#==============================================================================
# ★ 多组多功能计时器 ★ -> by 芯☆淡茹水
#==============================================================================
# ● 使用方法:1,复制脚本,插入到 main 前。
#
# 2,启动计时:
#
# 事件 -> 脚本 :$game_system.start_time(tit, min, switch, add)
#
# 括号里的参数:tit -> 标题 。比如:双倍经验时间;副本时间,等
# 代入的参数为 字符串 。由于计时窗口宽度
# 有限,标题最好不要超过 5 个汉字。
#
# min -> 计时时间X分钟。(注意是分钟,可以是小数)
#
# switch -> 计时完成后打开的开关ID。
#
# add -> 正计时标志。需要正计时写 true ,不需要
# 时可不写。
#
# 3,中途取消计时:
#
# 事件 -> 脚本:$game_system.end_time(switch_id)
#
# 括号里的参数:switch_id -> 对应的计时器打开的开关ID。
#==============================================================================
# ● 说明:
# 该计时器理论上可同时无限个计时。
#
# 计时窗口只在地图场景显示,战斗场景不显示计时窗口,但仍然会计时,
# 其他场景不计时。
#
# 计时完成后自动打开启动计时时设置的开关,需要实现什么功能可通过事件,
# 开关,公共事件,等,来协调完成。这个就自己开脑洞。
# 可参照范例工程的示范(事件,公共事件)。
#
#==============================================================================
# ● 设置:
module X☆R
#--------------------------------------------------------------------------
# 计时窗口 X 坐标。
TM_WINDOW_X = 400
#--------------------------------------------------------------------------
# 计时窗口 Y 坐标。
TM_WINDOW_Y = 0
#--------------------------------------------------------------------------
# 计时窗口标题字体颜色。
TM_TIT_COLOR = Color.new(0,255,255)
#--------------------------------------------------------------------------
# 计时窗时间字体颜色(30 秒以上)。
TM_TIME_COLOR1 = Color.new(0,85,0)
#--------------------------------------------------------------------------
# 计时窗时间字体颜色(10 - 30 秒)。
TM_TIME_COLOR2 = Color.new(255,120,0)
#--------------------------------------------------------------------------
# 计时窗时间字体颜色(0 - 10 秒)。
TM_TIME_COLOR3 = Color.new(200,0,0)
#--------------------------------------------------------------------------
# 最后 10 秒是否声音提示?
TM_SOUND_TIP = true
#--------------------------------------------------------------------------
# 声音提示的 SE 文件名。
TM_SOUND = "032-Switch01"
end
#==============================================================================
class Time_Meter
attr_reader :switch_id, :title, :add_count
attr_accessor :sec, :max_sec
#--------------------------------------------------------------------------
def initialize(title, min, switch_id, add)
@title = title
@max_sec = @sec = Integer(min * 60)
@sec = 0 if add
@switch_id = switch_id
@add_count = add ? 1 : -1
end
#--------------------------------------------------------------------------
def sec_judge
return @add_count > 0 ? @sec < @max_sec : @sec > 0
end
#--------------------------------------------------------------------------
def update
@sec += @add_count if sec_judge and Graphics.frame_count % Graphics.frame_rate == 0
unless sec_judge
$game_switches[@switch_id] = true
$game_map.need_refresh = true
end
if @data_sec != @sec and @add_count < 0
@data_sec = @sec
if @sec < 10 and X☆R::TM_SOUND_TIP and $scene.is_a?(Scene_Map)
Audio.se_play("Audio/SE/#{X☆R::TM_SOUND}", 80, 100)
end
end
end
end
#==============================================================================
class Window_Tm < Sprite
#--------------------------------------------------------------------------
def initialize(x, y, time)
super()
self.x = x
self.y = y
self.z = 9999
@time = time
bitmap = RPG::Cache.character($game_player.character_name, $game_player.character_hue)
@b_width = bitmap.width / 8
@b_height = bitmap.height / 4
end
#--------------------------------------------------------------------------
def dispose
self.bitmap.dispose if self.bitmap
super
end
#--------------------------------------------------------------------------
def refresh
self.bitmap.dispose if self.bitmap
self.bitmap = Bitmap.new("Graphics/Pictures/Time_meter_back")
self.bitmap.font.size = 18
self.bitmap.font.bold = true
cx = self.bitmap.text_size(@time.title).width
self.bitmap.font.color = X☆R::TM_TIT_COLOR
self.bitmap.draw_text(35, 0, cx, 30, @time.title)
if @time.add_count > 0
color = X☆R::TM_TIME_COLOR1
else
color = @time.sec >= 30 ? X☆R::TM_TIME_COLOR1 :
(@time.sec >= 10 ? X☆R::TM_TIME_COLOR2 : X☆R::TM_TIME_COLOR3)
end
hour = @time.sec / 3600
min = @time.sec / 60 % 60
sec = @time.sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.bitmap.font.color = color
self.bitmap.draw_text(130, 0, 90, 30, text, 2)
end
#--------------------------------------------------------------------------
def update
return if self.disposed?
super
if @data_sec != @time.sec
@data_sec = @time.sec
refresh
end
if self.x < $game_player.screen_x + @b_width and
self.x + 240 > $game_player.screen_x - @b_width and
self.y + 30 < $game_player.screen_y and
self.y > $game_player.screen_y - @b_height
self.opacity = 80
else
self.opacity = 255 if self.opacity < 255
end
dispose unless @time.sec_judge
end
end
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
alias add_initialize_xr initialize
def initialize
add_initialize_xr
@time_meters = []
end
#--------------------------------------------------------------------------
def time_meters
return @time_meters
end
#--------------------------------------------------------------------------
def start_time(title="", min=0, switch_id=0, add=false)
return if min == 0 or switch_id == 0
for t in @time_meters
if t.switch_id == switch_id
t.add_count > 0 ? t.max_sec += Integer(min * 60) : t.sec += Integer(min * 60)
return
end
end
@time_meters.push(Time_Meter.new(title, min, switch_id, add))
end
#--------------------------------------------------------------------------
def end_time(switch_id)
for t in @time_meters
if t.switch_id == switch_id
@time_meters.delete(t)
end
end
end
#--------------------------------------------------------------------------
alias old_update_xr update
def update
unless @time_meters.empty?
for time in @time_meters
time.update
unless time.sec_judge
@time_meters.delete(time)
next
end
end
end
old_update_xr
end
end
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
alias old_main_xr main
def main
@time_window = []
old_main_xr
@time_window.each{|t| t.dispose}
end
#--------------------------------------------------------------------------
alias old_update_xr update
def update
if @data_time != $game_system.time_meters
@data_time = $game_system.time_meters.clone
@time_window.each{|t| t.dispose}
unless $game_system.time_meters.empty?
for i in 0...$game_system.time_meters.size
time = $game_system.time_meters[i]
nx = X☆R::TM_WINDOW_X > 320 ? -240 : 240
nx = i / 8 * nx
x = X☆R::TM_WINDOW_X + nx ; y = i % 8 * 30 + X☆R::TM_WINDOW_Y
@time_window[i] = Window_Tm.new(x, y, time)
end
end
end
unless @time_window.empty?
for w in @time_window
w.update
@time_window.delete(w) if w.disposed?
end
end
old_update_xr
end
end
#==============================================================================