赞 | 0 |
VIP | 7 |
好人卡 | 0 |
积分 | 1 |
经验 | 6490 |
最后登录 | 2023-11-21 |
在线时间 | 204 小时 |
Lv1.梦旅人 殲滅天使·玲
- 梦石
- 0
- 星屑
- 121
- 在线时间
- 204 小时
- 注册时间
- 2008-2-20
- 帖子
- 2292
|
5星屑
本帖最后由 Ж纯Ж蓝Ж 于 2010-7-21 17:17 编辑
重金悬赏整合脚本-V-
表示最近在萌精灵的菜鸟横板中。
但是呢。
觉得一个华丽丽的动画只费敌人一次HP。
对我来说是大打击啊TAT
然后用彩虹神剑表示冲突- -
所以悬赏一下。
帮忙整合彩虹神剑和菜鸟脚本啦-V-
如果觉得悬赏太低,我也可以适当追加的哦~
第一个是菜鸟横板-V-- =begin
- #--------------------------------------------------------------------------
- # ● 人物行走图做战斗图像(附加动画) ver1.02
- #--------------------------------------------------------------------------
- 制作者 らい
- 翻译:忧郁的涟漪
-
-
- 图像文件的规格
-
- ● 巴特勒图像(似乎指的是战斗图像)
-
- 使用步行图片。
-
- ● 武器的图像
-
- 就是武器图标的图像(ICO图)
-
- ###############################################################################
- 行走图横版战斗:
- ------------------------------------------------------------------------------
- 经过了两次的修改,终于完全实现了远距离攻击的效果(弓箭、铳类)
- 另外,也实现了简单的回旋攻击(类似回力镖的攻击)和攻击道具(类似石头或炸弹)
-
- 这个脚本的更动分为2部分:
- 1)战斗动作 - 新加了数个动作,如:“弓箭攻击”、“远距离发动”等等
- 2)战斗动画 - 基本上是脚本原带的。只是这个功能被隐藏起来了。现在已恢复。
- 用法:
- 在相应的脚本行加入武器/技能/道具的数据库id(id之间要用“,”来分开)
- 如果不要某些功能的话就随便填一个外太空id就行了(没有用到的id)
- 1)战斗动作(角色/行走图的动作)
- 脚本355行: 远程武器的id (普通攻击时使用远程射击)
- 脚本357行: 回旋武器的id (普通攻击时会飞回手上的武器,如:回力镖)
- 脚本370行: 远程技能的id (使用技能时是远程射击)
- 脚本372行: 回旋技能的id (使用技能时,飞出的武器会飞回手上)
- 2)战斗动画(显示‘对象方的动画’之前先显示‘飞行武器射去敌人身上’的动画)
- 脚本453行: 回旋武器的id (攻击时会显示一段类似回力镖的动画)
- 脚本455行: 弓箭武器的id (攻击时会显示箭射去敌人身上的动画)
- 脚本457行: 铳类武器的id (攻击时会显示子弹射去敌人身上的动画)
- 脚本470行: 回旋技能的id (技能使用时会显示一段类似回力镖的动画)
- 脚本472行: 弓箭技能的id (技能使用时会显示箭射去敌人身上的动画)
- 脚本474行: 铳类技能的id (技能使用时会显示子弹射去敌人身上的动画)
- 脚本486行: 抛击道具的id (使用该道具时,道具被丢到敌人身上)
- 〉注意:
- 〉‘飞行武器射去敌人身上’的动画是在设定id之后的那句脚本里面设置
- 〉例子:(脚本第455和456行)
- 〉 when 17,18,19,20 #远程武器1(弓箭类)的id
- 〉 return [101,32,false,false]
- 〉这样,武器17~20(都是弓箭)在显示‘对象方的动画’之前会先显示第101号动画
- 〉而动画的轨道是从使用者身上直到敌人身上(实现子弹射出的效果)
-
- 还有:
- 战斗队伍的画面位置已经被修改过,
- 让角色的位置与默认的战斗背景图不会有视觉上的冲突。
- 如果要更改请去脚本第113-116行改改就行了。
- 脚本‘Arrow_Enemy’和‘Arrow_Actor’被稍微修改过(可以无视)
- 这个范例附带了
- 一张经过修改的战斗背景图(027-castle03),其他的战斗背景图可以使用默认的。
- 一套横版的默认敌人的战斗图(从行走图改过来的)
- =end #modify by darkten
- ###############################################################################
-
- module Side_view
- #--------------------------------------------------------------------------
- # ● 是否与RATB并用 ☆自动识别(这到是不错~省了~)
- # 在Scene_Battle计算方法是否是方法synthe?
- # 在自动不想认识的时候,请重写。
- #--------------------------------------------------------------------------
- if Scene_Battle.method_defined?("synthe?")
- RTAB = true
- else
- RTAB = false
- end
- #--------------------------------------------------------------------------
- # ● 改正RATB中的位置误差 ☆自动识别
- # 在自动不想认识的时候,请重写。
- #--------------------------------------------------------------------------
- def camera_correctness
- return false if !RTAB
- begin
- return $scene.drive
- rescue
- return false
- end
- end
- #--------------------------------------------------------------------------
- # ● 队伍中的最大人数
- #--------------------------------------------------------------------------
- Party_max = 4
- #--------------------------------------------------------------------------
- # ● 战斗图的扩大率(1.0的时候是保持原有大小)
- #--------------------------------------------------------------------------
- CHAR_ZOOM = 1.0
- #--------------------------------------------------------------------------
- # ● 光标的位置修正(基本不需要改~)
- #--------------------------------------------------------------------------
- ARROW_OX = 0
- ARROW_OY = 64
- #--------------------------------------------------------------------------
- # ● 名状态作为飞行管理的排列(不知道什么意思....)
- #--------------------------------------------------------------------------
- FLY_STATES = ["飞行"]
- #--------------------------------------------------------------------------
- # ● 战斗画面的位置
- #--------------------------------------------------------------------------
- PARTY_X = 555 # 队伍 X 位置
- PARTY_Y = 200 # 队伍 Y 位置
- FORMATION_X = 15 # 各个角色之间的间隔 X
- FORMATION_Y = 35 # 各个角色之间的间隔 Y
- #--------------------------------------------------------------------------
- # ● 自定义常数
- #--------------------------------------------------------------------------
- NORMAL = "NORMAL"
- WALK_R = "WALK_R"
- WALK_L = "WALK_L"
- ATTACK = "ATTACK"
- ATTACK_R = "ATTACK_R"
- ATTACK_L = "ATTACK_L"
- MAGIC = "MAGIC"
- ITEM = "ITEM"
- # 动画的设定
- ANIME = {
- # [画像ID,是否循环,アニメスピード,动画速度,不能指向动画,武器放在右手or左手]
- NORMAL => [1,true , 0,false, true ,"" ], # 通常待击
- WALK_R => [2,true , 2,false, false,"" ], # 右移动
- WALK_L => [1,true , 2,false, false,"" ], # 左移动
- ATTACK_R => [1,false, 2,true , false,"右手"], # 右手攻击
- ATTACK_L => [1,false, 2,true , false,"左手"], # 左手攻击
- MAGIC => [1,false, 2,false, false,"" ], # 右手攻击
- ITEM => [1,false, 2,false, false,"" ], # 左手攻击
- }
-
- # 债务不履行声明价值的设定(一个字一个字翻译的,不知道啥意思)
- ANIME.default = [1,false,12,false,"",""]
-
- # 在行动设定的时候 右手攻击 or 左手攻击 辨别を(这个不知道什么意思)的ANIME
- # "角色动画变更#ATTACK"在玩了と(还是不知道啥意思..)的时候,辨别ATTACK_R或者ATTACK_L
- DUAL_WEAPONS_ANIME = [ATTACK]
-
- #--------------------------------------------------------------------------
- # ● 摇晃的设定
- #--------------------------------------------------------------------------
- SHAKE_FILE = "摇晃" # 文件名
- SHAKE_POWER = 5 # 强度
- SHAKE_SPEED = 5 # 速度
- SHAKE_DURATION = 5 # 时间
- #--------------------------------------------------------------------------
- # ● 上下反转地的设定
- #--------------------------------------------------------------------------
- UPSIDE_DOWN_FILE = "上下反转" # 文件名
- #--------------------------------------------------------------------------
- # ● 左右反转地的设定
- #--------------------------------------------------------------------------
- REVERSE_FILE = "左右反转" # 文件名
- #--------------------------------------------------------------------------
- # ● 回转地的设定
- #--------------------------------------------------------------------------
- TURNING_FILE = "回转" # 文件名
- TURNING_DIRECTION = 1 # 方向(1.逆时针,-1.顺时针)(|||-_-汗..怎么还有用-1做带入值的...)
- TURNING_SPEED = 40 # 速度
- TURNING_DURATION = 1 # 回转数
- #--------------------------------------------------------------------------
- # ● 移动的设定
- #--------------------------------------------------------------------------
- MOVE_FILE = "移动" # 文件名
- MOVE_RETURN = 1 # 回到原来的位置吗?(光写了个1,也不知道不回到该怎么写?0?)
- MOVE_SPEED = 32 # 速度
- MOVE_COORDINATES = [0,-640] # 原来位置的相对坐标
- #--------------------------------------------------------------------------
- # ● 动画追加的设定
- #--------------------------------------------------------------------------
- ADD_ANIME_FILE = "动画追加" # 文件名
- ADD_ANIME_ID = 0 # 动画的ID
- #--------------------------------------------------------------------------
- # ● 债务不履行声明和RTAB的数据转换
- #--------------------------------------------------------------------------
- def convert_battler
- return RTAB ? @active_actor : @active_battler
- end
- #--------------------------------------------------------------------------
- # ● 债务不履行声明和RTAB的数据转换2
- #--------------------------------------------------------------------------
- def convert_battler2(*arg)
- return RTAB ? arg[0] : @active_battler
- end
- end
- #--------------------------------------------------------------------------
- # ● 行动設定
- #--------------------------------------------------------------------------
- module BattleActions
-
- # 下のものはあくまでも一例なので
- # 独自に作ってください。
- Actions = {
- "通常攻撃" => [
-
- "閃きアニメ",
- "アクターアニメ変更#WALK_L",
- "移動#target,32,0,64,0",
- "行動アニメ",
- "アクターアニメ変更#ATTACK",
- "遠距離アニメ",
- "対象アニメ",
- "アクターアニメ変更#WALK_L",
- "SEの演奏#016-Jump02,80,100",
- "移動#self,0,0,48,32",
- "終了"
- ],
- "エネミー攻撃" => [
-
- "閃きアニメ",
- "アクターアニメ変更#WALK_L",
- "移動#self,-36,0,12,0",
- "行動アニメ",
- "アクターアニメ変更#ATTACK",
- "遠距離アニメ",
- "対象アニメ",
- "アクターアニメ変更#WALK_L",
- "移動#self,0,0,12,0",
- "終了"
- ],
-
- "術発動" => [
-
- "閃きアニメ",
- "アクターアニメ変更#WALK_L",
- "移動#self,-32,0,4,0",
- "アクターアニメ変更#MAGIC",
- "行動アニメ",
- "ウエイト#15",
- "遠距離アニメ",
- "対象アニメ",
- "アクターアニメ変更#WALK_L",
- "移動#self,0,0,4,2",
- "終了"
- ],
- "アイテム使用" => [
-
- "閃きアニメ",
- "アクターアニメ変更#WALK_L",
- "移動#self,-32,0,4,0",
- "行動アニメ",
- "アクターアニメ変更#ITEM",
- "ウエイト#15",
- "遠距離アニメ",
- "対象アニメ",
- "アクターアニメ変更#WALK_L",
- "移動#self,0,0,4,2",
- "終了"
- ],
-
- "払い抜け" => [
-
- "閃きアニメ",
- "アクターアニメ変更#WALK_L",
- "移動#target_near,50,0,48,30",
- "左右反転",
- "アクターアニメ固定#ATTACK#3",
- "行動アニメ",
- "SEの演奏#135-Light01,100,100",
- "アニメーションの表示#self,42",
- "ウエイト#15",
- "左右反転",
- "残像表示",
- "移動#target_far,-50,0,48,0",
- "対象アニメ",
- "残像消去",
- "アニメ固定解除",
- "アクターアニメ変更#WALK_L",
- "移動#self,0,0,48,1,0",
- "終了"
- ],
- "弓箭攻撃" => [
-
- "閃きアニメ",
- "アクターアニメ変更#WALK_L",
- "移動#self,-32,0,4,0",
- "行動アニメ",
- "アクターアニメ変更#ATTACK",
- "遠距離アニメ",
- "対象アニメ",
- "アクターアニメ変更#WALK_L",
- "移動#self,0,0,4,2",
- "終了"
- ],
- "回旋攻撃" => [
-
- "閃きアニメ",
- "アクターアニメ変更#WALK_L",
- "移動#self,-32,0,4,0",
- "行動アニメ",
- "アクターアニメ変更#STAND_L",
- "遠距離アニメ",
- "対象アニメ",
- "アクターアニメ変更#WALK_L",
- "移動#self,0,0,4,2",
- "終了"
- ],
-
- "远距离発動" => [
-
- "閃きアニメ",
- "アクターアニメ変更#WALK_L",
- "移動#self,-32,0,4,0",
- "アクターアニメ変更#MAGIC",
- "行動アニメ",
- "アクターアニメ変更#ATTACK",
- "遠距離アニメ",
- "対象アニメ",
- "アクターアニメ変更#WALK_L",
- "移動#self,0,0,4,2",
- "終了"
- ],
-
- "回旋発動" => [
-
- "閃きアニメ",
- "アクターアニメ変更#WALK_L",
- "移動#self,-32,0,4,0",
- "アクターアニメ変更#MAGIC",
- "行動アニメ",
- "アクターアニメ変更#STAND_L",
- "遠距離アニメ",
- "対象アニメ",
- "アクターアニメ変更#WALK_L",
- "移動#self,0,0,4,2",
- "終了"
- ],
- } # ここで終わり 消さないでください
- end
-
- module RPG
- class Weapon
- #--------------------------------------------------------------------------
- # ● アクション設定
- #--------------------------------------------------------------------------
- def battle_actions
- case @id
- when 17,18,19,20,21,22,23,24 # 远程武器的id回旋攻撃
- return BattleActions::Actions["弓箭攻撃"]
- when 34 # 回旋武器的id
- return BattleActions::Actions["回旋攻撃"]
- end
- else
- return BattleActions::Actions["通常攻撃"]
- end
- end
- class Skill
- #--------------------------------------------------------------------------
- # ● アクション設定
- #--------------------------------------------------------------------------
- def battle_actions
- case @id
- when 73,74,75,76,77,78,79,80 # 远程技能的id
- return BattleActions::Actions["远距离発動"]
- when 82 # 回旋技能的id
- return BattleActions::Actions["回旋発動"]
- end
- else
- if self.magic?
- return BattleActions::Actions["術発動"]
- else
- return BattleActions::Actions["払い抜け"]
- end
- end
- end
- class Item
- #--------------------------------------------------------------------------
- # ● アクション設定
- #--------------------------------------------------------------------------
- def battle_actions
- return BattleActions::Actions["アイテム使用"]
- end
- end
- end
- class Game_Enemy < Game_Battler
- #--------------------------------------------------------------------------
- # ● アクション設定
- #--------------------------------------------------------------------------
- def battle_actions
- return BattleActions::Actions["エネミー攻撃"]
- end
- end
- =begin
- #--------------------------------------------------------------------------
- # ● 遠距離アニメーション
- #--------------------------------------------------------------------------
- ☆ 説明
-
- 行動者から対象者にアニメを飛ばします。
- 飛ばすアニメを データベース‐アニメーション で作ります。
- [アニメーションID, スピード, 往復するか?,直線(false)or曲線(true)] で指定します。
- ● カスタマイズ方法
-
- case @id
- when 17,18,19,20
- return [101,32,false,false]
- when 21,22,23,24
- return [102,32,false,false]
- end
- return 0
-
- のように描くとID別に指定可能です。
-
-
- ● アニメーションID
-
- 飛ばすアニメーションIDです。短い場合は繰り返しで表示されます。
-
-
- ● スピード
-
- 大きいほうが早い(0だとアニメは移動しません)
-
- 1 = 1フレームで1ドット進むと考えてください。
-
- ● 往復するか?
-
- true とした場合、ブーメランのようにアニメが戻ります。
-
- ● 直線(false)or曲線(true)
-
- true = 対象に向かって曲線で、アニメが飛びます。(修正の余地ありですが・・・)
- false = 対象に向かって直線で、アニメが飛びます。
-
- =end
- module RPG
- class Weapon
- #--------------------------------------------------------------------------
- # ● 遠距離アニメーション
- #--------------------------------------------------------------------------
- def flying_anime
- # ID 指定 の例(武器的id,分类是根据飞行武器的动画id)
- case @id
- when 34 #回旋武器(类似回力镖)的id
- return [103,32,true,true]
- when 17,18,19,20 #远程武器1(弓箭类)的id
- return [101,32,false,false]
- when 21,22,23,24 #远程武器2(铳类)的id
- return [102,32,false,false]
- end
- return [0,0,false,false]
- end
- end
- class Skill
- #--------------------------------------------------------------------------
- # ● 遠距離アニメーション
- #--------------------------------------------------------------------------
- def flying_anime
- # ID 指定 の例(技能的id,分类是根据飞行武器的动画id)
- case @id
- when 82 #回旋技能(类似回力镖)的id
- return [103,32,true,true]
- when 73,74,75,76 #远程技能1(弓箭类)的id
- return [101,32,false,false]
- when 77,78,79,80 #远程技能2(铳类)的id
- return [102,32,false,false]
- end
- return [0,0,false,false]
- end
- end
- class Item
- #--------------------------------------------------------------------------
- # ● 遠距離アニメーション
- #--------------------------------------------------------------------------
- def flying_anime
- case @id
- when 34 #抛击类道具(如炸弹一类)的id
- return [104,32,false,true]
- end
- return [0,0,false,false]
- end
- end
- end
- class Game_Enemy < Game_Battler
- #--------------------------------------------------------------------------
- # ● 遠距離アニメーション
- #--------------------------------------------------------------------------
- def flying_anime
- return [0,0,false,false]
- end
- end
- #==============================================================================
- # ■ Game_Battler
- #==============================================================================
- class Game_Battler
- include Side_view
- #--------------------------------------------------------------------------
- # ● 追加・公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :height # 画像の高さ
- attr_accessor :real_x # X座標補正
- attr_accessor :real_y # Y座標補正
- attr_accessor :real_zoom # 拡大率
- attr_accessor :wait_count # アニメーション 待ち時間
- attr_accessor :wait_count2 # アニメーション 待ち時間2
- attr_accessor :pattern # アニメーション カウント(キャラ)
- attr_accessor :shake # シェイク開始フラッグ
- attr_accessor :reverse # 左右反転フラッグ
- attr_accessor :shadow # 残像フラッグ
- attr_accessor :flash_flag # 閃きフラッグ
- attr_reader :ox # X座標補正
- attr_reader :oy # Y座標補正
- attr_reader :flying_x # 遠距離アニメX座標
- attr_reader :flying_y # 遠距離アニメY座標
- attr_reader :flying_anime # 遠距離アニメ
- attr_reader :animation1_id # 行动方动画ID
- attr_reader :animation1_on # 行動アニメ開始フラッグ
- attr_reader :animation2_on # 対象アニメ開始フラッグ
- #--------------------------------------------------------------------------
- # ● デフォルトのアニメーション待ち時間を取得
- #--------------------------------------------------------------------------
- def animation_duration=(animation_duration)
- @_animation_duration = animation_duration
- end
- #--------------------------------------------------------------------------
- # ● バトル開始時のセットアップ
- #--------------------------------------------------------------------------
- def start_battle
- @height = 0
- @real_x = 0
- @real_y = 0
- @real_zoom = 1.0
- @battler_condition = ""
- @action = nil
- @battle_actions = []
- @battler_action = false
- @step = 0
- @anime_on = false
- @wait_count = 0
- @wait_count2 = 0
- @ox = 0
- @oy = 0
- @pattern = 0
- @pattern_log = true
- @pattern_freeze = false
- @condition_freeze = false
- @active = false
- @move_distance = nil
- @move_wait = 0
- @move_coordinates = [0,0,0,0]
- @flying_distance = nil
- @flying_wait = 0
- @flying_x = 0
- @flying_y = 0
- @flash_flag = {}
- self.flying_clear
- end
- #--------------------------------------------------------------------------
- # ● 移動中判定
- #--------------------------------------------------------------------------
- def moving?
- # X座標補正または、Y座標補正が0でなければ、移動中
- return (@ox != 0 or @oy != 0)
- end
- #--------------------------------------------------------------------------
- # ● 移動終了判定
- #--------------------------------------------------------------------------
- def move_end?
- return (@ox == @move_coordinates[0] and @oy == @move_coordinates[1])
- end
- #--------------------------------------------------------------------------
- # ● アクション開始設定
- #--------------------------------------------------------------------------
- def action(flag = true)
- @battler_action = flag
- @animation1_on = false
- @animation2_on = false
- @step = "setup"
- end
- #--------------------------------------------------------------------------
- # ● アクション中判定
- #--------------------------------------------------------------------------
- def action?
- return @battler_action
- end
- #--------------------------------------------------------------------------
- # ● 閃き判定
- #--------------------------------------------------------------------------
- def flash?
- return @flash_flg
- end
- #--------------------------------------------------------------------------
- # ● 戦闘不能判定
- #--------------------------------------------------------------------------
- def anime_dead?
- if $game_temp.in_battle and !RTAB
- if [2,3,4,5].include?($scene.phase4_step)
- return @last_dead
- end
- end
- return @last_dead = self.dead?
- end
- #--------------------------------------------------------------------------
- # ● ピンチ状態判定
- #--------------------------------------------------------------------------
- def crisis?
- if $game_temp.in_battle and !RTAB
- if [2,3,4,5].include?($scene.phase4_step)
- return @last_crisis
- end
- end
- return @last_crisis = (self.hp <= self.maxhp / 4 or badstate?)
- end
- #--------------------------------------------------------------------------
- # ● バッドステート判定
- #--------------------------------------------------------------------------
- def badstate?
- for i in @states
- unless $data_states[i].nonresistance
- return true
- end
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ● 飛行
- #--------------------------------------------------------------------------
- def fly
- if @fly != nil
- return @fly
- end
- for id in @states
- if FLY_STATES.include?($data_states[id].name)
- return 60
- end
- end
- return 0
- end
- #--------------------------------------------------------------------------
- # ● 遠距離アニメ目標座標の計算
- #--------------------------------------------------------------------------
- def flying_setup
- # 二度目は実行しない
- return if @flying_distance != nil && !camera_correctness
- if RTAB
- targets = @target
- else
- targets = $scene.target_battlers
- end
- # 目的座標を計算
- @f_target_x = 0
- @f_target_y = 0
- for t in targets
- @f_target_x += t.screen_x
- @f_target_y += t.screen_y
- end
- if targets != []
- @f_target_x /= targets.size
- @f_target_y /= targets.size
- else
- @flying_distance = 0
- return
- end
- # 距離の計算
- @flying_distance = (self.screen_x - @f_target_x).abs + (self.screen_y - @f_target_y).abs
- end
- #--------------------------------------------------------------------------
- # ● 遠距離アニメ
- #--------------------------------------------------------------------------
- def flying_animation
- # 戻る
- if @step != "flying" or @flying_distance.nil?
- return [false,true]
- end
- # あらかじめ計算
- self_x = self.screen_x
- self_y = self.screen_y
- @flying_distance = @flying_distance == 0 ? 1 : @flying_distance
- n1 = @flying_wait / @flying_distance.to_f
- if @flying_distance - @flying_wait > @flying_distance / 2
- n2 = 1.0 + 10.0 * @flying_wait / @flying_distance.to_f
- else
- n2 = 1.0 + 10.0 * (@flying_distance - @flying_wait) / @flying_distance.to_f
- end
- if !@flying_anime[4]
- # 直線移動
- x = (self_x + 1.0 * (@f_target_x - self_x) * n1).to_i
- y = (self_y + 1.0 * (@f_target_y - self_y) * n1).to_i
- else
- # 曲線移動
- if !@flying_proceed_end
- x = (self_x + 1.0 * (@f_target_x - self_x) * n1).to_i
- y = (self_y + 1.0 * (@f_target_y - self_y) * n1 - n2**2).to_i
- else
- x = (self_x + 1.0 * (@f_target_x - self_x) * n1).to_i
- y = (self_y + 1.0 * (@f_target_y - self_y) * n1 + n2**2).to_i
- end
- end
- # 座標代入
- @flying_x = x
- @flying_y = y
- # ウエイト
- if !@flying_proceed_end
- # 開始
- @flying_proceed_start = @flying_wait == 0
- @flying_wait += @flying_anime[1]
- @flying_wait = [@flying_wait,@flying_distance].min
- @flying_proceed_end = @flying_wait == @flying_distance
- else
- # 開始
- @flying_return_start = @flying_wait == @flying_distance
- @flying_wait -= @flying_anime[1]
- @flying_wait = [@flying_wait,0].max
- @flying_return_end = @flying_wait == 0
- end
- if @flying_anime[1] == 0
- @flying_end = true
- elsif !@flying_anime[2]
- @flying_end = @flying_proceed_end
- else
- @flying_end = @flying_return_end
- end
- # 値を返す(アニメ開始,アニメ終了)
- return [@flying_proceed_start,@flying_end]
- end
- #--------------------------------------------------------------------------
- # ● 遠距離アニメ初期化
- #--------------------------------------------------------------------------
- def flying_clear
- @flying_proceed_start = false
- @flying_proceed_end = false
- @flying_return_start = false
- @flying_return_end = false
- @flying_end = false
- @flying_anime = [0,0,false]
- end
- #--------------------------------------------------------------------------
- # ● 移動
- #--------------------------------------------------------------------------
- def move
- # 距離の計算
- @move_distance = (@move_coordinates[2] - @move_coordinates[0]).abs +
- (@move_coordinates[3] - @move_coordinates[1]).abs
- if @move_distance > 0
- return if @ox == @move_coordinates[0] and @oy == @move_coordinates[1]
- array = @move_coordinates
- # ジャンプ補正値の計算
- if @move_distance - @move_wait > @move_distance / 2
- jump = (@move_action[4] * @move_wait / @move_distance.to_f)**2
- else
- jump = (@move_action[4] * (@move_distance - @move_wait) / @move_distance.to_f)**2
- end
- jump = @move_action[4] > 0 ? -jump : jump
- @ox = (array[2] + 1.0 * (array[0] - array[2]) * (@move_distance - @move_wait) / @move_distance.to_f).to_i
- @oy = (array[3] + 1.0 * (array[1] - array[3]) * (@move_distance - @move_wait) / @move_distance.to_f + jump).to_i
- # ウエイト
- @move_wait -= @move_action[3]
- @move_wait = [@move_wait,0].max
- end
- end
- #--------------------------------------------------------------------------
- # ● 移動アクションの取得
- #--------------------------------------------------------------------------
- def get_move_action
- string = @action.split(/#/)[1]
- string = string.split(/,/)
- @move_action = [string[0],string[1].to_i,string[2].to_i,string[3].to_i,string[4].to_i,string[5].to_i]
- end
- #--------------------------------------------------------------------------
- # ● アクションの取得
- #--------------------------------------------------------------------------
- def get_step
- if @action.nil?
- @step = "finish"
- return
- end
- string = @action.split(/#/)[0]
- if string =~ "移動"
- @step = "moving_setup"
- elsif string =~ "アクターアニメ実行"
- @step = "action"
- elsif string =~ "遠距離アニメ"
- @step = "flying"
- elsif string =~ "アクターアニメ変更"
- @step = "change"
- elsif string =~ "行動アニメ"
- @step = "animation1"
- elsif string =~ "対象アニメ"
- @step = "animation2"
- elsif string =~ "ウエイト"
- @step = "wait"
- elsif string =~ "左右反転"
- @step = "reverse"
- elsif string =~ "閃きアニメ"
- @step = "flash"
- elsif string =~ "残像表示"
- @step = "shadow_on"
- elsif string =~ "残像消去"
- @step = "shadow_off"
- elsif string =~ "アクターアニメ固定"
- @step = "freeze"
- elsif string =~ "アニメ固定解除"
- @step = "freeze_lifting"
- elsif string =~ "アニメーションの表示"
- @step = "animation_start"
- elsif string =~ "SEの演奏"
- @step = "play_se"
- else
- @step = "finish"
- end
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (次のアクションへ)
- #--------------------------------------------------------------------------
- def update_next
- @action = @battle_actions.shift
- @step = get_step
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (動作取得)
- #--------------------------------------------------------------------------
- def update_setup
- # アクションの取得
- self.get_actions
- @action = @battle_actions.shift
- @step = get_step
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (移動取得)
- #--------------------------------------------------------------------------
- def update_moving_setup
- # 移動アクションの取得
- self.get_move_action
- # 移動目標の設定
- self.move_setup
- @step = "moving"
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (移動)
- #--------------------------------------------------------------------------
- def update_moving
- # 移動
- self.move
- self.condition = @battler_condition
- # 移動完了したら次のステップへ
- if move_end?
- @wait_count = 2
- @action = @battle_actions.shift
- @step = get_step
- end
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (アニメ実行)
- #--------------------------------------------------------------------------
- def update_action
- con = @action.split(/#/)[1]
- # 右手・左手を分ける
- if DUAL_WEAPONS_ANIME.include?(con)
- if !@first_weapon and @second_weapon
- con = con + "_L"
- else
- con = con + "_R"
- end
- end
- # アニメ変更
- self.condition = con
- # ループか否か
- if !ANIME[@battler_condition][1]
- self.anime_on
- end
- @action = @battle_actions.shift
- @step = get_step
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (遠距離アニメ)
- #--------------------------------------------------------------------------
- def update_flying
- # 目標の設定
- self.flying_setup
- # 遠距離アニメ終了
- if @flying_end
- self.flying_clear
- @action = @battle_actions.shift
- @step = get_step
- end
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (アニメ変更)
- #--------------------------------------------------------------------------
- def update_change
- con = @action.split(/#/)[1]
- # 右手・左手を分ける
- if DUAL_WEAPONS_ANIME.include?(con)
- if !@first_weapon and @second_weapon
- con = con + "_L"
- else
- con = con + "_R"
- end
- end
- # アニメ変更
- self.condition = con
- # ループか否か
- if !ANIME[@battler_condition][1]
- self.anime_on
- end
- @action = @battle_actions.shift
- @step = get_step
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (行動アニメ)
- #--------------------------------------------------------------------------
- def update_animation1
- @animation1_on = true
- # 行動アニメの後に行動を開始する
- if $scene.phase4_step == 3
- id = RTAB ? @anime1 : $scene.animation1_id
- animation = $data_animations[id]
- frame_max = animation != nil ? animation.frame_max : 0
- @wait_count2 = frame_max * 2
- return
- end
- @action = @battle_actions.shift
- @step = get_step
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (対象アニメ)
- #--------------------------------------------------------------------------
- def update_animation2
- @animation2_on = true
- # 行動アニメの後に行動を開始する
- if $scene.phase4_step == 4
- id = RTAB ? @anime2 : $scene.animation2_id
- animation = $data_animations[id]
- frame_max = animation != nil ? animation.frame_max : 0
- @wait_count2 = frame_max * 2
- return
- end
- @action = @battle_actions.shift
- @step = get_step
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (ウエイト)
- #--------------------------------------------------------------------------
- def update_wait
- @wait_count2 = @action.split(/#/)[1].to_i
- @action = @battle_actions.shift
- @step = get_step
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (残像表示)
- #--------------------------------------------------------------------------
- def update_shadow_on
- @shadow = true
- @action = @battle_actions.shift
- @step = get_step
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (残像消去)
- #--------------------------------------------------------------------------
- def update_shadow_off
- @shadow = false
- @action = @battle_actions.shift
- @step = get_step
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (左右反転)
- #--------------------------------------------------------------------------
- def update_reverse
- @reverse = @reverse ? false : true
- @action = @battle_actions.shift
- @step = get_step
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (閃きアニメ)
- #--------------------------------------------------------------------------
- def update_flash
- # 閃きアニメの後に行動を開始する
- if @flash_flag["normal"]
- @wait_count = $scene.flash_duration
- @flash_flag["normal"] = false
- return
- end
- @action = @battle_actions.shift
- @step = get_step
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (SEの演奏)
- #--------------------------------------------------------------------------
- def update_play_se
- data = @action.split(/#/)[1]
- data = data.split(/,/)
- # SE を演奏
- Audio.se_play("Audio/SE/" + data[0], data[1].to_i, data[2].to_i)
- @action = @battle_actions.shift
- @step = get_step
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (アクターアニメ固定)
- #--------------------------------------------------------------------------
- def update_freeze
- con = @action.split(/#/)[1]
- # 右手・左手を分ける
- if DUAL_WEAPONS_ANIME.include?(con)
- if !@first_weapon and @second_weapon
- con = con + "_L"
- else
- con = con + "_R"
- end
- end
- # アニメ変更
- self.condition = con
- @pattern = @action.split(/#/)[2].to_i
- @pattern_freeze = true
- @condition_freeze = true
- @action = @battle_actions.shift
- @step = get_step
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (アクターアニメ固定解除)
- #--------------------------------------------------------------------------
- def update_freeze_lifting
- @pattern_freeze = false
- @condition_freeze = false
- @action = @battle_actions.shift
- @step = get_step
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (アニメーションの表示)
- #--------------------------------------------------------------------------
- def update_animation_start
- data = @action.split(/#/)[1]
- data = data.split(/,/)
- target = data[0]
- animation_id = data[1].to_i
- if RTAB
- case target
- when "self"
- @animation.push([animation_id,true])
- when "target"
- for tar in @target
- tar.animation.push([animation_id, true])
- end
- end
- else
- case target
- when "self"
- @animation_id = animation_id
- @animation_hit = true
- when "target"
- for tar in $scene.target_battlers
- tar.animation_id = animation_id
- tar.animation_hit = true
- end
- end
- end
- @action = @battle_actions.shift
- @step = get_step
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (動作終了)
- #--------------------------------------------------------------------------
- def update_finish
- # 動作終了
- @battler_action = false
- @step = "setup"
- end
- #--------------------------------------------------------------------------
- # ● バトラーの状態 変更(バトラーグラフィックのタイプ)
- #--------------------------------------------------------------------------
- def condition=(condition)
- return if @condition_freeze
- @battler_condition = condition
- @wait_count = ANIME[condition][2]
- end
- #--------------------------------------------------------------------------
- # ● バトラーの状態(バトラーグラフィックのタイプ)
- #--------------------------------------------------------------------------
- def condition
- return @battler_condition
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- def update
- # ウェイト中の場合
- if @wait_count > 0
- return
- end
- # パターン更新
- self.char_animation
- # ウェイト中の場合
- if @wait_count2 > 0
- return
- end
-
- # 行動アニメーション
- if @battler_action
- method("update_" + @step).call
- return
- end
-
- # データ初期化
- @animation1_on = false
- @animation2_on = false
- @action = nil
- @battle_actions = []
- @move_wait = 0
- @move_distance = nil
- @flying_wait = 0
- @flying_distance = nil
- @flash = false
- # RTAB対応
- # 通常・待機
- return self.condition = NORMAL
- end
- #--------------------------------------------------------------------------
- # ● アクションの取得
- #--------------------------------------------------------------------------
- def get_actions
- skill = $data_skills[self.current_action.skill_id]
- item = $data_items[self.current_action.item_id]
- kind = self.current_action.kind
- # 動作取得
- @battle_actions = []
- # スキル
- if skill != nil && kind == 1
- @battle_actions = skill.battle_actions.dup
- @flying_anime = skill.flying_anime
- # アイテム
- elsif item != nil && kind == 2
- @battle_actions = item.battle_actions.dup
- @flying_anime = item.flying_anime
- # 左手攻撃
- elsif !@first_weapon and @second_weapon and self.is_a?(Game_Actor)
- @battle_actions = self.battle_actions2.dup
- @flying_anime = self.flying_anime2
- # 右手攻撃
- elsif self.current_action.basic == 0 and
- self.is_a?(Game_Actor) and self.current_action.kind == 0
- @battle_actions = self.battle_actions1.dup
- @flying_anime = self.flying_anime1
- # 通常攻撃
- elsif self.current_action.basic == 0 and self.current_action.kind == 0
- @battle_actions = self.battle_actions.dup
- @flying_anime = self.flying_anime
- else
- @battle_actions = ["終了"]
- @flying_anime = [0,0,false,false]
- end
- end
- #--------------------------------------------------------------------------
- # ● ループしないアニメのセット
- #--------------------------------------------------------------------------
- def anime_on
- @pattern = 0
- @pattern_log = true
- return
- end
- #--------------------------------------------------------------------------
- # ● パターン更新
- #--------------------------------------------------------------------------
- def char_animation
- # パタン固定の場合もどる
- return if @pattern_freeze
- # ループしないアニメの場合 1234 で止まる
- if !ANIME[@battler_condition][1] && @pattern == 3
- return
- end
- # アニメさせない場合 1 で止まる
- if ANIME[@battler_condition][4]
- @pattern = 0
- return
- end
- @pattern = (@pattern + 1) % 4
- end
- #--------------------------------------------------------------------------
- # ● アニメタイプ
- #--------------------------------------------------------------------------
- def anime_type
- return ANIME[self.condition] != nil ? ANIME[self.condition][0] : 0
- end
- end
- #==============================================================================
- # ■ Game_Actor
- #==============================================================================
- class Game_Actor < Game_Battler
- include Side_view
- #--------------------------------------------------------------------------
- # ● セットアップ
- #--------------------------------------------------------------------------
- alias side_view_setup setup
- def setup(actor_id)
- side_view_setup(actor_id)
- start_battle
- end
- #--------------------------------------------------------------------------
- # ● 二刀武器のID取得 ※エラー回避用
- #--------------------------------------------------------------------------
- def weapon2_id
- return @weapon2_id != nil ? @weapon2_id : 0
- end
- #--------------------------------------------------------------------------
- # ● X方向 ポジション 取得 (陣形スクリプト拡張用)
- #--------------------------------------------------------------------------
- def position
- return $data_classes[@class_id].position
- end
- #--------------------------------------------------------------------------
- # ● Y方向 ポジション 取得 (陣形スクリプト拡張用)
- #--------------------------------------------------------------------------
- def position2
- return self.index
- end
- #--------------------------------------------------------------------------
- # ● 武器アニメタイプ
- #--------------------------------------------------------------------------
- def weapon_anime_type(type)
- file_name = weapon_anime_type0(type)
- visible = weapon_anime_type1(type)
- z = weapon_anime_type2(type)
- return [file_name,visible,z]
- end
- # 武器アイコン取得
- def weapon_anime_type0(type)
- type = ANIME[type][5]
- return weapon_anime1 if type == "右手"
- return weapon_anime2 if type == "左手"
- return nil
- end
- # 表示・非表示の取得
- def weapon_anime_type1(type)
- return ANIME[type][3]
- end
- # バトラーより上に表示するかどうか
- def weapon_anime_type2(type)
- type = ANIME[type][5]
- return true if type == "左手"
- return false
- end
- #--------------------------------------------------------------------------
- # ● バトル画面 X 座標の取得(カメラ補正無し)
- #--------------------------------------------------------------------------
- def true_x
- return PARTY_X + position * FORMATION_X + @ox
- end
- #--------------------------------------------------------------------------
- # ● バトル画面 Y 座標の取得(カメラ補正無し)
- #--------------------------------------------------------------------------
- def true_y
- # パーティ内の並び順から Y 座標を計算して返す
- if self.index != nil
- y = position2 * FORMATION_Y + PARTY_Y + @oy - @height / 2
- return y
- else
- return 0
- end
- end
- #--------------------------------------------------------------------------
- # ● バトル画面 X 座標の取得
- #--------------------------------------------------------------------------
- def screen_x(true_x = self.true_x)
- return 320 + (true_x - 320) * @real_zoom + @real_x
- end
- #--------------------------------------------------------------------------
- # ● バトル画面 Y 座標の取得
- #--------------------------------------------------------------------------
- def screen_y(true_y = self.true_y)
- return true_y * @real_zoom + @real_y
- end
- #--------------------------------------------------------------------------
- # ● バトル画面 Z 座標の取得
- #--------------------------------------------------------------------------
- def screen_z
- return screen_y + 1000
- end
- #--------------------------------------------------------------------------
- # ● バトル画面 X 座標の取得(移動などしていない場合)
- #--------------------------------------------------------------------------
- def base_x
- return 320 + (true_x - @ox - 320) * @real_zoom + @real_x
- end
- #--------------------------------------------------------------------------
- # ● バトル画面 Y 座標の取得
- #--------------------------------------------------------------------------
- def base_y
- return (true_y - @oy) * @real_zoom + @real_y
- end
- #--------------------------------------------------------------------------
- # ● バトル画面 拡大率の取得
- #--------------------------------------------------------------------------
- def zoom
- return ($scene.zoom_rate[1] - $scene.zoom_rate[0]) *
- (true_x + @fly) / 480 + $scene.zoom_rate[0]
- end
- #--------------------------------------------------------------------------
- # ● 攻撃用、バトル画面 X 座標の取得
- #--------------------------------------------------------------------------
- def attack_x(z)
- return (320 - true_x) * z * 0.75
- end
- #--------------------------------------------------------------------------
- # ● 攻撃用、バトル画面 Y 座標の取得
- #--------------------------------------------------------------------------
- def attack_y(z)
- return (160 - (true_y + fly / 4) * z + @height * zoom * z / 2) * 0.75
- end
- #--------------------------------------------------------------------------
- # ● 閃き待ち時間
- #--------------------------------------------------------------------------
- def flash_duration
- return $scene.flash_duration
- end
- #--------------------------------------------------------------------------
- # ● アニメーション取得
- #--------------------------------------------------------------------------
- def battle_actions1
- weapon = $data_weapons[@weapon_id]
- return weapon != nil ? weapon.battle_actions : BattleActions::Actions["通常攻撃"]
- end
- #--------------------------------------------------------------------------
- # ● アニメーション取得
- #--------------------------------------------------------------------------
- def battle_actions2
- weapon = $data_weapons[@weapon2_id]
- return weapon != nil ? weapon.battle_actions : BattleActions::Actions["通常攻撃"]
- end
- #--------------------------------------------------------------------------
- # ● 武器アニメーション取得
- #--------------------------------------------------------------------------
- def weapon_anime1
- weapon = $data_weapons[@weapon_id]
- return weapon != nil ? weapon.icon_name : ""
- end
- #--------------------------------------------------------------------------
- # ● 武器アニメーション取得
- #--------------------------------------------------------------------------
- def weapon_anime2
- weapon = $data_weapons[@weapon2_id]
- return weapon != nil ? weapon.icon_name : ""
- end
- #--------------------------------------------------------------------------
- # ● 遠距離アニメーション取得
- #--------------------------------------------------------------------------
- def flying_anime1
- weapon = $data_weapons[@weapon_id]
- return weapon != nil ? weapon.flying_anime : [0,0,false,false]
- end
- #--------------------------------------------------------------------------
- # ● 遠距離アニメーション取得
- #--------------------------------------------------------------------------
- def flying_anime2
- weapon = $data_weapons[@weapon2_id]
- return weapon != nil ? weapon.flying_anime : [0,0,false,false]
- end
- #--------------------------------------------------------------------------
- # ● 移動目標座標の計算
- #--------------------------------------------------------------------------
- def move_setup
- if RTAB
- targets = @target
- else
- targets = $scene.target_battlers
- end
- case @move_action[0]
- when "self" # 自分
- @target_x = self.base_x
- @target_y = self.base_y
- when "target_near" # 一番近くのターゲット
- targets.sort!{|a,b| a.screen_x<=>b.screen_x }
- targets.reverse!
- if targets != []
- @target_x = targets[0].screen_x
- @target_y = targets[0].screen_y
- else
- @target_x = self.base_x
- @target_y = self.base_y
- end
- when "target_far" # 一番遠くのターゲット
- targets.sort!{|a,b| a.screen_x<=>b.screen_x }
- if targets != []
- @target_x = targets[0].screen_x
- @target_y = targets[0].screen_y
- else
- @target_x = self.base_x
- @target_y = self.base_y
- end
- when "target" # ターゲット中央
- @target_x = 0
- @target_y = 0
- for t in targets
- @target_x += t.screen_x
- @target_y += t.screen_y
- end
- if targets != []
- @target_x /= targets.size
- @target_y /= targets.size
- end
- when "troop" # "トループ中央"
- @target_x = 0
- @target_y = 0
- for t in $game_troop.enemies
- @target_x += t.screen_x
- @target_y += t.screen_y
- end
- if $game_troop.enemies != []
- @target_x /= $game_troop.enemies.size
- @target_y /= $game_troop.enemies.size
- end
- when "party" # "パーティ中央"
- @target_x = 0
- @target_y = 0
- for t in $game_party.actors
- @target_x += t.screen_x
- @target_y += t.screen_y
- end
- if $game_party.actors != []
- @target_x /= $game_party.actors.size
- @target_y /= $game_party.actors.size
- end
- when "screen" # "画面"
- @target_x = self.base_x
- @target_y = self.base_y
- end
- # 補正
- @target_x += @move_action[1] - self.base_x
- @target_y += @move_action[2] - self.base_y
- # 移動目標の座標をセット
- @move_coordinates = [@target_x.to_i,@target_y.to_i,@move_coordinates[0],@move_coordinates[1]]
- # 距離の計算(ウエイトの設定)
- @move_wait = (@move_coordinates[2] - @move_coordinates[0]).abs +
- (@move_coordinates[3] - @move_coordinates[1]).abs
- end
- end
- #==============================================================================
- # ■ Game_Enemy
- #==============================================================================
- class Game_Enemy < Game_Battler
- #--------------------------------------------------------------------------
- # ● セットアップ
- #--------------------------------------------------------------------------
- alias side_view_initialize initialize
- def initialize(troop_id, member_index)
- side_view_initialize(troop_id, member_index)
- start_battle
- end
- #--------------------------------------------------------------------------
- # ● 移動
- #--------------------------------------------------------------------------
- def move
- # 距離の計算
- @move_distance = (@move_coordinates[2] - @move_coordinates[0]).abs +
- (@move_coordinates[3] - @move_coordinates[1]).abs
- if @move_distance > 0
- return if @ox == @move_coordinates[0] and @oy == @move_coordinates[1]
- array = @move_coordinates
- # ジャンプ補正値の計算
- if @move_distance - @move_wait > @move_distance / 2
- jump = (@move_action[4] * @move_wait / @move_distance.to_f)**2
- else
- jump = (@move_action[4] * (@move_distance - @move_wait) / @move_distance.to_f)**2
- end
- jump = @move_action[4] > 0 ? -jump : jump
- @ox = (array[2] + 1.0 * (array[0] - array[2]) * (@move_distance - @move_wait) / @move_distance.to_f).to_i
- @oy = (array[3] + 1.0 * (array[1] - array[3]) * (@move_distance - @move_wait) / @move_distance.to_f + jump).to_i
- # ウエイト
- @move_wait -= @move_action[3]
- @move_wait = [@move_wait,0].max
- end
- end
- #--------------------------------------------------------------------------
- # ● 移動目標座標の計算
- #--------------------------------------------------------------------------
- def move_setup
- if RTAB
- targets = @target
- else
- targets = $scene.target_battlers
- end
- case @move_action[0]
- when "self" # 自分
- @target_x = self.base_x
- @target_y = self.base_y
- when "target_near" # 一番近くのターゲット
- targets.sort!{|a,b| a.screen_x<=>b.screen_x }
- if targets != []
- @target_x = targets[0].screen_x
- @target_y = targets[0].screen_y
- else
- @target_x = self.base_x
- @target_y = self.base_y
- end
- when "target_far" # 一番遠くのターゲット
- targets.sort!{|a,b| a.screen_x<=>b.screen_x }
- targets.reverse!
- if targets != []
- @target_x = targets[0].screen_x
- @target_y = targets[0].screen_y
- else
- @target_x = self.base_x
- @target_y = self.base_y
- end
- when "target" # ターゲット中央
- @target_x = 0
- @target_y = 0
- for t in targets
- @target_x += t.screen_x
- @target_y += t.screen_y
- end
- if targets != []
- @target_x /= targets.size
- @target_y /= targets.size
- end
- when "party" # "トループ中央"
- @target_x = 0
- @target_y = 0
- for t in $game_troop.enemies
- @target_x += t.screen_x
- @target_y += t.screen_y
- end
- if $game_troop.enemies != []
- @target_x /= $game_troop.enemies.size
- @target_y /= $game_troop.enemies.size
- end
- when "troop" # "パーティ中央"
- @target_x = 0
- @target_y = 0
- for t in $game_party.actors
- @target_x += t.screen_x
- @target_y += t.screen_y
- end
- if $game_party.actors != []
- @target_x /= $game_party.actors.size
- @target_y /= $game_party.actors.size
- end
- when "screen" # "画面"
- @target_x = self.base_x
- @target_y = self.base_y
- end
- # 補正
- @target_x -= @move_action[1] + self.base_x
- @target_y -= @move_action[2] + self.base_y
- # 移動目標の座標をセット
- @move_coordinates = [@target_x.to_i,@target_y.to_i,@move_coordinates[0],@move_coordinates[1]]
- # 距離の計算(ウエイトの設定)
- @move_wait = (@move_coordinates[2] - @move_coordinates[0]).abs +
- (@move_coordinates[3] - @move_coordinates[1]).abs
- end
- if RTAB
- alias original_x true_x
- alias original_y true_y
- else
- alias original_x screen_x
- alias original_y screen_y
- end
- #--------------------------------------------------------------------------
- # ● バトル画面 X 座標の取得(カメラ補正無し)
- #--------------------------------------------------------------------------
- def true_x
- return original_x + @ox
- end
- #--------------------------------------------------------------------------
- # ● バトル画面 Y 座標の取得(カメラ補正無し)
- #--------------------------------------------------------------------------
- def true_y
- return original_y - @height / 2 + @oy
- end
- #--------------------------------------------------------------------------
- # ● バトル画面 X 座標の取得
- #--------------------------------------------------------------------------
- def screen_x(true_x = self.true_x)
- return true_x * @real_zoom + @real_x
- end
- #--------------------------------------------------------------------------
- # ● バトル画面 Y 座標の取得
- #--------------------------------------------------------------------------
- def screen_y(true_y = self.true_y)
- return true_y * @real_zoom + @real_y
- end
- #--------------------------------------------------------------------------
- # ● バトル画面 X 座標の取得(移動などしていない場合)
- #--------------------------------------------------------------------------
- def base_x(true_x = self.true_x)
- return (true_x - @ox) * @real_zoom + @real_x
- end
- #--------------------------------------------------------------------------
- # ● バトル画面 Y 座標の取得(移動などしていない場合)
- #--------------------------------------------------------------------------
- def base_y(true_y = self.true_y)
- return (true_y - @oy) * @real_zoom + @real_y
- end
- end
- #==============================================================================
- # ■ Game_Party
- #==============================================================================
- class Game_Party
- #--------------------------------------------------------------------------
- # ● アクターを加える
- # actor_id : アクター ID
- #--------------------------------------------------------------------------
- alias side_view_add_actor add_actor
- def add_actor(actor_id)
- # アクターを取得
- actor = $game_actors[actor_id]
- # サイドビューデータの初期化
- actor.start_battle
- # 戻す
- side_view_add_actor(actor_id)
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle
- include Side_view
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_reader :phase # フェーズ
- attr_reader :phase4_step # フェーズ4ステップ
- attr_reader :active_battler # 対象の配列
- attr_reader :target_battlers # 対象の配列
- attr_reader :animation1_id # 行動アニメID
- attr_reader :animation2_id # 対象アニメID
- #--------------------------------------------------------------------------
- # ● メイン処理
- #--------------------------------------------------------------------------
- alias side_view_main main
- def main
- # バトラー初期化
- for battler in $game_party.actors + $game_troop.enemies
- battler.start_battle
- end
- # 戻す
- side_view_main
- end
- #--------------------------------------------------------------------------
- # ● 閃き判定
- #--------------------------------------------------------------------------
- def flash?
- return @flash_flag ? true : false
- end
- #--------------------------------------------------------------------------
- # ● 閃きアニメ待ち時間取得
- #--------------------------------------------------------------------------
- def flash_duration
- animation = nil
- if FLASH_ANIME
- animation = $data_animations[FLASH_ANIMATION_ID]
- end
- return animation != nil ? animation.frame_max * 2 + 2 : 0
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (メインフェーズ ステップ 2 : アクション開始)
- #--------------------------------------------------------------------------
- alias side_view_update_phase4_step2 update_phase4_step2
- def update_phase4_step2(*arg)
- battler = convert_battler2(*arg)
- battler.action
- side_view_update_phase4_step2(*arg)
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (メインフェーズ ステップ 3 : 行動側アニメーション)
- #--------------------------------------------------------------------------
- alias side_view_update_phase4_step3 update_phase4_step3
- def update_phase4_step3(*arg)
- battler = convert_battler2(*arg)
- return if !battler.animation1_on and battler.action? and !battler.flash?
- if battler.flash? and FLASH_ANIME
- battler.flash_flag["normal"] = true
- end
- side_view_update_phase4_step3(*arg)
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (メインフェーズ ステップ 4 : 対象側アニメーション)
- #--------------------------------------------------------------------------
- alias side_view_update_phase4_step4 update_phase4_step4
- def update_phase4_step4(*arg)
- battler = convert_battler2(*arg)
- targets = RTAB ? battler.target : @target_battlers
- return if !battler.animation2_on and battler.action?
- side_view_update_phase4_step4(*arg)
- for target in targets
- if RTAB
- value = nil
- if target.damage_sp.include?(battler)
- value = target.damage_sp[battler]
- end
- if target.damage.include?(battler)
- if value == nil or value == "Miss"
- value = target.damage[battler]
- elsif value.is_a?(Numeric) && value > 0
- value = target.damage[battler] == "Miss" ? value : target.damage[battler]
- end
- end
- else
- value = target.damage
- end
- if target.is_a?(Game_Actor)
- # ダメージの場合
- if value.is_a?(Numeric) && value > 0
- # シェイクを開始
- target.shake = true
- end
- elsif target.is_a?(Game_Enemy)
- # ダメージの場合
- if value.is_a?(Numeric) && value > 0
- # シェイクを開始
- target.shake = true
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● プレバトルフェーズ開始
- #--------------------------------------------------------------------------
- alias start_phase1_correct start_phase1
- def start_phase1
- # カメラの設定
- # 元々フロントビュー向けの数値になっているため
- @zoom_rate = [1.0, 1.0]
- start_phase1_correct
- end
- #--------------------------------------------------------------------------
- # ● アクターコマンドフェーズ開始
- #--------------------------------------------------------------------------
- alias start_phase3_correct start_phase3
- def start_phase3
- battler = convert_battler
- start_phase3_correct
- if RTAB
- # カメラの設定
- # 元々フロントビュー向けの数値になっているため
- @camera = "command"
- @spriteset.screen_target(0, 0, 1.0)
- end
- end
- end
- class Spriteset_Battle
- include Side_view
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias side_veiw_initialize initialize
- def initialize
- side_veiw_initialize
- # アクタースプライトを解放
- for sprite in @actor_sprites
- sprite.dispose
- end
- # アクタースプライトを作成
- @actor_sprites = []
- for i in 1..Party_max
- @actor_sprites.push(Sprite_Battler.new(@viewport1))
- end
- update
- end
- #--------------------------------------------------------------------------
- # ● 画面のスクロール
- #--------------------------------------------------------------------------
- if method_defined?("screen_scroll")
- alias side_view_screen_scroll screen_scroll
- def screen_scroll
- side_view_screen_scroll
- # アクターの位置補正
- for actor in $game_party.actors
- actor.real_x = @real_x
- actor.real_y = @real_y
- actor.real_zoom = @real_zoom
- end
- end
- end
- end
- class Sprite_Battler < RPG::Sprite
- include Side_view
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- # viewport : ビューポート
- # battler : バトラー (Game_Battler)
- #--------------------------------------------------------------------------
- def initialize(viewport, battler = nil)
- super(viewport)
- @battler = battler
- @battler_visible = false
- @weapon = Sprite_Weapon.new(viewport, battler)
- @flying = Sprite_Flying.new(viewport, battler)
- @shadow = []
- @fly = 0
- @fly_direction = 1
- @rand = rand(10)
- self.effect_clear
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- alias side_view_dispose dispose
- def dispose
- side_view_dispose
- @weapon.dispose
- @flying.dispose
- if @_target_sprite != nil
- @_target_sprite.bitmap.dispose
- @_target_sprite.dispose
- @_target_sprite = nil
- end
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- def update
- super
- # バトラーが nil の場合
- if @battler == nil
- self.bitmap = nil
- @weapon.bitmap = nil
- loop_animation(nil)
- return
- end
- # バトラー更新
- @battler.update
- # バトラーアニメのデータ取得
- @anime_type = @battler.anime_type
- # ファイル名か色相が現在のものと異なる場合
- if @battler.is_a?(Game_Actor)
- change = (@battler.character_name != @battler_name or @battler.character_hue != @battler_hue)
- elsif @battler.is_a?(Game_Enemy)
- change = (@battler.battler_name != @battler_name or @battler.battler_hue != @battler_hue)
- else
- return
- end
- if change
- # ビットマップを取得、設定
- if @battler.is_a?(Game_Actor)
- @battler_name = @battler.character_name
- @battler_hue = @battler.character_hue
- self.bitmap = RPG::Cache.character(@battler_name, @battler_hue)
- @width = bitmap.width / 4
- @height = bitmap.height / 4
- else
- @battler_name = @battler.battler_name
- @battler_hue = @battler.battler_hue
- self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
- @width = bitmap.width
- @height = bitmap.height
- end
- self.ox = @width / 2
- self.oy = @height / 2
- @battler.height = @height
- @flag = true
- # 戦闘不能または隠れ状態なら不透明度を 0 にする
- if @battler.dead? or @battler.hidden
- self.opacity = 0
- end
- end
- if @battler.is_a?(Game_Actor) and
- (@battler.anime_type != @anime_type or @battler.pattern != @pattern or @flag)
- # ビットマップを取得、設定
- @pattern = @battler.pattern
- self.ox = @width / 2
- self.oy = @height / 2
- @sx = @pattern * @width
- @sy = @anime_type % 4 * @height
- self.src_rect.set(@sx, @sy, @width, @height)
- self.zoom_x = CHAR_ZOOM
- self.zoom_y = CHAR_ZOOM
- @battler.height = @height
- @flag = false
- end
- # 飛行
- update_fly
- # シェイク
- update_shake
- # 回転
- update_turning
- # 反転
- update_reverse
- # 移動
- update_moving
- # 追加アニメ
- update_add_anime
- # エフェクト効果の適用
- update_effect
- # アニメーション ID が現在のものと異なる場合
- flag = RTAB ? true : @battler.damage == nil
- if flag and @battler.state_animation_id != @state_animation_id
- @state_animation_id = @battler.state_animation_id
- loop_animation($data_animations[@state_animation_id])
- end
- # シェイク
- if @battler.shake
- self.start_shake(5, 5, 5)
- @battler.shake = false
- end
- # 明滅
- if @battler.blink
- blink_on
- else
- blink_off
- end
- # 不可視の場合
- unless @battler_visible
- flag = RTAB ? (@battler.damage.size < 2 or @battler.damage_pop.size < 2) :
- (@battler.damage == nil or @battler.damage_pop)
- # 出現
- if not @battler.hidden and not @battler.dead? and flag
- appear
- @battler_visible = true
- end
- end
- if RTAB
- # ダメージ
- for battler in @battler.damage_pop
- if battler[0].class == Array
- if battler[0][1] >= 0
- $scene.skill_se
- else
- $scene.levelup_se
- end
- damage(@battler.damage[battler[0]], false, 2)
- else
- damage(@battler.damage[battler[0]], @battler.critical[battler[0]])
- end
- if @battler.damage_sp.include?(battler[0])
- damage(@battler.damage_sp[battler[0]],
- @battler.critical[battler[0]], 1)
- @battler.damage_sp.delete(battler[0])
- end
- @battler.damage_pop.delete(battler[0])
- @battler.damage.delete(battler[0])
- @battler.critical.delete(battler[0])
- end
- end
- # 可視の場合
- if @battler_visible
- # 武器アニメ
- @weapon.battler = @battler
- @weapon.update
- # 遠距離アニメ
- @flying.battler = @battler
- @flying.update
- # 逃走
- if @battler.hidden
- $game_system.se_play($data_system.escape_se)
- escape
- @battler_visible = false
- end
- # 白フラッシュ
- if @battler.white_flash
- whiten
- @battler.white_flash = false
- end
- if RTAB
- # アニメーション
- if [email protected]?
- for animation in @battler.animation.reverse
- if animation[2]
- animation($data_animations[animation[0]], animation[1], true)
- else
- animation($data_animations[animation[0]], animation[1])
- end
- @battler.animation.delete(animation)
- end
- end
- else
- # アニメーション
- if @battler.animation_id != 0
- animation = $data_animations[@battler.animation_id]
- animation(animation, @battler.animation_hit)
- @battler.animation_id = 0
- end
- end
- # ダメージ
- if !RTAB and @battler.damage_pop
- damage(@battler.damage, @battler.critical)
- @battler.damage = nil
- @battler.critical = false
- @battler.damage_pop = false
- end
- flag = RTAB ? (@battler.damage.empty? and $scene.dead_ok?(@battler)) :
- @battler.damage == nil
- # コラプス
- if flag and @battler.dead?
- if @battler.is_a?(Game_Actor)
- $game_system.se_play($data_system.actor_collapse_se)
- elsif @battler.is_a?(Game_Enemy)
- $game_system.se_play($data_system.enemy_collapse_se)
- end
- collapse
- @battler_visible = false
- end
- end
- # スプライトの座標を設定
- self.x = @battler.screen_x + @effect_ox
- self.y = @battler.screen_y + @effect_oy
- self.z = @battler.screen_z
- self.zoom_x = @battler.real_zoom
- self.zoom_y = @battler.real_zoom
- # ウェイトカウントを減らす
- @battler.wait_count -= 1
- @battler.wait_count2 -= 1
- # アニメーション待ち時間取得
- @battler.animation_duration = @_animation_duration
- if @battler.is_a?(Game_Actor)
- self.zoom_x *= CHAR_ZOOM
- self.zoom_y *= CHAR_ZOOM
- @weapon.x = self.x + 2
- @weapon.y = self.y + 6
- @weapon.angle = 75 - (4 - @battler.pattern) * 45
- if self.mirror
- @weapon.angle += @weapon.angle - 180
- end
- end
- # 残像
- if @battler.shadow
- if Graphics.frame_count % 2 == 0
- shadow = ::Sprite.new(self.viewport)
- shadow.bitmap = self.bitmap.dup
- shadow.x = self.x
- shadow.y = self.y
- shadow.ox = self.ox
- shadow.oy = self.oy
- shadow.mirror = self.mirror
- shadow.angle = self.angle
- shadow.opacity = 160
- shadow.zoom_x = self.zoom_x
- shadow.zoom_y = self.zoom_y
- if @battler.is_a?(Game_Actor)
- shadow.src_rect.set(@sx, @sy, @width, @height)
- else
- shadow.src_rect.set(0, 0, @width, @height)
- end
- @shadow.push([shadow,duration = 10,@battler.true_x + @effect_ox,@battler.true_y + @effect_oy])
- end
- end
- for s in @shadow
- if !s[0].disposed?
- s[0].update
- s[1] -= 1
- if s[1] < 1
- if s[0].bitmap != nil
- s[0].bitmap.dispose
- end
- s[0].dispose
- else
- s[0].x = @battler.screen_x(s[2])
- s[0].y = @battler.screen_y(s[3])
- end
- else
- s = nil
- end
- end
- @shadow.compact!
- end
- #--------------------------------------------------------------------------
- # ● エフェクトによる座標系の更新
- #--------------------------------------------------------------------------
- def update_effect
- # 角度の修正
- if @_upside_down
- self.angle = (@_turning + 180) % 360
- else
- self.angle = @_turning
- end
- # X 座標の修正値
- @effect_ox = @_shake + @_moving[0]
- # Y 座標の修正値
- @effect_oy = -@fly + @_moving[1]
- if @_animation == nil or (RTAB and @_animation.empty?)
- self.effect_clear
- end
- end
- #--------------------------------------------------------------------------
- # ● シェイク更新
- #--------------------------------------------------------------------------
- def update_shake
- if @_shake_duration >= 1 or @_shake != 0
- delta = (@_shake_power * @_shake_speed * @_shake_direction) / 10.0
- if @_shake_duration <= 1 and @_shake * (@_shake + delta) < 0
- @_shake = 0
- else
- @_shake += delta
- end
- if @_shake > @_shake_power * 2
- @_shake_direction = -1
- end
- if @_shake < - @_shake_power * 2
- @_shake_direction = 1
- end
- if @_shake_duration >= 1
- @_shake_duration -= 1
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 飛行更新
- #--------------------------------------------------------------------------
- def update_fly
- if @rand > 0
- @rand -= 1
- return
- end
- if @battler.fly != 0
- if @fly < @battler.fly / 4
- @fly_direction = 1
- elsif @fly > @battler.fly / 2
- @fly_direction = -1
- end
- @fly += 0.5 * @fly_direction
- end
- end
- #--------------------------------------------------------------------------
- # ● 回転更新
- #--------------------------------------------------------------------------
- def update_turning
- if @_turning_duration > 0 or @_turning != 0
- @_turning += @_turning_direction * @_turning_speed / 2.0
- # 残り回転数を減らす
- if @_turning_direction == -1
- if @_turning_duration > 0 and @_turning < 0
- @_turning_duration -= 1
- end
- elsif @_turning_direction == 1
- if @_turning_duration > 0 and @_turning >= 360
- @_turning_duration -= 1
- end
- end
- # 以下補正
- while @_turning < 0
- @_turning += 360
- end
- if @_turning_duration <= 0
- @_turning = 0
- end
- @_turning %= 360
- end
- end
- #--------------------------------------------------------------------------
- # ● 左右反転更新
- #--------------------------------------------------------------------------
- def update_reverse
- if @last_reverse != (@_reverse or @battler.reverse)
- self.mirror = (@_reverse or @battler.reverse)
- @last_reverse = (@_reverse or @battler.reverse)
- end
- end
- #--------------------------------------------------------------------------
- # ● 移動更新
- #--------------------------------------------------------------------------
- def update_moving
- @move_distance = (@_move_coordinates[2] - @_move_coordinates[0]).abs +
- (@_move_coordinates[3] - @_move_coordinates[1]).abs
- if @move_distance > 0
- return if @_moving[0] == @_move_coordinates[0] and @_moving[1] == @_move_coordinates[1]
- array = @_move_coordinates
- x = (array[2] + 1.0 * (array[0] - array[2]) * (@move_distance - @_move_duration) / @move_distance.to_f).to_i
- y = (array[3] + 1.0 * (array[1] - array[3]) * (@move_distance - @_move_duration) / @move_distance.to_f).to_i
- @_moving = [x, y]
- if @_move_quick_return and @_move_duration == 0
- @_move_coordinates = [0,0,array[0],array[1]]
- @_move_duration = @move_distance
- end
- @_move_duration -= @_move_speed
- @_move_duration = [@_move_duration, 0].max
- end
- end
- #--------------------------------------------------------------------------
- # ● 追加アニメ更新 (RTAB限定機能)
- #--------------------------------------------------------------------------
- def update_add_anime
- if RTAB
- # アニメーション
- if @_add_anime_id != 0
- animation = $data_animations[@_add_anime_id]
- animation(animation, true)
- @_add_anime_id = 0
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● エフェクト初期化
- #--------------------------------------------------------------------------
- def effect_clear
- @_effect_ox = 0
- @_effect_oy = 0
- @_shake_power = 0
- @_shake_speed = 0
- @_shake_duration = 0
- @_shake_direction = 1
- @_shake = 0
- @_upside_down = false
- @_reverse = false
- @_turning_direction = 1
- @_turning_speed = 0
- @_turning_duration = 0
- @_turning = 0
- @_move_quick_return = true
- @_move_speed = 0
- @_move_coordinates = [0,0,0,0]
- @_move_jump = false
- @_move_duration = 0
- @_moving = [0,0]
- @_add_anime_id = 0
- end
- #--------------------------------------------------------------------------
- # ● シェイクの開始
- # power : 強さ
- # speed : 速さ
- # duration : 時間
- #--------------------------------------------------------------------------
- def start_shake(power, speed, duration)
- @_shake_power = power
- @_shake_speed = speed
- @_shake_duration = duration
- end
- #--------------------------------------------------------------------------
- # ● 上下反転を開始
- #--------------------------------------------------------------------------
- def start_upside_down
- @_upside_down = @_upside_down ? false : true
- end
- #--------------------------------------------------------------------------
- # ● 左右反転を開始
- #--------------------------------------------------------------------------
- def start_reverse
- @_reverse = @_reverse ? false : true
- end
- #--------------------------------------------------------------------------
- # ● 回転を開始
- # direction: 方向
- # speed : 速さ
- # duration : 時間
- #--------------------------------------------------------------------------
- def start_turning(direction, speed, duration)
- @_turning_direction = direction
- @_turning_speed = speed
- @_turning_duration = duration
- @_turning = @_turning_direction == 1 ? 0 : 360
- end
- #--------------------------------------------------------------------------
- # ● 移動を開始
- # quick_return : 戻るかどうか
- # speed : 速さ
- # x : X 座標
- # y : Y 座標
- #--------------------------------------------------------------------------
- def start_moving(quick_return, speed, x, y)
- @_move_quick_return = quick_return == 0 ? false : true
- @_move_speed = speed
- @_move_coordinates = [x,y,@_move_coordinates[0],@_move_coordinates[1]]
- distance = (@_move_coordinates[2] - @_move_coordinates[0]).abs +
- (@_move_coordinates[3] - @_move_coordinates[1]).abs
- @_move_duration = distance
- end
- #--------------------------------------------------------------------------
- # ● アニメ追加を開始
- # id : ID
- # hit : 命中フラッグ
- #--------------------------------------------------------------------------
- def start_add_anime(id)
- @_add_anime_id = id
- end
- #--------------------------------------------------------------------------
- # ● 各種エフェクトの開始判定
- #--------------------------------------------------------------------------
- if !method_defined?("side_view_animation_process_timing")
- alias side_view_animation_process_timing animation_process_timing
- end
- def animation_process_timing(timing, hit)
- side_view_animation_process_timing(timing, hit)
- if (timing.condition == 0) or
- (timing.condition == 1 and hit == true) or
- (timing.condition == 2 and hit == false)
- if timing.se.name =~ SHAKE_FILE
- names = timing.se.name.split(/#/)
- power = names[1].nil? ? SHAKE_POWER : names[1].to_i
- speed = names[2].nil? ? SHAKE_SPEED : names[2].to_i
- duration = names[3].nil? ? SHAKE_DURATION : names[3].to_i
- # シェイクを開始
- self.start_shake(power, speed, duration)
- end
- if timing.se.name == UPSIDE_DOWN_FILE
- # 上下反転を開始
- self.start_upside_down
- end
- if timing.se.name == REVERSE_FILE
- # 左右反転を開始
- self.start_reverse
- end
- if timing.se.name =~ TURNING_FILE
- names = timing.se.name.split(/#/)
- direction = names[1].nil? ? TURNING_DIRECTION : names[1].to_i
- speed = names[2].nil? ? TURNING_SPEED : names[2].to_i
- duration = names[3].nil? ? TURNING_DURATION : names[3].to_i
- # 回転を開始
- self.start_turning(direction, speed, duration)
- end
- if timing.se.name =~ MOVE_FILE
- names = timing.se.name.split(/#/)
- quick_return= names[1].nil? ? MOVE_RETURN : names[1].to_i
- speed = names[2].nil? ? MOVE_SPEED : names[2].to_i
- x = names[3].nil? ? MOVE_COORDINATES[0] : names[3].to_i
- y = names[3].nil? ? MOVE_COORDINATES[1] : names[4].to_i
- # 移動を開始
- self.start_moving(quick_return, speed, x, y)
- end
- if timing.se.name =~ ADD_ANIME_FILE
- names = timing.se.name.split(/#/)
- id = names[1].nil? ? ADD_ANIME_ID : names[1].to_i
- # アニメ追加を開始
- self.start_add_anime(id)
- end
- end
- end
- end
- #==============================================================================
- # ■ Sprite_Weapon
- #------------------------------------------------------------------------------
- # バトラー表示用のスプライトです。Game_Battler クラスのインスタンスを監視し、
- # スプライトの状態を自動的に変化させます。
- #==============================================================================
- class Sprite_Weapon < RPG::Sprite
- include Side_view
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :battler # バトラー
- attr_reader :cw # グラフィックの幅
- attr_reader :ch # グラフィックの高さ
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- # viewport : ビューポート
- # battler : バトラー (Game_Battler)
- #--------------------------------------------------------------------------
- def initialize(viewport, battler = nil)
- super(viewport)
- @battler = battler
- @battler_visible = false
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- def dispose
- if self.bitmap != nil
- self.bitmap.dispose
- end
- super
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- def update
- super
- # バトラーが nil の場合
- if @battler == nil or [email protected]_a?(Game_Actor)
- self.bitmap = nil
- return
- end
- # ウエポンアニメのデータ取得
- @weapon_anime_type = @battler.weapon_anime_type(@battler.condition)
- # 設定が「非表示」の場合
- if !@weapon_anime_type[1] or @weapon_anime_type[0].nil?
- self.visible = false
- return
- else
- self.visible = true
- end
- # ファイル名が現在のものと異なる場合
- if @weapon_anime_type[0] != @weapon_name
- @weapon_name = @weapon_anime_type[0]
- # ビットマップを取得、設定
- self.bitmap = RPG::Cache.icon(@weapon_name)
- @width = bitmap.width
- @height = bitmap.height
- @flag = true
- end
- # 現在アニメパターンが現在のものと異なる場合
- if @pattern != @battler.pattern or @flag or @condition != @battler.condition
- @pattern = @battler.pattern
- @condition = @battler.condition
- self.ox = @width
- self.oy = @height
- self.z = battler.screen_z
- self.zoom_x = @battler.real_zoom * CHAR_ZOOM
- self.zoom_y = @battler.real_zoom * CHAR_ZOOM
- self.src_rect.set(0, 0, @width, @height)
- self.opacity = 255
- # バトラーより手前に表示
- if @weapon_anime_type[2]
- self.z += 10
- # バトラーより奥に表示
- else
- self.z -= 10
- end
- @flag = false
- end
- end
- end
- #==============================================================================
- # ■ Sprite_Flying
- #------------------------------------------------------------------------------
- # バトラー表示用のスプライトです。Game_Battler クラスのインスタンスを監視し、
- # スプライトの状態を自動的に変化させます。
- #==============================================================================
- class Sprite_Flying < RPG::Sprite
- include Side_view
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :battler # バトラー
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- # viewport : ビューポート
- # battler : バトラー (Game_Battler)
- #--------------------------------------------------------------------------
- def initialize(viewport, battler = nil)
- super(viewport)
- @battler = battler
- @battler_visible = false
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- def dispose
- if self.bitmap != nil
- self.bitmap.dispose
- end
- super
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- def update
- super
- # バトラーが nil の場合
- if @battler == nil
- self.bitmap = nil
- loop_animation(nil)
- return
- end
- # 遠距離アニメ
- flying_animation = @battler.flying_animation
- flying_start = flying_animation[0]
- flying_end = flying_animation[1]
- # アニメーション ID が現在のものと異なる場合
- if @anime_id != @battler.flying_anime[0]
- @anime_id = @battler.flying_anime[0]
- @animation = $data_animations[@anime_id]
- end
- # アニメーション 開始
- if flying_start
- loop_animation(@animation)
- elsif flying_end
- loop_animation(nil)
- end
- self.x = @battler.flying_x
- self.y = @battler.flying_y
- self.z = @battler.screen_z + 1000
- end
- end
- module RPG
- class Skill
- #--------------------------------------------------------------------------
- # ● 魔法かどうかの判断
- #--------------------------------------------------------------------------
- def magic?
- if @atk_f == 0
- return true
- else
- return false
- end
- end
- end
- end
- # アローカーソルの位置修正
- class Arrow_Actor < Arrow_Base
- include Side_view
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- alias side_view_update update
- def update
- side_view_update
- # スプライトの座標を設定
- if self.actor != nil && (self.x != self.actor.screen_x + ARROW_OX or self.y != self.actor.screen_y + ARROW_OY)
- self.x = self.actor.screen_x + ARROW_OX
- self.y = self.actor.screen_y + ARROW_OY
- end
- end
- end
- class Arrow_Enemy < Arrow_Base
- include Side_view
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- alias side_view_update update
- def update
- side_view_update
- # スプライトの座標を設定
- if self.enemy != nil && self.y != self.enemy.screen_y + self.enemy.height/2
- self.x = self.enemy.screen_x
- self.y = self.enemy.screen_y + self.enemy.height/2
- end
- end
- end
复制代码 这个就是彩虹神剑啦-V-- module RPG
- #--------------------------------------------------------------------------
- # ● 常量设定
- #--------------------------------------------------------------------------
- # 是否显示总伤害
- SHOW_TOTAL_DAMAGE = true
- # 角色受攻击时是否跳一下
- BATTLER_JUMP = false
- class Sprite < ::Sprite
- #==========================================
- # 修改说明:
- # @flash_shake用来制作挨打时候跳跃
- # @_damage 用来记录每次打击之后弹出数字
- # @_total_damage 记录总伤害
- # @_total_damage_duration 总伤害持续帧
- #==========================================
- alias rainbow_initialize :initialize
- def initialize(viewport = nil)
- # 元方法引用
- rainbow_initialize(viewport)
- # 挨打时候跳跃
- @flash_shake = 0
- # 伤害记录数组
- @_damage = []
- # 总伤害数字
- @_total_damage = 0
- # 总伤害持续帧
- @_total_damage_duration = 0
- end
-
- #--------------------------------------------------------------------------
- # 图片化显示伤害
- #--------------------------------------------------------------------------
- def damage(value, critical)
- bitmap = Bitmap.new(200, 64)
- bitmap.font.name = "Arial Black"
- bitmap.font.size = 18
- # 伤害值是数值的情况下
- if value.is_a?(Numeric)
- # 伤害值为负的情况下
- if value < 0
- rect_y = 32# 调用回复数字表
- damage_string = (-value).to_s
- else
- rect_y = 0 # 调用伤害数字表
- damage_string = (value).to_s
- end
-
- # 分割伤害值字符串
- damage_array = damage_string.scan(/./)
- damage_x = (9 - damage_string.size)* 9
- # 循环伤害值字符串
- damage_array.each do |char|
- number = char.to_i
- #当sp_damage为true时,即显示SP恢复和伤害量
- if self.sp_damage
- #调用SP伤害图片
- pic = RPG::Cache.picture("Damage")
- else
- #调用HP伤害图片
- pic = RPG::Cache.picture("Damage")
- end
- w = pic.width/10
- rect = Rect.new(number * w, rect_y, w, 50)
- bitmap.blt(damage_x, 32, pic, rect)
- # 后移一位
- damage_x += w
- end
- # 伤害值不是数值的情况
- else
- damage_string = value.to_s
- # 如果伤害值不是 Miss
- unless value == "Miss"
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(-1, 11, 160, 36, damage_string, 1)
- # Miss 的情况下
- else
- # 显示未击中图画
- bitmap.blt(36, 28, RPG::Cache.picture("Damage"),Rect.new(90, 64, 90, 50))
- end
- end
- # 会心一击标志打开的情况
- if critical
- # 显示会心一击图画
- bitmap.blt(36, 0, RPG::Cache.picture("Damage"), Rect.new(0, 64, 90, 32))
- end
- # 伤害值定位
- @_damage_sprite = ::Sprite.new(self.viewport)
- @_damage_sprite.bitmap = bitmap
- @_damage_sprite.ox = 80
- @_damage_sprite.oy = 20
- @_damage_sprite.x = self.x
- @_damage_sprite.y = self.y - self.oy / 2
- @_damage_sprite.z = 3000
- @_damage_duration = 40
- #=======================================
- # 修改:推入新的伤害
- #=======================================
- @_damage.push([@_damage_sprite,@_damage_duration-10,0, rand(30) - 15, rand(3)])
- # 总伤害处理
- make_total_damage(value)
- end
- #############################################################################
- #--------------------------------------------------------------------------
- # ● 总伤害处理
- #--------------------------------------------------------------------------
- ############################################################################
- #总伤害图片化
- def make_total_damage(value)
- if value.is_a?(Numeric) and SHOW_TOTAL_DAMAGE #如果总伤害数值为数字并且总伤害显示开关为真。
- @_total_damage += value
- value1 = @_total_damage #代入伤害数值
- total_string = value1.abs.to_s #转化字符串
- #分割伤害数值
- @_total_damage_array = total_string.scan(/./)
- @_total_damage_x = (9 - total_string.size) * 9
- else
- return
- end
- ########图片尺寸以及字体
- bitmap = Bitmap.new(320,82)
- bitmap.font.name = "黑体"
- bitmap.font.size = 32
- #################
- #总伤害数值循环处理
- for char in @_total_damage_array
- number = char.to_i
- #当sp_damage为true时,即显示SP恢复和伤害量
- if self.sp_damage
- pic = RPG::Cache.picture("")
- else #伤害为HP的情况下
- pic = RPG::Cache.picture("")
- end
- w = pic.width/10
- h = pic.height/2
- #总伤害小于0
- if @_total_damage < 0
- rect_y = h#定位伤害值行数
- #伤害值大于0
- else
- rect_y = 0#定位伤害值行数
- end
- rect = Rect.new(number * w, rect_y, w, h)
- bitmap.blt(@_total_damage_x, 32, pic, rect)
- # 后移一位
- @_total_damage_x += w
- end
- if @_total_damage_sprite.nil?
- @_total_damage_sprite = ::Sprite.new(self.viewport)
- @_total_damage_sprite.ox = 80
- @_total_damage_sprite.oy = 20
- @_total_damage_sprite.z = 3000
- end
- @_total_damage_sprite.bitmap = bitmap
- @_total_damage_sprite.zoom_x = 1.5
- @_total_damage_sprite.zoom_y = 1.5
- @_total_damage_sprite.x = self.x
- @_total_damage_sprite.y = self.y - self.oy / 2 - 64
- @_total_damage_sprite.z = 3001
- @_total_damage_duration = 80
- end
- ##################################################################
- def animation(animation, hit, battler_damage="", battler_critical=false,battler=nil)
- dispose_animation
- @battler = battler
- #=======================================
- # 修改:记录伤害和critical
- #=======================================
- @battler_damage = battler_damage
- @battler_critical = battler_critical
- @_animation = animation
- return if @_animation == nil
- @_animation_hit = hit
- @_animation_duration = @_animation.frame_max
- name = @_animation.animation_name
- hue = @_animation.animation_hue
- bitmap = loadbitmap(name, hue)
- #=======================================
- # 修改:计算总闪光权限值
- #=======================================
- for timing in @_animation.timings
- quanzhong = animation_process_timing(timing, @_animation_hit,true)
- @all_quanzhong += quanzhong
- # 记录最后一次闪光
- @_last_frame = timing.frame if quanzhong != 0
- end
- key = name + hue.to_s
- if @@_reference_count.include?(key)
- @@_reference_count[key] += 1
- else
- @@_reference_count[key] = 1
- end
- #=======================================
- # 修改:行动方动画不显示伤害
- #=======================================
- if $scene.is_a?(Scene_Battle) and not @battler.nil?
- if $scene.animation1_id == @battler.animation_id
- @battler_damage = ""
- end
- end
- @_animation_sprites = []
- if @_animation.position != 3 or not @@_animations.include?(animation.id)
- 16.times do
- sprite = ::Sprite.new(self.viewport)
- sprite.bitmap = bitmap
- sprite.visible = false
- @_animation_sprites.push(sprite)
- end
- unless @@_animations.include?(animation.id)
- @@_animations.push(animation.id)
- end
- end
- update_animation
- end
- #=======================================
- # 修改:更换清除伤害的算法,以防万一
- # 本内容在脚本中没有使用过
- #=======================================
- def dispose_damage
- for damage in @_damage.reverse
- damage[0].bitmap.dispose
- damage[0].dispose
- @_damage.delete(damage)
- end
- @_total_damage = 0
- @_last_frame = -1
- if @_total_damage_sprite != nil
- @_total_damage_duration = 0
- @_total_damage_sprite.bitmap.dispose
- @_total_damage_sprite.dispose
- @_total_damage_sprite = nil
- end
- end
- def dispose_animation
- #=======================================
- # 修改:清除记录的伤害,清除权重记录
- #=======================================
- @battler_damage = nil
- @battler_critical = nil
- @all_quanzhong = 1
- @_total_damage = 0
- @_last_frame = -1
- if @_animation_sprites != nil
- sprite = @_animation_sprites[0]
- if sprite != nil
- key = @_animation.animation_name + @_animation.animation_hue.to_s
- @@_reference_count[key] -= 1
- if @@_reference_count[key] == 0
- sprite.bitmap.dispose
- end
- end
- for sprite in @_animation_sprites
- sprite.dispose
- end
- @_animation_sprites = nil
- @_animation = nil
- end
- end
- def update
- super
- if @_whiten_duration > 0
- @_whiten_duration -= 1
- self.color.alpha = @_whiten_duration * 10 - 32
- end
- if @_appear_duration > 0
- @_appear_duration -= 1
- self.opacity = (16 - @_appear_duration) * 16
- end
- if @_escape_duration > 0
- @_escape_duration -= 1
- self.opacity = @_escape_duration * 10 - 64
- end
- if @_collapse_duration > 0
- @_collapse_duration -= 1
- self.opacity = 256 - (48 - @_collapse_duration) * 6
- end
- #=======================================
- # 修改:更新算法,更新弹出
- #=======================================
- if @_damage_duration > 0
- @_damage_duration -= 1
- for damage in @_damage
- damage[0].x = self.x + self.viewport.rect.x -
- self.ox + self.src_rect.width / 2 +
- (4 - damage[1]/ 10) * damage[3]
- damage[0].y -= damage[4]+damage[1]/10
- damage[0].opacity = damage[1]*20
- damage[1] -= 1
- if damage[1]==0
- damage[0].bitmap.dispose
- damage[0].dispose
- @_damage.delete(damage)
- next
- end
- end
- end
- #=======================================
- # 添加:弹出总伤害
- #=======================================
- if @_total_damage_duration > 0
- @_total_damage_duration -= 1
- @_total_damage_sprite.y -= 1 if @_total_damage_duration % 2 == 0
- if @_total_damage_sprite.zoom_x > 1.0
- @_total_damage_sprite.zoom_x -= 0.05
- end
- if @_total_damage_sprite.zoom_y > 1.0
- @_total_damage_sprite.zoom_y -= 0.05
- end
- @_total_damage_sprite.opacity = 256 - (24 - @_total_damage_duration) * 16
- if @_total_damage_duration <= 0
- @_total_damage = 0
- @_total_damage_duration = 0
- @_total_damage_sprite.bitmap.dispose
- @_total_damage_sprite.dispose
- @_total_damage_sprite = nil
- end
- end
- #=======================================
- if @_animation != nil and (Graphics.frame_count % 2 == 0)
- @_animation_duration -= 1
- update_animation
- end
- if @_loop_animation != nil and (Graphics.frame_count % 2 == 0)
- update_loop_animation
- @_loop_animation_index += 1
- @_loop_animation_index %= @_loop_animation.frame_max
- end
- if @_blink
- @_blink_count = (@_blink_count + 1) % 32
- if @_blink_count < 16
- alpha = (16 - @_blink_count) * 6
- else
- alpha = (@_blink_count - 16) * 6
- end
- self.color.set(255, 255, 255, alpha)
- end
- @@_animations.clear
- end
- def update_animation
- if @_animation_duration > 0
- frame_index = @_animation.frame_max - @_animation_duration
- cell_data = @_animation.frames[frame_index].cell_data
- position = @_animation.position
- animation_set_sprites(@_animation_sprites, cell_data, position)
- #=======================================
- # 修改:弹出伤害,权重计算
- #=======================================
- for timing in @_animation.timings
- if timing.frame == frame_index
- t = 1.0 * animation_process_timing(timing, @_animation_hit)
- #p t,"当前权重", @all_quanzhong,"总权重"
- if @battler_damage.is_a?(Numeric) and t != 0
- t *= @battler_damage
- t /= @all_quanzhong
- #p t,"当前伤害",@battler_damage,"总伤害"
- t = t.to_i
- # 最后一次闪光的话,伤害修正
- if frame_index == @_last_frame
- @_total_damage = @battler_damage - t
- end
- #p t,@battler_damage,@all_quanzhong
- damage(t,@battler_critical)
- # 防止重复播放miss
- elsif !@battler_damage.is_a?(Numeric) and timing.flash_scope != 0
- damage(@battler_damage,@battler_critical)
- end
- end
- end
- else
- dispose_animation
- end
- end
- #=======================================
- # 修改:敌人跳跃的功能 + 添加返回数值
- #=======================================
- def animation_process_timing(timing, hit,dontflash=false)
- if (timing.condition == 0) or
- (timing.condition == 1 and hit == true) or
- (timing.condition == 2 and hit == false)
- unless dontflash
- if timing.se.name != ""
- se = timing.se
- Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch)
- end
- end
- case timing.flash_scope
- when 1
- unless dontflash
- self.flash(timing.flash_color, timing.flash_duration * 2)
- if @_total_damage >0
- @flash_shake_switch = true
- @flash_shake = 10
- end
- end
- return timing.flash_color.alpha * timing.flash_duration
- when 2
- return 0
- unless dontflash and self.viewport != nil
- self.viewport.flash(timing.flash_color, timing.flash_duration * 2)
- end
- return timing.flash_color.alpha * timing.flash_duration
- when 3
- unless dontflash
- self.flash(nil, timing.flash_duration * 2)
- end
- return timing.flash_color.alpha * timing.flash_duration
- end
- end
- return 0
- end
- #--------------------------------------------------------------------------
- # SP 回復效果判斷
- #--------------------------------------------------------------------------
- def sp_damage
- return false
- end
- #------------------------------------------------------------------------
- #//缓存
- #------------------------------------------------------------------------
- @@cache = {}
- def loadbitmap(filename, hue)
- path = "Graphics/Animations/" + filename
- if not @@cache.include?(path) or @@cache[path].disposed?
- if filename != ""
- @@cache[path] = Bitmap.new(path)
- else
- @@cache[path] = Bitmap.new(32, 32)
- end
- end
- if hue == 0
- @@cache[path]
- else
- key = [path, hue]
- if not @@cache.include?(key) or @@cache[key].disposed?
- @@cache[key] = @@cache[path].clone
- @@cache[key].hue_change(hue)
- end
- @@cache[key]
- end
- end
- def self.clear
- @@cache.each_value do |bitmap| bitmap.dispose end
- GC.start
- end
- #--------------------------------------------------------------------------
- end
- end
- #==============================================================================
- # ■ Sprite_Battler
- #==============================================================================
- class Sprite_Battler < RPG::Sprite
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # 添加跳跃记录
- #--------------------------------------------------------------------------
- def initialize(viewport, battler = nil)
- super(viewport)
- @battler = battler
- @battler_visible = false
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- # 增添跳跃功能
- #--------------------------------------------------------------------------
- def update
- super
- # 战斗者为 nil 的情况下
- if @battler == nil
- self.bitmap = nil
- loop_animation(nil)
- return
- end
- # 文件名和色相与当前情况有差异的情况下
- if @battler.battler_name != @battler_name or
- @battler.battler_hue != @battler_hue
- # 获取、设置位图
- @battler_name = @battler.battler_name
- @battler_hue = @battler.battler_hue
- self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
- @width = self.bitmap.width
- @height = self.bitmap.height
- self.ox = @width / 2
- self.oy = @height
- # 如果是战斗不能或者是隐藏状态就把透明度设置成 0
- if @battler.dead? or @battler.hidden
- self.opacity = 0
- end
- end
- # 动画 ID 与当前的情况有差异的情况下
- if @battler.damage == nil and
- @battler.state_animation_id != @state_animation_id
- @state_animation_id = @battler.state_animation_id
- loop_animation($data_animations[@state_animation_id])
- end
- # 应该被显示的角色的情况下
- if @battler.is_a?(Game_Actor) and @battler_visible
- # 不是主状态的时候稍稍降低点透明度
- if $game_temp.battle_main_phase
- self.opacity += 3 if self.opacity < 255
- else
- self.opacity -= 3 if self.opacity > 207
- end
- end
- # 明灭
- if @battler.blink
- blink_on
- else
- blink_off
- end
- # 不可见的情况下
- unless @battler_visible
- # 出现
- if not @battler.hidden and not @battler.dead? and
- (@battler.damage == nil or @battler.damage_pop)
- appear
- @battler_visible = true
- end
- end
- # 可见的情况下
- if @battler_visible
- # 逃跑
- if @battler.hidden
- $game_system.se_play($data_system.escape_se)
- escape
- @battler_visible = false
- end
- # 白色闪烁
- if @battler.white_flash
- whiten
- @battler.white_flash = false
- end
- # 动画
- if @battler.animation_id != 0
- animation = $data_animations[@battler.animation_id]
- animation(animation, @battler.animation_hit,@battler.damage, @battler.critical,@battler)
- @battler.animation_id = 0
- @battler.critical = false
- @battler.damage_pop = false
- end
- # 伤害
- if @battler.damage_pop
- damage(@battler.damage, @battler.critical)
- @battler.damage = nil
- @battler.critical = false
- @battler.damage_pop = false
- end
- # korapusu
- if @battler.damage == nil and @battler.dead?
- if @battler.is_a?(Game_Enemy)
- $game_system.se_play($data_system.enemy_collapse_se)
- else
- $game_system.se_play($data_system.actor_collapse_se)
- end
- collapse
- @battler_visible = false
- end
- end
- # 设置活动块的坐标
- begin
- self.x= @battler.screen_x
- self.y= @battler.screen_y
- self.z= @battler.screen_z
- rescue
- end
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #------------------------------------------------------------------------------
- # 处理战斗画面的类。
- #==============================================================================
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :animation1_id # 行动方动画ID
- end
复制代码 有能帮忙的就谢谢啦-V- |
|