#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================
class Scene_Save
#--------------------------------------------------------------------------
# ● 写入存档数据
# file : 写入用文件对像 (已经打开)
#--------------------------------------------------------------------------
def write_save_data(file)
# 生成描绘存档文件用的角色图形
characters = []
for i in 0...[$game_party.actors.size,4].min
actor = $game_party.actors[i]
characters.push([actor.character_name, actor.character_hue])
end
# 写入描绘存档文件用的角色数据
Marshal.dump(characters, file)
# 写入测量游戏时间用画面计数
Marshal.dump(Graphics.frame_count, file)
# 增加 1 次存档次数
$game_system.save_count += 1
# 保存魔法编号
# (将编辑器保存的值以随机值替换)
$game_system.magic_number = $data_system.magic_number
# 写入各种游戏对像
Marshal.dump($game_system, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_screen, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
end
end
class Scene_Battle
#--------------------------------------------------------------------------
# ● 设置物品或特技对像方的战斗者
# scope : 特技或者是物品的范围
#--------------------------------------------------------------------------
def set_target_battlers(scope)
# 行动方的战斗者是敌人的情况下
if @active_battler.is_a?(Game_Enemy)
# 效果范围分支
case scope
when 1 # 敌单体
index = @active_battler.current_action.target_index
@target_battlers.push($game_party.smooth_target_actor(index))
when 2 # 敌全体
for actor in 0...[$game_party.actors.size,4].min
if $game_party.actors[actor].exist?
@target_battlers.push($game_party.actors[actor])
end
end
when 3 # 我方单体
index = @active_battler.current_action.target_index
@target_battlers.push($game_troop.smooth_target_enemy(index))
when 4 # 我方全体
for enemy in $game_troop.enemies
if enemy.exist?
@target_battlers.push(enemy)
end
end
when 5 # 我方单体 (HP 0)
index = @active_battler.current_action.target_index
enemy = $game_troop.enemies[index]
if enemy != nil and enemy.hp0?
@target_battlers.push(enemy)
end
when 6 # 我方全体 (HP 0)
for enemy in $game_troop.enemies
if enemy != nil and enemy.hp0?
@target_battlers.push(enemy)
end
end
when 7 # 使用者
@target_battlers.push(@active_battler)
end
end
# 行动方的战斗者是角色的情况下
if @active_battler.is_a?(Game_Actor)
# 效果范围分支
case scope
when 1 # 敌单体
index = @active_battler.current_action.target_index
@target_battlers.push($game_troop.smooth_target_enemy(index))
when 2 # 敌全体
for enemy in $game_troop.enemies
if enemy.exist?
@target_battlers.push(enemy)
end
end
when 3 # 我方单体
index = @active_battler.current_action.target_index
@target_battlers.push($game_party.smooth_target_actor(index))
when 4 # 我方全体
for actor in 0...[$game_party.actors.size,4].min
if $game_party.actors[actor].exist?
@target_battlers.push($game_party.actors[actor])
end
end
when 5 # 我方单体 (HP 0)
index = @active_battler.current_action.target_index
actor = $game_party.actors[index]
if actor != nil and actor.hp0?
@target_battlers.push(actor)
end
when 6 # 我方全体 (HP 0)
for actor in 0...[$game_party.actors.size,4].min
if $game_party.actors[actor] != nil and $game_party.actors[actor].hp0?
@target_battlers.push($game_party.actors[actor])
end
end
when 7 # 使用者
@target_battlers.push(@active_battler)
end
end
end
#--------------------------------------------------------------------------
# ● 生成行动循序
#--------------------------------------------------------------------------
def make_action_orders
# 初始化序列 @action_battlers
@action_battlers = []
# 添加敌人到 @action_battlers 序列
for enemy in $game_troop.enemies
@action_battlers.push(enemy)
end
# 添加角色到 @action_battlers 序列
for actor in 0...[$game_party.actors.size,4].min
@action_battlers.push($game_party.actors[actor])
end
# 确定全体的行动速度
for battler in @action_battlers
battler.make_action_speed
end
# 按照行动速度从大到小排列
@action_battlers.sort! {|a,b|
b.current_action.speed - a.current_action.speed }
end
#--------------------------------------------------------------------------
# ● 开始结束战斗回合
#--------------------------------------------------------------------------
def start_phase5
# 转移到回合 5
@phase = 5
if $game_switches[79] == true
$game_variables[100] += 1
end
# 演奏战斗结束 ME
$game_system.me_play($game_system.battle_end_me)
# 还原为战斗开始前的 BGM
$game_system.bgm_play($game_temp.map_bgm)
# 初始化 EXP、金钱、宝物
exp = 0
gold = 0
treasures = []
# 循环
for enemy in $game_troop.enemies
# 敌人不是隐藏状态的情况下
unless enemy.hidden
# 获得 EXP、增加金钱
exp += enemy.exp
gold += enemy.gold
# 出现宝物判定
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($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
# 限制宝物数为 6 个
treasures = treasures[0..5]
# 获得 EXP
for i in 0...[$game_party.actors.size,4].min
actor = $game_party.actors[i]
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
# 获得金钱
$game_party.gain_gold(gold)
# 获得宝物
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
$game_party.gain_armor(item.id, 1)
end
end
# 生成战斗结果窗口
@result_window = Window_BattleResult.new(exp, gold, treasures)
# 设置等待计数
@phase5_wait_count = 100
end
#--------------------------------------------------------------------------
# ● 转到输入下一个角色的命令
#--------------------------------------------------------------------------
def phase3_next_actor
# 循环
begin
# 角色的明灭效果 OFF
if @active_battler != nil
@active_battler.blink = false
end
# 最后的角色的情况
if @actor_index == [$game_party.actors.size-1,3].min
# 开始主回合
start_phase4
return
end
# 推进角色索引
@actor_index += 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# 如果角色是在无法接受指令的状态就再试
end until @active_battler.inputable?
# 设置角色的命令窗口
phase3_setup_command_window
end
end
class Arrow_Actor < Arrow_Base
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
# 光标右
if Input.repeat?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@index += 1
@index %= [$game_party.actors.size,4].min
end
# 光标左
if Input.repeat?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@index += $game_party.actors.size - 1
@index %= [$game_party.actors.size,4].min
end
# 设置活动块坐标
if self.actor != nil
self.x = self.actor.screen_x
self.y = self.actor.screen_y
end
end
end
#==============================================================================
# ■ Window_Target
#------------------------------------------------------------------------------
# 物品画面与特技画面的、使用对像角色选择窗口。
#==============================================================================
class Window_Target < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 0, 336, 480)
self.contents = Bitmap.new(width - 32, $game_party.actors.size*112)
self.z += 10
@item_max = $game_party.actors.size
@top_row = 0
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
x = 4
y = i * 112
actor = $game_party.actors[i]
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 144, y)
draw_actor_level(actor, x + 8, y + 32)
draw_actor_state(actor, x + 8, y + 64)
draw_actor_hp(actor, x + 152, y + 32)
draw_actor_sp(actor, x + 152, y + 64)
end
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
# 光标位置 -1 为全选、-2 以下为单独选择 (使用者自身)
if @index <= -2
self.cursor_rect.set(0, (@index + 10) * 112, self.width - 32, 96)
elsif @index == -1
self.cursor_rect.set(0, 0, self.width - 32, @item_max * 112 - 20)
else
tpy = @index * 112 - self.oy
self.cursor_rect.set(0, tpy, self.width - 32, 96)
if @index < @top_row
@top_row = @index
self.oy = @top_row *112
end
if @index > @top_row+3
@top_row = @index-3
self.oy = @top_row *112
end
end
end
end
#==============================================================================
# ■ Window_MenuStatus
#------------------------------------------------------------------------------
# 显示菜单画面和同伴状态的窗口。
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化目标
#--------------------------------------------------------------------------
def initialize
super(0, 0, 480, 480)
self.contents = Bitmap.new(width - 32, $game_party.actors.size*112)
refresh
@top_row = 0
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 64
y = i * 112
if i <=3
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x,y,340,32,"[出战]",2)
self.contents.font.color = normal_color
else
self.contents.font.color = Color.new(128,128,128,255)
self.contents.draw_text(x,y,340,32,"[待机]",2)
self.contents.font.color = normal_color
end
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 40, y + 80)
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 144, y)
draw_actor_level(actor, x, y + 32)
draw_actor_state(actor, x + 90, y + 32)
draw_actor_exp(actor, x, y + 64)
draw_actor_hp(actor, x + 236, y + 32)
draw_actor_sp(actor, x + 236, y + 64)
end
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
tpy = @index * 112 - self.oy
self.cursor_rect.set(0, tpy, self.width - 32, 96)
if @index < @top_row
@top_row = @index
self.oy = @top_row *112
end
if @index > @top_row+3
@top_row = @index-3
self.oy = @top_row *112
end
end
end
end
class Game_Party
#--------------------------------------------------------------------------
# ● 全灭判定
#--------------------------------------------------------------------------
def all_dead?
# 同伴人数为 0 的情况下
if $game_party.actors.size == 0
return false
end
# 同伴中无人 HP 在 0 以上
for i in 0..3
if @actors[i] != nil and@actors[i].hp >0
return false
end
end
# 全灭
return true
end
#--------------------------------------------------------------------------
# ● 加入同伴
# actor_id : 角色 ID
#--------------------------------------------------------------------------
def add_actor(actor_id)
# 获取角色
actor = $game_actors[actor_id]
# 同伴人数未满 4 人、本角色不在队伍中的情况下
if not @actors.include?(actor)
# 添加角色
@actors.push(actor)
# 还原主角
$game_player.refresh
end
end
end
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================
class Scene_Menu
# --------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
@changer = 0
@where = 0
@checker = 0
end
# --------------------------------
def main
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "状态"
s5 = "储存进度"
s6 = "离开游戏"
s7 = "调整队伍"
s8 = "升级加点"
s9 = "剧情任务"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8, s9])
@command_window.index = @menu_index
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled
@command_window.disable_item(4)
end
if $game_party.actors.size == 1
@command_window.disable_item(6)
end
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 320
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@gold_window.dispose
@status_window.dispose
end
# --------------------------------
def update
@command_window.update
@playtime_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
# --------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
if $game_party.actors.size == 1 and @command_window.index ==6
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
when 6
$game_system.se_play($data_system.decision_se)
@checker = 0
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 7
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 8
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 9
$scene = Scene_Mission.new
end
return
end
end
# --------------------------------
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
when 6
$game_system.se_play($data_system.decision_se)
if @checker == 0
@changer = $game_party.actors[@status_window.index]
@where = @status_window.index
@checker = 1
else
$game_party.actors[@where] = $game_party.actors[@status_window.index]
$game_party.actors[@status_window.index] = @changer
@checker = 0
@status_window.refresh
end
when 7
$game_system.se_play($data_system.decision_se)
$scene = Scene_Lvup.new(@status_window.index)
when 8
$game_system.se_play($data_system.decision_se)
$scene = Scene_Charactor.new(@status_window.index)
when 9
$scene = Scene_Mission.new
end
return
end
end
end
#插件(升级加点,换队伍顺序,人物介绍,动态行走图)
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================
# 作者: 柳柳
#
# 说明:这是功能我再比较早期的时候发布在幻森,不过那时候比较笨,方法很糟糕
# 这次是拿上就可以用的。
#
# 感谢:Claimh的脚本使我想起这个功能重做了一遍,本想直接用他的,不过他的算法过分
# 冗余了,没好意思用。
#==============================================================================
# 使用方法:默认情况下把静态图变为了走步图。如果想自行修改,提供功能如下:
#
# 角色走步图:draw_walk_actor_graphic
# 角色转向图:draw_turn_actor_graphic
#
# 回复原有静态角色图:删除100行以后的内容。修改下面这个变量可以更改行走速度
#==============================================================================
WALK_REFRESH_FRAME_SPEED = 15 # 刷新的速度,越大越慢,你可以改为3左右试试看
#==============================================================================
# Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# 初始化方法
#--------------------------------------------------------------------------
alias initialize_walk initialize
def initialize(x, y, width, height)
initialize_walk(x, y, width, height)
@start_walk = false
@turn_index = 0
@turn_phase = 0
end
#--------------------------------------------------------------------------
# ★ 角色行走图
# actor : 角色
# x : 描绘的 X 坐标
# y : 描绘的 Y 坐标
#--------------------------------------------------------------------------
def draw_walk_actor_graphic(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
@start_turn = true
case @turn_phase
when 0
x_x = 0
when 1
x_x = cw
when 2
x_x = cw * 2
when 3
x_x = cw * 3
end
src_rect = Rect.new(x_x, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# ★ 角色转向图
# actor : 角色
# x : 描绘的 X 坐标
# y : 描绘的 Y 坐标
#--------------------------------------------------------------------------
def draw_turn_actor_graphic(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
@start_turn = true
case @turn_phase
when 0
x_x = 0
when 1
x_x = ch
when 2
x_x = ch * 3
when 3
x_x = ch * 2
end
src_rect = Rect.new(0, x_x, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# 更新(可别使用刷新,玩命耗费内存= =)
#--------------------------------------------------------------------------
alias walk_update update
def update
walk_update
if @start_turn == true
@turn_index += 1
if @turn_index == WALK_REFRESH_FRAME_SPEED
refresh
@turn_index = 0
@turn_phase = (@turn_phase+1)%4
end
end
end
end
#==============================================================================
# Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# 把原有静态图改为动态走步图
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
draw_walk_actor_graphic(actor, x, y)
end
end
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================
# 脚本使用设定:
LEVEL_UP_POINT = 3 # 每升一级所增加的点数
LEVEL_UP_VARIABLE = 200 # 储存角色点数的变量编号与角色id编号的差值
# 默认情况 = 200,
# 则是数据库里1号角色的加点数存于101号变量
# 3号角色的加点数存于103号变量。
# 你可以直接操作变量赠与角色可分配点数
# 每增加一次点数,各项能力值的变化:357-410行
# 使用方法介绍:
# 本脚本不会取代原升级功能 也就是说,默认的升级还在,但可以用这个功能手动追加点数。
# 如果你想纯粹使用手动加点(而升级不提升能力),只要把数据库中角色升级能力,
# 1-99级全部等于一个相同数值就行了。
# 呼唤加点场景的方法:$scene = Scene_Lvup.new(角色编号,返回菜单编号)。
# 默认都是0号
# 加点场景中,page up,page down换人,如果想加点完毕后返回地图,
# 464行$scene = Scene_Menu.new(0)改为$scene = Scene_Map.new
# 推荐脚本搭配:魔法商店脚本,两者结合,制作自由型RPG
#==============================================================================
# ■ Window_Command
#------------------------------------------------------------------------------
# 一般的命令选择行窗口。(追加定义)
#==============================================================================
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# ● 项目有效化
# index : 项目编号
#--------------------------------------------------------------------------
def able_item(index)
draw_item(index, normal_color)
end
end
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
# 处理角色的类。(再定义)
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 更改 EXP
# exp : 新的 EXP
#--------------------------------------------------------------------------
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
# 升级
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
# 增加4点可自由分配的点数
$game_variables[self.id + LEVEL_UP_VARIABLE] += LEVEL_UP_POINT
# 学会特技
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
# 降级
while @exp < @exp_list[@level]
@level -= 1
end
# 修正当前的 HP 与 SP 超过最大值
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
end
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 游戏中全部窗口的超级类(追加定义)
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 描绘 HP
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# width : 描画目标的宽
#--------------------------------------------------------------------------
def draw_actor_hp_lvup(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x , y, 96, 32, "最大" + $data_system.words.hp)
if $temp_hp == 0
self.contents.font.color = normal_color
self.contents.draw_text(x + 120 , y, 48, 32, actor.maxhp.to_s, 2)
else
maxhp = actor.maxhp + $temp_hp
self.contents.font.color = Color.new(255, 128, 128, 255)
self.contents.draw_text(x + 120 , y, 48, 32, maxhp.to_s ,2)
self.contents.font.color = normal_color
self.contents.draw_text(x + 155, y, 36, 32, "( ", 2)
if $temp_hp >=0
self.contents.font.color = Color.new(255, 128, 128, 255)
self.contents.draw_text(x + 155, y, 36, 32, " +",2)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 155, y, 36, 32, " -",2)
end
self.contents.draw_text(x + 200, y, 36, 32, $temp_hp.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(x + 215, y, 36, 32, ")", 2)
end
end
#--------------------------------------------------------------------------
# ● 描绘 SP
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# width : 描画目标的宽
#--------------------------------------------------------------------------
def draw_actor_sp_lvup(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x , y, 96, 32, "最大" + $data_system.words.sp)
if $temp_sp == 0
self.contents.font.color = normal_color
self.contents.draw_text(x + 120 , y, 48, 32, actor.maxsp.to_s, 2)
else
maxsp = actor.maxsp + $temp_sp
self.contents.font.color = Color.new(255, 128, 128, 255)
self.contents.draw_text(x + 120 , y, 48, 32, maxsp.to_s ,2)
self.contents.font.color = normal_color
self.contents.draw_text(x + 155, y, 36, 32, "( ", 2)
if $temp_sp >=0
self.contents.font.color = Color.new(255, 128, 128, 255)
self.contents.draw_text(x + 155, y, 36, 32, " +",2)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 155, y, 36, 32, " -",2)
end
self.contents.draw_text(x + 200, y, 36, 32, $temp_sp.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(x + 215, y, 36, 32, ")", 2)
end
end
#--------------------------------------------------------------------------
# ● 描绘能力值
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# type : 能力值种类 (0~4)
#--------------------------------------------------------------------------
def draw_actor_lvup(actor, x, y, type)
# 定义数字颜色
lvup = normal_color
upcolor = Color.new(255, 128, 128, 255)
self.contents.font.color = normal_color
case type
when 0
parameter_name = $data_system.words.str
parameter_value = actor.str
parameter_value_temp = parameter_value + $temp_str
if $temp_str != 0
lvup = upcolor
self.contents.draw_text(x + 256, y, 16, 32, "(")
if $temp_str >= 0
self.contents.font.color = lvup
self.contents.draw_text(x + 272, y, 80, 32, "+",0)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 272, y, 80, 32, "-",0)
end
self.contents.draw_text(x + 272, y, 80, 32, $temp_str.abs.to_s,1)
self.contents.font.color = normal_color
self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
end
when 1
parameter_name = $data_system.words.dex
parameter_value = actor.dex
parameter_value_temp = parameter_value + $temp_dex
if $temp_dex != 0
lvup = upcolor
self.contents.draw_text(x + 256, y, 16, 32, "(")
if $temp_dex >= 0
self.contents.font.color = lvup
self.contents.draw_text(x + 272, y, 80, 32, "+",0)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 272, y, 80, 32, "-",0)
end
self.contents.draw_text(x + 272, y, 80, 32, $temp_dex.abs.to_s,1)
self.contents.font.color = normal_color
self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
end
when 2
parameter_name = $data_system.words.agi
parameter_value = actor.agi
parameter_value_temp = parameter_value + $temp_agi
if $temp_agi != 0
lvup = upcolor
self.contents.draw_text(x + 256, y, 16, 32, "(")
if $temp_agi >= 0
self.contents.font.color = lvup
self.contents.draw_text(x + 272, y, 80, 32, "+",0)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 272, y, 80, 32, "-",0)
end
self.contents.draw_text(x + 272, y, 80, 32, $temp_agi.abs.to_s,1)
self.contents.font.color = normal_color
self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
end
when 3
parameter_name = $data_system.words.int
parameter_value = actor.int
parameter_value_temp = parameter_value + $temp_int
if $temp_int != 0
lvup = upcolor
self.contents.draw_text(x + 256, y, 16, 32, "(")
if $temp_int >= 0
self.contents.font.color = lvup
self.contents.draw_text(x + 272, y, 80, 32, "+",0)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 272, y, 80, 32, "-",0)
end
self.contents.draw_text(x + 272, y, 80, 32, $temp_int.abs.to_s,1)
self.contents.font.color = normal_color
self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
end
when 4
parameter_name = "剩余点数"
parameter_value = $point
if $point != 0
lvup = upcolor
end
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s)
if type != 4
self.contents.draw_text(x + 150, y, 36, 32, "→")
end
self.contents.font.color = lvup
self.contents.draw_text(x + 180, y, 60, 32, parameter_value_temp.to_s)
self.contents.font.color = normal_color
end
end
#==============================================================================
# ■ Window_lvup
#------------------------------------------------------------------------------
# 显示升级状态窗口。
#==============================================================================
class Window_Lvup < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 512, 320)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp_lvup(@actor, 96+128, 32)
draw_actor_sp_lvup(@actor, 96+128, 64)
draw_actor_lvup(@actor, 96, 128, 0)
draw_actor_lvup(@actor, 96, 160, 1)
draw_actor_lvup(@actor, 96, 192, 2)
draw_actor_lvup(@actor, 96, 224, 3)
draw_actor_lvup(@actor, 96, 256, 4)
end
end
#==============================================================================
# ■ Window_Help
#------------------------------------------------------------------------------
# 特技及物品的说明、角色的状态显示的窗口。
#==============================================================================
class Window_Lvup_Help < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 320, 640, 160)
self.contents = Bitmap.new(width - 32, height - 32)
@test = "" #——这个东西用来检测,节约内存专用
end
#--------------------------------------------------------------------------
# ● 设置文本
#--------------------------------------------------------------------------
def lvup_text(text1, text2 = nil, text3 = nil, text4 = nil)
if @test != text1
@test = text1
else
return
end
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text1)
if text2 != nil
self.contents.draw_text(4 , 32, self.width - 40, 32, text2)
end
self.contents.font.size -= 4
if text3 != nil
self.contents.draw_text(4 , 64, self.width - 40, 32, text3)
end
if text4 != nil
self.contents.draw_text(4 , 96, self.width - 40, 32, text4)
end
self.contents.font.size += 4
end
end
#==============================================================================
# ■ Scene_lvup
#------------------------------------------------------------------------------
# 处理升级画面的类。
#==============================================================================
class Scene_Lvup
#--------------------------------------------------------------------------
# ● 初始化对像
# actor_index : 角色索引
# menu_index : 选项起始位置
#--------------------------------------------------------------------------
def initialize(actor_index = 0 , menu_index = 0)
@actor_index = actor_index
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
s1 = "增加体力 HP SP"
s2 = "增加"+$data_system.words.str
s3 = "增加"+$data_system.words.dex
s4 = "增加"+$data_system.words.agi
s5 = "增加"+$data_system.words.int
s6 = "确认加点"
s7 = "点数重置"
@command_window = Window_Command.new(128, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
# 获取角色
@actor = $game_party.actors[@actor_index]
# 将角色的剩余点数带入
$point = $game_variables[@actor.id + LEVEL_UP_VARIABLE]
# 初始化临时量
$temp_str = 0
$temp_dex = 0
$temp_agi = 0
$temp_int = 0
$temp_hp = 0
$temp_sp = 0
#=========================================================================
# 特别提示:这些设置也可以使用小数,但是可能出现0值意外错误
# (各种编程语言都有这种意外),建议还是使用整数,正负不限
#=========================================================================
# 每提升一次力量,提升多少附加能力
#=========================================================================
@str_hp = 5 # 每提升一次力量附加提升多少HP
@str_sp = 0 # 每提升一次力量附加提升多少SP
@str_dex = 1 # 每提升一次力量附加提升多少灵巧
@str_agi = 1 # 每提升一次力量附加提升多少速度
@str_int = 0 # 每提升一次力量附加提升多少魔力
@str_str = 3 # 每提升一次力量附加提升多少力量
#=========================================================================
# 每提升一次灵巧,提升多少附加能力
#=========================================================================
@dex_hp = 2 # 每提升一次灵巧附加提升多少HP
@dex_sp = 3 # 每提升一次灵巧附加提升多少SP
@dex_str = 1 # 每提升一次灵巧附加提升多少力量
@dex_agi = 1 # 每提升一次灵巧附加提升多少速度
@dex_int = 0 # 每提升一次灵巧附加提升多少魔力
@dex_dex = 3 # 每提升一次灵巧附加提升多少灵巧
#=========================================================================
# 每提升一次速度,提升多少附加能力
#=========================================================================
@agi_hp = 0 # 每提升一次速度附加提升多少HP
@agi_sp = 0 # 每提升一次速度附加提升多少SP
@agi_str = 0 # 每提升一次速度附加提升多少力量
@agi_dex = 1 # 每提升一次速度附加提升多少灵巧
@agi_int = 0 # 每提升一次速度附加提升多少魔力
@agi_agi = 3 # 每提升一次速度附加提升多少速度
#=========================================================================
# 每提升一次魔力,提升多少附加能力
#=========================================================================
@int_hp = 1 # 每提升一次魔力附加提升多少HP
@int_sp = 15 # 每提升一次魔力附加提升多少SP
@int_str = -1 # 每提升一次魔力附加提升多少力量
@int_dex = 0 # 每提升一次魔力附加提升多少灵巧
@int_agi = 0 # 每提升一次魔力附加提升多少速度
@int_int = 7 # 每提升一次魔力附加提升多少魔力
#=========================================================================
# 每提升一次体力,提升多少附加能力
#=========================================================================
@hp = 20 # 每提升一次体力提升多少HP
@sp = 10 # 每提升一次体力提升多少SP
@hp_str = 0 # 每提升一次体力提升多少力量
@hp_dex = 0 # 每提升一次体力提升多少速度
@hp_agi = 0 # 每提升一次体力提升多少灵巧
@hp_int = -1 # 每提升一次体力提升多少魔力
# 定义说明文字
@text_hp_sc = "体力可以增加生存的能力,增加HP与SP的最大上限!"
@text_str_sc = $data_system.words.str + "可以增加物理攻击和物理技能的威力!"
@text_dex_sc = $data_system.words.dex + "可以提高攻击的命中率和防御系数!"
@text_agi_sc = $data_system.words.agi + "可以提高行动速度、逃跑成功率!"
@text_int_sc = $data_system.words.int + "可以提高魔法攻击的效果!"
@text_save = "保存分配情况并返回游戏"
@text_reset= "重新分配能力点数"
@text_2 = "每增加一次此项能力值,可以提升能力值"
@text_hp = "最大" + $data_system.words.hp + "值"
@text_sp = "最大" + $data_system.words.sp + "值"
@text_str = "最大" + $data_system.words.str + "值"
@text_dex = "最大" + $data_system.words.dex + "值"
@text_agi = "最大" + $data_system.words.agi + "值"
@text_int = "最大" + $data_system.words.int + "值"
s_disable
# 生成状态窗口
@lvup_window = Window_Lvup.new(@actor)
@lvup_window.x = 128
@lvup_window.y = 0
# 生成帮助窗口并初始化帮助文本
@help_window = Window_Lvup_Help.new
# 执行过渡
Graphics.transition(40, "Graphics/Transitions/" + $data_system.battle_transition)
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果切换画面就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@command_window.dispose
@lvup_window.dispose
@help_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
@command_window.update
# 选项明暗判断(因为太消耗资源,所以屏蔽掉了)
s_disable
@lvup_window.update
#=============================================================
# 按下 B 键的情况下
#=============================================================
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到地图画面
$scene = Scene_Menu.new
return
end
#=============================================================
# 按下 C 键的情况下
#=============================================================
if Input.trigger?(Input::C)
if @command_window.index == 5
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 将角色的剩余点数带回
$game_variables[@actor.id + LEVEL_UP_VARIABLE] = $point
# 将角色点数实际加上
@actor.str += $temp_str
@actor.dex += $temp_dex
@actor.agi += $temp_agi
@actor.int += $temp_int
@actor.maxhp += $temp_hp
@actor.maxsp += $temp_sp
# 切换到地图画面
$scene = Scene_Menu.new
return
end
if @command_window.index == 6
# 演奏确定 SE
$game_system.se_play($data_system.cancel_se)
# 将角色的剩余点数带入
$point = $game_variables[@actor.id + LEVEL_UP_VARIABLE]
# 初始化临时量
$temp_str = 0
$temp_dex = 0
$temp_agi = 0
$temp_int = 0
$temp_hp = 0
$temp_sp = 0
@lvup_window.refresh
return
end
if $point == 0
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_hp += @hp
$temp_sp += @sp
$temp_str += @hp_str
$temp_dex += @hp_dex
$temp_agi += @hp_agi
$temp_int += @hp_int
$point -= 1
@lvup_window.refresh
s_disable
return
when 1
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_str += @str_str
$temp_hp += @str_hp
$temp_sp += @str_sp
$temp_dex += @str_dex
$temp_agi += @str_agi
$temp_int += @str_int
$point -= 1
@lvup_window.refresh
s_disable
return
when 2
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_dex += @dex_dex
$temp_hp += @dex_hp
$temp_sp += @dex_sp
$temp_str += @dex_str
$temp_agi += @dex_agi
$temp_int += @dex_int
$point -= 1
@lvup_window.refresh
s_disable
return
when 3
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_agi += @agi_agi
$temp_hp += @agi_hp
$temp_sp += @agi_sp
$temp_str += @agi_str
$temp_dex += @agi_dex
$temp_int += @agi_int
$point -= 1
@lvup_window.refresh
s_disable
return
when 4
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_int += @int_int
$temp_hp += @int_hp
$temp_sp += @int_sp
$temp_str += @int_str
$temp_dex += @int_dex
$temp_agi += @int_agi
$point -= 1
@lvup_window.refresh
s_disable
return
end
end
#=============================================================
# 什么都没有按下的情况
#=============================================================
case @command_window.index
when 0 # 增加体力
temptext1 = @text_hp + @hp.to_s + "点 " + @text_str + @hp_str.to_s + "点 " + @text_dex + @hp_dex.to_s + "点"
temptext2 = @text_sp + @sp.to_s + "点 " + @text_agi + @hp_agi.to_s + "点 " + @text_int + @hp_int.to_s + "点"
@help_window.lvup_text(@text_hp_sc , @text_2 , temptext1 , temptext2)
when 1 # 增加力量
temptext1 = @text_hp + @str_hp.to_s + "点 " + @text_str + @str_str.to_s + "点 " + @text_dex + @str_dex.to_s + "点"
temptext2 = @text_sp + @str_sp.to_s + "点 " + @text_agi + @str_agi.to_s + "点 " + @text_int + @str_int.to_s + "点"
@help_window.lvup_text(@text_str_sc , @text_2 , temptext1 , temptext2)
when 2 # 增加灵巧
temptext1 = @text_hp + @dex_hp.to_s + "点 " + @text_str + @dex_agi.to_s + "点 " + @text_dex + @dex_dex.to_s + "点"
temptext2 = @text_sp + @dex_sp.to_s + "点 " + @text_agi + @dex_agi.to_s + "点 " + @text_int + @dex_int.to_s + "点"
@help_window.lvup_text(@text_dex_sc , @text_2 , temptext1 , temptext2)
when 3 # 增加速度
temptext1 = @text_hp + @agi_hp.to_s + "点 " + @text_str + @agi_str.to_s + "点 " + @text_dex + @agi_dex.to_s + "点"
temptext2 = @text_sp + @agi_sp.to_s + "点 " + @text_agi + @agi_agi.to_s + "点 " + @text_int + @agi_int.to_s + "点"
@help_window.lvup_text(@text_agi_sc , @text_2 , temptext1 , temptext2)
when 4 # 增加魔力
temptext1 = @text_hp + @int_hp.to_s + "点 " + @text_str + @int_str.to_s + "点 " + @text_dex + @int_dex.to_s + "点"
temptext2 = @text_sp + @int_sp.to_s + "点 " + @text_agi + @int_agi.to_s + "点 " + @text_int + @int_int.to_s + "点"
@help_window.lvup_text(@text_int_sc , @text_2 , temptext1 , temptext2)
when 5 # 保存设定
@help_window.lvup_text(@text_save)
when 6 # 点数重置
@help_window.lvup_text(@text_reset)
end
#=============================================================
# 按下R与L换人的情况
#=============================================================
if Input.trigger?(Input::R)
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至下一位角色
@actor_index += 1
@actor_index %= $game_party.actors.size
# 切换到别的状态画面
$scene = Scene_Lvup.new(@actor_index , @command_window.index)
return
end
# 按下 L 键的情况下
if Input.trigger?(Input::L)
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至上一位角色
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# 切换到别的状态画面
$scene = Scene_Lvup.new(@actor_index , @command_window.index)
return
end
end
#--------------------------------------------------------------------------
# ● 选项明暗判断
#--------------------------------------------------------------------------
def s_disable
# 判断剩余点数是否为0,如果为0,那么增加选项表示为暗色
if $point == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
@command_window.disable_item(4)
else
@command_window.able_item(0)
@command_window.able_item(1)
@command_window.able_item(2)
@command_window.able_item(3)
@command_window.able_item(4)
end
end
end
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================