Project1
标题:
求教vx版的超级横版战斗
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作者:
邪侠
时间:
2008-5-26 04:30
提示:
作者被禁止或删除 内容自动屏蔽
作者:
八云紫
时间:
2008-5-26 04:32
那就使用这个:
#==============================================================================
# ■ VX-RGSS2 简易横版战斗系统[Ver.1.0.1] by Claimh
#------------------------------------------------------------------------------
module Battle_Formation
#------------------------------------------------------------------------------
FORM = {
# [角色1x.y] [角色2x.y] [角色3x.y] [角色4x.y]
0 => [[380,150], [400, 230], [460, 170], [480, 250]]
}
#------------------------------------------------------------------------------
end
#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
attr_accessor :battle_formation # 形成 ID
#--------------------------------------------------------------------------
# ● 对象初始化
#--------------------------------------------------------------------------
alias init_game_system initialize
def initialize
init_game_system
@battle_formation = 0 # 最初的形成
end
end
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● Are sprites used? [Redefinition]
#--------------------------------------------------------------------------
def use_sprite?
return true
end
#--------------------------------------------------------------------------
# ● Battle Screen Acquiring X Coordinate
#--------------------------------------------------------------------------
def screen_x
return Battle_Formation::FORM[$game_system.battle_formation][self.index][0]
end
#--------------------------------------------------------------------------
# ● Battle Screen Acquiring Y Coordinate
#--------------------------------------------------------------------------
def screen_y
return Battle_Formation::FORM[$game_system.battle_formation][self.index][1]
end
#--------------------------------------------------------------------------
# ● Battle Screen Acquiring Z Coordinate
#--------------------------------------------------------------------------
def screen_z
bitmap = Cache.character(self.character_name)
return screen_y + bitmap.height / 4
end
end
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● Battle Screen Acquiring Z Coordinate [Redefinition]
#--------------------------------------------------------------------------
def screen_z
bitmap = Cache.battler(self.battler_name, self.battler_hue)
return screen_y + bitmap.height
end
end
#==============================================================================
# ■ VX-RGSS2 简易横版战斗系统[Ver.1.0.1] by Claimh
#------------------------------------------------------------------------------
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● Battle Start Process
#--------------------------------------------------------------------------
alias process_battle_start_sideview process_battle_start
def process_battle_start
for battler in ($game_party.members + $game_troop.members)
battler.move_mode = SideView::M_MODE_WAIT
end
process_battle_start_sideview
end
#--------------------------------------------------------------------------
# ● Victory Process
#--------------------------------------------------------------------------
alias process_victory_sideview process_victory
def process_victory
for actor in $game_party.members
actor.move_mode = SideView::M_MODE_WIN
end
process_victory_sideview
end
#--------------------------------------------------------------------------
# ● Wait Until Motion Control Is Finished
#--------------------------------------------------------------------------
def wait_for_motion
while @active_battler.motion_stop
update_basic
end
end
#--------------------------------------------------------------------------
# ● Execute Combat Operations: Attack [Redefinition]
#--------------------------------------------------------------------------
def execute_action_attack
text = sprintf(Vocab::DoAttack, @active_battler.name)
@message_window.add_instant_text(text)
targets = @active_battler.action.make_targets
#---Enemy attack sound reproduced.
if @active_battler.is_a?(Game_Enemy)
Sound.play_enemy_attack
wait(15, true)
end
#--- Proximity (Going)
SideView.set_target_point(@active_battler, targets[0])
@active_battler.move_mode = SideView::M_MODE_ATK1
@active_battler.motion_stop = true
wait_for_motion
#--- Attack
wait(5)
@active_battler.move_mode = SideView::M_MODE_ATK2
#---
display_attack_animation(targets)
wait(20)
for target in targets
target.attack_effect(@active_battler)
display_action_effects(target)
end
#--- Proximity (Return)
@active_battler.move_mode = SideView::M_MODE_ATK3
@active_battler.motion_stop = true
wait_for_motion
#---Wait
for target in targets
target.move_mode = SideView::M_MODE_WAIT
end
@active_battler.move_mode = SideView::M_MODE_WAIT
#---
end
#--------------------------------------------------------------------------
# ● Execute Combat Operations: Skill [Redefinition]
#--------------------------------------------------------------------------
def execute_action_skill
skill = @active_battler.action.skill
text = @active_battler.name + skill.message1
@message_window.add_instant_text(text)
unless skill.message2.empty?
wait(10)
@message_window.add_instant_text(skill.message2)
end
#--- Enemy attack sound reproduced.
if @active_battler.is_a?(Game_Enemy)
Sound.play_enemy_attack
wait(15, true)
end
#--- Long distance attack.
@active_battler.move_mode = SideView::M_MODE_MAGI
#---
targets = @active_battler.action.make_targets
display_animation(targets, skill.animation_id)
@active_battler.mp -= @active_battler.calc_mp_cost(skill)
$game_temp.common_event_id = skill.common_event_id
for target in targets
target.skill_effect(@active_battler, skill)
display_action_effects(target, skill)
end
#---Wait
for target in targets
target.move_mode = SideView::M_MODE_WAIT
end
@active_battler.move_mode = SideView::M_MODE_WAIT
#---
end
#--------------------------------------------------------------------------
# Execute Combat Operations: Item [Redefinition]
#--------------------------------------------------------------------------
def execute_action_item
item = @active_battler.action.item
text = sprintf(Vocab::UseItem, @active_battler.name, item.name)
@message_window.add_instant_text(text)
#--- Enemy attack sound reproduced.
if @active_battler.is_a?(Game_Enemy)
Sound.play_enemy_attack
wait(15, true)
end
#--- Long distance attack
@active_battler.move_mode = SideView::M_MODE_MAGI
#---
targets = @active_battler.action.make_targets
display_animation(targets, item.animation_id)
$game_party.consume_item(item)
$game_temp.common_event_id = item.common_event_id
for target in targets
target.item_effect(@active_battler, item)
display_action_effects(target, item)
end
#---Wait
for target in targets
target.move_mode = SideView::M_MODE_WAIT
end
@active_battler.move_mode = SideView::M_MODE_WAIT
#---
end
#--------------------------------------------------------------------------
# ● 攻击动画显示 [Redefinition]
# Targets : 对象的安排
#--------------------------------------------------------------------------
# 【Changed part】
# 改变敌对音响效果,因此可以用于每个阶段操作。
# 它改变,以便敌人的攻击动画可以被显示。
#--------------------------------------------------------------------------
def display_attack_animation(targets)
display_normal_animation(targets, @active_battler.atk_animation_id, false)
display_normal_animation(targets, @active_battler.atk_animation_id2, true)
wait_for_animation
end
#--------------------------------------------------------------------------
# ● HP 损伤显示 [Redefinition]
# Target : 候选人
# object : 技能 或 物品
#--------------------------------------------------------------------------
def display_hp_damage(target, obj = nil)
if target.hp_damage == 0 # 没有损伤
return if obj != nil and obj.damage_to_mp
return if obj != nil and obj.base_damage == 0
fmt = target.actor? ? Vocab::ActorNoDamage : Vocab::EnemyNoDamage
text = sprintf(fmt, target.name)
elsif target.absorbed # 吸收
fmt = target.actor? ? Vocab::ActorDrain : Vocab::EnemyDrain
text = sprintf(fmt, target.name, Vocab::hp, target.hp_damage)
elsif target.hp_damage > 0 # 损伤
if target.actor?
text = sprintf(Vocab::ActorDamage, target.name, target.hp_damage)
Sound.play_actor_damage
$game_troop.screen.start_shake(5, 5, 10) #震动
target.blink = true # 只增加得这里
else
text = sprintf(Vocab::EnemyDamage, target.name, target.hp_damage)
Sound.play_enemy_damage
target.blink = true #闪烁
end
else # 补救
fmt = target.actor? ? Vocab::ActorRecovery : Vocab::EnemyRecovery
text = sprintf(fmt, target.name, Vocab::hp, -target.hp_damage)
Sound.play_recovery
end
@message_window.add_instant_text(text)
wait(30)
end
end
#==============================================================================
# ■ VX-RGSS2 简易横版战斗系统[Ver.1.0.1] by Claimh
#==============================================================================
module SideView
#----------------------------------------------------------------------------
#-----[操作设定]-----
# 操作速度
MOTION_SPEED = 15
#-----[动画设置]-----
# 通常敌人攻击动画设定。
E_ANIME = {
1 => [1, 0]
}
#----------------------------------------------------------------------------
#----------------------------------------------------------------------------
# 行动控制方式
M_MODE_WAIT = 0 # Standby
M_MODE_MAGI = 1 # Attack
M_MODE_DAMG = 2 # Non-Damage Attack
M_MODE_WIN = 3 # Victory
M_MODE_ATK1 = 4 # Direct Attack (Approaching)
M_MODE_ATK2 = 5 # Direct Attack (Attacking)
M_MODE_ATK3 = 6 # Direct Attack (Returning)
module_function
#--------------------------------------------------------------------------
# ● Movement-Zone Calculation
#--------------------------------------------------------------------------
def set_target_point(attacker, target)
case target
when Game_Actor
bits = Cache.character(target.character_name)
attacker.target_x = target.screen_x + (bits.width / 8)
attacker.target_y = target.screen_y
when Game_Enemy
bits = Cache.battler(target.battler_name, target.battler_hue)
attacker.target_x = target.screen_x + (bits.width / 2)
attacker.target_y = target.screen_y
end
end
end
class Game_Battler
attr_accessor :move_mode # Operation Mode
# 0:Standby 1:Attack 2: Un-useless 3:Victory
attr_accessor :motion_stop # Operation Stop Flag (Under Movement Flag)
attr_accessor :target_x # Move Position(x)
attr_accessor :target_y # Move Position(y)
#--------------------------------------------------------------------------
# ● Object Initialization
#--------------------------------------------------------------------------
alias initialize_sdva_corpse initialize
def initialize
initialize_sdva_corpse
@move_mode = 0
@motion_stop = false
@target_x = 0
@target_y = 0
end
end
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● 攻击动画ID
#--------------------------------------------------------------------------
def atk_animation_id
return 0 if SideView::E_ANIME[@enemy_id].nil?
return SideView::E_ANIME[@enemy_id][0]
end
#--------------------------------------------------------------------------
# ● 攻击动画ID Acquisition (2 Sword Style : 2 Weapons )
#--------------------------------------------------------------------------
def atk_animation_id2
return 0 if SideView::E_ANIME[@enemy_id].nil?
return SideView::E_ANIME[@enemy_id][1]
end
end
#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# ● 对象初始化
# Viewport : 视区
# Battler : 战斗者 (Game_Battler)
#--------------------------------------------------------------------------
alias initialize_sideview initialize
def initialize(viewport, battler = nil)
initialize_sideview(viewport, battler)
init_direct_attack
end
#--------------------------------------------------------------------------
# ● 设置攻击的接近度价值
#--------------------------------------------------------------------------
def init_direct_attack
@direct_attack_cnt = 0
@direct_attack_phase = 0
@direct_move_cnt = 0
@battler_x_plus = 0
@battler_y_plus = 0
@moving_mode = 0
@pattern = 0
@direction = 0
end
#--------------------------------------------------------------------------
# ● 更新 [Redefinition]
#--------------------------------------------------------------------------
def update
super
if @battler == nil
self.bitmap = nil
else
@use_sprite = @battler.use_sprite?
if @use_sprite
self.x = @battler.screen_x + @battler_x_plus
self.y = @battler.screen_y + @battler_y_plus
self.z = @battler.screen_z
update_battler_bitmap
end
setup_new_effect
update_effect
end
end
#--------------------------------------------------------------------------
# ● 数位映象的调动来源更新
#--------------------------------------------------------------------------
alias update_battler_bitmap_sideview update_battler_bitmap
def update_battler_bitmap
case @battler
when Game_Actor
if @battler.character_name != @battler_name or @battler.character_index != @battler_hue
@battler_name = @battler.character_name
@battler_hue = @battler.character_index
draw_pre_character
draw_character
if (@battler.dead? or @battler.hidden)
self.opacity = 0
end
end
when Game_Enemy
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
draw_battler
if (@battler.dead? or @battler.hidden)
self.opacity = 0
end
end
end
motion_control
end
#--------------------------------------------------------------------------
# ● Battler Drawing
#--------------------------------------------------------------------------
def draw_battler
self.bitmap = Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height
end
#--------------------------------------------------------------------------
# ● Pre-Character Drawing [共同]
#--------------------------------------------------------------------------
def draw_pre_character
self.bitmap = Cache.character(@battler_name)
sign = @battler_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
@width = bitmap.width / 3
@height = bitmap.height / 4
else
@width = bitmap.width / 12
@height = bitmap.height / 8
end
self.ox = @width / 2
self.oy = @height
end
#--------------------------------------------------------------------------
# ● Character Drawing [Common]
#--------------------------------------------------------------------------
def draw_character
index = @battler_hue
pattern = @pattern < 3 ? @pattern : 1
sx = (index % 4 * 3 + pattern) * @width
sy = (index / 4 * 4 + (@direction - 2) / 2) * @height
self.src_rect.set(sx, sy, @width, @height)
end
#--------------------------------------------------------------------------
# ● 运动控制
#--------------------------------------------------------------------------
def motion_control
# 存储操作方式
@moving_mode = @battler.move_mode
# 战役图画
case @battler
when Game_Actor # Actor
actor_motion_control
when Game_Enemy # Enemy
enemy_motion_control
end
end
#--------------------------------------------------------------------------
# ● 运动控制 (Actor)
#--------------------------------------------------------------------------
def actor_motion_control
# 操作变动
case @moving_mode
when SideView::M_MODE_WAIT # Standby
init_direct_attack
@battler_x_plus = 0
@direction = 4
@pattern = 1
when SideView::M_MODE_MAGI # Attack
@battler_x_plus = -10
@direction = 4
@pattern = 3
when SideView::M_MODE_DAMG # Non-Damage Attack
@battler_x_plus = 10
@direction = 4
@pattern = 3
when SideView::M_MODE_WIN # Victory
@direction = 2
@pattern = 1
when SideView::M_MODE_ATK1 # Direct Attack (Approaching)
exe_moving_attack_start
@end_pos_x = @battler_x_plus
when SideView::M_MODE_ATK2 # Direct Attack (Attacking)
@battler_x_plus = @end_pos_x - 10
when SideView::M_MODE_ATK3 # Direct Attack (Returning)
exe_moving_attack_end
else
p "error:Sprite_Battler>> @moving_mode"
end
draw_character
end
#--------------------------------------------------------------------------
# ● Motion Control (Enemy)
#--------------------------------------------------------------------------
def enemy_motion_control
# Operation Change
case @moving_mode
when SideView::M_MODE_WAIT # Standby
init_direct_attack
when SideView::M_MODE_MAGI # Attack
@battler_x_plus = 10
when SideView::M_MODE_DAMG # Non-Damage Attack
@battler_x_plus = -10
@shake_flg = true
when SideView::M_MODE_ATK1 # Direct Attack (Approaching)
exe_moving_attack_start
@end_pos_x = @battler_x_plus
when SideView::M_MODE_ATK2 # Direct Attack (Attacking)
@battler_x_plus = @end_pos_x + 10
when SideView::M_MODE_ATK3 # Direct Attack (Returning)
exe_moving_attack_end
else
p "error:Sprite_Battler>> @moving_mode", @moving_mode
end
end
#--------------------------------------------------------------------------
# ● 接近度攻击施行方法
#--------------------------------------------------------------------------
def exe_moving_attack_start
return unless @battler.motion_stop
case @direct_attack_phase
when 0 # 开始操作准备
diratk_start
when 1 # 移动操作
diratk_move
when 2 # 在以后运动等待
diratk_wait
end
end
def exe_moving_attack_end
case @direct_attack_phase
when 0 # 攻击操作
diratk_attack
when 1 # 移动操作(回归)
diratk_back
when 2 # 操作末端
diratk_end
end
end
#--------------------------------------------------------------------------
# ● 接近度攻击施行 [开始操作准备 ]
#--------------------------------------------------------------------------
def diratk_start
# 姿势变动
@pattern = 1
# 需要的框架的数量是当前位置和靶位之间的距离。
pos_x = @battler.target_x - self.x
pos_y = @battler.target_y - self.y
# Caculation for ammount of frames needed.
@direct_move_cnt = @direct_attack_cnt = (pos_x.abs / SideView::MOTION_SPEED).round
# 下个阶段
@direct_attack_phase += 1
end
#--------------------------------------------------------------------------
# ● 接近度攻击施行 [Move Operation (Going)]
#--------------------------------------------------------------------------
def diratk_move
case @battler
when Game_Actor
x_plus = @width
y_plus = -@height / 4
when Game_Enemy
x_plus = -@width - 10
y_plus = @height / 4
end
# 下个运动地点由当前位置和靶位之间的距离推测。
pos_x = @battler.target_x - self.x + x_plus
pos_y = @battler.target_y - self.y + y_plus
@battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0
@battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0
# 结尾计数
@direct_attack_cnt -= 1
# 前运动(保险: 前个更正)
if @direct_attack_cnt <= 0
@battler_x_plus = @battler.target_x - @battler.screen_x + x_plus
@battler_y_plus = @battler.target_y - @battler.screen_y + y_plus
# 下一阶段
@direct_attack_cnt = 5
@direct_attack_phase += 1
end
end
#--------------------------------------------------------------------------
# ● 接近度攻击施行[回归]
#--------------------------------------------------------------------------
def diratk_wait
# 结尾计数
@direct_attack_cnt -= 1
# 前运动
if @direct_attack_cnt <= 0
# 姿势变动
@pattern = 3
# 结尾阶段
@direct_attack_phase = 0
@battler.motion_stop = false
end
end
#--------------------------------------------------------------------------
# ● 接近度攻击施行[攻击操作回归]
#--------------------------------------------------------------------------
def diratk_attack
# 姿势变动
@pattern = 1
# 结尾等待计数
@direct_attack_cnt = @direct_move_cnt
# NEXT Phase
@direct_attack_phase += 1
end
#--------------------------------------------------------------------------
# ● 接近度攻击施行[移动操作(回归)]
#--------------------------------------------------------------------------
def diratk_back
# 下个运动地点由当前位置和靶位之间的距离推测。
pos_x = @battler.screen_x - self.x
pos_y = @battler.screen_y - self.y
@battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0
@battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0
# 结尾计数
@direct_attack_cnt -= 1
# 前运动
if @direct_attack_cnt == 0
@battler_x_plus = 0
@battler_y_plus = 0
# 下个阶段
@direct_attack_phase += 1
end
end
#--------------------------------------------------------------------------
# ● 接近度攻击施行[操作末端]
#--------------------------------------------------------------------------
def diratk_end
init_direct_attack
@battler.motion_stop = false
# 结尾阶段
@direct_attack_phase = 0
end
end
复制代码
效果没有之前的那个好。 [LINE]1,#dddddd[/LINE]
系统信息:本贴由本区版主认可为正确答案,66RPG感谢您的热情解答~
作者:
oceary
时间:
2008-5-26 05:47
提示:
作者被禁止或删除 内容自动屏蔽
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