Project1
标题:
水贴勿点
[打印本页]
作者:
魔力的觉醒
时间:
2013-5-30 00:32
标题:
水贴勿点
本帖最后由 魔力的觉醒 于 2016-8-17 13:54 编辑
水贴勿点
作者:
魔力的觉醒
时间:
2013-5-30 00:33
本帖最后由 魔力的觉醒 于 2016-8-17 13:53 编辑
废贴勿点
作者:
Sion
时间:
2013-5-30 11:37
谷哥大神:
http://translate.google.cn/#auto/zh-CN/
作者:
魔力的觉醒
时间:
2013-5-30 12:03
{:2_277:}谷歌什么的弱爆了 还好我小宇宙爆发 解决了这两个脚本。
作者:
billyxiang123
时间:
2013-6-7 08:47
#================================================= =============================
#+ MOG - MELODIA(V1.1)+ + +
#================================================= =============================
由Moghunter#
#================================================= =============================
#Sistema的德MUSICA,efeitosvisuáisÉjogabilidade快速电子简单。
#埃斯特脚本农村SER usado科莫的minigameavançado或是mesmo como庵瑜伽
#COMPLETO dependendoutilização到系统。
#================================================= =============================
#================================================= =============================
#●PARAØ哈马脚本
#================================================= =============================
#使用突击队突击队abaixo的的哈马atraves脚本。
#
#Melodia_a(A,B)
#
#A - ID来Stágio的
#B - 开关ID阙血清ativada vencer AO在stágio。 (可选)
#
#================================================= =============================
#================================================= =============================
ID:●OUTRAS $者资讯
#================================================= =============================
#1 - 记录的奔涛ficarágravadovariávelID为101(默认)。
#2 - àquantidade的德组合:马克西莫ficará在variávelID为102(默认)gravado。
#3 - 图像devem SERgravádas的面食
#显示/ MELODIA /
#================================================= =============================
#================================================= =============================
#●HISTÓRICO
#================================================= =============================
#1.1 - 缺陷Corrigidofunção暂停鳌terminar的Stagio。
#================================================= =============================
#================================================= =============================
#■舞台设置
#================================================= =============================
模块MOG_MELODIA_STAGE_SETUP的
#☢注意!☢只有网站管理员看得到,不碰。^ _ ^
STAGE_BASE_SETUP = []
STAGE_MUSIC = []
STAGE_BACKGROUND = []
STAGE_CHARACTER = []
STAGE_PARTICLES = []
#☢注意!☢只有网站管理员看得到,不碰。^ _ ^
#------------------------------------------------- -------------------------
#●SYSTEM_SETUP
#------------------------------------------------- -------------------------
#STAGE_SYSTEM_SETUP [ID] = [A,B,C,D]
#
ID =#ID阶段
#ID stagio。
#= PLAYER惠普
#Quantidade德阙VOCE vezes农村疏失杜兰特UM stagio。
#B =上诉METER
#Vezes:阙Quantidade口头德韦acertar第vencer段stagio。
#C =阶段持续时间(以秒/ 60 = 1分钟)
#天宝,LIMITE第vencer的stagio。
#D =反应速度(60 = 1秒)
#天宝,LIMITE第pressionar段波涛CERTO。
#------------------------------------------------- -------------------------
STAGE_BASE_SETUP [1] = [10,10,180,45]
STAGE_BASE_SETUP [2] = [3,300,120,30]
STAGE_BASE_SETUP [3] = [10,200,180,60]
#------------------------------------------------- -------------------------
#●音乐设置
#------------------------------------------------- -------------------------
#STAGE_MUSIC [ID] = [“A”,“A”,“A”...]
#
ID =#ID阶段
#
#A =Definição的诺姆德arquivo音乐(颇得SER MAIS心灵)。
#
#EV - STAGE_MUSIC [1] =:[“Music_0”,“Music_1”,“Music_2”]
#
#------------------------------------------------- -------------------------
STAGE_MUSIC [1] = [“字段1”]
STAGE_MUSIC [2] =:[“滴没有mukou”]
STAGE_MUSIC [3] = [[Music_3“
#------------------------------------------------- -------------------------
●舞台背景#1
#------------------------------------------------- -------------------------
#STAGE_BACKGROUND [ID] = [“A”,B,C,D'É']
#
ID =#ID阶段
#
#A =的背景名称(文件名)
#
#B = EFFECT TYPE
# - 0 =滑动效果
# - 1 =波效应
#
#C = A POWER
#Velocidade的deslize水平(幻灯片效果)
#区distorção没有efeito波。 (德0 9)
#
#D = B电源
#Velocidade deslize垂直(幻灯片效果)
#Velocidade德distorção到efeito波。 (德0 9)
#
#E =第二个背景(字符)
#
#------------------------------------------------- -------------------------
STAGE_BACKGROUND [1] = [“Back_01的0,5,0]
STAGE_BACKGROUND [2] = [“Back_02,”1,10,10]
STAGE_BACKGROUND [3] = [“Back_03,”0,1,0]
#------------------------------------------------- -------------------------
#●阶段性
#------------------------------------------------- -------------------------
#STAGE_CHARACTER [A] = [“B”,C]
#
#A - 级ID
#B - 呼吸的影响
#Ativar的efeito德respiração
#------------------------------------------------- -------------------------
STAGE_CHARACTER [1] = [“Char_01的,假]
STAGE_CHARACTER [2] = [“Char_02,”真]
STAGE_CHARACTER [3] = [“Char_03”,虚假]
#------------------------------------------------- -------------------------
●舞台颗粒
#------------------------------------------------- -------------------------
#STAGE_PARTICLES的[ID] = [“A”,B,C,D,E,F,G]
#
ID =#ID阶段
#
#B = X速度
#水平particula Velocidade。
#
#C = Y速度
#Velocidade,particula垂直的。
#
#D =角速率
#Velocidade安古洛particula。
#
#E = BLENDY型
#TIPO到Efeito BLENDY。
#
#F =随机颜色
#Ativar芯aleatórias的。
#
G#=颗粒数
编号号码查询partículas。 (浅草的我Tenha的德敖定义quantidade
#Patículas第NAO causar的滞后性。)
#------------------------------------------------- -------------------------
。STAGE_PARTICLES [1] = [“Particle_01”,2,0,4,0,真实的,10]
STAGE_PARTICLES [2] = [“Particle_02,”0,2,1,1,真正的15]
STAGE_PARTICLES [3] = [Particle_03',2,-3,2,0,真正的15]
结束
#================================================= =============================
#■一般设定
#================================================= =============================
模块MOG_MELODIA_A
IDvariável的#Definição,阙ficarágravada奔涛记录。
STORE_SCORE_VARIABLE_ID = 101
IDvariável的#Definição,阙ficarágravada记录连击。
STORE_COMBO_VARIABLE_ID = 102
用#Posição(ENCANTO /魅力)到medidor德呼吁
APPEAL_METER_POS = [81.277]
#Velocidade德animação到medidor。
METER_FLOW_SPEED = 5
NUMERO#Posição到了步伐。
TIME_NUMBER_POS = [100.380]
#Posição到NUMERO的奔涛。
SCORE_POS = [360,385]
#PosiçãoIMAGEM福戈。
FIRE_POS = [15.235]
#VelocidadeanimaçãoIMAGEM福戈。
FIRE_ANIMATION_SPEED = 3
#到medidor性能Posição。
PERFORM_POS = [100.15]
#德reaçãomedidorPosição。
REACTION_POS = [315.15]
#为了Posição波涛IMAGEM德pressionar。
KEY_POS = [155.265]
#到medidor后劲Posição。
STAMINA_METER_POS = [137.340]
#PosiçãoNUMERO的组合。
CB_NUMBER_POS = [453.350]
结束
#================================================= ==============================
#模块■音效
#================================================= ==============================
模块MOG_MELODIA_A_SOUND_EFFECTS的
光标#索姆。
CURSOR_SE =“Decision1”
#敖索姆pausar的瑜伽。
PAUSE_SE =的“Chime2”
#敖索姆acertar的突击队。
RIGHT_SE =“Wind7中”
#Definição的成交量高达索姆acerto。
#(啪啦阙aqueles的incomodam COMØ索姆atrapalhando一个MUSICA Fundo的。)
RIGHT_SE_VOLUME = 70
#敖索姆疏失突击队。
WRONG_SE =的“Buzzer1”
#索姆向ULTIMO德acerto突击队。
LAST_PRESS_SE =的“Chime2”
#索姆到特拉德resultado。
RESULT_SE =“项目1”
#AO索姆的reação的零chegar Medidor。
REACTION_TIMEOVER_SE =“载入”
#何时,索姆一个后劲chegar的零。
STAMINA_ZERO_SE =“Absorb1”
#索姆速度的限制。
TIMEOVER_SE =“电话”
结束
#================================================= =============================
#■游戏系统
#================================================= =============================
类Game_System
attr_accessor中:melodia_a
attr_accessor中:melodia_a_record
#------------------------------------------------- -------------------------
#●初始化
#------------------------------------------------- -------------------------
又名mog_melodia_a_initialize初始化
DEF初始化
@ Melodia_a = []
@ Melodia_a_record = [0,0]
mog_melodia_a_initialize
结束
结束
#================================================= =============================
■游戏口译
#================================================= =============================
类Game_Interpreter
包括MOG_MELODIA_STAGE_SETUP
#------------------------------------------------- -------------------------
#●MELODIA
#------------------------------------------------- -------------------------
DEF旋律(stage_id = 1,swith_id =零)
$ Game_system.melodia_a.clear
system_setup = STAGE_BASE_SETUP [stage_id]救援为零
music_setup = STAGE_MUSIC [stage_id]救援为零
background_setup = STAGE_BACKGROUND [stage_id]救援为零
character_setup = STAGE_CHARACTER [stage_id]救援为零
particles_setup = STAGE_PARTICLES [stage_id]救援为零
Game_system.melodia_a [0] = system_setup
$ Game_system.melodia_a:[1] = music_setup
$ Game_system.melodia_a [2] = background_setup
$ Game_system.melodia_a [3] = character_setup
Game_system.melodia_a [4] = particles_setup
Game_system.melodia_a [5] = swith_id
SceneManager.call(Scene_Melodia_A)
结束
结束
#================================================= =============================
#■高速缓存
#================================================= =============================
Cache模块
#------------------------------------------------- -------------------------
#●萌
#------------------------------------------------- -------------------------
:DEF self.moe_1(文件名)
load_bitmap(“图形/ MELODIA /”,文件名)
结束
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
包括MOG_MELODIA_A
包括MOG_MELODIA_STAGE_SETUP
#------------------------------------------------- -----------------------------
#●主
#------------------------------------------------- -----------------------------
DEF主
格局
create_sprites
execute_loop
execute_dispose
结束
#------------------------------------------------- -----------------------------
●执行循环
#------------------------------------------------- -----------------------------
DEF execute_loop
graphics.transition(60)
环路
Graphics.update
Input.update
更新
打破,如果SceneManager.scene!=自我
结束
结束
#------------------------------------------------- -------------------------
#●初始化
#------------------------------------------------- -------------------------
DEF初始化
BattleManager.save_bgm_and_bgs
setup_base
setup_music
结束
#------------------------------------------------- -------------------------
●设置#音乐
#------------------------------------------------- -------------------------
DEF setup_music
music_list = $ game_system.melodia_a救援零[1]
_AT_ Music_name =为零
返回如果music_list ==无
@ Music_name music_list = [兰特(music_list.size)]救援零
结束
#------------------------------------------------- -------------------------
#●设置
#------------------------------------------------- -------------------------
DEF设置
execute_dispose
@得分为0
@ = @ Score_old得分
@ = @ Score_cache得分
@点击= 0
@ EVENT_TIME = 240
_AT_ Event_speed = 1时
@暂停=真
_AT_ Force_pause = FALSE
@相= 0
_AT_ Press_refresh = FALSE
_AT_ Target_attack_duration = 0时
_AT_ Hp_number_animation_duration = 0时
_AT_ Particles_enable = TRUE
_AT_ Particles_max = game_system.melodia_a $ [4] [6]救援零
@ Particles_max = 10 @ particles_max ==零
@第= 0
_AT_ Max_combo = 0时
_AT_ Max_score = 0时
@ Top_score = $ game_system.melodia_a_record:[0]
@ N_hits = 0
_AT_ Rank_point = 0时
@等级='F'
setup_timer_meter
结束
#------------------------------------------------- -------------------------
#●设置基地
#------------------------------------------------- -------------------------
DEF setup_base
如果game_system.melodia_a美元[0] =零
马力= $ game_system.melodia_a [0] [0]
appeal_meter = $ game_system.melodia_a [0] [1]
stage_duration = $ game_system.melodia_a [0] [2]
reation_speed = $ game_system.melodia_a [0] [3]
结束
如果惠普HP = 10马力==零或<= 0
如果appeal_meter = 30 appeal_meter ==零或appeal_meter的<= 0
如果stage_duration stage_duration = 1 ==零或stage_duration <1
stage_duration如果stage_duration = 5999 = 6000
reation_speed如果reation_speed ==无或reation_speed的<= 0 = 60
_AT_ Player_maxhp马力
@ = @ Player_hp player_maxhp
_AT_ Target_maxhp = appeal_meter
_AT_ Target_hp = 0时
_AT_ Stage_duration = stage_duration
@ Bonus_speed = 35
_AT_ Reaction_time_max = reation_speed
@ = @ Reaction_time reaction_time_max
_AT_ Reaction_time_score = 0时
_AT_ Reaction_time_average = 0时
结束
#------------------------------------------------- -------------------------
●执行音乐
#------------------------------------------------- -------------------------
DEF execute_music
如果返回@ music_name ==零
Audio.bgm_play(音频/ BGM /“+ @ music_name.to_s,100,100)救援零
结束
#------------------------------------------------- -------------------------
#●设置定时
#------------------------------------------------- -------------------------
DEF setup_timer_meter
@ KEY = 0
@等待= 0
_AT_ Wait_cancel = FALSE
@定时器= 60 * @ stage_duration
MAX_TIME @ = @定时器
update_timer
create_meter
create_number
create_fire
结束
#------------------------------------------------- -------------------------
#●开始
#------------------------------------------------- -------------------------
高清create_sprites的
execute_music
create_info(“INFO0”)
create_score
create_stamina_meter
create_background_1
create_background_2
create_bonus_meter
create_press
create_combo
create_reaction_meter
create_layout
create_particles
create_flash
结束
结束
#================================================= ==============================
#■梅勒迪健全的影响
#================================================= ==============================
模块MELODIA_A_SOUND_EFFECTS的
包括MOG_MELODIA_A_SOUND_EFFECTS
#------------------------------------------------- -------------------------
#●播放声音
#------------------------------------------------- -------------------------
DEF play_sound(文件名,音量= 100)
Audio.se_play(音频/ SE /“+ file_name.to_s,卷,100)救援零
结束
#------------------------------------------------- -------------------------
●光标
#------------------------------------------------- -------------------------
def se_cursor中
play_sound(CURSOR_SE)
结束
#------------------------------------------------- -------------------------
#●东南错误的
#------------------------------------------------- -------------------------
DEF se_wrong
play_sound(WRONG_SE)
结束
#------------------------------------------------- -------------------------
●正确的
#------------------------------------------------- -------------------------
DEF se_right
play_sound(RIGHT_SE RIGHT_SE_VOLUME)
结束
#------------------------------------------------- -------------------------
●暂停
#------------------------------------------------- -------------------------
DEF se_pause
play_sound(PAUSE_SE)
结束
#------------------------------------------------- -------------------------
#●最后一击
#------------------------------------------------- -------------------------
DEF se_last_blow
play_sound(LAST_PRESS_SE)
结束
#------------------------------------------------- -------------------------
●结果
#------------------------------------------------- -------------------------
DEF se_result
play_sound(RESULT_SE)
结束
#------------------------------------------------- -------------------------
#●反应TIMEOVER
#------------------------------------------------- -------------------------
DEF se_reaction_timeover
play_sound(REACTION_TIMEOVER_SE)
结束
#------------------------------------------------- -------------------------
#●耐力SE零
#------------------------------------------------- -------------------------
DEF se_statmina_zero
play_sound(STAMINA_ZERO_SE)
结束
#------------------------------------------------- -------------------------
●SE TIMEOVER
#------------------------------------------------- -------------------------
DEF se_timeover
play_sound(TIMEOVER_SE)
结束
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
包括MELODIA_A_SOUND_EFFECTS
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
#------------------------------------------------- -------------------------
#●创建Flash
#------------------------------------------------- -------------------------
DEF create_flash
dispose_flash
@ Viewport_flash Viewport.new =(0,105,544,170)
_AT_ Viewport_flash.z千
@ Flash_bitmap = []
指数= 0
i和0 .. 8
X =(37 *指数)+(KEY_POS [0] - 18)
_AT_ Flash_bitmap.push(Flash_Sprite_Melodia_A.new(@ viewport_flash,X,索引))
指数+ = 1
结束
结束
#------------------------------------------------- -------------------------
●创建粒子
#------------------------------------------------- -------------------------
DEF create_particles
dispose_particles
返回,如果@ particles_enable
_AT_ Viewport_light Viewport.new的=(-32,-32,576,350)
@ Viewport_light.z = 10
@ Light_bitmap = []
0 .. @ particles_max
_AT_ Light_bitmap.push(Particles_Melodia_A.new(@ viewport_light))
结束
结束
#------------------------------------------------- -------------------------
●创建背景#1
#------------------------------------------------- -------------------------
DEF create_background_1
如果$ game_system.melodia_a [2] =零
文件名= game_system.melodia_a [2] [0]救援零
@ Back_effect_type = $ game_system.melodia_a [2] [1]救援零
(c)Back_effect_power_1 = $ game_system.melodia_a [2] [2]救援零
(c)Back_effect_power_2 = $ game_system.melodia_a [2] [3]救援零
结束
文件名=“”如果FILE_NAME ==无
_AT_ Back_effect_type = 0,如果@ back_effect_type ==零
@ Back_effect_power_1 = 1如果@ back_effect_power_1 ==零
@ Back_effect_power_2 = 0 @ back_effect_power_2 ==零
@ Battleback1_bitmap = Cache.moe_1(file_name.to_s)救援零
@ Battleback1_bitmap = Bitmap.new(32,32),如果@ battleback1_bitmap ==零
如果_AT_ back_effect_type == 0
@背景= Plane.new
@ = @ Background.bitmap battleback1_bitmap
其他
@背景= Sprite.new
范围=(的@ back_effect_power_1 + 1)* 10
范围= 500如果范围> 500
速度=(的@ back_effect_power_2 + 1)* 100
速度,如果速度= 1000> 1000
@ Background.x范围=
@ Background.wave_amp范围=
@ Background.wave_length的= 544
_AT_ Background.wave_speed速度
_AT_ Background.bitmap Bitmap.new的=(544 +(范围* 2),416)
@ Background.bitmap.stretch_blt(@ background.bitmap.rect,battleback1_bitmap,@,@ battleback1_bitmap.rect)
#@ = Background.ox background.bitmap.width / 2
#@ = Background.oy background.bitmap.height / 2
#@ = Background.x background.ox
#@ = Background.y background.oy
结束
#@ = Background.bitmap battleback1_bitmap
_AT_ Background.z = 0时
结束
#------------------------------------------------- -------------------------
●创建背景#2
#------------------------------------------------- -------------------------
DEF create_background_2
@ Breach_effect = [1.0,0]
如果$ game_system.melodia_a [3] =零
文件名= game_system.melodia_a [3] [0]救援零
_AT_ Breath_effect = game_system.melodia_a $ [3] [1]救援零
结束
文件名=“”如果FILE_NAME ==无
@ Breath_effect = false,如果@ breath_effect ==零
@ Battleback2_bitmap = Cache.moe_1(file_name.to_s)救援零
@ Battleback2_bitmap = Bitmap.new(32,32),如果@ battleback2_bitmap ==零
_AT_ Background_2 = Sprite.new
@ = @ Background_2.bitmap battleback2_bitmap
@ = @ Background_2.y background_2.bitmap.height
@ = @ Background_2.oy background_2.bitmap.height
_AT_ Background_2.z = 1时
结束
#------------------------------------------------- -------------------------
●创建布局
#------------------------------------------------- -------------------------
DEF create_layout
@布局= Sprite.new
@ Layout.bitmap = Cache.moe_1(“布局”)
@ Layout.z = 100
_AT_ Layout.visible = FALSE
结束
#------------------------------------------------- -------------------------
#●create_meter
#------------------------------------------------- -------------------------
DEF create_meter
_AT_ Meter_flow = 0时
@ Meter_image = Cache.moe_1(“Timer_Meter”)
_AT_ Meter_bitmap = Bitmap.new(@ meter_image.width,meter_image.height)
= @ @ Meter_range meter_image.width / 3
Meter_width = @ @ @ target_hp meter_range * / @ target_maxhp
= @ @ Meter_height meter_image.height / 2
_AT_ Meter_sprite = Sprite.new
@ = @ Meter_sprite.bitmap meter_bitmap
_AT_ Meter_sprite.z 201
@ Meter_sprite.x APPEAL_METER_POS = [0]
_AT_ Meter_sprite.y = APPEAL_METER_POS [1]
@ = @ Meter2_width meter_range
_AT_ Meter2_bitmap = Bitmap.new(@ meter_image.width,meter_image.height)
_AT_ Meter2_sprite = Sprite.new
@ = @ Meter2_sprite.bitmap meter2_bitmap
@ Meter2_sprite.z = 200
_AT_ Meter2_sprite.mirror = TRUE
@ Meter2_sprite.x APPEAL_METER_POS = [0] - (meter_range * 2)
_AT_ Meter2_sprite.y = APPEAL_METER_POS [1]
@ Meter_sprite.bitmap.clear
@ Meter2_sprite.bitmap.clear
Meter_width = @ @ @ target_hp meter_range * / @ target_maxhp
@ Meter_src_rect = Rect.new(@ meter_flow,0,@ meter_width meter_height)
@ @ Meter_bitmap.blt(0.0,meter_image,@ meter_src_rect)
_AT_ Meter2_src_rect = Rect.new(_AT_ meter_flow meter_height @,@ meter2_width meter_height)
@ @ Meter2_bitmap.blt(0.0,meter_image,@ meter2_src_rect)
@ Meter_flow + = METER_FLOW_SPEED的
@ Meter_flow = 0 @ meter_flow> = meter_image.width @ - @ meter_range
_AT_ Meter_sprite.visible = FALSE
_AT_ Meter2_sprite.visible = FALSE
结束
#------------------------------------------------- -------------------------
●创建奖励计
#------------------------------------------------- -------------------------
DEF create_bonus_meter
执行@ = 0
_AT_ Perform_max千
@ P_image = Cache.moe_1(“P_Meter”)
_AT_ P_bitmap = Bitmap.new(@ p_image.width,p_image.height)
P_width = @ @ @ p_image.width *执行/ @ perform_max
@ = @ P_height p_image.height
@ P_src_rect Rect.new =(0,p_width p_height)
@ @ P_bitmap.blt(0.0,p_image,@ p_src_rect)
_AT_ P_sprite = Sprite.new
@ = @ P_sprite.bitmap p_bitmap
_AT_ P_sprite.z 201
@ P_sprite.x PERFORM_POS = [0]
_AT_ P_sprite.y = PERFORM_POS [1]
_AT_ P_sprite.visible = FALSE
update_bonus_meter
结束
#------------------------------------------------- -------------------------
●创建反应仪
#------------------------------------------------- -------------------------
DEF create_reaction_meter
@ R_image = Cache.moe_1(“Reaction_Meter”)
_AT_ R_bitmap = Bitmap.new(@ r_image.width,r_image.height)
R_width = @ _AT_ reaction_time r_image.width * / @ reaction_time_max
@ = @ R_height r_image.height
_AT_ R_sprite = Sprite.new
@ = @ R_sprite.bitmap r_bitmap
_AT_ R_sprite.z 201
@ R_sprite.x REACTION_POS = [0]
_AT_ R_sprite.y = REACTION_POS [1]
_AT_ R_sprite.visible = FALSE
update_reaction_meter
结束
#------------------------------------------------- -------------------------
●创建新闻
#------------------------------------------------- -------------------------
DEF create_press
_AT_ Next_key = 0时
_AT_ Pressed_key = 0时
:_AT_ Press_image = Cache.moe_1(“按钮”)
_AT_ Press_bitmap = Bitmap.new(@ press_image.width,press_image.height)
@ = @ Press_width press_image.width上/ 9
@ = @ Press_height press_image.height
make_next_command
_AT_ Press_src_rect Rect.new =(@ * @ next_key press_width,0,@ press_width @ press_height)
@ @ Press_bitmap.blt(0.0,press_image,@ press_src_rect)
_AT_ Press_sprite = Sprite.new
@ = @ Press_sprite.bitmap press_bitmap
_AT_ Press_sprite.z 201
@ Press_sprite.x KEY_POS = [0]
@ Press_sprite.y = KEY_POS [1]
= @ @ Press_sprite.ox press_width / 2
@ = @ Press_sprite.oy press_height
_AT_ Press_sprite.visible = FALSE
结束
#------------------------------------------------- -------------------------
●检查关键位置
#------------------------------------------------- -------------------------
def check_key_position中
KEY_POS = @(@ @ press_width next_key *)+ KEY_POS [0]
@ = @ Press_sprite.x KEY_POS
结束
#------------------------------------------------- -------------------------
#●create_number
#------------------------------------------------- -------------------------
DEF create_number
@ Number_image = Cache.moe_1(“Timer_Number”)
_AT_ Number_bitmap = Bitmap.new(@ number_image.width,number_image.height)
_AT_ Number_sprite = Sprite.new
@ = @ Number_sprite.bitmap number_bitmap
_AT_ Number_sprite.z 203
@ Number_sprite.x TIME_NUMBER_POS = [0]
_AT_ Number_sprite.y = TIME_NUMBER_POS [1]
= @ @ Number_cw number_image.width / 10
@ = @ Number_ch number_image.height
refresh_number
@ = @ total_sec
_AT_ Number_sprite.visible = FALSE
结束
#------------------------------------------------- -------------------------
●创建耐力仪表
#------------------------------------------------- -------------------------
DEF create_stamina_meter
_AT_ Old_stamina = - 1
@ Hp2_image = Cache.moe_1(“Stamina_Meter”)
_AT_ Hp2_bitmap = Bitmap.new(@ hp2_image.width,hp2_image.height)
Hp2_width = @ @ @ player_hp hp2_image.width * / @ player_maxhp
@ = @ Hp2_height hp2_image.height
_AT_ Hp2_sprite = Sprite.new
@ = @ Hp2_sprite.bitmap hp2_bitmap
_AT_ Hp2_sprite.z 201
@ Hp2_sprite.x STAMINA_METER_POS = [0]
_AT_ Hp2_sprite.y = STAMINA_METER_POS [1]
_AT_ Hp2_sprite.visible = FALSE
refresh_stamina_meter
结束
#------------------------------------------------- -------------------------
●创建组合
#------------------------------------------------- -------------------------
DEF create_combo
@组合= 0
@ = @ Combo_old组合
@ Cb_number_image = Cache.moe_1(“CB_Number”)
_AT_ Cb_number_bitmap = Bitmap.new(@ cb_number_image.width,cb_number_image.height)
_AT_ Cb_number_sprite = Sprite.new
@ = @ Cb_number_sprite.bitmap cb_number_bitmap
_AT_ Cb_number_sprite.z 203
@ Cb_number_sprite.x CB_NUMBER_POS = [0]
_AT_ Cb_number_sprite.y = CB_NUMBER_POS [1]
= @ @ Cb_number_cw cb_number_image.width / 10
@ = @ Cb_number_ch cb_number_image.height
= @ @ Cb_number_sprite.ox cb_number_cw / 2
= @ @ Cb_number_sprite.oy cb_number_ch / 2
_AT_ Cb_number_sprite.visible = FALSE
_AT_ Combo_animation_duration = 0时
refresh_cb_number
结束
#------------------------------------------------- -------------------------
#●create_score
#------------------------------------------------- -------------------------
DEF create_score
@ Score_image = Cache.moe_1(“Number_Score”)
_AT_ Score_bitmap = Bitmap.new(@ score_image.width,score_image.height)
_AT_ Score_sprite = Sprite.new
@ = @ Score_sprite.bitmap score_bitmap
_AT_ Score_sprite.z 203
@ Score_sprite.x SCORE_POS = [0]
_AT_ Score_sprite.y = SCORE_POS [1]
= @ @ Score_cw score_image.width / 10
@ = @ Score_ch score_image.height
refresh_score
_AT_ Score_sprite.visible = FALSE
结束
#------------------------------------------------- -------------------------
#●create_fire
#------------------------------------------------- -------------------------
DEF create_fire
_AT_ Fire_flow = 0时
_AT_ Fire_flow_speed = 0时
_AT_ Fire_refresh = FALSE
@ Fire_image = Cache.moe_1(“Timer_Fire”)
_AT_ Fire_bitmap = Bitmap.new(@ fire_image.width,fire_image.height)
= @ @ Fire_width fire_image.width / 4
@ Fire_src_rect_back Rect.new =(0,fire_width fire_image.height)
@ Fire_bitmap.blt(0.0 @ fire_image,@ fire_src_rect_back)
_AT_ Fire_sprite = Sprite.new
@ = @ Fire_sprite.bitmap fire_bitmap
@ Fire_sprite.z = 99
@ Fire_sprite.x FIRE_POS = [0]
_AT_ Fire_sprite.y = FIRE_POS [1]
_AT_ Fire_sprite.visible = FALSE
update_fire
结束
#------------------------------------------------- -------------------------
●创建信息
#------------------------------------------------- -------------------------
DEF create_info(文件名)
dispose_info
@信息= Plane.new
@ Info.bitmap = Cache.moe_1(FILE_NAME)救援零
@ Info.bitmap Cache.moe_1 =(“”)==零
[email protected]
_AT_ Info.z 999
_AT_ Info.opacity = 255
结束
#------------------------------------------------- -------------------------
●结果#创建文本
#------------------------------------------------- -------------------------
DEF create_result_text
_AT_ Result_sprite = Sprite.new
@ Result_sprite.bitmap = Bitmap.new(544.416)
@ Result_sprite.bitmap.font.size = 38
_AT_ Result_sprite.bitmap.font.bold = TRUE
#反应结果
@ Result_sprite.bitmap.draw_text(215,0,320,40 @ reaction_time_average.to_s,2)
#最强组合
@ Result_sprite.bitmap.draw_text(215,39,320,40 @ max_combo.to_s,2)
#小姐
@ Result_sprite.bitmap.draw_text(215,79,320,40 @ misses.to_s,2)
#分数
@ Result_sprite.bitmap.draw_text(215,168,320,40 @ max_score.to_s,2)
#排名
@ Result_sprite.bitmap.font.size = 96
@ Result_sprite.bitmap.font.italic =
_AT_ Result_sprite.bitmap.font.color Color.new =(255155100)
@ Result_sprite.bitmap.draw_text(115200320100 @ rank.to_s,2)
= @ @ Result_sprite.ox result_sprite.bitmap.width / 2
= @ @ Result_sprite.oy result_sprite.bitmap.height / 2
= @ @ Result_sprite.x result_sprite.bitmap.width / 2
= @ @ Result_sprite.y result_sprite.bitmap.width / 2
_AT_ Result_sprite.z 999
结束
#------------------------------------------------- -------------------------
●可视对象精灵
#------------------------------------------------- -------------------------
:DEF objects_sprites_visible(勇气=真)
_AT_ Press_sprite.visible =勇气
_AT_ Layout.visible =勇气
_AT_ Meter_sprite.visible =勇气
_AT_ Meter2_sprite.visible =勇气
_AT_ P_sprite.visible =勇气
_AT_ R_sprite.visible =勇气
_AT_ Number_sprite.visible =勇气
_AT_ Hp2_sprite.visible =勇气
_AT_ Cb_number_sprite.visible =勇气
_AT_ Score_sprite.visible =勇气
_AT_ Fire_sprite.visible =勇气
结束
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Particles_Melodia_A <雪碧
#------------------------------------------------- -------------------------
#●初始化
#------------------------------------------------- -------------------------
DEF初始化(视口中=零)
超(视)
如果$ game_system.melodia_a [4] =零
file_name中= $ game_system.melodia_a [4] [0]救援零
_AT_ Speed_x = game_system.melodia_a $ [4] [1]
@ Speed_y = $ game_system.melodia_a [4] [2]
_AT_ Speed_a = game_system.melodia_a $ [4] [3]
BLENDY = $ game_system.melodia_a [4] [4]
random_color = $ game_system.melodia_a [4] [5]
结束
_AT_ Speed_x = 0,如果@ speed_x ==零
_AT_ Speed_y = 0,如果@ speed_y ==零
_AT_ Speed_a = 0,如果@ speed_a ==零
= 1,如果BLENDY BLENDY ==无
random_color = false,如果random_color ==零
self.bitmap = Cache.moe_1救援零(file_name.to_s)
self.bitmap Cache.moe_1 =(“”)==无如果self.bitmap
self.tone.set(兰特(255),兰特(255),兰特(255),255),如果random_color
self.blend_type = BLENDY
reset_setting
结束
#------------------------------------------------- -------------------------
●复位设置
#------------------------------------------------- -------------------------
DEF reset_setting
变焦=(50 +兰特(100))/ 100.1
self.zoom_x =变焦
self.zoom_y =变焦
self.x =兰特(576)-32
self.y =兰特(320 + self.bitmap.height)
self.opacity = 0
self.angle =兰特(360)
结束
#------------------------------------------------- -------------------------
●处置#
#------------------------------------------------- -------------------------
DEF处置
非常
如果self.bitmap!=零self.bitmap.dispose
结束
#------------------------------------------------- -------------------------
#●更新
#------------------------------------------------- -------------------------
DEF更新
非常
self.x + = @ speed_x
self.y - = @ speed_y
self.angle + = @ speed_a
self.opacity + = 5
reset_setting如果can_reset_setting,?
结束
#------------------------------------------------- -------------------------
#●可以重置设置
#------------------------------------------------- -------------------------
高清can_reset_setting?
如果返回true!self.x.between(-32.580)?
如果返回true!self.y.between(-32.370)?
返回false
结束
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Flash_Sprite_Melodia_A <雪碧
#------------------------------------------------- -------------------------
#●视口
#------------------------------------------------- -------------------------
DEF初始化(视口,X,索引)
超(视)
self.bitmap = Cache.moe_1(“Flash_Effect”)
self.x = X
self.y = 0
self.opacity = 0
self.visible =假
self.blend_type = 1
SET_COLOR(指数)
结束
#------------------------------------------------- -------------------------
#●设置颜色
#------------------------------------------------- -------------------------
:DEF SET_COLOR(指数)
索引的情况下
当0; self.tone.set的(0,0,255,255)
当一个; self.tone.set(0,255,0,255)
当2 self.tone.set(255,0,0,255)
当3 self.tone.set(125125125,255)
当4; self.tone.set 0255255,255()
当5 self.tone.set(255,255,0,255)
当6 self.tone.set(255,0,255,255)
当7; self.tone.set的(55255125,255)
结束
结束
#------------------------------------------------- -------------------------
●处置#
#------------------------------------------------- -------------------------
DEF处置
非常
self.bitmap.dispose
结束
#------------------------------------------------- -------------------------
#●更新
#------------------------------------------------- -------------------------
DEF更新
非常
update_effect
结束
#------------------------------------------------- -------------------------
#●更新的影响
#------------------------------------------------- -------------------------
DEF update_effect
self.opacity - = 5
self.visible = false,如果self.opacity == 0
结束
#------------------------------------------------- -------------------------
#●闪光效果
#------------------------------------------------- -------------------------
DEF flash_effect
特效持续= 0
self.visible =真
self.opacity = 255
self.y = 0
结束
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
#------------------------------------------------- -------------------------
#执行●处置
#------------------------------------------------- -------------------------
DEF execute_dispose
Graphics.freeze
dispose_target_meter
dispose_combo_number
dispose_time_number
dispose_background
dispose_fire_animation
dispose_layout
dispose_score
dispose_perform_meter
dispose_reaction_meter
dispose_hp_meter
dispose_button
dispose_info
dispose_particles
dispose_flash
dispose_result_text
BattleManager.replay_bgm_and_bgs
结束
#------------------------------------------------- -------------------------
●处置结果文本
#------------------------------------------------- -------------------------
DEF dispose_result_text
返回@ result_sprite ==零
@ Result_sprite.bitmap.dispose
@ Result_sprite.dispose
_AT_ Result_sprite =为零
结束
#------------------------------------------------- -------------------------
●处置目标仪表
#------------------------------------------------- -------------------------
DEF dispose_target_meter
返回@ meter_image ==零
@ Meter_sprite.bitmap.dispose
@ Meter_sprite.dispose
@ Meter_bitmap.dispose
@ Meter2_sprite.bitmap.dispose
@ Meter2_sprite.dispose
@ Meter2_bitmap.dispose
@ Meter_image.dispose
_AT_ Meter_image =为零
结束
#------------------------------------------------- -------------------------
●处置时间编号#
#------------------------------------------------- -------------------------
DEF dispose_time_number
返回@ number_image ==零
@ Number_sprite.bitmap.dispose
@ Number_sprite.dispose
@ Number_bitmap.dispose
@ Number_image.dispose
_AT_ Number_image =为零
结束
#------------------------------------------------- -------------------------
●处置组合号码#
#------------------------------------------------- -------------------------
DEF dispose_combo_number
返回@ cb_number_image ==零
@ Cb_number_sprite.bitmap.dispose
@ Cb_number_sprite.dispose
@ Cb_number_bitmap.dispose
@ Cb_number_image.dispose
结束
#------------------------------------------------- -------------------------
●处置消防动画
#------------------------------------------------- -------------------------
DEF dispose_fire_animation
返回@ fire_image ==零
@ Fire_bitmap.dispose
@ Fire_sprite.bitmap.dispose
@ Fire_sprite.dispose
@ Fire_image.dispose
_AT_ Fire_image =为零
结束
#------------------------------------------------- -------------------------
●处置布局
#------------------------------------------------- -------------------------
DEF dispose_layout
@如果布局==零回报
@ Layout.bitmap.dispose
@ Layout.dispose
结束
#------------------------------------------------- -------------------------
●处置背景
#------------------------------------------------- -------------------------
DEF dispose_background
如果返回@背景==零
@ Background.bitmap.dispose
@ Background.dispose
@ Background_2.bitmap.dispose
@ Background_2.dispose
@ Battleback1_bitmap.dispose
@ Battleback2_bitmap.dispose
结束
#------------------------------------------------- -------------------------
●处置分数
#------------------------------------------------- -------------------------
DEF dispose_score
返回@ score_image ==零
@ Score_bitmap.dispose
@ Score_sprite.bitmap.dispose
@ Score_sprite.dispose
@ Score_image.dispose
_AT_ Score_image =为零
结束
#------------------------------------------------- -------------------------
●处置执行仪表
#------------------------------------------------- -------------------------
DEF dispose_perform_meter
返回@ p_image ==零
@ P_bitmap.dispose
@ P_sprite.bitmap.dispose
@ P_sprite.dispose
@ P_image.dispose
_AT_ P_image =为零
结束
#------------------------------------------------- -------------------------
●处置反应仪表
#------------------------------------------------- -------------------------
DEF dispose_reaction_meter
返回@ r_image ==零
@ R_bitmap.dispose
@ R_sprite.bitmap.dispose
@ R_sprite.dispose
@ R_image.dispose
_AT_ R_image =为零
结束
#------------------------------------------------- -------------------------
●处置HP计量表
#------------------------------------------------- -------------------------
DEF dispose_hp_meter
返回@ hp2_image ==零
@ Hp2_bitmap.dispose
@ Hp2_sprite.bitmap.dispose
@ Hp2_sprite.dispose
@ Hp2_image.dispose
_AT_ Hp2_image =为零
结束
#------------------------------------------------- -------------------------
●处置按钮
#------------------------------------------------- -------------------------
DEF dispose_button
返回@ press_image ==零
@ Press_bitmap.dispose
@ Press_sprite.bitmap.dispose
@ Press_sprite.dispose
@ Press_image.dispose
_AT_ Press_image =为零
结束
#------------------------------------------------- -------------------------
●处置颗粒
#------------------------------------------------- -------------------------
DEF dispose_particles
返回@ light_bitmap ==零
@ Light_bitmap.each {|精灵| sprite.dispose}
_AT_ Light_bitmap =为零
@ Viewport_light.dispose的viewport_light!=无
结束
#------------------------------------------------- -------------------------
●处置闪光
#------------------------------------------------- -------------------------
DEF dispose_flash
返回@ flash_bitmap ==零
@ Flash_bitmap.each {|精灵| sprite.dispose}
_AT_ Flash_bitmap =为零
@ Viewport_flash.dispose viewport_flash!=无
结束
#------------------------------------------------- -------------------------
#●处置信息
#------------------------------------------------- -------------------------
DEF dispose_info
返回@信息==零
[email protected]
==无回报
@ Info.bitmap.dispose
@ Info.dispose
@信息=零
结束
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
#------------------------------------------------- -------------------------
#●更新Flash
#------------------------------------------------- -------------------------
DEF update_flash
返回@ flash_bitmap ==零
@ Flash_bitmap.each {|精灵| sprite.update}
结束
#------------------------------------------------- -------------------------
#●更新粒子
#------------------------------------------------- -------------------------
DEF update_particles
返回@ light_bitmap == nil或者@相<3
@ Light_bitmap.each {|精灵| sprite.update}
结束
#------------------------------------------------- -------------------------
#●更新法术仪表的
#------------------------------------------------- -------------------------
DEF update_bonus_meter
@ P_sprite.bitmap.clear
P_width = @ @ @ p_image.width *执行/ @ perform_max
@ P_src_rect Rect.new =(0,p_width p_height)
@ @ P_bitmap.blt(0.0,p_image,@ p_src_rect)
结束
#------------------------------------------------- -------------------------
●抽奖号码
#------------------------------------------------- -------------------------
:DEF draw_number(X,Y值)
_AT_ Number_text value.abs.to_s.split的=(/ /)
plus_x = - @ * @ number_cw number_text.size
r和0。@ number_text.size分类 - 1
@ @ Number_text number_abs = [R]。To_i
@ Number_src_rect Rect.new =(@ * @,0 number_cw number_abs @ number_cw,number_ch)
_AT_ Number_bitmap.blt(plus_x + X +(@ number_cw * R),Y,@ number_image @ number_src_rect)
结束
结束
#------------------------------------------------- -------------------------
●编号#刷新
#------------------------------------------------- -------------------------
DEF refresh_number
@ = @ total_sec
@ Number_sprite.bitmap.clear
draw_number(@ number_cw * 1,0,0),如果@最小<10
draw_number(number_cw @ * 2.0,@最小),
draw_number(@ number_cw * 4,0,0),如果@秒<10
draw_number(number_cw @ * 5.0,@秒)
结束
#------------------------------------------------- -------------------------
#●更新流量
#------------------------------------------------- -------------------------
DEF update_flow
如果返回@暂停
@ Meter_sprite.bitmap.clear
@ Meter2_sprite.bitmap.clear
Meter_width = @ @ @ target_hp meter_range * / @ target_maxhp
@ Meter_src_rect = Rect.new(@ meter_flow,0,@ meter_width meter_height)
@ @ Meter_bitmap.blt(0.0,meter_image,@ meter_src_rect)
_AT_ Meter2_src_rect = Rect.new(_AT_ meter_flow meter_height @,@ meter2_width meter_height)
@ @ Meter2_bitmap.blt(0.0,meter_image,@ meter2_src_rect)
@ Meter_flow + = METER_FLOW_SPEED的
@ Meter_flow = 0 @ meter_flow> = meter_image.width @ - @ meter_range
结束
#------------------------------------------------- -------------------------
#●更新反应仪表
#------------------------------------------------- -------------------------
DEF update_reaction_meter
如果返回@暂停
@ R_sprite.bitmap.clear
R_width = @ _AT_ reaction_time r_image.width * / @ reaction_time_max
@ R_src_rect Rect.new =(0,r_width r_height)
@ @ R_bitmap.blt(0.0,r_image,@ r_src_rect)
结束
#------------------------------------------------- -------------------------
#●刷新耐力母校
#------------------------------------------------- -------------------------
DEF refresh_stamina_meter
@ = @ Old_stamina player_hp
@ Hp2_sprite.bitmap.clear
Hp2_width = @ @ @ player_hp hp2_image.width * / @ player_maxhp
src_rect Rect.new =(0,hp2_width hp2_height)
@ Hp2_bitmap.blt(0.0 @ hp2_image,src_rect)
结束
#------------------------------------------------- -------------------------
#●更新消防
#------------------------------------------------- -------------------------
DEF update_fire
如果返回@暂停
@ Fire_flow_speed + = 1
如果_AT_ fire_flow_speed> FIRE_ANIMATION_SPEED
@ Fire_flow + = 1
_AT_ Fire_flow_speed = 0时
@ Fire_flow如果@ fire_flow == 4 = 0
_AT_ Fire_refresh = TRUE
结束
返回@ fire_refresh == FALSE
@ Fire_sprite.bitmap.clear
_AT_ Fire_refresh = FALSE
_AT_ Fire_src_rect_back Rect.new =(@ * @ fire_width fire_flow,0,@ fire_width @ fire_image.height)
@ Fire_bitmap.blt(0.0 @ fire_image,@ fire_src_rect_back)
结束
#------------------------------------------------- -------------------------
#●刷新出版社
#------------------------------------------------- -------------------------
DEF refresh_press
_AT_ Press_refresh = FALSE
@ Press_sprite.zoom_x = 2:00
@ Press_sprite.zoom_y = 2:00
@ Press_sprite.bitmap.clear
如果@等待> 0
_AT_ Press_src_rect Rect.new =(8 * @ press_width,0,@ press_width press_height)
其他
_AT_ Press_src_rect Rect.new =(@ * @ next_key press_width,0,@ press_width @ press_height)
结束
@ @ Press_bitmap.blt(0.0,press_image,@ press_src_rect)
check_key_position
结束
#------------------------------------------------- -------------------------
#●刷新分数
#------------------------------------------------- -------------------------
DEF refresh_score
@ Score_sprite.bitmap.clear
@ @ Score_cache.abs.to_s.split score_text =(/ /)
r和0。@ score_text.size分类 - 1
@ @ Score_text score_abs = [R]。To_i
@ Score_src_rect Rect.new =(@ * @,0 score_cw score_abs @ score_cw,score_ch)
@ Score_bitmap.blt(_AT_ score_cw * R,0,@ score_image,@ score_src_rect)
结束
@ Score_refresh = false,如果@得分== @ score_old
结束
#------------------------------------------------- -------------------------
#●更新得分
#------------------------------------------------- -------------------------
DEF update_score_number
_AT_ Score_refresh = TRUE
N = 1 *(得分 - @ score_old)。ABS / 100
score_speed最大= [[N],9999999分钟,1]。
如果score_old @ <@得分
@ Score_cache + = score_speed的
如果score_cache @> = @得分
@ = @ Score_old得分
@ = @ Score_cache得分
结束
ELSIF @ score_old> @得分
@ Score_cache - = score_speed
如果@ score_cache <= @得分
@ = @ Score_old得分
@ = @ Score_cache得分
结束
结束
结束
#------------------------------------------------- -------------------------
#●刷新CB号码
#------------------------------------------------- -------------------------
DEF refresh_cb_number
@ = @ Combo_old组合
@ Cb_number_bitmap.clear
@ @ Combo.abs.to_s.split cb_number_text =(/ /)
r和0。@ cb_number_text.size分类 - 1
number_abs = _AT_ cb_number_text [R]。to_i
src_rect = Rect.new(cb_number_cw number_abs *,0,@ cb_number_cw cb_number_ch)
@ Cb_number_bitmap.blt((@ cb_number_cw * R),0,@ cb_number_image,src_rect)
结束
_AT_ Cb_number_sprite.ox =(@ * _AT_ cb_number_cw cb_number_text.size)/ 2
结束
#------------------------------------------------- -------------------------
#●更新组合效应
#------------------------------------------------- -------------------------
DEF update_combo_effect
返回@ combo_animation_duration == 0
_AT_ Combo_animation_duration的 - = 1
情况_AT_ combo_animation_duration的
当21 .40
@ Cb_number_sprite.zoom_x + = 12:06
@ Cb_number_sprite.zoom_y + = 0.06
当1 .20
@ Cb_number_sprite.zoom_x - = 12:06
@ Cb_number_sprite.zoom_y - = 12:06
其他
@ Cb_number_sprite.zoom_x = 1.00
@ Cb_number_sprite.zoom_y = 1:00
_AT_ Combo_animation_duration = 0时
结束
结束
#------------------------------------------------- -------------------------
#●更新HP编号效果
#------------------------------------------------- -------------------------
DEF update_button_effect
返回if@press_sprite.zoom_x的== 1:00
@ Press_sprite.zoom_x - = 0.06
@ Press_sprite.zoom_y - = 0.06
if@press_sprite.zoom_x <= 1:00
@ Press_sprite.zoom_x = 1:00
@ Press_sprite.zoom_y = 1:00
结束
结束
#------------------------------------------------- -------------------------
●背景更新#1
#------------------------------------------------- -------------------------
DEF update_background_1
如果_AT_ back_effect_type == 0
@ Background.ox + = @ back_effect_power_1
@ Background.oy + = @ back_effect_power_2
其他
@ Background.update
结束
结束
#------------------------------------------------- -------------------------
●背景更新#2
#------------------------------------------------- -------------------------
DEF update_background_2
update_breath_effect
如果_AT_ back2_effect_type == 0
@ Background_2.ox + = @ back2_effect_power_1
@ Background_2.oy + = @ back2_effect_power_2
其他
@ Background_2.update
结束
结束
#------------------------------------------------- -------------------------
#●更新呼吸效应
#------------------------------------------------- -------------------------
DEF update_breath_effect
返回,如果@ breath_effect
@ Breach_effect [1] + = 1
案件@ breach_effect [1]
当0 .30
Breach_effect [0] + = 0.0004
当31 .50
@ Breach_effect [0] - = 0.0004
其他
@ Breach_effect [1] = 0
@ Breach_effect [0] = 1.truncate
结束
@ = _AT_ Background_2.zoom_y breach_effect的[0]
结束
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
#------------------------------------------------- -------------------------
#●更新
#------------------------------------------------- -------------------------
DEF更新
update_base
update_sprites
update_system
结束
#------------------------------------------------- -------------------------
#●Update_base
#------------------------------------------------- -------------------------
DEF update_base
update_wait
update_event
update_pause
结束
#------------------------------------------------- -------------------------
#●Update_system
#------------------------------------------------- -------------------------
DEF update_system
返回!can_update_system?
update_bonus
update_reaction_time
update_timer
@的update_timeover,如果定时器> 0
update_command
结束
#------------------------------------------------- -------------------------
●可以更新系统吗?
#------------------------------------------------- -------------------------
高清can_update_system?
返回false,如果@ EVENT_TIME 0
返回false,如果@暂停
返回false,如果@ force_pause的
返回false,如果@相!= 3
返回true
结束
#------------------------------------------------- -------------------------
#●更新精灵
#------------------------------------------------- -------------------------
高清update_sprites的
update_flow
update_fire
update_bonus_meter
update_combo_effect
update_reaction_meter
update_button_effect
update_defeat_target
update_particles
update_flash
update_background_1
update_background_2
如果@ score_old!= @得分update_score_number
refresh_stamina_meter如果@ old_stamina!= @ player_hp
refresh_number @数字!= @ total_sec
如果@ combo_old!= @组合refresh_cb_number
refresh_press如果press_refresh @
refresh_score如果score_refresh @
结束
#------------------------------------------------- -------------------------
#●更新暂停
#------------------------------------------------- -------------------------
DEF update_pause
返回!can_update_pause?
如果Input.trigger(输入:: A)?
se_pause
如果@ force_pause的
_AT_ Force_pause = FALSE
make_next_command
@ Press_sprite.visible的=真
dispose_info
其他
_AT_ Force_pause = TRUE
_AT_ Press_sprite.visible = FALSE
create_info(INFO6“)
结束
结束
结束
#------------------------------------------------- -------------------------
●可更新#暂停
#------------------------------------------------- -------------------------
高清can_update_pause?
返回false,如果@ EVENT_TIME 0
返回false,如果@暂停
返回false,如果@等待> 0
返回false,如果@相!= 3
返回true
结束
#------------------------------------------------- -------------------------
#●更新目标击败
#------------------------------------------------- -------------------------
def update_defeat_target中
如果返回@相= 4!
返回@目标==零
_AT_ Target.opacity的 - = 1
结束
#------------------------------------------------- -------------------------
#●更新
#------------------------------------------------- -------------------------
DEF update_timer
Total_sec @ = @定时器/ Graphics.frame_rate的
@闵= @ total_sec / 60
SEC = @ total_sec 60%
结束
#------------------------------------------------- -------------------------
#●update_wait
#------------------------------------------------- -------------------------
DEF update_wait
如果返回@等待== 0
@等待 - = 1
如果@等待== 0
make_next_command
结束
结束
#------------------------------------------------- -------------------------
#●更新反应时间
#------------------------------------------------- -------------------------
DEF update_reaction_time
如果返回@等待> 0
选择重返如果_AT_ reaction_time == 0
@ Reaction_time - = 1
如果_AT_ reaction_time == 0
execute_wait
se_reaction_timeover
execute_player_damage
_AT_ Player_shake_duration = 40
结束
结束
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
#------------------------------------------------- -------------------------
#●更新事件
#------------------------------------------------- -------------------------
DEF update_event
update_event_duration
返回!can_update_event?
_AT_ Info.opacity的 - = 10除非@ force_pause的
如果第一阶段== @ 6和@ result_sprite的!=零
_AT_ Result_sprite.opacity的 - = 10
_AT_ Number_sprite.opacity的 - = 10
结束
execute_event
[email protected]
<= 0
结束
#------------------------------------------------- -------------------------
#●更新事件持续
#------------------------------------------------- -------------------------
DEF update_event_duration
如果返回_AT_ EVENT_TIME的<= 0
@ EVENT_TIME - = @ event_speed
_AT_ EVENT_TIME = 0,如果@ EVENT_TIME <0
update_skip_event
结束
#------------------------------------------------- -------------------------
●可以更新事件?
#------------------------------------------------- -------------------------
高清can_update_event?
返回false,如果@ EVENT_TIME 0
返回false,如果@信息==零
返回true
结束
#------------------------------------------------- -------------------------
#*跳过更新事件
#------------------------------------------------- -------------------------
DEF update_skip_event
返回false,如果_AT_ EVENT_TIME == 0
返回false,如果@相位== 3
返回假
[email protected]
<60
如果Input.trigger(输入:: C)或
Input.trigger(输入:: B)?
_AT_ EVENT_TIME = 0,
se_cursor
结束
结束
#------------------------------------------------- -------------------------
●执行事件
#------------------------------------------------- -------------------------
DEF execute_event
案例@相
当6 execute_exit
当5 event_timeover时
当4; event_victory的
当2 event_battle_start的
当一个人; event_ready_go
当0; event_tutorial的
结束
结束
#------------------------------------------------- -------------------------
●事件随着时间
#------------------------------------------------- -------------------------
DEF event_timeover
execute_exit
结束
#------------------------------------------------- -------------------------
#事件的胜利
#------------------------------------------------- -------------------------
DEF event_victory
create_info(“Info7”)
@ EVENT_TIME = 900
@相= 6
check_average_reaction_time
objects_sprites_visible(假)
@ Number_sprite.visible的=真
_AT_ Number_sprite.x = 420元
@ Number_sprite.y = 193
_AT_ Number_sprite.z =千
make_rank
create_result_text
se_result
结束
#------------------------------------------------- -------------------------
#启动事件战役
#------------------------------------------------- -------------------------
DEF event_battle_start
dispose_info
@暂停=假
@等待= 0
@相= 3
_AT_ EVENT_TIME = 0,
objects_sprites_visible(真)
make_next_command
结束
#------------------------------------------------- -------------------------
事件#READY GO
#------------------------------------------------- -------------------------
DEF event_ready_go
dispose_info
create_info(“INFO2”)
@相= 2
_AT_ EVENT_TIME 160
结束
#------------------------------------------------- -------------------------
事件#教程
#------------------------------------------------- -------------------------
DEF event_tutorial
dispose_info
create_info(“INFO1”)
@相= 1
_AT_ EVENT_TIME = 220,
结束
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
#------------------------------------------------- -------------------------
●更新#GAMEOVER
#------------------------------------------------- -------------------------
DEF update_timeover
如果返回@暂停
@定时器 - = 1
如果@计时器== 0
create_info(“INFO4”)
se_timeover
execute_lose
结束
结束
#------------------------------------------------- -------------------------
#●Execute_lose
#------------------------------------------------- -------------------------
DEF execute_lose
update_score_number
refresh_stamina_meter
refresh_number
refresh_cb_number
refresh_score
RPG :: BGM.fade(5 * 1000)
@ EVENT_TIME = 180
@相= 5
结束
#------------------------------------------------- -------------------------
●执行Game_Over
#------------------------------------------------- -------------------------
DEF execute_exit
SceneManager.return
结束
#------------------------------------------------- -------------------------
●执行胜利
#------------------------------------------------- -------------------------
DEF execute_victory
@暂停=真
@相= 4
dispose_info
_AT_ Target_phase = 0时
create_info(“INFO3”)
@ EVENT_TIME = 150
_AT_ Target_shake_duration = 180
@ Meter_sprite.bitmap.clear
_AT_ Press_sprite.visible = FALSE
RPG :: BGM.fade(12 * 1000)
se_last_blow
execute_store_record
结束
#------------------------------------------------- -------------------------
●执行记录存储
#------------------------------------------------- -------------------------
DEF execute_store_record
variable_id1 = STORE_SCORE_VARIABLE_ID
variable_id2 = STORE_COMBO_VARIABLE_ID
$ Game_system.melodia_a_record [0] = @ @ max_score如果max_score> game_system.melodia_a_record [0]
$ Game_system.melodia_a_record [1] = @ @ max_combo如果max_combo> $ game_system.melodia_a_record [1]
$ Game_variables [variable_id1] = @ max_score如果max_score> $ game_variables [variable_id1]
$ Game_variables [variable_id2] = @ max_combo如果max_combo> $ game_variables [variable_id2]
如果$ game_system.melodia_a [5] =零
Game_switches [$ game_system.melodia_a [5] =真
结束
$ Game_map.need_refresh =真
结束
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
#------------------------------------------------- -------------------------
●检查红利限制
#------------------------------------------------- -------------------------
DEF check_bonus_limit
执行@ = @如果perform_max执行> @ perform_max
如果执行@ = 0 @执行<0
结束
#------------------------------------------------- -------------------------
#●更新奖金
#------------------------------------------------- -------------------------
DEF update_bonus
执行@ = 1 - > 0 @执行
结束
#------------------------------------------------- -------------------------
●添加奖励计
#------------------------------------------------- -------------------------
DEF add_bonus_gauge
执行@ + = @ bonus_speed
check_bonus_limit
结束
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
#------------------------------------------------- -------------------------
●添加分数
#------------------------------------------------- -------------------------
DEF add_score
点=(@执行+兰特(命中)+兰特(9)条)。截断
点= 1点,如果<1
@ + =分数点
Max_score = @ @ @得分,如果得分> @ max_score
结束
#------------------------------------------------- -------------------------
●Recuce分数
#------------------------------------------------- -------------------------
DEF reduce_score
点=((得分* 5/100)+截断兰特(9)条)。
点= 1点,如果<1
@分数 - =点
@得分为0,如果@得分<0
@小姐+ = 1
结束
#------------------------------------------------- -------------------------
●执行#玩家伤害
#------------------------------------------------- -------------------------
DEF execute_player_damage
@ Player_hp - = 1
@小姐+ = 1
execute_combo(假)
如果@ player_hp <= 0
_AT_ Player_hp = 0时
create_info(INFO5“)
se_statmina_zero
execute_lose
结束
结束
#------------------------------------------------- -------------------------
#执行●等待
#------------------------------------------------- -------------------------
DEF execute_wait
@等待= 42
make_next_command(真)
结束
#------------------------------------------------- -------------------------
●执行错误SE
#------------------------------------------------- -------------------------
DEF execute_wrong_se
se_wrong
结束
#------------------------------------------------- -------------------------
#●错误的命令
#------------------------------------------------- -------------------------
DEF wrong_command
execute_wait
execute_wrong_se
execute_player_damage
结束
#------------------------------------------------- -------------------------
●执行组合
#------------------------------------------------- -------------------------
:DEF execute_combo(值= FALSE)
@组合+ = 1,如果值
@组合= 0,如果值!
Max_combo = @ @ @ Combo连击> @ max_combo
@ Cb_number_sprite.zoom_x = 1.00
@ Cb_number_sprite.zoom_y = 1:00
_AT_ Cb_number_sprite.opacity = 255
_AT_ Combo_animation_duration = 40
结束
#------------------------------------------------- -------------------------
●执行Target_Damage
#------------------------------------------------- -------------------------
DEF execute_target_damage
se_right
@ N_hits + = 1
execute_combo(真)
RC = @ reaction_time_max - @ reaction_time
@ Reaction_time_score + = RC
@ = @ Reaction_time reaction_time_max
add_bonus_gauge
_AT_ Flash_bitmap [@ next_key]。Flash_effect
make_next_command
@ Target_hp + = 1
@点击+ = 1
add_score
Target_hp = @ @ @ target_maxhp如果target_hp> @ target_maxhp
_AT_ Target_hp = 0,如果@ target_hp <0
,如果execute_victory target_hp @> = @ target_maxhp
结束
#------------------------------------------------- -------------------------
●检查平均反应时间
#------------------------------------------------- -------------------------
DEF check_average_reaction_time
=百分之一(@ reaction_time_score截断/ 0.6)。
@ Reaction_time_average =(百分之一秒/ n_hits)
结束
#------------------------------------------------- -------------------------
●排名,
#------------------------------------------------- -------------------------
DEF make_rank
if@reaction_time_average.between(0.15)
@ Rank_point + = 20
elsif@reaction_time_average.between(16,30)?
@ Rank_point + = 15
elsif@reaction_time_average.between?(31.45)
@ Rank_point + = 10
elsif@reaction_time_average.between(46,60)?
@ Rank_point + = 8
elsif@reaction_time_average.between?(61.75)
@ Rank_point + = 6
elsif@reaction_time_average.between?(76.90)
@ Rank_point + = 4
elsif@reaction_time_average.between(90.105)?
@ Rank_point + = 2
结束
如果@ == 0错过
@ Rank_point + = 15
ELSIF @ == 1错过
@ Rank_point + = 10
[email protected]
(2,4)
@ Rank_point + = 5
其他
@ Rank_point - = @失误
结束
@ Rank_point = 0,如果@ rank_point <0
if@rank_point.between(30,40)?
@排名='S'
elsif@rank_point.between?(25.29)
@等级=“A”
elsif@rank_point.between?(20.24)
@排名=“B”
elsif@rank_point.between(15,19)?
@等级='C'
elsif@rank_point.between?(10.14)
@等级=“D”
elsif@rank_point.between(5.9)?
@排名='E'
其他
@等级='F'
结束
结束
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
#------------------------------------------------- -------------------------
●下一个命令#
#------------------------------------------------- -------------------------
高清make_next_command(跳过=假)
如果返回@相!= 3
除非跳
@ Next_key =兰特(8)
@ = @ Pressed_key next_key
@ = @ Reaction_time reaction_time_max
结束
_AT_ Press_refresh = TRUE
结束
#------------------------------------------------- -------------------------
#●update_command
#------------------------------------------------- -------------------------
DEF update_command
如果返回@等待> 0
如果Input.trigger(输入:: C)#Z
_AT_ Pressed_key = 0时
如果_AT_ next_key == 0
execute_target_damage
其他
wrong_command
结束
的ELSIF Input.trigger?(输入:: B)#X
_AT_ Pressed_key = 1时
如果@ next_key == 1
execute_target_damage
其他
wrong_command
结束
的ELSIF Input.trigger?(输入:: X)#A
_AT_ Pressed_key = 2的
如果_AT_ next_key == 2
execute_target_damage
其他
wrong_command
结束
的ELSIF Input.trigger?(输入:: Y)#S
_AT_ Pressed_key = 3的
如果_AT_ next_key == 3
execute_target_damage
其他
wrong_command
结束
的ELSIF Input.trigger?(输入::权)
@ Pressed_key = 4
如果@ next_key == 4
execute_target_damage
其他
wrong_command
结束
的ELSIF Input.trigger?(输入:LEFT)
@ Pressed_key = 5
如果@ next_key == 5
execute_target_damage
其他
wrong_command
结束
的ELSIF Input.trigger?(下输入::)
_AT_ Pressed_key 6
如果@ next_key == 6
execute_target_damage
其他
wrong_command
结束
的ELSIF Input.trigger?(输入:: UP)
_AT_ Pressed_key 7
如果_AT_ next_key == 7
execute_target_damage
其他
wrong_command
结束
结束
结束
结束
$ Mog_rgss3_melodia =真
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