赞 | 0 |
VIP | 9 |
好人卡 | 0 |
积分 | 1 |
经验 | 18278 |
最后登录 | 2018-5-1 |
在线时间 | 210 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 85
- 在线时间
- 210 小时
- 注册时间
- 2013-7-26
- 帖子
- 346
|
您好能看下这个脚本吗?作者后知后觉比较忙可能不在吧。。问他都没反应的
你帮我看看呗
就是 设置多个角色时,多余的角色无法显示,但是这个角色还是存在的,就是不能显示出来。。 原版是4人
我改成5人,第五个人就是隐形的,但攻击的时候还可以播放动画,敌人也可以打到他。- #==============================================================================
- # ■ 此脚本来自 www.66rpg.com
- #------------------------------------------------------------------------------
- # 名称:横版战斗模板
- # 作者:后知后觉([email protected])
- # 版本:v1.7 2012-02-09
- # 使用协议:在保留此脚本相关信息的情况下
- # 可任意使用、修改及修改后发布.
- # 如是修改后发布.请在作者标注那里加上 某某某改 等信息
- # 感谢你来这里谈谈你对这个工程的看法或报告BUG.
- # http://rpg.blue/thread-216673-1-1.html
- # 使用说明:
- # 请来发布帖查看:
- # http://rpg.blue/thread-216673-1-1.html
- #==============================================================================
- module Hzhj
- module HorizontalBattleSystem
- # 取得参战角色的最大数.如果要改大.需要在下面的坐标设置里增加对应的条目
- MaxBattleMembers = 5
-
- ActorsBattlePosition = {}
- # 设置角色战斗图形的坐标
- # 等号左边的[]号里面的1 2 3 4 表示角色在队伍里的位置
- # 等号右边的[]号里面的两个数字分别表示 X坐标 Y坐标
- # 每次进入战斗的时候都会以这里设置的信息作为初始化位置.
- # 如果你把上面的 MaxBattleMembers 改大了.比如改成了 5.
- # 那么你需要在下面新增一行代码设置队伍中第5位置的坐标.
- # 就像这样 ActorsBattlePosition[5] = [X坐标, Y坐标]
- ActorsBattlePosition[1] = [424, 297]
- ActorsBattlePosition[2] = [480, 229]
- ActorsBattlePosition[3] = [527, 167]
- ActorsBattlePosition[4] = [581, 103] #510,272
- ActorsBattlePosition[5] = [360, 235]
-
-
-
- # 设置伤害值图形的色相 取值范围 0~360
- DamageBitmapHue = 0
- # 伤害值分段显示的标志SE文件名
- DamageSectionDisplaySEName = "DamageSection"
-
- # 动画 Z 坐标值默认变化量
- DefaultAniAddZ = 768
-
- # 状态动画 Z 坐标值默认变化量
- DefaultLoopAniAddZ = 20
-
- # 战斗中角色的面向
- ActorDirection = 4
-
- # 真位移的帧数
- RealMoveDuration = 20
- # 真位移移动前会计算目标点.会获取攻防双方战斗图大小来进行计算.
- # 下面2个是对战斗图 width height 进行修正.
- # 为正则扩大 为负则缩小.单位 像素.
- # 一般来说不必修改.只有像梦幻群侠传那种战斗图四边有很多透明区域时才修正.
- RealMoveBmpAddW = 0
- RealMoveBmpAddH = 0
-
- # 使用技能、物品的过程默认使用RMVA模式
- # 在该模式下.本脚本提供的很多功能受限无法使用.
- DefaultUseRmvaMode = false
-
- # 默认显示敌人的HP条、MP条、TP条
- DefaultDisplayEnemyBar = true
-
- # 一张战斗图中有几个样式(帧、格)
- DynamicPatternMax = 4
- # 一张战斗图中的一个样式持续多少帧
- OnePatternDuration = 15
-
- # 角色使用战斗死亡图形
- UseActorDeadGraphic = true
- # 敌人使用战斗死亡图形
- UseEnemyDeadGraphic = true
-
- # 使用挨打图形
- UseBeatenGraphic = true
- # 挨打图形维持帧数
- BeatenGraphicDuration = 30
-
- # 是否使用角色防御图 只有同时使用了挨打图.此项才有效.
- UseActorGuardGraphic = true
- # 是否使用敌人防御图 只有同时使用了挨打图.此项才有效.
- UseEnemyGuardGraphic = false
-
- # 角色是否使用挨打SE
- UseActorWBSE = true
- # 敌人是否使用挨打SE
- UseEnemyWBSE = true
- # 角色是否使用防御SE
- UseActorGDSE = true
- # 敌人是否使用防御SE
- UseEnemyGDSE = false
- end
- end
- class RPG::Actor < RPG::BaseItem
- def battler_name
- return @battler_name unless @battler_name.nil?
- if /@btname\[(.+?)\]/ =~ @note
- return (@battler_name = $1.clone)
- else
- return (@battler_name = "#{@name}_#{@nickname}")
- end
- end
- def battler_hue
- return @battler_hue unless @battler_hue.nil?
- if /@bthue\[([0-9]+?)\]/ =~ @note
- return (@battler_hue = $1.to_i.abs)
- else
- return (@battler_hue = 0)
- end
- end
- attr_writer :battler_name
- attr_writer :battler_hue
- end
- #==============================================================================
- # ■ Game_Actor
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 属性(新增定义)
- #--------------------------------------------------------------------------
- attr_writer :battler_name # 战斗图形文件名
- attr_writer :battler_hue # 战斗图形色相
- #--------------------------------------------------------------------------
- # ● 设置(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_setup_for_add_actor_battle_graphic setup
- def setup(actor_id)
- hzhj_old_setup_for_add_actor_battle_graphic(actor_id)
- @battler_name = actor.battler_name
- @battler_hue = actor.battler_hue
- end
- #--------------------------------------------------------------------------
- # ● 是否使用活动块(重定义)
- #--------------------------------------------------------------------------
- def use_sprite?
- return true
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面 X 坐标(新增定义)
- #--------------------------------------------------------------------------
- def screen_x
- return ActorsBattlePosition[index + 1][0]
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面 Y 坐标(新增定义)
- #--------------------------------------------------------------------------
- def screen_y
- return ActorsBattlePosition[index + 1][1]
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面 Z 坐标(新增定义)
- #--------------------------------------------------------------------------
- def screen_z
- return real_screen_y + 100
- end
- end
- #==============================================================================
- # ■ Game_Enemy
- #==============================================================================
- class Game_Enemy < Game_Battler
- #--------------------------------------------------------------------------
- # ● 属性(新增定义)
- #--------------------------------------------------------------------------
- attr_writer :battler_name # 战斗图形文件名
- attr_writer :battler_hue # 战斗图形色相
- #--------------------------------------------------------------------------
- # ● 取得战斗画面 Z 坐标(重定义)
- #--------------------------------------------------------------------------
- def screen_z
- return real_screen_y + 100
- end
- end
- #==============================================================================
- # ■ Game_Party
- #==============================================================================
- class Game_Party < Game_Unit
- include Hzhj::HorizontalBattleSystem
- #--------------------------------------------------------------------------
- # ● 取得参战角色的最大数(重定义)
- #--------------------------------------------------------------------------
- def max_battle_members
- return MaxBattleMembers
- end
- end
- class RPG::Animation
- def wait_subject_duration
- return @wait_subject_duration unless @wait_subject_duration.nil?
- if /@w\[(\-??\d+?)\]/ =~ @name
- @wait_subject_duration = $1.to_i
- else
- @wait_subject_duration = 0
- end
- return @wait_subject_duration
- end
- attr_writer :wait_subject_duration
- end
- class RPG::UsableItem < RPG::BaseItem
- include Hzhj::HorizontalBattleSystem
- def animation1_id
- return @animation1_id unless @animation1_id.nil?
- if /@a1id\[(\d+?)\]/i =~ @note
- return (@animation1_id = $1.to_i)
- else
- return (@animation1_id = 0)
- end
- end
- def wljn
- return @wljn unless @wljn.nil?
- if /@wljn/i =~ @note
- return (@wljn = true)
- else
- return (@wljn = false)
- end
- end
- def rmva_mode
- return @rmva_mode unless @rmva_mode.nil?
- if /@rmva/i =~ @note
- return (@rmva_mode = !DefaultUseRmvaMode)
- else
- return (@rmva_mode = DefaultUseRmvaMode)
- end
- end
- attr_writer :animation1_id
- attr_writer :wljn
- attr_writer :rmva_mode
- end
- class RPG::Weapon < RPG::EquipItem
- def animation1_id
- return @animation1_id unless @animation1_id.nil?
- if /@a1id\[(\d+?)\]/ =~ @note
- return (@animation1_id = $1.to_i)
- else
- return (@animation1_id = 0)
- end
- end
- attr_writer :animation1_id
- end
- class RPG::Enemy < RPG::BaseItem
- def animation1_id
- return @animation1_id unless @animation1_id.nil?
- if /@a1id\[(\d+?)\]/ =~ @note
- return (@animation1_id = $1.to_i)
- else
- return (@animation1_id = 0)
- end
- end
- def animation2_id
- return @animation2_id unless @animation2_id.nil?
- if /@a2id\[(\d+?)\]/ =~ @note
- return (@animation2_id = $1.to_i)
- else
- return (@animation2_id = 0)
- end
- end
- def animation3_id
- return @animation3_id unless @animation3_id.nil?
- if /@a3id\[(\d+?)\]/ =~ @note
- return (@animation3_id = $1.to_i)
- else
- return (@animation3_id = 0)
- end
- end
- attr_writer :animation1_id
- attr_writer :animation2_id
- attr_writer :animation3_id
- end
- #==============================================================================
- # ■ Game_Actor
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 取得普通攻击的行动方动画 ID (新增定义)
- #--------------------------------------------------------------------------
- def animation1_id
- if dual_wield?
- return weapons[0].animation1_id if weapons[0]
- return weapons[1] ? weapons[1].animation1_id : 0
- else
- return weapons[0] ? weapons[0].animation1_id : 0
- end
- end
- end
- #==============================================================================
- # ■ Game_Enemy
- #==============================================================================
- class Game_Enemy < Game_Battler
- #--------------------------------------------------------------------------
- # ● 取得普通攻击的行动方动画 ID (新增定义)
- #--------------------------------------------------------------------------
- def animation1_id
- return enemy.animation1_id
- end
- #--------------------------------------------------------------------------
- # ● 取得普通攻击的动画 ID (新增定义)
- #--------------------------------------------------------------------------
- def atk_animation_id1
- return enemy.animation2_id
- end
- #--------------------------------------------------------------------------
- # ● 取得普通攻击的动画 ID (二刀流:武器2)(新增定义)
- #--------------------------------------------------------------------------
- def atk_animation_id2
- return enemy.animation3_id
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle < Scene_Base
- include Hzhj::HorizontalBattleSystem
- #--------------------------------------------------------------------------
- # ● 使用技能/物品(重定义)
- #--------------------------------------------------------------------------
- def use_item
- 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
- show_animation(targets, item.animation_id)
- end
- #--------------------------------------------------------------------------
- # ● 显示动画(重定义)
- #--------------------------------------------------------------------------
- def show_animation(targets, animation_id)
- item = @subject.current_action.item
- if item.rmva_mode
- show_rmva_animation(targets, animation_id, item)
- else
- show_hzhj_animation(targets, animation_id, item)
- end
- end
- #--------------------------------------------------------------------------
- # ● RMVA模式显示动画(新增定义)
- #--------------------------------------------------------------------------
- def show_rmva_animation(targets, animation_id, item)
- @subject.damage_section_displayed = false
- @subject.not_damage_section = true
- targets.each do |target|
- target.damage_section_displayed = false
- target.not_damage_section = true
- end
- if animation_id < 0
- show_attack_animation(targets)
- else
- show_rmva_usable_animation(targets, animation_id, item)
- end
- end
- #--------------------------------------------------------------------------
- # ● HZHJ模式显示动画(新增定义)
- #--------------------------------------------------------------------------
- def show_hzhj_animation(targets, animation_id, item)
- if animation_id < 0
- show_hzhj_attack_animation(targets, item)
- else
- if item.wljn
- show_wljn_skill_animation(targets, animation_id, item)
- else
- show_magic_skill_animation(targets, animation_id, item)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● HZHJ模式显示攻击动画(重定义)
- #--------------------------------------------------------------------------
- def show_hzhj_attack_animation(targets, item)
- ary = []
- need_move = false
- animation1 = $data_animations[@subject.animation1_id]
- need_move = animation1.need_move if animation1
- come_back = true
- targets.each_with_index do |target, i|
- ary[0] = target
- item.repeats.times do
- next if target.dead? && item.damage.type == 1
- next if @subject.dead?
- next if [email protected]_action
- if need_move && come_back
- come_back = false
- @subject.setup_move_info(target, RealMoveDuration, animation1.move_se)
- wait_for_move
- end
- damage_target = hzhj_apply_item_effects(target, item)
- show_subject_animation(@subject.animation1_id)
- show_normal_animation(ary, @subject.atk_animation_id1, false)
- show_normal_animation(ary, @subject.atk_animation_id2, true)
- @log_window.wait
- wait_for_animation
- hzhj_invoke_item(target, item, damage_target)
- end
- if need_move
- if target != targets[i+1] or target.dead?
- come_back = true
- @subject.come_back_self_position(RealMoveDuration)
- wait_for_move
- else
- come_back = false
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● HZHJ模式显示物理技能类动画(新增定义)
- #--------------------------------------------------------------------------
- def show_wljn_skill_animation(targets, animation_id, item)
- ary = []
- need_move = false
- animation1 = $data_animations[item.animation1_id]
- need_move = animation1.need_move if animation1
- come_back = true
- targets.each_with_index do |target, i|
- ary[0] = target
- item.repeats.times do
- next if target.dead? && item.damage.type == 1
- next if @subject.dead?
- next if [email protected]_action
- if need_move && come_back
- come_back = false
- @subject.setup_move_info(target, RealMoveDuration, animation1.move_se)
- wait_for_move
- end
- damage_target = hzhj_apply_item_effects(target, item)
- show_subject_animation(item.animation1_id)
- show_normal_animation(ary, animation_id, false)
- @log_window.wait
- wait_for_animation
- hzhj_invoke_item(target, item, damage_target)
- end
- if need_move
- if target != targets[i+1] or target.dead?
- come_back = true
- @subject.come_back_self_position(RealMoveDuration)
- wait_for_move
- else
- come_back = false
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● HZHJ模式显示魔法技能类动画(新增定义)
- #--------------------------------------------------------------------------
- def show_magic_skill_animation(targets, animation_id, item)
- ary = []
- damage_targets = {}
- item.repeats.times do
- next if @subject.dead?
- next if [email protected]_action
- ary.clear
- damage_targets.clear
- targets.each do |target|
- next if target.dead? && item.damage.type == 1
- ary << target
- damage_targets[target] = hzhj_apply_item_effects(target, item)
- end
- next if ary.empty?
- show_subject_animation(item.animation1_id)
- show_normal_animation(ary, animation_id)
- @log_window.wait
- wait_for_animation
- ary.each do |target|
- hzhj_invoke_item(target, item, damage_targets[target])
- end
- if [9, 10].include?(item.scope)
- ary.each do |target|
- if target.alive?
- target.come_back_self_position(RealMoveDuration)
- end
- end
- wait_for_move
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● RMVA模式显示攻击动画(重定义)
- #--------------------------------------------------------------------------
- def show_attack_animation(targets)
- item = @subject.current_action.item
- show_subject_animation(@subject.animation1_id)
- show_normal_animation(targets, @subject.atk_animation_id1, false)
- show_normal_animation(targets, @subject.atk_animation_id2, true)
- @log_window.wait
- wait_for_animation
- targets.each {|target| item.repeats.times { invoke_item(target, item) } }
- end
- #--------------------------------------------------------------------------
- # ● RMVA模式显示技能、物品动画 (新增定义)
- #--------------------------------------------------------------------------
- def show_rmva_usable_animation(targets, animation_id, item)
- show_subject_animation(item.animation1_id)
- show_normal_animation(targets, animation_id)
- @log_window.wait
- wait_for_animation
- targets.each {|target| item.repeats.times { invoke_item(target, item) } }
- if [9, 10].include?(item.scope)
- targets.each do |target|
- if target.alive?
- target.come_back_self_position(RealMoveDuration)
- end
- end
- wait_for_move
- end
- end
- #--------------------------------------------------------------------------
- # ● 显示行动方动画(新增定义)
- #--------------------------------------------------------------------------
- def show_subject_animation(animation_id, subject = @subject, mirror = false)
- animation = $data_animations[animation_id]
- if animation
- subject.animation_id = animation_id
- subject.animation_mirror = mirror
- if animation.wait_subject_duration < 0
- wait_for_animation
- elsif animation.wait_subject_duration > 0
- animation.wait_subject_duration.times{update_for_wait}
- end
- end
- end
- end
- class RPG::Animation
- include Hzhj::HorizontalBattleSystem
- def ani_z_correction
- return @ani_z_correction unless @ani_z_correction.nil?
- if /@az\[(\-??\d+?)\]/ =~ @name
- return (@ani_z_correction = $1.to_i)
- else
- return (@ani_z_correction = DefaultAniAddZ)
- end
- end
- def loop_z_correction
- return @loop_z_correction unless @loop_z_correction.nil?
- if /@lz\[(\-??\d+?)\]/ =~ @name
- return (@loop_z_correction = $1.to_i)
- else
- return (@loop_z_correction = DefaultLoopAniAddZ)
- end
- end
- attr_writer :ani_z_correction
- attr_writer :loop_z_correction
- end
- class RPG::State < RPG::BaseItem
- def animation_id
- return @animation_id unless @animation_id.nil?
- if /@aid\[(\d+?)\]/ =~ @note
- return (@animation_id = $1.to_i)
- else
- return (@animation_id = 0)
- end
- end
- attr_writer :animation_id
- end
- #==============================================================================
- # ■ Game_BattlerBase
- #==============================================================================
- class Game_BattlerBase
- #--------------------------------------------------------------------------
- # ● 实例变量(新增定义)
- #--------------------------------------------------------------------------
- attr_reader :hzhj_add_state_id
- attr_reader :hzhj_remove_state_id
- attr_accessor :need_update_state_animation
- #--------------------------------------------------------------------------
- # ● 初始化(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_init_for_state_ani_game_battler_base initialize
- def initialize
- @hzhj_add_state_id = []
- @hzhj_remove_state_id = []
- @need_update_state_animation = false
- @states = []
- @state_turns = {}
- @state_steps = {}
- hzhj_old_init_for_state_ani_game_battler_base
- end
- #--------------------------------------------------------------------------
- # ● 清除状态信息(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_clear_states_for_state_ani_game_battler_base clear_states
- def clear_states
- old_states = @states.clone
- hzhj_old_clear_states_for_state_ani_game_battler_base
- bingji = old_states | @states
- return if bingji.empty?
- set_add_state_id(bingji & @states)
- set_remove_state_id(bingji & old_states)
- end
- #--------------------------------------------------------------------------
- # ● 消除状态(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_erase_state_for_state_ani_game_battler_base erase_state
- def erase_state(state_id)
- old_states = @states.clone
- hzhj_old_erase_state_for_state_ani_game_battler_base(state_id)
- bingji = old_states | @states
- return if bingji.empty?
- set_add_state_id(bingji & @states)
- set_remove_state_id(bingji & old_states)
- end
- #--------------------------------------------------------------------------
- # ● 设置增加的状态(新增定义)
- #--------------------------------------------------------------------------
- def set_add_state_id(zjdzt)
- for i in zjdzt
- if $data_states[i].animation_id > 0
- if not @hzhj_add_state_id.include?(i)
- @hzhj_add_state_id.push(i)
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置解除的状态(新增定义)
- #--------------------------------------------------------------------------
- def set_remove_state_id(jsdzt)
- for i in jsdzt
- if $data_states[i].animation_id > 0
- if not @hzhj_remove_state_id.include?(i)
- ani_id = $data_states[i].animation_id
- not_end_loop_animation = false
- for state in self.states
- if state.animation_id == ani_id
- not_end_loop_animation = true
- break
- end
- end
- unless not_end_loop_animation
- @hzhj_remove_state_id.push(i)
- end
- end
- end
- end
- end
- end
- #==============================================================================
- # ■ Game_Battler
- #==============================================================================
- class Game_Battler < Game_BattlerBase
- #--------------------------------------------------------------------------
- # ● 附加新的状态(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_add_new_state_for_state_ani_game_battler add_new_state
- def add_new_state(state_id)
- old_states = @states.clone
- hzhj_old_add_new_state_for_state_ani_game_battler(state_id)
- bingji = old_states | @states
- return if bingji.empty?
- set_add_state_id(bingji & @states)
- set_remove_state_id(bingji & old_states)
- end
- end
- #==============================================================================
- # ■ Sprite_Base
- #==============================================================================
- class Sprite_Base < Sprite
- #--------------------------------------------------------------------------
- # ● 初始化(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_init_for_state_ani_spr_base initialize
- def initialize(*args)
- hzhj_old_init_for_state_ani_spr_base(*args)
- @hzhj_loop_animations = []
- @hzhj_loop_durations = {}
- @hzhj_loop_sprites = {}
- @hzhj_loop_bitmap1s = {}
- @hzhj_loop_bitmap2s = {}
- @hzhj_loop_ani_oxs = {}
- @hzhj_loop_ani_oys = {}
- @flash_nil_duration = 0
- end
- #--------------------------------------------------------------------------
- # ● 释放(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_dispose_for_state_ani_spr_base dispose
- def dispose
- dispose_loop_animation
- hzhj_old_dispose_for_state_ani_spr_base
- end
- #--------------------------------------------------------------------------
- # ● 设定动画的活动块(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_ani_set_spr_for_state_ani_spr_base animation_set_sprites
- def animation_set_sprites(*args)
- hzhj_old_ani_set_spr_for_state_ani_spr_base(*args)
- @ani_sprites.each{|sprite|sprite.z += @animation.ani_z_correction}
- end
- #--------------------------------------------------------------------------
- # ● 判断是否有循环动画(新增定义)
- #--------------------------------------------------------------------------
- def loop_animation?
- return (not @hzhj_loop_animations.empty?)
- end
- #--------------------------------------------------------------------------
- # ● 开始播放循环动画(新增定义)
- #--------------------------------------------------------------------------
- def start_loop_animation(animation)
- return if @hzhj_loop_animations.include?(animation)
- if animation.nil?
- dispose_loop_animation
- return
- end
- set_animation_rate
- @hzhj_loop_animations.push(animation)
- init_loop_animation_duration(animation)
- load_loop_animation_bitmap(animation)
- make_loop_animation_sprites(animation)
- set_loop_animation_origin(animation)
- end
- #--------------------------------------------------------------------------
- # ● 初始化循环动画播放位置(新增定义)
- #--------------------------------------------------------------------------
- def init_loop_animation_duration(animation)
- @hzhj_loop_durations[animation] = animation.frame_max * @ani_rate + 1
- end
- #--------------------------------------------------------------------------
- # ● 读取循环动画图像(新增定义)
- #--------------------------------------------------------------------------
- def load_loop_animation_bitmap(animation)
- animation1_name = animation.animation1_name
- animation1_hue = animation.animation1_hue
- animation2_name = animation.animation2_name
- animation2_hue = animation.animation2_hue
- bitmap1 = Cache.animation(animation1_name, animation1_hue)
- bitmap2 = Cache.animation(animation2_name, animation2_hue)
- if @@_reference_count.include?(bitmap1)
- @@_reference_count[bitmap1] += 1
- else
- @@_reference_count[bitmap1] = 1
- end
- if @@_reference_count.include?(bitmap2)
- @@_reference_count[bitmap2] += 1
- else
- @@_reference_count[bitmap2] = 1
- end
- @hzhj_loop_bitmap1s[animation] = bitmap1
- @hzhj_loop_bitmap2s[animation] = bitmap2
- Graphics.frame_reset
- end
- #--------------------------------------------------------------------------
- # ● 生成循环动画活动块(新增定义)
- #--------------------------------------------------------------------------
- def make_loop_animation_sprites(animation)
- sprites = []
- if @use_sprite
- 16.times do
- sprite = ::Sprite.new(viewport)
- sprite.visible = false
- sprites.push(sprite)
- end
- end
- @hzhj_loop_sprites[animation] = sprites
- end
- #--------------------------------------------------------------------------
- # ● 设定循环动画的原点(新增定义)
- #--------------------------------------------------------------------------
- def set_loop_animation_origin(animation)
- if animation.position == 3
- if viewport == nil
- ani_ox = Graphics.width / 2
- ani_oy = Graphics.height / 2
- else
- ani_ox = viewport.rect.width / 2
- ani_oy = viewport.rect.height / 2
- end
- else
- ani_ox = x - ox + width / 2
- ani_oy = y - oy + height / 2
- if animation.position == 0
- ani_oy -= height / 2
- elsif animation.position == 2
- ani_oy += height / 2
- end
- end
- @hzhj_loop_ani_oxs[animation] = ani_ox
- @hzhj_loop_ani_oys[animation] = ani_oy
- end
- #--------------------------------------------------------------------------
- # ● 释放所有循环动画(新增定义)
- #--------------------------------------------------------------------------
- def dispose_loop_animation
- return unless loop_animation?
- for animation in @hzhj_loop_animations.clone
- end_loop_animation(animation)
- end
- @hzhj_loop_durations.clear
- @hzhj_loop_sprites.clear
- @hzhj_loop_bitmap1s.clear
- @hzhj_loop_bitmap2s.clear
- @hzhj_loop_ani_oxs.clear
- @hzhj_loop_ani_oys.clear
- @hzhj_loop_animations.clear
- end
- #--------------------------------------------------------------------------
- # ● 结束某个循环动画(新增定义)
- #--------------------------------------------------------------------------
- def end_loop_animation(animation)
- return if not @hzhj_loop_animations.include?(animation)
- bitmap1 = @hzhj_loop_bitmap1s[animation]
- @@_reference_count[bitmap1] -= 1
- if @@_reference_count[bitmap1] == 0
- @@_reference_count.delete(bitmap1)
- bitmap1.dispose
- end
- bitmap2 = @hzhj_loop_bitmap2s[animation]
- @@_reference_count[bitmap2] -= 1
- if @@_reference_count[bitmap2] == 0
- @@_reference_count.delete(bitmap2)
- bitmap2.dispose
- end
- sprites = @hzhj_loop_sprites[animation]
- for sprite in sprites
- sprite.dispose
- end
- @hzhj_loop_durations.delete(animation)
- @hzhj_loop_sprites.delete(animation)
- @hzhj_loop_bitmap1s.delete(animation)
- @hzhj_loop_bitmap2s.delete(animation)
- @hzhj_loop_ani_oxs.delete(animation)
- @hzhj_loop_ani_oys.delete(animation)
- @hzhj_loop_animations.delete(animation)
- end
- #--------------------------------------------------------------------------
- # ● 刷新(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_update_for_state_ani_spr_base update
- def update
- hzhj_old_update_for_state_ani_spr_base
- update_loop_animation
- end
- #--------------------------------------------------------------------------
- # ● 刷新循环动画(新增定义)
- #--------------------------------------------------------------------------
- def update_loop_animation
- @flash_nil_duration -= 1 if @flash_nil_duration > 0
- return unless loop_animation?
- for animation in @hzhj_loop_animations
- @hzhj_loop_durations[animation] -= 1
- duration = @hzhj_loop_durations[animation]
- if duration % @ani_rate == 0
- if duration > 0
- set_loop_animation_origin(animation)
- frame_index = animation.frame_max
- frame_index -= (duration + @ani_rate - 1) / @ani_rate
- args = []
- args[0] = @hzhj_loop_sprites[animation]
- args[1] = @hzhj_loop_bitmap1s[animation]
- args[2] = @hzhj_loop_bitmap2s[animation]
- args[3] = @hzhj_loop_ani_oxs[animation]
- args[4] = @hzhj_loop_ani_oys[animation]
- args[5] = animation.loop_z_correction
- args[6] = ((not flash_nil? or animation.to_screen?) and visible)
- loop_animation_set_sprites(animation.frames[frame_index], args)
- animation.timings.each do |timing|
- loop_animation_process_timing(timing) if timing.frame == frame_index
- end
- else
- init_loop_animation_duration(animation)
- redo
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 设定循环动画的活动块(新增定义)
- #--------------------------------------------------------------------------
- def loop_animation_set_sprites(frame, args)
- sprites = args[0]
- bitmap1 = args[1]
- bitmap2 = args[2]
- ani_ox = args[3]
- ani_oy = args[4]
- loop_z_correction = args[5]
- state_visible = args[6]
- cell_data = frame.cell_data
- 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 ? bitmap1 : bitmap2
- sprite.visible = state_visible
- sprite.src_rect.set(pattern % 5 * 192,
- pattern % 100 / 5 * 192, 192, 192)
- 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)
- if loop_z_correction > 9999
- sprite.z = loop_z_correction % 10000 + i
- elsif loop_z_correction < -9999
- sprite.z = loop_z_correction % -10000 + i
- else
- sprite.z = self.z + loop_z_correction + i
- end
- sprite.ox = 96
- sprite.oy = 96
- sprite.zoom_x = cell_data[i, 3] / 100.0
- sprite.zoom_y = cell_data[i, 3] / 100.0
- sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
- sprite.blend_type = cell_data[i, 7]
- end
- end
- #--------------------------------------------------------------------------
- # ● 循环动画SE 和闪烁时机的处理(新增定义)
- #--------------------------------------------------------------------------
- def loop_animation_process_timing(timing)
- timing.se.play
- case timing.flash_scope
- when 1
- self.flash(timing.flash_color, timing.flash_duration * @ani_rate)
- when 2
- if viewport
- viewport.flash(timing.flash_color, timing.flash_duration * @ani_rate)
- end
- when 3
- self.flash(nil, timing.flash_duration * @ani_rate)
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置闪烁(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_flash_for_state_ani_spr_base flash
- def flash(*args)
- if args[0].nil?
- @flash_nil_duration = args[1]
- else
- @flash_nil_duration = 0
- end
- hzhj_old_flash_for_state_ani_spr_base(*args)
- end
- #--------------------------------------------------------------------------
- # ● 判断是否正处于【隐藏目标】(新增定义)
- #--------------------------------------------------------------------------
- def flash_nil?
- return (@flash_nil_duration > 0)
- end
- end
- #==============================================================================
- # ■ Sprite_Battler
- #==============================================================================
- class Sprite_Battler < Sprite_Base
- #--------------------------------------------------------------------------
- # ● 初始化(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_init_for_state_ani_spr_battler initialize
- def initialize(*args)
- hzhj_old_init_for_state_ani_spr_battler(*args)
- init_battler_add_state_id
- end
- #--------------------------------------------------------------------------
- # ● 初始化战斗者要播放状态动画的状态(新增定义)
- #--------------------------------------------------------------------------
- def init_battler_add_state_id
- if @battler.nil?
- dispose_loop_animation
- else
- @battler.hzhj_add_state_id.clear
- @battler.hzhj_remove_state_id.clear
- @battler.need_update_state_animation = true
- for state in @battler.states
- next if state.nil?
- next if $data_animations[state.animation_id].nil?
- @battler.hzhj_add_state_id.push(state.id)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置战斗者(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_battlerdy_for_state_ani_spr_battler battler=
- def battler=(value)
- old_battler = @battler
- hzhj_old_battlerdy_for_state_ani_spr_battler(value)
- if old_battler != @battler
- init_battler_add_state_id
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_update_for_state_ani_spr_battler update
- def update
- hzhj_old_update_for_state_ani_spr_battler
- if @battler
- if @battler.need_update_state_animation
- @battler.need_update_state_animation = false
- if not @battler.hzhj_add_state_id.empty?
- for i in @battler.hzhj_add_state_id
- if @battler.state?(i)
- ani_id = $data_states[i].animation_id
- animation = $data_animations[ani_id]
- start_loop_animation(animation) if not animation.nil?
- end
- end
- @battler.hzhj_add_state_id.clear
- end
- if not @battler.hzhj_remove_state_id.empty?
- for i in @battler.hzhj_remove_state_id
- if not @battler.state?(i)
- ani_id = $data_states[i].animation_id
- animation = $data_animations[ani_id]
- end_loop_animation(animation) if not animation.nil?
- end
- end
- @battler.hzhj_remove_state_id.clear
- end
- end
- end
- end
- end
- #==============================================================================
- # ■ Window_BattleLog
- #==============================================================================
- class Window_BattleLog < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 显示状态附加/解除(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_display_status_for_state_ani_wnd_btlog display_changed_states
- def display_changed_states(target)
- target.need_update_state_animation = true
- hzhj_old_display_status_for_state_ani_wnd_btlog(target)
- end
- end
- #==============================================================================
- # ■ Sprite_Damage (新增类)
- #==============================================================================
- class Sprite_Damage < Sprite
- include Hzhj::HorizontalBattleSystem
- #--------------------------------------------------------------------------
- # ● 获取/生成伤害值源图
- #--------------------------------------------------------------------------
- @@obmp = nil
- def self.obmp
- if @@obmp.nil? or @@obmp.disposed?
- @@obmp = Bitmap.new(180, 256)
- @@obmp.font.bold = true
- @@obmp.font.shadow = false
- @@obmp.font.outline = true
- @@obmp.font.out_color = Color.new(255, 255, 255, 255)
- @@obmp.font.size = 32
- colors = []
- colors.push(Color.new(255, 0, 0, 255))
- colors.push(Color.new(255, 128, 128, 255))
- colors.push(Color.new( 0, 0, 255, 255))
- colors.push(Color.new(128, 128, 255, 255))
- colors.push(Color.new( 0, 255, 0, 255))
- colors.push(Color.new(128, 255, 128, 255))
- colors.each_with_index do |color, hi|
- @@obmp.font.color = color
- for wi in 0..9
- @@obmp.draw_text(wi * 18, hi * 32, 18, 32, "#{wi}", 1)
- end
- end
- @@obmp.font.size = 20
- @@obmp.font.italic = true
- @@obmp.font.out_color = Color.new(0, 0, 0, 255)
- @@obmp.font.color = Color.new(255, 255, 255, 255)
- @@obmp.draw_text( 0, 192, 90, 32, "Critical", 1)
- @@obmp.draw_text(90, 192, 90, 32, "Miss", 1)
- @@obmp.draw_text( 0, 224, 90, 32, "Evasion", 1)
- @@obmp.hue_change(DamageBitmapHue)
- end
- return @@obmp
- end
- #--------------------------------------------------------------------------
- # ● 初始化
- #--------------------------------------------------------------------------
- def initialize(viewport, args)
- super(viewport)
- @type = args[0]
- @value = args[1]
- @critical = args[2]
- self.x = args[4]
- self.y = args[5]
- self.z = args[6] + Graphics.height * 5
- make_move(args[3])
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 生成移动数据
- #--------------------------------------------------------------------------
- def make_move(battler_obj_class)
- @move = []
- case battler_obj_class
- when :actor
- make_move_actor
- when :enemy
- make_move_enemy
- else
- make_move_default
- end
- end
- #--------------------------------------------------------------------------
- # ● 生成移动数据 默认
- #--------------------------------------------------------------------------
- def make_move_default
- 45.times do |n|
- if n % 3 == 0
- ady = n < 21 ? -6 : -1
- opa = n < 21 ? 255 : 255-(n-21)*6
- @move.push([0, ady, opa])
- else
- @move.push([0, 0, -1])
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 生成移动数据 角色
- #--------------------------------------------------------------------------
- def make_move_actor
- make_move_default
- end
- #--------------------------------------------------------------------------
- # ● 生成移动数据 敌人
- #--------------------------------------------------------------------------
- def make_move_enemy
- make_move_default
- end
- #--------------------------------------------------------------------------
- # ● 描绘
- #--------------------------------------------------------------------------
- def refresh
- if not self.bitmap.nil?
- self.bitmap.dispose
- self.bitmap = nil
- end
- begin
- @obmp = Cache.animation("damage", DamageBitmapHue)
- rescue Errno::ENOENT
- @obmp = Sprite_Damage.obmp
- end
- @numw = @obmp.width / 10
- @numh = @obmp.height / 8
- @strw = @obmp.width / 2
- case @value
- when Numeric
- blt_obmp_numeric
- when Symbol
- blt_obmp_text
- end
- end
- #--------------------------------------------------------------------------
- # ● 通过源图描绘数字
- #--------------------------------------------------------------------------
- def blt_obmp_numeric
- nums = @value.to_i.abs.to_s.split("")
- nbmpw = nums.size * @numw
- bmph = @numh
- cbmpw = 0
- crect = nil
- dy = 0
- if @critical
- cbmpw = @strw
- bmph *= 2
- crect = Rect.new(0, @numh * 6, @strw, @numh)
- dy = @numh
- end
- self.bitmap = Bitmap.new([nbmpw, cbmpw, 32].max, [bmph, 32].max)
- self.ox = bitmap.width / 2
- self.oy = bmph /2
- bitmap.blt((bitmap.width - cbmpw) / 2, 0, @obmp, crect) if crect
- dx = (bitmap.width - nbmpw) / 2
- ry = 0
- case @type
- when :hp
- ry = @value >= 0 ? 0 : @numh
- when :mp
- ry = @value >= 0 ? @numh * 2 : @numh * 3
- when :tp
- ry = @value >= 0 ? @numh * 4 : @numh * 5
- else
- return
- end
- rect = Rect.new(0, ry, @numw, @numh)
- nums.each_with_index do |str, i|
- rect.x = str.to_i * @numw
- bitmap.blt(dx, dy, @obmp, rect)
- dx += @numw
- end
- end
- #--------------------------------------------------------------------------
- # ● 通过源图描绘文字
- #--------------------------------------------------------------------------
- def blt_obmp_text
- self.bitmap = Bitmap.new([@strw, 32].max, [@numh, 32].max)
- self.ox = @strw / 2
- self.oy = @numh / 2
- rx = ry = 0
- case @type
- when :miss
- rx = @strw
- ry = @numh * 6
- when :eva
- ry = @numh * 7
- else
- return
- end
- rect = Rect.new(rx, ry, @strw, @numh)
- bitmap.blt(0, 0, @obmp, rect)
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- bitmap.dispose if bitmap
- super
- end
- #--------------------------------------------------------------------------
- # ● 移动中判定
- #--------------------------------------------------------------------------
- def moving?
- return (not @move.empty?)
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def update
- super
- if moving?
- ary = @move.shift
- self.x += ary[0]
- self.y += ary[1]
- self.opacity = ary[2] if ary[2] >= 0
- end
- end
- end
- #==============================================================================
- # ■ Game_BattlerBase
- #==============================================================================
- class Game_BattlerBase
- #--------------------------------------------------------------------------
- # ● 实例变量(新增定义)
- #--------------------------------------------------------------------------
- attr_accessor :hzhj_damage
- #--------------------------------------------------------------------------
- # ● 初始化(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_init_for_display_damage_game_battler_base initialize
- def initialize
- @hzhj_damage = []
- hzhj_old_init_for_display_damage_game_battler_base
- end
- end
- #==============================================================================
- # ■ Sprite_Base
- #==============================================================================
- class Sprite_Base < Sprite
- #--------------------------------------------------------------------------
- # ● 初始化(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_init_for_display_damage_spr_base initialize
- def initialize(*args)
- hzhj_old_init_for_display_damage_spr_base(*args)
- @hzhj_damage_sprites = []
- end
- #--------------------------------------------------------------------------
- # ● 释放(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_dispose_for_display_damage_spr_base dispose
- def dispose
- hzhj_old_dispose_for_display_damage_spr_base
- dispose_damage
- end
- #--------------------------------------------------------------------------
- # ● 判断是否有伤害在显示(新增定义)
- #--------------------------------------------------------------------------
- def damage?
- return (not @hzhj_damage_sprites.empty?)
- end
- #--------------------------------------------------------------------------
- # ● 开始显示伤害(新增定义)
- #--------------------------------------------------------------------------
- def start_damage(args)
- args[4] = x - ox + width / 2
- args[5] = y - oy + height / 2
- args[6] = z
- @hzhj_damage_sprites.push(Sprite_Damage.new(viewport, args))
- end
- #--------------------------------------------------------------------------
- # ● 释放所有伤害显示(新增定义)
- #--------------------------------------------------------------------------
- def dispose_damage
- return unless damage?
- @hzhj_damage_sprites.each{|sprite|sprite.dispose}
- @hzhj_damage_sprites.clear
- end
- #--------------------------------------------------------------------------
- # ● 刷新(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_update_for_display_damage_spr_base update
- def update
- hzhj_old_update_for_display_damage_spr_base
- update_damage
- end
- #--------------------------------------------------------------------------
- # ● 刷新显示伤害(新增定义)
- #--------------------------------------------------------------------------
- def update_damage
- return unless damage?
- @hzhj_damage_sprites.each_with_index do |sprite, i|
- if sprite.moving?
- sprite.update
- else
- sprite.dispose
- @hzhj_damage_sprites[i] = nil
- end
- end
- @hzhj_damage_sprites.delete(nil)
- end
- end
- #==============================================================================
- # ■ Sprite_Battler
- #==============================================================================
- class Sprite_Battler < Sprite_Base
- #--------------------------------------------------------------------------
- # ● 刷新(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_update_for_display_damage_spr_battler update
- def update
- hzhj_old_update_for_display_damage_spr_battler
- if @battler
- if not @battler.hzhj_damage.empty?
- unless @battler.damage_section_displayed
- args = @battler.hzhj_damage.clone
- args[3] = @battler.actor? ? :actor : (@battler.enemy? ? :enemy : nil)
- start_damage(args)
- end
- @battler.hzhj_damage.clear
- end
- end
- end
- end
- #==============================================================================
- # ■ Window_BattleLog
- #==============================================================================
- class Window_BattleLog < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 显示 MISS (追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_display_miss_for_display_damage_wnd_btlog display_miss
- def display_miss(target, item)
- target.hzhj_damage = [:miss, :miss, false]
- hzhj_old_display_miss_for_display_damage_wnd_btlog(target, item)
- end
- #--------------------------------------------------------------------------
- # ● 显示回避 (追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_display_evasion_for_display_damage_wnd_btlog display_evasion
- def display_evasion(target, item)
- target.hzhj_damage = [:eva, :evasion, false]
- hzhj_old_display_evasion_for_display_damage_wnd_btlog(target, item)
- end
- #--------------------------------------------------------------------------
- # ● 显示 HP 伤害 (追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_display_hp_damage_for_display_damage_wnd_btlog display_hp_damage
- def display_hp_damage(target, item)
- return if target.result.hp_damage == 0 && item && !item.damage.to_hp?
- value = target.result.hp_damage
- critical = target.result.critical
- target.hzhj_damage = [:hp, value, critical]
- hzhj_old_display_hp_damage_for_display_damage_wnd_btlog(target, item)
- end
- #--------------------------------------------------------------------------
- # ● 显示 MP 伤害 (追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_display_mp_damage_for_display_damage_wnd_btlog display_mp_damage
- def display_mp_damage(target, item)
- return if target.dead? || target.result.mp_damage == 0
- value = target.result.mp_damage
- critical = target.result.critical
- target.hzhj_damage = [:mp, value, critical]
- hzhj_old_display_mp_damage_for_display_damage_wnd_btlog(target, item)
- end
- #--------------------------------------------------------------------------
- # ● 显示 TP 伤害 (追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_display_tp_damage_for_display_damage_wnd_btlog display_tp_damage
- def display_tp_damage(target, item)
- return if target.dead? || target.result.tp_damage == 0
- value = target.result.tp_damage
- critical = target.result.critical
- target.hzhj_damage = [:tp, value, critical]
- hzhj_old_display_tp_damage_for_display_damage_wnd_btlog(target, item)
- end
- end
- class RPG::Animation
- def need_move
- return @need_move unless @need_move.nil?
- if /@[Rr][Mm]/ =~ @name
- return (@need_move = true)
- else
- return (@need_move = false)
- end
- end
- def move_se
- return @move_se unless @move_se.nil?
- @move_se = RPG::SE.new
- if /@[Ss][Ee]\[(.+?)\]/ =~ @name
- @move_se.name = $1.clone
- end
- return @move_se
- end
- attr_writer :need_move
- attr_writer :move_se
- end
- #==============================================================================
- # ■ Game_Battler
- #==============================================================================
- class Game_Battler < Game_BattlerBase
- include Hzhj::HorizontalBattleSystem
- #--------------------------------------------------------------------------
- # ● 属性
- #--------------------------------------------------------------------------
- attr_accessor :add_x # X 坐标变化量
- attr_accessor :add_y # Y 坐标变化量
- attr_accessor :move_speed_x # 战斗图 X 移动速度
- attr_accessor :move_speed_y # 战斗图 Y 移动速度
- #--------------------------------------------------------------------------
- # ● 初始化(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_init_for_real_move_game_battler initialize
- def initialize
- @add_x = 0
- @add_y = 0
- @move_speed_x = 0
- @move_speed_y = 0
- hzhj_old_init_for_real_move_game_battler
- end
- #--------------------------------------------------------------------------
- # ● 真实 X 坐标(新增定义)
- #--------------------------------------------------------------------------
- def real_screen_x
- return screen_x + add_x
- end
- #--------------------------------------------------------------------------
- # ● 真实 Y 坐标(新增定义)
- #--------------------------------------------------------------------------
- def real_screen_y
- return screen_y + add_y
- end
- #--------------------------------------------------------------------------
- # ● 返回自己的战斗位置(新增定义)
- #--------------------------------------------------------------------------
- def come_back_self_position(duration)
- return if dead?
- tx = screen_x
- ty = screen_y
- addx = tx - real_screen_x
- addy = ty - real_screen_y
- return if addx == 0 && addy == 0
- @add_x = 0
- @add_y = 0
- @move_speed_x = [(addx.abs / duration.to_f).ceil, 1].max
- @move_speed_y = [(addy.abs / duration.to_f).ceil, 1].max
- end
- #--------------------------------------------------------------------------
- # ● 设置移动信息(新增定义)
- #--------------------------------------------------------------------------
- def setup_move_info(target_battler, duration, move_se)
- return if dead?
- tbmp = Cache.battler(target_battler.battler_name, target_battler.battler_hue)
- sbmp = Cache.battler(@battler_name, @battler_hue)
- tbw = tbmp.width / DynamicPatternMax + RealMoveBmpAddW
- sbw = sbmp.width / DynamicPatternMax + RealMoveBmpAddW
- tbh = tbmp.height + RealMoveBmpAddH
- sbh = sbmp.height + RealMoveBmpAddH
- d = actor? ? ActorDirection : 10 - ActorDirection
- tx = target_battler.real_screen_x
- ty = target_battler.real_screen_y
- case d
- when 1
- tx = tx + tbw / 2 + sbw / 2
- ty = ty - sbh / 2
- when 2
- ty = ty - sbh / 2
- when 3
- tx = tx - tbw / 2 - sbw / 2
- ty = ty - sbh / 2
- when 4
- tx = tx + tbw / 2 + sbw / 2
- when 6
- tx = tx - tbw / 2 - sbw / 2
- when 7
- tx = tx + tbw / 2 + sbw / 2
- ty = ty + sbh / 2
- when 8
- ty = ty + sbh / 2
- when 9
- tx = tx - tbw / 2 - sbw / 2
- ty = ty + sbh / 2
- end
- addx = tx - real_screen_x
- addy = ty - real_screen_y
- return if addx == 0 && addy == 0
- @add_x = tx - screen_x if addx != 0
- @add_y = ty - screen_y if addy != 0
- @move_speed_x = [(addx.abs / duration.to_f).ceil, 1].max
- @move_speed_y = [(addy.abs / duration.to_f).ceil, 1].max
- move_se.play
- end
- end
- #==============================================================================
- # ■ Sprite_Battler
- #==============================================================================
- class Sprite_Battler < Sprite_Base
- #--------------------------------------------------------------------------
- # ● 初始化(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_init_for_real_move_spr_battler initialize
- def initialize(viewport, battler = nil)
- hzhj_old_init_for_real_move_spr_battler(viewport, battler)
- init_position(@battler) if @battler
- end
- #--------------------------------------------------------------------------
- # ● 设置战斗者(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_set_battler_for_real_move_spr_battler battler=
- def battler=(value)
- if @battler != value && value
- init_position(value)
- end
- hzhj_old_set_battler_for_real_move_spr_battler(value)
- end
- #--------------------------------------------------------------------------
- # ● 初始化位置(新增定义)
- #--------------------------------------------------------------------------
- def init_position(battler)
- battler.add_x = 0
- battler.add_y = 0
- self.x = battler.real_screen_x
- self.y = battler.real_screen_y
- self.z = battler.screen_z
- end
- #--------------------------------------------------------------------------
- # ● 移动中判定(新增定义)
- #--------------------------------------------------------------------------
- def moving?
- return false unless @battler
- (x != @battler.real_screen_x or y != @battler.real_screen_y) && @battler
- end
- #--------------------------------------------------------------------------
- # ● 位置的更新(重定义)
- #--------------------------------------------------------------------------
- def update_position
- if [email protected]?
- if x < @battler.real_screen_x
- self.x = [x + @battler.move_speed_x, @battler.real_screen_x].min
- elsif x > @battler.real_screen_x
- self.x = [x - @battler.move_speed_x, @battler.real_screen_x].max
- end
- if y < @battler.real_screen_y
- self.y = [y + @battler.move_speed_y, @battler.real_screen_y].min
- elsif y > @battler.real_screen_y
- self.y = [y - @battler.move_speed_y, @battler.real_screen_y].max
- end
- self.z = y + 100
- end
- end
- end
- #==============================================================================
- # ■ Spriteset_Battle
- #==============================================================================
- class Spriteset_Battle
- #--------------------------------------------------------------------------
- # ● 判定是否移动中(新增定义)
- #--------------------------------------------------------------------------
- def moving?
- battler_sprites.any? {|sprite| sprite.moving? }
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle < Scene_Base
- #--------------------------------------------------------------------------
- # ● 等待战斗图移动的结束(新增定义)
- #--------------------------------------------------------------------------
- def wait_for_move
- update_for_wait
- update_for_wait while @spriteset.moving?
- end
- end
- class RPG::Troop
- include Hzhj::HorizontalBattleSystem
- def display_enemy_bar
- return @display_enemy_bar unless @display_enemy_bar.nil?
- if /@ebar/i =~ @name
- return (@display_enemy_bar = !DefaultDisplayEnemyBar)
- else
- return (@display_enemy_bar = DefaultDisplayEnemyBar)
- end
- end
- attr_writer :display_enemy_bar
- end
- #==============================================================================
- # ■ Game_Troop
- #==============================================================================
- class Game_Troop < Game_Unit
- attr_accessor :display_enemy_bar # 是否显示敌人HP条、MP条、TP条
- #--------------------------------------------------------------------------
- # ● 设置
- #--------------------------------------------------------------------------
- alias hzhj_old_setup_for_display_enemy_bar_game_troop setup
- def setup(troop_id)
- hzhj_old_setup_for_display_enemy_bar_game_troop(troop_id)
- @display_enemy_bar = troop.display_enemy_bar
- end
- end
- #==============================================================================
- # ■ Window_BattleEnemy
- #==============================================================================
- class Window_BattleEnemy < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 取得列数
- #--------------------------------------------------------------------------
- def col_max
- if $game_troop.display_enemy_bar
- return 1
- else
- return 2
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- create_contents
- super
- end
- #--------------------------------------------------------------------------
- # ● 描画项目
- #--------------------------------------------------------------------------
- def draw_item(index)
- if $game_troop.display_enemy_bar
- enemy = $game_troop.alive_members[index]
- draw_basic_area(basic_area_rect(index), enemy)
- draw_gauge_area(gauge_area_rect(index), enemy)
- else
- change_color(normal_color)
- name = $game_troop.alive_members[index].name
- draw_text(item_rect_for_text(index), name)
- end
- end
- #--------------------------------------------------------------------------
- # ● 取得基本区域的矩形
- #--------------------------------------------------------------------------
- def basic_area_rect(index)
- rect = item_rect_for_text(index)
- rect.width -= gauge_area_width + 10
- rect
- end
- #--------------------------------------------------------------------------
- # ● 取得值槽区域的矩形
- #--------------------------------------------------------------------------
- def gauge_area_rect(index)
- rect = item_rect_for_text(index)
- rect.x += rect.width - gauge_area_width
- rect.width = gauge_area_width
- rect
- end
- #--------------------------------------------------------------------------
- # ● 取得值槽区域的宽度
- #--------------------------------------------------------------------------
- def gauge_area_width
- return 220
- end
- #--------------------------------------------------------------------------
- # ● 描画基本区域
- #--------------------------------------------------------------------------
- def draw_basic_area(rect, actor)
- draw_actor_name(actor, rect.x + 0, rect.y, 100)
- draw_actor_icons(actor, rect.x + 104, rect.y, rect.width - 104)
- end
- #--------------------------------------------------------------------------
- # ● 描画值槽区域
- #--------------------------------------------------------------------------
- def draw_gauge_area(rect, actor)
- if $data_system.opt_display_tp
- draw_gauge_area_with_tp(rect, actor)
- else
- draw_gauge_area_without_tp(rect, actor)
- end
- end
- #--------------------------------------------------------------------------
- # ● 描画值槽区域(包括 TP 值)
- #--------------------------------------------------------------------------
- def draw_gauge_area_with_tp(rect, actor)
- draw_actor_hp(actor, rect.x + 0, rect.y, 72)
- draw_actor_mp(actor, rect.x + 82, rect.y, 64)
- draw_actor_tp(actor, rect.x + 156, rect.y, 64)
- end
- #--------------------------------------------------------------------------
- # ● 描画值槽区域(不包括 TP 值)
- #--------------------------------------------------------------------------
- def draw_gauge_area_without_tp(rect, actor)
- draw_actor_hp(actor, rect.x + 0, rect.y, 134)
- draw_actor_mp(actor, rect.x + 144, rect.y, 76)
- end
- end
- #==============================================================================
- # ■ Sprite_Battler
- #==============================================================================
- class Sprite_Battler < Sprite_Base
- include Hzhj::HorizontalBattleSystem
- #--------------------------------------------------------------------------
- # ● 初始化(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_init_for_dynamic_spr_battler initialize
- def initialize(viewport, battler = nil)
- hzhj_old_init_for_dynamic_spr_battler(viewport, battler)
- @dynamic_duration = 0
- @dynamic_duration_max = DynamicPatternMax * OnePatternDuration
- end
- #--------------------------------------------------------------------------
- # ● 源位图(Source Bitmap)的更新(重定义)
- #--------------------------------------------------------------------------
- def update_bitmap
- new_bitmap = Cache.battler(@battler.battler_name, @battler.battler_hue)
- if bitmap != new_bitmap
- self.bitmap = new_bitmap
- init_visibility
- @dynamic_duration = 0
- @sx = 0
- @sw = bitmap.width / DynamicPatternMax
- @sh = bitmap.height
- self.ox = @sw / 2
- self.oy = @sh
- src_rect.set(@sx, 0, @sw, @sh)
- end
- end
- #--------------------------------------------------------------------------
- # ● 原点的更新(重定义)
- #--------------------------------------------------------------------------
- def update_origin
- if bitmap
- @dynamic_duration += 1
- @dynamic_duration %= @dynamic_duration_max
- @sx = @dynamic_duration / OnePatternDuration * @sw
- src_rect.set(@sx, 0, @sw, @sh)
- end
- end
- #--------------------------------------------------------------------------
- # ● 返回普通设定(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_revert_to_normal_for_dynamic_spr_battler revert_to_normal
- def revert_to_normal
- hzhj_old_revert_to_normal_for_dynamic_spr_battler
- self.ox = @sw / 2 if bitmap
- end
- #--------------------------------------------------------------------------
- # ● BOSS 战败(崩坏)效果的更新(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_update_boss_col_for_dynamic_spr_battler update_boss_collapse
- def update_boss_collapse
- hzhj_old_update_boss_col_for_dynamic_spr_battler
- self.ox = @sw / 2 + @effect_duration % 2 * 4 - 2
- end
- end
- #==============================================================================
- # ■ Game_Battler
- #==============================================================================
- class Game_Battler < Game_BattlerBase
- def set_normal_battler_name
- @battler_name = @battler_name.split(/★/)[0]
- end
- def set_beaten_battler_name
- if guard?
- if (UseActorGuardGraphic && actor?) or
- (UseEnemyGuardGraphic && enemy?)
- set_guard_battler_name
- return
- end
- end
- @battler_name = @battler_name.split(/★/)[0] + "★1"
- if UseActorWBSE && actor?
- Audio.se_play("Audio/SE/AWBSE_#{id}", 100, 100)
- elsif UseEnemyWBSE && enemy?
- Audio.se_play("Audio/SE/EWBSE_#{enemy_id}", 100, 100)
- end
- end
- def set_dead_battler_name
- @battler_name = @battler_name.split(/★/)[0] + "★2"
- end
- def set_guard_battler_name
- @battler_name = @battler_name.split(/★/)[0] + "★3"
- if UseActorGDSE && actor?
- Audio.se_play("Audio/SE/AGDSE_#{id}", 100, 100)
- elsif UseEnemyGDSE && enemy?
- Audio.se_play("Audio/SE/EGDSE_#{enemy_id}", 100, 100)
- end
- end
- end
- #==============================================================================
- # ■ Sprite_Battler
- #==============================================================================
- class Sprite_Battler < Sprite_Base
- #--------------------------------------------------------------------------
- # ● 初始化(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_init_for_dead_spr_battler initialize
- def initialize(viewport, battler = nil)
- hzhj_old_init_for_dead_spr_battler(viewport, battler)
- @dead_graphic_used = false
- if @battler
- @battler.set_normal_battler_name
- if @battler.dead?
- if (UseActorDeadGraphic && @battler.actor?) or
- (UseEnemyDeadGraphic && @battler.enemy?)
- @battler.set_dead_battler_name
- @dead_graphic_used = true
- end
- end
- end
- @beaten_duration = -1
- end
- #--------------------------------------------------------------------------
- # ● 设置战斗者(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_set_battler_for_dead_spr_battler battler=
- def battler=(value)
- if @battler != value
- @dead_graphic_used = false
- if value
- value.set_normal_battler_name
- if value.dead?
- if (UseActorDeadGraphic && value.actor?) or
- (UseEnemyDeadGraphic && value.enemy?)
- value.set_dead_battler_name
- @dead_graphic_used = true
- end
- end
- end
- @beaten_duration = -1
- end
- hzhj_old_set_battler_for_dead_spr_battler(value)
- end
- #--------------------------------------------------------------------------
- # ● 源位图(Source Bitmap)的更新(重定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_update_bitmap_for_was_beaten_spr_battler update_bitmap
- def update_bitmap
- if @beaten_duration > 0
- @beaten_duration -= 1
- elsif @beaten_duration == 0
- @beaten_duration = -1
- set_bitmap(:normal)
- end
- hzhj_old_update_bitmap_for_was_beaten_spr_battler
- end
- #--------------------------------------------------------------------------
- # ● 初始化可视状态(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_visibility_for_dead_spr_battler init_visibility
- def init_visibility
- hzhj_old_visibility_for_dead_spr_battler
- if @battler.dead?
- if (UseActorDeadGraphic && @battler.actor?) or
- (UseEnemyDeadGraphic && @battler.enemy?)
- self.opacity = 255
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 效果开始(追加定义)
- #--------------------------------------------------------------------------
- alias hzhj_old_start_effect_for_dead_spr_battler start_effect
- def start_effect(effect_type)
- if effect_type == :appear
- if @dead_graphic_used
- set_bitmap(:normal)
- @effect_type = nil
- @effect_duration = 0
- @dead_graphic_used = false
- @battler_visible = true
- return
- end
- elsif effect_type == :collapse or
- effect_type == :boss_collapse or
- effect_type == :instant_collapse
- if @beaten_duration >= 0
- @beaten_duration = -1
- set_bitmap(:normal)
- end
- if (UseActorDeadGraphic && @battler.actor?) or
- (UseEnemyDeadGraphic && @battler.enemy?)
- set_bitmap(:dead)
- @effect_type = nil
- @effect_duration = 0
- @dead_graphic_used = true
- @battler_visible = false
- return
- end
- end
- hzhj_old_start_effect_for_dead_spr_battler(effect_type)
- end
- #--------------------------------------------------------------------------
- # ● 设置新的位图(新增定义)
- #--------------------------------------------------------------------------
- def set_bitmap(sym)
- case sym
- when :normal
- @battler.set_normal_battler_name
- when :was_beaten
- @battler.set_beaten_battler_name
- when :dead
- @battler.set_dead_battler_name
- else
- return
- end
- new_bitmap = Cache.battler(@battler.battler_name, @battler.battler_hue)
- if bitmap != new_bitmap
- self.bitmap = new_bitmap
- @dynamic_duration = 0
- @sx = 0
- @sw = bitmap.width / DynamicPatternMax
- @sh = bitmap.height
- self.ox = @sw / 2
- self.oy = @sh
- src_rect.set(@sx, 0, @sw, @sh)
- end
- update_origin
- update_position
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle < Scene_Base
- #--------------------------------------------------------------------------
- # ● 发动技能/物品(新增定义)
- #--------------------------------------------------------------------------
- def hzhj_invoke_item(target, item, damage_target)
- refresh_status
- @log_window.display_action_results(damage_target, item)
- @subject.damage_section_displayed = false
- @subject.last_target_index = target.index
- return if target.dead?
- if rand < target.item_cnt(@subject, item)
- hzhj_invoke_counter_attack(target, item)
- elsif rand < target.item_mrf(@subject, item)
- hzhj_invoke_magic_reflection(target, item)
- end
- end
- #--------------------------------------------------------------------------
- # ● 发动物理反击(新增定义)
- #--------------------------------------------------------------------------
- def hzhj_invoke_counter_attack(target, item)
- @log_window.display_counter(target, item)
- attack_skill = $data_skills[target.attack_skill_id]
- @subject.item_apply(target, attack_skill)
- need_move = false
- animation1 = $data_animations[target.animation1_id]
- need_move = animation1.need_move if animation1
- ary = [@subject]
- if need_move
- target.setup_move_info(@subject, RealMoveDuration, animation1.move_se)
- wait_for_move
- end
- @subject.damage_section_displayed = false
- @subject.not_damage_section = false
- show_subject_animation(target.animation1_id, target)
- show_normal_animation(ary, target.atk_animation_id1, false)
- show_normal_animation(ary, target.atk_animation_id2, true)
- @log_window.wait
- wait_for_animation
- if need_move && target.alive?
- target.come_back_self_position(RealMoveDuration)
- wait_for_move
- end
- refresh_status
- @log_window.display_action_results(@subject, attack_skill)
- end
- #--------------------------------------------------------------------------
- # ● 发动魔法反射(新增定义)
- #--------------------------------------------------------------------------
- def hzhj_invoke_magic_reflection(target, item)
- @subject.damage_section_displayed = false
- @subject.not_damage_section = false
- @log_window.display_reflection(target, item)
- @subject.item_apply(@subject, item)
- refresh_status
- @log_window.display_action_results(@subject, item)
- end
- end
- #==============================================================================
- # ■ Game_Battler
- #==============================================================================
- class Game_Battler < Game_BattlerBase
- attr_accessor :damage_section_displayed
- attr_accessor :not_damage_section
- end
- #==============================================================================
- # ■ Game_Actor
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 执行伤害效果
- #--------------------------------------------------------------------------
- alias hzhj_old_per_damage_for_damage_section_game_actor perform_damage_effect
- def perform_damage_effect
- unless damage_section_displayed
- hzhj_old_per_damage_for_damage_section_game_actor
- end
- end
- end
- #==============================================================================
- # ■ Game_Enemy
- #==============================================================================
- class Game_Enemy < Game_Battler
- #--------------------------------------------------------------------------
- # ● 执行伤害效果
- #--------------------------------------------------------------------------
- alias hzhj_old_per_damage_for_damage_section_game_enemy perform_damage_effect
- def perform_damage_effect
- unless damage_section_displayed
- hzhj_old_per_damage_for_damage_section_game_enemy
- end
- end
- end
- #==============================================================================
- # ■ Sprite_Battler
- #==============================================================================
- class Sprite_Battler < Sprite_Base
- #--------------------------------------------------------------------------
- # ● SE 和闪烁时机的处理
- #--------------------------------------------------------------------------
- def animation_process_timing(timing)
- if timing.se.name == DamageSectionDisplaySEName
- hp_value = @battler.result.hp_damage
- mp_value = @battler.result.mp_damage
- tp_value = @battler.result.tp_damage
- value = args = nil
- was_beaten = false
- if hp_value != 0 && [email protected]_damage_section
- was_beaten = true if hp_value > 0
- value = hp_value * timing.flash_color.red.to_i / 100
- critical = @battler.result.critical
- args = [:hp, value, critical]
- elsif mp_value != 0 && [email protected]_damage_section
- was_beaten = true if mp_value > 0
- value = mp_value * timing.flash_color.red.to_i / 100
- critical = @battler.result.critical
- args = [:mp, value, critical]
- elsif tp_value != 0 && [email protected]_damage_section
- was_beaten = true if tp_value > 0
- value = tp_value * timing.flash_color.red.to_i / 100
- critical = @battler.result.critical
- args = [:tp, value, critical]
- end
- if value && args
- args[3] = @battler.actor? ? :actor : (@battler.enemy? ? :enemy : nil)
- @battler.damage_section_displayed = true
- start_damage(args)
- if UseBeatenGraphic && was_beaten
- set_bitmap(:was_beaten)
- @beaten_duration = BeatenGraphicDuration
- end
- end
- return
- end
- super(timing)
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle < Scene_Base
- #--------------------------------------------------------------------------
- # ● 应用技能/物品效果(新增定义)
- #--------------------------------------------------------------------------
- def hzhj_apply_item_effects(target, item)
- target.damage_section_displayed = false
- target.not_damage_section = false
- target = apply_substitute(target, item)
- target.damage_section_displayed = false
- target.not_damage_section = false
- target.item_apply(@subject, item)
- return target
- end
- end
- #==============================================================================
- # ■ 此脚本来自 www.66rpg.com
- #==============================================================================
复制代码 |
|