Project1
标题:
我方人员无法显示伤害值
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作者:
lxmstc
时间:
2009-8-27 11:14
标题:
我方人员无法显示伤害值
我方人员无法显示伤害值,敌方能正常显示,我用了伤害值美化和彩虹神剑脚本
作者:
lxmstc
时间:
2009-8-27 11:14
伤害值美化脚本:
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
# ============================================================================
# 伤害效果美化 v1.0 by SailCat
# ============================================================================
# 脚本使用说明:
# 1.使用时需要将Damage.png复制到你的游戏的Graphics/Pictures目录下
# 2.Damage.png文件的格式:
# 大小为180 x 96
# (0, 0) - (179, 31)为伤害值的数字表,其中每个数字宽18,高32
# (0, 32) - (179, 63)为回复值(伤害负值)的数字表,其中每个数字宽18,高32
# (0, 64) - (89, 95)为会心一击标记的图画,长宽为90 x 32
# (90, 64) - (179, 95)为未命中标记的图画,长宽为90 x 32
# ============================================================================
module RPG
class Sprite < ::Sprite
#--------------------------------------------------------------------------
# ● 伤害值描画
#--------------------------------------------------------------------------
def damage(value, critical, sp_damage = false)
# 释放伤害
dispose_damage
# 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 = "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 = 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
if sp_damage
bitmap.blt(damage_x, 32, RPG::Cache.picture("Damagesp"),
Rect.new(number * 18, rect_y, 18, 32))
damage_x += 18
else
bitmap.blt(damage_x, 32, RPG::Cache.picture("Damage"),
Rect.new(number * 18, rect_y, 18, 32))
damage_x += 18
end
end
# 伤害值不是数值的情况
else
# Miss 的情况下
if value == "Miss"
# 显示未击中图画
bitmap.blt(36, 28, RPG::Cache.picture("Damage"), Rect.new(90, 64, 90, 32))
end
# 免疫的情况下
if value == "Nothing"
# 显示未击中图画
bitmap.blt(36, 28, RPG::Cache.picture("Damage"), Rect.new(0, 96, 90, 32))
end
# 反射的情况下
if value == "Mirro return"
# 显示未击中图画
bitmap.blt(36, 28, RPG::Cache.picture("Damage"), Rect.new(90, 96, 90, 32))
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
end
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
复制代码
作者:
lxmstc
时间:
2009-8-27 11:15
彩虹神剑脚本:
=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 = false
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, sp_damage = false)
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
bitmap = Bitmap.new(200, 80)
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 = 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
if sp_damage
bitmap.blt(damage_x, 32, RPG::Cache.picture("Damagesp"),
Rect.new(number * 18, rect_y, 18, 32))
damage_x += 18
else
bitmap.blt(damage_x, 32, RPG::Cache.picture("Damage"),
Rect.new(number * 18, rect_y, 18, 32))
damage_x += 18
end# 伤害值不是数值的情况
end
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("Damage"), Rect.new(90, 64, 90, 32))
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
@_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 and (@_animation.flame == 1)
@_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
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
复制代码
作者:
lxmstc
时间:
2009-8-27 12:22
这么久了怎么还没人理我?我就那么不引人注目吗?
作者:
fofolee
时间:
2009-9-1 14:34
话说彩虹神剑整合了伤害美化吧?你到主站找最新版的彩虹神剑下下来吧,是v1.0e的,按理说脚本是没问题的,我这没素材,又无法用你的脚本测试
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