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新彩虹神剑——连击蹦血,爽快战斗动画的制作

2006-6-29 00:00| 发布者: 柳柳| 查看: 26047| 评论: 0|原作者: 柳柳,叶子

摘要:   作者 制作:柳柳 修改:叶子 版本与更新  2006年6月底 更新了总体伤害,闪光,无端SE,跳动等算法 相关网址 点此进入发布贴 ★追加贴(整合一些其他效果)★ 范例工程  
 

作者

制作:柳柳

修改:叶子

版本与更新

 2006年6月底

更新了总体伤害,闪光,无端SE,跳动等算法

相关网址

点此进入发布贴

★追加贴(整合一些其他效果)★

范例工程

 ★ 点此查看范例工程

 注:工程中不是最新版本的脚本

请用本脚本覆盖范例工程中的脚本



教程内容

今天看到AKA的提问制作的,效果如图,数据库动画中每次闪光,可以造成一次伤害,并且伤害的数值可以根据闪光的强度和时间来自动计算出来,同时附带了敌人动态跳跳的效果,总之……总之是我以后RPG制作的时候我肯定会用的一个脚本。

 

=begin
==============================================================================

彩虹神剑(伤害分段显示)显示总伤害版 v1.0b

==============================================================================

彩虹神剑 by 柳柳
显示总伤害修改 by 叶子

==============================================================================

6-20-2006 v1.0
在彩虹神剑的基础上增加了显示总伤害的功能,而且总伤害的数字是弹出伤害时逐渐增加的

v1.0a
修正了显示伤害和实际伤害有差别的问题
修正了miss的情况下显示miss混乱的问题
修正了对己方技能重复显示伤害的问题
未修正播放目标动画第一帧时目标有时无端跳动的BUG

v1.0b
修改了总伤害数字的位置和z坐标
未修正播放目标动画第一帧时目标有时无端跳动的BUG

==============================================================================
=end
# 核心的说明:
# damage_pop 不再附带damage()的功能,这个放到animation里面去了

module RPG
 #--------------------------------------------------------------------------
 # ● 常量设定
 #--------------------------------------------------------------------------
 # 是否显示总伤害
 SHOW_TOTAL_DAMAGE = true
 # 角色受攻击时是否跳一下
 BATTLER_JUMP = true
 
 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
   end
   def damage(value, critical)
     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
       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.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
   #--------------------------------------------------------------------------
   # ● 总伤害处理
   #--------------------------------------------------------------------------
   def make_total_damage(value)
     if value.is_a?(Numeric) and SHOW_TOTAL_DAMAGE
       @_total_damage += value
     else
       return
     end
     bitmap = Bitmap.new(300, 150)
     bitmap.font.name = "Arial Black"
     bitmap.font.size = 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)
     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 = 80
   end
   def animation(animation, hit, battler_damage="", battler_critical=false)
     dispose_animation     
     #=======================================
     # 修改:记录伤害和critical
     #=======================================
     @battler_damage = battler_damage
     @battler_critical = battler_critical
     @_animation = animation
     return if @_animation == nil
     @_animation_hit = hit
     @_animation_duration = @_animation.frame_max
     animation_name = @_animation.animation_name
     animation_hue = @_animation.animation_hue
     bitmap = RPG::Cache.animation(animation_name, animation_hue)
     #=======================================
     # 修改:计算总闪光权限值
     #=======================================
     for timing in @_animation.timings
       quanzhong = animation_process_timing(timing, @_animation_hit,true)
       @all_quanzhong += quanzhong
       # 记录最后一次闪光
       @_last_frame = timing.frame if quanzhong != 0
     end     
     if @@_reference_count.include?(bitmap)
       @@_reference_count[bitmap] += 1
     else
       @@_reference_count[bitmap] = 1
     end
     #=======================================
     # 修改:行动方动画不显示伤害
     #=======================================
     if $scene.is_a?(Scene_Battle)
       if $scene.animation1_id == @battler.animation_id
         @battler_damage = ""
       end
     end
     @_animation_sprites = []
     if @_animation.position != 3 or not @@_animations.include?(animation)
       for i in 0..15
         sprite = ::Sprite.new(self.viewport)
         sprite.bitmap = bitmap
         sprite.visible = false
         @_animation_sprites.push(sprite)
       end
       unless @@_animations.include?(animation)
         @@_animations.push(animation)
       end
     end
     update_animation
   end
   #=======================================
   # 修改:更换清除伤害的算法,以防万一
   #       本内容在脚本中没有使用过
   #=======================================
   def dispose_damage
     for damage in @_damage.reverse
       damage[0].bitmap.dispose
       damage[0].dispose
       @_damage.delete(damage)
     end
     @_total_damage = 0
     @_last_frame = -1
     if @_total_damage_sprite != nil
       @_total_damage_duration = 0
       @_total_damage_sprite.bitmap.dispose
       @_total_damage_sprite.dispose
       @_total_damage_sprite = nil
     end
   end
   def dispose_animation
     #=======================================
     # 修改:清除记录的伤害,清除权重记录
     #=======================================
     @battler_damage = nil
     @battler_critical = nil
     @all_quanzhong = 1
     @_total_damage = 0
     @_last_frame = -1
     if @_animation_sprites != nil
       sprite = @_animation_sprites[0]
       if sprite != nil
         @@_reference_count[sprite.bitmap] -= 1
         if @@_reference_count[sprite.bitmap] == 0
           sprite.bitmap.dispose
         end
       end
       for sprite in @_animation_sprites
         sprite.dispose
       end
       @_animation_sprites = nil
       @_animation = nil
     end
   end
   def update
     super
     if @_whiten_duration > 0
       @_whiten_duration -= 1
       self.color.alpha = 128 - (16 - @_whiten_duration) * 10
     end
     if @_appear_duration > 0
       @_appear_duration -= 1
       self.opacity = (16 - @_appear_duration) * 16
     end
     if @_escape_duration > 0
       @_escape_duration -= 1
       self.opacity = 256 - (32 - @_escape_duration) * 10
     end
     if @_collapse_duration > 0
       @_collapse_duration -= 1
       self.opacity = 256 - (48 - @_collapse_duration) * 6
     end
     #=======================================
     # 修改:更新算法,更新弹出
     #=======================================
     if @_damage_duration > 0
       @_damage_duration -= 1
       for damage in @_damage
         damage[0].x = self.x + self.viewport.rect.x -
                       self.ox + self.src_rect.width / 2 +
                       (40 - damage[1]) * damage[3] / 10
         damage[0].y -= damage[4]+damage[1]/10
         damage[0].opacity = damage[1]*20
         damage[1] -= 1
         if damage[1]==0
           damage[0].bitmap.dispose
           damage[0].dispose
           @_damage.delete(damage)
           next
         end
       end
     end
     #=======================================
     # 添加:弹出总伤害
     #=======================================
     if @_total_damage_duration > 0
       @_total_damage_duration -= 1
       @_total_damage_sprite.y -= 1 if @_total_damage_duration % 2 == 0
       if @_total_damage_sprite.zoom_x > 1.0
         @_total_damage_sprite.zoom_x -= 0.05
       end
       if @_total_damage_sprite.zoom_y > 1.0
         @_total_damage_sprite.zoom_y -= 0.05
       end
       @_total_damage_sprite.opacity = 256 - (24 - @_total_damage_duration) * 16
       if @_total_damage_duration <= 0
         @_total_damage = 0
         @_total_damage_duration = 0
         @_total_damage_sprite.bitmap.dispose
         @_total_damage_sprite.dispose
         @_total_damage_sprite = nil
       end
     end
     #=======================================
     if @_animation != nil and (Graphics.frame_count % 2 == 0)
       @_animation_duration -= 1
       update_animation
     end
     if @_loop_animation != nil and (Graphics.frame_count % 2 == 0)
       update_loop_animation
       @_loop_animation_index += 1
       @_loop_animation_index %= @_loop_animation.frame_max
     end
     if @_blink
       @_blink_count = (@_blink_count + 1) % 32
       if @_blink_count < 16
         alpha = (16 - @_blink_count) * 6
       else
         alpha = (@_blink_count - 16) * 6
       end
       self.color.set(255, 255, 255, alpha)
     end
     @@_animations.clear
   end
   def update_animation
     if @_animation_duration > 0
       frame_index = @_animation.frame_max - @_animation_duration
       cell_data = @_animation.frames[frame_index].cell_data
       position = @_animation.position
       animation_set_sprites(@_animation_sprites, cell_data, position)
       #=======================================
       # 修改:弹出伤害,权重计算
       #=======================================
       for timing in @_animation.timings
         if timing.frame == frame_index
           t = 1.0 * animation_process_timing(timing, @_animation_hit)           
           #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
             #p t,"当前伤害",@battler_damage,"总伤害"
             t = t.to_i
             # 最后一次闪光的话,伤害修正
             if frame_index == @_last_frame
               @_total_damage = @battler_damage - t
             end
             #p t,@battler_damage,@all_quanzhong
             damage(t,@battler_critical)
           # 防止重复播放miss
           elsif !@battler_damage.is_a?(Numeric) and timing.flash_scope != 0
             damage(@battler_damage,@battler_critical)
           end
         end
       end
     else
       dispose_animation
     end
   end
   #=======================================
   # 修改:敌人跳跃的功能 + 添加返回数值
   #=======================================
    def animation_process_timing(timing, hit,dontflash=false)
      if (timing.condition == 0) or
         (timing.condition == 1 and hit == true) or
         (timing.condition == 2 and hit == false)
        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)
            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)
          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
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)
    return
  end
  # 文件名和色相与当前情况有差异的情况下
  if @battler.battler_name != @battler_name or
     @battler.battler_hue != @battler_hue
    # 获取、设置位图
    @battler_name = @battler.battler_name
    @battler_hue = @battler.battler_hue
    self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
    @width = bitmap.width
    @height = bitmap.height
    self.ox = @width / 2
    self.oy = @height
    # 如果是战斗不能或者是隐藏状态就把透明度设置成 0
    if @battler.dead? or @battler.hidden
      self.opacity = 0
    end
  end
  # 动画 ID 与当前的情况有差异的情况下
  if @battler.damage == nil and
     @battler.state_animation_id != @state_animation_id
    @state_animation_id = @battler.state_animation_id
    loop_animation($data_animations[@state_animation_id])
  end
  # 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)
      appear
      @battler_visible = true
    end
  end
  # 可见的情况下
  if @battler_visible
    # 逃跑
    if @battler.hidden
      $game_system.se_play($data_system.escape_se)
      escape
      @battler_visible = false
    end
    # 白色闪烁
    if @battler.white_flash
      whiten
      @battler.white_flash = false
    end
    # 动画
    if @battler.animation_id != 0
      animation = $data_animations[@battler.animation_id]
      animation(animation, @battler.animation_hit,@battler.damage, @battler.critical)
      @battler.animation_id = 0
    end
    # 伤害
    if @battler.damage_pop
      @battler.damage = nil
      @battler.critical = false
      @battler.damage_pop = false
    end
    # korapusu
    if @battler.damage == nil and @battler.dead?
      if @battler.is_a?(Game_Enemy)
        $game_system.se_play($data_system.enemy_collapse_se)
      else
        $game_system.se_play($data_system.actor_collapse_se)
      end
      collapse
      @battler_visible = false
    end
  end
  # 设置活动块的坐标
  if @flash_shake_switch == true
    self.x = @battler.screen_x
    self.y = @battler.screen_y
    self.z = @battler.screen_z
    @flash_shake_switch = false
  end
  if @flash_shake != 0 and @battler.damage != nil and RPG::BATTLER_JUMP
    case @flash_shake
    when 9..10
      self.x = @battler.screen_x
      self.y -=4
      self.z = @battler.screen_z
    when 6..8
      self.x = @battler.screen_x
      self.y -=2
      self.z = @battler.screen_z
    when 3..5
      self.x = @battler.screen_x
      self.y +=2
      self.z = @battler.screen_z
    when 2
      self.x = @battler.screen_x
      self.y += 4
      self.z = @battler.screen_z
    when 1
      self.x = @battler.screen_x
      self.y = @battler.screen_y
      self.z = @battler.screen_z
    end
    @flash_shake -= 1
  end
end
end

#==============================================================================
# ■ Scene_Battle
#------------------------------------------------------------------------------
#  处理战斗画面的类。
#==============================================================================

class Scene_Battle
 #--------------------------------------------------------------------------
 # ● 定义实例变量
 #--------------

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