Project1
标题:
请高手帮合并两段脚本
[打印本页]
作者:
風雲Ж贝贝
时间:
2009-1-19 22:53
标题:
请高手帮合并两段脚本
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
# 连续伤害的动画ID
SLIP_DAMAGE_ANIMATION_ID = 0
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
#==========================================
def initialize(viewport = nil)
#66RPG_rainbow_initialize(viewport)
super(viewport)
@_whiten_duration = 0
@_appear_duration = 0
@_escape_duration = 0
@_collapse_duration = 0
@_damage_duration = 0
@_animation_duration = 0
@_blink = false
# 挨打时候跳跃
@flash_shake = 0
# 伤害记录数组
@_damage = []
# 总伤害数字
@_total_damage = 0
# 总伤害持续帧
@_total_damage_duration = 0
#记录已经发生的伤害的变量★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
@p_dam=0
@hits=0
end
#美化的伤害处理★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
def damage(value, critical)
#清除hit数
dispose_hit
if value.is_a?(Numeric)
i=$dx+1
if value!=0
value=(value*i+rand(i)).to_i
else
value=value.to_i
end
damage_string = value.abs.to_s
else
# 转为字符串
damage_string = value.to_s
end
# 初始化位图
bitmap = Bitmap.new(162, 64)
bitmap.font.name = ["黑体","华文行楷", "宋体"]
bitmap.font.size = 32
if value==0
bitmap.blt(36, 28, RPG::Cache.picture("Damage"), Rect.new(90, 64, 90, 32))
else
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
# 显示未击中图画
bitmap.blt(damage_x, 32,RPG::Cache.picture("Damage") , Rect.new(number * 18, rect_y, 18, 32))
# 后移一位
damage_x += 18
end
end
end
# 会心一击标志打开的情况
if critical
# 显示会心一击图画
bitmap.blt(36, 0, RPG::Cache.picture("Damage"), Rect.new(0, 64, 90, 32))
end
# 伤害值定位
@_damage_sprite = ::Sprite.new(self.viewport)
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 81
@_damage_sprite.oy = 20
@_damage_sprite.x = self.x
@_damage_sprite.y = self.y - self.oy / 2
@_damage_sprite.z = 3000
@_damage_duration = 40
@_damage.push([@_damage_sprite,@_damage_duration-10,0, rand(30) - 15, rand(3)])
make_total_damage(value)
end
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
# hit数的美化描绘
def hit
# 如果伤害值是数值
# 转为字符串
value=@hits
hits_string = value.to_s
# 初始化位图
bitmap = Bitmap.new(320, 64)
bitmap.font.name = "Arial Black"
bitmap.font.size = 32
# 分割伤害值字符串
hits_array = hits_string.scan(/./)
hits_x = 81 - hits_string.size * 18.1
rect_y = 0
# 伤害值定位
@_hits_sprite = ::Sprite.new(self.viewport)
@_hits_sprite.bitmap = bitmap
@_hits_sprite.ox = 81
@_hits_sprite.oy = 20
@_hits_sprite.x = 300
@_hits_sprite.y = 20
@_hits_sprite.z = 3000
@_hits_duration = 40
end
#--------------------------------------------------------------------------
# ● 总伤害处理
#--------------------------------------------------------------------------
def make_total_damage(value)
if value.is_a?(Numeric) and SHOW_TOTAL_DAMAGE
@_total_damage += value
# 绝对值转为字符串
damage_string = @_total_damage.abs.to_s
else
return
end
# 初始化位图
bitmap = Bitmap.new(300, 150)
bitmap.font.name = "Arial Black"
bitmap.font.size = 32
if @_total_damage_sprite.nil?
@_total_damage_sprite = ::Sprite.new(self.viewport)
@_total_damage_sprite.ox = 80
@_total_damage_sprite.oy = 20
@_total_damage_sprite.z = 3000
end
@_total_damage_sprite.bitmap = bitmap
@_total_damage_sprite.zoom_x = 0.8
@_total_damage_sprite.zoom_y = 0.8
@_total_damage_sprite.x = self.x
@_total_damage_sprite.y = self.y - self.oy / 2 - 64
@_total_damage_sprite.z = 3001
@_total_damage_duration = 80
#hit数描绘
@hits+=1
if @_total_damage > 0
hit
end
end
def animation(animation, hit, battler_damage="", battler_critical=false)
dispose_animation
#=======================================
# 修改:记录伤害和critical
#=======================================
@battler_damage = battler_damage
@battler_critical = battler_critical
@_animation = animation
return if @_animation == nil
@_animation_hit = hit
@_animation_duration = @_animation.frame_max
animation_name = @_animation.animation_name
animation_hue = @_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
#=======================================
# 修改:计算总闪光权限值
#=======================================
for timing in @_animation.timings
quanzhong = animation_process_timing(timing, @_animation_hit,true)
@all_quanzhong += quanzhong
# 记录最后一次闪光
@_last_frame = timing.frame if quanzhong != 0
end
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_animation_sprites = []
if @_animation.position != 3 or not @@_animations.include?(animation)
for i in 0..15
sprite = ::Sprite.new(self.viewport)
sprite.bitmap = bitmap
sprite.visible = false
@_animation_sprites.push(sprite)
end
unless @@_animations.include?(animation)
@@_animations.push(animation)
end
end
update_animation
end
#=======================================
# 修改:更换清除伤害的算法,以防万一
# 本内容在脚本中没有使用过
#=======================================
def dispose_damage
for damage in @_damage.reverse
damage[0].bitmap.dispose
damage[0].dispose
@_damage.delete(damage)
end
@_total_damage = 0
@_last_frame = -1
if @_total_damage_sprite != nil
@_total_damage_duration = 0
@_total_damage_sprite.bitmap.dispose
@_total_damage_sprite.dispose
@_total_damage_sprite = nil
end
end
#=======================================
# 清除hit数★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#=======================================
def dispose_hit
if @_hits_sprite != nil
@_hits_sprite.bitmap.dispose
@_hits_sprite.dispose
@_hits_sprite = nil
end
end
def dispose_animation
#=======================================
# 修改:清除记录的伤害,清除权重记录
#=======================================
@battler_damage = nil
@battler_critical = nil
@all_quanzhong = 1
@_total_damage = 0
@_last_frame = -1
if @_animation_sprites != nil
sprite = @_animation_sprites[0]
if sprite != nil
@@_reference_count[sprite.bitmap] -= 1
if @@_reference_count[sprite.bitmap] == 0
sprite.bitmap.dispose
end
end
for sprite in @_animation_sprites
sprite.dispose
end
@_animation_sprites = nil
@_animation = nil
end
end
def update
super
if @_whiten_duration > 0
@_whiten_duration -= 1
self.color.alpha = 128 - (16 - @_whiten_duration) * 10
end
if @_appear_duration > 0
@_appear_duration -= 1
self.opacity = (16 - @_appear_duration) * 16
end
if @_escape_duration > 0
@_escape_duration -= 1
self.opacity = 256 - (32 - @_escape_duration) * 10
end
if @_collapse_duration > 0
@_collapse_duration -= 1
self.opacity = 256 - (48 - @_collapse_duration) * 6
end
#=======================================
# 修改:更新算法,更新弹出
#=======================================
if @_damage_duration > 0
@_damage_duration -= 1
for damage in @_damage
damage[0].x = self.x
damage[0].y -= 3
damage[0].opacity = damage[1]*20
damage[1] -= 1
if damage[1]==0
damage[0].bitmap.dispose
damage[0].dispose
@_damage.delete(damage)
next
end
end
end
#=======================================
# 添加:弹出总伤害
#=======================================
if @_total_damage_duration > 0
@_total_damage_duration -= 1
@_total_damage_sprite.y -= 1 if @_total_damage_duration % 2 == 0
if @_total_damage_sprite.zoom_x > 1.0
@_total_damage_sprite.zoom_x -= 0.05
end
if @_total_damage_sprite.zoom_y > 1.0
@_total_damage_sprite.zoom_y -= 0.05
end
@_total_damage_sprite.opacity = 256 - (24 - @_total_damage_duration) * 16
if @_total_damage_duration <= 0
dispose_hit#★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
@_total_damage = 0
@_total_damage_duration = 0
@_total_damage_sprite.bitmap.dispose
@_total_damage_sprite.dispose
@_total_damage_sprite = nil
end
end
#=======================================
if @_animation != nil and (Graphics.frame_count % 2 == 0)
@_animation_duration -= 1
update_animation
end
if @_loop_animation != nil and (Graphics.frame_count % 2 == 0)
update_loop_animation
@_loop_animation_index += 1
@_loop_animation_index %= @_loop_animation.frame_max
end
if @_blink
@_blink_count = (@_blink_count + 1) % 32
if @_blink_count < 16
alpha = (16 - @_blink_count) * 6
else
alpha = (@_blink_count - 16) * 6
end
self.color.set(255, 255, 255, alpha)
end
@@_animations.clear
end
def update_animation
if @_animation_duration > 0
frame_index = @_animation.frame_max - @_animation_duration
cell_data = @_animation.frames[frame_index].cell_data
position = @_animation.position
animation_set_sprites(@_animation_sprites, cell_data, position)
#=======================================
# 修改:弹出伤害,权重计算
#=======================================
for timing in @_animation.timings
if timing.frame == frame_index
t = 1.0 * animation_process_timing(timing, @_animation_hit)
if timing.se.name != ""
se=timing.se
Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch)
end
#p t,"当前权重", @all_quanzhong,"总权重"
if @battler_damage.is_a?(Numeric) and t != 0
t *= @battler_damage
t /= @all_quanzhong
t = t.to_i
#在闪光不是最后一次的情况下,把这次伤害加入到已经发生的伤害中★★★★★★★★★★★★★★★★★★★★★★★★★★
if frame_index != @_last_frame
@p_dam+= t
end
#p @p_dam,"已发生伤害",@battler_damage,"总伤害"(调试用)★★★★★★★★★★★★★★★★★★★★★★★★★★
#闪光为最后一次的情况下,改变这次伤害的计算方法(总伤害-已经发生伤害)★★★★★★★★★★★★★★★★★★★★★★★★★★
if frame_index == @_last_frame
t=@battler_damage-@p_dam
end
#p t,"当前伤害",@battler_damage,"总伤害"
# 最后一次闪光的话,伤害修正
if frame_index == @_last_frame
@_total_damage = @battler_damage - t
@p_dam=0 #已经发生的伤害归0★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
end
#p t,@battler_damage,@all_quanzhong
damage(t,@battler_critical)
#连击次数归0★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
if frame_index == @_last_frame
@hits=0
end
# 防止重复播放miss
elsif !@battler_damage.is_a?(Numeric) and timing.flash_scope != 0
damage(@battler_damage,@battler_critical)
end
end
end
else
dispose_animation
end
end
#=======================================
# 修改:敌人跳跃的功能 + 添加返回数值
#=======================================
def animation_process_timing(timing, hit,dontflash=false)
if (timing.condition == 0) or
(timing.condition == 1 and hit == true) or
(timing.condition == 2 and hit == false)
case timing.flash_scope
when 1
unless dontflash
self.flash(timing.flash_color, timing.flash_duration * 2)
if @_total_damage >0
@flash_shake_switch = true
@flash_shake = 10
end
end
return timing.flash_color.alpha * timing.flash_duration
when 2
unless dontflash
if self.viewport != nil
self.viewport.flash(timing.flash_color, timing.flash_duration * 2)
end
end
return timing.flash_color.alpha * timing.flash_duration
when 3
unless dontflash
self.flash(nil, timing.flash_duration * 2)
end
return timing.flash_color.alpha * timing.flash_duration
end
end
return 0
end
end
end
复制代码
#--------------------------------------------------
# 此脚本来自www.66RPG.com,使用请保留此信息
#--------------------------------------------------
module RPG
class Sprite < ::Sprite
def initialize(viewport = nil)
super(viewport)
@_whiten_duration = 0
@_appear_duration = 0
@_escape_duration = 0
@_collapse_duration = 0
@_damage_duration = 0
@_animation_duration = 0
@_blink = false
@_animation = []
end
def animation(animation, hit)
return if animation == nil
num = @_animation.size
@_animation.push([animation, hit, animation.frame_max, []])
bitmap = RPG::Cache.animation(animation.animation_name,
animation.animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
if @_animation[num][0] != 3 or not @@_animations.include?(animation)
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_animation[num][3].push(sprite)
end
unless @@_animations.include?(animation)
@@_animations.push(animation)
end
end
update_animation(@_animation[num])
end
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
def dispose_animation
for anime in @_animation.reverse
sprite = anime[3][0]
if sprite != nil
@@_reference_count[sprite.bitmap] -= 1
if @@_reference_count[sprite.bitmap] == 0
sprite.bitmap.dispose
end
end
for sprite in anime[3]
sprite.dispose
end
@_animation.delete(anime)
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
if @_damage_duration > 0
@_damage_duration -= 1
case @_damage_duration
when 38..39
@_damage_sprite.y -= 4
when 36..37
@_damage_sprite.y -= 2
when 34..35
@_damage_sprite.y += 2
when 28..33
@_damage_sprite.y += 4
end
@_damage_sprite.opacity = 256 - (12 - @_damage_duration) * 32
if @_damage_duration == 0
dispose_damage
end
end
for anime in @_animation
if (Graphics.frame_count % 2 == 0)
anime[2] -= 1
update_animation(anime)
end
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(anime)
if anime[2] > 0
frame_index = anime[0].frame_max - anime[2]
cell_data = anime[0].frames[frame_index].cell_data
position = anime[0].position
animation_set_sprites(anime[3], cell_data, position)
for timing in anime[0].timings
if timing.frame == frame_index
animation_process_timing(timing, anime[1])
end
end
else
@@_reference_count[anime[3][0].bitmap] -= 1
if @@_reference_count[anime[3][0].bitmap] == 0
anime[3][0].bitmap.dispose
end
for sprite in anime[3]
sprite.dispose
end
@_animation.delete(anime)
end
end
def animation_set_sprites(sprites, cell_data, position)
for i in 0..15
sprite = sprites[i]
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern == -1
sprite.visible = false if sprite != nil
next
end
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
if position == 3
if self.viewport != nil
sprite.x = self.viewport.rect.width / 2
if $game_temp.in_battle and self.battler.is_a?(Game_Enemy)
sprite.y = self.viewport.rect.height - 320
else
sprite.y = self.viewport.rect.height - 160
end
else
sprite.x = 320
sprite.y = 240
end
else
sprite.x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2
if $game_temp.in_battle and self.battler.is_a?(Game_Enemy)
sprite.y = self.y - self.oy * self.zoom_y / 2 +
self.viewport.rect.y
if position == 0
sprite.y -= self.src_rect.height * self.zoom_y / 4
elsif position == 2
sprite.y += self.src_rect.height * self.zoom_y / 4
end
else
sprite.y = self.y + self.viewport.rect.y -
self.oy + self.src_rect.height / 2
sprite.y -= self.src_rect.height / 4 if position == 0
sprite.y += self.src_rect.height / 4 if position == 2
end
end
sprite.x += cell_data[i, 1]
sprite.y += cell_data[i, 2]
sprite.z = 2000
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
if position != 3
sprite.zoom_x *= self.zoom_x
sprite.zoom_y *= self.zoom_y
end
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
end
end
复制代码
帮下合并两段脚本
否则两个用在一起会冲突
多谢了{/cy}
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