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发表于 2008-12-3 06:21:25
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这是你的damage图片140 按14改的

这是我的图片300 按30 改的
sp总伤害 是200 找到 bitmap.blt(@_total_damage_x, 32, RPG::Cache.picture("sp总伤害"),
Rect.new(number * 25, rect_y, 25, 32))
把25改成20
hp一样
- module RPG
- #--------------------------------------------------------------------------
- # ● 常量设定
- #--------------------------------------------------------------------------
- # 是否显示总伤害
- SHOW_TOTAL_DAMAGE = true
- # 角色受攻击时是否跳一下
- BATTLER_JUMP = false
- class Sprite < ::Sprite
- # 用文件名字代替实例加快搜索速度
- @@_reference_count_ary = []
- #==========================================
- # 修改说明:
- # @flash_shake用来制作挨打时候跳跃
- # @_damage 用来记录每次打击之后弹出数字
- # @_total_damage 记录总伤害
- # @_total_damage_duration 总伤害持续帧
- #==========================================
- alias rainbow_initialize :initialize
- def initialize(viewport = nil)
- # 元方法引用
- rainbow_initialize(viewport)
- # 挨打时候跳跃
- @flash_shake = 0
- # 伤害记录数组
- @_damage = []
- # 总伤害数字
- @_total_damage = 0
- # 总伤害持续帧
- @_total_damage_duration = 0
- end
-
- #--------------------------------------------------------------------------
- # 图片化显示伤害
- #--------------------------------------------------------------------------
- def damage(value, critical)
- bitmap = Bitmap.new(200, 64)
- bitmap.font.name = "Arial Black"
- bitmap.font.size = 18
- # 伤害值是数值的情况下
- if value.is_a?(Numeric)
- # 伤害值为负的情况下
- if value < 0
- rect_y = 32# 调用回复数字表
- damage_string = (-value).to_s
- else
- rect_y = 0 # 调用伤害数字表
- damage_string = (value).to_s
- end
-
- # 分割伤害值字符串
- damage_array = damage_string.scan(/./)
- damage_x = (9 - damage_string.size)* 9
- # 循环伤害值字符串
- damage_array.each do |char|
- number = char.to_i
- if $SP判定 == 2 #当伤害值为SP伤害时
- #调用SP伤害图片
- bitmap.blt(damage_x, 32, RPG::Cache.picture("spDamage"),
- Rect.new(number * 14, rect_y, 14, 50))
- #调用HP伤害图片
- else
- bitmap.blt(damage_x, 32, RPG::Cache.picture("Damage"),
- Rect.new(number * 14, rect_y,14, 50))
- end
- # 后移一位
- damage_x += 20
- end
- # 伤害值不是数值的情况
- else
- damage_string = value.to_s
- # 如果伤害值不是 Miss
- unless value == "Miss"
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(-1, 11, 160, 36, damage_string, 1)
- #bitmap.draw_text(+1, 11, 160, 36, damage_string, 1)
- #bitmap.draw_text(-1, 13, 160, 36, damage_string, 1)
- #bitmap.draw_text(+1, 13, 160, 36, damage_string, 1)
- # Miss 的情况下
- else
- # 显示未击中图画
- bitmap.blt(36, 28, RPG::Cache.picture("Damage"),Rect.new(90, 64, 90, 50))
- end
- end
- # 会心一击标志打开的情况
- if critical
- # 显示会心一击图画
- bitmap.blt(36, 0, RPG::Cache.picture("Damage"), Rect.new(0, 64, 90, 32))
- end
- # 伤害值定位
- @_damage_sprite = ::Sprite.new(self.viewport)
- @_damage_sprite.bitmap = bitmap
- @_damage_sprite.ox = 80
- @_damage_sprite.oy = 20
- @_damage_sprite.x = self.x
- @_damage_sprite.y = self.y - self.oy / 2
- @_damage_sprite.z = 3000
- @_damage_duration = 40
- #=======================================
- # 修改:推入新的伤害
- #=======================================
- @_damage.push([@_damage_sprite,@_damage_duration-10,0, rand(30) - 15, rand(3)])
- # 总伤害处理
- make_total_damage(value)
- end
- #############################################################################
- #--------------------------------------------------------------------------
- # ● 总伤害处理
- #--------------------------------------------------------------------------
- ############################################################################
- #总伤害图片化
- def make_total_damage(value)
- if value.is_a?(Numeric) and SHOW_TOTAL_DAMAGE #如果总伤害数值为数字并且总伤害显示开关为真。
- @_total_damage += value
- value1 = @_total_damage #代入伤害数值
- total_string = value1.abs.to_s #转化字符串
- #分割伤害数值
- @_total_damage_array = total_string.scan(/./)
- @_total_damage_x = (9 - total_string.size) * 9
- else
- return
- end
- ########图片尺寸以及字体
- bitmap = Bitmap.new(320,82)
- bitmap.font.name = "黑体"
- bitmap.font.size = 32
- #################
- if @_total_damage < 0 #如果总伤害小于0
- rect_y = 32 #定位伤害值行数
- ############处理伤害分割数字
- for char in @_total_damage_array
- number = char.to_i
- if $SP判定 == 2 #当SP判定为2时,即显示SP恢复和伤害量
- bitmap.blt(@_total_damage_x, 32, RPG::Cache.picture("sp总伤害"),
- Rect.new(number * 25, rect_y, 25, 32))
- else #伤害为HP的情况下
- bitmap.blt(@_total_damage_x, 32, RPG::Cache.picture("hp总伤害"),
- Rect.new(number * 25, rect_y, 25, 32))
- end
- # 后移一位
- @_total_damage_x += 25
- end
- else #伤害值大于0的情况
- rect_y = 0 #定位伤害值行数
- #总伤害数值循环处理
- for char in @_total_damage_array
- number = char.to_i
- if $SP判定 == 2 #当伤害为SP伤害时
- bitmap.blt(@_total_damage_x, 32, RPG::Cache.picture("sp总伤害"),
- Rect.new(number * 20, rect_y, 20, 32))
- else #除此以外的情况。
- bitmap.blt(@_total_damage_x, 32, RPG::Cache.picture("hp总伤害"),
- Rect.new(number * 20, rect_y, 0, 32))
- end
- # 后移一位
- @_total_damage_x += 25
- end
- end
- if @_total_damage_sprite.nil?
- @_total_damage_sprite = ::Sprite.new(self.viewport)
- @_total_damage_sprite.ox = 80
- @_total_damage_sprite.oy = 20
- @_total_damage_sprite.z = 3000
- end
- @_total_damage_sprite.bitmap = bitmap
- @_total_damage_sprite.zoom_x = 1.5
- @_total_damage_sprite.zoom_y = 1.5
- @_total_damage_sprite.x = self.x
- @_total_damage_sprite.y = self.y - self.oy / 2 - 64
- @_total_damage_sprite.z = 3001
- @_total_damage_duration = 80
- end
- ##################################################################
- def animation(animation, hit, battler_damage="", battler_critical=false,battler=nil)
- dispose_animation
- @battler = battler
- #=======================================
- # 修改:记录伤害和critical
- #=======================================
- @battler_damage = battler_damage
- @battler_critical = battler_critical
- @_animation = animation
- return if @_animation == nil
- @_animation_hit = hit
- @_animation_duration = @_animation.frame_max
- animation_name = @_animation.animation_name
- animation_hue = @_animation.animation_hue
- bitmap = RPG::Cache.animation(animation_name, animation_hue)
- #=======================================
- # 修改:计算总闪光权限值
- #=======================================
- for timing in @_animation.timings
- quanzhong = animation_process_timing(timing, @_animation_hit,true)
- quanzhong = 0
- @all_quanzhong += quanzhong
- # 记录最后一次闪光
- @_last_frame = timing.frame if quanzhong != 0
- end
- if @@_reference_count.include?(bitmap)
- @@_reference_count[bitmap] += 1
- else
- @@_reference_count[bitmap] = 1
- end
- #=======================================
- # 修改:行动方动画不显示伤害
- #=======================================
- if $scene.is_a?(Scene_Battle)
- if $scene.animation1_id == @battler.animation_id
- @battler_damage = ""
- end
- end
- @_animation_sprites = []
- if @_animation.position != 3 or not @@_animations.include?(animation)
- 15.times do
- sprite = ::Sprite.new(self.viewport)
- sprite.bitmap = bitmap
- sprite.visible = false
- @_animation_sprites.push(sprite)
- end
- unless @@_animations.include?(animation)
- @@_animations.push(animation)
- end
- end
- update_animation
- end
- #=======================================
- # 修改:更换清除伤害的算法,以防万一
- # 本内容在脚本中没有使用过
- #=======================================
- def dispose_damage
- for damage in @_damage.reverse
- damage[0].bitmap.dispose
- damage[0].dispose
- @_damage.delete(damage)
- end
- @_total_damage = 0
- @_last_frame = -1
- if @_total_damage_sprite != nil
- @_total_damage_duration = 0
- @_total_damage_sprite.bitmap.dispose
- @_total_damage_sprite.dispose
- @_total_damage_sprite = nil
- end
- end
- def dispose_animation
- #=======================================
- # 修改:清除记录的伤害,清除权重记录
- #=======================================
- @battler_damage = nil
- @battler_critical = nil
- @all_quanzhong = 1
- @_total_damage = 0
- @_last_frame = -1
- if @_animation_sprites != nil
- sprite = @_animation_sprites[0]
- if sprite != nil
- @@_reference_count[sprite.bitmap] -= 1
- if @@_reference_count[sprite.bitmap] == 0
- sprite.bitmap.dispose
- end
- end
- for sprite in @_animation_sprites
- sprite.dispose
- end
- @_animation_sprites = nil
- @_animation = nil
- end
- end
- def update
- super
- if @_whiten_duration > 0
- @_whiten_duration -= 1
- self.color.alpha = @_whiten_duration * 10 - 32
- end
- if @_appear_duration > 0
- @_appear_duration -= 1
- self.opacity = (16 - @_appear_duration) * 16
- end
- if @_escape_duration > 0
- @_escape_duration -= 1
- self.opacity = @_escape_duration * 10 - 64
- end
- if @_collapse_duration > 0
- @_collapse_duration -= 1
- self.opacity = 256 - (48 - @_collapse_duration) * 6
- end
- #=======================================
- # 修改:更新算法,更新弹出
- #=======================================
- if @_damage_duration > 0
- @_damage_duration -= 1
- for damage in @_damage
- damage[0].x = self.x + self.viewport.rect.x -
- self.ox + self.src_rect.width / 2 +
- (4 - damage[1]/ 10) * damage[3]
- damage[0].y -= damage[4]+damage[1]/10
- damage[0].opacity = damage[1]*20
- damage[1] -= 1
- if damage[1]==0
- damage[0].bitmap.dispose
- damage[0].dispose
- @_damage.delete(damage)
- next
- end
- end
- end
- #=======================================
- # 添加:弹出总伤害
- #=======================================
- if @_total_damage_duration > 0
- @_total_damage_duration -= 1
- @_total_damage_sprite.y -= 1 if @_total_damage_duration % 2 == 0
- if @_total_damage_sprite.zoom_x > 1.0
- @_total_damage_sprite.zoom_x -= 0.05
- end
- if @_total_damage_sprite.zoom_y > 1.0
- @_total_damage_sprite.zoom_y -= 0.05
- end
- @_total_damage_sprite.opacity = 256 - (24 - @_total_damage_duration) * 16
- if @_total_damage_duration <= 0
- @_total_damage = 0
- @_total_damage_duration = 0
- @_total_damage_sprite.bitmap.dispose
- @_total_damage_sprite.dispose
- @_total_damage_sprite = nil
- end
- end
- #=======================================
- if @_animation != nil and (Graphics.frame_count % 2 == 0)
- @_animation_duration -= 1
- update_animation
- end
- if @_loop_animation != nil and (Graphics.frame_count % 2 == 0)
- update_loop_animation
- @_loop_animation_index += 1
- @_loop_animation_index %= @_loop_animation.frame_max
- end
- if @_blink
- @_blink_count = (@_blink_count + 1) % 32
- if @_blink_count < 16
- alpha = (16 - @_blink_count) * 6
- else
- alpha = (@_blink_count - 16) * 6
- end
- self.color.set(255, 255, 255, alpha)
- end
- @@_animations.clear
- end
- def update_animation
- if @_animation_duration > 0
- frame_index = @_animation.frame_max - @_animation_duration
- cell_data = @_animation.frames[frame_index].cell_data
- position = @_animation.position
- animation_set_sprites(@_animation_sprites, cell_data, position)
- #=======================================
- # 修改:弹出伤害,权重计算
- #=======================================
- for timing in @_animation.timings
- if timing.frame == frame_index
- t = 1.0 * animation_process_timing(timing, @_animation_hit)
- #p t,"当前权重", @all_quanzhong,"总权重"
- if @battler_damage.is_a?(Numeric) and t != 0
- #p @battler_damage, t
- t *= @battler_damage
- t /= @all_quanzhong
- t *= (rand(10)/10.0)
- t = t.to_i
- @_total_damage += t
- #p t,@battler_damage, @_total_damage
- damage(t,@battler_critical)
- @battler.hp -= t
- $scene.statusupdate
- # 防止重复播放miss
- elsif !@battler_damage.is_a?(Numeric) and timing.flash_scope != 0
- damage(@battler_damage,@battler_critical)
- end
- end
- end
- else
- dispose_animation
- end
- end
- #=======================================
- # 修改:敌人跳跃的功能 + 添加返回数值
- #=======================================
- def animation_process_timing(timing, hit,dontflash=false)
- if (timing.condition == 0) or
- (timing.condition == 1 and hit == true) or
- (timing.condition == 2 and hit == false)
- unless dontflash
- if timing.se.name != ""
- se = timing.se
- Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch)
- end
- end
- case timing.flash_scope
- when 1
- unless dontflash
- self.flash(timing.flash_color, timing.flash_duration * 2)
- if @_total_damage >0
- @flash_shake_switch = true
- @flash_shake = 10
- end
- end
- return timing.flash_color.alpha * timing.flash_duration
- when 2
- unless dontflash
- if self.viewport != nil
- self.viewport.flash(timing.flash_color, timing.flash_duration * 2)
- return timing.flash_color.alpha * timing.flash_duration
- end
- end
- when 3
- unless dontflash
- self.flash(nil, timing.flash_duration * 2)
- end
- return timing.flash_color.alpha * timing.flash_duration
- end
- end
- return 0
- end
- end
- end
- #==============================================================================
- # ■ Sprite_Battler
- #==============================================================================
- class Sprite_Battler < RPG::Sprite
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # 添加跳跃记录
- #--------------------------------------------------------------------------
- def initialize(viewport, battler = nil)
- super(viewport)
- @battler = battler
- @battler_visible = false
- @flash_shake_switch = true
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- # 增添跳跃功能
- #--------------------------------------------------------------------------
- def update
- super
- # 战斗者为 nil 的情况下
- if @battler == nil
- self.bitmap = nil
- loop_animation(nil)
- return
- end
- # 文件名和色相与当前情况有差异的情况下
- if @battler.battler_name != @battler_name or
- @battler.battler_hue != @battler_hue
- # 获取、设置位图
- @battler_name = @battler.battler_name
- @battler_hue = @battler.battler_hue
- self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
- @width = self.bitmap.width
- @height = self.bitmap.height
- self.ox = @width / 2
- self.oy = @height
- # 如果是战斗不能或者是隐藏状态就把透明度设置成 0
- if @battler.dead? or @battler.hidden
- self.opacity = 0
- end
- end
- # 动画 ID 与当前的情况有差异的情况下
- if @battler.damage == nil and
- @battler.state_animation_id != @state_animation_id
- @state_animation_id = @battler.state_animation_id
- loop_animation($data_animations[@state_animation_id])
- end
- # 应该被显示的角色的情况下
- if @battler.is_a?(Game_Actor) and @battler_visible
- # 不是主状态的时候稍稍降低点透明度
- if $game_temp.battle_main_phase
- self.opacity += 3 if self.opacity < 255
- else
- self.opacity -= 3 if self.opacity > 207
- end
- end
- # 明灭
- if @battler.blink
- blink_on
- else
- blink_off
- end
- # 不可见的情况下
- unless @battler_visible
- # 出现
- if not @battler.hidden and not @battler.dead? and
- (@battler.damage == nil or @battler.damage_pop)
- appear
- @battler_visible = true
- end
- end
- # 可见的情况下
- if @battler_visible
- # 逃跑
- if @battler.hidden
- $game_system.se_play($data_system.escape_se)
- escape
- @battler_visible = false
- end
- # 白色闪烁
- if @battler.white_flash
- whiten
- @battler.white_flash = false
- end
- # 动画
- if @battler.animation_id != 0
- animation = $data_animations[@battler.animation_id]
- animation(animation, @battler.animation_hit,@battler.damage, @battler.critical,@battler)
- @battler.animation_id = 0
- end
- # 伤害
- if @battler.damage_pop
- @battler.damage = nil
- @battler.critical = false
- @battler.damage_pop = false
- end
- # korapusu
- if @battler.damage == nil and @battler.dead?
- if @battler.is_a?(Game_Enemy)
- $game_system.se_play($data_system.enemy_collapse_se)
- else
- $game_system.se_play($data_system.actor_collapse_se)
- end
- collapse
- @battler_visible = false
- end
- end
- # 设置活动块的坐标
- if @flash_shake_switch == true
- self.x = @battler.screen_x
- self.y = @battler.screen_y
- self.z = @battler.screen_z
- @flash_shake_switch = false
- end
- if @flash_shake != 0 and @battler.damage != nil 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
- #==============================================================================
- # ■ Scene_Battle
- #------------------------------------------------------------------------------
- # 处理战斗画面的类。
- #==============================================================================
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :animation1_id # 行动方动画ID
- def statusupdate
- @status_window.refresh
- Graphics.frame_reset
- end
- end
复制代码
这是那个修改过的 你试试= =| |
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