赞 | 2 |
VIP | 15 |
好人卡 | 41 |
积分 | 33 |
经验 | 128560 |
最后登录 | 2024-4-2 |
在线时间 | 1120 小时 |
Lv3.寻梦者
- 梦石
- 0
- 星屑
- 3298
- 在线时间
- 1120 小时
- 注册时间
- 2009-4-15
- 帖子
- 815
|
呼,这个问题你问了很多遍了,我也给过你回答了,MOG的MOG_Animation_+脚本可以实现,你说你不会英文,我现在把脚本贴给你:
脚本来自MOG,用法:在数据库-状态页签-需要循环动画的状态的备注栏里填写<Loop Animation = ID>,其中ID是循环播放动画的ID- #==============================================================================
- # +++ MOG - Animation + (V1.2) +++
- #==============================================================================
- # By Moghunter
- # http://www.atelier-rgss.com
- #==============================================================================
- # - O script adiciona algumas funções extras para apresentar as animações
- # de batalha.
- #==============================================================================
- # Coloque as tags abaixo na caixa de notas das habilidades ou itens.
- #
- # ID = ID of Animation.
- #
- #------------------------------------------------------------------------------
- # ● HIT ANIMATION ●
- #
- # <Hit Animation = ID>
- #
- #------------------------------------------------------------------------------
- # ● USE ANIMATION (TYPE 1) ●
- #
- # <Use Animation = ID>
- #
- #------------------------------------------------------------------------------
- # ● USE ANIMATION (TYPE 2) ● (Wait for animation to complete)
- #
- # <Wait Use Animation = ID>
- #
- #------------------------------------------------------------------------------
- # ● STATES ANIMATION (LOOP) ● (States Tab)
- #
- # <Loop Animation = ID>
- #
- #------------------------------------------------------------------------------
- # ● DEATH ANIMATION ● (Enemy or Actor Tab)
- #
- # <Death Animation = ID>
- #
- #==============================================================================
- module MOG_ANIMATION_PLUS
- # Defina aqui as IDs das animações que irão ignorar o tempo de espera
- # para fluir a batalha, caso contrário o sistema de batalha vai
- # esperar todas as animações sem excessão terminarem para poder prosseguir
- # para o próximo estágio de batalha.
- #
- # É aconselhável colocar as animações das condições nesta opção para evitar
- # que o sistema espere a animação do loop terminar.
- #
- IGNORE_WAIT_TIME_ANIMATION_ID = [1,109,114,115,116,117,118,119,120]
-
- #Velocidade de loop entre as animações.
- STATES_LOOP_SPEED = 30
-
- #Definição da animação de level UP.
- LEVEL_UP_ANIMATION = 37
- end
- #==============================================================================
- # ● Histórico (Version History)
- #==============================================================================
- # v 1.2 - Corrigido o erro da prioridade das animações.
- # - Corrigido o erro de não apresentar as animações de condições.
- # v 1.1 - Corrigido o erro de acionar a animação fora da batalha.
- #==============================================================================
- #==============================================================================
- # ■ Game Battler
- #==============================================================================
- class Game_Battler < Game_BattlerBase
- attr_accessor :animation_loop
-
- #--------------------------------------------------------------------------
- # ● Initialize
- #--------------------------------------------------------------------------
- alias mog_animation_plus_initialize initialize
- def initialize
- mog_animation_plus_initialize
- @animation_loop = []
- end
-
- #--------------------------------------------------------------------------
- # ● Add New State
- #--------------------------------------------------------------------------
- alias mog_animation_plus_add_new_state add_new_state
- def add_new_state(state_id)
- mog_animation_plus_add_new_state(state_id)
- check_loop_animation
- end
-
- #--------------------------------------------------------------------------
- # ● Erase State
- #--------------------------------------------------------------------------
- alias mog_animation_plus_erase_state erase_state
- def erase_state(state_id)
- mog_animation_plus_erase_state(state_id)
- check_loop_animation
- end
-
- #--------------------------------------------------------------------------
- # ● Check Loop Animation
- #--------------------------------------------------------------------------
- def check_loop_animation
- @animation_loop.clear
- index = 1
- for i in self.states
- if i.note =~ /<Loop Animation = (\d+)>/i
- #@animation_loop.push([$1.to_i,0, index, true])
- @animation_loop.push([$1.to_i,MOG_ANIMATION_PLUS::STATES_LOOP_SPEED, index, true])
- index += 1
- end
- end
- end
-
- #--------------------------------------------------------------------------
- # ● Item Apply
- #--------------------------------------------------------------------------
- alias mog_animation_plus_item_apply item_apply
- def item_apply(user, item)
- mog_animation_plus_item_apply(user, item)
- execute_animation_plus_hit(item) if @result.success
- end
-
- #--------------------------------------------------------------------------
- # ● Execute Animation Plus Hit
- #--------------------------------------------------------------------------
- def execute_animation_plus_hit(item)
- return if item == nil
- return if !SceneManager.scene_is?(Scene_Battle)
- self.animation_id = $1.to_i if item.note =~ /<Hit Animation = (\d+)>/i
- if self.dead?
- if self.is_a?(Game_Enemy)
- battler = $data_enemies[self.enemy_id]
- else
- battler = $data_actors[self.id]
- end
- self.animation_id = $1.to_i if battler.note =~ /<Death Animation = (\d+)>/i
- end
- end
-
- end
- #==============================================================================
- # ■ Sprite_Base
- #==============================================================================
- class Sprite_Base < Sprite
- #--------------------------------------------------------------------------
- # ● Battle Animation?
- #--------------------------------------------------------------------------
- def battle_animation?
- if @animation != nil
- if MOG_ANIMATION_PLUS::IGNORE_WAIT_TIME_ANIMATION_ID.include?(@animation.id)
- return false
- end
- return true
- end
- return false
- end
-
- end
- #==============================================================================
- # ■ Sprite Battler
- #==============================================================================
- class Sprite_Battler < Sprite_Base
-
- #--------------------------------------------------------------------------
- # ● Update Position
- #--------------------------------------------------------------------------
- alias mog_animation_plus_update_position update_position
- def update_position
- mog_animation_plus_update_position
- update_loop_animation
- # update_z_correction
- end
-
- #--------------------------------------------------------------------------
- # ● Update Loop Animation
- #--------------------------------------------------------------------------
- def update_loop_animation
- #@animation_loop.clear
- #index = 1
- #for i in self.states
- # if i.note =~ /<Loop Animation = (\d+)>/i
- # @animation_loop.push([$1.to_i,0, index, true])
- # index += 1
- # end
- #end
- return if BattleManager.in_turn?
- return if self.animation?
- return if @battler.animation_loop.empty? or @battler.dead?
- for i in @battler.animation_loop
- next if !i[3]
- i[1] += 1
- if i[1] >= MOG_ANIMATION_PLUS::STATES_LOOP_SPEED
- i[1] = 0
- @battler.animation_id = i[0]
- i[3] = false
- if i[2] >= @battler.animation_loop.size
- for i in @battler.animation_loop
- i[1] = 0
- i[3] = true
- end
- end
- end
- break
- end
- end
-
- #--------------------------------------------------------------------------
- # ● Update Z Correction
- #--------------------------------------------------------------------------
- def update_z_correction
- return if !@animation
- index = 0
- @ani_sprites.each do |sprite|
- sprite.z = self.z + 1 + index
- index += 0
- end
- end
-
- end
- #==============================================================================
- # ■ Spriteset_Battle
- #==============================================================================
- class Spriteset_Battle
-
- #--------------------------------------------------------------------------
- # ● Animation?
- #--------------------------------------------------------------------------
- def animation?
- battler_sprites.any? {|sprite| sprite.battle_animation? }
- end
-
- end
- #==============================================================================
- # ■ Scene Battle
- #==============================================================================
- class Scene_Battle < Scene_Base
- #--------------------------------------------------------------------------
- # ● Start
- #--------------------------------------------------------------------------
- alias mog_animation_plus_start start
- def start
- $game_party.members.each {|actor| actor.check_loop_animation }
- mog_animation_plus_start
- end
- #--------------------------------------------------------------------------
- # ● Use Item
- #--------------------------------------------------------------------------
- alias mog_animation_plus_use_item use_item
- def use_item
- execute_cast_animation
- mog_animation_plus_use_item
- end
-
- #--------------------------------------------------------------------------
- # ● Execute Cast Animation
- #--------------------------------------------------------------------------
- def execute_cast_animation
- return if @subject.current_action.item == nil rescue return
- item = @subject.current_action.item
- if item.note =~ /<Use Animation = (\d+)>/i
- execute_animation(@subject, $1.to_i,false)
- elsif item.note =~ /<Wait Use Animation = (\d+)>/i
- execute_animation(@subject, $1.to_i,true)
- end
- end
-
- #--------------------------------------------------------------------------
- # ● Execute Animation
- #--------------------------------------------------------------------------
- def execute_animation(subject , anime_id = 0, wait_animation = false)
- return if anime_id <= 0 or subject == nil
- subject.animation_id = anime_id rescue nil
- if wait_animation
- duration = ($data_animations[anime_id].frame_max * 4) + 1
- for i in 0..duration
- @spriteset.update
- Graphics.update
- end
- end
- end
-
- end
- #==============================================================================
- # ■ Game Actor
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● Level UP
- #--------------------------------------------------------------------------
- alias mog_animation_plus_level_up level_up
- def level_up
- mog_animation_plus_level_up
- if use_sprite? and SceneManager.scene_is?(Scene_Battle)
- self.animation_id = MOG_ANIMATION_PLUS::LEVEL_UP_ANIMATION
- end
- end
- end
- $mog_rgss3_animation_plus = true
复制代码 |
评分
-
查看全部评分
|