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Lv2.观梦者 路人
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彩虹神剑连击脚本↓- # 核心的说明:
- # damage_pop 不再附带damage()的功能,这个放到animation里面去了
- module RPG
- class Sprite < ::Sprite
- @@_animations = []
- @@_reference_count = {}
- #==========================================
- # 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
- #==========================================
- def initialize(viewport = nil)
- super(viewport)
- @flash_shake = 0
- @_whiten_duration = 0
- @_appear_duration = 0
- @_escape_duration = 0
- @_collapse_duration = 0
- @_damage_duration = 0
- @_animation_duration = 0
- @_blink = false
- @_damage = [] #~66RPG~#
- @py_y = 0
- end
- def damage(value, critical)
- 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)])
- 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
- @all_quanzhong += animation_process_timing(timing, @_animation_hit)
- end
- if @@_reference_count.include?(bitmap)
- @@_reference_count[bitmap] += 1
- else
- @@_reference_count[bitmap] = 1
- 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
- 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
- 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
- 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
- #p t,@battler_damage,@all_quanzhong
- damage(t,@battler_critical)
- elsif !@battler_damage.is_a?(Numeric)
- 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)
- if (timing.condition == 0) or
- (timing.condition == 1 and hit == true) or
- (timing.condition == 2 and hit == false)
- if timing.se.name != ""
- se = timing.se
- Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch)
- end
- case timing.flash_scope
- when 1
- self.flash(timing.flash_color, timing.flash_duration * 2)
- @flash_shake_switch = true
- @flash_shake = 10
- return timing.flash_color.alpha * timing.flash_duration
- when 2
- if self.viewport != nil
- self.viewport.flash(timing.flash_color, timing.flash_duration * 2)
- return timing.flash_color.alpha * timing.flash_duration
- end
- when 3
- self.flash(nil, timing.flash_duration * 2)
- 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
- 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 = 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.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.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)
- $game_system.se_play($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
- 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
- case @flash_shake
- when 9..10
- self.x = @battler.screen_x
- self.y -=4
- self.z = @battler.screen_z
- when 6..8
- self.x = @battler.screen_x
- self.y -=2
- self.z = @battler.screen_z
- when 3..5
- self.x = @battler.screen_x
- self.y +=2
- self.z = @battler.screen_z
- when 2
- self.x = @battler.screen_x
- self.y += 4
- self.z = @battler.screen_z
- when 1
- self.x = @battler.screen_x
- self.y = @battler.screen_y
- self.z = @battler.screen_z
- end
- @flash_shake -= 1
- end
- end
- end
复制代码 使用方法:对象方动画闪烁一次就出现一次伤害。 |
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