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[已经解决] 脚本搞不懂请大神帮帮忙技能动画和状态动画的上下层关系

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Lv1.梦旅人

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发表于 2017-8-15 18:02:40 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 mmmlqaz 于 2017-8-15 18:09 编辑

状态动画一直在技能动画前面!求技能动画在上层!!!!!大佬帮忙看看。。
RUBY 代码复制
  1. #==============================================================================
  2. #
  3. # �� Yanfly Engine Ace - State Animations v1.01
  4. # -- Last Updated: 2014.03.22
  5. # -- Level: Normal   在状态栏里备注显示的动画:   <state ani: X>
  6. # -- Requires: n/a
  7. # -- Special Thanks:
  8. #    SoulPour777 for the Bug Fix for V1.01
  9. #==============================================================================
  10.  
  11. $imported = {} if $imported.nil?
  12. $imported["YEA-StateAnimations"] = true
  13.  
  14. #==============================================================================
  15. # �� Updates
  16. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  17. # 2014.03.22 - Some of the animations have been using the same reference count,
  18. #              which results to cancelling the animation.
  19. # 2011.12.23 - Started Script and Finished.
  20. #
  21. #==============================================================================
  22. # �� Introduction
  23. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  24. # A missing feature from RPG Maker XP. Status effects had animations replaying
  25. # on them constantly to indicate that a user was affected by a state. Only the
  26. # state with the highest priority and possesses an animation will be played.
  27. #
  28. #==============================================================================
  29. # �� Instructions
  30. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  31. # To install this script, open up your script editor and copy/paste this script
  32. # to an open slot below �� Materials/�f�� but above �� Main. Remember to save.
  33. #
  34. # -----------------------------------------------------------------------------
  35. # State Notetags - These notetags go in the states notebox in the database.
  36. # -----------------------------------------------------------------------------
  37. #
  38. # Causes the status effect to play battle animation x repeatedly on the battler
  39. # if the battler is affected by this state and if this state is the highest
  40. # priority state with an animation.
  41. #
  42. #==============================================================================
  43. # �� Compatibility
  44. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  45. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  46. # it will run with RPG Maker VX without adjusting.
  47. #
  48. #==============================================================================
  49.  
  50. module YEA
  51.   module STATE_ANIMATION
  52.  
  53.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  54.     # - Adjust the state animation settings here. -
  55.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  56.     # These settings decide whether or not state animations will cause the
  57.     # screen to flash, play sound effects, and what kinds of zoom levels will
  58.     # be used on actors affected by states with animations.
  59.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  60.     PLAY_SOUND = true      # 播放状态动画的声音?
  61.     PLAY_FLASH = false      # 使用屏幕闪光的状态动画?
  62.  
  63.     PLAY_ACTOR = false      # 在角色上播放动画?
  64.     ACTOR_ZOOM = 0.25       #0.25  角色动画缩放水平
  65.  
  66.   end # STATE_ANIMATION
  67. end # YEA
  68.  
  69. #==============================================================================
  70. # �� Editting anything past this point may potentially result in causing
  71. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  72. # halitosis so edit at your own risk.
  73. #==============================================================================
  74.  
  75. module YEA
  76.   module REGEXP
  77.   module STATE
  78.  
  79.     STATEANI = /<(?:STATE_ANIMATION|state ani|animation|ani):[ ](\d+)>/i
  80.  
  81.   end # STATE
  82.   end # REGEXP
  83. end # YEA
  84.  
  85. #==============================================================================
  86. # �� DataManager
  87. #==============================================================================
  88.  
  89. module DataManager
  90.  
  91.   #--------------------------------------------------------------------------
  92.   # alias method: load_database
  93.   #--------------------------------------------------------------------------
  94.   class <<self; alias load_database_sani load_database; end
  95.     def self.load_database
  96.       load_database_sani
  97.       load_notetags_sani
  98.     end
  99.  
  100.   #--------------------------------------------------------------------------
  101.   # new method: load_notetags_sani
  102.   #--------------------------------------------------------------------------
  103.   def self.load_notetags_sani
  104.     for state in $data_states
  105.       next if state.nil?
  106.       state.load_notetags_sani
  107.       end
  108.      end
  109.     end
  110.     # DataManager
  111.  
  112.   #--------------------------------------------------------------------------
  113.   # # �� RPG::State
  114.   #--------------------------------------------------------------------------
  115.  
  116.   class RPG::State < RPG::BaseItem
  117.  
  118.   #--------------------------------------------------------------------------
  119.   # public instance variables
  120.   #--------------------------------------------------------------------------
  121.   attr_accessor :state_animation
  122.  
  123.   def load_notetags_sani
  124.     @state_animation = 0
  125.     #---
  126.         self.note.split(/[\r\n]+/).each { |line|
  127.         case line
  128.         #---
  129.  
  130.         when YEA::REGEXP::STATE::STATEANI
  131.           @state_animation = $1.to_i
  132.         end
  133.         } # self.note.split
  134.         #---
  135.  
  136.       end
  137.  
  138.     end # RPG::State
  139.  
  140.  
  141. #==============================================================================
  142. #�� Sprite_Battler
  143. #==============================================================================
  144.  
  145. class Sprite_Battler < Sprite_Base
  146.  
  147.   #--------------------------------------------------------------------------
  148.   # class variables
  149.   #--------------------------------------------------------------------------
  150.   @@state_ani_checker = []
  151.   @@state_ani_spr_checker = []
  152.   @@_reference_count = {}
  153.  
  154.   #--------------------------------------------------------------------------
  155.   # alias method: initialize
  156.   #--------------------------------------------------------------------------
  157.   alias sprite_battler_initialize_sani initialize
  158.   def initialize(viewport, battler = nil)
  159.     sprite_battler_initialize_sani(viewport, battler)
  160.     @state_ani_duration = 0
  161.   end
  162.  
  163.   #--------------------------------------------------------------------------
  164.   # alias method: dispose
  165.   #--------------------------------------------------------------------------
  166.   alias sprite_battler_dispose_sani dispose
  167.   def dispose
  168.     dispose_state_animation
  169.     sprite_battler_dispose_sani
  170.   end
  171. #==============================================================================
  172. #
  173. # alias method: setup_new_effect
  174. #==============================================================================
  175. alias sprite_battler_setup_new_effect_sani setup_new_effect
  176. def setup_new_effect
  177.   sprite_battler_setup_new_effect_sani
  178.   setup_state_ani_effect
  179. end
  180.  
  181. #=====
  182. # new method: setup_state_ani_effect
  183. #=====
  184. def setup_state_ani_effect
  185.   return if @battler.state_animation_id.nil?
  186.   if @battler.state_animation_id == 0
  187.     dispose_state_animation
  188.   else
  189.     animation = $data_animations[@battler.state_animation_id]
  190.     start_state_animation(animation)
  191.     end
  192.   end
  193.  
  194.   #--------------------------------------------------------------------------
  195.   # alias method: update
  196.   #--------------------------
  197.    alias sprite_battler_update_sani update
  198.    def update
  199.      sprite_battler_update_sani
  200.      update_state_animations
  201.    end
  202.  
  203.    #=======
  204.    # new method: update_state_animations
  205.    #===============
  206.    def update_state_animations
  207.      update_state_animation
  208.      @@state_ani_checker.clear
  209.      @@state_ani_spr_checker.clear
  210.    end
  211.  
  212.    #---------------------
  213.    #new method: state_animation?
  214.    #----------------------
  215.    def state_animation?
  216.      return !@state_animation.nil?
  217.    end
  218.  
  219.    #------------------
  220.    # new method: start_state_animation
  221.    #---------------------
  222.    def start_state_animation(animation, mirror = true)
  223.      return if !@state_animation.nil? && @state_animation.id == animation.id
  224.      dispose_state_animation
  225.      @state_animation = animation
  226.      return if @state_animation.nil?
  227.      @state_ani_mirror = mirror
  228.      set_animation_rate
  229.      @state_ani_duration = @state_animation.frame_max * @ani_rate + 1
  230.      load_state_animation_bitmap
  231.      make_state_animation_sprites
  232.      set_state_animation_origin
  233.      end
  234.  
  235.   #---------------------------
  236. # new method: load_state_animation_bitmap
  237.    #------------------------
  238.    def load_state_animation_bitmap
  239.      animation1_name = @state_animation.animation1_name
  240.      animation1_hue = @state_animation.animation1_hue
  241.      animation2_name = @state_animation.animation2_name
  242.      animation2_hue = @state_animation.animation2_hue
  243.      @state_ani_bitmap1 = Cache.animation(animation1_name, animation1_hue)
  244.      @state_ani_bitmap2 = Cache.animation(animation2_name, animation2_hue)
  245.      if @@_reference_count.include?(@state_ani_bitmap1)
  246.        @@_reference_count[@state_ani_bitmap1] += 1
  247.      else
  248.        @@_reference_count[@state_ani_bitmap1] = 1
  249.      end
  250.      if @@_reference_count.include?(@ani_bitmap2)
  251.        @@_reference_count[@state_ani_bitmap2] += 1
  252.      else
  253.        @@_reference_count[@state_ani_bitmap2] = 1
  254.      end
  255.      Graphics.frame_reset
  256.      end
  257.  
  258. #-------------------  
  259. # new method: make_state_animation_sprites  
  260. #----------------------  
  261.    def make_state_animation_sprites
  262.      @state_ani_sprites = []
  263.      if @use_sprite && !@@state_ani_spr_checker.include?(@state_animation)
  264.        16.times do
  265.          sprite = ::Sprite.new(viewport)
  266.          sprite.visible = true
  267.          @state_ani_sprites.push(sprite)
  268.        end
  269.        if @state_animation.position == 3
  270.          @@state_ani_spr_checker.push(@animation)
  271.        end
  272.      end
  273.      @state_ani_duplicated = @@state_ani_checker.include?(@state_animation)
  274.      if !@state_ani_duplicated && @state_animation.position == 3
  275.        @@state_ani_checker.push(@state_animation)
  276.      end
  277.      end
  278.  
  279.    #-----------------
  280.    # new method: set_state_animation_origin
  281.    #-------------------
  282.   def set_state_animation_origin
  283.     if @state_animation.position == 3
  284.     if viewport == nil
  285.       @state_ani_ox = Graphics.width / 2
  286.       @state_ani_oy = Graphics.height / 2
  287.     else
  288.       @state_ani_ox = viewport.rect.width / 2
  289.       @state_ani_oy = viewport.rect.height / 2
  290.     end
  291.   else
  292.     @state_ani_ox = x - ox + width / 2
  293.     @state_ani_oy = y - oy + height / 2
  294.     if @state_animation.position == 0
  295.       @state_ani_oy -= height / 2
  296.     elsif @state_animation.position == 2
  297.       @state_ani_oy += height / 2
  298.     end
  299.   end
  300.   end
  301.  
  302.    #--------------
  303.    # new method: dispose_state_animation
  304.    #-------------
  305.    def dispose_state_animation
  306.      if @state_ani_bitmap1
  307.        @@_reference_count[@state_ani_bitmap1] -= 1
  308.        if @@_reference_count[@state_ani_bitmap1] == 0
  309.          @state_ani_bitmap1.dispose
  310.        end
  311.      end
  312.      if @state_ani_bitmap2
  313.        @@_reference_count[@state_ani_bitmap2] -= 1
  314.        if @@_reference_count[@state_ani_bitmap2] == 0
  315.          @state_ani_bitmap2.dispose
  316.        end
  317.      end
  318.      if @state_ani_sprites
  319.        @state_ani_sprites.each {|sprite| sprite.dispose }
  320.        @state_ani_sprites = nil
  321.        @state_animation = nil
  322.      end
  323.      @state_ani_bitmap1 = nil
  324.      @state_ani_bitmap2 = nil
  325.      end
  326.  
  327.    #--------------
  328.      # new method: update_state_animation
  329.    #--------------  
  330.    def update_state_animation
  331.      return unless state_animation?
  332.      @state_ani_duration -= 1
  333.      if @state_ani_duration % @ani_rate == 0
  334.        if @state_ani_duration > 0
  335.          @state_frame_index = @state_animation.frame_max
  336.          change = (@state_ani_duration + @ani_rate - 1) / @ani_rate
  337.          @state_frame_index -= change
  338.          @state_animation.timings.each do |timing|
  339.            next unless timing.frame == @state_frame_index
  340.            state_animation_process_timing(timing)
  341.          end
  342.        else
  343.          @state_ani_duration = @state_animation.frame_max * @ani_rate + 1
  344.        end
  345.      end
  346.      return if @state_frame_index.nil?
  347.      state_animation_set_sprites(@state_animation.frames[@state_frame_index])
  348.      set_state_animation_origin
  349.    end  
  350.  
  351.    #~~~~~~~~~~~~~~~~
  352.    # new method: end_state_animation
  353.    #~~~~~~~~~~~~~~~~
  354.    def end_state_animation
  355.      dispose_state_animation
  356.      end
  357.  
  358.      #~~~~~~~~~~~~
  359.    # new method: state_animation_set_sprites
  360.    #~~~~~~~~~~~~~~~~~~
  361.    def state_animation_set_sprites(frame)
  362.      return if @state_animation.nil?
  363.      return if frame.nil?
  364.      cell_data = frame.cell_data
  365.      @state_ani_sprites.each_with_index do |sprite, i|
  366.        next unless sprite
  367.        pattern = cell_data[i, 0]
  368.        if !pattern || pattern < 0
  369.          sprite.visible = true
  370.          next
  371.        end
  372.        sprite.bitmap = pattern < 100 ? @state_ani_bitmap1 : @state_ani_bitmap2
  373.        sprite.visible = true
  374.        sprite.src_rect.set(pattern % 5 * 192,
  375.        pattern % 100 / 5 * 192, 192, 192)
  376.        if @state_ani_mirror
  377.          sprite.x = @state_ani_ox - cell_data[i, 1]
  378.          sprite.y = @state_ani_oy + cell_data[i, 2]
  379.          sprite.angle = (360 - cell_data[i, 4])
  380.          sprite.mirror = (cell_data[i, 5] == 0)
  381.        else
  382.          sprite.x = @state_ani_ox + cell_data[i, 1]
  383.          sprite.y = @state_ani_oy + cell_data[i, 2]
  384.          sprite.angle = cell_data[i, 4]
  385.          sprite.mirror = (cell_data[i, 5] == 1)
  386.        end
  387.        sprite.z = self.z + 250 + i
  388.        sprite.ox = 96
  389.        sprite.oy = 96
  390.        sprite.zoom_x = cell_data[i, 3] / 100.0
  391.        sprite.zoom_y = cell_data[i, 3] / 100.0
  392.        if @battler.actor?
  393.          zoom = YEA::STATE_ANIMATION::ACTOR_ZOOM
  394.          sprite.zoom_x *= zoom
  395.          sprite.zoom_y *= zoom
  396.        end
  397.        sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
  398.        sprite.blend_type = cell_data[i, 7]
  399.      end
  400.      end
  401.  
  402. #~~~~~~~~~~~~~~~~~~~~~~~~~~~   
  403. # new method: state_animation_process_timing   
  404. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~   
  405. def state_animation_process_timing(timing)
  406.    timing.se.play if YEA::STATE_ANIMATION::PLAY_SOUND
  407.    case timing.flash_scope
  408.    when 1
  409.      self.flash(timing.flash_color, timing.flash_duration * @ani_rate)
  410.      when 2
  411.        return unless YEA::STATE_ANIMATION::PLAY_FLASH
  412.        if viewport && !@state_ani_duplicated
  413.          flash_amount = timing.flash_duration * @ani_rate
  414.          viewport.flash(timing.flash_color, flash_amount)
  415.        end
  416.        when 3
  417.          self.flash(nil, timing.flash_duration * @ani_rate)
  418.        end
  419.      end
  420.  
  421.      end # Sprite_Battler  
  422.  
  423. # ~~~~~~~~~~  
  424. # �� Game_BattlerBase   
  425. # ~~~~~~~~~~  
  426.  
  427.   class Game_BattlerBase   
  428.  
  429. #  
  430. # public instance variables  
  431. #  
  432.    attr_accessor :state_animation_id
  433.  
  434. #  
  435.    # alias method: refresh
  436. #  
  437.    alias game_battlerbase_refresh_sani refresh
  438.    def refresh
  439.      game_battlerbase_refresh_sani
  440.      reload_state_animation
  441.      end  
  442.  
  443. #   
  444. # new method: reload_state_animation   
  445. #
  446. def reload_state_animation
  447.    @state_animation_id = 0
  448.    return if actor? && !YEA::STATE_ANIMATION::PLAY_ACTOR
  449.    for state in states
  450.      next unless state.state_animation > 0
  451.      @state_animation_id = state.state_animation
  452.      break
  453.    end
  454. end
  455.  
  456. end # Game_BattlerBase
  457.  
  458.  
  459. #
  460. # �� End of File
  461. #
  462. #
  463. #
[/pre]

Lv1.梦旅人

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2
发表于 2017-8-19 14:03:03 | 只看该作者
我只懂得.z是有关图层的
397 行     sprite.z = self.z + 250 + i
250改大一点试试??
已经在做游戏了~~~愉悦的做游戏体验
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Lv1.梦旅人

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 楼主| 发表于 2017-8-19 16:25:56 | 只看该作者
Nil2011 发表于 2017-8-19 14:03
我只懂得.z是有关图层的
397 行     sprite.z = self.z + 250 + i
250改大一点试试?? ...

谢谢 我先试一下!
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Lv1.梦旅人

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 楼主| 发表于 2017-8-19 16:36:55 | 只看该作者
mmmlqaz 发表于 2017-8-19 16:25
谢谢 我先试一下!

谢谢我找到问题解决方法了!
Sprite_Base
207行     sprite.z = self.z + 250 + i (250加到320就好了)
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