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Lv1.梦旅人 魔王 ⑨
- 梦石
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- 星屑
- 95
- 在线时间
- 380 小时
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- 2006-10-16
- 帖子
- 4299
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- class Arrow_Actor < Arrow_Base
- #--------------------------------------------------------------------------
- # ● 获取光标指向的角色
- #--------------------------------------------------------------------------
- def actor
- return $game_party.actors[@index]
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 光标右
- if Input.repeat?(Input::RIGHT)
- $game_system.se_play($data_system.cursor_se)
- @index += 1
- @index %= $game_party.actors.size
- end
- # 光标左
- if Input.repeat?(Input::LEFT)
- $game_system.se_play($data_system.cursor_se)
- @index += $game_party.actors.size - 1
- @index %= $game_party.actors.size
- end
- # 设置活动块坐标
- if self.actor != nil
- self.x = self.actor.screen_x + self.ox
- self.y = self.actor.screen_y + self.oy
- end
- end
- end
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● 刷新画面 (主回合步骤 3 : 行动方动画)
- #--------------------------------------------------------------------------
- def update_phase4_step3
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
- if @animation1_id == 0
- @active_battler.white_flash = true
- else
- # 添加施法动画
- #@active_battler.setup_battler_ani(@active_battler.battler_name.split(/★/)[8], 1)
- @active_battler.animation_id = @animation1_id
- @active_battler.animation_hit = true
- end
- # 对像方动画
- for target in @target_battlers
- target.animation_id = @animation2_id
- target.animation_hit = (target.damage != "Miss")
- ###########################################################
- target.setup_battler_dead_ani(0)
- ############################################################
- #.......................................................................
- if target.is_a?(Game_Actor)
- ##############
- if target.guarding?
- $fangyu = 1
- end
- ##############
- if target.current_action.kind == 0 and target.current_action.basic == 1
- target.setup_battler_ani(target.battler_name.split(/★/)[2])
- else
- target.setup_battler_hurt_ani(0)
- end
- end
- if target.is_a?(Game_Enemy)
- if target.current_action.kind == 0 and target.current_action.basic == 1
- target.setup_battler_ani(target.battler_name.split(/★/)[1])
- else
- target.setup_battler_hurt_ani(0)
- end
- end
- #.......................................................................
- end
- # 对像方动画
- for target in @target_battlers
- target.animation_id = @animation2_id
- target.animation_hit = (target.damage != "Miss")
- #......................................................................
- end
- # 限制动画长度、最低 8 帧
- @wait_count = 8
- # 移至步骤 5
- @phase4_step = 5
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (主回合步骤 4 : 对像方动画) ★
- #--------------------------------------------------------------------------
- def update_phase4_step4
- # 限制动画长度、最低 8 帧
- @wait_count = 8
- # 移至步骤 5
- @phase4_step = 5
- end
- end
- class Game_Actor < Game_Battler
-
- #小改动
- #############################################################################
- # 横版修改 #
- #############################################################################
-
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 X 坐标
- #--------------------------------------------------------------------------
- def screen_x
- case self.index
- when 0
- return 520
- when 1
- return 480
- when 2
- return 440
- when 3
- return 400
- else
- return 1001
- end
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Y 坐标
- #--------------------------------------------------------------------------
- def screen_y
- case self.index
- when 0
- return 320
- when 1
- return 280
- when 2
- return 240
- when 3
- return 200
- else
- return 1001
- end
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Z 坐标
- #--------------------------------------------------------------------------
- def screen_z
- # 返回计算后的队伍 Z 坐标的排列顺序
- case self.index
- when 0
- return 1
- when 1
- return 2
- when 2
- return 3
- when 3
- return 4
- else
- return 1001
- end
- end
- #############################################################################
-
-
-
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 X 坐标
- #--------------------------------------------------------------------------
- # def screen_x
- # 返回计算后的队伍 X 坐标的排列顺序
- # if self.index != nil
- #......................................................................
- # return self.index * 90 + 500
- #......................................................................
- # else
- # return 0
- # end
- # end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Y 坐标
- #--------------------------------------------------------------------------
- # def screen_y
- #........................................................................
- # return 464 - self.index * 110
- #........................................................................
- # end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Z 坐标
- #--------------------------------------------------------------------------
- # def screen_z
- # 返回计算后的队伍 Z 坐标的排列顺序
- # if self.index != nil
- # return 4 - self.index
- # else
- # return 0
- # end
- # end
- end
- class Scene_Battle
- #..........................................................................
- #--------------------------------------------------------------------------
- # ● 返回phase
- #--------------------------------------------------------------------------
- def phase
- return @phase
- end
- #--------------------------------------------------------------------------
- # ● 返回phase4_step
- #--------------------------------------------------------------------------
- def phase4_step
- return @phase4_step
- end
- #--------------------------------------------------------------------------
- # ● 返回phase4_step
- #--------------------------------------------------------------------------
- def actor_command_active?
- return @actor_command_window.active
- end
- #..........................................................................
- end
- class Game_Battler
- #..........................................................................
- #--------------------------------------------------------------------------
- # ● 获取循环的动画 ID
- #--------------------------------------------------------------------------
- def show_damage(value)
- @show_damage_value = value
- end
- #--------------------------------------------------------------------------
- # ● 获取循环的动画 ID
- #--------------------------------------------------------------------------
- def show_damage_value
- return @show_damage_value
- end
- #--------------------------------------------------------------------------
- # ● 获取循环的动画 ID
- #--------------------------------------------------------------------------
- def battler_ani
- return @battler_ani
- end
- #--------------------------------------------------------------------------
- # ● 获取循环的动画 ID
- #--------------------------------------------------------------------------
- def setup_battler_ani(battler_ani, once = 0)
- @battler_ani = battler_ani
- @once = once
- end
- #--------------------------------------------------------------------------
- # ● 获取循环的动画 ID
- #--------------------------------------------------------------------------
- def setup_battler_hurt_ani(hurt)
- @hurt = hurt
- end
- #--------------------------------------------------------------------------
- # ● 获取循环的动画 ID
- #--------------------------------------------------------------------------
- def setup_battler_dead_ani(over)
- @over = over
- end
- #--------------------------------------------------------------------------
- # ● 获取循环的动画 ID
- #--------------------------------------------------------------------------
- def battler_dead_ani
- return @over
- end
- #--------------------------------------------------------------------------
- # ● 获取循环的动画 ID
- #--------------------------------------------------------------------------
- def battler_ani_once
- return @once
- end
- #--------------------------------------------------------------------------
- # ● 获取循环的动画 ID
- #--------------------------------------------------------------------------
- def battler_hurt_ani
- return @hurt
- end
- #..........................................................................
- end
- class Sprite_Battler < RPG::Sprite
- #..........................................................................
- #--------------------------------------------------------------------------
- # ● 胜利图
- #--------------------------------------------------------------------------
- def win
- if @battler_name != nil and not @battler.hidden and not @battler.dead?
- @battler.setup_battler_ani(@battler_name.split(/★/)[6], 1)
- end
- end
- #..........................................................................
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- if self.bitmap != nil
- self.bitmap.dispose
- end
- super
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 战斗者为 nil 的情况下
- if @battler == nil
- self.bitmap = nil
- loop_animation(nil)
- return
- end
- # 文件名和色相与当前情况有差异的情况下
- if @battler.battler_name != @battler_name or
- @battler.battler_hue != @battler_hue
- @battler_hue = @battler.battler_hue
- # 获取、设置位图
- @battler_name = @battler.battler_name
- self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
- #.......................................................................
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
- #.......................................................................
- @width = bitmap.width
- @height = bitmap.height
- self.ox = @width / 2
- self.oy = @height
- # 如果是战斗不能或者是隐藏状态就把透明度设置成 0
- if @battler.is_a?(Game_Enemy)
- if @battler.dead? or @battler.hidden
- self.opacity = 0
- end
- end
- end
- # 动画 ID 与当前的情况有差异的情况下
- #.........................................................................
- if @battler.battler_ani != @battler_ani
- @battler_ani = @battler.battler_ani
- loop_animation($data_animations[@battler_ani.to_i])
- end
- #.........................................................................
- # 应该被显示的角色的情况下
- if @battler.is_a?(Game_Actor) and @battler_visible
- # 不是主状态的时候稍稍降低点透明度
- if $game_temp.battle_main_phase
- self.opacity += 3 if self.opacity < 255
- else
- self.opacity -= 3 if self.opacity > 207
- end
- end
- # 明灭
- if @battler.blink
- blink_on
- else
- blink_off
- end
- # 不可见的情况下
- unless @battler_visible
- # 出现 ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
- if not @battler.hidden and not @battler.dead? and
- (@battler.damage == nil or @battler.damage_pop)
- if @battler.is_a?(Game_Enemy)
- appear
- else
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
- end
- @battler_visible = true
- end
- end
- # 可见的情况下
- if @battler_visible
- # 逃跑
- if @battler.hidden
- $game_system.se_play($data_system.escape_se)
- escape
- @battler_visible = false
- end
- # 白色闪烁
- if @battler.white_flash
- whiten
- @battler.white_flash = false
- end
- # 动画
- if @battler.animation_id != 0
- animation = $data_animations[@battler.animation_id]
- animation(animation, @battler.animation_hit)
- @battler.animation_id = 0
- end
- # 伤害
- if @battler.damage_pop
- damage(@battler.damage, @battler.critical)
- @battler.damage = nil
- @battler.critical = false
- @battler.damage_pop = false
- end
- # korapusu
- if @battler.damage == nil and @battler.dead?
- #....................................................................
- if @battler.is_a?(Game_Enemy)
- $game_system.se_play($data_system.enemy_collapse_se)
- #collapse
- else
- $game_system.se_play($data_system.actor_collapse_se)
- end
- #....................................................................
- @battler_visible = false
- end
- end
- # 设置活动块的坐标
- self.x = @battler.screen_x
- self.y = @battler.screen_y
- self.z = @battler.screen_z
- end
- end
- module RPG
- class Sprite < ::Sprite
- def damage(value, critical)
- dispose_damage
- if value.is_a?(Numeric)
- damage_string = value.abs.to_s
- else
- damage_string = value.to_s
- end
- bitmap = Bitmap.new(160, 48)
- bitmap.font.name = "Arial Black"
- bitmap.font.size = 32
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
- bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
- bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
- bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
- if value.is_a?(Numeric) and value < 0
- bitmap.font.color.set(176, 255, 144)
- else
- bitmap.font.color.set(255, 255, 255)
- end
- bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
- if critical
- bitmap.font.size = 20
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
- bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
- bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
- bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
- bitmap.font.color.set(255, 255, 255)
- bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
- end
- @_damage_sprite = ::Sprite.new(self.viewport)
- @_damage_sprite.bitmap = bitmap
- @_damage_sprite.ox = 80
- @_damage_sprite.oy = 20
- @_damage_sprite.x = self.x
- @_damage_sprite.x -= self.bitmap.width/2 if @battler.is_a?(Game_Actor)
- @_damage_sprite.y = self.y - self.oy / 2
- @_damage_sprite.z = 3000
- @_damage_duration = 40
- end
- end
- end
- module RPG
- #--------------------------------------------------------------------------
- # ● 常量设定
- #--------------------------------------------------------------------------
- # 是否显示总伤害
- SHOW_TOTAL_DAMAGE = true
- # 角色受攻击时是否跳一下
- BATTLER_JUMP = true
- # 伤害美化字符串文件夹名(放在Pictures文件夹中的子文件夹)
- STRING_DOCUMENTS = "String/"
- # 是否使用伤害美化效果
- USE_DAMAGE = true
-
- class Sprite < ::Sprite
- #==========================================
- # 修改说明:
- # @flash_shake用来制作挨打时候跳跃
- # @_damage 用来记录每次打击之后弹出数字
- # @_total_damage 记录总伤害
- # @_total_damage_duration 总伤害持续帧
- #==========================================
- #alias 66RPG_rainbow_initialize : initialize
- def initialize(viewport = nil)
- #66RPG_rainbow_initialize(viewport)
- super(viewport)
- @_whiten_duration = 0
- @_appear_duration = 0
- @_escape_duration = 0
- @_collapse_duration = 0
- @_damage_duration = 0
- @_animation_duration = 0
- @_blink = false
- # 挨打时候跳跃
- @flash_shake = 0
- # 伤害记录数组
- @_damage = []
- # 总伤害数字
- @_total_damage = 0
- # 总伤害持续帧
- @_total_damage_duration = 0
- #.........................................................................
- @hits = 0
- #.........................................................................
- end
- #--------------------------------------------------------------------------
- #美化的伤害处理
- #--------------------------------------------------------------------------
- def damage(value, critical)
-
- if USE_DAMAGE == true then
-
- # 释放伤害,效果是伤害数字快速消失,觉得不如不消失好看......
- #dispose_damage
- #清除hit数
- dispose_hit
- # 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 = ["华文行楷","黑体", "宋体"]
- 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(STRING_DOCUMENTS + "Damage"),#"Damagenew"),
- 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(STRING_DOCUMENTS + "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(STRING_DOCUMENTS + "Damage"), Rect.new(0, 64, 90, 32))
- end
-
- else
-
- #.........................................................................
- #清除hit数
- dispose_hit
- #.........................................................................
- if value.is_a?(Numeric)
- damage_string = value.abs.to_s
- else
- damage_string = value.to_s
- end
- bitmap = Bitmap.new(160, 48)
- bitmap.font.name = "Arial Black"
- bitmap.font.size = 32
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
- bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
- bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
- bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
- #=======================================
- # 修改:颜色
- #=======================================
- if value.is_a?(Numeric) and value < 0
- bitmap.font.color.set(176, 255, 144)
- else
- bitmap.font.color.set(255, 55, 55)
- end
- bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
- if critical
- bitmap.font.size = 20
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
- bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
- bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
- bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
- bitmap.font.color.set(255, 255, 255)
- bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
- end
-
- end
-
- # 伤害值定位
- @_damage_sprite = ::Sprite.new#(self.viewport)
- @_damage_sprite.bitmap = bitmap
- @_damage_sprite.ox = 80
- @_damage_sprite.oy = 20
- @_damage_sprite.x = self.x
- @_damage_sprite.y = self.y - self.oy / 2
- @_damage_sprite.z = 3000
- @_damage_duration = 40
- #=======================================
- # 修改:推入新的伤害
- #=======================================
- @_damage.push([@_damage_sprite,@_damage_duration-10,0, rand(30) - 15, rand(3)])
- # 总伤害处理
- make_total_damage(value)
-
-
-
- end
- #--------------------------------------------------------------------------
- # ● 返回 @hits
- #--------------------------------------------------------------------------
- def get_hit
- return @hits
- end
- #--------------------------------------------------------------------------
- # ● hit数的美化描绘
- #--------------------------------------------------------------------------
- #..........................................................................
- def hit
- # 如果伤害值是数值
- # 转为字符串
- value=@hits
- hits_string = value.to_s
- # 初始化位图
- bitmap = Bitmap.new(320, 64)
- bitmap.font.name = "Arial Black"
- bitmap.font.size = 32
- # 分割伤害值字符串
- hits_array = hits_string.scan(/./)
- hits_x = - 36.2#hits_string.size * 18.1 # 81 - hits_string.size * 18.1
- rect_y = 0
- # 循环伤害值字符串
- for char in hits_array
- # 后移一位
- hits_x += 36.2
- number = char.to_i
- # 显示伤害数字
- bitmap.blt(hits_x, 0, RPG::Cache.picture(STRING_DOCUMENTS + "Number"),
- Rect.new(number * 36.2, rect_y, 36.2, 50))
- end
- hits_x += 18.1
- bitmap.blt(hits_x, 0, RPG::Cache.picture(STRING_DOCUMENTS + "HITS"),
- Rect.new(0, -21, 90, 50))
- # 伤害值定位
- @_hits_sprite = ::Sprite.new(self.viewport)
- @_hits_sprite.bitmap = bitmap
- @_hits_sprite.x = 560 - hits_string.size * 36.2
- @_hits_sprite.y = 70
- @_hits_sprite.z = 3000
- @_hits_duration = 40
- end
- #..........................................................................
- #--------------------------------------------------------------------------
- # ● 美化的总伤害处理
- #--------------------------------------------------------------------------
- def make_total_damage(value)
-
- if USE_DAMAGE == true then
-
- if value.is_a?(Numeric)# and SHOW_TOTAL_DAMAGE
- @_total_damage += value
- # 绝对值转为字符串
- damage_string = @_total_damage.abs.to_s
- else
- return
- end
- #####################################################小改动
- if SHOW_TOTAL_DAMAGE
- #####################################################
- # 初始化位图
- bitmap = Bitmap.new(300, 150)
- 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 = 40 - damage_string.size * 9
- # 伤害值为负的情况下
- if value < 0
- # 调用回复数字表
- name= STRING_DOCUMENTS + "Number3"
- else
- # 调用伤害数字表
- name= STRING_DOCUMENTS + "Number2"
- 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, 0, RPG::Cache.picture(name),
- Rect.new(number * 36.2, 0, 36.2, 50))
- # 后移一位
- damage_x += 36.2
- end
- #####################################################小改动
- end
- #####################################################
- end
-
- else
-
- #--------------------------------------------------------------------------
- # ● 总伤害处理
- #--------------------------------------------------------------------------
- if value.is_a?(Numeric)# and SHOW_TOTAL_DAMAGE
- @_total_damage += value
- else
- return
- end
- #####################################################小改动
- if SHOW_TOTAL_DAMAGE
- #####################################################
- bitmap = Bitmap.new(300, 150)
- bitmap.font.name = "Arial Black"
- bitmap.font.size = 48
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(+2, 12+2, 160, 36, @_total_damage.abs.to_s, 1)
- if @_total_damage < 0
- bitmap.font.color.set(80, 255, 00)
- else
- bitmap.font.color.set(255, 140, 0)
- end
- bitmap.draw_text(0, 12, 160, 36, @_total_damage.abs.to_s, 1)
- #####################################################小改动
- end
- #####################################################
- end
-
- if @_total_damage_sprite.nil?
- @_total_damage_sprite = ::Sprite.new#(self.viewport)
- @_total_damage_sprite.ox = 80
- @_total_damage_sprite.oy = 20
- @_total_damage_sprite.z = 3000
- end
- @_total_damage_sprite.bitmap = bitmap
- @_total_damage_sprite.zoom_x = 1.5
- @_total_damage_sprite.zoom_y = 1.5
- @_total_damage_sprite.x = self.x
- @_total_damage_sprite.y = self.y - self.oy / 2 - 64
- @_total_damage_sprite.z = 3001
- #.........................................................................
- @_total_damage_duration = 40
- #.........................................................................
- #.........................................................................
- #hit数描绘
- @hits+=1
- hit
- #.........................................................................
- end
- def animation(animation, hit, battler_damage="", battler_critical=false)
- dispose_animation
- #=======================================
- # 修改:记录伤害和critical
- #=======================================
- @battler_damage = battler_damage
- @battler_critical = battler_critical
- @_animation = animation
- return if @_animation == nil
- @_animation_hit = hit
- @_animation_duration = @_animation.frame_max
- animation_name = @_animation.animation_name
- animation_hue = @_animation.animation_hue
- bitmap = RPG::Cache.animation(animation_name, animation_hue)
- #=======================================
- # 修改:计算总闪光权限值
- #=======================================
- for timing in @_animation.timings
- quanzhong = animation_process_timing(timing, @_animation_hit,true)
- @all_quanzhong += quanzhong
- # 记录最后一次闪光
- @_last_frame = timing.frame if quanzhong != 0
- end
- #.........................................................................
- @last_frame = @_last_frame
- #.........................................................................
- if @@_reference_count.include?(bitmap)
- @@_reference_count[bitmap] += 1
- else
- @@_reference_count[bitmap] = 1
- end
- #=======================================
- # 修改:行动方动画不显示伤害
- #=======================================
- if $scene.is_a?(Scene_Battle)
- if $scene.animation1_id == @battler.animation_id
- @battler_damage = ""
- end
- end
- @_animation_sprites = []
- if @_animation.position != 3 or not @@_animations.include?(animation)
- for i in 0..15
- sprite = ::Sprite.new(self.viewport)
- sprite.bitmap = bitmap
- sprite.visible = false
- @_animation_sprites.push(sprite)
- end
- unless @@_animations.include?(animation)
- @@_animations.push(animation)
- end
- end
- update_animation
- end
- #=======================================
- # 修改:更换清除伤害的算法,以防万一
- # 本内容在脚本中没有使用过
- #=======================================
- def dispose_damage
- for damage in @_damage.reverse
- damage[0].bitmap.dispose
- damage[0].dispose
- @_damage.delete(damage)
- end
- @_total_damage = 0
- @_last_frame = -1
- if @_total_damage_sprite != nil
- @_total_damage_duration = 0
- @_total_damage_sprite.bitmap.dispose
- @_total_damage_sprite.dispose
- @_total_damage_sprite = nil
- end
- end
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