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Lv1.梦旅人
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发表于 2012-6-16 15:57:03
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本帖最后由 hcm 于 2012-6-17 10:18 编辑
腐琴琴 发表于 2012-6-16 15:46
这个是梦幻仙境奇遇记吧……?
那个游戏用了超级横版战斗脚本,所以可以是8X4的战斗素材 - #==============================================================================
- # * Animated_Sprite Scripted by: SiR_VaIlHoR
- # Edited by: 柳柳
- #------------------------------------------------------------------------------
- # A class for animated sprites.
- #==============================================================================
- #66RPG,超级横版战斗脚本简要说明:
- #默认情况下,把一张战斗图截成4列,>8行,如果感觉4列4帧的动画还不能满足要求,看
- #def pose(number,frame = 4),更改=4,以及相关部分。
-
- #战斗图从上到下:前进图,等待图,防御图,挨打图,普通攻击图(默认的武器),施展魔法,
- #倒地不行了,胜利姿势,自定义武器1,自定义武器2……
- #这个脚本的模型是老外编写的,其中参考了XMXS的一个方法,我添加了一些功能,去掉素材限制。
- #不同职业拥有的图片数可以不一样,参考工程和录像教学
- #==============================================================================
- # □ RPG::Class
- #==============================================================================
- module RPG
- class Class
- def name
- name = @name.split(/,/)[0]
- return name != nil ? name : ''
- end
- def name2
- name = @name.split(/,/)[1]
- return name != nil ? name : ''
- end
- end
- class Weapon
- def name
- name = @name.split(/,/)[0]
- return name != nil ? name : ''
- end
- def name2
- name = @name.split(/,/)[1]
- return name != nil ? name : ''
- end
- end
- end
- class Game_Actor
- #--------------------------------------------------------------------------
- # ● 更改名称
- # name : 新的名称
- #--------------------------------------------------------------------------
- def picturephase
- name = $data_classes[class_id].name2
- return name != nil ? name : "66RPG"
- end
- end
- class Game_Enemy
- #--------------------------------------------------------------------------
- # ● 获取名称
- #--------------------------------------------------------------------------
- def name
- name = $data_enemies[@enemy_id].name.split(/,/)[0]
- return name != nil ? name : ''
- end
- def picturephase
- name = $data_enemies[@enemy_id].name.split(/,/)[1]
- return name != nil ? name : "66RPG"
- end
- end
- class Animated_Sprite < RPG::Sprite
- #--------------------------------------------------------------------------
- # - Accessible instance variables.
- #--------------------------------------------------------------------------
- attr_accessor :frames # Number of animation frames
- attr_accessor :delay # Delay time between frames (speed)
- attr_accessor :frame_width # Width of each frame
- attr_accessor :frame_height # Height of each frame
- attr_accessor :offset_x # X coordinate of the 1st frame
- attr_accessor :offset_y # Y coordinate of all frames
- attr_accessor :current_frame # Current animation frame
- attr_accessor :moving # Is the sprite moving?
- #--------------------------------------------------------------------------
- # - Initialize an animated sprite
- # viewport : Sprite viewport
- #--------------------------------------------------------------------------
- def initialize(viewport = nil)
- super(viewport)
- @frame_width, @frame_height = 0, 0
- change # A basic change to set initial variables
- @old = Graphics.frame_count # For the delay method
- @goingup = true # Increasing animation? (if @rm2k_mode is true)
- @once = false # Is the animation only played once?
- @animated = true # Used to stop animation when @once is true
- end
- #--------------------------------------------------------------------------
- # Comment by RPG
- # - Change the source rect (change the animation)
- # frames : Number of animation frames
- # delay : Frame delay, controls animation speed
- # offx : X coordinate of the 1st frame
- # offy : Y coordinate of all frames
- # startf : Starting frame for animation
- # once : Is the animation only played once?
- # rm2k_mode : Animation pattern: 1-2-3-2 if true, 1-2-3-1 if false
- #
- # Comment by cybersam
- #
- # the rm2k_mode isnt pressent anymore...
- # if you want that feature then use rm2k or use RPG's scrîpt...
- #--------------------------------------------------------------------------
- def change(frames = 0, delay = 0, offx = 0, offy = 0,
- startf = 0, once = false)
- @frames = frames
- @delay = delay
- @offset_x, @offset_y = offx, offy
- @current_frame = startf
- @once = once
- x = @current_frame * @frame_width + @offset_x
- self.src_rect = Rect.new(x, @offset_y, @frame_width, @frame_height)
- @goingup = true
- @animated = true
- end
-
- #--------------------------------------------------------------------------
- # - Update animation and movement
- #--------------------------------------------------------------------------
- def update
- super
- if self.bitmap != nil and delay(@delay) and @animated
- x = @current_frame * @frame_width + @offset_x
- self.src_rect = Rect.new(x, @offset_y, @frame_width, @frame_height)
- @current_frame = (@current_frame + 1) unless @frames == 0
- @animated = false if @current_frame == @frames and @once
- @current_frame %= @frames
- end
- end
-
- #--------------------------------------------------------------------------
- # - Move the sprite
- # x : X coordinate of the destination point
- # y : Y coordinate of the destination point
- # speed : Speed of movement (0 = delayed, 1+ = faster)
- # delay : Movement delay if speed is at 0
- #--------------------------------------------------------------------------
- def move(x, y, speed = 1, delay = 0)
- @destx = x
- @desty = y
- @move_speed = speed
- @move_delay = delay
- @move_old = Graphics.frame_count
- @moving = true
- end
-
- #--------------------------------------------------------------------------
- # - Move sprite to destx and desty
- #--------------------------------------------------------------------------
- def update_move
- return unless @moving
- movinc = @move_speed == 0 ? 1 : @move_speed
- if Graphics.frame_count - @move_old > @move_delay or @move_speed != 0
- self.x += movinc if self.x < @destx
- self.x -= movinc if self.x > @destx
- self.y += movinc if self.y < @desty
- self.y -= movinc if self.y > @desty
- @move_old = Graphics.frame_count
- end
- if @move_speed > 1 # Check if sprite can't reach that point
- self.x = @destx if (@destx - self.x).abs % @move_speed != 0 and
- (@destx - self.x).abs <= @move_speed
- self.y = @desty if (@desty - self.y).abs % @move_speed != 0 and
- (@desty - self.y).abs <= @move_speed
- end
- if self.x == @destx and self.y == @desty
- @moving = false
- end
- end
-
- #--------------------------------------------------------------------------
- # - Pause animation, but still updates movement
- # frames : Number of frames
- #--------------------------------------------------------------------------
- def delay(frames)
- update_move
- if (Graphics.frame_count - @old >= frames)
- @old = Graphics.frame_count
- return true
- end
- return false
- end
- end
- #=============================================================================
- #
- # here we go...
- # this makes the scrîpt very easy to implement
- # just add a new scrîpt above the "Main" scrîpt
- # and insert this whole thing in there
- #
- # as you can see the sprite changing code is from the japanese scrîpt
- # so the credits for the sprite changin goes to them....
- # i edit it a little so it can show more sprites and sprite animations
- # and added some other stuff... the next things are player movement...
- #
- #
- #
- # i got the battler changing scrîpt in this scrîpt...
- # the credits for this goes to the guy who made this...
- #
- # ▼▲▼ XRXS11. 戦闘・バトラーモーション ver.0 ▼▲▼
- #
- # since this isnt used anymore... it isnt need for credit anymore...
- # but i'll let it here since it helped me a lot...
- #
- #
- # as for the ideas... missy provided me with really good ideas
- # that helped me alot when i didnt find a way to some of these features...
- #
- # here one more Credit to place...
- # its RPG's scrîpt...
- # not the whole thing here...
- # but some snipplet you'll know witch one when read the comments
- #
- #
- # if you want some more explaines about this scrîpt...
- # the most stuff are commented... but if you still have questions or
- # sugestions then you can contact me
- #
- # how or where you can contact me...
- # at the [url]http://www.rmxp.net[/url] forum via pm, email: [email][email protected][/email]
- # or via AIM: cych4n or ICQ: 73130840
- #
- # remember this is still in testing phase...
- # and i'm trying to work on some other additions... like character movements...
- # but that wont be added now... couse i need to figure it out first...
- #
- #
- #
- # oh hehe.... before i forget...
- # sorry for the bad english... ^-^''''
- #
- #
- #==============================================================================
- #
- # here i'm going to tell you what names you need to give for your chara
- # battle sprites....
- #
- # ok... here... since i'm using RPG's movement scrîpt...
- # there are a lot of changes...
- #
- # when you look at the scrîpt you'll find line with "pose(n)" or "enemy_pose(n)"
- # since i want my sprites have different sprites... i added one more option
- # to these...
- # so now if you add a number after the n (the n stands for witch sprite is used)
- # fo example 8... ("pose(4, 8)") this will tell the scrîpt that the 4th animation
- # have 8 frames...
- # pose is used for the player... and enemy_pose for the enemy...
- # there is nothing more to this...
- # i used my old sprite numbers... (this time in only one sprite...)
- #
- # explains about the animation sprites... (the digits)
- #
- #
- # 0 = move (during battle)
- # 1 = standby
- # 2 = defend
- # 3 = hit (being attacked)
- # 4 = attack
- # 5 = skill use
- # 6 = dead
- # 7 = winning pose... this idea is from RPG....
- #
- #
- # of course this is just the begining of the code...
- # so more animations can be implemented...
- # but for now this should be enough...
- #
- # alot has changed here... and now it looks like it is done...
- # of course the fine edit needs to be done so it looks and works great with your
- # game too...
- #
- #
- #
- # 1st character movement... done
- # 2nd character movement during attack... done
- # 3rd character apears at the enemy while attacking... done
- #
- # 4th enemies movement... done
- # 5th enemy movement during attack... done
- # 6th enemy apears at the enemy while attacking... done
- #
- # 7th each weapon has its own animation... done
- # 8th each skill has its own animation... done
- #
- #
- #
- # for the ones interisted... my nex project is an Movie player
- # (that actualy plays avi, mpgs and such...
- # but dont think this will be done soon... ^-^''
- #
- # but i'll may be try something else before i begin to code that one...
- #==============================================================================
- class Game_Actor < Game_Battler
-
- # you dont have to change your game actor to let the characters schows
- # from the side...
- # this will do it for you... ^-^
- def screen_x
- if self.index != nil
- return self.index * 30 + 430
- else
- return 0
- end
- end
- def screen_y
- return self.index * 40 + 150
- end
-
- def screen_z
- if self.index != nil
- return self.index
- else
- return 0
- end
- end
- end
- # RPG's snipplet...
- class Spriteset_Battle
- attr_accessor :actor_sprites
- attr_accessor :enemy_sprites
-
-
- alias original_initialize initialize
- def initialize
- #@start_party_number = $game_party.actors.size
- # ビューポートを作成
- @viewport0 = Viewport.new(0, 0, 640, 480)
- @viewport1 = Viewport.new(0, 0, 640, 320)
- @viewport2 = Viewport.new(0, 0, 640, 480)
- @viewport3 = Viewport.new(0, 0, 640, 480)
- @viewport4 = Viewport.new(0, 0, 640, 480)
- @viewport1.z = 50
- @viewport2.z = 50
- @viewport3.z = 200
- @viewport4.z = 5000
- @battleback_sprite = Sprite.new(@viewport0)
-
- @enemy_sprites = []
- for enemy in $game_troop.enemies #.reverse
- @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
- end
-
- @actor_sprites = []
- @actor_sprites.push(Sprite_Battler.new(@viewport2,$game_party.actors[0]))
- @actor_sprites.push(Sprite_Battler.new(@viewport2,$game_party.actors[1]))
- @actor_sprites.push(Sprite_Battler.new(@viewport2,$game_party.actors[2]))
- @actor_sprites.push(Sprite_Battler.new(@viewport2,$game_party.actors[3]))
-
- @weather = RPG::Weather.new(@viewport1)
- @picture_sprites = []
- for i in 51..100
- @picture_sprites.push(Sprite_Picture.new(@viewport3,
- $game_screen.pictures[i]))
- end
- @timer_sprite = Sprite_Timer.new
- update
- end
-
-
-
- alias original_update update
- def update
- @viewport1.z = 50 and @viewport2.z = 51 if $actor_on_top == true
- @viewport1.z = 51 and @viewport2.z = 50 if $actor_on_top == false
- # 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
- # end
- #==============================================================================
- # Sprite Battler for the Costum Battle System
- #==============================================================================
- # here we are making some animations and stuff...
- # i know its not the best way...
- # but this is the first working way that i found....
- # this needs propper understanding how the animation works...
- # if you want to change some stuff...
- # in this i'll not explain much couse its realy easy if you know what you do
- # otherwise it will take you time to understand it, but i think the one who
- # is trying to edit this will know what he/she do... ^-^
- #
- #
- #
- # here i'll completely replace the "Sprite_Battler" class...
- # so if you've changed something in there you need to change it here as well
- # (i think... i didnt tested it... so its up to you)
- # i'll mark the stuff i added just with --> #
- # something that need to be explained have a comment...
- # but its not all commented...
- # so if you dont know what it means or you just want to know why it is there and
- # what it does then you need to contact me or anyone who understand this... ^-^
- # how you can contact me see above... at the top of this scrîpt...
- class Sprite_Battler < Animated_Sprite
- attr_accessor :battler
- attr_reader :index
- attr_accessor :target_index
- attr_accessor :frame_width
-
- def initialize(viewport, battler = nil)
- super(viewport)
- @battler = battler
- @pattern_b = 0 #
- @counter_b = 0 #
- @index = 0 #
- if @battler != nil
- tempbitmap = RPG::Cache.battler(@battler.battler_name, @battler.battler_hue)
- @frame_width = tempbitmap.width/4
- picturephase = @battler.picturephase
- if picturephase == "66RPG"
- @frame_height = tempbitmap.height/8
- else
- @frame_height = tempbitmap.height/8.to_i
- end
- else
- @frame_width, @frame_height = 1,1
- end
- # start sprite
- @battler.is_a?(Game_Enemy) ? enemy_pose(1) : pose(1)
- @battler_visible = false
- if $target_index == nil
- $target_index = 0
- end
- end
-
- def index=(index) #
- @index = index #
- update #
- end #
-
- def dispose
- if self.bitmap != nil
- self.bitmap.dispose
- end
- super
- end
-
- def enemy #
- $target_index += $game_troop.enemies.size
- $target_index %= $game_troop.enemies.size
- return $game_troop.enemies[$target_index] #
- end #
-
- def actor #
- $target_index += $game_party.actors.size
- $target_index %= $game_party.actors.size
- return $game_party.actors[$target_index] #
- end
- #==============================================================================
- # here is a snipplet from RPG's scrîpt...
- # i changed only to lines from this...
- #
- # here you can add more sprite poses... if you have more... ^-^
- #==============================================================================
- def pose(number, frames = 4)
- case number
- when 0 # run
- change(frames, 5, 0, 0, 0)
- when 1 # standby
- change(frames, 5, 0, @frame_height)
- when 2 # defend
- change(frames, 5, 0, @frame_height * 2)
- when 3 # Hurt, loops
- change(frames, 5, 0, @frame_height * 3)
- when 4 # attack no loop
- change(frames, 5, 0, @frame_height * 4, 0, true)
- when 5 # skill
- change(frames, 5, 0, @frame_height * 5)
- when 6 # death
- change(frames, 5, 0, @frame_height * 6)
- when 7 # winning pose
- change(frames, 5, 0, @frame_height * 7)
- when 8 # no sprite
- change(frames, 5, 0, @frame_height * 8)
- when 9 # no sprite
- change(frames, 5, 0, @frame_height * 9)
- when 10 # no sprite
- change(frames, 5, 0, @frame_height * 10)
- when 11 # no sprite
- change(frames, 5, 0, @frame_height * 11)
- when 12 # no sprite
- change(frames, 5, 0, @frame_height * 12)
- when 13 # no sprite
- change(frames, 5, 0, @frame_height * 13)
- when 14 # no sprite
- change(frames, 5, 0, @frame_height * 14)
- when 15 # no sprite
- change(frames, 5, 0, @frame_height * 15)
- when 16 # no sprite
- change(frames, 5, 0, @frame_height * 16)
- when 17 # no sprite
- change(frames, 5, 0, @frame_height * 17)
- when 18 # no sprite
- change(frames, 5, 0, @frame_height * 18)
- when 19 # no sprite
- change(frames, 5, 0, @frame_height * 19)
- when 20 # no sprite
- change(frames, 5, 0, @frame_height * 20)
- # ...etc.
- else
- change(frames, 5, 0, @frame_height * number, 0)
- end
- end
-
- #--------------------------------------------------------------------------
- # - Change the battle pose for an enemy
- # number : pose' number
- #--------------------------------------------------------------------------
- def enemy_pose(number ,enemy_frames = 4)
- case number
- when 0 # run
- change(enemy_frames, 5, 0, 0, 0)
- when 1 # standby
- change(enemy_frames, 5, 0, @frame_height)
- when 2 # defend
- change(enemy_frames, 5, 0, @frame_height * 2)
- when 3 # Hurt, loops
- change(enemy_frames, 5, 0, @frame_height * 3)
- when 4 # attack
- change(enemy_frames, 5, 0, @frame_height * 4, 0, true)
- when 5 # skill
- change(enemy_frames, 5, 0, @frame_height * 5)
- when 6 # death
- change(enemy_frames, 5, 0, @frame_height * 6)
- when 7 # no sprite
- change(enemy_frames, 5, 0, @frame_height * 7)
- # ...etc.
- else
- change(enemy_frames, 5, 0, @frame_height * number, 0)
- end
- end
- #==============================================================================
- # sniplet end...
- #==============================================================================
-
-
- def update
- super
-
- if @battler == nil
- self.bitmap = nil
- loop_animation(nil)
- return
- end
- if @battler.battler_name != @battler_name or
- @battler.battler_hue != @battler_hue
- @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 = @frame_width / 2
- self.oy = @frame_height
- if @battler.dead? or @battler.hidden
- self.opacity = 0
- end
- self.x = @battler.screen_x
- self.y = @battler.screen_y
- self.z = @battler.screen_z
- end
- 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
- if @battler.is_a?(Game_Actor) and @battler_visible
- if $game_temp.battle_main_phase
- self.opacity += 3 if self.opacity < 255
- else
- self.opacity -= 3 if self.opacity > 207
- end
- end
- if @battler.blink
- blink_on
- else
- blink_off
- end
- unless @battler_visible
- if not @battler.hidden and not @battler.dead? and
- (@battler.damage == nil or @battler.damage_pop)
- appear
- @battler_visible = true
- end
- if not @battler.hidden and
- (@battler.damage == nil or @battler.damage_pop) and
- @battler.is_a?(Game_Actor)
- appear
- @battler_visible = true
- end
- end
- if @battler_visible
- if @battler.hidden
- $game_system.se_play($data_system.escape_se)
- escape
- @battler_visible = false
- end
- if @battler.white_flash
- whiten
- @battler.white_flash = false
- end
- if @battler.animation_id != 0
- animation = $data_animations[@battler.animation_id]
- animation(animation, @battler.animation_hit)
- @battler.animation_id = 0
- end
- if @battler.damage_pop
- damage(@battler.damage, @battler.critical)
- @battler.damage = nil
- @battler.critical = false
- @battler.damage_pop = false
- end
- if @battler.damage == nil and @battler.dead?
- if @battler.is_a?(Game_Enemy)
- $game_system.se_play($data_system.enemy_collapse_se)
- collapse
- @battler_visible = false
- else
- $game_system.se_play($data_system.actor_collapse_se) unless @dead
- @dead = true
- pose(6)
- end
- else
- @dead = false
- end
- end #
- end
- end
- #==============================================================================
- # Scene_Battle Costum Battle System
- #==============================================================================
- class Scene_Battle
-
-
- def update_phase4
- case @phase4_step
- when 1
- update_phase4_step1
- when 2
- update_phase4_step2
- when 3
- update_phase4_step3
- when 4
- update_phase4_step4
- when 5
- update_phase4_step5
- when 6
- update_phase4_step6
- when 7
- update_phase4_step7
- when 8
- update_phase4_step8
- end
- end
-
-
- def make_basic_action_result
-
- if @active_battler.is_a?(Game_Actor)
- $actor_on_top = true
- elsif @active_battler.is_a?(Game_Enemy)
- $actor_on_top = false
- end
-
- if @active_battler.current_action.basic == 0
- #============================================================================
- # WEAPONS START...
- #============================================================================
- #
- #================================= Different Weapons with different animations
- #
- # this is quite simple as you can see...
- # if you want to add a weapon to the animation list then look at the scrîpt below...
- # and i hope you'll find out how this works...
- #
- #
- # if not...
- # here is the way...
- # first thing...
- # just copy and paste "elseif @active_battler_enemy.weapon_id == ID..."
- # just after the last @weapon_sprite....
- #
- # here the ID is you need to look in you game databse the number that stands before
- # your weapon name is the ID you need to input here...
- #
- # same thing goes for the monster party... ^-^
- # monster normaly dont need more sprites for weapons....
- #
- # if you want to use more... then replace the "@weapon_sprite_enemy = 4"
- # with these lines... (but you need to edit them)
- #
- # if @active_battler.weapon_id == 1 # <-- weapon ID number
- # @weapon_sprite_enemy = 4 # <-- battle animation
- # elsif @active_battler.weapon_id == 5 # <-- weapon ID number
- # @weapon_sprite_enemy = 2 # <-- battle animation
- # elsif @active_battler.weapon_id == 9 # <-- weapon ID number
- # @weapon_sprite_enemy = 0 # <-- battle animation
- # elsif @active_battler.weapon_id == 13 # <-- weapon ID number
- # @weapon_sprite_enemy = 6 # <-- battle animation
- # else
- # @weapon_sprite_enemy = 4
- # end
- #
- #================================= END
- if @active_battler.is_a?(Game_Actor)
- if $data_weapons[@active_battler.weapon_id] == nil
- @weapon_sprite = 4
- else
- if $data_weapons[@active_battler.weapon_id].name2 == nil or
- $data_weapons[@active_battler.weapon_id].name2 == ""
- @weapon_sprite = 4
- else
- @weapon_sprite = $data_weapons[@active_battler.weapon_id].name2.to_i
- end
- end
-
- # monster section is here... ^-^
- else # @active_battler.is_a?(Game_Enemy)
- @weapon_sprite_enemy = 4
- end
-
- #
- #=============================================================================
- # WEAPONS END....
- #=============================================================================
-
-
- @animation1_id = @active_battler.animation1_id
- @animation2_id = @active_battler.animation2_id
- if @active_battler.is_a?(Game_Enemy)
- if @active_battler.restriction == 3
- target = $game_troop.random_target_enemy
- elsif @active_battler.restriction == 2
- target = $game_party.random_target_actor
- else
- index = @active_battler.current_action.target_index
- target = $game_party.smooth_target_actor(index)
- end
- #======== here is the setting for the movement & animation...
- x = target.screen_x - RPG::Cache.battler(@active_battler.battler_name, @active_battler.battler_hue).width/6
- @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0)
- @spriteset.enemy_sprites[@active_battler.index].move(x, target.screen_y, 10)
- #========= here if you look at the RPG's movement settings you'll see
- #========= that he takes the number 40 for the speed of the animation...
- #========= i thing thats too fast so i settet it down to 10 so looks smoother...
- end
- if @active_battler.is_a?(Game_Actor)
- if @active_battler.restriction == 3
- target = $game_party.random_target_actor
- elsif @active_battler.restriction == 2
- target = $game_troop.random_target_enemy
- else
- index = @active_battler.current_action.target_index
- target = $game_troop.smooth_target_enemy(index)
- end
- #======= the same thing for the player... ^-^
- x = target.screen_x + RPG::Cache.battler(@active_battler.battler_name, @active_battler.battler_hue).width/8
- @spriteset.actor_sprites[@active_battler.index].pose(0)
- @spriteset.actor_sprites[@active_battler.index].move(x, target.screen_y, 10)
- end
- @target_battlers = [target]
- for target in @target_battlers
- target.attack_effect(@active_battler)
- end
- return
- end
- if @active_battler.current_action.basic == 1
- if @active_battler.is_a?(Game_Actor)
- @spriteset.actor_sprites[@active_battler.index].pose(2) #defence
- else
- @spriteset.enemy_sprites[@active_battler.index].enemy_pose(2) #defence
- end
- @help_window.set_text($data_system.words.guard, 1)
- return
- end
- if @active_battler.is_a?(Game_Enemy) and
- @active_battler.current_action.basic == 2
- @help_window.set_text("逃走", 1)
- @active_battler.escape
- return
- end
- if @active_battler.current_action.basic == 3
- $game_temp.forcing_battler = nil
- @phase4_step = 1
- return
- end
-
- if @active_battler.current_action.basic == 4
- if $game_temp.battle_can_escape == false
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- update_phase2_escape
- return
- end
- end
- #--------------------------------------------------------------------------
- # skill aktion...
- #--------------------------------------------------------------------------
- def make_skill_action_result
- @skill = $data_skills[@active_battler.current_action.skill_id]
- unless @active_battler.current_action.forcing
- unless @active_battler.skill_can_use?(@skill.id)
- $game_temp.forcing_battler = nil
- @phase4_step = 1
- return
- end
- end
- @active_battler.sp -= @skill.sp_cost
- @status_window.refresh
- @help_window.set_text(@skill.name, 1)
-
- #=============================================================================
- # SKILL SPRITES START
- #=============================================================================
- # this one is the same as the one for the weapons...
- # for the one who have this for the first time
- # look at the scrîpt i hope it is easy to understand...
- #
- # the other one that have the earlier versions of this scrîpt they dont need explenation
- # ... i think....
- # the think that changed is the line where the animation ID is given to the sprite...
- # the number after the "pose" is the animation ID... it goes for every other animation as well..
- # if you have an animation for a skill that have more frames...
- # then just insert the number of frames after the first number...
- # so it looks like this.... "pose(5, 8)" <-- 5 is the animation...
- # 8 is the max frame (that means your animation have 8 frames...) ^-^
-
- if @active_battler.is_a?(Game_Actor)
- if @skill.name != "one of the skills" # <--skill doesn't exist => all the skills have the skill animation!
- @spriteset.actor_sprites[@active_battler.index].pose(5) # <-- sprite number
- end
- else
- if @skill.name != "one of the skills" # <-- first skill name
- @spriteset.enemy_sprites[@active_battler.index].enemy_pose(5) # <-- sprite number
- end
- end
- #=============================================================================
- # SKILL SPRITES END
- #=============================================================================
-
- @animation1_id = @skill.animation1_id
- @animation2_id = @skill.animation2_id
- @common_event_id = @skill.common_event_id
- set_target_battlers(@skill.scope)
- for target in @target_battlers
- target.skill_effect(@active_battler, @skill)
- end
- end
- #--------------------------------------------------------------------------
- # how here we make the item use aktions
- #--------------------------------------------------------------------------
- def make_item_action_result
- # sorry i didnt work on this...
- # couse i dont have a sprite that uses items....
- # so i just added the standby sprite here...
- # when i get more time for this i'll try what i can do for this one... ^-^
- # its the same as the ones above...
- if @active_battler.is_a?(Game_Actor)
- @spriteset.actor_sprites[@active_battler.index].pose(1)
- else
- @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
- end
-
- @item = $data_items[@active_battler.current_action.item_id]
- unless $game_party.item_can_use?(@item.id)
- @phase4_step = 1
- return
- end
- if @item.consumable
- $game_party.lose_item(@item.id, 1)
- end
- @help_window.set_text(@item.name, 1)
- @animation1_id = @item.animation1_id
- @animation2_id = @item.animation2_id
- @common_event_id = @item.common_event_id
- index = @active_battler.current_action.target_index
- target = $game_party.smooth_target_actor(index)
- set_target_battlers(@item.scope)
- for target in @target_battlers
- target.item_effect(@item)
- end
- end
-
- #==============================================================================
- # here again.... snipplet from RPG's scrîpt
- #==============================================================================
- # this one here is for the winning pose...
- # if you happen to use my old costum level scrîpt then you need to add the
- # marked line to you "def start_phase5" in "Scene_Battle 2" and delete this one...
- # the -> =*****=
- # marks the end where you need to delete...
- # and -> {=====}
- # marks the line you need to copy and paste in the other one...
- # you need to add it at the same position...
- def start_phase5
- @phase = 5
- $game_system.me_play($game_system.battle_end_me)
- $game_system.bgm_play($game_temp.map_bgm)
- exp = 0
- gold = 0
- treasures = []
- for enemy in $game_troop.enemies
- unless enemy.hidden
- exp += enemy.exp
- gold += enemy.gold
- if rand(100) < enemy.treasure_prob
- if enemy.item_id > 0
- treasures.push($data_items[enemy.item_id])
- end
- if enemy.weapon_id > 0
- treasures.push($data_weapons[enemy.weapon_id])
- end
- if enemy.armor_id > 0
- treasures.push($data_armors[enemy.armor_id])
- end
- end
- end
- end
- treasures = treasures[0..5]
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- @spriteset.actor_sprites[i].pose(7) unless actor.dead? # {=====}
- if actor.cant_get_exp? == false
- last_level = actor.level
- actor.exp += exp
- if actor.level > last_level
- @status_window.level_up(i)
- end
- end
- end
- $game_party.gain_gold(gold)
- for item in treasures
- case item
- when RPG::Item
- $game_party.gain_item(item.id, 1)
- when RPG::Weapon
- $game_party.gain_weapon(item.id, 1)
- when RPG::Armor
- $game_party.gain_armor(item.id, 1)
- end
- end
- @result_window = Window_BattleResult.new(exp, gold, treasures)
- @phase5_wait_count = 100
- end
- # =*****=
- #--------------------------------------------------------------------------
- # updating the movement
- # since RPG isnt used to comments... i'll comment it again...
- #--------------------------------------------------------------------------
- def update_phase4_step3
- if @active_battler.current_action.kind == 0 and
- @active_battler.current_action.basic == 0
- # in this one... we have our weapon animations... for player and monster
- if @active_battler.is_a?(Game_Actor)
- @spriteset.actor_sprites[@active_battler.index].pose(@weapon_sprite)
- elsif @active_battler.is_a?(Game_Enemy)
- @spriteset.enemy_sprites[@active_battler.index].enemy_pose(@weapon_sprite_enemy)
- end
- end
- if @animation1_id == 0
- @active_battler.white_flash = true
- else
- @active_battler.animation_id = @animation1_id
- @active_battler.animation_hit = true
- end
- @phase4_step = 4
- end
- def update_phase4_step4
- # this here is for the hit animation...
- for target in @target_battlers
- if target.is_a?(Game_Actor) and !@active_battler.is_a?(Game_Actor)
- if target.guarding?
- @spriteset.actor_sprites[target.index].pose(2)
- else
- @spriteset.actor_sprites[target.index].pose(3)
- end
- elsif target.is_a?(Game_Enemy) and !@active_battler.is_a?(Game_Enemy)
- if target.guarding?
- @spriteset.enemy_sprites[target.index].enemy_pose(2)
- else
- @spriteset.enemy_sprites[target.index].enemy_pose(3)
- end
- end
- target.animation_id = @animation2_id
- target.animation_hit = (target.damage != "Miss")
- end
- @wait_count = 8
- @phase4_step = 5
- end
- def update_phase4_step5
- if @active_battler.hp > 0 and @active_battler.slip_damage?
- @active_battler.slip_damage_effect
- @active_battler.damage_pop = true
- end
- @help_window.visible = false
- @status_window.refresh
- # here comes the guard animations....
- if @active_battler.is_a?(Game_Actor)
- @spriteset.actor_sprites[@active_battler.index].pose(1)
- else
- @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
- end
- for target in @target_battlers
- if target.damage != nil
- target.damage_pop = true
- if @active_battler.is_a?(Game_Actor)
- @spriteset.actor_sprites[@active_battler.index].pose(1)
- else
- @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
- end
- end
- end
- @phase4_step = 6
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (メインフェーズ ステップ 6 : リフレッシュ)
- #--------------------------------------------------------------------------
- def update_phase4_step6
-
- # here we are asking if the player is dead and is a player or an enemy...
- # these lines are for the running back and standby animation....
- if @active_battler.is_a?(Game_Actor) and !@active_battler.dead?
- @spriteset.actor_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
- @spriteset.actor_sprites[@active_battler.index].pose(0)
- elsif !@active_battler.dead?
- @spriteset.enemy_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
- @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0)
- end
- for target in @target_battlers
- if target.is_a?(Game_Actor) and !target.dead?
- @spriteset.actor_sprites[target.index].pose(1)
- elsif !target.dead?
- @spriteset.enemy_sprites[target.index].enemy_pose(1)
- end
- end
- $game_temp.forcing_battler = nil
- if @common_event_id > 0
- common_event = $data_common_events[@common_event_id]
- $game_system.battle_interpreter.setup(common_event.list, 0)
- end
- @phase4_step = 7
- end
- def update_phase4_step7
-
- # here we are asking if the player is dead and is a player or an enemy...
- # these lines are for the running back and standby animation....
- if @active_battler.is_a?(Game_Actor) and !@active_battler.dead?
- @spriteset.actor_sprites[@active_battler.index].pose(1)
- elsif !@active_battler.dead?
- @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
- end
- $game_temp.forcing_battler = nil
- if @common_event_id > 0
- common_event = $data_common_events[@common_event_id]
- $game_system.battle_interpreter.setup(common_event.list, 0)
- end
- @phase4_step = 1
- end
-
- # this one is an extra... without this the animation whill not work correctly...
- def update
- if $game_system.battle_interpreter.running?
- $game_system.battle_interpreter.update
- if $game_temp.forcing_battler == nil
- unless $game_system.battle_interpreter.running?
- unless judge
- setup_battle_event
- end
- end
- if @phase != 5
- @status_window.refresh
- end
- end
- end
- $game_system.update
- $game_screen.update
- if $game_system.timer_working and $game_system.timer == 0
- $game_temp.battle_abort = true
- end
- @help_window.update
- @party_command_window.update
- @actor_command_window.update
- @status_window.update
- @message_window.update
- @spriteset.update
- if $game_temp.transition_processing
- $game_temp.transition_processing = false
- if $game_temp.transition_name == ""
- Graphics.transition(20)
- else
- Graphics.transition(40, "Graphics/Transitions/" +
- $game_temp.transition_name)
- end
- end
- if $game_temp.message_window_showing
- return
- end
- if @spriteset.effect?
- return
- end
- if $game_temp.gameover
- $scene = Scene_Gameover.new
- return
- end
- if $game_temp.to_title
- $scene = Scene_Title.new
- return
- end
- if $game_temp.battle_abort
- $game_system.bgm_play($game_temp.map_bgm)
- battle_end(1)
- return
- end
- if @wait_count > 0
- @wait_count -= 1
- return
- end
- # this one holds the battle while the player moves
- for actor in @spriteset.actor_sprites
- if actor.moving
- return
- end
- end
- # and this one is for the enemy...
- for enemy in @spriteset.enemy_sprites
- if enemy.moving# and $game_system.animated_enemy
- return
- end
- end
-
- if $game_temp.forcing_battler == nil and
- $game_system.battle_interpreter.running?
- return
- end
- case @phase
- when 1
- update_phase1
- when 2
- update_phase2
- when 3
- update_phase3
- when 4
- update_phase4
- when 5
- update_phase5
- end
- end
-
- #==============================================================================
- # end of the snipplet
- # if you want the comments that where here just look at the scene_battle 4...
- # i added some comments since RPG hasnt add any....
- #==============================================================================
- end
复制代码 这个就是超级横版战斗的脚本了,但是......如图
无奈...... |
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