Project1
标题:
状态叠加和综合显示+伤害美化冲突
[打印本页]
作者:
rock吧
时间:
2014-6-18 17:40
标题:
状态叠加和综合显示+伤害美化冲突
本帖最后由 hys111111 于 2014-7-9 10:54 编辑
状态叠加:
#==============================================================================
# Date 12-31-2005
# 重定义类:Window_Base, Window_Help
#==============================================================================
# 脚本功能:
# 实现战斗中和菜单中用图标显示状态,代替原来的文字显示。
# 默认最多同时显示5个状态
#------------------------------------------------------------------------------
# 设置方法:
# 一个状态对应的图标文件名为“状态的动画ID.png”
# 例如某状态的动画ID为50,那么它的图标就是“Icons\50.png”
# 如果找不到对应的文件,会报错
#==============================================================================
# 注意,在ICON_STATE_IDS中写上需要带图标的状态ID
# ICON_STATE_IDS是一个数组,数组的方法请参考帮助文件
# 例如:
# 只要1,5,8号状态带图标,就这样:ICON_STATE_IDS = [1,5,8]
# 要20到50号状态带图标:ICON_STATE_IDS = 20..50
ICON_STATE_IDS = [40..80]
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 游戏中全部窗口的超级类。
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 描绘状态
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# width : 描画目标的宽
#--------------------------------------------------------------------------
def draw_actor_state(actor, x, y, width = 120)
state_size = 0
for state in actor.states
# 图标数量超出宽度就中断循环
if state_size >= width / 24 - 1
break
end
# 此状态不带图标就跳过
if !ICON_STATE_IDS.include?(state)
next
end
bitmap = RPG::Cache.icon($data_states[state].name + ".png")
if actor.states_turn[state] >= $data_states[state].hold_turn/2
opacity = 255
else
opacity = 100
end
# 这里的图标大小默认是24x24,要改就改下面那个Rect.new(0, 0, 24, 24)
self.contents.blt(x + 24 * state_size ,y ,bitmap, Rect.new(0, 0, 24, 24), opacity)
state_size += 1
end
end
end
#==============================================================================
# ■ Window_Help
#------------------------------------------------------------------------------
# 特技及物品的说明、角色的状态显示的窗口。
#==============================================================================
class Window_Help < Window_Base
#--------------------------------------------------------------------------
# ● 设置敌人
# enemy : 要显示名字和状态的敌人
#--------------------------------------------------------------------------
def set_enemy(enemy)
# 描绘状态图标
state_size = 0
for state in enemy.states
# 图标数量超出宽度就中断循环
if state_size >= width / 16
break
end
# 此状态不带图标就跳过
if !ICON_STATE_IDS.include?(state)
next
end
bitmap = RPG::Cache.icon($data_states[state].name + "_sta.png")
if enemy.states_turn[state] >= $data_states[state].hold_turn/2
opacity = 255
else
opacity = 100
end
self.contents.blt(70 + 16 * state_size, 0, bitmap, Rect.new(0, 0, 24, 24), opacity)
state_size += 1
end
# 描绘敌人名字
set_text(enemy.name, 1)
end
end
class Game_Battler
attr_reader :states_turn # 声明状态剩余回合
end
伤害美化:#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================
# ————————————————————————————————————
# HP/SP/EXPゲージ表示スクリプト Ver 1.00
# 配布元・サポートURL
# [url]http://members.jcom.home.ne.jp/cogwheel/[/url]
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
# アクターを扱うクラスです。このクラスは Game_Actors クラス ($game_actors)
# の内部で使用され、Game_Party クラス ($game_party) からも参照されます。
#==============================================================================
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# ゲーム中のすべてのウィンドウのスーパークラスです。
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● HP ゲージの描画
#--------------------------------------------------------------------------
# オリジナルのHP描画を draw_actor_hp_original と名前変更
alias :draw_actor_hp_original :draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
# 変数rateに 現在のHP/MHPを代入
if actor.maxhp != 0
rate = actor.hp.to_f / actor.maxhp
else
rate = 0
end
# plus_x:X座標の位置補正 rate_x:X座標の位置補正(%) plus_y:Y座標の位置補正
# plus_width:幅の補正 rate_width:幅の補正(%) height:縦幅
# align1:描画タイプ1 0:左詰め 1:中央揃え 2:右詰め
# align2:描画タイプ2 0:上詰め 1:中央揃え 2:下詰め
# align3:ゲージタイプ 0:左詰め 1:右詰め
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
# グラデーション設定 grade1:空ゲージ grade2:実ゲージ
# (0:横にグラデーション 1:縦にグラデーション 2:斜めにグラデーション(激重))
grade1 = 1
grade2 = 0
# 色設定。color1:外枠,color2:中枠
# color3:空ゲージダークカラー,color4:空ゲージライトカラー
# color5:実ゲージダークカラー,color6:実ゲージライトカラー
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
# 変数spに描画するゲージの幅を代入
if actor.maxhp != 0
hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp
else
hp = 0
end
# ゲージの描画
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, hp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# オリジナルのHP描画処理を呼び出し
draw_actor_hp_original(actor, x, y, width)
end
#--------------------------------------------------------------------------
# ● EXP ゲージの描画
#--------------------------------------------------------------------------
# オリジナルのEXP描画を draw_actor_sp_original と名前変更
alias :draw_actor_exp_original :draw_actor_exp
def draw_actor_exp(actor, x, y, width = 204)
# 変数rateに 現在のexp/nextexpを代入
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
# plus_x:X座標の位置補正 rate_x:X座標の位置補正(%) plus_y:Y座標の位置補正
# plus_width:幅の補正 rate_width:幅の補正(%) height:縦幅
# align1:描画タイプ1 0:左詰め 1:中央揃え 2:右詰め
# align2:描画タイプ2 0:上詰め 1:中央揃え 2:下詰め
# align3:ゲージタイプ 0:左詰め 1:右詰め
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
# グラデーション設定 grade1:空ゲージ grade2:実ゲージ
# (0:横にグラデーション 1:縦にグラデーション 2:斜めにグラデーション(激重))
grade1 = 1
grade2 = 0
# 色設定。color1:外枠,color2:中枠
# color3:空ゲージダークカラー,color4:空ゲージライトカラー
# color5:実ゲージダークカラー,color6:実ゲージライトカラー
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
# 変数expに描画するゲージの幅を代入
if actor.next_exp != 0
exp = (width + plus_width) * actor.now_exp * rate_width /
100 / actor.next_exp
else
exp = (width + plus_width) * rate_width / 100
end
# ゲージの描画
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, exp, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
# オリジナルのEXP描画処理を呼び出し
draw_actor_exp_original(actor, x, y)
end
#--------------------------------------------------------------------------
# ● ゲージの描画
#--------------------------------------------------------------------------
def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
case align1
when 1
x += (rect_width - width) / 2
when 2
x += rect_width - width
end
case align2
when 1
y -= height / 2
when 2
y -= height
end
# 枠描画
self.contents.fill_rect(x, y, width, height, color1)
self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
if align3 == 0
if grade1 == 2
grade1 = 3
end
if grade2 == 2
grade2 = 3
end
end
if (align3 == 1 and grade1 == 0) or grade1 > 0
color = color3
color3 = color4
color4 = color
end
if (align3 == 1 and grade2 == 0) or grade2 > 0
color = color5
color5 = color6
color6 = color
end
# 空ゲージの描画
self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4,
color3, color4, grade1)
if align3 == 1
x += width - gauge
end
# 実ゲージの描画
self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
color5, color6, grade2)
end
end
#------------------------------------------------------------------------------
# Bitmapクラスに新たな機能を追加します。
#==============================================================================
class Bitmap
#--------------------------------------------------------------------------
# ● 矩形をグラデーション表示
# color1 : スタートカラー
# color2 : エンドカラー
# align : 0:横にグラデーション
# 1:縦にグラデーション
# 2:斜めにグラデーション(激重につき注意)
#--------------------------------------------------------------------------
def gradation_rect(x, y, width, height, color1, color2, align = 0)
if align == 0
for i in x...x + width
red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
green = color1.green +
(color2.green - color1.green) * (i - x) / (width - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - x) / (width - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - x) / (width - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(i, y, 1, height, color)
end
elsif align == 1
for i in y...y + height
red = color1.red +
(color2.red - color1.red) * (i - y) / (height - 1)
green = color1.green +
(color2.green - color1.green) * (i - y) / (height - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - y) / (height - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - y) / (height - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(x, i, width, 1, color)
end
elsif align == 2
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
elsif align == 3
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
end
end
end
#==============================================================================
# ■ Spriteモジュール
#------------------------------------------------------------------------------
# アニメーションの管理を行うモジュールです。
#==============================================================================
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================
# ============================================================================
# 伤害效果美化 v1.0 by SailCat
# ============================================================================
# 脚本使用说明:
# 1.使用时需要将Damage.png复制到你的游戏的Graphics/Pictures目录下
# 2.Damage.png文件的格式:
# 大小为180 x 96
# (0, 0) - (179, 31)为伤害值的数字表,其中每个数字宽18,高32
# (0, 32) - (179, 63)为回复值(伤害负值)的数字表,其中每个数字宽18,高32
# (0, 64) - (89, 95)为会心一击标记的图画,长宽为90 x 32
# (90, 64) - (179, 95)为未命中标记的图画,长宽为90 x 32
# ============================================================================
module RPG
class Sprite < ::Sprite
#--------------------------------------------------------------------------
# ● 伤害值描画
#--------------------------------------------------------------------------
def damage(value, critical)
# 释放伤害
dispose_damage
# 如果伤害值是数值
if value.is_a?(Numeric)
# 绝对值转为字符串
damage_string = value.abs.to_s
else
# 转为字符串
damage_string = value.to_s
end
# 初始化位图
bitmap = Bitmap.new(162, 64)
bitmap.font.name = "Arial Black"
bitmap.font.size = 32
# 伤害值是数值的情况下
if value.is_a?(Numeric)
# 分割伤害值字符串
damage_array = damage_string.scan(/./)
damage_x = 81 - damage_string.size * 9
# 伤害值为负的情况下
if value < 0
# 调用回复数字表
rect_y = 32
else
# 调用伤害数字表
rect_y = 0
end
# 循环伤害值字符串
for char in damage_array
number = char.to_i
# 显示伤害数字
bitmap.blt(damage_x, 32, RPG::Cache.picture("Damage"),
Rect.new(number * 18, rect_y, 18, 32))
# 后移一位
damage_x += 18
end
# 伤害值不是数值的情况
else
# 如果伤害值不是 Miss
unless value == "Miss"
# 系统默认描画字符串
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, 27, 162, 36, damage_string, 1)
bitmap.draw_text(+1, 27, 162, 36, damage_string, 1)
bitmap.draw_text(-1, 29, 162, 36, damage_string, 1)
bitmap.draw_text(+1, 29, 162, 36, damage_string, 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 28, 162, 36, damage_string, 1)
# Miss 的情况下
else
# 显示未击中图画
bitmap.blt(36, 28, RPG::Cache.picture("Damage"), Rect.new(90, 64, 90, 32))
end
end
# 会心一击标志打开的情况
if critical
# 显示会心一击图画
bitmap.blt(36, 0, RPG::Cache.picture("Damage"), Rect.new(0, 64, 90, 32))
end
# 伤害值定位
@_damage_sprite = ::Sprite.new(self.viewport)
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 81
@_damage_sprite.oy = 20
@_damage_sprite.x = self.x
@_damage_sprite.y = self.y - self.oy / 2
@_damage_sprite.z = 3000
@_damage_duration = 40
end
end
end
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================
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