#==============================================================================
# ■ 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
# v1.0 by liulu 添加了23种战斗特技,另外有一部分在单技能连击脚本中
#==============================================================================
$fangyu = 0
# 叮当猫的全动画脚本
module RPG
class Sprite < ::Sprite
@@_animations = []
@@_reference_count = {}
#---------------------------------------------------------------------------
# 释放
#---------------------------------------------------------------------------
def dispose
dispose_damage
dispose_animation
dispose_loop_animation
dispose_loop_animation1
super
end
#---------------------------------------------------------------------------
# 设置循环动画1
#---------------------------------------------------------------------------
def loop_animation1(animation)
#如果动画重复跳出
return if animation == @_loop_animation1
#释放动画资源
dispose_loop_animation1
#动画变更
@_loop_animation1 = animation
#如果动画还为空跳出
return if @_loop_animation1 == nil or @_loop_animation1 == []
#精灵动画组清空
@_loop_animation1_sprites_array = []
#动画索引为0
@_loop_animation1_index = []
#状态动画深度
tm_viewport = Viewport.new(0, 0, 640, 480)
for temp_animation in @_loop_animation1
#动画索引为0
@_loop_animation1_index.push(0)
#动画名
animation_name = temp_animation.animation_name
#动画色调
animation_hue = temp_animation.animation_hue
#从高速缓存中取得动画图像
bitmap = RPG::Cache.animation(animation_name, animation_hue)
#如果此动画被计数过则自加1,否则初始化1
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
#清空动画1精灵组
@_loop_animation1_sprites = []
#push 15次
for i in 0..15
#状态动画深度深入判断
if temp_animation.name.split(/,/)[1] == "z"
sprite = ::Sprite.new(self.viewport)
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation1_sprites.push(sprite)
else
sprite = ::Sprite.new(self.viewport)
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation1_sprites.push(sprite)
end
end
@_loop_animation1_sprites_array.push(@_loop_animation1_sprites)
end
update_loop_animation1
end
#--------------------------------------------------------------------------
# ● 释放循环动画1
#--------------------------------------------------------------------------
def dispose_loop_animation1
#如果精灵组的动画组不为空
if @_loop_animation1_sprites_array != nil
#循环遍历精灵组的动画组
for loop_animation1_sprites in @_loop_animation1_sprites_array
#如果精灵组不为空
if loop_animation1_sprites != nil
#获得第一个精灵
sprite = loop_animation1_sprites[0]
#第一个精灵不为空的情况下
if sprite != nil
@@_reference_count[sprite.bitmap] -= 1
if @@_reference_count[sprite.bitmap] <= 0
sprite.bitmap.dispose
end
end
#遍历精灵组释放资源
for sprite in loop_animation1_sprites
sprite.dispose
end
#将当前精灵组清空
loop_animation1_sprites = nil
end
end
#将精灵组的动画组清空
@_loop_animation1_sprites_array = nil
#清空动画组
@_loop_animation1 = nil
end
end
#---------------------------------------------------------------------------
# ● 闪烁
#---------------------------------------------------------------------------
def animation_process_timing(timing, hit)
#判断闪烁条件
if (timing.condition == 0) or
(timing.condition == 1 and hit == true) or
(timing.condition == 2 and hit == false)
if timing.se.name != ""
se = timing.se
Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch)
end
case timing.flash_scope
when 1
self.flash(timing.flash_color, timing.flash_duration * 2)
when 2
if self.viewport != nil
self.viewport.flash(timing.flash_color, timing.flash_duration * 2)
end
when 3
self.flash(nil, timing.flash_duration * 2)
end
end
end
#---------------------------------------------------------------------------
# ● 更新循环动画1
#---------------------------------------------------------------------------
def update_loop_animation1
for index in 0..@_loop_animation1.size - 1
#帧索引赋值
frame_index = @_loop_animation1_index[index]
#动画当前帧的式样(大小,透明,旋转,等等)
cell_data = @_loop_animation1[index].frames[frame_index].cell_data
#动画相对于屏幕的位置(上,中,下,画面)
position = @_loop_animation1[index].position
#·改·
if @wait_count.to_i <= 0
@wait_count = 0
animation_set_sprites(@_loop_animation1_sprites_array[index], cell_data, position)
else
for sprite in @_loop_animation1_sprites_array[index]
sprite.visible = false
end
end
if @wait_flash.to_i <= 0
@wait_flash = 0
else
@wait_flash -= 1
for sprite in @_loop_animation1_sprites_array[index]
sprite.blend_type = 1
end
end
#循环判断动画闪烁
for timing in @_loop_animation1[index].timings
if timing.frame == frame_index
#闪烁
animation_process_timing(timing, true)
end
end
end
end
end
end
# 新加部分
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)
@viewport2.z = 5000
@viewport3.z = 200
# 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(@viewport2, enemy))
end
# 生成角色活动块
@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))
#第5-10个角色
@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))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
# 生成图片活动块
@picture_sprites = []
for i in 51..53
@picture_sprites.push(Sprite_Picture.new(@viewport3,
$game_screen.pictures[i]))
end
# 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]
@actor_sprites[4].battler = $game_party.actors[4]
@actor_sprites[5].battler = $game_party.actors[5]
@actor_sprites[6].battler = $game_party.actors[6]
@actor_sprites[7].battler = $game_party.actors[7]
@actor_sprites[8].battler = $game_party.actors[8]
@actor_sprites[9].battler = $game_party.actors[9]
# 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
# 刷新图片活动块
for sprite in @picture_sprites
sprite.update
end
# 设置画面的色调与震动位置
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
# 刷新显示端口
@viewport1.update
@viewport2.update
end
end
class Game_Battler
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_reader :last_hp # 受效前的HP
#--------------------------------------------------------------------------
# ● 设置显示伤害
#--------------------------------------------------------------------------
def show_damage(value)
@show_damage_value = value
end
#--------------------------------------------------------------------------
# ● 显示伤害
#--------------------------------------------------------------------------
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
module RPG
#--------------------------------------------------------------------------
# ● 常量设定
#--------------------------------------------------------------------------
# 是否显示总伤害
SHOW_TOTAL_DAMAGE = false
# 角色受攻击时是否跳一下
BATTLER_JUMP = false
# 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
#---------------------------------------------------------------------------
# ● 初始化
#---------------------------------------------------------------------------
def initialize(viewport = nil)
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
#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
#---------------------------------------------------------------------------
# ● 设置动画精灵
#---------------------------------------------------------------------------
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
# 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.to_i.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","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 = 15
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"),
Rect.new(number * 14, rect_y, 15, 15))
#Rect.new(number * 18, rect_y, 18, 32))
# 后移一位
damage_x += 15
#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(71, 30, 71, 32))
#bitmap.blt(36, 28, RPG::Cache.picture("damage-1"), Rect.new(90, 64, 90, 32))
end
end
# 会心一击标志打开的情况
if critical
# 显示会心一击图画
bitmap.blt(36, 0, RPG::Cache.picture( "Damage"), Rect.new(0, 30, 71, 32))
#bitmap.blt(36, 0, RPG::Cache.picture( "damage"), Rect.new(0, 64, 90, 32))
end
end
# 结束USE_DAMAGE == true
# 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
#--------------------------------------------------------------------------
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
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)
@_total_damage += value
# 绝对值转为字符串
damage_string = @_total_damage.abs.to_s
else
return
end
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
end
end
else
if value.is_a?(Numeric)
@_total_damage += value
else
return
end
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)
end
end
if @_total_damage_sprite.nil?
@_total_damage_sprite = ::Sprite.new
@_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
#逆序排列伤害数组
for damage in @_damage.reverse
#清空当前伤害精灵
damage[0].bitmap.dispose
damage[0].dispose
@_damage.delete(damage)
end
@_total_damage = 0
@_last_frame = -1
#如果伤害统计精灵不为空则清空
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
#条件改为<=0
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
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)
for index in 0..(@_loop_animation1.size) - 1
update_loop_animation1
@_loop_animation1_index[index] += 1
@_loop_animation1_index[index] %= @_loop_animation1[index].frame_max
end
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
#如果动画剩余帧数大于0
if @_animation_duration > 0
#获得当前动画帧索引
frame_index = @_animation.frame_max - @_animation_duration
@frame_index = frame_index
#获得当前帧样式
cell_data = @_animation.frames[frame_index].cell_data
#动画位置
position = @_animation.position
#设置动画精灵
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"
#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
# 已经发生的伤害归0
@p_dam=0
end
damage(t,@battler_critical)
#连击次数归0
if frame_index == @_last_frame
@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
# 更新循环动画
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
# 循环动画
def loop_animation(animation)
#如果动画重复return
return if animation == @_loop_animation
#释放原有动画
dispose_loop_animation
#加载新动画
@_loop_animation = animation
#如果动画为空return
return if @_loop_animation == nil
#动画索引初始化
@_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(self.viewport)
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation_sprites.push(sprite)
end
update_loop_animation
end
# 修改: 敌人跳跃功能 (伤害数值被敌人遮盖)
def loop_animation_s(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(self.viewport)
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)
@wait_count = timing.flash_duration
end
return timing.flash_color.alpha * timing.flash_duration
end
end
return 0
end
end
end