#==============================================================================
# ■ 全动画战斗
#------------------------------------------------------------------------------
# By 禾西 on 2010.09.11
# 应用脚本 彩虹神剑 By 66
#==============================================================================
# 基本上和另一个全动画脚本的设置一样
#
#简要介绍 by whbm:
# 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.png
# (其中“名字”一项与动画无关)
# 例如:
# 紫烟★140★141★148★149★150★144★145.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★★★.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。
#
#==============================================================================
#// p.ori
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_reader :animation1_id # 行动方动画ID
alias battle_start_phase3 start_phase3
alias battle_start_phase4 update_phase4_step3
alias battle_start_phase5 start_phase5
def start_phase3
@spriteset.to_wait
battle_start_phase3
end
def update_phase4_step3
battle_start_phase4
update_phase4_step4#//齊時動畫修改
end
def update_phase4_step5
@help_window.visible = false
@status_window.refresh
@phase4_step = 6
end
def start_phase5
@spriteset.win
battle_start_phase5
end
end
#==============================================================================
# ■ Spriteset_Battle
#==============================================================================
class Spriteset_Battle
def to_wait
@actor_sprites.each do |sprite|
sprite.to_wait if sprite.anim_mode == :guard
end
end
def win
@actor_sprites.each do |sprite| sprite.win 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
@state_sprite = RPG::Sprite.new(viewport)
end
#--------------------------------------------------------------------------
# ● x 值
#--------------------------------------------------------------------------
def x=(int)
super
@state_sprite.x = int
end
#--------------------------------------------------------------------------
# ● y 值
#--------------------------------------------------------------------------
def y=(int)
super
@state_sprite.y = int
end
#--------------------------------------------------------------------------
# ● z 值
#--------------------------------------------------------------------------
def z=(int)
super
@state_sprite.z = int
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
# 战斗者为 nil 的情况下,清空
if self.clear? == true
return false
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
self.set_battler_pic
if @battler.is_a?(Game_Enemy) and( @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
#@state_sprite.loop_animation($data_animations[@state_animation_id])
end
@state_sprite.update
# 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
# 防御
if @battler.guarding? and @anim_mode != :guard
to_guard
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)
@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
display_anim
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?
collapse
end
end
# 设置活动块的坐标
self.set_position
if @flash_shake != 0 and @battler.damage != nil and 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
#--------------------------------------------------------------------------
# 清除
#--------------------------------------------------------------------------
def clear?
if @battler.nil?
self.bitmap = nil
loop_animation(nil)
return true
end
return false
end
#--------------------------------------------------------------------------
# 重置人物
#--------------------------------------------------------------------------
def set_battler_pic
# 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 = 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.dead? or @battler.hidden
self.opacity = 0
end
#.......................................................................
if not @battler.hidden and not @battler.dead?
to_wait
end
#.......................................................................
end
#--------------------------------------------------------------------------
# 设置活动块的坐标
#--------------------------------------------------------------------------
def set_position
self.x = @battler.screen_x
self.y = @battler.screen_y
self.z = @battler.screen_z
end
#--------------------------------------------------------------------------
# 播放動畫
#--------------------------------------------------------------------------
def display_anim
if $scene.animation1_id == @battler.animation_id
to_attack
else
to_damage
end
@battler.animation_id = 0
end
#--------------------------------------------------------------------------
# 出現
#--------------------------------------------------------------------------
alias battle_appear appear
def appear
battle_appear
#......................................................................
#//轉為待機
to_wait
#......................................................................
end
#--------------------------------------------------------------------------
# 消失
#--------------------------------------------------------------------------
alias battle_collapse collapse
def collapse
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
#......................................................................
if @anim_mode != :collapse
to_collapse
if @battler.is_a?(Game_Enemy)
battle_collapse
end
end
#......................................................................
end
#--------------------------------------------------------------------------
# 勝利
#--------------------------------------------------------------------------
def win
if not @battler.nil? and @battler.exist?
to_win
end
end
end
#// p.ex
#==============================================================================
# ■ Sprite_Battler < RPG::Sprite
#------------------------------------------------------------------------------
# 全動畫戰鬪 meet with 鏡頭移動
#==============================================================================
class Sprite_Battler < RPG::Sprite
attr_accessor :anim_mode
#//接入update
alias battle_update update
def update
update_battle_anim
battle_update
end
def effect?
@_whiten_duration > 0 or @_appear_duration > 0 or
@_escape_duration > 0 or @_collapse_duration > 0 or
@_damage_duration > 0 or @_animation_duration > 0 or
@effect_duration != nil
end
#//刷新動畫效果
def update_battle_anim
return if @effect_duration.nil?
if @effect_duration > 0
#//effecting
@effect_duration -= 1
if @anim_mode == 1 and @effect_duration == 1
to_wait if @battler.exist?
end
end
return if @effect_duration != 0
case @anim_mode
when 1
#//to wait
when 2
#//to wait
if @battler.exist?
to_wait
@stop_ = false
else
collapse
@stop_ = false
return
end
when :collapse
#//to dead
id = self.gain_anim(:dead)
loop_animation( $data_animations[id] )
when :win
#//to won
id = self.gain_anim(:won)
loop_animation( $data_animations[id] )
end
@effect_duration = nil
end
#//受傷動畫
#----------------------------------------------------------------------
def show_damage(hit)
return if @battler.guarding? or @_animation.nil?
if @battler_damage.is_a?(Numeric)
return if @battler_damage < 0
end
if @stop_ != true
if hit
id = self.gain_anim(:damage)
else
id = self.gain_anim(:damage)
end
@_loop_animation_index = 0
loop_animation( $data_animations[id] )
@damaging ||= @_animation.timings.size - 2
@damaging -= 1
end
end
def terminate_damage
if @damaging != nil and @_loop_animation_index == 0
if @damaging <= 0
id = self.gain_anim(:wait)
loop_animation( $data_animations[id] )
@stop_ = true
@damaging = nil
end
end
end
#----------------------------------------------------------------------
def setup_loop_anim(sym)
id = self.gain_anim(sym)
loop_animation( $data_animations[id] )
@anim_mode = sym
end
#//轉為待機
def to_wait
setup_loop_anim(:wait)
return true
end
#//轉為防御
def to_guard
setup_loop_anim(:guard)
return true
end
#----------------------------------------------------------------------
#//轉為攻擊
def to_attack
id = self.gain_anim(8)
loop_animation( $data_animations[id])
@effect_duration = @_loop_animation.frame_max*2
@anim_mode = 1
return true
end
#----------------------------------------------------------------------
#//轉為挨打
def to_damage
id = self.gain_anim(8)
@anim_mode = 2
animation( $data_animations[id], @battler.animation_hit,
@battler.damage, @battler.critical)
@effect_duration = @_animation.frame_max*2
return true
end
#----------------------------------------------------------------------
#//轉為死亡
def to_collapse
@_loop_animation_index = 0
setup_loop_anim(:collapse)
@effect_duration = @_loop_animation.frame_max*2
return true
end
#//轉為勝利
def to_win
@_loop_animation_index = 1
setup_loop_anim(:win)
#//勝利畫面的播放次數
t = 1
@effect_duration = @_loop_animation.frame_max*t*2
return true
end
#----------------------------------------------------------------------
#//讀取動畫
def gain_anim(int)
ary = @battler.battler_name.split(/★/)
case int
when :wait;
return ary[1].to_i
when :guard;
return ary[2].to_i
when :damage;
return ary[3].to_i
when :collapse;
return ary[4].to_i
when :dead;
return ary[5].to_i
when :win;
return ary[6].to_i
when :won;
return ary[7].to_i
when (8);
return @battler.animation_id
end
end
#----------------------------------------------------------------------
end
=begin
==============================================================================
彩虹神剑(伤害分段显示)显示总伤害版 v1.0f
==============================================================================
彩虹神剑 -柳柳
6-20-2006 v1.0 -叶子
在彩虹神剑的基础上增加了显示总伤害的功能,而且总伤害的数字是弹出伤害时逐渐增加的
v1.0a -叶子
修正了显示伤害和实际伤害有差别的问题
修正了miss的情况下显示miss混乱的问题
修正了对己方技能重复显示伤害的问题
未修正播放目标动画第一帧时目标有时无端跳动的BUG
v1.0b -叶子
修改了总伤害数字的位置和z坐标
未修正播放目标动画第一帧时目标有时无端跳动的BUG
v1.0c -柳柳
? ? ?
v1.0d -柳柳
1.0d最终解决了那个闪光问题,还有最末帧伤害多次的算法
7-24-2006 v1.0e -叶子
修正全屏幕闪烁弹出伤害错误的问题
修正连续伤害不会弹出伤害的问题
仍然未修正播放目标动画第一帧时目标有时无端跳动的BUG
2-20-2009 v1.0f -禾西
修正一次画面闪烁出现天文数字伤害的错误
==============================================================================
=end
# 核心的说明:
# damage_pop 不再附带damage()的功能,这个放到animation里面去了
module RPG
class Sprite < ::Sprite
#--------------------------------------------------------------------------
# ● 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
#==========================================
# 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
#==========================================
#--------------------------------------------------------------------------
#initialize
#==========================================================================
alias rainbow_initialize initialize
def initialize(viewport = nil)
rainbow_initialize(viewport)
@flash_shake = 0
@_damages = []
@_total_damage = 0
@_total_damage_duration = 0
#.........................................................................
@hits = 0
#.........................................................................
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 @_damages
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
@_damages.delete(damage)
next
end
end
end
#//修改: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 = @_total_damage_duration * 16 - 128
if @_total_damage_duration <= 0
dispose_hit
@_total_damage = 0
@_total_damage_duration = 0
@_total_damage_sprite.bitmap.dispose
@_total_damage_sprite.dispose
@_total_damage_sprite = nil
elsif @_total_damage_duration <= 7
@_hits_sprite.opacity -= 32
@_hits_sprite.x += 1
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
terminate_damage
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
#p/2 dispose
#--------------------------------------------------------------------------
#=======================================
# 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 @_damages.reverse
damage[0].bitmap.dispose
damage[0].dispose
@_damages.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_weight = 1
@_total_damage = 0
@_last_frame = -1
#.........................................................................
@hits = 0
#.........................................................................
if @_animation_sprites != nil
sprite = @_animation_sprites[0]
if sprite != nil
key = @_animation.animation_name + @_animation.animation_hue.to_s
@@_reference_count[key] -= 1
if @@_reference_count[key] == 0
sprite.bitmap.dispose
end
end
for sprite in @_animation_sprites
sprite.dispose
end
@_animation_sprites = nil
@_animation = nil
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#.damage(str/int, bool)
def damage(value, critical)
#.........................................................................
#//dispose_damage #//清空 => p/2 dispose
#清除hit数
dispose_hit
#.........................................................................
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
#// 生成底圖
bitmap = Bitmap.new(160, 48)
#// 字體
bitmap.font.name = "Comic Sans MS","Arial Black"
#// layer 1
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)
#// layer 2
#=======================================
# 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)
#// layer 3
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.y = self.y - self.oy / 2
@_damage_sprite.z = 3000
@_damage_duration = 40
#=======================================
# 修改:推入新的伤害
#=======================================
@_damages.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
#--------------------------------------------------------------------------
def make_total_damage(value)
return unless (value.is_a?(Numeric) and SHOW_TOTAL_DAMAGE)
@_total_damage += value
#// 生成底圖
bitmap = Bitmap.new(300, 150)
#// 字體
bitmap.font.name = "Comic Sans MS","Arial Black"
#// layer 4
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)
#// layer 5
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)
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
@hits += 1
hit
#.........................................................................
end
#--------------------------------------------------------------------------
# ● 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 = "Comic Sans MS","Arial Black"
bitmap.font.size = 32
# 分割伤害值字符串
hits_array = hits_string.scan(/./)
hits_x = - 36.2
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
#=======================================
# 清除hit数
#=======================================
#...........................................................................
def dispose_hit
if @_hits_sprite != nil
@_hits_sprite.bitmap.dispose
@_hits_sprite.dispose
@_hits_sprite = nil
end
end
#--------------------------------------------------------------------------
# ● 返回 @hits
#--------------------------------------------------------------------------
def get_hit
return @hits
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
name = @_animation.animation_name
hue = @_animation.animation_hue
bitmap = RPG::Cache.animation(name, hue)
#=======================================
# 修改:计算总闪光权限值
#=======================================
for timing in @_animation.timings
weight = animation_process_timing(timing, hit, true)
@all_weight += weight
#//记录最后一次闪光
@_last_frame = timing.frame if weight != 0
end
key = name + hue.to_s
if @@_reference_count.include?(key)
@@_reference_count[key] += 1
else
@@_reference_count[key] = 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
#..........................................................................
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
next unless timing.frame == frame_index
t = 1.0 * animation_process_timing(timing, @_animation_hit)
#p t,"当前权重", @all_weight,"总权重"
if @battler_damage.is_a?(Numeric) and t != 0
t *= @battler_damage
t /= @all_weight
t = t.to_i
# 最后一次闪光的话,伤害修正
if frame_index == @_last_frame
@_total_damage = @battler_damage - t
end
damage(t, @battler_critical)
# 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
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(@_loop_animation_sprites, cell_data, position)
else
@wait_count -= 1
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
def dispose_loop_animation
if @_loop_animation_sprites != nil
sprite = @_loop_animation_sprites[0]
if sprite != nil
name = @_loop_animation.animation_name
key = name + @_loop_animation.animation_hue.to_s
@@_reference_count[key] -= 1
if @@_reference_count[key] == 0
sprite.bitmap.dispose
end
end
for sprite in @_loop_animation_sprites
sprite.dispose
end
@_loop_animation_sprites = nil
@_loop_animation = nil
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
name = @_loop_animation.animation_name
hue = @_loop_animation.animation_hue
bitmap = RPG::Cache.animation(name, hue)
key = name + hue.to_s
if @@_reference_count.include?(key)
@@_reference_count[key] += 1
else
@@_reference_count[key] = 1
end
@_loop_animation_sprites = []
for i in 0..16
sprite = ::Sprite.new(self.viewport)
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation_sprites.push(sprite)
end
update_loop_animation
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 = self.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
def animation_set_sprites_loop(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 = self.z
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
#=======================================
# 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
unless $scene.animation1_id == @battler.animation_id
show_damage(hit)
end
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 and self.viewport != nil
unless $scene.animation1_id == @battler.animation_id
show_damage(hit)
end
self.viewport.flash(timing.flash_color, timing.flash_duration * 2)
end
return timing.flash_color.alpha * timing.flash_duration
when 3
unless dontflash
unless $scene.animation1_id == @battler.animation_id
show_damage(hit)
end
self.flash(nil, timing.flash_duration * 2)
end
return timing.flash_color.alpha * timing.flash_duration
end
end
return 0
end
#//虛函數
def show_damage(hit)
end
def terminate_damage
end
end
end