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Lv1.梦旅人

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发表于 2013-5-30 00:32:02 | 只看该作者 回帖奖励 |正序浏览 |阅读模式

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本帖最后由 魔力的觉醒 于 2016-8-17 13:54 编辑

水贴勿点
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Lv1.梦旅人

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发表于 2013-6-7 08:47:14 | 只看该作者
  1. #================================================= =============================
  2. #+ MOG - MELODIA(V1.1)+ + +
  3. #================================================= =============================
  4. 由Moghunter#

  5. #================================================= =============================
  6. #Sistema的德MUSICA,efeitosvisuáisÉjogabilidade快速电子简单。
  7. #埃斯特脚本农村SER usado科莫的minigameavançado或是mesmo como庵瑜伽
  8. #COMPLETO dependendoutilização到系统。
  9. #================================================= =============================

  10. #================================================= =============================
  11. #●PARAØ哈马脚本
  12. #================================================= =============================
  13. #使用突击队突击队abaixo的的哈马atraves脚本。

  14. #Melodia_a(A,B)

  15. #A - ID来Stágio的
  16. #B - 开关ID阙血清ativada vencer AO在stágio。 (可选)

  17. #================================================= =============================

  18. #================================================= =============================
  19. ID:●OUTRAS $者资讯
  20. #================================================= =============================
  21. #1 - 记录的奔涛ficarágravadovariávelID为101(默认)。
  22. #2 - àquantidade的德组合:马克西莫ficará在variávelID为102(默认)gravado。
  23. #3 - 图像devem SERgravádas的面食
  24. #显示/ MELODIA /
  25. #================================================= =============================

  26. #================================================= =============================
  27. #●HISTÓRICO
  28. #================================================= =============================
  29. #1.1 - 缺陷Corrigidofunção暂停鳌terminar的Stagio。
  30. #================================================= =============================

  31. #================================================= =============================
  32. #■舞台设置
  33. #================================================= =============================
  34. 模块MOG_MELODIA_STAGE_SETUP的
  35.   
  36.   #☢注意!☢只有网站管理员看得到,不碰。^ _ ^
  37.   STAGE_BASE_SETUP = []
  38.   STAGE_MUSIC = []
  39.   STAGE_BACKGROUND = []
  40.   STAGE_CHARACTER = []
  41.   STAGE_PARTICLES = []
  42.   #☢注意!☢只有网站管理员看得到,不碰。^ _ ^
  43.   
  44.   #------------------------------------------------- -------------------------
  45.   #●SYSTEM_SETUP
  46.   #------------------------------------------------- -------------------------
  47.   #STAGE_SYSTEM_SETUP [ID] = [A,B,C,D]
  48.   #
  49.   ID =#ID阶段
  50.   #ID stagio。
  51.   #= PLAYER惠普
  52.   #Quantidade德阙VOCE vezes农村疏失杜兰特UM stagio。
  53.   #B =上诉METER
  54.   #Vezes:阙Quantidade口头德韦acertar第vencer段stagio。
  55.   #C =阶段持续时间(以秒/ 60 = 1分钟)
  56.   #天宝,LIMITE第vencer的stagio。
  57.   #D =反应速度(60 = 1秒)
  58.   #天宝,LIMITE第pressionar段波涛CERTO。
  59.   #------------------------------------------------- -------------------------
  60.   STAGE_BASE_SETUP [1] = [10,10,180,45]
  61.   STAGE_BASE_SETUP [2] = [3,300,120,30]
  62.   STAGE_BASE_SETUP [3] = [10,200,180,60]
  63.   #------------------------------------------------- -------------------------
  64.   #●音乐设置
  65.   #------------------------------------------------- -------------------------
  66.   #STAGE_MUSIC [ID] = [“A”,“A”,“A”...]
  67.   #
  68.   ID =#ID阶段
  69.   #
  70.   #A =Definição的诺姆德arquivo音乐(颇得SER MAIS心灵)。
  71.   #
  72.   #EV - STAGE_MUSIC [1] =:[“Music_0”,“Music_1”,“Music_2”]
  73.   #
  74.   #------------------------------------------------- -------------------------
  75.   STAGE_MUSIC [1] = [“字段1”]
  76.   STAGE_MUSIC [2] =:[“滴没有mukou”]
  77.   STAGE_MUSIC [3] = [[Music_3“
  78.   #------------------------------------------------- -------------------------
  79.   ●舞台背景#1
  80.   #------------------------------------------------- -------------------------
  81.   #STAGE_BACKGROUND [ID] = [“A”,B,C,D'É']
  82.   #
  83.   ID =#ID阶段
  84.   #
  85.   #A =的背景名称(文件名)
  86.   #
  87.   #B = EFFECT TYPE
  88.   # - 0 =滑动效果
  89.   # - 1 =波效应
  90.   #
  91.   #C = A POWER
  92.   #Velocidade的deslize水平(幻灯片效果)
  93.   #区distorção没有efeito波。 (德0 9)
  94.   #
  95.   #D = B电源
  96.   #Velocidade deslize垂直(幻灯片效果)
  97.   #Velocidade德distorção到efeito波。 (德0 9)
  98.   #
  99.   #E =第二个背景(字符)
  100.   #
  101.   #------------------------------------------------- -------------------------
  102.    STAGE_BACKGROUND [1] = [“Back_01的0,5,0]
  103.    STAGE_BACKGROUND [2] = [“Back_02,”1,10,10]
  104.    STAGE_BACKGROUND [3] = [“Back_03,”0,1,0]
  105.   #------------------------------------------------- -------------------------
  106.   #●阶段性
  107.   #------------------------------------------------- -------------------------
  108.   #STAGE_CHARACTER [A] = [“B”,C]
  109.   #
  110.   #A - 级ID
  111.   #B - 呼吸的影响
  112.   #Ativar的efeito德respiração
  113.   #------------------------------------------------- -------------------------
  114.   STAGE_CHARACTER [1] = [“Char_01的,假]
  115.   STAGE_CHARACTER [2] = [“Char_02,”真]
  116.   STAGE_CHARACTER [3] = [“Char_03”,虚假]
  117.   #------------------------------------------------- -------------------------
  118.   ●舞台颗粒
  119.   #------------------------------------------------- -------------------------
  120.   #STAGE_PARTICLES的[ID] = [“A”,B,C,D,E,F,G]
  121.   #
  122.   ID =#ID阶段
  123.   #
  124.   #B = X速度
  125.   #水平particula Velocidade。
  126.   #
  127.   #C = Y速度
  128.   #Velocidade,particula垂直的。
  129.   #
  130.   #D =角速率
  131.   #Velocidade安古洛particula。
  132.   #
  133.   #E = BLENDY型
  134.   #TIPO到Efeito BLENDY。
  135.   #
  136.   #F =随机颜色
  137.   #Ativar芯aleatórias的。
  138.   #
  139.   G#=颗粒数
  140.   编号号码查询partículas。 (浅草的我Tenha的德敖定义quantidade
  141.   #Patículas第NAO causar的滞后性。)
  142.   #------------------------------------------------- -------------------------
  143.   。STAGE_PARTICLES [1] = [“Particle_01”,2,0,4,0,真实的,10]
  144.   STAGE_PARTICLES [2] = [“Particle_02,”0,2,1,1,真正的15]
  145.   STAGE_PARTICLES [3] = [Particle_03',2,-3,2,0,真正的15]
  146. 结束

  147. #================================================= =============================
  148. #■一般设定
  149. #================================================= =============================
  150. 模块MOG_MELODIA_A
  151.   IDvariável的#Definição,阙ficarágravada奔涛记录。
  152.   STORE_SCORE_VARIABLE_ID = 101
  153.   IDvariável的#Definição,阙ficarágravada记录连击。
  154.   STORE_COMBO_VARIABLE_ID = 102
  155.   用#Posição(ENCANTO /魅力)到medidor德呼吁
  156.   APPEAL_METER_POS = [81.277]
  157.   #Velocidade德animação到medidor。
  158.   METER_FLOW_SPEED = 5
  159.   NUMERO#Posição到了步伐。
  160.   TIME_NUMBER_POS = [100.380]
  161.   #Posição到NUMERO的奔涛。
  162.   SCORE_POS = [360,385]
  163.   #PosiçãoIMAGEM福戈。
  164.   FIRE_POS = [15.235]
  165.   #VelocidadeanimaçãoIMAGEM福戈。
  166.   FIRE_ANIMATION_SPEED = 3
  167.   #到medidor性能Posição。
  168.   PERFORM_POS = [100.15]
  169.   #德reaçãomedidorPosição。
  170.   REACTION_POS = [315.15]
  171.   #为了Posição波涛IMAGEM德pressionar。
  172.   KEY_POS = [155.265]
  173.   #到medidor后劲Posição。
  174.   STAMINA_METER_POS = [137.340]
  175.   #PosiçãoNUMERO的组合。
  176.   CB_NUMBER_POS = [453.350]
  177. 结束

  178. #================================================= ==============================
  179. #模块■音效
  180. #================================================= ==============================
  181. 模块MOG_MELODIA_A_SOUND_EFFECTS的
  182.   光标#索姆。
  183.   CURSOR_SE =“Decision1”
  184.   #敖索姆pausar的瑜伽。
  185.   PAUSE_SE =的“Chime2”
  186.   #敖索姆acertar的突击队。
  187.   RIGHT_SE =“Wind7中”
  188.   #Definição的成交量高达索姆acerto。
  189.   #(啪啦阙aqueles的incomodam COMØ索姆atrapalhando一个MUSICA Fundo的。)
  190.   RIGHT_SE_VOLUME = 70
  191.   #敖索姆疏失突击队。
  192.   WRONG_SE =的“Buzzer1”
  193.   #索姆向ULTIMO德acerto突击队。
  194.   LAST_PRESS_SE =的“Chime2”
  195.   #索姆到特拉德resultado。
  196.   RESULT_SE =“项目1”
  197.   #AO索姆的reação的零chegar Medidor。
  198.   REACTION_TIMEOVER_SE =“载入”
  199.   #何时,索姆一个后劲chegar的零。
  200.   STAMINA_ZERO_SE =“Absorb1”
  201.   #索姆速度的限制。
  202.   TIMEOVER_SE =“电话”
  203. 结束




  204. #================================================= =============================
  205. #■游戏系统
  206. #================================================= =============================
  207. 类Game_System
  208.   attr_accessor中:melodia_a
  209.   attr_accessor中:melodia_a_record
  210.   
  211.   #------------------------------------------------- -------------------------
  212.   #●初始化
  213.   #------------------------------------------------- -------------------------
  214.   又名mog_melodia_a_initialize初始化
  215.   DEF初始化
  216.       @ Melodia_a = []
  217.       @ Melodia_a_record = [0,0]
  218.       mog_melodia_a_initialize
  219.   结束

  220. 结束

  221. #================================================= =============================
  222. ■游戏口译
  223. #================================================= =============================
  224. 类Game_Interpreter
  225.   包括MOG_MELODIA_STAGE_SETUP
  226.   
  227.   #------------------------------------------------- -------------------------
  228.   #●MELODIA
  229.   #------------------------------------------------- -------------------------
  230.   DEF旋律(stage_id = 1,swith_id =零)
  231.       $ Game_system.melodia_a.clear
  232.       system_setup = STAGE_BASE_SETUP [stage_id]救援为零
  233.       music_setup = STAGE_MUSIC [stage_id]救援为零
  234.       background_setup = STAGE_BACKGROUND [stage_id]救援为零
  235.       character_setup = STAGE_CHARACTER [stage_id]救援为零
  236.       particles_setup = STAGE_PARTICLES [stage_id]救援为零
  237.       Game_system.melodia_a [0] = system_setup
  238.       $ Game_system.melodia_a:[1] = music_setup
  239.       $ Game_system.melodia_a [2] = background_setup
  240.       $ Game_system.melodia_a [3] = character_setup
  241.       Game_system.melodia_a [4] = particles_setup
  242.       Game_system.melodia_a [5] = swith_id
  243.       SceneManager.call(Scene_Melodia_A)
  244.   结束
  245.   
  246. 结束

  247. #================================================= =============================
  248. #■高速缓存
  249. #================================================= =============================
  250. Cache模块
  251.   
  252.   #------------------------------------------------- -------------------------
  253.   #●萌
  254.   #------------------------------------------------- -------------------------
  255.   :DEF self.moe_1(文件名)
  256.       load_bitmap(“图形/ MELODIA /”,文件名)
  257.   结束
  258.   
  259. 结束

  260. #================================================= =============================
  261. #■Scene_Melodia_A
  262. #================================================= =============================
  263. 类Scene_Melodia_A
  264.   包括MOG_MELODIA_A
  265.   包括MOG_MELODIA_STAGE_SETUP
  266.   
  267. #------------------------------------------------- -----------------------------
  268. #●主
  269. #------------------------------------------------- -----------------------------
  270. DEF主
  271.      格局
  272.      create_sprites
  273.      execute_loop
  274.      execute_dispose
  275. 结束
  276.   
  277. #------------------------------------------------- -----------------------------
  278. ●执行循环
  279. #------------------------------------------------- -----------------------------
  280. DEF execute_loop
  281.      graphics.transition(60)
  282.      环路
  283.           Graphics.update
  284.           Input.update
  285.           更新
  286.           打破,如果SceneManager.scene!=自我
  287.      结束
  288. 结束

  289.   #------------------------------------------------- -------------------------
  290.   #●初始化
  291.   #------------------------------------------------- -------------------------
  292.   DEF初始化
  293.       BattleManager.save_bgm_and_bgs
  294.       setup_base
  295.       setup_music
  296.   结束

  297.   #------------------------------------------------- -------------------------
  298.   ●设置#音乐
  299.   #------------------------------------------------- -------------------------
  300.   DEF setup_music
  301.       music_list = $ game_system.melodia_a救援零[1]
  302.       _AT_ Music_name =为零
  303.       返回如果music_list ==无
  304.       @ Music_name music_list = [兰特(music_list.size)]救援零
  305.   结束
  306.   
  307.   #------------------------------------------------- -------------------------
  308.   #●设置
  309.   #------------------------------------------------- -------------------------
  310.   DEF设置
  311.       execute_dispose
  312.       @得分为0
  313.       @ = @ Score_old得分
  314.       @ = @ Score_cache得分
  315.       @点击= 0
  316.       @ EVENT_TIME = 240
  317.       _AT_ Event_speed = 1时
  318.       @暂停=真
  319.       _AT_ Force_pause = FALSE
  320.       @相= 0
  321.       _AT_ Press_refresh = FALSE
  322.       _AT_ Target_attack_duration = 0时
  323.       _AT_ Hp_number_animation_duration = 0时
  324.       _AT_ Particles_enable = TRUE
  325.       _AT_ Particles_max = game_system.melodia_a $ [4] [6]救援零
  326.       @ Particles_max = 10 @ particles_max ==零
  327.       @第= 0
  328.       _AT_ Max_combo = 0时
  329.       _AT_ Max_score = 0时
  330.       @ Top_score = $ game_system.melodia_a_record:[0]
  331.       @ N_hits = 0
  332.       _AT_ Rank_point = 0时
  333.       @等级='F'
  334.       setup_timer_meter
  335.   结束
  336.   
  337.   #------------------------------------------------- -------------------------
  338.   #●设置基地
  339.   #------------------------------------------------- -------------------------
  340.   DEF setup_base
  341.       如果game_system.melodia_a美元[0] =零
  342.          马力= $ game_system.melodia_a [0] [0]
  343.          appeal_meter = $ game_system.melodia_a [0] [1]
  344.          stage_duration = $ game_system.melodia_a [0] [2]
  345.          reation_speed = $ game_system.melodia_a [0] [3]
  346.       结束
  347.       如果惠普HP = 10马力==零或<= 0
  348.       如果appeal_meter = 30 appeal_meter ==零或appeal_meter的<= 0
  349.       如果stage_duration stage_duration = 1 ==零或stage_duration <1
  350.       stage_duration如果stage_duration = 5999 = 6000
  351.       reation_speed如果reation_speed ==无或reation_speed的<= 0 = 60
  352.       _AT_ Player_maxhp马力
  353.       @ = @ Player_hp player_maxhp
  354.       _AT_ Target_maxhp = appeal_meter
  355.       _AT_ Target_hp = 0时
  356.       _AT_ Stage_duration = stage_duration
  357.       @ Bonus_speed = 35
  358.       _AT_ Reaction_time_max = reation_speed
  359.       @ = @ Reaction_time reaction_time_max
  360.       _AT_ Reaction_time_score = 0时
  361.       _AT_ Reaction_time_average = 0时
  362.   结束
  363.   
  364.   #------------------------------------------------- -------------------------
  365.   ●执行音乐
  366.   #------------------------------------------------- -------------------------
  367.   DEF execute_music
  368.       如果返回@ music_name ==零
  369.       Audio.bgm_play(音频/ BGM /“+​​ @ music_name.to_s,100,100)救援零
  370.   结束
  371.   
  372.   #------------------------------------------------- -------------------------
  373.   #●设置定时
  374.   #------------------------------------------------- -------------------------
  375.   DEF setup_timer_meter
  376.       @ KEY = 0
  377.       @等待= 0
  378.       _AT_ Wait_cancel = FALSE
  379.       @定时器= 60 * @ stage_duration
  380.       MAX_TIME @ = @定时器
  381.       update_timer
  382.       create_meter
  383.       create_number
  384.       create_fire
  385.   结束
  386.   
  387.   #------------------------------------------------- -------------------------
  388.   #●开始
  389.   #------------------------------------------------- -------------------------
  390.   高清create_sprites的
  391.       execute_music
  392.       create_info(“INFO0”)
  393.       create_score
  394.       create_stamina_meter
  395.       create_background_1
  396.       create_background_2
  397.       create_bonus_meter
  398.       create_press
  399.       create_combo
  400.       create_reaction_meter
  401.       create_layout
  402.       create_particles
  403.       create_flash
  404.   结束
  405.     
  406. 结束

  407. #================================================= ==============================
  408. #■梅勒迪健全的影响
  409. #================================================= ==============================
  410. 模块MELODIA_A_SOUND_EFFECTS的
  411.   包括MOG_MELODIA_A_SOUND_EFFECTS
  412.   
  413.   #------------------------------------------------- -------------------------
  414.   #●播放声音
  415.   #------------------------------------------------- -------------------------
  416.   DEF play_sound(文件名,音量= 100)
  417.       Audio.se_play(音频/ SE /“+ file_name.to_s,卷,100)救援零
  418.   结束
  419.   
  420.   #------------------------------------------------- -------------------------
  421.   ●光标
  422.   #------------------------------------------------- -------------------------
  423.   def se_cursor中
  424.       play_sound(CURSOR_SE)
  425.   结束
  426.    
  427.   #------------------------------------------------- -------------------------
  428.   #●东南错误的
  429.   #------------------------------------------------- -------------------------
  430.   DEF se_wrong
  431.       play_sound(WRONG_SE)
  432.   结束

  433.   #------------------------------------------------- -------------------------
  434.   ●正确的
  435.   #------------------------------------------------- -------------------------
  436.   DEF se_right
  437.       play_sound(RIGHT_SE RIGHT_SE_VOLUME)
  438.   结束
  439.     
  440.   #------------------------------------------------- -------------------------
  441.   ●暂停
  442.   #------------------------------------------------- -------------------------
  443.   DEF se_pause
  444.       play_sound(PAUSE_SE)
  445.   结束
  446.       
  447.   #------------------------------------------------- -------------------------
  448.   #●最后一击
  449.   #------------------------------------------------- -------------------------
  450.   DEF se_last_blow
  451.       play_sound(LAST_PRESS_SE)
  452.   结束
  453.     
  454.   #------------------------------------------------- -------------------------
  455.   ●结果
  456.   #------------------------------------------------- -------------------------
  457.   DEF se_result
  458.       play_sound(RESULT_SE)
  459.   结束
  460.   
  461.   #------------------------------------------------- -------------------------
  462.   #●反应TIMEOVER
  463.   #------------------------------------------------- -------------------------
  464.   DEF se_reaction_timeover
  465.       play_sound(REACTION_TIMEOVER_SE)
  466.   结束
  467.     
  468.   #------------------------------------------------- -------------------------
  469.   #●耐力SE零
  470.   #------------------------------------------------- -------------------------
  471.   DEF se_statmina_zero
  472.       play_sound(STAMINA_ZERO_SE)
  473.   结束

  474.   #------------------------------------------------- -------------------------
  475.   ●SE TIMEOVER
  476.   #------------------------------------------------- -------------------------
  477.   DEF se_timeover
  478.       play_sound(TIMEOVER_SE)
  479.   结束
  480.   
  481. 结束

  482. #================================================= =============================
  483. #■Scene_Melodia_A
  484. #================================================= =============================
  485. 类Scene_Melodia_A
  486.       包括MELODIA_A_SOUND_EFFECTS
  487. 结束
  488.     
  489. #================================================= =============================
  490. #■Scene_Melodia_A
  491. #================================================= =============================
  492. 类Scene_Melodia_A
  493.   
  494.   #------------------------------------------------- -------------------------
  495.   #●创建Flash
  496.   #------------------------------------------------- -------------------------
  497.   DEF create_flash
  498.       dispose_flash
  499.       @ Viewport_flash Viewport.new =(0,105,544,170)
  500.       _AT_ Viewport_flash.z千
  501.       @ Flash_bitmap = []
  502.       指数= 0
  503.       i和0 .. 8
  504.           X =(37 *指数)+(KEY_POS [0] - 18)
  505.           _AT_ Flash_bitmap.push(Flash_Sprite_Melodia_A.new(@ viewport_flash,X,索引))
  506.           指数+ = 1
  507.       结束
  508.   结束
  509.     
  510.   #------------------------------------------------- -------------------------
  511.   ●创建粒子
  512.   #------------------------------------------------- -------------------------
  513.   DEF create_particles
  514.       dispose_particles
  515.       返回,如果@ particles_enable
  516.       _AT_ Viewport_light Viewport.new的=(-32,-32,576,350)
  517.       @ Viewport_light.z = 10
  518.       @ Light_bitmap = []
  519.       0 .. @ particles_max
  520.           _AT_ Light_bitmap.push(Particles_Melodia_A.new(@ viewport_light))
  521.       结束
  522.   结束
  523.   
  524.   #------------------------------------------------- -------------------------
  525.   ●创建背景#1
  526.   #------------------------------------------------- -------------------------
  527.   DEF create_background_1
  528.       如果$ game_system.melodia_a [2] =零
  529.          文件名= game_system.melodia_a [2] [0]救援零
  530.          @ Back_effect_type = $ game_system.melodia_a [2] [1]救援零
  531.          (c)Back_effect_power_1 = $ game_system.melodia_a [2] [2]救援零
  532.          (c)Back_effect_power_2 = $ game_system.melodia_a [2] [3]救援零
  533.       结束
  534.       文件名=“”如果FILE_NAME ==无
  535.       _AT_ Back_effect_type = 0,如果@ back_effect_type ==零
  536.       @ Back_effect_power_1 = 1如果@ back_effect_power_1 ==零
  537.       @ Back_effect_power_2 = 0 @ back_effect_power_2 ==零
  538.       @ Battleback1_bitmap = Cache.moe_1(file_name.to_s)救援零
  539.       @ Battleback1_bitmap = Bitmap.new(32,32),如果@ battleback1_bitmap ==零
  540.       如果_AT_ back_effect_type == 0
  541.          @背景= Plane.new
  542.          @ = @ Background.bitmap battleback1_bitmap
  543.       其他
  544.          @背景= Sprite.new
  545.          范围=(的@ back_effect_power_1 + 1)* 10
  546.          范围= 500如果范围> 500
  547.          速度=(的@ back_effect_power_2 + 1)* 100
  548.          速度,如果速度= 1000> 1000
  549.          @ Background.x范围=
  550.          @ Background.wave_amp范围=
  551.          @ Background.wave_length的= 544
  552.          _AT_ Background.wave_speed速度
  553.          _AT_ Background.bitmap Bitmap.new的=(544 +(范围* 2),416)
  554.          @ Background.bitmap.stretch_blt(@ background.bitmap.rect,battleback1_bitmap,@,@ battleback1_bitmap.rect)
  555. #@ = Background.ox background.bitmap.width / 2
  556. #@ = Background.oy background.bitmap.height / 2
  557. #@ = Background.x background.ox
  558. #@ = Background.y background.oy
  559.       结束
  560. #@ = Background.bitmap battleback1_bitmap
  561.       _AT_ Background.z = 0时
  562.   结束
  563.     
  564.     
  565.   #------------------------------------------------- -------------------------
  566.   ●创建背景#2
  567.   #------------------------------------------------- -------------------------
  568.   DEF create_background_2
  569.       @ Breach_effect = [1.0,0]
  570.       如果$ game_system.melodia_a [3] =零
  571.          文件名= game_system.melodia_a [3] [0]救援零
  572.          _AT_ Breath_effect = game_system.melodia_a $ [3] [1]救援零
  573.       结束
  574.       文件名=“”如果FILE_NAME ==无
  575.       @ Breath_effect = false,如果@ breath_effect ==零
  576.       @ Battleback2_bitmap = Cache.moe_1(file_name.to_s)救援零
  577.       @ Battleback2_bitmap = Bitmap.new(32,32),如果@ battleback2_bitmap ==零
  578.       _AT_ Background_2 = Sprite.new
  579.       @ = @ Background_2.bitmap battleback2_bitmap
  580.       @ = @ Background_2.y background_2.bitmap.height
  581.       @ = @ Background_2.oy background_2.bitmap.height
  582.       _AT_ Background_2.z = 1时
  583.   结束
  584.   
  585.   #------------------------------------------------- -------------------------
  586.   ●创建布局
  587.   #------------------------------------------------- -------------------------
  588.   DEF create_layout
  589.       @布局= Sprite.new
  590.       @ Layout.bitmap = Cache.moe_1(“布局”)
  591.       @ Layout.z = 100
  592.       _AT_ Layout.visible = FALSE
  593.   结束
  594.   
  595.   #------------------------------------------------- -------------------------
  596.   #●create_meter
  597.   #------------------------------------------------- -------------------------
  598.   DEF create_meter
  599.       _AT_ Meter_flow = 0时
  600.       @ Meter_image = Cache.moe_1(“Timer_Meter”)
  601.       _AT_ Meter_bitmap = Bitmap.new(@ meter_image.width,meter_image.height)
  602.       = @ @ Meter_range meter_image.width / 3
  603.       Meter_width = @ @ @ target_hp meter_range * / @ target_maxhp
  604.       = @ @ Meter_height meter_image.height / 2
  605.       _AT_ Meter_sprite = Sprite.new
  606.       @ = @ M​​eter_sprite.bitmap meter_bitmap
  607.       _AT_ Meter_sprite.z 201
  608.       @ Meter_sprite.x APPEAL_METER_POS = [0]
  609.       _AT_ Meter_sprite.y = APPEAL_METER_POS [1]
  610.       @ = @ M​​eter2_width meter_range
  611.       _AT_ Meter2_bitmap = Bitmap.new(@ meter_image.width,meter_image.height)
  612.       _AT_ Meter2_sprite = Sprite.new
  613.       @ = @ M​​eter2_sprite.bitmap meter2_bitmap
  614.       @ Meter2_sprite.z = 200
  615.       _AT_ Meter2_sprite.mirror = TRUE
  616.       @ Meter2_sprite.x APPEAL_METER_POS = [0] - (meter_range * 2)
  617.       _AT_ Meter2_sprite.y = APPEAL_METER_POS [1]
  618.       @ Meter_sprite.bitmap.clear
  619.       @ Meter2_sprite.bitmap.clear
  620.       Meter_width = @ @ @ target_hp meter_range * / @ target_maxhp
  621.       @ Meter_src_rect = Rect.new(@ meter_flow,0,@ meter_width meter_height)
  622.       @ @ Meter_bitmap.blt(0.0,meter_image,@ meter_src_rect)
  623.       _AT_ Meter2_src_rect = Rect.new(_AT_ meter_flow meter_height @,@ meter2_width meter_height)
  624.       @ @ Meter2_bitmap.blt(0.0,meter_image,@ meter2_src_rect)
  625.       @ Meter_flow + = METER_FLOW_SPEED的
  626.       @ Meter_flow = 0 @ meter_flow> = meter_image.width @ - @ meter_range
  627.       _AT_ Meter_sprite.visible = FALSE
  628.       _AT_ Meter2_sprite.visible = FALSE
  629.   结束
  630.   
  631.   #------------------------------------------------- -------------------------
  632.   ●创建奖励计
  633.   #------------------------------------------------- -------------------------
  634.   DEF create_bonus_meter
  635.       执行@ = 0
  636.       _AT_ Perform_max千
  637.       @ P_image = Cache.moe_1(“P_Meter”)
  638.       _AT_ P_bitmap = Bitmap.new(@ p_image.width,p_image.height)
  639.       P_width = @ @ @ p_image.width *执行/ @ perform_max
  640.       @ = @ P_height p_image.height
  641.       @ P_src_rect Rect.new =(0,p_width p_height)
  642.       @ @ P_bitmap.blt(0.0,p_image,@ p_src_rect)
  643.       _AT_ P_sprite = Sprite.new
  644.       @ = @ P_sprite.bitmap p_bitmap
  645.       _AT_ P_sprite.z 201
  646.       @ P_sprite.x PERFORM_POS = [0]
  647.       _AT_ P_sprite.y = PERFORM_POS [1]
  648.       _AT_ P_sprite.visible = FALSE
  649.       update_bonus_meter
  650.   结束
  651.   
  652.   #------------------------------------------------- -------------------------
  653.   ●创建反应仪
  654.   #------------------------------------------------- -------------------------
  655.   DEF create_reaction_meter
  656.       @ R_image = Cache.moe_1(“Reaction_Meter”)
  657.       _AT_ R_bitmap = Bitmap.new(@ r_image.width,r_image.height)
  658.       R_width = @ _AT_ reaction_time r_image.width * / @ reaction_time_max
  659.       @ = @ R_height r_image.height
  660.       _AT_ R_sprite = Sprite.new
  661.       @ = @ R_sprite.bitmap r_bitmap
  662.       _AT_ R_sprite.z 201
  663.       @ R_sprite.x REACTION_POS = [0]
  664.       _AT_ R_sprite.y = REACTION_POS [1]
  665.       _AT_ R_sprite.visible = FALSE
  666.       update_reaction_meter
  667.   结束
  668.   
  669.   #------------------------------------------------- -------------------------
  670.   ●创建新闻
  671.   #------------------------------------------------- -------------------------
  672.   DEF create_press
  673.       _AT_ Next_key = 0时
  674.       _AT_ Pressed_key = 0时
  675.       :_AT_ Press_image = Cache.moe_1(“按钮”)
  676.       _AT_ Press_bitmap = Bitmap.new(@ press_image.width,press_image.height)
  677.       @ = @ Press_width press_image.width上/ 9
  678.       @ = @ Press_height press_image.height
  679.       make_next_command
  680.       _AT_ Press_src_rect Rect.new =(@ * @ next_key press_width,0,@ press_width @ press_height)
  681.       @ @ Press_bitmap.blt(0.0,press_image,@ press_src_rect)
  682.       _AT_ Press_sprite = Sprite.new
  683.       @ = @ Press_sprite.bitmap press_bitmap
  684.       _AT_ Press_sprite.z 201
  685.       @ Press_sprite.x KEY_POS = [0]
  686.       @ Press_sprite.y = KEY_POS [1]
  687.       = @ @ Press_sprite.ox press_width / 2
  688.       @ = @ Press_sprite.oy press_height
  689.       _AT_ Press_sprite.visible = FALSE
  690.   结束
  691.   
  692.   #------------------------------------------------- -------------------------
  693.   ●检查关键位置
  694.   #------------------------------------------------- -------------------------
  695.   def check_key_position中
  696.       KEY_POS = @(@ @ press_width next_key *)+ KEY_POS [0]
  697.       @ = @ Press_sprite.x KEY_POS
  698.   结束
  699.   
  700.   #------------------------------------------------- -------------------------
  701.   #●create_number
  702.   #------------------------------------------------- -------------------------
  703.   DEF create_number
  704.       @ Number_image = Cache.moe_1(“Timer_Number”)
  705.       _AT_ Number_bitmap = Bitmap.new(@ number_image.width,number_image.height)
  706.       _AT_ Number_sprite = Sprite.new
  707.       @ = @ Number_sprite.bitmap number_bitmap
  708.       _AT_ Number_sprite.z 203
  709.       @ Number_sprite.x TIME_NUMBER_POS = [0]
  710.       _AT_ Number_sprite.y = TIME_NUMBER_POS [1]
  711.       = @ @ Number_cw number_image.width / 10
  712.       @ = @ Number_ch number_image.height
  713.       refresh_number
  714.       @ = @ total_sec
  715.       _AT_ Number_sprite.visible = FALSE
  716.   结束
  717.     
  718.   #------------------------------------------------- -------------------------
  719.   ●创建耐力仪表
  720.   #------------------------------------------------- -------------------------
  721.   DEF create_stamina_meter
  722.       _AT_ Old_stamina = - 1
  723.       @ Hp2_image = Cache.moe_1(“Stamina_Meter”)
  724.       _AT_ Hp2_bitmap = Bitmap.new(@ hp2_image.width,hp2_image.height)
  725.       Hp2_width = @ @ @ player_hp hp2_image.width * / @ player_maxhp
  726.       @ = @ Hp2_height hp2_image.height
  727.       _AT_ Hp2_sprite = Sprite.new
  728.       @ = @ Hp2_sprite.bitmap hp2_bitmap
  729.       _AT_ Hp2_sprite.z 201
  730.       @ Hp2_sprite.x STAMINA_METER_POS = [0]
  731.       _AT_ Hp2_sprite.y = STAMINA_METER_POS [1]
  732.       _AT_ Hp2_sprite.visible = FALSE
  733.       refresh_stamina_meter
  734.   结束
  735.     
  736.   #------------------------------------------------- -------------------------
  737.   ●创建组合
  738.   #------------------------------------------------- -------------------------
  739.   DEF create_combo
  740.       @组合= 0
  741.       @ = @ Combo_old组合
  742.       @ Cb_number_image = Cache.moe_1(“CB_Number”)
  743.       _AT_ Cb_number_bitmap = Bitmap.new(@ cb_number_image.width,cb_number_image.height)
  744.       _AT_ Cb_number_sprite = Sprite.new
  745.       @ = @ Cb_number_sprite.bitmap cb_number_bitmap
  746.       _AT_ Cb_number_sprite.z 203
  747.       @ Cb_number_sprite.x CB_NUMBER_POS = [0]
  748.       _AT_ Cb_number_sprite.y = CB_NUMBER_POS [1]
  749.       = @ @ Cb_number_cw cb_number_image.width / 10
  750.       @ = @ Cb_number_ch cb_number_image.height
  751.       = @ @ Cb_number_sprite.ox cb_number_cw / 2
  752.       = @ @ Cb_number_sprite.oy cb_number_ch / 2
  753.       _AT_ Cb_number_sprite.visible = FALSE
  754.       _AT_ Combo_animation_duration = 0时
  755.       refresh_cb_number
  756.   结束
  757.   
  758.   #------------------------------------------------- -------------------------
  759.   #●create_score
  760.   #------------------------------------------------- -------------------------
  761.   DEF create_score
  762.       @ Score_image = Cache.moe_1(“Number_Score”)
  763.       _AT_ Score_bitmap = Bitmap.new(@ score_image.width,score_image.height)
  764.       _AT_ Score_sprite = Sprite.new
  765.       @ = @ Score_sprite.bitmap score_bitmap
  766.       _AT_ Score_sprite.z 203
  767.       @ Score_sprite.x SCORE_POS = [0]
  768.       _AT_ Score_sprite.y = SCORE_POS [1]
  769.       = @ @ Score_cw score_image.width / 10
  770.       @ = @ Score_ch score_image.height
  771.       refresh_score
  772.       _AT_ Score_sprite.visible = FALSE
  773.   结束
  774.   
  775.   #------------------------------------------------- -------------------------
  776.   #●create_fire
  777.   #------------------------------------------------- -------------------------
  778.   DEF create_fire
  779.       _AT_ Fire_flow = 0时
  780.       _AT_ Fire_flow_speed = 0时
  781.       _AT_ Fire_refresh = FALSE
  782.       @ Fire_image = Cache.moe_1(“Timer_Fire”)
  783.       _AT_ Fire_bitmap = Bitmap.new(@ fire_image.width,fire_image.height)
  784.       = @ @ Fire_width fire_image.width / 4
  785.       @ Fire_src_rect_back Rect.new =(0,fire_width fire_image.height)
  786.       @ Fire_bitmap.blt(0.0 @ fire_image,@ fire_src_rect_back)
  787.       _AT_ Fire_sprite = Sprite.new
  788.       @ = @ Fire_sprite.bitmap fire_bitmap
  789.       @ Fire_sprite.z = 99
  790.       @ Fire_sprite.x FIRE_POS = [0]
  791.       _AT_ Fire_sprite.y = FIRE_POS [1]
  792.       _AT_ Fire_sprite.visible = FALSE
  793.       update_fire
  794.   结束
  795.     
  796.   #------------------------------------------------- -------------------------
  797.   ●创建信息
  798.   #------------------------------------------------- -------------------------
  799.   DEF create_info(文件名)
  800.       dispose_info
  801.       @信息= Plane.new
  802.       @ Info.bitmap = Cache.moe_1(FILE_NAME)救援零
  803.       @ Info.bitmap Cache.moe_1 =(“”)==零[email protected]
  804.       _AT_ Info.z 999
  805.       _AT_ Info.opacity = 255
  806.   结束
  807.   
  808.   #------------------------------------------------- -------------------------
  809.   ●结果#创建文本
  810.   #------------------------------------------------- -------------------------
  811.   DEF create_result_text
  812.       _AT_ Result_sprite = Sprite.new
  813.       @ Result_sprite.bitmap = Bitmap.new(544.416)
  814.       @ Result_sprite.bitmap.font.size = 38
  815.       _AT_ Result_sprite.bitmap.font.bold = TRUE
  816.       #反应结果
  817.       @ Result_sprite.bitmap.draw_text(215,0,320,40 @ reaction_time_average.to_s,2)
  818.       #最强组合
  819.       @ Result_sprite.bitmap.draw_text(215,39,320,40 @ max_combo.to_s,2)
  820.       #小姐
  821.       @ Result_sprite.bitmap.draw_text(215,79,320,40 @ misses.to_s,2)
  822.       #分数
  823.       @ Result_sprite.bitmap.draw_text(215,168,320,40 @ max_score.to_s,2)
  824.       #排名
  825.       @ Result_sprite.bitmap.font.size = 96
  826.       @ Result_sprite.bitmap.font.italic =
  827.       _AT_ Result_sprite.bitmap.font.color Color.new =(255155100)
  828.       @ Result_sprite.bitmap.draw_text(115200320100 @ rank.to_s,2)
  829.       = @ @ Result_sprite.ox result_sprite.bitmap.width / 2
  830.       = @ @ Result_sprite.oy result_sprite.bitmap.height / 2
  831.       = @ @ Result_sprite.x result_sprite.bitmap.width / 2
  832.       = @ @ Result_sprite.y result_sprite.bitmap.width / 2
  833.       _AT_ Result_sprite.z 999
  834.   结束
  835.   
  836.   #------------------------------------------------- -------------------------
  837.   ●可视对象精灵
  838.   #------------------------------------------------- -------------------------
  839.   :DEF objects_sprites_visible(勇气=真)
  840.       _AT_ Press_sprite.visible =勇气
  841.       _AT_ Layout.visible =勇气
  842.       _AT_ Meter_sprite.visible =勇气
  843.       _AT_ Meter2_sprite.visible =勇气
  844.       _AT_ P_sprite.visible =勇气
  845.       _AT_ R_sprite.visible =勇气
  846.       _AT_ Number_sprite.visible =勇气
  847.       _AT_ Hp2_sprite.visible =勇气
  848.       _AT_ Cb_number_sprite.visible =勇气
  849.       _AT_ Score_sprite.visible =勇气
  850.       _AT_ Fire_sprite.visible =勇气
  851.   结束
  852.   
  853. 结束

  854. #================================================= =============================
  855. #■Scene_Melodia_A
  856. #================================================= =============================
  857. 类Particles_Melodia_A <雪碧
  858.   
  859. #------------------------------------------------- -------------------------
  860. #●初始化
  861. #------------------------------------------------- -------------------------
  862.   DEF初始化(视口中=零)
  863.       超(视)
  864.       如果$ game_system.melodia_a [4] =零
  865.           file_name中= $ game_system.melodia_a [4] [0]救援零
  866.           _AT_ Speed​​_x = game_system.melodia_a $ [4] [1]
  867.           @ Speed​​_y = $ game_system.melodia_a [4] [2]
  868.           _AT_ Speed​​_a = game_system.melodia_a $ [4] [3]
  869.           BLENDY = $ game_system.melodia_a [4] [4]
  870.           random_color = $ game_system.melodia_a [4] [5]
  871.       结束
  872.       _AT_ Speed​​_x = 0,如果@ speed_x ==零
  873.       _AT_ Speed​​_y = 0,如果@ speed_y ==零
  874.       _AT_ Speed​​_a = 0,如果@ speed_a ==零
  875.       = 1,如果BLENDY BLENDY ==无
  876.       random_color = false,如果random_color ==零
  877.       self.bitmap = Cache.moe_1救援零(file_name.to_s)
  878.       self.bitmap Cache.moe_1 =(“”)==无如果self.bitmap
  879.       self.tone.set(兰特(255),兰特(255),兰特(255),255),如果random_color
  880.       self.blend_type = BLENDY
  881.       reset_setting
  882.   结束
  883.   
  884. #------------------------------------------------- -------------------------
  885. ●复位设置
  886. #------------------------------------------------- -------------------------
  887.   DEF reset_setting
  888.       变焦=(50 +兰特(100))/ 100.1
  889.       self.zoom_x =变焦
  890.       self.zoom_y =变焦
  891.       self.x =兰特(576)-32
  892.       self.y =兰特(320 + self.bitmap.height)
  893.       self.opacity = 0
  894.       self.angle =兰特(360)
  895.   结束
  896.   
  897. #------------------------------------------------- -------------------------
  898. ●处置#
  899. #------------------------------------------------- -------------------------
  900.   DEF处置
  901.       非常
  902.       如果self.bitmap!=零self.bitmap.dispose
  903.   结束
  904.   
  905. #------------------------------------------------- -------------------------
  906. #●更新
  907. #------------------------------------------------- -------------------------
  908.   DEF更新
  909.       非常
  910.       self.x + = @ speed_x
  911.       self.y - = @ speed_y
  912.       self.angle + = @ speed_a
  913.       self.opacity + = 5
  914.       reset_setting如果can_reset_setting,?
  915.   结束
  916.   
  917. #------------------------------------------------- -------------------------
  918. #●可以重置设置
  919. #------------------------------------------------- -------------------------
  920.   高清can_reset_setting?
  921.       如果返回true!self.x.between(-32.580)?
  922.       如果返回true!self.y.between(-32.370)?
  923.       返回false
  924.   结束
  925. 结束


  926. #================================================= =============================
  927. #■Scene_Melodia_A
  928. #================================================= =============================
  929. 类Flash_Sprite_Melodia_A <雪碧
  930.   
  931. #------------------------------------------------- -------------------------
  932. #●视口
  933. #------------------------------------------------- -------------------------
  934.   DEF初始化(视口,X,索引)
  935.       超(视)
  936.       self.bitmap = Cache.moe_1(“Flash_Effect”)
  937.       self.x = X
  938.       self.y = 0
  939.       self.opacity = 0
  940.       self.visible =假
  941.       self.blend_type = 1
  942.       SET_COLOR(指数)
  943.   结束
  944.   
  945. #------------------------------------------------- -------------------------
  946. #●设置颜色
  947. #------------------------------------------------- -------------------------
  948.   :DEF SET_COLOR(指数)
  949.       索引的情况下
  950.          当0; self.tone.set的(0,0,255,255)
  951.          当一个; self.tone.set(0,255,0,255)
  952.          当2 self.tone.set(255,0,0,255)
  953.          当3 self.tone.set(125125125,255)
  954.          当4; self.tone.set 0255255,255()
  955.          当5 self.tone.set(255,255,0,255)
  956.          当6 self.tone.set(255,0,255,255)
  957.          当7; self.tone.set的(55255125,255)
  958.       结束
  959.   结束
  960.   
  961. #------------------------------------------------- -------------------------
  962. ●处置#
  963. #------------------------------------------------- -------------------------
  964.   DEF处置
  965.       非常
  966.       self.bitmap.dispose
  967.   结束

  968. #------------------------------------------------- -------------------------
  969. #●更新
  970. #------------------------------------------------- -------------------------
  971.   DEF更新
  972.       非常
  973.       update_effect
  974.   结束
  975.   
  976. #------------------------------------------------- -------------------------
  977. #●更新的影响
  978. #------------------------------------------------- -------------------------
  979.   DEF update_effect
  980.       self.opacity - = 5
  981.       self.visible = false,如果self.opacity == 0
  982.   结束
  983.   
  984. #------------------------------------------------- -------------------------
  985. #●闪光效果
  986. #------------------------------------------------- -------------------------
  987.   DEF flash_effect
  988.       特效持续= 0
  989.       self.visible =真
  990.       self.opacity = 255
  991.       self.y = 0
  992.   结束
  993.   
  994. 结束

  995. #================================================= =============================
  996. #■Scene_Melodia_A
  997. #================================================= =============================
  998. 类Scene_Melodia_A
  999.   
  1000.   #------------------------------------------------- -------------------------
  1001.   #执行●处置
  1002.   #------------------------------------------------- -------------------------
  1003.   DEF execute_dispose
  1004.       Graphics.freeze
  1005.       dispose_target_meter
  1006.       dispose_combo_number
  1007.       dispose_time_number
  1008.       dispose_background
  1009.       dispose_fire_animation
  1010.       dispose_layout
  1011.       dispose_score
  1012.       dispose_perform_meter
  1013.       dispose_reaction_meter
  1014.       dispose_hp_meter
  1015.       dispose_button
  1016.       dispose_info
  1017.       dispose_particles
  1018.       dispose_flash
  1019.       dispose_result_text
  1020.       BattleManager.replay_bgm_and_bgs
  1021.   结束
  1022.   
  1023.   #------------------------------------------------- -------------------------
  1024.   ●处置结果文本
  1025.   #------------------------------------------------- -------------------------
  1026.   DEF dispose_result_text
  1027.       返回@ result_sprite ==零
  1028.       @ Result_sprite.bitmap.dispose
  1029.       @ Result_sprite.dispose
  1030.       _AT_ Result_sprite =为零
  1031.   结束

  1032. #------------------------------------------------- -------------------------
  1033. ●处置目标仪表
  1034. #------------------------------------------------- -------------------------
  1035.   DEF dispose_target_meter
  1036.       返回@ meter_image ==零
  1037.       @ Meter_sprite.bitmap.dispose
  1038.       @ Meter_sprite.dispose
  1039.       @ Meter_bitmap.dispose
  1040.       @ Meter2_sprite.bitmap.dispose
  1041.       @ Meter2_sprite.dispose
  1042.       @ Meter2_bitmap.dispose
  1043.       @ Meter_image.dispose
  1044.       _AT_ Meter_image =为零
  1045.   结束
  1046.       
  1047. #------------------------------------------------- -------------------------
  1048. ●处置时间编号#
  1049. #------------------------------------------------- -------------------------
  1050. DEF dispose_time_number
  1051.       返回@ number_image ==零
  1052.       @ Number_sprite.bitmap.dispose
  1053.       @ Number_sprite.dispose
  1054.       @ Number_bitmap.dispose
  1055.       @ Number_image.dispose
  1056.       _AT_ Number_image =为零
  1057. 结束

  1058. #------------------------------------------------- -------------------------
  1059. ●处置组合号码#
  1060. #------------------------------------------------- -------------------------
  1061. DEF dispose_combo_number
  1062.       返回@ cb_number_image ==零
  1063.       @ Cb_number_sprite.bitmap.dispose
  1064.       @ Cb_number_sprite.dispose
  1065.       @ Cb_number_bitmap.dispose
  1066.       @ Cb_number_image.dispose
  1067. 结束
  1068.       
  1069. #------------------------------------------------- -------------------------
  1070. ●处置消防动画
  1071. #------------------------------------------------- -------------------------
  1072. DEF dispose_fire_animation
  1073.       返回@ fire_image ==零
  1074.       @ Fire_bitmap.dispose
  1075.       @ Fire_sprite.bitmap.dispose
  1076.       @ Fire_sprite.dispose
  1077.       @ Fire_image.dispose
  1078.       _AT_ Fire_image =为零
  1079. 结束
  1080.       
  1081. #------------------------------------------------- -------------------------
  1082. ●处置布局
  1083. #------------------------------------------------- -------------------------
  1084. DEF dispose_layout
  1085.       @如果布局==零回报
  1086.       @ Layout.bitmap.dispose
  1087.       @ Layout.dispose
  1088. 结束

  1089. #------------------------------------------------- -------------------------
  1090. ●处置背景
  1091. #------------------------------------------------- -------------------------
  1092. DEF dispose_background
  1093.      如果返回@背景==零
  1094.      @ Background.bitmap.dispose
  1095.      @ Background.dispose
  1096.      @ Background_2.bitmap.dispose
  1097.      @ Background_2.dispose
  1098.      @ Battleback1_bitmap.dispose
  1099.      @ Battleback2_bitmap.dispose
  1100. 结束

  1101. #------------------------------------------------- -------------------------
  1102. ●处置分数
  1103. #------------------------------------------------- -------------------------
  1104. DEF dispose_score
  1105.      返回@ score_image ==零
  1106.      @ Score_bitmap.dispose
  1107.      @ Score_sprite.bitmap.dispose
  1108.      @ Score_sprite.dispose
  1109.      @ Score_image.dispose
  1110.      _AT_ Score_image =为零
  1111. 结束
  1112.       
  1113. #------------------------------------------------- -------------------------
  1114. ●处置执行仪表
  1115. #------------------------------------------------- -------------------------
  1116. DEF dispose_perform_meter
  1117.       返回@ p_image ==零
  1118.       @ P_bitmap.dispose
  1119.       @ P_sprite.bitmap.dispose
  1120.       @ P_sprite.dispose
  1121.       @ P_image.dispose
  1122.       _AT_ P_image =为零
  1123. 结束
  1124.       
  1125. #------------------------------------------------- -------------------------
  1126. ●处置反应仪表
  1127. #------------------------------------------------- -------------------------
  1128. DEF dispose_reaction_meter
  1129.      返回@ r_image ==零
  1130.      @ R_bitmap.dispose
  1131.      @ R_sprite.bitmap.dispose
  1132.      @ R_sprite.dispose
  1133.      @ R_image.dispose
  1134.      _AT_ R_image =为零
  1135. 结束
  1136.     
  1137. #------------------------------------------------- -------------------------
  1138. ●处置HP计量表
  1139. #------------------------------------------------- -------------------------
  1140. DEF dispose_hp_meter
  1141.      返回@ hp2_image ==零
  1142.      @ Hp2_bitmap.dispose
  1143.      @ Hp2_sprite.bitmap.dispose
  1144.      @ Hp2_sprite.dispose
  1145.      @ Hp2_image.dispose
  1146.      _AT_ Hp2_image =为零
  1147. 结束
  1148.       
  1149. #------------------------------------------------- -------------------------
  1150. ●处置按钮
  1151. #------------------------------------------------- -------------------------
  1152. DEF dispose_button
  1153.      返回@ press_image ==零
  1154.      @ Press_bitmap.dispose
  1155.      @ Press_sprite.bitmap.dispose
  1156.      @ Press_sprite.dispose
  1157.      @ Press_image.dispose
  1158.      _AT_ Press_image =为零
  1159. 结束
  1160.    
  1161. #------------------------------------------------- -------------------------
  1162. ●处置颗粒
  1163. #------------------------------------------------- -------------------------
  1164.   DEF dispose_particles
  1165.       返回@ light_bitmap ==零
  1166.       @ Light_bitmap.each {|精灵| sprite.dispose}
  1167.       _AT_ Light_bitmap =为零
  1168.       @ Viewport_light.dispose的viewport_light!=无
  1169.   结束
  1170.   
  1171. #------------------------------------------------- -------------------------
  1172. ●处置闪光
  1173. #------------------------------------------------- -------------------------
  1174.   DEF dispose_flash
  1175.       返回@ flash_bitmap ==零
  1176.       @ Flash_bitmap.each {|精灵| sprite.dispose}
  1177.       _AT_ Flash_bitmap =为零
  1178.       @ Viewport_flash.dispose viewport_flash!=无
  1179.   结束
  1180.   
  1181.   #------------------------------------------------- -------------------------
  1182.   #●处置信息
  1183.   #------------------------------------------------- -------------------------
  1184.   DEF dispose_info
  1185.       返回@信息==零
  1186.       [email protected] ==无回报
  1187.       @ Info.bitmap.dispose
  1188.       @ Info.dispose
  1189.       @信息=零
  1190.   结束
  1191.    
  1192. 结束


  1193. #================================================= =============================
  1194. #■Scene_Melodia_A
  1195. #================================================= =============================
  1196. 类Scene_Melodia_A
  1197.   
  1198.   #------------------------------------------------- -------------------------
  1199.   #●更新Flash
  1200.   #------------------------------------------------- -------------------------
  1201.   DEF update_flash
  1202.       返回@ flash_bitmap ==零
  1203.       @ Flash_bitmap.each {|精灵| sprite.update}
  1204.   结束
  1205.   
  1206.   #------------------------------------------------- -------------------------
  1207.   #●更新粒子
  1208.   #------------------------------------------------- -------------------------
  1209.   DEF update_particles
  1210.       返回@ light_bitmap == nil或者@相<3
  1211.       @ Light_bitmap.each {|精灵| sprite.update}
  1212.   结束
  1213.   
  1214.   #------------------------------------------------- -------------------------
  1215.   #●更新法术仪表的
  1216.   #------------------------------------------------- -------------------------
  1217.   DEF update_bonus_meter
  1218.       @ P_sprite.bitmap.clear
  1219.       P_width = @ @ @ p_image.width *执行/ @ perform_max
  1220.       @ P_src_rect Rect.new =(0,p_width p_height)
  1221.       @ @ P_bitmap.blt(0.0,p_image,@ p_src_rect)
  1222.   结束
  1223.     
  1224.   #------------------------------------------------- -------------------------
  1225.   ●抽奖号码
  1226.   #------------------------------------------------- -------------------------
  1227.   :DEF draw_number(X,Y值)
  1228.       _AT_ Number_text value.abs.to_s.split的=(/ /)
  1229.       plus_x = - @ * @ number_cw number_text.size
  1230.       r和0。@ number_text.size分类 - 1
  1231.          @ @ Number_text number_abs = [R]。To_i
  1232.          @ Number_src_rect Rect.new =(@ * @,0 number_cw number_abs @ number_cw,number_ch)
  1233.          _AT_ Number_bitmap.blt(plus_x + X +(@ number_cw * R),Y,@ number_image @ number_src_rect)
  1234.       结束
  1235.   结束
  1236.     
  1237.   #------------------------------------------------- -------------------------
  1238.   ●编号#刷新
  1239.   #------------------------------------------------- -------------------------
  1240.   DEF refresh_number
  1241.       @ = @ total_sec
  1242.       @ Number_sprite.bitmap.clear
  1243.       draw_number(@ number_cw * 1,0,0),如果@最小<10
  1244.       draw_number(number_cw @ * 2.0,@最小),
  1245.       draw_number(@ number_cw * 4,0,0),如果@秒<10
  1246.       draw_number(number_cw @ * 5​​.0,@秒)
  1247.   结束

  1248.   #------------------------------------------------- -------------------------
  1249.   #●更新流量
  1250.   #------------------------------------------------- -------------------------
  1251.   DEF update_flow
  1252.       如果返回@暂停
  1253.       @ Meter_sprite.bitmap.clear
  1254.       @ Meter2_sprite.bitmap.clear
  1255.       Meter_width = @ @ @ target_hp meter_range * / @ target_maxhp
  1256.       @ Meter_src_rect = Rect.new(@ meter_flow,0,@ meter_width meter_height)
  1257.       @ @ Meter_bitmap.blt(0.0,meter_image,@ meter_src_rect)
  1258.       _AT_ Meter2_src_rect = Rect.new(_AT_ meter_flow meter_height @,@ meter2_width meter_height)
  1259.       @ @ Meter2_bitmap.blt(0.0,meter_image,@ meter2_src_rect)
  1260.       @ Meter_flow + = METER_FLOW_SPEED的
  1261.       @ Meter_flow = 0 @ meter_flow> = meter_image.width @ - @ meter_range
  1262.   结束
  1263.     
  1264.   #------------------------------------------------- -------------------------
  1265.   #●更新反应仪表
  1266.   #------------------------------------------------- -------------------------
  1267.   DEF update_reaction_meter
  1268.       如果返回@暂停
  1269.       @ R_sprite.bitmap.clear
  1270.       R_width = @ _AT_ reaction_time r_image.width * / @ reaction_time_max
  1271.       @ R_src_rect Rect.new =(0,r_width r_height)
  1272.       @ @ R_bitmap.blt(0.0,r_image,@ r_src_rect)
  1273.   结束
  1274.   
  1275.   #------------------------------------------------- -------------------------
  1276.   #●刷新耐力母校
  1277.   #------------------------------------------------- -------------------------
  1278.   DEF refresh_stamina_meter
  1279.       @ = @ Old_stamina player_hp
  1280.       @ Hp2_sprite.bitmap.clear
  1281.       Hp2_width = @ @ @ player_hp hp2_image.width * / @ player_maxhp
  1282.       src_rect Rect.new =(0,hp2_width hp2_height)
  1283.       @ Hp2_bitmap.blt(0.0 @ hp2_image,src_rect)
  1284. 结束
  1285.   
  1286.   #------------------------------------------------- -------------------------
  1287.   #●更新消防
  1288.   #------------------------------------------------- -------------------------
  1289.   DEF update_fire
  1290.     如果返回@暂停
  1291.     @ Fire_flow_speed + = 1
  1292.     如果_AT_ fire_flow_speed> FIRE_ANIMATION_SPEED
  1293.        @ Fire_flow + = 1
  1294.        _AT_ Fire_flow_speed = 0时
  1295.        @ Fire_flow如果@ fire_flow == 4 = 0
  1296.        _AT_ Fire_refresh = TRUE
  1297.     结束
  1298.     返回@ fire_refresh == FALSE
  1299.     @ Fire_sprite.bitmap.clear
  1300.     _AT_ Fire_refresh = FALSE
  1301.     _AT_ Fire_src_rect_back Rect.new =(@ * @ fire_width fire_flow,0,@ fire_width @ fire_image.height)
  1302.     @ Fire_bitmap.blt(0.0 @ fire_image,@ fire_src_rect_back)
  1303.   结束
  1304.   
  1305.   #------------------------------------------------- -------------------------
  1306.   #●刷新出版社
  1307.   #------------------------------------------------- -------------------------
  1308.   DEF refresh_press
  1309.       _AT_ Press_refresh = FALSE
  1310.       @ Press_sprite.zoom_x = 2:00
  1311.       @ Press_sprite.zoom_y = 2:00
  1312.       @ Press_sprite.bitmap.clear
  1313.       如果@等待> 0
  1314.          _AT_ Press_src_rect Rect.new =(8 * @ press_width,0,@ press_width press_height)
  1315.       其他
  1316.          _AT_ Press_src_rect Rect.new =(@ * @ next_key press_width,0,@ press_width @ press_height)
  1317.       结束
  1318.       @ @ Press_bitmap.blt(0.0,press_image,@ press_src_rect)
  1319.       check_key_position
  1320.   结束
  1321.   
  1322.   #------------------------------------------------- -------------------------
  1323.   #●刷新分数
  1324.   #------------------------------------------------- -------------------------
  1325.   DEF refresh_score
  1326.       @ Score_sprite.bitmap.clear
  1327.       @ @ Score_cache.abs.to_s.split score_text =(/ /)
  1328.       r和0。@ score_text.size分类 - 1
  1329.          @ @ Score_text score_abs = [R]。To_i
  1330.          @ Score_src_rect Rect.new =(@ * @,0 score_cw score_abs @ score_cw,score_ch)
  1331.          @ Score_bitmap.blt(_AT_ score_cw * R,0,@ score_image,@ score_src_rect)
  1332.       结束
  1333.       @ Score_refresh = false,如果@得分== @ score_old
  1334.   结束
  1335.   
  1336.   #------------------------------------------------- -------------------------
  1337.   #●更新得分
  1338.   #------------------------------------------------- -------------------------
  1339.   DEF update_score_number
  1340.       _AT_ Score_refresh = TRUE
  1341.       N = 1 *(得分 - @ score_old)。ABS / 100
  1342.       score_speed最大= [[N],9999999分钟,1]。
  1343.       如果score_old @ <@得分
  1344.           @ Score_cache + = score_speed的
  1345.           如果score_cache @> = @得分
  1346.              @ = @ Score_old得分
  1347.              @ = @ Score_cache得分
  1348.           结束
  1349.         ELSIF @ score_old> @得分
  1350.            @ Score_cache - = score_speed
  1351.            如果@ score_cache <= @得分
  1352.               @ = @ Score_old得分
  1353.               @ = @ Score_cache得分
  1354.            结束
  1355.         结束
  1356.   结束

  1357.   #------------------------------------------------- -------------------------
  1358.   #●刷新CB号码
  1359.   #------------------------------------------------- -------------------------
  1360.   DEF refresh_cb_number
  1361.       @ = @ Combo_old组合
  1362.       @ Cb_number_bitmap.clear
  1363.       @ @ Combo.abs.to_s.split cb_number_text =(/ /)
  1364.       r和0。@ cb_number_text.size分类 - 1
  1365.          number_abs = _AT_ cb_number_text [R]。to_i
  1366.          src_rect = Rect.new(cb_number_cw number_abs *,0,@ cb_number_cw cb_number_ch)
  1367.          @ Cb_number_bitmap.blt((@ cb_number_cw * R),0,@ cb_number_image,src_rect)
  1368.       结束
  1369.       _AT_ Cb_number_sprite.ox =(@ * _AT_ cb_number_cw cb_number_text.size)/ 2
  1370.   结束
  1371.   
  1372.   #------------------------------------------------- -------------------------
  1373.   #●更新组合效应
  1374.   #------------------------------------------------- -------------------------
  1375.   DEF update_combo_effect
  1376.       返回@ combo_animation_duration == 0
  1377.       _AT_ Combo_animation_duration的 - = 1
  1378.       情况_AT_ combo_animation_duration的
  1379.           当21 .40
  1380.                @ Cb_number_sprite.zoom_x + = 12:06
  1381.                @ Cb_number_sprite.zoom_y + = 0.06
  1382.           当1 .20
  1383.                @ Cb_number_sprite.zoom_x - = 12:06
  1384.                @ Cb_number_sprite.zoom_y - = 12:06
  1385.           其他
  1386.                @ Cb_number_sprite.zoom_x = 1.00
  1387.                @ Cb_number_sprite.zoom_y = 1:00
  1388.                _AT_ Combo_animation_duration = 0时
  1389.       结束
  1390.    结束
  1391.     
  1392.   #------------------------------------------------- -------------------------
  1393.   #●更新HP编号效果
  1394.   #------------------------------------------------- -------------------------
  1395.   DEF update_button_effect
  1396.       返回if@press_sprite.zoom_x的== 1:00
  1397.       @ Press_sprite.zoom_x - = 0.06
  1398.       @ Press_sprite.zoom_y - = 0.06
  1399.       if@press_sprite.zoom_x <= 1:00
  1400.          @ Press_sprite.zoom_x = 1:00
  1401.          @ Press_sprite.zoom_y = 1:00
  1402.       结束
  1403.   结束
  1404.    
  1405.   #------------------------------------------------- -------------------------
  1406.   ●背景更新#1
  1407.   #------------------------------------------------- -------------------------
  1408.   DEF update_background_1
  1409.       如果_AT_ back_effect_type == 0
  1410.          @ Background.ox + = @ back_effect_power_1
  1411.          @ Background.oy + = @ back_effect_power_2
  1412.       其他
  1413.          @ Background.update
  1414.       结束
  1415.   结束
  1416.     
  1417.   #------------------------------------------------- -------------------------
  1418.   ●背景更新#2
  1419.   #------------------------------------------------- -------------------------
  1420.   DEF update_background_2
  1421.       update_breath_effect
  1422.       如果_AT_ back2_effect_type == 0
  1423.          @ Background_2.ox + = @ back2_effect_power_1
  1424.          @ Background_2.oy + = @ back2_effect_power_2
  1425.       其他
  1426.          @ Background_2.update
  1427.       结束
  1428.   结束
  1429.   
  1430.   #------------------------------------------------- -------------------------
  1431.   #●更新呼吸效应
  1432.   #------------------------------------------------- -------------------------
  1433. DEF update_breath_effect
  1434.      返回,如果@ breath_effect
  1435.       @ Breach_effect [1] + = 1
  1436.       案件@ breach_effect [1]
  1437.          当0 .30
  1438.              Breach_effect [0] + = 0.0004
  1439.          当31 .50
  1440.              @ Breach_effect [0] - = 0.0004
  1441.          其他
  1442.          @ Breach_effect [1] = 0
  1443.          @ Breach_effect [0] = 1.truncate
  1444.       结束
  1445.       @ = _AT_ Background_2.zoom_y breach_effect的[0]
  1446. 结束

  1447. 结束

  1448. #================================================= =============================
  1449. #■Scene_Melodia_A
  1450. #================================================= =============================
  1451. 类Scene_Melodia_A

  1452.   #------------------------------------------------- -------------------------
  1453.   #●更新
  1454.   #------------------------------------------------- -------------------------
  1455.   DEF更新
  1456.       update_base
  1457.       update_sprites
  1458.       update_system
  1459.   结束

  1460.   #------------------------------------------------- -------------------------
  1461.   #●Update_base
  1462.   #------------------------------------------------- -------------------------
  1463.   DEF update_base
  1464.       update_wait
  1465.       update_event
  1466.       update_pause
  1467.   结束
  1468.   
  1469.   #------------------------------------------------- -------------------------
  1470.   #●Update_system
  1471.   #------------------------------------------------- -------------------------
  1472.   DEF update_system
  1473.       返回!can_update_system?
  1474.       update_bonus
  1475.       update_reaction_time
  1476.       update_timer
  1477.       @的update_timeover,如果定时器> 0
  1478.       update_command
  1479.   结束
  1480.   
  1481.   #------------------------------------------------- -------------------------
  1482.   ●可以更新系统吗?
  1483.   #------------------------------------------------- -------------------------
  1484.   高清can_update_system?
  1485.       返回false,如果@ EVENT_TIME 0
  1486.       返回false,如果@暂停
  1487.       返回false,如果@ force_pause的
  1488.       返回false,如果@相!= 3
  1489.       返回true
  1490.   结束
  1491.   
  1492.   #------------------------------------------------- -------------------------
  1493.   #●更新精灵
  1494.   #------------------------------------------------- -------------------------
  1495.   高清update_sprites的
  1496.       update_flow
  1497.       update_fire
  1498.       update_bonus_meter
  1499.       update_combo_effect
  1500.       update_reaction_meter
  1501.       update_button_effect
  1502.       update_defeat_target
  1503.       update_particles
  1504.       update_flash
  1505.       update_background_1
  1506.       update_background_2
  1507.       如果@ score_old!= @得分update_score_number
  1508.       refresh_stamina_meter如果@ old_stamina!= @ p​​layer_hp
  1509.       refresh_number @数字!= @ total_sec
  1510.       如果@ combo_old!= @组合refresh_cb_number
  1511.       refresh_press如果press_refresh @
  1512.       refresh_score如果score_refresh @
  1513.   结束

  1514.   #------------------------------------------------- -------------------------
  1515.   #●更新暂停
  1516.   #------------------------------------------------- -------------------------
  1517.   DEF update_pause
  1518.       返回!can_update_pause?
  1519.       如果Input.trigger(输入:: A)?
  1520.          se_pause
  1521.          如果@ force_pause的
  1522.             _AT_ Force_pause = FALSE
  1523.             make_next_command
  1524.             @ Press_sprite.visible的=真
  1525.             dispose_info
  1526.          其他
  1527.             _AT_ Force_pause = TRUE
  1528.             _AT_ Press_sprite.visible = FALSE
  1529.             create_info(INFO6“)
  1530.          结束
  1531.       结束
  1532.   结束
  1533.   
  1534.   #------------------------------------------------- -------------------------
  1535.   ●可更新#暂停
  1536.   #------------------------------------------------- -------------------------
  1537.   高清can_update_pause?
  1538.       返回false,如果@ EVENT_TIME 0
  1539.       返回false,如果@暂停
  1540.       返回false,如果@等待> 0
  1541.       返回false,如果@相!= 3
  1542.       返回true
  1543.   结束
  1544.   
  1545.   #------------------------------------------------- -------------------------
  1546.   #●更新目标击败
  1547.   #------------------------------------------------- -------------------------
  1548.   def update_defeat_target中
  1549.       如果返回@相= 4!
  1550.       返回@目标==零
  1551.       _AT_ Target.opacity的 - = 1
  1552.   结束

  1553.   #------------------------------------------------- -------------------------
  1554.   #●更新
  1555.   #------------------------------------------------- -------------------------
  1556.   DEF update_timer
  1557.       Total_sec @ = @定时器/ Graphics.frame_rate的
  1558.       @闵= @ total_sec / 60
  1559.       SEC = @ total_sec 60%
  1560.   结束

  1561.   #------------------------------------------------- -------------------------
  1562.   #●update_wait
  1563.   #------------------------------------------------- -------------------------
  1564.   DEF update_wait
  1565.       如果返回@等待== 0
  1566.       @等待 - = 1
  1567.       如果@等待== 0
  1568.          make_next_command
  1569.       结束
  1570.   结束
  1571.   
  1572.   #------------------------------------------------- -------------------------
  1573.   #●更新反应时间
  1574.   #------------------------------------------------- -------------------------
  1575.   DEF update_reaction_time
  1576.       如果返回@等待> 0
  1577.       选择重返如果_AT_ reaction_time == 0
  1578.       @ Reaction_time - = 1
  1579.       如果_AT_ reaction_time == 0
  1580.          execute_wait
  1581.          se_reaction_timeover
  1582.          execute_player_damage
  1583.          _AT_ Player_shake_duration = 40
  1584.       结束
  1585.   结束
  1586.   
  1587. 结束


  1588. #================================================= =============================
  1589. #■Scene_Melodia_A
  1590. #================================================= =============================
  1591. 类Scene_Melodia_A
  1592.   
  1593.   #------------------------------------------------- -------------------------
  1594.   #●更新事件
  1595.   #------------------------------------------------- -------------------------
  1596.   DEF update_event
  1597.       update_event_duration
  1598.       返回!can_update_event?
  1599.       _AT_ Info.opacity的 - = 10除非@ force_pause的
  1600.       如果第一阶段== @ 6和@ result_sprite的!=零
  1601.          _AT_ Result_sprite.opacity的 - = 10
  1602.          _AT_ Number_sprite.opacity的 - = 10
  1603.       结束
  1604.       execute_event [email protected] <= 0
  1605.    结束

  1606.   #------------------------------------------------- -------------------------
  1607.   #●更新事件持续
  1608.   #------------------------------------------------- -------------------------
  1609.    DEF update_event_duration
  1610.        如果返回_AT_ EVENT_TIME的<= 0
  1611.        @ EVENT_TIME - = @ event_speed
  1612.        _AT_ EVENT_TIME = 0,如果@ EVENT_TIME <0
  1613.        update_skip_event
  1614.    结束
  1615.      
  1616.   #------------------------------------------------- -------------------------
  1617.   ●可以更新事件?
  1618.   #------------------------------------------------- -------------------------
  1619.    高清can_update_event?
  1620.        返回false,如果@ EVENT_TIME 0
  1621.        返回false,如果@信息==零
  1622.        返回true
  1623.    结束
  1624.    
  1625.   #------------------------------------------------- -------------------------
  1626.   #*跳过更新事件
  1627.   #------------------------------------------------- -------------------------
  1628.   DEF update_skip_event
  1629.       返回false,如果_AT_ EVENT_TIME == 0
  1630.       返回false,如果@相位== 3
  1631.       返回假[email protected] <60
  1632.       如果Input.trigger(输入:: C)或
  1633.          Input.trigger(输入:: B)?
  1634.          _AT_ EVENT_TIME = 0,
  1635.          se_cursor
  1636.       结束
  1637.    结束
  1638.     
  1639.   #------------------------------------------------- -------------------------
  1640.   ●执行事件
  1641.   #------------------------------------------------- -------------------------
  1642.    DEF execute_event
  1643.        案例@相
  1644.              当6 execute_exit
  1645.              当5 event_timeover时
  1646.              当4; event_victory的
  1647.              当2 event_battle_start的
  1648.              当一个人; event_ready_go
  1649.              当0; event_tutorial的
  1650.        结束
  1651.   结束
  1652.   
  1653.   
  1654.   #------------------------------------------------- -------------------------
  1655.   ●事件随着时间
  1656.   #------------------------------------------------- -------------------------
  1657.   DEF event_timeover
  1658.       execute_exit
  1659.   结束
  1660.     
  1661.   #------------------------------------------------- -------------------------
  1662.   #事件的胜利
  1663.   #------------------------------------------------- -------------------------
  1664.   DEF event_victory
  1665.       create_info(“Info7”)
  1666.       @ EVENT_TIME = 900
  1667.       @相= 6
  1668.       check_average_reaction_time
  1669.       objects_sprites_visible(假)
  1670.       @ Number_sprite.visible的=真
  1671.       _AT_ Number_sprite.x = 420元
  1672.       @ Number_sprite.y = 193
  1673.       _AT_ Number_sprite.z =千
  1674.       make_rank
  1675.       create_result_text
  1676.       se_result
  1677.   结束
  1678.   
  1679.   #------------------------------------------------- -------------------------
  1680.   #启动事件战役
  1681.   #------------------------------------------------- -------------------------
  1682.   DEF event_battle_start
  1683.       dispose_info
  1684.       @暂停=假
  1685.       @等待= 0
  1686.       @相= 3
  1687.       _AT_ EVENT_TIME = 0,
  1688.       objects_sprites_visible(真)
  1689.       make_next_command
  1690.   结束
  1691.   
  1692.   #------------------------------------------------- -------------------------
  1693.   事件#READY GO
  1694.   #------------------------------------------------- -------------------------
  1695.   DEF event_ready_go
  1696.       dispose_info
  1697.       create_info(“INFO2”)
  1698.       @相= 2
  1699.       _AT_ EVENT_TIME 160
  1700.   结束
  1701.   
  1702.   #------------------------------------------------- -------------------------
  1703.   事件#教程
  1704.   #------------------------------------------------- -------------------------
  1705.   DEF event_tutorial
  1706.       dispose_info
  1707.       create_info(“INFO1”)
  1708.       @相= 1
  1709.       _AT_ EVENT_TIME = 220,
  1710.   结束
  1711.   
  1712. 结束


  1713. #================================================= =============================
  1714. #■Scene_Melodia_A
  1715. #================================================= =============================
  1716. 类Scene_Melodia_A
  1717.   
  1718.   #------------------------------------------------- -------------------------
  1719.   ●更新#GAMEOVER
  1720.   #------------------------------------------------- -------------------------
  1721.   DEF update_timeover
  1722.       如果返回@暂停
  1723.       @定时器 - = 1
  1724.       如果@计时器== 0
  1725.          create_info(“INFO4”)
  1726.          se_timeover
  1727.          execute_lose
  1728.       结束
  1729.   结束
  1730.   
  1731.   #------------------------------------------------- -------------------------
  1732.   #●Execute_lose
  1733.   #------------------------------------------------- -------------------------
  1734.   DEF execute_lose
  1735.       update_score_number
  1736.       refresh_stamina_meter
  1737.       refresh_number
  1738.       refresh_cb_number
  1739.       refresh_score
  1740.       RPG :: BGM.fade(5 * 1000)
  1741.       @ EVENT_TIME = 180
  1742.       @相= 5
  1743.   结束
  1744.     
  1745.   #------------------------------------------------- -------------------------
  1746.   ●执行Game_Over
  1747.   #------------------------------------------------- -------------------------
  1748.   DEF execute_exit
  1749.       SceneManager.return
  1750.   结束
  1751.   
  1752.   #------------------------------------------------- -------------------------
  1753.   ●执行胜利
  1754.   #------------------------------------------------- -------------------------
  1755.   DEF execute_victory
  1756.       @暂停=真
  1757.       @相= 4
  1758.       dispose_info
  1759.       _AT_ Target_phase = 0时
  1760.       create_info(“INFO3”)
  1761.       @ EVENT_TIME = 150
  1762.       _AT_ Target_shake_duration = 180
  1763.       @ Meter_sprite.bitmap.clear
  1764.       _AT_ Press_sprite.visible = FALSE
  1765.       RPG :: BGM.fade(12 * 1000)
  1766.       se_last_blow
  1767.       execute_store_record
  1768.   结束
  1769.   
  1770.   #------------------------------------------------- -------------------------
  1771.   ●执行记录存储
  1772.   #------------------------------------------------- -------------------------
  1773.   DEF execute_store_record
  1774.       variable_id1 = STORE_SCORE_VARIABLE_ID
  1775.       variable_id2 = STORE_COMBO_VARIABLE_ID
  1776.       $ Game_system.melodia_a_record [0] = @ @ max_score如果max_score> game_system.melodia_a_record [0]
  1777.       $ Game_system.melodia_a_record [1] = @ @ max_combo如果max_combo> $ game_system.melodia_a_record [1]
  1778.       $ Game_variables [variable_id1] = @ max_score如果max_score> $ game_variables [variable_id1]
  1779.       $ Game_variables [variable_id2] = @ max_combo如果max_combo> $ game_variables [variable_id2]
  1780.       如果$ game_system.melodia_a [5] =零
  1781.          Game_switches [$ game_system.melodia_a [5] =真
  1782.       结束
  1783.       $ Game_map.need_refresh =真
  1784.   结束
  1785.   
  1786. 结束

  1787. #================================================= =============================
  1788. #■Scene_Melodia_A
  1789. #================================================= =============================
  1790. 类Scene_Melodia_A
  1791.   
  1792. #------------------------------------------------- -------------------------
  1793. ●检查红利限制
  1794. #------------------------------------------------- -------------------------
  1795. DEF check_bonus_limit
  1796.      执行@ = @如果perform_max执行> @ perform_max
  1797.      如果执行@ = 0 @执行<0
  1798.   结束
  1799.       
  1800.   #------------------------------------------------- -------------------------
  1801.   #●更新奖金
  1802.   #------------------------------------------------- -------------------------
  1803.   DEF update_bonus
  1804.       执行@ = 1 - > 0 @执行
  1805.   结束

  1806.   #------------------------------------------------- -------------------------
  1807.   ●添加奖励计
  1808.   #------------------------------------------------- -------------------------
  1809.   DEF add_bonus_gauge
  1810.       执行@ + = @ bonus_speed
  1811.       check_bonus_limit
  1812.   结束
  1813.   
  1814. 结束

  1815. #================================================= =============================
  1816. #■Scene_Melodia_A
  1817. #================================================= =============================
  1818. 类Scene_Melodia_A
  1819.   
  1820.   #------------------------------------------------- -------------------------
  1821.   ●添加分数
  1822.   #------------------------------------------------- -------------------------
  1823.   DEF add_score
  1824.       点=(@执行+兰特(命中)+兰特(9)条)。截断
  1825.       点= 1点,如果<1
  1826.       @ + =分数点
  1827.       Max_score = @ @ @得分,如果得分> @ max_score
  1828.   结束
  1829.   
  1830.   #------------------------------------------------- -------------------------
  1831.   ●Recuce分数
  1832.   #------------------------------------------------- -------------------------
  1833.   DEF reduce_score
  1834.       点=((得分* 5/100)+截断兰特(9)条)。
  1835.       点= 1点,如果<1
  1836.       @分数 - =点
  1837.       @得分为0,如果@得分<0
  1838.       @小姐+ = 1
  1839.   结束
  1840.   
  1841.   #------------------------------------------------- -------------------------
  1842.   ●执行#玩家伤害
  1843.   #------------------------------------------------- -------------------------
  1844.   DEF execute_player_damage
  1845.       @ Player_hp - = 1
  1846.       @小姐+ = 1
  1847.       execute_combo(假)
  1848.       如果@ player_hp <= 0
  1849.          _AT_ Player_hp = 0时
  1850.          create_info(INFO5“)
  1851.          se_statmina_zero
  1852.          execute_lose
  1853.       结束
  1854.   结束

  1855.   #------------------------------------------------- -------------------------
  1856.   #执行●等待
  1857.   #------------------------------------------------- -------------------------
  1858.   DEF execute_wait
  1859.       @等待= 42
  1860.       make_next_command(真)
  1861.   结束
  1862.   
  1863.   #------------------------------------------------- -------------------------
  1864.   ●执行错误SE
  1865.   #------------------------------------------------- -------------------------
  1866.   DEF execute_wrong_se
  1867.       se_wrong
  1868.   结束
  1869.   
  1870.   #------------------------------------------------- -------------------------
  1871.   #●错误的命令
  1872.   #------------------------------------------------- -------------------------
  1873.   DEF wrong_command
  1874.       execute_wait
  1875.       execute_wrong_se
  1876.       execute_player_damage
  1877.   结束
  1878.   
  1879.   #------------------------------------------------- -------------------------
  1880.   ●执行组合
  1881.   #------------------------------------------------- -------------------------
  1882.   :DEF execute_combo(值= FALSE)
  1883.       @组合+ = 1,如果值
  1884.       @组合= 0,如果值!
  1885.       Max_combo = @ @ @ Combo连击> @ max_combo
  1886.       @ Cb_number_sprite.zoom_x = 1.00
  1887.       @ Cb_number_sprite.zoom_y = 1:00
  1888.       _AT_ Cb_number_sprite.opacity = 255
  1889.       _AT_ Combo_animation_duration = 40
  1890.   结束
  1891.   
  1892.   #------------------------------------------------- -------------------------
  1893.   ●执行Target_Damage
  1894.   #------------------------------------------------- -------------------------
  1895.   DEF execute_target_damage
  1896.       se_right
  1897.       @ N_hits + = 1
  1898.       execute_combo(真)
  1899.       RC = @ reaction_time_max - @ reaction_time
  1900.       @ Reaction_time_score + = RC
  1901.       @ = @ Reaction_time reaction_time_max
  1902.       add_bonus_gauge
  1903.       _AT_ Flash_bitmap [@ next_key]。Flash_effect
  1904.       make_next_command
  1905.       @ Target_hp + = 1
  1906.       @点击+ = 1
  1907.       add_score
  1908.       Target_hp = @ @ @ target_maxhp如果target_hp> @ target_maxhp
  1909.       _AT_ Target_hp = 0,如果@ target_hp <0
  1910.       ,如果execute_victory target_hp @> = @ target_maxhp
  1911.   结束
  1912.   
  1913.   #------------------------------------------------- -------------------------
  1914.   ●检查平均反应时间
  1915.   #------------------------------------------------- -------------------------
  1916.   DEF check_average_reaction_time
  1917.       =百分之一(@ reaction_time_score截断/ 0.6)。
  1918.       @ Reaction_time_average =(百分之一秒/ n_hits)
  1919.   结束
  1920.   
  1921.   #------------------------------------------------- -------------------------
  1922.   ●排名,
  1923.   #------------------------------------------------- -------------------------
  1924.   DEF make_rank
  1925.       if@reaction_time_average.between(0.15)
  1926.          @ Rank_point + = 20
  1927.       elsif@reaction_time_average.between(16,30)?
  1928.          @ Rank_point + = 15
  1929.       elsif@reaction_time_average.between?(31.45)
  1930.          @ Rank_point + = 10
  1931.       elsif@reaction_time_average.between(46,60)?
  1932.          @ Rank_point + = 8
  1933.       elsif@reaction_time_average.between?(61.75)
  1934.          @ Rank_point + = 6
  1935.       elsif@reaction_time_average.between?(76.90)
  1936.          @ Rank_point + = 4
  1937.       elsif@reaction_time_average.between(90.105)?
  1938.          @ Rank_point + = 2
  1939.       结束
  1940.       如果@ == 0错过
  1941.          @ Rank_point + = 15
  1942.       ELSIF @ == 1错过
  1943.          @ Rank_point + = 10
  1944.       [email protected](2,4)
  1945.          @ Rank_point + = 5
  1946.       其他
  1947.          @ Rank_point - = @失误
  1948.       结束
  1949.       @ Rank_point = 0,如果@ rank_point <0
  1950.       if@rank_point.between(30,40)?
  1951.          @排名='S'
  1952.       elsif@rank_point.between?(25.29)
  1953.          @等级=“A”
  1954.       elsif@rank_point.between?(20.24)
  1955.          @排名=“B”
  1956.       elsif@rank_point.between(15,19)?
  1957.          @等级='C'
  1958.       elsif@rank_point.between?(10.14)
  1959.          @等级=“D”
  1960.       elsif@rank_point.between(5.9)?
  1961.          @排名='E'
  1962.       其他
  1963.          @等级='F'
  1964.       结束
  1965.   结束
  1966.   
  1967.   
  1968. 结束


  1969. #================================================= =============================
  1970. #■Scene_Melodia_A
  1971. #================================================= =============================
  1972. 类Scene_Melodia_A
  1973.   
  1974.   #------------------------------------------------- -------------------------
  1975.   ●下一个命令#
  1976.   #------------------------------------------------- -------------------------
  1977.   高清make_next_command(跳过=假)
  1978.       如果返回@相!= 3
  1979.       除非跳
  1980.          @ Next_key =兰特(8)
  1981.          @ = @ Pressed_key next_key
  1982.          @ = @ Reaction_time reaction_time_max
  1983.       结束
  1984.       _AT_ Press_refresh = TRUE
  1985.   结束
  1986.     
  1987.   #------------------------------------------------- -------------------------
  1988.   #●update_command
  1989.   #------------------------------------------------- -------------------------
  1990.   DEF update_command
  1991.       如果返回@等待> 0
  1992.       如果Input.trigger(输入:: C)#Z
  1993.          _AT_ Pressed_key = 0时
  1994.          如果_AT_ next_key == 0
  1995.             execute_target_damage
  1996.          其他
  1997.             wrong_command
  1998.          结束
  1999.        的ELSIF Input.trigger?(输入:: B)#X
  2000.          _AT_ Pressed_key = 1时
  2001.          如果@ next_key == 1
  2002.             execute_target_damage
  2003.          其他
  2004.             wrong_command
  2005.          结束
  2006.        的ELSIF Input.trigger?(输入:: X)#A
  2007.          _AT_ Pressed_key = 2的
  2008.          如果_AT_ next_key == 2
  2009.             execute_target_damage
  2010.          其他
  2011.             wrong_command
  2012.          结束
  2013.        的ELSIF Input.trigger?(输入:: Y)#S
  2014.          _AT_ Pressed_key = 3的
  2015.          如果_AT_ next_key == 3
  2016.             execute_target_damage
  2017.          其他
  2018.             wrong_command
  2019.          结束
  2020.        的ELSIF Input.trigger?(输入::权)
  2021.          @ Pressed_key = 4
  2022.          如果@ next_key == 4
  2023.             execute_target_damage
  2024.          其他
  2025.             wrong_command
  2026.          结束
  2027.        的ELSIF Input.trigger?(输入:LEFT)
  2028.          @ Pressed_key = 5
  2029.          如果@ next_key == 5
  2030.             execute_target_damage
  2031.          其他
  2032.             wrong_command
  2033.          结束
  2034.        的ELSIF Input.trigger?(下输入::)
  2035.          _AT_ Pressed_key 6
  2036.          如果@ next_key == 6
  2037.             execute_target_damage
  2038.          其他
  2039.             wrong_command
  2040.          结束
  2041.        的ELSIF Input.trigger?(输入:: UP)
  2042.          _AT_ Pressed_key 7
  2043.          如果_AT_ next_key == 7
  2044.             execute_target_damage
  2045.          其他
  2046.             wrong_command
  2047.          结束
  2048.       结束
  2049.    结束
  2050.   
  2051. 结束

  2052. $ Mog_rgss3_melodia =真
复制代码
谷歌大神翻译的
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Lv1.梦旅人

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 楼主| 发表于 2013-5-30 12:03:32 | 只看该作者
{: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。
你的意思就是要打架咯?
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发表于 2013-5-30 11:37:48 | 只看该作者
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 楼主| 发表于 2013-5-30 00:33:44 | 只看该作者
本帖最后由 魔力的觉醒 于 2016-8-17 13:53 编辑

废贴勿点
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