#==============================================================================
# ■ 全动画战斗系统(修改加强再加强版)
#812行左右有常规设定
#------------------------------------------------------------------------------
# By whbm
# 应用脚本 彩虹神剑 By 66
#简要介绍:
# 本脚本实现了战斗的动态效果,其中包含了待机、攻击、防御、挨打、胜利、死亡。类似于超级横版、超级战斗。但是本系统特色在于所有效果的实现并不是靠庞大的战斗图,
#而是使用了数据库中的动画。这样不仅突破了不同人不同祯数量的限制,并且方便了单动画单祯的修改。
#使用方法:
#
# 1.数据库的设置
# 敌人必要的动画有待机、挨打、死亡三个必要的动画
# 角色必要的动画有待机、挨打、防御、死亡动态、胜利动态、死亡静态、胜利静态
#
# 死亡静态与胜利静态:动画中只有1祯,为相应动态动画的最后一祯
#
# 剩下的就是人物攻击的动画,和正常的动画是一样设置
# 如图中的攻击等待动画只是为了在播放攻击动画的同时消除人物本身(素材原因,人物攻击的时候离开了原位,如果是在原位置放魔法是用不上的)
# 2.战斗图的设置
# 战斗图其实只是一个透明的图片,它只是用来描述一个敌人或者角色的大小,并与相应的战斗动画编号相衔接。
# 战斗图的文件名格式如下:
# 名字★待机★防御★挨打★死亡动态★死亡静态★胜利动态★胜利静态★施法动画(本人自己添加的).png
# (其中“名字”一项与动画无关)
# 例如:
# 紫烟★140★141★148★149★150★144★145★146.png
# 对于敌人无胜利动画或者防御动画,请保持该位置为空,例如:
# 蓝若冰★124★★126★127★128★★★129.png
# 综上,设置就这么完成了。
#注意!设置战斗动画的闪烁时,不能用画面闪烁,只能用角色闪烁,否则伤害显示会混乱
#==============================================================================
$fangyu = 0
#################################################################
#此处更改是为了增加状态画面
##################################################################
#================
module RPG
class Sprite < ::Sprite
@@_animations = []
@@_reference_count = {}
def dispose
dispose_damage
dispose_animation
dispose_loop_animation
dispose_loop_animation1
super
end
def loop_animation1(animation)
return if animation == @_loop_animation1
dispose_loop_animation1
@_loop_animation1 = animation
return if @_loop_animation1 == nil
@_loop_animation1_index = 0
animation_name = @_loop_animation1.animation_name
animation_hue = @_loop_animation1.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_loop_animation1_sprites = []
for i in 0..15
sprite = ::Sprite.new(self.viewport)
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation1_sprites.push(sprite)
end
update_loop_animation1
end
def dispose_loop_animation1
if @_loop_animation1_sprites != nil
sprite = @_loop_animation1_sprites[0]
if sprite != nil
@@_reference_count[sprite.bitmap] -= 1
if @@_reference_count[sprite.bitmap] == 0
sprite.bitmap.dispose
end
end
for sprite in @_loop_animation1_sprites
sprite.dispose
end
@_loop_animation1_sprites = nil
@_loop_animation1 = nil
end
end
def update_loop_animation1
frame_index = @_loop_animation1_index
cell_data = @_loop_animation1.frames[frame_index].cell_data
position = @_loop_animation1.position
animation_set_sprites(@_loop_animation1_sprites, cell_data, position)
for timing in @_loop_animation1.timings
if timing.frame == frame_index
animation_process_timing(timing, true)
end
end
end
end
end
#===============
#新加部分
class Spriteset_Battle
#--------------------------------------------------------------------------
# ● 初始化变量
#--------------------------------------------------------------------------
def initialize
# 生成显示端口
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport4 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 101
@viewport3.z = 200
@viewport4.z = 5000
# 生成战斗背景活动块
@battleback_sprite = Sprite.new(@viewport1)
# 生成敌人活动块
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
# @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
@enemy_sprites.push(Sprite_Battler.new(@viewport4, enemy))#敌人的显示高度
end
# 生成敌人活动块
@actor_sprites = []
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
#######################################################
#若是5人制,加入次行,现在暂时废止
# @actor_sprites.push(Sprite_Battler.new(@viewport2))
#########################################################
# 生成天候
@weather = RPG::Weather.new(@viewport1)
# 生成图片活动块
@picture_sprites = []
for i in 51..100
@picture_sprites.push(Sprite_Picture.new(@viewport3,
$game_screen.pictures[i]))
end
# 生成计时器块
@timer_sprite = Sprite_Timer.new
# 刷新画面
update
end
#..........................................................................
#--------------------------------------------------------------------------
# ● 胜利图
#--------------------------------------------------------------------------
def win
for sprite in @actor_sprites
sprite.win
end
end
#..........................................................................
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新角色的活动块 (对应角色的替换)
@actor_sprites[0].battler = $game_party.actors[0]
@actor_sprites[1].battler = $game_party.actors[1]
@actor_sprites[2].battler = $game_party.actors[2]
@actor_sprites[3].battler = $game_party.actors[3]
# 战斗背景的文件名与现在情况有差异的情况下
if @battleback_name != $game_temp.battleback_name
@battleback_name = $game_temp.battleback_name
if @battleback_sprite.bitmap != nil
@battleback_sprite.bitmap.dispose
end
@battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name)
@battleback_sprite.src_rect.set(0, 0, 640, 480)
end
# 刷新战斗者的活动块
for sprite in @enemy_sprites + @actor_sprites
sprite.update
end
# 刷新天气图形
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.update
# 刷新图片活动块
for sprite in @picture_sprites
sprite.update
end
# 刷新计时器活动块
@timer_sprite.update
# 设置画面的色调与震动位置
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
# 设置画面的闪烁色
@viewport4.color = $game_screen.flash_color
# 刷新显示端口
@viewport1.update
@viewport2.update
@viewport4.update
end
end
class Arrow_Enemy < Arrow_Base
#--------------------------------------------------------------------------
# ● 获取光标指向的敌人
#--------------------------------------------------------------------------
def enemy
return $game_troop.enemies[@index]
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
# 如果指向不存在的敌人就离开
$game_troop.enemies.size.times do
break if self.enemy.exist?
@index += 1
@index %= $game_troop.enemies.size
end
# 光标右
if Input.repeat?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
$game_troop.enemies.size.times do
@index += 1
@index %= $game_troop.enemies.size
break if self.enemy.exist?
end
end
# 光标左
if Input.repeat?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
$game_troop.enemies.size.times do
@index += $game_troop.enemies.size - 1
@index %= $game_troop.enemies.size
break if self.enemy.exist?
end
end
# 设置活动块坐标
if self.enemy != nil
self.x = self.enemy.screen_x + self.ox
self.y = self.enemy.screen_y + self.oy
end
end
end
class Arrow_Actor < Arrow_Base
#--------------------------------------------------------------------------
# ● 获取光标指向的角色
#--------------------------------------------------------------------------
def actor
return $game_party.actors[@index]
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
# 光标右
if Input.repeat?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@index += 1
@index %= $game_party.actors.size
end
# 光标左
if Input.repeat?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@index += $game_party.actors.size - 1
@index %= $game_party.actors.size
end
# 设置活动块坐标
if self.actor != nil
self.x = self.actor.screen_x + self.ox
self.y = self.actor.screen_y + self.oy
end
end
end
class Scene_Battle
#--------------------------------------------------------------------------
# ● 刷新画面 (主回合步骤 3 : 行动方动画)
#--------------------------------------------------------------------------
#################################################
###############################################
#此处为了改出自身施法动画做了较大修改
#恢复性技能要设置一个属性!默认#21
###################################################
###################################################
def update_phase4_step3
case @active_battler.current_action.kind
when 1
#-----------------
#buff技能
#------------------
################################################
if $data_skills[@active_battler.current_action.skill_id].element_set.include?(21)
#给buff型技能设定一个属性,默认21
# 行动方动画 (ID 为 0 的情况下是白色闪烁)
if @animation1_id == 0
@active_battler.white_flash = true
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
# 限制动画长度、最低 8 帧
@wait_count = 8
# 移至步骤 4
@phase4_step = 4 #转到第四步就会显示了
else
#$data_skills[@active_battler.current_action.skill_id].element_set.include?(11)
#------------------------
#buff之外的技能
#------------------------
#=========
# 行动方动画 (ID 为 0 的情况下是白色闪烁)
############################################
# 行动方动画 (ID 为 0 的情况下是白色闪烁)
if @animation1_id == 0
@active_battler.white_flash = true
else
# 添加施法动画
# @active_battler.setup_battler_ani(@active_battler.battler_name.split(/★/)[8], 1)
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
# 对像方动画
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
###########################################################
target.setup_battler_dead_ani(0)
############################################################
#.......................................................................
if target.is_a?(Game_Actor)
##############
if target.guarding?
$fangyu = 1
end
##############
if target.current_action.kind == 0 and target.current_action.basic == 1
target.setup_battler_ani(target.battler_name.split(/★/)[2], 1)
#else
#target.current_action.kind == 0 and target.current_action.basic == 1
# target.setup_battler_ani(target.battler_name.split(/★/)[3], 0)
else
target.setup_battler_hurt_ani(0)
end
end
if target.is_a?(Game_Enemy)
if target.current_action.kind == 0 and target.current_action.basic == 1
target.setup_battler_ani(target.battler_name.split(/★/)[1])
else
target.setup_battler_hurt_ani(0)
end
end
#.......................................................................
end
# 对像方动画
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
#......................................................................
end
# 限制动画长度、最低 8 帧
@wait_count = 8
# 移至步骤 5
@phase4_step = 5
end
###############################################################333
#----------------
when 2 #物品
#----------
if @animation1_id == 0
@active_battler.white_flash = true
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
# 限制动画长度、最低 8 帧
@wait_count = 8
# 移至步骤 4
@phase4_step = 4
when 0
# 行动方动画 (ID 为 0 的情况下是白色闪烁)
if @animation1_id == 0
@active_battler.white_flash = true
else
# 添加施法动画
# @active_battler.setup_battler_ani(@active_battler.battler_name.split(/★/)[8], 1)
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
# 对像方动画
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
###########################################################
target.setup_battler_dead_ani(0)
############################################################
#.......................................................................
if target.is_a?(Game_Actor)
##############
if target.guarding?
$fangyu = 1
end
##############
if target.current_action.kind == 0 and target.current_action.basic == 1
target.setup_battler_ani(target.battler_name.split(/★/)[2], 1)
#else
#target.current_action.kind == 0 and target.current_action.basic == 1
# target.setup_battler_ani(target.battler_name.split(/★/)[3], 0)
else
target.setup_battler_hurt_ani(0)
end
end
if target.is_a?(Game_Enemy)
if target.current_action.kind == 0 and target.current_action.basic == 1
target.setup_battler_ani(target.battler_name.split(/★/)[1])
else
target.setup_battler_hurt_ani(0)
end
end
#.......................................................................
end
# 对像方动画
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
#......................................................................
end
# 限制动画长度、最低 8 帧
@wait_count = 8
# 移至步骤 5
@phase4_step = 5
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (主回合步骤 4 : 对像方动画) ★
#--------------------------------------------------------------------------
def update_phase4_step4
# 对像方动画
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
#......................................................................
end
# 限制动画长度、最低 8 帧
@wait_count = 8
# 移至步骤 5
@phase4_step = 5
end
end
######################################################3
#############################################################################
# 横版修改
#改角色的坐标#
###注意,此处虽然按照5人制改了坐标,但是因为前面未设置,所以无效
#############################################################################
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 取得战斗画面的 X 坐标
#--------------------------------------------------------------------------
def screen_x
case self.index
when 0
return 500
when 1
return 430
when 2
return 580
when 3
return 390
when 4
return 460
else
return 640
end
end
#----
#--------------------------------------------------------------------------
# ● 取得战斗画面的 Y 坐标
#--------------------------------------------------------------------------
def screen_y
# 返回计算后的队伍 Y 坐标的排列顺序
case self.index
when 0
return 310
when 1
return 295
when 2
return 325
when 3
return 340
when 4
return 360
else
return 1000
end
end
#--------------------------------------------------------------------------
# ● 取得战斗画面的 Z 坐标
#--------------------------------------------------------------------------
def screen_z
# 返回计算后的队伍 Z 坐标的排列顺序
if self.index != nil
return 4 - self.index
else
return 0
end
end
end
class Scene_Battle
#--------------------------------------------------------------------------
# ● 取得战斗画面的 X 坐标
#--------------------------------------------------------------------------
def screen_x
# 返回计算后的队伍 X 坐标的排列顺序
if self.index != nil
#......................................................................
return self.index * 90 + 500
#......................................................................
else
return 0
end
end
#--------------------------------------------------------------------------
# ● 取得战斗画面的 Y 坐标
#--------------------------------------------------------------------------
def screen_y
#........................................................................
return 464 - self.index * 110
#........................................................................
end
#--------------------------------------------------------------------------
# ● 取得战斗画面的 Z 坐标
#--------------------------------------------------------------------------
def screen_z
# 返回计算后的队伍 Z 坐标的排列顺序
if self.index != nil
return 4 - self.index
else
return 0
end
end
end
class Scene_Battle
#..........................................................................
#--------------------------------------------------------------------------
# ● 返回phase
#--------------------------------------------------------------------------
def phase
return @phase
end
#--------------------------------------------------------------------------
# ● 返回phase4_step
#--------------------------------------------------------------------------
def phase4_step
return @phase4_step
end
#--------------------------------------------------------------------------
# ● 返回phase4_step
#--------------------------------------------------------------------------
def actor_command_active?
return @actor_command_window.active
end
#..........................................................................
end
class Game_Battler
#..........................................................................
#--------------------------------------------------------------------------
# ● 获取循环的动画 ID
#--------------------------------------------------------------------------
def show_damage(value)
@show_damage_value = value
end
#--------------------------------------------------------------------------
# ● 获取循环的动画 ID
#--------------------------------------------------------------------------
def show_damage_value
return @show_damage_value
end
#--------------------------------------------------------------------------
# ● 获取循环的动画 ID
#--------------------------------------------------------------------------
def battler_ani
return @battler_ani
end
#--------------------------------------------------------------------------
# ● 获取循环的动画 ID
#--------------------------------------------------------------------------
def setup_battler_ani(battler_ani, once = 0)
@battler_ani = battler_ani
@once = once
end
#--------------------------------------------------------------------------
# ● 获取循环的动画 ID
#--------------------------------------------------------------------------
def setup_battler_hurt_ani(hurt)
@hurt = hurt
end
#--------------------------------------------------------------------------
# ● 获取循环的动画 ID
#--------------------------------------------------------------------------
def setup_battler_dead_ani(over)
@over = over
end
#--------------------------------------------------------------------------
# ● 获取循环的动画 ID
#--------------------------------------------------------------------------
def battler_dead_ani
return @over
end
#--------------------------------------------------------------------------
# ● 获取循环的动画 ID
#--------------------------------------------------------------------------
def battler_ani_once
return @once
end
#--------------------------------------------------------------------------
# ● 获取循环的动画 ID
#--------------------------------------------------------------------------
def battler_hurt_ani
return @hurt
end
#########################
#..........................................................................
end
class Sprite_Battler < RPG::Sprite
#..........................................................................
#--------------------------------------------------------------------------
# ● 胜利图
#--------------------------------------------------------------------------
def win
if @battler_name != nil and not @battler.hidden and not @battler.dead?
@battler.setup_battler_ani(@battler_name.split(/★/)[6], 1)
end
end
#..........................................................................
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
# 战斗者为 nil 的情况下
if @battler == nil
self.bitmap = nil
loop_animation(nil)
loop_animation1(nil)
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
@battler_hue = @battler.battler_hue
# 获取、设置位图
@battler_name = @battler.battler_name
self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
#.......................................................................
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
#.......................................................................
@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.is_a?(Game_Enemy)
if @battler.dead? or @battler.hidden
self.opacity = 0
end
end
end
# 动画 ID 与当前的情况有差异的情况下
#.........................................................................
if @battler.battler_ani != @battler_ani
@battler_ani = @battler.battler_ani
loop_animation($data_animations[@battler_ani.to_i])
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)
if @battler.is_a?(Game_Enemy)
appear
else
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
end
@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)
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.animation_id = 0
end
# 伤害
if @battler.damage_pop
damage(@battler.damage, @battler.critical)
@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)
#collapse
else
$game_system.se_play($data_system.actor_collapse_se)
end
#....................................................................
@battler_visible = false
end
end
# 设置活动块的坐标
self.x = @battler.screen_x
self.y = @battler.screen_y
self.z = @battler.screen_z
end
end
module RPG
class Sprite < ::Sprite
def damage(value, critical)
dispose_damage
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
bitmap = Bitmap.new(160, 48)
bitmap.font.name = "Arial Black"
bitmap.font.size = 32
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
if value.is_a?(Numeric) and value < 0
bitmap.font.color.set(176, 255, 144)
else
bitmap.font.color.set(255, 255, 255)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
bitmap.font.size = 20
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
end
@_damage_sprite = ::Sprite.new(self.viewport)
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80
@_damage_sprite.oy = 20
@_damage_sprite.x = self.x
@_damage_sprite.x -= self.bitmap.width/2 if @battler.is_a?(Game_Actor)
@_damage_sprite.y = self.y - self.oy / 2
@_damage_sprite.z = 3000
@_damage_duration = 40
end
end
end
###########################################################
##############################################################
#在此处更改伤害显示图
#################################################################
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 = false
# 伤害美化字符串文件夹名(放在Pictures文件夹中的子文件夹)
STRING_DOCUMENTS = "String/"
# 是否使用伤害美化效果
USE_DAMAGE =true
# 连续伤害的动画ID
SLIP_DAMAGE_ANIMATION_ID = 236
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
############ #小改动
#记录前一次攻击次数
@temp_hits=0
#判断是否为最后一次攻击
@last_hits=0
############
#.........................................................................
end
#--------------------------------------------------------------------------
#美化的伤害处理
#--------------------------------------------------------------------------
def damage(value, critical)
if USE_DAMAGE == true then
# 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 = ["华文行楷","黑体", "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(STRING_DOCUMENTS + "Damage"),#"Damagenew"),
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(STRING_DOCUMENTS + "Damage"), Rect.new(90, 64, 90, 32))
end
end
# 会心一击标志打开的情况
if critical
#会心一击伤害效果
###########################################################
$game_screen.start_flash(Color.new(255,255,255,255),5)
###########################################################
# 显示会心一击图画
bitmap.blt(36, 0, RPG::Cache.picture(STRING_DOCUMENTS + "Damage"), Rect.new(0, 64, 90, 32))
end
else
#.........................................................................
#清除hit数
dispose_hit
#.........................................................................
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
bitmap = Bitmap.new(160, 48)
bitmap.font.name = "Arial Black"
bitmap.font.size = 32
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
#=======================================
# 修改:颜色
#=======================================
if value.is_a?(Numeric) and value < 0
bitmap.font.color.set(176, 255, 144)
else
bitmap.font.color.set(255, 55, 55)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
#会心一击伤害效果
###########################################################
$game_screen.start_flash(Color.new(255,255,255,255),5)
###########################################################
bitmap.font.size = 20
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
end
end
# 伤害值定位
@_damage_sprite = ::Sprite.new#(self.viewport)
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80
@_damage_sprite.oy = 20
@_damage_sprite.x = self.x
@_damage_sprite.y = self.y - self.oy / 2
@_damage_sprite.z = 3000
@_damage_duration = 40
#=======================================
# 修改:推入新的伤害
#=======================================
@_damage.push([@_damage_sprite,@_damage_duration-10,0, rand(30) - 15, rand(3)])
# 总伤害处理
make_total_damage(value)
end
#--------------------------------------------------------------------------
# ● 返回 @hits
#--------------------------------------------------------------------------
def get_hit
return @hits
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 = - 36.2#hits_string.size * 18.1 # 81 - hits_string.size * 18.1
rect_y = 0
# 循环伤害值字符串
for char in hits_array
# 后移一位
hits_x += 36.2
number = char.to_i
# 显示伤害数字
bitmap.blt(hits_x, 0, RPG::Cache.picture(STRING_DOCUMENTS + "Number"),
Rect.new(number * 36.2, rect_y, 36.2, 50))
end
hits_x += 18.1
bitmap.blt(hits_x, 0, RPG::Cache.picture(STRING_DOCUMENTS + "HITS"),
Rect.new(0, -21, 90, 50))
# 伤害值定位
@_hits_sprite = ::Sprite.new(self.viewport)
@_hits_sprite.bitmap = bitmap
@_hits_sprite.x = 560 - hits_string.size * 36.2
@_hits_sprite.y = 70
@_hits_sprite.z = 3000
@_hits_duration = 40
end
#..........................................................................
#--------------------------------------------------------------------------
# ● 美化的总伤害处理
#--------------------------------------------------------------------------
def make_total_damage(value)
if USE_DAMAGE == true then
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
#####################################################小改动
if SHOW_TOTAL_DAMAGE
#####################################################
# 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= STRING_DOCUMENTS + "Number3"
else
# 调用伤害数字表
name= STRING_DOCUMENTS + "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
#####################################################小改动
end
#####################################################
end
else
#--------------------------------------------------------------------------
# ● 总伤害处理
#--------------------------------------------------------------------------
if value.is_a?(Numeric)# and SHOW_TOTAL_DAMAGE
@_total_damage += value
else
return
end
#####################################################小改动
if SHOW_TOTAL_DAMAGE
#####################################################
bitmap = Bitmap.new(300, 150)
bitmap.font.name = "Arial Black"
bitmap.font.size = 48
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(+2, 12+2, 160, 36, @_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, 36, @_total_damage.abs.to_s, 1)
#####################################################小改动
end
#####################################################
end
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 = 1.5
@_total_damage_sprite.zoom_y = 1.5
@_total_damage_sprite.x = self.x
@_total_damage_sprite.y = self.y - self.oy / 2 - 64
@_total_damage_sprite.z = 3001
#.........................................................................
@_total_damage_duration = 40
#.........................................................................
#.........................................................................
#hit数描绘
@hits+=1
hit
#.........................................................................
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
#.........................................................................
@last_frame = @_last_frame
#.........................................................................
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
#.........................................................................
@hits = 0
#.........................................................................
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 <= 7 and @_total_damage_duration > 0
@_hits_sprite.opacity -= 32
@_hits_sprite.x += 1
end
#......................................................................
if @_total_damage_duration <= 0
#.....................................................................
dispose_hit
##########################
@_total_damage = 0
##########################
#.....................................................................
@_total_damage = 0
@_total_damage_duration = 0
#####################################################小改动
if SHOW_TOTAL_DAMAGE
@_total_damage_sprite.bitmap.dispose
end
#####################################################
@_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_once = 0
@loop_animation_once = 1 if @once == 1 and @_loop_animation_index == @_loop_animation.frame_max
#......................................................................
@_loop_animation_index %= @_loop_animation.frame_max
end
if @_loop_animation1 != nil and (Graphics.frame_count % 2 == 0)
update_loop_animation1
@_loop_animation1_index += 1
@_loop_animation1_index %= @_loop_animation1.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 loop_animation_once
return @_loop_animation_once
end
#..........................................................................
def update_animation
if @_animation_duration > 0
frame_index = @_animation.frame_max - @_animation_duration
@frame_index = frame_index
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)
#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
############ #小改动
@last_hits=1
@temp_hits=0
############
@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 update_loop_animation
frame_index = @_loop_animation_index
cell_data = @_loop_animation.frames[frame_index].cell_data
position = @_loop_animation.position
#•改•
if @wait_count.to_i <= 0
@wait_count = 0
animation_set_sprites(@_loop_animation_sprites, cell_data, position)
else
@wait_count -= 1
for sprite in @_loop_animation_sprites
sprite.visible = false
end
end
if @wait_flash.to_i <= 0
@wait_flash = 0
else
@wait_flash -= 1
for sprite in @_loop_animation_sprites
sprite.blend_type = 1
end
end
#•改•
for timing in @_loop_animation.timings
if timing.frame == frame_index
animation_process_timing(timing, true)
end
end
end
#=======================================
# 修改:敌人跳跃的功能 + 添加返回数值
#=======================================
def loop_animation(animation)
return if animation == @_loop_animation
dispose_loop_animation
@_loop_animation = animation
return if @_loop_animation == nil
@_loop_animation_index = 0
animation_name = @_loop_animation.animation_name
animation_hue = @_loop_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_loop_animation_sprites = []
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation_sprites.push(sprite)
end
update_loop_animation
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)
unless dontflash
if timing.se.name != ""
se = timing.se
Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch)
end
end
case timing.flash_scope
when 1
unless dontflash
self.flash(timing.flash_color, timing.flash_duration * 2)
#....................................................................
@wait_flash = timing.flash_duration
#....................................................................
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)
return timing.flash_color.alpha * timing.flash_duration
end
end
when 3
unless dontflash
self.flash(nil, timing.flash_duration * 2)
#@_loop_animation_count = 1
#•改•
@wait_count = timing.flash_duration
#•改•
end
return timing.flash_color.alpha * timing.flash_duration
end
end
return 0
end
end
end
#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ● 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
#........................................................................
@once = 0
@frame_index = -1
@last_frame = 0
#........................................................................
end
#--------------------------------------------------------------------------
# ● 刷新画面
# 增添跳跃功能
#--------------------------------------------------------------------------
def update
super
# 战斗者为 nil 的情况下
if @battler == nil
self.bitmap = nil
loop_animation(nil)
loop_animation1(nil)
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)
#.......................................................................
if not @battler.hidden and not @battler.dead?
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
end
#.......................................................................
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height
end
#.......................................................................
update_actor_animation
update_enemy_animation
#.......................................................................
# 动画 ID 与当前的情况有差异的情况下
#.........................................................................
if @battler.is_a?(Game_Enemy)
if @once == 1 and @loop_animation_once == 1 and
@battler.battler_dead_ani == 1
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[5])
elsif @once == 1 and @loop_animation_once == 1 and $scene.phase != 5
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
end
end
if @battler.is_a?(Game_Actor)
####################################################################
if @once == 1 and @loop_animation_once == 1 and $scene.phase != 5 and
@battler.battler_dead_ani == 1 and @battler.dead?
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[5])
#######################################################################
elsif @once == 1 and @loop_animation_once == 1 and $scene.phase != 5
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
#################################################################
$fangyu = 0
@battler.setup_battler_dead_ani(0)
########################################################
elsif @once == 1 and @loop_animation_once == 1 and $scene.phase == 5 and
not @battler.dead?
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[7])
######################################################
$fangyu = 0
@battler.setup_battler_dead_ani(0)
######################################################
end
end
if @battler.damage == nil and
@battler.state_animation_id != @state_animation_id
@state_animation_id = @battler.state_animation_id
# loop_animation($data_animations[@state_animation_id])
loop_animation1($data_animations[@state_animation_id])
end
if @battler.battler_ani != @battler_ani
@battler_ani = @battler.battler_ani
@once = @battler.battler_ani_once
loop_animation($data_animations[@battler_ani.to_i])
# @battler.state_animation_id != @state_animation_id
#@state_animation_id = @battler.state_animation_id
# loop_animation($data_animations[@state_animation_id])
# loop_animation1($data_animations[@state_animation_id])
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)
#.......................................................................
if @battler.is_a?(Game_Enemy)
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
#appear
else
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
end
#.......................................................................
@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)
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)
# animation(animation, @battler.animation_hit)
@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)
if @battler.battler_dead_ani != 1
#p "Battler Death Error"
$game_system.se_play($data_system.enemy_collapse_se)
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[4], 1)
@battler.setup_battler_dead_ani(1)
end
#.....................................................................
collapse
#.....................................................................
else
#.....................................................................
if @battler.battler_dead_ani != 1
#p "Battler Death Error"
$game_system.se_play($data_system.enemy_collapse_se)
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[4], 1)
@battler.setup_battler_dead_ani(1)
end
#.....................................................................
end
@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
if @battler.is_a?(Game_Enemy)
case @flash_shake
when 9..10
self.x -=4
self.y -=4
self.z = @battler.screen_z
when 6..8
self.x -=2
self.y -=2
self.z = @battler.screen_z
when 3..5
self.x +=2
self.y +=2
self.z = @battler.screen_z
when 1..2
self.x +=4
self.y +=4
self.z = @battler.screen_z
end
end
if @battler.is_a?(Game_Actor)
case @flash_shake
when 9..10
self.x +=4
self.y +=4
self.z = @battler.screen_z
when 6..8
self.x +=2
self.y +=2
self.z = @battler.screen_z
when 3..5
self.x -=2
self.y -=2
self.z = @battler.screen_z
when 1..2
self.x -=4
self.y -=4
self.z = @battler.screen_z
end
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
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ● 处理角色动作
#--------------------------------------------------------------------------
def update_actor_animation
if @battler.is_a?(Game_Actor)
if @battler.show_damage_value != nil
self.damage(@battler.show_damage_value, false)
@battler.show_damage(nil)
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
@battler.setup_battler_hurt_ani(1)
end
if @battler.current_action.kind == 0 and @battler.current_action.basic == 1 and @battler.show_damage_value != nil
# 防御的时候
if @hits > @temp_hits and not @battler.dead?
############ #小改动
@temp_hits+=1
############
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[2], 1)
@battler.setup_battler_hurt_ani(1)
#################################################################
elsif @last_hits == 1 and not @battler.dead?
############ #小改动
@last_hits = 0
############
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[2], 1)
@battler.setup_battler_hurt_ani(1)
#################################################################
elsif @frame_index != -1 and @frame_index != @last_frame and not @battler.dead? and !@battler.damage.is_a?(Numeric)
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[2], 1)
@battler.setup_battler_hurt_ani(1)
#################################################################
elsif @last_hits == 1 and not @battler.dead? and !@battler.damage.is_a?(Numeric)
############ #小改动
@last_hits = 0
############
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[2], 1)
@battler.setup_battler_hurt_ani(1)
#################################################################
end
else
# 单回合只有一次攻击
if @last_hits == 1 and not @battler.dead? and @battler.damage.is_a?(Numeric) and @battler.damage > 0 and $fangyu != 1
############ #小改动
@last_hits = 0
############
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
@battler.setup_battler_hurt_ani(1)
#################################################################
# 单回合多次攻击
elsif @hits > @temp_hits and @frame_index != @last_frame and not @battler.dead? and @battler.damage.is_a?(Numeric) and @battler.damage > 0 and
$fangyu != 1
############ #小改动
@temp_hits+=1
############
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
@battler.setup_battler_hurt_ani(1)
########################################################################
# 死亡之前攻击
elsif @hits > @temp_hits and @frame_index != @last_frame and @battler.damage.is_a?(Numeric) and @battler.damage > 0 and $fangyu != 1 and
@battler.dead? and @battler.battler_dead_ani != 1
############ #小改动
@temp_hits+=1
############
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
@battler.setup_battler_hurt_ani(1)
#################################################################
# 闪避的回合
elsif !@battler_damage.is_a?(Numeric) and @last_hits == 1 and @frame_index == @last_frame
@last_hits = 0
#################################################################
# 无伤害的攻击
elsif @battler_damage.is_a?(Numeric) and @battler.damage == 0 and @last_hits == 1 and @frame_index == @last_frame
@last_hits = 0
#################################################################
# 死亡判定
elsif @last_hits == 1 and @frame_index == @last_frame and @battler.dead? and @battler.battler_dead_ani != 1
@last_hits = 0
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[4], 1)
@battler.setup_battler_dead_ani(1)
#################################################################
# 胜利判定
elsif $scene.phase == 5 and @once == 0 and @battler_name != nil and not @battler.hidden and not @battler.dead? and $game_temp.battle_proc == nil
@once = 1
@battler.setup_battler_ani(@battler_name.split(/★/)[6], 1)
end
end
end
end
#--------------------------------------------------------------------------
# ● 处理敌人动作
#--------------------------------------------------------------------------
def update_enemy_animation
if @battler.is_a?(Game_Enemy)
if @battler.show_damage_value != nil
self.damage(@battler.show_damage_value, false)
@battler.show_damage(nil)
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
@battler.setup_battler_hurt_ani(1)
end
if @battler.current_action.kind == 0 and @battler.current_action.basic == 1
else
# 单回合只有一次攻击
if @last_hits == 1 and not @battler.dead? and @battler.damage.is_a?(Numeric) and @battler.damage > 0
############ #小改动
@last_hits = 0
############
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
@battler.setup_battler_hurt_ani(1)
#################################################################
# 单回合多次攻击
elsif @hits > @temp_hits and @frame_index != @last_frame and not @battler.dead? and @battler.damage.is_a?(Numeric) and @battler.damage > 0
############ #小改动
@temp_hits+=1
############
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
@battler.setup_battler_hurt_ani(1)
#################################################################
# 死亡之前攻击
elsif @hits > @temp_hits and @frame_index != @last_frame and @battler.damage.is_a?(Numeric) and @battler.damage > 0 and @battler.dead? and
@battler.battler_dead_ani != 1
############ #小改动
@temp_hits+=1
############
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
@battler.setup_battler_hurt_ani(1)
#################################################################
# 无伤害的攻击
elsif !@battler_damage.is_a?(Numeric) and @last_hits == 1 and @frame_index == @last_frame
@last_hits = 0
#################################################################
# 闪避的回合
elsif @battler_damage.is_a?(Numeric) and @battler.damage == 0 and @last_hits == 1 and @frame_index == @last_frame
@last_hits = 0
#################################################################
# 死亡判定
elsif @last_hits == 1 and @frame_index == @last_frame and @battler.dead? and @battler.battler_dead_ani != 1
@last_hits = 0
@battler.setup_battler_ani(@battler.battler_name.split(/★/)[4], 1)
@battler.setup_battler_dead_ani(1)
collapse
end
end
end
end
end