#============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #============================================================================== # ■ Battler 3 #============================================================================== # XRXS_BP 1. CP制導入 ver..23 # by 桜雅 在土, 和希 #============================================================================== #============================================================================== # □ Battler 3 #============================================================================== module XRXS_BP1 # 对齐方式。0:左 1:中央 2:右 ALIGN = 0 # 人数 MAX = 4 end class Scene_Battle_CP # 战斗速度 BATTLE_SPEED = 2.0 # 战斗开始的时候气槽百分比 START_CP_PERCENT = 0 end class Scene_Battle # 效果音效,可以自己添加 DATA_SYSTEM_COMMAND_UP_SE = "" # 各项数值功能消耗的CP值 CP_COST_BASIC_ACTIONS = 0 # 基础共同 CP_COST_SKILL_ACTION = 65535 # 技能 CP_COST_ITEM_ACTION = 65535 # 物品 CP_COST_THROW_ACTION = 65535 # 投掷 CP_COST_BASIC_ATTACK = 65535 # 攻撃 CP_COST_BASIC_GUARD = 32768 # 防御 CP_COST_BASIC_NOTHING = 65535 # 不做任何事情 CP_COST_BASIC_ESCAPE = 65535 # 逃跑 end #============================================================================== # --- XRXS.コマンドウィンドウ?コマンド追加機構 --- #------------------------------------------------------------------------------ # Window_Commandクラスに add_command メソッドを追加します。 #============================================================================== module XRXS_Window_Command_Add_Command #-------------------------------------------------------------------------- # ○ コマンドを追加 #-------------------------------------------------------------------------- def add_command(command) # 初期化されていない場合、無効化判別用の配列 @disabled の初期化 # if @disabled == nil @disabled = [] end if @commands.size != @disabled.size for i in [email protected] @disabled = false end end # # 追加 # #@commands.push(command) @disabled.push(false) @item_max = @commands.size self.y -= 32 self.height += 32 self.contents.dispose self.contents = nil self.contents = Bitmap.new(self.width - 32, @item_max * 32) refresh for i in [email protected] if @disabled disable_item(i) end end end #-------------------------------------------------------------------------- # ○ 項目の無効化 # index : 項目番号 #-------------------------------------------------------------------------- def disable_item(index) if @disabled == nil @disabled = [] end @disabled[index] = true draw_item(index, disabled_color) end end class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # ○ インクルード #-------------------------------------------------------------------------- include XRXS_Window_Command_Add_Command #-------------------------------------------------------------------------- # ● 項目の無効化 # index : 項目番号 #-------------------------------------------------------------------------- def disable_item(index) super end end #============================================================================== # □ Scene_Battle_CP #============================================================================== class Scene_Battle_CP #-------------------------------------------------------------------------- # ○ 公開インスタンス変数 #-------------------------------------------------------------------------- attr_accessor :stop # CP加算ストップ #---------------------------------------------------------------------------- # ○ オブジェクトの初期化 #---------------------------------------------------------------------------- def initialize @battlers = [] @cancel = false @stop = false @agi_total = 0 # 配列 count_battlers を初期化 count_battlers = [] # エネミーを配列 count_battlers に追加 for enemy in $game_troop.enemies count_battlers.push(enemy) end # アクターを配列 count_battlers に追加 for actor in $game_party.actors count_battlers.push(actor) end for battler in count_battlers @agi_total += battler.agi end for battler in count_battlers battler.cp = [[65535 * START_CP_PERCENT * (rand(15) + 85) * 4 * battler.agi / @agi_total / 10000, 0].max, 65535].min end end #---------------------------------------------------------------------------- # ○ CPカウントアップ #---------------------------------------------------------------------------- def update # ストップされているならリターン return if @stop # for battler in $game_party.actors + $game_troop.enemies # 行動出来なければ無視 if battler.dead? == true battler.cp = 0 next end battler.cp = [[battler.cp + BATTLE_SPEED * 4096 * battler.agi / @agi_total, 0].max, 65535].min end end #---------------------------------------------------------------------------- # ○ CPカウントの開始 #---------------------------------------------------------------------------- def stop @cancel = true if @cp_thread != nil then @cp_thread.join @cp_thread = nil end end end #============================================================================== # ■ Game_Battler #============================================================================== class Game_Battler attr_accessor :now_guarding # 現在防御中フラグ attr_accessor :cp # 現在CP attr_accessor :slip_state_update_ban # スリップ?ステート自動処理の禁止 #-------------------------------------------------------------------------- # ○ CP の変更 #-------------------------------------------------------------------------- def cp=(p) @cp = [[p, 0].max, 65535].min end #-------------------------------------------------------------------------- # ● 防御中判定 [ 再定義 ] #-------------------------------------------------------------------------- def guarding? return @now_guarding end #-------------------------------------------------------------------------- # ● コマンド入力可能判定 #-------------------------------------------------------------------------- alias xrxs_bp1_inputable? inputable? def inputable? bool = xrxs_bp1_inputable? return (bool and (@cp >= 65535)) end #-------------------------------------------------------------------------- # ● ステート自然解除 (ターンごとに呼び出し) #-------------------------------------------------------------------------- alias xrxs_bp1_remove_states_auto remove_states_auto def remove_states_auto return if @slip_state_update_ban xrxs_bp1_remove_states_auto end end #============================================================================== # ■ Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● セットアップ #-------------------------------------------------------------------------- alias xrxs_bp1_setup setup def setup(actor_id) xrxs_bp1_setup(actor_id) @cp = 0 @now_guarding = false @slip_state_update_ban = false end end #============================================================================== # ■ Game_Enemy #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- alias xrxs_bp1_initialize initialize def initialize(troop_id, member_index) xrxs_bp1_initialize(troop_id, member_index) @cp = 0 @now_guarding = false @slip_state_update_ban = false end end #============================================================================== # ■ Window_All #============================================================================== class Window_All < Window_Base def initialize #super(0,0,640,480) #.......................................................................... @enemy_cp_sprite = [] @enemy_cp_sprite_back = [] @enemy_cp_sprite_count = [] for actor in $game_troop.enemies next if !actor.exist? @enemy_cp_sprite_count.push(actor.index) @enemy_cp_sprite[actor.index] = Sprite.new @enemy_cp_sprite[actor.index].bitmap = Bitmap.new("Graphics/system/battle/hmcp/sprite/" + actor.name) @enemy_cp_sprite[actor.index].x = 450 @enemy_cp_sprite[actor.index].y = 25 + 11 @enemy_cp_sprite[actor.index].z = 102 @enemy_cp_sprite_back[actor.index] = Sprite.new @enemy_cp_sprite_back[actor.index].bitmap = Bitmap.new("Graphics/system/battle/hmcp/cp_sprite") @enemy_cp_sprite_back[actor.index].x = 450 @enemy_cp_sprite_back[actor.index].y = 25 @enemy_cp_sprite_back[actor.index].z = 102 end refresh end def dispose for actor_index in @enemy_cp_sprite_count @enemy_cp_sprite[actor_index].bitmap.dispose @enemy_cp_sprite[actor_index].dispose @enemy_cp_sprite_back[actor_index].bitmap.dispose @enemy_cp_sprite_back[actor_index].dispose end end def refresh for actor in $game_troop.enemies next if !actor.exist? if actor.cp == nil actor.cp = 0 end @enemy_cp_sprite[actor.index].x = 450 + actor.cp * 140 /65535 @enemy_cp_sprite_back[actor.index].x = 450 + actor.cp * 140 /65535 end end end #============================================================================== # ■ Window_BattleStatus #============================================================================== class Window_BattleStatus < Window_Base #-------------------------------------------------------------------------- # ○ 公開インスタンス変数 #-------------------------------------------------------------------------- attr_accessor :update_cp_only # CPメーターのみの更新 #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- alias xrxs_bp1_initialize initialize def initialize @update_cp_only = false @wall = Window_All.new xrxs_bp1_initialize end def dispose super @wall.dispose @hp_bitmap.dispose @mp_bitmap.dispose @cp_bitmap.dispose @cp_back_bar.dispose for actor in $game_party.actors @actor_cp_sprite[actor.index].bitmap.dispose @actor_cp_sprite[actor.index].dispose @actor_cp_sprite_back[actor.index].bitmap.dispose @actor_cp_sprite_back[actor.index].dispose end for actor_index in 1..$game_party.actors.size @sta_back[actor_index].bitmap.dispose @sta_back[actor_index].dispose @sta_output[actor_index].bitmap.dispose @sta_output[actor_index].dispose @cp_output[actor_index].bitmap.dispose @cp_output[actor_index].dispose end end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- alias xrxs_bp1_refresh refresh def refresh unless @update_cp_only xrxs_bp1_refresh end refresh_cp @wall.refresh end #-------------------------------------------------------------------------- # ○ リフレッシュ(CPのみ) #-------------------------------------------------------------------------- def refresh_cp #........................................................................ for actor in $game_party.actors next if !actor.exist? if actor.cp == nil actor.cp = 0 end @actor_cp_sprite[actor.index].x = 450 + actor.cp * 140 /65535 @actor_cp_sprite_back[actor.index].x = 450 + actor.cp * 140 /65535 end for i in 0...$game_party.actors.size actor = $game_party.actors if actor.cp == nil actor.cp = 0 end @cp_output[i + 1].bitmap.clear @cp_output[i + 1].bitmap.font.size = 11 @cp_output[i + 1].bitmap.font.name = "经典细隶书简" @cp_output[i + 1].bitmap.font.color.set(50, 50, 50) cp_height = actor.cp * @cp_bitmap.height / 65535 cp_rect = Rect.new(0, @cp_bitmap.height - cp_height, @cp_bitmap.width, cp_height) @cp_output[i + 1].bitmap.blt(9, 6 + @cp_bitmap.height - cp_height, @cp_bitmap, cp_rect) end #........................................................................ end end |
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