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本帖最后由 zx16589042 于 2011-6-16 18:04 编辑
脚本功能【多动画播放】
可以在一个事件/敌人 身上同时显示多个动画
使用方法
复制全部脚本内容,在Main脚本之前按insert,插入此脚本全部内容。
此脚本最开始是从RTAB里面抓出来的,把多余的东西删了
用于柳柳《轩辕奇侠传》的东西。我不知道会有多少人需要这样的超级画面效果脚本。
增加功能
点击这里,下载增加了damage效果的脚本
--------------------------------------------------------------------------------
脚本内容
#--------------------------------------------------
# 此脚本来自www.66RPG.com,使用请保留此信息
#--------------------------------------------------
module RPG
class Sprite < ::Sprite
def initialize(viewport = nil)
super(viewport)
@_whiten_duration = 0
@_appear_duration = 0
@_escape_duration = 0
@_collapse_duration = 0
@_damage_duration = 0
@_animation_duration = 0
@_blink = false
@_animation = []
end
def animation(animation, hit)
return if animation == nil
num = @_animation.size
@_animation.push([animation, hit, animation.frame_max, []])
bitmap = RPG::Cache.animation(animation.animation_name,
animation.animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
if @_animation[num][0] != 3 or not @@_animations.include?(animation)
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_animation[num][3].push(sprite)
end
unless @@_animations.include?(animation)
@@_animations.push(animation)
end
end
update_animation(@_animation[num])
end
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
def dispose_animation
for anime in @_animation.reverse
sprite = anime[3][0]
if sprite != nil
@@_reference_count[sprite.bitmap] -= 1
if @@_reference_count[sprite.bitmap] == 0
sprite.bitmap.dispose
end
end
for sprite in anime[3]
sprite.dispose
end
@_animation.delete(anime)
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
if @_damage_duration > 0
@_damage_duration -= 1
case @_damage_duration
when 38..39
@_damage_sprite.y -= 4
when 36..37
@_damage_sprite.y -= 2
when 34..35
@_damage_sprite.y += 2
when 28..33
@_damage_sprite.y += 4
end
@_damage_sprite.opacity = 256 - (12 - @_damage_duration) * 32
if @_damage_duration == 0
dispose_damage
end
end
for anime in @_animation
if (Graphics.frame_count % 2 == 0)
anime[2] -= 1
update_animation(anime)
end
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(anime)
if anime[2] > 0
frame_index = anime[0].frame_max - anime[2]
cell_data = anime[0].frames[frame_index].cell_data
position = anime[0].position
animation_set_sprites(anime[3], cell_data, position)
for timing in anime[0].timings
if timing.frame == frame_index
animation_process_timing(timing, anime[1])
end
end
else
@@_reference_count[anime[3][0].bitmap] -= 1
if @@_reference_count[anime[3][0].bitmap] == 0
anime[3][0].bitmap.dispose
end
for sprite in anime[3]
sprite.dispose
end
@_animation.delete(anime)
end
end
def animation_set_sprites(sprites, cell_data, position)
for i in 0..15
sprite = sprites
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern == -1
sprite.visible = false if sprite != nil
next
end
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
if position == 3
if self.viewport != nil
sprite.x = self.viewport.rect.width / 2
if $game_temp.in_battle and self.battler.is_a?(Game_Enemy)
sprite.y = self.viewport.rect.height - 320
else
sprite.y = self.viewport.rect.height - 160
end
else
sprite.x = 320
sprite.y = 240
end
else
sprite.x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2
if $game_temp.in_battle and self.battler.is_a?(Game_Enemy)
sprite.y = self.y - self.oy * self.zoom_y / 2 +
self.viewport.rect.y
if position == 0
sprite.y -= self.src_rect.height * self.zoom_y / 4
elsif position == 2
sprite.y += self.src_rect.height * self.zoom_y / 4
end
else
sprite.y = self.y + self.viewport.rect.y -
self.oy + self.src_rect.height / 2
sprite.y -= self.src_rect.height / 4 if position == 0
sprite.y += self.src_rect.height / 4 if position == 2
end
end
sprite.x += cell_data[i, 1]
sprite.y += cell_data[i, 2]
sprite.z = 2000
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
if position != 3
sprite.zoom_x *= self.zoom_x
sprite.zoom_y *= self.zoom_y
end
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
end
end
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