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Lv1.梦旅人 今、空を見上げ
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- 2022
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主战上有一个脚本 配合全动画战斗能弄出LZ要的效果
很多全动画战斗的脚本都使用了那个
这个插在全动画脚本前
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- module RPG
- class Sprite < ::Sprite
- def animation_set_sprites(sprites, cell_data, position, invisible = false)
- if invisible
- for i in 0..15
- sprites[i].visible = false
- end
- return
- end
- 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 = 2000
- 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 update_loop_animation
- if @_animation_duration > 0
- frame_index = @_loop_animation_index
- cell_data = @_loop_animation.frames[frame_index].cell_data
- position = @_loop_animation.position
- animation_set_sprites(@_loop_animation_sprites, cell_data, position,true)
- else
- frame_index = @_loop_animation_index
- cell_data = @_loop_animation.frames[frame_index].cell_data
- position = @_loop_animation.position
- animation_set_sprites(@_loop_animation_sprites, cell_data, position)
- for timing in @_loop_animation.timings
- if timing.frame == frame_index
- animation_process_timing(timing, true)
- end
- end
- end
- end
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
复制代码
全动画脚本的地址 : http://rpg.blue/web/htm/news729.htm
目前我只发现站上有这种
不用全动画战斗实现 我也不知道 或者等高人回答- - |
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