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本帖最后由 1358840591 于 2012-10-14 17:22 编辑
我想问,为什么我用超级横版,会发生错误呢,如下图
脚本 超级横版的363 行 发生了 ZerDvisionError divided by 0
各位高手帮帮忙,帮我解决问题吧- #==============================================================================
- # * Animated_Sprite Scripted by: SiR_VaIlHoR
- # Edited by: 柳柳
- #------------------------------------------------------------------------------
- # A class for animated sprites.
- #==============================================================================
- #==============================================================================
- # □ 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
- ###########
- class Enemy
- def name
- name = @name.split(/,/)[0]
- return name != nil ? name : ''
- end
- def name2
- name = @name.split(/,/)[1]
- return name != nil ? name : ''
- end
- end
-
- class Animation
- def hit_cp
- name = @name.split(/,/)[2].to_i
- return name != nil ? name : 0
- 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
- #==============================================================================
- # ■ Spriteset_Battle
- #------------------------------------------------------------------------------
- # バトル画面のスプライトをまとめたクラスです。このクラスは Scene_Battle クラ
- # スの内部で使用されます。
- #==============================================================================
- 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)
- #### 生成动态战斗背景活动块
- # @battlebackanimation = Sprite.new(@viewport0)
- # @battlebackanimation.bitmap = Bitmap.new("Graphics/Battlebacks/ruin-0")
- # @battlebackanimation.x = 0
- # @battlebackanimation.y = 0
- # @battleanimation_fcount = 0
- #### 生成战斗我方状态背景
- @battleback_swd = Sprite.new(@viewport4)
- @battleback_swd.x = 0
- @battleback_swd.y = 330
- @battleback_swd.bitmap = Bitmap.new("Graphics/System/menu/battle_skin.jpg")
- # @battlebackanimation.bitmap = Bitmap.new("Graphics/Battlebacks/ruin-0")
-
- @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 = 51 and @viewport2.z = 50 if $actor_on_top == 0#true
- @viewport1.z = 50 and @viewport2.z = 51 if $actor_on_top == 1#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]
- # if (Graphics.frame_count%15) == 0
- # @battleanimation_fcount = @battleanimation_fcount%3
- # @battlebackanimation.bitmap = Bitmap.new("Graphics/Battlebacks/ruin-#{@battleanimation_fcount}")
- # @battleanimation_fcount += 1
- # end
- # 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
- # @battlebackanimation.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
- # ● 背景暗化
- alias update_black_bant update
- def update
- update_black_bant
- #if @battleback_sprite.tone.red != -TONE_MARGINAL
- if $game_temp.black_flug && @battleback_sprite.tone.red != -TONE_MARGINAL
- @battleback_sprite.tone.red -= BLACK_R
- @battleback_sprite.tone.green -= BLACK_G
- @battleback_sprite.tone.blue -= BLACK_B
- #elsif @battleback_sprite.tone.red != 0
- elsif !$game_temp.black_flug && @battleback_sprite.tone.red != 0
- @battleback_sprite.tone.red += BLACK_R
- @battleback_sprite.tone.green += BLACK_G
- @battleback_sprite.tone.blue += BLACK_B
- end
- end
- end
- # end
- #==============================================================================
- # Sprite Battler for the Costum Battle System
- #==============================================================================
- 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 #
- ##############
- @battler_visible = false
- @flash_shake_switch = true
- ################
- 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/picturephase.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, 2, 0, 0, 0)
- when 1 # standby
- change(frames, 20, 0, @frame_height)
- when 2 # defend
- change(frames, 5, 0, @frame_height * 2)
- when 3 # Hurt
- change(frames, 5, 0, @frame_height * 3, 0, true)
- when 4 # attack no loop
- change(frames, 2, 0, @frame_height * 4, 0, true)
- when 5 # skill
- change(frames, 5, 0, @frame_height * 5, 0, true)
- when 6 # death
- change(frames, 5, 0, @frame_height * 6, 3, true)
- when 7 # winning pose
- change(frames, 5, 0, @frame_height * 7, 0, true)
- when 8 # no sprite
- change(frames, 8, 0, @frame_height * 8, 0, true)
- when 9 # no sprite
- change(frames, 8, 0, @frame_height * 9, 0, true)
- when 10 # no sprite
- change(frames, 8, 0, @frame_height * 10,0, true)
- when 11 # no sprite
- change(frames, 1, 0, @frame_height * 11,0, true)
- 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, 2, 0, 0, 0)
- when 1 # standby
- change(enemy_frames, 20, 0, @frame_height)
- when 2 # defend
- change(enemy_frames, 5, 0, @frame_height , 3, true)
- when 3 # Hurt
- change(enemy_frames, 5, 0, @frame_height * 3, 0, true)
- when 4 # attack
- change(enemy_frames, 2, 0, @frame_height * 4, 0, true)
- when 5 # skill
- change(enemy_frames, 5, 0, @frame_height * 5, 0, true)
- 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)
- ###########
- animation(animation, @battler.animation_hit,@battler.damage, @battler.critical)
- ##########
- @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
- # 设置活动块的坐标################
- if @flash_shake_switch == true
- self.x = @battler.screen_x
- self.y = @battler.screen_y
- self.z = @battler.screen_z
- @flash_shake_switch = false
- end
- if @flash_shake != 0 and @battler.damage != nil and RPG::BATTLER_JUMP
- case @flash_shake
- when 9..10
- self.x = @battler.screen_x
- self.y -=4
- self.z = @battler.screen_z
- when 6..8
- self.x = @battler.screen_x
- self.y -=2
- self.z = @battler.screen_z
- when 3..5
- self.x = @battler.screen_x
- self.y +=2
- self.z = @battler.screen_z
- when 2
- self.x = @battler.screen_x
- self.y += 4
- self.z = @battler.screen_z
- when 1
- self.x = @battler.screen_x
- self.y = @battler.screen_y
- self.z = @battler.screen_z
- end
- @flash_shake -= 1
- end##############
- end #
- end
- 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
- @battler_cp.stop = true
- if @active_battler.is_a?(Game_Actor)
- $actor_on_top = 1
- elsif @active_battler.is_a?(Game_Enemy)
- $actor_on_top = 0
- end
-
- if @active_battler.current_action.basic == 0
- #============================================================================
- # WEAPONS START...
- #============================================================================
- #@animation1_id = @active_battler.animation1_id
- #@animation2_id = @active_battler.animation2_id
- 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
- target = $game_party.random_target_actor if target == @active_battler
- 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, 20)
- #========= 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
- target = $game_troop.random_target_enemy if target == @active_battler
- elsif @active_battler.restriction == 2
- target = $game_troop.random_target_enemy
- else
- #绝技修炼
- case @active_battler.id
- when 1
- $game_variables[1] += 1
- when 2
- $game_variables[2] += 1
- when 4
- $game_variables[5] += 1
- when 5
- $game_variables[3] += 1
- when 6
- $game_variables[4] += 1
- end
- index = @active_battler.current_action.target_index
- target = $game_troop.smooth_target_enemy(index)
- end
- #======= the same thing for the player... ^-^
- x = target.screen_x + RPG::Cache.battler(@active_battler.battler_name, @active_battler.battler_hue).width/8
- @spriteset.actor_sprites[@active_battler.index].pose(0)
- @spriteset.actor_sprites[@active_battler.index].move(x, target.screen_y, 20)
- end
- @target_battlers = [target]
- for target in @target_battlers
- target.attack_effect(@active_battler)
- end
- #@status_window.refresh
- return
- end
- if @active_battler.current_action.basic == 1
- if @active_battler.is_a?(Game_Actor)
- @spriteset.actor_sprites[@active_battler.index].pose(2) #defence
- else
- @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1) #defence
- end
- @help_window.set_text($data_system.words.guard, 1)
- #@status_window.refresh
- 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
- @battler_cp.stop = true
- if @active_battler.is_a?(Game_Actor)
- $actor_on_top = 0
- elsif @active_battler.is_a?(Game_Enemy)
- $actor_on_top = 1
- end ###★
-
- @skill = $data_skills[@active_battler.current_action.skill_id]
- $actor_on_top = 1 if @skill.id == 71
- unless @active_battler.current_action.forcing
- unless @active_battler.skill_can_use?(@skill.id)
- $game_temp.forcing_battler = nil
- @active_battler.current_action.basic = 1
- make_basic_action_result
- @active_battler.cp+=65535
- @phase4_step = 2
- return
- end
- end
- @active_battler.sp -= @skill.sp_cost
- if @skill.element_set.include?(2) #★,消耗HP储存条
- @active_battler.hp_store -= 100
- @active_battler.hp_store_full = 0
- end
- @help_window.set_text(@skill.name, 1)
-
- #=============================================================================
- # SKILL SPRITES START
- #=============================================================================
-
- if @active_battler.is_a?(Game_Actor)
- case @skill.id
- when 62..67,69,72..74
- @spriteset.actor_sprites[@active_battler.index].pose(8)
- when 48,56,68,70
- @spriteset.actor_sprites[@active_battler.index].pose(9)
- when 57
- @spriteset.actor_sprites[@active_battler.index].pose(10)
- else
- $game_system.se_play2("attack2_" + @active_battler.battler_name)
- @spriteset.actor_sprites[@active_battler.index].pose(5)
- end
- else
- case @skill.id
- when 139,144,152,153
- @spriteset.enemy_sprites[@active_battler.index].pose(7)
- when 150
- @spriteset.enemy_sprites[@active_battler.index].pose(1)
- else
- @spriteset.enemy_sprites[@active_battler.index].enemy_pose(5) # <-- sprite number
- $game_system.se_play2("attack_enemy_"+$data_enemies[@active_battler.id].name2)#####
- 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
- #@status_window.refresh
- 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)
- $game_system.se_play2("attack2_" + @active_battler.battler_name)
- @spriteset.actor_sprites[@active_battler.index].pose(5)
- else
- @spriteset.enemy_sprites[@active_battler.index].enemy_pose(5)
- 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
- #@status_window.refresh
- end
-
- #==============================================================================
- # here again.... snipplet from RPG's scrîpt
- #==============================================================================
- def start_phase5
- @battler_cp.stop = true
- @battler_cp.clean
- @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]
- actor.remove_states_battle ############
- @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 = 80
- 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
- target.animation_id = @animation2_id
- target.animation_hit = (target.damage != "Miss" )
- end
- for target in @target_battlers
- if @animation2_id != 0 and target.cp < 65535
- r = $data_animations[@animation2_id].hit_cp
- else
- r = 0
- end
- if target.is_a?(Game_Actor) and !@active_battler.is_a?(Game_Actor)
- if target.guarding?
- @spriteset.actor_sprites[target.index].pose(2)
- #if r > 0
- for i in 1..10
- Graphics.update
- #Input.update
- update
- target.cp -= 25*r
- @battler_cp.ttbar[target].x = [514*target.cp/ 65535 + 45,45].max
- end
- #end
- elsif target.damage == "Miss"
- @spriteset.actor_sprites[target.index].pose(1)
- else
-
- if r > 0
- for i in 1..10
- Graphics.update
- #Input.update
- update
- target.cp -= 50*r
- @battler_cp.ttbar[target].x = [514*target.cp/ 65535 + 45,45].max
- i=r if i==10 and r>10
- if i == r
- @spriteset.actor_sprites[target.index].pose(3)
- $game_system.se_play2("ouch_" + target.battler_name)
- end
- end
- else
- @spriteset.actor_sprites[target.index].pose(3)
- $game_system.se_play2("ouch_" + target.battler_name)
- end
- 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)
- #if r > 0
- for i in 1..10
- Graphics.update
- #Input.update
- update
- target.cp -= 25*r
- @battler_cp.ttbar[target].x = [514*target.cp/ 65535 + 45,45].max
- end
- # end
- elsif target.damage == "Miss"
- @spriteset.enemy_sprites[target.index].enemy_pose(1)
- else
- if r > 0
- for i in 1..10
- Graphics.update
- #Input.update
- update
- target.cp -= 50*r
- @battler_cp.ttbar[target].x = [514*target.cp/ 65535 + 45,45].max
- i=r if i==10 and r>10
- if i == r
- @spriteset.enemy_sprites[target.index].enemy_pose(3)
- $game_system.se_play2("ouch_enemy_"+$data_enemies[target.id].name2)#####
- end
- end
- else
- @spriteset.enemy_sprites[target.index].enemy_pose(3)
- $game_system.se_play2("ouch_enemy_"+$data_enemies[target.id].name2)#####
- end
- end
- end
- end
-
- @wait_count = 0
- @phase4_step = 5
- end
- def update_phase4_step5
- @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
- @battler_cp.stop = true
- # 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, 25)
- @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, 25)
- @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
- @battler_cp.refresh[@active_battler] = true
- if @common_event_id > 0
- @battler_cp.stop = true
- if @active_battler.is_a?(Game_Actor) and !@active_battler.dead?
- @spriteset.actor_sprites[@active_battler.index].pose(1)
- end
- 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
- @battler_cp.stop = false
- @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)
- $fff_bmenu = 0
- 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
-
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