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[已经过期] 求整合一下这些脚本

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Lv4.逐梦者

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发表于 2016-6-16 16:05:24 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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这是可以在战斗中拉近和拉远镜头脚本……可是我发现了一个问题……
#==============================================================================
# F14 - 战斗镜头 - By芙蕾娅
#------------------------------------------------------------------------------
#  ★ - 新增  ☆ - 修改  ■ - 删除 ● - 无变更
#==============================================================================
module Freya
  # 镜头帧速,数字越小越快
  Camera_Frame_Speed = 12
  # 镜头放大率,正常大小1.0,默认放大1.2
  Take_Zoom = 1.2
  # 背景增大率,默认0.1
  # 避免默认素材背景在镜头移动后出现黑边所做的处理
  Back_Zoom = 0.1
end
#==============================================================================
# ■ Battle_Camera
#------------------------------------------------------------------------------
#  保存着战斗镜头的讯息
#==============================================================================
class Battle_Camera
  #--------------------------------------------------------------------------
  # ● 定义实例变量
  #--------------------------------------------------------------------------
  attr_accessor :x
  attr_accessor :y
  attr_accessor :zoom
  attr_accessor :new_zoom
  attr_reader :center_width
  attr_reader :center_height
  #--------------------------------------------------------------------------
  # ● 初始化对象
  #--------------------------------------------------------------------------
  def initialize
    @x = @new_x = @center_width = Graphics.width / 2
    @y = @new_y = @center_height = Graphics.height / 1.5
    @zoom = @new_zoom = 1.0
    @frame_speed = Freya::Camera_Frame_Speed
  end
  #--------------------------------------------------------------------------
  # ● 初始化帧率
  #--------------------------------------------------------------------------
  def reset_frame_speed
    @frame_speed = Freya::Camera_Frame_Speed
  end
  #--------------------------------------------------------------------------
  # ● 设置镜头瞄准对象
  #--------------------------------------------------------------------------
  def look(target,zoom=nil,speed=nil)
    if target.is_a?(Game_Enemy)
      reset_frame_speed
      @new_x = target.screen_x
      @new_y = target.screen_y
      @new_zoom = zoom unless zoom.nil?
      @frame_speed = speed unless speed.nil?
    end
  end
  #--------------------------------------------------------------------------
  # ● 将镜头移至中心
  #--------------------------------------------------------------------------
  def center(zoom = 1.0)
    @new_x = @center_width
    @new_y = @center_height
    @new_zoom = zoom
  end
  #--------------------------------------------------------------------------
  # ● 计算x坐标
  #--------------------------------------------------------------------------
  def battler_x(battler)
    distance = battler.screen_x - @x
    value = distance * (@zoom - 1.0)
    pos = battler.screen_x - (@x - @center_width)
    return pos + value
  end
  #--------------------------------------------------------------------------
  # ● 计算y坐标
  #--------------------------------------------------------------------------
  def battler_y(battler)
    distance = battler.screen_y - @y
    value = distance * (@zoom - 1.0)
    pos = battler.screen_y - (@y - @center_height)
    return pos + value
  end
  #--------------------------------------------------------------------------
  # ● 更新画面
  #--------------------------------------------------------------------------
  def update
    if @x != @new_x
      @x = (@new_x - @x > 0) ?
        [@x + move_speed_x, @new_x].min : [@x - move_speed_x, @new_x].max
    end
    if @y != @new_y
      @y = (@new_y - @y > 0) ?
        [@y + move_speed_y, @new_y].min : [@y - move_speed_y, @new_y].max
    end
    if @zoom != @new_zoom
      @zoom = (@new_zoom - @zoom > 0) ?
        [@zoom + zoom_speed, @new_zoom].min : [@zoom - zoom_speed, @new_zoom].max
    end
  end
  #--------------------------------------------------------------------------
  # ● 镜头x坐标与指定点x坐标的距离
  #--------------------------------------------------------------------------
  def dis_x
    (@x - @new_x).abs
  end
  #--------------------------------------------------------------------------
  # ● 镜头y坐标与指定点y坐标的距离
  #--------------------------------------------------------------------------
  def dis_y
    (@y - @new_y).abs
  end
  #--------------------------------------------------------------------------
  # ● 镜头放大率与指定放大率的差距
  #--------------------------------------------------------------------------
  def dis_zoom
    (@zoom - @new_zoom).abs
  end
  #--------------------------------------------------------------------------
  # ● 镜头x坐标移动速度
  #--------------------------------------------------------------------------
  def move_speed_x
    return [(dis_x / @frame_speed).to_i, 1].max
  end
  #--------------------------------------------------------------------------
  # ● 镜头y坐标移动速度
  #--------------------------------------------------------------------------
  def move_speed_y
    return [(dis_y / @frame_speed).to_i, 1].max
  end
  #--------------------------------------------------------------------------
  # ● 镜头缩放速度
  #--------------------------------------------------------------------------
  def zoom_speed
    return [(dis_zoom / @frame_speed), 0.01].max
  end
end
#==============================================================================
# ■ Sprite_Battler
#------------------------------------------------------------------------------
#  显示战斗者的精灵。根据 Game_Battler 类的实例自动变化。
#==============================================================================
class Sprite_Battler < Sprite_Base
  #--------------------------------------------------------------------------
  # ● 定义实例变量
  #--------------------------------------------------------------------------
  attr_accessor :hp_gauge
  #--------------------------------------------------------------------------
  # ☆ 设置动画的精灵
  #--------------------------------------------------------------------------
  def animation_set_sprites(frame)
    cell_data = frame.cell_data
    set_animation_origin
    @ani_sprites.each_with_index do |sprite, i|
      next unless sprite
      pattern = cell_data[i, 0]
      if !pattern || pattern < 0
        sprite.visible = false
        next
      end
      sprite.bitmap = pattern < 100 ? @ani_bitmap1 : @ani_bitmap2
      sprite.visible = true
      sprite.src_rect.set(pattern % 5 * 192,
        pattern % 100 / 5 * 192, 192, 192)
      if @ani_mirror
        sprite.x = @ani_ox - cell_data[i, 1]
        sprite.y = @ani_oy + cell_data[i, 2]
        sprite.angle = (360 - cell_data[i, 4])
        sprite.mirror = (cell_data[i, 5] == 0)
      else
        sprite.x = @ani_ox + cell_data[i, 1]
        sprite.y = @ani_oy + cell_data[i, 2]
        sprite.angle = cell_data[i, 4]
        sprite.mirror = (cell_data[i, 5] == 1)
      end
      sprite.z = self.z + 300 + i
      sprite.ox = 96
      sprite.oy = 96
      sprite.zoom_x = cell_data[i, 3] / 100.0 * self.zoom_x
      sprite.zoom_y = cell_data[i, 3] / 100.0 * self.zoom_y
      sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
      sprite.blend_type = cell_data[i, 7]
    end
  end
end
#==============================================================================
# ■ Spriteset_Battle
#------------------------------------------------------------------------------
#  处理战斗画面的精灵的类。本类在 Scene_Battle 类的内部使用。
#==============================================================================
class Spriteset_Battle
  #--------------------------------------------------------------------------
  # ★ 定义实例变量
  #--------------------------------------------------------------------------
  attr_accessor :battle_camera
  #--------------------------------------------------------------------------
  # ☆ 初始化对象
  #--------------------------------------------------------------------------
  alias initialize_freya_camera initialize
  def initialize
    create_camera
    initialize_freya_camera
  end
  #--------------------------------------------------------------------------
  # ★ 创建镜头
  #--------------------------------------------------------------------------
  def create_camera
    @battle_camera = Battle_Camera.new
  end
  #--------------------------------------------------------------------------
  # ☆ 更新画面
  #--------------------------------------------------------------------------
  alias update_freya_camera update
  def update
    update_freya_camera
    update_camera
  end
  #--------------------------------------------------------------------------
  # ● 刷新镜头
  #--------------------------------------------------------------------------
  def update_camera
    @battle_camera.update
    update_battleback_position
    update_enemy_position
  end
  #--------------------------------------------------------------------------
  # ● 刷新背景坐标
  #--------------------------------------------------------------------------
  def update_battleback_position
    zom = Freya::Take_Zoom + Freya::Back_Zoom
    zoom = @back1_sprite.zoom_x = @back2_sprite.zoom_x = @battle_camera.zoom * zom
    zoom = @back1_sprite.zoom_y = @back2_sprite.zoom_y = @battle_camera.zoom * zom
    x = @back1_sprite.ox
    y = @back1_sprite.oy
    bbx = (x - (@battle_camera.x - @battle_camera.center_width))
    bby = (y - (@battle_camera.y - @battle_camera.center_height))
    @back1_sprite.x = @back2_sprite.x = bbx
    @back1_sprite.y = @back2_sprite.y = bby
  end
  #--------------------------------------------------------------------------
  # ● 刷新敌人坐标
  #--------------------------------------------------------------------------
  def update_enemy_position
    for sprite in @enemy_sprites
      next if sprite.nil? || sprite.battler.nil?
      sprite.zoom_x = @battle_camera.zoom
      sprite.zoom_y = @battle_camera.zoom
      sprite.x = @battle_camera.battler_x(sprite.battler)
      sprite.y = @battle_camera.battler_y(sprite.battler)
      unless sprite.hp_gauge.nil?
        sprite.hp_gauge.x = sprite.x - sprite.hp_gauge.width / 2
        sprite.hp_gauge.y = sprite.y
      end
    end
  end
end
#==============================================================================
# ■ Scene_Battle
#------------------------------------------------------------------------------
#  战斗画面
#==============================================================================
class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # ★ 获取镜头
  #--------------------------------------------------------------------------
  def camera
    return @spriteset.battle_camera
  end
  #--------------------------------------------------------------------------
  # ☆ 使用技能/物品
  #--------------------------------------------------------------------------
  def use_item
    camera.look(@subject,Freya::Take_Zoom)
    wait(Freya::Camera_Frame_Speed)
    item = @subject.current_action.item
    @log_window.display_use_item(@subject, item)
    @subject.use_item(item)
    refresh_status
    targets = @subject.current_action.make_targets.compact
    camera.look(targets,Freya::Take_Zoom)
    wait(Freya::Camera_Frame_Speed)
    show_animation(targets, item.animation_id)
    targets.each {|target| item.repeats.times { invoke_item(target, item) } }
    camera.center
  end
  #--------------------------------------------------------------------------
  # ☆ 应用技能/物品效果
  #--------------------------------------------------------------------------
  alias apply_item_effects_freya_camera apply_item_effects
  def apply_item_effects(target, item)
    camera.look(target, Freya::Take_Zoom)
    wait(Freya::Camera_Frame_Speed)
    apply_item_effects_freya_camera(target, item)
  end
  #--------------------------------------------------------------------------
  # ☆ 发动反击
  #--------------------------------------------------------------------------
  alias invoke_counter_attack_freya_camera invoke_counter_attack
  def invoke_counter_attack(target, item)
    camera.look(target, Freya::Take_Zoom)
    wait(Freya::Camera_Frame_Speed)
    invoke_counter_attack_freya_camera(target, item)
  end
  #--------------------------------------------------------------------------
  # ☆ 发动反射魔法攻击
  #--------------------------------------------------------------------------
  alias invoke_magic_reflection_freya_camera invoke_magic_reflection
  def invoke_magic_reflection(target, item)
    camera.look(target, Freya::Take_Zoom)
    wait(Freya::Camera_Frame_Speed)
    invoke_magic_reflection_freya_camera(target, item)
  end
  #--------------------------------------------------------------------------
  # ☆ 显示普通动画
  #--------------------------------------------------------------------------
  def show_normal_animation(targets, animation_id, mirror = false)
    animation = $data_animations[animation_id]
    if animation
      camera.center if animation.to_screen?
      targets.each do |target|
        camera.look(target, Freya::Take_Zoom) unless animation.to_screen?
        target.animation_id = animation_id
        target.animation_mirror = mirror
        abs_wait_short unless animation.to_screen?
      end
      abs_wait_short if animation.to_screen?
    end
  end
end

用了这个脚本后下面这两个脚本效果就……
$imported = {} if $imported.nil?
$imported["YES-BattlePopup"] = true

#==============================================================================
# ■ BattleLuna
#==============================================================================

module BattleLuna
  module Addon
   
    BATTLE_POPUP = {
      # Basic Configuration.
      :basic_setting  =>  {
        :enable      =>  true,       # Set to false to disable popup.
        :state_popup =>  false,       # Set to false to disable state popup.
        :buff_popup  =>  false,       # Set to false to disable buff popup.
        :delay       =>  6,          # Delay between each popup.
        :no_delay    =>  [:critical, :drained, :weakpoint, :resistant, :absorbed],
      },
      
      # Configuration for words.
      :word_setting   =>  {
        :default    => "%s",        # SprintF for Default.
        :hp_dmg     => "%s ",      # SprintF for HP damage.
        :hp_heal    => "%s ",      # SprintF for HP healing.
        :mp_dmg     => "%s MP",    # SprintF for MP damage.
        :mp_heal    => "%s MP",    # SprintF for MP healing.
        :tp_dmg     => "%s TP",    # SprintF for MP damage.
        :tp_heal    => "%s TP",    # SprintF for MP healing.
        :drained    => "吸收",     # Text display for draining HP/MP.
        :critical   => "命中要害", # Text display for critical hit.
        :missed     => "MISS",      # Text display for missed attack.
        :evaded     => "MISS",    # Text display for evaded attack.
        :nulled     => "0",      # Text display for nulled attack.
        :failed     => "失败",    # Text display for a failed attack.
        :add_state  => "+%s",       # SprintF for added states.
        :rem_state  => "-%s",       # SprintF for removed states.
        :dur_state  => "%s",        # SprintF for during states.
        :weakpoint  => "属性克制", # Appears if foe is weak to element.
        :resistant  => "属性抵抗",    # Appears if foe is resistant to element.
        :immune     => "属性免疫",    # Appears if foe is immune to element.
        :absorbed   => "属性吸收",    # Appears if foe can absorb the element.
        :add_buff   => "%s",        # Appears when a positive buff is applied.
        :add_debuff => "%s",        # Appears when a negative buff is applied.
      },
      
      # Configuration for popup visual.
      :style_setting  =>  {
        # Type      => [Red, Green, Blue, Size, Bold, Italic, Font],
        :default    => [255,   255,  255,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :hp_dmg     => [255,   255,  255,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :hp_heal    => [0,   255,  0,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :mp_dmg     => [0,   0,  255,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :mp_heal    => [0,   255,  255,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :tp_dmg     => [0,   255,  0,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :tp_heal    => [255,   255,  0,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :drained    => [0,   255,  0,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :critical   => [255,   255,  0,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :missed     => [255,   255,  255,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :evaded     => [255,   255,  255,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :nulled     => [255,   255,  255,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :failed     => [255,   255,  255,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :add_state  => [255,   255,  255,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :rem_state  => [255,   255,  255,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :dur_state  => [255,   255,  255,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :weakpoint  => [255,   100,  100,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :resistant  => [100,   100,  255,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :immune     => [255,   255,  255,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :absorbed   => [255,   255,  255,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :add_buff   => [255,   255,  255,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :add_debuff => [255,   255,  255,   32, true,  false, "Bitstream Arrus Black Italic BT"],
        :lvup       => [255,   255,  255,   20, false, false, "Bitstream Arrus Black Italic BT"],
      },
      
      # Configuration for popup effect.
      :effect_setting =>  {
        # Type      => [Effect sequence],
        :default    => [:up, :wait],
        :hp_dmg     => [:jump_2, :wait],
        :hp_heal    => [:up, :wait],
        :mp_dmg     => [:jump_2, :wait],
        :mp_heal    => [:up, :wait],
        :tp_dmg     => [:jump_2, :wait],
        :tp_heal    => [:up, :wait],
        :drained    => [:affect, :jump_2, :wait],
        :critical   => [:affect, :jump_2, :wait],
        :missed     => [:up    , :wait],
        :evaded     => [:up    , :wait],
        :nulled     => [:up    , :wait],
        :failed     => [:up    , :wait],
        :add_state  => [:affect, :up    , :wait],
        :rem_state  => [:affect, :up    , :wait],
        :dur_state  => [:affect, :up    , :wait],
        :weakpoint  => [:affect, :jump_2, :wait],
        :resistant  => [:affect, :jump_2, :wait],
        :immune     => [:up    , :wait],
        :absorbed   => [:affect, :jump_2, :wait],
        :add_buff   => [:affect, :up    , :wait],
        :add_debuff => [:affect, :up    , :wait],
        :lvup       => [:up, :wait],
      },
      
      :effect_setup   =>  {
        #:type   => [ZoomX, ZoomY, StartX, StartY, MoveX, MoveY, Gravt, Opacity, Dur, Random],
        :up      => [1.0  , 1.0  , 0.0   , 0.0   , 0.0  , -1.0 , 0.0  , 255    , 32 , false ],
        :jump_1  => [1.0  , 1.0  , 0.0   , 0.0   , 0.0  , -6.4 , 0.4  , 255    , 15 , false ],
        :jump_2  => [1.0  , 1.0  , 0.0   , -2.0   , 0.0  , -3.2 , 0.2  , 255    , 15 , false ],
        :wait    => [1.0  , 1.0  , 0.0   , 0.0   , 0.0  , 0.0  , 0.0  , 0      , 20 , false ],
        :affect  => [1.0  , 1.0  , 0.0   , -32.0 , 0.0  , 0.0  , 0.0  , 255    , 1  , false ],
      },
      
    } # End BATTLE_POPUP.
   
  end # Addon
end # BattleLuna

#==============================================================================
# ■ Game_BattlerBase
#==============================================================================

class Game_BattlerBase
  
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :popups
  
  #--------------------------------------------------------------------------
  # new method: create_popup
  #--------------------------------------------------------------------------
  def create_popup(data, rule = :default)
    return unless SceneManager.scene_is?(Scene_Battle)
    return unless BattleLuna::Addon::BATTLE_POPUP[:basic_setting][:enable]
    @popups ||= []
    @popups.push([data, rule])
  end
  
  #--------------------------------------------------------------------------
  # new method: make_damage_popups
  #--------------------------------------------------------------------------
  def make_damage_popups(user)
    if @result.hp_drain != 0
      rule = :drained
      user.create_popup(["", nil], rule)
      rule = :hp_dmg  if @result.hp_drain < 0
      rule = :hp_heal if @result.hp_drain > 0
      value = @result.hp_drain.abs
      user.create_popup(["#{value}", nil], rule)
    end
    if @result.mp_drain != 0
      rule = :drained
      user.create_popup(["", nil], rule)
      rule = :mp_dmg  if @result.mp_drain < 0
      rule = :mp_heal if @result.mp_drain > 0
      value = @result.mp_drain.abs
      user.create_popup(["#{value}", nil], rule)
    end
    #---
    rule = :critical
    create_popup(["", nil], rule) if @result.critical
    if @result.hp_damage != 0
      rule = :hp_dmg  if @result.hp_damage > 0
      rule = :hp_heal if @result.hp_damage < 0
      value = @result.hp_damage.abs
      create_popup(["#{value}", nil], rule)
    end
    if @result.mp_damage != 0
      rule = :mp_dmg  if @result.mp_damage > 0
      rule = :mp_heal if @result.mp_damage < 0
      value = @result.mp_damage.abs
      create_popup(["#{value}", nil], rule)
    end
    if @result.tp_damage != 0
      rule = :tp_dmg  if @result.tp_damage > 0
      rule = :tp_heal if @result.tp_damage < 0
      value = @result.tp_damage.abs
      create_popup(["#{value}", nil], rule)
    end
  end
  
  #--------------------------------------------------------------------------
  # alias method: erase_state
  #--------------------------------------------------------------------------
  alias battle_luna_dp_erase_state erase_state unless $imported["YEA-BattleEngine"]
  def erase_state(state_id)
    make_state_popup(state_id, :rem_state) if @states.include?(state_id)
    if $imported["YEA-BattleEngine"]
      game_battlerbase_erase_state_abe(state_id)
    else
      battle_luna_dp_erase_state(state_id)
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: make_during_state_popup
  #--------------------------------------------------------------------------
  def make_during_state_popup
    state_id = most_important_state_id
    return if state_id == 0
    make_state_popup(state_id, :dur_state)
  end
  
  #--------------------------------------------------------------------------
  # new method: most_important_state_id
  #--------------------------------------------------------------------------
  def most_important_state_id
    states.each {|state| return state.id unless state.message3.empty? }
    return 0
  end
  
  #--------------------------------------------------------------------------
  # new method: make_state_popup
  #--------------------------------------------------------------------------
  def make_state_popup(state_id, type)
    return unless BattleLuna::Addon::BATTLE_POPUP[:basic_setting][:state_popup]
    state = $data_states[state_id]
    return if state.icon_index == 0
    create_popup(["#{state.name}", state.icon_index], type)
  end
  
  #--------------------------------------------------------------------------
  # new method: make_miss_popups
  #--------------------------------------------------------------------------
  def make_miss_popups(user, item)
    return if dead?
    if @result.missed
      rule = :missed
      create_popup(["", nil], rule)
    end
    if @result.evaded
      rule = :evaded
      create_popup(["", nil], rule)
    end
    if @result.hit? && [email protected]
      rule = :failed
      create_popup(["", nil], rule)
    end
    if @result.hit? && item.damage.to_hp?
      if @result.hp_damage == 0 && @result.mp_damage == 0
        rule = :nulled
        create_popup(["", nil], rule)
      end
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: make_rate_popup
  #--------------------------------------------------------------------------
  def make_rate_popup(rate)
    return if rate == 1.0
    if rate > 1.0
      rule = :weakpoint
    elsif rate == 0.0
      rule = :immune
    elsif rate < 0.0
      rule = :absorbed
    else
      rule = :resistant
    end
    create_popup(["", nil], rule)
  end
  
  #--------------------------------------------------------------------------
  # new method: make_buff_popup
  #--------------------------------------------------------------------------
  def make_buff_popup(param_id, positive = true)
    return unless BattleLuna::Addon::BATTLE_POPUP[:basic_setting][:buff_popup]
    return unless SceneManager.scene_is?(Scene_Battle)
    return unless alive?
    name = Vocab::param(param_id)
    if positive
      rule = :add_buff
      buff_level = 1
    else
      rule = :add_debuff
      buff_level = -1
    end
    icon = buff_icon_index(buff_level, param_id)
    create_popup(["#{name}", icon], rule)
  end

end # Game_BattlerBase

#==============================================================================
# ■ Game_Battler
#==============================================================================

class Game_Battler < Game_BattlerBase
  
  #--------------------------------------------------------------------------
  # alias method: on_battle_end
  #--------------------------------------------------------------------------
  alias battle_luna_dp_on_battle_end on_battle_end
  def on_battle_end
    battle_luna_dp_on_battle_end
    @popups ||= []
    @popups.clear
  end
  
  #--------------------------------------------------------------------------
  # alias method: item_apply
  #--------------------------------------------------------------------------
  alias battle_luna_dp_item_apply item_apply unless $imported["YEA-BattleEngine"]
  def item_apply(user, item)
    if $imported["YEA-BattleEngine"]
      game_battler_item_apply_abe(user, item)
    else
      battle_luna_dp_item_apply(user, item)
    end   
    @result.restore_damage
    make_miss_popups(user, item)
    make_damage_popups(user)
  end
  
  #--------------------------------------------------------------------------
  # alias method: make_damage_value
  #--------------------------------------------------------------------------
  alias battle_luna_dp_make_damage_value make_damage_value unless $imported["YEA-BattleEngine"]
  def make_damage_value(user, item)
    if $imported["YEA-BattleEngine"]
      game_battler_make_damage_value_abe(user, item)
    else
      battle_luna_dp_make_damage_value(user, item)
    end   
    rate = item_element_rate(user, item)
    make_rate_popup(rate)
  end
  
  #--------------------------------------------------------------------------
  # alias method: execute_damage
  #--------------------------------------------------------------------------
  alias battle_luna_dp_execute_damage execute_damage unless $imported["YEA-BattleEngine"]
  def execute_damage(user)
    if $imported["YEA-BattleEngine"]
      game_battler_execute_damage_abe(user)
    else
      battle_luna_dp_execute_damage(user)
    end   
    #make_damage_popups(user)
  end
  
  #--------------------------------------------------------------------------
  # alias method: item_effect_recover_hp
  #--------------------------------------------------------------------------
  alias battle_luna_dp_item_effect_recover_hp item_effect_recover_hp unless $imported["YEA-BattleEngine"]
  def item_effect_recover_hp(user, item, effect)
    if $imported["YEA-BattleEngine"]
      game_battler_item_effect_recover_hp_abe(user, item, effect)
    else
      battle_luna_dp_item_effect_recover_hp(user, item, effect)
    end   
    #make_damage_popups(user)
  end
  
  #--------------------------------------------------------------------------
  # alias method: item_effect_recover_mp
  #--------------------------------------------------------------------------
  alias battle_luna_item_effect_recover_mp item_effect_recover_mp unless $imported["YEA-BattleEngine"]
  def item_effect_recover_mp(user, item, effect)
    if $imported["YEA-BattleEngine"]
      game_battler_item_effect_recover_mp_abe(user, item, effect)
    else
      battle_luna_item_effect_recover_mp(user, item, effect)
    end  
    #make_damage_popups(user)
  end
  
  #--------------------------------------------------------------------------
  # alias method: item_effect_gain_tp
  #--------------------------------------------------------------------------
  alias battle_luna_item_effect_gain_tp item_effect_gain_tp unless $imported["YEA-BattleEngine"]
  def item_effect_gain_tp(user, item, effect)
    if $imported["YEA-BattleEngine"]
      game_battler_item_effect_gain_tp_abe(user, item, effect)
    else
      battle_luna_item_effect_gain_tp(user, item, effect)
    end  
    #make_damage_popups(user)
  end
  
  #--------------------------------------------------------------------------
  # alias method: add_new_state
  #--------------------------------------------------------------------------
  alias battle_luna_dp_add_new_state add_new_state unless $imported["YEA-BattleEngine"]
  def add_new_state(state_id)
    if $imported["YEA-BattleEngine"]
      game_battler_add_new_state_abe(state_id)
    else
      battle_luna_dp_add_new_state(state_id)
    end  
    make_state_popup(state_id, :add_state) if @states.include?(state_id)
  end
  
  #--------------------------------------------------------------------------
  # alias method: add_buff
  #--------------------------------------------------------------------------
  alias battle_luna_dp_add_buff add_buff unless $imported["YEA-BattleEngine"]
  def add_buff(param_id, turns)
    make_buff_popup(param_id, true)
    if $imported["YEA-BattleEngine"]
      game_battler_add_buff_abe(param_id, turns)
    else
      battle_luna_dp_add_buff(param_id, turns)
    end  
  end
  
  #--------------------------------------------------------------------------
  # alias method: add_debuff
  #--------------------------------------------------------------------------
  alias battle_luna_dp_add_debuff add_debuff unless $imported["YEA-BattleEngine"]
  def add_debuff(param_id, turns)
    make_buff_popup(param_id, false)
    if $imported["YEA-BattleEngine"]
      game_battler_add_debuff_abe(param_id, turns)
    else
      battle_luna_dp_add_debuff(param_id, turns)
    end  
  end
  
  #--------------------------------------------------------------------------
  # alias method: regenerate_all
  #--------------------------------------------------------------------------
  alias battle_luna_dp_regenerate_all regenerate_all unless $imported["YEA-BattleEngine"]
  def regenerate_all
    if $imported["YEA-BattleEngine"]
      game_battler_regenerate_all_abe
    else
      battle_luna_dp_regenerate_all
    end  
    return unless alive?
    make_damage_popups(self)
  end
   
end # Game_Battler

#==============================================================================
# ■ Sprite_Battler
#==============================================================================

class Game_Actor < Game_Battler
  
  #--------------------------------------------------------------------------
  # new method: screen_x
  #--------------------------------------------------------------------------
  unless Game_Actor.instance_methods.include?(:screen_x)
  def screen_x
    0
  end
  end

  #--------------------------------------------------------------------------
  # new method: screen_y
  #--------------------------------------------------------------------------
  unless Game_Actor.instance_methods.include?(:screen_y)
  def screen_y
    0
  end
  end

  #--------------------------------------------------------------------------
  # new method: screen_z
  #--------------------------------------------------------------------------
  unless Game_Actor.instance_methods.include?(:screen_z)
  def screen_y
    0
  end
  end
  
end # Game_Actor

#==============================================================================
# ■ Sprite_Battler
#==============================================================================

class Sprite_Battler < Sprite_Base
  
  #--------------------------------------------------------------------------
  # alias method: initialize
  #--------------------------------------------------------------------------
  alias battle_luna_dp_initialize initialize
  def initialize(viewport, battler = nil)
    battle_luna_dp_initialize(viewport, battler)
    @popups = []
    @popup_delay = 0
  end
  
  #--------------------------------------------------------------------------
  # alias method: setup_new_effect
  #--------------------------------------------------------------------------
  alias battle_luna_dp_setup_new_effect setup_new_effect
  def setup_new_effect
    battle_luna_dp_setup_new_effect
    setup_popups
  end
  
  #--------------------------------------------------------------------------
  # new method: setup_popups
  #--------------------------------------------------------------------------
  def setup_popups
    setting = BattleLuna::Addon::BATTLE_POPUP
    return unless @battler.use_sprite?
    @battler.popups ||= []
    @popup_delay -= 1
    return if @popup_delay > 0
    array = @battler.popups.shift
    return if array.nil?
    create_new_popup(array[0], array[1])
    return if @battler.popups.size == 0
    return if setting[:basic_setting][:no_delay].include?(array[1])
    @popup_delay = setting[:basic_setting][:delay]
  end
  
  #--------------------------------------------------------------------------
  # new method: create_new_popup
  #--------------------------------------------------------------------------
  def create_new_popup(data, rule)
    return unless @battler
    return unless SceneManager.scene.is_a?(Scene_Battle)
    viewport = self.viewport
    popup = Sprite_PopupLuna.new(viewport, @battler, data, rule)
    @popups.push(popup)
  end
  
  #--------------------------------------------------------------------------
  # alias method: update
  #--------------------------------------------------------------------------
  alias battle_luna_dp_update update
  def update
    battle_luna_dp_update
    update_popups
  end
  
  #--------------------------------------------------------------------------
  # new method: update_popups
  #--------------------------------------------------------------------------
  def update_popups
    @popups.each { |popup| popup.update }
    @popups.each_with_index { |sprite, index|
      next unless sprite.disposed?
      @popups[index] = nil
    }
    @popups.compact!
  end
  
  #--------------------------------------------------------------------------
  # alias method: dispose
  #--------------------------------------------------------------------------
  alias battle_luna_dp_dispose dispose
  def dispose
    @popups.each { |popup| popup.dispose }
    @popups.clear
    battle_luna_dp_dispose
  end
  
end # Sprite_Battler

#==============================================================================
# ■ Sprite_PopupLuna
#==============================================================================

class Sprite_PopupLuna < Sprite
  
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(viewport, battler, data, rule)
    super(viewport)
    @data = data
    @rule = rule
    #---
    @style = rule
    @style = :default unless setting[:style_setting].has_key?(@style)
    @style = setting[:style_setting][@style]
    #---
    @effects = rule
    @effects = :default unless setting[:effect_setting].has_key?(@effects)
    @effects = setting[:effect_setting][@effects].dup
    #---
    @current_effect = nil
    @duration = 0
    @battler = battler
    #---
    start_popup
    start_effect
    update
  end
  
  #--------------------------------------------------------------------------
  # setting
  #--------------------------------------------------------------------------
  def setting
    BattleLuna::Addon::BATTLE_POPUP
  end
  
  #--------------------------------------------------------------------------
  # start_popup
  #--------------------------------------------------------------------------
  def start_popup
    self.bitmap = create_bitmap
    self.x = @battler.screen_x
    self.y = @battler.screen_y
    self.ox = self.bitmap.width / 2
    self.oy = self.bitmap.height
    self.z = @battler.screen_z + 350
  end
  
  #--------------------------------------------------------------------------
  # create_bitmap
  #--------------------------------------------------------------------------
  def create_bitmap
    bw = Graphics.width
    bw = bw + 48 if @data[1]
    bh = @style[3] * 2
    bitmap = Bitmap.new(bw, bh)
    #---
    bitmap.font.color.set(@style[0], @style[1], @style[2])
    bitmap.font.size   = @style[3]
    bitmap.font.bold   = @style[4]
    bitmap.font.italic = @style[5]
    bitmap.font.name   = @style[6]
    #---
    dx = @data[1] ? 24 : 0; dy = 0
    text = setting[:word_setting][@rule]
    text = setting[:word_setting][:default] unless text
    text = sprintf(text, @data[0])
    bitmap.draw_text(dx, dy, bw - dx, bh, text, 1)
    #---
    text_width = bitmap.text_size(text).width
    if @data[1]
      icon_bitmap = Cache.system("Iconset")
      icon_index = @data[1].to_i
      rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
      bitmap.blt((bw-text_width)/2-32, (bh - 24)/2, icon_bitmap, rect)
    end
    bitmap
  end
  
  #--------------------------------------------------------------------------
  # start_effect
  #--------------------------------------------------------------------------
  def start_effect
    @current_effect = @effects.shift
    return dispose if @current_effect.nil?
    effect = setting[:effect_setup][@current_effect]
    @duration = effect[8]
    #---
    @zoom_x_rate = (effect[0] - self.zoom_x) / @duration
    @zoom_y_rate = (effect[1] - self.zoom_y) / @duration
    #---
    @move_x = effect[4]
    @move_y = effect[5]
    if effect[9]
      @move_x = @move_x * rand(0)
      @move_x = rand(10) % 2 == 0 ? -@move_x : @move_x
    end
    #---
    @gravity = effect[6]
    #---
    @opacity_rate = (effect[7] - self.opacity) / @duration.to_f
    #---
    self.x += effect[2]
    self.y += effect[3]
  end
  
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    update_zoom
    update_move
    update_opacity
    update_effect
  end
  
  #--------------------------------------------------------------------------
  # update_effect
  #--------------------------------------------------------------------------
  def update_effect
    @duration -= 1
    return if @duration > 0
    start_effect
  end
  
  #--------------------------------------------------------------------------
  # update_zoom
  #--------------------------------------------------------------------------
  def update_zoom
    self.zoom_x += @zoom_x_rate
    self.zoom_y += @zoom_y_rate
  end
  
  #--------------------------------------------------------------------------
  # update_move
  #--------------------------------------------------------------------------
  def update_move
    self.x += @move_x
    self.y += @move_y
    @move_y += @gravity
  end
  
  #--------------------------------------------------------------------------
  # update_opacity
  #--------------------------------------------------------------------------
  def update_opacity
    self.opacity += @opacity_rate
  end
  
  #--------------------------------------------------------------------------
  # dispose
  #--------------------------------------------------------------------------
  def dispose
    self.bitmap.dispose if self.bitmap
    super
  end
  
end # Sprite_PopupLuna

#==============================================================================
# ■ Window_BattleHelp
#==============================================================================
if $imported["YEA-BattleEngine"]
class Window_BattleHelp < Window_Help
  
  #--------------------------------------------------------------------------
  # alias method: update
  #--------------------------------------------------------------------------
  alias battle_luna_yea_be_update update
  def update
    battle_luna_yea_be_update
    return unless $imported["YEA-BattleEngine"]
    return unless @actor_window && @enemy_window
    if !self.visible and @text != ""
      @text = ""
      return refresh
    end
    update_battler_name
  end
  
end # Window_BattleHelp
end

#==============================================================================
# ■ Sprite_Battler
#==============================================================================

class Sprite_Battler < Sprite_Base
  
  #--------------------------------------------------------------------------
  # alias method: create_new_popup
  # Compatible with YEA - Battle Engine.
  #--------------------------------------------------------------------------
  if $imported["YEA-BattleEngine"] && !$imported["YES-BattlePopup"]
  alias battle_luna_yea_create_new_popup create_new_popup
  def create_new_popup(value, rules, flags)
    battle_luna_yea_create_new_popup(value, rules, flags)
    @popups.each { |popup|
      popup.viewport = nil
      popup.z = @battler.screen_z + 1000
    }
  end
  end
  
end # Sprite_Battler

#==============================================================================
# ■ Game_ActionResult
#==============================================================================

class Game_ActionResult
  
  #--------------------------------------------------------------------------
  # alias method: clear_stored_damage
  #--------------------------------------------------------------------------
  alias battle_luna_yea_clear_stored_damage clear_stored_damage if $imported["YEA-BattleEngine"]
  def clear_stored_damage
    battle_luna_yea_clear_stored_damage unless $imported["YES-BattlePopup"]
  end
  
  #--------------------------------------------------------------------------
  # alias method: store_damage
  #--------------------------------------------------------------------------
  alias battle_luna_yea_store_damage store_damage if $imported["YEA-BattleEngine"]
  def store_damage
    battle_luna_yea_store_damage unless $imported["YES-BattlePopup"]
  end
  
  #--------------------------------------------------------------------------
  # alias method: restore_damage
  #--------------------------------------------------------------------------
  alias battle_luna_yea_restore_damage restore_damage if $imported["YEA-BattleEngine"]
  def restore_damage
    battle_luna_yea_restore_damage unless $imported["YES-BattlePopup"]
  end
  
end # Game_ActionResult

这是在战斗中用数字方式显示对方受到伤害的脚本……
#==#==============================================================================
#  ■エネミーの状態を表示 for RGSS3 Ver0.80-α
# □作成者 kure
#==============================================================================
$kure_base_script = {} if $kure_base_script == nil
$kure_base_script[:InfoBar] = 100
p "エネミーの情報表示"
module KURE
  module InfoBar
    #初期設定(変更しない事)-----------------------------------------------------
    COLOR = []
   
    #表示色(IDによって割り当てが決まっています。)
      #バーの背景色(ID0)
      COLOR[0] = Color.new(32 ,32, 64, 255)
      
      #HPバーの色(ID1,ID2)
      COLOR[1] = Color.new(224 ,128, 64, 255)
      COLOR[2] = Color.new(240 ,192, 64, 255)
   
  end
end

#==============================================================================
# ■ RPG::Enemy(追加定義)
#==============================================================================
class RPG::Enemy < RPG::BaseItem
  #--------------------------------------------------------------------------
  # ☆ バーの表示幅の定義(追加定義)
  #--------------------------------------------------------------------------  
  def infobar_width
    @note.match(/<情報表示幅\s?(\d+)\s?>/)
    return 100 unless $1
    return $1.to_i
  end
  #--------------------------------------------------------------------------
  # ☆ バーの表示幅の定義(追加定義)
  #--------------------------------------------------------------------------  
  def infobar_visible?
    return false if @note.include?("<情報非表示>")
    return true
  end
end

#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # ☆ バーの表示幅の定義(追加定義)
  #--------------------------------------------------------------------------  
  def infobar_width
    return enemy.infobar_width
  end
  #--------------------------------------------------------------------------
  # ☆ バーの表示幅の定義(追加定義)
  #--------------------------------------------------------------------------  
  def infobar_visible?
    return enemy.infobar_visible?
  end
end

#==============================================================================
# ■ Spriteset_Battle
#==============================================================================
class Spriteset_Battle
  #--------------------------------------------------------------------------
  # ● 敵キャラスプライトの作成(エイリアス再定義)
  #--------------------------------------------------------------------------
  alias k_basescript_before_create_enemies create_enemies
  def create_enemies
    k_basescript_before_create_enemies
    @enemy_info_bar = $game_troop.members.reverse.collect do |enemy|
      Sprite_Infobar.new(@viewport1, enemy)
    end
  end
  #--------------------------------------------------------------------------
  # ● 敵キャラスプライトの更新(エイリアス再定義)
  #--------------------------------------------------------------------------
  alias k_basescript_before_update_enemies update_enemies
  def update_enemies
    k_basescript_before_update_enemies
    @enemy_info_bar.each {|sprite| sprite.update }
  end
  #--------------------------------------------------------------------------
  # ● 敵キャラスプライトの解放(エイリアス再定義)
  #--------------------------------------------------------------------------
  alias k_basescript_before_dispose_enemies dispose_enemies
  def dispose_enemies
    k_basescript_before_dispose_enemies
    @enemy_info_bar.each {|sprite| sprite.dispose }
  end
end

#==============================================================================
# ■ Sprite_Infobar
#==============================================================================
class Sprite_Infobar < Sprite_Base
  #--------------------------------------------------------------------------
  # ● 公開インスタンス変数
  #--------------------------------------------------------------------------
  attr_accessor :battler
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize(viewport, battler = nil)
    super(viewport)
    @battler = battler
    @fill_w = nil
    @bitmap_data = Cache.battler(battler.battler_name, battler.battler_hue)
    @state = battler.states
    @icon_set = Cache.system("Iconset")
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    super
    if @battler
      @use_sprite = @battler.use_sprite?
      if @use_sprite
        update_bitmap
        update_origin
        update_position
      end
    else
      self.bitmap = nil
    end
  end
  #--------------------------------------------------------------------------
  # ● 解放
  #--------------------------------------------------------------------------
  def dispose
    bitmap.dispose if bitmap
    super
  end
  #--------------------------------------------------------------------------
  # ● 転送元ビットマップの更新
  #--------------------------------------------------------------------------
  def update_bitmap
    fill_w = @battler.infobar_width * (@battler.hp.to_f / @battler.mhp)
    state = battler.states
    if @fill_w != fill_w or @state != state
      @fill_w = fill_w
      @state = state
      
      width = @battler.infobar_width + 4
      
      new_bitmap = Bitmap.new(width, 35)
      @state.each_with_index {|state, index|
        next if 24 * (index + 1) > new_bitmap.width
        rect = Rect.new(state.icon_index % 16 * 24, state.icon_index / 16 * 24, 24, 24)
        new_bitmap.blt(24 * index, 0, @icon_set, rect, 255)
      }
      #new_bitmap.fill_rect(0, 25, width, 10, color(0))
      #new_bitmap.gradient_fill_rect(2, 27, fill_w, 6, color(1), color(2))
   
      self.bitmap = new_bitmap
      init_visibility
      
      self.opacity = 0 unless @battler.infobar_visible?
    end
  end
  #--------------------------------------------------------------------------
  # ● 可視状態の初期化
  #--------------------------------------------------------------------------
  def init_visibility
    @battler_visible = @battler.alive?
    self.opacity = 0 unless @battler_visible
  end
  #--------------------------------------------------------------------------
  # ● 文字色取得
  #--------------------------------------------------------------------------
  def color(num)
    return KURE::InfoBar::COLOR[num]
  end
  #--------------------------------------------------------------------------
  # ● 原点の更新
  #--------------------------------------------------------------------------
  def update_origin
    if bitmap
      self.ox = bitmap.width / 2
      self.oy = bitmap.height
    end
  end
  #--------------------------------------------------------------------------
  # ● 位置の更新
  #--------------------------------------------------------------------------
  def update_position
    self.x = @battler.screen_x + 30
    self.y = @battler.screen_y + 0
    self.z = @battler.screen_z + 10
  end
end

这是可以在战斗中在敌人脚下显示其状态的脚本……
可是装了之前那个拉伸镜头脚本后这两个脚本显示时会错位……希望有谁能帮我处理一下,使镜头拉伸后显示状态和伤害的位置也会随之变化……行吗?
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