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[已经过期] 关于讨论这两个VX横版战斗脚本区别在哪

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发表于 2017-3-4 07:52:43 | 只看该作者 回帖奖励 |正序浏览 |阅读模式

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(需要的朋友也可以拿去试试)第一个:
#==============================================================================
# ■ VX-RGSS2 简易横版战斗系统[Ver.1.0.1]       by Claimh
#------------------------------------------------------------------------------
module Battle_Formation
#------------------------------------------------------------------------------
  FORM = {
    #    [角色1x.y]  [角色2x.y]  [角色3x.y]  [角色4x.y]
    0 => [[380,150], [400, 230], [460, 170], [480, 250]]
  }
#------------------------------------------------------------------------------
end

#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
  attr_accessor :battle_formation                # Formation ID
  #--------------------------------------------------------------------------
  # ● 对象初始化
  #--------------------------------------------------------------------------
  alias init_game_system initialize
  def initialize
    init_game_system
    @battle_formation = 0              # Initial formation
  end
end

#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● Are sprites used? [Redefinition]
  #--------------------------------------------------------------------------
  def use_sprite?
    return true
  end
  #--------------------------------------------------------------------------
  # ● Battle Screen Acquiring X Coordinate
  #--------------------------------------------------------------------------
  def screen_x
    return Battle_Formation::FORM[$game_system.battle_formation][self.index][0]
  end
  #--------------------------------------------------------------------------
  # ● Battle Screen Acquiring Y Coordinate
  #--------------------------------------------------------------------------
  def screen_y
    return Battle_Formation::FORM[$game_system.battle_formation][self.index][1]
  end
  #--------------------------------------------------------------------------
  # ● Battle Screen Acquiring Z Coordinate
  #--------------------------------------------------------------------------
  def screen_z
    bitmap = Cache.character(self.character_name)
    return screen_y + bitmap.height / 4
  end
end



#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # ● Battle Screen Acquiring Z Coordinate  [Redefinition]
  #--------------------------------------------------------------------------
  def screen_z
    bitmap = Cache.battler(self.battler_name, self.battler_hue)
    return screen_y + bitmap.height
  end
end

#==============================================================================
# ■ VX-RGSS2 简易横版战斗系统[Ver.1.0.1]       by Claimh
#------------------------------------------------------------------------------
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # ●  Battle Start Process
  #--------------------------------------------------------------------------
  alias process_battle_start_sideview process_battle_start
  def process_battle_start
    for battler in ($game_party.members + $game_troop.members)
      battler.move_mode = SideView::M_MODE_WAIT
    end
    process_battle_start_sideview
  end
  #--------------------------------------------------------------------------
  # ● Victory Process
  #--------------------------------------------------------------------------
  alias process_victory_sideview process_victory
  def process_victory
    for actor in $game_party.members
      actor.move_mode = SideView::M_MODE_WIN
    end
    process_victory_sideview
  end
  #--------------------------------------------------------------------------
  # ● Wait Until Motion Control Is Finished
  #--------------------------------------------------------------------------
  def wait_for_motion
    while @active_battler.motion_stop
      update_basic
    end
  end
  #--------------------------------------------------------------------------
  # ● Execute Combat Operations: Attack [Redefinition]
  #--------------------------------------------------------------------------
  def execute_action_attack
    text = sprintf(Vocab::DoAttack, @active_battler.name)
    @message_window.add_instant_text(text)
    targets = @active_battler.action.make_targets
    #---Enemy attack sound reproduced.
    if @active_battler.is_a?(Game_Enemy)
      Sound.play_enemy_attack
      wait(15, true)
    end
    #--- Proximity (Going)
    SideView.set_target_point(@active_battler, targets[0])
    @active_battler.move_mode = SideView::M_MODE_ATK1
    @active_battler.motion_stop = true
    wait_for_motion
    #--- Attack
    wait(5)
    @active_battler.move_mode = SideView::M_MODE_ATK2
    #---
    display_attack_animation(targets)
    wait(20)
    for target in targets
      target.attack_effect(@active_battler)
      display_action_effects(target)
    end
    #--- Proximity (Return)
    @active_battler.move_mode = SideView::M_MODE_ATK3
    @active_battler.motion_stop = true
    wait_for_motion
    #---Wait
    for target in targets
      target.move_mode = SideView::M_MODE_WAIT
    end
    @active_battler.move_mode = SideView::M_MODE_WAIT
    #---
  end
  #--------------------------------------------------------------------------
  # ● Execute Combat Operations: Skill [Redefinition]
  #--------------------------------------------------------------------------
  def execute_action_skill
    skill = @active_battler.action.skill
    text = @active_battler.name + skill.message1
    @message_window.add_instant_text(text)
    unless skill.message2.empty?
      wait(10)
      @message_window.add_instant_text(skill.message2)
    end
    #--- Enemy attack sound reproduced.
    if @active_battler.is_a?(Game_Enemy)
      Sound.play_enemy_attack
      wait(15, true)
    end
    #--- Long distance attack.
    @active_battler.move_mode = SideView::M_MODE_MAGI
    #---
    targets = @active_battler.action.make_targets
    display_animation(targets, skill.animation_id)
    @active_battler.mp -= @active_battler.calc_mp_cost(skill)
    $game_temp.common_event_id = skill.common_event_id
    for target in targets
      target.skill_effect(@active_battler, skill)
      display_action_effects(target, skill)
    end
    #---Wait
    for target in targets
      target.move_mode = SideView::M_MODE_WAIT
    end
    @active_battler.move_mode = SideView::M_MODE_WAIT
    #---
  end
  #--------------------------------------------------------------------------
  # Execute Combat Operations: Item [Redefinition]
  #--------------------------------------------------------------------------
  def execute_action_item
    item = @active_battler.action.item
    text = sprintf(Vocab::UseItem, @active_battler.name, item.name)
    @message_window.add_instant_text(text)
    #--- Enemy attack sound reproduced.
    if @active_battler.is_a?(Game_Enemy)
      Sound.play_enemy_attack
      wait(15, true)
    end
    #--- Long distance attack
    @active_battler.move_mode = SideView::M_MODE_MAGI
    #---
    targets = @active_battler.action.make_targets
    display_animation(targets, item.animation_id)
    $game_party.consume_item(item)
    $game_temp.common_event_id = item.common_event_id
    for target in targets
      target.item_effect(@active_battler, item)
      display_action_effects(target, item)
    end
    #---Wait
    for target in targets
      target.move_mode = SideView::M_MODE_WAIT
    end
    @active_battler.move_mode = SideView::M_MODE_WAIT
    #---
  end
  #--------------------------------------------------------------------------
  # ● Attack Animation Display [Redefinition]
  #     Targets : Object's Arrangement
  #--------------------------------------------------------------------------
  # 【Changed part】
  #  Enemy sound effect is changed so it can be used in each phase of operation.
  #  It changes so that the attack animation of an enemy can be displayed.
  #--------------------------------------------------------------------------
  def display_attack_animation(targets)
    display_normal_animation(targets, @active_battler.atk_animation_id, false)
    display_normal_animation(targets, @active_battler.atk_animation_id2, true)
    wait_for_animation
  end
  #--------------------------------------------------------------------------
  # ● HP Damage display [Redefinition]
  #    Target : Candidate
  #    object : Skill or item
  #--------------------------------------------------------------------------
  def display_hp_damage(target, obj = nil)
    if target.hp_damage == 0                # No damage
      return if obj != nil and obj.damage_to_mp
      return if obj != nil and obj.base_damage == 0
      fmt = target.actor? ? Vocab::ActorNoDamage : Vocab::EnemyNoDamage
      text = sprintf(fmt, target.name)
    elsif target.absorbed                   # Absorption
      fmt = target.actor? ? Vocab::ActorDrain : Vocab::EnemyDrain
      text = sprintf(fmt, target.name, Vocab::hp, target.hp_damage)
    elsif target.hp_damage > 0              # Damage
      if target.actor?
        text = sprintf(Vocab::ActorDamage, target.name, target.hp_damage)
        Sound.play_actor_damage
        $game_troop.screen.start_shake(5, 5, 10)
        target.blink = true # Only adds here
      else
        text = sprintf(Vocab::EnemyDamage, target.name, target.hp_damage)
        Sound.play_enemy_damage
        target.blink = true
      end
    else                                    # Recovery
      fmt = target.actor? ? Vocab::ActorRecovery : Vocab::EnemyRecovery
      text = sprintf(fmt, target.name, Vocab::hp, -target.hp_damage)
      Sound.play_recovery
    end
    @message_window.add_instant_text(text)
    wait(30)
  end
end

#==============================================================================
# ■ VX-RGSS2 简易横版战斗系统[Ver.1.0.1]       by Claimh
#==============================================================================
module SideView
#----------------------------------------------------------------------------
  #-----[操作设定]-----
  # 操作速度
  MOTION_SPEED = 15

  #-----[动画设置]-----
  # 通常敌人攻击动画设定。
  E_ANIME = {
    1 => [1, 0]
  }

#----------------------------------------------------------------------------
#----------------------------------------------------------------------------
  # 行动控制方式
  M_MODE_WAIT = 0     # Standby
  M_MODE_MAGI = 1     # Attack
  M_MODE_DAMG = 2     # Non-Damage Attack
  M_MODE_WIN  = 3     # Victory
  M_MODE_ATK1 = 4     # Direct Attack (Approaching)
  M_MODE_ATK2 = 5     # Direct Attack (Attacking)
  M_MODE_ATK3 = 6     # Direct Attack (Returning)

  module_function
  #--------------------------------------------------------------------------
  # ● Movement-Zone Calculation
  #--------------------------------------------------------------------------
  def set_target_point(attacker, target)
    case target
    when Game_Actor
      bits = Cache.character(target.character_name)
      attacker.target_x = target.screen_x + (bits.width / 8)
      attacker.target_y = target.screen_y
    when Game_Enemy
      bits = Cache.battler(target.battler_name, target.battler_hue)
      attacker.target_x = target.screen_x + (bits.width / 2)
      attacker.target_y = target.screen_y
    end
  end
end

class Game_Battler
  attr_accessor   :move_mode       # Operation Mode
  # 0:Standby   1:Attack   2: Un-useless   3:Victory
  attr_accessor   :motion_stop     # Operation Stop Flag (Under Movement Flag)
  attr_accessor   :target_x        # Move Position(x)
  attr_accessor   :target_y        # Move Position(y)
  #--------------------------------------------------------------------------
  # ● Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_sdva_corpse initialize
  def initialize
    initialize_sdva_corpse
    @move_mode = 0
    @motion_stop = false
    @target_x = 0
    @target_y = 0
  end
end

#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # ● Attack Animation ID Acquisition
  #--------------------------------------------------------------------------
  def atk_animation_id
    return 0 if SideView::E_ANIME[@enemy_id].nil?
    return SideView::E_ANIME[@enemy_id][0]
  end
  #--------------------------------------------------------------------------
  # ● Attack Animation ID Acquisition  (2 Sword Style : 2 Weapons )
  #--------------------------------------------------------------------------
  def atk_animation_id2
    return 0 if SideView::E_ANIME[@enemy_id].nil?
    return SideView::E_ANIME[@enemy_id][1]
  end
end



#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
  #--------------------------------------------------------------------------
# ● Object Initialization
#     Viewport : View Port
#     Battler  : Battler (Game_Battler)
  #--------------------------------------------------------------------------
  alias initialize_sideview initialize
  def initialize(viewport, battler = nil)
    initialize_sideview(viewport, battler)
    init_direct_attack
  end
  #--------------------------------------------------------------------------
  # ● Set Proximity Value For Attack
  #--------------------------------------------------------------------------
  def init_direct_attack
    @direct_attack_cnt = 0
    @direct_attack_phase = 0
    @direct_move_cnt = 0
    @battler_x_plus = 0
    @battler_y_plus = 0
    @moving_mode = 0
    @pattern = 0
    @direction = 0
  end
  #--------------------------------------------------------------------------
  # ● Frame Renewal [Redefinition]
  #--------------------------------------------------------------------------
  def update
    super
    if @battler == nil
      self.bitmap = nil
    else
      @use_sprite = @battler.use_sprite?
      if @use_sprite
        self.x = @battler.screen_x + @battler_x_plus
        self.y = @battler.screen_y + @battler_y_plus
        self.z = @battler.screen_z
        update_battler_bitmap
      end
      setup_new_effect
      update_effect
    end
  end
  #--------------------------------------------------------------------------
  # ● Bitmap Transfer Source Renewal
  #--------------------------------------------------------------------------
  alias update_battler_bitmap_sideview update_battler_bitmap
  def update_battler_bitmap
    case @battler
    when Game_Actor
      if @battler.character_name != @battler_name or @battler.character_index != @battler_hue
        @battler_name = @battler.character_name
        @battler_hue = @battler.character_index
        draw_pre_character
        draw_character
        if (@battler.dead? or @battler.hidden)
          self.opacity = 0
        end
      end
    when Game_Enemy
      if @battler.battler_name != @battler_name or
         @battler.battler_hue != @battler_hue
        @battler_name = @battler.battler_name
        @battler_hue = @battler.battler_hue
        draw_battler
        if (@battler.dead? or @battler.hidden)
          self.opacity = 0
        end
      end
    end
    motion_control
  end
  #--------------------------------------------------------------------------
  # ● Battler Drawing
  #--------------------------------------------------------------------------
  def draw_battler
    self.bitmap = Cache.battler(@battler_name, @battler_hue)
    @width = bitmap.width
    @height = bitmap.height
    self.ox = @width / 2
    self.oy = @height
  end
  #--------------------------------------------------------------------------
  # ● Pre-Character Drawing [Common]
  #--------------------------------------------------------------------------
  def draw_pre_character
    self.bitmap = Cache.character(@battler_name)
    sign = @battler_name[/^[\!\$]./]
    if sign != nil and sign.include?('$')
      @width = bitmap.width / 3
      @height = bitmap.height / 4
    else
      @width = bitmap.width / 12
      @height = bitmap.height / 8
    end
    self.ox = @width / 2
    self.oy = @height
  end
  #--------------------------------------------------------------------------
  # ● Character Drawing [Common]
  #--------------------------------------------------------------------------
  def draw_character
    index = @battler_hue
    pattern = @pattern < 3 ? @pattern : 1
    sx = (index % 4 * 3 + pattern) * @width
    sy = (index / 4 * 4 + (@direction - 2) / 2) * @height
    self.src_rect.set(sx, sy, @width, @height)
  end
  #--------------------------------------------------------------------------
  # ● Motion Control
  #--------------------------------------------------------------------------
  def motion_control
    # Memory Operation Mode
    @moving_mode = @battler.move_mode
    # Battler Drawing
    case @battler
    when Game_Actor # Actor
      actor_motion_control
    when Game_Enemy # Enemy
      enemy_motion_control
    end
  end
  #--------------------------------------------------------------------------
  # ● Motion Control (Actor)
  #--------------------------------------------------------------------------
  def actor_motion_control
    # Operation Change
    case @moving_mode
    when SideView::M_MODE_WAIT  # Standby
      init_direct_attack
      @battler_x_plus = 0
      @direction = 4
      @pattern = 1
    when SideView::M_MODE_MAGI  # Attack
      @battler_x_plus = -10
      @direction = 4
      @pattern = 3
    when SideView::M_MODE_DAMG  # Non-Damage Attack
      @battler_x_plus = 10
      @direction = 4
      @pattern = 3
    when SideView::M_MODE_WIN  # Victory
      @direction = 2
      @pattern = 1
    when SideView::M_MODE_ATK1  # Direct Attack (Approaching)
      exe_moving_attack_start
      @end_pos_x = @battler_x_plus
    when SideView::M_MODE_ATK2  # Direct Attack (Attacking)
      @battler_x_plus = @end_pos_x - 10
    when SideView::M_MODE_ATK3  # Direct Attack (Returning)
      exe_moving_attack_end
    else
      p "error:Sprite_Battler>> @moving_mode"
    end
    draw_character
  end
  #--------------------------------------------------------------------------
  # ● Motion Control (Enemy)
  #--------------------------------------------------------------------------
  def enemy_motion_control
    # Operation Change
    case @moving_mode
    when SideView::M_MODE_WAIT  # Standby
      init_direct_attack
    when SideView::M_MODE_MAGI  # Attack
      @battler_x_plus = 10
    when SideView::M_MODE_DAMG  # Non-Damage Attack
      @battler_x_plus = -10
      @shake_flg = true
    when SideView::M_MODE_ATK1  # Direct Attack (Approaching)
      exe_moving_attack_start
      @end_pos_x = @battler_x_plus
    when SideView::M_MODE_ATK2  # Direct Attack (Attacking)
      @battler_x_plus = @end_pos_x + 10
    when SideView::M_MODE_ATK3  # Direct Attack (Returning)
      exe_moving_attack_end
    else
      p "error:Sprite_Battler>> @moving_mode", @moving_mode
    end
  end
  #--------------------------------------------------------------------------
  # ● Proximity Attack Execution Method
  #--------------------------------------------------------------------------
  def exe_moving_attack_start
    return unless @battler.motion_stop
    case @direct_attack_phase
    when 0  # Start Operation Preparation
      diratk_start
    when 1  # Move Operation (Going)
      diratk_move
    when 2  # After-Movement Wait
      diratk_wait
    end
  end
  def exe_moving_attack_end
    case @direct_attack_phase
    when 0  # Attack Operation
      diratk_attack
    when 1  # Move Operation (Return)
      diratk_back
    when 2  # Operation End
      diratk_end
    end
  end
  #--------------------------------------------------------------------------
  # ● Proximity Attack Execution [Start Operation Preparation]
  #--------------------------------------------------------------------------
  def diratk_start
    # Pose Change
    @pattern = 1
    # The number of frames needed is the distance between current position and
    # target position.
    pos_x = @battler.target_x - self.x
    pos_y = @battler.target_y - self.y
    # Caculation for ammount of frames needed.
    @direct_move_cnt = @direct_attack_cnt = (pos_x.abs / SideView::MOTION_SPEED).round
    # NEXT Phase
    @direct_attack_phase += 1
  end
  #--------------------------------------------------------------------------
  # ● Proximity Attack Execution [Move Operation (Going)]
  #--------------------------------------------------------------------------
  def diratk_move
    case @battler
    when Game_Actor
      x_plus = @width
      y_plus = -@height / 4
    when Game_Enemy
      x_plus = -@width - 10
      y_plus = @height / 4
    end
    # The next movement location is figured out by the distance between
    # current position and target position.
    pos_x = @battler.target_x - self.x + x_plus
    pos_y = @battler.target_y - self.y + y_plus
    @battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0
    @battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0
    # End count
    @direct_attack_cnt -= 1
    # Last movement (Insurance: Last correction)
    if @direct_attack_cnt <= 0
      @battler_x_plus = @battler.target_x - @battler.screen_x + x_plus
      @battler_y_plus = @battler.target_y - @battler.screen_y + y_plus
      # NEXTフェーズ
      @direct_attack_cnt = 5
      @direct_attack_phase += 1
    end
  end
  #--------------------------------------------------------------------------
  # ● Proximity Attack Execution [Attack Operation Return]
  #--------------------------------------------------------------------------
  def diratk_wait
    # End Count
    @direct_attack_cnt -= 1
    # Last Movement
    if @direct_attack_cnt <= 0
      # Pose Change
      @pattern = 3
      # END Phase
      @direct_attack_phase = 0
      @battler.motion_stop = false
    end
  end
  #--------------------------------------------------------------------------
  # ● Proximity Attack Execution [Attack Operation Return]
  #--------------------------------------------------------------------------
  def diratk_attack
    # Pose Change
    @pattern = 1
    # End Wait Count
    @direct_attack_cnt = @direct_move_cnt
    # NEXT Phase
    @direct_attack_phase += 1
  end
  #--------------------------------------------------------------------------
  # ● Proximity Attack Execution [Move Operation (Return)]
  #--------------------------------------------------------------------------
  def diratk_back
    # The next movement location is figured out by the distance between
    # current position and target position.
    pos_x = @battler.screen_x - self.x
    pos_y = @battler.screen_y - self.y
    @battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0
    @battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0
    # End Count
    @direct_attack_cnt -= 1
    # Last Movement
    if @direct_attack_cnt == 0
      @battler_x_plus = 0
      @battler_y_plus = 0
      # NEXT Phase
      @direct_attack_phase += 1
    end
  end
  #--------------------------------------------------------------------------
  # ● Proximity attack execution [Operation End]
  #--------------------------------------------------------------------------
  def diratk_end
    init_direct_attack
    @battler.motion_stop = false
    # END Phase
    @direct_attack_phase = 0
  end
end


第二个:
#==============================================================================
# ■ VX-RGSS2-6 サイドビュー戦闘[Formation] [Ver.1.0.1] by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://www.rpgcrisis.net]
#------------------------------------------------------------------------------
# Actor location [Formation]
# The same amount of damage will be given regardless of formation setup.
#==============================================================================
module Battle_Formation
#------------------------------------------------------------------------------
# [Formation Setup]
# $game_system.battle_formation = Formation ID
# It’s possible to change the formation (Even an event script is possible).
FORM = {
# Formation ID => [[Member 1 x、y], [Member2 x, y],
# [Member 3 x, y], [Member 4 x, y]]
0 => [[380,150], [400, 230], [460, 170], [480, 250]]
}
#------------------------------------------------------------------------------
end
#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
attr_accessor :battle_formation # Formation ID
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias init_game_system initialize
def initialize
init_game_system
@battle_formation = 0 # Initial formation
end
end
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● Are sprites used? [Redefinition]
#--------------------------------------------------------------------------
def use_sprite?
return true
end
#--------------------------------------------------------------------------
# ● Battle Screen Acquiring X Coordinate
#--------------------------------------------------------------------------
def screen_x
return Battle_Formation::FORM[$game_system.battle_formation][self.index][0]
end
#--------------------------------------------------------------------------
# ● Battle Screen Acquiring Y Coordinate
#--------------------------------------------------------------------------
def screen_y
return Battle_Formation::FORM[$game_system.battle_formation][self.index][1]
end
#--------------------------------------------------------------------------
# ● Battle Screen Acquiring Z Coordinate
#--------------------------------------------------------------------------
def screen_z
bitmap = Cache.character(self.character_name)
# Height + Y Coordinates
return screen_y + bitmap.height / 4
end
end

#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● Battle Screen Acquiring Z Coordinate [Redefinition]
#--------------------------------------------------------------------------
def screen_z
bitmap = Cache.battler(self.battler_name, self.battler_hue)
# Height + Y Coordinates
return screen_y + bitmap.height
end
end
#==============================================================================
# ■ VX-RGSS2-6 サイドビュー戦闘[MotionCtrl] [Ver.1.0.1] by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://www.rpgcrisis.net]
#------------------------------------------------------------------------------
# This script carries out the movement controls of the actors.
#==============================================================================
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● Battle Start Process
#--------------------------------------------------------------------------
alias process_battle_start_sideview process_battle_start
def process_battle_start
for battler in $game_party.members + $game_troop.members
battler.move_mode = SideView::M_MODE_WAIT
end
process_battle_start_sideview
end
#--------------------------------------------------------------------------
# ● Victory Process
#--------------------------------------------------------------------------
alias process_victory_sideview process_victory
def process_victory
for actor in $game_party.members
actor.move_mode = SideView::M_MODE_WIN
end
process_victory_sideview
end
#--------------------------------------------------------------------------
# ● Wait Until Motion Control Is Finished
#--------------------------------------------------------------------------
def wait_for_motion
while @active_battler.motion_stop
update_basic
end
end
#--------------------------------------------------------------------------
# ● Execute Combat Operations: Attack [Redefinition]
#--------------------------------------------------------------------------
def execute_action_attack
text = sprintf(Vocab::DoAttack, @active_battler.name)
@message_window.add_instant_text(text)
targets = @active_battler.action.make_targets
#---Enemy attack sound reproduced.
if @active_battler.is_a?(Game_Enemy)
Sound.play_enemy_attack
wait(15, true)
end
#--- Proximity (Going)
SideView.set_target_point(@active_battler, targets[0])
@active_battler.move_mode = SideView::M_MODE_ATK1
@active_battler.motion_stop = true
wait_for_motion
#--- Attack
wait(5)
@active_battler.move_mode = SideView::M_MODE_ATK2
#---
display_attack_animation(targets)
wait(20)
for target in targets
target.attack_effect(@active_battler)
display_action_effects(target)
end
#--- Proximity (Return)
@active_battler.move_mode = SideView::M_MODE_ATK3
@active_battler.motion_stop = true
wait_for_motion
#---Wait
for target in targets
target.move_mode = SideView::M_MODE_WAIT
end
@active_battler.move_mode = SideView::M_MODE_WAIT
#---
end
#--------------------------------------------------------------------------
# ● Execute Combat Operations: Skill [Redefinition]
#--------------------------------------------------------------------------
def execute_action_skill
skill = @active_battler.action.skill
text = @active_battler.name + skill.message1
@message_window.add_instant_text(text)
unless skill.message2.empty?
wait(10)
@message_window.add_instant_text(skill.message2)
end
#--- Enemy attack sound reproduced.
if @active_battler.is_a?(Game_Enemy)
Sound.play_enemy_attack
wait(15, true)
end
#--- Long distance attack.
@active_battler.move_mode = SideView::M_MODE_MAGI
#---
targets = @active_battler.action.make_targets
display_animation(targets, skill.animation_id)
@active_battler.mp -= @active_battler.calc_mp_cost(skill)
$game_temp.common_event_id = skill.common_event_id
for target in targets
target.skill_effect(@active_battler, skill)
display_action_effects(target, skill)
end
#---Wait
for target in targets
target.move_mode = SideView::M_MODE_WAIT
end
@active_battler.move_mode = SideView::M_MODE_WAIT
#---
end
#--------------------------------------------------------------------------
# Execute Combat Operations: Item [Redefinition]
#--------------------------------------------------------------------------
def execute_action_item
item = @active_battler.action.item
text = sprintf(Vocab::UseItem, @active_battler.name, item.name)
@message_window.add_instant_text(text)
#--- Enemy attack sound reproduced.
if @active_battler.is_a?(Game_Enemy)
Sound.play_enemy_attack
wait(15, true)
end
#--- Long distance attack
@active_battler.move_mode = SideView::M_MODE_MAGI
#---
targets = @active_battler.action.make_targets
display_animation(targets, item.animation_id)
$game_party.consume_item(item)
$game_temp.common_event_id = item.common_event_id
for target in targets
target.item_effect(@active_battler, item)
display_action_effects(target, item)
end
#---Wait
for target in targets
target.move_mode = SideView::M_MODE_WAIT
end
@active_battler.move_mode = SideView::M_MODE_WAIT
#---
end
#--------------------------------------------------------------------------
# ● Attack Animation Display [Redefinition]
# Targets : Object's Arrangement
#--------------------------------------------------------------------------
# 【Changed part】
# Enemy sound effect is changed so it can be used in each phase of operation.
# It changes so that the attack animation of an enemy can be displayed.
#--------------------------------------------------------------------------
def display_attack_animation(targets)
display_normal_animation(targets, @active_battler.atk_animation_id, false)
display_normal_animation(targets, @active_battler.atk_animation_id2, true)
wait_for_animation
end
#--------------------------------------------------------------------------
# ● HP Damage display [Redefinition]
# Target : Candidate
# object : Skill or item
#--------------------------------------------------------------------------
def display_hp_damage(target, obj = nil)
if target.hp_damage == 0 # No damage
return if obj != nil and obj.damage_to_mp
return if obj != nil and obj.base_damage == 0
fmt = target.actor? ? Vocab::ActorNoDamage : Vocab::EnemyNoDamage
text = sprintf(fmt, target.name)
elsif target.absorbed # Absorption
fmt = target.actor? ? Vocab::ActorDrain : Vocab::EnemyDrain
text = sprintf(fmt, target.name, Vocab::hp, target.hp_damage)
elsif target.hp_damage > 0 # Damage
if target.actor?
text = sprintf(Vocab::ActorDamage, target.name, target.hp_damage)
Sound.play_actor_damage
$game_troop.screen.start_shake(5, 5, 10)
target.blink = true # Only adds here
else
text = sprintf(Vocab::EnemyDamage, target.name, target.hp_damage)
Sound.play_enemy_damage
target.blink = true
end
else # Recovery
fmt = target.actor? ? Vocab::ActorRecovery : Vocab::EnemyRecovery
text = sprintf(fmt, target.name, Vocab::hp, -target.hp_damage)
Sound.play_recovery
end
@message_window.add_instant_text(text)
wait(30)
end
end
#==============================================================================
# ■ VX-RGSS2-6 サイドビュー戦闘[MotionExe] [Ver.1.0.1] by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://www.rpgcrisis.net]
#------------------------------------------------------------------------------
# This script executes movement controls of the actors.
#==============================================================================
module SideView
#----------------------------------------------------------------------------
#-----[Operation Setup]-----
# Operation Speed
MOTION_SPEED = 20
#-----[アニメーション設定]-----
# Usual enemy attack animation setup.
E_ANIME = {
# EnemyID => [Usually atttack and additional attack animations.]
1 => [1, 0]
}
#----------------------------------------------------------------------------
#----------------------------------------------------------------------------
# Motion Control Mode
M_MODE_WAIT = 0 # Standby
M_MODE_MAGI = 1 # Attack
M_MODE_DAMG = 2 # Non-Damage Attack
M_MODE_WIN = 3 # Victory
M_MODE_ATK1 = 4 # Direct Attack (Approaching)
M_MODE_ATK2 = 5 # Direct Attack (Attacking)
M_MODE_ATK3 = 6 # Direct Attack (Returning)
module_function
#--------------------------------------------------------------------------
# ● Movement-Zone Calculation
#--------------------------------------------------------------------------
def set_target_point(attacker, target)
case target
when Game_Actor
bits = Cache.character(target.character_name)
attacker.target_x = target.screen_x + (bits.width / 8)
attacker.target_y = target.screen_y
when Game_Enemy
bits = Cache.battler(target.battler_name, target.battler_hue)
attacker.target_x = target.screen_x + (bits.width / 2)
attacker.target_y = target.screen_y
end
end
end
class Game_Battler
attr_accessor :move_mode # Operation Mode
# 0:Standby 1:Attack 2: Un-useless 3:Victory
attr_accessor :motion_stop # Operation Stop Flag (Under Movement Flag)
attr_accessor :target_x # Move Position(x)
attr_accessor :target_y # Move Position(y)
#--------------------------------------------------------------------------
# ● Object Initialization
#--------------------------------------------------------------------------
alias initialize_sdva_corpse initialize
def initialize
initialize_sdva_corpse
@move_mode = 0
@motion_stop = false
@target_x = 0
@target_y = 0
end
end
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● Attack Animation ID Acquisition
#--------------------------------------------------------------------------
def atk_animation_id
return 0 if SideView::E_ANIME[@enemy_id].nil?
return SideView::E_ANIME[@enemy_id][0]
end
#--------------------------------------------------------------------------
# ● Attack Animation ID Acquisition (2 Sword Style : 2 Weapons )
#--------------------------------------------------------------------------
def atk_animation_id2
return 0 if SideView::E_ANIME[@enemy_id].nil?
return SideView::E_ANIME[@enemy_id][1]
end
end

#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# ● Object Initialization
# Viewport : View Port
# Battler : Battler (Game_Battler)
#--------------------------------------------------------------------------
alias initialize_sideview initialize
def initialize(viewport, battler = nil)
initialize_sideview(viewport, battler)
init_direct_attack
end
#--------------------------------------------------------------------------
# ● Set Proximity Value For Attack
#--------------------------------------------------------------------------
def init_direct_attack
@direct_attack_cnt = 0
@direct_attack_phase = 0
@direct_move_cnt = 0
@battler_x_plus = 0
@battler_y_plus = 0
@moving_mode = 0
@pattern = 0
@direction = 0
end
#--------------------------------------------------------------------------
# ● Frame Renewal [Redefinition]
#--------------------------------------------------------------------------
def update
super
if @battler == nil
self.bitmap = nil
else
@use_sprite = @battler.use_sprite?
if @use_sprite
self.x = @battler.screen_x + @battler_x_plus
self.y = @battler.screen_y + @battler_y_plus
self.z = @battler.screen_z
update_battler_bitmap
end
setup_new_effect
update_effect
end
end
#--------------------------------------------------------------------------
# ● Bitmap Transfer Source Renewal
#--------------------------------------------------------------------------
alias update_battler_bitmap_sideview update_battler_bitmap
def update_battler_bitmap
case @battler
when Game_Actor
if @battler.character_name != @battler_name or
@battler.character_index != @battler_hue
@battler_name = @battler.character_name
@battler_hue = @battler.character_index
draw_pre_character
draw_character
if (@battler.dead? or @battler.hidden)
self.opacity = 0
end
end
when Game_Enemy
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
draw_battler
if (@battler.dead? or @battler.hidden)
self.opacity = 0
end
end
end
motion_control
end
#--------------------------------------------------------------------------
# ● Battler Drawing
#--------------------------------------------------------------------------
def draw_battler
self.bitmap = Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height
end
#--------------------------------------------------------------------------
# ● Pre-Character Drawing [Common]
#--------------------------------------------------------------------------
def draw_pre_character
self.bitmap = Cache.character(@battler_name)
sign = @battler_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
@width = bitmap.width / 3
@height = bitmap.height / 4
else
@width = bitmap.width / 12
@height = bitmap.height / 8
end
self.ox = @width / 2
self.oy = @height
end
#--------------------------------------------------------------------------
# ● Character Drawing [Common]
#--------------------------------------------------------------------------
def draw_character
index = @battler_hue
pattern = @pattern < 3 ? @pattern : 1
sx = (index % 4 * 3 + pattern) * @width
sy = (index / 4 * 4 + (@direction - 2) / 2) * @height
self.src_rect.set(sx, sy, @width, @height)
end
#--------------------------------------------------------------------------
# ● Motion Control
#--------------------------------------------------------------------------
def motion_control
# Memory Operation Mode
@moving_mode = @battler.move_mode
# Battler Drawing
case @battler
when Game_Actor # Actor
actor_motion_control
when Game_Enemy # Enemy
enemy_motion_control
end
end
#--------------------------------------------------------------------------
# ● Motion Control (Actor)
#--------------------------------------------------------------------------
def actor_motion_control
# Operation Change
case @moving_mode
when SideView::M_MODE_WAIT # Standby
init_direct_attack
@battler_x_plus = 0
@direction = 4
@pattern = 1
when SideView::M_MODE_MAGI # Attack
@battler_x_plus = -10
@direction = 4
@pattern = 3
when SideView::M_MODE_DAMG # Non-Damage Attack
@battler_x_plus = 10
@direction = 4
@pattern = 3
when SideView::M_MODE_WIN # Victory
@direction = 2
@pattern = 1
when SideView::M_MODE_ATK1 # Direct Attack (Approaching)
exe_moving_attack_start
@end_pos_x = @battler_x_plus
when SideView::M_MODE_ATK2 # Direct Attack (Attacking)
@battler_x_plus = @end_pos_x - 10
when SideView::M_MODE_ATK3 # Direct Attack (Returning)
exe_moving_attack_end
else
p "error:Sprite_Battler>> @moving_mode"
end
draw_character
end
#--------------------------------------------------------------------------
# ● Motion Control (Enemy)
#--------------------------------------------------------------------------
def enemy_motion_control
# Operation Change
case @moving_mode
when SideView::M_MODE_WAIT # Standby
init_direct_attack
when SideView::M_MODE_MAGI # Attack
@battler_x_plus = 10
when SideView::M_MODE_DAMG # Non-Damage Attack
@battler_x_plus = -10
@shake_flg = true
when SideView::M_MODE_ATK1 # Direct Attack (Approaching)
exe_moving_attack_start
@end_pos_x = @battler_x_plus
when SideView::M_MODE_ATK2 # Direct Attack (Attacking)
@battler_x_plus = @end_pos_x + 10
when SideView::M_MODE_ATK3 # Direct Attack (Returning)
exe_moving_attack_end
else
p "error:Sprite_Battler>> @moving_mode", @moving_mode
end
end
#--------------------------------------------------------------------------
# ● Proximity Attack Execution Method
#--------------------------------------------------------------------------
def exe_moving_attack_start
return unless @battler.motion_stop
case @direct_attack_phase
when 0 # Start Operation Preparation
diratk_start
when 1 # Move Operation (Going)
diratk_move
when 2 # After-Movement Wait
diratk_wait
end
end
def exe_moving_attack_end
case @direct_attack_phase
when 0 # Attack Operation
diratk_attack
when 1 # Move Operation (Return)
diratk_back
when 2 # Operation End
diratk_end
end
end
#--------------------------------------------------------------------------
# ● Proximity Attack Execution [Start Operation Preparation]
#--------------------------------------------------------------------------
def diratk_start
# Pose Change
@pattern = 1
# The number of frames needed is the distance between current position and
# target position.
pos_x = @battler.target_x - self.x
pos_y = @battler.target_y - self.y
# Caculation for ammount of frames needed.
@direct_move_cnt = @direct_attack_cnt = (pos_x.abs / SideView::MOTION_SPEED).round
# NEXT Phase
@direct_attack_phase += 1
end
#--------------------------------------------------------------------------
# ● Proximity Attack Execution [Move Operation (Going)]
#--------------------------------------------------------------------------
def diratk_move
case @battler
when Game_Actor
x_plus = @width
y_plus = -@height / 4
when Game_Enemy
x_plus = -@width - 10
y_plus = @height / 4
end
# The next movement location is figured out by the distance between
# current position and target position.
pos_x = @battler.target_x - self.x + x_plus
pos_y = @battler.target_y - self.y + y_plus
@battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0
@battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0
# End count
@direct_attack_cnt -= 1
# Last movement (Insurance: Last correction)
if @direct_attack_cnt <= 0
@battler_x_plus = @battler.target_x - @battler.screen_x + x_plus
@battler_y_plus = @battler.target_y - @battler.screen_y + y_plus
# NEXTフェーズ
@direct_attack_cnt = 5
@direct_attack_phase += 1
end
end
#--------------------------------------------------------------------------
# ● Proximity Attack Execution [Attack Operation Return]
#--------------------------------------------------------------------------
def diratk_wait
# End Count
@direct_attack_cnt -= 1
# Last Movement
if @direct_attack_cnt <= 0
# Pose Change
@pattern = 3
# END Phase
@direct_attack_phase = 0
@battler.motion_stop = false
end
end
#--------------------------------------------------------------------------
# ● Proximity Attack Execution [Attack Operation Return]
#--------------------------------------------------------------------------
def diratk_attack
# Pose Change
@pattern = 1
# End Wait Count
@direct_attack_cnt = @direct_move_cnt
# NEXT Phase
@direct_attack_phase += 1
end
#--------------------------------------------------------------------------
# ● Proximity Attack Execution [Move Operation (Return)]
#--------------------------------------------------------------------------
def diratk_back
# The next movement location is figured out by the distance between
# current position and target position.
pos_x = @battler.screen_x - self.x
pos_y = @battler.screen_y - self.y
@battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0
@battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0
# End Count
@direct_attack_cnt -= 1
# Last Movement
if @direct_attack_cnt == 0
@battler_x_plus = 0
@battler_y_plus = 0
# NEXT Phase
@direct_attack_phase += 1
end
end
#--------------------------------------------------------------------------
# ● Proximity attack execution [Operation End]
#--------------------------------------------------------------------------
def diratk_end
init_direct_attack
@battler.motion_stop = false
# END Phase
@direct_attack_phase = 0
end
end

Lv2.观梦者

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 楼主| 发表于 2017-3-4 07:55:41 | 只看该作者
进入战斗后攻击、技能显示都一样{:2_250:}
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Lv2.观梦者

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 楼主| 发表于 2017-3-4 07:54:20 | 只看该作者
哦,中间空的格太少了,要认真找一下第二个的开头{:2_248:}
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