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这个超级横版战斗脚本怎么用?

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发表于 2007-6-28 11:53:51 | 显示全部楼层 |阅读模式
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 楼主| 发表于 2007-6-28 11:56:57 | 显示全部楼层
#==============================================================================
# 本脚本来自www.jqsp.com,使用和转载请保留此信息
#==============================================================================

#==============================================================================
# * Animated_Sprite                                Scripted by: SiR_VaIlHoR
#                                                  Edited by: 柳柳
#------------------------------------------------------------------------------
#  A class for animated sprites.
#==============================================================================

#jqsp,超级横版战斗脚本简要说明:

#默认情况下,把一张战斗图截成4列,>8行,如果感觉4列4帧的动画还不能满足要求,看
#def pose(number,frame = 4),更改=4,以及相关部分。

#战斗图从上到下:前进图,等待图,防御图,挨打图,普通攻击图(默认的武器),施展魔法,
#倒地不行了,胜利姿势,自定义武器1,自定义武器2……

#这个脚本的模型是老外编写的,其中参考了XMXS的一个方法,我添加了一些功能,去掉素材限制。

#不同职业拥有的图片数可以不一样,参考工程和录像教学

#==============================================================================
# □ RPG::Class
#==============================================================================
module RPG
  class Class
    def name
      name = @name.split(/,/)[0]
      return name != nil ? name : ''
    end
    def name2
      name = @name.split(/,/)[1]
      return name != nil ? name : ''
    end
  end
  class Weapon
    def name
      name = @name.split(/,/)[0]
      return name != nil ? name : ''
    end
    def name2
      name = @name.split(/,/)[1]
      return name != nil ? name : ''
    end   
  end
end

class Game_Actor
  #--------------------------------------------------------------------------
  # ● 更改名称
  #     name : 新的名称
  #--------------------------------------------------------------------------
  def picturephase
    name = $data_classes[class_id].name2
    return name != nil ? name : "jqsp"
  end
end

class Game_Enemy
  #--------------------------------------------------------------------------
  # ● 获取名称
  #--------------------------------------------------------------------------
  def name
    name = $data_enemies[@enemy_id].name.split(/,/)[0]
    return name != nil ? name : ''
  end
  def picturephase
    name = $data_enemies[@enemy_id].name.split(/,/)[1]
    return name != nil ? name : "jqsp"
  end
end

class Animated_Sprite < RPG::Sprite
#--------------------------------------------------------------------------
# - Accessible instance variables.
#--------------------------------------------------------------------------
attr_accessor :frames        # Number of animation frames
attr_accessor :delay         # Delay time between frames (speed)
attr_accessor :frame_width   # Width of each frame
attr_accessor :frame_height  # Height of each frame
attr_accessor ffset_x      # X coordinate of the 1st frame
attr_accessor ffset_y      # Y coordinate of all frames
attr_accessor :current_frame # Current animation frame
attr_accessor :moving        # Is the sprite moving?

#--------------------------------------------------------------------------
# - Initialize an animated sprite
#   viewport : Sprite viewport
#--------------------------------------------------------------------------
def initialize(viewport = nil)
   super(viewport)
   @frame_width, @frame_height = 0, 0
   change    # A basic change to set initial variables
   @old = Graphics.frame_count  # For the delay method
   @goingup = true    # Increasing animation? (if @rm2k_mode is true)
   @once = false      # Is the animation only played once?
   @animated = true   # Used to stop animation when @once is true
end

#--------------------------------------------------------------------------
# Comment by RPG
#   - Change the source rect (change the animation)
#   frames : Number of animation frames
#   delay : Frame delay, controls animation speed
#   offx : X coordinate of the 1st frame
#   offy : Y coordinate of all frames
#   startf : Starting frame for animation
#   once : Is the animation only played once?
#   rm2k_mode : Animation pattern: 1-2-3-2 if true, 1-2-3-1 if false
#
# Comment by cybersam
#
# the rm2k_mode isnt pressent anymore...
# if you want that feature then use rm2k or use RPG's scrîpt...
#--------------------------------------------------------------------------
def change(frames = 0, delay = 0, offx = 0, offy = 0,
            startf = 0, once = false)
   @frames = frames
   @delay = delay
   @offset_x, @offset_y = offx, offy
   @current_frame = startf
   @once = once
   x = @current_frame * @frame_width + @offset_x
   self.src_rect = Rect.new(x, @offset_y, @frame_width, @frame_height)
   @goingup = true
   @animated = true
end

#--------------------------------------------------------------------------
# - Update animation and movement
#--------------------------------------------------------------------------
def update
   super
   if self.bitmap != nil and delay(@delay) and @animated
     x = @current_frame * @frame_width + @offset_x
     self.src_rect = Rect.new(x, @offset_y, @frame_width, @frame_height)
       @current_frame = (@current_frame + 1) unless @frames == 0
       @animated = false if @current_frame == @frames and @once
       @current_frame %= @frames
   end
end

#--------------------------------------------------------------------------
# - Move the sprite
#   x : X coordinate of the destination point
#   y : Y coordinate of the destination point
#   speed : Speed of movement (0 = delayed, 1+ = faster)
#   delay : Movement delay if speed is at 0
#--------------------------------------------------------------------------
def move(x, y, speed = 1, delay = 0)
   @destx = x
   @desty = y
   @move_speed = speed
   @move_delay = delay
   @move_old = Graphics.frame_count
   @moving = true
end

#--------------------------------------------------------------------------
# - Move sprite to destx and desty
#--------------------------------------------------------------------------
def update_move
   return unless @moving
   movinc = @move_speed == 0 ? 1 : @move_speed
   if Graphics.frame_count - @move_old > @move_delay or @move_speed != 0
     self.x += movinc if self.x < @destx
     self.x -= movinc if self.x > @destx
     self.y += movinc if self.y < @desty
     self.y -= movinc if self.y > @desty
     @move_old = Graphics.frame_count
   end
   if @move_speed > 1  # Check if sprite can't reach that point
     self.x = @destx if (@destx - self.x).abs % @move_speed != 0 and
                        (@destx - self.x).abs <= @move_speed
     self.y = @desty if (@desty - self.y).abs % @move_speed != 0 and
                        (@desty - self.y).abs <= @move_speed
   end
   if self.x == @destx and self.y == @desty
     @moving = false
   end
end

#--------------------------------------------------------------------------
# - Pause animation, but still updates movement
#   frames : Number of frames
#--------------------------------------------------------------------------
def delay(frames)
   update_move
   if (Graphics.frame_count - @old >= frames)
     @old = Graphics.frame_count
     return true
   end
   return false
end
end

#=============================================================================
#
# here we go...
# this makes the scrîpt very easy to implement
# just add a new scrîpt above the "Main" scrîpt
# and insert this whole thing in there
#
# as you can see the sprite changing code is from the japanese scrîpt
# so the credits for the sprite changin goes to them....
# i edit it a little so it can show more sprites and sprite animations
# and added some other stuff... the next things are player movement...
#
#
#
# i got the battler changing scrîpt in this scrîpt...
# the credits for this goes to the guy who made this...
#
# ▼▲▼ XRXS11. 戦闘・バトラーモーション ver.0 ▼▲▼
#
# since this isnt used anymore... it isnt need for credit anymore...
# but i'll let it here since it helped me a lot...
#
#
# as for the ideas... missy provided me with really good ideas
# that helped me alot when i didnt find a way to some of these features...
#
# here one more Credit to place...
# its RPG's scrîpt...
# not the whole thing here...
# but some snipplet you'll know witch one when read the comments
#
#
# if you want some more explaines about this scrîpt...
# the most stuff are commented... but if you still have questions or
# sugestions then you can contact me
#
# how or where you can contact me...
# at the http://www.rmxp.net forum via pm, email: cybersam@club-anime.de
# or via AIM: cych4n or ICQ: 73130840
#
# remember this is still in testing phase...
# and i'm trying to work on some other additions... like character movements...
# but that wont be added now... couse i need to figure it out first...
#
#
#
# oh hehe.... before i forget...
# sorry for the bad english... ^-^''''
#
#
#==============================================================================
#
# here i'm going to tell you what names you need to give for your chara
# battle sprites....
#
# ok... here... since i'm using RPG's movement scrîpt...
# there are a lot of changes...
#
# when you look at the scrîpt you'll find line with "pose(n)" or "enemy_pose(n)"
# since i want my sprites have different sprites... i added one more option
# to these...
# so now if you add a number after the n (the n stands for witch sprite is used)
# fo example 8... ("pose(4, 8)") this will tell the scrîpt that the 4th animation
# have 8 frames...
# pose is used for the player... and enemy_pose for the enemy...
# there is nothing more to this...
# i used my old sprite numbers... (this time in only one sprite...)
#
# explains about the animation sprites... (the digits)
#
#
# 0 = move (during battle)
# 1 = standby
# 2 = defend
# 3 = hit (being attacked)
# 4 = attack
# 5 = skill use
# 6 = dead
# 7 = winning pose... this idea is from RPG....
#
#
# of course this is just the begining of the code...
# so more animations can be implemented...
# but for now this should be enough...
#
# alot has changed here... and now it looks like it is done...
# of course the fine edit needs to be done so it looks and works great with your
# game too...
#
#
#
# 1st character movement...                             done
# 2nd character movement during attack...               done
# 3rd character apears at the enemy while attacking...  done
#
# 4th enemies movement...                               done
# 5th enemy movement during attack...                   done
# 6th enemy apears at the enemy while attacking...      done
#
# 7th each weapon has its own animation...              done
# 8th each skill has its own animation...               done
#
#
#
# for the ones interisted... my nex project is an Movie player
# (that actualy plays avi, mpgs and such...
# but dont think this will be done soon... ^-^''
#
# but i'll may be try something else before i begin to code that one...
#==============================================================================



class Game_Actor < Game_Battler

# you dont have to change your game actor to let the characters schows
# from the side...
# this will do it for you... ^-^

def screen_x
   if self.index != nil
     return self.index * 30 + 430
   else
     return 0
   end
end

def screen_y
   return self.index * 30 + 250
end

def screen_z
   if self.index != nil
     return self.index
   else
     return 0
   end
end
end


# RPG's snipplet...
class Spriteset_Battle
attr_accessor :actor_sprites
attr_accessor :enemy_sprites


alias original_initialize initialize
def initialize
   #@start_party_number = $game_party.actors.size
   # ビューポートを作成
   @viewport0 = Viewport.new(0, 0, 640, 480)
   @viewport1 = Viewport.new(0, 0, 640, 320)
   @viewport2 = Viewport.new(0, 0, 640, 480)
   @viewport3 = Viewport.new(0, 0, 640, 480)
   @viewport4 = Viewport.new(0, 0, 640, 480)
   @viewport1.z = 50
   @viewport2.z = 50
   @viewport3.z = 200
   @viewport4.z = 5000

   @battleback_sprite = Sprite.new(@viewport0)
   
   @enemy_sprites = []
   for enemy in $game_troop.enemies #.reverse
     @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
   end
   
   @actor_sprites = []
   @actor_sprites.push(Sprite_Battler.new(@viewport2,$game_party.actors[0]))
   @actor_sprites.push(Sprite_Battler.new(@viewport2,$game_party.actors[1]))
   @actor_sprites.push(Sprite_Battler.new(@viewport2,$game_party.actors[2]))
   @actor_sprites.push(Sprite_Battler.new(@viewport2,$game_party.actors[3]))
   
   @weather = RPG::Weather.new(@viewport1)
   @picture_sprites = []
   for i in 51..100
     @picture_sprites.push(Sprite_Picture.new(@viewport3,
       $game_screen.pictures))
   end
   @timer_sprite = Sprite_Timer.new
   update
end



alias original_update update
def update
   @viewport1.z = 50 and @viewport2.z = 51 if $actor_on_top == true
   @viewport1.z = 51 and @viewport2.z = 50 if $actor_on_top == false
    # 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]
    # 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
    # 刷新天气图形
    @weather.type = $game_screen.weather_type
    @weather.max = $game_screen.weather_max
    @weather.update
    # 刷新图片活动块
    for sprite in @picture_sprites
      sprite.update
    end
    # 刷新计时器活动块
    @timer_sprite.update
    # 设置画面的色调与震动位置
    @viewport1.tone = $game_screen.tone
    @viewport1.ox = $game_screen.shake
    # 设置画面的闪烁色
    @viewport4.color = $game_screen.flash_color
    # 刷新显示端口
    @viewport1.update
    @viewport2.update
    @viewport4.update
end
end
# end

#==============================================================================
# Sprite Battler for the Costum Battle System
#==============================================================================
# here we are making some animations and stuff...
# i know its not the best way...
# but this is the first working way that i found....
# this needs propper understanding how the animation works...
# if you want to change some stuff...
# in this i'll not explain much couse its realy easy if you know what you do
# otherwise it will take you time to understand it, but i think the one who
# is trying to edit this will know what he/she do... ^-^
#
#
#
# here i'll completely replace the "Sprite_Battler" class...
# so if you've changed something in there you need to change it here as well
# (i think... i didnt tested it... so its up to you)
# i'll mark the stuff i added just with --> #
# something that need to be explained have a comment...
# but its not all commented...
# so if you dont know what it means or you just want to know why it is there and
# what it does then you need to contact me or anyone who understand this... ^-^
# how you can contact me see above... at the top of this scrîpt...


class Sprite_Battler < Animated_Sprite

attr_accessor :battler
attr_reader   :index
attr_accessor :target_index
attr_accessor :frame_width


def initialize(viewport, battler = nil)
   super(viewport)
   @battler = battler
   @pattern_b = 0 #
   @counter_b = 0 #
   @index = 0     #
   if @battler != nil
     tempbitmap = RPG::Cache.battler(@battler.battler_name, @battler.battler_hue)
     @frame_width = tempbitmap.width/4
     picturephase = @battler.picturephase
     if picturephase == "jqsp"
       @frame_height = tempbitmap.height/8
     else
       @frame_height = tempbitmap.height/picturephase.to_i
     end   
   else
     @frame_width, @frame_height = 1,1
   end  
   # start sprite
   @battler.is_a?(Game_Enemy) ? enemy_pose(1) : pose(1)
   @battler_visible = false
   if $target_index == nil
     $target_index = 0
   end
end

def index=(index) #
   @index = index  #
   update          #
end               #

def dispose
   if self.bitmap != nil
     self.bitmap.dispose
   end
   super
end

def enemy                                             #
   $target_index += $game_troop.enemies.size
   $target_index %= $game_troop.enemies.size
   return $game_troop.enemies[$target_index]           #
end                                                   #

def actor                                             #
   $target_index += $game_party.actors.size
   $target_index %= $game_party.actors.size
   return $game_party.actors[$target_index]            #
end           

#==============================================================================
# here is a snipplet from RPG's scrîpt...
# i changed only to lines from this...
#
# here you can add more sprite poses... if you have more... ^-^
#==============================================================================
def pose(number, frames = 4)
    case number
    when 0  # run
    change(frames, 5, 0, 0, 0)
    when 1  # standby
    change(frames, 5, 0, @frame_height)
    when 2 # defend
    change(frames, 5, 0, @frame_height * 2)
    when 3 # Hurt, loops
    change(frames, 5, 0, @frame_height * 3)
    when 4 # attack no loop
    change(frames, 5, 0, @frame_height * 4, 0, true)
    when 5 # skill
    change(frames, 5, 0, @frame_height * 5)
    when 6 # death
    change(frames, 5, 0, @frame_height * 6)
    when 7 # winning pose
    change(frames, 5, 0, @frame_height * 7)
    when 8 # no sprite
    change(frames, 5, 0, @frame_height * 8)
    when 9 # no sprite
    change(frames, 5, 0, @frame_height * 9)
    when 10 # no sprite
    change(frames, 5, 0, @frame_height * 10)
    when 11 # no sprite
    change(frames, 5, 0, @frame_height * 11)
    when 12 # no sprite
    change(frames, 5, 0, @frame_height * 12)
    when 13 # no sprite
    change(frames, 5, 0, @frame_height * 13)
    when 14 # no sprite
    change(frames, 5, 0, @frame_height * 14)
    when 15 # no sprite
    change(frames, 5, 0, @frame_height * 15)
    when 16 # no sprite
    change(frames, 5, 0, @frame_height * 16)
    when 17 # no sprite
    change(frames, 5, 0, @frame_height * 17)
    when 18 # no sprite
    change(frames, 5, 0, @frame_height * 18)
    when 19 # no sprite
    change(frames, 5, 0, @frame_height * 19)
    when 20 # no sprite
    change(frames, 5, 0, @frame_height * 20)
    # ...etc.
   else
     change(frames, 5, 0, @frame_height * number, 0)
   end
end

#--------------------------------------------------------------------------
# - Change the battle pose for an enemy
#   number : pose' number
#--------------------------------------------------------------------------
def enemy_pose(number ,enemy_frames = 4)
   case number
   when 0  # run
     change(enemy_frames, 5, 0, 0, 0)
   when 1  # standby
     change(enemy_frames, 5, 0, @frame_height)
   when 2 # defend
     change(enemy_frames, 5, 0, @frame_height * 2)
   when 3 # Hurt, loops
     change(enemy_frames, 5, 0, @frame_height * 3)
   when 4 # attack
     change(enemy_frames, 5, 0, @frame_height * 4, 0, true)
   when 5 # skill
     change(enemy_frames, 5, 0, @frame_height * 5)
   when 6 # death
     change(enemy_frames, 5, 0, @frame_height * 6)
   when 7 # no sprite
     change(enemy_frames, 5, 0, @frame_height * 7)
     # ...etc.
   else
     change(enemy_frames, 5, 0, @frame_height * number, 0)
   end
end
#==============================================================================
# sniplet end...
#==============================================================================


def update
   super
   
   if @battler == nil                                                     
     self.bitmap = nil                                                     
     loop_animation(nil)                                                   
     return                                                               
   end                                                                     
   if @battler.battler_name != @battler_name or
      @battler.battler_hue != @battler_hue

     @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 = @frame_width / 2
     self.oy = @frame_height

     if @battler.dead? or @battler.hidden
       self.opacity = 0
     end
     self.x =  @battler.screen_x
     self.y =  @battler.screen_y
     self.z = @battler.screen_z
   end

   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

   if @battler.is_a?(Game_Actor) and @battler_visible
     if $game_temp.battle_main_phase
       self.opacity += 3 if self.opacity < 255
     else
       self.opacity -= 3 if self.opacity > 207
     end
   end

   if @battler.blink
     blink_on
   else
     blink_off
   end

   unless @battler_visible
     if not @battler.hidden and not @battler.dead? and
        (@battler.damage == nil or @battler.damage_pop)
       appear
       @battler_visible = true
     end
     if not @battler.hidden and
        (@battler.damage == nil or @battler.damage_pop) and
        @battler.is_a?(Game_Actor)
       appear
       @battler_visible = true
     end
   end
   if @battler_visible
     if @battler.hidden
       $game_system.se_play($data_system.escape_se)
       escape
       @battler_visible = false
     end
     if @battler.white_flash
       whiten
       @battler.white_flash = false
     end
     if @battler.animation_id != 0
       animation = $data_animations[@battler.animation_id]
       animation(animation, @battler.animation_hit)
       @battler.animation_id = 0
     end
     if @battler.damage_pop
       damage(@battler.damage, @battler.critical)
       @battler.damage = nil
       @battler.critical = false
       @battler.damage_pop = false
     end
     if @battler.damage == nil and @battler.dead?
       if @battler.is_a?(Game_Enemy)
         $game_system.se_play($data_system.enemy_collapse_se)
         collapse
         @battler_visible = false
       else
         $game_system.se_play($data_system.actor_collapse_se) unless @dead
         @dead = true
         pose(6)
       end
     else
       @dead = false
     end
   end                                                                #
end
end


#==============================================================================
# Scene_Battle Costum  Battle System
#==============================================================================

class Scene_Battle


def update_phase4
   case @phase4_step
   when 1
     update_phase4_step1
   when 2
     update_phase4_step2
   when 3
     update_phase4_step3
   when 4
     update_phase4_step4
   when 5
     update_phase4_step5
   when 6
     update_phase4_step6
   when 7
     update_phase4_step7
   when 8
    update_phase4_step8   
   end
end


def make_basic_action_result
   
   if @active_battler.is_a?(Game_Actor)
     $actor_on_top = true
   elsif @active_battler.is_a?(Game_Enemy)
     $actor_on_top = false
   end
   
   if @active_battler.current_action.basic == 0
#============================================================================
# WEAPONS START...
#============================================================================
#
#================================= Different Weapons with different animations
#
# this is quite simple as you can see...
# if you want to add a weapon to the animation list then look at the scrîpt below...
# and i hope you'll find out how this works...
#
#
# if not...
# here is the way...
# first thing...
# just copy and paste "elseif @active_battler_enemy.weapon_id == ID..."
# just after the last @weapon_sprite....
#
# here the ID is you need to look in you game databse the number that stands before
# your weapon name is the ID you need to input here...
#
# same thing goes for the monster party... ^-^
# monster normaly dont need more sprites for weapons....
#
# if you want to use more... then replace the "@weapon_sprite_enemy = 4"
# with these lines... (but you need to edit them)
#
#        if @active_battler.weapon_id == 1 # <--  weapon ID number
#          @weapon_sprite_enemy = 4 # <-- battle animation
#        elsif @active_battler.weapon_id == 5 # <-- weapon ID number
#          @weapon_sprite_enemy = 2 # <-- battle animation
#        elsif @active_battler.weapon_id == 9 # <-- weapon ID number
#          @weapon_sprite_enemy = 0 # <-- battle animation
#        elsif @active_battler.weapon_id == 13 # <-- weapon ID number
#          @weapon_sprite_enemy = 6 # <-- battle animation
#        else
#          @weapon_sprite_enemy = 4
#        end
#
#================================= END

     if @active_battler.is_a?(Game_Actor)
       if $data_weapons[@active_battler.weapon_id] == nil
         @weapon_sprite = 4
       else
         if $data_weapons[@active_battler.weapon_id].name2 == nil or
           $data_weapons[@active_battler.weapon_id].name2 == ""
           @weapon_sprite = 4
         else
           @weapon_sprite = $data_weapons[@active_battler.weapon_id].name2.to_i
         end
       end
      
# monster section is here... ^-^

     else # @active_battler.is_a?(Game_Enemy)
         @weapon_sprite_enemy = 4
     end
      
#
#=============================================================================
# WEAPONS END....
#=============================================================================
     
     
     @animation1_id = @active_battler.animation1_id
     @animation2_id = @active_battler.animation2_id
     if @active_battler.is_a?(Game_Enemy)
       if @active_battler.restriction == 3
         target = $game_troop.random_target_enemy
       elsif @active_battler.restriction == 2
         target = $game_party.random_target_actor
       else
         index = @active_battler.current_action.target_index
         target = $game_party.smooth_target_actor(index)
       end
#======== here is the setting for the movement & animation...
         x = target.screen_x - RPG::Cache.battler(@active_battler.battler_name, @active_battler.battler_hue).width/6
         @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0)
         @spriteset.enemy_sprites[@active_battler.index].move(x, target.screen_y, 10)
#========= here if you look at the RPG's movement settings you'll see
#========= that he takes the number 40 for the speed of the animation...
#========= i thing thats too fast so i settet it down to 10 so looks smoother...
     end
     if @active_battler.is_a?(Game_Actor)
       if @active_battler.restriction == 3
         target = $game_party.random_target_actor
       elsif @active_battler.restriction == 2
         target = $game_troop.random_target_enemy
       else
         index = @active_battler.current_action.target_index
         target = $game_troop.smooth_target_enemy(index)
       end
#======= the same thing for the player... ^-^
       x = target.screen_x + RPG::Cache.battler(@active_battler.battler_name, @active_battler.battler_hue).width/8
       @spriteset.actor_sprites[@active_battler.index].pose(0)
       @spriteset.actor_sprites[@active_battler.index].move(x, target.screen_y, 10)
     end
     @target_battlers = [target]
     for target in @target_battlers
       target.attack_effect(@active_battler)
     end
     return
   end
   if @active_battler.current_action.basic == 1
     if @active_battler.is_a?(Game_Actor)
       @spriteset.actor_sprites[@active_battler.index].pose(2) #defence
     else
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(2) #defence
     end
     @help_window.set_text($data_system.words.guard, 1)
     return
   end
   if @active_battler.is_a?(Game_Enemy) and
      @active_battler.current_action.basic == 2
     @help_window.set_text("逃走", 1)
     @active_battler.escape
     return
   end
   if @active_battler.current_action.basic == 3
     $game_temp.forcing_battler = nil
     @phase4_step = 1
     return
   end
   
   if @active_battler.current_action.basic == 4
     if $game_temp.battle_can_escape == false
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.decision_se)
     update_phase2_escape
     return
   end
end
#--------------------------------------------------------------------------
# skill aktion...
#--------------------------------------------------------------------------
def make_skill_action_result
   @skill = $data_skills[@active_battler.current_action.skill_id]
   unless @active_battler.current_action.forcing
     unless @active_battler.skill_can_use?(@skill.id)
       $game_temp.forcing_battler = nil
       @phase4_step = 1
       return
     end
   end
   @active_battler.sp -= @skill.sp_cost
   @status_window.refresh
   @help_window.set_text(@skill.name, 1)
   
#=============================================================================
# SKILL SPRITES START
#=============================================================================
# this one is the same as the one for the weapons...
# for the one who have this for the first time
# look at the scrîpt i hope it is easy to understand...
#
# the other one that have the earlier versions of this scrîpt they dont need explenation
# ... i think....
# the think that changed is the line where the animation ID is given to the sprite...
# the number after the "pose" is the animation ID... it goes for every other animation as well..
# if you have an animation for a skill that have more frames...
# then just insert the number of frames after the first number...
# so it looks like this.... "pose(5, 8)" <-- 5 is the animation...
# 8 is the max frame (that means your animation have 8 frames...) ^-^
   
   if @active_battler.is_a?(Game_Actor)
     if @skill.name != "one of the skills" # <--skill doesn't exist => all the skills have the skill animation!
       @spriteset.actor_sprites[@active_battler.index].pose(5) # <-- sprite number
     end
   else
     if @skill.name != "one of the skills" # <-- first skill name
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(5) # <-- sprite number
     end
   end
#=============================================================================
# SKILL SPRITES END
#=============================================================================
   
   @animation1_id = @skill.animation1_id
   @animation2_id = @skill.animation2_id
   @common_event_id = @skill.common_event_id
   set_target_battlers(@skill.scope)
   for target in @target_battlers
     target.skill_effect(@active_battler, @skill)
   end
end
#--------------------------------------------------------------------------
# how here we make the item use aktions
#--------------------------------------------------------------------------
def make_item_action_result
   # sorry i didnt work on this...
   # couse i dont have a sprite that uses items....
   # so i just added the standby sprite here...
   # when i get more time for this i'll try what i can do for this one... ^-^
   # its the same as the ones above...
   if @active_battler.is_a?(Game_Actor)
     @spriteset.actor_sprites[@active_battler.index].pose(1)
   else
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
   end
   
   @item = $data_items[@active_battler.current_action.item_id]
   unless $game_party.item_can_use?(@item.id)
     @phase4_step = 1
     return
   end
   if @item.consumable
     $game_party.lose_item(@item.id, 1)
   end
   @help_window.set_text(@item.name, 1)
   @animation1_id = @item.animation1_id
   @animation2_id = @item.animation2_id
   @common_event_id = @item.common_event_id
   index = @active_battler.current_action.target_index
   target = $game_party.smooth_target_actor(index)
   set_target_battlers(@item.scope)
   for target in @target_battlers
     target.item_effect(@item)
   end
end

#==============================================================================
# here again.... snipplet from RPG's scrîpt
#==============================================================================


# this one here is for the winning pose...
# if you happen to use my old costum level scrîpt then you need to add the
# marked line to you "def start_phase5" in  "Scene_Battle 2" and delete this one...
# the ->  =*****=
# marks the end where you need to delete...
# and -> {=====}
# marks the line you need to copy and paste in the other one...
# you need to add it at the same position...

def start_phase5
   @phase = 5
   $game_system.me_play($game_system.battle_end_me)
   $game_system.bgm_play($game_temp.map_bgm)
   exp = 0
   gold = 0
   treasures = []
   for enemy in $game_troop.enemies
     unless enemy.hidden
       exp += enemy.exp
       gold += enemy.gold
       if rand(100) < enemy.treasure_prob
         if enemy.item_id > 0
           treasures.push($data_items[enemy.item_id])
         end
         if enemy.weapon_id > 0
           treasures.push($data_weapons[enemy.weapon_id])
         end
         if enemy.armor_id > 0
           treasures.push($data_armors[enemy.armor_id])
         end
       end
     end
   end
   treasures = treasures[0..5]
   for i in 0...$game_party.actors.size
     actor = $game_party.actors
     @spriteset.actor_sprites.pose(7) unless actor.dead? # {=====}
     if actor.cant_get_exp? == false
       last_level = actor.level
       actor.exp += exp
       if actor.level > last_level
         @status_window.level_up(i)
       end
     end
   end
   $game_party.gain_gold(gold)
   for item in treasures
     case item
     when RPG::Item
       $game_party.gain_item(item.id, 1)
     when RPG::Weapon
       $game_party.gain_weapon(item.id, 1)
     when RPG::Armor
       $game_party.gain_armor(item.id, 1)
     end
   end
   @result_window = Window_BattleResult.new(exp, gold, treasures)
   @phase5_wait_count = 100
end
#   =*****=
#--------------------------------------------------------------------------
# updating the movement
# since RPG isnt used to comments... i'll comment it again...
#--------------------------------------------------------------------------
def update_phase4_step3
   if @active_battler.current_action.kind == 0 and
      @active_battler.current_action.basic == 0
      # in this one... we have our weapon animations... for player and monster
     if @active_battler.is_a?(Game_Actor)
       @spriteset.actor_sprites[@active_battler.index].pose(@weapon_sprite)
     elsif @active_battler.is_a?(Game_Enemy)
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(@weapon_sprite_enemy)
     end
   end
   if @animation1_id == 0
     @active_battler.white_flash = true
   else
     @active_battler.animation_id = @animation1_id
     @active_battler.animation_hit = true
   end
   @phase4_step = 4
end

def update_phase4_step4
   # this here is for the hit animation...
   for target in @target_battlers
     if target.is_a?(Game_Actor) and !@active_battler.is_a?(Game_Actor)
       if target.guarding?
         @spriteset.actor_sprites[target.index].pose(2)
       else
         @spriteset.actor_sprites[target.index].pose(3)
       end
       elsif target.is_a?(Game_Enemy) and !@active_battler.is_a?(Game_Enemy)
       if target.guarding?
         @spriteset.enemy_sprites[target.index].enemy_pose(2)
       else
         @spriteset.enemy_sprites[target.index].enemy_pose(3)
       end
     end
     target.animation_id = @animation2_id
     target.animation_hit = (target.damage != "Miss")
   end
   @wait_count = 8
   @phase4_step = 5
end

def update_phase4_step5
   if @active_battler.hp > 0 and @active_battler.slip_damage?
     @active_battler.slip_damage_effect
     @active_battler.damage_pop = true
   end

   @help_window.visible = false
   @status_window.refresh
   # here comes the guard animations....
   if @active_battler.is_a?(Game_Actor)
     @spriteset.actor_sprites[@active_battler.index].pose(1)
   else
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
   end
   for target in @target_battlers
     if target.damage != nil
       target.damage_pop = true
       if @active_battler.is_a?(Game_Actor)
         @spriteset.actor_sprites[@active_battler.index].pose(1)
       else
         @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
       end
     end
   end
   @phase4_step = 6
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 6 : リフレッシュ)
#--------------------------------------------------------------------------
def update_phase4_step6
   
   # here we are asking if the player is dead and is a player or an enemy...
   # these lines are for the running back and standby animation....
   if @active_battler.is_a?(Game_Actor) and !@active_battler.dead?
     @spriteset.actor_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
     @spriteset.actor_sprites[@active_battler.index].pose(0)
   elsif !@active_battler.dead?
     @spriteset.enemy_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0)
   end
   for target in @target_battlers
     if target.is_a?(Game_Actor) and !target.dead?
         @spriteset.actor_sprites[target.index].pose(1)
       elsif !target.dead?
         @spriteset.enemy_sprites[target.index].enemy_pose(1)
     end
   end
   $game_temp.forcing_battler = nil
   if @common_event_id > 0
     common_event = $data_common_events[@common_event_id]
     $game_system.battle_interpreter.setup(common_event.list, 0)
   end
   @phase4_step = 7
end

def update_phase4_step7
   
   # here we are asking if the player is dead and is a player or an enemy...
   # these lines are for the running back and standby animation....
   if @active_battler.is_a?(Game_Actor) and !@active_battler.dead?
     @spriteset.actor_sprites[@active_battler.index].pose(1)
   elsif !@active_battler.dead?
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
   end

   $game_temp.forcing_battler = nil
   if @common_event_id > 0
     common_event = $data_common_events[@common_event_id]
     $game_system.battle_interpreter.setup(common_event.list, 0)
   end
   @phase4_step = 1
end

# this one is an extra... without this the animation whill not work correctly...

def update
   if $game_system.battle_interpreter.running?
     $game_system.battle_interpreter.update
     if $game_temp.forcing_battler == nil
       unless $game_system.battle_interpreter.running?
         unless judge
           setup_battle_event
         end
       end
       if @phase != 5
         @status_window.refresh
       end
     end
   end
   $game_system.update
   $game_screen.update
   if $game_system.timer_working and $game_system.timer == 0
     $game_temp.battle_abort = true
   end
   @help_window.update
   @party_command_window.update
   @actor_command_window.update
   @status_window.update
   @message_window.update
   @spriteset.update
   if $game_temp.transition_processing
     $game_temp.transition_processing = false
     if $game_temp.transition_name == ""
       Graphics.transition(20)
     else
       Graphics.transition(40, "Graphics/Transitions/" +
         $game_temp.transition_name)
     end
   end
   if $game_temp.message_window_showing
     return
   end
   if @spriteset.effect?
     return
   end
   if $game_temp.gameover
     $scene = Scene_Gameover.new
     return
   end
   if $game_temp.to_title
     $scene = Scene_Title.new
     return
   end
   if $game_temp.battle_abort
     $game_system.bgm_play($game_temp.map_bgm)
     battle_end(1)
     return
   end
   if @wait_count > 0
     @wait_count -= 1
     return
   end

   # this one holds the battle while the player moves
   for actor in @spriteset.actor_sprites
     if actor.moving
       return
     end
   end
   # and this one is for the enemy...
   for enemy in @spriteset.enemy_sprites
     if enemy.moving# and $game_system.animated_enemy
       return
     end
   end
   
   if $game_temp.forcing_battler == nil and
      $game_system.battle_interpreter.running?
     return
   end
   case @phase
   when 1
     update_phase1
   when 2
     update_phase2
   when 3
     update_phase3
   when 4
     update_phase4
   when 5
     update_phase5
   end
end #==============================================================================
# end of the snipplet
# if you want the comments that where here just look at the scene_battle 4...
# i added some comments since RPG hasnt add any....
#==============================================================================
end

#==============================================================================
# 本脚本来自www.jqsp.com,使用和转载请保留此信息
#=========================================================================
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 楼主| 发表于 2007-6-28 20:29:36 | 显示全部楼层
比如说:图片放哪儿?脚本要修改什么?
等等,最好文章回答!
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