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