不知道有没有人已经发过了,我找了半天一直没有找到于是就自己实现了一个。实现地并不算优美,但是起码能用。显示效果不好是RMMV自己的缘故,因为我创建的就是Sprite_Damage。
JAVASCRIPT 代码
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/*: ------------------------------------------------------------------------------- @title mapDamagePopup @author gonglinyuan @version 0.1.0 @date 2016-04-19 @filename Util_MapDamagePopup.js ------------------------------------------------------------------------------- @plugindesc pop up damage on map characters @help You can invoke the mapDamagePopup with the following pluginCommand: mapDamagePopup [isCritical?] : Number of character on a map to show the damage. A positive number indicates an event number. 0 indicates the current event. -1 indicates the player. -2,-3,-4,... indicates followers. : Number of rows in "System/Damage.png". Numbered form 0 to 4. Row 4 indicates "Miss". : Value of damage. It is supposed to be above 0. (If it is negative, it might make the row to increase 1 according to the implementation of "createDigits" method.) [isCritical?]: Whether it is critical damage or not. "true" indicates it is critical, otherwise not. */ (function(){ var _Sprite_Character_initMembers = Sprite_Character.prototype.initMembers; Sprite_Character.prototype.initMembers = function(){ _Sprite_Character_initMembers.call(this); this._damages = []; }; Sprite_Character.prototype.updateDamagePopup = Sprite_Battler.prototype.updateDamagePopup; Sprite_Character.prototype.setupDamagePopup = function(){ if(this._character._spriteDamage){ this._character._spriteDamage.x = this.x; this._character._spriteDamage.y = this.y; this._character._spriteDamage.z = this.z + 1; this._damages.push(this._character._spriteDamage); this.parent.addChild(this._character._spriteDamage); this._character._spriteDamage = null; } }; var _Sprite_Character_update = Sprite_Character.prototype.update; Sprite_Character.prototype.update = function(){ _Sprite_Character_update.call(this); this.updateDamagePopup(); }; var _Game_Character_initMembers = Game_Character.prototype.initMembers; Game_Character.prototype.initMembers = function(){ _Game_Character_initMembers.call(this); this._spriteDamage = null; }; var getTarget = function(target){ if(target < -1){ return $gamePlayer.followers().follower(-target - 2); }elseif(target == -1){ return $gamePlayer; }elseif(target == 0){ return $gameMap.event(this.eventId()); }elseif(target > 0){ return $gameMap.event(target); } } var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; Game_Interpreter.prototype.pluginCommand = function(command, args){ _Game_Interpreter_pluginCommand.call(this, command, args); if(command == "mapDamagePopup"){ var target = getTarget.call(this, Number(args[0])); var row = Number(args[1]); var value = Number(args[2]); var sprite = new Sprite_Damage(); if(row < 4){ sprite.createDigits(row, value); }else{ sprite.createMiss(); } if(args[3] === "true"){ sprite.setupCriticalEffect(); } console.log(target, row, value, sprite); target._spriteDamage = sprite; } }; })(); 复制代码
使用方法见注释。
例子:给角色回复50点生命值——(插件指令)mapDamagePopup -1 1 50
其中mapDamagePopup是命令的名称
-1指的是主角。这个和fuki的定义是一样的。0指本事件。1以上指事件编号。-2以下指跟随角色。
1指的是img/system/Damage.png中的第2行(行从0开始标号)。
50指的是回血的数值,注意这里不用写成-50
本帖来自P1论坛作者gonglinyuan,因Project1站服务器在国外有时候访问缓慢不方便作者交流学习,经联系P1站长fux2同意署名转载一起分享游戏制作经验,共同为国内独立游戏作者共同创造良好交流环境,原文地址:
https://rpg.blue/forum.php?mod=viewthread&tid=391736 若有侵权,发帖作者可联系底部站长QQ在线咨询功能删除,谢谢。