Project1
标题:
怎么制作造成伤害翻倍的技能?
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作者:
1742
时间:
2012-2-20 19:15
标题:
怎么制作造成伤害翻倍的技能?
如题
本人是新手,拜托了! dsu_plus_rewardpost_czw
作者:
流浪剑客
时间:
2012-2-20 20:17
搞个状态,把全属性都提升了伤害不就高了。。
作者:
cxpagy
时间:
2012-2-20 20:25
本帖最后由 cxpagy 于 2012-2-20 20:26 编辑
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module RPG
class Sprite < ::Sprite
@@_animations = []
@@_reference_count = {}
def initialize(viewport = nil)
super(viewport)
@_whiten_duration = 0
@_appear_duration = 0
@_escape_duration = 0
@_collapse_duration = 0
@_damage_duration = 0
@_animation_duration = 0
@_blink = false
end
def dispose
dispose_damage
dispose_animation
dispose_loop_animation
super
end
def whiten
self.blend_type = 0
self.color.set(255, 255, 255, 128)
self.opacity = 255
@_whiten_duration = 16
@_appear_duration = 0
@_escape_duration = 0
@_collapse_duration = 0
end
def appear
self.blend_type = 0
self.color.set(0, 0, 0, 0)
self.opacity = 0
@_appear_duration = 16
@_whiten_duration = 0
@_escape_duration = 0
@_collapse_duration = 0
end
def escape
self.blend_type = 0
self.color.set(0, 0, 0, 0)
self.opacity = 255
@_escape_duration = 32
@_whiten_duration = 0
@_appear_duration = 0
@_collapse_duration = 0
end
def collapse
self.blend_type = 1
self.color.set(255, 64, 64, 255)
self.opacity = 255
@_collapse_duration = 48
@_whiten_duration = 0
@_appear_duration = 0
@_escape_duration = 0
end
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)
animation = $data_animations[100]
animation(animation, true)
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
end
def animation(animation, hit)
dispose_animation
@_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)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_animation_sprites = []
if @_animation.position != 3 or not @@_animations.include?(animation)
for i in 0..15
sprite = ::Sprite.new(self.viewport)
sprite.bitmap = bitmap
sprite.visible = false
@_animation_sprites.push(sprite)
end
unless @@_animations.include?(animation)
@@_animations.push(animation)
end
end
update_animation
end
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(self.viewport)
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation_sprites.push(sprite)
end
update_loop_animation
end
def dispose_damage
if @_damage_sprite != nil
@_damage_sprite.bitmap.dispose
@_damage_sprite.dispose
@_damage_sprite = nil
@_damage_duration = 0
end
end
def dispose_animation
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 dispose_loop_animation
if @_loop_animation_sprites != nil
sprite = @_loop_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 @_loop_animation_sprites
sprite.dispose
end
@_loop_animation_sprites = nil
@_loop_animation = nil
end
end
def blink_on
unless @_blink
@_blink = true
@_blink_count = 0
end
end
def blink_off
if @_blink
@_blink = false
self.color.set(0, 0, 0, 0)
end
end
def blink?
@_blink
end
def effect?
@_whiten_duration > 0 or
@_appear_duration > 0 or
@_escape_duration > 0 or
@_collapse_duration > 0 or
@_damage_duration > 0 or
@_animation_duration > 0
end
def update
super
if @_whiten_duration > 0
@_whiten_duration -= 1
self.color.alpha = 128 - (16 - @_whiten_duration) * 10
end
if @_appear_duration > 0
@_appear_duration -= 1
self.opacity = (16 - @_appear_duration) * 16
end
if @_escape_duration > 0
@_escape_duration -= 1
self.opacity = 256 - (32 - @_escape_duration) * 10
end
if @_collapse_duration > 0
@_collapse_duration -= 1
self.opacity = 256 - (48 - @_collapse_duration) * 6
end
if @_damage_duration > 0
@_damage_duration -= 1
case @_damage_duration
when 38..39
@_damage_sprite.y -= 4
when 36..37
@_damage_sprite.y -= 2
when 34..35
@_damage_sprite.y += 2
when 28..33
@_damage_sprite.y += 4
end
@_damage_sprite.opacity = 256 - (12 - @_damage_duration) * 32
if @_damage_duration == 0
dispose_damage
end
end
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)
for timing in @_animation.timings
if timing.frame == frame_index
animation_process_timing(timing, @_animation_hit)
end
end
else
dispose_animation
end
end
def update_loop_animation
frame_index = @_loop_animation_index
cell_data = @_loop_animation.frames[frame_index].cell_data
position = @_loop_animation.position
animation_set_sprites(@_loop_animation_sprites, cell_data, position)
for timing in @_loop_animation.timings
if timing.frame == frame_index
animation_process_timing(timing, true)
end
end
end
def animation_set_sprites(sprites, cell_data, position)
for i in 0..15
sprite = sprites[i]
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern == -1
sprite.visible = false if sprite != nil
next
end
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
if position == 3
if self.viewport != nil
sprite.x = self.viewport.rect.width / 2
sprite.y = self.viewport.rect.height - 160
else
sprite.x = 320
sprite.y = 240
end
else
sprite.x = self.x - self.ox + self.src_rect.width / 2
sprite.y = self.y - self.oy + self.src_rect.height / 2
sprite.y -= self.src_rect.height / 4 if position == 0
sprite.y += self.src_rect.height / 4 if position == 2
end
sprite.x += cell_data[i, 1]
sprite.y += cell_data[i, 2]
sprite.z = 2000
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
def animation_process_timing(timing, hit)
if (timing.condition == 0) or
(timing.condition == 1 and hit == true) or
(timing.condition == 2 and hit == false)
if timing.se.name != ""
se = timing.se
Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch)
end
case timing.flash_scope
when 1
self.flash(timing.flash_color, timing.flash_duration * 2)
when 2
if self.viewport != nil
self.viewport.flash(timing.flash_color, timing.flash_duration * 2)
end
when 3
self.flash(nil, timing.flash_duration * 2)
end
end
end
def x=(x)
sx = x - self.x
if sx != 0
if @_animation_sprites != nil
for i in 0..15
@_animation_sprites[i].x += sx
end
end
if @_loop_animation_sprites != nil
for i in 0..15
@_loop_animation_sprites[i].x += sx
end
end
end
super
end
def y=(y)
sy = y - self.y
if sy != 0
if @_animation_sprites != nil
for i in 0..15
@_animation_sprites[i].y += sy
end
end
if @_loop_animation_sprites != nil
for i in 0..15
@_loop_animation_sprites[i].y += sy
end
end
end
super
end
end
end
复制代码
放在Main前,脚本88行的100是动画编号自己改。
脚本是<飘渺北极雪>写的
如果是技能加几回合属性的话,在技能栏里面就能改了
作者:
ArcDriver
时间:
2012-2-20 20:32
本帖最后由 ArcDriver 于 2012-2-20 20:33 编辑
恩木,状态法是一个好方法~
除了LSS所说的办法外也可以通过稍微修改下脚本来实现~
简单说就是在释放技能后给角色附加状态,然后在战斗脚本的skill_effect和attack_effect部分判定一下,在这种状态下把伤害公式翻倍就好了~
附上饭粒一枚供参考,这里我只修改了skill_effect部分,全局搜索ArcDriver就能找到,如果想在翻倍状态下普通攻击也翻倍的话就在attack_effect部分依葫芦画瓢就好了咩~
伤害翻倍小饭粒.rar
(188.16 KB, 下载次数: 53)
2012-2-20 20:32 上传
点击文件名下载附件
作者:
527391078
时间:
2012-2-20 20:52
额, 不就是一个技能伤害数值那里加多一倍就行了吗,楼上那么复杂干什么呀
作者:
hcm
时间:
2012-2-21 08:49
1.数据库-状态(把攻击力上升或防御力下降状态调到你想要的值)
2.给一个技能设定和攻击力相同,该攻击的属性为XX(在数据库-系统添加),在数据库-敌人中设定每个敌人对该属性都为A。
作者:
1742
时间:
2012-2-22 10:37
算了,算了,随便找个人结贴好了!
欢迎光临 Project1 (https://rpg.blue/)
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