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  1. Nome Script: Animazione Nemici Versione: N/D Autore/i: Rhyme Informazioni: Script che anima la grafica dei nemici. La velocità dell'animazione e le dimensioni degli sprite sono regolabili. Si tratta di un semplice script, quindi non aspettatevi molto (non è un sistema di battaglia laterale). Istruzioni: Inserite lo script sotto Material. Script: #============================================================================== # ■ Animated Enemy Sprites # Merry Christmas and happy holidays! #============================================================================== # Notebox Tag: # Enemy: !Flip #============================================================================== # Spritesheet Data for referencing # # 0. Idle # 1. Defend # 2. Weak # 3. Damaged # 4. Attack # 5. Item # 6. Skill # 7. Magic # 8. Advance (n/a) # 9. Retreat (n/a) # 10. Victory (n/a) # 11. Enter # 12. Dead # 13. Credits and/or etc (n/a) #============================================================================== # ~rhyme #============================================================================== module Animated_Enemy_Sprites Delay = 8 FrameSize = [4, 14] DefaultBlink = false end #============================================================================== # ■ Game_Battler #============================================================================== class Game_Battler < Game_BattlerBase attr_accessor :pose #-------------------------------------------------------------------------- # ● Flip #-------------------------------------------------------------------------- def flip_sprite return false end #-------------------------------------------------------------------------- # ● Reset Pose #-------------------------------------------------------------------------- def reset_pose @pose = 0 @pose = 2 if @hp < mhp / 4 if @states != nil @pose = 2 if @states.size > 0 end @pose = 1 if guard? @pose = 12 if dead? end #-------------------------------------------------------------------------- # ● Use Item #-------------------------------------------------------------------------- alias use_item_ani use_item def use_item(item) if item.is_a?(RPG::Item) @pose = 4 else if item.is_a?(RPG::Skill) if item.id == attack_skill_id @pose = 4 elsif item.physical? @pose = 6 elsif item.magical? @pose = 7 end end end use_item_ani(item) end #-------------------------------------------------------------------------- # ● Perform Damage #-------------------------------------------------------------------------- alias perform_map_damage_effect_ani perform_map_damage_effect def perform_map_damage_effect perform_map_damage_effect_ani @pose = 3 unless @guarding end #-------------------------------------------------------------------------- # ● Upon Damage #-------------------------------------------------------------------------- alias on_damage_ani on_damage def on_damage(value) @pose = 3 unless @guarding on_damage_ani(value) end end #============================================================================== # ■ Game_Enemy #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ● Flip #-------------------------------------------------------------------------- def flip_sprite return true if Scan::string($data_enemies[@enemy_id].note, "!Flip") return super end end #============================================================================== # ■ Sprite_Battler #============================================================================== class Sprite_Battler < Sprite_Base attr_accessor :battler #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize(viewport, battler = nil) super(viewport) @battler = battler @battler_visible = false @effect_type = nil @effect_duration = 0 @spritesheet = true @pose = 11 @counter = 0 @delay = Animated_Enemy_Sprites::Delay @frame_size = Animated_Enemy_Sprites::FrameSize end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update super if @battler @battler.reset_pose if @battler.pose == nil self.mirror = @battler.flip_sprite @use_sprite = @battler.use_sprite? if @spritesheet update_pose if @pose != 11 end if Graphics.frame_count % @delay == 0 @counter += 1 if @counter >= @frame_size[0] @counter = 0 if @pose == 11 update_pose else @battler.reset_pose end end end if @use_sprite update_bitmap update_origin update_position end setup_new_effect setup_new_animation update_effect else @effect_type = nil end self.opacity = 255 self.visible = true end #-------------------------------------------------------------------------- # ● Update bitmap #-------------------------------------------------------------------------- def update_bitmap if @spritesheet @spritesheet_bitmap = Cache.battler(@battler.battler_name + "-spritesheet", @battler.battler_hue) ss_size = [@spritesheet_bitmap.width, @spritesheet_bitmap.height] new_bitmap = Bitmap.new(ss_size[0] / @frame_size[0], ss_size[1] / @frame_size[1]) cx = @counter * (ss_size[0] / @frame_size[0]) cy = @pose * (ss_size[1] / @frame_size[1]) crop_rect = Rect.new(cx, cy, ss_size[0], ss_size[1]) new_bitmap.blt(0, 0, @spritesheet_bitmap, crop_rect) else new_bitmap = Cache.battler(@battler.battler_name, @battler.battler_hue) end if bitmap != new_bitmap self.bitmap = new_bitmap init_visibility end end #-------------------------------------------------------------------------- # ● Update Pose #-------------------------------------------------------------------------- def update_pose oldpose = @pose newpose = @battler.pose if newpose != oldpose @counter = 0 @pose = newpose end end #-------------------------------------------------------------------------- # ● Blink #-------------------------------------------------------------------------- def update_blink self.opacity = (@effect_duration % 10 < 5) ? 255 : 0 if Animated_Enemy_Sprites::DefaultBlink end end #============================================================================ # ▼ Scan #============================================================================ module Scan #-------------------------------------------------------------------------- # ● Scan.string(object, string) #-------------------------------------------------------------------------- def self.string(object, string) if object[/#{Regexp.quote string}/] return true end return false end end Demo: http://rpgmaker.net/users/Rhyme/locker/animate.zip
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