Скрипт для урона противников BX Ace
Нашел первую ласточку скриптов для Асе на забугорном форуме.
демо-версию Ace не позволяет изменять, вот маленькая хитрость, чтобы вставить скрипт.

1 - Создание нового проекта в Ace.
2 - Перейти в папку с игрой и скопировать Scripts.rvdata2
3 - Перейти в папку проекта VX и заменить Scripts.rvdata по Script.rvdata2 вы только что скопировали. Переименуйте его Scripts.rvdata.
4 - Открыть проект VX, вставьте скрипт, сохранить проект.
5 - В папке VX проекта, копию Scripts.rvdata, и вставьте его в Ace папку и переименовать его Scripts.rvdata2.
6 - Пресс играть в Ace

#================================================= =============================
# ** 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_effec t 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(view port, 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_effec t
# 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
Expand to see the code.


Instructions