_ace_dmgpopup_sprite_battler_start_effect start_effect
  alias dargor_ace_dmgpopup_sprite_battler_update_effect update_effect
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(viewport, battler = nil)
    # The Usual
    dargor_ace_dmgpopup_sprite_battler_initialize(viewport, battler)
    # Create damage sprite
    @damage_sprite = Sprite_Base.new(viewport)
    @damage_sprite.bitmap = Bitmap.new(160,48)
    @damage_sprite.bitmap.font.bold = true
    @damage_sprite.bitmap.font.outline = true
    @damage_sprite.bitmap.font.size = 32
    @damage_sprite.visible = false
    @damage_duration = 0
    @damage_effect = nil
  end
  #--------------------------------------------------------------------------
  # * Setup New Effect
  #--------------------------------------------------------------------------
  def setup_new_effect
    # The Usual
    dargor_ace_dmgpopup_sprite_battler_setup_new_effect
     # Check for HP Damage
    if display_damage_sprite?        && @battler.result.hp_damage > 0
      start_damage(:hp_damage)
     # Check for MP Damage
    elsif display_damage_sprite? && @battler.result.mp_damage > 0
      start_damage(:mp_damage)
    # Check for TP Damage
    elsif display_damage_sprite? && @battler.result.tp_damage > 0
      start_damage(:tp_damage)
     # Check for HP Recover
    elsif display_damage_sprite? && @battler.result.hp_damage < 0
      start_damage(:hp_recover)
     # Check for MP Recover
    elsif display_damage_sprite? && @battler.result.mp_damage < 0
      start_damage(:mp_recover)
    # Check for TP Recover
    elsif display_damage_sprite? && @battler.result.tp_damage < 0
      start_damage(:tp_recover)
    end
  end
  #--------------------------------------------------------------------------
  # * Damage Display Test
  #--------------------------------------------------------------------------
  def display_damage_sprite?
    return (@battler.result.success && @damage_duration == 0)
  end
  #--------------------------------------------------------------------------
  # * Start Damage Effect
  #--------------------------------------------------------------------------
  def start_damage(effect_type)
    @damage_effect = effect_type
    @damage_duration = 60
    case @damage_effect
    when :hp_damage
      @damage_sprite.bitmap.font.color = Damage_Popup::HP_Damage_Color
    when :mp_damage
      @damage_sprite.bitmap.font.color = Damage_Popup::MP_Damage_Color
    when :tp_damage
      @damage_sprite.bitmap.font.color = Damage_Popup::TP_Damage_Color
    when :hp_recover
      @damage_sprite.bitmap.font.color = Damage_Popup::HP_Recover_Color
    when :mp_recover
      @damage_sprite.bitmap.font.color = Damage_Popup::MP_Recover_Color
    when :tp_recover
      @damage_sprite.bitmap.font.color = Damage_Popup::TP_Recover_Color
    end
    update_damage_popup_position
    update_damage_popup_text
    @damage_sprite.visible = true
    @damage_sprite.opacity = 255
  end
  #--------------------------------------------------------------------------
  # * Update Effects
  #--------------------------------------------------------------------------
  def update_effect
    # Update effects
    if @damage_duration > 0
      @damage_duration -= 1
      update_damage
      if @damage_duration == 0
        @damage_sprite.visible = false
        @damage_type = nil
        @battler.result.clear_hit_flags
      end  
    end
    # The Usual
    dargor_ace_dmgpopup_sprite_battler_update_effect
  end
  #--------------------------------------------------------------------------
  # * Update Damage Sprite Potision
  #--------------------------------------------------------------------------
  def update_damage_popup_position
    if @battler && @battler.use_sprite?
      @damage_sprite.x = @battler.screen_x
      @damage_sprite.y = @battler.screen_y - 48
      @damage_sprite.z = @battler.screen_z + 10
    end
  end
  #--------------------------------------------------------------------------
  # * Update Damage Sprite Text
  #--------------------------------------------------------------------------
  def update_damage_popup_text
    case @damage_effect
    when :hp_damage, :hp_recover
      string = @battler.result.hp_damage.abs.to_s
    when :mp_damage, :mp_recover
      string = @battler.result.mp_damage.abs.to_s
    when :tp_damage, :tp_recover
      string = @battler.result.tp_damage.abs.to_s
    end
    rect = @damage_sprite.bitmap.text_size(string)
    @damage_sprite.bitmap.clear
    @damage_sprite.bitmap.draw_text(rect, string, 1)
  end
  #--------------------------------------------------------------------------
  # * Update Damage
  #--------------------------------------------------------------------------
  def update_damage
    case @damage_duration
    when 58..59
      @damage_sprite.y -= 4
    when 56..57
      @damage_sprite.y -= 2
    when 54..55
      @damage_sprite.y += 2
    when 48..53
      @damage_sprite.y += 4
    end
    if @damage_duration <= 20
      @damage_sprite.opacity = @damage_duration * 11
    end
  end
end 




List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 습작 2012.12.24 5110
공지 RPG VX ACE 유용한 링크 모음 16 아방스 2012.01.03 28925
» 전투 [VX Ace] Damage Popup by Dargor 7 Alkaid 2011.12.04 5445
38 전투 콤보 카운팅 시스템 4 아르피쥐 2011.12.18 4589
37 전투 RPG VX Ace 전투 대사 한글화 37 재규어 2012.01.04 20291
36 전투 XAS Hero Edition Ace Experimental 0.5 6 Alkaid 2012.01.15 6130
35 전투 Sideview08 Ace 테스트 버전 (인 듯 합니다) 5 재규어 2012.01.24 4386
34 전투 레벨업시 HP/MP 전체회복 9 쿠쿠밥솥 2012.02.05 5029
33 전투 Ace 경험치 직접 설정 12 쿠쿠밥솥 2012.02.05 4004
32 전투 능력 강화/약화의 누적식 개조(버그수정) 13 아이미르 2012.02.08 3876
31 전투 전투시 나오는 메세지 삭제 10 Nintendo 2012.03.03 4358
30 전투 SRPG 컨버터 for Ace (SRPGコンバータ for Ace) by AD.Bank 27 file 습작 2012.04.17 7274
29 전투 [스크립트] Sideview Battle System ver. 1.00 (일본어) 7 file 허걱 2012.05.20 6912
28 전투 vx ace 애니메이션 배틀 3 gor 2012.05.27 7664
27 전투 Etude87_Custom_Max_Tp_Weapon ver.1.0 5 습작 2012.08.28 2661
26 전투 Transition EX 1.2 by MogHunter Alkaid 2012.09.07 2481
25 전투 Drop Options by modern algebra 3 Alkaid 2012.09.17 2851
24 전투 WhiteFlute: 자동전투 스크립트 3 file Alkaid 2012.09.20 3774
23 전투 VXAce 사이드뷰 스크립트 (번역) 23 아이미르 2012.12.10 6356
22 전투 XAS VX ACE 데모 한글 번역 ( 스크립트 번역 모음 ) 1 미루 2013.01.10 4556
21 전투 Code Crush VXAce-RGSS3-21 프론트뷰 改 2 15 Alkaid 2013.01.28 4270
20 전투 CP's Battle Engine by Neon Black 20 Alkaid 2013.02.14 4957
Board Pagination Prev 1 2 Next
/ 2