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求叫横版格斗的脚本

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发布时间: 2012-10-21 06:57

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C:\Documents and Settings\Administrator\桌面

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1227032851 发表于 2012-10-21 07:05:29
1227032851 发表于 2012-10-21 07:03:07
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
# ■ Battler 3
#==============================================================================
# XRXS_BP 1. CP制導入 ver..23
# by 桜雅 在土, 和希
#==============================================================================

#==============================================================================
# □ Battler 3
#==============================================================================
module XRXS_BP1
# 对齐方式。0:左 1:中央 2:右
ALIGN = 0
# 人数
MAX = 4
end
class Scene_Battle_CP
# 战斗速度
BATTLE_SPEED = 2.0
# 战斗开始的时候气槽百分比
START_CP_PERCENT = 0
end

class Scene_Battle
# 效果音效,可以自己添加
DATA_SYSTEM_COMMAND_UP_SE = ""
# 各项数值功能消耗的CP值
CP_COST_BASIC_ACTIONS = 0 # 基础共同
CP_COST_SKILL_ACTION = 65535 # 技能
CP_COST_ITEM_ACTION = 65535 # 物品
CP_COST_THROW_ACTION = 65535 # 投掷
CP_COST_BASIC_ATTACK = 65535 # 攻撃
CP_COST_BASIC_GUARD = 32768 # 防御
CP_COST_BASIC_NOTHING = 65535 # 不做任何事情
CP_COST_BASIC_ESCAPE = 65535 # 逃跑
end

#==============================================================================
# --- XRXS.コマンドウィンドウ?コマンド追加機構 ---
#------------------------------------------------------------------------------
# Window_Commandクラスに add_command メソッドを追加します。
#==============================================================================
module XRXS_Window_Command_Add_Command
#--------------------------------------------------------------------------
# ○ コマンドを追加
#--------------------------------------------------------------------------
def add_command(command)
# 初期化されていない場合、無効化判別用の配列 @disabled の初期化
#
if @disabled == nil
@disabled = []
end
if @commands.size != @disabled.size
for i in [email protected]
@disabled = false
end
end
#
# 追加
#
#@commands.push(command)
@disabled.push(false)
@item_max = @commands.size
self.y -= 32
self.height += 32
self.contents.dispose
self.contents = nil
self.contents = Bitmap.new(self.width - 32, @item_max * 32)
refresh
for i in [email protected]
if @disabled
disable_item(i)
end
end
end
#--------------------------------------------------------------------------
# ○ 項目の無効化
# index : 項目番号
#--------------------------------------------------------------------------
def disable_item(index)
if @disabled == nil
@disabled = []
end
@disabled[index] = true
draw_item(index, disabled_color)
end
end
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# ○ インクルード
#--------------------------------------------------------------------------
include XRXS_Window_Command_Add_Command
#--------------------------------------------------------------------------
# ● 項目の無効化
# index : 項目番号
#--------------------------------------------------------------------------
def disable_item(index)
super
end
end
#==============================================================================
# □ Scene_Battle_CP
#==============================================================================
class Scene_Battle_CP
#--------------------------------------------------------------------------
# ○ 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :stop # CP加算ストップ
#----------------------------------------------------------------------------
# ○ オブジェクトの初期化
#----------------------------------------------------------------------------
def initialize
@battlers = []
@cancel = false
@stop = false
@agi_total = 0
# 配列 count_battlers を初期化
count_battlers = []
# エネミーを配列 count_battlers に追加
for enemy in $game_troop.enemies
count_battlers.push(enemy)
end
# アクターを配列 count_battlers に追加
for actor in $game_party.actors
count_battlers.push(actor)
end
for battler in count_battlers
@agi_total += battler.agi
end
for battler in count_battlers
battler.cp = [[65535 * START_CP_PERCENT * (rand(15) + 85) * 4 * battler.agi / @agi_total / 10000, 0].max, 65535].min
end
end
#----------------------------------------------------------------------------
# ○ CPカウントアップ
#----------------------------------------------------------------------------
def update
# ストップされているならリターン
return if @stop
#
for battler in $game_party.actors + $game_troop.enemies
# 行動出来なければ無視
if battler.dead? == true
battler.cp = 0
next
end
battler.cp = [[battler.cp + BATTLE_SPEED * 4096 * battler.agi / @agi_total, 0].max, 65535].min
end
end
#----------------------------------------------------------------------------
# ○ CPカウントの開始
#----------------------------------------------------------------------------
def stop
@cancel = true
if @cp_thread != nil then
@cp_thread.join
@cp_thread = nil
end
end
end

#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler
attr_accessor :now_guarding # 現在防御中フラグ
attr_accessor :cp # 現在CP
attr_accessor :slip_state_update_ban # スリップ?ステート自動処理の禁止
#--------------------------------------------------------------------------
# ○ CP の変更
#--------------------------------------------------------------------------
def cp=(p)
@cp = [[p, 0].max, 65535].min
end
#--------------------------------------------------------------------------
# ● 防御中判定 [ 再定義 ]
#--------------------------------------------------------------------------
def guarding?
return @now_guarding
end
#--------------------------------------------------------------------------
# ● コマンド入力可能判定
#--------------------------------------------------------------------------
alias xrxs_bp1_inputable? inputable?
def inputable?
bool = xrxs_bp1_inputable?
return (bool and (@cp >= 65535))
end
#--------------------------------------------------------------------------
# ● ステート自然解除 (ターンごとに呼び出し)
#--------------------------------------------------------------------------
alias xrxs_bp1_remove_states_auto remove_states_auto
def remove_states_auto
  return if @slip_state_update_ban
  xrxs_bp1_remove_states_auto
end
end
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● セットアップ
#--------------------------------------------------------------------------
alias xrxs_bp1_setup setup
  def setup(actor_id)
    xrxs_bp1_setup(actor_id)
    @cp = 0
    @now_guarding = false
    @slip_state_update_ban = false
  end
end
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias xrxs_bp1_initialize initialize
  def initialize(troop_id, member_index)
    xrxs_bp1_initialize(troop_id, member_index)
    @cp = 0
    @now_guarding = false
    @slip_state_update_ban = false
  end
end
#==============================================================================
# ■ Window_All
#==============================================================================
class Window_All < Window_Base
  def initialize
    #super(0,0,640,480)
    #..........................................................................
    @enemy_cp_sprite = []
    @enemy_cp_sprite_back = []
    @enemy_cp_sprite_count = []
    for actor in $game_troop.enemies
      next if !actor.exist?
      @enemy_cp_sprite_count.push(actor.index)
      @enemy_cp_sprite[actor.index] = Sprite.new
      @enemy_cp_sprite[actor.index].bitmap = Bitmap.new("Graphics/system/battle/hmcp/sprite/" + actor.name)
      @enemy_cp_sprite[actor.index].x = 450
      @enemy_cp_sprite[actor.index].y = 25 + 11
      @enemy_cp_sprite[actor.index].z = 102
      @enemy_cp_sprite_back[actor.index] = Sprite.new
      @enemy_cp_sprite_back[actor.index].bitmap = Bitmap.new("Graphics/system/battle/hmcp/cp_sprite")
      @enemy_cp_sprite_back[actor.index].x = 450
      @enemy_cp_sprite_back[actor.index].y = 25
      @enemy_cp_sprite_back[actor.index].z = 102
    end
    refresh
  end
  def dispose
    for actor_index in @enemy_cp_sprite_count
      @enemy_cp_sprite[actor_index].bitmap.dispose
      @enemy_cp_sprite[actor_index].dispose
      @enemy_cp_sprite_back[actor_index].bitmap.dispose
      @enemy_cp_sprite_back[actor_index].dispose
    end
  end
  def refresh
    for actor in $game_troop.enemies
      next if !actor.exist?
      if actor.cp == nil
        actor.cp = 0
      end
      @enemy_cp_sprite[actor.index].x = 450 + actor.cp * 140 /65535
      @enemy_cp_sprite_back[actor.index].x = 450 + actor.cp * 140 /65535
    end
  end
end

#==============================================================================
# ■ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
  #--------------------------------------------------------------------------
  # ○ 公開インスタンス変数
  #--------------------------------------------------------------------------
  attr_accessor :update_cp_only # CPメーターのみの更新
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  alias xrxs_bp1_initialize initialize
  def initialize
    @update_cp_only = false
    @wall = Window_All.new
    xrxs_bp1_initialize
   
  end
  def dispose
    super
    @wall.dispose
    @hp_bitmap.dispose
    @mp_bitmap.dispose
    @cp_bitmap.dispose
    @cp_back_bar.dispose
    for actor in $game_party.actors
      @actor_cp_sprite[actor.index].bitmap.dispose
      @actor_cp_sprite[actor.index].dispose
      @actor_cp_sprite_back[actor.index].bitmap.dispose
      @actor_cp_sprite_back[actor.index].dispose
    end
    for actor_index in 1..$game_party.actors.size
      @sta_back[actor_index].bitmap.dispose
      @sta_back[actor_index].dispose
      @sta_output[actor_index].bitmap.dispose
      @sta_output[actor_index].dispose
      @cp_output[actor_index].bitmap.dispose
      @cp_output[actor_index].dispose
    end
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  alias xrxs_bp1_refresh refresh
  def refresh
    unless @update_cp_only
      xrxs_bp1_refresh
    end
    refresh_cp
    @wall.refresh
  end
  #--------------------------------------------------------------------------
  # ○ リフレッシュ(CPのみ)
  #--------------------------------------------------------------------------
  def refresh_cp
    #........................................................................
    for actor in $game_party.actors
      next if !actor.exist?
      if actor.cp == nil
        actor.cp = 0
      end
      @actor_cp_sprite[actor.index].x = 450 + actor.cp * 140 /65535
      @actor_cp_sprite_back[actor.index].x = 450 + actor.cp * 140 /65535
    end
    for i in 0...$game_party.actors.size
      actor = $game_party.actors
      if actor.cp == nil
        actor.cp = 0
      end
      @cp_output[i + 1].bitmap.clear
      @cp_output[i + 1].bitmap.font.size = 11
      @cp_output[i + 1].bitmap.font.name = "经典细隶书简"
      @cp_output[i + 1].bitmap.font.color.set(50, 50, 50)
      cp_height = actor.cp * @cp_bitmap.height / 65535
      cp_rect = Rect.new(0, @cp_bitmap.height - cp_height, @cp_bitmap.width, cp_height)
      @cp_output[i + 1].bitmap.blt(9, 6 + @cp_bitmap.height - cp_height, @cp_bitmap, cp_rect)
    end
    #........................................................................
  end
end
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