Project1
标题:
传说中的ARPG彩虹神剑(DEBUG版本)
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作者:
冰蓝的马甲
时间:
2009-1-11 21:13
标题:
传说中的ARPG彩虹神剑(DEBUG版本)
这是第二次DEBUG了...
修正了一些问题
适用人群:ARPG制作者
#--------------------------------------------------
# 此脚本来自www.66RPG.com,使用请保留此信息
#--------------------------------------------------
module RPG
class Sprite < ::Sprite
@@_animations = []
@@_reference_count = {}
def initialize(viewport = nil)
super(viewport)
@_whiten_duration = 0
@_appear_duration = 0
@_escape_duration = 0
@_collapse_duration = 0
@_damage_duration = 0
@_damage = []
@_animation_duration = 0
@_blink = false
@_animation = []
#========================
@battler_damage = nil
@battler_critical = nil
@all_quanzhong = 1
@p_dam = 0
@hits = 0
#========================
end
def damage(value, critical)
#dispose_hit
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
bitmap = Bitmap.new(162, 64)
bitmap.font.name = "宋体"
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
damage_array = damage_string.scan(/./)
damage_x = 81 - damage_string.size * 9
# 伤害值为负的情况下
if value < 0
# 调用回复数字表
rect_y = 32
else
# 调用伤害数字表
rect_y = 0
end
# 循环伤害值字符串
for char in damage_array
number = char.to_i
# 显示伤害数字
bitmap.blt(damage_x, 32, RPG::Cache.system("Damage"),
Rect.new(number * 18, rect_y, 18, 32))
# 后移一位
damage_x += 18
end
else
if value != "miss"
# 系统默认描画字符串
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1-30, 27, 162, 36, damage_string, 1)
# Miss 的情况下
else
# 显示未击中图画
bitmap.blt(36, 28, RPG::Cache.system("Damage"), Rect.new(90, 64, 90, 32))
end
end
if critical
bitmap.blt(36, 0, RPG::Cache.system("Damage"), Rect.new(0, 64, 90, 32))
end
@_damage_duration = 40
num = @_damage.size
@_damage.push([::Sprite.new,40,0, rand(50) - 15, rand(30)])
@_damage[num][0].bitmap = bitmap
@_damage[num][0].ox = 80 + self.viewport.ox
@_damage[num][0].oy = 20 + self.viewport.oy
if self.character.is_a?(Game_Actor)
@_damage[num][0].x = self.x
@_damage[num][0].y = self.y - self.oy / 2
else
@_damage[num][0].x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2
@_damage[num][0].y = self.y - self.oy * self.zoom_y / 2 +
self.viewport.rect.y
@_damage[num][0].zoom_x = self.zoom_x
@_damage[num][0].zoom_y = self.zoom_y
@_damage[num][0].z = 3000
end
if value.is_a?(Numeric) and value > 0 and self.character.is_a?(Game_Event)
dispose_hit
@hits += 1
hit
$game_system.hits += 1
end
end
#=======================================
# 修改:HIT数字计算
#=======================================
def hit
#dispose_hit
# 如果伤害值是数值,转为字符串
value = @hits
hits_string = value.to_s
# 初始化位图
bitmap = Bitmap.new(320, 64)
bitmap.font.name = "Arial Black"
bitmap.font.size = 32
# 分割伤害值字符串
hits_array = hits_string.scan(/./)
hits_x = 81 - hits_string.size * 18.1
rect_y = 0
# 循环伤害值字符串
for char in hits_array
number = char.to_i
# 显示伤害数字
bitmap.blt(hits_x, 0, RPG::Cache.system("Number"),
Rect.new(number * 36.2, rect_y, 36.2, 50))
# 后移一位
hits_x += 36.2
end
bitmap.blt(hits_x, 0, RPG::Cache.system("HITS"), Rect.new(0, -21, 90, 50))
# 伤害值定位
@_hits_sprite = ::Sprite.new(self.viewport)
@_hits_sprite.bitmap = bitmap
@_hits_sprite.ox = 81
@_hits_sprite.oy = 20
@_hits_sprite.x = 450
@_hits_sprite.y = 200
@_hits_sprite.z = 3000
@_hits_duration = 40
end
def animation(animation, hit, battler_damage="", battler_critical=false)
return if animation == nil
#=======================================
# 修改:记录伤害和critical,以及防止拖死..
#=======================================
dispose_animation(false)
num = @_animation.size
@_animation.push([animation, hit, animation.frame_max, []])
@battler_damage = battler_damage
@battler_critical = battler_critical
#return if @_animation == []
bitmap = RPG::Cache.animation(animation.animation_name, animation.animation_hue)
anime = @_animation.index([animation, hit, animation.frame_max, []])
#=======================================
# 修改:计算总闪光权限值
#=======================================
for timing in @_animation[anime][0].timings
quanzhong = animation_process_timing(timing, @_animation[num][1], true)
@all_quanzhong += quanzhong
# 记录最后一次闪光
@_last_frame = timing.frame if quanzhong != 0
end
#=======================================
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
if @_animation[num][0] != 3 or not @@_animations.include?(animation)
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_animation[num][3].push(sprite)
end
unless @@_animations.include?(animation)
@@_animations.push(animation)
end
end
update_animation(@_animation[num])
end
def loop_animation(animation)
return if animation == @_loop_animation
dispose_loop_animation
@_loop_animation = animation
return if @_loop_animation == nil
@_loop_animation_index = 0
animation_name = @_loop_animation.animation_name
animation_hue = @_loop_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_loop_animation_sprites = []
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation_sprites.push(sprite)
end
# update_loop_animation
end
def dispose_animation(clearing = true)
#=======================================
# 修改:清除记录的伤害,清除权重记录
#=======================================
@battler_damage = ""
@battler_critical = nil
@all_quanzhong = 1
@_last_frame = -1
#=======================================
if clearing
for anime in @_animation.reverse
sprite = anime[3][0]
if sprite != nil
@@_reference_count[sprite.bitmap] -= 1
if @@_reference_count[sprite.bitmap] == 0
sprite.bitmap.dispose
end
end
for sprite in anime[3]
sprite.dispose
end
@_animation.delete(anime)
end
end
end
#=======================================
# 清除hit数
#=======================================
def dispose_hit(tz = false)
@hits = 0 if tz
if @_hits_sprite != nil
@_hits_sprite.bitmap.dispose
@_hits_sprite.dispose
@_hits_sprite = nil
end
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
for damage in @_damage
if damage[1] > 0
damage[1] -= 1
damage[4] -= 3
damage[2] -= damage[4]
if self.character.is_a?(Game_Actor)
damage[0].x = self.x + self.viewport.rect.x
damage[0].y -= 3
else
damage[0].x = self.x + self.viewport.rect.x
damage[0].y -= 3
damage[0].zoom_x = self.zoom_x
damage[0].zoom_y = self.zoom_y
end
damage[0].z = 2960 + damage[1]
damage[0].opacity = 256 - (12 - damage[1]) * 32
end
if damage[1] == 0
damage[0].bitmap.dispose
damage[0].dispose
@_damage.delete(damage)
end
end
if @_damage == [] and Graphics.frame_count % 40 == 0
dispose_hit(true)
end
for anime in @_animation
if (Graphics.frame_count % 2 == 0)
anime[2] -= 1
update_animation(anime)
end
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
def update_animation(anime)
if anime[2] > 0
frame_index = anime[0].frame_max - anime[2]
cell_data = anime[0].frames[frame_index].cell_data
position = anime[0].position
animation_set_sprites(anime[3], cell_data, position)
for timing in anime[0].timings
if timing.frame == frame_index
#=======================================
# 修改:弹出伤害,权重计算
#=======================================
t = 1.0 * animation_process_timing(timing, anime[1],true)
#p t,"当前权重", @all_quanzhong,"总权重"
if @battler_damage.is_a?(Numeric) and t != 0
t *= @battler_damage
t /= @all_quanzhong
t = t.to_i
# 在闪光不是最后一次的情况下,把这次伤害加入到已经发生的伤害中
if frame_index != @_last_frame
@p_dam += t
end
# 闪光为最后一次的情况下,改变这次伤害的计算方法
if frame_index == @_last_frame
t = @battler_damage - @p_dam
end
# 最后一次闪光的话,伤害修正, 已经发生的伤害归0, 连击次数归0★
if frame_index == @_last_frame
@p_dam = 0
#@hits = 0
end
damage(t,@battler_critical)
elsif !@battler_damage.is_a?(Numeric) and timing.flash_scope != 0
damage(@battler_damage,@battler_critical)
end
end
#=======================================
end
else
@@_reference_count[anime[3][0].bitmap] -= 1
if @@_reference_count[anime[3][0].bitmap] == 0
anime[3][0].bitmap.dispose
end
for sprite in anime[3]
sprite.dispose
end
@_animation.delete(anime)
end
end
#=======================================
# 修改:敌人跳跃的功能 + 添加返回数值
#=======================================
def animation_process_timing(timing, hit, rt = false)
if (timing.condition == 0) or
(timing.condition == 1 and hit == true) or
(timing.condition == 2 and hit == false)
if timing.se.name != ""
se = timing.se
Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch)
end
case timing.flash_scope
when 1
self.flash(timing.flash_color, timing.flash_duration * 2)
@flash_shake_switch = true
@flash_shake = 10
return timing.flash_color.alpha * timing.flash_duration if rt
when 2
if self.viewport != nil
self.viewport.flash(timing.flash_color, timing.flash_duration * 2)
return timing.flash_color.alpha * timing.flash_duration if rt
end
when 3
self.flash(nil, timing.flash_duration * 2)
return timing.flash_color.alpha * timing.flash_duration if rt
end
end
return 0
end
def animation_set_sprites(sprites, cell_data, position)
for i in 0..15
sprite = sprites[i]
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern == -1
sprite.visible = false if sprite != nil
next
end
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
if position == 3
if self.viewport != nil
sprite.x = self.viewport.rect.width / 2
if $game_system.arpg_ing and self.character.is_a?(Game_Event)
sprite.y = self.viewport.rect.height - 320
else
sprite.y = self.viewport.rect.height - 160
end
else
sprite.x = 320
sprite.y = 240
end
else
sprite.x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2
if $game_temp.in_battle and self.character.is_a?(Game_Event)
sprite.y = self.y - self.oy * self.zoom_y / 2 +
self.viewport.rect.y
if position == 0
sprite.y -= self.src_rect.height * self.zoom_y / 4
elsif position == 2
sprite.y += self.src_rect.height * self.zoom_y / 4
end
else
sprite.y = self.y + self.viewport.rect.y -
self.oy + self.src_rect.height / 2
sprite.y -= self.src_rect.height / 4 if position == 0
sprite.y += self.src_rect.height / 4 if position == 2
end
end
sprite.x += cell_data[i, 1]
sprite.y += cell_data[i, 2]
sprite.z = 2000
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
if position != 3
sprite.zoom_x *= self.zoom_x
sprite.zoom_y *= self.zoom_y
end
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
end
end
复制代码
作者:
angelwangm
时间:
2009-1-11 21:24
sf
顶一个
作者:
尐結
时间:
2009-1-12 09:56
提示:
作者被禁止或删除 内容自动屏蔽
作者:
淘金鸭
时间:
2009-1-13 00:14
不明白,这是干嘛的?
作者:
纯子
时间:
2009-1-13 03:02
彩虹神剑是什么
?
作者:
枫叶的北方
时间:
2009-1-13 05:21
恩?彩虹神剑不能用在ARPG中吗?貌似我以前改夜想曲的时候加了彩虹,效果很不错啊。
作者:
冰蓝的马甲
时间:
2009-1-14 04:53
似乎要改了一个东西.这就是多动画+彩虹神剑整合版本,2年前的脚本水平...
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