class Scene_Battle
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_reader :animation1_id # 行动方动画ID
end
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ● 处理角色动作
#--------------------------------------------------------------------------
def update_actor_animation
if @battler.is_a?(Game_Actor)
if @battler.show_damage_value != nil
self.damage(@battler.show_damage_value, false)
@battler.show_damage(nil)
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
@battler.setup_battler_hurt_ani(1)
end
if @battler.current_action.kind == 0 and @battler.current_action.basic == 1
######################################################################
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[2], 1)
@battler.setup_battler_hurt_ani(1)
####################################################################
else
if @hits == 1 and not @battler.dead? and @battler.battler_hurt_ani != 1 and @battler.damage.is_a?(Numeric) and @battler.damage > 0 and $fangyu != 1
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
@battler.setup_battler_hurt_ani(1)
########################################################################
elsif @hits == 1 and not @battler.dead? and @battler.battler_hurt_ani != 1 and @battler.damage.is_a?(Numeric) and @battler.damage > 0 and $fangyu == 1
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[2], 1)
@battler.setup_battler_hurt_ani(1)
#################################################################
elsif @frame_index == @last_frame and @battler.dead? and @battler.battler_dead_ani != 1
for actor in $game_party.actors
if @battler != actor
actor.add_state(6)
end
end
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[4], 1)
@battler.setup_battler_dead_ani(1)
end
end
end
end
#--------------------------------------------------------------------------
# ● 处理敌人动作
#--------------------------------------------------------------------------
def update_enemy_animation
if @battler.is_a?(Game_Enemy)
if @battler.show_damage_value != nil
self.damage(@battler.show_damage_value, false)
@battler.show_damage(nil)
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
@battler.setup_battler_hurt_ani(1)
end
if @battler.current_action.kind == 0 and @battler.current_action.basic == 1
else
if @hits == 1 and not @battler.dead? and @battler.battler_hurt_ani != 1 and @battler.damage.is_a?(Numeric) and @battler.damage > 0
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
@battler.setup_battler_hurt_ani(1)
elsif @frame_index == @last_frame and @battler.dead? and @battler.battler_dead_ani != 1
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[4], 1)
@battler.setup_battler_dead_ani(1)
collapse
end
end
end
end
end dsu_plus_rewardpost_czw
作者: zxcgood2009 时间: 2012-8-24 20:50
差张名为Number的图片,我看了你的脚本,差的是横排的0~9的数字图片,是用来显示伤害的。放在picture文件夹下面,
脚本是这串
# 显示伤害数字
bitmap.blt(hits_x, 0, RPG::Cache.picture("Number"),
Rect.new(number * 36.2, rect_y, 36.2, 50))
end
双引号里面就是名字,你可以把这个改为你有的图片的名字。
或者把你的图片的名字改为Number。作者: wuyu374 时间: 2012-8-25 12:05