Project1
标题:
血条与彩虹神剑的冲突
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作者:
wxj541374210
时间:
2012-1-20 19:56
标题:
血条与彩虹神剑的冲突
本帖最后由 wxj541374210 于 2012-1-20 20:06 编辑
我弄了个血条和彩虹神剑的脚本,血条如下
# ————————————————————————————————————
# 本脚本来自www.66rpg.com,转载请保留此信息
# ————————————————————————————————————
# HP/SP/EXPゲージ表示スクリプト Ver 1.00
# 配布元・サポートURL
# http://members.jcom.home.ne.jp/cogwheel/
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
# アクターを扱うクラスです。このクラスは Game_Actors クラス ($game_actors)
# の内部で使用され、Game_Party クラス ($game_party) からも参照されます。
#==============================================================================
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# ゲーム中のすべてのウィンドウのスーパークラスです。
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● HP ゲージの描画
#--------------------------------------------------------------------------
# オリジナルのHP描画を draw_actor_hp_original と名前変更
alias :draw_actor_hp_original :draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
# 変数rateに 現在のHP/MHPを代入
if actor.maxhp != 0
rate = actor.hp.to_f / actor.maxhp
else
rate = 0
end
# plus_x:X座標の位置補正 rate_x:X座標の位置補正(%) plus_y:Y座標の位置補正
# plus_width:幅の補正 rate_width:幅の補正(%) height:縦幅
# align1:描画タイプ1 0:左詰め 1:中央揃え 2:右詰め
# align2:描画タイプ2 0:上詰め 1:中央揃え 2:下詰め
# align3:ゲージタイプ 0:左詰め 1:右詰め
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
# グラデーション設定 grade1:空ゲージ grade2:実ゲージ
# (0:横にグラデーション 1:縦にグラデーション 2:斜めにグラデーション(激重))
grade1 = 1
grade2 = 0
# 色設定。color1:外枠,color2:中枠
# color3:空ゲージダークカラー,color4:空ゲージライトカラー
# color5:実ゲージダークカラー,color6:実ゲージライトカラー
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
# 変数spに描画するゲージの幅を代入
if actor.maxhp != 0
hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp
else
hp = 0
end
# ゲージの描画
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, hp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# オリジナルのHP描画処理を呼び出し
draw_actor_hp_original(actor, x, y, width)
end
#--------------------------------------------------------------------------
# ● SP ゲージの描画
#--------------------------------------------------------------------------
# オリジナルのSP描画を draw_actor_sp_original と名前変更
alias :draw_actor_sp_original :draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
# 変数rateに 現在のSP/MSPを代入
if actor.maxsp != 0
rate = actor.sp.to_f / actor.maxsp
else
rate = 1
end
# plus_x:X座標の位置補正 rate_x:X座標の位置補正(%) plus_y:Y座標の位置補正
# plus_width:幅の補正 rate_width:幅の補正(%) height:縦幅
# align1:描画タイプ1 0:左詰め 1:中央揃え 2:右詰め
# align2:描画タイプ2 0:上詰め 1:中央揃え 2:下詰め
# align3:ゲージタイプ 0:左詰め 1:右詰め
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
# グラデーション設定 grade1:空ゲージ grade2:実ゲージ
# (0:横にグラデーション 1:縦にグラデーション 2:斜めにグラデーション(激重))
grade1 = 1
grade2 = 0
# 色設定。color1:外枠,color2:中枠
# color3:空ゲージダークカラー,color4:空ゲージライトカラー
# color5:実ゲージダークカラー,color6:実ゲージライトカラー
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(0, 64, 0, 192)
color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
# 変数spに描画するゲージの幅を代入
if actor.maxsp != 0
sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp
else
sp = (width + plus_width) * rate_width / 100
end
# ゲージの描画
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, sp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# オリジナルのSP描画処理を呼び出し
draw_actor_sp_original(actor, x, y, width)
end
#--------------------------------------------------------------------------
# ● EXP ゲージの描画
#--------------------------------------------------------------------------
# オリジナルのEXP描画を draw_actor_sp_original と名前変更
alias :draw_actor_exp_original :draw_actor_exp
def draw_actor_exp(actor, x, y, width = 204)
# 変数rateに 現在のexp/nextexpを代入
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
# plus_x:X座標の位置補正 rate_x:X座標の位置補正(%) plus_y:Y座標の位置補正
# plus_width:幅の補正 rate_width:幅の補正(%) height:縦幅
# align1:描画タイプ1 0:左詰め 1:中央揃え 2:右詰め
# align2:描画タイプ2 0:上詰め 1:中央揃え 2:下詰め
# align3:ゲージタイプ 0:左詰め 1:右詰め
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
# グラデーション設定 grade1:空ゲージ grade2:実ゲージ
# (0:横にグラデーション 1:縦にグラデーション 2:斜めにグラデーション(激重))
grade1 = 1
grade2 = 0
# 色設定。color1:外枠,color2:中枠
# color3:空ゲージダークカラー,color4:空ゲージライトカラー
# color5:実ゲージダークカラー,color6:実ゲージライトカラー
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
# 変数expに描画するゲージの幅を代入
if actor.next_exp != 0
exp = (width + plus_width) * actor.now_exp * rate_width /
100 / actor.next_exp
else
exp = (width + plus_width) * rate_width / 100
end
# ゲージの描画
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, exp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# オリジナルのEXP描画処理を呼び出し
draw_actor_exp_original(actor, x, y)
end
#--------------------------------------------------------------------------
# ● 延迟时间描画
#--------------------------------------------------------------------------
def draw_actor_delay_time(actor, x, y, width = 144)
# 変数rateに 現在のSP/MSPを代入
if actor.delay_time_max != 0
rate = actor.delay_time.to_f / actor.delay_time_max
else
rate = 0
end
# plus_x:X座標の位置補正 rate_x:X座標の位置補正(%) plus_y:Y座標の位置補正
# plus_width:幅の補正 rate_width:幅の補正(%) height:縦幅
# align1:描画タイプ1 0:左詰め 1:中央揃え 2:右詰め
# align2:描画タイプ2 0:上詰め 1:中央揃え 2:下詰め
# align3:ゲージタイプ 0:左詰め 1:右詰め
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
# グラデーション設定 grade1:空ゲージ grade2:実ゲージ
# (0:横にグラデーション 1:縦にグラデーション 2:斜めにグラデーション(激重))
grade1 = 1
grade2 = 0
# 色設定。color1:外枠,color2:中枠
# color3:空ゲージダークカラー,color4:空ゲージライトカラー
# color5:実ゲージダークカラー,color6:実ゲージライトカラー
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(0, 64, 0, 192)
color5 = Color.new(100 * rate, 100 * rate, 0, 192)
color6 = Color.new(255 * rate, 255 * rate, 0, 192)
# 変数spに描画するゲージの幅を代入
if actor.delay_time_max != 0
sp = (width + plus_width) * actor.delay_time * rate_width / 100 / actor.delay_time_max
else
sp = (width + plus_width) * rate_width / 100
end
# ゲージの描画
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, sp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# 描绘字符串 "行动时间"
self.contents.font.color = system_color
self.contents.font.size = 20
self.contents.draw_text(x, y, 120, 32, 'Delay')
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.delay_time.to_s, 2)
end
#--------------------------------------------------------------------------
# ● 咏唱时间描画
#--------------------------------------------------------------------------
def draw_actor_casting_time(actor, x, y, width = 144)
# 変数rateに 現在のSP/MSPを代入
time = actor.casting_time_max - actor.casting_time
if actor.casting_time_max != 0
rate = time.to_f / actor.casting_time_max
else
rate = 0
end
# plus_x:X座標の位置補正 rate_x:X座標の位置補正(%) plus_y:Y座標の位置補正
# plus_width:幅の補正 rate_width:幅の補正(%) height:縦幅
# align1:描画タイプ1 0:左詰め 1:中央揃え 2:右詰め
# align2:描画タイプ2 0:上詰め 1:中央揃え 2:下詰め
# align3:ゲージタイプ 0:左詰め 1:右詰め
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
# グラデーション設定 grade1:空ゲージ grade2:実ゲージ
# (0:横にグラデーション 1:縦にグラデーション 2:斜めにグラデーション(激重))
grade1 = 1
grade2 = 0
# 色設定。color1:外枠,color2:中枠
# color3:空ゲージダークカラー,color4:空ゲージライトカラー
# color5:実ゲージダークカラー,color6:実ゲージライトカラー
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(0, 64, 0, 192)
color5 = Color.new(100 * rate, 100 * rate, 0, 192)
color6 = Color.new(255 * rate, 255 * rate, 0, 192)
# 変数spに描画するゲージの幅を代入
if actor.casting_time_max != 0
sp = (width + plus_width) * time * rate_width / 100 / actor.casting_time_max
else
sp = (width + plus_width) * rate_width / 100
end
# ゲージの描画
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, sp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# 描绘字符串 "行动时间"
self.contents.font.color = system_color
self.contents.font.size = 20
self.contents.draw_text(x, y, 120, 32, 'Cast')
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, time.to_s, 2)
end
#--------------------------------------------------------------------------
# ● ゲージの描画
#--------------------------------------------------------------------------
def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
case align1
when 1
x += (rect_width - width) / 2
when 2
x += rect_width - width
end
case align2
when 1
y -= height / 2
when 2
y -= height
end
# 枠描画
self.contents.fill_rect(x, y, width, height, color1)
self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
if align3 == 0
if grade1 == 2
grade1 = 3
end
if grade2 == 2
grade2 = 3
end
end
if (align3 == 1 and grade1 == 0) or grade1 > 0
color = color3
color3 = color4
color4 = color
end
if (align3 == 1 and grade2 == 0) or grade2 > 0
color = color5
color5 = color6
color6 = color
end
# 空ゲージの描画
self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4,
color3, color4, grade1)
if align3 == 1
x += width - gauge
end
# 実ゲージの描画
self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
color5, color6, grade2)
end
end
#------------------------------------------------------------------------------
# Bitmapクラスに新たな機能を追加します。
#==============================================================================
class Bitmap
#--------------------------------------------------------------------------
# ● 矩形をグラデーション表示
# color1 : スタートカラー
# color2 : エンドカラー
# align : 0:横にグラデーション
# 1:縦にグラデーション
# 2:斜めにグラデーション(激重につき注意)
#--------------------------------------------------------------------------
def gradation_rect(x, y, width, height, color1, color2, align = 0)
if align == 0
for i in x...x + width
red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
green = color1.green +
(color2.green - color1.green) * (i - x) / (width - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - x) / (width - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - x) / (width - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(i, y, 1, height, color)
end
elsif align == 1
for i in y...y + height
red = color1.red +
(color2.red - color1.red) * (i - y) / (height - 1)
green = color1.green +
(color2.green - color1.green) * (i - y) / (height - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - y) / (height - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - y) / (height - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(x, i, width, 1, color)
end
elsif align == 2
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
elsif align == 3
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
end
end
end
复制代码
和一个彩虹神剑及彩虹神剑补丁:
==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)
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
###########################################################################
if @battler.dead?
self.bitmap = RPG::Cache.battler(@battler.id.to_s + "Dead", @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height
end
# 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) and @battler.is_a?(Game_Enemy)
###########################################################################
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)
if @battler.is_a?(Game_Enemy)
###########################################################################
appear
###########################################################################
else
self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height
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)
$game_system.se_play($data_system.enemy_collapse_se)
collapse
else
$game_system.se_play($data_system.actor_collapse_se)
# 角色战斗图变为角色ID+"Dead"的名字的战斗图
self.bitmap = RPG::Cache.battler(@battler.id.to_s + "Dead", @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height
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
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
#--------------------------------------------------------------------------
attr_reader :animation1_id # 行动方动画ID
end
复制代码
补丁:
class Game_Battler
# 声明一个实例变量判断是否需要显示固定伤害
attr_accessor :battle_solid_damage
end
class Scene_Battle
def update_phase4_step1
# 隐藏帮助窗口
@help_window.visible = false
# 判定胜败
if judge
# 胜利或者失败的情况下 : 过程结束
return
end
# 强制行动的战斗者不存在的情况下
if $game_temp.forcing_battler == nil
# 设置战斗事件
setup_battle_event
# 执行战斗事件中的情况下
if $game_system.battle_interpreter.running?
return
end
end
# 强制行动的战斗者存在的情况下
if $game_temp.forcing_battler != nil
# 在头部添加后移动
@action_battlers.delete($game_temp.forcing_battler)
@action_battlers.unshift($game_temp.forcing_battler)
end
# 未行动的战斗者不存在的情况下 (全员已经行动)
if @action_battlers.size == 0
# 开始同伴命令回合
start_phase2
return
end
# 初始化动画 ID 和公共事件 ID
@animation1_id = 0
@animation2_id = 0
@common_event_id = 0
# 未行动的战斗者移动到序列的头部
@active_battler = @action_battlers.shift
# 如果已经在战斗之外的情况下
if @active_battler.index == nil
return
end
# 连续伤害
if @active_battler.hp > 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
@active_battler.battle_solid_damage = true
end
# 自然解除状态
@active_battler.remove_states_auto
# 刷新状态窗口
@status_window.refresh
# 移至步骤 2
@phase4_step = 2
end
end
class Sprite_Battler < RPG::Sprite
def update
super
# 战斗者为 nil 的情况下
if @battler == nil
self.bitmap = nil
loop_animation(nil)
return
end
# 文件名和色相与当前情况有差异的情况下
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue
# 获取、设置位图
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height
###########################################################################
if @battler.dead?
self.bitmap = RPG::Cache.battler(@battler.id.to_s + "Dead", @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height
end
# 如果是战斗不能或者是隐藏状态就把透明度设置成 0
if (@battler.dead? or @battler.hidden) and @battler.is_a?(Game_Enemy)
###########################################################################
self.opacity = 0
end
end
# 动画 ID 与当前的情况有差异的情况下
if @battler.damage == nil and
@battler.state_animation_id != @state_animation_id
@state_animation_id = @battler.state_animation_id
loop_animation($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)
if @battler.is_a?(Game_Enemy)
###########################################################################
appear
###########################################################################
else
self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height
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
# 显示固定伤害
if @battler.battle_solid_damage
damage(@battler.damage, @battler.critical)
@battler.battle_solid_damage = false
end
@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)
# 角色战斗图变为角色ID+"Dead"的名字的战斗图
self.bitmap = RPG::Cache.battler(@battler.id.to_s + "Dead", @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height
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
case @flash_shake
when 9..10
self.x +=3
self.y = @battler.screen_y
self.z = @battler.screen_z
when 6..8
self.x -=3
self.y = @battler.screen_y
self.z = @battler.screen_z
when 3..5
self.x +=3
self.y = @battler.screen_y
self.z = @battler.screen_z
when 2
self.x -=3
self.y = @battler.screen_y
self.z = @battler.screen_z
when 1
self.x +=3
self.y = @battler.screen_y
self.z = @battler.screen_z
end
@flash_shake -= 1
end
end
end
class Interpreter
def command_338
# 获取操作值
value = operate_value(0, @parameters[2], @parameters[3])
# 处理循环
iterate_battler(@parameters[0], @parameters[1]) do |battler|
# 战斗者存在的情况下
if battler.exist?
# 更改 HP
battler.hp -= value
# 如果在战斗中
if $game_temp.in_battle
# 设置伤害
battler.damage = value
battler.damage_pop = true
battler.battle_solid_damage = true
end
end
end
# 继续
return true
end
end
复制代码
他们发生了冲突,删去发生冲突彩虹神剑的第266及269行后,分段伤害就被固定了,不会移动了
请高手帮我改一改 dsu_plus_rewardpost_czw
作者:
mzr1996
时间:
2012-1-20 19:58
http://rpg.blue/article-40531.html
彩虹神剑用:在怪物脚下显示血条
作者:
wxj541374210
时间:
2012-1-20 20:09
mzr1996 发表于 2012-1-20 19:58
http://rpg.blue/article-40531.html
彩虹神剑用:在怪物脚下显示血条
并不是怪物血条而是人物血条
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