Project1
标题:
vx橫戰系統一直出錯
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作者:
BWBW00123
时间:
2012-6-9 01:20
标题:
vx橫戰系統一直出錯
本帖最后由 BWBW00123 于 2012-6-9 14:34 编辑
我用的是約束版.其實我猜跟版本沒關係.是我笨,不懂
請求教教我這新手..
#==============================================================================
# ■ Sprite_Battler Ver2.6
#------------------------------------------------------------------------------
# 角色用于现实的战斗动作。
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# ● 初期化
#--------------------------------------------------------------------------
def initialize(viewport, battler = nil)
super(viewport)
@battler = battler
@battler_visible = false
@effect_type = 0 # 效果的种类
@effect_duration = 0 # 效果的残留时间
@move_x = 0 # 已变化的X坐标的累计
@move_y = 0 # 已变化的Y坐标的累计
@move_z = 0 # 已变化的Z坐标的累计
@distanse_x = 0 # X坐标的移动距离
@distanse_y = 0 # Y坐标的移动距离
@moving_x = 0 #1单位所相当的X坐标移动距离
@moving_y = 0 #1单位所相当的Y坐标移动距离
@move_speed_x = 0 # X坐标的移动速度
@move_speed_y = 0 # Y坐标的移动速度
@move_speed_plus_x = 0 # X坐标在加减速时的补充移动速度
@move_speed_plus_y = 0 # Y坐标在加减速时的补充移动速度
@move_boost_x = 0 # X坐标加速度
@move_boost_y = 0 # Y坐标加速度
@jump_time = 0 # 跳跃时间
@jump_time_plus = 0 # 跳跃时间补充
@jump_up = 0 # 跳跃上升
@jump_down = 0 # 跳跃下降
@jump_size = 0 # 跳跃高度
@float_time = 0 # 漂浮时间
@float_up = 0 # 1单位所相当于的浮遊高度
@jump_plus = 0 # 根据跳跃补充影位置
@angle = 0 # 旋转角度
@angling = 0 # 1单位所相当于的旋转角度
@angle_time = 0 # 旋转时间
@angle_reset = 0 # 是否初始化角度
@zoom_x = 0 # 横向放大率
@zoom_y = 0 # 纵向放大率
@zooming_x = 0 # 1单位所相当于的横向放大率
@zooming_y = 0 # 1单位所相当于的纵向放大率
@zoom_time = 0 # 放大时间
@zoom_reset = 0 # 是否初始化放大
@target_battler = [] # 目标角色情报
@now_targets = [] # 目标角色记忆
@pattern = 0 # 横图片位置(更新位置)
@pattern_back = false # 循环标志
@wait = 0 # 到下个动作的等待时间
@unloop_wait = 0 # 非循环系动画完毕时的等待时间
@action = [] # 行动
@anime_kind = 0 # 纵图片位置(动画种类位置)
@anime_speed = 0 # 图片更新速度
@frame = 0 # 被消费图片更新时间
@anime_loop = 0 # 循环方式
@anime_end = false # 角色的动画是否完毕
@anime_freeze = false # 是否是固定动画
@anime_freeze_kind = false # 固定图案位置
@anime_moving = false # 是否在飞出动画中
@base_width = N01::ANIME_PATTERN # 图片的横分割数
@base_height = N01::ANIME_KIND # 图片的纵分割数
@width = 0 # 横矩形
@height = 0 # 纵矩形
@picture_time = 0 # 图片显示时间
@individual_targets = [] # 单独处理的保持目标
@balloon_duration = 65 # 飞出动画时间
@reverse = false # 动画的反向再生标志
# 角色不存在的时候将中断处理
return @battler_visible = false if @battler == nil
# 角色是主人公时、或者敌方动画为NO时
@anime_flug = true if @battler.actor?
@anime_flug = true if
[email protected]
? && @battler.anime_on
# 角色作成
make_battler
end
#--------------------------------------------------------------------------
# ● 角色作成
#--------------------------------------------------------------------------
def make_battler
# 初期配置的取得
@battler.base_position
# 色相通过角色认别
@battler_hue = @battler.battler_hue
# 角色是主人公时、或者敌方动画为NO时
if @anime_flug
# 准备武器
@weapon_R = Sprite_Weapon.new(viewport,@battler)
# 取得我方人物名、敌人角色名
@battler_name = @battler.character_name if @battler.actor?
@battler_name = @battler.battler_name unless @battler.actor?
# 敌方反转为NO的时候 画像被反转
self.mirror = true if
[email protected]
? && @battler.action_mirror
# 是不是利用行图片图来改变转送前的矩形尺寸的认识处
self.bitmap = Cache.character(@battler_name) if N01::WALK_ANIME
self.bitmap = Cache.character(@battler_name + "_1") unless N01::WALK_ANIME
# 获取转送前的矩形
@width = self.bitmap.width / @base_width
@height = self.bitmap.height / @base_height
# 矩形设定
@sx = @pattern * @width
@sy = @anime_kind * @height
# 角色本体的描绘
self.src_rect.set(@sx, @sy, @width, @height)
# 不作动画的角色时
else
# bitmap的获取、设定
@battler_name = @battler.battler_name
self.bitmap = Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
end
# 偷袭时画像反转
self.mirror = false if self.mirror && $back_attack && N01::BACK_ATTACK
self.mirror = true if $back_attack && !self.mirror && N01::BACK_ATTACK
# 位置初期化
@battler.reset_coordinate
# 决定原点
self.ox = @width / 2
self.oy = @height * 2 / 3
# 设定偷袭时的坐标
update_move
# 准备飞出动画的精灵
@move_anime = Sprite_MoveAnime.new(viewport,battler)
# 准备图片用精灵
@picture = Sprite.new
# 准备影子精灵
make_shadow if N01::SHADOW
# 作成伤害精灵
@damage = Sprite_Damage.new(viewport,battler)
end
#--------------------------------------------------------------------------
# ● 影作成
#--------------------------------------------------------------------------
def make_shadow
@shadow.dispose if @shadow != nil
@battler_hue = @battler.battler_hue
@shadow = Sprite.new(viewport)
@shadow.z = 200
@shadow.visible = false
# 准备角色的影子精灵
@shadow.bitmap = Cache.character(@battler.shadow)
@shadow_height = @shadow.bitmap.height
# 影位置的稍微调整
@shadow_plus_x = @battler.shadow_plus[0] - @width / 2
@shadow_plus_y = @battler.shadow_plus[1]
# 配合角色画像的大小使用影画像
@shadow.zoom_x = @width * 1.0 / @shadow.bitmap.width
# 更新
update_shadow
# fade中影子就像没有关联一样放置
@skip_shadow = true
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
self.bitmap.dispose if self.bitmap != nil
@weapon_R.dispose if @weapon_R != nil
@move_anime.dispose if @move_anime != nil
@picture.dispose if @picture != nil
@shadow.dispose if @shadow != nil
@damage.dispose if @damage != nil
@balloon.dispose if @balloon != nil
mirage_off
super
end
#--------------------------------------------------------------------------
# ● 伤害动作 action = [动画ID,反转标志,反方向许可]
#--------------------------------------------------------------------------
def damage_action(action)
damage = @battler.hp_damage
damage = @battler.mp_damage if @battler.mp_damage != 0
# 如果HP和MP两个同时做出伤害
if @battler.hp_damage != 0 && @battler.mp_damage != 0
@battler.double_damage = true
damage = @battler.hp_damage
end
# 吸收攻击使HP为0的处理
if action[0] == "absorb"
absorb = true
action[0] = nil
end
# 只有在命中时动画才被执行
unless @battler.evaded or @battler.missed or action[0] == nil
@battler.animation_id = action[0]
@battler.animation_mirror = action[1]
end
# 执行伤害动画
start_action(@battler.damage_hit) if damage > 0 && action[2]
# 攻击没有命中时执行回避动画
if @battler.evaded or @battler.missed
start_action(@battler.evasion) if action[2]
Sound.play_evasion
end
@damage.damage_pop unless absorb or action[3] != nil
end
#--------------------------------------------------------------------------
# ● 伤害数值POP
#--------------------------------------------------------------------------
def damage_pop(damage)
@damage.damage_pop(damage)
end
#--------------------------------------------------------------------------
# ● 战斗开始行动
#--------------------------------------------------------------------------
def first_action
# 检查能否行动、只有在不能的情况下那个状态的动作开始
action = @battler.first_action unless @battler.restriction == 4
action = $data_states[@battler.state_id].base_action if @battler.states[0] != nil && @battler.restriction == 4
start_action(action)
@skip_shadow = false
end
#--------------------------------------------------------------------------
# ● 动作开始
#--------------------------------------------------------------------------
def start_action(kind)
# 初期化各种动作
reset
#记录现在取得的待机动作
stand_by
# 决定新的动作内容
@action = N01::ACTION[kind].dup
# 从行动配列的前头开始移动
active = @action.shift
# 自动完毕
@action.push("完毕")
# 确定现在的动作
@active_action = N01::ANIME[active]
# 等待设定
@wait = active.to_i if @active_action == nil
# 单独动作开始
action
end
#--------------------------------------------------------------------------
# ● 强制单独动作开始
#--------------------------------------------------------------------------
def start_one_action(kind,back)
# 初期化各种动作
reset
# 记录现在取得的待机动作
stand_by
# 设置坐标初始化动作
@action = [back]
# 自动完毕
@action.push("完毕")
# 确定现在的动作
@active_action = N01::ANIME[kind]
# 单独动作开始
action
end
#--------------------------------------------------------------------------
# ● 到下一个动作
#--------------------------------------------------------------------------
def next_action
# 等待中时取消
return @wait -= 1 if @wait > 0
# 或者全部图片动画没有被完成时取消
return if @anime_end == false
# 最后的图片显示等待
return @unloop_wait -= 1 if @unloop_wait > 0
# 从行动配列的前头开始移动
active = @action.shift
# 确定现在的动作
@active_action = N01::ANIME[active]
# 等待设定
@wait = active.to_i if @active_action == nil
# 单独动作开始
action
end
#--------------------------------------------------------------------------
# ● 待机动作
#--------------------------------------------------------------------------
def stand_by
# 到通常待机
@repeat_action = @battler.normal
# HP为1/4时显示危急表情
@repeat_action = @battler.pinch if @battler.hp <= @battler.maxhp / 4
# 防御中
@repeat_action = @battler.defence if @battler.guarding?
# 如果什么状态都没有时完毕
return if @battler.state_id == nil
for state in @battler.states.reverse
# 动作禁止的状态时跳过处理
next if state.extension.include?("禁止状态动作")
# 敌方被动作禁止状态时跳过处理
next if @battler.is_a?(Game_Enemy) && state.extension.include?("敌方除外")
# 状态的表情
@repeat_action = state.base_action
end
end
#--------------------------------------------------------------------------
# ● 待机动作的插入
#--------------------------------------------------------------------------
def push_stand_by
action = @battler.normal
action = @battler.pinch if @battler.hp <= @battler.maxhp / 4
action = @battler.defence if @battler.guarding?
for state in @battler.states.reverse
# 动作禁止的状态时跳过处理
next if state.extension.include?("禁止状态动作")
# 敌方被动作禁止状态时跳过处理
next if @battler.is_a?(Game_Enemy) && state.extension.include?("敌方除外")
# 状态的表情
action = state.base_action
end
@repeat_action = action
# 插入
@action.delete("完毕")
act = N01::ACTION[action].dup
for i in 0...act.size
@action.push(act
)
end
@action.push("完毕")
@anime_end = true
end
#--------------------------------------------------------------------------
# ● 各种变化的初期化
#--------------------------------------------------------------------------
def reset
self.zoom_x = self.zoom_y = 1
self.oy = @height * 2 / 3
@angle = self.angle = 0
@anime_end = true
@non_repeat = false
@anime_freeze = false
@unloop_wait = 0
end
#--------------------------------------------------------------------------
# ● 跳跃的初期化
#--------------------------------------------------------------------------
def jump_reset
@battler.jump = @jump_time = @jump_time_plus = @jump_up = @jump_down = 0
@jump_size = @jump_plus = @float_time = @float_up = 0
end
#--------------------------------------------------------------------------
# ● 受取目标情报
#--------------------------------------------------------------------------
def get_target(target)
# 单独处理中是中止(全区域中自身被卷入时目标情报是不是正常的样子)
return if @battler.individual
@target_battler = target
end
#--------------------------------------------------------------------------
# ● 动作情报在角色中收藏
#--------------------------------------------------------------------------
def send_action(action)
@battler.play = 0
@battler.play = action if @battler.active
end
#--------------------------------------------------------------------------
# ● 角色追加
#--------------------------------------------------------------------------
def battler_join
if @battler.exist? && !@battler_visible
# 从战斗不能的復活时的处理被跳过
if @battler.revival && @anime_flug
return @battler.revival = false
elsif @battler.revival && !@anime_flug
@battler.revival = false
self.visible = true
return
end
@anime_flug = true if @battler.actor?
@anime_flug = true if
[email protected]
? && @battler.anime_on
make_battler
@damage = Sprite_Damage.new(viewport,battler)
@join = true
first_action
end
end
#--------------------------------------------------------------------------
# ● 图片更新 ※再定义
#--------------------------------------------------------------------------
def update
super
# 角色不存在时跳过
return self.bitmap = nil if @battler == nil
# 追加角色
battler_join
# 到下一个动作
next_action
# 动画图像更新
update_anime_pattern
# 目标更新
update_target
# 强制动作更新
update_force_action
# 坐标更新
update_move
# 影更新
update_shadow if @shadow != nil
# 武器更新
@weapon_R.update if @weapon_action
# 漂浮更新
update_float if @float_time > 0
# 旋转更新
update_angle if @angle_time > 0
# 放大缩小更新
update_zoom if @zoom_time > 0
# 残像更新
update_mirage if @mirage_flug
# 图片更新
update_picture if @picture_time > 0
# 飞出动画更新
update_move_anime if @anime_moving
# 飞出动画更新(图片动画)
update_balloon if @balloon_duration <= 64
# 伤害精灵更新
@damage.update if @damage != nil
setup_new_effect
update_effect
update_battler_bitmap
end
#--------------------------------------------------------------------------
# ● 动画图像更新
#--------------------------------------------------------------------------
def update_anime_pattern
# 更新时间在到之前跳过
return @frame -= 1 if @frame != 0
# 只有在必要的时候更新武器动画
@weapon_R.action if @weapon_action && @weapon_R != nil
# 动画到最后是检查是否是循环
if @pattern_back
# 往返循环
if @anime_loop == 0
# 反向再生
if @reverse
@pattern += 1
if @pattern == @base_width - 1
@pattern_back = false
@anime_end = true
end
# 通常再生
else
@pattern -= 1
if @pattern == 0
@pattern_back = false
@anime_end = true
end
end
# 单程或者是不循环时
else
@anime_end = true
if @anime_loop == 1
@pattern = 0 if !@reverse
@pattern = @base_width - 1 if @reverse
@pattern_back = false
end
end
# 推进动画
else
if @reverse
@pattern -= 1
@pattern_back = true if @pattern == 0
else
@pattern += 1
@pattern_back = true if @pattern == @base_width - 1
end
end
# 初期化更新时间
@frame = @anime_speed
# 动画固定时,固定横矩形
return if @anime_freeze
# 设定转送处的矩形
return unless @anime_flug
@sx = @pattern * @width
@sy = @anime_kind * @height
self.src_rect.set(@sx, @sy, @width, @height)
end
#--------------------------------------------------------------------------
# ● 目标更新 action = ["N01target_change",目标情报]
#--------------------------------------------------------------------------
def update_target
# 目标确认
return if @battler.force_target == 0
# 单独处理中中止(全区域中自身被卷入时目标情报是不是)
return if @battler.individual
@target_battler = @battler.force_target[1]
@battler.force_target = 0
end
#--------------------------------------------------------------------------
# ● 強制动作更新 action = [识别,复原,实行动作]
#--------------------------------------------------------------------------
def update_force_action
# 确认強制动作
action = @battler.force_action
return if action == 0
@battler.force_action = 0
# 主动中不能插入
return if @battler.active
# 击倒时就那样直接连接行动
return collapse_action if action[0] == "N01collapse"
# 单独时就那样直接连接
return start_one_action(action[2],action[1]) if action[0] == "单独"
# 通用作为动作对待
start_action(action[2])
# 有无坐标复原
return if action[1] == ""
# 完毕位置替换成重复动作
@action.delete("完毕")
@action.push(action[1])
@action.push("完毕")
end
#--------------------------------------------------------------------------
# ● 坐标更新
#--------------------------------------------------------------------------
def update_move
# 补完加减速中距离的增减
if @move_speed_plus_x > 0
# 计算移动
@move_x += @moving_x
# 实行移动
@battler.move_x = @move_x
@move_speed_plus_x -= 1
elsif @move_speed_x > 0
# 加速时
if @move_boost_x != 0
@moving_x += @move_boost_x
end
# 计算移动
@move_x += @moving_x
# 实行移动
@battler.move_x = @move_x
@move_speed_x -= 1
end
# 补完加减速中距离的增减
if @move_speed_plus_y > 0
# 计算移动
@move_y += @moving_y
# 实行移动
@battler.move_y = @move_y
@move_speed_plus_y -= 1
elsif @move_speed_y > 0
# 加速时
if @move_boost_y != 0
@moving_y += @move_boost_y
end
# 计算移动
@move_y += @moving_y
# 实行移动
@battler.move_y = @move_y
@move_speed_y -= 1
end
# 跳跃上升
if @jump_up != 0
# 计算移动
@jump_plus += @jump_up
# 实行移动
@battler.jump = @jump_plus
@jump_up = @jump_up / 2
@jump_time -= 1
# 如果跳跃到了顶点时
if @jump_time == 0 or @jump_up == @jump_sign
@jump_down = @jump_up * 2 * @jump_sign * @jump_sign2
@jump_time_plus += @jump_time * 2
@jump_up = 0
return
end
end
# 跳跃下降
if @jump_down != 0
if @jump_time_plus != 0
@jump_time_plus -= 1
elsif @jump_down != @jump_size
# 计算移动
@jump_plus += @jump_down
# 实行移动
@battler.jump = @jump_plus
@jump_down = @jump_down * 2
if @jump_down == @jump_size
if @jump_flug
@jump_flug = false
else
# 计算移动
@jump_plus += @jump_down
# 实行移动
@battler.jump = @jump_plus
@jump_down = @jump_size = 0
end
end
end
end
# 设定精灵的坐标
self.x = @battler.position_x
self.y = @battler.position_y
self.z = @battler.position_z
end
#--------------------------------------------------------------------------
# ● 影更新
#--------------------------------------------------------------------------
def update_shadow
@shadow.opacity = self.opacity
@shadow.x = self.x + @shadow_plus_x
@shadow.y = self.y + @shadow_plus_y - @jump_plus
end
#--------------------------------------------------------------------------
# ● 漂浮更新
#--------------------------------------------------------------------------
def update_float
@float_time -= 1
@jump_plus += @float_up
@battler.jump = @jump_plus
end
#--------------------------------------------------------------------------
# ● 旋转更新
#--------------------------------------------------------------------------
def update_angle
# 实行旋转
@angle += @angling
self.angle = @angle
@angle_time -= 1
# 旋转时间结束时项目初始化
return @angle = 0 if @angle_time == 0
# 如果有复原标志时角度返回0
self.angle = 0 if @angle_reset
end
#--------------------------------------------------------------------------
# ● 扩大缩小更新
#--------------------------------------------------------------------------
def update_zoom
# 实行扩大缩小
@zoom_x += @zooming_x
@zoom_y += @zooming_y
self.zoom_x = @zoom_x
self.zoom_y = @zoom_y
@zoom_time -= 1
# 扩大缩小时间结束时项目初始化
return if @zoom_time != 0
@zoom_x = @zoom_y = 0
self.oy = @height * 2 / 3
# 如果有复原标志时还原
self.zoom_x = self.zoom_y = 1 if @zoom_reset
end
#--------------------------------------------------------------------------
# ● 残像更新
#--------------------------------------------------------------------------
def update_mirage
# 残像最大能显示3个、2格图片中更新
mirage(@mirage0) if @mirage_count == 1
mirage(@mirage1) if @mirage_count == 3
mirage(@mirage2) if @mirage_count == 5
@mirage_count += 1
@mirage_count = 0 if @mirage_count == 6
end
#--------------------------------------------------------------------------
# ● 图片更新
#--------------------------------------------------------------------------
def update_picture
@picture_time -= 1
@picture.x += @moving_pic_x
@picture.y += @moving_pic_y
end
#--------------------------------------------------------------------------
# ● 飞出动画 更新
#--------------------------------------------------------------------------
def update_move_anime
@move_anime.update
@anime_moving = false if @move_anime.finish?
@move_anime.action_reset if @move_anime.finish?
end
#--------------------------------------------------------------------------
# ● 崩坏效果的更新 ※再定义
#--------------------------------------------------------------------------
def update_collapse
normal_collapse if @collapse_type == 2
boss_collapse1 if @collapse_type == 3
end
#--------------------------------------------------------------------------
# ● 飞出动画更新 (图片动画)
#--------------------------------------------------------------------------
def update_balloon
@balloon_duration -= 1 if @balloon_duration > 0 && !@balloon_back
@balloon_duration += 1 if @balloon_back
if @balloon_duration == 64
@balloon_back = false
@balloon.visible = false
elsif @balloon_duration == 0
@balloon.visible = false if @balloon_loop == 0
@balloon_back = true if @balloon_loop == 1
end
@balloon.x = self.x
@balloon.y = self.y
@balloon.z = 10
@balloon.opacity = self.opacity
sx = 7 * 32 if @balloon_duration < 12
sx = (7 - (@balloon_duration - 12) / 8) * 32 unless @balloon_duration < 12
@balloon.src_rect.set(sx, @balloon_id * 32, 32, 32)
end
#--------------------------------------------------------------------------
# ● 转送处bitmap的更新 ※再定义
#--------------------------------------------------------------------------
def update_battler_bitmap
return if @battler.actor?
if @battler.battler_name != @battler_name or @battler.battler_hue != @battler_hue
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
make_battler
self.opacity = 0 if @battler.dead? or @battler.hidden
end
end
#--------------------------------------------------------------------------
# ● 实行动作
#--------------------------------------------------------------------------
def action
return if @active_action == nil
action = @active_action[0]
# 反转时
return mirroring if action == "反转"
# 旋转时
return angling if action == "angle"
# 扩大缩小时
return zooming if action == "zoom"
# 残像ON时
return mirage_on if action == "残像ON"
# 残像OFF时
return mirage_off if action == "残像OFF"
# 图片表示时
return picture if action == "pic"
# 图片消去时
return @picture.visible = false && @picture_time = 0 if action == "消去图片"
# 图片文件变更时
return graphics_change if action == "change"
# 战斗动画表示时
return battle_anime if action == "anime"
# 飞出动画表示时 (图片动画)
return balloon_anime if action == "balloon"
# BGM/BGS/SE演奏时
return sound if action == "sound"
# 游戏开关操作时
return $game_switches[@active_action[1]] = @active_action[2] if action == "switch"
# 游戏变量操作时
return variable if action == "variable"
# 二刀限定时
return two_swords if action == "二刀限定"
# 非二刀限定时
return non_two_swords if action == "非二刀限定"
# 动作条件时
return necessary if action == "nece"
# 技能连发时
return derivating if action == "der"
# 单独处理开始时
return individual_action if action == "个别处理开始"
# 单独处理完毕时
return individual_action_end if action == "个别处理完毕"
# 待机不能移动时
return non_repeat if action == "待机不能移动"
# 变更初期位置时
return @battler.change_base_position(self.x, self.y) if action == "变更初期位置"
# 解除变更初期位置
return @battler.base_position if action == "解除变更初期位置"
# 变更目标时
return change_target if action == "target"
# 目标的击倒许可
return send_action(action) if action == "击倒许可"
# 解除主动
return send_action(action) if action == "解除主动"
# 赋予状态时
return state_on if action == "sta+"
# 解除状态时
return state_off if action == "sta-"
# 变更游戏整体的行进速度时
return Graphics.frame_rate = @active_action[1] if action == "fps"
# 漂浮时
return floating if action == "float"
# 脚本操作时
return eval(@active_action[1]) if action == "script"
# 强制动作时
return force_action if @active_action.size == 4
# 坐标初始化时
return reseting if @active_action.size == 5
# 移动时
return moving if @active_action.size == 7
# 角色动画时
return battler_anime if @active_action.size == 9
# 动画飛ばし时
return moving_anime if @active_action.size == 11
# 完毕时
return anime_finish if action == "完毕"
end
#--------------------------------------------------------------------------
# ● 实行反转
#--------------------------------------------------------------------------
def mirroring
# 如果已经反转就还原
if self.mirror
self.mirror = false
# 武器动画也反映
@weapon_R.mirroring if @anime_flug
else
self.mirror = true
# 武器动画也反映
@weapon_R.mirroring if @anime_flug
end
end
#--------------------------------------------------------------------------
# ● 实行旋转
#--------------------------------------------------------------------------
def angling
# 初期化跳跃
jump_reset
# 情报确认
@angle_time = @active_action[1]
start_angle = @active_action[2]
end_angle = @active_action[3]
@angle_reset = @active_action[4]
# 袭击時时逆转
start_angle *= -1 if $back_attack
end_angle *= -1 if $back_attack
# 敌方被逆转
start_angle *= -1 if @battler.is_a?(Game_Enemy)
end_angle *= -1 if @battler.is_a?(Game_Enemy)
# 时间要是0以下时立即到最后角度
if @angle_time <= 0
self.angle = end_angle
return @angle_time = 0
end
# 从旋转时间计算一格相当于的角度
@angling = (end_angle - start_angle) / @angle_time
# 不能整除的剩余到初期角度
@angle = (end_angle - start_angle) % @angle_time + start_angle
end
#--------------------------------------------------------------------------
# ● 实行放大缩小
#--------------------------------------------------------------------------
def zooming
# 初期化跳跃
jump_reset
# 情报确认
@zoom_time = @active_action[1]
zoom_x = @active_action[2] - 1
zoom_y = @active_action[3] - 1
@zoom_reset = @active_action[4]
@zoom_x = @zoom_y = 1
# 时间是0以下时跳过
return @zoom_time = 0 if @zoom_time <= 0
# 从放大时间中计算一格相当于的放大率
@zooming_x = zoom_x / @zoom_time
@zooming_y = zoom_y / @zoom_time
end
#--------------------------------------------------------------------------
# ● 残像开始
#--------------------------------------------------------------------------
def mirage_on
# 战斗不能時不表现残像
return if @battler.dead?
@mirage0 = Sprite.new(self.viewport)
@mirage1 = Sprite.new(self.viewport)
@mirage2 = Sprite.new(self.viewport)
@mirage_flug = true
@mirage_count = 0
end
#--------------------------------------------------------------------------
# ● 残像表示
#--------------------------------------------------------------------------
def mirage(body)
body.bitmap = self.bitmap.dup
body.x = self.x
body.y = self.y
body.ox = self.ox
body.oy = self.oy
body.z = self.z
body.mirror = self.mirror
body.angle = @angle
body.opacity = 160
body.zoom_x = self.zoom_x
body.zoom_y = self.zoom_y
body.src_rect.set(@sx, @sy, @width, @height) if @anime_flug
body.src_rect.set(0, 0, @width, @height) unless @anime_flug
end
#--------------------------------------------------------------------------
# ● 残像完毕
#--------------------------------------------------------------------------
def mirage_off
@mirage_flug = false
@mirage0.dispose if @mirage0 != nil
@mirage1.dispose if @mirage1 != nil
@mirage2.dispose if @mirage2 != nil
end
#--------------------------------------------------------------------------
# ● 图片表示
#--------------------------------------------------------------------------
def picture
# 确认移动开始位置
pic_x = @active_action[1]
pic_y = @active_action[2]
# 确认移动完毕位置
pic_end_x = @active_action[3]
pic_end_y = @active_action[4]
@picture_time = @active_action[5]
# 用时间除、计算一个相当于的移动速度
@moving_pic_x = (pic_end_x - pic_x)/ @picture_time
@moving_pic_y = (pic_end_y - pic_y)/ @picture_time
# 不能整除时到最初上加算
plus_x = (pic_end_x - pic_x)% @picture_time
plus_y = (pic_end_y - pic_y)% @picture_time
# 图片表示
@picture.bitmap = Cache.picture(@active_action[7])
@picture.x = pic_x + plus_x
@picture.y = pic_y + plus_y
# Z坐标调整
@picture.z = 1
@picture.z = 1000 if @active_action[6]
@picture.visible = true
end
#--------------------------------------------------------------------------
# ● 图像文件变更
#--------------------------------------------------------------------------
def graphics_change
# 主人公限定
return if @battler.is_a?(Game_Enemy)
# 图像变更
@battler_name = @active_action[2]
# 是否使用歩行图像中改变转送处的矩形大小的辨别处
self.bitmap = Cache.character(@battler_name) if N01::WALK_ANIME
self.bitmap = Cache.character(@battler_name + "_1") unless N01::WALK_ANIME
# 获取转送处的矩形
@width = self.bitmap.width / @base_width
@height = self.bitmap.height / @base_height
# 如果想让战斗后的人物图也显示为变更后的化在这里修改
@battler.graphic_change(@active_action[2]) unless @active_action[1]
end
#--------------------------------------------------------------------------
# ● 显示战斗动画 [判別,ID,对象,反转,等待,二刀标志]
#--------------------------------------------------------------------------
def battle_anime
# 取消敌人的二刀标志动画处理
return if @active_action[5] &&
[email protected]
?
# 不是二刀的角色,取消二刀标志动画处理
return if @active_action[5] && @battler.weapons[1] == nil
# 如果二刀为右手(上面设置过)无武器只有左手(下面设置)持有时
if @battler.actor?
return if !@active_action[5] && @battler.weapons[0] == nil && @battler.weapons[1] != nil
end
anime_id = @active_action[1]
# 偷袭时动画画像被反转
if $back_attack
mirror = true if @active_action[3] == false
mirror = false if @active_action[3]
end
# 武器和技能动画时
if anime_id < 0
# 用行动的种类分歧动画处
if @battler.action.skill? && anime_id != -2
anime_id = @battler.action.skill.animation_id
elsif @battler.action.item? && anime_id != -2
anime_id = @battler.action.item.animation_id
else
# 没有武器时使用空手动画
anime_id = N01::NO_WEAPON
if @battler.actor?
weapon_id = @battler.weapon_id
anime_id = $data_weapons[weapon_id].animation_id if weapon_id != 0
# 二刀动画时
anime_id = @battler.atk_animation_id2 if @active_action[5]
else
weapon_id = @battler.weapon
anime_id = $data_weapons[weapon_id].animation_id if weapon_id != 0
end
end
# 等待設定
@wait = $data_animations[anime_id].frame_max * 4 if $data_animations[anime_id] != nil && @active_action[4]
waitflug = true
# 显示伤害动画时、为了先计算出伤害計算而中断处理
damage_action = [anime_id, mirror, true]
return @battler.play = ["对象动画",damage_action] if @battler.active
end
# 实行动画
if @active_action[2] == 0 && $data_animations[anime_id] != nil
@battler.animation_id = anime_id
@battler.animation_mirror = mirror
elsif $data_animations[anime_id] != nil
for target in @target_battler
target.animation_id = anime_id
target.animation_mirror = mirror
end
end
# 等待设定
@wait = $data_animations[anime_id].frame_max * 4 if $data_animations[anime_id] != nil && @active_action[4] && !waitflug
end
#--------------------------------------------------------------------------
# ● 显示飞出动画 (图片动画)
#--------------------------------------------------------------------------
def balloon_anime
return if self.opacity == 0
if @balloon == nil
@balloon = Sprite.new
@balloon.bitmap = Cache.system("Balloon")
@balloon.ox = @width / 16
@balloon.oy = @balloon.height / 10 + @height / 3
end
@balloon_id = @active_action[1]
@balloon_loop = @active_action[2]
@balloon_duration = 64
@balloon_back = false
update_balloon
@balloon.visible = true
end
#--------------------------------------------------------------------------
# ● BGM/BGS/SE演奏
#--------------------------------------------------------------------------
def sound
# 获取情报
pitch = @active_action[2]
vol = @active_action[3]
name = @active_action[4]
# 实行
case @active_action[1]
when "se"
Audio.se_play("Audio/SE/" + name, vol, pitch)
when "bgm"
# 没有指定名字时、不改变现在的BGM
if @active_action[4] == ""
now_bgm = RPG::BGM.last
name = now_bgm.name
end
Audio.bgm_play("Audio/BGM/" + name, vol, pitch)
when "bgs"
# 没有指定名字时、不改变现在的BGS
if @active_action[4] == ""
now_bgs = RPG::BGS.last
name = now_bgs.name
end
Audio.bgs_play("Audio/BGS/" + name, vol, pitch)
end
end
#--------------------------------------------------------------------------
# ● 游戏变量操作
#--------------------------------------------------------------------------
def variable
# 检查操作
operand = @active_action[3]
# 变数操作的分歧
case @active_action[2]
when 0 # 代入
$game_variables[@active_action[1]] = operand
when 1 # 加算
$game_variables[@active_action[1]] += operand
when 2 # 減算
$game_variables[@active_action[1]] -= operand
when 3 # 乗算
$game_variables[@active_action[1]] *= operand
when 4 # 除算
$game_variables[@active_action[1]] /= operand
when 5 # 剰余
$game_variables[@active_action[1]] %= operand
end
end
#--------------------------------------------------------------------------
# ● 二刀限定
#--------------------------------------------------------------------------
def two_swords
# 敌方不被处理
return @action.shift unless @battler.actor?
# 左手(下部显示)没有武器就会消除下面的动作
return @action.shift if @battler.weapons[1] == nil
# 从行动配类的前面移动
active = @action.shift
# 确定现在的动作
@active_action = N01::ANIME[active]
# 等待设定
@wait = active.to_i if @active_action == nil
# 单独动作开始
action
end
#--------------------------------------------------------------------------
# ● 非二刀限定
#--------------------------------------------------------------------------
def non_two_swords
# 敌方不被处理
return unless @battler.actor?
# 左手(下部显示)没有武器就会消除下面的动作
return @action.shift if @battler.weapons[1] != nil
# 从行动配类的前面移动
active = @action.shift
# 确定现在的动作
@active_action = N01::ANIME[active]
# 等待设定
@wait = active.to_i if @active_action == nil
# 单独动作开始
action
end
#--------------------------------------------------------------------------
# ● 动作条件
#--------------------------------------------------------------------------
def necessary
nece1 = @active_action[3]
nece2 = @active_action[4]
# 目标确认
case @active_action[1]
# 0自身 1目标 2敌全体 3我方全体
when 0
target = [$game_party.members[@battler.index]] if @battler.is_a?(Game_Actor)
target = [$game_troop.members[@battler.index]] if @battler.is_a?(Game_Enemy)
when 1
target = @target_battler
when 2
target = $game_troop.members
when 3
target = $game_party.members
end
# 目标为空出时看作失败
return start_action(@battler.recover_action) if target.size == 0
# 内容确认
case @active_action[2]
# 指定了状态ID时
when 0
# 补充正号为「正在此状态」、负号为「不在此状态」的条件
state_on = true if nece2 > 0
# 获取条件人数
state_member = nece2.abs
# 0从队友数中获取
if nece2 == 0
state_member = $game_party.members.size if @battler.is_a?(Game_Actor)
state_member = $game_troop.members.size if @battler.is_a?(Game_Enemy)
end
# 目标的状态确认后清点人数
for member in target
state_member -= 1 if member.state?(nece1)
end
# 条件全部满足后执行动作
if state_member == 0 && state_on
return
elsif state_member == nece2.abs
return if state_on == nil
end
# 指定了参数时
when 1
# 补充了正号为「数值以上」、负号为「数值以下」的条件
num_over = true if nece2 > 0
# 参照数值
num = 0
# 确认目标的参数
for member in target
# 参照参数来分歧
case nece1
when 0 # 现HP
num += member.hp
when 1 # 现MP
num += member.mp
when 2 # 攻击力
num += member.atk
when 3 # 防御力
num += member.def
when 4 # 精神力
num += member.spi
when 5 # 敏捷性
num += member.agi
end
end
# 平均
num = num / target.size
# 条件全部满足时执行动作
if num > nece2.abs && num_over
return
elsif num < nece2.abs
return if num_over == nil
end
# 指定了开关时
when 2
# 条件全部满足时执行动作
if $game_switches[nece1]
# 补充为true时「开关ON」、false时「开关OFF」的条件
return if nece2
# 开关为OFF时与ON时是相反的
else
return unless nece2
end
# 指定了变量时
when 3
# 补充为正号时「数值以上」、负号时「数値以下」的条件
if nece2 > 0
return if $game_variables[nece1] > nece2
else
return unless $game_variables[nece1] > nece2.abs
end
# 指定了习得技能时
when 4
# 获取技能条件人数
skill_member = nece2.abs
for member in target
skill_member -= 1 if member.skill_learn?(nece1)
# 条件确认
return if skill_member == 0
end
end
# 条件没有被满足时动作中断
return @action = ["完毕"] if @non_repeat
# 不让防御中看起来不自然,坐标不被还原
action = @battler.recover_action
action = @battler.defence if @battler.guarding?
return start_action(action)
end
#--------------------------------------------------------------------------
# ● 技能连发
#--------------------------------------------------------------------------
def derivating
# 如果让没学的的技能不能连发时
return if !@active_action[2] &&
[email protected]
_id_learn?(@active_action[3])
# 确率分歧
return if rand(100) > @active_action[1]
# 连发成功
@battler.derivation = @active_action[3]
# 之后的动作被中断
@action = ["完毕"]
end
#--------------------------------------------------------------------------
# ● 个别处理开始
#--------------------------------------------------------------------------
def individual_action
# 反复标志ON
@battler.individual = true
# 保持反复动作
@individual_act = @action.dup
# 保持目标、一个一个的发出行动目标
send_action(["个别处理"])
@individual_targets = @target_battler.dup
@target_battler = [@individual_targets.shift]
end
#--------------------------------------------------------------------------
# ● 个别处理完毕
#--------------------------------------------------------------------------
def individual_action_end
# 目标没有残留时行动完毕
return @battler.individual = false if @individual_targets.size == 0
@action = @individual_act.dup
@target_battler = [@individual_targets.shift]
end
#--------------------------------------------------------------------------
# ● 待机不能移动
#--------------------------------------------------------------------------
def non_repeat
@repeat_action = []
@non_repeat = true
anime_finish
end
#--------------------------------------------------------------------------
# ● 目标变更 action = [判別, 变更对象, 变更处]
#--------------------------------------------------------------------------
def change_target
# 还原自身变更了的目标
return @target_battler = @now_targets.dup if @active_action[2] == 3
# 发送目标情报
target = [@battler] if @active_action[2] == 0
target = @target_battler.dup if @active_action[2] != 0
# 自身的目标发送到对方时、记录现在的目标
if @active_action[2] == 2
@now_targets = @target_battler.dup
@target_battler = []
end
# 发送目标指定目录时
if @active_action[1] >= 1000
members = $game_party.members if @battler.actor?
members = $game_troop.members unless @battler.actor?
index = @active_action[1] - 1000
if index < members.size
if members[index].exist? && @battler.index != index
# 目标变更
members[index].force_target = ["N01target_change", target]
# 自身的目标发送到相手时
@target_battler = [members[index]] if @active_action[2] == 2
change = true
else
for member in members
next if @battler.index == member.index
next unless member.exist?
member.force_target = ["N01target_change", target]
@target_battler = [member] if @active_action[2] == 2
break change = true
end
end
end
# 指定了发送目标的状态ID时
elsif @active_action[1] > 0
for member in $game_party.members + $game_troop.members
if member.state?(@active_action[1])
member.force_target = ["N01target_change", target]
@target_battler.push(member) if @active_action[2] == 2
change = true
end
end
# 指定了发送目标学的的技能时
elsif @active_action[1] < 0
skill_id = @active_action[1].abs
for actor in $game_party.members
if actor.skill_learn?(skill_id)
actor.force_target = ["N01target_change", target]
@target_battler.push(target) if @active_action[2] == 2
change = true
end
end
# 发送目标是目标时
else
for member in @target_battler
member.force_target = ["N01target_change", target]
@target_battler.push(member) if @active_action[2] == 2
change = true
end
end
# 条件未满足时之后的动作被中断
return if change
return @action = ["完毕"] if @non_repeat
return start_action(@battler.recover_action)
end
#--------------------------------------------------------------------------
# ● 状态付与
#--------------------------------------------------------------------------
def state_on
state_id = @active_action[2]
# 分歧对象
case @active_action[1]
when 0
@battler.add_state(state_id)
when 1
if @target_battler != nil
for target in @target_battler
target.add_state(state_id)
end
end
when 2
for target in $game_troop.members
target.add_state(state_id)
end
when 3
for target in $game_party.members
target.add_state(state_id)
end
when 4
for target in $game_party.members
if target.index != @battler.index
target.add_state(state_id)
end
end
end
end
#--------------------------------------------------------------------------
# ● 状态解除
#--------------------------------------------------------------------------
def state_off
state_id = @active_action[2]
# 分歧对象
case @active_action[1]
when 0
@battler.remove_state(state_id)
when 1
if @target_battler != nil
for target in @target_battler
target.remove_state(state_id)
end
end
when 2
for target in $game_troop.members
target.remove_state(state_id)
end
when 3
for target in $game_party.members
target.remove_state(state_id)
end
when 4
for target in $game_party.members
if target.index != @battler.index
target.remove_state(state_id)
end
end
end
end
#--------------------------------------------------------------------------
# ● 实行漂浮
#--------------------------------------------------------------------------
def floating
# 初期化跳跃
jump_reset
# 情报确认
@jump_plus = @active_action[1]
float_end = @active_action[2]
@float_time = @active_action[3]
# 计算一格相当的移动高度
@float_up = (float_end - @jump_plus)/ @float_time
# 漂浮结束前不执行下个动作
@wait = @float_time
# 反映漂浮动画的设定
if @anime_flug
move_anime = N01::ANIME[@active_action[4]]
# 没有指定图片时跳过处理
if move_anime != nil
# 写下现在的动作
@active_action = move_anime
# 角色动画开始
battler_anime
# 漂浮完毕时即动画完毕
@anime_end = true
end
end
# 漂浮到初期高度
@battler.jump = @jump_plus
end
#--------------------------------------------------------------------------
# ● 强制动作
#--------------------------------------------------------------------------
def force_action
# 动作是单独还是通用的判别
kind = @active_action[0]
# 确认有无复原
rebirth = @active_action[2]
# 获取强制动作的内容
play = @active_action[3]
# 归纳上面3个情报
action = [kind,rebirth,play]
# 目标指定目录时
if @active_action[1] >= 1000
members = $game_party.members if @battler.actor?
members = $game_troop.members unless @battler.actor?
index = @active_action[1] - 1000
if index < members.size
if members[index].exist? && @battler.index != index
# 交付角色情报
return members[index].force_action = action
else
for target in members
next if @battler.index == target.index
next unless target.exist?
force = true
break target.force_action = action
end
end
end
# 条件未满足时之后的动作全部中断
return if force
return @action = ["完毕"] if @non_repeat
return start_action(@battler.recover_action)
# 指定目标时
elsif @active_action[1] == 0
for target in @target_battler
target.force_action = action if target != nil
end
# 指定状态ID时
elsif @active_action[1] > 0
for target in $game_party.members + $game_troop.members
target.force_action = action if target.state?(@active_action[1])
end
# 指定习得技能时
elsif @active_action[1] < 0
# 敌方不被处理时
return if @battler.is_a?(Game_Enemy)
for actor in $game_party.members
# 自身除外
unless actor.id == @battler.id
# 交付角色情报
actor.force_action = action if actor.skill_id_learn?(@active_action[1].abs)
end
end
end
end
#--------------------------------------------------------------------------
# ● 实行坐标初始化
#--------------------------------------------------------------------------
def reseting
# 初始化跳跃
jump_reset
# 还原旋转
self.angle = 0
# 情报确认
@distanse_x = @move_x * -1
@distanse_y = @move_y * -1
@move_speed_x = @active_action[1]
@move_speed_y = @move_speed_x
@move_boost_x = @active_action[2]
@move_boost_y = @move_boost_x
@jump = @active_action[3]
# 计算移动
move_distance
# 反映移动画面的设定
if @anime_flug
move_anime = N01::ANIME[@active_action[4]]
# 没有指定图片时跳过处理
if move_anime != nil
# 写下现在的动作
@active_action = move_anime
# 角色动画开始
battler_anime
end
# 移动完毕时即动画也完毕
@anime_end = true
end
end
#--------------------------------------------------------------------------
# ● 实行移动
#--------------------------------------------------------------------------
def moving
# 初期化跳跃
jump_reset
# 方便调出X轴的移动
xx = @active_action[1]
# 袭击时X轴逆转
xx *= -1 if $back_attack
# 确认移动目标的目标
case @active_action[0]
when 0 # 自身
@distanse_x = xx
@distanse_y = @active_action[2]
when 1 # 目标
# 目标没有决定时、变换成自身
if @target_battler == nil
@distanse_x = xx
@distanse_y = @active_action[2]
else
# 一个一个的确认目标对象
target_x = 0
target_y = 0
time = 0
for i in
0...@target_battler.size
if @target_battler
!= nil
time += 1
target_x += @target_battler
.position_x
target_y += @target_battler
.position_y
end
end
# 目标空出时、变换成自身
if time == 0
@distanse_x = xx
@distanse_y = @active_action[2]
else
# 计算出复数目标的中心位置
target_x = target_x / time
target_y = target_y / time
# 算出最终的移动距离
@distanse_y = target_y - self.y + @active_action[2]
# X坐标是角色和敌人的逆向计算
if @battler.is_a?(Game_Actor)
@distanse_x = target_x - self.x + xx
else
@distanse_x = self.x - target_x + xx
end
end
end
when 2 # 画面
# X坐标是角色和敌人的逆向计算
if @battler.is_a?(Game_Actor)
@distanse_x = xx - self.x
@distanse_x = Graphics.width + xx - self.x if $back_attack
else
@distanse_x = self.x - xx
@distanse_x = self.x - (Graphics.width + xx) if $back_attack
end
@distanse_y = @active_action[2] - self.y
when 3 # 初期位置
# X坐标是角色和敌人的逆向计算
if @battler.is_a?(Game_Actor)
@distanse_x = xx + @battler.base_position_x - self.x
else
@distanse_x = xx + self.x - @battler.base_position_x
end
@distanse_y = @active_action[2] + @battler.base_position_y - @battler.position_y
end
@move_speed_x = @active_action[3]
@move_speed_y = @active_action[3]
@move_boost_x = @active_action[4]
@move_boost_y = @active_action[4]
@jump = @active_action[5]
@jump_plus = 0
# 计算移动
move_distance
# 反映移动动画的设定
if @anime_flug
move_anime = N01::ANIME[@active_action[6]]
# 没有指定图片时跳过处理
if move_anime != nil
# 写下现在的动作
@active_action = move_anime
# 角色动画开始
battler_anime
end
# 移动完毕时即动画也完毕
@anime_end = true
end
end
#--------------------------------------------------------------------------
# ● 计算移动
#--------------------------------------------------------------------------
def move_distance
# 速度为0时、停留在那个地方
if @move_speed_x == 0
@moving_x = 0
@moving_y = 0
else
# 计算一格相当的移动距离
@moving_x = @distanse_x / @move_speed_x
@moving_y = @distanse_y / @move_speed_y
# 剩余的距离在这时移动消化
over_x = @distanse_x % @move_speed_x
over_y = @distanse_y % @move_speed_y
@move_x += over_x
@move_y += over_y
@battler.move_x = @move_x
@battler.move_y = @move_y
@distanse_x -= over_x
@distanse_y -= over_y
end
# 判定是否移动
if @distanse_x == 0
@move_speed_x = 0
end
if @distanse_y == 0
@move_speed_y = 0
end
# 计算X坐标移动
# 根据加减速修正移动格数
boost_x = @moving_x
move_x = 0
# 加速时
if @move_boost_x > 0 && @distanse_x != 0
# 加减速的正负调整成左右移动
if @distanse_x == 0
@move_boost_x = 0
elsif @distanse_x < 0
@move_boost_x *= -1
end
# 事先计算距离的变化
for i in 0...@move_speed_x
boost_x += @move_boost_x
move_x += boost_x
# 记录超过距离
over_distance = @distanse_x - move_x
# 记录右移动时距离超越的时第几格
if @distanse_x > 0 && over_distance < 0
@move_speed_x = i
break
# 记录右移动时距离超越的时第几格
elsif @distanse_x < 0 && over_distance > 0
@move_speed_x = i
break
end
end
# 将超越距离还原到前一次
before = over_distance + boost_x
# 剩余的距离加算到等速移动的格数中
@move_speed_plus_x = (before / @moving_x).abs
# 即使这样剩余的距离也在这时移动消化
@move_x += before % @moving_x
@battler.move_x = @move_x
# 减速时
elsif @move_boost_x < 0 && @distanse_x != 0
# 加减速的正负调整成左右移动
if @distanse_x == 0
@move_boost_x = 0
elsif @distanse_x < 0
@move_boost_x *= -1
end
# 事先计算距离的变化
for i in 0...@move_speed_x
boost_x += @move_boost_x
move_x += boost_x
# 记录不足的距离
lost_distance = @distanse_x - move_x
before = lost_distance
# 记录右移动速度到0时是第几格
if @distanse_x > 0 && boost_x < 0
@move_speed_x = i - 1
# 不足的距离还原到前一次
before = lost_distance + boost_x
break
# 记录左移动速度到0时是第几格
elsif @distanse_x < 0 && boost_x > 0
@move_speed_x= i - 1
# 不足的距离还原到前一次
before = lost_distance + boost_x
break
end
end
# 不足的距离加算到等速移动的格数中
plus = before / @moving_x
@move_speed_plus_x = plus.abs
# 即是如此剩余的距离也在这时移动消化
@move_x += before % @moving_x
@battler.move_x = @move_x
end
# 计算Y坐标移动
# 根据加减速修正移动格数
boost_y = @moving_y
move_y = 0
# 加速时
if @move_boost_y > 0 && @distanse_y != 0
# 加减速的正负调整成左右移动
if @distanse_y == 0
@move_boost_y = 0
elsif @distanse_y < 0
@move_boost_y *= -1
end
# 事先计算距离的变化
for i in 0...@move_speed_y
boost_y += @move_boost_y
move_y += boost_y
# 记录超越的距离
over_distance = @distanse_y - move_y
# 记录右移动时距离超越的时第几格
if @distanse_y > 0 && over_distance < 0
@move_speed_y = i
break
# 记录左移动时距离超越的时第几格
elsif @distanse_y < 0 && over_distance > 0
@move_speed_y = i
break
end
end
# 超越的距离还原到前一次
before = over_distance + boost_y
# 剩余的距离加算到等速移动的格数中
@move_speed_plus_y = (before / @moving_y).abs
# 即使这样剩余的距离也在这时移动消化
@move_y += before % @moving_y
@battler.move_y = @move_y
# 減速时
elsif @move_boost_y < 0 && @distanse_y != 0
# 加减速的正负调整成左右移动
if @distanse_y == 0
@move_boost_y = 0
elsif @distanse_y < 0
@move_boost_y *= -1
end
# 事先计算距离的变化
for i in 0...@move_speed_y
boost_y += @move_boost_y
move_y += boost_y
# 记录不足的距离
lost_distance = @distanse_y - move_y
before = lost_distance
# 记录右移动速度到0时是第几格
if @distanse_y > 0 && boost_y < 0
@move_speed_y = i
# 不足的距离还原到前一次
before = lost_distance + boost_y
break
# 记录左移动速度到0时是第几格
elsif @distanse_y < 0 && boost_y > 0
@move_speed_y = i
# 不足的距离还原到前一次
before = lost_distance + boost_y
break
end
end
# 不足的距离加算到等速移动的格数中
plus = before / @moving_y
@move_speed_plus_y = plus.abs
# 即是如此剩余的距离也在这时移动消化
@move_y += before % @moving_y
@battler.move_y = @move_y
end
# 算出移动完毕的时间
x = @move_speed_plus_x + @move_speed_x
y = @move_speed_plus_y + @move_speed_y
if x > y
end_time = x
else
end_time = y
end
# 移动完毕前不进行下个动作
@wait = end_time
# 计算跳跃
if @jump != 0
# 没有移动只跳跃时
if @wait == 0
# 时间记入
@wait = @active_action[3]
end
# 从移动完毕时间算出跳跃时间
@jump_time = @wait / 2
# 不能插入时的剩余时间
@jump_time_plus = @wait % 2
# 判别跳跃是正还是负
@jump_sign = 0
@jump_sign2 = 0
if @jump < 0
@jump_sign = -1
@jump_sign2 = 1
@jump = @jump * -1
else
@jump_sign = 1
@jump_sign2 = -1
end
# 决定跳跃初始速度
@jump_up = 2 ** @jump * @jump_sign
# 略微调整条约时间的尾数
if @jump_time == 0
@jump_up = 0
elsif @jump_time != 1
@jump_size = @jump_up * @jump_sign * @jump_sign2
else
@jump_size = @jump_up * 2 * @jump_sign * @jump_sign2
@jump_flug = true
end
end
end
#--------------------------------------------------------------------------
# ● 角色动画开始
#--------------------------------------------------------------------------
def battler_anime
# 反映动画设定
@anime_kind = @active_action[1]
@anime_speed = @active_action[2]
@anime_loop = @active_action[3]
# 如果有等待时间时加算
@unloop_wait = @active_action[4]
@anime_end = true
@reverse = false
# 只有有武器动作时进行更新
if @weapon_R != nil && @active_action[8] != ""
# 确认武器的设定
weapon_kind = N01::ANIME[@active_action[8]]
# 敌方和不使用二刀角色的取消二刀标志动画处理
two_swords_flug = weapon_kind[11]
return if two_swords_flug &&
[email protected]
?
return if two_swords_flug && @battler.weapons[1] == nil && @battler.actor?
if @battler.actor? && @battler.weapons[0] == nil && !two_swords_flug
@weapon_R.action_reset
elsif @battler.actor? && @battler.weapons[1] == nil && two_swords_flug
@weapon_R.action_reset
elsif
[email protected]
? && @battler.weapon == 0
@weapon_R.action_reset
else
# 初期化
@weapon_R.action_reset
# 动画图像是固定时的获取武器位置
if @active_action[5] != -1
@weapon_R.freeze(@active_action[5])
end
# 设定武器画像
@weapon_R.weapon_graphics unless two_swords_flug
@weapon_R.weapon_graphics(true) if two_swords_flug
# 交付武器动作
@weapon_R.weapon_action(@active_action[8],@anime_loop)
@weapon_action = true
# 更新最初的武器动作
@weapon_R.action
end
elsif @weapon_R != nil
@weapon_R.action_reset
end
@anime_end = false
# 动画图片是固定时
if @active_action[5] != -1 && @active_action[5] != -2
# 标志ON
@anime_freeze = true
# 看作动画是通常的完毕了
@anime_end = true
# 单程逆转再生时
elsif @active_action[5] == -2
@anime_freeze = false
# 标志ON
@reverse = true
# 更新最初的动画图像
@pattern = @base_width - 1
# 只有在有武器动画时更新
if @weapon_action && @weapon_R != nil
@weapon_R.action
@weapon_R.update
end
# 更新通常动画时
else
@anime_freeze = false
# 更新最初动画图像
@pattern = 0
# 只有在有武器动画时更新
if @weapon_action && @weapon_R != nil
@weapon_R.action
@weapon_R.update
end
end
@pattern_back = false
@frame = @anime_speed
# 设定Z坐标
@battler.move_z = @active_action[6]
# 是否有影
if @shadow != nil
@shadow.visible = true if @active_action[7]
@shadow.visible = false unless @active_action[7]
@shadow.visible = false if @skip_shadow
end
# 分期从编号读取文件名
if @active_action[0] == 0
file_name = @battler_name
else
file_name = @battler_name + "_" + @active_action[0].to_s
end
# 无动画角色时处理完毕
return unless @anime_flug
self.bitmap = Cache.character(file_name)
# 设定转送前的矩形
@sx = @pattern * @width
@sy = @anime_kind * @height
@sx = @active_action[5] * @width if @anime_freeze
self.src_rect.set(@sx, @sy, @width, @height)
end
#--------------------------------------------------------------------------
# ● 动画飞出
#--------------------------------------------------------------------------
def moving_anime
# 如果前个飞出动画还有残留时初期化
@move_anime.action_reset if @anime_moving
@anime_moving = true
# 袭击中动画、武器画像反转
mirror = false
mirror = true if $back_attack
# 动画ID
id = @active_action[1]
# 对象
target = @active_action[2]
x = y = mem = 0
# 对象为单体时
if target == 0
# 没有决定目标时、变换为自身
if @target_battler == nil
x = self.x
y = self.y
else
# 目标空出时、变换为自身
if @target_battler[0] == nil
x = self.x
y = self.y
else
# 决定最初进入的目标为对象
x = @target_battler[0].position_x
y = @target_battler[0].position_y
end
end
# 对象在敌方中心时
elsif target == 1
# 自身是主人公时计算敌方的中心
if @battler.is_a?(Game_Actor)
for target in $game_troop.members
x += target.position_x
y += target.position_y
mem += 1
end
x = x / mem
y = y / mem
# 自身是敌方时计算主人公的中心
else
for target in $game_party.members
x += target.position_x
y += target.position_y
mem += 1
end
x = x / mem
y = y / mem
end
# 对象在我方中心时
elsif target == 2
# 自身是主人公时计算主人公的中心
if @battler.is_a?(Game_Actor)
for target in $game_party.members
x += target.position_x
y += target.position_y
mem += 1
end
x = x / mem
y = y / mem
# 自身是敌方时计算敌方的中心
else
for target in $game_troop.members
x += target.position_x
y += target.position_y
mem += 1
end
x = x / mem
y = y / mem
end
# 对象是自身时
else
x = self.x
y = self.y
end
# 开始位置的略微调整
plus_x = @active_action[6]
plus_y = @active_action[7]
# 敌方是X轴逆转
plus_x *= -1 if @battler.is_a?(Game_Enemy)
# 算出最終的移动距离
distanse_x = x - self.x - plus_x
distanse_y = y - self.y - plus_y
# 飞出类型
type = @active_action[3]
# 速度
speed = @active_action[4]
# 轨道
orbit = @active_action[5]
# 如果自身在开始位置时
if @active_action[8] == 0
@move_anime.base_x = self.x + plus_x
@move_anime.base_y = self.y + plus_y
# 对象在开始位置时
elsif @active_action[8] == 1
@move_anime.base_x = x + plus_x
@move_anime.base_y = y + plus_y
# 把距离作为反面
distanse_y = distanse_y * -1
distanse_x = distanse_x * -1
# 如果不能动
else
@move_anime.base_x = x
@move_anime.base_y = y
distanse_x = distanse_y = 0
end
# 无武器动作时不显示武器
if @active_action[10] == ""
weapon = ""
# 无动画的敌方不显示武器
elsif @anime_flug != true
weapon = ""
# 武器动作时
else
# 确认是否指定了飞出武器图片
if @battler.is_a?(Game_Actor)
battler = $game_party.members[@battler.index]
weapon_id = battler.weapon_id
else
battler = $game_troop.members[@battler.index]
weapon_id = battler.weapon
end
# 判别是使用技能画像还是使用武器画像
weapon_act = N01::ANIME[@active_action[10]].dup if @active_action[10] != ""
# 如果利用武器画像时并不是空手
if weapon_id != 0 && weapon_act.size == 3
weapon_file = $data_weapons[weapon_id].flying_graphic
# 如果没有指定别的画像时获取既存的武器图片
if weapon_file == ""
weapon_name = $data_weapons[weapon_id].graphic
icon_weapon = false
# 然后没有指定时使用ICON图片
if weapon_name == ""
weapon_name = $data_weapons[weapon_id].icon_index
icon_weapon = true
end
# 指定时获取那个图片名
else
icon_weapon = false
weapon_name = weapon_file
end
# 武器动作情报を取得
weapon = @active_action[10]
# 指定了武器画像时不显示空手
elsif weapon_act.size == 3
weapon = ""
# 使用技能画像
elsif weapon_act != nil && @battler.action.skill != nil
icon_weapon = false
weapon_name = $data_skills[@battler.action.skill.id].flying_graphic
weapon = @active_action[10]
end
end
# 决定Z坐标
@move_anime.z = 1
@move_anime.z = 1000 if @active_action[9]
# 已上的全部情报都已飞出动画送到精灵
@move_anime.anime_action(id,mirror,distanse_x,distanse_y,type,speed,orbit,weapon,weapon_name,icon_weapon)
end
#--------------------------------------------------------------------------
# ● 动作完毕
#--------------------------------------------------------------------------
def anime_finish
# 单独处理完毕省略时做反复
return individual_action_end if @individual_targets.size != 0
# 主动向角色归纳动作情报
send_action(@active_action[0]) if @battler.active
# 如果有残像时开放
mirage_off if @mirage_flug
# 重复待机动作
start_action(@repeat_action) unless @non_repeat
end
#--------------------------------------------------------------------------
# ● 击倒动作
#--------------------------------------------------------------------------
def collapse_action
@non_repeat = true
@effect_type = COLLAPSE
@collapse_type = @battler.collapse_type unless @battler.actor?
@battler_visible = false unless @battler.actor?
@effect_duration = N01::COLLAPSE_WAIT + 48 if @collapse_type == 2
@effect_duration = 401 if @collapse_type == 3
end
#--------------------------------------------------------------------------
# ● 普通击倒
#--------------------------------------------------------------------------
def normal_collapse
if @effect_duration == 47
Sound.play_enemy_collapse
self.blend_type = 1
self.color.set(255, 128, 128, 128)
end
self.opacity = 256 - (48 - @effect_duration) * 6 if @effect_duration <= 47
end
#--------------------------------------------------------------------------
# ● BOSS击倒
#--------------------------------------------------------------------------
def boss_collapse1
if @effect_duration == 320
Audio.se_play("Audio/SE/Absorb1", 100, 80)
self.flash(Color.new(255, 255, 255), 60)
viewport.flash(Color.new(255, 255, 255), 20)
end
if @effect_duration == 280
Audio.se_play("Audio/SE/Absorb1", 100, 80)
self.flash(Color.new(255, 255, 255), 60)
viewport.flash(Color.new(255, 255, 255), 20)
end
if @effect_duration == 220
Audio.se_play("Audio/SE/Earth4", 100, 80)
reset
self.blend_type = 1
self.color.set(255, 128, 128, 128)
self.wave_amp = 6
end
if @effect_duration < 220
self.src_rect.set(0, @effect_duration / 2 - 110, @width, @height)
self.x += 8 if @effect_duration % 4 == 0
self.x -= 8 if @effect_duration % 4 == 2
self.wave_amp += 1 if @effect_duration % 10 == 0
self.opacity = @effect_duration
return if @effect_duration < 50
Audio.se_play("Audio/SE/Earth4", 100, 50) if @effect_duration % 50 == 0
end
end
end
dsu_plus_rewardpost_czw
作者:
hcm
时间:
2012-6-9 12:11
到底是
測試時沒問題..
还是
一直說我這句有錯
啊。
事实上错误不一定在那句话本身的,不把整套脚本放出来吗?
作者:
BWBW00123
时间:
2012-6-9 14:27
hcm 发表于 2012-6-9 12:11
到底是还是啊。
事实上错误不一定在那句话本身的,不把整套脚本放出来吗? ...
是嗎
我放一下整套..
是下載那一套腳本時,範本測試沒問題,
可是放到我遊戲時問題就來了.這一套是不是要改什麼?還是一整套腳本放進去就行?
抱歉新手問題多
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