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本帖最后由 pigsss 于 2010-6-27 17:41 编辑
完工……
动画没弄好导致浪费了很多时间……残念
如下设置:
class Scene_Battle
#--------------------------------------------------------------------------
# ● 刷新画面 (主回合步骤 3 : 行动方动画)
#--------------------------------------------------------------------------
def update_phase4_step3
case @active_battler.current_action.kind
when 1
#-----------------
#buff技能
#------------------
if $data_skills[@active_battler.current_action.skill_id].element_set.include?(26)
#给buff型技能设定一个属性
# 行动方动画 (ID 为 0 的情况下是白色闪烁)
if @animation1_id == 0
@active_battler.white_flash = true
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
# 限制动画长度、最低 8 帧
@wait_count = 8
# 移至步骤 4
@phase4_step = 4 #转到第四步就会显示了
else
#$data_skills[@active_battler.current_action.skill_id].element_set.include?(11)
#------------------------
#buff之外的技能
#------------------------
#=========
# 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
@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")
end
# 限制动画长度、最低 8 帧
@wait_count = 8
# 移至步骤 5
@phase4_step = 5
end
#----------------
when 2 #物品
#----------
if @animation1_id == 0
@active_battler.white_flash = true
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
# 限制动画长度、最低 8 帧
@wait_count = 8
# 移至步骤 4
@phase4_step = 4
when 0
# 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
@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")
#.......................................................................
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])
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
# 限制动画长度、最低 8 帧
@wait_count = 8
# 移至步骤 5
@phase4_step = 5
end
end#
#--------------------------------------------------------------------------
# ● 刷新画面 (主回合步骤 4 : 对像方动画) ★
#--------------------------------------------------------------------------
def update_phase4_step4
# 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
end |
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