Project1
标题:
新人求助,横版战斗怎么才能让敌人也显示行走图?
[打印本页]
作者:
血舞风波
时间:
2013-7-13 09:20
标题:
新人求助,横版战斗怎么才能让敌人也显示行走图?
我现在这个脚本应该有让敌人显示行走图的功能,但是只有编号为1的敌角色能显示,从2号开始就都不能了,求解决办法……
#==============================================================================
# ■ Sprite_Battler Ver2.6
#------------------------------------------------------------------------------
# 角色用于现实的战斗动作。
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# ● 初期化
#--------------------------------------------------------------------------
def initialize(viewport, battler = nil)
super(viewport)
[url=home.php?mod=space&uid=133701]@battler[/url] = battler
@battler_visible = false
@effect_type = 0 # 效果的种类
@effect_duration = 0 # 效果的残留时间
@move_x = 0 # 已变化的X坐标的累计
@move_y = 0 # 已变化的Y坐标的累计
@move_z = 0 # 已变化的Z坐标的累计
@distanse_x = 0 # X坐标的移动距离
@distanse_y = 0 # Y坐标的移动距离
@moving_x = 0 #1单位所相当的X坐标移动距离
@moving_y = 0 #1单位所相当的Y坐标移动距离
@move_speed_x = 0 # X坐标的移动速度
@move_speed_y = 0 # Y坐标的移动速度
@move_speed_plus_x = 0 # X坐标在加减速时的补充移动速度
@move_speed_plus_y = 0 # Y坐标在加减速时的补充移动速度
@move_boost_x = 0 # X坐标加速度
@move_boost_y = 0 # Y坐标加速度
@jump_time = 0 # 跳跃时间
@jump_time_plus = 0 # 跳跃时间补充
@jump_up = 0 # 跳跃上升
@jump_down = 0 # 跳跃下降
@jump_size = 0 # 跳跃高度
@float_time = 0 # 漂浮时间
@float_up = 0 # 1单位所相当于的浮遊高度
@jump_plus = 0 # 根据跳跃补充影位置
@angle = 0 # 旋转角度
@angling = 0 # 1单位所相当于的旋转角度
@angle_time = 0 # 旋转时间
@angle_reset = 0 # 是否初始化角度
@zoom_x = 0 # 横向放大率
@zoom_y = 0 # 纵向放大率
@zooming_x = 0 # 1单位所相当于的横向放大率
@zooming_y = 0 # 1单位所相当于的纵向放大率
@zoom_time = 0 # 放大时间
@zoom_reset = 0 # 是否初始化放大
@target_battler = [] # 目标角色情报
@now_targets = [] # 目标角色记忆
@pattern = 0 # 横图片位置(更新位置)
@pattern_back = false # 循环标志
@wait = 0 # 到下个动作的等待时间
@unloop_wait = 0 # 非循环系动画完毕时的等待时间
@action = [] # 行动
@anime_kind = 0 # 纵图片位置(动画种类位置)
@anime_speed = 0 # 图片更新速度
@frame = 0 # 被消费图片更新时间
@anime_loop = 0 # 循环方式
@anime_end = false # 角色的动画是否完毕
@anime_freeze = false # 是否是固定动画
@anime_freeze_kind = false # 固定图案位置
@anime_moving = false # 是否在飞出动画中
@base_width = N01::ANIME_PATTERN # 图片的横分割数
@base_height = N01::ANIME_KIND # 图片的纵分割数
@width = 0 # 横矩形
@height = 0 # 纵矩形
@picture_time = 0 # 图片显示时间
@individual_targets = [] # 单独处理的保持目标
@balloon_duration = 65 # 飞出动画时间
@reverse = false # 动画的反向再生标志
# 角色不存在的时候将中断处理
return @battler_visible = false if @battler == nil
# 角色是主人公时、或者敌方动画为NO时
@anime_flug = true if @battler.actor?
@anime_flug = true if
[email protected]
? && @battler.anime_on
# 角色作成
make_battler
end
#--------------------------------------------------------------------------
# ● 角色作成
#--------------------------------------------------------------------------
def make_battler
# 初期配置的取得
@battler.base_position
# 色相通过角色认别
@battler_hue = @battler.battler_hue
# 角色是主人公时、或者敌方动画为NO时
if @anime_flug
# 准备武器
@weapon_R = Sprite_Weapon.new(viewport,@battler)
# 取得我方人物名、敌人角色名
@battler_name = @battler.character_name if @battler.actor?
@battler_name = @battler.battler_name unless @battler.actor?
# 敌方反转为NO的时候 画像被反转
self.mirror = true if
[email protected]
? && @battler.action_mirror
# 是不是利用行图片图来改变转送前的矩形尺寸的认识处
self.bitmap = Cache.character(@battler_name) if N01::WALK_ANIME
self.bitmap = Cache.character(@battler_name + "_1") unless N01::WALK_ANIME
# 获取转送前的矩形
@width = self.bitmap.width / @base_width
@height = self.bitmap.height / @base_height
# 矩形设定
@sx = @pattern * @width
@sy = @anime_kind * @height
# 角色本体的描绘
self.src_rect.set(@sx, @sy, @width, @height)
# 不作动画的角色时
else
# bitmap的获取、设定
@battler_name = @battler.battler_name
self.bitmap = Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
end
# 偷袭时画像反转
self.mirror = false if self.mirror && $back_attack && N01::BACK_ATTACK
self.mirror = true if $back_attack && !self.mirror && N01::BACK_ATTACK
# 位置初期化
@battler.reset_coordinate
# 决定原点
self.ox = @width / 2
self.oy = @height * 2 / 3
# 设定偷袭时的坐标
update_move
# 准备飞出动画的精灵
@move_anime = Sprite_MoveAnime.new(viewport,battler)
# 准备图片用精灵
@picture = Sprite.new
# 准备影子精灵
make_shadow if N01::SHADOW
# 作成伤害精灵
@damage = Sprite_Damage.new(viewport,battler)
end
#--------------------------------------------------------------------------
# ● 影作成
#--------------------------------------------------------------------------
def make_shadow
@shadow.dispose if @shadow != nil
@battler_hue = @battler.battler_hue
@shadow = Sprite.new(viewport)
@shadow.z = 200
@shadow.visible = false
# 准备角色的影子精灵
@shadow.bitmap = Cache.character(@battler.shadow)
@shadow_height = @shadow.bitmap.height
# 影位置的稍微调整
@shadow_plus_x = @battler.shadow_plus[0] - @width / 2
@shadow_plus_y = @battler.shadow_plus[1]
# 配合角色画像的大小使用影画像
@shadow.zoom_x = @width * 1.0 / @shadow.bitmap.width
# 更新
update_shadow
# fade中影子就像没有关联一样放置
@skip_shadow = true
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
self.bitmap.dispose if self.bitmap != nil
@weapon_R.dispose if @weapon_R != nil
@move_anime.dispose if @move_anime != nil
@picture.dispose if @picture != nil
@shadow.dispose if @shadow != nil
@damage.dispose if @damage != nil
@balloon.dispose if @balloon != nil
mirage_off
super
end
#--------------------------------------------------------------------------
# ● 伤害动作 action = [动画ID,反转标志,反方向许可]
#--------------------------------------------------------------------------
def damage_action(action)
damage = @battler.hp_damage
damage = @battler.mp_damage if @battler.mp_damage != 0
# 如果HP和MP两个同时做出伤害
if @battler.hp_damage != 0 && @battler.mp_damage != 0
@battler.double_damage = true
damage = @battler.hp_damage
end
# 吸收攻击使HP为0的处理
if action[0] == "absorb"
absorb = true
action[0] = nil
end
# 只有在命中时动画才被执行
unless @battler.evaded or @battler.missed or action[0] == nil
@battler.animation_id = action[0]
@battler.animation_mirror = action[1]
end
# 执行伤害动画
start_action(@battler.damage_hit) if damage > 0 && action[2]
# 攻击没有命中时执行回避动画
if @battler.evaded or @battler.missed
start_action(@battler.evasion) if action[2]
Sound.play_evasion
end
@damage.damage_pop unless absorb or action[3] != nil
end
#--------------------------------------------------------------------------
# ● 伤害数值POP
#--------------------------------------------------------------------------
def damage_pop(damage)
@damage.damage_pop(damage)
end
#--------------------------------------------------------------------------
# ● 战斗开始行动
#--------------------------------------------------------------------------
def first_action
# 检查能否行动、只有在不能的情况下那个状态的动作开始
action = @battler.first_action unless @battler.restriction == 4
action = $data_states[@battler.state_id].base_action if @battler.states[0] != nil && @battler.restriction == 4
start_action(action)
@skip_shadow = false
end
#--------------------------------------------------------------------------
# ● 动作开始
#--------------------------------------------------------------------------
def start_action(kind)
# 初期化各种动作
reset
#记录现在取得的待机动作
stand_by
# 决定新的动作内容
@action = N01::ACTION[kind].dup
# 从行动配列的前头开始移动
active = @action.shift
# 自动完毕
@action.push("完毕")
# 确定现在的动作
@active_action = N01::ANIME[active]
# 等待设定
@wait = active.to_i if @active_action == nil
# 单独动作开始
action
end
#--------------------------------------------------------------------------
# ● 强制单独动作开始
#--------------------------------------------------------------------------
def start_one_action(kind,back)
# 初期化各种动作
reset
# 记录现在取得的待机动作
stand_by
# 设置坐标初始化动作
@action = [back]
# 自动完毕
@action.push("完毕")
# 确定现在的动作
@active_action = N01::ANIME[kind]
# 单独动作开始
action
end
#--------------------------------------------------------------------------
# ● 到下一个动作
#--------------------------------------------------------------------------
def next_action
# 等待中时取消
return @wait -= 1 if @wait > 0
# 或者全部图片动画没有被完成时取消
return if @anime_end == false
# 最后的图片显示等待
return @unloop_wait -= 1 if @unloop_wait > 0
# 从行动配列的前头开始移动
active = @action.shift
# 确定现在的动作
@active_action = N01::ANIME[active]
# 等待设定
@wait = active.to_i if @active_action == nil
# 单独动作开始
action
end
#--------------------------------------------------------------------------
# ● 待机动作
#--------------------------------------------------------------------------
def stand_by
# 到通常待机
@repeat_action = @battler.normal
# HP为1/4时显示危急表情
@repeat_action = @battler.pinch if @battler.hp <= @battler.maxhp / 4
# 防御中
@repeat_action = @battler.defence if @battler.guarding?
# 如果什么状态都没有时完毕
return if @battler.state_id == nil
for state in @battler.states.reverse
# 动作禁止的状态时跳过处理
next if state.extension.include?("禁止状态动作")
# 敌方被动作禁止状态时跳过处理
next if @battler.is_a?(Game_Enemy) && state.extension.include?("敌方除外")
# 状态的表情
@repeat_action = state.base_action
end
end
#--------------------------------------------------------------------------
# ● 待机动作的插入
#--------------------------------------------------------------------------
def push_stand_by
action = @battler.normal
action = @battler.pinch if @battler.hp <= @battler.maxhp / 4
action = @battler.defence if @battler.guarding?
for state in @battler.states.reverse
# 动作禁止的状态时跳过处理
next if state.extension.include?("禁止状态动作")
# 敌方被动作禁止状态时跳过处理
next if @battler.is_a?(Game_Enemy) && state.extension.include?("敌方除外")
# 状态的表情
action = state.base_action
end
@repeat_action = action
# 插入
@action.delete("完毕")
act = N01::ACTION[action].dup
for i in 0...act.size
@action.push(act[i])
end
@action.push("完毕")
@anime_end = true
end
#--------------------------------------------------------------------------
# ● 各种变化的初期化
#--------------------------------------------------------------------------
def reset
self.zoom_x = self.zoom_y = 1
self.oy = @height * 2 / 3
@angle = self.angle = 0
@anime_end = true
@non_repeat = false
@anime_freeze = false
@unloop_wait = 0
end
#--------------------------------------------------------------------------
# ● 跳跃的初期化
#--------------------------------------------------------------------------
def jump_reset
@battler.jump = @jump_time = @jump_time_plus = @jump_up = @jump_down = 0
@jump_size = @jump_plus = @float_time = @float_up = 0
end
#--------------------------------------------------------------------------
# ● 受取目标情报
#--------------------------------------------------------------------------
def get_target(target)
# 单独处理中是中止(全区域中自身被卷入时目标情报是不是正常的样子)
return if @battler.individual
@target_battler = target
end
#--------------------------------------------------------------------------
# ● 动作情报在角色中收藏
#--------------------------------------------------------------------------
def send_action(action)
@battler.play = 0
@battler.play = action if @battler.active
end
#--------------------------------------------------------------------------
# ● 角色追加
#--------------------------------------------------------------------------
def battler_join
if @battler.exist? && !@battler_visible
# 从战斗不能的復活时的处理被跳过
if @battler.revival && @anime_flug
return @battler.revival = false
elsif @battler.revival && !@anime_flug
@battler.revival = false
self.visible = true
return
end
@anime_flug = true if @battler.actor?
@anime_flug = true if
[email protected]
? && @battler.anime_on
make_battler
@damage = Sprite_Damage.new(viewport,battler)
@join = true
first_action
end
end
#--------------------------------------------------------------------------
# ● 图片更新 ※再定义
#--------------------------------------------------------------------------
def update
super
# 角色不存在时跳过
return self.bitmap = nil if @battler == nil
# 追加角色
battler_join
# 到下一个动作
next_action
# 动画图像更新
update_anime_pattern
# 目标更新
update_target
# 强制动作更新
update_force_action
# 坐标更新
update_move
# 影更新
update_shadow if @shadow != nil
# 武器更新
@weapon_R.update if @weapon_action
# 漂浮更新
update_float if @float_time > 0
# 旋转更新
update_angle if @angle_time > 0
# 放大缩小更新
update_zoom if @zoom_time > 0
# 残像更新
update_mirage if @mirage_flug
# 图片更新
update_picture if @picture_time > 0
# 飞出动画更新
update_move_anime if @anime_moving
# 飞出动画更新(图片动画)
update_balloon if @balloon_duration <= 64
# 伤害精灵更新
@damage.update if @damage != nil
setup_new_effect
update_effect
update_battler_bitmap
end
#--------------------------------------------------------------------------
# ● 动画图像更新
#--------------------------------------------------------------------------
def update_anime_pattern
# 更新时间在到之前跳过
return @frame -= 1 if @frame != 0
# 只有在必要的时候更新武器动画
@weapon_R.action if @weapon_action && @weapon_R != nil
# 动画到最后是检查是否是循环
if @pattern_back
# 往返循环
if @anime_loop == 0
# 反向再生
if @reverse
@pattern += 1
if @pattern == @base_width - 1
@pattern_back = false
@anime_end = true
end
# 通常再生
else
@pattern -= 1
if @pattern == 0
@pattern_back = false
@anime_end = true
end
end
# 单程或者是不循环时
else
@anime_end = true
if @anime_loop == 1
@pattern = 0 if !@reverse
@pattern = @base_width - 1 if @reverse
@pattern_back = false
end
end
# 推进动画
else
if @reverse
@pattern -= 1
@pattern_back = true if @pattern == 0
else
@pattern += 1
@pattern_back = true if @pattern == @base_width - 1
end
end
# 初期化更新时间
@frame = @anime_speed
# 动画固定时,固定横矩形
return if @anime_freeze
# 设定转送处的矩形
return unless @anime_flug
@sx = @pattern * @width
@sy = @anime_kind * @height
self.src_rect.set(@sx, @sy, @width, @height)
end
#--------------------------------------------------------------------------
# ● 目标更新 action = ["N01target_change",目标情报]
#--------------------------------------------------------------------------
def update_target
# 目标确认
return if @battler.force_target == 0
# 单独处理中中止(全区域中自身被卷入时目标情报是不是)
return if @battler.individual
@target_battler = @battler.force_target[1]
@battler.force_target = 0
end
#--------------------------------------------------------------------------
# ● 強制动作更新 action = [识别,复原,实行动作]
#--------------------------------------------------------------------------
def update_force_action
# 确认強制动作
action = @battler.force_action
return if action == 0
@battler.force_action = 0
# 主动中不能插入
return if @battler.active
# 击倒时就那样直接连接行动
return collapse_action if action[0] == "N01collapse"
# 单独时就那样直接连接
return start_one_action(action[2],action[1]) if action[0] == "单独"
# 通用作为动作对待
start_action(action[2])
# 有无坐标复原
return if action[1] == ""
# 完毕位置替换成重复动作
@action.delete("完毕")
@action.push(action[1])
@action.push("完毕")
end
#--------------------------------------------------------------------------
# ● 坐标更新
#--------------------------------------------------------------------------
def update_move
# 补完加减速中距离的增减
if @move_speed_plus_x > 0
# 计算移动
@move_x += @moving_x
# 实行移动
@battler.move_x = @move_x
@move_speed_plus_x -= 1
elsif @move_speed_x > 0
# 加速时
if @move_boost_x != 0
@moving_x += @move_boost_x
end
# 计算移动
@move_x += @moving_x
# 实行移动
@battler.move_x = @move_x
@move_speed_x -= 1
end
# 补完加减速中距离的增减
if @move_speed_plus_y > 0
# 计算移动
@move_y += @moving_y
# 实行移动
@battler.move_y = @move_y
@move_speed_plus_y -= 1
elsif @move_speed_y > 0
# 加速时
if @move_boost_y != 0
@moving_y += @move_boost_y
end
# 计算移动
@move_y += @moving_y
# 实行移动
@battler.move_y = @move_y
@move_speed_y -= 1
end
# 跳跃上升
if @jump_up != 0
# 计算移动
@jump_plus += @jump_up
# 实行移动
@battler.jump = @jump_plus
@jump_up = @jump_up / 2
@jump_time -= 1
# 如果跳跃到了顶点时
if @jump_time == 0 or @jump_up == @jump_sign
@jump_down = @jump_up * 2 * @jump_sign * @jump_sign2
@jump_time_plus += @jump_time * 2
@jump_up = 0
return
end
end
# 跳跃下降
if @jump_down != 0
if @jump_time_plus != 0
@jump_time_plus -= 1
elsif @jump_down != @jump_size
# 计算移动
@jump_plus += @jump_down
# 实行移动
@battler.jump = @jump_plus
@jump_down = @jump_down * 2
if @jump_down == @jump_size
if @jump_flug
@jump_flug = false
else
# 计算移动
@jump_plus += @jump_down
# 实行移动
@battler.jump = @jump_plus
@jump_down = @jump_size = 0
end
end
end
end
# 设定精灵的坐标
self.x = @battler.position_x
self.y = @battler.position_y
self.z = @battler.position_z
end
#--------------------------------------------------------------------------
# ● 影更新
#--------------------------------------------------------------------------
def update_shadow
@shadow.opacity = self.opacity
@shadow.x = self.x + @shadow_plus_x
@shadow.y = self.y + @shadow_plus_y - @jump_plus
end
#--------------------------------------------------------------------------
# ● 漂浮更新
#--------------------------------------------------------------------------
def update_float
@float_time -= 1
@jump_plus += @float_up
@battler.jump = @jump_plus
end
#--------------------------------------------------------------------------
# ● 旋转更新
#--------------------------------------------------------------------------
def update_angle
# 实行旋转
@angle += @angling
self.angle = @angle
@angle_time -= 1
# 旋转时间结束时项目初始化
return @angle = 0 if @angle_time == 0
# 如果有复原标志时角度返回0
self.angle = 0 if @angle_reset
end
#--------------------------------------------------------------------------
# ● 扩大缩小更新
#--------------------------------------------------------------------------
def update_zoom
# 实行扩大缩小
@zoom_x += @zooming_x
@zoom_y += @zooming_y
self.zoom_x = @zoom_x
self.zoom_y = @zoom_y
@zoom_time -= 1
# 扩大缩小时间结束时项目初始化
return if @zoom_time != 0
@zoom_x = @zoom_y = 0
self.oy = @height * 2 / 3
# 如果有复原标志时还原
self.zoom_x = self.zoom_y = 1 if @zoom_reset
end
#--------------------------------------------------------------------------
# ● 残像更新
#--------------------------------------------------------------------------
def update_mirage
# 残像最大能显示3个、2格图片中更新
mirage(@mirage0) if @mirage_count == 1
mirage(@mirage1) if @mirage_count == 3
mirage(@mirage2) if @mirage_count == 5
@mirage_count += 1
@mirage_count = 0 if @mirage_count == 6
end
#--------------------------------------------------------------------------
# ● 图片更新
#--------------------------------------------------------------------------
def update_picture
@picture_time -= 1
@picture.x += @moving_pic_x
@picture.y += @moving_pic_y
end
#--------------------------------------------------------------------------
# ● 飞出动画 更新
#--------------------------------------------------------------------------
def update_move_anime
@move_anime.update
@anime_moving = false if @move_anime.finish?
@move_anime.action_reset if @move_anime.finish?
end
#--------------------------------------------------------------------------
# ● 崩坏效果的更新 ※再定义
#--------------------------------------------------------------------------
def update_collapse
normal_collapse if @collapse_type == 2
boss_collapse1 if @collapse_type == 3
end
#--------------------------------------------------------------------------
# ● 飞出动画更新 (图片动画)
#--------------------------------------------------------------------------
def update_balloon
@balloon_duration -= 1 if @balloon_duration > 0 && !@balloon_back
@balloon_duration += 1 if @balloon_back
if @balloon_duration == 64
@balloon_back = false
@balloon.visible = false
elsif @balloon_duration == 0
@balloon.visible = false if @balloon_loop == 0
@balloon_back = true if @balloon_loop == 1
end
@balloon.x = self.x
@balloon.y = self.y
@balloon.z = 10
@balloon.opacity = self.opacity
sx = 7 * 32 if @balloon_duration < 12
sx = (7 - (@balloon_duration - 12) / 8) * 32 unless @balloon_duration < 12
@balloon.src_rect.set(sx, @balloon_id * 32, 32, 32)
end
#--------------------------------------------------------------------------
# ● 转送处bitmap的更新 ※再定义
#--------------------------------------------------------------------------
def update_battler_bitmap
return if @battler.actor?
if @battler.battler_name != @battler_name or @battler.battler_hue != @battler_hue
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
make_battler
self.opacity = 0 if @battler.dead? or @battler.hidden
end
end
#--------------------------------------------------------------------------
# ● 实行动作
#--------------------------------------------------------------------------
def action
return if @active_action == nil
action = @active_action[0]
# 反转时
return mirroring if action == "反转"
# 旋转时
return angling if action == "angle"
# 扩大缩小时
return zooming if action == "zoom"
# 残像ON时
return mirage_on if action == "残像ON"
# 残像OFF时
return mirage_off if action == "残像OFF"
# 图片表示时
return picture if action == "pic"
# 图片消去时
return @picture.visible = false && @picture_time = 0 if action == "消去图片"
# 图片文件变更时
return graphics_change if action == "change"
# 战斗动画表示时
return battle_anime if action == "anime"
# 飞出动画表示时 (图片动画)
return balloon_anime if action == "balloon"
# BGM/BGS/SE演奏时
return sound if action == "sound"
# 游戏开关操作时
return $game_switches[@active_action[1]] = @active_action[2] if action == "switch"
# 游戏变量操作时
return variable if action == "variable"
# 二刀限定时
return two_swords if action == "二刀限定"
# 非二刀限定时
return non_two_swords if action == "非二刀限定"
# 动作条件时
return necessary if action == "nece"
# 技能连发时
return derivating if action == "der"
# 单独处理开始时
return individual_action if action == "个别处理开始"
# 单独处理完毕时
return individual_action_end if action == "个别处理完毕"
# 待机不能移动时
return non_repeat if action == "待机不能移动"
# 变更初期位置时
return @battler.change_base_position(self.x, self.y) if action == "变更初期位置"
# 解除变更初期位置
return @battler.base_position if action == "解除变更初期位置"
# 变更目标时
return change_target if action == "target"
# 目标的击倒许可
return send_action(action) if action == "击倒许可"
# 解除主动
return send_action(action) if action == "解除主动"
# 赋予状态时
return state_on if action == "sta+"
# 解除状态时
return state_off if action == "sta-"
# 变更游戏整体的行进速度时
return Graphics.frame_rate = @active_action[1] if action == "fps"
# 漂浮时
return floating if action == "float"
# 脚本操作时
return eval(@active_action[1]) if action == "script"
# 强制动作时
return force_action if @active_action.size == 4
# 坐标初始化时
return reseting if @active_action.size == 5
# 移动时
return moving if @active_action.size == 7
# 角色动画时
return battler_anime if @active_action.size == 9
# 动画飛ばし时
return moving_anime if @active_action.size == 11
# 完毕时
return anime_finish if action == "完毕"
end
#--------------------------------------------------------------------------
# ● 实行反转
#--------------------------------------------------------------------------
def mirroring
# 如果已经反转就还原
if self.mirror
self.mirror = false
# 武器动画也反映
@weapon_R.mirroring if @anime_flug
else
self.mirror = true
# 武器动画也反映
@weapon_R.mirroring if @anime_flug
end
end
#--------------------------------------------------------------------------
# ● 实行旋转
#--------------------------------------------------------------------------
def angling
# 初期化跳跃
jump_reset
# 情报确认
@angle_time = @active_action[1]
start_angle = @active_action[2]
end_angle = @active_action[3]
@angle_reset = @active_action[4]
# 袭击時时逆转
start_angle *= -1 if $back_attack
end_angle *= -1 if $back_attack
# 敌方被逆转
start_angle *= -1 if @battler.is_a?(Game_Enemy)
end_angle *= -1 if @battler.is_a?(Game_Enemy)
# 时间要是0以下时立即到最后角度
if @angle_time <= 0
self.angle = end_angle
return @angle_time = 0
end
# 从旋转时间计算一格相当于的角度
@angling = (end_angle - start_angle) / @angle_time
# 不能整除的剩余到初期角度
@angle = (end_angle - start_angle) % @angle_time + start_angle
end
#--------------------------------------------------------------------------
# ● 实行放大缩小
#--------------------------------------------------------------------------
def zooming
# 初期化跳跃
jump_reset
# 情报确认
@zoom_time = @active_action[1]
zoom_x = @active_action[2] - 1
zoom_y = @active_action[3] - 1
@zoom_reset = @active_action[4]
@zoom_x = @zoom_y = 1
# 时间是0以下时跳过
return @zoom_time = 0 if @zoom_time <= 0
# 从放大时间中计算一格相当于的放大率
@zooming_x = zoom_x / @zoom_time
@zooming_y = zoom_y / @zoom_time
end
#--------------------------------------------------------------------------
# ● 残像开始
#--------------------------------------------------------------------------
def mirage_on
# 战斗不能時不表现残像
return if @battler.dead?
@mirage0 = Sprite.new(self.viewport)
@mirage1 = Sprite.new(self.viewport)
@mirage2 = Sprite.new(self.viewport)
@mirage_flug = true
@mirage_count = 0
end
#--------------------------------------------------------------------------
# ● 残像表示
#--------------------------------------------------------------------------
def mirage(body)
body.bitmap = self.bitmap.dup
body.x = self.x
body.y = self.y
body.ox = self.ox
body.oy = self.oy
body.z = self.z
body.mirror = self.mirror
body.angle = @angle
body.opacity = 160
body.zoom_x = self.zoom_x
body.zoom_y = self.zoom_y
body.src_rect.set(@sx, @sy, @width, @height) if @anime_flug
body.src_rect.set(0, 0, @width, @height) unless @anime_flug
end
#--------------------------------------------------------------------------
# ● 残像完毕
#--------------------------------------------------------------------------
def mirage_off
@mirage_flug = false
@mirage0.dispose if @mirage0 != nil
@mirage1.dispose if @mirage1 != nil
@mirage2.dispose if @mirage2 != nil
end
#--------------------------------------------------------------------------
# ● 图片表示
#--------------------------------------------------------------------------
def picture
# 确认移动开始位置
pic_x = @active_action[1]
pic_y = @active_action[2]
# 确认移动完毕位置
pic_end_x = @active_action[3]
pic_end_y = @active_action[4]
@picture_time = @active_action[5]
# 用时间除、计算一个相当于的移动速度
@moving_pic_x = (pic_end_x - pic_x)/ @picture_time
@moving_pic_y = (pic_end_y - pic_y)/ @picture_time
# 不能整除时到最初上加算
plus_x = (pic_end_x - pic_x)% @picture_time
plus_y = (pic_end_y - pic_y)% @picture_time
# 图片表示
@picture.bitmap = Cache.picture(@active_action[7])
@picture.x = pic_x + plus_x
@picture.y = pic_y + plus_y
# Z坐标调整
@picture.z = 1
@picture.z = 1000 if @active_action[6]
@picture.visible = true
end
#--------------------------------------------------------------------------
# ● 图像文件变更
#--------------------------------------------------------------------------
def graphics_change
# 主人公限定
return if @battler.is_a?(Game_Enemy)
# 图像变更
@battler_name = @active_action[2]
# 是否使用歩行图像中改变转送处的矩形大小的辨别处
self.bitmap = Cache.character(@battler_name) if N01::WALK_ANIME
self.bitmap = Cache.character(@battler_name + "_1") unless N01::WALK_ANIME
# 获取转送处的矩形
@width = self.bitmap.width / @base_width
@height = self.bitmap.height / @base_height
# 如果想让战斗后的人物图也显示为变更后的化在这里修改
@battler.graphic_change(@active_action[2]) unless @active_action[1]
end
#--------------------------------------------------------------------------
# ● 显示战斗动画 [判別,ID,对象,反转,等待,二刀标志]
#--------------------------------------------------------------------------
def battle_anime
# 取消敌人的二刀标志动画处理
return if @active_action[5] &&
[email protected]
?
# 不是二刀的角色,取消二刀标志动画处理
return if @active_action[5] && @battler.weapons[1] == nil
# 如果二刀为右手(上面设置过)无武器只有左手(下面设置)持有时
if @battler.actor?
return if !@active_action[5] && @battler.weapons[0] == nil && @battler.weapons[1] != nil
end
anime_id = @active_action[1]
# 偷袭时动画画像被反转
if $back_attack
mirror = true if @active_action[3] == false
mirror = false if @active_action[3]
end
# 武器和技能动画时
if anime_id < 0
# 用行动的种类分歧动画处
if @battler.action.skill? && anime_id != -2
anime_id = @battler.action.skill.animation_id
elsif @battler.action.item? && anime_id != -2
anime_id = @battler.action.item.animation_id
else
# 没有武器时使用空手动画
anime_id = N01::NO_WEAPON
if @battler.actor?
weapon_id = @battler.weapon_id
anime_id = $data_weapons[weapon_id].animation_id if weapon_id != 0
# 二刀动画时
anime_id = @battler.atk_animation_id2 if @active_action[5]
else
weapon_id = @battler.weapon
anime_id = $data_weapons[weapon_id].animation_id if weapon_id != 0
end
end
# 等待設定
@wait = $data_animations[anime_id].frame_max * 4 if $data_animations[anime_id] != nil && @active_action[4]
waitflug = true
# 显示伤害动画时、为了先计算出伤害計算而中断处理
damage_action = [anime_id, mirror, true]
return @battler.play = ["对象动画",damage_action] if @battler.active
end
# 实行动画
if @active_action[2] == 0 && $data_animations[anime_id] != nil
@battler.animation_id = anime_id
@battler.animation_mirror = mirror
elsif $data_animations[anime_id] != nil
for target in @target_battler
target.animation_id = anime_id
target.animation_mirror = mirror
end
end
# 等待设定
@wait = $data_animations[anime_id].frame_max * 4 if $data_animations[anime_id] != nil && @active_action[4] && !waitflug
end
#--------------------------------------------------------------------------
# ● 显示飞出动画 (图片动画)
#--------------------------------------------------------------------------
def balloon_anime
return if self.opacity == 0
if @balloon == nil
@balloon = Sprite.new
@balloon.bitmap = Cache.system("Balloon")
@balloon.ox = @width / 16
@balloon.oy = @balloon.height / 10 + @height / 3
end
@balloon_id = @active_action[1]
@balloon_loop = @active_action[2]
@balloon_duration = 64
@balloon_back = false
update_balloon
@balloon.visible = true
end
#--------------------------------------------------------------------------
# ● BGM/BGS/SE演奏
#--------------------------------------------------------------------------
def sound
# 获取情报
pitch = @active_action[2]
vol = @active_action[3]
name = @active_action[4]
# 实行
case @active_action[1]
when "se"
Audio.se_play("Audio/SE/" + name, vol, pitch)
when "bgm"
# 没有指定名字时、不改变现在的BGM
if @active_action[4] == ""
now_bgm = RPG::BGM.last
name = now_bgm.name
end
Audio.bgm_play("Audio/BGM/" + name, vol, pitch)
when "bgs"
# 没有指定名字时、不改变现在的BGS
if @active_action[4] == ""
now_bgs = RPG::BGS.last
name = now_bgs.name
end
Audio.bgs_play("Audio/BGS/" + name, vol, pitch)
end
end
#--------------------------------------------------------------------------
# ● 游戏变量操作
#--------------------------------------------------------------------------
def variable
# 检查操作
operand = @active_action[3]
# 变数操作的分歧
case @active_action[2]
when 0 # 代入
$game_variables[@active_action[1]] = operand
when 1 # 加算
$game_variables[@active_action[1]] += operand
when 2 # 減算
$game_variables[@active_action[1]] -= operand
when 3 # 乗算
$game_variables[@active_action[1]] *= operand
when 4 # 除算
$game_variables[@active_action[1]] /= operand
when 5 # 剰余
$game_variables[@active_action[1]] %= operand
end
end
#--------------------------------------------------------------------------
# ● 二刀限定
#--------------------------------------------------------------------------
def two_swords
# 敌方不被处理
return @action.shift unless @battler.actor?
# 左手(下部显示)没有武器就会消除下面的动作
return @action.shift if @battler.weapons[1] == nil
# 从行动配类的前面移动
active = @action.shift
# 确定现在的动作
@active_action = N01::ANIME[active]
# 等待设定
@wait = active.to_i if @active_action == nil
# 单独动作开始
action
end
#--------------------------------------------------------------------------
# ● 非二刀限定
#--------------------------------------------------------------------------
def non_two_swords
# 敌方不被处理
return unless @battler.actor?
# 左手(下部显示)没有武器就会消除下面的动作
return @action.shift if @battler.weapons[1] != nil
# 从行动配类的前面移动
active = @action.shift
# 确定现在的动作
@active_action = N01::ANIME[active]
# 等待设定
@wait = active.to_i if @active_action == nil
# 单独动作开始
action
end
#--------------------------------------------------------------------------
# ● 动作条件
#--------------------------------------------------------------------------
def necessary
nece1 = @active_action[3]
nece2 = @active_action[4]
# 目标确认
case @active_action[1]
# 0自身 1目标 2敌全体 3我方全体
when 0
target = [$game_party.members[@battler.index]] if @battler.is_a?(Game_Actor)
target = [$game_troop.members[@battler.index]] if @battler.is_a?(Game_Enemy)
when 1
target = @target_battler
when 2
target = $game_troop.members
when 3
target = $game_party.members
end
# 目标为空出时看作失败
return start_action(@battler.recover_action) if target.size == 0
# 内容确认
case @active_action[2]
# 指定了状态ID时
when 0
# 补充正号为「正在此状态」、负号为「不在此状态」的条件
state_on = true if nece2 > 0
# 获取条件人数
state_member = nece2.abs
# 0从队友数中获取
if nece2 == 0
state_member = $game_party.members.size if @battler.is_a?(Game_Actor)
state_member = $game_troop.members.size if @battler.is_a?(Game_Enemy)
end
# 目标的状态确认后清点人数
for member in target
state_member -= 1 if member.state?(nece1)
end
# 条件全部满足后执行动作
if state_member == 0 && state_on
return
elsif state_member == nece2.abs
return if state_on == nil
end
# 指定了参数时
when 1
# 补充了正号为「数值以上」、负号为「数值以下」的条件
num_over = true if nece2 > 0
# 参照数值
num = 0
# 确认目标的参数
for member in target
# 参照参数来分歧
case nece1
when 0 # 现HP
num += member.hp
when 1 # 现MP
num += member.mp
when 2 # 攻击力
num += member.atk
when 3 # 防御力
num += member.def
when 4 # 精神力
num += member.spi
when 5 # 敏捷性
num += member.agi
end
end
# 平均
num = num / target.size
# 条件全部满足时执行动作
if num > nece2.abs && num_over
return
elsif num < nece2.abs
return if num_over == nil
end
# 指定了开关时
when 2
# 条件全部满足时执行动作
if $game_switches[nece1]
# 补充为true时「开关ON」、false时「开关OFF」的条件
return if nece2
# 开关为OFF时与ON时是相反的
else
return unless nece2
end
# 指定了变量时
when 3
# 补充为正号时「数值以上」、负号时「数値以下」的条件
if nece2 > 0
return if $game_variables[nece1] > nece2
else
return unless $game_variables[nece1] > nece2.abs
end
# 指定了习得技能时
when 4
# 获取技能条件人数
skill_member = nece2.abs
for member in target
skill_member -= 1 if member.skill_learn?(nece1)
# 条件确认
return if skill_member == 0
end
end
# 条件没有被满足时动作中断
return @action = ["完毕"] if @non_repeat
# 不让防御中看起来不自然,坐标不被还原
action = @battler.recover_action
action = @battler.defence if @battler.guarding?
return start_action(action)
end
#--------------------------------------------------------------------------
# ● 技能连发
#--------------------------------------------------------------------------
def derivating
# 如果让没学的的技能不能连发时
return if !@active_action[2] &&
[email protected]
_id_learn?(@active_action[3])
# 确率分歧
return if rand(100) > @active_action[1]
# 连发成功
@battler.derivation = @active_action[3]
# 之后的动作被中断
@action = ["完毕"]
end
#--------------------------------------------------------------------------
# ● 个别处理开始
#--------------------------------------------------------------------------
def individual_action
# 反复标志ON
@battler.individual = true
# 保持反复动作
@individual_act = @action.dup
# 保持目标、一个一个的发出行动目标
send_action(["个别处理"])
@individual_targets = @target_battler.dup
@target_battler = [@individual_targets.shift]
end
#--------------------------------------------------------------------------
# ● 个别处理完毕
#--------------------------------------------------------------------------
def individual_action_end
# 目标没有残留时行动完毕
return @battler.individual = false if @individual_targets.size == 0
@action = @individual_act.dup
@target_battler = [@individual_targets.shift]
end
#--------------------------------------------------------------------------
# ● 待机不能移动
#--------------------------------------------------------------------------
def non_repeat
@repeat_action = []
@non_repeat = true
anime_finish
end
#--------------------------------------------------------------------------
# ● 目标变更 action = [判別, 变更对象, 变更处]
#--------------------------------------------------------------------------
def change_target
# 还原自身变更了的目标
return @target_battler = @now_targets.dup if @active_action[2] == 3
# 发送目标情报
target = [@battler] if @active_action[2] == 0
target = @target_battler.dup if @active_action[2] != 0
# 自身的目标发送到对方时、记录现在的目标
if @active_action[2] == 2
@now_targets = @target_battler.dup
@target_battler = []
end
# 发送目标指定目录时
if @active_action[1] >= 1000
members = $game_party.members if @battler.actor?
members = $game_troop.members unless @battler.actor?
index = @active_action[1] - 1000
if index < members.size
if members[index].exist? && @battler.index != index
# 目标变更
members[index].force_target = ["N01target_change", target]
# 自身的目标发送到相手时
@target_battler = [members[index]] if @active_action[2] == 2
change = true
else
for member in members
next if @battler.index == member.index
next unless member.exist?
member.force_target = ["N01target_change", target]
@target_battler = [member] if @active_action[2] == 2
break change = true
end
end
end
# 指定了发送目标的状态ID时
elsif @active_action[1] > 0
for member in $game_party.members + $game_troop.members
if member.state?(@active_action[1])
member.force_target = ["N01target_change", target]
@target_battler.push(member) if @active_action[2] == 2
change = true
end
end
# 指定了发送目标学的的技能时
elsif @active_action[1] < 0
skill_id = @active_action[1].abs
for actor in $game_party.members
if actor.skill_learn?(skill_id)
actor.force_target = ["N01target_change", target]
@target_battler.push(target) if @active_action[2] == 2
change = true
end
end
# 发送目标是目标时
else
for member in @target_battler
member.force_target = ["N01target_change", target]
@target_battler.push(member) if @active_action[2] == 2
change = true
end
end
# 条件未满足时之后的动作被中断
return if change
return @action = ["完毕"] if @non_repeat
return start_action(@battler.recover_action)
end
#--------------------------------------------------------------------------
# ● 状态付与
#--------------------------------------------------------------------------
def state_on
state_id = @active_action[2]
# 分歧对象
case @active_action[1]
when 0
@battler.add_state(state_id)
when 1
if @target_battler != nil
for target in @target_battler
target.add_state(state_id)
end
end
when 2
for target in $game_troop.members
target.add_state(state_id)
end
when 3
for target in $game_party.members
target.add_state(state_id)
end
when 4
for target in $game_party.members
if target.index != @battler.index
target.add_state(state_id)
end
end
end
end
#--------------------------------------------------------------------------
# ● 状态解除
#--------------------------------------------------------------------------
def state_off
state_id = @active_action[2]
# 分歧对象
case @active_action[1]
when 0
@battler.remove_state(state_id)
when 1
if @target_battler != nil
for target in @target_battler
target.remove_state(state_id)
end
end
when 2
for target in $game_troop.members
target.remove_state(state_id)
end
when 3
for target in $game_party.members
target.remove_state(state_id)
end
when 4
for target in $game_party.members
if target.index != @battler.index
target.remove_state(state_id)
end
end
end
end
#--------------------------------------------------------------------------
# ● 实行漂浮
#--------------------------------------------------------------------------
def floating
# 初期化跳跃
jump_reset
# 情报确认
@jump_plus = @active_action[1]
float_end = @active_action[2]
@float_time = @active_action[3]
# 计算一格相当的移动高度
@float_up = (float_end - @jump_plus)/ @float_time
# 漂浮结束前不执行下个动作
@wait = @float_time
# 反映漂浮动画的设定
if @anime_flug
move_anime = N01::ANIME[@active_action[4]]
# 没有指定图片时跳过处理
if move_anime != nil
# 写下现在的动作
@active_action = move_anime
# 角色动画开始
battler_anime
# 漂浮完毕时即动画完毕
@anime_end = true
end
end
# 漂浮到初期高度
@battler.jump = @jump_plus
end
#--------------------------------------------------------------------------
# ● 强制动作
#--------------------------------------------------------------------------
def force_action
# 动作是单独还是通用的判别
kind = @active_action[0]
# 确认有无复原
rebirth = @active_action[2]
# 获取强制动作的内容
play = @active_action[3]
# 归纳上面3个情报
action = [kind,rebirth,play]
# 目标指定目录时
if @active_action[1] >= 1000
members = $game_party.members if @battler.actor?
members = $game_troop.members unless @battler.actor?
index = @active_action[1] - 1000
if index < members.size
if members[index].exist? && @battler.index != index
# 交付角色情报
return members[index].force_action = action
else
for target in members
next if @battler.index == target.index
next unless target.exist?
force = true
break target.force_action = action
end
end
end
# 条件未满足时之后的动作全部中断
return if force
return @action = ["完毕"] if @non_repeat
return start_action(@battler.recover_action)
# 指定目标时
elsif @active_action[1] == 0
for target in @target_battler
target.force_action = action if target != nil
end
# 指定状态ID时
elsif @active_action[1] > 0
for target in $game_party.members + $game_troop.members
target.force_action = action if target.state?(@active_action[1])
end
# 指定习得技能时
elsif @active_action[1] < 0
# 敌方不被处理时
return if @battler.is_a?(Game_Enemy)
for actor in $game_party.members
# 自身除外
unless actor.id == @battler.id
# 交付角色情报
actor.force_action = action if actor.skill_id_learn?(@active_action[1].abs)
end
end
end
end
#--------------------------------------------------------------------------
# ● 实行坐标初始化
#--------------------------------------------------------------------------
def reseting
# 初始化跳跃
jump_reset
# 还原旋转
self.angle = 0
# 情报确认
@distanse_x = @move_x * -1
@distanse_y = @move_y * -1
@move_speed_x = @active_action[1]
@move_speed_y = @move_speed_x
@move_boost_x = @active_action[2]
@move_boost_y = @move_boost_x
@jump = @active_action[3]
# 计算移动
move_distance
# 反映移动画面的设定
if @anime_flug
move_anime = N01::ANIME[@active_action[4]]
# 没有指定图片时跳过处理
if move_anime != nil
# 写下现在的动作
@active_action = move_anime
# 角色动画开始
battler_anime
end
# 移动完毕时即动画也完毕
@anime_end = true
end
end
#--------------------------------------------------------------------------
# ● 实行移动
#--------------------------------------------------------------------------
def moving
# 初期化跳跃
jump_reset
# 方便调出X轴的移动
xx = @active_action[1]
# 袭击时X轴逆转
xx *= -1 if $back_attack
# 确认移动目标的目标
case @active_action[0]
when 0 # 自身
@distanse_x = xx
@distanse_y = @active_action[2]
when 1 # 目标
# 目标没有决定时、变换成自身
if @target_battler == nil
@distanse_x = xx
@distanse_y = @active_action[2]
else
# 一个一个的确认目标对象
target_x = 0
target_y = 0
time = 0
for i in 0...@target_battler.size
if @target_battler[i] != nil
time += 1
target_x += @target_battler[i].position_x
target_y += @target_battler[i].position_y
end
end
# 目标空出时、变换成自身
if time == 0
@distanse_x = xx
@distanse_y = @active_action[2]
else
# 计算出复数目标的中心位置
target_x = target_x / time
target_y = target_y / time
# 算出最终的移动距离
@distanse_y = target_y - self.y + @active_action[2]
# X坐标是角色和敌人的逆向计算
if @battler.is_a?(Game_Actor)
@distanse_x = target_x - self.x + xx
else
@distanse_x = self.x - target_x + xx
end
end
end
when 2 # 画面
# X坐标是角色和敌人的逆向计算
if @battler.is_a?(Game_Actor)
@distanse_x = xx - self.x
@distanse_x = Graphics.width + xx - self.x if $back_attack
else
@distanse_x = self.x - xx
@distanse_x = self.x - (Graphics.width + xx) if $back_attack
end
@distanse_y = @active_action[2] - self.y
when 3 # 初期位置
# X坐标是角色和敌人的逆向计算
if @battler.is_a?(Game_Actor)
@distanse_x = xx + @battler.base_position_x - self.x
else
@distanse_x = xx + self.x - @battler.base_position_x
end
@distanse_y = @active_action[2] + @battler.base_position_y - @battler.position_y
end
@move_speed_x = @active_action[3]
@move_speed_y = @active_action[3]
@move_boost_x = @active_action[4]
@move_boost_y = @active_action[4]
@jump = @active_action[5]
@jump_plus = 0
# 计算移动
move_distance
# 反映移动动画的设定
if @anime_flug
move_anime = N01::ANIME[@active_action[6]]
# 没有指定图片时跳过处理
if move_anime != nil
# 写下现在的动作
@active_action = move_anime
# 角色动画开始
battler_anime
end
# 移动完毕时即动画也完毕
@anime_end = true
end
end
#--------------------------------------------------------------------------
# ● 计算移动
#--------------------------------------------------------------------------
def move_distance
# 速度为0时、停留在那个地方
if @move_speed_x == 0
@moving_x = 0
@moving_y = 0
else
# 计算一格相当的移动距离
@moving_x = @distanse_x / @move_speed_x
@moving_y = @distanse_y / @move_speed_y
# 剩余的距离在这时移动消化
over_x = @distanse_x % @move_speed_x
over_y = @distanse_y % @move_speed_y
@move_x += over_x
@move_y += over_y
@battler.move_x = @move_x
@battler.move_y = @move_y
@distanse_x -= over_x
@distanse_y -= over_y
end
# 判定是否移动
if @distanse_x == 0
@move_speed_x = 0
end
if @distanse_y == 0
@move_speed_y = 0
end
# 计算X坐标移动
# 根据加减速修正移动格数
boost_x = @moving_x
move_x = 0
# 加速时
if @move_boost_x > 0 && @distanse_x != 0
# 加减速的正负调整成左右移动
if @distanse_x == 0
@move_boost_x = 0
elsif @distanse_x < 0
@move_boost_x *= -1
end
# 事先计算距离的变化
for i in 0...@move_speed_x
boost_x += @move_boost_x
move_x += boost_x
# 记录超过距离
over_distance = @distanse_x - move_x
# 记录右移动时距离超越的时第几格
if @distanse_x > 0 && over_distance < 0
@move_speed_x = i
break
# 记录右移动时距离超越的时第几格
elsif @distanse_x < 0 && over_distance > 0
@move_speed_x = i
break
end
end
# 将超越距离还原到前一次
before = over_distance + boost_x
# 剩余的距离加算到等速移动的格数中
@move_speed_plus_x = (before / @moving_x).abs
# 即使这样剩余的距离也在这时移动消化
@move_x += before % @moving_x
@battler.move_x = @move_x
# 减速时
elsif @move_boost_x < 0 && @distanse_x != 0
# 加减速的正负调整成左右移动
if @distanse_x == 0
@move_boost_x = 0
elsif @distanse_x < 0
@move_boost_x *= -1
end
# 事先计算距离的变化
for i in 0...@move_speed_x
boost_x += @move_boost_x
move_x += boost_x
# 记录不足的距离
lost_distance = @distanse_x - move_x
before = lost_distance
# 记录右移动速度到0时是第几格
if @distanse_x > 0 && boost_x < 0
@move_speed_x = i - 1
# 不足的距离还原到前一次
before = lost_distance + boost_x
break
# 记录左移动速度到0时是第几格
elsif @distanse_x < 0 && boost_x > 0
@move_speed_x= i - 1
# 不足的距离还原到前一次
before = lost_distance + boost_x
break
end
end
# 不足的距离加算到等速移动的格数中
plus = before / @moving_x
@move_speed_plus_x = plus.abs
# 即是如此剩余的距离也在这时移动消化
@move_x += before % @moving_x
@battler.move_x = @move_x
end
# 计算Y坐标移动
# 根据加减速修正移动格数
boost_y = @moving_y
move_y = 0
# 加速时
if @move_boost_y > 0 && @distanse_y != 0
# 加减速的正负调整成左右移动
if @distanse_y == 0
@move_boost_y = 0
elsif @distanse_y < 0
@move_boost_y *= -1
end
# 事先计算距离的变化
for i in 0...@move_speed_y
boost_y += @move_boost_y
move_y += boost_y
# 记录超越的距离
over_distance = @distanse_y - move_y
# 记录右移动时距离超越的时第几格
if @distanse_y > 0 && over_distance < 0
@move_speed_y = i
break
# 记录左移动时距离超越的时第几格
elsif @distanse_y < 0 && over_distance > 0
@move_speed_y = i
break
end
end
# 超越的距离还原到前一次
before = over_distance + boost_y
# 剩余的距离加算到等速移动的格数中
@move_speed_plus_y = (before / @moving_y).abs
# 即使这样剩余的距离也在这时移动消化
@move_y += before % @moving_y
@battler.move_y = @move_y
# 減速时
elsif @move_boost_y < 0 && @distanse_y != 0
# 加减速的正负调整成左右移动
if @distanse_y == 0
@move_boost_y = 0
elsif @distanse_y < 0
@move_boost_y *= -1
end
# 事先计算距离的变化
for i in 0...@move_speed_y
boost_y += @move_boost_y
move_y += boost_y
# 记录不足的距离
lost_distance = @distanse_y - move_y
before = lost_distance
# 记录右移动速度到0时是第几格
if @distanse_y > 0 && boost_y < 0
@move_speed_y = i
# 不足的距离还原到前一次
before = lost_distance + boost_y
break
# 记录左移动速度到0时是第几格
elsif @distanse_y < 0 && boost_y > 0
@move_speed_y = i
# 不足的距离还原到前一次
before = lost_distance + boost_y
break
end
end
# 不足的距离加算到等速移动的格数中
plus = before / @moving_y
@move_speed_plus_y = plus.abs
# 即是如此剩余的距离也在这时移动消化
@move_y += before % @moving_y
@battler.move_y = @move_y
end
# 算出移动完毕的时间
x = @move_speed_plus_x + @move_speed_x
y = @move_speed_plus_y + @move_speed_y
if x > y
end_time = x
else
end_time = y
end
# 移动完毕前不进行下个动作
@wait = end_time
# 计算跳跃
if @jump != 0
# 没有移动只跳跃时
if @wait == 0
# 时间记入
@wait = @active_action[3]
end
# 从移动完毕时间算出跳跃时间
@jump_time = @wait / 2
# 不能插入时的剩余时间
@jump_time_plus = @wait % 2
# 判别跳跃是正还是负
@jump_sign = 0
@jump_sign2 = 0
if @jump < 0
@jump_sign = -1
@jump_sign2 = 1
@jump = @jump * -1
else
@jump_sign = 1
@jump_sign2 = -1
end
# 决定跳跃初始速度
@jump_up = 2 ** @jump * @jump_sign
# 略微调整条约时间的尾数
if @jump_time == 0
@jump_up = 0
elsif @jump_time != 1
@jump_size = @jump_up * @jump_sign * @jump_sign2
else
@jump_size = @jump_up * 2 * @jump_sign * @jump_sign2
@jump_flug = true
end
end
end
#--------------------------------------------------------------------------
# ● 角色动画开始
#--------------------------------------------------------------------------
def battler_anime
# 反映动画设定
@anime_kind = @active_action[1]
@anime_speed = @active_action[2]
@anime_loop = @active_action[3]
# 如果有等待时间时加算
@unloop_wait = @active_action[4]
@anime_end = true
@reverse = false
# 只有有武器动作时进行更新
if @weapon_R != nil && @active_action[8] != ""
# 确认武器的设定
weapon_kind = N01::ANIME[@active_action[8]]
# 敌方和不使用二刀角色的取消二刀标志动画处理
two_swords_flug = weapon_kind[11]
return if two_swords_flug &&
[email protected]
?
return if two_swords_flug && @battler.weapons[1] == nil && @battler.actor?
if @battler.actor? && @battler.weapons[0] == nil && !two_swords_flug
@weapon_R.action_reset
elsif @battler.actor? && @battler.weapons[1] == nil && two_swords_flug
@weapon_R.action_reset
elsif
[email protected]
? && @battler.weapon == 0
@weapon_R.action_reset
else
# 初期化
@weapon_R.action_reset
# 动画图像是固定时的获取武器位置
if @active_action[5] != -1
@weapon_R.freeze(@active_action[5])
end
# 设定武器画像
@weapon_R.weapon_graphics unless two_swords_flug
@weapon_R.weapon_graphics(true) if two_swords_flug
# 交付武器动作
@weapon_R.weapon_action(@active_action[8],@anime_loop)
@weapon_action = true
# 更新最初的武器动作
@weapon_R.action
end
elsif @weapon_R != nil
@weapon_R.action_reset
end
@anime_end = false
# 动画图片是固定时
if @active_action[5] != -1 && @active_action[5] != -2
# 标志ON
@anime_freeze = true
# 看作动画是通常的完毕了
@anime_end = true
# 单程逆转再生时
elsif @active_action[5] == -2
@anime_freeze = false
# 标志ON
@reverse = true
# 更新最初的动画图像
@pattern = @base_width - 1
# 只有在有武器动画时更新
if @weapon_action && @weapon_R != nil
@weapon_R.action
@weapon_R.update
end
# 更新通常动画时
else
@anime_freeze = false
# 更新最初动画图像
@pattern = 0
# 只有在有武器动画时更新
if @weapon_action && @weapon_R != nil
@weapon_R.action
@weapon_R.update
end
end
@pattern_back = false
@frame = @anime_speed
# 设定Z坐标
@battler.move_z = @active_action[6]
# 是否有影
if @shadow != nil
@shadow.visible = true if @active_action[7]
@shadow.visible = false unless @active_action[7]
@shadow.visible = false if @skip_shadow
end
# 分期从编号读取文件名
if @active_action[0] == 0
file_name = @battler_name
else
file_name = @battler_name + "_" + @active_action[0].to_s
end
# 无动画角色时处理完毕
return unless @anime_flug
self.bitmap = Cache.character(file_name)
# 设定转送前的矩形
@sx = @pattern * @width
@sy = @anime_kind * @height
@sx = @active_action[5] * @width if @anime_freeze
self.src_rect.set(@sx, @sy, @width, @height)
end
#--------------------------------------------------------------------------
# ● 动画飞出
#--------------------------------------------------------------------------
def moving_anime
# 如果前个飞出动画还有残留时初期化
@move_anime.action_reset if @anime_moving
@anime_moving = true
# 袭击中动画、武器画像反转
mirror = false
mirror = true if $back_attack
# 动画ID
id = @active_action[1]
# 对象
target = @active_action[2]
x = y = mem = 0
# 对象为单体时
if target == 0
# 没有决定目标时、变换为自身
if @target_battler == nil
x = self.x
y = self.y
else
# 目标空出时、变换为自身
if @target_battler[0] == nil
x = self.x
y = self.y
else
# 决定最初进入的目标为对象
x = @target_battler[0].position_x
y = @target_battler[0].position_y
end
end
# 对象在敌方中心时
elsif target == 1
# 自身是主人公时计算敌方的中心
if @battler.is_a?(Game_Actor)
for target in $game_troop.members
x += target.position_x
y += target.position_y
mem += 1
end
x = x / mem
y = y / mem
# 自身是敌方时计算主人公的中心
else
for target in $game_party.members
x += target.position_x
y += target.position_y
mem += 1
end
x = x / mem
y = y / mem
end
# 对象在我方中心时
elsif target == 2
# 自身是主人公时计算主人公的中心
if @battler.is_a?(Game_Actor)
for target in $game_party.members
x += target.position_x
y += target.position_y
mem += 1
end
x = x / mem
y = y / mem
# 自身是敌方时计算敌方的中心
else
for target in $game_troop.members
x += target.position_x
y += target.position_y
mem += 1
end
x = x / mem
y = y / mem
end
# 对象是自身时
else
x = self.x
y = self.y
end
# 开始位置的略微调整
plus_x = @active_action[6]
plus_y = @active_action[7]
# 敌方是X轴逆转
plus_x *= -1 if @battler.is_a?(Game_Enemy)
# 算出最終的移动距离
distanse_x = x - self.x - plus_x
distanse_y = y - self.y - plus_y
# 飞出类型
type = @active_action[3]
# 速度
speed = @active_action[4]
# 轨道
orbit = @active_action[5]
# 如果自身在开始位置时
if @active_action[8] == 0
@move_anime.base_x = self.x + plus_x
@move_anime.base_y = self.y + plus_y
# 对象在开始位置时
elsif @active_action[8] == 1
@move_anime.base_x = x + plus_x
@move_anime.base_y = y + plus_y
# 把距离作为反面
distanse_y = distanse_y * -1
distanse_x = distanse_x * -1
# 如果不能动
else
@move_anime.base_x = x
@move_anime.base_y = y
distanse_x = distanse_y = 0
end
# 无武器动作时不显示武器
if @active_action[10] == ""
weapon = ""
# 无动画的敌方不显示武器
elsif @anime_flug != true
weapon = ""
# 武器动作时
else
# 确认是否指定了飞出武器图片
if @battler.is_a?(Game_Actor)
battler = $game_party.members[@battler.index]
weapon_id = battler.weapon_id
else
battler = $game_troop.members[@battler.index]
weapon_id = battler.weapon
end
# 判别是使用技能画像还是使用武器画像
weapon_act = N01::ANIME[@active_action[10]].dup if @active_action[10] != ""
# 如果利用武器画像时并不是空手
if weapon_id != 0 && weapon_act.size == 3
weapon_file = $data_weapons[weapon_id].flying_graphic
# 如果没有指定别的画像时获取既存的武器图片
if weapon_file == ""
weapon_name = $data_weapons[weapon_id].graphic
icon_weapon = false
# 然后没有指定时使用ICON图片
if weapon_name == ""
weapon_name = $data_weapons[weapon_id].icon_index
icon_weapon = true
end
# 指定时获取那个图片名
else
icon_weapon = false
weapon_name = weapon_file
end
# 武器动作情报を取得
weapon = @active_action[10]
# 指定了武器画像时不显示空手
elsif weapon_act.size == 3
weapon = ""
# 使用技能画像
elsif weapon_act != nil && @battler.action.skill != nil
icon_weapon = false
weapon_name = $data_skills[@battler.action.skill.id].flying_graphic
weapon = @active_action[10]
end
end
# 决定Z坐标
@move_anime.z = 1
@move_anime.z = 1000 if @active_action[9]
# 已上的全部情报都已飞出动画送到精灵
@move_anime.anime_action(id,mirror,distanse_x,distanse_y,type,speed,orbit,weapon,weapon_name,icon_weapon)
end
#--------------------------------------------------------------------------
# ● 动作完毕
#--------------------------------------------------------------------------
def anime_finish
# 单独处理完毕省略时做反复
return individual_action_end if @individual_targets.size != 0
# 主动向角色归纳动作情报
send_action(@active_action[0]) if @battler.active
# 如果有残像时开放
mirage_off if @mirage_flug
# 重复待机动作
start_action(@repeat_action) unless @non_repeat
end
#--------------------------------------------------------------------------
# ● 击倒动作
#--------------------------------------------------------------------------
def collapse_action
@non_repeat = true
@effect_type = COLLAPSE
@collapse_type = @battler.collapse_type unless @battler.actor?
@battler_visible = false unless @battler.actor?
@effect_duration = N01::COLLAPSE_WAIT + 48 if @collapse_type == 2
@effect_duration = 401 if @collapse_type == 3
end
#--------------------------------------------------------------------------
# ● 普通击倒
#--------------------------------------------------------------------------
def normal_collapse
if @effect_duration == 47
Sound.play_enemy_collapse
self.blend_type = 1
self.color.set(255, 128, 128, 128)
end
self.opacity = 256 - (48 - @effect_duration) * 6 if @effect_duration <= 47
end
#--------------------------------------------------------------------------
# ● BOSS击倒
#--------------------------------------------------------------------------
def boss_collapse1
if @effect_duration == 320
Audio.se_play("Audio/SE/Absorb1", 100, 80)
self.flash(Color.new(255, 255, 255), 60)
viewport.flash(Color.new(255, 255, 255), 20)
end
if @effect_duration == 280
Audio.se_play("Audio/SE/Absorb1", 100, 80)
self.flash(Color.new(255, 255, 255), 60)
viewport.flash(Color.new(255, 255, 255), 20)
end
if @effect_duration == 220
Audio.se_play("Audio/SE/Earth4", 100, 80)
reset
self.blend_type = 1
self.color.set(255, 128, 128, 128)
self.wave_amp = 6
end
if @effect_duration < 220
self.src_rect.set(0, @effect_duration / 2 - 110, @width, @height)
self.x += 8 if @effect_duration % 4 == 0
self.x -= 8 if @effect_duration % 4 == 2
self.wave_amp += 1 if @effect_duration % 10 == 0
self.opacity = @effect_duration
return if @effect_duration < 50
Audio.se_play("Audio/SE/Earth4", 100, 50) if @effect_duration % 50 == 0
end
end
end
复制代码
#==============================================================================
# ■ Scene_Battle Ver2.7
#------------------------------------------------------------------------------
# 战斗画面的处理的类。
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● 完毕处理
#--------------------------------------------------------------------------
alias terminate_n01 terminate
def terminate
terminate_n01
# 返还二刀流的替换处理
for member in $game_party.members
if member.two_swords_change
member.change_equip_by_id(1, member.weapon_id)
member.change_equip_by_id(0, 0)
member.two_swords_change = false
end
end
end
#--------------------------------------------------------------------------
# ● 战斗开始的处理
#--------------------------------------------------------------------------
alias process_battle_start_n01 process_battle_start
def process_battle_start
process_battle_start_n01
# 如果二刀流让左(下部显示)手武器像右(上部表示)手武器那样没有持有时
# 在这里强制替换他
for member in $game_party.members
if member.weapons[0] == nil and member.weapons[1] != nil
member.change_equip_by_id(0, member.armor1_id)
member.change_equip_by_id(1, 0)
member.two_swords_change = true
end
end
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
alias update_n01 update
def update
reset_stand_by_action
super
update_n01
end
#--------------------------------------------------------------------------
# ● 根据事件操作的HP变动再设置角色动画
#--------------------------------------------------------------------------
def reset_stand_by_action
if $game_temp.status_window_refresh
$game_temp.status_window_refresh = false
for member in $game_party.members + $game_troop.members
@spriteset.set_stand_by_action(member.actor?, member.index)
# 确认自动复活
resurrection(member) if member.hp == 0
end
@status_window.refresh
end
end
#--------------------------------------------------------------------------
# ● 战败的处理
#--------------------------------------------------------------------------
alias process_defeat_n01 process_defeat
def process_defeat
for member in $game_party.members
@spriteset.set_stand_by_action(member.actor?, member.index)
end
process_defeat_n01
end
#--------------------------------------------------------------------------
# ● 帮助窗口的显示
#--------------------------------------------------------------------------
def pop_help(obj)
return if obj.extension.include?("不显示HELP")
@help_window = Window_Help.new if @help_window == nil
@help_window.set_text(obj.name, 1)
@help_window.visible = true
end
#--------------------------------------------------------------------------
# ● 显示情报窗口的移动
#--------------------------------------------------------------------------
def move1_info_viewport
@info_viewport.ox = 128
loop do
update_basic
@info_viewport.ox -= 8
@party_command_window.x -= 8
@actor_command_window.x += 8
break if @info_viewport.ox == 64
end
end
#--------------------------------------------------------------------------
# ● 显示情报窗口的移动
#--------------------------------------------------------------------------
def move2_info_viewport
@info_viewport.ox = 64
loop do
update_basic
@info_viewport.ox -= 8
@party_command_window.x += 8
@actor_command_window.x -= 8
break if @info_viewport.ox == 0
end
end
#--------------------------------------------------------------------------
# ● 到下个主人公的指令选择
#--------------------------------------------------------------------------
alias next_actor_n01 next_actor
def next_actor
# 只有能动的角色显示指令动作
if @active_battler != nil && @active_battler.inputable? && @active_battler.actor?
@spriteset.set_action(true, @actor_index,@active_battler.command_a)
end
# 最后的角色时、动作结束前等待
@wait_count = 32 if @actor_index == $game_party.members.size-1
next_actor_n01
# 只有能动的角色现实指令动作
if @active_battler != nil && @active_battler.inputable? && @active_battler.actor?
@spriteset.set_action(true, @actor_index,@active_battler.command_b)
end
end
#--------------------------------------------------------------------------
# ● 到前一个角色的指令选择
#--------------------------------------------------------------------------
alias prior_actor_n01 prior_actor
def prior_actor
# 只有能动的角色显示指令动作
if @active_battler != nil && @active_battler.inputable? && @active_battler.actor?
@active_battler.action.clear
@spriteset.set_action(true, @actor_index,@active_battler.command_a)
end
prior_actor_n01
# 只有能动的角色显示指令动作
if @active_battler != nil && @active_battler.inputable? && @active_battler.actor?
@active_battler.action.clear
@spriteset.set_action(true, @actor_index,@active_battler.command_b)
end
end
#--------------------------------------------------------------------------
# ● 目标选择的开始 ※再定义
#--------------------------------------------------------------------------
def start_target_enemy_selection
start_target_selection
end
#--------------------------------------------------------------------------
# ● 目标选择的开始 ※再定义
#--------------------------------------------------------------------------
def start_target_actor_selection
start_target_selection(true)
end
#--------------------------------------------------------------------------
# ● 目标选择的开始
#--------------------------------------------------------------------------
def start_target_selection(actor = false)
members = $game_party.members if actor
members = $game_troop.members unless actor
# 光标精灵的作成
@cursor = Sprite.new
@cursor.bitmap = Cache.character("cursor")
@cursor.src_rect.set(0, 0, 32, 32)
@cursor_flame = 0
@cursor.x = -200
@cursor.y = -200
@cursor.ox = @cursor.width
@cursor.oy = @cursor.height
# 作成显示目标名的帮助窗口
@help_window.visible = false if @help_window != nil
@help_window2 = Window_Help.new if @help_window2 == nil
# 消除不要的窗口
@actor_command_window.active = false
@skill_window.visible = false if @skill_window != nil
@item_window.visible = false if @item_window != nil
# 存在的目标为最底号码的对象也想最初那样
@index = 0
@max_index = members.size - 1
# 主人公为站都不能者也可以作为目标来与敌方区分
unless actor
members.size.times do
break if members[@index].exist?
@index += 1
end
end
@help_window2.set_text(members[@index].name, 1)
select_member(actor)
end
#--------------------------------------------------------------------------
# ● 目标选择
#--------------------------------------------------------------------------
def select_member(actor = false)
members = $game_party.members if actor
members = $game_troop.members unless actor
loop do
update_basic
@cursor_flame = 0 if @cursor_flame == 30
@cursor.src_rect.set(0, 0, 32, 32) if @cursor_flame == 29
@cursor.src_rect.set(0, 32, 32, 32) if @cursor_flame == 15
point = @spriteset.set_cursor(actor, @index)
@cursor.x = point[0]
@cursor.y = point[1]
@cursor_flame += 1
if Input.trigger?(Input::B)
Sound.play_cancel
end_target_selection
break
elsif Input.trigger?(Input::C)
Sound.play_decision
@active_battler.action.target_index = @index
end_target_selection
end_skill_selection
end_item_selection
next_actor
break
end
if Input.repeat?(Input::LEFT)
if actor
cursor_down(members, actor) if $back_attack
cursor_up(members, actor) unless $back_attack
else
cursor_up(members, actor) if $back_attack
cursor_down(members, actor) unless $back_attack
end
end
if Input.repeat?(Input::RIGHT)
if actor
cursor_up(members, actor) if $back_attack
cursor_down(members, actor) unless $back_attack
else
cursor_down(members, actor) if $back_attack
cursor_up(members, actor) unless $back_attack
end
end
cursor_up(members, actor) if Input.repeat?(Input::UP)
cursor_down(members, actor) if Input.repeat?(Input::DOWN)
end
end
#--------------------------------------------------------------------------
# ● 向前移动光标
#--------------------------------------------------------------------------
def cursor_up(members, actor)
Sound.play_cursor
members.size.times do
@index += members.size - 1
@index %= members.size
break if actor
break if members[@index].exist?
end
@help_window2.set_text(members[@index].name, 1)
end
#--------------------------------------------------------------------------
# ● 向后移动光标
#--------------------------------------------------------------------------
def cursor_down(members, actor)
Sound.play_cursor
members.size.times do
@index += 1
@index %= members.size
break if actor
break if members[@index].exist? && !actor
end
@help_window2.set_text(members[@index].name, 1)
end
#--------------------------------------------------------------------------
# ● 目标选择的完毕
#--------------------------------------------------------------------------
def end_target_selection
@actor_command_window.active = true if @actor_command_window.index == 0
@skill_window.visible = true if @skill_window != nil
@item_window.visible = true if @item_window != nil
@cursor.dispose
@cursor = nil
if @help_window2 != nil
@help_window2.dispose
@help_window2 = nil
end
@help_window.visible = true if @help_window != nil
end
#--------------------------------------------------------------------------
# ● 逃走的处理 ※再定义
#--------------------------------------------------------------------------
def process_escape
@info_viewport.visible = false
@message_window.visible = true
text = sprintf(Vocab::EscapeStart, $game_party.name)
$game_message.texts.push(text)
if $game_troop.preemptive
success = true
else
success = (rand(100) < @escape_ratio)
end
Sound.play_escape
# 不能动的主人公除外逃走成功动作
if success
for actor in $game_party.members
unless actor.restriction == 4
@spriteset.set_action(true, actor.index,actor.run_success)
end
end
wait_for_message
battle_end(1)
# 不能动主人公除外逃走失败动作
else
for actor in $game_party.members
unless actor.restriction == 4
@spriteset.set_action(true, actor.index,actor.run_ng)
end
end
@escape_ratio += 10
$game_message.texts.push('\.' + Vocab::EscapeFailure)
wait_for_message
$game_party.clear_actions
start_main
end
end
#--------------------------------------------------------------------------
# ● 胜利的处理
#--------------------------------------------------------------------------
alias process_victory_n01 process_victory
def process_victory
@status_window.visible = true
@message_window.visible = false
# BOSS击倒为等待加长
for enemy in $game_troop.members
break boss_wait = true if enemy.collapse_type == 3
end
wait(440) if boss_wait
wait(N01::WIN_WAIT) unless boss_wait
# 不能动的主人公除外胜利动作
for actor in $game_party.members
unless actor.restriction == 4
@spriteset.set_action(true, actor.index,actor.win)
end
end
process_victory_n01
end
#--------------------------------------------------------------------------
# ● 战斗处理的实行开始 ※再定义
#--------------------------------------------------------------------------
def start_main
$game_troop.increase_turn
@info_viewport.visible = true
@info_viewport.ox = 0
@party_command_window.active = false
@actor_command_window.active = false
@status_window.index = @actor_index = -1
@active_battler = nil
@message_window.clear
$game_troop.make_actions
make_action_orders
# 情报表示窗口的移动
move1_info_viewport
# 作成显示技能名的帮助窗口
@help_window = Window_Help.new
@help_window.visible = false
process_battle_event
end
#--------------------------------------------------------------------------
# ● 战斗事件的处理 ※再定义
#--------------------------------------------------------------------------
def process_battle_event
loop do
return if judge_win_loss
return if $game_temp.next_scene != nil
$game_troop.interpreter.update
$game_troop.setup_battle_event
@message_window.update
if $game_message.visible
@message_window.visible = true
@status_window.visible = false
end
wait_for_message
@message_window.visible = false
@status_window.visible = true
process_action if $game_troop.forcing_battler != nil
return unless $game_troop.interpreter.running?
update_basic
end
end
#--------------------------------------------------------------------------
# ● 作成行动顺序
#--------------------------------------------------------------------------
alias make_action_orders_n01 make_action_orders
def make_action_orders
make_action_orders_n01
# 确认敌方的行动回数
for enemy in $game_troop.members
enemy.act_time = 0
if enemy.action_time[0] != 1
action_time = 0
# 获得确认的回数
for i in 1...enemy.action_time[0]
action_time += 1 if rand(100) < enemy.action_time[1]
end
enemy.act_time = action_time
action_time.times do
enemy_order_time(enemy)
action_time -= 1
break if action_time == 0
end
enemy.adj_speed = nil
end
end
end
#--------------------------------------------------------------------------
# ● 作成敌方的行动回数
#--------------------------------------------------------------------------
def enemy_order_time(enemy)
enemy.make_action_speed2(enemy.action_time[2])
select_time = 0
for member in @action_battlers
select_time += 1
break @action_battlers.push(enemy) if member.action.speed < enemy.adj_speed
break @action_battlers.push(enemy) if select_time == @action_battlers.size
end
end
#--------------------------------------------------------------------------
# ● 战斗行动的实行
#--------------------------------------------------------------------------
alias execute_action_n01 execute_action
def execute_action
# 技能、物品扩张时如果设定了行动前不清空
if @active_battler.action.kind != 0
obj = @active_battler.action.skill if @active_battler.action.kind == 1
obj = @active_battler.action.item if @active_battler.action.kind == 2
if obj.extension.include?("行动前不闪光")
@active_battler.white_flash = false
end
end
# 角色主动化
@active_battler.active = true
execute_action_n01
# 有技能连发时、行动继续
if @active_battler.derivation != 0
@active_battler.action.kind = 1
@active_battler.action.skill_id = @active_battler.derivation
@action_battlers.unshift(@active_battler)
end
# 有复数行动的敌方时、决定下个行动
if !@active_battler.actor? && @active_battler.act_time != 0
@active_battler.make_action
@active_battler.act_time -= 1
end
end
#--------------------------------------------------------------------------
# ● 回合完毕 ※再定义
#--------------------------------------------------------------------------
def turn_end
for member in $game_party.members + $game_troop.members
member.clear_action_results
next unless member.exist?
member.slip_damage = false
actor = member.actor?
damage = 0
# 确认是否有0回合解除的状态
for state in member.states
member.remove_state(state.id) if state.extension.include?("0回合解除")
# 实行连续伤害 state = [ 对象, 定数, 比例, POP, 战斗不能许可]
next unless state.extension.include?("连续伤害")
for ext in state.slip_extension
if ext[0] == "hp"
base_damage = ext[1] + member.maxhp * ext[2] / 100
damage += base_damage + base_damage * (rand(5) - rand(5)) / 100
slip_pop = ext[3]
slip_dead = ext[4]
slip_damage_flug = true
member.slip_damage = true
end
end
end
# 默认的连续伤害
if member.slip_damage? && member.exist? && !slip_damage_flug
damage += member.apply_variance(member.maxhp / 10, 10)
slip_dead = false
slip_pop = true
slip_damage_flug = true
member.slip_damage = true
end
damage = member.hp - 1 if damage >= member.hp && slip_dead = false
member.hp -= damage
@spriteset.set_damage_pop(actor, member.index, damage) if slip_pop
member.perform_collapse if member.dead? && member.slip_damage
member.clear_action_results
end
@status_window.refresh
# HP和MP的定时改变
wait(55) if slip_damage_flug
slip_damage_flug = false
for member in $game_party.members + $game_troop.members
member.clear_action_results
next unless member.exist?
actor = member.actor?
mp_damage = 0
for state in member.states
next unless state.extension.include?("连续伤害")
for ext in state.slip_extension
if ext[0] == "mp"
base_damage = ext[1] + member.maxmp * ext[2] / 100
mp_damage += base_damage + base_damage * (rand(5) - rand(5)) / 100
slip_pop = ext[2]
slip_damage_flug = true
end
end
member.mp_damage = mp_damage
member.mp -= mp_damage
@spriteset.set_damage_pop(actor, member.index, mp_damage) if slip_pop
end
member.clear_action_results
end
@status_window.refresh
# 伤害和回復的定时改变
wait(55) if slip_damage_flug
# 是否有自动回复
for member in $game_party.members
if member.auto_hp_recover and member.exist?
plus_hp = member.maxhp / 20
member.hp += plus_hp
@spriteset.set_damage_pop(true, member.index, plus_hp * -1)
plus_hp_flug = true
end
member.clear_action_results
end
@status_window.refresh
wait(55) if plus_hp_flug
@help_window.dispose if @help_window != nil
@help_window = nil
move2_info_viewport
$game_troop.turn_ending = true
$game_troop.preemptive = false
$game_troop.surprise = false
process_battle_event
$game_troop.turn_ending = false
start_party_command_selection
end
#--------------------------------------------------------------------------
# ● 战斗行动的实行 : 攻击 ※再定义
#--------------------------------------------------------------------------
def execute_action_attack
if @active_battler.actor?
if @active_battler.weapon_id == 0
action = @active_battler.non_weapon
# 行动中不会死的队员全员为不死身化
immortaling
else
action = $data_weapons[@active_battler.weapon_id].base_action
# 用赋予战斗不能的武器来分歧不死身设定
if $data_weapons[@active_battler.weapon_id].state_set.include?(1)
for member in $game_party.members + $game_troop.members
next if member.immortal
next if member.dead?
member.dying = true
end
else
immortaling
end
end
else
if @active_battler.weapon == 0
action = @active_battler.base_action
immortaling
else
action = $data_weapons[@active_battler.weapon].base_action
if $data_weapons[@active_battler.weapon].state_set.include?(1)
for member in $game_party.members + $game_troop.members
next if member.immortal
next if member.dead?
member.dying = true
end
else
immortaling
end
end
end
target_decision
@spriteset.set_action(@active_battler.actor?, @active_battler.index, action)
playing_action
end
#--------------------------------------------------------------------------
# ● 战斗行动的实行 : 防御 ※再定义
#--------------------------------------------------------------------------
def execute_action_guard
@help_window.set_text("防御", 1)
@help_window.visible = true
# 解除角色的主动化
@active_battler.active = false
wait(45)
@help_window.visible = false
end
#--------------------------------------------------------------------------
# ● 战斗行动的实行 : 逃走
#--------------------------------------------------------------------------
def execute_action_escape
@spriteset.set_action(false, @active_battler.index, @active_battler.run_success)
@help_window.set_text("逃走", 1)
@help_window.visible = true
# 解除角色的主动化
@active_battler.active = false
@active_battler.escape
Sound.play_escape
wait(45)
@help_window.visible = false
end
#--------------------------------------------------------------------------
# ● 战斗行动的实行 : 待机 ※再定义
#--------------------------------------------------------------------------
def execute_action_wait
# 解除角色的主动化
@active_battler.active = false
wait(45)
end
#--------------------------------------------------------------------------
# ● 战斗行动的实行 : 技能 ※再定义
#--------------------------------------------------------------------------
def execute_action_skill
skill = @active_battler.action.skill
# 用赋予战斗不能的技能来分歧不死身设定
if skill.plus_state_set.include?(1)
for member in $game_party.members + $game_troop.members
next if member.immortal
next if member.dead?
member.dying = true
end
else
# 行动中不会死的队员全员为不死身化
immortaling
end
# 判别技能使用可能
return unless @active_battler.skill_can_use?(skill)
# 决定目标
target_decision(skill)
# 动作开始
@spriteset.set_action(@active_battler.actor?, @active_battler.index, skill.base_action)
# 帮助窗口中显示技能名
pop_help(skill)
# 动作中
playing_action
# 技能成本消费
@active_battler.consum_skill_cost(skill)
# 还原状态窗口
@status_window.refresh
# 取得公共事件
$game_temp.common_event_id = skill.common_event_id
end
#--------------------------------------------------------------------------
# ● 战斗行动的实行 : 物品 ※再定义
#--------------------------------------------------------------------------
def execute_action_item
item = @active_battler.action.item
# 用赋予战斗不能的物品来分歧不死身设定
if item.plus_state_set.include?(1)
for member in $game_party.members + $game_troop.members
next if member.immortal
next if member.dead?
member.dying = true
end
else
# 行动中不会死的队员全员为不死身化
immortaling
end
$game_party.consume_item(item)
target_decision(item)
@spriteset.set_action(@active_battler.actor?, @active_battler.index, item.base_action)
pop_help(item)
playing_action
$game_temp.common_event_id = item.common_event_id
end
#--------------------------------------------------------------------------
# ● 决定目标
#--------------------------------------------------------------------------
def target_decision(obj = nil)
@targets = @active_battler.action.make_targets
# 目标不存在时、动作中断
if @targets.size == 0
action = @active_battler.recover_action
@spriteset.set_action(@active_battler.actor?, @active_battler.index, action)
end
if obj != nil
# 如果默认了设定复数回合攻击时变换成单体目标
if obj.for_two? or obj.for_three? or obj.dual?
@targets = [@targets[0]]
end
# 随机目标时、选择的一体保持在随机范围
if obj.extension.include?("随机目标")
randum_targets = @targets.dup
@targets = [randum_targets[rand(randum_targets.size)]]
end
end
# 目标情报发送到角色精灵
@spriteset.set_target(@active_battler.actor?, @active_battler.index, @targets)
end
#--------------------------------------------------------------------------
# ● 实行动作中
#--------------------------------------------------------------------------
def playing_action
loop do
update_basic
# 查看被归纳在主动角色的动作情报
action = @active_battler.play
next if action == 0
@active_battler.play = 0
if action[0] == "个别处理"
individual
elsif action == "击倒许可"
unimmortaling
elsif action == "解除主动"
break action_end
elsif action == "完毕"
break action_end
elsif action[0] == "对象动画"
damage_action(action[1])
end
end
end
#--------------------------------------------------------------------------
# ● 个别处理
#--------------------------------------------------------------------------
def individual
# 保持目标情报
@individual_target = @targets
@stand_by_target = @targets.dup
end
#--------------------------------------------------------------------------
# ● 击倒禁止
#--------------------------------------------------------------------------
def immortaling
# 赋予全员不死身
for member in $game_party.members + $game_troop.members
# 如果不能战斗时跳过处理
next if member.dead?
# 有事件等设定不死身创立解除无效的标志
member.non_dead = true if member.immortal
member.immortal = true
end
end
#--------------------------------------------------------------------------
# ● 击倒许可
#--------------------------------------------------------------------------
def unimmortaling
# 个别处理中无击败许可
return if @active_battler.individual
# 解除全员的不死身化(用事件设定的不死身除外)
for member in $game_party.members + $game_troop.members
if member.dying
member.dying = false
if member.dead? or member.hp == 0
member.add_state(1)
member.perform_collapse
end
end
next if member.non_dead
next if member.dead?
member.immortal = false
member.add_state(1) if member.hp == 0
member.perform_collapse
end
# 在这个时候反映待机动作
@targets = @stand_by_target if @stand_by_target != nil
return if @targets == nil or @targets.size == 0
for target in @targets
@spriteset.set_stand_by_action(target.actor?, target.index)
# 确认自动复活
next unless target.hp == 0
resurrection(target)
end
end
#--------------------------------------------------------------------------
# ● 自动复活
#--------------------------------------------------------------------------
def resurrection(target)
for state in target.states
for ext in state.extension
name = ext.split('')
next unless name[0] == "自"
wait(50)
name = name.join
name.slice!("自动复活/")
target.hp = target.maxhp * name.to_i / 100
target.remove_state(1)
target.remove_state(state.id)
target.animation_id = N01::RESURRECTION
target.animation_mirror = true if $back_attack
@status_window.refresh
wait($data_animations[N01::RESURRECTION].frame_max * 4)
end
end
end
#--------------------------------------------------------------------------
# ● 魔法反射・无效
#--------------------------------------------------------------------------
def magic_reflection(target, obj)
return if obj.physical_attack
for state in target.states
for ext in state.extension
name = ext.split('')
next unless name[0] == "魔"
if name[2] == "反"
name = name.join
name.slice!("魔法反射/")
target.animation_id = name.to_i
target.animation_mirror = true if $back_attack
@reflection = true
else
name = name.join
name.slice!("魔法无效/")
target.animation_id = name.to_i
target.animation_mirror = true if $back_attack
@invalid = true
end
end
end
end
#--------------------------------------------------------------------------
# ● 物理反射・无效
#--------------------------------------------------------------------------
def physics_reflection(target, obj)
return if obj != nil && !obj.physical_attack
for state in target.states
for ext in state.extension
name = ext.split('')
next unless name[0] == "物"
if name[2] == "反"
name = name.join
name.slice!("物理反射/")
target.animation_id = name.to_i
target.animation_mirror = true if $back_attack
@reflection = true
else
name = name.join
name.slice!("物理无效/")
target.animation_id = name.to_i
target.animation_mirror = true if $back_attack
@invalid = true
end
end
end
end
#--------------------------------------------------------------------------
# ● 技能成本吸收
#--------------------------------------------------------------------------
def absorb_cost(target, obj)
for state in target.states
if state.extension.include?("成本吸收")
cost = @active_battler.calc_mp_cost(obj)
# 区分为SP消费和HP消费
return target.hp += cost if obj.extension.include?("HP消耗")
return target.mp += cost
end
end
end
#--------------------------------------------------------------------------
# ● 吸收处理
#--------------------------------------------------------------------------
def absorb_attack(obj, target, index, actor)
absorb = target.hp_damage
absorb = target.mp_damage if target.mp_damage != 0
# 目标是复数同时吸收处理
@wide_attack = true if obj.scope == 2 or obj.scope == 4 or obj.scope == 6 or obj.extension.include?("全区域")
if @wide_attack && @absorb == nil && @targets.size != 1
# 返还吸收的部分
@active_battler.hp -= @active_battler.hp_damage
@active_battler.mp -= @active_battler.mp_damage
# 之后加算吸收返还的数值
@absorb = absorb
@absorb_target_size = @targets.size - 2
elsif @absorb != nil && @absorb_target_size > 0
@active_battler.hp -= @active_battler.hp_damage
@active_battler.mp -= @active_battler.mp_damage
@absorb += absorb
@absorb_target_size -= 1
# 处理复数目标的最重吸收
elsif @absorb != nil
# 返还吸收的部分
@active_battler.hp -= @active_battler.hp_damage
@active_battler.mp -= @active_battler.mp_damage
@absorb += absorb
# 在这里反映全部吸收部分
@active_battler.hp_damage = -@absorb
@active_battler.mp_damage = -@absorb if target.mp_damage != 0
@active_battler.hp -= @active_battler.hp_damage
@active_battler.mp -= @active_battler.mp_damage
# 吸收量是0时吸收者方面的处理
absorb_action = ["absorb", nil, false] if @absorb == 0
absorb_action = [nil, nil, false] if @absorb != 0
@spriteset.set_damage_action(actor, index, absorb_action)
@active_battler.perform_collapse
@absorb = nil
@absorb_target_size = nil
# 单体吸收的处理
else
if N01::ABSORB_DAMAGE
# 返还吸收的部分
@active_battler.hp += @active_battler.hp_damage
@active_battler.mp += @active_battler.mp_damage
# 反映吸收
@active_battler.hp_damage = -absorb
@active_battler.mp_damage = -absorb if target.mp_damage != 0
@active_battler.hp -= @active_battler.hp_damage
@active_battler.mp -= @active_battler.mp_damage
end
# 吸收量是0时吸收者方面的处理
absorb_action = ["absorb", nil, false] if absorb == 0
absorb_action = [nil, nil, false] if absorb != 0
@spriteset.set_damage_action(actor, index, absorb_action)
# 逆向吸收时HP为0时
@absorb_dead = true if @active_battler.hp == 0 && !@active_battler.non_dead
end
# 吸收量是0时对象者方面的处理
return 0 if absorb == 0
end
#--------------------------------------------------------------------------
# ● 动作完毕
#--------------------------------------------------------------------------
def action_end
# 初期化
@individual_target = nil
@help_window.visible = false if @help_window != nil && @help_window.visible
@active_battler.active = false
@active_battler.clear_action_results
# 慎重起见解除不死身化
unimmortaling
# 被反射时
if @active_battler.reflex != nil
if @active_battler.action.skill?
obj = @active_battler.action.skill
@active_battler.perfect_skill_effect(@active_battler, obj)
elsif @active_battler.action.item?
obj = @active_battler.action.item
@active_battler.item_effect(@active_battler, obj)
else
@active_battler.perfect_attack_effect(@active_battler)
end
pop_damage(@active_battler, obj, @active_battler.reflex)
@active_battler.perform_collapse
@active_battler.reflex = nil
wait(N01::COLLAPSE_WAIT)
end
#因逆向吸收战斗不能时
if @absorb_dead
@active_battler.perform_collapse
@absorb_dead = false
wait(N01::COLLAPSE_WAIT)
end
# 缩短到下次行动前的等待
wait(N01::ACTION_WAIT)
end
#--------------------------------------------------------------------------
# ● 伤害处理
#--------------------------------------------------------------------------
def damage_action(action)
# 单独处理时目标一个一个发出
@targets = [@individual_target.shift] if @active_battler.individual
# 技能时
if @active_battler.action.skill?
obj = @active_battler.action.skill
for target in @targets
return if target == nil
return if target.dead? && !obj.for_dead_friend?
# HP为0时战斗不能復活以外不MISS
target.revival = true if obj.for_dead_friend?
if target.hp == 0 && !obj.for_dead_friend?
target.perfect_skill_effect(@active_battler, obj)
# 确认必中
elsif obj.extension.include?("必中")
target.perfect_skill_effect(@active_battler, obj)
else
# 确认反射
magic_reflection(target, obj) unless obj.extension.include?("无视反射")
physics_reflection(target, obj) unless obj.extension.include?("无视反射")
# 计算伤害
target.skill_effect(@active_battler, obj) unless @reflection or @invalid
end
pop_damage(target, obj, action) unless @reflection or @invalid
# 确认成本吸收
absorb_cost(target, obj)
# 获取反射动作
@active_battler.reflex = action if @reflection
@reflection = false
@invalid = false
end
# 物品时
elsif @active_battler.action.item?
obj = @active_battler.action.item
for target in @targets
return if target == nil
return if target.dead? && !obj.for_dead_friend?
target.revival = true if obj.for_dead_friend?
if target.hp == 0 && !obj.for_dead_friend?
target.perfect_item_effect(@active_battler, obj)
elsif obj.extension.include?("必中")
target.perfect_item_effect(@active_battler, obj)
else
magic_reflection(target, obj) unless obj.extension.include?("无视反射")
physics_reflection(target, obj) unless obj.extension.include?("无视反射")
target.item_effect(@active_battler, obj) unless @reflection or @invalid
end
pop_damage(target, obj, action) unless @reflection or @invalid
@active_battler.reflex = action if @reflection
@reflection = false
@invalid = false
end
# 通常攻击时
else
for target in @targets
return if target == nil or target.dead?
physics_reflection(target, nil)
target.perfect_attack_effect(@active_battler) if target.hp <= 0
target.attack_effect(@active_battler) unless target.hp <= 0 or @reflection or @invalid
pop_damage(target, nil, action) unless @reflection or @invalid
# 获取反射动作
@active_battler.reflex = action if @reflection
@reflection = false
@invalid = false
end
end
# 还原状态窗口
@status_window.refresh
# 考虑连续性懂得随机目标、立刻选择下个目标
return if obj == nil
target_decision(obj) if obj.extension.include?("随机目标")
end
#--------------------------------------------------------------------------
# ● 伤害表示 action = [动画ID,反转标志,动作许可]
#--------------------------------------------------------------------------
def pop_damage(target, obj, action)
index = @active_battler.index
actor = @active_battler.actor?
if obj != nil
# 技能或者物品是吸收属性时
absorb = absorb_attack(obj, target, index, actor) if obj.absorb_damage
action.push(true) if absorb == 0
# 扩张设定为伤害动作禁止时
action[2] = false if obj.extension.include?("禁止伤害动作")
end
# 还原对象
@spriteset.set_damage_action(target.actor?, target.index, action)
end
end
#==============================================================================
# ■ Game_BattleAction
#------------------------------------------------------------------------------
# 战斗行动处理的类。
#==============================================================================
class Game_BattleAction
#--------------------------------------------------------------------------
# ● 判定行动是否有效 ※再定义
#--------------------------------------------------------------------------
def valid?
return false if nothing? # 什么都不作
return true if @forcing # 强制行动中
return false unless battler.movable? # 行动不能
if skill? # 技能
if battler.derivation != 0
battler.derivation = 0
return true
end
return false unless battler.skill_can_use?(skill)
elsif item? # 物品
return false unless friends_unit.item_can_use?(item)
end
return true
end
#--------------------------------------------------------------------------
# ● 作成目标的排列 ※再定义
#--------------------------------------------------------------------------
def make_targets
if attack?
return make_attack_targets
elsif skill?
targets = make_obj_targets(skill)
targets = make_obj_targets2(skill, targets) if skill.extension != ["无"]
return targets
elsif item?
targets = make_obj_targets(item)
targets = make_obj_targets2(item, targets) if item.extension != ["无"]
return targets
end
end
#--------------------------------------------------------------------------
# ● 作成技能或是物品的目标的扩张
#--------------------------------------------------------------------------
def make_obj_targets2(obj, targets)
if obj.extension.include?("全区域")
targets = []
targets += opponents_unit.existing_members
targets += friends_unit.existing_members
end
if obj.extension.include?("自身以外")
targets.delete($game_party.members[battler.index]) if battler.actor?
targets.delete($game_troop.members[battler.index]) unless battler.actor?
end
return targets.compact
end
end
#==============================================================================
# ■ Sprite_Base
#------------------------------------------------------------------------------
# 追加了动画的表示处理的精灵的类。
#==============================================================================
class Sprite_Base < Sprite
#--------------------------------------------------------------------------
# ● 动画的更新 动画追随精灵
#--------------------------------------------------------------------------
alias update_animation_n01 update_animation
def update_animation
@animation_ox = x - ox + width / 2
@animation_oy = y - oy + height / 2
update_animation_n01
end
end
#==============================================================================
# ■ Spriteset_Battle
#------------------------------------------------------------------------------
# 整理战斗画面的精灵的类。
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ● 敌方精灵的作成
#--------------------------------------------------------------------------
def create_enemies
@enemy_sprites = []
for i in 0...$game_troop.members.size
enemy = $game_troop.members[i]
@enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
# 战斗开始启动动作
@enemy_sprites[i].opacity = 0 if $game_troop.members[i].hidden
@enemy_sprites[i].first_action if $game_troop.members[i] != nil
end
end
#--------------------------------------------------------------------------
# ● 主人公精灵的作成
#--------------------------------------------------------------------------
def create_actors
@actor_sprites = []
# 准备成员最大数精灵
member = N01::MAX_MEMBER
for i in 0...member
actor = $game_party.members[i]
@actor_sprites.push(Sprite_Battler.new(@viewport1, actor))
# 战斗开始启动动作
@actor_sprites[i].first_action if $game_party.members[i] != nil
end
end
#--------------------------------------------------------------------------
# ● 战斗层精灵的作成
#--------------------------------------------------------------------------
def create_battlefloor
@battlefloor_sprite = Sprite.new(@viewport1)
@battlefloor_sprite.bitmap = Cache.system("BattleFloor")
@battlefloor_sprite.x = N01::FLOOR[0]
@battlefloor_sprite.y = N01::FLOOR[1]
@battlefloor_sprite.z = N01::FLOOR[2]
@battlefloor_sprite.opacity = 128
# 偷袭时時、反转层面和背景
back_attack
if $back_attack
@battlefloor_sprite.mirror = true
@battleback_sprite.mirror = true
$game_troop.surprise = true
else
$game_troop.surprise = false
end
end
#--------------------------------------------------------------------------
# ● 背部攻击
#--------------------------------------------------------------------------
def back_attack
# 強制背部攻击时标志ON
for i in 0...N01::BACK_ATTACK_SWITCH.size
return $back_attack = true if $game_switches[N01::BACK_ATTACK_SWITCH[i]]
end
# 如果没发生偷袭时将中断处理
return $back_attack = false unless $game_troop.surprise && N01::BACK_ATTACK
# 确认根据装备等背部攻击的无效化
for actor in $game_party.members
return $back_attack = false if N01::NON_BACK_ATTACK_WEAPONS.include?(actor.weapon_id)
return $back_attack = false if N01::NON_BACK_ATTACK_ARMOR1.include?(actor.armor1_id)
return $back_attack = false if N01::NON_BACK_ATTACK_ARMOR2.include?(actor.armor2_id)
return $back_attack = false if N01::NON_BACK_ATTACK_ARMOR3.include?(actor.armor3_id)
return $back_attack = false if N01::NON_BACK_ATTACK_ARMOR4.include?(actor.armor4_id)
for i in 0...N01::NON_BACK_ATTACK_SKILLS.size
return $back_attack = false if actor.skill_id_learn?(N01::NON_BACK_ATTACK_SKILLS[i])
end
end
# 发生背部攻击
$back_attack = true
end
#--------------------------------------------------------------------------
# ● 主人公精灵的更新 ※再定义
#--------------------------------------------------------------------------
def update_actors
for i in 0...$game_party.members.size
if @actor_sprites[i].battler.id != $game_party.members[i].id
@actor_sprites[i].battler = $game_party.members[i]
@actor_sprites[i].make_battler
@actor_sprites[i].first_action
end
end
for sprite in @actor_sprites
sprite.update
end
end
#--------------------------------------------------------------------------
# ● 伤害动作组合
#--------------------------------------------------------------------------
def set_damage_action(actor, index, action)
@actor_sprites[index].damage_action(action) if actor
@enemy_sprites[index].damage_action(action) unless actor
end
#--------------------------------------------------------------------------
# ● 伤害POP组合
#--------------------------------------------------------------------------
def set_damage_pop(actor, index, damage)
@actor_sprites[index].damage_pop(damage) if actor
@enemy_sprites[index].damage_pop(damage) unless actor
end
#--------------------------------------------------------------------------
# ● 目标组合
#--------------------------------------------------------------------------
def set_target(actor, index, target)
@actor_sprites[index].get_target(target) if actor
@enemy_sprites[index].get_target(target) unless actor
end
#--------------------------------------------------------------------------
# ● 动作组合
#--------------------------------------------------------------------------
def set_action(actor, index, kind)
@actor_sprites[index].start_action(kind) if actor
@enemy_sprites[index].start_action(kind) unless actor
end
#--------------------------------------------------------------------------
# ● 待机动作组合
#--------------------------------------------------------------------------
def set_stand_by_action(actor, index)
@actor_sprites[index].push_stand_by if actor
@enemy_sprites[index].push_stand_by unless actor
end
#--------------------------------------------------------------------------
# ● 光标移动的组合
#--------------------------------------------------------------------------
def set_cursor(actor, index)
return [@actor_sprites[index].x, @actor_sprites[index].y] if actor
return [@enemy_sprites[index].x, @enemy_sprites[index].y] unless actor
end
end
#==============================================================================
# ■ Sprite_MoveAnime
#------------------------------------------------------------------------------
# 动画飞出用的精灵。
#==============================================================================
class Sprite_MoveAnime < Sprite_Base
#--------------------------------------------------------------------------
# ● 公开变数
#--------------------------------------------------------------------------
attr_accessor :battler
attr_accessor :base_x # 自身的基本X坐标
attr_accessor :base_y # 自身的基本Y坐标
#--------------------------------------------------------------------------
# ● 客观初期化
#--------------------------------------------------------------------------
def initialize(viewport,battler = nil)
super(viewport)
@battler = battler
self.visible = false
@base_x = 0
@base_y = 0
@move_x = 0 # 移动后的X坐标
@move_y = 0 # 移动后Y坐标
@moving_x = 0 # 1单位相当移动的X坐标
@moving_y = 0 # 1单位相当移动的Y坐标
@orbit = 0 # 圆轨道
@orbit_plus = 0 # 加算的圆轨道
@orbit_time = 0 # 圆轨道计算时间
@through = false # 是否贯通
@finish = false # 移动完毕的标志
@time = 0 # 一动时间
@angle = 0 # 武器的角度
@angling = 0 # 1单位相当移动的武器的角度
end
#--------------------------------------------------------------------------
# ● 获取动作
#--------------------------------------------------------------------------
def anime_action(id,mirror,distanse_x,distanse_y,type,speed,orbit,weapon,icon_index,icon_weapon)
# 算出1单位相当的移动距离
@time = speed
@moving_x = distanse_x / speed
@moving_y = distanse_y / speed
# 是否贯通
@through = true if type == 1
# 获取圆轨道
@orbit_plus = orbit
@orbit_time = @time
# 有无武器图片
if weapon != ""
action = N01::ANIME[weapon].dup
@angle = action[0]
end_angle = action[1]
time = action[2]
# 调出1单位相当的旋转角度
@angling = (end_angle - @angle)/ time
# 取得开始角度
self.angle = @angle
# 显示武器图片
self.mirror = mirror
if icon_weapon
self.bitmap = Cache.system("Iconset")
self.src_rect.set(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
self.ox = 12
self.oy = 12
else
self.bitmap = Cache.character(icon_index)
self.ox = self.bitmap.width / 2
self.oy = self.bitmap.height / 2
end
self.visible = true
# 显示在角色面前
self.z = 1000
end
# 最初不动只显示一次
self.x = @base_x + @move_x
self.y = @base_y + @move_y + @orbit
if id != 0
animation = $data_animations[id]
start_animation(animation, mirror)
end
end
#--------------------------------------------------------------------------
# ● 变化了的移动组合
#--------------------------------------------------------------------------
def action_reset
@moving_x = @moving_y = @move_x = @move_y = @base_x = @base_y = @orbit = 0
@orbit_time = @angling = @angle = 0
@through = self.visible = @finish = false
dispose_animation
end
#--------------------------------------------------------------------------
# ● 贯通完毕
#--------------------------------------------------------------------------
def finish?
return @finish
end
#--------------------------------------------------------------------------
# ● 单位更新
#--------------------------------------------------------------------------
def update
super
# 时间消耗
@time -= 1
# 时间内指定的移动
if @time >= 0
@move_x += @moving_x
@move_y += @moving_y
# 计算圆轨道
if @time < @orbit_time / 2
@orbit_plus = @orbit_plus * 5 / 4
elsif @time == @orbit_time / 2
@orbit_plus *= -1
else
@orbit_plus = @orbit_plus * 2 / 3
end
@orbit += @orbit_plus
end
# 就算时间完毕如果是贯穿的话也会继续直进
@time = 100 if @time < 0 && @through
@finish = true if @time < 0 && !@through
# 更新精灵的坐标
self.x = @base_x + @move_x
self.y = @base_y + @move_y + @orbit
# 贯穿时、从画面消失的完毕标志ON
if self.x < -200 or self.x > 840 or self.y < -200 or self.y > 680
@finish = true
end
# 更新武器图片
if self.visible
@angle += @angling
self.angle = @angle
end
end
end
#==============================================================================
# ■ Sprite_Weapon
#------------------------------------------------------------------------------
# 显示武器用的精灵。
#==============================================================================
class Sprite_Weapon < Sprite_Base
#--------------------------------------------------------------------------
# ● 公开变数
#--------------------------------------------------------------------------
attr_accessor :battler
#--------------------------------------------------------------------------
# ● 客观初始化
#--------------------------------------------------------------------------
def initialize(viewport,battler = nil)
super(viewport)
@battler = battler
@action = [] # 武器的动作情报
@move_x = 0 # 移动后的X坐标
@move_y = 0 # 移动后的Y坐标
@move_z = 0 # 移动后的Z坐标
@plus_x = 0 # 略微调整X坐标
@plus_y = 0 # 略微调整Y坐标
@angle = 0 # 武器的旋转角度
@zoom_x = 1 # 武器的横向放大率
@zoom_y = 1 # 武器的纵向放大率
@moving_x = 0 # 1单位相当移动的X坐标
@moving_y = 0 # 1单位相当移动的Y坐标
@angling = 0 # 1单位相当的旋转角度
@zooming_x = 1 # 1单位相当的横向放大率
@zooming_y = 1 # 1单位相当的纵向放大率
@freeze = -1 # 固定动画用的武器位置
@mirroring = false # 角色是否为反转
@time = N01::ANIME_PATTERN + 1 # 更新回数
# 获取武器
weapon_graphics
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
self.bitmap.dispose if self.bitmap != nil
super
end
#--------------------------------------------------------------------------
# ● 获取武器
#--------------------------------------------------------------------------
def weapon_graphics(left = false)
if @battler.actor?
weapon = @battler.weapons[0] unless left
weapon = @battler.weapons[1] if left
else
weapon = $data_weapons[@battler.weapon]
# 确认敌方的反转标志
@mirroring = true if @battler.action_mirror
end
# 如果没有武器时处理被取消
return if weapon == nil
# 如果用ICON时
if weapon.graphic == ""
icon_index = weapon.icon_index
self.bitmap = Cache.system("Iconset")
self.src_rect.set(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
@weapon_width = @weapon_height = 24
# 如果有指定ID时、获取不是ICON的图片
else
self.bitmap = Cache.character(weapon.graphic)
@weapon_width = self.bitmap.width
@weapon_height = self.bitmap.height
end
end
#--------------------------------------------------------------------------
# ● 获取动画固定时的武器位置
#--------------------------------------------------------------------------
def freeze(action)
@freeze = action
end
#--------------------------------------------------------------------------
# ● 获取武器动作 freeze
#--------------------------------------------------------------------------
def weapon_action(action,loop)
# 没有名称时不显示
if action == ""
self.visible = false
# 空手时不显示
elsif @weapon_id == 0
self.visible = false
# 受取武器的动作情报
else
@action = N01::ANIME[action]
act0 = @action[0]
act1 = @action[1]
act2 = @action[2]
act3 = @action[3]
act4 = @action[4]
act5 = @action[5]
act6 = @action[6]
act7 = @action[7]
act8 = @action[8]
act9 = @action[9]
act10 = @action[10]
# 角色为反转时、X轴的动作也逆转
if @mirroring
act0 *= -1
act3 *= -1
act4 *= -1
act9 *= -1
end
# 背部攻击时逆转
if $back_attack && N01::BACK_ATTACK
act0 *= -1
act3 *= -1
act4 *= -1
act9 *= -1
end
# 确认角色的动画图片数
time = N01::ANIME_PATTERN
# 确认Z坐标
if act2
self.z = @battler.position_z + 1
else
self.z = @battler.position_z - 1
end
# 在这里实行反转、如果已经反转就还原
if act6
if self.mirror
self.mirror = false
else
self.mirror = true
end
end
# 反映角色的反转
if @mirroring
if self.mirror
self.mirror = false
else
self.mirror = true
end
end
# 背后攻击时逆转
if $back_attack && N01::BACK_ATTACK
if self.mirror
self.mirror = false
else
self.mirror = true
end
end
# 计算以动画图片数相除的变化
@moving_x = act0 / time
@moving_y = act1 / time
# 代入最初的角度
@angle = act3
self.angle = @angle
# 计算更新角度
@angling = (act4 - act3)/ time
# 角度没有被插入时、在这里加算剩余旋转的部分
@angle += (act4 - act3) % time
# 放大缩小
@zooming_x = (1 - act7) / time
@zooming_y = (1 - act8) / time
# 如果是反转时、逆转反转前的原点
if self.mirror
case act5
when 1 # 左上→到右上
act5 = 2
when 2 # 右上→到左上
act5 = 1
when 3 # 左下→到右下
act5 = 4
when 4 # 右下→到左下
act5 = 3
end
end
# 设定旋转前的原点
case act5
when 0 # 中心
self.ox = @weapon_width / 2
self.oy = @weapon_height / 2
when 1 # 左上
self.ox = 0
self.oy = 0
when 2 # 右上
self.ox = @weapon_width
self.oy = 0
when 3 # 左下
self.ox = 0
self.oy = @weapon_height
when 4 # 右下
self.ox = @weapon_width
self.oy = @weapon_height
end
# 略微调整坐标
@plus_x = act9
@plus_y = act10
# 往返循环时标志ON
@loop = true if loop == 0
# 第一次时0开始、在这时作-1回的动作
@angle -= @angling
@zoom_x -= @zooming_x
@zoom_y -= @zooming_y
# 更新精灵的坐标
@move_x -= @moving_x
@move_y -= @moving_y
@move_z = 1000 if act2
# 固定动画时、在这时消化动作
if @freeze != -1
for i in 0..@freeze + 1
@angle += @angling
@zoom_x += @zooming_x
@zoom_y += @zooming_y
# 更新精灵的坐标
@move_x += @moving_x
@move_y += @moving_y
end
@angling = 0
@zooming_x = 0
@zooming_y = 0
@moving_x = 0
@moving_y = 0
end
# 可视
self.visible = true
end
end
#--------------------------------------------------------------------------
# ● 变化后的动作全部组合
#--------------------------------------------------------------------------
def action_reset
@moving_x = @moving_y = @move_x = @move_y = @plus_x = @plus_y = 0
@angling = @zooming_x = @zooming_y = @angle = self.angle = @move_z = 0
@zoom_x = @zoom_y = self.zoom_x = self.zoom_y = 1
self.mirror = self.visible = @loop = false
@freeze = -1
@action = []
@time = N01::ANIME_PATTERN + 1
end
#--------------------------------------------------------------------------
# ● 作出往返循环
#--------------------------------------------------------------------------
def action_loop
# 让动作相反
@angling *= -1
@zooming_x *= -1
@zooming_y *= -1
@moving_x *= -1
@moving_y *= -1
end
#--------------------------------------------------------------------------
# ● 主人公是反转时、自身也反转
#--------------------------------------------------------------------------
def mirroring
return @mirroring = false if @mirroring
@mirroring = true
end
#--------------------------------------------------------------------------
# ● 只有在主人公动画被更新时武器动作的変化也更新
#--------------------------------------------------------------------------
def action
return if @time <= 0
@time -= 1
# 旋转、更新放大缩小
@angle += @angling
@zoom_x += @zooming_x
@zoom_y += @zooming_y
# 更新精灵的坐标
@move_x += @moving_x
@move_y += @moving_y
# 往返循环时动作反转
if @loop && @time == 0
@time = N01::ANIME_PATTERN + 1
action_loop
end
end
#--------------------------------------------------------------------------
# ● 单位更新
#--------------------------------------------------------------------------
def update
super
# 旋转、更新放大缩小
self.angle = @angle
self.zoom_x = @zoom_x
self.zoom_y = @zoom_y
# 更新精灵的坐标
self.x = @battler.position_x + @move_x + @plus_x
self.y = @battler.position_y + @move_y + @plus_y
self.z = @battler.position_z + @move_z - 1
end
end
#==============================================================================
# ■ Game_Battler (分割定义 1)
#------------------------------------------------------------------------------
# 处理角色的类。
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# ● 公开变数
#--------------------------------------------------------------------------
attr_accessor :hp_damage # 行动結果: HP 伤害
attr_accessor :mp_damage # 行动結果: MP 伤害
attr_accessor :move_x # X方向的移动修正
attr_accessor :move_y # Y方向的移动修正
attr_accessor :move_z # Z方向的移动修正
attr_accessor :jump # 修正跳跃
attr_accessor :active # 是否主动
attr_accessor :non_dead # 不死身标志
attr_accessor :dying # 即死标志
attr_accessor :slip_damage # 连续伤害标志
attr_accessor :derivation # 技能连发ID
attr_accessor :individual # 技能连发ID
attr_accessor :play # 动作情报
attr_accessor :force_action # 强制动作情报
attr_accessor :force_target # 目标变更情报
attr_accessor :revival # 复活
attr_accessor :double_damage # HPMP两方同时伤害
attr_accessor :reflex # 技能反射情报
attr_accessor :absorb # 技能成本吸收
attr_reader :base_position_x # 初期配置X坐标
attr_reader :base_position_y # 初期配置Y坐标
attr_accessor :force_damage # 事件的伤害
#--------------------------------------------------------------------------
# ● 客观初期化
#--------------------------------------------------------------------------
alias initialize_n01 initialize
def initialize
initialize_n01
@move_x = @move_y = @move_z = @plus_y = @jump = @derivation = @play = 0
@force_action = @force_target = @base_position_x = @base_position_y = 0
@absorb = @act_time = @force_damage = 0
@active = @non_dead = @individual = @slip_damage = @revival = false
@double_damage = @dying = false
end
#--------------------------------------------------------------------------
# ● 返还最新的状态ID
#--------------------------------------------------------------------------
def state_id
return @states[@states.size - 1]
end
#--------------------------------------------------------------------------
# ● 判定技能的使用可能 ※再定义
#--------------------------------------------------------------------------
def skill_can_use?(skill)
return false unless skill.is_a?(RPG::Skill)
return false unless movable?
return false if silent? and skill.spi_f > 0
if skill.extension.include?("HP消耗")
return false if calc_mp_cost(skill) > hp
else
return false if calc_mp_cost(skill) > mp
end
if $game_temp.in_battle
return skill.battle_ok?
else
return skill.menu_ok?
end
end
#--------------------------------------------------------------------------
# ● 技能的消费 MP 计算 ※再定义
#--------------------------------------------------------------------------
def calc_mp_cost(skill)
if half_mp_cost && !skill.extension.include?("MP消耗减半无效")
cost = skill.mp_cost / 2
else
cost = skill.mp_cost
end
if skill.extension.include?("%成本MAX")
return self.maxhp * cost / 100 if skill.extension.include?("HP消耗")
return self.maxmp * cost / 100
elsif skill.extension.include?("%成本NOW")
return self.hp * cost / 100 if skill.extension.include?("HP消耗")
return self.mp * cost / 100
end
return cost
end
#--------------------------------------------------------------------------
# ● 技能成本消费
#--------------------------------------------------------------------------
def consum_skill_cost(skill)
return false unless skill_can_use?(skill)
cost = calc_mp_cost(skill)
return self.hp -= cost if skill.extension.include?("HP消耗")
return self.mp -= cost
end
#--------------------------------------------------------------------------
# ● 根据通常攻击计算伤害 修正二刀流
#--------------------------------------------------------------------------
alias make_attack_damage_value_n01 make_attack_damage_value
def make_attack_damage_value(attacker)
make_attack_damage_value_n01(attacker)
# 只有在装备了两把武器时修正有效
return unless attacker.actor?
return if attacker.weapons[0] == nil
return if attacker.weapons[1] == nil
@hp_damage = @hp_damage * N01::TWO_SWORDS_STYLE[0] / 100
end
#--------------------------------------------------------------------------
# ● 根据技能或者物品来计算伤害 修正二刀流
#--------------------------------------------------------------------------
alias make_obj_damage_value_n01 make_obj_damage_value
def make_obj_damage_value(user, obj)
make_obj_damage_value_n01(user, obj)
# 只有在装备了两把武器时修正有效
return unless user.actor?
return if user.weapons[0] == nil
return if user.weapons[1] == nil
if obj.damage_to_mp
@mp_damage = @mp_damage * N01::TWO_SWORDS_STYLE[1] / 100 # 伤害MP
else
@hp_damage = @hp_damage * N01::TWO_SWORDS_STYLE[1] / 100 # 伤害HP
end
end
#--------------------------------------------------------------------------
# ● 使用通常攻击的効果 全部战斗不能,不能绝对回避的处理
#--------------------------------------------------------------------------
def perfect_attack_effect(attacker)
clear_action_results
make_attack_damage_value(attacker) # 计算伤害
execute_damage(attacker) # 反映伤害
apply_state_changes(attacker) # 状态变化
end
#--------------------------------------------------------------------------
# ● 使用技能的效果 全部战斗不能,不能绝对回避的处理
#--------------------------------------------------------------------------
def perfect_skill_effect(user, skill)
clear_action_results
make_obj_damage_value(user, skill) # 伤害計算
make_obj_absorb_effect(user, skill) # 吸収効果計算
execute_damage(user) # 伤害反映
apply_state_changes(skill) # ステート変化
end
#--------------------------------------------------------------------------
# ● 使用物品的効果 全部战斗不能,不能绝对回避的处理
#--------------------------------------------------------------------------
def perfect_item_effect(user, item)
clear_action_results
hp_recovery = calc_hp_recovery(user, item) # 计算HP的回复量
mp_recovery = calc_mp_recovery(user, item) # 计算MP的回复量
make_obj_damage_value(user, item) # 计算伤害
@hp_damage -= hp_recovery # 扣除HP的回复量
@mp_damage -= mp_recovery # 扣除MP的回复量
make_obj_absorb_effect(user, item) # 计算吸收效果
execute_damage(user) # 反映伤害
item_growth_effect(user, item) # 使用成长效果
if item.physical_attack and @hp_damage == 0 # 物理ノー伤害判定
return
end
apply_state_changes(item) # 状态变化
end
#--------------------------------------------------------------------------
# ● 伤害的反映
#--------------------------------------------------------------------------
alias execute_damage_n01 execute_damage
def execute_damage(user)
execute_damage_n01(user)
# 吸収时这里的处理相冲
if @absorbed
user.hp_damage = -@hp_damage
user.mp_damage = -@mp_damage
end
end
#--------------------------------------------------------------------------
# ● 使用技能的効果
#--------------------------------------------------------------------------
alias skill_effect_n01 skill_effect
def skill_effect(user, obj)
# 保持变化前的HPMP
nowhp = self.hp
nowmp = self.mp
# 为了计算现在HPMP的威力获取变化前的使用者的HPMP
if obj.extension.include?("HP消耗")
user_hp = user.hp + user.calc_mp_cost(obj)
user_mp = user.mp
else
user_hp = user.hp
user_mp = user.mp + user.calc_mp_cost(obj)
end
# 确认扩张设定
check_extension(obj)
# 计算伤害
skill_effect_n01(user, obj)
# 有伤害系的扩张时这里的处理会相冲
if @extension
self.hp = nowhp
self.mp = nowmp
end
# 攻击未名中时中断处理
return if self.evaded or self.missed
# 变换伤害属性
damage = @hp_damage unless obj.damage_to_mp
damage = @mp_damage if obj.damage_to_mp
# 比例伤害
if @ratio_maxdamage != nil
damage = self.maxhp * @ratio_maxdamage / 100 unless obj.damage_to_mp
damage = self.maxmp * @ratio_maxdamage / 100 if obj.damage_to_mp
end
if @ratio_nowdamage != nil
damage = self.hp * @ratio_nowdamage / 100 unless obj.damage_to_mp
damage = self.mp * @ratio_nowdamage / 100 if obj.damage_to_mp
end
# 成本威力
if @cost_damage
cost = user.calc_mp_cost(obj)
if obj.extension.include?("HP消耗")
damage = damage * cost / user.maxhp
else
damage = damage * cost / user.maxmp
end
end
# 现在HP威力
damage = damage * user_hp / user.maxhp if @nowhp_damage
# 现在MP威力
damage = damage * user_mp / user.maxmp if @nowmp_damage
# 放弃伤害属性的变换
@hp_damage = damage unless obj.damage_to_mp
@mp_damage = damage if obj.damage_to_mp
# 反应扩张
if @extension
self.hp -= @hp_damage
self.mp -= @mp_damage
end
# 初期化
@extension = false
@cost_damage = false
@nowhp_damage = false
@nowmp_damage = false
@ratio_maxdamage = nil
@ratio_nowdamage = nil
end
#--------------------------------------------------------------------------
# ● 确认扩张设定
#--------------------------------------------------------------------------
def check_extension(skill)
for ext in skill.extension
# 成本威力
if ext == "成本威力"
@extension = true
next @cost_damage = true
# 现在HP威力
elsif ext == "现HP威力"
@extension = true
next @nowhp_damage = true
# 现在MP威力
elsif ext == "现MP威力"
@extension = true
next @nowmp_damage = true
else
# 比例伤害
name = ext.split('')
if name[5] == "M"
name = name.join
name.slice!("%伤害MAX/")
@extension = true
next @ratio_maxdamage = name.to_i
elsif name[5] == "N"
name = name.join
name.slice!("%伤害NOW/")
@extension = true
next @ratio_nowdamage = name.to_i
end
end
end
end
#--------------------------------------------------------------------------
# ● 初期配置的変更
#--------------------------------------------------------------------------
def change_base_position(x, y)
@base_position_x = x
@base_position_y = y
end
#--------------------------------------------------------------------------
# ● 初期化
#--------------------------------------------------------------------------
def reset_coordinate
@move_x = @move_y = @move_z = @jump = @derivation = 0
@active = @non_dead = @individual = false
end
#--------------------------------------------------------------------------
# ● 使用连续伤害的効果
#--------------------------------------------------------------------------
def slip_damage_effect
if slip_damage? and @hp > 0
@hp_damage = apply_variance(maxhp / 10, 10)
@hp_damage = @hp - 1 if @hp_damage >= @hp
self.hp -= @hp_damage
end
end
#--------------------------------------------------------------------------
# ● 事件的伤害POP
#--------------------------------------------------------------------------
def damage_num(num = nil)
return if dead? or !$game_temp.in_battle or num == 0
@force_damage = num
end
end
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
# 处理主人公的类。
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 公开变数
#--------------------------------------------------------------------------
attr_accessor :two_swords_change # 强制替换二刀流的标志
#--------------------------------------------------------------------------
# ● 根据ID判定技能是否习得
#--------------------------------------------------------------------------
def skill_id_learn?(skill_id)
return @skills.include?(skill_id)
end
#--------------------------------------------------------------------------
# ● 判定技能的使用可能 ※再定义
#--------------------------------------------------------------------------
def skill_can_use?(skill)
return super
end
#--------------------------------------------------------------------------
# ● 图片的变更
#--------------------------------------------------------------------------
def graphic_change(character_name)
@character_name = character_name
end
#--------------------------------------------------------------------------
# ● 击倒的实行 ※再定义
#--------------------------------------------------------------------------
def perform_collapse
Sound.play_actor_collapse if $game_temp.in_battle and dead?
end
#--------------------------------------------------------------------------
# ● 初期配置的取得
#--------------------------------------------------------------------------
def base_position
base = N01::ACTOR_POSITION[self.index]
@base_position_x = base[0]
@base_position_y = base[1]
# バックアタック時はX軸を逆に
@base_position_x = Graphics.width - base[0] if $back_attack && N01::BACK_ATTACK
end
#--------------------------------------------------------------------------
# ● 战斗画面 X 坐标的取得
#--------------------------------------------------------------------------
def position_x
return 0 if self.index == nil
return @base_position_x + @move_x
end
#--------------------------------------------------------------------------
# ● 战斗画面 Y 坐标的取得
#--------------------------------------------------------------------------
def position_y
return 0 if self.index == nil
return @base_position_y + @move_y + @jump
end
#--------------------------------------------------------------------------
# ● 战斗画面 Z 坐标的取得
#--------------------------------------------------------------------------
def position_z
return 0 if self.index == nil
return self.index + @base_position_y + @move_y + @move_z - @jump + 200
end
end
#==============================================================================
# ■ Game_Enemy
#------------------------------------------------------------------------------
# 处理敌方的类。
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● 公开变数
#--------------------------------------------------------------------------
attr_accessor :adj_speed # 复数会合行动的速度修正
attr_accessor :act_time # 行动数回
#--------------------------------------------------------------------------
# ● 动作速度的決定 复数回合行动用
#--------------------------------------------------------------------------
def make_action_speed2(adj)
@adj_speed = self.action.speed if @adj_speed == nil
@adj_speed = @adj_speed * adj / 100
end
#--------------------------------------------------------------------------
# ● 击倒的实行 ※再定义
#--------------------------------------------------------------------------
def perform_collapse
@force_action = ["N01collapse"] if $game_temp.in_battle and dead?
end
#--------------------------------------------------------------------------
# ● 获取初期配置
#--------------------------------------------------------------------------
def base_position
return if self.index == nil
# 确认角色画像的大小修正Y坐标
bitmap = Bitmap.new("Graphics/Battlers/" + @battler_name) if !self.anime_on
bitmap = Bitmap.new("Graphics/Characters/" + @battler_name) if self.anime_on && N01::WALK_ANIME
bitmap = Bitmap.new("Graphics/Characters/" + @battler_name + "_1") if self.anime_on && !N01::WALK_ANIME
height = bitmap.height
@base_position_x = self.screen_x + self.position_plus[0]
@base_position_y = self.screen_y + self.position_plus[1] - height / 3
bitmap.dispose
# 背后攻击时X轴逆转
if $back_attack && N01::BACK_ATTACK
@base_position_x = Graphics.width - self.screen_x - self.position_plus[0]
end
end
#--------------------------------------------------------------------------
# ● 战斗画面 X 坐标的取得
#--------------------------------------------------------------------------
def position_x
return @base_position_x - @move_x
end
#--------------------------------------------------------------------------
# ● 战斗画面 Y 坐标的取得
#--------------------------------------------------------------------------
def position_y
return @base_position_y + @move_y + @jump
end
#--------------------------------------------------------------------------
# ● 战斗画面 Z 坐标的取得
#--------------------------------------------------------------------------
def position_z
return position_y + @move_z - @jump + 200
end
end
#==============================================================================
# ■ Sprite_Damage
#------------------------------------------------------------------------------
# 伤害表示的精灵。
#==============================================================================
class Sprite_Damage < Sprite_Base
#--------------------------------------------------------------------------
# ● 公开变数
#--------------------------------------------------------------------------
attr_accessor :battler
#--------------------------------------------------------------------------
# ● 客观初期化
#--------------------------------------------------------------------------
def initialize(viewport,battler = nil)
super(viewport)
@battler = battler
@damage = 0
@duration = 0
@x = 0
@y = 0
@z_plus = 0
@minus = false
@num1 = Sprite.new(viewport)
@num2 = Sprite.new(viewport)
@num3 = Sprite.new(viewport)
@num4 = Sprite.new(viewport)
@num5 = Sprite.new(viewport)
@num1.visible = false
@num2.visible = false
@num3.visible = false
@num4.visible = false
@num5.visible = false
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
def update
force_damage
move_damage(@num5, @pop_time) if @num5.visible
move_damage(@num4, @pop_time - 2) if @num4.visible
move_damage(@num3, @pop_time - 4) if @num3.visible
move_damage(@num2, @pop_time - 6) if @num2.visible
move_damage(@num1, @pop_time - 8) if @num1.visible
move_window if @window != nil
@duration -= 1 if @duration > 0
end
#--------------------------------------------------------------------------
# ● 事件的伤害POP
#--------------------------------------------------------------------------
def force_damage
if @battler.force_damage != 0
damage_pop(@battler.force_damage)
@battler.hp -= @battler.force_damage
@force_damage = true
@battler.force_damage = 0
$game_temp.status_window_refresh = true
end
end
#--------------------------------------------------------------------------
# ● 数値的移动
#--------------------------------------------------------------------------
def move_damage(num, min)
case @duration
when min-1..min
num.y -= 4
when min-3..min-2
num.y -= 3
when min-6..min-4
num.y -= 2
when min-14..min-7
num.y += 2
when min-17..min-15
num.y -= 2
when min-23..min-18
num.y += 1
when min-27..min-24
num.y -= 1
when min-30..min-28
num.y += 1
when min-33..min-31
num.y -= 1
when min-36..min-34
num.y += 1
end
next_damage if @battler.double_damage && @duration == min-34
num.opacity = 256 - (12 - @duration) * 32
num.visible = false if @duration == 0
if @force_damage && @duration == 0
@force_damage = false
@battler.perform_collapse
end
end
#--------------------------------------------------------------------------
# ● 文字窗口的移动
#--------------------------------------------------------------------------
def move_window
@window.x -= 6 if @window_time > 0 && @window.x > 0
@window_time -= 1
if @duration == 0
@window.dispose
@window = nil
end
end
#--------------------------------------------------------------------------
# ● HPMP两方同时伤害
#--------------------------------------------------------------------------
def next_damage
@battler.hp_damage = 0
@battler.double_damage = false
damage_pop
end
#--------------------------------------------------------------------------
# ● 准备伤害POP
#--------------------------------------------------------------------------
def damage_pop(num = nil)
reset
damage = battler.hp_damage
# 抽出状态的变化
states = battler.added_states
text = ""
# MP伤害用文本(HPMP两方同时伤害除外)
if
[email protected]
_damage && @battler.mp_damage != 0
text = N01::POP_MP_DAM if battler.mp_damage > 0
text = N01::POP_MP_REC if battler.mp_damage < 0
damage = battler.mp_damage
end
# 连续伤害不显示MP伤害以外的文字
if num == nil
text = N01::POP_MISS if battler.missed && states == []
text = N01::POP_DAMAGE0 if damage == 0 && states == [] && !battler.revival
text = N01::POP_EVA if battler.evaded
text = N01::POP_CRI if battler.critical
for state in states
# 无POP设定的状态不显示
unless state.extension.include?("无POP")
text += " " if text != ""
text += state.name
end
end
else
damage = num
end
# 区分伤害和回复
@minus = false
@minus = true if damage < 0
damage = damage.abs
# 略微调整POP位置
adjust = -16
adjust = 16 if $back_attack
adjust = 0 if damage == 0
@x = battler.position_x + adjust
@y = battler.position_y
window(text) if text != ""
@pop_time = N01::NUM_DURATION
# 没有伤害时没有数字的POP
return @duration = @pop_time if damage == 0
@num_time = -1
damage_file(@num1, damage % 10, @pop_time - 7) if damage >= 0
damage_file(@num2, (damage % 100)/10, @pop_time - 5) if damage >= 10
damage_file(@num3, (damage % 1000)/100, @pop_time - 3) if damage >= 100
damage_file(@num4, (damage % 10000)/1000, @pop_time - 1) if damage >= 1000
damage_file(@num5, (damage % 100000)/10000, @pop_time + 1) if damage >= 10000
end
#--------------------------------------------------------------------------
# ● 准备情报窗口
#--------------------------------------------------------------------------
def window(text)
@window = Window_Damage.new(@x - 64, @y - 22)
@window.pop_text(text)
@window_time = 5
end
#--------------------------------------------------------------------------
# ● 准备数字画像
#--------------------------------------------------------------------------
def damage_file(num, cw, dur)
num.visible = true
# 判別文件
file = N01::DAMAGE_GRAPHICS
file = N01::RECOVER_GRAPHICS if @minus
# 数字
num.bitmap = Cache.system(file)
@num_time += 1
sx = num.bitmap.width / 10
num.src_rect.set(cw * sx, 0, sx, num.height)
num.x = @x - (num.width + N01::NUM_INTERBAL) * @num_time
num.y = @y
num.z = 2000 - @num_time
@duration = dur
@window.x = num.x - @window.width + 64 if @window != nil && N01::NON_DAMAGE_WINDOW
@window.x = num.x - @window.width + 26 if @window != nil && !N01::NON_DAMAGE_WINDOW
@window.x = 0 if @window != nil && @window.x < 0
end
#--------------------------------------------------------------------------
# ● 伤害组合
#--------------------------------------------------------------------------
def reset
@num5.visible = @num4.visible = @num3.visible = @num2.visible = @num1.visible = false
@window.dispose if @window != nil
@window = nil
end
#--------------------------------------------------------------------------
# ● 开放
#--------------------------------------------------------------------------
def dispose
super
@num1.dispose
@num2.dispose
@num3.dispose
@num4.dispose
@num5.dispose
@window.dispose if @window != nil
end
end
#==============================================================================
# ■ Window_Damage
#------------------------------------------------------------------------------
# 危机等表示的窗口。
#==============================================================================
class Window_Damage < Window_Base
#--------------------------------------------------------------------------
# ● 客观初期化
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 160, 46)
self.opacity = 0 if N01::NON_DAMAGE_WINDOW
end
#--------------------------------------------------------------------------
# ● 窗口内容的作成
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# ● 状态设定
#--------------------------------------------------------------------------
def pop_text(text, align = 1)
self.contents.clear
self.width = self.contents.text_size(text).width + 36
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.color = normal_color
self.contents.font.size = 16
self.contents.draw_text(0,-8, width - 32, 32, text, align)
end
end
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 游戏中处理所有窗口的超级类。
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 状态的描画 ※再定义(反映设定不显示状态ICON)
#--------------------------------------------------------------------------
def draw_actor_state(actor, x, y, width = 96)
count = 0
for state in actor.states
break if state.extension.include?("不显示ICON")
draw_icon(state.icon_index, x + 24 * count, y)
count += 1
break if (24 * count > width - 24)
end
end
end
#==============================================================================
# ■ Game_Temp
#------------------------------------------------------------------------------
# 不包含存储数据、处理一时数据的类。
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# ● 公开变数
#--------------------------------------------------------------------------
attr_accessor :status_window_refresh # 状态窗口的还原标志
#--------------------------------------------------------------------------
# ● 客观初期化
#--------------------------------------------------------------------------
alias initialize_n01 initialize
def initialize
initialize_n01
@status_window_refresh = false
end
end
#==============================================================================
# ■ Game_Interpreter
#------------------------------------------------------------------------------
# 实行时间指令的解释。
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# ● HP 的增减
#--------------------------------------------------------------------------
def command_311
if $game_temp.in_battle
value = operate_value(@params[1], @params[2], @params[3])
iterate_actor_id(@params[0]) do |actor|
next if actor.dead?
if @params[4] == false and actor.hp + value <= 0
actor.damage_num(actor.hp - 1) # 如果不允许战斗不能时变为1
else
actor.damage_num(-value)
end
end
return true
else
value = operate_value(@params[1], @params[2], @params[3])
iterate_actor_id(@params[0]) do |actor|
next if actor.dead?
if @params[4] == false and actor.hp + value <= 0
actor.hp = 1 # 如果不允许战斗不能时变为1
else
actor.hp += value
end
actor.perform_collapse
end
if $game_party.all_dead?
$game_temp.next_scene = "gameover"
end
return true
end
end
#--------------------------------------------------------------------------
# ● 敌角色的 HP 增减
#--------------------------------------------------------------------------
def command_331
value = operate_value(@params[1], @params[2], @params[3])
iterate_enemy_index(@params[0]) do |enemy|
if enemy.hp > 0
if @params[4] == false and enemy.hp + value <= 0
enemy.damage_num(enemy.hp - 1) # 如果不允许战斗不能时变为1
else
enemy.damage_num(-value)
end
end
end
return true
end
end
复制代码
作者:
彭格列第XI代
时间:
2013-7-14 15:05
放范例吧...这样太乱了。
作者:
.さっとりーん
时间:
2013-7-15 22:27
行走图命名和格式跟主角的一样
作者:
原野清平
时间:
2013-7-16 13:03
LZ放出来的脚本不能用啊……有错吧……
作者:
289307768
时间:
2013-7-18 08:52
本帖最后由 289307768 于 2013-7-18 09:06 编辑
楼主准备好糖,我就来帮你解决问题:
迷途传送门
请看10楼专业解答。
欢迎光临 Project1 (https://rpg.blue/)
Powered by Discuz! X3.1