#==============================================================================
# ■ Sideview Ver100
#------------------------------------------------------------------------------
# 管理角色侧视图战斗设定。
# 汉化by: 圣痕
#==============================================================================
class SideView
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_accessor :x # 画面X坐标
attr_accessor :y # 画面Y坐标
attr_accessor :z # 画面Z坐标
attr_accessor :h # 高度坐标
attr_accessor :j # 跳跃坐标
attr_accessor :c # 曲线坐标
attr_accessor :ox # 横原点
attr_accessor :oy # 纵原点
attr_accessor :oy_adjust # 縦原点修正
attr_accessor :angle # 旋转角度
attr_accessor :zoom_x # 横扩大率
attr_accessor :zoom_y # 纵扩大率
attr_accessor :pattern_w # 细胞横位置(矩形内)
attr_accessor :pattern_h # 细胞縦位置(矩形内)
attr_accessor :sx # 细胞横位置(画像全体)
attr_accessor :sy # 细胞縦位置(画像全体)
attr_accessor :pattern_type # 单元更新类型
attr_accessor :pattern_time # 单元更新间隔
attr_accessor :graphic_name # 角色画像文件名
attr_accessor :graphic_file_index # 角色画像文件名指数
attr_accessor :graphic_index # 角色画像指数
attr_accessor :cw # 矩形横组件
attr_accessor :ch # 矩形纵组件
attr_accessor :shadow_visible # 阴影表示
attr_accessor :weapon_visible # 武器表示
attr_accessor :wait # 下一个动作等待时间
attr_accessor :weapon_index # 显示图像的武器排列指数
attr_accessor :weapon_end # 武器动画结束标记
attr_accessor :force_action # 強制动作
attr_accessor :target_battler # 目标角色情報
attr_accessor :second_targets # 第二个目标角色情報
attr_accessor :m_a_targets # 飞行动画目标情報
attr_accessor :individual_targets # 个别处理目标角色情报
attr_accessor :effect_data # 效果数据
attr_accessor :anime_id # 动画ID配列
attr_accessor :anime_move_id # 飞行动画ID配列
attr_accessor :mirror # 反转标志
attr_accessor :opacity # 透明度
attr_accessor :opacity_data # 透明度操作情报
attr_accessor :set_damage # 战斗场景的损伤处理
attr_accessor :m_a_data # 飞行动画情报
attr_accessor :m_a_starter # 飞行动画开始目标情报
attr_accessor :action_end # 行动后结束
attr_accessor :damage_anime_data # 战斗损伤动画的数据
attr_accessor :anime_no_mirror # 战斗动画禁止反转
attr_accessor :anime_horming # 战斗动画归位标志
attr_accessor :anime_camera_zoom # 战斗动画扩大缩小的相机
attr_accessor :anime_plus_z # 战斗动画Z坐标修正
attr_accessor :derivation_skill_id # 技能连发ID
attr_accessor :immortal # 无敌标志
attr_accessor :mirage # 残像数据
attr_accessor :balloon_data # 气球数据
attr_accessor :timing # 从角色不同的时序数据
attr_accessor :timing_targets # 时间数据传递另个角色
attr_accessor :color_set # 色调变更数据
attr_accessor :color # 色调数据
attr_accessor :change_up # 画像变更数据
attr_accessor :hit # 更加次数
attr_accessor :add_state # 增加状态的显示防止标记
attr_accessor :counter_id # 计数器时的技能ID
attr_accessor :reflection_id # 魔法反射式的动画ID
attr_accessor :result_damage # 回合结束时的HP数据变更
attr_accessor :active # 行动权
attr_accessor :anime_off # 战斗动画删除
attr_accessor :command_action # 行动指令标志
attr_accessor :base_x # 初期位置 X坐标
attr_accessor :base_y # 初期位置 Y坐标
attr_accessor :base_h # 初期位置 高度坐标
attr_accessor :max_pattern_w # 单元的横分割数
attr_accessor :max_pattern_h # 单元的纵分割数
attr_reader :collapse # 角色战斗不能
attr_reader :picture # 图片显示标记
#--------------------------------------------------------------------------
# ● 初始化物件
#--------------------------------------------------------------------------
def initialize(battler)
[url=home.php?mod=space&uid=133701]@battler[/url] = battler
reset
end
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def reset
@x = 0
@y = 0
@z = 0
@h = 0
@j = 0
@c = 0
[url=home.php?mod=space&uid=271873]@jump[/url] = []
@curve = []
@ox = 0
@oy = 0
@oy_adjust = 0
@z_plus = 0
@move_time = 0
[url=home.php?mod=space&uid=124954]@Angle[/url] = 0
@angle_time = 0
@zoom_x = 1
@zoom_y = 1
@zoom_time = 0
@pattern_w = 0
@pattern_h = 0
@sx = 0
@sy = 0
@pattern_type = 0
@pattern_time = 0
@pattern_rest_time = 0
@graphic_name = ""
@graphic_file_index = ""
@graphic_index = 0
@cw = 0
@ch = 0
@shadow_visible = false
@weapon_visible = true
[url=home.php?mod=space&uid=36110]@Wait[/url] = 0
@weapon_index = []
@weapon_end = true
@full_action = []
@action = []
@force_action = ""
@target_battler = []
@second_targets = []
@individual_targets = []
@m_a_targets = []
@effect_data = []
@anime_id = []
@anime_move_id = []
@opacity = 255
@opacity_data = []
@set_damage = false
@m_a_data = []
@m_a_starter = []
@action_end = false
@damage_anime_data = []
@anime_no_mirror = false
@anime_horming = false
@anime_camera_zoom = false
@anime_plus_z = true
@derivation_skill_id = 0
@immortal = false
@mirage = []
@play_data = []
@balloon_data = []
@picture = false
@timing = []
@timing_targets = []
@color_set = []
[url=home.php?mod=space&uid=10453]@color[/url] = []
@change_up = false
@non_motion = false
@graphics_change = false
@hit = []
@add_state = []
@collapse = false
@counter_id = 0
@reflection_id = 0
@result_damage = [0,0]
@active = false
@anime_off = false
@command_action = false
@base_x = 0
@base_y = 0
@base_z = 0
@base_h = 0
@max_pattern_w = 0
@max_pattern_h = 0
@pattern_kind = 0
@pattern_count = 0
@move_time = 0
[url=home.php?mod=space&uid=111303]@mirror[/url] = false
@battler.set_graphic(@pre_change_data[0], @pre_change_data[1], @pre_change_data[2], @pre_change_data[3]) if @pre_change_data != nil
@pre_change_data = nil
end
#--------------------------------------------------------------------------
# ● 格局
#--------------------------------------------------------------------------
def setup(bitmap_width, bitmap_height, first_action_flag)
reset if first_action_flag
set_data
set_base_position if !@graphics_change
set_graphics(bitmap_width, bitmap_height)
set_target
setup_graphics_change if @graphics_change
first_battler_anime_set if first_action_flag
end
#--------------------------------------------------------------------------
# ● 取得角色数据
#--------------------------------------------------------------------------
def set_data
return if @battler == nil
if @battler.actor?
@graphic_name = @battler.character_name
@graphic_index = @battler.character_index
else
@graphic_name = @battler.battler_name
@graphic_index = 0
end
@max_pattern_w = max_pattern[0]
@max_pattern_h = max_pattern[1]
end
#--------------------------------------------------------------------------
# ● 基础坐标设置 data=[X轴, Y轴, H轴] moment_set…即时配置
#--------------------------------------------------------------------------
def set_base_position(moment_set = true)
mirroring_reset
if @battler.actor?
data = N03::ACTOR_POSITION[@battler.index].dup
@base_x = data[0] * 100 if !@mirror
@base_x = (Graphics.width - data[0]) * 100 if @mirror
else
data = [@battler.screen_x, @battler.screen_y, 0].dup
@base_x = data[0] * 100 if !$sv_camera.mirror
@base_x = (Graphics.width - data[0]) * 100 if $sv_camera.mirror
end
@base_y = data[1] * 100
@base_h = data[2] * 100
@base_z = @y
return if !moment_set
@x = @base_x
@y = @base_y
@z = @base_z
end
#--------------------------------------------------------------------------
# ● 取得图像数据
#--------------------------------------------------------------------------
def set_graphics(bitmap_width, bitmap_height)
sign = @graphic_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = bitmap_width / @max_pattern_w
@ch = bitmap_height / @max_pattern_h
elsif @max_pattern_w == 1 && @max_pattern_h == 1
@cw = bitmap_width
@ch = bitmap_height
else
@cw = bitmap_width / (@max_pattern_w * 4)
@ch = bitmap_height / (@max_pattern_h * 2)
end
@ox = @cw / 2
@oy = @ch
@sx = (@graphic_index % 4 * @max_pattern_w + @pattern_w) * @cw
@sy = (@graphic_index / 4 * @max_pattern_h + @pattern_h) * @ch
end
#--------------------------------------------------------------------------
# ● 设定目标
#--------------------------------------------------------------------------
def set_target(target = nil)
@target_battler = target
@target_battler = [@battler] if target == nil
@second_targets = @target_battler
end
#--------------------------------------------------------------------------
# ● 设置图像的变更
#--------------------------------------------------------------------------
def setup_graphics_change
@graphics_change = false
@sx = (@graphic_index % 4 * @max_pattern_w + @pattern_w) * @cw
@sy = (@graphic_index / 4 * @max_pattern_h + @pattern_h) * @ch
end
#--------------------------------------------------------------------------
# ● 取得战斗开始时的待机动画图像数据
#--------------------------------------------------------------------------
def first_battler_anime_set
loop do
update
break if @action_data == nil
break if @action_data[0] == "motion"
break if @action_data[0] == "move" && @action_data[8] != ""
break if @full_action == []
end
start_action(first_action) if @battler.movable?
end
#--------------------------------------------------------------------------
# ● 开始动作
#--------------------------------------------------------------------------
def start_action(kind = nil)
return if @event_fix && $game_troop.interpreter.running?
# 等待中的场合取消
return @wait -= 1 if @wait > 0 && kind == nil
action_setup(false) if kind != nil
set_action(kind)
@action = kind if @action == nil
# 动作顺序行动结束处理转变
action_terminate if @action == nil
# 决定下一个动作
@action_data = N03::ACTION[@action]
next_action
end
#--------------------------------------------------------------------------
# ● 初始化行动参数
#--------------------------------------------------------------------------
def action_setup(reset = true)
@event_fix = false
@set_damage = false
@action_end = false
@balloon_data = []
@loop_act = []
angle_reset if reset
zoom_reset if reset
opacity_reset if reset
@curve = []
@c = 0
convert_jump
end
#--------------------------------------------------------------------------
# ● 行动结束的处理
#--------------------------------------------------------------------------
def action_terminate
@mirage = [] if @mirage_end
mirroring_reset
@picture = false
@individual_targets = []
action_setup if @active
action_setup(false) if !@active
# 待机开始行动迁移
stand_by_action if !@non_motion
# 战斗行动激活结束权利
next_battler
end
#--------------------------------------------------------------------------
# ● 新动作内容的決定
#--------------------------------------------------------------------------
def set_action(kind = nil)
full_act = N03::FULLACTION[kind]
@full_action = full_act.dup if full_act != nil
@action = @full_action.shift
# 参考全部动作如果全部动作统合
full_act2 = N03::FULLACTION[@action]
@full_action = full_act2.dup + @full_action if full_act2 != nil
end
#--------------------------------------------------------------------------
# ● 采取下个行动
#--------------------------------------------------------------------------
def next_action
@wait = 0
# 捷径确认
eval(@action) if @action != nil && @action_data == nil && N03::FULLACTION[@action] == nil
# 体能设定
@wait = @action.to_i if @wait == 0 && @action_data == nil
@wait = rand(@wait.abs + 1) if @wait < 0
# 开始动作
action_play
end
#--------------------------------------------------------------------------
# ● 待机开始动作迁移
#--------------------------------------------------------------------------
def stand_by_action
# 通常待机
stand_by_act = normal
# HP的1/4紧要关头行动
stand_by_act = pinch if @battler.hp <= @battler.mhp / 4
# 状态检查
stand_by_act = state(@battler.states[0].id) if @battler.states[0] != nil && state(@battler.states[0].id) != nil
# 指令检查
stand_by_act = command if @command_action && command != nil
set_action(stand_by_act)
@action = stand_by_act if @action == nil
end
#--------------------------------------------------------------------------
# ● 开始强制动作
#--------------------------------------------------------------------------
def start_force_action
return if @active
start_action(@force_action)
@force_action = ""
end
#--------------------------------------------------------------------------
# ● 追加动作
#--------------------------------------------------------------------------
def add_action(kind)
@full_action.push(kind)
end
#--------------------------------------------------------------------------
# ● 插入动作
#--------------------------------------------------------------------------
def unshift_action(kind)
@full_action.unshift(kind)
end
#--------------------------------------------------------------------------
# ● 更新帧数
#--------------------------------------------------------------------------
def update
# 开始动作
start_action
# 开始强制动作
start_force_action if @force_action != ""
# 更新动画模式
update_pattern
# 更新移动
update_move
# 更新旋转
update_angle if @angle_time != 0
# 更新扩大缩小
update_zoom if @zoom_time != 0
# 更新透明度
update_opacity if @opacity_data != []
end
#--------------------------------------------------------------------------
# ● 更新动画模式
#--------------------------------------------------------------------------
def update_pattern
return @pattern_rest_time -= 1 if @pattern_rest_time != 0
return if @max_pattern_w == 1 && @max_pattern_h == 1
@pattern_rest_time = @pattern_time
# 开始播放・取得结束单元位置
if @pattern_kind > 0 # 通常播放中
@pattern_start = 0
@pattern_end = @max_pattern_w - 1
elsif @pattern_kind < 0 # 逆转播放中
@pattern_start = @max_pattern_w - 1
@pattern_end = 0
end
# 结束单程的播放
@pattern_count += 1 if @pattern_w == @pattern_end && @pattern_kind != 0
# 循环处理
case @pattern_type.abs
when 1,3 # 单程
@pattern_kind = 0 if @pattern_count != 0 && @pattern_type == 1
@pattern_kind = 0 if @pattern_count != 0 && @pattern_type == -1
@pattern_kind = 1 if @pattern_count != 0 && @pattern_type == 3
@pattern_kind = -1 if @pattern_count != 0 && @pattern_type == -3
@pattern_w = @pattern_start - @pattern_kind if @pattern_count != 0 && @pattern_type.abs == 3
@pattern_count = 0
when 2,4 # 往返
@pattern_kind = -1 if @pattern_count == 1 && @pattern_type == 2
@pattern_kind = 1 if @pattern_count == 1 && @pattern_type == -2
@pattern_kind = 0 if @pattern_count == 2 && @pattern_type == 2
@pattern_kind = 0 if @pattern_count == 2 && @pattern_type == -2
@pattern_kind = -1 if @pattern_count == 1 && @pattern_type == 4
@pattern_kind = 1 if @pattern_count == 1 && @pattern_type == -4
@pattern_kind = 1 if @pattern_count == 2 && @pattern_type == 4
@pattern_kind = -1 if @pattern_count == 2 && @pattern_type == -4
@pattern_count = 0 if @pattern_count == 2
end
# 更新单元
@pattern_w += 1 * @pattern_kind
@sx = (@graphic_index % 4 * @max_pattern_w + @pattern_w) * @cw
end
#--------------------------------------------------------------------------
# ● 更新移动
#--------------------------------------------------------------------------
def update_move
@z = @y / 100 + @z_plus
return if @move_time == 0
target_position_set if @horming_move
@x = (@x * (@move_time - 1) + @target_x) / @move_time
@y = (@y * (@move_time - 1) + @target_y) / @move_time
@h = (@h * (@move_time - 1) + @target_h) / @move_time if @move_h != nil
@c += @curve[@move_time - 1] if @curve[@move_time - 1] != nil
@j += @jump[@move_time - 1] if @jump[@move_time - 1] != nil
@move_time -= 1
convert_jump if @move_time == 0
end
#--------------------------------------------------------------------------
# ● 更新移动目标
#--------------------------------------------------------------------------
def target_position_set
target_position = N03.get_targets_position(@move_targets, @horming_move)
@target_x = target_position[0] + @move_x
@target_y = target_position[1] + @move_y
@target_h = target_position[2] + @move_h if @move_h != nil
end
#--------------------------------------------------------------------------
# ● 更新旋转
#--------------------------------------------------------------------------
def update_angle
@angle += @angling
@angle_time -= 1
return if @angle_time != 0
return angle_reset if @angle_data[4] == 0
angling(@angle_data) if @angle_data[4] == 2
end
#--------------------------------------------------------------------------
# ● 更新扩大缩小
#--------------------------------------------------------------------------
def update_zoom
@zoom_x += @zooming_x
@zoom_y += @zooming_y
@zoom_time -= 1
return if @zoom_time != 0
return zoom_reset if @zoom_data[4] == 0
zooming(@zoom_data) if @zoom_data[4] == 2
end
#--------------------------------------------------------------------------
# ● 更新透明度
#--------------------------------------------------------------------------
def update_opacity
@opacity += @opacity_data[2]
@opacity_data[0] -= 1
return if @opacity_data[0] != 0
return if !@opacity_data[5]
@opacity_data[2] *= -1
@opacity_data[0] = @opacity_data[1]
end
#--------------------------------------------------------------------------
# ● 实行动作
#--------------------------------------------------------------------------
def action_play
return if @action_data == nil
action = @action_data[0]
# 战斗角色反转的场合
return mirroring if action == "mirror"
# 残像的场合
return mirage_set if action == "mirage"
# 回转的场合
return angling if action == "angle"
# 扩大缩小的场合
return zooming if action == "zoom"
# 透明度操作的场合
return set_opacity if action == "opacity"
# 战斗角色动画的場合
return battler_anime if action == "motion"
# 移动的場合
return move if action == "move"
# 武器动画的場合
return weapon_anime([@action_data]) if action == "wp"
# 跳过动画的場合
return move_anime if action == "m_a"
# 战斗场景通讯的场合(战斗不能)
return set_play_data if action == "collapse" or action == "no_collapse"
# 显示战斗数据库的动画的場合
return battle_anime if action == "anime"
# 摄影的場合
return camera if action == "camera"
# 画面摇动的場合
return shake if action == "shake"
# 画面色调变更的場合
return color_effect if action == "color"
# 过渡的場合
return transition if action == "ts"
# 气球动画显示的場合
return balloon_anime if action == "balloon"
# 图片显示的場合
return picture_set if action == "pic"
# 状态操作的場合
return state_set if action == "sta"
# FPS变更的場合
return fps if action == "fps"
# 战斗角色图像变更的場合
return graphics_change if action == "change"
# 技能衍生的場合
return derivating_skill if action == "der"
# BGM/BGS/SE演奏的場合
return sound if action == "sound"
# 电影再生的場合
return movie if action == "movie"
# 游戏开关操作的場合
return switches if action == "switch"
# 变量开关操作的場合
return variable if action == "variable"
# 条件分岐(游戏开关)的場合
return nece_1 if action == "n_1"
# 条件分岐(游戏变量)的場合
return nece_2 if action == "n_2"
# 条件分岐(状态)的場合
return nece_3 if action == "n_3"
# 条件分岐(技能)的場合
return nece_4 if action == "n_4"
# 条件分岐(参数)的場合
return nece_5 if action == "n_5"
# 条件分岐(装备)的場合
return nece_6 if action == "n_6"
# 条件分岐(脚本)的場合
return nece_7 if action == "n_7"
# 第二目标操作的場合
return second_targets_set if action == "s_t"
# 呼叫公共事件的場合
return call_common_event if action == "common"
# 战斗动画关闭的場合
return @anime_off = true if action == "anime_off"
# 强制战斗结束的場合
return BattleManager.process_abort if action == "battle_end"
# 画面固定的場合
return Graphics.freeze if action == "graphics_freeze"
# 损坏动画的場合
return damage_anime if action == "damage_anime"
# 武器不可见的場合
return @weapon_visible = false if action == "weapon_off"
# 武器可见的場合
return @weapon_visible = true if action == "weapon_on"
# 等待取消的場合
return @non_motion = true if action == "non_motion"
# 等待取消解除的場合
return @non_motion = false if action == "non_motion_cancel"
# 初期位置变更的場合
return change_base_position if action == "change_base_position"
# 初期位置变更解除的場合
return set_base_position(false) if action == "set_base_position"
# 强制行动的場合
return force_act if action == "force_action"
# 强制行动的場合 (第二目标)
return force_act2 if action == "force_action2"
# 个人开始的場合
return individual_start if action == "individual_start"
# 个人结束的場合
return individual_end if action == "individual_end"
# 循环开始的場合
return loop_start if action == "loop_start"
# 循环结束的場合
return loop_end if action == "loop_end"
# 只有行动的場合
return only_action_on if action == "only_action_on"
# 只有行动解除的場合
return only_action_off if action == "only_action_off"
# 下个战斗角色的場合
return next_battler if action == "next_battler"
# 画面变更标记的場合
return set_change if action == "set_change"
# 脚本操作的場合
return eval(@action_data[0])
end
#--------------------------------------------------------------------------
# ● 实行角色反转
#--------------------------------------------------------------------------
def mirroring
@mirror = !@mirror
end
#--------------------------------------------------------------------------
# ● 初始化反转
#--------------------------------------------------------------------------
def mirroring_reset
@mirror = false
mirroring if !@battler.actor? && N03::ENEMY_MIRROR
mirroring if $sv_camera.mirror
end
#--------------------------------------------------------------------------
# ● 实行残像
#--------------------------------------------------------------------------
def mirage_set
@mirage = @action_data.dup
@mirage_end = @mirage[3]
@mirage = [] if @mirage[1] == 0
end
#--------------------------------------------------------------------------
# ● 实行旋转
#--------------------------------------------------------------------------
def angling(data = @action_data)
@angle_data = data.dup
@oy = @ch / 2
@oy_adjust = @ch * 50
@angle_time = data[1]
start_angle = data[2] * N03.mirror_num(@mirror)
end_angle = data[3] * N03.mirror_num(@mirror)
# 时间要是0以下时立即到最后角度
@angle_time = 1 if @angle_time <= 0
# 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
#--------------------------------------------------------------------------
# ● 初始化旋转
#--------------------------------------------------------------------------
def angle_reset
@oy = @ch
@angle = @angle_time = @oy_adjust = 0
end
#--------------------------------------------------------------------------
# ● 实行扩大缩小
#--------------------------------------------------------------------------
def zooming(data = @action_data)
@zoom_data = data.dup
@zoom_time = data[1]
start_zoom_x = data[2][0]
start_zoom_y = data[2][1]
end_zoom_x = data[3][0]
end_zoom_y = data[3][1]
# 时间是0以下时跳过
@zoom_time = 1 if @zoom_time <= 0
# 从放大时间中计算一格相当于的放大率
@zooming_x = (end_zoom_x - start_zoom_x) / @zoom_time
@zooming_y = (end_zoom_y - start_zoom_y) / @zoom_time
# 开始的大小
@zoom_x = start_zoom_x
@zoom_y = start_zoom_y
end
#--------------------------------------------------------------------------
# ● 实行扩大缩小
#--------------------------------------------------------------------------
def zoom_reset
@zoom_x = @zoom_y = 1
@zoom_time = 0
end
#--------------------------------------------------------------------------
# ● 角色透明度操作
#--------------------------------------------------------------------------
def set_opacity
data = @action_data.dup
@opacity = data[2]
opacity_move = (data[3] - data[2])/ data[1]
@opacity_data = [data[1], data[1], opacity_move, data[4], data[5], data[6]]
@wait = data[1] if data[7]
@wait *= 2 if data[6] && data[7]
end
#--------------------------------------------------------------------------
# ● 初始化透明度操作
#--------------------------------------------------------------------------
def opacity_reset
@opacity = 255
@opacity = 0 if @battler.hidden?
@opacity_data = []
end
#--------------------------------------------------------------------------
# ● 实行角色动画
#--------------------------------------------------------------------------
def battler_anime(anime_data = nil)
anime_data = @action_data.dup if anime_data == nil
@graphic_file_index = anime_data[1] if !graphic_fix
@pattern_h = anime_data[2]
@pattern_w = anime_data[3]
@pattern_h = 0 if @max_pattern_w == 1
@pattern_w = 0 if @max_pattern_h == 1
@pattern_type = anime_data[4]
@pattern_time = anime_data[5]
@pattern_rest_time = anime_data[5]
@pattern_count = 0
@pattern_kind = 1
@pattern_kind = -1 if @pattern_type < 0
@pattern_kind = 0 if @pattern_type == 0
@sx = (@graphic_index % 4 * @max_pattern_w + @pattern_w) * @cw
@sy = (@graphic_index / 4 * @max_pattern_h + @pattern_h) * @ch
@z_plus = anime_data[6]
@wait = set_anime_wait if anime_data[7]
@shadow_visible = anime_data[8]
weapon_anime(anime_data)
end
#--------------------------------------------------------------------------
# ● 计算等待动画
#--------------------------------------------------------------------------
def set_anime_wait
if @pattern_type > 0
pattern_time_a = @max_pattern_w - @pattern_w.abs
elsif @pattern_type < 0
pattern_time_a = @pattern_w.abs + 1
else
return @pattern_time if @pattern_type == 0
end
case @pattern_type
when 1,-1, 3,-3
return pattern_time_a * @pattern_time
when 2,-2, 4,-4
return pattern_time_a * @pattern_time + (@max_pattern_w - 2) * @pattern_time
end
end
#--------------------------------------------------------------------------
# ● 实行移动
#--------------------------------------------------------------------------
def move
@move_targets = N03.get_targets(@action_data[1].abs, @battler)
return if @move_targets == []
@move_targets = [@battler] if @action_data[1].abs == 7
@move_x = @action_data[2] * 100 * N03.mirror_num(@mirror)
@move_y = @action_data[3] * 100
@move_h = @action_data[4] * 100 if @action_data[4] != nil
@move_h = nil if @action_data[4] == nil
battler_anime(N03::ACTION[@action_data[8]].dup) if N03::ACTION[@action_data[8]] != nil
@horming_move = true
@horming_move = false if @action_data[1] < 0 or @action_data[1].abs == 7
target_position_set
target_position = [@target_x, @target_y, @target_z]
distanse_move = @action_data[5] > 0
@move_time = N03.distanse_calculation(@action_data[5].abs, target_position, [@x, @y, @z], distanse_move)
@wait = @move_time
curve
jump
@move_time = 1 if @move_time == 0
@horming_move = false if !@move_targets or @move_targets.include?(@battler)
update_move if @move_time == 1
end
#--------------------------------------------------------------------------
# ● 实行曲线
#--------------------------------------------------------------------------
def curve
@c = 0
return if @action_data[6] == 0
@curve = N03.parabola([@action_data[6], -@action_data[6]], @move_time, 100, 4)
end
#--------------------------------------------------------------------------
# ● 实行跳跃
#--------------------------------------------------------------------------
def jump
convert_jump
return if @action_data[7] == [0,0]
@jump = N03.parabola(@action_data[7].dup, @move_time, 100)
end
#--------------------------------------------------------------------------
# ● J坐标(跳跃高度)H坐标变换
#--------------------------------------------------------------------------
def convert_jump
@h += @j
@j = 0
@jump = []
end
#--------------------------------------------------------------------------
# ● 实行数据库战斗动画
#--------------------------------------------------------------------------
def battle_anime
data = @action_data.dup
targets = N03.get_targets(data[2], @battler)
return if targets == []
data[8] = !data[8] if @mirror
@set_damage = data[5]
@damage_anime_data[0] = N03.get_attack_anime_id(data[1], @battler)
@damage_anime_data[1] = data[8]
@damage_anime_data[2] = data[7]
@damage_anime_data[3] = data[6]
@damage_anime_data[4] = data[9]
@wait = N03.get_anime_time(@damage_anime_data[0]) - 2 if data[4]
return if @set_damage
for target in targets do display_anime(targets, target, data) end
end
#--------------------------------------------------------------------------
# ● 开始武器动画
#--------------------------------------------------------------------------
def weapon_anime(anime_data)
@weapon_end = true
for i in 9...anime_data.size
set_effect_data(anime_data[i]) if anime_data[i] != ""
end
end
#--------------------------------------------------------------------------
# ● 开始飞行动画
#--------------------------------------------------------------------------
def move_anime
@m_a_starter = []
@m_a_targets = []
starters = N03.get_targets(@action_data[2], @battler)
targets = N03.get_targets(@action_data[3], @battler)
return if starters == [] or targets == []
single_start = true if starters != nil && @action_data[2] < 0
single_start = true if @action_data[1][0] != 0 && $data_animations[N03.get_attack_anime_id(@action_data[1][0], @battler)].position == 3
starters = [starters[0]] if single_start
single_end = true if targets != nil && @action_data[3] < 0
single_end = true if @action_data[1][1] != 0 && $data_animations[N03.get_attack_anime_id(@action_data[1][1], @battler)].position == 3
targets = [targets[0]] if single_end
se_flag = true
for starter in starters
for target in targets
data = @action_data.dup
data[17] = se_flag
@effect_data.push(data)
@m_a_targets.push(target)
@m_a_starter.push(starter)
se_flag = false
end
end
end
#--------------------------------------------------------------------------
# ● 效果通讯设置
#--------------------------------------------------------------------------
def set_effect_data(data = @action)
action_data = N03::ACTION[data]
return if action_data == nil
@effect_data.push(action_data.dup)
end
#--------------------------------------------------------------------------
# ● 战斗场景通讯的数据储存
#--------------------------------------------------------------------------
def set_play_data(data = @action_data)
@play_data = data.dup
end
#--------------------------------------------------------------------------
# ● 战斗动画显示
#--------------------------------------------------------------------------
def display_anime(targets, target, data)
return if !N03.first_of_all_screen_anime(data[1], target, targets)
target.animation_id = N03.get_attack_anime_id(data[1], @battler)
target.animation_mirror = data[8]
target.sv.anime_horming = data[3]
target.sv.anime_camera_zoom = data[6]
target.sv.anime_no_mirror = data[7]
target.sv.anime_plus_z = data[9]
end
#--------------------------------------------------------------------------
# ● 初始化战斗动画扩张数据
#--------------------------------------------------------------------------
def reset_anime_data
@anime_no_mirror = false
@anime_horming = false
@anime_camera_zoom = false
@timing_targets = []
@anime_plus_z = true
end
#--------------------------------------------------------------------------
# ● 摄影机
#--------------------------------------------------------------------------
def camera
data = @action_data.dup
N03.camera(@battler, data)
@wait = data[4] if data[5]
end
#--------------------------------------------------------------------------
# ● 画面的摇动
#--------------------------------------------------------------------------
def shake
data = @action_data.dup
$sv_camera.shake(data[1], data[2], data[3])
@wait = data[3] if data[4]
end
#--------------------------------------------------------------------------
# ● 画面色调变更
#--------------------------------------------------------------------------
def color_effect
case @action_data[1]
when 0,1,2,3,4,5
targets = N03.get_targets(@action_data[1], @battler)
when 6
screen = true
when 7
targets = [@battler] + @target_battler
when 8
screen = true
targets = $game_troop.members + $game_party.battle_members - [@battler]
when 9
screen = true
targets = $game_troop.members + $game_party.battle_members - [@battler] - @target_battler
when 10
screen = true
targets = $game_troop.members + $game_party.battle_members
end
return if screen == nil && targets == []
for target in targets do target.sv.color_set = @action_data[2] end if targets
@wait = @action_data[2][4] if @action_data[3]
return if !screen
$sv_camera.color_set[1] = @action_data[2]
$sv_camera.color_set[2] = @action_data[2]
end
#--------------------------------------------------------------------------
# ● 过渡
#--------------------------------------------------------------------------
def transition
$sv_camera.perform_transition(@action_data)
end
#--------------------------------------------------------------------------
# ● 气球动画显示
#--------------------------------------------------------------------------
def balloon_anime
@balloon_data = @action_data.dup
end
#--------------------------------------------------------------------------
# ● 图片显示
#--------------------------------------------------------------------------
def picture_set
@picture = true
set_effect_data
end
#--------------------------------------------------------------------------
# ● 状态操作
#--------------------------------------------------------------------------
def state_set
targets = N03.get_targets(@action_data[1], @battler)
return if targets == []
case @action_data[2]
when 1 ; targets = [targets[rand(targets.size)]]
when 2 ; targets -= @battler if targets.include?(@battler)
end
for target in targets
for id in @action_data[4]
target.add_state(id) if @action_data[3] == "+"
target.remove_state(id) if @action_data[3] == "-"
end
end
end
#--------------------------------------------------------------------------
# ● FPS变更
#--------------------------------------------------------------------------
def fps
Graphics.frame_rate = @action_data[1]
start_action
end
#--------------------------------------------------------------------------
# ● 角色画像变更的場合
#--------------------------------------------------------------------------
def graphics_change
@graphics_change = true
return @battler.graphics_change(@action_data[3]) if !@battler.actor?
@pre_change_data = [@battler.character_name, @battler.character_index, @battler.face_name, @battler.face_index] if @pre_change_data == nil && !@action_data[1]
if @action_data[4] == []
face_name = @battler.face_name
face_index = @battler.face_index
else
face_name = @action_data[4][1]
face_index = @action_data[4][0]
end
@battler.set_graphic(@action_data[3], @action_data[2], face_name, face_index)
end
#--------------------------------------------------------------------------
# ● 技能连发
#--------------------------------------------------------------------------
def derivating_skill
# 如果让没学的的技能不能连发时
return if !@action_data[1] && !@battler.skill_learn?($data_skills[@action_data[3]])
# 如果技能不能连发成本不够时
return if !@action_data[2] && !@battler.skill_cost_payable?($data_skills[@action_data[3]])
# 连发
@derivation_skill_id = @action_data[3]
# 取消之后的动作
@full_action = []
end
#--------------------------------------------------------------------------
# ● BGM/BGS/SE演奏
#--------------------------------------------------------------------------
def sound
pitch = @action_data[2]
vol = @action_data[3]
name = @action_data[4]
case @action_data[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
name = RPG::BGM.last.name if @action_data[4] == ""
Audio.bgm_play("Audio/BGM/" + name, vol, pitch)
when "bgs"
name = RPG::BGS.last.name if @action_data[4] == ""
Audio.bgs_play("Audio/BGS/" + name, vol, pitch)
end
end
#--------------------------------------------------------------------------
# ● 电影播放
#--------------------------------------------------------------------------
def movie
Graphics.play_movie('Movies/' + @action_data[1])
end
#--------------------------------------------------------------------------
# ● 游戏开关的操作
#--------------------------------------------------------------------------
def switches
for id in @action_data[1]
$game_switches[id] = true if id > 0
$sv_camera.switches[id.abs] = true if id < 0
end
for id in @action_data[2]
$game_switches[id] = false if id > 0
$sv_camera.switches[id.abs] = false if id < 0
end
$sv_camera.program_check
end
#--------------------------------------------------------------------------
# ● 游戏变量操作
#--------------------------------------------------------------------------
def variable
# 检查操作
operand = @action_data[3]
operand = $game_variables[@action_data[3].abs] if @action_data[3] < 0
# 变数操作的分歧
case @action_data[2]
when 0 ; $game_variables[@action_data[1]] = operand # 代入
when 1 ; $game_variables[@action_data[1]] += operand # 加法
when 2 ; $game_variables[@action_data[1]] -= operand # 减法
when 3 ; $game_variables[@action_data[1]] *= operand # 乘法
when 4 ; $game_variables[@action_data[1]] /= operand # 除法
when 5 ; $game_variables[@action_data[1]] %= operand # 剩余
end
end
#--------------------------------------------------------------------------
# ● 条件分岐 (游戏开关)
#--------------------------------------------------------------------------
def nece_1
judgment = $game_switches[@action_data[1]] == @action_data[2] if @action_data[1] > 0
judgment = $sv_camera.switches[@action_data[1].abs] == @action_data[2] if @action_data[1] < 0
action_diverging(judgment, @action_data[3])
end
#--------------------------------------------------------------------------
# ● 条件分岐 (游戏变量)
#--------------------------------------------------------------------------
def nece_2
variable = $game_variables[@action_data[1]]
num = @action_data[2]
num = $game_variables[@action_data[2].abs] if num < 0
case @action_data[3]
when 0 ; judgment = variable == num
when 1 ; judgment = variable < num
when 2 ; judgment = variable > num
end
action_diverging(judgment, @action_data[4])
end
#--------------------------------------------------------------------------
# ● 条件分岐 (状态)
#--------------------------------------------------------------------------
def nece_3
targets = N03.get_targets(@action_data[1], @battler)
return if targets == []
member_num = @action_data[4]
member_num = targets.size if @action_data[4] == 0 && targets.size > 1
hit_count = 0
miss_count = 0
for target in targets
hit_count += 1 if target.state?(@action_data[2])
miss_count += 1 if !target.state?(@action_data[2])
end
case @action_data[3]
when 0 ; judgment = hit_count >= member_num
when 1 ; judgment = miss_count >= member_num
end
action_diverging(judgment, @action_data[5])
end
#--------------------------------------------------------------------------
# ● 条件分岐 (技能)
#--------------------------------------------------------------------------
def nece_4
targets = N03.get_targets(@action_data[1], @battler)
return if targets == []
member_num = @action_data[4]
member_num = targets.size if @action_data[4] == 0 && targets.size > 1
hit_count = 0
miss_count = 0
for target in targets
hit_count += 1 if target.skill_learn?($data_skills[@action_data[2]]) && target.skill_conditions_met?($data_skills[@action_data[2]])
miss_count += 1 if !target.skill_learn?($data_skills[@action_data[2]]) or !target.skill_conditions_met?($data_skills[@action_data[2]])
end
case @action_data[3]
when 0 ; judgment = hit_count >= member_num
when 1 ; judgment = miss_count >= member_num
end
action_diverging(judgment, @action_data[5])
end
#--------------------------------------------------------------------------
# ● 条件分岐 (参数)
#--------------------------------------------------------------------------
def nece_5
targets = N03.get_targets(@action_data[1], @battler)
return if targets == []
member_num = @action_data[5]
member_num = targets.size if @action_data[5] == 0 && targets.size > 1
hit_count = 0
for target in targets
hit_count += 1 if target.comparison_parameter([@action_data[2],@action_data[3],@action_data[4]])
end
judgment = hit_count >= member_num
action_diverging(judgment, @action_data[6])
end
#--------------------------------------------------------------------------
# ● 条件分岐 (装备)
#--------------------------------------------------------------------------
def nece_6
targets = N03.get_targets(@action_data[1], @battler)
return if targets == []
member_num = @action_data[5]
member_num = targets.size if @action_data[5] == 0 && targets.size > 1
hit_count = 0
miss_count = 0
for target in targets
hit_count += 1 if target.comparison_equip([@action_data[2],@action_data[3]])
miss_count += 1 if !target.comparison_equip([@action_data[2],@action_data[3]])
end
case @action_data[4]
when 0 ; judgment = hit_count >= member_num
when 1 ; judgment = miss_count >= member_num
end
action_diverging(judgment, @action_data[6])
end
#--------------------------------------------------------------------------
# ● 条件分岐 (脚本)
#--------------------------------------------------------------------------
def nece_7
judgment = eval(@action_data[2])
action_diverging(judgment, @action_data[1])
end
#--------------------------------------------------------------------------
# ● 动作的分岐
#--------------------------------------------------------------------------
def action_diverging(judgment, kind)
result = 0
if judgment
result = 1 if kind == 1
result = 2 if kind == 2
else
result = 1 if kind == 0
end
# 全部动作结束
return @full_action = [] if result == 2
# 清楚下一个动作
@full_action.shift if result == 1
set_action
# 实行下一个动作
@action_data = N03::ACTION[@action]
next_action
end
#--------------------------------------------------------------------------
# ● 第二个目标的操作
#--------------------------------------------------------------------------
def second_targets_set
targets = N03.get_targets(@action_data[1], @battler)
for target in targets
targets.delete(target) if @action_data[2][1] == 1 && target.index != @action_data[2][0]
targets.delete(target) if @action_data[2][1] == 2 && target.index == @action_data[2][0].abs
targets.delete(target) if @action_data[3] > 0 && target.id != @action_data[3]
targets.delete(target) if @action_data[3] < 0 && target.id == @action_data[3].abs
targets.delete(target) if @action_data[4] > 0 && !target.state?(@action_data[4])
targets.delete(target) if @action_data[4] < 0 && target.state?(@action_data[4].abs)
targets.delete(target) if @action_data[5] > 0 && !target.skill_conditions_met?($data_skills[@action_data[5]])
targets.delete(target) if @action_data[5] < 0 && target.skill_conditions_met?($data_skills[@action_data[5].abs])
targets.delete(target) if !target.comparison_parameter(@action_data[6])
targets.delete(target) if !@action_data[7][1].include?(0) && !target.comparison_equip(@action_data[7])
end
return @second_targets = [] if targets.size == 0
case @action_data[8]
when 1 ; targets = [targets[rand(targets.size)]]
when 2 ; targets.delete(@battler)
end
return @second_targets = [] if targets.size == 0
@second_targets = targets
case @action_data[9]
when 0 ; return
when 1 ; set_play_data(["second_targets_set"])
when 2 ; set_play_data(["targets_set"])
end
@wait += 1
end
#--------------------------------------------------------------------------
# ● 公共事件的呼叫
#--------------------------------------------------------------------------
def call_common_event
$game_temp.reserve_common_event(@action_data[1])
$sv_camera.event = true
@event_fix = @action_data[2]
end
#--------------------------------------------------------------------------
# ● 伤害动画
#--------------------------------------------------------------------------
def damage_anime(delay_time = 12)
anime(N03.get_attack_anime_id(-3, @battler), wait = true)
action_play
@wait -= delay_time
@full_action.unshift("eval('@damage_anime_data = []
@set_damage = true')")
end
#--------------------------------------------------------------------------
# ● 通常战斗不能
#--------------------------------------------------------------------------
def normal_collapse
@collapse = true
return
end
#--------------------------------------------------------------------------
# ● 初期位置变更
#--------------------------------------------------------------------------
def change_base_position
@base_x = @x
@base_y = @y
@base_h = @h
end
#--------------------------------------------------------------------------
# ● 实行强制动作
#--------------------------------------------------------------------------
def force_act
target(@full_action.shift)
end
#--------------------------------------------------------------------------
# ● 实行强制动作 (第二个目标)
#--------------------------------------------------------------------------
def force_act2
target2(@full_action.shift)
end
#--------------------------------------------------------------------------
# ● 开始个别处理
#--------------------------------------------------------------------------
def individual_start
@individual_targets = @target_battler.dup
@remain_targets = @target_battler.dup
@target_battler = [@individual_targets[0]]
# 重复部分的动作并保持
@individual_act = @full_action.dup
end
#--------------------------------------------------------------------------
# ● 结束个别处理
#--------------------------------------------------------------------------
def individual_end
@individual_targets.shift
for target in @individual_targets
@individual_targets.shift if target.dead?
end
# 目标没有残留时行动完毕
return @target_battler = @remain_targets if @individual_targets.size == 0
@full_action = @individual_act.dup
@target_battler = [@individual_targets[0]]
end
#--------------------------------------------------------------------------
# ● 循环開始
#--------------------------------------------------------------------------
def loop_start
# 重复部分的动作并保持
@loop_act = @full_action.dup
end
#--------------------------------------------------------------------------
# ● 循环结束
#--------------------------------------------------------------------------
def loop_end
# 动作重复
@full_action = @loop_act.dup if @loop_act != []
end
#--------------------------------------------------------------------------
# ● 下个动作角色
#--------------------------------------------------------------------------
def next_battler
@action_end = true
@active = false
end
#--------------------------------------------------------------------------
# ● 图像变更标记
#--------------------------------------------------------------------------
def set_change
@change_up = true
end
#--------------------------------------------------------------------------
# ● 战斗场景通讯
#--------------------------------------------------------------------------
def play_data
data = @play_data
@play_data = []
return data
end
#--------------------------------------------------------------------------
# ● 捷径指令
#--------------------------------------------------------------------------
def anime(anime_id, wait = true)
@action_data = ["anime",anime_id,1,false,wait,false,true,false]
end
def anime_me(anime_id, wait = true)
@action_data = ["anime",anime_id,0,false,wait,false,true,false]
end
def se(file, pitch = 100)
@action_data = ["sound", "se", pitch, 100, file]
end
def target(act)
for target in @target_battler do target.sv.force_action = act end
end
def target2(act)
for target in @second_targets do target.sv.force_action = act end
end
def delay(time)
@wait = @battler.index * time
end
#--------------------------------------------------------------------------
# ● 取得角色ID
#--------------------------------------------------------------------------
def id
return @battler.id if @battler.actor?
return [email]-@battler.id[/email]
end
#--------------------------------------------------------------------------
# ● 取得被致命一击
#--------------------------------------------------------------------------
def critical?
return @battler.result.critical
end
#--------------------------------------------------------------------------
# ● 取得被回复标记
#--------------------------------------------------------------------------
def recovery?
recovery = false
recovery = true if @battler.result.hp_damage < 0
recovery = true if @battler.result.mp_damage < 0
recovery = true if @battler.result.tp_damage < 0
return recovery
end
#--------------------------------------------------------------------------
# ● 取得被损伤技能ID
#--------------------------------------------------------------------------
def damage_skill_id
return @damage_skill_id
end
#--------------------------------------------------------------------------
# ● 取得被损伤物品ID
#--------------------------------------------------------------------------
def damage_item_id
return @damage_item_id
end
#--------------------------------------------------------------------------
# ● 取得装备武器ID
#--------------------------------------------------------------------------
def weapon_id
return 0 if !@battler.weapons[0]
return @battler.weapons[0].id
end
#--------------------------------------------------------------------------
# ● 取得装备武器的类型
#--------------------------------------------------------------------------
def weapon_type
return 0 if !@battler.weapons[0]
return @battler.weapons[0].wtype_id
end
#--------------------------------------------------------------------------
# ● 是否装备盾
#--------------------------------------------------------------------------
def shield?
for armor in @battler.armors do return true if armor != nil && armor.etype_id == 1 end
return false
end
#--------------------------------------------------------------------------
# ● 是否有伤害
#--------------------------------------------------------------------------
def damage_zero?
return @battler.result.hp_damage == 0 && @battler.result.mp_damage == 0 && @battler.result.tp_damage == 0
end
#--------------------------------------------------------------------------
# ● 取得技能ID
#--------------------------------------------------------------------------
def skill_id
return @counter_id if @counter_id != 0
return 0 if @battler.current_action == nil or @battler.current_action.item == nil
return 0 if @battler.current_action.item.is_a?(RPG::Item)
return @battler.current_action.item.id
end
#--------------------------------------------------------------------------
# ● 取得技能的种类
#--------------------------------------------------------------------------
def skill_type
return 0 if skill_id == 0
return $data_skills[skill_id].stype_id
end
#--------------------------------------------------------------------------
# ● 取得技能名字
#--------------------------------------------------------------------------
def skill_name
return "" if skill_id == 0
return $data_skills[skill_id].name
end
#--------------------------------------------------------------------------
# ● 取得物品ID
#--------------------------------------------------------------------------
def item_id
return 0 if @battler.current_action == nil or @battler.current_action.item == nil
return @battler.current_action.item.id
end
#--------------------------------------------------------------------------
# ● 攻击动作
#--------------------------------------------------------------------------
def attack_action(item)
return skill_action if item.is_a?(RPG::Skill)
return item_action
end
#--------------------------------------------------------------------------
# ● 基础动作伤害
#--------------------------------------------------------------------------
def damage_action_base(item)
@damage_skill_id = 0
@damage_item_id = 0
@damage_skill_id = item.id if item.is_a?(RPG::Skill)
@damage_item_id = item.id if item.is_a?(RPG::Item)
end
#--------------------------------------------------------------------------
# ● 动作伤害
#--------------------------------------------------------------------------
def damage_action(attacker, item)
damage_action_base(item)
act = damage(attacker)
return if @active
start_action(act) if act != nil
end
#--------------------------------------------------------------------------
# ● 回避动作
#--------------------------------------------------------------------------
def evasion_action(attacker, item)
damage_action_base(item)
act = evasion(attacker)
return if @active
start_action(act) if act != nil
end
#--------------------------------------------------------------------------
# ● 失误动作
#--------------------------------------------------------------------------
def miss_action(attacker, item)
damage_action_base(item)
act = miss(attacker)
return if @active
start_action(act) if act != nil
end
#--------------------------------------------------------------------------
# ● Flash动作同时处理
#--------------------------------------------------------------------------
def flash_action
return "閃き"
end
end
#==============================================================================
# ■ module N03
#------------------------------------------------------------------------------
# 这是一个侧视战斗的模块。
#==============================================================================
module N03
#--------------------------------------------------------------------------
# ● 取得敌人角色队伍
#--------------------------------------------------------------------------
def self.get_enemy_unit(battler)
return $game_troop if battler.actor?
return $game_party
end
#--------------------------------------------------------------------------
# ● 取得我方角色队伍
#--------------------------------------------------------------------------
def self.get_party_unit(battler)
return $game_party if battler.actor?
return $game_troop
end
#--------------------------------------------------------------------------
# ● 取得战斗动画时间
#--------------------------------------------------------------------------
def self.get_anime_time(anime_id)
return 0 if anime_id <= 0
return $data_animations[anime_id].frame_max * 4
end
#--------------------------------------------------------------------------
# ● 取得攻击动画
#--------------------------------------------------------------------------
def self.get_attack_anime_id(kind, battler)
return $data_skills[battler.sv.counter_id].animation_id if kind == -3 && battler.sv.counter_id != 0
case kind
when -1 ; anime_id = battler.atk_animation_id1
when -2 ; anime_id = battler.atk_animation_id2
when -3
if battler.current_action != nil
anime_id = battler.current_action.item.animation_id if battler.current_action.item != nil
end
else ; anime_id = kind
end
case anime_id
when -1 ; anime_id = battler.atk_animation_id1
when -2 ; anime_id = battler.atk_animation_id2
end
return anime_id if anime_id
return 0
end
#--------------------------------------------------------------------------
# ● 战斗动画数据
#--------------------------------------------------------------------------
def self.set_damage_anime_data(targets, target, data)
return if !first_of_all_screen_anime(data[0], target, targets)
target.animation_id = data[0]
target.animation_mirror = data[1]
target.sv.anime_no_mirror = data[2]
target.sv.anime_camera_zoom = data[3]
target.sv.anime_plus_z = data[4]
end
#--------------------------------------------------------------------------
# ● 取得目标
#--------------------------------------------------------------------------
def self.get_targets(kind, battler)
case kind.abs
when 0 ; return [battler].dup
when 1 ; return battler.sv.target_battler.dup
when 2 ; return get_enemy_unit(battler).members.dup
when 3 ; return get_party_unit(battler).members.dup
when 4 ; return $game_troop.members.dup + $game_party.battle_members.dup
when 5 ; return battler.sv.second_targets.dup
end
end
#--------------------------------------------------------------------------
# ● 目标的坐标取得
#--------------------------------------------------------------------------
def self.get_targets_position(targets, horming, m_a = nil)
return [0,0,0] if targets == nil && !$sv_camera.mirror
return [Graphics.width,0,0] if targets == nil && $sv_camera.mirror
x = y = h = 0
for i in 0...targets.size
x += targets[i].sv.base_x if !horming
y += targets[i].sv.base_y if !horming
h += targets[i].sv.base_h if !horming
x += targets[i].sv.x if horming
y += targets[i].sv.y if horming
h += targets[i].sv.h if horming
y -= targets[i].sv.ch * 100 if m_a == 0
y -= targets[i].sv.ch * 50 if m_a == 1
end
return [x / targets.size, y / targets.size, h / targets.size]
end
#--------------------------------------------------------------------------
# ● 速度转换时间
#--------------------------------------------------------------------------
def self.distanse_calculation(time, target_position, self_position, distanse_move)
return time if !distanse_move
distanse_x = self_position[0] - target_position[0]
distanse_x = target_position[0] - self_position[0] if target_position[0] > self_position[0]
distanse_y = self_position[1] - target_position[1]
distanse_y = target_position[1] - self_position[1] if target_position[1] > self_position[1]
if self_position[2] != nil && target_position[2] != nil
distanse_h = self_position[2] - target_position[2]
distanse_h = target_position[2] - self_position[2] if target_position[2] > self_position[2]
else
distanse_h = 0
end
distanse = [distanse_x, distanse_y, distanse_h].max
return distanse / (time * 100) + 1
end
#--------------------------------------------------------------------------
# ● 计算抛物线移动
#--------------------------------------------------------------------------
def self.parabola(data, time, size, type = 1)
move_data = data
move_data[0] *= size
move_data[1] *= size
move = []
move_d = []
for i in 0...time / 2
move[i] = move_data[0]
move_d[i] = move_data[1]
move_data[0] = move_data[0] * type / (1 + type)
move_data[1] = move_data[1] * type / (1 + type)
end
move = move + move_d.reverse!
move.reverse!
adjust = move.inject(0) {|result, item| result + item }
move[move.size - 1] += adjust if data[0] == data[1] && adjust != 0
move.unshift(0) if time % 2 != 0
return move
end
#--------------------------------------------------------------------------
# ● 反转数值
#--------------------------------------------------------------------------
def self.mirror_num(mirror)
return 1 if !mirror
return -1
end
#--------------------------------------------------------------------------
# ● 摄影机
#--------------------------------------------------------------------------
def self.camera(battler, data)
battler = $game_party.battle_members[0] if !battler
cx = data[2][0] * 100
cy = data[2][1] * 100
return $sv_camera.move(cx, cy, data[3], data[4], true) if data[1] == 6
targets = self.get_targets(data[1], battler)
return if targets == nil or targets == []
position = self.get_targets_position(targets, true)
$sv_camera.move(position[0], position[1] - position[2], data[3], data[4], false)
end
#--------------------------------------------------------------------------
# ● 禁止战斗不能
#--------------------------------------------------------------------------
def self.immortaling
# 赋予全体不死状态
for member in $game_party.battle_members + $game_troop.members
# 事件操作等无敌设定就会解除flag的无效
member.sv.immortal = true if member.state?(N03::IMMORTAL_ID)
member.add_state(N03::IMMORTAL_ID)
end
return true
end
#--------------------------------------------------------------------------
# ● 允许战斗不能
#--------------------------------------------------------------------------
def self.unimmortaling
# 解除全体不死状态(如果事件等无敌设定以外)
for member in $game_party.battle_members + $game_troop.members
next if member.dead?
# 不死身状态行动中被解除的场合、从状态中解除无效
member.sv.immortal = false if !member.state?(N03::IMMORTAL_ID) && member.sv.immortal
next member.sv.immortal = false if member.sv.immortal
member.remove_state(N03::IMMORTAL_ID)
next if member.hp != 0
member.add_state(1)
member.perform_collapse_effect
member.sv.action_terminate
end
return false
end
#--------------------------------------------------------------------------
# ● 技能连发
#--------------------------------------------------------------------------
def self.derived_skill(battler)
battler.force_action(battler.sv.derivation_skill_id, -2)
BattleManager.unshift_action_battlers(battler)
end
#--------------------------------------------------------------------------
# ● 创建伤害
#--------------------------------------------------------------------------
def self.set_damage(battler, hp_damage, mp_damage)
battler.result.hp_damage = hp_damage
battler.result.mp_damage = mp_damage
end
#--------------------------------------------------------------------------
# ● 确认目标生死
#--------------------------------------------------------------------------
def self.targets_alive?(targets)
return false if targets == []
for target in targets do return true if !target.dead? end
return false
end
#--------------------------------------------------------------------------
# ● 定位到第二个目标
#--------------------------------------------------------------------------
def self.s_targets(battler)
battler.sv.target_battler = battler.sv.second_targets
return battler.sv.second_targets
end
#--------------------------------------------------------------------------
# ● 定位目标到第二个目标
#--------------------------------------------------------------------------
def self.targets_set(battler)
battler.sv.second_targets = battler.current_action.make_targets.compact
battler.sv.target_battler = battler.sv.second_targets
end
#--------------------------------------------------------------------------
# ● 实行战斗动画判定 (对象:实行第一个目标时的画面的动画)
#--------------------------------------------------------------------------
def self.first_of_all_screen_anime(anime_id, target, targets)
anime = $data_animations[anime_id]
return false if !anime
return true if anime.position != 3
return false if anime.position == 3 && target != targets[0]
targets.delete(target)
target.sv.timing_targets = targets
return true
end
#--------------------------------------------------------------------------
# ● 战斗不能是否附加攻击
#--------------------------------------------------------------------------
def self.dead_attack?(battler, item)
for state in battler.atk_states
return true if state == battler.death_state_id
end
for effect in item.effects
return true if effect.code == 21 && effect.data_id == battler.death_state_id
end
return false
end
end
#==============================================================================
# ■ Sprite_Weapon
#------------------------------------------------------------------------------
# 这是一个显示武器的脚本。
#==============================================================================
class Sprite_Weapon < Sprite_Base
#--------------------------------------------------------------------------
# ● 公开实例变量
#--------------------------------------------------------------------------
attr_reader :index # 武器图像排列的index
attr_reader :battler # 角色图像
attr_reader :move_time # 图像达到目标的为止的这段时间
attr_reader :through # 贯穿标记
attr_reader :action_end # 武器动作结束的标记
attr_reader :action_end_cancel # 武器动作结束,取消的标记
attr_reader :hit_position # 图像达到目标时的坐标
attr_accessor :hit_anime_id # 图像达到目标时的动画ID
#--------------------------------------------------------------------------
# ● 初始化物件
#--------------------------------------------------------------------------
def initialize(viewport, index, battler)
super(viewport)
@index = index
@battler = battler
@position_x = @position_y = 0
@o = 0
@real_x = @real_y = 0
@mirror = @battler.sv.mirror
reset
set_action
end
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def reset
@z_plus = 0
@weapon_data = []
@move_data = []
@move_x = 0
@move_y = 0
@orbit = []
@through = false
@distanse_move = false
@weapon_width = 0
@weapon_height = 0
@anime_time = 0
@anime_position = 1
@move_time = 0
@hit_anime_id = 0
@move_anime = true
@action_end = false
@action_end_cancel = false
reset_position
end
#--------------------------------------------------------------------------
# ● 动作设置
#--------------------------------------------------------------------------
def set_action
return if @battler.sv.effect_data == []
weapon_anime if @battler.sv.effect_data[0][0] == "wp"
move_anime if @battler.sv.effect_data[0][0] == "m_a"
@battler.sv.effect_data.shift
end
#--------------------------------------------------------------------------
# ● 实行武器动画
#--------------------------------------------------------------------------
def weapon_anime
@weapon_data = @battler.sv.effect_data[0].dup
set_graphics
set_ox
set_weapon_move
end
#--------------------------------------------------------------------------
# ● 实行动画移动
#--------------------------------------------------------------------------
def move_anime
@move_data = @battler.sv.effect_data[0].dup
# 取得目标
@target_battler = [@battler.sv.m_a_targets.shift]
@target_battler = N03.get_targets(@move_data[3], @battler) if @move_data[3] < 0
set_move
return if @move_data[16] == ""
weapon_data = N03::ACTION[@move_data[16]]
return if weapon_data == nil
@weapon_data = weapon_data.dup
set_graphics
set_ox
set_weapon_move
end
#--------------------------------------------------------------------------
# ● 取得武器图像
#--------------------------------------------------------------------------
def set_graphics
# 武器不依赖图像设定的情况下
if @weapon_data[13] != ""
self.bitmap = Cache.character(@weapon_data[13]).dup
@weapon_width = self.bitmap.width
@weapon_height = self.bitmap.height
return
end
# 取得武器
weapon = @battler.weapons[0]
# 取得二刀流武器
if @weapon_data[10]
weapon = nil
for armor in @battler.armors do break weapon = armor if armor.is_a?(RPG::Armor) && armor.etype_id == 1 end
weapon = @battler.weapons[1] if !weapon
end
# 如果没有武器将取消处理
return if weapon == nil
# 指数取得
file_index = @weapon_data[12]
# 如果使用图标
if @weapon_data[1] == 0
icon_index = weapon.icon_index
self.bitmap = Cache.system("Iconset" + file_index).dup
self.src_rect.set(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
@weapon_width = @weapon_height = 24
# 独自图像指定
else
file_name = @battler.sv.weapon_graphic(weapon.id, weapon.wtype_id) if weapon.is_a?(RPG::Weapon)
file_name = @battler.sv.shield_graphic(weapon.id, weapon.atype_id) if weapon.is_a?(RPG::Armor)
self.bitmap = Cache.character(file_name + file_index).dup
@weapon_width = self.bitmap.width
@weapon_height = self.bitmap.height
return if @weapon_data[1] == 1
# 2003规范的武器动画
@weapon_width /= @battler.sv.max_pattern[0]
end
end
#--------------------------------------------------------------------------
# ● 取得图像的原点
#--------------------------------------------------------------------------
def set_ox
# 反转时设置为相反
if @mirror
case @weapon_data[6]
when 1 ; @weapon_data[6] = 2 # 左上→右上角
when 2 ; @weapon_data[6] = 1 # 右上→左上角
when 3 ; @weapon_data[6] = 4 # 左下→右下角
when 4 ; @weapon_data[6] = 3 # 右下→左下角
end
end
# 原点的設定
case @weapon_data[6]
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
when 5 # 同角色位置
self.ox = @weapon_width / 2
self.oy = @weapon_height
end
end
#--------------------------------------------------------------------------
# ● 取得角色的坐标
#--------------------------------------------------------------------------
def set_battler_position
@position_x = @battler.sv.x + @weapon_data[3][0] * N03.mirror_num(@mirror) * 100
@position_y = (@battler.sv.y - @battler.sv.h - @battler.sv.j - @battler.sv.c - @battler.sv.oy_adjust) + @weapon_data[3][1] * 100
reset_position
end
#--------------------------------------------------------------------------
# ● 初始化坐标
#--------------------------------------------------------------------------
def reset_position
@real_x = @position_x / 100
@real_y = @position_y / 100
@real_zoom_x = 1
@real_zoom_y = 1
end
#--------------------------------------------------------------------------
# ● 战斗动画显示
#--------------------------------------------------------------------------
def set_animation(anime_id)
return if $data_animations[anime_id] == nil
@anime_position = $data_animations[anime_id].position
@horming = true
@horming = false if @anime_position == 3
@anime_camera_zoom = true
@anime_no_mirror = false
start_animation($data_animations[anime_id], @mirror)
timings = $data_animations[anime_id].timings
end
#--------------------------------------------------------------------------
# ● 实行打击时的战斗动画
#--------------------------------------------------------------------------
def set_hit_animation(position_data, hit_anime_id, target)
return if $data_animations[hit_anime_id] == nil
@real_x = position_data[0]
@real_y = position_data[1]
@position_x = position_data[0] * 100
@position_y = position_data[1] * 100
self.z = position_data[2]
@z_plus = 1000
@action_end = false
@horming = true
set_animation(hit_anime_id)
@anime_time = $data_animations[hit_anime_id].frame_max * 4
@timing_targets = [target]
@move_time = @hit_anime_id = 0
@weapon_data = []
end
#--------------------------------------------------------------------------
# ● 角色时间追加
#--------------------------------------------------------------------------
def timing_battler_set(target)
@timing_targets.push(target)
end
#--------------------------------------------------------------------------
# ● 取得武器的移动
#--------------------------------------------------------------------------
def set_weapon_move
# 取得开始位置
set_battler_position if @move_time == 0
@z_plus = 50 if @z_plus == 0 && @weapon_data[9]
self.z = @battler.sv.z + @z_plus
# 反转处理
@mirror = !@mirror if @weapon_data[7]
self.mirror = @mirror
# 更新模式设置
set_pattern
@max_pattern = 2 if @max_pattern == 1
# 计算武器移动
@weapon_move_data = []
@weapon_angle_data = []
@weapon_zoom_data = []
num = N03.mirror_num(@mirror)
for i in 0...@max_pattern
move_data_x = @weapon_data[2][0] * num * 100 * i / (@max_pattern - 1)
move_data_y = @weapon_data[2][1] * 100 * i / (@max_pattern - 1)
move_angle = @weapon_data[4] * num + (@weapon_data[5] * num - @weapon_data[4] * num) * i / (@max_pattern - 1)
move_zoom_x = 1 + (@weapon_data[8][0] - 1) * i / (@max_pattern - 1)
move_zoom_y = 1 + (@weapon_data[8][1] - 1) * i / (@max_pattern - 1)
@weapon_move_data.push([move_data_x, move_data_y])
@weapon_angle_data.push(move_angle)
@weapon_zoom_data.push([move_zoom_x, move_zoom_y])
end
end
#--------------------------------------------------------------------------
# ● 更新模式
#--------------------------------------------------------------------------
def set_pattern
if @weapon_data[11] == -1
return @max_pattern = @battler.sv.max_pattern[0] if @battler.sv.pattern_type != 0
@count = @battler.sv.pattern_time
@max_count = @battler.sv.pattern_time
@max_pattern = @battler.sv.max_pattern[0]
@repeat = false
else
@count = @weapon_data[11][0]
@max_count = @weapon_data[11][0]
@max_pattern = @weapon_data[11][1]
@repeat = @weapon_data[11][2]
end
@pattern = 0
end
#--------------------------------------------------------------------------
# ● 实行移动
#--------------------------------------------------------------------------
def set_move
# 取得战斗动画
set_animation(@move_data[1][0]) if $data_animations[@move_data[1][0]] != nil && $data_animations[@move_data[1][0]].position != 3
@anime_camera_zoom = @move_data[13]
@loop = @move_data[14]
@loop = false if @move_data[1][0] == 0
@anime_no_mirror = @move_data[15]
@se_flag = @move_data[17]
# 取得开始位置
start_position
@z_plus = 1000 if @move_data[9]
# 目标角色图像的动画的反映SE和时机设定
@timing_targets = @target_battler
# 计算坐标
@move_x = @move_data[5][0] * 100 * N03.mirror_num(@mirror)
@move_y = @move_data[5][1] * 100
# 计算时间或速度
@distanse_move = true if @move_data[6] > 0
@move_time = @move_data[6].abs
# 时间为0的时、如果被描写成动画显示时间
if @move_time == 0
@move_time = $data_animations[@move_data[1][0]].frame_max * 4 if $data_animations[@move_data[1][0]]
@move_time = 1 if !$data_animations[@move_data[1][0]]
@distanse_move = false
end
# 贯穿类型的场合
@through = true if @move_data[7] == 1
@auto_through_flag = false
@auto_through_flag = true if @move_data[7] == 0
# 计算目标坐标
if @target_battler == nil
@target_x = @move_x * 100
@target_x = (Graphics.width - @move_x) * 100 if @mirror
@target_y = @move_y * 100
else
move_data_set
end
# 计算目标达到的时间
@move_time = distanse_calculation(@move_time, @target_x, @target_y)
# 计算圆形轨道
orbit
# 角色的体能设定
@battler.sv.wait = @move_time - 1 if @move_data[10][0]
@move_horming = @move_data[12]
end
#--------------------------------------------------------------------------
# ● 速度转换时间
#--------------------------------------------------------------------------
def distanse_calculation(time, target_x, target_y)
return time if !@distanse_move
distanse_x = @position_x - @target_x
distanse_x = @target_x - @position_x if @target_x > @position_x
distanse_y = @position_y - @target_y
distanse_y = @target_y - @position_y if @target_y > @position_y
distanse = [distanse_x, distanse_y].max
return distanse / (time * 100) + 1
end
#--------------------------------------------------------------------------
# ● 更新移动目标
#--------------------------------------------------------------------------
def move_data_set
return if @target_battler == nil
position = N03.get_targets_position(@target_battler, true, @anime_position)
@target_x = position[0] + @move_x
@target_y = position[1] - position[2] + @move_y
end
#--------------------------------------------------------------------------
# ● 计算开始位置
#--------------------------------------------------------------------------
def start_position
starter = [@battler.sv.m_a_starter.shift]
starter = N03.get_targets(@move_data[2], @battler) if @move_data[2] < 0
position = [0, 0]
position = N03.get_targets_position(starter, true, @anime_position) if starter != nil
@position_x = position[0] + @move_data[4][0] * 100
@position_y = position[1] + position[2] + @move_data[4][1] * 100
@position_z = @position_y
end
#--------------------------------------------------------------------------
# ● 计算原型轨道
#--------------------------------------------------------------------------
def orbit
orbit_data = @move_data[8].dup
orbit_data[0] *= 100
orbit_data[1] *= 100
orbit_d = []
for i in 0...@move_time / 2
@orbit[i] = orbit_data[0]
orbit_data[0] /= 2
orbit_d[i] = orbit_data[1]
orbit_data[1] /= 2
end
@orbit = @orbit + orbit_d.reverse!
@orbit.reverse!
end
#--------------------------------------------------------------------------
# ● 更新框架
#--------------------------------------------------------------------------
def update
update_hit_anime if @anime_time != 0
update_move if @move_time != 0
update_weapon_move if @weapon_data != []
update_position
update_color
self.visible = @battler.sv.weapon_visible
super
end
#--------------------------------------------------------------------------
# ● 打击时的战斗动画
#--------------------------------------------------------------------------
def update_hit_anime
@anime_time -= 1
@action_end = true if @anime_time == 0
end
#--------------------------------------------------------------------------
# ● 更新移动
#--------------------------------------------------------------------------
def update_move
move_data_set if @move_horming && !@hit_position
through_set(@move_time, @target_x, @target_y) if @move_time == 1 && !@hit_position
@o += @orbit[@move_time - 1] if @orbit[@move_time - 1] != nil
@position_x = (@position_x * (@move_time - 1) + @target_x) / @move_time
@position_y = (@position_y * (@move_time - 1) + @target_y) / @move_time + @o
reset_position
set_animation(@move_data[1][0]) if @loop && !animation?
@move_time -= 1
return if @move_time != 0
@action_end = true if !@action_end_cancel
end
#--------------------------------------------------------------------------
# ● 更新武器的移动
#--------------------------------------------------------------------------
def update_weapon_move
pattern = update_pattern
set_battler_position if @move_time == 0 && !@action_end_cancel
@real_x = @position_x / 100 + @weapon_move_data[pattern][0] / 100
@real_y = @position_y / 100 + @weapon_move_data[pattern][1] / 100
@real_zoom_x = @weapon_zoom_data[pattern][0]
@real_zoom_y = @weapon_zoom_data[pattern][1]
self.angle = @weapon_angle_data[pattern]
self.src_rect.set(@weapon_width * pattern, 0, @weapon_width, @weapon_height) if @weapon_data[1] == 2
end
#--------------------------------------------------------------------------
# ● 更新模式
#--------------------------------------------------------------------------
def update_pattern
return @battler.sv.pattern_w if @count == nil
@count -= 1
return @pattern if @count != 0
@count = @max_count
@pattern += 1
if !@repeat && @pattern == @max_pattern
@pattern = @max_pattern - 1
elsif @pattern == @max_pattern
@pattern = 0
end
return @pattern
end
#--------------------------------------------------------------------------
# ● 更新坐标
#--------------------------------------------------------------------------
def update_position
self.x = (@real_x - $sv_camera.x) * $sv_camera.convert / 1000
self.y = (@real_y - $sv_camera.y) * $sv_camera.convert / 1000
self.x += $sv_camera.sx / 100 unless @battler.sv.h != 0 && @weapon_data != []
self.y += $sv_camera.sy / 100 unless @battler.sv.h != 0 && @weapon_data != []
self.z = @battler.sv.z + @z_plus - 10
self.zoom_x = @real_zoom_x * $sv_camera.zoom
self.zoom_y = @real_zoom_y * $sv_camera.zoom
self.opacity = @battler.sv.opacity if @battler.sv.opacity_data[4]
end
#--------------------------------------------------------------------------
# ● 贯穿的处理
#--------------------------------------------------------------------------
def through_set(time, target_x, target_y)
@hit_anime_id = N03.get_attack_anime_id(@move_data[1][1], @battler)
@battler.sv.wait = N03.get_anime_time(@hit_anime_id) if @move_data[10][1]
moving_x = (target_x / 100 - @position_x / 100) / time
moving_y = (target_y / 100 - @position_y / 100) / time
goal_x = $sv_camera.max_left - 100 if moving_x < 0
goal_x = Graphics.width + $sv_camera.max_right + 100 if moving_x > 0
goal_y = $sv_camera.max_top - 100 if moving_y < 0
goal_y = Graphics.height + $sv_camera.max_bottom + 100 if moving_y > 0
if goal_x == nil && goal_y == nil
time = 0
reset_position
else
time = move_calculation(moving_x, moving_y, goal_x, goal_y)
end
target_x = @position_x + moving_x * time * 100
target_y = @position_y + moving_y * time * 100
@pre_data = [time, target_x, target_y]
@battler.sv.m_a_data.push([@move_data[11], @target_battler, @index, @auto_through_flag, []])
@action_end_cancel = true
@hit_position = [@real_x, @real_y, self.z]
end
#--------------------------------------------------------------------------
# ● 达到时间预算
#--------------------------------------------------------------------------
def move_calculation(moving_x, moving_y, goal_x, goal_y)
move_x = @position_x / 100
move_y = @position_y / 100
time = 0
loop do
move_x += moving_x
move_y += moving_y
time += 1
return time if moving_x < 0 && move_x < goal_x
return time if moving_x > 0 && move_x > goal_x
return time if moving_y < 0 && move_y < goal_y
return time if moving_y > 0 && move_y > goal_y
end
end
#--------------------------------------------------------------------------
# ● 错误时从处理消失转换成贯穿处理
#--------------------------------------------------------------------------
def through_change
@action_end_cancel = false
@through = true
@move_time = @pre_data[0]
@target_x = @pre_data[1]
@target_y = @pre_data[2]
@pre_data = nil
end
#--------------------------------------------------------------------------
# ● SE 闪光灯和处理的时间
#--------------------------------------------------------------------------
def animation_process_timing(timing)
return if !@timing_targets
se_flag = true
se_flag = @se_flag if @se_flag != nil
for target in @timing_targets
target.sv.timing.push([se_flag, timing.dup])
se_flag = false if @animation.position == 3
end
end
#--------------------------------------------------------------------------
# ● 更新色调
#--------------------------------------------------------------------------
def update_color
return if @battler.sv.color == []
self.color.set(@battler.sv.color[0], @battler.sv.color[1], @battler.sv.color[2], @battler.sv.color[3])
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
super
self.bitmap.dispose if self.bitmap != nil
end
end
#==============================================================================
# ■ Sprite_Battle_Picture
#------------------------------------------------------------------------------
# 这是一个画面的图象显示。
#==============================================================================
class Sprite_Battle_Picture < Sprite
#--------------------------------------------------------------------------
# ● 公开实例变量
#--------------------------------------------------------------------------
attr_accessor :action_end # 结束标记
#--------------------------------------------------------------------------
# ● 初始化物件
#--------------------------------------------------------------------------
def initialize(viewport = nil)
super(viewport)
@action_end = false
self.ox = 0
end
#--------------------------------------------------------------------------
# ● 集合
#--------------------------------------------------------------------------
def set(battler)
@battler = battler
@data = @battler.sv.effect_data.shift
@time = @data[4]
@mirror = $sv_camera.mirror
@mirror = false if !@data[8]
self.opacity = @data[6][0]
@s_x = @data[2][0] if @data[2] != []
@s_x = Graphics.width - @data[2][0] if @data[2] != [] && @mirror
@s_y = @data[2][1] if @data[2] != []
@e_x = @data[3][0] if @data[3] != []
@e_x = Graphics.width - @data[3][0] if @data[3] != [] && @mirror
@e_y = @data[3][1] if @data[3] != []
@s_x = self.x if @data[2] == []
@s_y = self.y if @data[2] == []
@e_x = self.x if @data[3] == []
@e_y = self.y if @data[3] == []
self.x = @s_x
self.y = @s_y
return @action_end = true if @time == 0
@move_x = (@e_x * 1.0 - @s_x) / @time
@move_y = (@e_y * 1.0 - @s_y) / @time
self.z = @data[5]
return set_plane(battler) if @data[7] != []
self.bitmap = Cache.picture(@data[9]) if !bitmap or @data[9] != ""
return @action_end = true if !bitmap
self.mirror = @mirror
self.ox = self.bitmap.width if @mirror
end
#--------------------------------------------------------------------------
# ● 过渡平面
#--------------------------------------------------------------------------
def set_plane(battler)
@viewport = Viewport.new(@data[2][0],@data[2][1],@data[7][0],@data[7][1]) if !@viewport
viewport = @viewport
@plane = Plane.new(viewport) if !@plane
@plane.bitmap = Cache.picture(@data[9]) if !@plane.bitmap or @data[9] != ""
return @action_end = true if !@plane.bitmap
@plane.ox = @data[7][0]
@plane.oy = @data[7][1]
@plane.opacity = @data[6][0]
@move_x = @remain_move[0] if @data[2] == @data[3]
@move_y = @remain_move[1] if @data[2] == @data[3]
@remain_move = [@move_x, @move_y]
end
#--------------------------------------------------------------------------
# ● 更新帧数
#--------------------------------------------------------------------------
def update
@action_end = true if !@battler.sv.picture
return if @time == 0
return if @action_end
@time -= 1
return plane_update if @plane
super
self.x += @move_x
self.y += @move_y
self.opacity += @data[6][1]
return if @time != 1
self.x = @e_x
self.y = @e_y
@time = 0
end
#--------------------------------------------------------------------------
# ● 更新平面
#--------------------------------------------------------------------------
def plane_update
@plane.ox += @move_x
@plane.oy += @move_y
@plane.opacity += @data[6][1]
@time = @data[4] if @time == 0
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
bitmap.dispose if bitmap
@plane.dispose if @plane
@viewport.dispose if @viewport
super
end
end
#==============================================================================
# ■ Sprite_Back_Picture
#------------------------------------------------------------------------------
# 这是一个精灵的一段画面。
#==============================================================================
class Sprite_Back_Picture < Plane
#--------------------------------------------------------------------------
# ● 公开实例变量
#--------------------------------------------------------------------------
attr_accessor :action_end # 结束标记
#--------------------------------------------------------------------------
# ● 初始化物件
#--------------------------------------------------------------------------
def initialize(viewport = nil, index)
super(viewport)
@index = index
@real_x = 0
@real_y = 0
@real_opacity = 0
@move_x = 0
@move_y = 0
@move_opacity = 0
@time = 0
@switche = 0
@action_end = false
end
#--------------------------------------------------------------------------
# ● 格局
#--------------------------------------------------------------------------
def setup(data)
self.bitmap = Cache.picture(data[9])
self.z = data[6]
@switche = data[1]
mirror = $sv_camera.mirror
mirror = false if !data[8]
@move_x = data[3][0]
@move_x *= -1 if mirror
@move_y = data[3][1]
@time = data[4]
@time = -1 if @time == 0
@real_opacity = (data[5][0] + 1) * 100
@move_opacity = data[5][1]
@start_opacity = data[5][0]
@shake_ok = data[7]
end
#--------------------------------------------------------------------------
# ● 更新帧数
#--------------------------------------------------------------------------
def update
update_picture if @time != 0
self.ox = $sv_camera.x - @real_x
self.oy = $sv_camera.y - @real_y
if @shake_ok
self.ox -= $sv_camera.sx / 100
self.oy -= $sv_camera.sy / 100
end
self.ox *= $sv_camera.zoom
self.oy *= $sv_camera.zoom
self.zoom_x = @zoom_x * $sv_camera.zoom
self.zoom_y = @zoom_y * $sv_camera.zoom
self.opacity = @real_opacity / 100
@move_opacity *= -1 if self.opacity == 255 or self.opacity <= @start_opacity
@switche
@action_end = true if @switche > 0 && !$game_switches[@switche]
@action_end = true if @switche < 0 && !$sv_camera.switches[@switche.abs]
end
#--------------------------------------------------------------------------
# ● 更新图片
#--------------------------------------------------------------------------
def update_picture
@real_x += @move_x / 100
@real_y += @move_y / 100
@real_x = 0 if @real_x >= self.bitmap.width or @real_x <= -self.bitmap.width
@real_y = 0 if @real_y >= self.bitmap.height or @real_y <= -self.bitmap.height
@zoom_x = 1
@zoom_y = 1
@real_opacity += @move_opacity
@time -= 1
@time = -1 if @time < -100
end
end
#==============================================================================
# ■ Sprite_Back_Picture
#------------------------------------------------------------------------------
# 这是一个精灵的伤害显示。
#==============================================================================
class Sprite_Damage < Sprite
#--------------------------------------------------------------------------
# ● 公开实例变量
#--------------------------------------------------------------------------
attr_reader :action_end # POP结束标记
#--------------------------------------------------------------------------
# ● 初始化物件
#--------------------------------------------------------------------------
def initialize(viewport = nil, battler)
super(viewport)
@battler = battler
@time = 0
return @action_end = true if !@battler
@direction = -1
@direction *= -1 if @battler.actor?
@direction *= -1 if $sv_camera.mirror
set_state
set_damage
update
end
#--------------------------------------------------------------------------
# ● 显示状态
#--------------------------------------------------------------------------
def set_state
return if !N03::STATE_POP
states = @battler.result.added_state_objects
states.delete($data_states[@battler.death_state_id]) if @battler.result.hp_damage != 0
return if states == []
return if @battler.sv.add_state == @battler.result.added_state_objects
@battler.sv.add_state = states.dup
@st = []
@st_base = []
for i in 0...states.size
@st[i] = Sprite.new
bitmap_state(@st[i], states[i])
@st_base[i] = []
@st_base[i][0] = @direction * (-20 + 5 * i) + @battler.sv.x / 100
@st_base[i][1] = -40 - @state_height * i + (@battler.sv.y - @battler.sv.h - @battler.sv.j - @battler.sv.oy_adjust)/ 100
@st[i].z = 1000 + i
@st[i].opacity = 0
end
@time = @pop_time = 80
end
#--------------------------------------------------------------------------
# ● 状态图像
#--------------------------------------------------------------------------
def bitmap_state(state, state_object)
name = state_object.name
state.bitmap = Cache.system("Iconset").dup
state.src_rect.set(state_object.icon_index % 16 * 24, state_object.icon_index / 16 * 24, 24, 24)
@state_height = 24
end
#--------------------------------------------------------------------------
# ● 显示打击伤害
#--------------------------------------------------------------------------
def hit_count
for i in [email]0...@battler.sv.hit.size[/email]
if @battler.sv.hit[i] == nil
@hit = i
return @battler.sv.hit[i] = @hit
end
end
@hit = @battler.sv.hit.size
@battler.sv.hit.push(@hit)
end
#--------------------------------------------------------------------------
# ● 显示伤害
#--------------------------------------------------------------------------
def set_damage
return @action_end = true if !N03::DAMAGE_POP
damage = @battler.result.hp_damage if @battler.result.hp_damage != 0
damage = @battler.result.hp_drain if @battler.result.hp_drain != 0
damage = @battler.result.mp_damage if @battler.result.mp_damage != 0
damage = @battler.result.mp_drain if @battler.result.mp_drain != 0
damage = @battler.result.tp_damage if @battler.result.tp_damage != 0
if !damage or damage == 0
@action_end = true if @st == nil
return # 状态POP考虑设置@action_end不返回
end
hit_count
# @hit = @battler.sv.hit
# @battler.sv.hit += 1 if damage != 0
file = N03::DAMAGE_PLUS if damage > 0
file = N03::DAMAGE_MINUS if damage < 0
add_file = N03::DAMAGE_MP if @battler.result.mp_damage != 0
add_file = N03::DAMAGE_TP if @battler.result.tp_damage != 0
adjust_x = N03::DAMAGE_ADJUST
@num = []
@num_base = []
damage = damage.abs
max_num = damage.to_s.size
max_num += 1 if add_file != nil
for i in 0...max_num
@num[i] = Sprite.new
if add_file != nil && i == max_num - 1
@num[i].bitmap = Cache.system(add_file)
cw = (damage % (10 * 10 ** i))/(10 ** i)
sw = 0 if sw == nil
else
@num[i].bitmap = Cache.system(file)
cw = (damage % (10 * 10 ** i))/(10 ** i)
sw = @num[i].bitmap.width / 10
@num[i].src_rect.set(cw * sw, 0, sw, @num[i].bitmap.height)
end
@num_base[i] = []
@num_base[i][0] = (sw + adjust_x) * i * -1 + (@battler.sv.x / 100)
@num_base[i][1] = -(@num[i].bitmap.height / 3) - i * 2 - @hit * 2 + (@battler.sv.y - @battler.sv.h - @battler.sv.j - @battler.sv.oy_adjust)/ 100
@num_base[i][0] -= @num[i].bitmap.width / 2 - adjust_x if add_file != nil && i == max_num - 1
@num[i].z = 1000 + i + @hit * 10
end
@time = @pop_time = 80
end
#--------------------------------------------------------------------------
# ● 更新帧数
#--------------------------------------------------------------------------
def update
return if @time == 0
for i in [email]0...@st.size[/email] do update_state_move(@st[i], i) end if @st != nil
for i in [email]0...@num.size[/email] do update_num_move(@num[i], i) end if @num != nil
@time -= 1
@action_end = true if @time == 0
end
#--------------------------------------------------------------------------
# ● 更新状态图像
#--------------------------------------------------------------------------
def update_state_move(state, index)
min = @pop_time - index * 2
case @time
when min-15..min
@st_base[index][0] += @direction
state.opacity += 25
when min-80..min-50
@st_base[index][0] += @direction
state.opacity -= 25
end
state.x = (@st_base[index][0] - $sv_camera.x) * $sv_camera.zoom
state.y = (@st_base[index][1] - $sv_camera.y) * $sv_camera.zoom
end
#--------------------------------------------------------------------------
# ● 更新数值
#--------------------------------------------------------------------------
def update_num_move(num, index)
min = @pop_time - index * 2
case @time
when min-1..min
@num_base[index][0] += @direction * @hit
@num_base[index][1] -= 5 + @hit * 2
when min-3..min-2
@num_base[index][0] += @direction * @hit
@num_base[index][1] -= 4 + @hit * 2
when min-6..min-4
@num_base[index][0] += @direction
@num_base[index][1] -= 3 + @hit * 2
when min-14..min-7
@num_base[index][0] += @direction
@num_base[index][1] += 2
when min-17..min-15
@num_base[index][1] -= 2 + @hit * 2
when min-23..min-18
@num_base[index][1] += 1
when min-27..min-24
@num_base[index][1] -= 1
when min-30..min-28
@num_base[index][1] += 1
when min-33..min-31
@num_base[index][1] -= 1
when min-36..min-34
@num_base[index][1] += 1
end
num.x = (@num_base[index][0] - $sv_camera.x) * $sv_camera.zoom
num.y = (@num_base[index][1] - $sv_camera.y) * $sv_camera.zoom
num.opacity = 256 - (12 - @time) * 32
num.visible = false if @time == 0
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
@battler.sv.hit[@hit] = nil if @hit
bitmap.dispose if bitmap
for i in [email]0...@num.size[/email] do @num[i].dispose end if @num != nil
for i in [email]0...@st.size[/email] do @st[i].dispose end if @st != nil
super
end
end
#==============================================================================
# ■ Window_Skill_name
#------------------------------------------------------------------------------
# 这是一个显示技能名字的窗口。
#==============================================================================
class Window_Skill_name < Window_Base
#--------------------------------------------------------------------------
# ● 初始化物件
#--------------------------------------------------------------------------
def initialize(text)
super(0, 0, Graphics.width, line_height + standard_padding * 2)
draw_text(4, 0, Graphics.width - 64, line_height,text, 1)
end
end
#==============================================================================
# ■ Spriteset_Sideview
#------------------------------------------------------------------------------
# 处理战斗画面的精灵的类。本类在横版战斗类的內定使用。
#==============================================================================
class Spriteset_Sideview
#--------------------------------------------------------------------------
# ● 初始化物件
#--------------------------------------------------------------------------
def initialize(viewport)
@viewport = viewport
@weapons = []
@pictures = []
@back_pic = []
@damage = []
$sv_camera.setup
N03.camera(nil, N03::BATTLE_CAMERA["ターン開始前"].dup)
end
#--------------------------------------------------------------------------
# ● 更新帧数
#--------------------------------------------------------------------------
def update
update_battler_data
update_damage
update_pictures
update_back_pic
update_weapons
end
#--------------------------------------------------------------------------
# ● 更新角色数据
#--------------------------------------------------------------------------
def update_battler_data
for battler in $game_party.battle_members + $game_troop.members
weapon_end(battler) if battler.sv.weapon_end
next if battler.sv.effect_data == []
for effect_data in battler.sv.effect_data do set_effects(battler, effect_data) end
end
end
#--------------------------------------------------------------------------
# ● 更新伤害图像
#--------------------------------------------------------------------------
def update_damage
for i in [email]0...@damage.size[/email]
next if @damage[i] == nil
@damage[i].update if @damage[i] != nil
next if !@damage[i].action_end
@damage[i].dispose
@damage[i] = nil
end
end
#--------------------------------------------------------------------------
# ● 更新图片动作
#--------------------------------------------------------------------------
def update_pictures
for i in [email]0...@pictures.size[/email]
next if @pictures[i] == nil
@pictures[i].update if @pictures[i] != nil
next if !@pictures[i].action_end
@pictures[i].dispose
@pictures[i] = nil
end
end
#--------------------------------------------------------------------------
# ● 更新期间图片
#--------------------------------------------------------------------------
def update_back_pic
set_back_pic if $sv_camera.program_picture != []
for i in [email]0...@back_pic.size[/email]
next if @back_pic[i] == nil
@back_pic[i].update if @back_pic[i] != nil
next if !@back_pic[i].action_end
@back_pic[i].dispose
@back_pic[i] = nil
end
end
#--------------------------------------------------------------------------
# ● 更新武器动作
#--------------------------------------------------------------------------
def update_weapons
for i in [email]0...@weapons.size[/email]
next if @weapons[i] == nil
@weapons[i].update if @weapons[i] != nil
next if !@weapons[i].action_end
@weapons[i].dispose
@weapons[i] = nil
end
end
#--------------------------------------------------------------------------
# ● 实行伤害
#--------------------------------------------------------------------------
def set_damage_pop(target)
for i in [email]0...@damage.size[/email]
next if @damage[i] != nil
return @damage[i] = Sprite_Damage.new(@viewport, target)
end
@damage.push(Sprite_Damage.new(@viewport, target))
end
#--------------------------------------------------------------------------
# ● 实行期间图片
#--------------------------------------------------------------------------
def set_back_pic
for data in $sv_camera.program_picture
if @back_pic[data[2]] != nil
@back_pic[data[2]].dispose
@back_pic[data[2]] = nil
end
@back_pic[data[2]] = Sprite_Back_Picture.new(@viewport, data[2])
@back_pic[data[2]].setup(data)
end
$sv_camera.program_picture = []
end
#--------------------------------------------------------------------------
# ● 开始效果
#--------------------------------------------------------------------------
def set_effects(battler, effect_data)
case effect_data[0]
when "pic" ; set_pictures(battler, effect_data)
when "wp" ; set_weapons(battler, true)
when "m_a" ; set_weapons(battler, false)
end
end
#--------------------------------------------------------------------------
# ● 实行图片动作
#--------------------------------------------------------------------------
def set_pictures(battler, effect_data)
@pictures[effect_data[1]] = Sprite_Battle_Picture.new if @pictures[effect_data[1]] == nil
@pictures[effect_data[1]].set(battler)
end
#--------------------------------------------------------------------------
# ● 实行武器动作
#--------------------------------------------------------------------------
def set_weapons(battler, weapon_flag, test = true)
for i in [email]0...@weapons.size[/email]
next if @weapons[i] != nil
@weapons[i] = Sprite_Weapon.new(@viewport, i, battler)
battler.sv.weapon_index.push(i) if weapon_flag
return i
end
@weapons.push(Sprite_Weapon.new(@viewport, @weapons.size, battler))
battler.sv.weapon_index.push(@weapons.size - 1) if weapon_flag
return @weapons.size - 1
end
#--------------------------------------------------------------------------
# ● 角色的武器动作结束
#--------------------------------------------------------------------------
def weapon_end(battler)
battler.sv.weapon_end = false
for index in battler.sv.weapon_index
weapon_index = battler.sv.weapon_index.shift
@weapons[weapon_index].dispose if @weapons[weapon_index] != nil
@weapons[weapon_index] = nil
end
battler.sv.weapon_index.compact!
end
#--------------------------------------------------------------------------
# ● 实行打击時的战斗动画
#--------------------------------------------------------------------------
def set_hit_animation(battler, weapon_index, hit_targets, miss)
weapon = @weapons[weapon_index]
for target in hit_targets
next @weapons[@hit_index].timing_battler_set(target) if @hit_index != nil
@hit_index = set_weapons(battler, false, false)
@weapons[@hit_index].set_hit_animation(weapon.hit_position, weapon.hit_anime_id, target)
end
@hit_index = nil
if !weapon.through && !miss
@weapons[weapon_index].dispose
@weapons[weapon_index] = nil
else
@weapons[weapon_index].through_change
end
end
#--------------------------------------------------------------------------
# ● 初始化侧视图数据
#--------------------------------------------------------------------------
def reset_sideview
$sv_camera.reset
for member in $game_troop.members + $game_party.battle_members do member.sv.reset end
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
dispose_effects(@weapons)
dispose_effects(@pictures)
dispose_effects(@back_pic)
dispose_effects(@damage)
reset_sideview
end
#--------------------------------------------------------------------------
# ● 释放图像效果
#--------------------------------------------------------------------------
def dispose_effects(effects)
for i in 0...effects.size
effects[i].dispose if effects[i] != nil
effects[i] = nil
end
end
end
#==============================================================================
# ■ Sprite_Battle_Back
#------------------------------------------------------------------------------
# 战斗背景用的精灵。
#==============================================================================
class Sprite_Battle_Back < Plane
#--------------------------------------------------------------------------
# ● 初始化物件
#--------------------------------------------------------------------------
def initialize(viewport = nil, index, battleback_name)
super(viewport)
@index = index
if @index == 1
data = N03::FLOOR1_DATA[battleback_name]
data = N03::FLOOR1_DATA["全Battlebacks1"] if data == nil
elsif @index == 2
data = N03::FLOOR2_DATA[battleback_name]
data = N03::FLOOR2_DATA["全Battlebacks2"] if data == nil
end
data = data.dup
@adjust_position = data[0]
@zoom_x = data[1][0] / 100.0
@zoom_y = data[1][1] / 100.0
@shake_on = data[2]
$game_switches[data[3]] = true if data[3] > 0
$sv_camera.switches[data[3].abs] = true if data[3] < 0
reset_scroll
reset_back_data(battleback_name)
end
#--------------------------------------------------------------------------
# ● 初始化背景滚动
#--------------------------------------------------------------------------
def reset_scroll
@scroll_x = 0
@scroll_y = 0
@move_x = 0
@move_y = 0
end
#--------------------------------------------------------------------------
# ● 初始化背景数据
#--------------------------------------------------------------------------
def reset_back_data(battleback_name)
@back_data = []
@active_data = ["scroll",0, @move_x, @move_y, false, battleback_name,""]
start_back_data(@active_data)
end
#--------------------------------------------------------------------------
# ● 背景图像的设置
#--------------------------------------------------------------------------
def set_graphics(new_bitmap)
self.bitmap = new_bitmap
@base_x = (self.bitmap.width * @zoom_x - Graphics.width) / 2 + @adjust_position[0]
@base_y = (self.bitmap.height * @zoom_y - Graphics.height) / 2 + @adjust_position[1]
# 限制坐标取得
max_top = 0
max_bottom = self.bitmap.height * @zoom_y - Graphics.height
max_left = 0
max_right = self.bitmap.width * @zoom_x - Graphics.width
exist = true
exist = false if self.bitmap.height == 32 && self.bitmap.width == 32
$sv_camera.setting(@index, [max_top, max_bottom, max_left, max_right, @base_x, @base_y,exist])
end
#--------------------------------------------------------------------------
# ● 更新帧数
#--------------------------------------------------------------------------
def update
return if !bitmap
update_back_data
update_scroll unless @move_x == 0 && @move_y == 0
update_color
update_position
update_back_adjust if @bt_back != nil
create_back_adjust if @bt_back == nil && !@active_data[10] && @scroll_x == 0 && @scroll_y == 0
end
#--------------------------------------------------------------------------
# ● 更新背景数据
#--------------------------------------------------------------------------
def update_back_data
delete = true if @active_data[1] > 0 && !$game_switches[@active_data[1]]
delete = true if @active_data[1] < 0 && !$sv_camera.switches[@active_data[1].abs]
return if !delete
for i in [email]0...@back_data.size[/email]
@back_data[i] = nil if @back_data[i][1] > 0 && !$game_switches[@back_data[i][1]]
@back_data[i] = nil if @back_data[i][1] < 0 && !$sv_camera.switches[@back_data[i][1].abs]
end
@back_data.compact!
next_back_data
end
#--------------------------------------------------------------------------
# ● 下一个背景资料设置
#--------------------------------------------------------------------------
def next_back_data
@back_data.delete(@active_data[11]) if @active_data[11] != nil
@back_data.push(@active_data[11]) if @active_data[11] != nil
@active_data = nil
data = @back_data.pop
@back_data = [@active_data] if @back_data.size == 0
start_back_data(data)
end
#--------------------------------------------------------------------------
# ● 实行背景数据
#--------------------------------------------------------------------------
def start_back_data(data)
return if back_data_remain(data)
bt_back_dispose
pre_active_data = @active_data
@active_data[8] = [@back_name, @move_x, @move_y, @scroll_x, @scroll_y] if @active_data != nil
@back_data.push(@active_data) if @active_data != nil
@active_data = data.dup
@active_data[5] = @back_name if @active_data[5] == ""
@active_data[9] = set_back_adjust if @active_data[9] == nil
back_data_scroll_on if @active_data[8] == nil && @active_data[9][0] == false
set_remain_back_data if @active_data[8] != nil
create_back(@active_data[5]) if @active_data[9][0] == false
create_back_adjust if @active_data[10]
@active_data[11] = pre_active_data if pre_active_data && @active_data[7] == false
end
#--------------------------------------------------------------------------
# ● 背景数据的保持
#--------------------------------------------------------------------------
def back_data_remain(data)
remain = false
remain = true if data[6] != "" && @active_data != nil && @active_data[9] != nil && @active_data[9][0] != false
remain = true if @active_data != nil && @active_data[7] == false
return remain if !remain
@remain = true
@back_data.push(data)
return remain
end
#--------------------------------------------------------------------------
# ● 背景变更修正数据
#--------------------------------------------------------------------------
def set_back_adjust
bt_adjust = []
sign = -1
if @active_data[6] == ""
reset_scroll if @active_data[3][0] == 0 && @active_data[3][1] == 0
bt_adjust = [false,false,0,0]
return bt_adjust
elsif @move_x != 0 or @active_data[3][0] != 0
sign = 1 if @move_x < 0
bt_adjust[0] = [self.bitmap.width * @zoom_x * sign, 0]
bt_adjust[1] = [self.bitmap.width * @zoom_x * sign * 2, 0]
elsif @move_y != 0 or @active_data[3][1] != 0
sign = 1 if @move_y < 0
bt_adjust[0] = [0, self.bitmap.height * @zoom_y * sign]
bt_adjust[1] = [0, self.bitmap.height * @zoom_y * sign * 2]
else
reset_scroll if @active_data[3][0] == 0 && @active_data[3][1] == 0
bt_adjust = [false,false,0,0]
return bt_adjust
end
bt_adjust[2] = [bt_adjust[0][0], bt_adjust[0][1]]
return bt_adjust
end
#--------------------------------------------------------------------------
# ● 实行背景滚动数据
#--------------------------------------------------------------------------
def back_data_scroll_on
mirror = $sv_camera.mirror
mirror = false if !@active_data[4]
@move_x = @active_data[3][0]
@move_x *= -1 if mirror
@move_y = @active_data[3][1]
end
#--------------------------------------------------------------------------
# ● 实行保持背景数据
#--------------------------------------------------------------------------
def set_remain_back_data
return back_data_scroll_on if @move_x != 0 or @move_y != 0
create_back(@active_data[8][0])
@move_x = @active_data[8][1]
@move_y = @active_data[8][2]
@scroll_x = @active_data[8][3]
@scroll_y = @active_data[8][4]
end
#--------------------------------------------------------------------------
# ● 创建背景图像
#--------------------------------------------------------------------------
def create_back(back_name)
return if back_name == @back_name or back_name == ""
self.bitmap = Cache.battleback1(back_name) if @index == 1
self.bitmap = Cache.battleback2(back_name) if @index == 2
@back_name = back_name
end
#--------------------------------------------------------------------------
# ● 创建背景变更修正图像
#--------------------------------------------------------------------------
def create_back_adjust
return if @active_data[9][0] == false
@active_data[10] = true
mirror = $sv_camera.mirror
mirror = false if !@active_data[4]
@bt_back = []
@bt_back[0] = Sprite.new(viewport)
@bt_back[0].bitmap = Cache.battleback1(@active_data[6]) if @index == 1
@bt_back[0].bitmap = Cache.battleback2(@active_data[6]) if @index == 2
@bt_back[0].mirror = mirror
@bt_back[1] = Sprite.new(viewport)
@bt_back[1].bitmap = Cache.battleback1(@active_data[5]) if @index == 1
@bt_back[1].bitmap = Cache.battleback2(@active_data[5]) if @index == 2
@bt_back[1].mirror = mirror
end
#--------------------------------------------------------------------------
# ● 更新背景滚动
#--------------------------------------------------------------------------
def update_scroll
@scroll_x += @move_x
@scroll_y += @move_y
@scroll_x = 0 if @scroll_x / 100 >= self.bitmap.width * @zoom_x or @scroll_x / 100 <= -self.bitmap.width * @zoom_x
@scroll_y = 0 if @scroll_y / 100 >= self.bitmap.height * @zoom_y or @scroll_y / 100 <= -self.bitmap.height * @zoom_y
end
#--------------------------------------------------------------------------
# ● 更新色调变更
#--------------------------------------------------------------------------
def update_color
color_set if $sv_camera.color_set[@index] != nil
return if @color_data == nil
@color_data[4] -= 1
if @color_data[4] == 0 && @color_data[5] != 0
@color_data[4] = @color_data[5]
@color_data[5] = 0
@color_data[6] = [0,0,0,0]
elsif @color_data[4] == 0
@remain_color_data = @color_data
return @color_data = nil
end
for i in 0..3
@color_data[i] = (@color_data[i] * (@color_data[4] - 1) + @color_data[6][i]) / @color_data[4]
end
self.color.set(@color_data[0], @color_data[1], @color_data[2], @color_data[3])
end
#--------------------------------------------------------------------------
# ● 更新坐标
#--------------------------------------------------------------------------
def update_position
self.ox = $sv_camera.x + @base_x - @scroll_x / 100
self.oy = $sv_camera.y + @base_y - @scroll_y / 100
self.ox -= $sv_camera.sx / 100 if @shake_on
self.oy -= $sv_camera.sy / 100 if @shake_on
self.zoom_x = @zoom_x * $sv_camera.zoom
self.zoom_y = @zoom_y * $sv_camera.zoom
self.ox *= $sv_camera.zoom
self.oy *= $sv_camera.zoom
self.z = @index * 10
end
#--------------------------------------------------------------------------
# ● 更新背景变更修正图像
#--------------------------------------------------------------------------
def update_back_adjust
@active_data[9][0][0] = 0 if @scroll_x == 0
@active_data[9][0][1] = 0 if @scroll_y == 0
@active_data[9][1][0] -= @active_data[9][2][0] if @scroll_x == 0
@active_data[9][1][1] -= @active_data[9][2][1] if @scroll_y == 0
for i in [email]0...@bt_back.size[/email]
@bt_back[i].x = -self.ox + @active_data[9][i][0] * $sv_camera.zoom
@bt_back[i].y = -self.oy + @active_data[9][i][1] * $sv_camera.zoom
@bt_back[i].zoom_x = self.zoom_x
@bt_back[i].zoom_y = self.zoom_y
@bt_back[i].z = self.z + 1
@bt_back[i].color.set(@color_data[0], @color_data[1], @color_data[2], @color_data[3]) if @color_data != nil
end
back_data_scroll_on if @active_data[9][0][0] == 0 && @active_data[9][0][1] == 0
return unless @active_data[9][1][0] == 0 && @active_data[9][1][1] == 0
bt_back_dispose
create_back(@active_data[5])
@active_data[9][0] = false
next_back_data if @remain && @back_data.size != 1
@remain = false
end
#--------------------------------------------------------------------------
# ● 色调变更
#--------------------------------------------------------------------------
def color_set
set = $sv_camera.color_set[@index]
$sv_camera.color_set[@index] = nil
set[4] = 1 if set[4] == 0
@remain_color_data = [0,0,0,0] if @remain_color_data == nil
@color_data = @remain_color_data
@color_data[4] = set[4]
@color_data[5] = set[5]
@color_data[6] = set
end
#--------------------------------------------------------------------------
# ● 背景变更修正的释放
#--------------------------------------------------------------------------
def bt_back_dispose
for i in [email]0...@bt_back.size[/email] do @bt_back[i].dispose end if @bt_back != nil
@bt_back = nil
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
bitmap.dispose if bitmap
bt_back_dispose
super
end
end
#==============================================================================
# ■ Battle_Camera
#------------------------------------------------------------------------------
# 这是一个类来处理相机和战斗的计划。
#==============================================================================
class Battle_Camera
#--------------------------------------------------------------------------
# ● 公开实例的变量
#--------------------------------------------------------------------------
attr_reader :sx # 摇动X坐标
attr_reader :sy # 摇动Y坐标
attr_reader :max_top # 上限界坐标
attr_reader :max_bottom # 下限界坐标
attr_reader :max_left # 左限界坐标
attr_reader :max_right # 右限界坐标
attr_accessor :switches # 侧视图专用开关
attr_accessor :color_set # 色调变更数据
attr_accessor :wait # 战斗场景的强制体能
attr_accessor :win_wait # 战斗胜利前的体能
attr_accessor :mirror # 画面反转标记
attr_accessor :program_scroll # 战斗程序 背景的自动滚动
attr_accessor :program_picture # 战斗程序 期间图片
attr_accessor :event # 公共事件呼叫
#--------------------------------------------------------------------------
# ● 初始化物件
#--------------------------------------------------------------------------
def initialize
@switches = []
@max_data = []
@color_set = []
@wait = 0
@win_wait = false
@mirror = false
@event = false
setup
end
#--------------------------------------------------------------------------
# ● 相机X坐标
#--------------------------------------------------------------------------
def x
return @x / 100
end
#--------------------------------------------------------------------------
# ● 相机Y坐标
#--------------------------------------------------------------------------
def y
return @y / 100
end
#--------------------------------------------------------------------------
# ● 变焦率
#--------------------------------------------------------------------------
def zoom
return @zoom * 0.001
end
#--------------------------------------------------------------------------
# ● 变焦虑的坐标变换
#--------------------------------------------------------------------------
def convert
return @zoom
end
#--------------------------------------------------------------------------
# ● 相机设置
#--------------------------------------------------------------------------
def setup
@x = 0
@y = 0
@sx = 0
@sy = 0
@zoom = 1000
@time = 0
@shake_time = 0
program_setup
end
#--------------------------------------------------------------------------
# ● 初始化相机
#--------------------------------------------------------------------------
def reset
@switches = []
@max_data = []
@color_set = []
@wait = 0
@win_wait = false
@mirror = false
program_setup(false)
end
#--------------------------------------------------------------------------
# ● 战斗安装程序
#--------------------------------------------------------------------------
def program_setup(check = true)
@played_program = []
@program_switch = []
@program_sound = []
@program_scroll = []
@program_se = []
@program_shake = []
@program_color = []
@program_picture = []
@program_base = N03::BATTLE_PROGRAM.values.dup
program_check if check
end
#--------------------------------------------------------------------------
# ● 战斗的检测程序
#--------------------------------------------------------------------------
def program_check
for data in @program_base
if program_start?(data) && !@played_program.include?(data)
@played_program.push(data.dup)
@program_scroll.push(data.dup) if data[0] == "scroll"
@program_picture.push(data.dup) if data[0] == "kpic"
start_sound(data.dup) if data[0] == "sound"
start_program_switch(data.dup) if data[0] == "switch"
start_program_se(data.dup) if data[0] == "keep_se"
start_program_shake(data.dup) if data[0] == "keep_sk"
start_program_color(data.dup) if data[0] == "keep_c"
else
@played_program.delete(data) if !program_start?(data)
@program_scroll.delete(data) if data[0] == "scroll"
@program_picture.delete(data) if data[0] == "kpic"
@program_switch.delete(data) if data[0] == "switch"
@program_sound.delete(data) if data[0] == "sound"
@program_se.delete(data) if data[0] == "keep_se"
@program_shake.delete(data) if data[0] == "keep_sk"
@program_color.delete(data) if data[0] == "keep_c"
end
end
end
#--------------------------------------------------------------------------
# ● 战斗程序开始
#--------------------------------------------------------------------------
def program_start?(data)
start = false
start = true if $game_switches[data[1].abs] && data[1] > 0
start = true if @switches[data[1].abs] && data[1] < 0
return start
end
#--------------------------------------------------------------------------
# ● 战斗程序 开关操作开始
#--------------------------------------------------------------------------
def start_program_switch(data)
data[4] = data[4] + rand(data[5] + 1)
data[4] = 1 if data[4] <= 0
@program_switch.push(data)
end
#--------------------------------------------------------------------------
# ● 更新开关操作
#--------------------------------------------------------------------------
def update_program_switch
for data in @program_switch
data[4] -= 1
next @program_switch.delete(data) if data[1] > 0 && !$game_switches[data[1]]
next @program_switch.delete(data) if data[1] < 0 && !@switches[data[1].abs]
next if data[4] != 0
for id in data[2]
$game_switches[id] = true if id > 0
@switches[id.abs] = true if id < 0
end
for id in data[3]
$game_switches[id] = false if id > 0
@switches[id.abs] = false if id < 0
end
@program_switch.delete(data)
program_check
end
end
#--------------------------------------------------------------------------
# ● 战斗程序 BGM/BGS的开始
#--------------------------------------------------------------------------
def start_sound(data)
@program_sound.push(data)
name = data[5]
case data[2]
when "se"
Audio.se_play("Audio/SE/" + name, data[4], data[3])
when "bgm"
name = RPG::BGM.last.name if data[5] == ""
Audio.bgm_play("Audio/BGM/" + name, data[4], data[3])
when "bgs"
name = RPG::BGS.last.name if data[5] == ""
Audio.bgs_play("Audio/BGS/" + name, data[4], data[3])
end
end
#--------------------------------------------------------------------------
# ● 战斗程序 期间SE的开始
#--------------------------------------------------------------------------
def start_program_se(data)
data[3] = [data[2], data[3]]
data[2] = data[3][0] + rand(data[3][1] + 1)
@program_se.push(data)
Audio.se_play("Audio/SE/" + data[7], data[5], data[4]) if data[6]
end
#--------------------------------------------------------------------------
# ● 更新期间SE
#--------------------------------------------------------------------------
def update_program_se
for data in @program_se
data[2] -= 1
next @program_se.delete(data) if data[1] > 0 && !$game_switches[data[1]]
next @program_se.delete(data) if data[1] < 0 && !@switches[data[1].abs]
next if data[2] != 0
Audio.se_play("Audio/SE/" + data[7], data[5], data[4])
data[2] = data[3][0] + rand(data[3][1] + 1)
end
end
#--------------------------------------------------------------------------
# ● 战斗程序 开始期间摇动
#--------------------------------------------------------------------------
def start_program_shake(data)
data[3] = [data[2], data[3]]
data[2] = data[3][0] + rand(data[3][1] + 1)
@program_shake.push(data)
shake(data[4], data[5], data[6]) if data[7]
end
#--------------------------------------------------------------------------
# ● 更新期间摇动
#--------------------------------------------------------------------------
def update_program_shake
for data in @program_shake
data[2] -= 1
next @program_shake.delete(data) if data[1] > 0 && !$game_switches[data[1]]
next @program_shake.delete(data) if data[1] < 0 && !@switches[data[1].abs]
next if data[2] != 0
shake(data[4], data[5], data[6])
data[2] = data[3][0] + rand(data[3][1] + 1)
end
end
#--------------------------------------------------------------------------
# ● 战斗程序 开始期间色调变更
#--------------------------------------------------------------------------
def start_program_color(data)
data[3] = [data[2], data[3]]
data[2] = data[3][0] + rand(data[3][1] + 1)
data[7] = true if data[4] == 0 or data[4] == 4
case data[4]
when 1 ;data[4] = $game_troop.members
when 2 ;data[4] = $game_party.battle_members
when 3,4 ;data[4] = $game_troop.members + $game_party.battle_members
else ;data[4] = []
end
@program_color.push(data)
return if !data[6]
for target in data[4] do target.sv.color_set = data[5] end if data[4] != []
@color_set[1] = data[5] if data[7]
@color_set[2] = data[5] if data[7]
end
#--------------------------------------------------------------------------
# ● 更新期间色调变更
#--------------------------------------------------------------------------
def update_program_color
for data in @program_color
data[2] -= 1
next @program_color.delete(data) if data[1] > 0 && !$game_switches[data[1]]
next @program_color.delete(data) if data[1] < 0 && !@switches[data[1].abs]
next if data[2] != 0
for target in data[4] do target.sv.color_set = data[5] end if data[4] != []
@color_set[1] = data[5] if data[7]
@color_set[2] = data[5] if data[7]
data[2] = data[3][0] + rand(data[3][1] + 1)
end
end
#--------------------------------------------------------------------------
# ● 实行过渡
#--------------------------------------------------------------------------
def perform_transition(data)
Graphics.transition(data[2], "Graphics/Pictures/" + data[3], data[1])
end
#--------------------------------------------------------------------------
# ● 取得背景相机的限制值 data=[max_top, max_bottom, max_left, max_right]
#--------------------------------------------------------------------------
def setting(index, data)
@max_data[index - 1] = data
return if index != 2
setup
# 相机的中心坐标
@center_x = (Graphics.width / 2 + N03::CAMERA_POSITION[0]) * 100
@center_y = (Graphics.height / 2 + N03::CAMERA_POSITION[1]) * 100
# 上下左右的移动限制距离
@max_top = [@max_data[0][5], @max_data[1][5]].min * -1
@max_bottom = [@max_data[0][1], @max_data[1][1]].min + @max_top
@max_left = [@max_data[0][4], @max_data[1][4]].min * -1
@max_right = [@max_data[0][3], @max_data[1][3]].min + @max_left
exist_data = @max_data[0] if !@max_data[1][6]
exist_data = @max_data[1] if !@max_data[0][6]
@max_top = exist_data[5] * -1 if exist_data != nil
@max_bottom = exist_data[1] + @max_top if exist_data != nil
@max_left = exist_data[4] * -1 if exist_data != nil
@max_right = exist_data[3] + @max_left if exist_data != nil
@max_top = @max_bottom = @max_left = @max_right = 0 if !@max_data[1][6] && !@max_data[0][6]
@max_width = @max_right - @max_left + Graphics.width
@max_height = @max_bottom - @max_top + Graphics.height
# 扩大缩小限制值
max_zoom_x = 100 * Graphics.width / @max_width
max_zoom_y = 100 * Graphics.height / @max_height
@max_zoom_out = [max_zoom_x, max_zoom_y].max
end
#--------------------------------------------------------------------------
# ● 相机移动
#--------------------------------------------------------------------------
def move(target_x, target_y, zoom, time, screen = true)
# 调整战斗背景以上尺寸的变焦来减少
@target_zoom = [zoom * 0.01, @max_zoom_out * 0.01].max
target_x *= -1 if screen && @mirror
# 变焦分钟的中心坐标修正
if screen && @target_zoom != 1
target_x = target_x + @center_x
target_y = target_y + @center_y
end
adjust_x = @center_x * (@target_zoom - 1) / (@target_zoom ** 2 - @target_zoom)
adjust_y = @center_y * (@target_zoom - 1) / (@target_zoom ** 2 - @target_zoom)
adjust_x = 0 if adjust_x.nan?
adjust_y = 0 if adjust_y.nan?
adjust_x = @center_x if !screen && adjust_x == 0
adjust_y = @center_y if !screen && adjust_y == 0
@target_x = target_x - adjust_x.to_i
@target_y = target_y - adjust_y.to_i
@target_zoom = (@target_zoom * 1000).to_i
@zoom = @zoom.to_i
limit_test
# 马上实行当时间是0的场合
return @time = time.abs if time != 0
@time = 1
update
end
#--------------------------------------------------------------------------
# ● 计算限制的坐标
#--------------------------------------------------------------------------
def limit_test
new_width = @max_width * @target_zoom / 1000
new_height = @max_height * @target_zoom / 1000
new_max_right = @max_right - (@max_width - new_width)
new_max_bottom = @max_bottom - (@max_height - new_height)
# 画面移动目标限制的场合、限制坐标设置
if @target_x < @max_left * 100
@target_x = @max_left * 100
end
if @target_x > new_max_right * 100
@target_x = new_max_right * 100
end
if @target_y < @max_top * 100
@target_y = @max_top * 100
end
if @target_y > new_max_bottom * 100
@target_y = new_max_bottom * 100
end
end
#--------------------------------------------------------------------------
# ● 画面的摇动
#--------------------------------------------------------------------------
def shake(power, speed, time)
@shake_x = power[0] * 100
@shake_y = power[1] * 100
@power_time_base = @power_time = speed
@shake_time = time
update_shake
end
#--------------------------------------------------------------------------
# ● 更新摇动
#--------------------------------------------------------------------------
def update_shake
@sx = (@sx * (@power_time - 1) + @shake_x) / @power_time
@sy = (@sy * (@power_time - 1) + @shake_y) / @power_time
@power_time -= 1
@shake_time -= 1
return @sx = @sy = 0 if @shake_time == 0
return if @power_time != 0
@power_time = @power_time_base
@shake_x = @shake_x * -4 / 5
@shake_y = @shake_y * -4 / 5
end
#--------------------------------------------------------------------------
# ● 更新帧数
#--------------------------------------------------------------------------
def update
update_shake if @shake_time != 0
update_program
return if @time == 0
@x = (@x * (@time - 1) + @target_x) / @time
@y = (@y * (@time - 1) + @target_y) / @time
@zoom = (@zoom * (@time - 1) + @target_zoom) / @time
@time -= 1
end
#--------------------------------------------------------------------------
# ● 更新程序
#--------------------------------------------------------------------------
def update_program
update_program_switch if @program_switch != []
update_program_se if @program_se != []
update_program_shake if @program_shake != []
update_program_color if @program_color != []
end
end
#==============================================================================
# ■ Scene_Battle
#------------------------------------------------------------------------------
# 它是一类用于执行该过程的战斗画面。
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● 更新帧数(基本)
#--------------------------------------------------------------------------
alias update_basic_scene_battle_n03 update_basic
def update_basic
update_basic_scene_battle_n03
$sv_camera.update
$sv_camera.wait = N03::TURN_END_WAIT + 1 if $sv_camera.win_wait
camera_wait
end
#--------------------------------------------------------------------------
# ● 相机体能
#--------------------------------------------------------------------------
def camera_wait
process_event if $sv_camera.event
$sv_camera.event = false if $sv_camera.event
while $sv_camera.wait != 0
Graphics.update
Input.update
update_all_windows
$game_timer.update
$game_troop.update
$sv_camera.update
@spriteset.update
update_info_viewport
update_message_open
$sv_camera.wait -= 1 if $sv_camera.wait > 0
$sv_camera.wait = 1 if $sv_camera.wait == 0 && @spriteset.effect?
BattleManager.victory if $sv_camera.win_wait && $sv_camera.wait == 0
end
end
#--------------------------------------------------------------------------
# ● 相机体能集
#--------------------------------------------------------------------------
def set_camera_wait(time)
$sv_camera.wait = time
camera_wait
end
#--------------------------------------------------------------------------
# ● 实行等待直到效果结束 ★再定义
#--------------------------------------------------------------------------
def wait_for_effect
end
#--------------------------------------------------------------------------
# ● 开始回合
#--------------------------------------------------------------------------
alias turn_start_scene_battle_n03 turn_start
def turn_start
turn_start_scene_battle_n03
N03.camera(nil, N03::BATTLE_CAMERA["ターン開始後"].dup)
end
#--------------------------------------------------------------------------
# ● 回合结束
#--------------------------------------------------------------------------
alias turn_end_scene_battle_n03 turn_end
def turn_end
turn_end_scene_battle_n03
for member in $game_troop.members + $game_party.members
N03.set_damage(member, member.sv.result_damage[0],member.sv.result_damage[1])
member.sv.result_damage = [0,0]
@spriteset.set_damage_pop(member) if member.result.hp_damage != 0 or member.result.mp_damage != 0
end
set_camera_wait(N03::TURN_END_WAIT)
N03.camera(nil, N03::BATTLE_CAMERA["ターン開始前"].dup) if $game_party.inputable?
@log_window.clear
end
#--------------------------------------------------------------------------
# ● 技能/使用物品 ★再定义
#--------------------------------------------------------------------------
def use_item
item = @subject.current_action.item
display_item(item)
@subject.use_item(item)
refresh_status
@targets = @subject.current_action.make_targets.compact
@targets = [@subject] if @targets.size == 0
set_substitute(item)
for time in item.repeats.times do play_sideview(@targets, item) end
end_reaction(item)
display_end_item
end
#--------------------------------------------------------------------------
# ● 技能/显示物品名
#--------------------------------------------------------------------------
def display_item(item)
return @log_window.display_use_item(@subject, item) if N03::BATTLE_LOG
@log_window.off
@skill_name_window = Window_Skill_name.new(item.name) unless N03::NO_DISPLAY_SKILL_ID.include?(item.id) && item.is_a?(RPG::Skill)
end
#--------------------------------------------------------------------------
# ● 技能/显示物品名结束
#--------------------------------------------------------------------------
def display_end_item
@skill_name_window.dispose if @skill_name_window != nil
@skill_name_window = nil
set_camera_wait(N03::ACTION_END_WAIT) if @subject.sv.derivation_skill_id == 0
@log_window.clear if N03::BATTLE_LOG
end
#--------------------------------------------------------------------------
# ● 反击/魔法反射/代替处理
#--------------------------------------------------------------------------
def end_reaction(item)
end_substitute if @substitute != nil
set_reflection(item) if @reflection_data != nil
set_counter_attack if @counter_attacker != nil
end
#--------------------------------------------------------------------------
# ● 发动反击 ★再定义
#--------------------------------------------------------------------------
def invoke_counter_attack(target, item)
return if @subject.sv.counter_id != 0
@counter_attacker = [] if @counter_attacker == nil
return apply_item_effects(apply_substitute(target, item), item) if !target.movable?
@log_window.add_text(sprintf(Vocab::CounterAttack, target.name)) if N03::BATTLE_LOG
target.sv.counter_id = target.sv.counter_skill_id
@counter_attacker.push(target)
end
#--------------------------------------------------------------------------
# ● 发动魔法反射 ★再定义
#--------------------------------------------------------------------------
def invoke_magic_reflection(target, item)
return if @subject.sv.reflection_id != 0
@log_window.add_text(sprintf(Vocab::MagicReflection, target.name)) if N03::BATTLE_LOG
target.sv.reflection_id = target.sv.reflection_anime_id
end
#--------------------------------------------------------------------------
# ● 代替应用 ★再定义
#--------------------------------------------------------------------------
def apply_substitute(target, item)
return target if @substitute == nil
return target if !check_substitute(target, item)
return @substitute
end
#--------------------------------------------------------------------------
# ● 代替设置
#--------------------------------------------------------------------------
def set_substitute(item)
@substitute = N03.get_enemy_unit(@subject).substitute_battler
return if @substitute == nil
s_targets = []
for i in [email]0...@targets.size[/email]
next if @targets[i] == @substitute
next if !check_substitute(@targets[i], item)
@log_window.add_text(sprintf(Vocab::Substitute, @substitute.name, @targets[i].name))
@targets[i].sv.start_action(@targets[i].sv.substitute_receiver_start_action)
s_targets.push(@targets[i])
@targets[i] = @substitute
end
return @substitute = nil if s_targets == []
@substitute.sv.set_target(s_targets)
@substitute.sv.start_action(@substitute.sv.substitute_start_action)
end
#--------------------------------------------------------------------------
# ● 结束代替
#--------------------------------------------------------------------------
def end_substitute
for member in @substitute.sv.target_battler
member.sv.start_action(member.sv.substitute_receiver_end_action)
end
@substitute.sv.start_action(@substitute.sv.substitute_end_action)
@substitute = nil
end
#--------------------------------------------------------------------------
# ● 反击
#--------------------------------------------------------------------------
def set_counter_attack
pre_subject = @subject
for attacker in @counter_attacker
@subject = attacker
item = $data_skills[attacker.sv.counter_skill_id]
play_sideview([pre_subject], item)
end
# 实行同一个计数器者を考虑到计数器ID的初始化动作后
for attacker in @counter_attacker do attacker.sv.counter_id = 0 end
@subject = pre_subject
@counter_attacker = nil
end
#--------------------------------------------------------------------------
# ● 魔法反射
#--------------------------------------------------------------------------
def set_reflection(item)
@log_window.back_to(1)
for data in @reflection_data
@subject.sv.damage_action(@subject, item)
N03.set_damage_anime_data([@subject], @subject, data)
apply_item_effects(@subject, item)
@spriteset.set_damage_pop(@subject)
end
set_camera_wait(N03.get_anime_time(@reflection_data[0][0]))
@reflection_data = nil
end
#--------------------------------------------------------------------------
# ● 实行侧视图动作
#--------------------------------------------------------------------------
def play_sideview(targets, item)
@subject.sv.set_target(targets)
return if @subject.sv.attack_action(item) == nil
return if !@subject.movable?
return if item.scope != 9 && item.scope != 10 && !N03.targets_alive?(targets)
@subject.sv.start_action(@subject.sv.attack_action(item))
@subject.sv.unshift_action(@subject.sv.flash_action) if @subject.flash_flg
@subject.sv.active = true
@subject.sv.command_action = false
loop do
update_basic
data = @subject.sv.play_data
@targets = N03.s_targets(@subject) if data[0] == "second_targets_set"
N03.targets_set(@subject) if data[0] == "targets_set"
@immortal = N03.immortaling if data[0] == "no_collapse" && !N03.dead_attack?(@subject, item)
@immortal = N03.unimmortaling if data[0] == "collapse"
next set_move_anime(item) if @subject.sv.m_a_data != []
set_damage(item) if @subject.sv.set_damage
break N03.derived_skill(@subject) if @subject.sv.derivation_skill_id != 0
break if @subject.sv.action_end or @subject.hidden?
end
@immortal = N03.unimmortaling if @immortal
end
#--------------------------------------------------------------------------
# ● 实行伤害
#--------------------------------------------------------------------------
def set_damage(item)
targets = @targets
targets = [@subject.sv.individual_targets[0]] if @subject.sv.individual_targets.size != 0
for target in targets do damage_anime(targets.dup, target, item) end
@subject.sv.set_damage = false
@subject.sv.damage_anime_data = []
end
#--------------------------------------------------------------------------
# ● 战斗动画伤害处理
#--------------------------------------------------------------------------
def damage_anime(targets, target, item)
@log_window.back_to(1) if @log_window.line_number == 5
return if item.scope != 9 && item.scope != 10 && target.dead?
@miss = false
invoke_item(target,item)
if target.result.missed
target.sv.miss_action(@subject, item)
return @miss = true
elsif target.result.evaded or target.sv.counter_id != 0
target.sv.evasion_action(@subject, item)
return @miss = true
elsif target.sv.reflection_id != 0
N03.set_damage_anime_data(targets, target, [target.sv.reflection_id, false, false, true])
target.sv.reflection_id = 0
@reflection_data = [] if @reflection_data == nil
return @reflection_data.push([N03.get_attack_anime_id(-3, @subject), false, false, true])
end
target.sv.damage_action(@subject, item)
N03.set_damage(@subject, -target.result.hp_drain, -target.result.mp_drain) if target != @subject
@spriteset.set_damage_pop(target)
@spriteset.set_damage_pop(@subject) if target != @subject && @subject.result.hp_damage != 0 or @subject.result.mp_damage != 0
N03.set_damage_anime_data(targets, target, @subject.sv.damage_anime_data) if @subject.sv.damage_anime_data != []
end
#--------------------------------------------------------------------------
# ● 飞行动画处理
#--------------------------------------------------------------------------
def set_move_anime(item)
for data in @subject.sv.m_a_data
@subject.sv.damage_anime_data = data[4]
hit_targets = []
for target in data[1]
damage_anime(data[1], target, item) if data[0]
hit_targets.push(target) if !@miss
end
@miss = false if !data[3]
@spriteset.set_hit_animation(@subject, data[2], hit_targets, @miss)
end
@subject.sv.set_damage = false
@subject.sv.m_a_data = []
end
end
#==============================================================================
# ■ DataManager
#------------------------------------------------------------------------------
# 这是一个模块管理游戏和数据库对象。
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# ● 创建各种游戏物件 ★再定义
#--------------------------------------------------------------------------
def self.create_game_objects
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_timer = Game_Timer.new
$game_message = Game_Message.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
$sv_camera = Battle_Camera.new
end
end
#==============================================================================
# ■ BattleManager
#------------------------------------------------------------------------------
# 这是一个模块管理战斗进行。
#==============================================================================
module BattleManager
#--------------------------------------------------------------------------
# ● 遇敌时时处理 ★再定义
#--------------------------------------------------------------------------
def self.on_encounter
@preemptive = (rand < rate_preemptive)
@surprise = (rand < rate_surprise && !@preemptive)
$sv_camera.mirror = @surprise if N03::BACK_ATTACK
end
#--------------------------------------------------------------------------
# ● 胜利的处理 ★再定义
#--------------------------------------------------------------------------
def self.process_victory
$sv_camera.win_wait = true
end
#--------------------------------------------------------------------------
# ● 胜利
#--------------------------------------------------------------------------
def self.victory
$sv_camera.win_wait = false
N03.camera(nil, N03::BATTLE_CAMERA["戦闘終了時"].dup)
for member in $game_party.members do member.sv.start_action(member.sv.win) if member.movable? end
play_battle_end_me
replay_bgm_and_bgs
$game_message.add(sprintf(Vocab::Victory, $game_party.name))
display_exp
gain_gold
gain_drop_items
gain_exp
SceneManager.return
battle_end(0)
return true
end
#--------------------------------------------------------------------------
# ● 逃走的处理 ★再定义
#--------------------------------------------------------------------------
def self.process_escape
$game_message.add(sprintf(Vocab::EscapeStart, $game_party.name))
success = @preemptive ? true : (rand < @escape_ratio)
Sound.play_escape
if success
process_abort
for member in $game_party.members do member.sv.start_action(member.sv.escape) if member.movable? end
else
@escape_ratio += 0.1
$game_message.add('\.' + Vocab::EscapeFailure)
$game_party.clear_actions
for member in $game_party.members do member.sv.start_action(member.sv.escape_ng) if member.movable? end
end
wait_for_message
return success
end
#--------------------------------------------------------------------------
# ● 输入下个命令 ★再定义
#--------------------------------------------------------------------------
def self.next_command
begin
if !actor || !actor.next_command
$game_party.battle_members[@actor_index].sv.command_action = true
@actor_index += 1
if @actor_index >= $game_party.members.size
for member in $game_party.battle_members.reverse
break member.sv.start_action(member.sv.command_a) if member.inputable?
end
return false
end
end
end until actor.inputable?
actor.sv.start_action(actor.sv.command_b) if actor != nil && actor.inputable?
if pre_actor
pre_actor.sv.start_action(pre_actor.sv.command_a) if pre_actor != nil && pre_actor.inputable?
end
return true
end
#--------------------------------------------------------------------------
# ● 输入上个命令 ★再定义
#--------------------------------------------------------------------------
def self.prior_command
begin
if !actor || !actor.prior_command
$game_party.battle_members[@actor_index].sv.command_action = false
@actor_index -= 1
if @actor_index < 0
for member in $game_party.battle_members
break member.sv.start_action(member.sv.command_a) if member.inputable?
end
return false
end
end
end until actor.inputable?
actor.make_actions if actor.inputable?
actor.sv.start_action(actor.sv.command_b) if actor.inputable?
after_actor.sv.start_action(after_actor.sv.command_a) if after_actor != nil && after_actor.inputable?
return true
end
#--------------------------------------------------------------------------
# ● 取得上个角色输入的命令
#--------------------------------------------------------------------------
def self.pre_actor
return if @actor_index == 0
$game_party.members[@actor_index - 1]
end
#--------------------------------------------------------------------------
# ● 取得输入命令后的角色
#--------------------------------------------------------------------------
def self.after_actor
$game_party.members[@actor_index + 1]
end
#--------------------------------------------------------------------------
# ● 战斗行动作角色前追加
#--------------------------------------------------------------------------
def self.unshift_action_battlers(battler)
@action_battlers.unshift(battler)
end
end
#==============================================================================
# ■ Game_Battler
#------------------------------------------------------------------------------
# 处理战斗者的类、它是一个类追加角色的方法。
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# ● 公开实例变量
#--------------------------------------------------------------------------
attr_reader :sv # 侧视图数据
attr_accessor :flash_flg # 闪光标志
#--------------------------------------------------------------------------
# ● 初始化物件
#--------------------------------------------------------------------------
alias initialize_game_battler_n03 initialize
def initialize
initialize_game_battler_n03
@sv = SideView.new(self)
end
#--------------------------------------------------------------------------
# ● 删除当前的战斗动作
#--------------------------------------------------------------------------
alias remove_current_action_game_battler_n03 remove_current_action
def remove_current_action
return @sv.derivation_skill_id = 0 if @sv.derivation_skill_id != 0
remove_current_action_game_battler_n03
end
#--------------------------------------------------------------------------
# ● 回合结束处理
#--------------------------------------------------------------------------
alias on_turn_end_game_battler_n03 on_turn_end
def on_turn_end
on_turn_end_game_battler_n03
@sv.add_state = []
@sv.result_damage = [@result.hp_damage, @result.mp_damage]
end
#--------------------------------------------------------------------------
# ● 比较参数条件 data=[种别, 数值, 判别]
#--------------------------------------------------------------------------
def comparison_parameter(data)
return true if data[0][0] == 0
kind = data[0]
num = data[1]
select = data[2]
case kind
when 1 ; par = level
when 2 ; par = mhp
when 3 ; par = mmp
when 4 ; par = hp
when 5 ; par = mp
when 6 ; par = tp
when 7 ; par = atk
when 8 ; par = self.def
when 9 ; par = mat
when 10 ; par = mdf
when 11 ; par = agi
when 12 ; par = luk
end
if num < 0
case kind
when 4 ; num = mhp * num / 100
when 5 ; num = mmp * num / 100
when 6 ; num = max_tp * num / 100
end
num = num.abs
end
case select
when 0 ; return par == num
when 1 ; return par < num
when 2 ; return par > num
end
end
#--------------------------------------------------------------------------
# ● 比较装备条件 data=[装备种别, 类型ID]
#--------------------------------------------------------------------------
def comparison_equip(data)
kind = data[0]
items = weapons if kind == 0
items = armors if kind == 1
for item in items
for id in data[1]
return true if id > 0 && item.is_a?(RPG::Weapon) && item == $data_weapons[id.abs]
return true if id > 0 && item.is_a?(RPG::Armor) && item == $data_armors[id.abs]
return true if id < 0 && item.is_a?(RPG::Weapon) && item.wtype_id == id.abs
return true if id < 0 && item.is_a?(RPG::Armor) && item.stype_id == id.abs
end
end
return false
end
end
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
# 这是一个类来处理与主角。
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 公开实例变量
#--------------------------------------------------------------------------
attr_reader :actor_id # 主角ID
#--------------------------------------------------------------------------
# ● ID
#--------------------------------------------------------------------------
def id
return @actor_id
end
#--------------------------------------------------------------------------
# ● 是否使用精灵 ★再定义
#--------------------------------------------------------------------------
def use_sprite?
return true
end
#--------------------------------------------------------------------------
# ● 实行伤害效果 ★再定义
#--------------------------------------------------------------------------
def perform_damage_effect
return if !N03::ACTOR_DAMAGE
$game_troop.screen.start_shake(5, 5, 10)
@sprite_effect_type = :blink
Sound.play_actor_damage
end
end
#==============================================================================
# ■ Game_Enemy
#------------------------------------------------------------------------------
# 它是一个类来处理敌人的角色。
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● 公开实例变量
#--------------------------------------------------------------------------
attr_reader :enemy_id # 敌人ID
#--------------------------------------------------------------------------
# ● ID
#--------------------------------------------------------------------------
def id
return @enemy_id
end
#--------------------------------------------------------------------------
# ● 等级
#--------------------------------------------------------------------------
def level
return @sv.level
end
#--------------------------------------------------------------------------
# ● 实行伤害效果 ★再定义
#--------------------------------------------------------------------------
def perform_damage_effect
return if !N03::ENEMY_DAMAGE
@sprite_effect_type = :blink
Sound.play_enemy_damage
end
#--------------------------------------------------------------------------
# ● 武器
#--------------------------------------------------------------------------
def weapons
weapon1 = $data_weapons[@sv.enemy_weapon1_id]
weapon2 = $data_weapons[@sv.enemy_weapon2_id]
return [weapon1, weapon2]
end
#--------------------------------------------------------------------------
# ● 防具
#--------------------------------------------------------------------------
def armors
return [$data_armors[@sv.enemy_shield_id]]
end
#--------------------------------------------------------------------------
# ● 二刀流的判定
#--------------------------------------------------------------------------
def dual_wield?
return $data_weapons[@sv.enemy_weapon2_id] != nil
end
#--------------------------------------------------------------------------
# ● 角色图像变更
#--------------------------------------------------------------------------
def graphics_change(battler_name)
@battler_name = battler_name
end
#--------------------------------------------------------------------------
# ● 取得通常攻击的动画ID
#--------------------------------------------------------------------------
def atk_animation_id1
return weapons[0].animation_id if weapons[0]
return weapons[1] ? 0 : 1
end
#--------------------------------------------------------------------------
# ● 取得通常攻击的动画ID (二刀流:武器2)
#--------------------------------------------------------------------------
def atk_animation_id2
return weapons[1] ? weapons[1].animation_id : 0
end
end
#==============================================================================
# ■ Sprite_Base
#------------------------------------------------------------------------------
# 这是显示你添加处理精灵之类的。
#==============================================================================
class Sprite_Base < Sprite
#--------------------------------------------------------------------------
# ● 更新动画的坐标 (有归位)
#--------------------------------------------------------------------------
def update_animation_position_horming
return if @action_end_cancel
ani_ox_set if @horming
camera_zoom = $sv_camera.zoom
camera_zoom = 1 if @move_anime
kind = 1
kind = -1 if @ani_mirror && !@anime_no_mirror
cell_data = @animation.frames[@animation.frame_max - (@ani_duration + @ani_rate - 1) / @ani_rate].cell_data
for i in 0..15
@ani_sprites[i].x = (@ani_ox + cell_data[i, 1] * kind - $sv_camera.x) * camera_zoom if @ani_sprites[i] != nil && cell_data[i, 1] != nil
@ani_sprites[i].y = (@ani_oy + cell_data[i, 2] - $sv_camera.y) * camera_zoom if @ani_sprites[i] != nil && cell_data[i, 2] != nil
end
end
#--------------------------------------------------------------------------
# ● 动画原始的坐标设置
#--------------------------------------------------------------------------
def ani_ox_set
if !SceneManager.scene_is?(Scene_Battle)
@real_x = x
@real_y = y
end
@ani_ox = @real_x - ox + width / 2
@ani_oy = @real_y - oy + height / 2
@ani_oy -= height / 2 if @animation.position == 0
@ani_oy += height / 2 if @animation.position == 2
end
#--------------------------------------------------------------------------
# ● 更新动画
#--------------------------------------------------------------------------
alias update_animation_sprite_base_n03 update_animation
def update_animation
update_animation_position_horming if animation? && SceneManager.scene_is?(Scene_Battle) && @animation.position != 3
update_animation_sprite_base_n03
end
#--------------------------------------------------------------------------
# ● 动画的原点设定 ★再定义
#--------------------------------------------------------------------------
def set_animation_origin
return ani_ox_set if @animation.position != 3
if viewport == nil
@ani_ox = Graphics.width / 2
@ani_oy = Graphics.height / 2
else
@ani_ox = viewport.rect.width / 2
@ani_oy = viewport.rect.height / 2
end
end
#--------------------------------------------------------------------------
# ● 动画精灵的设定 ★再定义
#--------------------------------------------------------------------------
def animation_set_sprites(frame)
camera_zoom = 1
camera_zoom = $sv_camera.zoom if @anime_camera_zoom && @animation.position != 3 && SceneManager.scene_is?(Scene_Battle)
camera_x = $sv_camera.x
camera_y = $sv_camera.y
camera_x = camera_y = 0 if @animation.position == 3 or !SceneManager.scene_is?(Scene_Battle)
plus_z = 5
plus_z = 1000 if @animation.position == 3
plus_z = -17 if @plus_z != nil && @plus_z == false
plus_z = -self.z + 10 if @plus_z != nil && @plus_z == false && @animation.position == 3
cell_data = frame.cell_data
@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 ? @ani_bitmap1 : @ani_bitmap2
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192,
pattern % 100 / 5 * 192, 192, 192)
if @ani_mirror && !@anime_no_mirror
sprite.x = (@ani_ox - cell_data[i, 1] - camera_x) * camera_zoom
sprite.y = (@ani_oy + cell_data[i, 2] - camera_y) * camera_zoom
sprite.angle = (360 - cell_data[i, 4])
sprite.mirror = (cell_data[i, 5] == 0)
else
sprite.x = (@ani_ox + cell_data[i, 1] - camera_x) * camera_zoom
sprite.y = (@ani_oy + cell_data[i, 2] - camera_y) * camera_zoom
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
end
sprite.z = self.z + plus_z + i
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] * camera_zoom / 100.0
sprite.zoom_y = cell_data[i, 3] * camera_zoom/ 100.0
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
#--------------------------------------------------------------------------
# ● 精灵标志
#--------------------------------------------------------------------------
def set(battler, horming, camera_zoom, no_mirror)
@battler = battler
@next = true
self.bitmap = Bitmap.new(@battler.sv.cw, @battler.sv.ch)
self.ox = bitmap.width / 2
self.oy = bitmap.height
@horming = horming
@anime_camera_zoom = camera_zoom
@anime_no_mirror = no_mirror
@battler.sv.reset_anime_data
end
#--------------------------------------------------------------------------
# ● 精灵坐标集
#--------------------------------------------------------------------------
def set_position(z, zoom_x, zoom_y, real_x, real_y)
self.z = z
self.zoom_x = zoom_x
self.zoom_y = zoom_y
@real_x = real_x
@real_y = real_y
end
#--------------------------------------------------------------------------
# ● 其他精灵的定时处理
#--------------------------------------------------------------------------
def other_process_timing(timing)
se_flag = true
se_flag = @se_flag if @se_flag != nil
@battler.sv.timing.push([se_flag, timing.dup])
end
#--------------------------------------------------------------------------
# ● 其他角色的定时处理
#--------------------------------------------------------------------------
def target_battler_process_timing(timing)
for target in @timing_targets
target.sv.timing.push([false, timing.dup])
end
end
#--------------------------------------------------------------------------
# ● SE 闪光的定时处理
#--------------------------------------------------------------------------
alias animation_process_timing_sprite_base_n03 animation_process_timing
def animation_process_timing(timing)
target_battler_process_timing(timing) if @timing_targets && @timing_targets != []
return other_process_timing(timing) if @next != nil
animation_process_timing_sprite_base_n03(timing)
end
#--------------------------------------------------------------------------
# ● 释放动画
#--------------------------------------------------------------------------
alias dispose_animation_sprite_base_n03 dispose_animation
def dispose_animation
dispose_animation_sprite_base_n03
end
end
#==============================================================================
# ■ Sprite_Battler
#------------------------------------------------------------------------------
# 这是显示精灵角色的。
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# ● 公开实例变量
#--------------------------------------------------------------------------
attr_accessor :removing # 队伍脱离
#--------------------------------------------------------------------------
# ● 初始化物件
#--------------------------------------------------------------------------
alias initialize_sprite_battler_n03 initialize
def initialize(viewport, battler = nil)
initialize_sprite_battler_n03(viewport, battler)
@real_x = @real_y = 0
update_bitmap if @battler != nil
end
#--------------------------------------------------------------------------
# ● 开始动画 ★再定义
#--------------------------------------------------------------------------
def start_animation(animation, mirror = false)
return next_animation(animation, mirror) if animation?
@animation = animation
if @animation
@horming = @battler.sv.anime_horming
@anime_camera_zoom = @battler.sv.anime_camera_zoom
@anime_no_mirror = @battler.sv.anime_no_mirror
@timing_targets = @battler.sv.timing_targets
@plus_z = @battler.sv.anime_plus_z
@battler.sv.reset_anime_data
@ani_mirror = mirror
set_animation_rate
@ani_duration = @animation.frame_max * @ani_rate + 1
load_animation_bitmap
make_animation_sprites
set_animation_origin
end
end
#--------------------------------------------------------------------------
# ● 开始下一个动画
#--------------------------------------------------------------------------
def next_animation(animation, mirror)
@next_anime = [] if @next_anime == nil
@next_anime.push(Sprite_Base.new(viewport))
@next_anime[@next_anime.size - 1].set(battler, @battler.sv.anime_horming, @battler.sv.anime_camera_zoom, @battler.sv.anime_no_mirror)
@next_anime[@next_anime.size - 1].set_position(self.z, self.zoom_x, self.zoom_y, @real_x, @real_y)
@next_anime[@next_anime.size - 1].start_animation(animation, mirror)
end
#--------------------------------------------------------------------------
# ● 创建影图行
#--------------------------------------------------------------------------
def create_shadow
reset_shadow
return if @battler.sv.shadow == false
@shadow = Sprite.new(viewport) if @shadow == nil
@shadow.bitmap = Cache.character(@battler.sv.shadow)
@shadow.ox = @shadow.bitmap.width / 2
@shadow.oy = @shadow.bitmap.height / 2
end
#--------------------------------------------------------------------------
# ● 初始化影图形
#--------------------------------------------------------------------------
def reset_shadow
return if @shadow == nil
@shadow.dispose
@shadow = nil
end
#--------------------------------------------------------------------------
# ● 更新传输位图 ★再定义
#--------------------------------------------------------------------------
def update_bitmap
update_bitmap_enemy if !@battler.actor?
update_bitmap_actor if @battler.actor?
update_src_rect if @battler != nil
update_color if @battler != nil
end
#--------------------------------------------------------------------------
# ● 传输位图:敌人
#--------------------------------------------------------------------------
def update_bitmap_enemy
if @battler.battler_name != @battler_name or @battler.battler_hue != @battler_hue
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
@battler_graphic_file_index = @battler.sv.graphic_file_index
@graphic_mirror_flag = @battler.sv.graphic_mirror_flag
self.bitmap = Cache.battler(@battler_name + @battler_graphic_file_index, @battler_hue)
@battler.sv.setup(self.bitmap.width, self.bitmap.height, @battler_id != @battler.id)
create_shadow
init_visibility
@battler_id = @battler.id
end
end
#--------------------------------------------------------------------------
# ● 传输位图:主角
#--------------------------------------------------------------------------
def update_bitmap_actor
if @battler.character_name != @battler_name or @battler.character_index != @battler_index
@battler_name = @battler.character_name
@battler_index = @battler.character_index
@battler_graphic_file_index = @battler.sv.graphic_file_index
@graphic_mirror_flag = @battler.sv.graphic_mirror_flag
self.bitmap = Cache.character(@battler_name + @battler_graphic_file_index)
@battler.sv.setup(self.bitmap.width, self.bitmap.height, @battler_id != @battler.id)
create_shadow
init_visibility
@battler_id = @battler.id
end
end
#--------------------------------------------------------------------------
# ● 初始化可见状态 ★再定义
#--------------------------------------------------------------------------
def init_visibility
@battler_visible = @battler.alive?
@battler_visible = true if @battler.sv.state(1) != "敵コラプス"
@battler_visible = false if @battler.hidden?
@battler.sv.opacity = 0 unless @battler_visible
self.opacity = 0 unless @battler_visible
self.opacity = 255 if @battler_visible
@battler.sv.weapon_visible = @battler_visible
end
#--------------------------------------------------------------------------
# ● 更新传输矩形
#--------------------------------------------------------------------------
def update_src_rect
return if @battler.sv.collapse
if @battler_graphic_file_index != @battler.sv.graphic_file_index
@battler_graphic_file_index = @battler.sv.graphic_file_index
self.bitmap = Cache.character(@battler_name + @battler_graphic_file_index) if @battler.actor?
self.bitmap = Cache.battler(@battler_name + @battler_graphic_file_index, @battler_hue) if !@battler.actor?
@battler.sv.set_graphics(self.bitmap.width, self.bitmap.height)
end
anime_off if @battler.sv.anime_off
self.src_rect.set(@battler.sv.sx, @battler.sv.sy, @battler.sv.cw, @battler.sv.ch)
self.opacity = @battler.sv.opacity if @battler_visible
set_process_timing(@battler.sv.timing) if @battler && @battler.sv.timing != []
end
#--------------------------------------------------------------------------
# ● 更新位置 ★再定义
#--------------------------------------------------------------------------
def update_position
@real_x = @battler.sv.x / 100
@real_y = (@battler.sv.y - @battler.sv.h - @battler.sv.j - @battler.sv.c - @battler.sv.oy_adjust)/ 100
self.x = @real_x - $sv_camera.x
self.y = @real_y - $sv_camera.y
self.z = @battler.sv.z - @battler.sv.c / 100
if @battler.sv.h <= 0
self.x += $sv_camera.sx / 100
self.y += $sv_camera.sy / 100
end
self.x *= $sv_camera.zoom
self.y *= $sv_camera.zoom
end
#--------------------------------------------------------------------------
# ● 更新原点 ★再定义
#--------------------------------------------------------------------------
def update_origin
return if !bitmap or @battler.sv.collapse
self.ox = @battler.sv.ox
self.oy = @battler.sv.oy
self.angle = @battler.sv.angle
self.zoom_x = @battler.sv.zoom_x * $sv_camera.zoom
self.zoom_y = @battler.sv.zoom_y * $sv_camera.zoom
self.mirror = @battler.sv.mirror if !@graphic_mirror_flag
self.mirror = !@battler.sv.mirror if @graphic_mirror_flag
end
#--------------------------------------------------------------------------
# ● 更新影图像
#--------------------------------------------------------------------------
def update_shadow
@shadow.visible = @battler.sv.shadow_visible
@shadow.opacity = @battler.sv.opacity if @battler.sv.opacity_data[3]
@shadow.opacity = self.opacity if !@battler.sv.opacity_data[3]
@shadow.x = @real_x - $sv_camera.x
@shadow.y = (@battler.sv.y - @battler.sv.c)/ 100 - $sv_camera.y
@shadow.z = @battler.sv.z - 10
@shadow.zoom_x = $sv_camera.zoom
@shadow.zoom_y = $sv_camera.zoom
@shadow.x += $sv_camera.sx / 100
@shadow.y += $sv_camera.sy / 100
@shadow.x *= $sv_camera.zoom
@shadow.y *= $sv_camera.zoom
@shadow.color.set(@color_data[0], @color_data[1], @color_data[2], @color_data[3]) if @color_data != nil
end
#--------------------------------------------------------------------------
# ● 更新气球
#--------------------------------------------------------------------------
def update_balloon
if @battler.sv.balloon_data == [] && @balloon
@balloon_data = []
@balloon.dispose
return @balloon = nil
elsif @battler.sv.balloon_data != [] && @battler.sv.balloon_data != @balloon_data
@balloon_data = @battler.sv.balloon_data
@balloon = Sprite.new(self.viewport)
@balloon.bitmap = Cache.system("Balloon")
@balloon.zoom_x = @balloon_data[3]
@balloon.zoom_y = @balloon_data[3]
@balloon.ox = 32 if @battler.sv.mirror
@balloon.oy = 16
@balloon_count = 0
end
return if !@balloon
@balloon.opacity = self.opacity
@balloon.x = self.x
@balloon.y = self.y - @battler.sv.ch * $sv_camera.zoom
@balloon.z = self.z + 20
@balloon.src_rect.set(32 + @balloon_count / @balloon_data[2] * 32, @balloon_data[1] * 32, 32, 32) if @balloon_count % @balloon_data[2] == 0
@balloon.color.set(@color_data[0], @color_data[1], @color_data[2], @color_data[3]) if @color_data != nil
@balloon_count += 1
@balloon_count = 0 if @balloon_count == @balloon_data[2] * 7
end
#--------------------------------------------------------------------------
# ● 更新色调变更
#--------------------------------------------------------------------------
def update_color
color_set if @battler.sv.color_set != []
return if @color_data == nil
@color_data[4] -= 1
if @color_data[4] == 0 && @color_data[5] != 0
@color_data[4] = @color_data[5]
@color_data[5] = 0
@color_data[6] = [0,0,0,0]
elsif @color_data[4] == 0
@remain_color_data = @color_data
@battler.sv.color = @color_data.dup
return @color_data = nil
end
for i in 0..3
@color_data[i] = (@color_data[i] * (@color_data[4] - 1) + @color_data[6][i]) / @color_data[4]
end
@battler.sv.color = @color_data.dup
self.color.set(@color_data[0], @color_data[1], @color_data[2], @color_data[3])
end
#--------------------------------------------------------------------------
# ● 更新残像
#--------------------------------------------------------------------------
def update_mirage
if @battler.sv.mirage == [] && @mirages
@mirage_data = []
for mirage in @mirages do mirage.dispose end
return @mirages = nil
elsif @battler.sv.mirage != [] && @battler.sv.mirage != @mirage_data
@mirage_data = @battler.sv.mirage
@mirages = []
for i in 0...@mirage_data[1] do @mirages[i] = Sprite.new(self.viewport) end
@mirage_count = 0
end
return if !@mirages
@mirage_count += 1
@mirage_count = 0 if @mirage_count == @mirage_data[2] * @mirages.size
for i in [email]0...@mirages.size[/email]
mirage_body(@mirages[i], @mirage_data[4]) if @mirage_count == 1 + i * @mirage_data[2]
end
end
#--------------------------------------------------------------------------
# ● 残像本体
#--------------------------------------------------------------------------
def mirage_body(body, opacity)
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 - 20
body.mirror = self.mirror
body.angle = self.angle
body.opacity = opacity * self.opacity / 255
body.zoom_x = self.zoom_x
body.zoom_y = self.zoom_y
body.src_rect.set(@battler.sv.sx, @battler.sv.sy, @battler.sv.cw, @battler.sv.ch)
body.color.set(@color_data[0], @color_data[1], @color_data[2], @color_data[3]) if @color_data != nil
end
#--------------------------------------------------------------------------
# ● 更新下一个动画
#--------------------------------------------------------------------------
def update_next_anime
return if !@next_anime
for anime in @next_anime
anime.update
anime.set_position(self.z, self.zoom_x, self.zoom_y, @real_x, @real_y) if @horming
anime.dispose if !anime.animation?
@next_anime.delete(anime) if !anime.animation?
end
end
#--------------------------------------------------------------------------
# ● 更新帧数
#--------------------------------------------------------------------------
alias update_sprite_battler_n03 update
def update
@battler.sv.update if @battler
update_sprite_battler_n03
update_next_anime
update_shadow if @battler && @shadow
update_mirage if @battler
update_balloon if @battler
update_remove if @battler && @removing && @battler.sv.change_up
end
#--------------------------------------------------------------------------
# ● 战斗动画消除
#--------------------------------------------------------------------------
def anime_off
@battler.sv.anime_off = false
dispose_animation
for anime in @next_anime do anime.dispose_animation end if @next_anime
end
#--------------------------------------------------------------------------
# ● 角色替换
#--------------------------------------------------------------------------
def remove
@battler.sv.start_action(@battler.sv.remove_action)
$sv_camera.wait = 40
@battler.sv.add_action("eval('set_change')")
@removing = true
end
#--------------------------------------------------------------------------
# ● 更新角色替换
#--------------------------------------------------------------------------
def update_remove
@battler.sv.change_up = false
@removing = false
@battler = nil
end
#--------------------------------------------------------------------------
# ● 加入角色
#--------------------------------------------------------------------------
def join(join_battler)
$sv_camera.wait = 30
@battler = join_battler
@battler_name = @battler.character_name
@battler_index = @battler.character_index
@battler_graphic_file_index = @battler.sv.graphic_file_index
self.bitmap = Cache.character(@battler_name)
@battler.sv.setup(self.bitmap.width, self.bitmap.height, true)
create_shadow
init_visibility
end
#--------------------------------------------------------------------------
# ● 通常的设定返回 ★再定义
#--------------------------------------------------------------------------
def revert_to_normal
self.blend_type = 0
self.opacity = 255
end
#--------------------------------------------------------------------------
# ● 更新战斗不能效果
#--------------------------------------------------------------------------
alias update_collapse_sprite_battler_n03 update_collapse
def update_collapse
return if @battler.sv.state(1) != "敵コラプス"
update_collapse_sprite_battler_n03
@battler.sv.weapon_visible = false
end
#--------------------------------------------------------------------------
# ● 更新Boss战斗不能效果 ★再定义
#--------------------------------------------------------------------------
def update_boss_collapse
@effect_duration = @battler.sv.ch if @effect_duration >= @battler.sv.ch
alpha = @effect_duration * 120 / @battler.sv.ch
self.ox = @battler.sv.cw / 2 + @effect_duration % 2 * 4 - 2
self.blend_type = 1
self.color.set(255, 255, 255, 255 - alpha)
self.opacity = alpha
self.src_rect.y -= 1
Sound.play_boss_collapse2 if @effect_duration % 20 == 19
end
#--------------------------------------------------------------------------
# ● 另个精灵的定时处理
#--------------------------------------------------------------------------
def set_process_timing(timing_data)
for data in timing_data
set_timing(data[0],data[1])
end
@battler.sv.timing = []
end
#--------------------------------------------------------------------------
# ● 定时的处理
#--------------------------------------------------------------------------
def set_timing(se_flag, data)
@ani_rate = 4
data.se.play if se_flag
case data.flash_scope
when 1 ;self.flash(data.flash_color, data.flash_duration * @ani_rate)
when 2 ;viewport.flash(data.flash_color, data.flash_duration * @ani_rate) if viewport
when 3 ;self.flash(nil, data.flash_duration * @ani_rate)
end
end
#--------------------------------------------------------------------------
# ● 色调变更
#--------------------------------------------------------------------------
def color_set
set = @battler.sv.color_set
@battler.sv.color_set= []
set[4] = 1 if set[4] == 0
@remain_color_data = [0,0,0,0] if @remain_color_data == nil
@color_data = @remain_color_data
@color_data[4] = set[4]
@color_data[5] = set[5]
@color_data[6] = set
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
alias dispose_sprite_battler_n03 dispose
def dispose
dispose_sprite_battler_n03
@shadow.dispose if @shadow != nil
@balloon.dispose if @balloon != nil
for mirage in @mirages do mirage.dispose end if @mirages != nil
for anime in @next_anime do anime.dispose end if @next_anime
end
end
#==============================================================================
# ■ Spriteset_Battle
#------------------------------------------------------------------------------
# 这是一个类结合了精灵的战斗画面。
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ● 战斗背景(地)创建精灵 ★再定义
#--------------------------------------------------------------------------
def create_battleback1
@back1_sprite = Sprite_Battle_Back.new(@viewport1, 1, battleback1_name)
@back1_sprite.set_graphics(battleback1_bitmap) if battleback1_name != nil
@back1_sprite.z = 0
end
#--------------------------------------------------------------------------
# ● 战斗背景(壁)创建精灵 ★再定义
#--------------------------------------------------------------------------
def create_battleback2
@back2_sprite = Sprite_Battle_Back.new(@viewport1, 2, battleback2_name)
@back2_sprite.set_graphics(battleback2_bitmap) if battleback2_name != nil
@back2_sprite.z = 1
end
#--------------------------------------------------------------------------
# ● 创建角色精灵 ★再定义
#--------------------------------------------------------------------------
def create_actors
@actor_sprites = []
for i in 0...$game_party.max_battle_members
@actor_sprites[i] = Sprite_Battler.new(@viewport1, $game_party.members[i])
end
@effect_sprites = Spriteset_Sideview.new(@viewport1)
end
#--------------------------------------------------------------------------
# ● 更新角色精灵 ★再定义
#--------------------------------------------------------------------------
def update_actors
@actor_sprites.each_with_index do |sprite, i|
sprite_join($game_party.members[i], sprite) if sprite.battler == nil && sprite.battler != $game_party.members[i]
sprite.remove if sprite.battler != nil && !sprite.removing && sprite.battler != $game_party.members[i]
sprite.update
end
@effect_sprites.update
update_program
end
#--------------------------------------------------------------------------
# ● 加入精灵成员
#--------------------------------------------------------------------------
def sprite_join(member, sprite)
for sp in @actor_sprites
sp.update_remove if member == sp.battler && !sp.battler.sv.change_up
end
sprite.join(member)
end
#--------------------------------------------------------------------------
# ● 更新战斗程序
#--------------------------------------------------------------------------
def update_program
return if $sv_camera.program_scroll == []
for data in $sv_camera.program_scroll
@back1_sprite.start_back_data(data) if data[2] == 1
@back2_sprite.start_back_data(data) if data[2] == 2
end
$sv_camera.program_scroll = []
end
#--------------------------------------------------------------------------
# ● 实行打击时的战斗动画
#--------------------------------------------------------------------------
def set_hit_animation(battler, weapon_index, hit_targets, miss)
@effect_sprites.set_hit_animation(battler, weapon_index, hit_targets, miss)
end
#--------------------------------------------------------------------------
# ● 伤害POP
#--------------------------------------------------------------------------
def set_damage_pop(target)
@effect_sprites.set_damage_pop(target)
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
alias dispose_spriteset_battle_n03 dispose
def dispose
dispose_spriteset_battle_n03
@effect_sprites.dispose
end
end
#==============================================================================
# ■ Window_BattleLog
#------------------------------------------------------------------------------
# 进行战斗的实况显示窗口。
#==============================================================================
class Window_BattleLog < Window_Selectable
#--------------------------------------------------------------------------
# ● 等待 ★再定义
#--------------------------------------------------------------------------
def wait
end
#--------------------------------------------------------------------------
# ● 等待和清除 ★再定义
#--------------------------------------------------------------------------
def wait_and_clear
$sv_camera.wait = 10
end
#--------------------------------------------------------------------------
# ● 显示动作结果 ★再定义
#--------------------------------------------------------------------------
def display_action_results(target, item)
if target.result.used
last_line_number = line_number
display_critical(target, item)
display_damage(target, item)
display_affected_status(target, item)
display_failure(target, item)
end
off if !N03::BATTLE_LOG
end
#--------------------------------------------------------------------------
# ● 隐藏窗口
#--------------------------------------------------------------------------
def off
@back_sprite.visible = self.visible = false
end
end
#==============================================================================
# ■ Game_Interpreter
#------------------------------------------------------------------------------
# 这是一个事件命令的解释器。
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# ● 开关的操作
#--------------------------------------------------------------------------
alias command_121_game_interpreter_n03 command_121
def command_121
command_121_game_interpreter_n03
$sv_camera.program_check
end
end