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本帖最后由 zhli667 于 2009-9-6 11:05 编辑
如图~事件压住表情动画了,应该是在“全动画战斗脚本”中调整。只是不知道该在哪调整?高手帮帮忙吖~~~谢谢了~~
[全动画战斗脚本]- #==============================================================================
- # ■ 全动画战斗系统(修改加强再加强版)
- #------------------------------------------------------------------------------
- # By whbm
- # 应用脚本 彩虹神剑 By 66
- #==============================================================================
- $fangyu = 0
- # 修改内容:
- # 1.修改战斗失败继续后被怪打就出现死亡静态或者不再出现死亡动态的BUG
- # 2.改变防御方式,怪打的时候防御动作才显现,打完就恢复
- # 3.修正一个角色死亡后,其他角色添加第6号状态的问题,就是那个一个死了,其他的都要被
- # 打好几次的BUG.
- # 4.修正不显示战斗胜利图的BUG
- # by 星云
- # 5.在此脚本中增加了施法动画(放在第八个★动画里面)
- # 6.修复了伤害数值与动画被敌人挡住的情况
- # 7.修复了攻击动画帧数过多的情况下和人物死亡判定情况下的挨打动画(闪烁判定)
- # 8.增加了伤害美化效果(可选,素材放在Pictures文件夹的子文件夹Srting中)
- # 9.修改了总伤害与分段伤害显示不一致的BUG
- # 10.修复了全画面动画向下的错误
- # 11.其他问题会继续跟进
- # by 果冻叮当猫
- #有问题,找蚂蚁 redant修改
- #==============================================================================
- #简要介绍:
- # 本脚本实现了战斗的动态效果,其中包含了待机、攻击、防御、挨打、胜利、死亡。类似于超级横版、超级战斗。但是本系统特色在于所有效果的实现并不是靠庞大的战斗图,而是使用了数据库中的动画。这样不仅突破了不同人不同祯数量的限制,并且方便了单动画单祯的修改。
- #使用方法:
- # 个人觉得还是比较简单,但是大量的怪物还是会令人头痛。
- # 1.数据库的设置
- # 敌人必要的动画有待机、挨打、死亡三个必要的动画
- # 角色必要的动画有待机、挨打、防御、死亡动态、胜利动态、死亡静态、胜利静态
- #
- # 死亡静态与胜利静态:动画中只有1祯,为相应动态动画的最后一祯
- #
- # 剩下的就是人物攻击的动画,和正常的动画是一样设置
- # 如图中的攻击等待动画只是为了在播放攻击动画的同时消除人物本身(素材原因,人物攻击的时候离开了原位,如果是在原位置放魔法是用不上的)
- # 2.战斗图的设置
- # 战斗图其实只是一个透明的图片,它只是用来描述一个敌人或者角色的大小,并与相应的战斗动画编号相衔接。
- # 战斗图的文件名格式如下:
- # 名字★待机★防御★挨打★死亡动态★死亡静态★胜利动态★胜利静态★施法动画(本人自己添加的).png
- # (其中“名字”一项与动画无关)
- # 例如:
- # 紫烟★140★141★148★149★150★144★145★146.png
- # 对于敌人无胜利动画或者防御动画,请保持该位置为空,例如:
- # 蓝若冰★124★★126★127★128★★★129.png
- # 综上,设置就这么完成了。
- #注意事项:
- # 1.由于系统中待机由动画实现,所以无法使用状态附带动画的功能。
- # 2.可以在脚本中使用Ctrl+Shift+F通篇搜索“小改动”,可以修改某些窗口的Z值。
- # 3.当您将此系统向您的工程中移植的时候也要注意事项2中的“小改动”。
- # 4.系统是从游戏“石焚刃暖”中提取出来的,或许会有疏漏与多余的东西,BUG也是不免的。大家尽管提便是。
- #==============================================================================
- module RPG
- class Sprite < ::Sprite
- @@_animations = []
- @@_reference_count = {}
-
- def dispose
- dispose_damage
- dispose_animation
- dispose_loop_animation
- dispose_loop_animation1
- super
- end
-
-
-
-
- def loop_animation1(animation)
- return if animation == @_loop_animation1
- dispose_loop_animation1
- @_loop_animation1 = animation
- return if @_loop_animation1 == nil
- @_loop_animation1_index = 0
- animation_name = @_loop_animation1.animation_name
- animation_hue = @_loop_animation1.animation_hue
- bitmap = RPG::Cache.animation(animation_name, animation_hue)
- if @@_reference_count.include?(bitmap)
- @@_reference_count[bitmap] += 1
- else
- @@_reference_count[bitmap] = 1
- end
- @_loop_animation1_sprites = []
- for i in 0..15
- sprite = ::Sprite.new(self.viewport)
- sprite.bitmap = bitmap
- sprite.visible = false
- @_loop_animation1_sprites.push(sprite)
- end
- update_loop_animation1
- end
-
-
-
-
- def dispose_loop_animation1
- if @_loop_animation1_sprites != nil
- sprite = @_loop_animation1_sprites[0]
- if sprite != nil
- @@_reference_count[sprite.bitmap] -= 1
- if @@_reference_count[sprite.bitmap] == 0
- sprite.bitmap.dispose
- end
- end
- for sprite in @_loop_animation1_sprites
- sprite.dispose
- end
- @_loop_animation1_sprites = nil
- @_loop_animation1 = nil
- end
- end
-
-
-
-
- def update_loop_animation1
- frame_index = @_loop_animation1_index
- cell_data = @_loop_animation1.frames[frame_index].cell_data
- position = @_loop_animation1.position
- animation_set_sprites(@_loop_animation1_sprites, cell_data, position)
- for timing in @_loop_animation1.timings
- if timing.frame == frame_index
- animation_process_timing(timing, true)
- end
- end
- end
-
- end
- end
- class Spriteset_Battle
- #--------------------------------------------------------------------------
- # ● 初始化变量
- #--------------------------------------------------------------------------
- def initialize
- # 生成显示端口
- @viewport1 = Viewport.new(0, 0, 640, 480)
- @viewport2 = Viewport.new(0, 0, 640, 480)
- @viewport3 = Viewport.new(0, 0, 640, 480)
- @viewport4 = Viewport.new(0, 0, 640, 480)
- @viewport2.z = 101
- @viewport3.z = 200
- @viewport4.z = 5000
- # 生成战斗背景活动块
- @battleback_sprite = Sprite.new(@viewport1)
- # 生成敌人活动块
- @enemy_sprites = []
- for enemy in $game_troop.enemies.reverse
- # @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
- @enemy_sprites.push(Sprite_Battler.new(@viewport4, enemy))#敌人的显示高度
- end
- # 生成敌人活动块
- @actor_sprites = []
- @actor_sprites.push(Sprite_Battler.new(@viewport2))
- @actor_sprites.push(Sprite_Battler.new(@viewport2))
- @actor_sprites.push(Sprite_Battler.new(@viewport2))
- @actor_sprites.push(Sprite_Battler.new(@viewport2))
- # 生成天候
- @weather = RPG::Weather.new(@viewport1)
- # 生成图片活动块
- @picture_sprites = []
- for i in 51..100
- @picture_sprites.push(Sprite_Picture.new(@viewport3,
- $game_screen.pictures[i]))
- end
- # 生成计时器块
- @timer_sprite = Sprite_Timer.new
- # 刷新画面
- update
- end
- #..........................................................................
- #--------------------------------------------------------------------------
- # ● 胜利图
- #--------------------------------------------------------------------------
- def win
- for sprite in @actor_sprites
- sprite.win
- end
- end
- #..........................................................................
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- # 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
- class Arrow_Enemy < Arrow_Base
- #--------------------------------------------------------------------------
- # ● 获取光标指向的敌人
- #--------------------------------------------------------------------------
- def enemy
- return $game_troop.enemies[@index]
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 如果指向不存在的敌人就离开
- $game_troop.enemies.size.times do
- break if self.enemy.exist?
- @index += 1
- @index %= $game_troop.enemies.size
- end
- # 光标右
- if Input.repeat?(Input::RIGHT)
- $game_system.se_play($data_system.cursor_se)
- $game_troop.enemies.size.times do
- @index += 1
- @index %= $game_troop.enemies.size
- break if self.enemy.exist?
- end
- end
- # 光标左
- if Input.repeat?(Input::LEFT)
- $game_system.se_play($data_system.cursor_se)
- $game_troop.enemies.size.times do
- @index += $game_troop.enemies.size - 1
- @index %= $game_troop.enemies.size
- break if self.enemy.exist?
- end
- end
- # 设置活动块坐标
- if self.enemy != nil
- self.x = self.enemy.screen_x + self.ox + 10
- self.y = self.enemy.screen_y + self.oy - 20
- end
- end
- end
- class Arrow_Actor < Arrow_Base
- #--------------------------------------------------------------------------
- # ● 获取光标指向的角色
- #--------------------------------------------------------------------------
- def actor
- return $game_party.actors[@index]
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 光标右
- if Input.repeat?(Input::RIGHT)
- $game_system.se_play($data_system.cursor_se)
- @index += 1
- @index %= $game_party.actors.size
- end
- # 光标左
- if Input.repeat?(Input::LEFT)
- $game_system.se_play($data_system.cursor_se)
- @index += $game_party.actors.size - 1
- @index %= $game_party.actors.size
- end
- # 设置活动块坐标
- if self.actor != nil
- self.x = self.actor.screen_x + self.ox + 10
- self.y = self.actor.screen_y + self.oy - 20
- end
- end
- end
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● 刷新画面 (主回合步骤 3 : 行动方动画)
- #--------------------------------------------------------------------------
- def update_phase4_step3
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
- if @animation1_id == 0
- @active_battler.white_flash = true
- else
- # 添加施法动画
- # @active_battler.setup_battler_ani(@active_battler.battler_name.split(/★/)[8], 1)
- @active_battler.animation_id = @animation1_id
- @active_battler.animation_hit = true
- end
- # 对像方动画
- for target in @target_battlers
- target.animation_id = @animation2_id
- target.animation_hit = (target.damage != "Miss")
- ###########################################################
- target.setup_battler_dead_ani(0)
- ############################################################
- #.......................................................................
- if target.is_a?(Game_Actor)
- ##############
- if target.guarding?
- $fangyu = 1
- end
- ##############
- if target.current_action.kind == 0 and target.current_action.basic == 1
- target.setup_battler_ani(target.battler_name.split(/★/)[2], 1)
- #else
- #target.current_action.kind == 0 and target.current_action.basic == 1
- # target.setup_battler_ani(target.battler_name.split(/★/)[3], 0)
- else
- target.setup_battler_hurt_ani(0)
- end
- end
- if target.is_a?(Game_Enemy)
- if target.current_action.kind == 0 and target.current_action.basic == 1
- target.setup_battler_ani(target.battler_name.split(/★/)[1])
- else
- target.setup_battler_hurt_ani(0)
- end
- end
- #.......................................................................
- end
- # 对像方动画
- for target in @target_battlers
- target.animation_id = @animation2_id
- target.animation_hit = (target.damage != "Miss")
- #......................................................................
- end
- # 限制动画长度、最低 8 帧
- @wait_count = 8
- # 移至步骤 5
- @phase4_step = 5
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (主回合步骤 4 : 对像方动画) ★
- #--------------------------------------------------------------------------
- def update_phase4_step4
- # 移至步骤 5
- @phase4_step = 5
- end
- end
- class Game_Actor < Game_Battler
-
- #小改动
- #############################################################################
- # 横版修改 #
- #############################################################################
-
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 X 坐标
- #--------------------------------------------------------------------------
- # def screen_x
- # case self.index
- # when 0
- # return 515
- # when 1
- # return 440
- # when 2
- # return 590
- # when 3
- # return 390
- # else
- # return 640
- # end
- # end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Y 坐标
- #--------------------------------------------------------------------------
- # def screen_y
- # case self.index
- # when 0
- # return 310
- # when 1
- # return 295
- # when 2
- # return 325
- # when 3
- # return 340
- # else
- # return 1000
- # end
- # end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Z 坐标
- #--------------------------------------------------------------------------
- # def screen_z
- # case self.index
- # when 0
- # return 1
- # when 1
- # return 0
- # when 2
- # return 2
- # when 3
- # return 3
- # else
- # return 0
- # end
- # end
-
-
- #############################################################################
-
-
-
- def screen_x
- # 返回计算后的队伍 X 坐标的排列顺序
- #if $game_party.actors[1].name ="南宫复"
- case self.index
- when 0
- return 400
- when 1
- return 540
- when 2
- return 400
- when 3
- return 540
- # end
- else
- return 400
- end
- end
- #......................................................................
- # case self.index
- # when 0
- # return 400
- # when 1
- # return 470
- # when 2
- # return 540
- # when 3
- # return 610
- #else
- # return 0
- #end
- #end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Y 坐标
- #--------------------------------------------------------------------------
- def screen_y
- #........................................................................
- case self.index
- when 0
- return 400
- when 1
- return 280
- when 2
- return 290
- when 3
- return 400
- end
-
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Z 坐标
- #--------------------------------------------------------------------------
- def screen_z
- # 返回计算后的队伍 Z 坐标的排列顺序
- case self.index
- when 0
- return 4200
- when 1
- return 4100
- when 2
- return 4000
- when 3
- return 3900
- end
- end
- end
- class Scene_Battle
- #..........................................................................
- #--------------------------------------------------------------------------
- # ● 返回phase
- #--------------------------------------------------------------------------
- def phase
- return @phase
- end
- #--------------------------------------------------------------------------
- # ● 返回phase4_step
- #--------------------------------------------------------------------------
- def phase4_step
- return @phase4_step
- end
- #--------------------------------------------------------------------------
- # ● 返回phase4_step
- #--------------------------------------------------------------------------
- def actor_command_active?
- return @actor_command_window.active
- end
- #..........................................................................
- end
- class Game_Battler
- #..........................................................................
- #--------------------------------------------------------------------------
- # ● 获取循环的动画 ID
- #--------------------------------------------------------------------------
- def show_damage(value)
- @show_damage_value = value
- end
- #--------------------------------------------------------------------------
- # ● 获取循环的动画 ID
- #--------------------------------------------------------------------------
- def show_damage_value
- return @show_damage_value
- end
- #--------------------------------------------------------------------------
- # ● 获取循环的动画 ID
- #--------------------------------------------------------------------------
- def battler_ani
- return @battler_ani
- end
- #--------------------------------------------------------------------------
- # ● 获取循环的动画 ID
- #--------------------------------------------------------------------------
- def setup_battler_ani(battler_ani, once = 0)
- @battler_ani = battler_ani
- @once = once
- end
- #--------------------------------------------------------------------------
- # ● 获取循环的动画 ID
- #--------------------------------------------------------------------------
- def setup_battler_hurt_ani(hurt)
- @hurt = hurt
- end
- #--------------------------------------------------------------------------
- # ● 获取循环的动画 ID
- #--------------------------------------------------------------------------
- def setup_battler_dead_ani(over)
- @over = over
- end
- #--------------------------------------------------------------------------
- # ● 获取循环的动画 ID
- #--------------------------------------------------------------------------
- def battler_dead_ani
- return @over
- end
- #--------------------------------------------------------------------------
- # ● 获取循环的动画 ID
- #--------------------------------------------------------------------------
- def battler_ani_once
- return @once
- end
- #--------------------------------------------------------------------------
- # ● 获取循环的动画 ID
- #--------------------------------------------------------------------------
- def battler_hurt_ani
- return @hurt
- end
- #..........................................................................
- end
- class Sprite_Battler < RPG::Sprite
- #..........................................................................
- #--------------------------------------------------------------------------
- # ● 胜利图
- #--------------------------------------------------------------------------
- def win
- if @battler_name != nil and not @battler.hidden and not @battler.dead?
- @battler.setup_battler_ani(@battler_name.split(/★/)[6], 1)
- end
- end
- #..........................................................................
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- if self.bitmap != nil
- self.bitmap.dispose
- end
- super
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 战斗者为 nil 的情况下
- if @battler == nil
- self.bitmap = nil
- loop_animation(nil)
- loop_animation1(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
- @battler_hue = @battler.battler_hue
- # 获取、设置位图
- @battler_name = @battler.battler_name
- self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
- #.......................................................................
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
- #.......................................................................
- @width = bitmap.width
- @height = 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.is_a?(Game_Enemy)
- if @battler.dead? or @battler.hidden
- self.opacity = 0
- end
- end
- end
- # 动画 ID 与当前的情况有差异的情况下
- #.........................................................................
- if @battler.battler_ani != @battler_ani
- @battler_ani = @battler.battler_ani
- loop_animation($data_animations[@battler_ani.to_i])
-
-
- 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)
- if @battler.is_a?(Game_Enemy)
- appear
- else
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
- end
- @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.animation_id = 0
- end
- # 伤害
- if @battler.damage_pop
- damage(@battler.damage, @battler.critical)
- @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)
- #collapse
- else
- $game_system.se_play($data_system.actor_collapse_se)
- end
- #....................................................................
- @battler_visible = false
- end
- end
- # 设置活动块的坐标
- self.x = @battler.screen_x
- self.y = @battler.screen_y
- self.z = @battler.screen_z
- end
- end
- module RPG
- class Sprite < ::Sprite
- def damage(value, critical)
- dispose_damage
- if value.is_a?(Numeric)
- damage_string = value.abs.to_s
- else
- damage_string = value.to_s
- end
- bitmap = Bitmap.new(160, 48)
- bitmap.font.name = "Arial Black"
- bitmap.font.size = 32
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
- bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
- bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
- bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
- if value.is_a?(Numeric) and value < 0
- bitmap.font.color.set(176, 255, 144)
- else
- bitmap.font.color.set(255, 255, 255)
- end
- bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
- if critical
- bitmap.font.size = 20
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
- bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
- bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
- bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
- bitmap.font.color.set(255, 255, 255)
- bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
- end
- @_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.x -= self.bitmap.width/2 if @battler.is_a?(Game_Actor)
- @_damage_sprite.y = self.y - self.oy / 2
- @_damage_sprite.z = 3000
- @_damage_duration = 40
- end
- end
- end
- 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 = true
- # 伤害美化字符串文件夹名(放在Pictures文件夹中的子文件夹)
- #STRING_DOCUMENTS = ""
- # 是否使用伤害美化效果
- USE_DAMAGE = true
-
- class Sprite < ::Sprite
- #==========================================
- # 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 66RPG_rainbow_initialize : initialize
- def initialize(viewport = nil)
- #66RPG_rainbow_initialize(viewport)
- super(viewport)
- @_whiten_duration = 0
- @_appear_duration = 0
- @_escape_duration = 0
- @_collapse_duration = 0
- @_damage_duration = 0
- @_animation_duration = 0
- @_blink = false
- # 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
- #.........................................................................
- #记录已经发生的伤害的变量
- @p_dam=0
- @hits=0
- ############ #小改动
- #记录前一次攻击次数
- @temp_hits=0
- #判断是否为最后一次攻击
- @last_hits=0
- ############
- #.........................................................................
- end
- def animation_set_sprites(sprites, cell_data, position)
- for i in 0..15
- sprite = sprites[i]
- pattern = cell_data[i, 0]
- if sprite == nil or pattern == nil or pattern == -1
- sprite.visible = false if sprite != nil
- next
- end
- sprite.visible = true
- sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
- if position == 3
- if self.viewport != nil
- sprite.x = self.viewport.rect.width / 2
- sprite.y = self.viewport.rect.height - 160
- else
- sprite.x = 320
- sprite.y = 240
-
- end
- else
- sprite.x = self.x - self.ox + self.src_rect.width / 2
- sprite.y = self.y - self.oy + self.src_rect.height / 2
- sprite.y -= self.src_rect.height / 4 if position == 0
- sprite.y += self.src_rect.height / 4 if position == 2
- end
- sprite.x += cell_data[i, 1]
- sprite.y += cell_data[i, 2]
- sprite.z = 1
- sprite.ox = 96
- sprite.oy = 96
- sprite.zoom_x = cell_data[i, 3] / 100.0
- sprite.zoom_y = cell_data[i, 3] / 100.0
- sprite.angle = cell_data[i, 4]
- sprite.mirror = (cell_data[i, 5] == 1)
- sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
- sprite.blend_type = cell_data[i, 7]
- end
- end
- #--------------------------------------------------------------------------
- #美化的伤害处理
- #--------------------------------------------------------------------------
- def damage(value, critical)
-
- if USE_DAMAGE == true then
-
- # 释放伤害,效果是伤害数字快速消失,觉得不如不消失好看......
- #dispose_damage
- #清除hit数
- dispose_hit
- # 如果伤害值是数值
- if value.is_a?(Numeric)
- # 绝对值转为字符串
- damage_string = value.abs.to_s
- else
- # 转为字符串
- damage_string = value.to_s
- end
- # 初始化位图
- bitmap = Bitmap.new(162, 64)
- bitmap.font.name = ["华文行楷","黑体", "宋体"]
- bitmap.font.size = 32
- # 伤害值是数值的情况下
- if value.is_a?(Numeric)
- # 分割伤害值字符串
- damage_array = damage_string.scan(/./)
- damage_x = 81 - damage_string.size * 9
- # 伤害值为负的情况下
- if value < 0
- # 调用回复数字表
- rect_y = 32
- else
- # 调用伤害数字表
- rect_y = 0
- end
- # 循环伤害值字符串
- for char in damage_array
- number = char.to_i
- # 显示伤害数字
- bitmap.blt(damage_x, 32, RPG::Cache.picture( "Damage"),#"Damagenew"),
- Rect.new(number * 18, rect_y, 18, 32))
- # 后移一位
- damage_x += 18
- end
- # 伤害值不是数值的情况
- else
- # 如果伤害值不是 Miss
- unless value == "Miss"
- # 系统默认描画字符串
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(-1, 27, 162, 36, damage_string, 1)
- bitmap.draw_text(+1, 27, 162, 36, damage_string, 1)
- bitmap.draw_text(-1, 29, 162, 36, damage_string, 1)
- bitmap.draw_text(+1, 29, 162, 36, damage_string, 1)
- bitmap.font.color.set(255, 255, 255)
- bitmap.draw_text(0, 28, 162, 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, 32))
- end
- end
- # 会心一击标志打开的情况
- if critical
- #会心一击伤害效果
- ###########################################################
- $game_screen.start_flash(Color.new(255,255,255,255),5)
- ###########################################################
- # 显示会心一击图画
- bitmap.blt(36, 0, RPG::Cache.picture( "Damage"), Rect.new(0, 64, 90, 32))
- end
-
- else
-
- #.........................................................................
- #清除hit数
- dispose_hit
- #.........................................................................
- if value.is_a?(Numeric)
- damage_string = value.abs.to_s
- else
- damage_string = value.to_s
- end
- bitmap = Bitmap.new(160, 48)
- bitmap.font.name = "Arial Black"
- bitmap.font.size = 32
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
- bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
- bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
- bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
- #=======================================
- # 修改:颜色
- #=======================================
- if value.is_a?(Numeric) and value < 0
- bitmap.font.color.set(176, 255, 144)
- else
- bitmap.font.color.set(255, 55, 55)
- end
- bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
- if critical
- #会心一击伤害效果
- ###########################################################
- $game_screen.start_flash(Color.new(255,255,255,255),5)
- ###########################################################
- bitmap.font.size = 20
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
- bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
- bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
- bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
- bitmap.font.color.set(255, 255, 255)
- bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
- end
-
- 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
- #--------------------------------------------------------------------------
- # ● 返回 @hits
- #--------------------------------------------------------------------------
- def get_hit
- return @hits
- end
- #--------------------------------------------------------------------------
- # ● hit数的美化描绘
- # ● hit数的美化描绘
- #--------------------------------------------------------------------------
- #..........................................................................
- def hit
- # 如果伤害值是数值
- # 转为字符串
- value=@hits
- hits_string = value.to_s
- # 初始化位图
- bitmap = Bitmap.new(320, 64)
- bitmap.font.name = "Arial Black"
- bitmap.font.size = 32
- # 分割伤害值字符串
- hits_array = hits_string.scan(/./)
- hits_x = - 36.2#hits_string.size * 18.1 # 81 - hits_string.size * 18.1
- rect_y = 0
- # 循环伤害值字符串
- for char in hits_array
- # 后移一位
- hits_x += 36.2
- number = char.to_i
- # 显示伤害数字
- bitmap.blt(hits_x, 0, RPG::Cache.picture("Number"),
- Rect.new(number * 36.2, rect_y, 36.2, 50))
- end
- hits_x += 18.1
- bitmap.blt(hits_x, 0, RPG::Cache.picture("HITS"),
- Rect.new(0, -21, 90, 50))
- # 伤害值定位
- @_hits_sprite = ::Sprite.new(self.viewport)
- @_hits_sprite.bitmap = bitmap
- @_hits_sprite.x = 560 - hits_string.size * 36.2
- @_hits_sprite.y = 70
- @_hits_sprite.z = 3000
- @_hits_duration = 40
- end
- #.......................................................................................
- #--------------------------------------------------------------------------
- # ● 美化的总伤害处理
- #--------------------------------------------------------------------------
- def make_total_damage(value)
-
- if USE_DAMAGE == true then
-
- if value.is_a?(Numeric)# and SHOW_TOTAL_DAMAGE
- @_total_damage += value
- # 绝对值转为字符串
- damage_string = @_total_damage.abs.to_s
- else
- return
- end
- #####################################################小改动
- if SHOW_TOTAL_DAMAGE
- #####################################################
- # 初始化位图
- bitmap = Bitmap.new(300, 150)
- bitmap.font.name = "Arial Black"
- bitmap.font.size = 30
- # 伤害值是数值的情况下
- if value.is_a?(Numeric)
- # 分割伤害值字符串
- damage_array = damage_string.scan(/./)
- damage_x = 40 - damage_string.size * 9
- # 伤害值为负的情况下
- if value < 0
- # 调用回复数字表
- name= "Number3"
- else
- # 调用伤害数字表
- name= "Number2"
- end
- # 循环伤害值字符串
- for char in damage_array
- number = char.to_i
- # 显示伤害数字
- bitmap.blt(damage_x, 0, RPG::Cache.picture(name),
- Rect.new(number * 30, 0, 30, 50))
- # 后移一位
- damage_x += 26
- end
- #####################################################小改动
- end
- #####################################################
- end
-
- else
-
- #--------------------------------------------------------------------------
- # ● 总伤害处理
- #--------------------------------------------------------------------------
- if value.is_a?(Numeric)# and SHOW_TOTAL_DAMAGE
- @_total_damage += value
- else
- return
- end
- #####################################################小改动
- if SHOW_TOTAL_DAMAGE
- #####################################################
- bitmap = Bitmap.new(300, 150)
- bitmap.font.name = "Arial Black"
- bitmap.font.size = 48
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(+2, 12+2, 160, 36, @_total_damage.abs.to_s, 1)
- if @_total_damage < 0
- bitmap.font.color.set(80, 255, 00)
- else
- bitmap.font.color.set(255, 140, 0)
- end
- bitmap.draw_text(0, 12, 160, 36, @_total_damage.abs.to_s, 1)
- #####################################################小改动
- 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 = 40
- #.........................................................................
- #.........................................................................
- #hit数描绘
- @hits+=1
- hit
- #.........................................................................
- end
- def animation(animation, hit, battler_damage="", battler_critical=false)
- dispose_animation
- #=======================================
- # 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)
- @all_quanzhong += quanzhong
- # 记录最后一次闪光
- @_last_frame = timing.frame if quanzhong != 0
- end
- #.........................................................................
- @last_frame = @_last_frame
- #.........................................................................
- 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)
- for i in 0..15
- 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
- #=======================================
- # 清除hit数
- #=======================================
- #...........................................................................
- def dispose_hit
- if @_hits_sprite != nil
- @_hits_sprite.bitmap.dispose
- @_hits_sprite.dispose
- @_hits_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
- #.........................................................................
- @hits = 0
- #.........................................................................
- 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 = 128 - (16 - @_whiten_duration) * 10
- end
- if @_appear_duration > 0
- @_appear_duration -= 1
- self.opacity = (16 - @_appear_duration) * 16
- end
- if @_escape_duration > 0
- @_escape_duration -= 1
- self.opacity = 256 - (32 - @_escape_duration) * 10
- 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 +
- (40 - damage[1]) * damage[3] / 10
- 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 <= 7 and @_total_damage_duration > 0
- # @_hits_sprite.opacity -= 32
- # @_hits_sprite.x += 1
- # end
- #......................................................................
- if @_total_damage_duration <= 0
- #.....................................................................
- dispose_hit
- ##########################
- @_total_damage = 0
- ##########################
- #.....................................................................
- @_total_damage = 0
- @_total_damage_duration = 0
- #####################################################小改动
- if SHOW_TOTAL_DAMAGE
- @_total_damage_sprite.bitmap.dispose
- end
- #####################################################
- @_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_once = 0
- @loop_animation_once = 1 if @once == 1 and @_loop_animation_index == @_loop_animation.frame_max
- #......................................................................
- @_loop_animation_index %= @_loop_animation.frame_max
- end
-
- if @_loop_animation1 != nil and (Graphics.frame_count % 2 == 0)
- update_loop_animation1
- @_loop_animation1_index += 1
- @_loop_animation1_index %= @_loop_animation1.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 loop_animation_once
- return @_loop_animation_once
- end
- #..........................................................................
- def update_animation
- if @_animation_duration > 0
- frame_index = @_animation.frame_max - @_animation_duration
- @frame_index = frame_index
- 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
- t *= @battler_damage
- t /= @all_quanzhong
- t = t.to_i
- #在闪光不是最后一次的情况下,把这次伤害加入到已经发生的伤害中★★★★★★★★★★★★★★★★★★★★★★★★★★
- if frame_index != @_last_frame
- @p_dam+= t
- end
- #p @p_dam,"已发生伤害",@battler_damage,"总伤害"(调试用)★★★★★★★★★★★★★★★★★★★★★★★★★★
- #闪光为最后一次的情况下,改变这次伤害的计算方法(总伤害-已经发生伤害)★★★★★★★★★★★★★★★★★★★★★★★★★★
- if frame_index == @_last_frame
- t= @battler_damage-@p_dam
- end
- #p t,"当前伤害",@battler_damage,"总伤害"
- # 最后一次闪光的话,伤害修正
- if frame_index == @_last_frame
- @_total_damage = @battler_damage - t
- @p_dam=0 #已经发生的伤害归0★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
- end
- #p t,@battler_damage,@all_quanzhong
- damage(t,@battler_critical)
- #连击次数归0★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
- if frame_index == @_last_frame
- ############ #小改动
- @last_hits=1
- @temp_hits=0
- ############
- @hits=0
- end
- # 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 update_loop_animation
- frame_index = @_loop_animation_index
- cell_data = @_loop_animation.frames[frame_index].cell_data
- position = @_loop_animation.position
- #·改·
- if @wait_count.to_i <= 0
- @wait_count = 0
- animation_set_sprites(@_loop_animation_sprites, cell_data, position)
- else
- @wait_count -= 1
- for sprite in @_loop_animation_sprites
- sprite.visible = false
- end
- end
- if @wait_flash.to_i <= 0
- @wait_flash = 0
- else
- @wait_flash -= 1
- for sprite in @_loop_animation_sprites
- sprite.blend_type = 1
- end
- end
- #·改·
- for timing in @_loop_animation.timings
- if timing.frame == frame_index
- animation_process_timing(timing, true)
- end
- end
- end
- #=======================================
- # 修改:敌人跳跃的功能 + 添加返回数值
- #=======================================
- def loop_animation(animation)
- return if animation == @_loop_animation
- dispose_loop_animation
-
- @_loop_animation = animation
- return if @_loop_animation == nil
- @_loop_animation_index = 0
- animation_name = @_loop_animation.animation_name
- animation_hue = @_loop_animation.animation_hue
- bitmap = RPG::Cache.animation(animation_name, animation_hue)
- if @@_reference_count.include?(bitmap)
- @@_reference_count[bitmap] += 1
- else
- @@_reference_count[bitmap] = 1
- end
- @_loop_animation_sprites = []
- for i in 0..15
- sprite = ::Sprite.new
- sprite.z = 9999
- sprite.bitmap = bitmap
- sprite.visible = false
- @_loop_animation_sprites.push(sprite)
- end
- update_loop_animation
- 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)
- #....................................................................
- @wait_flash = timing.flash_duration
- #....................................................................
- 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)
- #@_loop_animation_count = 1
- #·改·
- @wait_count = timing.flash_duration
- #·改·
- 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
-
- #........................................................................
- @once = 0
- @frame_index = -1
- @last_frame = 0
- # HZHJ追加1
- @state_sprites = []
- for i in 0..4
- @state_sprites.push(RPG::Sprite.new(viewport))
- end
- ####################################################################
- end
- #####################################################################
- # HZHJ追加2
- alias hzhj_dis dispose
- def dispose
- hzhj_dis
- for hzhj in @state_sprites
- hzhj.dispose
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- # 增添跳跃功能
- #--------------------------------------------------------------------------
- def update
- super
- # HZHJ追加3
- for hzhj in @state_sprites
- hzhj.update
- end
- # 战斗者为 nil 的情况下
- if @battler == nil
- self.bitmap = nil
- loop_animation(nil)
- loop_animation1(nil)
- #HZHJ追加4
- for hzhj in @state_sprites
- hzhj.loop_animation1(nil)
- end
- 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)
- #.......................................................................
- if not @battler.hidden and not @battler.dead?
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
- end
- #.......................................................................
- @width = bitmap.width
- @height = bitmap.height
- self.ox = @width / 2
- self.oy = @height
- end
- #.......................................................................
- update_actor_animation
- update_enemy_animation
- #.......................................................................
- # 动画 ID 与当前的情况有差异的情况下
- #.........................................................................
- if @battler.is_a?(Game_Enemy)
- if @once == 1 and @loop_animation_once == 1 and
- @battler.battler_dead_ani == 1
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[5])
- elsif @once == 1 and @loop_animation_once == 1 and $scene.phase != 5
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
- end
- end
- if @battler.is_a?(Game_Actor)
- ####################################################################
- if @once == 1 and @loop_animation_once == 1 and $scene.phase != 5 and
- @battler.battler_dead_ani == 1 and @battler.dead?
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[5])
- #######################################################################
- elsif @once == 1 and @loop_animation_once == 1 and $scene.phase != 5
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
- #################################################################
- $fangyu = 0
- @battler.setup_battler_dead_ani(0)
- ########################################################
- elsif @once == 1 and @loop_animation_once == 1 and $scene.phase == 5 and
- not @battler.dead?
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[7])
- ######################################################
- $fangyu = 0
- @battler.setup_battler_dead_ani(0)
- ######################################################
- end
- end
-
- if @battler.damage == nil and
- @battler.state_animation_id != @state_animation_id
- @state_animation_id = @battler.state_animation_id
- # loop_animation($data_animations[@state_animation_id])
- loop_animation1($data_animations[@state_animation_id])
- end
- # HZHJ追加5
- if @battler.damage == nil and $game_temp.phase4step5
- for i in 0..4
- if @battler.states[i+1] != nil
- @state_sprites[i].loop_animation1($data_animations[$data_states[@battler.states[i+1]].animation_id])
- @state_sprites[i].x = self.x
- @state_sprites[i].y = self.y
- @state_sprites[i].z = self.z
- @state_sprites[i].ox = self.ox
- @state_sprites[i].oy = self.oy
- @state_sprites[i].opacity = self.opacity
- @state_sprites[i].visible = self.visible
- @state_sprites[i].src_rect = self.src_rect
- else
- @state_sprites[i].loop_animation1($data_animations[0])
- end
- end
- end
-
- if @battler.battler_ani != @battler_ani
- @battler_ani = @battler.battler_ani
- @once = @battler.battler_ani_once
- loop_animation($data_animations[@battler_ani.to_i])
- # @battler.state_animation_id != @state_animation_id
- #@state_animation_id = @battler.state_animation_id
- # loop_animation($data_animations[@state_animation_id])
- # loop_animation1($data_animations[@state_animation_id])
-
-
- 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)
- #.......................................................................
- if @battler.is_a?(Game_Enemy)
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
- #appear
- else
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[1])
- end
- #.......................................................................
- @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)
- # animation(animation, @battler.animation_hit)
- @battler.animation_id = 0
- end
- # 伤害
- if @battler.damage_pop
- if $game_temp.battle_solid_damage
- damage(@battler.damage, @battler.critical)
- $game_temp.battle_solid_damage = false
- end
-
- @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)
- if @battler.battler_dead_ani != 1
- #p "Battler Death Error"
- $game_system.se_play($data_system.enemy_collapse_se)
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[4], 1)
- @battler.setup_battler_dead_ani(1)
- end
- #.....................................................................
- collapse
- #.....................................................................
- else
- #.....................................................................
- if @battler.battler_dead_ani != 1
- #p "Battler Death Error"
- $game_system.se_play($data_system.enemy_collapse_se)
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[4], 1)
- @battler.setup_battler_dead_ani(1)
- end
- #.....................................................................
- end
- @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
- if @battler.is_a?(Game_Enemy)
- case @flash_shake
- when 9..10
- self.x -=4
- self.y -=4
- self.z = @battler.screen_z
- when 6..8
- self.x -=2
- self.y -=2
- self.z = @battler.screen_z
- when 3..5
- self.x +=2
- self.y +=2
- self.z = @battler.screen_z
- when 1..2
- self.x +=4
- self.y +=4
- self.z = @battler.screen_z
- end
- end
- if @battler.is_a?(Game_Actor)
- case @flash_shake
- when 9..10
- self.x +=4
- self.y +=4
- self.z = @battler.screen_z
- when 6..8
- self.x +=2
- self.y +=2
- self.z = @battler.screen_z
- when 3..5
- self.x -=2
- self.y -=2
- self.z = @battler.screen_z
- when 1..2
- self.x -=4
- self.y -=4
- self.z = @battler.screen_z
- end
- 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
- end
- class Sprite_Battler < RPG::Sprite
- #--------------------------------------------------------------------------
- # ● 处理角色动作
- #--------------------------------------------------------------------------
- def update_actor_animation
- if @battler.is_a?(Game_Actor)
- if @battler.show_damage_value != nil
- self.damage(@battler.show_damage_value, false)
- @battler.show_damage(nil)
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
- @battler.setup_battler_hurt_ani(1)
- end
- if @battler.current_action.kind == 0 and @battler.current_action.basic == 1 and @battler.show_damage_value != nil
- # 防御的时候
- if @hits > @temp_hits and not @battler.dead?
- ############ #小改动
- @temp_hits+=1
- ############
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[2], 1)
- @battler.setup_battler_hurt_ani(1)
- #################################################################
- elsif @last_hits == 1 and not @battler.dead?
- ############ #小改动
- @last_hits = 0
- ############
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[2], 1)
- @battler.setup_battler_hurt_ani(1)
- #################################################################
- elsif @frame_index != -1 and @frame_index != @last_frame and not @battler.dead? and [email protected]_a?(Numeric)
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[2], 1)
- @battler.setup_battler_hurt_ani(1)
- #################################################################
- elsif @last_hits == 1 and not @battler.dead? and [email protected]_a?(Numeric)
- ############ #小改动
- @last_hits = 0
- ############
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[2], 1)
- @battler.setup_battler_hurt_ani(1)
- #################################################################
- end
- else
- # 单回合只有一次攻击
- if @last_hits == 1 and not @battler.dead? and @battler.damage.is_a?(Numeric) and @battler.damage > 0 and $fangyu != 1
- ############ #小改动
- @last_hits = 0
- ############
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
- @battler.setup_battler_hurt_ani(1)
- #################################################################
- # 单回合多次攻击
- elsif @hits > @temp_hits and @frame_index != @last_frame and not @battler.dead? and @battler.damage.is_a?(Numeric) and @battler.damage > 0 and $fangyu != 1
- ############ #小改动
- @temp_hits+=1
- ############
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
- @battler.setup_battler_hurt_ani(1)
- ########################################################################
- # 死亡之前攻击
- elsif @hits > @temp_hits and @frame_index != @last_frame and @battler.damage.is_a?(Numeric) and @battler.damage > 0 and $fangyu != 1 and @battler.dead? and @battler.battler_dead_ani != 1
- ############ #小改动
- @temp_hits+=1
- ############
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
- @battler.setup_battler_hurt_ani(1)
- #################################################################
- # 闪避的回合
- elsif !@battler_damage.is_a?(Numeric) and @last_hits == 1 and @frame_index == @last_frame
- @last_hits = 0
- #################################################################
- # 无伤害的攻击
- elsif @battler_damage.is_a?(Numeric) and @battler.damage == 0 and @last_hits == 1 and @frame_index == @last_frame
- @last_hits = 0
- #################################################################
- # 死亡判定
- elsif @last_hits == 1 and @frame_index == @last_frame and @battler.dead? and @battler.battler_dead_ani != 1
- # for actor in $game_party.actors
- #默认的话 如果死亡 其他角色添加第六号状态
- #《石焚刃暖》里 是狂暴状态
- # if @battler != actor
- # actor.add_state(6)
- # end
- # end
- @last_hits = 0
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[4], 1)
- @battler.setup_battler_dead_ani(1)
- #################################################################
- # 胜利判定
- elsif $scene.phase == 5 and @once == 0 and @battler_name != nil and not @battler.hidden and not @battler.dead? and $game_temp.battle_proc == nil
- @once = 1
- @battler.setup_battler_ani(@battler_name.split(/★/)[6], 1)
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 处理敌人动作
- #--------------------------------------------------------------------------
- def update_enemy_animation
- if @battler.is_a?(Game_Enemy)
- if @battler.show_damage_value != nil
- self.damage(@battler.show_damage_value, false)
- @battler.show_damage(nil)
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
- @battler.setup_battler_hurt_ani(1)
- end
- if @battler.current_action.kind == 0 and @battler.current_action.basic == 1
- else
- # 单回合只有一次攻击
- if @last_hits == 1 and not @battler.dead? and @battler.damage.is_a?(Numeric) and @battler.damage > 0
- ############ #小改动
- @last_hits = 0
- ############
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
- @battler.setup_battler_hurt_ani(1)
- #################################################################
- # 单回合多次攻击
- elsif @hits > @temp_hits and @frame_index != @last_frame and not @battler.dead? and @battler.damage.is_a?(Numeric) and @battler.damage > 0
- ############ #小改动
- @temp_hits+=1
- ############
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
- @battler.setup_battler_hurt_ani(1)
- #################################################################
- # 死亡之前攻击
- elsif @hits > @temp_hits and @frame_index != @last_frame and @battler.damage.is_a?(Numeric) and @battler.damage > 0 and @battler.dead? and @battler.battler_dead_ani != 1
- ############ #小改动
- @temp_hits+=1
- ############
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[3], 1)
- @battler.setup_battler_hurt_ani(1)
- #################################################################
- # 无伤害的攻击
- elsif !@battler_damage.is_a?(Numeric) and @last_hits == 1 and @frame_index == @last_frame
- @last_hits = 0
- #################################################################
- # 闪避的回合
- elsif @battler_damage.is_a?(Numeric) and @battler.damage == 0 and @last_hits == 1 and @frame_index == @last_frame
- @last_hits = 0
- #################################################################
- # 死亡判定
- elsif @last_hits == 1 and @frame_index == @last_frame and @battler.dead? and @battler.battler_dead_ani != 1
- @last_hits = 0
- @battler.setup_battler_ani(@battler.battler_name.split(/★/)[4], 1)
- @battler.setup_battler_dead_ani(1)
- collapse
- end
- end
- end
- end
- end
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