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发表于 2018-3-24 02:02:55
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#==============================================================================
#
# �� Yanfly Engine Ace - State Animations v1.01
# -- Last Updated: 2014.03.22
# -- Level: Normal 在状态栏里备注显示的动画: <state ani: X>
# -- Requires: n/a
# -- Special Thanks:
# SoulPour777 for the Bug Fix for V1.01
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-StateAnimations"] = true
#==============================================================================
# �� Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2014.03.22 - Some of the animations have been using the same reference count,
# which results to cancelling the animation.
# 2011.12.23 - Started Script and Finished.
#
#==============================================================================
# �� Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# A missing feature from RPG Maker XP. Status effects had animations replaying
# on them constantly to indicate that a user was affected by a state. Only the
# state with the highest priority and possesses an animation will be played.
#
#==============================================================================
# �� Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below �� Materials/�f�� but above �� Main. Remember to save.
#
# -----------------------------------------------------------------------------
# State Notetags - These notetags go in the states notebox in the database.
# -----------------------------------------------------------------------------
#
# Causes the status effect to play battle animation x repeatedly on the battler
# if the battler is affected by this state and if this state is the highest
# priority state with an animation.
#
#==============================================================================
# �� Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module STATE_ANIMATION
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Adjust the state animation settings here. -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings decide whether or not state animations will cause the
# screen to flash, play sound effects, and what kinds of zoom levels will
# be used on actors affected by states with animations.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PLAY_SOUND = true # 播放状态动画的声音?
PLAY_FLASH = false # 使用屏幕闪光的状态动画?
PLAY_ACTOR = false # 在角色上播放动画?
ACTOR_ZOOM = 0.25 #0.25 角色动画缩放水平
end # STATE_ANIMATION
end # YEA
#==============================================================================
# �� Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module STATE
STATEANI = /<(?:STATE_ANIMATION|state ani|animation|ani):[ ](\d+)>/i
end # STATE
end # REGEXP
end # YEA
#==============================================================================
# �� DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_sani load_database; end
def self.load_database
load_database_sani
load_notetags_sani
end
#--------------------------------------------------------------------------
# new method: load_notetags_sani
#--------------------------------------------------------------------------
def self.load_notetags_sani
for state in $data_states
next if state.nil?
state.load_notetags_sani
end
end
end
# DataManager
#--------------------------------------------------------------------------
# # �� RPG::State
#--------------------------------------------------------------------------
class RPG::State < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :state_animation
def load_notetags_sani
@state_animation = 0
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::STATE::STATEANI
@state_animation = $1.to_i
end
} # self.note.split
#---
end
end # RPG::State
#==============================================================================
#�� Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# class variables
#--------------------------------------------------------------------------
@@state_ani_checker = []
@@state_ani_spr_checker = []
@@_reference_count = {}
#--------------------------------------------------------------------------
# alias method: initialize
#--------------------------------------------------------------------------
alias sprite_battler_initialize_sani initialize
def initialize(viewport, battler = nil)
sprite_battler_initialize_sani(viewport, battler)
@state_ani_duration = 0
end
#--------------------------------------------------------------------------
# alias method: dispose
#--------------------------------------------------------------------------
alias sprite_battler_dispose_sani dispose
def dispose
dispose_state_animation
sprite_battler_dispose_sani
end
#==============================================================================
#
# alias method: setup_new_effect
#==============================================================================
alias sprite_battler_setup_new_effect_sani setup_new_effect
def setup_new_effect
sprite_battler_setup_new_effect_sani
setup_state_ani_effect
end
#=====
# new method: setup_state_ani_effect
#=====
def setup_state_ani_effect
return if @battler.state_animation_id.nil?
if @battler.state_animation_id == 0
dispose_state_animation
else
animation = $data_animations[@battler.state_animation_id]
start_state_animation(animation)
end
end
#--------------------------------------------------------------------------
# alias method: update
#--------------------------
alias sprite_battler_update_sani update
def update
sprite_battler_update_sani
update_state_animations
end
#=======
# new method: update_state_animations
#===============
def update_state_animations
update_state_animation
@@state_ani_checker.clear
@@state_ani_spr_checker.clear
end
#---------------------
#new method: state_animation?
#----------------------
def state_animation?
return !@state_animation.nil?
end
#------------------
# new method: start_state_animation
#---------------------
def start_state_animation(animation, mirror = false)
return if !@state_animation.nil? && @state_animation.id == animation.id
dispose_state_animation
@state_animation = animation
return if @state_animation.nil?
@state_ani_mirror = mirror
set_animation_rate
@state_ani_duration = @state_animation.frame_max * @ani_rate + 1
load_state_animation_bitmap
make_state_animation_sprites
set_state_animation_origin
end
#---------------------------
# new method: load_state_animation_bitmap
#------------------------
def load_state_animation_bitmap
animation1_name = @state_animation.animation1_name
animation1_hue = @state_animation.animation1_hue
animation2_name = @state_animation.animation2_name
animation2_hue = @state_animation.animation2_hue
@state_ani_bitmap1 = Cache.animation(animation1_name, animation1_hue)
@state_ani_bitmap2 = Cache.animation(animation2_name, animation2_hue)
if @@_reference_count.include?(@state_ani_bitmap1)
@@_reference_count[@state_ani_bitmap1] += 1
else
@@_reference_count[@state_ani_bitmap1] = 1
end
if @@_reference_count.include?(@ani_bitmap2)
@@_reference_count[@state_ani_bitmap2] += 1
else
@@_reference_count[@state_ani_bitmap2] = 1
end
Graphics.frame_reset
end
#-------------------
# new method: make_state_animation_sprites
#----------------------
def make_state_animation_sprites
@state_ani_sprites = []
if @use_sprite && !@@state_ani_spr_checker.include?(@state_animation)
16.times do
sprite = ::Sprite.new(viewport)
sprite.visible = false
@state_ani_sprites.push(sprite)
end
if @state_animation.position == 3
@@state_ani_spr_checker.push(@animation)
end
end
@state_ani_duplicated = @@state_ani_checker.include?(@state_animation)
if !@state_ani_duplicated && @state_animation.position == 3
@@state_ani_checker.push(@state_animation)
end
end
#-----------------
# new method: set_state_animation_origin
#-------------------
def set_state_animation_origin
if @state_animation.position == 3
if viewport == nil
@state_ani_ox = Graphics.width / 2
@state_ani_oy = Graphics.height / 2
else
@state_ani_ox = viewport.rect.width / 2
@state_ani_oy = viewport.rect.height / 2
end
else
@state_ani_ox = x - ox + width / 2
@state_ani_oy = y - oy + height / 2
if @state_animation.position == 0
@state_ani_oy -= height / 2
elsif @state_animation.position == 2
@state_ani_oy += height / 2
end
end
end
#--------------
# new method: dispose_state_animation
#-------------
def dispose_state_animation
if @state_ani_bitmap1
@@_reference_count[@state_ani_bitmap1] -= 1
if @@_reference_count[@state_ani_bitmap1] == 0
@state_ani_bitmap1.dispose
end
end
if @state_ani_bitmap2
@@_reference_count[@state_ani_bitmap2] -= 1
if @@_reference_count[@state_ani_bitmap2] == 0
@state_ani_bitmap2.dispose
end
end
if @state_ani_sprites
@state_ani_sprites.each {|sprite| sprite.dispose }
@state_ani_sprites = nil
@state_animation = nil
end
@state_ani_bitmap1 = nil
@state_ani_bitmap2 = nil
end
#--------------
# new method: update_state_animation
#--------------
def update_state_animation
return unless state_animation?
@state_ani_duration -= 1
if @state_ani_duration % @ani_rate == 0
if @state_ani_duration > 0
@state_frame_index = @state_animation.frame_max
change = (@state_ani_duration + @ani_rate - 1) / @ani_rate
@state_frame_index -= change
@state_animation.timings.each do |timing|
next unless timing.frame == @state_frame_index
state_animation_process_timing(timing)
end
else
@state_ani_duration = @state_animation.frame_max * @ani_rate + 1
end
end
return if @state_frame_index.nil?
state_animation_set_sprites(@state_animation.frames[@state_frame_index])
set_state_animation_origin
end
#~~~~~~~~~~~~~~~~
# new method: end_state_animation
#~~~~~~~~~~~~~~~~
def end_state_animation
dispose_state_animation
end
#~~~~~~~~~~~~
# new method: state_animation_set_sprites
#~~~~~~~~~~~~~~~~~~
def state_animation_set_sprites(frame)
return if @state_animation.nil?
return if frame.nil?
cell_data = frame.cell_data
@state_ani_sprites.each_with_index do |sprite, i|
next unless sprite
pattern = cell_data[i, 0]
if !pattern || pattern < 0
sprite.visible = false
next
end
sprite.bitmap = pattern < 100 ? @state_ani_bitmap1 : @state_ani_bitmap2
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192,
pattern % 100 / 5 * 192, 192, 192)
if @state_ani_mirror
sprite.x = @state_ani_ox - cell_data[i, 1]
sprite.y = @state_ani_oy + cell_data[i, 2]
sprite.angle = (360 - cell_data[i, 4])
sprite.mirror = (cell_data[i, 5] == 0)
else
sprite.x = @state_ani_ox + cell_data[i, 1]
sprite.y = @state_ani_oy + cell_data[i, 2]
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
end
sprite.z = self.z + 250 + i
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
if @battler.actor?
zoom = YEA::STATE_ANIMATION::ACTOR_ZOOM
sprite.zoom_x *= zoom
sprite.zoom_y *= zoom
end
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
# new method: state_animation_process_timing
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def state_animation_process_timing(timing)
timing.se.play if YEA::STATE_ANIMATION::PLAY_SOUND
case timing.flash_scope
when 1
self.flash(timing.flash_color, timing.flash_duration * @ani_rate)
when 2
return unless YEA::STATE_ANIMATION::PLAY_FLASH
if viewport && !@state_ani_duplicated
flash_amount = timing.flash_duration * @ani_rate
viewport.flash(timing.flash_color, flash_amount)
end
when 3
self.flash(nil, timing.flash_duration * @ani_rate)
end
end
end # Sprite_Battler
# ~~~~~~~~~~
# �� Game_BattlerBase
# ~~~~~~~~~~
class Game_BattlerBase
#
# public instance variables
#
attr_accessor :state_animation_id
#
# alias method: refresh
#
alias game_battlerbase_refresh_sani refresh
def refresh
game_battlerbase_refresh_sani
reload_state_animation
end
#
# new method: reload_state_animation
#
def reload_state_animation
@state_animation_id = 0
return if actor? && !YEA::STATE_ANIMATION::PLAY_ACTOR
for state in states
next unless state.state_animation > 0
@state_animation_id = state.state_animation
break
end
end
end # Game_BattlerBase
#
# �� End of File
#
#
# |
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