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Lv4.逐梦者 醉啸 长风万里
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一直都在翻译脚本,这次是真的“原创”了(整合了一下)。
这个脚本可以在显示心情图标时播放对应SE
设定方法在脚本中- #==============================================================================
- # ■ Sprite_Character
- #------------------------------------------------------------------------------
- # 角色显示用脚本。监视 Game_Character 类的实例、自动变化脚本状态。
- #==============================================================================
- class Sprite_Character < Sprite_Base
- #--------------------------------------------------------------------------
- # ● 常量
- #--------------------------------------------------------------------------
- BALLOON_WAIT = 12 # 最後心情图标等待时间
- Balloon_SE = Array.new # 心情图标SE
- Balloon_SE[0] = ''
- Balloon_SE[1] = 'Jump2' # !
- Balloon_SE[2] = 'Miss' # ?
- Balloon_SE[3] = 'Bell' # 音符
- Balloon_SE[4] = 'Jump1' # 心
- Balloon_SE[5] = 'Confuse' # 生气
- Balloon_SE[6] = 'Load' # 汗
- Balloon_SE[7] = 'Paralyze1' # 乱绪
- Balloon_SE[8] = '' # ...
- Balloon_SE[9] = 'Flash1' # 灯泡
- Balloon_SE[10] = 'Horse' # Zzz
- Balloon_SE_Volume = 80 # SE音量
- Balloon_SE_Pitch = 100 # SE声调
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_accessor :character
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # viewport : 显示端口
- # character : 角色 (Game_Character)
- #--------------------------------------------------------------------------
- def initialize(viewport, character = nil)
- super(viewport)
- @character = character
- @balloon_duration = 0
- update
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- dispose_balloon
- super
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- update_bitmap
- self.visible = (not @character.transparent)
- update_src_rect
- self.x = @character.screen_x
- self.y = @character.screen_y
- self.z = @character.screen_z
- self.opacity = @character.opacity
- self.blend_type = @character.blend_type
- self.bush_depth = @character.bush_depth
- update_balloon
- if @character.animation_id != 0
- animation = $data_animations[@character.animation_id]
- start_animation(animation)
- @character.animation_id = 0
- end
- if @character.balloon_id != 0
- @balloon_id = @character.balloon_id
- start_balloon
- @character.balloon_id = 0
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取包含所选图块的元件图档
- # tile_id : 元件ID
- #--------------------------------------------------------------------------
- def tileset_bitmap(tile_id)
- set_number = tile_id / 256
- return Cache.system("TileB") if set_number == 0
- return Cache.system("TileC") if set_number == 1
- return Cache.system("TileD") if set_number == 2
- return Cache.system("TileE") if set_number == 3
- return nil
- end
- #--------------------------------------------------------------------------
- # ● 更新传送源的位图
- #--------------------------------------------------------------------------
- def update_bitmap
- if @tile_id != @character.tile_id or
- @character_name != @character.character_name or
- @character_index != @character.character_index
- @tile_id = @character.tile_id
- @character_name = @character.character_name
- @character_index = @character.character_index
- if @tile_id > 0
- sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32;
- sy = @tile_id % 256 / 8 % 16 * 32;
- self.bitmap = tileset_bitmap(@tile_id)
- self.src_rect.set(sx, sy, 32, 32)
- self.ox = 16
- self.oy = 32
- else
- self.bitmap = Cache.character(@character_name)
- sign = @character_name[/^[\!\$]./]
- if sign != nil and sign.include?('$')
- @cw = bitmap.width / 3
- @ch = bitmap.height / 4
- else
- @cw = bitmap.width / 12
- @ch = bitmap.height / 8
- end
- self.ox = @cw / 2
- self.oy = @ch
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新传送源的矩形
- #--------------------------------------------------------------------------
- def update_src_rect
- if @tile_id == 0
- index = @character.character_index
- pattern = @character.pattern < 3 ? @character.pattern : 1
- sx = (index % 4 * 3 + pattern) * @cw
- sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
- self.src_rect.set(sx, sy, @cw, @ch)
- end
- end
- #--------------------------------------------------------------------------
- # ● 开始显示心情图标
- #--------------------------------------------------------------------------
- def start_balloon
- dispose_balloon
- @balloon_duration = 8 * 8 + BALLOON_WAIT
- @balloon_sprite = ::Sprite.new(viewport)
- @balloon_sprite.bitmap = Cache.system("Balloon")
- @balloon_sprite.ox = 16
- @balloon_sprite.oy = 32
- @ball_se = Balloon_SE[0]
- if @ball_se == ''
- @ball_se = Balloon_SE[@character.balloon_id]
- end
- RPG::SE.new(@ball_se,Balloon_SE_Volume,Balloon_SE_Pitch).play
- update_balloon
- end
- #--------------------------------------------------------------------------
- # ● 更新心情图标
- #--------------------------------------------------------------------------
- def update_balloon
- if @balloon_duration > 0
- @balloon_duration -= 1
- if @balloon_duration == 0
- dispose_balloon
- else
- @balloon_sprite.x = x
- @balloon_sprite.y = y - height
- @balloon_sprite.z = z + 200
- if @balloon_duration < BALLOON_WAIT
- sx = 7 * 32
- else
- sx = (7 - (@balloon_duration - BALLOON_WAIT) / 8) * 32
- end
- sy = (@balloon_id - 1) * 32
- @balloon_sprite.src_rect.set(sx, sy, 32, 32)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 释放心情图标
- #--------------------------------------------------------------------------
- def dispose_balloon
- if @balloon_sprite != nil
- @balloon_sprite.dispose
- @balloon_sprite = nil
- end
- end
- end
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