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Lv2.观梦者 傻♂逼
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烛光
不过有效果的只有角色
问题就在于事件的screen_x(y)坐标是不变的(至少通过screen_x(y)获得的不会变)
- $角色开灯的开光 = 1
- #==============================================================================
- # ■ Game_Player
- #------------------------------------------------------------------------------
- # 处理主角的类。事件启动的判定、以及地图的滚动等功能。
- # 本类的实例请参考 $game_player。
- #==============================================================================
- class Game_Player < Game_Character
- #--------------------------------------------------------------------------
- # ● 常量
- #--------------------------------------------------------------------------
- CENTER_X = (544 / 2 - 16) * 8 # 画面中央 X 座标 * 8
- CENTER_Y = (416 / 2 - 16) * 8 # 画面中央 Y 座标 * 8
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :vehicle_type # 目前乘坐交通工具类型
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super
- @vehicle_type = -1
- @vehicle_getting_on = false # 乘坐交通工具标志
- @vehicle_getting_off = false # 离开交通工具标志
- @transferring = false # 场所移动标志
- @new_map_id = 0 # 目标地图 ID
- @new_x = 0 # 目标 X 座标
- @new_y = 0 # 目标 Y 座标
- @new_direction = 0 # 移动後方向
- @walking_bgm = nil # 记忆用行走时 BGM
- # @light = Sprite.new #烛光
- # @light.bitmap = Cache.picture("light.png") #烛光
- # @light.opacity = 0 #烛光
- end
- #--------------------------------------------------------------------------
- # ● 判断是否停止
- #--------------------------------------------------------------------------
- def stopping?
- return false if @vehicle_getting_on
- return false if @vehicle_getting_off
- return super
- end
- #--------------------------------------------------------------------------
- # ● 场所移动准备
- # map_id : 地图 ID
- # x : X 座标
- # y : Y 座标
- # direction : 移动後面向
- #--------------------------------------------------------------------------
- def reserve_transfer(map_id, x, y, direction)
- @transferring = true
- @new_map_id = map_id
- @new_x = x
- @new_y = y
- @new_direction = direction
- end
- #--------------------------------------------------------------------------
- # ● 判断是否准备场所移动
- #--------------------------------------------------------------------------
- def transfer?
- return @transferring
- end
- #--------------------------------------------------------------------------
- # ● 执行场所移动
- #--------------------------------------------------------------------------
- def perform_transfer
- return unless @transferring
- @transferring = false
- set_direction(@new_direction)
- if $game_map.map_id != @new_map_id
- $game_map.setup(@new_map_id) # 移动到另一地图
- end
- moveto(@new_x, @new_y)
- @walking_bgm = $game_map.map.bgm
- end
- #--------------------------------------------------------------------------
- # ● 判断地图是否可以通行
- # x:X 座标
- # y:Y 座标
- #--------------------------------------------------------------------------
- def map_passable?(x, y)
- case @vehicle_type
- when 0 # 小型船
- return $game_map.boat_passable?(x, y)
- when 1 # 大型船
- return $game_map.ship_passable?(x, y)
- when 2 # 飞船
- return true
- else # 行走
- return $game_map.passable?(x, y)
- end
- end
- #--------------------------------------------------------------------------
- # ● 判断行走通行度
- # x:X 座标
- # y:Y 座标
- #--------------------------------------------------------------------------
- def can_walk?(x, y)
- last_vehicle_type = @vehicle_type # 移除交通工具类型
- @vehicle_type = -1 # 暂时设置为行走
- result = passable?(x, y) # 判断是否可以通行
- @vehicle_type = last_vehicle_type # 回复交通工具类型
- return result
- end
- #--------------------------------------------------------------------------
- # ● 判断飞船降落通行度
- # x:X 座标
- # y:Y 座标
- #--------------------------------------------------------------------------
- def airship_land_ok?(x, y)
- unless $game_map.airship_land_ok?(x, y)
- return false # 指定地图图块无法降落
- end
- unless $game_map.events_xy(x, y).empty?
- return false # 不可降落于事件之上
- end
- return true # 可以降落
- end
- #--------------------------------------------------------------------------
- # ● 判断是否在交通工具上
- #--------------------------------------------------------------------------
- def in_vehicle?
- return @vehicle_type >= 0
- end
- #--------------------------------------------------------------------------
- # ● 判断是否在飞船之上
- #--------------------------------------------------------------------------
- def in_airship?
- return @vehicle_type == 2
- end
- #--------------------------------------------------------------------------
- # ● 判断是否奔跑中
- #--------------------------------------------------------------------------
- def dash?
- return false if @move_route_forcing
- return false if $game_map.disable_dash?
- return false if in_vehicle?
- return Input.press?(Input::A)
- end
- #--------------------------------------------------------------------------
- # ● 判断是否是游戏测试通行状态
- #--------------------------------------------------------------------------
- def debug_through?
- return false unless $TEST
- return Input.press?(Input::CTRL)
- end
- #--------------------------------------------------------------------------
- # ● 设置地图画面座标为画面中央
- # x:X 座标
- # y:Y 座标
- #--------------------------------------------------------------------------
- def center(x, y)
- display_x = x * 256 - CENTER_X # 计算座标
- unless $game_map.loop_horizontal? # 非横向回圈的场合
- max_x = ($game_map.width - 17) * 256 # 计算最大值
- display_x = [0, [display_x, max_x].min].max # 校正座标
- end
- display_y = y * 256 - CENTER_Y # 计算座标
- unless $game_map.loop_vertical? # 非横向回圈的场合
- max_y = ($game_map.height - 13) * 256 # 计算最大值
- display_y = [0, [display_y, max_y].min].max # 校正座标
- end
- $game_map.set_display_pos(display_x, display_y) # 改变地图位置
- end
- #--------------------------------------------------------------------------
- # ● 移动至指定位置
- # x:X 座标
- # y:Y 座标
- #--------------------------------------------------------------------------
- def moveto(x, y)
- super
- center(x, y) # 居中对齐
- make_encounter_count # 初始化遇敌
- if in_vehicle? # 在交通工具中的场合
- vehicle = $game_map.vehicles[@vehicle_type] # 获取交通工具
- vehicle.refresh # 刷新交通工具
- end
- end
- #--------------------------------------------------------------------------
- # ● 增加步数
- #--------------------------------------------------------------------------
- def increase_steps
- super
- return if @move_route_forcing
- return if in_vehicle?
- $game_party.increase_steps
- $game_party.on_player_walk
- end
- #--------------------------------------------------------------------------
- # ● 设置遇敌计数
- #--------------------------------------------------------------------------
- def encounter_count
- return @encounter_count
- end
- #--------------------------------------------------------------------------
- # ● 初始化遇敌计数
- #--------------------------------------------------------------------------
- def make_encounter_count
- if $game_map.map_id != 0
- n = $game_map.encounter_step
- @encounter_count = rand(n) + rand(n) + 1 # 好比掷两个骰子
- end
- end
- #--------------------------------------------------------------------------
- # ● 判断是否在地图区域中
- # area : 区域数据(RPG::Area)
- #--------------------------------------------------------------------------
- def in_area?(area)
- return false if area == nil
- return false if $game_map.map_id != area.map_id
- return false if @x < area.rect.x
- return false if @y < area.rect.y
- return false if @x >= area.rect.x + area.rect.width
- return false if @y >= area.rect.y + area.rect.height
- return true
- end
- #--------------------------------------------------------------------------
- # ● 生成遇敌队伍
- #--------------------------------------------------------------------------
- def make_encounter_troop_id
- encounter_list = $game_map.encounter_list.clone
- for area in $data_areas.values
- encounter_list += area.encounter_list if in_area?(area)
- end
- if encounter_list.empty?
- make_encounter_count
- return 0
- end
- return encounter_list[rand(encounter_list.size)]
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- if $game_party.members.size == 0
- @character_name = ""
- @character_index = 0
- else
- actor = $game_party.members[0] # 获取队伍第一人
- @character_name = actor.character_name
- @character_index = actor.character_index
- end
- end
- #--------------------------------------------------------------------------
- # ● 判断同位置事件是否被触发
- # triggers : 触发数组
- #--------------------------------------------------------------------------
- def check_event_trigger_here(triggers)
- return false if $game_map.interpreter.running?
- result = false
- for event in $game_map.events_xy(@x, @y)
- if triggers.include?(event.trigger) and event.priority_type != 1
- event.start
- result = true if event.starting
- end
- end
- return result
- end
- #--------------------------------------------------------------------------
- # ● 确认前方事件是否被触发
- # triggers : 触发数组
- #--------------------------------------------------------------------------
- def check_event_trigger_there(triggers)
- return false if $game_map.interpreter.running?
- result = false
- front_x = $game_map.x_with_direction(@x, @direction)
- front_y = $game_map.y_with_direction(@y, @direction)
- for event in $game_map.events_xy(front_x, front_y)
- if triggers.include?(event.trigger) and event.priority_type == 1
- event.start
- result = true
- end
- end
- if result == false and $game_map.counter?(front_x, front_y)
- front_x = $game_map.x_with_direction(front_x, @direction)
- front_y = $game_map.y_with_direction(front_y, @direction)
- for event in $game_map.events_xy(front_x, front_y)
- if triggers.include?(event.trigger) and event.priority_type == 1
- event.start
- result = true
- end
- end
- end
- return result
- end
- #--------------------------------------------------------------------------
- # ● 判断接触事件是否被触发
- # x:X 座标
- # y:Y 座标
- #--------------------------------------------------------------------------
- def check_event_trigger_touch(x, y)
- x -= $game_map.width if $game_map.loop_horizontal? and x == $game_map.width
- y -= $game_map.height if $game_map.loop_vertical? and y == $game_map.height
- return false if $game_map.interpreter.running?
- result = false
- for event in $game_map.events_xy(x, y)
- if [1,2].include?(event.trigger) and event.priority_type == 1
- event.start
- result = true
- end
- end
- return result
- end
- #--------------------------------------------------------------------------
- # ● 方向键移动处理
- #--------------------------------------------------------------------------
- def move_by_input
- return unless movable?
- return if $game_map.interpreter.running?
- case Input.dir4
- when 2; move_down
- when 4; move_left
- when 6; move_right
- when 8; move_up
- end
- end
- #--------------------------------------------------------------------------
- # ● 可以行动判定
- #--------------------------------------------------------------------------
- def movable?
- return false if moving? # 正在移动
- return false if @move_route_forcing # 强制移动路线
- return false if @vehicle_getting_on # 正在乘上交通工具
- return false if @vehicle_getting_off # 正在乘上交通工具
- return false if $game_message.visible # 正在显示讯息
- return false if in_airship? and not $game_map.airship.movable?
- return true
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- last_real_x = @real_x
- last_real_y = @real_y
- last_moving = moving?
- move_by_input
- super
- update_scroll(last_real_x, last_real_y)
- update_vehicle
- update_nonmoving(last_moving)
- if $game_switches[$角色开灯的开光]
- # @light.opacity = 255 if @light.opacity == 0
- if ((@oldx != screen_x) or (@oldy != screen_y)) or $evmove
- $evmove = false
- @oldx = screen_x#@x* 32
- @oldy = screen_y#@y* 32
- # if (@oldx - (2*32) <= 0) or (@oldy - (2*32) <= 0)
- # $scene.light(@oldx,@oldy,160,160)
- # @light.x = @oldx - (2*32)
- # @light.y = 0#@oldy
- # else
- $scene.light(@oldx-(2*32),@oldy-(3*32),160,160)
- # @light.x = @oldx-(2*32)
- # @light.y = @oldy-(2*32)
- #p @light.y
- # end
- end
- else
- $scene.light if @oldx!=0
- @oldx = 0 if @oldx!=0
- @oldy = 0 if @oldy!=0
- #@light.opacity = 0 if @light.opacity == 255
-
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新滚动
- #--------------------------------------------------------------------------
- def update_scroll(last_real_x, last_real_y)
- ax1 = $game_map.adjust_x(last_real_x)
- ay1 = $game_map.adjust_y(last_real_y)
- ax2 = $game_map.adjust_x(@real_x)
- ay2 = $game_map.adjust_y(@real_y)
- if ay2 > ay1 and ay2 > CENTER_Y
- $game_map.scroll_down(ay2 - ay1)
- end
- if ax2 < ax1 and ax2 < CENTER_X
- $game_map.scroll_left(ax1 - ax2)
- end
- if ax2 > ax1 and ax2 > CENTER_X
- $game_map.scroll_right(ax2 - ax1)
- end
- if ay2 < ay1 and ay2 < CENTER_Y
- $game_map.scroll_up(ay1 - ay2)
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新交通工具
- #--------------------------------------------------------------------------
- def update_vehicle
- return unless in_vehicle?
- vehicle = $game_map.vehicles[@vehicle_type]
- if @vehicle_getting_on # 正在乘上?
- if not moving?
- @direction = vehicle.direction # 更改方向
- @move_speed = vehicle.speed # 更改移动速度
- @vehicle_getting_on = false # 结束乘上操作
- @transparent = true # 透明状态
- end
- elsif @vehicle_getting_off # 正在离开?
- if not moving? and vehicle.altitude == 0
- @vehicle_getting_off = false # 结束乘上操作
- @vehicle_type = -1 # 清除交通工具类型
- @transparent = false # 移除透明状态
- end
- else # 正在交通工具之上
- vehicle.sync_with_player # 与角色同步移动
- end
- end
- #--------------------------------------------------------------------------
- # ● 非移动中更新
- # last_moving : 之前是否正在移动
- #--------------------------------------------------------------------------
- def update_nonmoving(last_moving)
- return if $game_map.interpreter.running?
- return if moving?
- return if check_touch_event if last_moving
- if not $game_message.visible and Input.trigger?(Input::C)
- return if get_on_off_vehicle
- return if check_action_event
- end
- update_encounter if last_moving
- end
- #--------------------------------------------------------------------------
- # ● 更新遇敌
- #--------------------------------------------------------------------------
- def update_encounter
- return if $TEST and Input.press?(Input::CTRL) # 测试游戏中
- return if in_vehicle? # 乘坐交通工具中
- if $game_map.bush?(@x, @y) # 在草木繁茂处
- @encounter_count -= 2 # 将遇敌计数减2
- else # 否则
- @encounter_count -= 1 # 将遇敌计数减1
- end
- end
- #--------------------------------------------------------------------------
- # ● 判断事件是否由接触触发(重叠)
- #--------------------------------------------------------------------------
- def check_touch_event
- return false if in_airship?
- return check_event_trigger_here([1,2])
- end
- #--------------------------------------------------------------------------
- # ● 判断事件是否由确认键触发
- #--------------------------------------------------------------------------
- def check_action_event
- return false if in_airship?
- return true if check_event_trigger_here([0])
- return check_event_trigger_there([0,1,2])
- end
- #--------------------------------------------------------------------------
- # ● 上下交通工具
- #--------------------------------------------------------------------------
- def get_on_off_vehicle
- return false unless movable?
- if in_vehicle?
- return get_off_vehicle
- else
- return get_on_vehicle
- end
- end
- #--------------------------------------------------------------------------
- # ● 乘上交通工具
- # 以角色非在交通工具之上为前提
- #--------------------------------------------------------------------------
- def get_on_vehicle
- front_x = $game_map.x_with_direction(@x, @direction)
- front_y = $game_map.y_with_direction(@y, @direction)
- if $game_map.airship.pos?(@x, @y) # 判断角色是否与飞船重叠
- get_on_airship
- return true
- elsif $game_map.ship.pos?(front_x, front_y) # 判断前方是否有大型船
- get_on_ship
- return true
- elsif $game_map.boat.pos?(front_x, front_y) # 判断前方是否有小型船
- get_on_boat
- return true
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ● 乘上小型船
- #--------------------------------------------------------------------------
- def get_on_boat
- @vehicle_getting_on = true # 乘上交通工具标志
- @vehicle_type = 0 # 设置交通工具类型
- force_move_forward # 向前一步
- @walking_bgm = RPG::BGM::last # 记忆行走 BGM
- $game_map.boat.get_on # 上船处理
- end
- #--------------------------------------------------------------------------
- # ● 乘上大型船
- #--------------------------------------------------------------------------
- def get_on_ship
- @vehicle_getting_on = true # 乘上交通工具标志
- @vehicle_type = 1 # 设置交通工具类型
- force_move_forward # 向前一步
- @walking_bgm = RPG::BGM::last # 记忆行走 BGM
- $game_map.ship.get_on # 上船处理
- end
- #--------------------------------------------------------------------------
- # ● 乘上飞船
- #--------------------------------------------------------------------------
- def get_on_airship
- @vehicle_getting_on = true # 乘上交通工具标志
- @vehicle_type = 2 # 设置交通工具类型
- @through = true # 允许穿透
- @walking_bgm = RPG::BGM::last # 记忆行走 BGM
- $game_map.airship.get_on # 上船处理
- end
- #--------------------------------------------------------------------------
- # ● 离开交通工具
- # 以角色在交通工具之上为前提
- #--------------------------------------------------------------------------
- def get_off_vehicle
- if in_airship? # 在飞船之上
- return unless airship_land_ok?(@x, @y) # 判断是否能降落
- else # 在大/小型船上
- front_x = $game_map.x_with_direction(@x, @direction)
- front_y = $game_map.y_with_direction(@y, @direction)
- return unless can_walk?(front_x, front_y) # 判断是否能下船
- end
- $game_map.vehicles[@vehicle_type].get_off # 下船处理
- if in_airship? # 飞船
- @direction = 2 # 面向下
- else # 大/小型船
- force_move_forward # 向前一步
- @transparent = false # 移除透明状态
- end
- @vehicle_getting_off = true # 开始下船处理
- @move_speed = 4 # 回复移动速度
- @through = false # 不允许穿透
- @walking_bgm.play # 回复行走 BGM
- make_encounter_count # 初始化遇敌
- end
- #--------------------------------------------------------------------------
- # ● 强迫向前一步
- #--------------------------------------------------------------------------
- def force_move_forward
- @through = true # 允许穿透
- move_forward # 向前一步
- @through = false # 不允许穿透
- end
- end
- #==============================================================================
- # ■ Scene_Map
- #------------------------------------------------------------------------------
- # 处理地图画面的类。
- #==============================================================================
- class Scene_Map < Scene_Base
- #--------------------------------------------------------------------------
- # ● 开始处理
- #--------------------------------------------------------------------------
- def start
- super
- $game_map.refresh
- @spriteset = Spriteset_Map.new
- @message_window = Window_Message.new
- @black = Sprite.new
- #~@rect = {}
- end
- ######
- #视野判定
- ######
- def in_view?(ev)
- add_x = $game_player.x
- add_y = $game_player.y
- begin_x = $game_map.display_x - add_x
- begin_y = $game_map.display_y - add_y
- end_x = $game_map.display_x + 4352 + add_x
- end_y = $game_map.display_y + 3328 + add_y
- limit_x = $game_map.width * 256 - 256 + add_x
- limit_y = $game_map.height * 256 - 256 + add_y
- char_x = ev.real_x
- char_y = ev.real_y
- if end_x <= limit_x
- return false if char_x < begin_x or char_x > end_x
- end
- if end_y <= limit_y
- return false if char_y < begin_y or char_y > end_y
- end
- if end_x > limit_x and end_y > limit_y
- return false if char_x < begin_x and char_x > end_x - limit_x
- return false if char_y < begin_y and char_y > end_y - limit_y
- end
- return true
- end
-
- #--------------------------------------------------------------------------
- # ● 执行渐变
- #--------------------------------------------------------------------------
- def perform_transition
- if Graphics.brightness == 0 # 战斗後或载入後等
- fadein(30)
- else # 从菜单中回来等
- Graphics.transition(15)
- end
- end
-
- def light(x=0,y=0,h=0,w=0)
- if ($game_switches[$角色开灯的开光] == false)# and (@black.bitmap != nil)
- if @black.bitmap != nil
- @black.bitmap.dispose
- @black.bitmap = nil
- end
-
- return
- end
- #if @black.bitmap == nil
- @black.bitmap=Bitmap.new(544,416)
- @black.bitmap.fill_rect(Rect.new(0,0,544,416), Color.new(0,0,0))
- #end
- @black.bitmap.clear_rect(Rect.new(x,y,h,w))
- # for i in @rect
- # @black.bitmap.clear_rect(Rect.new(i.x,i.y,i.height,i.width))
- # end
- end
- #~ def light1(x=0,y=0,h=0,w=0,id)
- #~ @rect[id] = (Rect.new(x,y,h,w))
- #~ for i in @rect
- #~ @black.bitmap.clear_rect(Rect.new(i.x,i.y,i.height,i.width))
- #~ end
- #~ end
- #--------------------------------------------------------------------------
- # ● 结束处理
- #--------------------------------------------------------------------------
- def terminate
- super
- if $scene.is_a?(Scene_Battle) # 切换至战斗场景的场合
- @spriteset.dispose_characters # 隐藏角色来生成战斗背景
- end
- snapshot_for_background
- @spriteset.dispose
- @message_window.dispose
- if $scene.is_a?(Scene_Battle) # 切换至战斗场景的场合
- perform_battle_transition # 执行战斗渐变
- end
- end
- #--------------------------------------------------------------------------
- # ● 基本更新处理
- #--------------------------------------------------------------------------
- def update_basic
- Graphics.update # 更新游戏画面
- Input.update # 更新输入信息
- $game_map.update # 更新地图
- @spriteset.update # 更新活动块组
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- $game_map.interpreter.update # 更新解释器
- $game_map.update # 更新地图
- $game_player.update # 更新主角
- $game_system.update # 更新计时器
- @spriteset.update # 更新活动块组
- @message_window.update # 更新信息窗口
- unless $game_message.visible # 信息窗口显示中除外
- update_transfer_player
- update_encounter
- update_call_menu
- update_call_debug
- update_scene_change
- end
- end
- #--------------------------------------------------------------------------
- # ● 淡入画面
- # duration : 时间
- # 如果直接使用 Graphics.fadeout 的话会出现一些状况,如天候效果和远景
- # 滚动都会被强迫停止,所以用动态的 fade-in 效果会好些。
- #--------------------------------------------------------------------------
- def fadein(duration)
- Graphics.transition(0)
- for i in 0..duration-1
- Graphics.brightness = 255 * i / duration
- update_basic
- end
- Graphics.brightness = 255
- end
- #--------------------------------------------------------------------------
- # ● 淡出画面
- # duration : 时间
- # 与上面的 fadein 一样,不是直接调用 Graphics.fadein。
- #--------------------------------------------------------------------------
- def fadeout(duration)
- Graphics.transition(0)
- for i in 0..duration-1
- Graphics.brightness = 255 - 255 * i / duration
- update_basic
- end
- Graphics.brightness = 0
- end
- #--------------------------------------------------------------------------
- # ● 场所移动处理
- #--------------------------------------------------------------------------
- def update_transfer_player
- return unless $game_player.transfer?
- fade = (Graphics.brightness > 0)
- fadeout(30) if fade
- @spriteset.dispose # 释放活动块组
- $game_player.perform_transfer # 执行场所移动
- $game_map.autoplay # 自动更改 BGM 和 BGS
- $game_map.update
- Graphics.wait(15)
- @spriteset = Spriteset_Map.new # 重新生成活动块组
- fadein(30) if fade
- Input.update
- end
- #--------------------------------------------------------------------------
- # ● 遇敌处理
- #--------------------------------------------------------------------------
- def update_encounter
- return if $game_player.encounter_count > 0 # 检查步数
- return if $game_map.interpreter.running? # 判断是否有事件正在执行
- return if $game_system.encounter_disabled # 判断是否禁止遇敌
- troop_id = $game_player.make_encounter_troop_id # 判断敌人队伍
- return if $data_troops[troop_id] == nil # 判断队伍是否无效
- $game_troop.setup(troop_id)
- $game_troop.can_escape = true
- $game_temp.battle_proc = nil
- $game_temp.next_scene = "battle"
- preemptive_or_surprise
- end
- #--------------------------------------------------------------------------
- # ● 判断先下手或被偷袭
- #--------------------------------------------------------------------------
- def preemptive_or_surprise
- actors_agi = $game_party.average_agi
- enemies_agi = $game_troop.average_agi
- if actors_agi >= enemies_agi
- percent_preemptive = 5
- percent_surprise = 3
- else
- percent_preemptive = 3
- percent_surprise = 5
- end
- if rand(100) < percent_preemptive
- $game_troop.preemptive = true
- elsif rand(100) < percent_surprise
- $game_troop.surprise = true
- end
- end
- #--------------------------------------------------------------------------
- # ● 判断是否呼叫菜单(按下B键)
- #--------------------------------------------------------------------------
- def update_call_menu
- if Input.trigger?(Input::B)
- return if $game_map.interpreter.running? # 判断是否有事件正在执行
- return if $game_system.menu_disabled # 判断是否禁止菜单呼叫
- $game_temp.menu_beep = true # 设置音效标志
- $game_temp.next_scene = "menu"
- end
- end
- #--------------------------------------------------------------------------
- # ● 判断是否呼叫DEBUG场景(按下F9键)
- #--------------------------------------------------------------------------
- def update_call_debug
- if $TEST and Input.press?(Input::F9) # 游戏测试并按下F9
- $game_temp.next_scene = "debug"
- end
- end
- #--------------------------------------------------------------------------
- # ● 执行场景交替
- #--------------------------------------------------------------------------
- def update_scene_change
- return if $game_player.moving? # 判断主角是否移动中
- case $game_temp.next_scene
- when "battle"
- call_battle
- when "shop"
- call_shop
- when "name"
- call_name
- when "menu"
- call_menu
- when "save"
- call_save
- when "debug"
- call_debug
- when "gameover"
- call_gameover
- when "title"
- call_title
- else
- $game_temp.next_scene = nil
- end
- end
- #--------------------------------------------------------------------------
- # ● 切换至战斗画面
- #--------------------------------------------------------------------------
- def call_battle
- @spriteset.update
- Graphics.update
- $game_player.make_encounter_count
- $game_player.straighten
- $game_temp.map_bgm = RPG::BGM.last
- $game_temp.map_bgs = RPG::BGS.last
- RPG::BGM.stop
- RPG::BGS.stop
- Sound.play_battle_start
- $game_system.battle_bgm.play
- $game_temp.next_scene = nil
- $scene = Scene_Battle.new
- end
- #--------------------------------------------------------------------------
- # ● 切换至商店画面
- #--------------------------------------------------------------------------
- def call_shop
- $game_temp.next_scene = nil
- $scene = Scene_Shop.new
- end
- #--------------------------------------------------------------------------
- # ● 切换至名称输入画面
- #--------------------------------------------------------------------------
- def call_name
- $game_temp.next_scene = nil
- $scene = Scene_Name.new
- end
- #--------------------------------------------------------------------------
- # ● 切换至菜单画面
- #--------------------------------------------------------------------------
- def call_menu
- if $game_temp.menu_beep
- Sound.play_decision
- $game_temp.menu_beep = false
- end
- $game_temp.next_scene = nil
- $scene = Scene_Menu.new
- end
- #--------------------------------------------------------------------------
- # ● 切换至存档画面
- #--------------------------------------------------------------------------
- def call_save
- $game_temp.next_scene = nil
- $scene = Scene_File.new(true, false, true)
- end
- #--------------------------------------------------------------------------
- # ● 切换至DEBUG画面
- #--------------------------------------------------------------------------
- def call_debug
- Sound.play_decision
- $game_temp.next_scene = nil
- $scene = Scene_Debug.new
- end
- #--------------------------------------------------------------------------
- # ● 切换至游戏结束画面
- #--------------------------------------------------------------------------
- def call_gameover
- $game_temp.next_scene = nil
- $scene = Scene_Gameover.new
- end
- #--------------------------------------------------------------------------
- # ● 切换至标题画面
- #--------------------------------------------------------------------------
- def call_title
- $game_temp.next_scene = nil
- $scene = Scene_Title.new
- fadeout(60)
- end
- #--------------------------------------------------------------------------
- # ● 执行战斗渐变
- #--------------------------------------------------------------------------
- def perform_battle_transition
- Graphics.transition(80, "Graphics/System/BattleStart", 80)
- Graphics.freeze
- end
- end
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