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Lv1.梦旅人
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vx里的动画有定义这个mirror参数,XP没有,不过可以重定义一下..进行实现.....以下脚本楼主试下....插在main之上,应该可以初步实现翻转....这里定义了敌人的施展动画不翻转,楼主试试...
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- module RPG
- class Sprite < ::Sprite
-
- def animation(animation, hit,mirror)
- dispose_animation
- @_animation = animation
- return if @_animation == nil
- #==============
- @animation_mirror = mirror
- #==============
- @_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)
- if @@_reference_count.include?(bitmap)
- @@_reference_count[bitmap] += 1
- else
- @@_reference_count[bitmap] = 1
- 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 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 = 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
-
- #==============================================
- if @animation_mirror
- sprite.angle = (360 - cell_data[i, 4])
- sprite.mirror = (cell_data[i, 5] == 0)
- else
- sprite.angle = cell_data[i, 4]
- sprite.mirror = (cell_data[i, 5] == 1)
- end
- #================================================
- sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
- sprite.blend_type = cell_data[i, 7]
- end
-
- end
-
- end
- end
- class Sprite_Battler < RPG::Sprite
-
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 战斗者为 nil 的情况下
- if @battler == nil
- self.bitmap = nil
- loop_animation(nil)
- return
- 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
- # 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
- 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
- loop_animation($data_animations[@state_animation_id])
- end
- # 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
- # 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)
- appear
- @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
- animation = $data_animations[@battler.animation_id]
-
- unless $scene.animation1_id == @battler.animation_id and $scene.animation2_id != @battler.animation_id
-
- #==================================
- mirror = @battler.is_a?(Game_Enemy)? false : true
- #==================================
- else
- mirror = false
- end
-
- animation(animation, @battler.animation_hit,mirror)
- @battler.animation_id = 0
- 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?
- 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
- collapse
- @battler_visible = false
- end
- end
- # 设置活动块的坐标
- self.x = @battler.screen_x
- self.y = @battler.screen_y
- self.z = @battler.screen_z
- end
-
-
-
- end
- #==============================================================================
- # ■ Scene_Battle
- #------------------------------------------------------------------------------
- # 处理战斗画面的类。
- #==============================================================================
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :animation1_id # 行动方动画ID
- attr_reader :animation2_id #对象动画ID
- end
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