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 Lv1.梦旅人 
	梦石0 星屑525 在线时间0 小时注册时间2009-3-8帖子2 | 
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脚本如下
x
加入我们,或者,欢迎回来。您需要 登录 才可以下载或查看,没有帐号?注册会员  #==============================================================================
 # ■ 全动画战斗(修改版)
 #------------------------------------------------------------------------------
 #  By whbm
 #   应用脚本 彩虹神剑 By 66
 #==============================================================================
 $fangyu = 0
 #   修改内容:
 #   1.修改 战斗失败继续后被怪打就出现死亡静态BUG
 #   2.改变防御方式,虽然有点不自然,但应该比原来好吧。
 #                                        by 星云
 #==============================================================================
 #简要介绍:
 #    本脚本实现了战斗的动态效果,其中包含了待机、攻击、防御、挨打、胜利、死亡。类似于超级横版、超级战斗。但是本系统特色在于所有效果的实现并不是靠庞大的战斗图,而是使用了数据库中的动画。这样不仅突破了不同人不同祯数量的限制,并且方便了单动画单祯的修改。
 #使用方法:
 #    个人觉得还是比较简单,但是大量的怪物还是会令人头痛。
 #    1.数据库的设置
 #      敌人必要的动画有待机、挨打、死亡三个必要的动画
 #      角色必要的动画有待机、挨打、防御、死亡动态、胜利动态、死亡静态、胜利静态
 #
 #      死亡静态与胜利静态:动画中只有1祯,为相应动态动画的最后一祯
 #
 #      剩下的就是人物攻击的动画,和正常的动画是一样设置
 #      如图中的攻击等待动画只是为了在播放攻击动画的同时消除人物本身(素材原因,人物攻击的时候离开了原位,如果是在原位置放魔法是用不上的)
 #    2.战斗图的设置
 #      战斗图其实只是一个透明的图片,它只是用来描述一个敌人或者角色的大小,并与相应的战斗动画编号相衔接。
 #      战斗图的文件名格式如下:
 #          名字★待机★防御★挨打★死亡动态★死亡静态★胜利动态★胜利静态.png
 #          (其中“名字”一项与动画无关)
 #          例如:
 #          紫烟★140★141★148★149★150★144★145.png
 #      对于敌人无胜利动画或者防御动画,请保持该位置为空,例如:
 #          蓝若冰★124★★126★127★★★.png
 #    综上,设置就这么完成了。
 #注意事项:
 #    1.由于系统中待机由动画实现,所以无法使用状态附带动画的功能。
 #    2.可以在脚本中使用Ctrl+Shift+F通篇搜索“小改动”,可以修改某些窗口的Z值。
 #    3.当您将此系统向您的工程中移植的时候也要注意事项2中的“小改动”。
 #    4.系统是从游戏“石焚刃暖”中提取出来的,或许会有疏漏与多余的东西,BUG也是不免的。大家尽管提便是。
 #==============================================================================
 class Spriteset_Battle
 #--------------------------------------------------------------------------
 # ● 初始化变量
 #--------------------------------------------------------------------------
 def initialize
 # 生成显示端口
 @viewport1 = Viewport.new(0, 0, 640, 480)
 @viewport2 = Viewport.new(0, 0, 640, 480)
 @viewport3 = Viewport.new(0, 0, 640, 480)
 @viewport4 = Viewport.new(0, 0, 640, 480)
 @viewport2.z = 101
 @viewport3.z = 200
 @viewport4.z = 5000
 # 生成战斗背景活动块
 @battleback_sprite = Sprite.new(@viewport1)
 # 生成敌人活动块
 @enemy_sprites = []
 for enemy in $game_troop.enemies.reverse
 @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
 end
 # 生成敌人活动块
 @actor_sprites = []
 @actor_sprites.push(Sprite_Battler.new(@viewport2))
 @actor_sprites.push(Sprite_Battler.new(@viewport2))
 @actor_sprites.push(Sprite_Battler.new(@viewport2))
 @actor_sprites.push(Sprite_Battler.new(@viewport2))
 # 生成天候
 @weather = RPG::Weather.new(@viewport1)
 # 生成图片活动块
 @picture_sprites = []
 for i in 51..100
 @picture_sprites.push(Sprite_Picture.new(@viewport3,
 $game_screen.pictures))
 end
 # 生成计时器块
 @timer_sprite = Sprite_Timer.new
 # 刷新画面
 update
 end
 #..........................................................................
 #--------------------------------------------------------------------------
 # ● 胜利图
 #--------------------------------------------------------------------------
 def win
 for sprite in @actor_sprites
 sprite.win
 end
 end
 #..........................................................................
 #--------------------------------------------------------------------------
 # ● 刷新画面
 #--------------------------------------------------------------------------
 def update
 # 刷新角色的活动块 (对应角色的替换)
 @actor_sprites[0].battler = $game_party.actors[0]
 @actor_sprites[1].battler = $game_party.actors[1]
 @actor_sprites[2].battler = $game_party.actors[2]
 @actor_sprites[3].battler = $game_party.actors[3]
 # 战斗背景的文件名与现在情况有差异的情况下
 if @battleback_name != $game_temp.battleback_name
 @battleback_name = $game_temp.battleback_name
 if @battleback_sprite.bitmap != nil
 @battleback_sprite.bitmap.dispose
 end
 @battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name)
 @battleback_sprite.src_rect.set(0, 0, 640, 480)
 end
 # 刷新战斗者的活动块
 for sprite in @enemy_sprites + @actor_sprites
 sprite.update
 end
 # 刷新天气图形
 @weather.type = $game_screen.weather_type
 @weather.max = $game_screen.weather_max
 @weather.update
 # 刷新图片活动块
 for sprite in @picture_sprites
 sprite.update
 end
 # 刷新计时器活动块
 @timer_sprite.update
 # 设置画面的色调与震动位置
 @viewport1.tone = $game_screen.tone
 @viewport1.ox = $game_screen.shake
 # 设置画面的闪烁色
 @viewport4.color = $game_screen.flash_color
 # 刷新显示端口
 @viewport1.update
 @viewport2.update
 @viewport4.update
 end
 end
 class Arrow_Enemy < Arrow_Base
 #--------------------------------------------------------------------------
 # ● 获取光标指向的敌人
 #--------------------------------------------------------------------------
 def enemy
 return $game_troop.enemies[@index]
 end
 #--------------------------------------------------------------------------
 # ● 刷新画面
 #--------------------------------------------------------------------------
 def update
 super
 # 如果指向不存在的敌人就离开
 $game_troop.enemies.size.times do
 break if self.enemy.exist?
 @index += 1
 @index %= $game_troop.enemies.size
 end
 # 光标右
 if Input.repeat?(Input::RIGHT)
 $game_system.se_play($data_system.cursor_se)
 $game_troop.enemies.size.times do
 @index += 1
 @index %= $game_troop.enemies.size
 break if self.enemy.exist?
 end
 end
 # 光标左
 if Input.repeat?(Input::LEFT)
 $game_system.se_play($data_system.cursor_se)
 $game_troop.enemies.size.times do
 @index += $game_troop.enemies.size - 1
 @index %= $game_troop.enemies.size
 break if self.enemy.exist?
 end
 end
 # 设置活动块坐标
 if self.enemy != nil
 self.x = self.enemy.screen_x + self.ox
 self.y = self.enemy.screen_y + self.oy
 end
 end
 end
 class Arrow_Actor < Arrow_Base
 #--------------------------------------------------------------------------
 # ● 获取光标指向的角色
 #--------------------------------------------------------------------------
 def actor
 return $game_party.actors[@index]
 end
 #--------------------------------------------------------------------------
 # ● 刷新画面
 #--------------------------------------------------------------------------
 def update
 super
 # 光标右
 if Input.repeat?(Input::RIGHT)
 $game_system.se_play($data_system.cursor_se)
 @index += 1
 @index %= $game_party.actors.size
 end
 # 光标左
 if Input.repeat?(Input::LEFT)
 $game_system.se_play($data_system.cursor_se)
 @index += $game_party.actors.size - 1
 @index %= $game_party.actors.size
 end
 # 设置活动块坐标
 if self.actor != nil
 self.x = self.actor.screen_x + self.ox
 self.y = self.actor.screen_y + self.oy
 end
 end
 end
 class Scene_Battle
 #--------------------------------------------------------------------------
 # ● 刷新画面 (主回合步骤 3 : 行动方动画)
 #--------------------------------------------------------------------------
 def update_phase4_step3
 # 行动方动画 (ID 为 0 的情况下是白色闪烁)
 if @animation1_id == 0
 @active_battler.white_flash = true
 else
 @active_battler.animation_id = @animation1_id
 @active_battler.animation_hit = true
 end
 # 对像方动画
 for target in @target_battlers
 target.animation_id = @animation2_id
 target.animation_hit = (target.damage != "Miss")
 #.......................................................................
 if target.is_a?(Game_Actor)
 ##############
 if target.guarding?
 $fangyu = 1
 end
 ##############
 if target.current_action.kind == 0 and target.current_action.basic == 1
 target.setup_battler_ani(target.battler_name.split(/★/)[2])
 else
 target.setup_battler_hurt_ani(0)
 end
 end
 if target.is_a?(Game_Enemy)
 if target.current_action.kind == 0 and target.current_action.basic == 1
 target.setup_battler_ani(target.battler_name.split(/★/)[1])
 else
 target.setup_battler_hurt_ani(0)
 end
 end
 #.......................................................................
 end
 # 对像方动画
 for target in @target_battlers
 target.animation_id = @animation2_id
 target.animation_hit = (target.damage != "Miss")
 #......................................................................
 end
 # 限制动画长度、最低 8 帧
 @wait_count = 8
 # 移至步骤 5
 @phase4_step = 5
 end
 #--------------------------------------------------------------------------
 # ● 刷新画面 (主回合步骤 4 : 对像方动画) ★
 #--------------------------------------------------------------------------
 def update_phase4_step4
 # 限制动画长度、最低 8 帧
 @wait_count = 8
 # 移至步骤 5
 @phase4_step = 5
 end
 end
 class Game_Actor < Game_Battler
 #--------------------------------------------------------------------------
 # ● 取得战斗画面的 X 坐标
 #--------------------------------------------------------------------------
 def screen_x
 # 返回计算后的队伍 X 坐标的排列顺序
 if self.index != nil
 #......................................................................
 return self.index * 90 + 500
 #......................................................................
 else
 return 0
 end
 end
 #--------------------------------------------------------------------------
 # ● 取得战斗画面的 Y 坐标
 #--------------------------------------------------------------------------
 def screen_y
 #........................................................................
 return 464 - self.index * 110
 #........................................................................
 end
 #--------------------------------------------------------------------------
 # ● 取得战斗画面的 Z 坐标
 #--------------------------------------------------------------------------
 def screen_z
 # 返回计算后的队伍 Z 坐标的排列顺序
 if self.index != nil
 return 4 - self.index
 else
 return 0
 end
 end
 end
 class Scene_Battle
 #..........................................................................
 #--------------------------------------------------------------------------
 # ● 返回phase
 #--------------------------------------------------------------------------
 def phase
 return @phase
 end
 #--------------------------------------------------------------------------
 # ● 返回phase4_step
 #--------------------------------------------------------------------------
 def phase4_step
 return @phase4_step
 end
 #--------------------------------------------------------------------------
 # ● 返回phase4_step
 #--------------------------------------------------------------------------
 def actor_command_active?
 return @actor_command_window.active
 end
 #..........................................................................
 end
 class Game_Battler
 #..........................................................................
 #--------------------------------------------------------------------------
 # ● 获取循环的动画 ID
 #--------------------------------------------------------------------------
 def show_damage(value)
 @show_damage_value = value
 end
 #--------------------------------------------------------------------------
 # ● 获取循环的动画 ID
 #--------------------------------------------------------------------------
 def show_damage_value
 return @show_damage_value
 end
 #--------------------------------------------------------------------------
 # ● 获取循环的动画 ID
 #--------------------------------------------------------------------------
 def battler_ani
 return @battler_ani
 end
 #--------------------------------------------------------------------------
 # ● 获取循环的动画 ID
 #--------------------------------------------------------------------------
 def setup_battler_ani(battler_ani, once = 0)
 @battler_ani = battler_ani
 @once = once
 end
 #--------------------------------------------------------------------------
 # ● 获取循环的动画 ID
 #--------------------------------------------------------------------------
 def setup_battler_hurt_ani(hurt)
 @hurt = hurt
 end
 #--------------------------------------------------------------------------
 # ● 获取循环的动画 ID
 #--------------------------------------------------------------------------
 def setup_battler_dead_ani(over)
 @over = over
 end
 #--------------------------------------------------------------------------
 # ● 获取循环的动画 ID
 #--------------------------------------------------------------------------
 def battler_dead_ani
 return @over
 end
 #--------------------------------------------------------------------------
 # ● 获取循环的动画 ID
 #--------------------------------------------------------------------------
 def battler_ani_once
 return @once
 end
 #--------------------------------------------------------------------------
 # ● 获取循环的动画 ID
 #--------------------------------------------------------------------------
 def battler_hurt_ani
 return @hurt
 end
 #..........................................................................
 end
 class Sprite_Battler < RPG::Sprite
 #..........................................................................
 #--------------------------------------------------------------------------
 # ● 胜利图
 #--------------------------------------------------------------------------
 def win
 if @battler_name != nil and not @battler.hidden and not @battler.dead?
 @battler.setup_battler_ani(@battler_name.split(/★/)[6], 1)
 end
 end
 #..........................................................................
 #--------------------------------------------------------------------------
 # ● 释放
 #--------------------------------------------------------------------------
 def dispose
 if self.bitmap != nil
 self.bitmap.dispose
 end
 super
 end
 #--------------------------------------------------------------------------
 # ● 刷新画面
 #--------------------------------------------------------------------------
 def update
 super
 # 战斗者为 nil 的情况下
 if @battler == nil
 self.bitmap = nil
 loop_animation(nil)
 return
 end
 # 文件名和色相与当前情况有差异的情况下
 if @battler.battler_name != @battler_name or
 @battler.battler_hue != @battler_hue
 @battler_hue = @battler.battler_hue
 # 获取、设置位图
 @battler_name = @battler.battler_name
 self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
 #.......................................................................
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
 #.......................................................................
 @width = bitmap.width
 @height = bitmap.height
 self.ox = @width / 2
 self.oy = @height
 # 如果是战斗不能或者是隐藏状态就把透明度设置成 0
 if @battler.is_a?(Game_Enemy)
 if @battler.dead? or @battler.hidden
 self.opacity = 0
 end
 end
 end
 # 动画 ID 与当前的情况有差异的情况下
 #.........................................................................
 if @battler.battler_ani != @battler_ani
 @battler_ani = @battler.battler_ani
 loop_animation($data_animations[@battler_ani.to_i])
 end
 #.........................................................................
 # 应该被显示的角色的情况下
 if @battler.is_a?(Game_Actor) and @battler_visible
 # 不是主状态的时候稍稍降低点透明度
 if $game_temp.battle_main_phase
 self.opacity += 3 if self.opacity < 255
 else
 self.opacity -= 3 if self.opacity > 207
 end
 end
 # 明灭
 if @battler.blink
 blink_on
 else
 blink_off
 end
 # 不可见的情况下
 unless @battler_visible
 # 出现 ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
 if not @battler.hidden and not @battler.dead? and
 (@battler.damage == nil or @battler.damage_pop)
 if @battler.is_a?(Game_Enemy)
 appear
 else
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
 end
 @battler_visible = true
 end
 end
 # 可见的情况下
 if @battler_visible
 # 逃跑
 if @battler.hidden
 $game_system.se_play($data_system.escape_se)
 escape
 @battler_visible = false
 end
 # 白色闪烁
 if @battler.white_flash
 whiten
 @battler.white_flash = false
 end
 # 动画
 if @battler.animation_id != 0
 animation = $data_animations[@battler.animation_id]
 animation(animation, @battler.animation_hit)
 @battler.animation_id = 0
 end
 # 伤害
 if @battler.damage_pop
 damage(@battler.damage, @battler.critical)
 @battler.damage = nil
 @battler.critical = false
 @battler.damage_pop = false
 end
 # korapusu
 if @battler.damage == nil and @battler.dead?
 #....................................................................
 if @battler.is_a?(Game_Enemy)
 $game_system.se_play($data_system.enemy_collapse_se)
 #collapse
 else
 $game_system.se_play($data_system.actor_collapse_se)
 end
 #....................................................................
 @battler_visible = false
 end
 end
 # 设置活动块的坐标
 self.x = @battler.screen_x
 self.y = @battler.screen_y
 self.z = @battler.screen_z
 end
 end
 module RPG
 class Sprite < ::Sprite
 def damage(value, critical)
 dispose_damage
 if value.is_a?(Numeric)
 damage_string = value.abs.to_s
 else
 damage_string = value.to_s
 end
 bitmap = Bitmap.new(160, 48)
 bitmap.font.name = "Arial Black"
 bitmap.font.size = 32
 bitmap.font.color.set(0, 0, 0)
 bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
 bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
 bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
 bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
 if value.is_a?(Numeric) and value < 0
 bitmap.font.color.set(176, 255, 144)
 else
 bitmap.font.color.set(255, 255, 255)
 end
 bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
 if critical
 bitmap.font.size = 20
 bitmap.font.color.set(0, 0, 0)
 bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
 bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
 bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
 bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
 bitmap.font.color.set(255, 255, 255)
 bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
 end
 @_damage_sprite = ::Sprite.new(self.viewport)
 @_damage_sprite.bitmap = bitmap
 @_damage_sprite.ox = 80
 @_damage_sprite.oy = 20
 @_damage_sprite.x = self.x
 @_damage_sprite.x -= self.bitmap.width/2 if @battler.is_a?(Game_Actor)
 @_damage_sprite.y = self.y - self.oy / 2
 @_damage_sprite.z = 3000
 @_damage_duration = 40
 end
 end
 end
 module RPG
 #--------------------------------------------------------------------------
 # ● 常量设定
 #--------------------------------------------------------------------------
 # 是否显示总伤害
 SHOW_TOTAL_DAMAGE = true
 # 角色受攻击时是否跳一下
 BATTLER_JUMP = true
 
 class Sprite < ::Sprite
 #==========================================
 # 修改说明:
 # @flash_shake用来制作挨打时候跳跃
 # @_damage    用来记录每次打击之后弹出数字
 # @_total_damage 记录总伤害
 # @_total_damage_duration 总伤害持续帧
 #==========================================
 #alias 66RPG_rainbow_initialize : initialize
 def initialize(viewport = nil)
 #66RPG_rainbow_initialize(viewport)
 super(viewport)
 @_whiten_duration = 0
 @_appear_duration = 0
 @_escape_duration = 0
 @_collapse_duration = 0
 @_damage_duration = 0
 @_animation_duration = 0
 @_blink = false
 # 挨打时候跳跃
 @flash_shake = 0
 # 伤害记录数组
 @_damage = []
 # 总伤害数字
 @_total_damage = 0
 # 总伤害持续帧
 @_total_damage_duration = 0
 #.........................................................................
 @hits = 0
 #.........................................................................
 end
 def damage(value, critical)
 #.........................................................................
 #清除hit数
 dispose_hit
 #.........................................................................
 if value.is_a?(Numeric)
 damage_string = value.abs.to_s
 else
 damage_string = value.to_s
 end
 bitmap = Bitmap.new(160, 48)
 bitmap.font.name = "Arial Black"
 bitmap.font.size = 32
 bitmap.font.color.set(0, 0, 0)
 bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
 bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
 bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
 bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
 #=======================================
 # 修改:颜色
 #=======================================
 if value.is_a?(Numeric) and value < 0
 bitmap.font.color.set(176, 255, 144)
 else
 bitmap.font.color.set(255, 55, 55)
 end
 bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
 if critical
 bitmap.font.size = 20
 bitmap.font.color.set(0, 0, 0)
 bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
 bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
 bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
 bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
 bitmap.font.color.set(255, 255, 255)
 bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
 end
 @_damage_sprite = ::Sprite.new#(self.viewport)
 @_damage_sprite.bitmap = bitmap
 @_damage_sprite.ox = 80
 @_damage_sprite.oy = 20
 @_damage_sprite.x = self.x
 @_damage_sprite.y = self.y - self.oy / 2
 @_damage_sprite.z = 3000
 @_damage_duration = 40
 #=======================================
 # 修改:推入新的伤害
 #=======================================
 @_damage.push([@_damage_sprite,@_damage_duration-10,0, rand(30) - 15, rand(3)])
 # 总伤害处理
 make_total_damage(value)
 end
 #--------------------------------------------------------------------------
 # ● 返回 @hits
 #--------------------------------------------------------------------------
 def get_hit
 return @hits
 end
 #--------------------------------------------------------------------------
 # ● hit数的美化描绘
 #--------------------------------------------------------------------------
 #..........................................................................
 def hit
 # 如果伤害值是数值
 # 转为字符串
 value=@hits
 hits_string = value.to_s
 # 初始化位图
 bitmap = Bitmap.new(320, 64)
 bitmap.font.name = "Arial Black"
 bitmap.font.size = 32
 # 分割伤害值字符串
 hits_array = hits_string.scan(/./)
 hits_x = - 36.2#hits_string.size * 18.1 # 81 - hits_string.size * 18.1
 rect_y = 0
 # 循环伤害值字符串
 for char in hits_array
 # 后移一位
 hits_x += 36.2
 number = char.to_i
 # 显示伤害数字
 bitmap.blt(hits_x, 0, RPG::Cache.picture("Number"),
 Rect.new(number * 36.2, rect_y, 36.2, 50))
 end
 hits_x += 18.1
 bitmap.blt(hits_x, 0, RPG::Cache.picture("HITS"),
 Rect.new(0, -21, 90, 50))
 # 伤害值定位
 @_hits_sprite = ::Sprite.new(self.viewport)
 @_hits_sprite.bitmap = bitmap
 @_hits_sprite.x = 560 - hits_string.size * 36.2
 @_hits_sprite.y = 70
 @_hits_sprite.z = 3000
 @_hits_duration = 40
 end
 #..........................................................................
 #--------------------------------------------------------------------------
 # ● 总伤害处理
 #--------------------------------------------------------------------------
 def make_total_damage(value)
 if value.is_a?(Numeric) and SHOW_TOTAL_DAMAGE
 @_total_damage += value
 else
 return
 end
 bitmap = Bitmap.new(300, 150)
 bitmap.font.name = "Arial Black"
 bitmap.font.size = 48
 bitmap.font.color.set(0, 0, 0)
 bitmap.draw_text(+2, 12+2, 160, 36, @_total_damage.abs.to_s, 1)
 if @_total_damage < 0
 bitmap.font.color.set(80, 255, 00)
 else
 bitmap.font.color.set(255, 140, 0)
 end
 bitmap.draw_text(0, 12, 160, 36, @_total_damage.abs.to_s, 1)
 if @_total_damage_sprite.nil?
 @_total_damage_sprite = ::Sprite.new#(self.viewport)
 @_total_damage_sprite.ox = 80
 @_total_damage_sprite.oy = 20
 @_total_damage_sprite.z = 3000
 end
 @_total_damage_sprite.bitmap = bitmap
 @_total_damage_sprite.zoom_x = 1.5
 @_total_damage_sprite.zoom_y = 1.5
 @_total_damage_sprite.x = self.x
 @_total_damage_sprite.y = self.y  - self.oy / 2 - 64
 @_total_damage_sprite.z = 3001
 #.........................................................................
 @_total_damage_duration = 40
 #.........................................................................
 #.........................................................................
 #hit数描绘
 @hits+=1
 hit
 #.........................................................................
 end
 def animation(animation, hit, battler_damage="", battler_critical=false)
 dispose_animation
 #=======================================
 # 修改:记录伤害和critical
 #=======================================
 @battler_damage = battler_damage
 @battler_critical = battler_critical
 @_animation = animation
 return if @_animation == nil
 @_animation_hit = hit
 @_animation_duration = @_animation.frame_max
 animation_name = @_animation.animation_name
 animation_hue = @_animation.animation_hue
 bitmap = RPG::Cache.animation(animation_name, animation_hue)
 #=======================================
 # 修改:计算总闪光权限值
 #=======================================
 for timing in @_animation.timings
 quanzhong = animation_process_timing(timing, @_animation_hit,true)
 @all_quanzhong += quanzhong
 # 记录最后一次闪光
 @_last_frame = timing.frame if quanzhong != 0
 end
 #.........................................................................
 @last_frame = @_last_frame
 #.........................................................................
 if @@_reference_count.include?(bitmap)
 @@_reference_count[bitmap] += 1
 else
 @@_reference_count[bitmap] = 1
 end
 #=======================================
 # 修改:行动方动画不显示伤害
 #=======================================
 if $scene.is_a?(Scene_Battle)
 if $scene.animation1_id == @battler.animation_id
 @battler_damage = ""
 end
 end
 @_animation_sprites = []
 if @_animation.position != 3 or not @@_animations.include?(animation)
 for i in 0..15
 sprite = ::Sprite.new(self.viewport)
 sprite.bitmap = bitmap
 sprite.visible = false
 @_animation_sprites.push(sprite)
 end
 unless @@_animations.include?(animation)
 @@_animations.push(animation)
 end
 end
 update_animation
 end
 #=======================================
 # 修改:更换清除伤害的算法,以防万一
 #       本内容在脚本中没有使用过
 #=======================================
 def dispose_damage
 for damage in @_damage.reverse
 damage[0].bitmap.dispose
 damage[0].dispose
 @_damage.delete(damage)
 end
 @_total_damage = 0
 @_last_frame = -1
 if @_total_damage_sprite != nil
 @_total_damage_duration = 0
 @_total_damage_sprite.bitmap.dispose
 @_total_damage_sprite.dispose
 @_total_damage_sprite = nil
 end
 end
 #=======================================
 # 清除hit数
 #=======================================
 #...........................................................................
 def dispose_hit
 if @_hits_sprite != nil
 @_hits_sprite.bitmap.dispose
 @_hits_sprite.dispose
 @_hits_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
 #.........................................................................
 @hits = 0
 #.........................................................................
 if @_animation_sprites != nil
 sprite = @_animation_sprites[0]
 if sprite != nil
 @@_reference_count[sprite.bitmap] -= 1
 if @@_reference_count[sprite.bitmap] == 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 = 128 - (16 - @_whiten_duration) * 10
 end
 if @_appear_duration > 0
 @_appear_duration -= 1
 self.opacity = (16 - @_appear_duration) * 16
 end
 if @_escape_duration > 0
 @_escape_duration -= 1
 self.opacity = 256 - (32 - @_escape_duration) * 10
 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 +
 (40 - damage[1]) * damage[3] / 10
 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 <= 7 and @_total_damage_duration > 0
 @_hits_sprite.opacity -= 32
 @_hits_sprite.x += 1
 end
 #......................................................................
 if @_total_damage_duration <= 0
 #.....................................................................
 dispose_hit
 #.....................................................................
 @_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_once = 0
 @loop_animation_once = 1 if @once == 1 and @_loop_animation_index == @_loop_animation.frame_max
 #......................................................................
 @_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 loop_animation_once
 return @_loop_animation_once
 end
 #..........................................................................
 def update_animation
 if @_animation_duration > 0
 frame_index = @_animation.frame_max - @_animation_duration
 @frame_index = frame_index
 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 update_loop_animation
 frame_index = @_loop_animation_index
 cell_data = @_loop_animation.frames[frame_index].cell_data
 position = @_loop_animation.position
 #·改·
 if @wait_count.to_i <= 0
 @wait_count = 0
 animation_set_sprites(@_loop_animation_sprites, cell_data, position)
 else
 @wait_count -= 1
 for sprite in @_loop_animation_sprites
 sprite.visible = false
 end
 end
 if @wait_flash.to_i <= 0
 @wait_flash = 0
 else
 @wait_flash -= 1
 for sprite in @_loop_animation_sprites
 sprite.blend_type = 1
 end
 end
 #·改·
 for timing in @_loop_animation.timings
 if timing.frame == frame_index
 animation_process_timing(timing, true)
 end
 end
 end
 #=======================================
 # 修改:敌人跳跃的功能 + 添加返回数值
 #=======================================
 def loop_animation(animation)
 return if animation == @_loop_animation
 dispose_loop_animation
 @_loop_animation = animation
 return if @_loop_animation == nil
 @_loop_animation_index = 0
 animation_name = @_loop_animation.animation_name
 animation_hue = @_loop_animation.animation_hue
 bitmap = RPG::Cache.animation(animation_name, animation_hue)
 if @@_reference_count.include?(bitmap)
 @@_reference_count[bitmap] += 1
 else
 @@_reference_count[bitmap] = 1
 end
 @_loop_animation_sprites = []
 for i in 0..15
 sprite = ::Sprite.new
 sprite.bitmap = bitmap
 sprite.visible = false
 @_loop_animation_sprites.push(sprite)
 end
 update_loop_animation
 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)
 #....................................................................
 @wait_flash = timing.flash_duration
 #....................................................................
 if @_total_damage >0
 @flash_shake_switch = true
 @flash_shake = 10
 end
 end
 return timing.flash_color.alpha * timing.flash_duration
 when 2
 unless dontflash
 if self.viewport != nil
 self.viewport.flash(timing.flash_color, timing.flash_duration * 2)
 return timing.flash_color.alpha * timing.flash_duration
 end
 end
 when 3
 unless dontflash
 self.flash(nil, timing.flash_duration * 2)
 #@_loop_animation_count = 1
 #·改·
 @wait_count = timing.flash_duration
 #·改·
 end
 return timing.flash_color.alpha * timing.flash_duration
 end
 end
 return 0
 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
 @flash_shake_switch = true
 #........................................................................
 @once = 0
 @frame_index = -1
 @last_frame = 0
 #........................................................................
 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)
 #.......................................................................
 if not @battler.hidden and not @battler.dead?
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
 end
 #.......................................................................
 @width = bitmap.width
 @height = bitmap.height
 self.ox = @width / 2
 self.oy = @height
 end
 #.......................................................................
 update_actor_animation
 update_enemy_animation
 #.......................................................................
 # 动画 ID 与当前的情况有差异的情况下
 #.........................................................................
 if @battler.is_a?(Game_Enemy)
 if @once == 1 and @loop_animation_once == 1 and
 @battler.battler_dead_ani == 1
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[5])
 elsif @once == 1 and @loop_animation_once == 1 and $scene.phase != 5
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
 end
 end
 if @battler.is_a?(Game_Actor)
 ####################################################################
 if @once == 1 and @loop_animation_once == 1 and $scene.phase != 5 and
 @battler.battler_dead_ani == 1 and @battler.dead?
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[5])
 #######################################################################
 elsif @once == 1 and @loop_animation_once == 1 and $scene.phase != 5
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
 #################################################################
 $fangyu = 0
 @battler.setup_battler_dead_ani(0)
 ########################################################
 elsif @once == 1 and @loop_animation_once == 1 and $scene.phase == 5 and
 not @battler.dead?
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[7])
 ######################################################
 $fangyu = 0
 @battler.setup_battler_dead_ani(0)
 ######################################################
 end
 end
 if @battler.battler_ani != @battler_ani
 @battler_ani = @battler.battler_ani
 @once = @battler.battler_ani_once
 loop_animation($data_animations[@battler_ani.to_i])
 end
 #.........................................................................
 # 应该被显示的角色的情况下
 #if @battler.is_a?(Game_Actor) and @battler_visible
 # 不是主状态的时候稍稍降低点透明度
 #  if $game_temp.battle_main_phase
 #    self.opacity += 10 if self.opacity < 255
 #  else
 #    self.opacity -= 10 if self.opacity > 207
 #   end
 # end
 # 明灭
 if @battler.blink
 blink_on
 else
 blink_off
 end
 # 不可见的情况下
 unless @battler_visible
 # 出现
 if not @battler.hidden and not @battler.dead? and
 (@battler.damage == nil or @battler.damage_pop)
 #.......................................................................
 if @battler.is_a?(Game_Enemy)
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
 #appear
 else
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
 end
 #.......................................................................
 @battler_visible = true
 end
 end
 # 可见的情况下
 if @battler_visible
 # 逃跑
 if @battler.hidden
 $game_system.se_play($data_system.escape_se)
 escape
 @battler_visible = false
 end
 # 白色闪烁
 if @battler.white_flash
 whiten
 @battler.white_flash = false
 end
 # 动画
 if @battler.animation_id != 0
 animation = $data_animations[@battler.animation_id]
 animation(animation, @battler.animation_hit,@battler.damage, @battler.critical)
 @battler.animation_id = 0
 end
 # 伤害
 if @battler.damage_pop
 @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)
 if @battler.battler_dead_ani != 1
 #p "Battler Death Error"
 $game_system.se_play($data_system.enemy_collapse_se)
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[4], 1)
 @battler.setup_battler_dead_ani(1)
 end
 #.....................................................................
 collapse
 #.....................................................................
 else
 #.....................................................................
 if @battler.battler_dead_ani != 1
 #p "Battler Death Error"
 $game_system.se_play($data_system.enemy_collapse_se)
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[4], 1)
 @battler.setup_battler_dead_ani(1)
 end
 #.....................................................................
 end
 @battler_visible = false
 end
 end
 # 设置活动块的坐标
 if @flash_shake_switch == true
 self.x = @battler.screen_x
 self.y = @battler.screen_y
 self.z = @battler.screen_z
 @flash_shake_switch = false
 end
 if @flash_shake != 0 and @battler.damage != nil and RPG::BATTLER_JUMP
 if @battler.is_a?(Game_Enemy)
 case @flash_shake
 when 9..10
 self.x -=4
 self.y -=4
 self.z = @battler.screen_z
 when 6..8
 self.x -=2
 self.y -=2
 self.z = @battler.screen_z
 when 3..5
 self.x +=2
 self.y +=2
 self.z = @battler.screen_z
 when 1..2
 self.x +=4
 self.y +=4
 self.z = @battler.screen_z
 end
 end
 if @battler.is_a?(Game_Actor)
 case @flash_shake
 when 9..10
 self.x +=4
 self.y +=4
 self.z = @battler.screen_z
 when 6..8
 self.x +=2
 self.y +=2
 self.z = @battler.screen_z
 when 3..5
 self.x -=2
 self.y -=2
 self.z = @battler.screen_z
 when 1..2
 self.x -=4
 self.y -=4
 self.z = @battler.screen_z
 end
 end
 @flash_shake -= 1
 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
 class Sprite_Battler < RPG::Sprite
 #--------------------------------------------------------------------------
 # ● 处理角色动作
 #--------------------------------------------------------------------------
 def update_actor_animation
 if @battler.is_a?(Game_Actor)
 if @battler.show_damage_value != nil
 self.damage(@battler.show_damage_value, false)
 @battler.show_damage(nil)
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
 @battler.setup_battler_hurt_ani(1)
 end
 if @battler.current_action.kind == 0 and @battler.current_action.basic == 1
 ######################################################################
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[2], 1)
 @battler.setup_battler_hurt_ani(1)
 ####################################################################
 else
 if @hits == 1 and not @battler.dead? and @battler.battler_hurt_ani != 1 and @battler.damage.is_a?(Numeric) and @battler.damage > 0 and $fangyu != 1
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
 @battler.setup_battler_hurt_ani(1)
 ########################################################################
 elsif @hits == 1 and not @battler.dead? and @battler.battler_hurt_ani != 1 and @battler.damage.is_a?(Numeric) and @battler.damage > 0 and $fangyu == 1
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[2], 1)
 @battler.setup_battler_hurt_ani(1)
 #################################################################
 elsif @frame_index == @last_frame and @battler.dead? and @battler.battler_dead_ani != 1
 for actor in $game_party.actors
 if @battler != actor
 actor.add_state(6)
 end
 end
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[4], 1)
 @battler.setup_battler_dead_ani(1)
 end
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● 处理敌人动作
 #--------------------------------------------------------------------------
 def update_enemy_animation
 if @battler.is_a?(Game_Enemy)
 if @battler.show_damage_value != nil
 self.damage(@battler.show_damage_value, false)
 @battler.show_damage(nil)
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
 @battler.setup_battler_hurt_ani(1)
 end
 if @battler.current_action.kind == 0 and @battler.current_action.basic == 1
 else
 if @hits == 1 and not @battler.dead? and @battler.battler_hurt_ani != 1 and @battler.damage.is_a?(Numeric) and @battler.damage > 0
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
 @battler.setup_battler_hurt_ani(1)
 elsif @frame_index == @last_frame and @battler.dead? and @battler.battler_dead_ani != 1
 @battler.setup_battler_ani(@battler.battler_name.split(/★/)[4], 1)
 @battler.setup_battler_dead_ani(1)
 collapse
 end
 end
 end
 end
 end
 在本站找到这个脚本,真是爱不释手,应用到游戏当中却发现个比较严重的问题,使得这个脚本无法使用下去。问题如下:
 当战斗中主角的人数达到2个或2个以上时,当其中一个角色死亡,就会出现战斗混乱,未死的主角就会遭到死去同伴的攻击,或发去的攻击打在自己身上,有时敌人还不停的连续攻击,知道角色全部死亡。
 如上所述,望高手修正,感激不尽。
 范例工程就存在这样的问题。下载地址:ftp://[email protected]/个人文件夹/whbm(61)/Fighting!.rar
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