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标题: 谁能把全动画战斗中的彩虹神剑提取出来 [打印本页]
作者: 2578699 时间: 2011-8-23 21:49
标题: 谁能把全动画战斗中的彩虹神剑提取出来
本帖最后由 2578699 于 2011-8-23 21:50 编辑
我想要一个既能用Arial Black字体描绘血量又能在右上角用图片显示Hit数的彩虹神剑。看了一下只有全动画战斗里面的才可以。
可脚本无能......谁可以提取一下,如果要加悬赏上的话通知我。下面上脚本- #==============================================================================
- # ■ 全动画战斗
- #------------------------------------------------------------------------------
- # 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:
- # 个人觉得还是比较简单,但是大量的怪物还是会令人头痛。
- # 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.png
- # (其中“名字”一项与动画无关)
- # 例如:
- # 紫烟★140★141★148★149★150★144★145.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★★★.png
- # 综上,设置就这么完成了。
- #注意事项:
- # 1.由于系统中待机由动画实现,所以无法使用状态附带动画的功能。
- # 2.可以在脚本中使用Ctrl+Shift+F通篇搜索“小改动”,可以修改某些窗口的Z值。
- # 3.当您将此系统向您的工程中移植的时候也要注意事项2中的“小改动”。
- # 4.系统是从游戏“石焚刃暖”中提取出来的,或许会有疏漏与多余的东西,BUG也是不免的。大家尽管提便是。
- #==============================================================================
- 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))
- 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))
- # 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)
- #--------------------------------------------------------------------------
- def update_phase4_step3
- # 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
- # 对像方动画
- for target in @target_battlers
- target.animation_id = @animation2_id
- target.animation_hit = (target.damage != "Miss")
- #.......................................................................
- if target.is_a?(Game_Actor)
- if target.current_action.kind == 0 and target.current_action.basic == 1
- target.setup_battler_ani(target.battler_name.split(/★/)[2])
- 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
- #--------------------------------------------------------------------------
- # ● 刷新画面 (主回合步骤 4 : 对像方动画) ★
- #--------------------------------------------------------------------------
- def update_phase4_step4
- # 限制动画长度、最低 8 帧
- @wait_count = 8
- # 移至步骤 5
- @phase4_step = 5
- end
- end
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 X 坐标
- #--------------------------------------------------------------------------
- def screen_x
- case self.index
- when 0
- return 515
- when 1
- return 400
- when 2
- return 590
- when 3
- return 390
- else
- return 640
- end
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Y 坐标
- #--------------------------------------------------------------------------
- def screen_y
- case self.index
- when 0
- return 310
- when 1
- return 320
- when 2
- return 325
- when 3
- return 340
- 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
- case self.index
- when 0
- return 1
- when 1
- return 0
- when 2
- return 2
- when 3
- return 3
- 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)
- 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
- 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
- #.........................................................................
- @hits = 0
- #.........................................................................
- end
- def damage(value, critical)
- #.........................................................................
- #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
- 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
- #--------------------------------------------------------------------------
- # ● 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 = 40
- # 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("Number"),
- Rect.new(number * 36.2, rect_y, 36.2, 70))
- end
- hits_x += 18.1
- bitmap.blt(hits_x, 0, RPG::Cache.picture("HITS"),
- Rect.new(40, -10, 500, 500))
- # 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 = -140
- 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 = 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_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_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 @_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
- #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 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)
- 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
- @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])
- elsif @once == 1 and @loop_animation_once == 1 and $scene.phase == 5 and
- not @battler.dead?
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[7])
- end
- end
- if @battler.battler_ani != @battler_ani
- @battler_ani = @battler.battler_ani
- @once = @battler.battler_ani_once
- loop_animation($data_animations[@battler_ani.to_i])
- 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)
- @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)
- @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
- else
- if @hits == 1 and not @battler.dead? and @battler.battler_hurt_ani != 1 and @battler.damage.is_a?(Numeric) and @battler.damage > 0
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
- @battler.setup_battler_hurt_ani(1)
- elsif @frame_index == @last_frame and @battler.dead? and @battler.battler_dead_ani != 1
- for actor in $game_party.actors
- if @battler != actor
- actor.add_state(6)
- end
- end
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[4], 1)
- @battler.setup_battler_dead_ani(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
- if @hits == 1 and not @battler.dead? and @battler.battler_hurt_ani != 1 and @battler.damage.is_a?(Numeric) and @battler.damage > 0
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
- @battler.setup_battler_hurt_ani(1)
- elsif @frame_index == @last_frame and @battler.dead? and @battler.battler_dead_ani != 1
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[4], 1)
- @battler.setup_battler_dead_ani(1)
- collapse
- end
- end
- end
- end
- end
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