#==============================================================================
# ■ Sideview Scene and Game Objects (Ver100)
# 侧视战斗的场景和游戏对象类
# 包含:Scene_Battle的修改、DataManager、BattleManager、
# Game_Battler, Game_Actor, Game_Enemy, Sprite_Base, Sprite_Battler,
# Spriteset_Battle, Window_BattleLog, Game_Interpreter
#==============================================================================
# ■ Scene_Battle 这是执行战斗画面处理的类。
#==============================================================================
class Scene_Battle < Scene_Base
#-------------------# ● 帧更新(基础)
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
#-------------------# ● 镜头等待 / 相机等待
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
#------------------# ● 设置镜头等待 / 镜头等待的设定
def set_camera_wait(time)
$sv_camera.wait = time
camera_wait
end
#-----------------# ● 等待特效执行完毕 ★重新定义
def wait_for_effect
end
#-----------------# ● 回合开始
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(括号中数字为回合停留时间)
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(1)
N03.camera(nil, N03::BATTLE_CAMERA["ターン開始前"].dup) if $game_party.inputable?
@log_window.clear
end
#----------------# ● 技能/道具的使用 ★重新定义
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/道具名称的显示
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/道具名称显示结束(括号中为信息停留时间)
def display_end_item
@skill_name_window.dispose if @skill_name_window != nil
@skill_name_window = nil
set_camera_wait(30) if @subject.sv.derivation_skill_id == 0
@log_window.clear if N03::BATTLE_LOG
end
#------------------# ● 反击/魔法反射/替身处理
def end_reaction(item)
end_substitute if @substitute != nil
set_reflection(item) if @reflection_data != nil
set_counter_attack if @counter_attacker != nil
end
#------------------# ● 反击的发动规则定义
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
#-------------------# ● 魔法反射的发动规则定义
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
#-------------------# ● 替身的发动规则定义
def apply_substitute(target, item)
return target if @substitute == nil
return target if !check_substitute(target, item)
return @substitute
end
#-------------------# ● 替身设置
def set_substitute(item)
@substitute = N03.get_enemy_unit(@subject).substitute_battler
return if @substitute == nil
s_targets = []
for i in [email protected]
next if @targets == @substitute
next if !check_substitute(@targets, item)
@log_window.add_text(sprintf(Vocab::Substitute, @substitute.name, @targets.name))
@targets.sv.start_action(@targets.sv.substitute_receiver_start_action)
s_targets.push(@targets)
@targets = @substitute
end
return @substitute = nil if s_targets == []
@substitute.sv.set_target(s_targets)
@substitute.sv.start_action(@substitute.sv.substitute_start_action)
end
#------------------# ● 替身结束
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
# 考虑到同一柜台人员,柜台 ID 的初始化应在操作完成后执行
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
#---------------# ● 执行侧视图操作
def play_sideview(targets, item)
@subject.sv.set_target(targets)
return if @subject.sv.attack_action(item) == nil
return if [email protected]?
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
#----------------# ● 执行伤害
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
#----------------# ● 伤害战斗动画处理
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
#-----------------# ● 跳过动画处理
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 这是用于管理数据库和游戏对象的模块。
#==============================================================================
module DataManager
#-----------------# ● 各类游戏对象的创建 ★重新定义
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 这是用于管理战斗进程的模块。
#==============================================================================
module BattleManager
#------------------# ● 遇敌时的处理 ★重新定义
def self.on_encounter
@preemptive = (rand < rate_preemptive)
@surprise = (rand < rate_surprise && !@preemptive)
$sv_camera.mirror = @surprise if N03::BACK_ATTACK
end
#-----------------# ● 胜利处理 ★重新定义
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
#------------------# ● 逃跑处理 ★重新定义
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
#----------------# ● 切换至下一命令输入 ★重新定义
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
#-----------------# ● 切换至上一命令输入 ★重新定义
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
#-------------------# ● 获取命令输入前的角色
def self.pre_actor
return if @actor_index == 0
$game_party.members[@actor_index - 1]
end
#-------------------# ● 获取命令输入后的角色
def self.after_actor
$game_party.members[@actor_index + 1]
end
#--------------------# ● 将战斗行动者添加至队列前端
def self.unshift_action_battlers(battler)
@action_battlers.unshift(battler)
end
end
#==============================================================================
# ■ Game_Battler 这是添加了精灵与行动相关方法的战斗者类。
#==============================================================================
class Game_Battler < Game_BattlerBase
#------------------# ● 公共实例变量
attr_reader :sv # 侧视图数据
attr_accessor :flash_flg # 闪烁标志
#------------------# ● 对象初始化
alias initialize_game_battler_n03 initialize
def initialize
initialize_game_battler_n03
@sv = SideView.new(self)
end
#-----------------# ● 移除当前的战斗行动
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
#------------------# ● 参数条件比较 data = [类型,数值,判定方式]
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
#----------------# ● 装备条件比较 data = [装备类型,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 这是用于处理角色(执行者)的类。
#==============================================================================
class Game_Actor < Game_Battler
#---------------# ● 公共实例变量
attr_reader :actor_id
#------------# ● ID
def id
return @actor_id
end
#--------------# ● 是否使用精灵? ★重新定义
def use_sprite?
return true
end
#----------------# ● 执行伤害效果 ★重新定义
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 这是用于处理敌方角色的类。
#==============================================================================
class Game_Enemy < Game_Battler
#---------------# ● 公共实例变量
attr_reader :enemy_id
def id
return @enemy_id
end
#---------------# ● 等级
def level
return @sv.level
end
#---------------# ● 执行伤害效果 ★重新定义
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
#----------------# ● 双持武器判定
def dual_wield?
return $data_weapons[@sv.enemy_weapon2_id] != nil
end
#-----------------# ● 战斗角色图像变更
def graphics_change(battler_name)
@battler_name = battler_name
end
#----------------# ● 获取普通攻击动画 ID
def atk_animation_id1
return weapons[0].animation_id if weapons[0]
return weapons[1] ? 0 : 1
end
#----------------# ● 获取普通攻击动画 ID(双持武器:副武器)
def atk_animation_id2
return weapons[1] ? weapons[1].animation_id : 0
end
end
#==============================================================================
# ■ Sprite_Base 这是一个新增了动画显示处理逻辑的精灵类。
#==============================================================================
class Sprite_Base < Sprite
#---------------# ● 动画坐标更新(含追踪效果)
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.x = (@ani_ox + cell_data[i, 1] * kind - $sv_camera.x) * camera_zoom if @ani_sprites != nil && cell_data[i, 1] != nil
@ani_sprites.y = (@ani_oy + cell_data[i, 2] - $sv_camera.y) * camera_zoom if @ani_sprites != nil && cell_data[i, 2] != nil
end
end
#---------------# ● 设置动画初始坐标
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
#-----------------# ● 动画更新
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
#-----------------# ● 动画原点设置 ★重新定义
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
#----------------# ● 动画精灵设置 ★重新定义
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
#--------------------# ● 子精灵标记
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
#------------------# ● 子精灵坐标设置
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
#------------------# ● 针对其他精灵的时序处理
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
#-------------------# ● 针对其他战斗角色的时序处理
def target_battler_process_timing(timing)
for target in @timing_targets
target.sv.timing.push([false, timing.dup])
end
end
#-----------------# ● 音效与闪屏的时序处理
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
#-----------------# ● 动画资源释放
alias dispose_animation_sprite_base_n03 dispose_animation
def dispose_animation
dispose_animation_sprite_base_n03
end
end
#==============================================================================
# ■ Sprite_Battler 这是用于显示战斗角色的精灵。
#==============================================================================
class Sprite_Battler < Sprite_Base
#----------------# ● 公共实例变量
attr_accessor :removing # 脱离队伍中
#----------------# ● 对象初始化
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
#----------------# ● 动画启动 ★重新定义
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
#------------------# ● 启动下一段动画
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
#-------------------# ● 阴影图形创建
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
#-------------------# ● 阴影图形初始化
def reset_shadow
return if @shadow == nil
@shadow.dispose
@shadow = nil
end
#-------------------# ● 源位图更新 ★重新定义
def update_bitmap
update_bitmap_enemy if [email protected]?
update_bitmap_actor if @battler.actor?
update_src_rect if @battler != nil
update_color if @battler != nil
end
#-------------------# ● 源位图: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
#------------------# ● 源位图:角色
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
#------------------# ● 可见状态初始化 ★重新定义
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
#-------------------# ● 源矩形区域更新
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 [email protected]?
@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
#---------------------# ● 位置更新 ★重新定义
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
#-------------------# ● 原点更新 ★重新定义
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 = [email protected] if @graphic_mirror_flag
end
#-----------------# ● 阴影图形更新
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 [email protected]_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
#-------------------# ● 对话框更新
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
#------------------# ● 色调变更更新
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 = (@color_data * (@color_data[4] - 1) + @color_data[6]) / @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
#---------------------# ● 残像更新
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 = 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 protected]
mirage_body(@mirages, @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
#---------------------# ● 更新下一段动画
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
#--------------------# ● 帧更新
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
#--------------------# ● 删除战斗动画
def anime_off
@battler.sv.anime_off = false
dispose_animation
for anime in @next_anime do anime.dispose_animation end if @next_anime
end
#---------------------# ● 战斗角色替换
def remove
@battler.sv.start_action(@battler.sv.remove_action)
$sv_camera.wait = 40
@battler.sv.add_action("eval('set_change')")
@removing = true
end
#---------------------# ● 战斗角色替换更新
def update_remove
@battler.sv.change_up = false
@removing = false
@battler = nil
end
#--------------------# ● 战斗角色加入
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
#--------------------# ● 恢复默认设置 ★重新定义
def revert_to_normal
self.blend_type = 0
self.opacity = 255
end
#--------------------# ● 崩坏效果更新
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
#-------------------# ● Boss 崩坏效果更新 ★重新定义
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
#--------------------# ● 从其他精灵执行的时序处理
def set_process_timing(timing_data)
for data in timing_data
set_timing(data[0],data[1])
end
@battler.sv.timing = []
end
#---------------------# ● 时序处理
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
#---------------------# ● 色调更新
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
#----------------------# ● 解放
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 这是汇总了战斗画面精灵的类。
#==============================================================================
class Spriteset_Battle
#--------------------# ● 战斗背景(地面)精灵的创建 ★重新定义
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(墙壁)精灵的创建 ★重新定义
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
#---------------------# ● 角色精灵的创建 ★重新定义
def create_actors
@actor_sprites = []
for i in 0...$game_party.max_battle_members
@actor_sprites = Sprite_Battler.new(@viewport1, $game_party.members)
end
@effect_sprites = Spriteset_Sideview.new(@viewport1)
end
#-----------------------# ● 角色精灵的更新 ★重新定义
def update_actors
@actor_sprites.each_with_index do |sprite, i|
sprite_join($game_party.members, sprite) if sprite.battler == nil && sprite.battler != $game_party.members
sprite.remove if sprite.battler != nil && !sprite.removing && sprite.battler != $game_party.members
sprite.update
end
@effect_sprites.update
update_program
end
#----------------------# ● 添加成员
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
#------------------------# ● 命中时执行战斗动画
def set_hit_animation(battler, weapon_index, hit_targets, miss)
@effect_sprites.set_hit_animation(battler, weapon_index, hit_targets, miss)
end
#-----------------------# ● 伤害弹出
def set_damage_pop(target)
@effect_sprites.set_damage_pop(target)
end
#------------------------# ● 解放
alias dispose_spriteset_battle_n03 dispose
def dispose
dispose_spriteset_battle_n03
@effect_sprites.dispose
end
end
#==============================================================================
# ■ Window_BattleLog 戦这是实况显示战斗进程的窗口。
#==============================================================================
class Window_BattleLog < Window_Selectable
#--------------------------------------------------------------------------
# ● 等待 ★重新定义
def wait
end
#----------------------# ● 等待与清除 ★重新定义
def wait_and_clear
$sv_camera.wait = 10
end
#-----------------------# ● 行动结果的显示 ★重新定义
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
#--------------------# ● 窗口隐藏
def off
@back_sprite.visible = self.visible = false
end
end
#==============================================================================
# ■ Game_Interpreter 这是执行事件指令的解释器。
#==============================================================================
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
#----------------# ● 技能/道具的使用 ★重新定义
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