class RPG::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 = "Arial Black"
bitmap.font.size = 32
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.set(176, 255, 144) #<====================== Heal damage (green tint)
else
bitmap.font.color.set(255, 255, 255) #<====================== Normal damage (white)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
bitmap.font.size = 20
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 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
end
end
I'm not sure what would be the best way to change the colors. You could do something like turning on a switch in your common event and replacing the section above with
if value.is_a?(Numeric) and value < 0
if $game_switches[101]
bitmap.font.color.set(0, 128, 255) #<====================== Heal SP damage (blue)
else
bitmap.font.color.set(176, 255, 144) #<====================== Heal damage (greenish)
end
else
if $game_switches[101]
bitmap.font.color.set(255, 128, 0) #<====================== Normal SP damage (orange)
else
bitmap.font.color.set(255, 255, 255) #<====================== Normal damage (white)
end
end
$game_switches[101] = false # Turn the game switch off