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Lv3.寻梦者
- 梦石
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- 2006-2-3
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用到的图片应该是
damage.png
number.png
number2.png
number3.png
HITS.png
论坛搜到了相关帖子,但是文件已经无法下载了,图片也无法显示。
另外,咱还有个很苦恼的问题,图片美化字的字体大小太小,如何扩大图片切割范围,我感觉至少提高1倍才够用.....
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- #==============================================================================
- # ☆ 忧雪の伤整合,转载时请保留。
- #==============================================================================
- #==============================================================================
- # ■ 彩虹神剑新修改版与全状态动画整合版
- #------------------------------------------------------------------------------
- # 彩虹神剑 by 柳柳
- # v1.0 -叶子
- # v1.0a -叶子
- # v1.0b -叶子
- # v1.0c -柳柳
- # v1.0d -柳柳
- # v1.0e -叶子
- # 新修改版 -cftx
- # 同时显示多个状态动画原脚本 -后知后觉
- # 加入多状态动画显示 -忧雪之伤
- #==============================================================================
- # 一次最多显示多少个状态动画
- HZHJ_STATE_ANIMATION_ADD_NUMBER = 10
- class Game_Temp
- attr_accessor :phase4step5
- alias hzhj_ini initialize
- def initialize
- @phase4step5 = false
- hzhj_ini
- end
- end
- class Scene_Battle
- alias hzhj_update_phase4_step2 update_phase4_step2
- def update_phase4_step2
- $game_temp.phase4step5 = false
- hzhj_update_phase4_step2
- end
- alias hzhj_update_phase4_step5 update_phase4_step5
- def update_phase4_step5
- $game_temp.phase4step5 = true
- hzhj_update_phase4_step5
- end
- end
- module RPG
- #--------------------------------------------------------------------------
- # ● 常量设定
- #--------------------------------------------------------------------------
- # 是否显示总伤害
- SHOW_TOTAL_DAMAGE = true
- # 角色受攻击时是否跳一下
- BATTLER_JUMP = true
- # 连续伤害的动画ID
- SLIP_DAMAGE_ANIMATION_ID = 4
-
- class Sprite < ::Sprite
- #==========================================
- # 修改说明:
- # @flash_shake用来制作挨打时候跳跃
- # @_damage 用来记录每次打击之后弹出数字
- # @_total_damage 记录总伤害
- # @_total_damage_duration 总伤害持续帧
- #==========================================
- #alias 66RPG_rainbow_initialize : initialize
-
- def initialize(viewport = nil)
- #66RPG_rainbow_initialize(viewport)
- super(viewport)
- @_whiten_duration = 0
- @_appear_duration = 0
- @_escape_duration = 0
- @_collapse_duration = 0
- @_damage_duration = 0
- @_animation_duration = 0
- @_blink = false
- # 挨打时候跳跃
- @flash_shake = 0
- # 伤害记录数组
- @_damage = []
- # 总伤害数字
- @_total_damage = 0
- # 总伤害持续帧
- @_total_damage_duration = 0
- #记录已经发生的伤害的变量★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
- @p_dam=0
- @hits=0
- end
- #美化的伤害处理★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
- def damage(value, critical)
- # 释放伤害,效果是伤害数字快速消失,觉得不如不消失好看......
- #dispose_damage
- #清除hit数
- dispose_hit
- # 如果伤害值是数值
- if value.is_a?(Numeric)
- # 绝对值转为字符串
- damage_string = value.abs.to_s
- else
- # 转为字符串
- damage_string = value.to_s
- end
- # 初始化位图
- bitmap = Bitmap.new(162, 64)
- bitmap.font.name = ["黑体","华文行楷", "宋体"]
- bitmap.font.size = 32
- # 伤害值是数值的情况下
- if value.is_a?(Numeric)
- # 分割伤害值字符串
- damage_array = damage_string.scan(/./)
- damage_x = 81 - damage_string.size * 9
- # 伤害值为负的情况下
- if value < 0
- # 调用回复数字表
- rect_y = 32
- else
- # 调用伤害数字表
- rect_y = 0
- end
- # 循环伤害值字符串
- for char in damage_array
- number = char.to_i
- # 显示伤害数字
- bitmap.blt(damage_x, 32, RPG::Cache.picture("Damage"),
- Rect.new(number * 18, rect_y, 18, 32))
- # 后移一位
- damage_x += 18
- end
- # 伤害值不是数值的情况
- else
- # 如果伤害值不是 Miss
- unless value == "Miss"
- # 系统默认描画字符串
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(-1, 27, 162, 36, damage_string, 1)
- bitmap.draw_text(+1, 27, 162, 36, damage_string, 1)
- bitmap.draw_text(-1, 29, 162, 36, damage_string, 1)
- bitmap.draw_text(+1, 29, 162, 36, damage_string, 1)
- bitmap.font.color.set(255, 255, 255)
- bitmap.draw_text(0, 28, 162, 36, damage_string, 1)
- # Miss 的情况下
- else
- # 显示未击中图画
- bitmap.blt(36, 28, RPG::Cache.picture("Damage"), Rect.new(90, 64, 90, 32))
- end
- end
- # 会心一击标志打开的情况
- if critical
- # 显示会心一击图画
- bitmap.blt(36, 0, RPG::Cache.picture("Damage"), Rect.new(0, 64, 90, 32))
- end
- # 伤害值定位
- @_damage_sprite = ::Sprite.new(self.viewport)
- @_damage_sprite.bitmap = bitmap
- @_damage_sprite.ox = 81
- @_damage_sprite.oy = 20
- @_damage_sprite.x = self.x
- @_damage_sprite.y = self.y - self.oy / 2
- @_damage_sprite.z = 3000
- @_damage_duration = 40
- @_damage.push([@_damage_sprite,@_damage_duration-10,0, rand(30) - 15, rand(3)])
- make_total_damage(value)
- end
- # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
- # hit数的美化描绘
- def hit
- # 如果伤害值是数值
- # 转为字符串
- value=@hits
- hits_string = value.to_s
- # 初始化位图
- bitmap = Bitmap.new(320, 64)
- bitmap.font.name = "Arial Black"
- bitmap.font.size = 32
- # 分割伤害值字符串
- hits_array = hits_string.scan(/./)
- hits_x = 81 - hits_string.size * 18.1
- rect_y = 0
- # 循环伤害值字符串
- for char in hits_array
- number = char.to_i
- # 显示伤害数字
- bitmap.blt(hits_x, 0, RPG::Cache.picture("Number"),
- Rect.new(number * 36.2, rect_y, 36.2, 50))
- # 后移一位
- hits_x += 36.2
- end
- bitmap.blt(hits_x, 0, RPG::Cache.picture("HITS"),
- Rect.new(0, -21, 90, 50))
- # 伤害值定位
- @_hits_sprite = ::Sprite.new(self.viewport)
- @_hits_sprite.bitmap = bitmap
- @_hits_sprite.ox = 81
- @_hits_sprite.oy = 20
- @_hits_sprite.x = 500
- @_hits_sprite.y = 100
- @_hits_sprite.z = 3000
- @_hits_duration = 40
- end
- #--------------------------------------------------------------------------
- # ● 总伤害处理
- #--------------------------------------------------------------------------
- def make_total_damage(value)
- if value.is_a?(Numeric) and SHOW_TOTAL_DAMAGE
- @_total_damage += value
- # 绝对值转为字符串
- damage_string = @_total_damage.abs.to_s
- else
- return
- end
- # 初始化位图
- bitmap = Bitmap.new(300, 150)
- bitmap.font.name = "Arial Black"
- bitmap.font.size = 32
- # 伤害值是数值的情况下
- if value.is_a?(Numeric)
- # 分割伤害值字符串
- damage_array = damage_string.scan(/./)
- damage_x = 40 - damage_string.size * 9
- # 伤害值为负的情况下
- if value < 0
- # 调用回复数字表
- name="Number3"
- else
- # 调用伤害数字表
- name="Number2"
- end
- # 循环伤害值字符串
- for char in damage_array
- number = char.to_i
- # 显示伤害数字
- bitmap.blt(damage_x, 0, RPG::Cache.picture(name),
- Rect.new(number * 36.2, 0, 36.2, 50))
- # 后移一位
- damage_x += 36.2
- end
- end
-
-
-
-
- # if value.is_a?(Numeric) and SHOW_TOTAL_DAMAGE
- # @_total_damage += value
- # else
- # return
- # end
- # bitmap = Bitmap.new(300, 150)
- # bitmap.font.name = "Arial Black"
- # bitmap.font.size = 40
- # bitmap.font.color.set(0, 0, 0)
- # bitmap.draw_text(+2, 12+2, 160, 40, @_total_damage.abs.to_s, 1)
- # if @_total_damage < 0
- # bitmap.font.color.set(80, 255, 00)
- # else
- # bitmap.font.color.set(255, 140, 0)
- # end
- # bitmap.draw_text(0, 12, 160, 40, @_total_damage.abs.to_s, 1)
- # bitmap.font.color.set(55, 55,255)
-
-
- if @_total_damage_sprite.nil?
- @_total_damage_sprite = ::Sprite.new(self.viewport)
- @_total_damage_sprite.ox = 80
- @_total_damage_sprite.oy = 20
- @_total_damage_sprite.z = 3000
- end
- @_total_damage_sprite.bitmap = bitmap
- @_total_damage_sprite.zoom_x = 0.8
- @_total_damage_sprite.zoom_y = 0.8
- @_total_damage_sprite.x = self.x
- @_total_damage_sprite.y = self.y - self.oy / 2 - 64
- @_total_damage_sprite.z = 3001
- @_total_damage_duration = 80
- #hit数描绘
- @hits+=1
- if @_total_damage > 0
- hit
- end
- end
- def animation(animation, hit, battler_damage="", battler_critical=false)
- dispose_animation
- #=======================================
- # 修改:记录伤害和critical
- #=======================================
- @battler_damage = battler_damage
- @battler_critical = battler_critical
- @_animation = animation
- return if @_animation == nil
- @_animation_hit = hit
- @_animation_duration = @_animation.frame_max
- animation_name = @_animation.animation_name
- animation_hue = @_animation.animation_hue
- bitmap = RPG::Cache.animation(animation_name, animation_hue)
- #=======================================
- # 修改:计算总闪光权限值
- #=======================================
- for timing in @_animation.timings
- quanzhong = animation_process_timing(timing, @_animation_hit,true)
- @all_quanzhong += quanzhong
- # 记录最后一次闪光
- @_last_frame = timing.frame if quanzhong != 0
- end
- if @@_reference_count.include?(bitmap)
- @@_reference_count[bitmap] += 1
- else
- @@_reference_count[bitmap] = 1
- end
- #=======================================
- # 修改:行动方动画不显示伤害
- #=======================================
- if $scene.is_a?(Scene_Battle)
- if $scene.animation1_id == @battler.animation_id
- @battler_damage = ""
- end
- end
- @_animation_sprites = []
- if @_animation.position != 3 or not @@_animations.include?(animation)
- for i in 0..15
- sprite = ::Sprite.new(self.viewport)
- sprite.bitmap = bitmap
- sprite.visible = false
- @_animation_sprites.push(sprite)
- end
- unless @@_animations.include?(animation)
- @@_animations.push(animation)
- end
- end
- update_animation
- end
- #=======================================
- # 修改:更换清除伤害的算法,以防万一
- # 本内容在脚本中没有使用过
- #=======================================
- def dispose_damage
- for damage in @_damage.reverse
- damage[0].bitmap.dispose
- damage[0].dispose
- @_damage.delete(damage)
- end
- @_total_damage = 0
- @_last_frame = -1
- if @_total_damage_sprite != nil
- @_total_damage_duration = 0
- @_total_damage_sprite.bitmap.dispose
- @_total_damage_sprite.dispose
- @_total_damage_sprite = nil
- end
- end
- #=======================================
- # 清除hit数★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
- #=======================================
- def dispose_hit
- if @_hits_sprite != nil
- @_hits_sprite.bitmap.dispose
- @_hits_sprite.dispose
- @_hits_sprite = nil
- end
- end
- def dispose_animation
- #=======================================
- # 修改:清除记录的伤害,清除权重记录
- #=======================================
- @battler_damage = nil
- @battler_critical = nil
- @all_quanzhong = 1
- @_total_damage = 0
- @_last_frame = -1
- if @_animation_sprites != nil
- sprite = @_animation_sprites[0]
- if sprite != nil
- @@_reference_count[sprite.bitmap] -= 1
- if @@_reference_count[sprite.bitmap] == 0
- sprite.bitmap.dispose
- end
- end
- for sprite in @_animation_sprites
- sprite.dispose
- end
- @_animation_sprites = nil
- @_animation = nil
- end
- end
- def update
- super
- if @_whiten_duration > 0
- @_whiten_duration -= 1
- self.color.alpha = 128 - (16 - @_whiten_duration) * 10
- end
- if @_appear_duration > 0
- @_appear_duration -= 1
- self.opacity = (16 - @_appear_duration) * 16
- end
- if @_escape_duration > 0
- @_escape_duration -= 1
- self.opacity = 256 - (32 - @_escape_duration) * 10
- end
- if @_collapse_duration > 0
- @_collapse_duration -= 1
- self.opacity = 256 - (48 - @_collapse_duration) * 6
- end
- #=======================================
- # 修改:更新算法,更新弹出
- #=======================================
- if @_damage_duration > 0
- @_damage_duration -= 1
- for damage in @_damage
- damage[0].x = self.x + self.viewport.rect.x -
- self.ox + self.src_rect.width / 2 +
- (40 - damage[1]) * damage[3] / 10
- damage[0].y -= damage[4]+damage[1]/10
- damage[0].opacity = damage[1]*20
- damage[1] -= 1
- if damage[1]==0
- damage[0].bitmap.dispose
- damage[0].dispose
- @_damage.delete(damage)
- next
- end
- end
- end
- #=======================================
- # 添加:弹出总伤害
- #=======================================
- if @_total_damage_duration > 0
- @_total_damage_duration -= 1
- @_total_damage_sprite.y -= 1 if @_total_damage_duration % 2 == 0
- if @_total_damage_sprite.zoom_x > 1.0
- @_total_damage_sprite.zoom_x -= 0.05
- end
- if @_total_damage_sprite.zoom_y > 1.0
- @_total_damage_sprite.zoom_y -= 0.05
- end
- @_total_damage_sprite.opacity = 256 - (24 - @_total_damage_duration) * 16
- if @_total_damage_duration <= 0
- dispose_hit#★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
- @_total_damage = 0
- @_total_damage_duration = 0
- @_total_damage_sprite.bitmap.dispose
- @_total_damage_sprite.dispose
- @_total_damage_sprite = nil
- end
- end
- #=======================================
- if @_animation != nil and (Graphics.frame_count % 2 == 0)
- @_animation_duration -= 1
- update_animation
- end
- if @_loop_animation != nil and (Graphics.frame_count % 2 == 0)
- update_loop_animation
- @_loop_animation_index += 1
- @_loop_animation_index %= @_loop_animation.frame_max
- end
- if @_blink
- @_blink_count = (@_blink_count + 1) % 32
- if @_blink_count < 16
- alpha = (16 - @_blink_count) * 6
- else
- alpha = (@_blink_count - 16) * 6
- end
- self.color.set(255, 255, 255, alpha)
- end
- @@_animations.clear
- end
- def update_animation
- if @_animation_duration > 0
- frame_index = @_animation.frame_max - @_animation_duration
- cell_data = @_animation.frames[frame_index].cell_data
- position = @_animation.position
- animation_set_sprites(@_animation_sprites, cell_data, position)
- #=======================================
- # 修改:弹出伤害,权重计算
- #=======================================
- for timing in @_animation.timings
- if timing.frame == frame_index
- t = 1.0 * animation_process_timing(timing, @_animation_hit)
- if timing.se.name != ""
- se=timing.se
- Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch)
- end
- #p t,"当前权重", @all_quanzhong,"总权重"
- if @battler_damage.is_a?(Numeric) and t != 0
- t *= @battler_damage
- t /= @all_quanzhong
- t = t.to_i
- #在闪光不是最后一次的情况下,把这次伤害加入到已经发生的伤害中★★★★★★★★★★★★★★★★★★★★★★★★★★
- if frame_index != @_last_frame
- @p_dam+= t
- end
- #p @p_dam,"已发生伤害",@battler_damage,"总伤害"(调试用)★★★★★★★★★★★★★★★★★★★★★★★★★★
- #闪光为最后一次的情况下,改变这次伤害的计算方法(总伤害-已经发生伤害)★★★★★★★★★★★★★★★★★★★★★★★★★★
- if frame_index == @_last_frame
- t=@battler_damage-@p_dam
- end
- #p t,"当前伤害",@battler_damage,"总伤害"
- # 最后一次闪光的话,伤害修正
- if frame_index == @_last_frame
- @_total_damage = @battler_damage - t
- @p_dam=0 #已经发生的伤害归0★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
- end
- #p t,@battler_damage,@all_quanzhong
- damage(t,@battler_critical)
- #连击次数归0★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
- if frame_index == @_last_frame
- @hits=0
- end
- # 防止重复播放miss
- elsif !@battler_damage.is_a?(Numeric) and timing.flash_scope != 0
- damage(@battler_damage,@battler_critical)
- end
- end
- end
- else
- dispose_animation
- end
- end
- #=======================================
- # 修改:敌人跳跃的功能 + 添加返回数值
- #=======================================
- def animation_process_timing(timing, hit,dontflash=false)
- if (timing.condition == 0) or
- (timing.condition == 1 and hit == true) or
- (timing.condition == 2 and hit == false)
- case timing.flash_scope
- when 1
- unless dontflash
- self.flash(timing.flash_color, timing.flash_duration * 2)
- if @_total_damage >0
- @flash_shake_switch = true
- @flash_shake = 10
- end
- end
- return timing.flash_color.alpha * timing.flash_duration
- when 2
- unless dontflash
- if self.viewport != nil
- self.viewport.flash(timing.flash_color, timing.flash_duration * 2)
- end
- end
- return timing.flash_color.alpha * timing.flash_duration
- when 3
- unless dontflash
- self.flash(nil, timing.flash_duration * 2)
- end
- return timing.flash_color.alpha * timing.flash_duration
- end
- end
- return 0
- end
- end
- end
- #==============================================================================
- # ■ Sprite_Battler
- #==============================================================================
- class Sprite_Battler < RPG::Sprite
- attr_accessor :battler
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # 添加跳跃记录
- #--------------------------------------------------------------------------
- def initialize(viewport, battler = nil)
- super(viewport)
- @battler = battler
- @battler_visible = false
- @flash_shake_switch = true
- # 多状态动画 1/8
- @state_sprites = []
- for i in 0...HZHJ_STATE_ANIMATION_ADD_NUMBER
- @state_sprites.push(RPG::Sprite.new(viewport))
- end
- end
- def dispose
- #####################################################################
- # 多状态动画 2/8
- for hzhj in @state_sprites
- hzhj.dispose
- end
- if self.bitmap != nil
- self.bitmap.dispose
- end
- super
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- # 增添跳跃功能
- #--------------------------------------------------------------------------
- def update
- super
- for hzhj in @state_sprites
- hzhj.update
- end
- # 战斗者为 nil 的情况下
- if @battler == nil
- self.bitmap = nil
- loop_animation(nil)
- for hzhj in @state_sprites
- hzhj.loop_animation(nil)
- end
- return
- end
- # 文件名和色相与当前情况有差异的情况下
- if @battler.battler_name != @battler_name or
- @battler.battler_hue != @battler_hue
- # 获取、设置位图
- @battler_name = @battler.battler_name
- @battler_hue = @battler.battler_hue
- self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
- @width = bitmap.width
- @height = bitmap.height
- self.ox = @width / 2
- self.oy = @height
- # 如果是战斗不能或者是隐藏状态就把透明度设置成 0
- if @battler.dead? or @battler.hidden
- self.opacity = 0
- end
- end
- # 动画 ID 与当前的情况有差异的情况下
- if @battler.damage == nil and
- @battler.state_animation_id != @state_animation_id
- @state_animation_id = @battler.state_animation_id
- loop_animation($data_animations[@state_animation_id])
- end
- if @battler.damage == nil and $game_temp.phase4step5
- for i in 0...HZHJ_STATE_ANIMATION_ADD_NUMBER
- if @battler.states[i+1] != nil
- @state_sprites[i].loop_animation($data_animations[$data_states[@battler.states[i+1]].animation_id])
- @state_sprites[i].x = self.x
- @state_sprites[i].y = self.y
- @state_sprites[i].z = self.z
- @state_sprites[i].ox = self.ox
- @state_sprites[i].oy = self.oy
- @state_sprites[i].opacity = self.opacity
- @state_sprites[i].visible = self.visible
- @state_sprites[i].src_rect = self.src_rect
- else
- @state_sprites[i].loop_animation($data_animations[0])
- end
- end
- end
- # 应该被显示的角色的情况下
- if @battler.is_a?(Game_Actor) and @battler_visible
- # 不是主状态的时候稍稍降低点透明度
- if $game_temp.battle_main_phase
- self.opacity += 3 if self.opacity < 255
- else
- self.opacity -= 3 if self.opacity > 207
- end
- end
- # 明灭
- if @battler.blink
- blink_on
- else
- blink_off
- end
- # 不可见的情况下
- unless @battler_visible
- # 出现
- if not @battler.hidden and not @battler.dead? and
- (@battler.damage == nil or @battler.damage_pop)
- # 多状态动画 6/8
- for i in 0...HZHJ_STATE_ANIMATION_ADD_NUMBER
- if @battler.states[i+1] != nil
- @state_sprites[i].loop_animation($data_animations[$data_states[@battler.states[i+1]].animation_id])
- @state_sprites[i].x = self.x
- @state_sprites[i].y = self.y
- @state_sprites[i].z = self.z
- @state_sprites[i].ox = self.ox
- @state_sprites[i].oy = self.oy
- @state_sprites[i].opacity = self.opacity
- @state_sprites[i].visible = self.visible
- @state_sprites[i].src_rect = self.src_rect
- else
- @state_sprites[i].loop_animation($data_animations[0])
- end
- end
- appear
- @battler_visible = true
- end
- end
- # 可见的情况下
- if @battler_visible
- # 逃跑
- if @battler.hidden
- $game_system.se_play($data_system.escape_se)
- # 多状态动画 7/8
- for i in 0...HZHJ_STATE_ANIMATION_ADD_NUMBER
- if @battler.states[i+1] != nil
- @state_sprites[i].loop_animation($data_animations[$data_states[@battler.states[i+1]].animation_id])
- @state_sprites[i].x = self.x
- @state_sprites[i].y = self.y
- @state_sprites[i].z = self.z
- @state_sprites[i].ox = self.ox
- @state_sprites[i].oy = self.oy
- @state_sprites[i].opacity = self.opacity
- @state_sprites[i].visible = self.visible
- @state_sprites[i].src_rect = self.src_rect
- else
- @state_sprites[i].loop_animation($data_animations[0])
- end
- end
- escape
- @battler_visible = false
- end
- # 白色闪烁
- if @battler.white_flash
- whiten
- @battler.white_flash = false
- end
- # 动画
- if @battler.animation_id != 0
- animation = $data_animations[@battler.animation_id]
- animation(animation, @battler.animation_hit,@battler.damage, @battler.critical)
- @battler.animation_id = 0
- end
- # 伤害
- if @battler.damage_pop
- @battler.damage = nil
- @battler.critical = false
- @battler.damage_pop = false
- end
- # korapusu
- if @battler.damage == nil and @battler.dead?
- if @battler.is_a?(Game_Enemy)
- $game_system.se_play($data_system.enemy_collapse_se)
- else
- $game_system.se_play($data_system.actor_collapse_se)
- end
- # 多状态动画 8/8
- for i in 0...HZHJ_STATE_ANIMATION_ADD_NUMBER
- if @battler.states[i+1] != nil
- @state_sprites[i].loop_animation($data_animations[$data_states[@battler.states[i+1]].animation_id])
- @state_sprites[i].x = self.x
- @state_sprites[i].y = self.y
- @state_sprites[i].z = self.z
- @state_sprites[i].ox = self.ox
- @state_sprites[i].oy = self.oy
- @state_sprites[i].opacity = self.opacity
- @state_sprites[i].visible = self.visible
- @state_sprites[i].src_rect = self.src_rect
- else
- @state_sprites[i].loop_animation($data_animations[0])
- end
- end
- collapse
- @battler_visible = false
- end
- end
- # 设置活动块的坐标
- if @flash_shake_switch == true
- self.x = @battler.screen_x
- self.y = @battler.screen_y
- self.z = @battler.screen_z
- @flash_shake_switch = false
- end
- if @flash_shake != 0 and @battler.damage != nil and RPG::BATTLER_JUMP
- case @flash_shake
- when 9..10
- self.x = @battler.screen_x
- self.y -=4
- self.z = @battler.screen_z
- when 6..8
- self.x = @battler.screen_x
- self.y -=2
- self.z = @battler.screen_z
- when 3..5
- self.x = @battler.screen_x
- self.y +=2
- self.z = @battler.screen_z
- when 2
- self.x = @battler.screen_x
- self.y += 4
- self.z = @battler.screen_z
- when 1
- self.x = @battler.screen_x
- self.y = @battler.screen_y
- self.z = @battler.screen_z
- end
- @flash_shake -= 1
- end
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #------------------------------------------------------------------------------
- # 处理战斗画面的类。
- #==============================================================================
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :animation1_id # 行动方动画ID
- end
- #==============================================================================
- # ■ Game_Battler
- #------------------------------------------------------------------------------
- # 处理战斗者的类。这个类作为 Game_Actor 类与 Game_Enemy 类的
- # 超级类来使用。
- #==============================================================================
- class Game_Battler
- # #--------------------------------------------------------------------------
- # # ● 应用连续伤害效果
- # #--------------------------------------------------------------------------
- alias rainbow_sword_slip_damage_effect slip_damage_effect
- def slip_damage_effect
- self.animation_id = RPG::SLIP_DAMAGE_ANIMATION_ID
- self.animation_hit = true
- rainbow_sword_slip_damage_effect
- end
- end
- #==============================================================================
- # ☆ 忧雪の伤制作,转载时请保留。
- #==============================================================================
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
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