赞 | 0 |
VIP | 157 |
好人卡 | 6 |
积分 | 1 |
经验 | 113829 |
最后登录 | 2014-1-16 |
在线时间 | 26 小时 |
Lv1.梦旅人 B
- 梦石
- 0
- 星屑
- 50
- 在线时间
- 26 小时
- 注册时间
- 2007-8-26
- 帖子
- 3693
|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
- #==============================================================================
- # ■ Game_Battler (分割定义 1)
- #------------------------------------------------------------------------------
- # 处理战斗者的类。这个类作为 Game_Actor 类与 Game_Enemy 类的
- # 超级类来使用。
- #==============================================================================
- class Game_Battler
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :battler_name # 战斗者 文件名
- attr_reader :battler_hue # 战斗者 色相
- attr_reader :hp # HP
- attr_reader :sp # SP
- attr_reader :states # 状态
- attr_accessor :hidden # 隐藏标志
- attr_accessor :immortal # 不死身标志
- attr_accessor :damage_pop # 显示伤害标志
- attr_accessor :damage # 伤害值
- attr_accessor :critical # 会心一击标志
- attr_accessor :animation_id # 动画 ID
- attr_accessor :animation_hit # 动画 击中标志
- attr_accessor :white_flash # 白色屏幕闪烁标志
- attr_accessor :blink # 闪烁标志
- #########################################################
- attr_accessor :hp2
- attr_accessor :sp2
- #########################################################
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- @battler_name = ""
- @battler_hue = 0
- @hp = 0
- @sp = 0
- ##############################################
- @hp2 = 0
- @sp2 = 0
- ##############################################
- @states = []
- @states_turn = {}
- @maxhp_plus = 0
- @maxsp_plus = 0
- @str_plus = 0
- @dex_plus = 0
- @agi_plus = 0
- @int_plus = 0
- @hidden = false
- @immortal = false
- @damage_pop = false
- @damage = nil
- @critical = false
- @animation_id = 0
- @animation_hit = false
- @white_flash = false
- @blink = false
- @current_action = Game_BattleAction.new
- end
- #--------------------------------------------------------------------------
- # ● 获取 MaxHP
- #--------------------------------------------------------------------------
- def maxhp
- n = [[base_maxhp + @maxhp_plus, 1].max, 999999].min
- for i in @states
- n *= $data_states[i].maxhp_rate / 100.0
- end
- n = [[Integer(n), 1].max, 999999].min
- return n
- end
- #--------------------------------------------------------------------------
- # ● 获取 MaxSP
- #--------------------------------------------------------------------------
- def maxsp
- n = [[base_maxsp + @maxsp_plus, 0].max, 9999].min
- for i in @states
- n *= $data_states[i].maxsp_rate / 100.0
- end
- n = [[Integer(n), 0].max, 9999].min
- return n
- end
- #--------------------------------------------------------------------------
- # ● 获取力量
- #--------------------------------------------------------------------------
- def str
- n = [[base_str + @str_plus, 1].max, 999].min
- for i in @states
- n *= $data_states[i].str_rate / 100.0
- end
- n = [[Integer(n), 1].max, 999].min
- return n
- end
- #--------------------------------------------------------------------------
- # ● 获取灵巧
- #--------------------------------------------------------------------------
- def dex
- n = [[base_dex + @dex_plus, 1].max, 999].min
- for i in @states
- n *= $data_states[i].dex_rate / 100.0
- end
- n = [[Integer(n), 1].max, 999].min
- return n
- end
- #--------------------------------------------------------------------------
- # ● 获取速度
- #--------------------------------------------------------------------------
- def agi
- n = [[base_agi + @agi_plus, 1].max, 999].min
- for i in @states
- n *= $data_states[i].agi_rate / 100.0
- end
- n = [[Integer(n), 1].max, 999].min
- return n
- end
- #--------------------------------------------------------------------------
- # ● 获取魔力
- #--------------------------------------------------------------------------
- def int
- n = [[base_int + @int_plus, 1].max, 999].min
- for i in @states
- n *= $data_states[i].int_rate / 100.0
- end
- n = [[Integer(n), 1].max, 999].min
- return n
- end
- #--------------------------------------------------------------------------
- # ● 设置 MaxHP
- # maxhp : 新的 MaxHP
- #--------------------------------------------------------------------------
- def maxhp=(maxhp)
- @maxhp_plus += maxhp - self.maxhp
- @maxhp_plus = [[@maxhp_plus, -9999].max, 9999].min
- @hp = [@hp, self.maxhp].min
- end
- #--------------------------------------------------------------------------
- # ● 设置 MaxSP
- # maxsp : 新的 MaxSP
- #--------------------------------------------------------------------------
- def maxsp=(maxsp)
- @maxsp_plus += maxsp - self.maxsp
- @maxsp_plus = [[@maxsp_plus, -9999].max, 9999].min
- @sp = [@sp, self.maxsp].min
- end
- #--------------------------------------------------------------------------
- # ● 设置力量
- # str : 新的力量
- #--------------------------------------------------------------------------
- def str=(str)
- @str_plus += str - self.str
- @str_plus = [[@str_plus, -999].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 设置灵巧
- # dex : 新的灵巧
- #--------------------------------------------------------------------------
- def dex=(dex)
- @dex_plus += dex - self.dex
- @dex_plus = [[@dex_plus, -999].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 设置速度
- # agi : 新的速度
- #--------------------------------------------------------------------------
- def agi=(agi)
- @agi_plus += agi - self.agi
- @agi_plus = [[@agi_plus, -999].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 设置魔力
- # int : 新的魔力
- #--------------------------------------------------------------------------
- def int=(int)
- @int_plus += int - self.int
- @int_plus = [[@int_plus, -999].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 获取命中率
- #--------------------------------------------------------------------------
- def hit
- n = 100
- for i in @states
- n *= $data_states[i].hit_rate / 100.0
- end
- return Integer(n)
- end
- #--------------------------------------------------------------------------
- # ● 获取攻击力
- #--------------------------------------------------------------------------
- def atk
- n = base_atk
- for i in @states
- n *= $data_states[i].atk_rate / 100.0
- end
- return Integer(n)
- end
- #--------------------------------------------------------------------------
- # ● 获取物理防御
- #--------------------------------------------------------------------------
- def pdef
- n = base_pdef
- for i in @states
- n *= $data_states[i].pdef_rate / 100.0
- end
- return Integer(n)
- end
- #--------------------------------------------------------------------------
- # ● 获取魔法防御
- #--------------------------------------------------------------------------
- def mdef
- n = base_mdef
- for i in @states
- n *= $data_states[i].mdef_rate / 100.0
- end
- return Integer(n)
- end
- #--------------------------------------------------------------------------
- # ● 获取回避修正
- #--------------------------------------------------------------------------
- def eva
- n = base_eva
- for i in @states
- n += $data_states[i].eva
- end
- return n
- end
- #--------------------------------------------------------------------------
- # ● 更改 HP
- # hp : 新的 HP
- #--------------------------------------------------------------------------
- def hp=(hp)
- @hp = [[hp, maxhp].min, 0].max
- # 解除附加的战斗不能状态
- for i in 1...$data_states.size
- if $data_states[i].zero_hp
- if self.dead?
- add_state(i)
- else
- remove_state(i)
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 更改 SP
- # sp : 新的 SP
- #--------------------------------------------------------------------------
- def sp=(sp)
- @sp = [[sp, maxsp].min, 0].max
- end
- #--------------------------------------------------------------------------
- # ● 全回复
- #--------------------------------------------------------------------------
- def recover_all
- @hp = maxhp
- @sp = maxsp
- for i in @states.clone
- remove_state(i)
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取当前的动作
- #--------------------------------------------------------------------------
- def current_action
- return @current_action
- end
- #--------------------------------------------------------------------------
- # ● 确定动作速度
- #--------------------------------------------------------------------------
- def make_action_speed
- @current_action.speed = agi + rand(10 + agi / 4)
- end
- #--------------------------------------------------------------------------
- # ● 战斗不能判定
- #--------------------------------------------------------------------------
- def dead?
- return (@hp == 0 and not @immortal)
- end
- #--------------------------------------------------------------------------
- # ● 存在判定
- #--------------------------------------------------------------------------
- def exist?
- return (not @hidden and (@hp > 0 or @immortal))
- end
- #--------------------------------------------------------------------------
- # ● HP 0 判定
- #--------------------------------------------------------------------------
- def hp0?
- return (not @hidden and @hp == 0)
- end
- #--------------------------------------------------------------------------
- # ● 可以输入命令判定
- #--------------------------------------------------------------------------
- def inputable?
- return (not @hidden and restriction <= 1)
- end
- #--------------------------------------------------------------------------
- # ● 可以行动判定
- #--------------------------------------------------------------------------
- def movable?
- return (not @hidden and restriction < 4)
- end
- #--------------------------------------------------------------------------
- # ● 防御中判定
- #--------------------------------------------------------------------------
- def guarding?
- return (@current_action.kind == 0 and @current_action.basic == 1)
- end
- #--------------------------------------------------------------------------
- # ● 休止中判定
- #--------------------------------------------------------------------------
- def resting?
- return (@current_action.kind == 0 and @current_action.basic == 3)
- end
- end
- #==============================================================================
- # ■ Window_BattleStatus
- #------------------------------------------------------------------------------
- # 显示战斗画面同伴状态的窗口。
- #==============================================================================
- class Window_BattleStatus < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(0, 320, 640, 160)
- self.contents = Bitmap.new(width - 32, height - 32)
- @level_up_flags = [false, false, false, false]
- @refresh_flag = true
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- super
- end
- #--------------------------------------------------------------------------
- # ● 设置升级标志
- # actor_index : 角色索引
- #--------------------------------------------------------------------------
- def level_up(actor_index)
- @level_up_flags[actor_index] = true
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- @item_max = $game_party.actors.size
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- actor_x = i * 160 + 4
- draw_actor_name(actor, actor_x, 0)
- draw_actor_hp(actor, actor_x, 32, 120)
- draw_actor_sp(actor, actor_x, 64, 120)
- if @level_up_flags[i]
- self.contents.font.color = normal_color
- self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
- else
- draw_actor_state(actor, actor_x, 96)
- end
- end
- ########################################
- @refresh_flag = false
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 主界面的不透明度下降
- if $game_temp.battle_main_phase
- self.contents_opacity -= 4 if self.contents_opacity > 191
- else
- self.contents_opacity += 4 if self.contents_opacity < 255
- end
- #################################################
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- dhp = actor.maxhp/156
- dsp = actor.maxsp/156
- if actor.hp2 <= actor.hp
- actor.hp
- actor.hp2 += dhp
- else
- actor.hp2 -= dhp
- end
- if actor.sp2 <= actor.sp
- actor.sp2 += dsp
- else
- actor.sp2 -= dsp
- end
-
- actor_x = i * 160 + 4
- draw_actor_hp_meter(actor, actor_x, 32, 120)
- draw_actor_sp_meter(actor, actor_x, 64, 120)
- end
- #######################################################
- refresh if @refresh_flag
- end
- end
- #========================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #========================================================================
- # —————————————————————————————————
- # ▼▲▼ XRXS_BP 2. HP,SPメーター表示 ▼▲▼
- # by 桜雅 在土
- #========================================================================
- # ■ Window_BattleStatus
- #========================================================================
- class Window_BattleStatus < Window_Base
- #-----------------------------------------------------------------------
- # ● 初始化
- #-----------------------------------------------------------------------
- alias xrxs_bp2_refresh refresh
- def refresh
- xrxs_bp2_refresh
- @item_max = $game_party.actors.size
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- actor_x = i * 160 + 4
- draw_actor_hp_meter(actor, actor_x, 32, 120)
- draw_actor_sp_meter(actor, actor_x, 64, 120)
- end
- end
- end
- #========================================================================
- # ■ Window_Base
- #========================================================================
- class Window_Base < Window
- #-----------------------------------------------------------------------
- # ● HP描画
- #-----------------------------------------------------------------------
- def draw_actor_hp_meter(actor, x, y, width = 156, type = 0)
- if type == 1 and actor.hp == 0
- return
- end
- self.contents.font.color = system_color
- self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))
-
- w = width * actor.hp2 / [actor.maxhp,1].max
-
- self.contents.fill_rect(x, y+28, w,1, Color.new(255, 96, 96, 255))
- self.contents.fill_rect(x, y+29, w,1, Color.new(255, 0, 0, 255))
- self.contents.fill_rect(x, y+30, w,1, Color.new(128, 0, 0, 255))
- self.contents.fill_rect(x, y+31, w,1, Color.new(0, 0, 0, 255))
- end
- #-----------------------------------------------------------------------
- # ● SP描画
- #-----------------------------------------------------------------------
- def draw_actor_sp_meter(actor, x, y, width = 156, type = 0)
- if type == 1 and actor.hp == 0
- return
- end
- self.contents.font.color = system_color
- self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))
-
- w = width * actor.sp2 / [actor.maxsp,1].max
-
- self.contents.fill_rect(x, y+28, w,1, Color.new(128, 255, 255, 255))
- self.contents.fill_rect(x, y+29, w,1, Color.new(0, 255, 255, 255))
- self.contents.fill_rect(x, y+30, w,1, Color.new(0, 192, 192, 255))
- self.contents.fill_rect(x, y+31, w,1, Color.new(0, 128, 128, 255))
- end
- end
- #========================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #========================================================================
复制代码
此脚本存在一些Bug。
由于时间问题,待日更正!
不好意思……!{/tp}
|
|