ajuda, script de dano que interfere no chat!netplay master 4.7

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    thiagus
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    ajuda, script de dano que interfere no chat!netplay master 4.7

    Mensagem por thiagus em Sex Jan 03, 2014 4:45 pm

    olá povo do aldeia, eu uso e netplay master 4.7 e inseri 2 scrips que mudam a forma como o dano é apresentado, dano display e dano gravidade, mas ao coloca-los percebi que eles influenciaram diretamente no chat, o chat tbm virou balãoozinho que sofre o efeito da gravidade, se que alguém de bom coração poderia adapta-lo ou me ensinar como usa-lo sem influenciar o chat? eu tento estudar um pouquinho de rgss mas não tenho muito tempo, e tenho mulher, filhos, trabalho e escola!  Confuse 
    se puderem ficarei muito agradecido!
    scripts
    Dano Display:
    ################################################################################
    ################################### XMS ########################################
    ################################################################################
    =begin
                                    DAMAGE DISPLAY

    --------------------------------------------------------------------------------
    Script criado pelo site XMS.
    Created by XMS site.
    Tradução e tutorial por Moghunter.
    --------------------------------------------------------------------------------

    FUNÇÃO                        
     Permite customizar a forma que o dano é apresentado, podendo modificar
     o tipo de fonte, tamanho, cor, etc...

    CUSTOMIZAÇÃO
    =end
    #-------------------------------------------------------------------------------
    module XRXS_DamageSettings
      #Tempo em que vai ficar o dano(número) na tela.
      DURATION = 40
      #Nome do dano critico.
      CRITICAL_STRING     = "CRÍTICO"
      #Tamanho da Fonte do dano critico.
      CRITICAL_FONT_SIZE  = 15
      #Cor do dano crítico.
      CRITICAL_FONT_COLOR = Color.new(255, 200, 168)
      #Cor do dano normal.
      DEFAULT_COLOR  = Color.new(255, 200, 168)
      #Cor da energia recuperada.
      DEFAULT_MINUS  = Color.new(176, 255, 144)
      #Cor do dano de SP. 
      SPDAMAGE_COLOR = Color.new(255, 176, 144)
      #Cor do SP recuperado.
      SPDAMAGE_MINUS = Color.new(0, 250, 255)
      SPECIAL_COLOR_SETS =
      #Definição do nome da experiência.
        {"Xp"=>Color.new(0, 255, 164),
      #Definição do nome do dinheiro.
           "$"=>Color.new(255, 255, 32),
      #Definição do nome do LV-UP.    
         "Level up!"=>Color.new(255, 255,  0)
        }
      def self.font
        font = Font.new
        font.name   = "Georgia"#Nome da fonte.
        font.size   = 15       #Tamanho da fonte.     
        font.bold   = true     #Contorno da fonte.      
        font.italic = true     #Fonte em estilo Itálico.    
        return font
      end
    end
    #-------------------------------------------------------------------------------
    module XRXS_DamageSettings
      def self.color(value_string)
        for key in SPECIAL_COLOR_SETS.keys.sort!
          return SPECIAL_COLOR_SETS[key] unless value_string.scan(key).empty?
        end
        unless value_string.scan("SP").empty?
          value = (value_string.sub("SP"){""}).to_i
          color = (value >= 0 ? SPDAMAGE_COLOR : SPDAMAGE_MINUS)
          value_string.gsub!("-") {""}
          return color
        end
        value = (value_string).to_i
        color = (value >= 0 ? DEFAULT_COLOR : DEFAULT_MINUS)
        return color
      end
    end
    module RPG
      class Sprite < ::Sprite
        def damage(value, critical)
          dispose_damage
          font  = XRXS_DamageSettings.font
          color = XRXS_DamageSettings.color(value.to_s)
          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 = font
          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)
          bitmap.font.color = color
          bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
          if critical
            critical_string   = XRXS_DamageSettings::CRITICAL_STRING
            bitmap.font.size  = XRXS_DamageSettings::CRITICAL_FONT_SIZE
            bitmap.font.color.set(0, 0, 0)
            bitmap.draw_text(-1, -1, 160, 20, critical_string, 1)
            bitmap.draw_text(+1, -1, 160, 20, critical_string, 1)
            bitmap.draw_text(-1, +1, 160, 20, critical_string, 1)
            bitmap.draw_text(+1, +1, 160, 20, critical_string, 1)
            bitmap.font.color = XRXS_DamageSettings::CRITICAL_FONT_COLOR
            bitmap.draw_text(0, 0, 160, 20, critical_string, 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 = XRXS_DamageSettings::DURATION
        end
      end
    end
    class Game_Battler
      attr_accessor :damage_sp               
    end
    class Sprite_Battler < RPG::Sprite
      alias xrxs62_update update
      def update
        if @battler != nil and @battler_visible and
           @battler.damage_pop and @battler.damage_sp != nil and
          (@battler.damage == nil or @battler.damage == "")
          value = @battler.damage_sp
          dispose_damage
          damage_string = $data_system.words.sp + " " + value.to_s
          damage(damage_string, @battler.critical)
          @battler.damage_sp = nil
          @battler.critical = false
          @battler.damage_pop = false
        end
        xrxs62_update
      end
    end
    Dano Gravidade:
    ################################################################################
    ################################### XMS ########################################
    ################################################################################
    =begin
                                    Gravity Effect

    --------------------------------------------------------------------------------
    Script criado pelo site XMS.
    Created by XMS site.
    Tradução e tutorial por Moghunter.
    --------------------------------------------------------------------------------

    FUNÇÃO                        
     Permite que a apresentação do dano tenha o efeito de gravidade.

    CUSTOMIZAÇÃO
    =end
    #-------------------------------------------------------------------------------
    module XRXS_DAMAGE
      def damage_x_init_velocity
      #Quantidade de direções que o dano poderá pular.  
      return 1.2 * (rand(5) - 2)
      end
      def damage_y_init_velocity
      #Velocidade do dano.  
      return 10
    end
      #Força da gravidade.  
      GRAVITY = 0.98
    end
    #-------------------------------------------------------------------------------
    module XRXS_DAMAGE
      def update
        super
        @damage_sprites   = [] if @damage_sprites.nil?
        @damage_durations = [] if @damage_durations.nil?
         if @_damage_sprite != nil and @_damage_sprite.visible
          x = damage_x_init_velocity
          y = damage_y_init_velocity
          d = @_damage_duration
          @damage_sprites.push(Sprite_Damage.new(@_damage_sprite, x, y, d))
          @_damage_sprite.visible = false
        end
        for damage_sprite in @damage_sprites
          damage_sprite.update
        end
        for i in 0...@damage_sprites.size
          @damage_sprites[i] = nil if @damage_sprites[i].disposed?
        end
        @damage_sprites.compact!
      end
      def dispose
        super
        if @damage_sprites != nil
          for damage_sprite in @damage_sprites
            damage_sprite.dispose
          end
        end
      end
    end
    class RPG::Sprite < Sprite
      include XRXS_DAMAGE
    end
    class Sprite_Damage < Sprite
      def initialize(sprite, init_x_speed, init_y_speed, duration)
        super(nil)
        self.bitmap = sprite.bitmap.dup unless sprite.bitmap.nil?
        self.opacity = sprite.opacity
        self.x = sprite.x
        self.y = sprite.y
        self.z = sprite.z
        self.ox = sprite.ox
        self.oy = sprite.oy
        @now_x_speed = init_x_speed
        @now_y_speed = init_y_speed
        @potential_x_energy = 0.0
        @potential_y_energy = 0.0
        @duration = duration
      end
      def update
        super
        n = self.oy + @now_y_speed
        if n <= 0
          @now_y_speed *= -1
          @now_y_speed /=  2
          @now_x_speed /=  2
        end
        self.oy  = [n, 0].max
        @potential_y_energy += XRXS_DAMAGE::GRAVITY
        speed = @potential_y_energy.floor
        @now_y_speed        -= speed
        @potential_y_energy -= speed
        @potential_x_energy += @now_x_speed
        speed = @potential_x_energy.floor
        self.ox             += speed
        @potential_x_energy -= speed
        @duration -= 1
        if @duration == 0
          self.dispose
        end
      end
    end

      Data/hora atual: Seg Dez 05, 2016 5:27 am