MOG Damage System V 1.2

7 de março de 2014
MOG Damage System V 1.2

MOG_Damage System é um script para o RPG Maker XP, desenvolvido pelo Moghunter, que modifica como o dano é apresentado nas batalhas do projeto ou jogo que o usa.

Para instalar, basta inserir o código acima do Main e personalizar, se quiser. Existem 7 configurações pré-definidas que podem ser definidas logo no começo do script ou você pode customizá-lo da maneira que achar melhor ou necessário.

#_________________________________________________
# MOG_Damage System V1.2            
#_________________________________________________
# By Moghunter 
# http://www.atelier-rgss.com
#_________________________________________________
# Modifica como o dano é apresentado.
##############
#Customização#
##############
module MOG
################################################################################  
#Tipos de efeitos.
#
# 0 = Zoom com rotação.
# 1 = Zoom IN e OUT.
# 2 = Zoom OUT.
# 3 = Sem Gravidade. 
# 4 = Com Gravidade. 
# 5 = Fantasma. 
# 6 = Normal.
#
################################################################################
TYPE = 0
################################################################################
#Nome da Fonte.  
FONT_NAME = "Georgia"
#Tamanho da Fonte.
FONT_SIZE = 24
#Ativar contorno.
FONT_BOLD = true
#Tamanho da Fonte do dano crítico.
FONT_SIZE_CRITICAL = 16
#String do dano crítico.
CRITICAL_NAME = "Critical"
#Cor da fonte do dano.
FONT_COLOR_DAMAGE =  Color.new(255, 255, 255)
#Cor da fonte do dano de cura.
FONT_COLOR_HEAL = Color.new(176, 255, 144)
#Cor da fonte do dano crítico
FONT_COLOR_CRITICAL = Color.new(255, 150, 0)
################################################################################
#Default(ZOOM_OUT = 0.1 / ZOOM_IN = 0.08 / ROT = 24 / DUR = 0)
################################################################################
#Zoom Externo
ZOOM_OUT = 0.1 
#Zoom Interno
ZOOM_IN = 0.08
#Velocidade da Rotação
ROT = 24
#Duração extra do dano.
DUR = 0 
################################################################################
end  
$mogscript = {} if $mogscript == nil
$mogscript["Damage_System"] = true
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 = MOG::FONT_NAME
bitmap.font.size = MOG::FONT_SIZE
bitmap.font.bold = MOG::FONT_BOLD
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 = MOG::FONT_COLOR_HEAL       
else
bitmap.font.color = MOG::FONT_COLOR_DAMAGE
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
bitmap.font.size = MOG::FONT_SIZE_CRITICAL
bitmap.font.color = MOG::FONT_COLOR_CRITICAL
bitmap.font.bold = MOG::FONT_BOLD
bitmap.draw_text(-1, -1, 160, 20, MOG::CRITICAL_NAME, 1)
bitmap.draw_text(+1, -1, 160, 20, MOG::CRITICAL_NAME, 1)
bitmap.draw_text(-1, +1, 160, 20, MOG::CRITICAL_NAME, 1)
bitmap.draw_text(+1, +1, 160, 20, MOG::CRITICAL_NAME, 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 160, 20, MOG::CRITICAL_NAME, 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 + MOG::DUR
end    
def update
super
if @_whiten_duration > 0
@_whiten_duration -= 1
self.color.alpha = 128 - (16 - @_whiten_duration) * 10
end
if @_appear_duration > 0
@_appear_duration -= 1
self.opacity = (16 - @_appear_duration) * 16
end
if @_escape_duration > 0
@_escape_duration -= 1
self.opacity = 256 - (32 - @_escape_duration) * 10
end
if @_collapse_duration > 0
@_collapse_duration -= 1
self.opacity = 256 - (48 - @_collapse_duration) * 6
end
if @_damage_duration > 0
@_damage_duration -= 1
if MOG::TYPE == 0
case @_damage_duration
when 38..40 + MOG::DUR
@_damage_sprite.y -= 4
@_damage_sprite.zoom_x += MOG::ZOOM_OUT
@_damage_sprite.zoom_y += MOG::ZOOM_OUT       
@_damage_sprite.angle +=  MOG::ROT
when 36..37 
@_damage_sprite.y -= 2
@_damage_sprite.zoom_x += MOG::ZOOM_OUT
@_damage_sprite.zoom_y += MOG::ZOOM_OUT       
@_damage_sprite.angle +=  MOG::ROT
when 34..35 
@_damage_sprite.y -= 2
@_damage_sprite.zoom_x += MOG::ZOOM_OUT
@_damage_sprite.zoom_y += MOG::ZOOM_OUT        
@_damage_sprite.angle +=  MOG::ROT
when 23..33
@_damage_sprite.y -= 4
@_damage_sprite.zoom_x += MOG::ZOOM_OUT
@_damage_sprite.zoom_y += MOG::ZOOM_OUT
@_damage_sprite.angle +=  MOG::ROT
when 0..22
@_damage_sprite.angle = 0 
@_damage_sprite.zoom_x -= MOG::ZOOM_IN
@_damage_sprite.zoom_y -= MOG::ZOOM_IN 
@_damage_sprite.y -= 3
end
elsif MOG::TYPE == 1  
case @_damage_duration
when 38..40 + MOG::DUR
@_damage_sprite.y -= 4
@_damage_sprite.zoom_x += MOG::ZOOM_OUT
@_damage_sprite.zoom_y += MOG::ZOOM_OUT       
when 36..37 
@_damage_sprite.y -= 2
@_damage_sprite.zoom_x += MOG::ZOOM_OUT
@_damage_sprite.zoom_y += MOG::ZOOM_OUT       
when 34..35 
@_damage_sprite.y -= 2
@_damage_sprite.zoom_x += MOG::ZOOM_OUT
@_damage_sprite.zoom_y += MOG::ZOOM_OUT        
when 23..33 
@_damage_sprite.y -= 4
@_damage_sprite.zoom_x += MOG::ZOOM_OUT
@_damage_sprite.zoom_y += MOG::ZOOM_OUT
when 0..22 
@_damage_sprite.angle = 0 
@_damage_sprite.zoom_x -= MOG::ZOOM_IN
@_damage_sprite.zoom_y -= MOG::ZOOM_IN 
@_damage_sprite.y -= 3
end     
elsif MOG::TYPE == 2  
@_damage_sprite.y -= 1
@_damage_sprite.zoom_x += MOG::ZOOM_OUT
@_damage_sprite.zoom_y += MOG::ZOOM_OUT            
elsif MOG::TYPE == 3
@_damage_sprite.y -= 3     
elsif MOG::TYPE == 4
case @_damage_duration
when 30..40 + MOG::DUR
@_damage_sprite.y -= 5
when 20..29
@_damage_sprite.y += 7
when 10..19
@_damage_sprite.y -= 3
when 0..9 
@_damage_sprite.y += 6
end              
elsif MOG::TYPE == 5
case @_damage_duration
when 30..40 + MOG::DUR
@_damage_sprite.y -= 10
@_damage_sprite.zoom_y += MOG::ZOOM_OUT * 5    
@_damage_sprite.zoom_x -= MOG::ZOOM_IN    
when 20..29 
@_damage_sprite.y -= 1
@_damage_sprite.zoom_y -= MOG::ZOOM_OUT * 5
@_damage_sprite.zoom_x += MOG::ZOOM_IN     
when 0..19 
@_damage_sprite.y -= 0
@_damage_sprite.zoom_y = 1 
@_damage_sprite.zoom_x = 1
end        
else
case @_damage_duration
when 38..40 + MOG::DUR
@_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         
end 
@_damage_sprite.opacity = 256 - (18 - @_damage_duration) * 12
if @_damage_duration == 0
dispose_damage
end
end
if @_animation != nil and (Graphics.frame_count % 2 == 0)
@_animation_duration -= 1
update_animation
end
if @_loop_animation != nil and (Graphics.frame_count % 2 == 0)
update_loop_animation
@_loop_animation_index += 1
@_loop_animation_index %= @_loop_animation.frame_max
end
if @_blink
@_blink_count = (@_blink_count + 1) % 32
if @_blink_count < 16
alpha = (16 - @_blink_count) * 6
else
alpha = (@_blink_count - 16) * 6
end
self.color.set(255, 255, 255, alpha)
end
@@_animations.clear
end
end
end

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