赞 | 0 |
VIP | 0 |
好人卡 | 0 |
积分 | 1 |
经验 | 8411 |
最后登录 | 2023-12-8 |
在线时间 | 85 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 90
- 在线时间
- 85 小时
- 注册时间
- 2012-5-27
- 帖子
- 148
|
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
- #==============================================================================
- # 《综合战斗处理第二代》
- #介绍;这款脚本加了以下内容;
- # 1.空手攻击的动画ID是第一个,被攻动画ID是第二个
- # 2.空手时攻防能力,修改防御力在 1252行,攻击力在 1246行
- # 3.增加了入场的动画,入场动画为3
- # 4.增加了 当物理攻击时,被攻方SP 与 HP 一起减少
- # 5.增加了 当物理攻击时,被攻方SP增加,HP 减少 (恢血的sp会减少的奥~~这是个缺陷,呵呵~~)
- # 6.增加了 连续伤害时,被攻方SP增加,HP 减少HP的5%
- # 7.增加了 战斗人物的上下摇动,如果不想要,就把1560行的 return 480 - rand(5)改为return 480
- # 8.把“MISS”更改成了“打空”
- # 9.增加了 战斗敌人人物的左右摇动,如果不想要,就把1793行的 return $data_troops[@troop_id].members[@member_index].y + rand(5)改为return $data_troops[@troop_id].members[@member_index].y
- # 10.更新了新的战斗计算方式,增加了幸运的随机伤害100
- # 11.随机获取经验,获取范围为你输入的 打死后获得经验 的值
- # 13.随机获取金钱,获取范围为你输入的 打死后获得金钱 的值
- # 14.增加了游戏一开始你的金钱,(随机获得),更改在1914,如果不要,就改为0.
- # 15.增加了显血设置(其中有2个显血设置来自66RPG)
- #
- #
- # *!!一定要在Main脚本前面,所有脚本的后面插入,不然就会发生错误!~~~~~
- # *!!注意,空手时攻击力的值是随机值,每换一次装备,空手时的攻击力就会改变!~
- # #!!此脚步可能会与某些脚本发生冲突!~~
- #制作人;STUPID ANT 制作组;STUPID PIG工作室
- ##########################《使用声明》#########################################
- #本脚本由STUPID PIG工作室自行研制,其制作权归本工作室所有,当然大家可以尽情的
- #使用,但是所有的备注都不能删除,呵呵~~就算你加密,我们也不怕,很轻松就能看到!
- #在使用过程中如果有什么漏洞或新的想法,可以联系我们,QQ;1660618519
- #当然,我不经常在线,所以你们还可以打我手机;13977375101
- #祝你们做游戏愉快!~
- #==============================================================================
- 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
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- @battler_name = ""
- @battler_hue = 0
- @hp = 0
- @sp = 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 = 03
- @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.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.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.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.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.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.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.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.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.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.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 += $data_states.eva
- end
- return n
- end
- #--------------------------------------------------------------------------
- # ● 更改 HP
- # hp : 新的 HP
- #--------------------------------------------------------------------------
- def hp=(hp)
- @hp = [[hp, maxhp].min, 0].max
- # 解除附加的战斗不能状态
- for i in 1...$data_states.size
- if $data_states.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
- #==============================================================================
- # ■ Game_Battler (分割定义 2)
- #------------------------------------------------------------------------------
- # 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
- #--------------------------------------------------------------------------
- # ● 检查状态
- # state_id : 状态 ID
- #--------------------------------------------------------------------------
- def state?(state_id)
- # 如果符合被附加的状态的条件就返回 ture
- return @states.include?(state_id)
- end
- #--------------------------------------------------------------------------
- # ● 判断状态是否为 full
- # state_id : 状态 ID
- #--------------------------------------------------------------------------
- def state_full?(state_id)
- # 如果符合被附加的状态的条件就返回 false
- unless self.state?(state_id)
- return false
- end
- # 秩序回合数 -1 (自动状态) 然后返回 true
- if @states_turn[state_id] == -1
- return true
- end
- # 当持续回合数等于自然解除的最低回合数时返回 ture
- return @states_turn[state_id] == $data_states[state_id].hold_turn
- end
- #--------------------------------------------------------------------------
- # ● 附加状态
- # state_id : 状态 ID
- # force : 强制附加标志 (处理自动状态时使用)
- #--------------------------------------------------------------------------
- def add_state(state_id, force = false)
- # 无效状态的情况下
- if $data_states[state_id] == nil
- # 过程结束
- return
- end
- # 无法强制附加的情况下
- unless force
- # 已存在的状态循环
- for i in @states
- # 新的状态和已经存在的状态 (-) 同时包含的情况下、
- # 本状态不包含变化为新状态的状态变化 (-)
- # (ex : 战斗不能与附加中毒同时存在的场合)
- if $data_states.minus_state_set.include?(state_id) and
- not $data_states[state_id].minus_state_set.include?(i)
- # 过程结束
- return
- end
- end
- end
- # 无法附加本状态的情况下
- unless state?(state_id)
- # 状态 ID 追加到 @states 序列中
- @states.push(state_id)
- # 选项 [当作 HP 0 的状态] 有效的情况下
- if $data_states[state_id].zero_hp
- # HP 更改为 0
- @hp = 0
- end
- # 所有状态的循环
- for i in 1...$data_states.size
- # 状态变化 (+) 处理
- if $data_states[state_id].plus_state_set.include?(i)
- add_state(i)
- end
- # 状态变化 (-) 处理
- if $data_states[state_id].minus_state_set.include?(i)
- remove_state(i)
- end
- end
- # 按比例大的排序 (值相等的情况下按照强度排序)
- @states.sort! do |a, b|
- state_a = $data_states[a]
- state_b = $data_states
- if state_a.rating > state_b.rating
- -1
- elsif state_a.rating < state_b.rating
- +1
- elsif state_a.restriction > state_b.restriction
- -1
- elsif state_a.restriction < state_b.restriction
- +1
- else
- a <=> b
- end
- end
- end
- # 强制附加的场合
- if force
- # 设置为自然解除的最低回数 -1 (无效)
- @states_turn[state_id] = -1
- end
- # 不能强制附加的场合
- unless @states_turn[state_id] == -1
- # 设置为自然解除的最低回数
- @states_turn[state_id] = $data_states[state_id].hold_turn
- end
- # 无法行动的场合
- unless movable?
- # 清除行动
- @current_action.clear
- end
- # 检查 HP 及 SP 的最大值
- @hp = [@hp, self.maxhp].min
- @sp = [@sp, self.maxsp].min
- end
- #--------------------------------------------------------------------------
- # ● 解除状态
- # state_id : 状态 ID
- # force : 强制解除标志 (处理自动状态时使用)
- #--------------------------------------------------------------------------
- def remove_state(state_id, force = false)
- # 无法附加本状态的情况下
- if state?(state_id)
- # 被强制附加的状态、并不是强制解除的情况下
- if @states_turn[state_id] == -1 and not force
- # 过程结束
- return
- end
- # 现在的 HP 为 0 当作选项 [当作 HP 0 的状态]有效的场合
- if @hp == 0 and $data_states[state_id].zero_hp
- # 判断是否有另外的 [当作 HP 0 的状态]状态
- zero_hp = false
- for i in @states
- if i != state_id and $data_states.zero_hp
- zero_hp = true
- end
- end
- # 如果可以解除战斗不能、将 HP 更改为 1
- if zero_hp == false
- @hp = 1
- end
- end
- # 将状态 ID 从 @states 队列和 @states_turn hash 中删除
- @states.delete(state_id)
- @states_turn.delete(state_id)
- end
- # 检查 HP 及 SP 的最大值
- @hp = [@hp, self.maxhp].min
- @sp = [@sp, self.maxsp].min
- end
- #--------------------------------------------------------------------------
- # ● 获取状态的动画 ID
- #--------------------------------------------------------------------------
- def state_animation_id
- # 一个状态也没被附加的情况下
- if @states.size == 0
- return 0
- end
- # 返回概率最大的状态动画 ID
- return $data_states[@states[0]].animation_id
- end
- #--------------------------------------------------------------------------
- # ● 获取限制
- #--------------------------------------------------------------------------
- def restriction
- restriction_max = 0
- # 从当前附加的状态中获取最大的 restriction
- for i in @states
- if $data_states.restriction >= restriction_max
- restriction_max = $data_states.restriction
- end
- end
- return restriction_max
- end
- #--------------------------------------------------------------------------
- # ● 判断状态 [无法获得 EXP]
- #--------------------------------------------------------------------------
- def cant_get_exp?
- for i in @states
- if $data_states.cant_get_exp
- return true
- end
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ● 判断状态 [无法回避攻击]
- #--------------------------------------------------------------------------
- def cant_evade?
- for i in @states
- if $data_states.cant_evade
- return true
- end
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ● 判断状态 [连续伤害]
- #--------------------------------------------------------------------------
- def slip_damage?
- for i in @states
- if $data_states.slip_damage
- return true
- end
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ● 解除战斗用状态 (战斗结束时调用)
- #--------------------------------------------------------------------------
- def remove_states_battle
- for i in @states.clone
- if $data_states.battle_only
- remove_state(i)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 状态自然解除 (回合改变时调用)
- #--------------------------------------------------------------------------
- def remove_states_auto
- for i in @states_turn.keys.clone
- if @states_turn > 0
- @states_turn -= 1
- elsif rand(100) < $data_states.auto_release_prob
- remove_state(i)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 状态攻击解除 (受到物理伤害时调用)
- #--------------------------------------------------------------------------
- def remove_states_shock
- for i in @states.clone
- if rand(100) < $data_states.shock_release_prob
- remove_state(i)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 状态变化 (+) 的适用
- # plus_state_set : 状态变化 (+)
- #--------------------------------------------------------------------------
- def states_plus(plus_state_set)
- # 清除有效标志
- effective = false
- # 循环 (附加状态)
- for i in plus_state_set
- # 无法防御本状态的情况下
- unless self.state_guard?(i)
- # 这个状态如果不是 full 的话就设置有效标志
- effective |= self.state_full?(i) == false
- # 状态为 [不能抵抗] 的情况下
- if $data_states.nonresistance
- # 设置状态变化标志
- @state_changed = true
- # 附加状态
- add_state(i)
- # 这个状态不是 full 的情况下
- elsif self.state_full?(i) == false
- # 将状态的有效度变换为概率、与随机数比较
- if rand(100) < [0,100,80,60,40,20,0][self.state_ranks]
- # 设置状态变化标志
- @state_changed = true
- # 附加状态
- add_state(i)
- end
- end
- end
- end
- # 过程结束
- return effective
- end
- #--------------------------------------------------------------------------
- # ● 状态变化 (-) 的使用
- # minus_state_set : 状态变化 (-)
- #--------------------------------------------------------------------------
- def states_minus(minus_state_set)
- # 清除有效标志
- effective = false
- # 循环 (解除状态)
- for i in minus_state_set
- # 如果这个状态被附加则设置有效标志
- effective |= self.state?(i)
- # 设置状态变化标志
- @state_changed = true
- # 解除状态
- remove_state(i)
- end
- # 过程结束
- return effective
- end
- end
- #==============================================================================
- # ■ Game_Battler (分割定义 3)
- #------------------------------------------------------------------------------
- # 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
- #--------------------------------------------------------------------------
- # ● 可以使用特技的判定
- # skill_id : 特技 ID
- #--------------------------------------------------------------------------
- def skill_can_use?(skill_id)
- # SP 不足的情况下不能使用
- if $data_skills[skill_id].sp_cost > self.sp
- return false
- end
- # 战斗不能的情况下不能使用
- if dead?
- return false
- end
- # 沉默状态的情况下、物理特技以外的特技不能使用
- if $data_skills[skill_id].atk_f == 0 and self.restriction == 1
- return false
- end
- # 获取可以使用的时机
- occasion = $data_skills[skill_id].occasion
- # 战斗中的情况下
- if $game_temp.in_battle
- # [平时] 或者是 [战斗中] 可以使用
- return (occasion == 0 or occasion == 1)
- # 不是战斗中的情况下
- else
- # [平时] 或者是 [菜单中] 可以使用
- return (occasion == 0 or occasion == 2)
- end
- end
- #--------------------------------------------------------------------------
- # ● 应用通常攻击效果
- # attacker : 攻击者 (battler)
- #--------------------------------------------------------------------------
- def attack_effect(attacker)
- # 清除会心一击标志
- self.critical = false
- # 第一命中判定
- hit_result = (rand(100) < attacker.hit)
- # 命中的情况下
- if hit_result == true
- # 计算基本伤害
- atk = [attacker.atk - self.pdef / 2, 0].max
- self.damage = atk * (20 + attacker.str) / 20 + rand(100)
- # 属性修正
- self.damage *= elements_correct(attacker.element_set)
- self.damage /= 100
- # 伤害符号正确的情况下
- if self.damage > 0
- # 会心一击修正
- if rand(100) < 4 * attacker.dex / self.agi
- self.damage *= 2
- self.critical = true
- end
- # 防御修正
- if self.guarding?
- self.damage /= 2
- end
- end
- # 分散
- if self.damage.abs > 0
- amp = [self.damage.abs * 15 / 100, 1].max
- self.damage += rand(amp+1) + rand(amp+1) - amp
- end
- # 第二命中判定
- eva = 8 * self.agi / attacker.dex + self.eva
- hit = self.damage < 0 ? 100 : 100 - eva
- hit = self.cant_evade? ? 100 : hit
- hit_result = (rand(100) < hit)
- end
- # 命中的情况下
- if hit_result == true
- # 状态冲击解除
- remove_states_shock
- # HP 的伤害计算
- self.hp -= self.damage
- self.sp -= self.damage
- # 状态变化
- @state_changed = false
- states_plus(attacker.plus_state_set)
- states_minus(attacker.minus_state_set)
- # Miss 的情况下
- else
- # 伤害设置为 "Miss"
- self.damage = "打空"
- # 清除会心一击标志
- self.critical = false
- end
- # 过程结束
- return true
- end
- #--------------------------------------------------------------------------
- # ● 应用特技效果
- # user : 特技的使用者 (battler)
- # skill : 特技
- #--------------------------------------------------------------------------
- def skill_effect(user, skill)
- # 清除会心一击标志
- self.critical = false
- # 特技的效果范围是 HP 1 以上的己方、自己的 HP 为 0、
- # 或者特技的效果范围是 HP 0 的己方、自己的 HP 为 1 以上的情况下
- if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
- ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
- # 过程结束
- return false
- end
- # 清除有效标志
- effective = false
- # 公共事件 ID 是有效的情况下,设置为有效标志
- effective |= skill.common_event_id > 0
- # 第一命中判定
- hit = skill.hit
- if skill.atk_f > 0
- hit *= user.hit / 100
- end
- hit_result = (rand(100) < hit)
- # 不确定的特技的情况下设置为有效标志
- effective |= hit < 100
- # 命中的情况下
- if hit_result == true
- # 计算威力
- power = skill.power + user.atk * skill.atk_f / 100
- if power > 0
- power -= self.pdef * skill.pdef_f / 200
- power -= self.mdef * skill.mdef_f / 200
- power = [power, 0].max
- end
- # 计算倍率
- rate = 20
- rate += (user.str * skill.str_f / 100)
- rate += (user.dex * skill.dex_f / 100)
- rate += (user.agi * skill.agi_f / 100)
- rate += (user.int * skill.int_f / 100)
- # 计算基本伤害
- self.damage = power * rate / 20 + rand(100)
- # 属性修正
- self.damage *= elements_correct(skill.element_set)
- self.damage /= 100
- # 伤害符号正确的情况下
- if self.damage > 0
- # 防御修正
- if self.guarding?
- self.damage /= 2
- end
- end
- # 分散
- if skill.variance > 0 and self.damage.abs > 0
- amp = [self.damage.abs * skill.variance / 100, 1].max
- self.damage += rand(amp+1) + rand(amp+1) - amp
- end
- # 第二命中判定
- eva = 8 * self.agi / user.dex + self.eva
- hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
- hit = self.cant_evade? ? 100 : hit
- hit_result = (rand(100) < hit)
- # 不确定的特技的情况下设置为有效标志
- effective |= hit < 100
- end
- # 命中的情况下
- if hit_result == true
- # 威力 0 以外的物理攻击的情况下
- if skill.power != 0 and skill.atk_f > 0
- # 状态冲击解除
- remove_states_shock
- # 设置有效标志
- effective = true
- end
- # HP 的伤害减法运算
- last_hp = self.hp
- self.hp -= self.damage
- self.sp += self.damage
- effective |= self.hp != last_hp
- # 状态变化
- @state_changed = false
- effective |= states_plus(skill.plus_state_set)
- effective |= states_minus(skill.minus_state_set)
- # 威力为 0 的场合
- if skill.power == 0
- # 伤害设置为空的字串
- self.damage = ""
- # 状态没有变化的情况下
- unless @state_changed
- # 伤害设置为 "Miss"
- self.damage = "打空"
- end
- end
- # Miss 的情况下
- else
- # 伤害设置为 "Miss"
- self.damage = "打空"
- end
- # 不在战斗中的情况下
- unless $game_temp.in_battle
- # 伤害设置为 nil
- self.damage = nil
- end
- # 过程结束
- return effective
- end
- #--------------------------------------------------------------------------
- # ● 应用物品效果
- # item : 物品
- #--------------------------------------------------------------------------
- def item_effect(item)
- # 清除会心一击标志
- self.critical = false
- # 物品的效果范围是 HP 1 以上的己方、自己的 HP 为 0、
- # 或者物品的效果范围是 HP 0 的己方、自己的 HP 为 1 以上的情况下
- if ((item.scope == 3 or item.scope == 4) and self.hp == 0) or
- ((item.scope == 5 or item.scope == 6) and self.hp >= 1)
- # 过程结束
- return false
- end
- # 清除有效标志
- effective = false
- # 公共事件 ID 是有效的情况下,设置为有效标志
- effective |= item.common_event_id > 0
- # 命中判定
- hit_result = (rand(100) < item.hit)
- # 不确定的特技的情况下设置为有效标志
- effective |= item.hit < 100
- # 命中的情况
- if hit_result == true
- # 计算回复量
- recover_hp = maxhp * item.recover_hp_rate / 100 + item.recover_hp
- recover_sp = maxsp * item.recover_sp_rate / 100 + item.recover_sp
- if recover_hp < 0
- recover_hp += self.pdef * item.pdef_f / 20
- recover_hp += self.mdef * item.mdef_f / 20
- recover_hp = [recover_hp, 0].min
- end
- # 属性修正
- recover_hp *= elements_correct(item.element_set)
- recover_hp /= 100
- recover_sp *= elements_correct(item.element_set)
- recover_sp /= 100
- # 分散
- if item.variance > 0 and recover_hp.abs > 0
- amp = [recover_hp.abs * item.variance / 100, 1].max
- recover_hp += rand(amp+1) + rand(amp+1) - amp
- end
- if item.variance > 0 and recover_sp.abs > 0
- amp = [recover_sp.abs * item.variance / 100, 1].max
- recover_sp += rand(amp+1) + rand(amp+1) - amp
- end
- # 回复量符号为负的情况下
- if recover_hp < 0
- # 防御修正
- if self.guarding?
- recover_hp /= 2
- end
- end
- # HP 回复量符号的反转、设置伤害值
- self.damage = -recover_hp
- # HP 以及 SP 的回复
- last_hp = self.hp
- last_sp = self.sp
- self.hp += recover_hp
- self.sp += recover_sp
- effective |= self.hp != last_hp
- effective |= self.sp != last_sp
- # 状态变化
- @state_changed = false
- effective |= states_plus(item.plus_state_set)
- effective |= states_minus(item.minus_state_set)
- # 能力上升值有效的情况下
- if item.parameter_type > 0 and item.parameter_points != 0
- # 能力值的分支
- case item.parameter_type
- when 1 # MaxHP
- @maxhp_plus += item.parameter_points
- when 2 # MaxSP
- @maxsp_plus += item.parameter_points
- when 3 # 力量
- @str_plus += item.parameter_points
- when 4 # 灵巧
- @dex_plus += item.parameter_points
- when 5 # 速度
- @agi_plus += item.parameter_points
- when 6 # 魔力
- @int_plus += item.parameter_points
- end
- # 设置有效标志
- effective = true
- end
- # HP 回复率与回复量为 0 的情况下
- if item.recover_hp_rate == 0 and item.recover_hp == 0
- # 设置伤害为空的字符串
- self.damage = ""
- # SP 回复率与回复量为 0、能力上升值无效的情况下
- if item.recover_sp_rate == 0 and item.recover_sp == 0 and
- (item.parameter_type == 0 or item.parameter_points == 0)
- # 状态没有变化的情况下
- unless @state_changed
- # 伤害设置为 "Miss"
- self.damage = "打空"
- end
- end
- end
- # Miss 的情况下
- else
- # 伤害设置为 "Miss"
- self.damage = "打空"
- end
- # 不在战斗中的情况下
- unless $game_temp.in_battle
- # 伤害设置为 nil
- self.damage = nil
- end
- # 过程结束
- return effective
- end
- #--------------------------------------------------------------------------
- # ● 应用连续伤害效果
- #--------------------------------------------------------------------------
- def slip_damage_effect
- # 设置伤害
- self.damage = self.maxhp / 5
- # 分散
- if self.damage.abs > 0
- amp = [self.damage.abs * 15 / 100, 1].max
- self.damage += rand(amp+1) + rand(amp+1) - amp
- end
- # HP 的伤害减法运算
- self.hp -= self.damage
- # 过程结束
- return true
- end
- #--------------------------------------------------------------------------
- # ● 属性修正计算
- # element_set : 属性
- #--------------------------------------------------------------------------
- def elements_correct(element_set)
- # 无属性的情况
- if element_set == []
- # 返回 100
- return 100
- end
- # 在被赋予的属性中返回最弱的
- # ※过程 element_rate 是、本类以及继承的 Game_Actor
- # 和 Game_Enemy 类的定义
- weakest = -100
- for i in element_set
- weakest = [weakest, self.element_rate(i)].max
- end
- return weakest
- end
- end
- #==============================================================================
- # ■ Game_Actor
- #------------------------------------------------------------------------------
- # 处理角色的类。本类在 Game_Actors 类 ($game_actors)
- # 的内部使用、Game_Party 类请参考 ($game_party) 。
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :name # 名称
- attr_reader :character_name # 角色 文件名
- attr_reader :character_hue # 角色 色相
- attr_reader :class_id # 职业 ID
- attr_reader :weapon_id # 武器 ID
- attr_reader :armor1_id # 盾 ID
- attr_reader :armor2_id # 头防具 ID
- attr_reader :armor3_id # 身体体防具 ID
- attr_reader :armor4_id # 装饰品 ID
- attr_reader :level # 等级
- attr_reader :exp # EXP
- attr_reader :skills # 特技
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # actor_id : 角色 ID
- #--------------------------------------------------------------------------
- def initialize(actor_id)
- super()
- setup(actor_id)
- end
- #--------------------------------------------------------------------------
- # ● 设置
- # actor_id : 角色 ID
- #--------------------------------------------------------------------------
- def setup(actor_id)
- actor = $data_actors[actor_id]
- @actor_id = actor_id
- @name = actor.name
- @character_name = actor.character_name
- @character_hue = actor.character_hue
- @battler_name = actor.battler_name
- @battler_hue = actor.battler_hue
- @class_id = actor.class_id
- @weapon_id = actor.weapon_id
- @armor1_id = actor.armor1_id
- @armor2_id = actor.armor2_id
- @armor3_id = actor.armor3_id
- @armor4_id = actor.armor4_id
- @level = actor.initial_level
- @exp_list = Array.new(101)
- make_exp_list
- @exp = @exp_list[@level]
- @skills = []
- @hp = maxhp
- @sp = maxsp
- @states = []
- @states_turn = {}
- @maxhp_plus = 0
- @maxsp_plus = 0
- @str_plus = 0
- @dex_plus = 0
- @agi_plus = 0
- @int_plus = 0
- # 学会特技
- for i in 1..@level
- for j in $data_classes[@class_id].learnings
- if j.level == i
- learn_skill(j.skill_id)
- end
- end
- end
- # 刷新自动状态
- update_auto_state(nil, $data_armors[@armor1_id])
- update_auto_state(nil, $data_armors[@armor2_id])
- update_auto_state(nil, $data_armors[@armor3_id])
- update_auto_state(nil, $data_armors[@armor4_id])
- end
- #--------------------------------------------------------------------------
- # ● 获取角色 ID
- #--------------------------------------------------------------------------
- def id
- return @actor_id
- end
- #--------------------------------------------------------------------------
- # ● 获取索引
- #--------------------------------------------------------------------------
- def index
- return $game_party.actors.index(self)
- end
- #--------------------------------------------------------------------------
- # ● 计算 EXP
- #--------------------------------------------------------------------------
- def make_exp_list
- actor = $data_actors[@actor_id]
- @exp_list[1] = 0
- pow_i = 2.4 + actor.exp_inflation / 100.0
- for i in 2..100
- if i > actor.final_level
- @exp_list = 0
- else
- n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
- @exp_list = @exp_list[i-1] + Integer(n)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 取得属性修正值
- # element_id : 属性 ID
- #--------------------------------------------------------------------------
- def element_rate(element_id)
- # 获取对应属性有效度的数值
- table = [0,200,150,100,50,0,-100]
- result = table[$data_classes[@class_id].element_ranks[element_id]]
- # 防具能防御本属性的情况下效果减半
- for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
- armor = $data_armors
- if armor != nil and armor.guard_element_set.include?(element_id)
- result /= 2
- end
- end
- # 状态能防御本属性的情况下效果减半
- for i in @states
- if $data_states.guard_element_set.include?(element_id)
- result /= 2
- end
- end
- # 过程结束
- return result
- end
- #--------------------------------------------------------------------------
- # ● 获取属性有效度
- #--------------------------------------------------------------------------
- def state_ranks
- return $data_classes[@class_id].state_ranks
- end
- #--------------------------------------------------------------------------
- # ● 判定防御属性
- # state_id : 属性 ID
- #--------------------------------------------------------------------------
- def state_guard?(state_id)
- for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
- armor = $data_armors
- if armor != nil
- if armor.guard_state_set.include?(state_id)
- return true
- end
- end
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ● 获取普通攻击属性
- #--------------------------------------------------------------------------
- def element_set
- weapon = $data_weapons[@weapon_id]
- return weapon != nil ? weapon.element_set : []
- end
- #--------------------------------------------------------------------------
- # ● 获取普通攻击状态变化 (+)
- #--------------------------------------------------------------------------
- def plus_state_set
- weapon = $data_weapons[@weapon_id]
- return weapon != nil ? weapon.plus_state_set : []
- end
- #--------------------------------------------------------------------------
- # ● 获取普通攻击状态变化 (-)
- #--------------------------------------------------------------------------
- def minus_state_set
- weapon = $data_weapons[@weapon_id]
- return weapon != nil ? weapon.minus_state_set : []
- end
- #--------------------------------------------------------------------------
- # ● 获取 MaxHP
- #--------------------------------------------------------------------------
- def maxhp
- n = [[base_maxhp + @maxhp_plus, 1].max, 9999].min
- for i in @states
- n *= $data_states.maxhp_rate / 100.0
- end
- n = [[Integer(n), 1].max, 9999].min
- return n
- end
- #--------------------------------------------------------------------------
- # ● 获取基本 MaxHP
- #--------------------------------------------------------------------------
- def base_maxhp
- return $data_actors[@actor_id].parameters[0, @level]
- end
- #--------------------------------------------------------------------------
- # ● 获取基本 MaxSP
- #--------------------------------------------------------------------------
- def base_maxsp
- return $data_actors[@actor_id].parameters[1, @level]
- end
- #--------------------------------------------------------------------------
- # ● 获取基本力量
- #--------------------------------------------------------------------------
- def base_str
- n = $data_actors[@actor_id].parameters[2, @level]
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- n += weapon != nil ? weapon.str_plus : 0
- n += armor1 != nil ? armor1.str_plus : 0
- n += armor2 != nil ? armor2.str_plus : 0
- n += armor3 != nil ? armor3.str_plus : 0
- n += armor4 != nil ? armor4.str_plus : 0
- return [[n, 1].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 获取基本灵巧
- #--------------------------------------------------------------------------
- def base_dex
- n = $data_actors[@actor_id].parameters[3, @level]
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- n += weapon != nil ? weapon.dex_plus : 0
- n += armor1 != nil ? armor1.dex_plus : 0
- n += armor2 != nil ? armor2.dex_plus : 0
- n += armor3 != nil ? armor3.dex_plus : 0
- n += armor4 != nil ? armor4.dex_plus : 0
- return [[n, 1].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 获取基本速度
- #--------------------------------------------------------------------------
- def base_agi
- n = $data_actors[@actor_id].parameters[4, @level]
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- n += weapon != nil ? weapon.agi_plus : 0
- n += armor1 != nil ? armor1.agi_plus : 0
- n += armor2 != nil ? armor2.agi_plus : 0
- n += armor3 != nil ? armor3.agi_plus : 0
- n += armor4 != nil ? armor4.agi_plus : 0
- return [[n, 1].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 获取基本魔力
- #--------------------------------------------------------------------------
- def base_int
- n = $data_actors[@actor_id].parameters[5, @level]
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- n += weapon != nil ? weapon.int_plus : 0
- n += armor1 != nil ? armor1.int_plus : 0
- n += armor2 != nil ? armor2.int_plus : 0
- n += armor3 != nil ? armor3.int_plus : 0
- n += armor4 != nil ? armor4.int_plus : 0
- return [[n, 1].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 获取基本攻击力
- #--------------------------------------------------------------------------
- def base_atk
- weapon = $data_weapons[@weapon_id]
- return weapon != nil ? weapon.atk : rand(60)
- end
- #--------------------------------------------------------------------------
- # ● 获取基本物理防御
- #--------------------------------------------------------------------------
- def base_pdef
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- pdef1 = weapon != nil ? weapon.pdef : 0
- pdef2 = armor1 != nil ? armor1.pdef : 0
- pdef3 = armor2 != nil ? armor2.pdef : 0
- pdef4 = armor3 != nil ? armor3.pdef : 0
- pdef5 = armor4 != nil ? armor4.pdef : 0
- return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + 5
- end
- #--------------------------------------------------------------------------
- # ● 获取基本魔法防御
- #--------------------------------------------------------------------------
- def base_mdef
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- mdef1 = weapon != nil ? weapon.mdef : 0
- mdef2 = armor1 != nil ? armor1.mdef : 0
- mdef3 = armor2 != nil ? armor2.mdef : 0
- mdef4 = armor3 != nil ? armor3.mdef : 0
- mdef5 = armor4 != nil ? armor4.mdef : 0
- return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
- end
- #--------------------------------------------------------------------------
- # ● 获取基本回避修正
- #--------------------------------------------------------------------------
- def base_eva
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- eva1 = armor1 != nil ? armor1.eva : 0
- eva2 = armor2 != nil ? armor2.eva : 0
- eva3 = armor3 != nil ? armor3.eva : 0
- eva4 = armor4 != nil ? armor4.eva : 0
- return eva1 + eva2 + eva3 + eva4
- end
- #--------------------------------------------------------------------------
- # ● 普通攻击 获取攻击方动画 ID
- #--------------------------------------------------------------------------
- def animation1_id
- weapon = $data_weapons[@weapon_id]
- return weapon != nil ? weapon.animation1_id : 1
- end
- #--------------------------------------------------------------------------
- # ● 普通攻击 获取对像方动画 ID
- #--------------------------------------------------------------------------
- def animation2_id
- weapon = $data_weapons[@weapon_id]
- return weapon != nil ? weapon.animation2_id : 2
- end
- #--------------------------------------------------------------------------
- # ● 获取类名
- #--------------------------------------------------------------------------
- def class_name
- return $data_classes[@class_id].name
- end
- #--------------------------------------------------------------------------
- # ● 获取 EXP 字符串
- #--------------------------------------------------------------------------
- def exp_s
- return @exp_list[@level+1] > 0 ? @exp.to_s : "-------"
- end
- #--------------------------------------------------------------------------
- # ● 获取下一等级的 EXP 字符串
- #--------------------------------------------------------------------------
- def next_exp_s
- return @exp_list[@level+1] > 0 ? @exp_list[@level+1].to_s : "-------"
- end
- #--------------------------------------------------------------------------
- # ● 获取离下一等级还需的 EXP 字符串
- #--------------------------------------------------------------------------
- def next_rest_exp_s
- return @exp_list[@level+1] > 0 ?
- (@exp_list[@level+1] - @exp).to_s : "-------"
- end
- #--------------------------------------------------------------------------
- # ● 更新自动状态
- # old_armor : 卸下防具
- # new_armor : 装备防具
- #--------------------------------------------------------------------------
- def update_auto_state(old_armor, new_armor)
- # 强制解除卸下防具的自动状态
- if old_armor != nil and old_armor.auto_state_id != 0
- remove_state(old_armor.auto_state_id, true)
- end
- # 强制附加装备防具的自动状态
- if new_armor != nil and new_armor.auto_state_id != 0
- add_state(new_armor.auto_state_id, true)
- end
- end
- #--------------------------------------------------------------------------
- # ● 装备固定判定
- # equip_type : 装备类型
- #--------------------------------------------------------------------------
- def equip_fix?(equip_type)
- case equip_type
- when 0 # 武器
- return $data_actors[@actor_id].weapon_fix
- when 1 # 盾
- return $data_actors[@actor_id].armor1_fix
- when 2 # 头
- return $data_actors[@actor_id].armor2_fix
- when 3 # 身体
- return $data_actors[@actor_id].armor3_fix
- when 4 # 装饰品
- return $data_actors[@actor_id].armor4_fix
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ● 变更装备
- # equip_type : 装备类型
- # id : 武器 or 防具 ID (0 为解除装备)
- #--------------------------------------------------------------------------
- def equip(equip_type, id)
- case equip_type
- when 0 # 武器
- if id == 0 or $game_party.weapon_number(id) > 0
- $game_party.gain_weapon(@weapon_id, 1)
- @weapon_id = id
- $game_party.lose_weapon(id, 1)
- end
- when 1 # 盾
- if id == 0 or $game_party.armor_number(id) > 0
- update_auto_state($data_armors[@armor1_id], $data_armors[id])
- $game_party.gain_armor(@armor1_id, 1)
- @armor1_id = id
- $game_party.lose_armor(id, 1)
- end
- when 2 # 头
- if id == 0 or $game_party.armor_number(id) > 0
- update_auto_state($data_armors[@armor2_id], $data_armors[id])
- $game_party.gain_armor(@armor2_id, 1)
- @armor2_id = id
- $game_party.lose_armor(id, 1)
- end
- when 3 # 身体
- if id == 0 or $game_party.armor_number(id) > 0
- update_auto_state($data_armors[@armor3_id], $data_armors[id])
- $game_party.gain_armor(@armor3_id, 1)
- @armor3_id = id
- $game_party.lose_armor(id, 1)
- end
- when 4 # 装饰品
- if id == 0 or $game_party.armor_number(id) > 0
- update_auto_state($data_armors[@armor4_id], $data_armors[id])
- $game_party.gain_armor(@armor4_id, 1)
- @armor4_id = id
- $game_party.lose_armor(id, 1)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 可以装备判定
- # item : 物品
- #--------------------------------------------------------------------------
- def equippable?(item)
- # 武器的情况
- if item.is_a?(RPG::Weapon)
- # 包含当前的职业可以装备武器的场合
- if $data_classes[@class_id].weapon_set.include?(item.id)
- return true
- end
- end
- # 防具的情况
- if item.is_a?(RPG::Armor)
- # 不包含当前的职业可以装备武器的场合
- if $data_classes[@class_id].armor_set.include?(item.id)
- return true
- end
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ● 更改 EXP
- # exp : 新的 EXP
- #--------------------------------------------------------------------------
- def exp=(exp)
- @exp = [[exp, 9999999].min, 0].max
- # 升级
- while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
- @level += 1
- # 学会特技
- for j in $data_classes[@class_id].learnings
- if j.level == @level
- learn_skill(j.skill_id)
- end
- end
- end
- # 降级
- while @exp < @exp_list[@level]
- @level -= 1
- end
- # 修正当前的 HP 与 SP 超过最大值
- @hp = [@hp, self.maxhp].min
- @sp = [@sp, self.maxsp].min
- end
- #--------------------------------------------------------------------------
- # ● 更改等级
- # level : 新的等级
- #--------------------------------------------------------------------------
- def level=(level)
- # 检查上下限
- level = [[level, $data_actors[@actor_id].final_level].min, 1].max
- # 更改 EXP
- self.exp = @exp_list[level]
- end
- #--------------------------------------------------------------------------
- # ● 觉悟特技
- # skill_id : 特技 ID
- #--------------------------------------------------------------------------
- def learn_skill(skill_id)
- if skill_id > 0 and not skill_learn?(skill_id)
- @skills.push(skill_id)
- @skills.sort!
- end
- end
- #--------------------------------------------------------------------------
- # ● 遗忘特技
- # skill_id : 特技 ID
- #--------------------------------------------------------------------------
- def forget_skill(skill_id)
- @skills.delete(skill_id)
- end
- #--------------------------------------------------------------------------
- # ● 已经学会的特技判定
- # skill_id : 特技 ID
- #--------------------------------------------------------------------------
- def skill_learn?(skill_id)
- return @skills.include?(skill_id)
- end
- #--------------------------------------------------------------------------
- # ● 可以使用特技判定
- # skill_id : 特技 ID
- #--------------------------------------------------------------------------
- def skill_can_use?(skill_id)
- if not skill_learn?(skill_id)
- return false
- end
- return super
- end
- #--------------------------------------------------------------------------
- # ● 更改名称
- # name : 新的名称
- #--------------------------------------------------------------------------
- def name=(name)
- @name = name
- end
- #--------------------------------------------------------------------------
- # ● 更改职业 ID
- # class_id : 新的职业 ID
- #--------------------------------------------------------------------------
- def class_id=(class_id)
- if $data_classes[class_id] != nil
- @class_id = class_id
- # 避开无法装备的物品
- unless equippable?($data_weapons[@weapon_id])
- equip(0, 0)
- end
- unless equippable?($data_armors[@armor1_id])
- equip(1, 0)
- end
- unless equippable?($data_armors[@armor2_id])
- equip(2, 0)
- end
- unless equippable?($data_armors[@armor3_id])
- equip(3, 0)
- end
- unless equippable?($data_armors[@armor4_id])
- equip(4, 0)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 更改图形
- # character_name : 新的角色 文件名
- # character_hue : 新的角色 色相
- # battler_name : 新的战斗者 文件名
- # battler_hue : 新的战斗者 色相
- #--------------------------------------------------------------------------
- def set_graphic(character_name, character_hue, battler_name, battler_hue)
- @character_name = character_name
- @character_hue = character_hue
- @battler_name = battler_name
- @battler_hue = battler_hue
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 X 坐标
- #--------------------------------------------------------------------------
- def screen_x
- # 返回计算后的队伍 X 坐标的排列顺序
- if self.index != nil
- return self.index * 160 + 80
- else
- return 0
- end
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Y 坐标
- #--------------------------------------------------------------------------
- def screen_y
- return 480 - rand(5)
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Z 坐标
- #--------------------------------------------------------------------------
- def screen_z
- # 返回计算后的队伍 Z 坐标的排列顺序
- if self.index != nil
- return 8 - self.index
- else
- return 0
- end
- end
- end
- #==============================================================================
- # ■ Game_Enemy
- #------------------------------------------------------------------------------
- # 处理敌人的类。本类在 Game_Troop 类 ($game_troop) 的
- # 内部使用。
- #==============================================================================
- class Game_Enemy < Game_Battler
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # troop_id : 循环 ID
- # member_index : 循环成员的索引
- #--------------------------------------------------------------------------
- def initialize(troop_id, member_index)
- super()
- @troop_id = troop_id
- @member_index = member_index
- troop = $data_troops[@troop_id]
- @enemy_id = troop.members[@member_index].enemy_id
- enemy = $data_enemies[@enemy_id]
- @battler_name = enemy.battler_name
- @battler_hue = enemy.battler_hue
- @hp = maxhp
- @sp = maxsp
- @hidden = troop.members[@member_index].hidden
- @immortal = troop.members[@member_index].immortal
- end
- #--------------------------------------------------------------------------
- # ● 获取敌人 ID
- #--------------------------------------------------------------------------
- def id
- return @enemy_id
- end
- #--------------------------------------------------------------------------
- # ● 获取索引
- #--------------------------------------------------------------------------
- def index
- return @member_index
- end
- #--------------------------------------------------------------------------
- # ● 获取名称
- #--------------------------------------------------------------------------
- def name
- return $data_enemies[@enemy_id].name
- end
- #--------------------------------------------------------------------------
- # ● 获取基本 MaxHP
- #--------------------------------------------------------------------------
- def base_maxhp
- return $data_enemies[@enemy_id].maxhp
- end
- #--------------------------------------------------------------------------
- # ● 获取基本 MaxSP
- #--------------------------------------------------------------------------
- def base_maxsp
- return $data_enemies[@enemy_id].maxsp
- end
- #--------------------------------------------------------------------------
- # ● 获取基本力量
- #--------------------------------------------------------------------------
- def base_str
- return $data_enemies[@enemy_id].str
- end
- #--------------------------------------------------------------------------
- # ● 获取基本灵巧
- #--------------------------------------------------------------------------
- def base_dex
- return $data_enemies[@enemy_id].dex
- end
- #--------------------------------------------------------------------------
- # ● 获取基本速度
- #--------------------------------------------------------------------------
- def base_agi
- return $data_enemies[@enemy_id].agi
- end
- #--------------------------------------------------------------------------
- # ● 获取基本魔力
- #--------------------------------------------------------------------------
- def base_int
- return $data_enemies[@enemy_id].int
- end
- #--------------------------------------------------------------------------
- # ● 获取基本攻击力
- #--------------------------------------------------------------------------
- def base_atk
- return $data_enemies[@enemy_id].atk
- end
- #--------------------------------------------------------------------------
- # ● 获取基本物理防御
- #--------------------------------------------------------------------------
- def base_pdef
- return $data_enemies[@enemy_id].pdef
- end
- #--------------------------------------------------------------------------
- # ● 获取基本魔法防御
- #--------------------------------------------------------------------------
- def base_mdef
- return $data_enemies[@enemy_id].mdef
- end
- #--------------------------------------------------------------------------
- # ● 获取基本回避修正
- #--------------------------------------------------------------------------
- def base_eva
- return $data_enemies[@enemy_id].eva
- end
- #--------------------------------------------------------------------------
- # ● 普通攻击 获取攻击方动画 ID
- #--------------------------------------------------------------------------
- def animation1_id
- return $data_enemies[@enemy_id].animation1_id
- end
- #--------------------------------------------------------------------------
- # ● 普通攻击 获取对像方动画 ID
- #--------------------------------------------------------------------------
- def animation2_id
- return $data_enemies[@enemy_id].animation2_id
- end
- #--------------------------------------------------------------------------
- # ● 获取属性修正值
- # element_id : 属性 ID
- #--------------------------------------------------------------------------
- def element_rate(element_id)
- # 获取对应属性有效度的数值
- table = [0,200,150,100,50,0,-100]
- result = table[$data_enemies[@enemy_id].element_ranks[element_id]]
- # 状态能防御本属性的情况下效果减半
- for i in @states
- if $data_states.guard_element_set.include?(element_id)
- result /= 2
- end
- end
- # 过程结束
- return result
- end
- #--------------------------------------------------------------------------
- # ● 获取属性有效度
- #--------------------------------------------------------------------------
- def state_ranks
- return $data_enemies[@enemy_id].state_ranks
- end
- #--------------------------------------------------------------------------
- # ● 属性防御判定
- # state_id : 状态 ID
- #--------------------------------------------------------------------------
- def state_guard?(state_id)
- return false
- end
- #--------------------------------------------------------------------------
- # ● 获取普通攻击属性
- #--------------------------------------------------------------------------
- def element_set
- return []
- end
- #--------------------------------------------------------------------------
- # ● 获取普通攻击的状态变化 (+)
- #--------------------------------------------------------------------------
- def plus_state_set
- return []
- end
- #--------------------------------------------------------------------------
- # ● 获取普通攻击的状态变化 (-)
- #--------------------------------------------------------------------------
- def minus_state_set
- return []
- end
- #--------------------------------------------------------------------------
- # ● 获取行动
- #--------------------------------------------------------------------------
- def actions
- return $data_enemies[@enemy_id].actions
- end
- #--------------------------------------------------------------------------
- # ● 获取 EXP
- #--------------------------------------------------------------------------
- def exp
- return rand($data_enemies[@enemy_id].exp) + 1
- end
- #--------------------------------------------------------------------------
- # ● 获取金钱
- #--------------------------------------------------------------------------
- def gold
- return rand($data_enemies[@enemy_id].gold) + 1
- end
- #--------------------------------------------------------------------------
- # ● 获取物品 ID
- #--------------------------------------------------------------------------
- def item_id
- return $data_enemies[@enemy_id].item_id
- end
- #--------------------------------------------------------------------------
- # ● 获取武器 ID
- #--------------------------------------------------------------------------
- def weapon_id
- return $data_enemies[@enemy_id].weapon_id
- end
- #--------------------------------------------------------------------------
- # ● 获取防具 ID
- #--------------------------------------------------------------------------
- def armor_id
- return $data_enemies[@enemy_id].armor_id
- end
- #--------------------------------------------------------------------------
- # ● 获取宝物出现率
- #--------------------------------------------------------------------------
- def treasure_prob
- return $data_enemies[@enemy_id].treasure_prob
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面 X 坐标
- #--------------------------------------------------------------------------
- def screen_x
- return $data_troops[@troop_id].members[@member_index].x
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面 Y 坐标
- #--------------------------------------------------------------------------
- def screen_y
- return $data_troops[@troop_id].members[@member_index].y + rand(5)
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面 Z 坐标
- #--------------------------------------------------------------------------
- def screen_z
- return screen_y
- end
- #--------------------------------------------------------------------------
- # ● 逃跑
- #--------------------------------------------------------------------------
- def escape
- # 设置隐藏标志
- @hidden = true
- # 清除当前行动
- self.current_action.clear
- end
- #--------------------------------------------------------------------------
- # ● 变身
- # enemy_id : 变身为的敌人 ID
- #--------------------------------------------------------------------------
- def transform(enemy_id)
- # 更改敌人 ID
- @enemy_id = enemy_id
- # 更改战斗图形
- @battler_name = $data_enemies[@enemy_id].battler_name
- @battler_hue = $data_enemies[@enemy_id].battler_hue
- # 再生成行动
- make_action
- end
- #--------------------------------------------------------------------------
- # ● 生成行动
- #--------------------------------------------------------------------------
- def make_action
- # 清除当前行动
- self.current_action.clear
- # 无法行动的情况
- unless self.movable?
- # 过程结束
- return
- end
- # 抽取现在有效的行动
- available_actions = []
- rating_max = 0
- for action in self.actions
- # 确认回合条件
- n = $game_temp.battle_turn
- a = action.condition_turn_a
- b = action.condition_turn_b
- if (b == 0 and n != a) or
- (b > 0 and (n < 1 or n < a or n % b != a % b))
- next
- end
- # 确认 HP 条件
- if self.hp * 100.0 / self.maxhp > action.condition_hp
- next
- end
- # 确认等级条件
- if $game_party.max_level < action.condition_level
- next
- end
- # 确认开关条件
- switch_id = action.condition_switch_id
- if switch_id > 0 and $game_switches[switch_id] == false
- next
- end
- # 符合条件 : 添加本行动
- available_actions.push(action)
- if action.rating > rating_max
- rating_max = action.rating
- end
- end
- # 最大概率值作为 3 合计计算(0 除外)
- ratings_total = 0
- for action in available_actions
- if action.rating > rating_max - 3
- ratings_total += action.rating - (rating_max - 3)
- end
- end
- # 概率合计不为 0 的情况下
- if ratings_total > 0
- # 生成随机数
- value = rand(ratings_total)
- # 设置对应生成随机数的当前行动
- for action in available_actions
- if action.rating > rating_max - 3
- if value < action.rating - (rating_max - 3)
- self.current_action.kind = action.kind
- self.current_action.basic = action.basic
- self.current_action.skill_id = action.skill_id
- self.current_action.decide_random_target_for_enemy
- return
- else
- value -= action.rating - (rating_max - 3)
- end
- end
- end
- end
- end
- end
- #==============================================================================
- # ■ Game_Party
- #------------------------------------------------------------------------------
- # 处理同伴的类。包含金钱以及物品的信息。本类的实例
- # 请参考 $game_party。
- #==============================================================================
- class Game_Party
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :actors # 角色
- attr_reader :gold # 金钱
- attr_reader :steps # 步数
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- # 建立角色序列
- @actors = []
- # 初始化金钱与步数
- @gold = rand(2000) + 1
- @steps = 0
- # 生成物品、武器、防具的所持数 hash
- @items = {}
- @weapons = {}
- @armors = {}
- end
- #--------------------------------------------------------------------------
- # ● 设置初期同伴
- #--------------------------------------------------------------------------
- def setup_starting_members
- @actors = []
- for i in $data_system.party_members
- @actors.push($game_actors)
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置战斗测试用同伴
- #--------------------------------------------------------------------------
- def setup_battle_test_members
- @actors = []
- for battler in $data_system.test_battlers
- actor = $game_actors[battler.actor_id]
- actor.level = battler.level
- gain_weapon(battler.weapon_id, 1)
- gain_armor(battler.armor1_id, 1)
- gain_armor(battler.armor2_id, 1)
- gain_armor(battler.armor3_id, 1)
- gain_armor(battler.armor4_id, 1)
- actor.equip(0, battler.weapon_id)
- actor.equip(1, battler.armor1_id)
- actor.equip(2, battler.armor2_id)
- actor.equip(3, battler.armor3_id)
- actor.equip(4, battler.armor4_id)
- actor.recover_all
- @actors.push(actor)
- end
- @items = {}
- for i in 1...$data_items.size
- if $data_items.name != ""
- occasion = $data_items.occasion
- if occasion == 0 or occasion == 1
- @items = 99
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 同伴成员的还原
- #--------------------------------------------------------------------------
- def refresh
- # 游戏数据载入后角色对像直接从 $game_actors
- # 分离。
- # 回避由于载入造成的角色再设置的问题。
- new_actors = []
- for i in [email protected]
- if $data_actors[@actors.id] != nil
- new_actors.push($game_actors[@actors.id])
- end
- end
- @actors = new_actors
- end
- #--------------------------------------------------------------------------
- # ● 获取最大等级
- #--------------------------------------------------------------------------
- def max_level
- # 同伴人数为 0 的情况下
- if @actors.size == 0
- return 0
- end
- # 初始化本地变量 level
- level = 0
- # 求得同伴的最大等级
- for actor in @actors
- if level < actor.level
- level = actor.level
- end
- end
- return level
- end
- #--------------------------------------------------------------------------
- # ● 加入同伴
- # actor_id : 角色 ID
- #--------------------------------------------------------------------------
- def add_actor(actor_id)
- # 获取角色
- actor = $game_actors[actor_id]
- # 同伴人数未满 4 人、本角色不在队伍中的情况下
- if @actors.size < 4 and not @actors.include?(actor)
- # 添加角色
- @actors.push(actor)
- # 还原主角
- $game_player.refresh
- end
- end
- #--------------------------------------------------------------------------
- # ● 角色离开
- # actor_id : 角色 ID
- #--------------------------------------------------------------------------
- def remove_actor(actor_id)
- # 删除角色
- @actors.delete($game_actors[actor_id])
- # 还原主角
- $game_player.refresh
- end
- #--------------------------------------------------------------------------
- # ● 增加金钱 (减少)
- # n : 金额
- #--------------------------------------------------------------------------
- def gain_gold(n)
- @gold = [[@gold + n, 0].max, 9999999].min
- end
- #--------------------------------------------------------------------------
- # ● 减少金钱
- # n : 金额
- #--------------------------------------------------------------------------
- def lose_gold(n)
- # 调用数值逆转 gain_gold
- gain_gold(-n)
- end
- #--------------------------------------------------------------------------
- # ● 增加步数
- #--------------------------------------------------------------------------
- def increase_steps
- @steps = [@steps + 1, 9999999].min
- end
- #--------------------------------------------------------------------------
- # ● 获取物品的所持数
- # item_id : 物品 ID
- #--------------------------------------------------------------------------
- def item_number(item_id)
- # 如果 hash 个数数值不存在就返回 0
- return @items.include?(item_id) ? @items[item_id] : 0
- end
- #--------------------------------------------------------------------------
- # ● 获取武器所持数
- # weapon_id : 武器 ID
- #--------------------------------------------------------------------------
- def weapon_number(weapon_id)
- # 如果 hash 个数数值不存在就返回 0
- return @weapons.include?(weapon_id) ? @weapons[weapon_id] : 0
- end
- #--------------------------------------------------------------------------
- # ● 获取防具所持数
- # armor_id : 防具 ID
- #--------------------------------------------------------------------------
- def armor_number(armor_id)
- # 如果 hash 个数数值不存在就返回 0
- return @armors.include?(armor_id) ? @armors[armor_id] : 0
- end
- #--------------------------------------------------------------------------
- # ● 增加物品 (减少)
- # item_id : 物品 ID
- # n : 个数
- #--------------------------------------------------------------------------
- def gain_item(item_id, n)
- # 更新 hash 的个数数据
- if item_id > 0
- @items[item_id] = [[item_number(item_id) + n, 0].max, 99].min
- end
- end
- #--------------------------------------------------------------------------
- # ● 增加武器 (减少)
- # weapon_id : 武器 ID
- # n : 个数
- #--------------------------------------------------------------------------
- def gain_weapon(weapon_id, n)
- # 更新 hash 的个数数据
- if weapon_id > 0
- @weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
- end
- end
- #--------------------------------------------------------------------------
- # ● 增加防具 (减少)
- # armor_id : 防具 ID
- # n : 个数
- #--------------------------------------------------------------------------
- def gain_armor(armor_id, n)
- # 更新 hash 的个数数据
- if armor_id > 0
- @armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 99].min
- end
- end
- #--------------------------------------------------------------------------
- # ● 减少物品
- # item_id : 物品 ID
- # n : 个数
- #--------------------------------------------------------------------------
- def lose_item(item_id, n)
- # 调用 gain_item 的数值逆转
- gain_item(item_id, -n)
- end
- #--------------------------------------------------------------------------
- # ● 减少武器
- # weapon_id : 武器 ID
- # n : 个数
- #--------------------------------------------------------------------------
- def lose_weapon(weapon_id, n)
- # 调用 gain_weapon 的数值逆转
- gain_weapon(weapon_id, -n)
- end
- #--------------------------------------------------------------------------
- # ● 减少防具
- # armor_id : 防具 ID
- # n : 个数
- #--------------------------------------------------------------------------
- def lose_armor(armor_id, n)
- # 调用 gain_armor 的数值逆转
- gain_armor(armor_id, -n)
- end
- #--------------------------------------------------------------------------
- # ● 判断物品可以使用
- # item_id : 物品 ID
- #--------------------------------------------------------------------------
- def item_can_use?(item_id)
- # 物品个数为 0 的情况
- if item_number(item_id) == 0
- # 不能使用
- return false
- end
- # 获取可以使用的时候
- occasion = $data_items[item_id].occasion
- # 战斗的情况
- if $game_temp.in_battle
- # 可以使用时为 0 (平时) 或者是 1 (战斗时) 可以使用
- return (occasion == 0 or occasion == 1)
- end
- # 可以使用时为 0 (平时) 或者是 2 (菜单时) 可以使用
- return (occasion == 0 or occasion == 2)
- end
- #--------------------------------------------------------------------------
- # ● 清除全体的行动
- #--------------------------------------------------------------------------
- def clear_actions
- # 清除全体同伴的行为
- for actor in @actors
- actor.current_action.clear
- end
- end
- #--------------------------------------------------------------------------
- # ● 可以输入命令的判定
- #--------------------------------------------------------------------------
- def inputable?
- # 如果一可以输入命令就返回 true
- for actor in @actors
- if actor.inputable?
- return true
- end
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ● 全灭判定
- #--------------------------------------------------------------------------
- def all_dead?
- # 同伴人数为 0 的情况下
- if $game_party.actors.size == 0
- return false
- end
- # 同伴中无人 HP 在 0 以上
- for actor in @actors
- if actor.hp > 0
- return false
- end
- end
- # 全灭
- return true
- end
- #--------------------------------------------------------------------------
- # ● 检查连续伤害 (地图用)
- #--------------------------------------------------------------------------
- def check_map_slip_damage
- for actor in @actors
- if actor.hp > 0 and actor.slip_damage?
- actor.hp -= [actor.maxhp / 100, 1].max
- if actor.hp == 0
- $game_system.se_play($data_system.actor_collapse_se)
- end
- $game_screen.start_flash(Color.new(255,0,0,128), 4)
- $game_temp.gameover = $game_party.all_dead?
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 对像角色的随机确定
- # hp0 : 限制为 HP 0 的角色
- #--------------------------------------------------------------------------
- def random_target_actor(hp0 = false)
- # 初始化轮流
- roulette = []
- # 循环
- for actor in @actors
- # 符合条件的场合
- if (not hp0 and actor.exist?) or (hp0 and actor.hp0?)
- # 获取角色职业的位置 [位置]
- position = $data_classes[actor.class_id].position
- # 前卫的话 n = 4、中卫的话 n = 3、后卫的话 n = 2
- n = 4 - position
- # 添加角色的轮流 n 回
- n.times do
- roulette.push(actor)
- end
- end
- end
- # 轮流大小为 0 的情况
- if roulette.size == 0
- return nil
- end
- # 转轮盘赌,决定角色
- return roulette[rand(roulette.size)]
- end
- #--------------------------------------------------------------------------
- # ● 对像角色的随机确定 (HP 0)
- #--------------------------------------------------------------------------
- def random_target_actor_hp0
- return random_target_actor(true)
- end
- #--------------------------------------------------------------------------
- # ● 对像角色的顺序确定
- # actor_index : 角色索引
- #--------------------------------------------------------------------------
- def smooth_target_actor(actor_index)
- # 取得对像
- actor = @actors[actor_index]
- # 对像存在的情况下
- if actor != nil and actor.exist?
- return actor
- end
- # 循环
- for actor in @actors
- # 对像存在的情况下
- if actor.exist?
- return actor
- end
- end
- end
- end
- module PLAN_HPSP_DRAW
- FONT_NAME = ["黑体", "楷体", "宋体"] # フォント
- FONT_SIZE = 14 # フォントサイズ
- FONT_BOLD = true # 太字
- FONT_ITALIC = true # 斜体
- DRAW_NAME = false # 名前の描画
- DRAW_HP = true # HP の描画
- DRAW_SP = true # SP の描画
- DRAW_WIDTH = 80 # 描画幅
- DRAW_HEIGHT = 3 * 32 # 描画高さ
- DRAW_SPACE = 0 # 行間
- DRAW_Y = 36 # Y 座標修正値
- end
- #==============================================================================
- # ■ Sprite_Battler
- #==============================================================================
- class Sprite_Battler < RPG::Sprite
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias plan_enemy_hpsp_draw_initialize initialize
- def initialize(viewport, battler = nil)
- # 元のメソッドに戻す
- plan_enemy_hpsp_draw_initialize(viewport, battler)
- # エネミーの場合
- if @battler.is_a?(Game_Enemy)
- width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32
- height = PLAN_HPSP_DRAW::DRAW_HEIGHT + 32
- x = @battler.screen_x - width / 2
- y = @battler.screen_y - height + 32 + PLAN_HPSP_DRAW::DRAW_Y
- @enemy_hpsp_window = Window_Base.new(x, y, width, height)
- @enemy_hpsp_window.contents = Bitmap.new(width - 32, height - 32)
- @enemy_hpsp_window.contents.font.name = PLAN_HPSP_DRAW::FONT_NAME
- @enemy_hpsp_window.contents.font.size = PLAN_HPSP_DRAW::FONT_SIZE
- @enemy_hpsp_window.contents.font.bold = PLAN_HPSP_DRAW::FONT_BOLD
- @enemy_hpsp_window.contents.font.italic = PLAN_HPSP_DRAW::FONT_ITALIC
- y = 0
- @old_enemy_hpsp = []
- one_line = ((PLAN_HPSP_DRAW::FONT_SIZE * 100 / 28) * 32) / 100
- if PLAN_HPSP_DRAW::DRAW_NAME
- @enemy_hpsp_window.draw_actor_name(@battler, 0, y, width - 32)
- y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
- @old_enemy_hpsp.push(@battler.name)
- end
- if PLAN_HPSP_DRAW::DRAW_HP
- @enemy_hpsp_window.draw_actor_hp2222(@battler, 0, y, width - 32)
- y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
- @old_enemy_hpsp.push(@battler.hp)
- end
- if PLAN_HPSP_DRAW::DRAW_SP
- @enemy_hpsp_window.draw_actor_sp2222(@battler, 0, y, width - 32)
- @old_enemy_hpsp.push(@battler.sp)
- end
- @enemy_hpsp_window.opacity = 0
- @enemy_hpsp_window.contents_opacity = 0
- @enemy_hpsp_window.z = -2
- end
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- alias plan_enemy_hpsp_draw_dispose dispose
- def dispose
- # エネミーの場合
- if @battler.is_a?(Game_Enemy)
- @enemy_hpsp_window.dispose
- end
- # 元のメソッドに戻す
- plan_enemy_hpsp_draw_dispose
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- alias plan_enemy_hpsp_draw_update update
- def update
- # 元のメソッドに戻す
- plan_enemy_hpsp_draw_update
- # エネミーの場合
- if @battler.is_a?(Game_Enemy)
- @enemy_hpsp_window.visible = @battler_visible
- # スプライトの座標を設定
- width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32
- @enemy_hpsp_window.x = self.x - width / 2
- @now_enemy_hpsp = []
- if PLAN_HPSP_DRAW::DRAW_NAME
- @now_enemy_hpsp.push(@battler.name)
- end
- if PLAN_HPSP_DRAW::DRAW_HP
- @now_enemy_hpsp.push(@battler.hp)
- end
- if PLAN_HPSP_DRAW::DRAW_SP
- @now_enemy_hpsp.push(@battler.sp)
- end
- if @old_enemy_hpsp != @now_enemy_hpsp and $game_temp.enemy_hpsp_refresh
- @old_enemy_hpsp = @now_enemy_hpsp
- @enemy_hpsp_window.contents.clear
- y = 0
- width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32
- one_line = ((PLAN_HPSP_DRAW::FONT_SIZE * 100 / 28) * 32) / 100
- if PLAN_HPSP_DRAW::DRAW_NAME
- @enemy_hpsp_window.draw_actor_name(@battler, 0, y, width - 32)
- y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
- end
- if PLAN_HPSP_DRAW::DRAW_HP
- @enemy_hpsp_window.draw_actor_hp2222(@battler, 0, y, width - 32)
- y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
- end
- if PLAN_HPSP_DRAW::DRAW_SP
- @enemy_hpsp_window.draw_actor_sp2222(@battler, 0, y, width - 32)
- end
- Graphics.frame_reset
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● visible の設定
- #--------------------------------------------------------------------------
- if !method_defined?("plan_enemy_hpsp_draw_visible=")
- alias plan_enemy_hpsp_draw_visible= visible=
- end
- def visible=(bool)
- # エネミーの場合
- if @battler.is_a?(Game_Enemy)
- @enemy_hpsp_window.visible = bool
- end
- # 元のメソッドに戻す
- self.plan_enemy_hpsp_draw_visible=(bool)
- end
- #--------------------------------------------------------------------------
- # ● 不透明度の設定
- #--------------------------------------------------------------------------
- if !method_defined?("plan_enemy_hpsp_draw_opacity=")
- alias plan_enemy_hpsp_draw_opacity= opacity=
- end
- def opacity=(n)
- # 元のメソッドに戻す
- self.plan_enemy_hpsp_draw_opacity=(n)
- # エネミーの場合
- if @battler.is_a?(Game_Enemy)
- @enemy_hpsp_window.contents_opacity = n
- end
- end
- end
- #==============================================================================
- # ■ Game_Temp
- #==============================================================================
- class Game_Temp
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :enemy_hpsp_refresh
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias plan_enemy_hpsp_draw_initialize initialize
- def initialize
- # 元のメソッドに戻す
- plan_enemy_hpsp_draw_initialize
- @enemy_hpsp_refresh = false
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● プレバトルフェーズ開始 (エネミー名+アルファベット用)
- #--------------------------------------------------------------------------
- alias plan_enemy_hpsp_draw_start_phase1 start_phase1
- def start_phase1
- $game_temp.enemy_hpsp_refresh = true
- # 元のメソッドに戻す
- plan_enemy_hpsp_draw_start_phase1
- end
- #--------------------------------------------------------------------------
- # ● パーティコマンドフェーズ開始 (エネミー名+アルファベット用)
- #--------------------------------------------------------------------------
- alias plan_enemy_hpsp_draw_start_phase2 start_phase2
- def start_phase2
- $game_temp.enemy_hpsp_refresh = false
- # 元のメソッドに戻す
- plan_enemy_hpsp_draw_start_phase2
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (メインフェーズ ステップ 5 : ダメージ表示)
- #--------------------------------------------------------------------------
- alias plan_enemy_hpsp_draw_update_phase4_step5 update_phase4_step5
- def update_phase4_step5
- # 元のメソッドに戻す
- plan_enemy_hpsp_draw_update_phase4_step5
- $game_temp.enemy_hpsp_refresh = true
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (メインフェーズ ステップ 6 : リフレッシュ)
- #--------------------------------------------------------------------------
- alias plan_enemy_hpsp_draw_update_phase4_step6 update_phase4_step6
- def update_phase4_step6
- # 元のメソッドに戻す
- plan_enemy_hpsp_draw_update_phase4_step6
- $game_temp.enemy_hpsp_refresh = false
- end
- end
- #==============================================================================
- # ■ Window_Base
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ● 名前の描画
- #--------------------------------------------------------------------------
- def draw_actor_name(actor, x, y, width = 120, align = 0)
- self.contents.font.color = normal_color
- align = 1 if $scene.is_a?(Scene_Battle)
- self.contents.draw_text(x, y, width, 32, actor.name, align)
- end
- #--------------------------------------------------------------------------
- # ● ステートの描画
- #--------------------------------------------------------------------------
- def draw_actor_state(actor, x, y, width = 120)
- # 元のメソッドに戻す
- text = make_battler_state_text(actor, width, true)
- self.contents.draw_text(x, y, width, 32, text, 1)
- end
- end
- class Window_Base < Window
- def draw_actor_hp2222(actor, x, y, width = 100, height=8)
- y+=3
- olx = x
- oly = y
- w = width * actor.hp / [actor.maxhp,1].max
- hp_color_1 = Color.new(255, 0, 0, 192)
- hp_color_2 = Color.new(255, 255, 0, 192)
- self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
- x -= 1
- y += (height/4).floor
- self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
- x -= 1
- y += (height/4).ceil
- self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
- x -= 1
- y += (height/4).ceil
- self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
- x = olx
- y = oly-14
- # 描绘字符串 "HP"
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
- # 计算描绘 MaxHP 所需的空间
- if width - 32 >= 108
- hp_x = x + width - 108
- flag = true
- elsif width - 32 >= 48
- hp_x = x + width - 48
- flag = false
- end
- # 描绘 HP
- self.contents.font.color = actor.hp == 0 ? knockout_color :
- actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
- self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
- # 描绘 MaxHP
- if flag
- self.contents.font.color = normal_color
- self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
- self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
- end
- end
- def draw_actor_sp2222(actor, x, y, width = 100, height = 8)
- y+=3
- olx = x
- oly = y
- w = width * actor.sp / [actor.maxsp,1].max
- hp_color_1 = Color.new( 0, 0, 255, 192)
- hp_color_2 = Color.new( 0, 255, 255, 192)
- self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
- x -= 1
- y += (height/4).floor
- self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
- x -= 1
- y += (height/4).ceil
- self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
- x -= 1
- y += (height/4).ceil
- self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
- draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
- x = olx
- y = oly-14
- # 描绘字符串 "SP"
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
- # 计算描绘 MaxSP 所需的空间
- if width - 32 >= 108
- sp_x = x + width - 108
- flag = true
- elsif width - 32 >= 48
- sp_x = x + width - 48
- flag = false
- end
- # 描绘 SP
- self.contents.font.color = actor.sp == 0 ? knockout_color :
- actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
- self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
- # 描绘 MaxSP
- if flag
- self.contents.font.color = normal_color
- self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
- self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
- end
- end
- #--------------------------------------------------------------------------
- # ● ライン描画 by 桜雅 在土
- #--------------------------------------------------------------------------
- def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
- # 描写距離の計算。大きめに直角時の長さ。
- distance = (start_x - end_x).abs + (start_y - end_y).abs
- # 描写開始
- if end_color == start_color
- for i in 1..distance
- x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
- y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
- if width == 1
- self.contents.set_pixel(x, y, start_color)
- else
- self.contents.fill_rect(x, y, width, width, start_color)
- end
- end
- else
- for i in 1..distance
- x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
- y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
- r = start_color.red * (distance-i)/distance + end_color.red * i/distance
- g = start_color.green * (distance-i)/distance + end_color.green * i/distance
- b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
- a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
- if width == 1
- self.contents.set_pixel(x, y, Color.new(r, g, b, a))
- else
- self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
- end
- end
- end
- end
- end
- class Window_Help < Window_Base
- def set_enemy(actor)
- self.contents.clear
- draw_actor_name(actor, 4, 0)
- draw_actor_state(actor, 140, 0)
- carol3_draw_hp_bar(actor, 284, 0)
- carol3_draw_sp_bar(actor, 460, 0)
- @text = nil
- self.visible = true
- end
- def carol3_draw_hp_bar(actor, x, y, width = 128) #宽度可调,建议不要改。
- self.contents.font.color = system_color
- w = width * actor.hp / [actor.maxhp,1].max
- if actor.maxhp != 0
- rate = actor.hp.to_f / actor.maxhp
- else
- rate = 0
- end
- color1 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 150)
- self.contents.fill_rect(x+1, y+15, width+2,1, Color.new(0, 0, 0, 255))
- self.contents.fill_rect(x+1, y+16, width+2,1, Color.new(255, 255, 192, 192))
- self.contents.fill_rect(x+1, y+17, w,6,color1)
- self.contents.fill_rect(x+1, y+23, width+2,1, Color.new(255, 255, 192, 192))
- self.contents.fill_rect(x+1, y+24, width+2,1, Color.new(0, 0, 0, 255))
- self.contents.fill_rect(x, y+16, 1,8, Color.new(255, 255, 192, 192))
- self.contents.fill_rect(x-1, y+15, 1,10, Color.new(0, 0, 0, 255))
- self.contents.fill_rect(x+129, y+16, 1,8, Color.new(255, 255, 192, 192))
- self.contents.fill_rect(x+130, y+15, 1,10, Color.new(0, 0, 0, 255))
- self.contents.draw_text(x-53,y,128,32,$data_system.words.hp,1)
- if actor.hp>actor.maxhp/3
- self.contents.font.color = Color.new(255, 255, 255, 250)
- end
- if actor.hp>=actor.maxhp/6 and actor.maxhp/3>actor.hp
- self.contents.font.color = Color.new(200, 200, 0, 255)
- end
- if actor.maxhp/6>actor.hp
- self.contents.font.color = Color.new(200, 0, 0, 255)
- end
- self.contents.draw_text(x+47,y,128,32,actor.hp.to_s,1)
- end
- def carol3_draw_sp_bar(actor, x, y, width = 128)
- self.contents.font.color = system_color
- if actor.maxsp != 0
- rate = actor.sp.to_f / actor.maxsp
- else
- rate = 0
- end
- color2 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
- w = width * actor.sp / [actor.maxsp,1].max
- self.contents.fill_rect(x+1, y+15, width+2,1, Color.new(0, 0, 0, 255))
- self.contents.fill_rect(x+1, y+16, width+2,1, Color.new(255, 255, 192, 192))
- self.contents.fill_rect(x+1, y+17, w,6,color2)
- self.contents.fill_rect(x+1, y+23, width+2,1, Color.new(255, 255, 192, 192))
- self.contents.fill_rect(x+1, y+24, width+2,1, Color.new(0, 0, 0, 255))
- self.contents.fill_rect(x, y+16, 1,8, Color.new(255, 255, 192, 192))
- self.contents.fill_rect(x-1, y+15, 1,10, Color.new(0, 0, 0, 255))
- self.contents.fill_rect(x+129, y+16, 1,8, Color.new(255, 255, 192, 192))
- self.contents.fill_rect(x+130, y+15, 1,10, Color.new(0, 0, 0, 255))
- self.contents.draw_text(x-53,y,128,32,$data_system.words.sp,1)
- if actor.hp>actor.maxsp/3
- self.contents.font.color = Color.new(255, 255, 255, 250)
- end
- if actor.hp>=actor.maxsp/6 and actor.maxsp/3>actor.sp
- self.contents.font.color = Color.new(200, 200, 0, 255)
- end
- if actor.maxsp/6>actor.sp
- self.contents.font.color = Color.new(200, 0, 0, 255)
- end
- self.contents.draw_text(x+47,y,128,32,actor.sp.to_s,1)
- end
- end
- #==============================================================================
- # ■ Window_Item
- #------------------------------------------------------------------------------
- # 物品画面、战斗画面、显示浏览物品的窗口。
- #==============================================================================
- class Window_Item < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @data = []
- # 在战斗中以外添加武器、防具
- unless $game_temp.in_battle
- # 添加报务
- for i in 1...$data_items.size
- if $game_party.item_number(i) > 0
- @data.push($data_items)
- end
- end
- for i in 1...$data_weapons.size
- if $game_party.weapon_number(i) > 0
- @data.push($data_weapons)
- end
- end
- for i in 1...$data_armors.size
- if $game_party.armor_number(i) > 0
- @data.push($data_armors)
- end
- end
- else
- for i in 1...$data_items.size
- if $game_party.item_number(i) > 0
- occasion = $data_items.occasion
- if occasion == 0 or occasion == 1
- @data.push($data_items)
- end
- end
- end
- end
- # 如果项目数不是 0 就生成位图、重新描绘全部项目
- @item_max = @data.size
- if @item_max > 0
- self.contents = Bitmap.new(width - 32, row_max * 32)
- for i in 0...@item_max
- draw_item(i)
- end
- end
- end
- end
- #===============================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #===============================================================
- # ——————————————————————————————
- # HP/SP/EXPゲージ表示スクリプト Ver 1.00
- # 配布元?サポートURL
- # http://members.jcom.home.ne.jp/cogwheel/
- #===============================================================
- # ■ Game_Actor
- #--------------------------------------------------------
- # アクターを扱うクラスです。このクラスは Game_Actors クラス ($game_actors)
- # の内部で使用され、Game_Party クラス ($game_party) からも参照されます。
- #==============================================================
- class Game_Actor < Game_Battler
- def now_exp
- return @exp - @exp_list[@level]
- end
- def next_exp
- return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
- end
- end
- #==========================================================
- # ■ Window_Base
- #------------------------------------------------------------
- # ゲーム中のすべてのウィンドウのスーパークラスです。
- #============================================================
- class Window_Base < Window
- #--------------------------------------------------------
- # ● HP ゲージの描画
- #--------------------------------------------------
- # オリジナルのHP描画を draw_actor_hp_original と名前変更
- alias :draw_actor_hp_original :draw_actor_hp
- def draw_actor_hp(actor, x, y, width = 144)
- # 変数rateに 現在のHP/MHPを代入
- if actor.maxhp != 0
- rate = actor.hp.to_f / actor.maxhp
- else
- rate = 0
- end
- # plus_x:X座標の位置補正 rate_x:X座標の位置補正(%) plus_y:Y座標の位置補正
- # plus_width:幅の補正 rate_width:幅の補正(%) height:縦幅
- # align1:描画タイプ1 0:左詰め 1:中央揃え 2:右詰め
- # align2:描画タイプ2 0:上詰め 1:中央揃え 2:下詰め
- # align3:ゲージタイプ 0:左詰め 1:右詰め
- plus_x = 0
- rate_x = 0
- plus_y = 25
- plus_width = 0
- rate_width = 100
- height = 10
- align1 = 1
- align2 = 2
- align3 = 0
- # グラデーション設定 grade1:空ゲージ grade2:実ゲージ
- # (0:横にグラデーション 1:縦にグラデーション 2:斜めにグラデーション(激重))
- grade1 = 1
- grade2 = 0
- # 色設定。color1:外枠,color2:中枠
- # color3:空ゲージダークカラー,color4:空ゲージライトカラー
- # color5:実ゲージダークカラー,color6:実ゲージライトカラー
- color1 = Color.new(0, 0, 0, 192)
- color2 = Color.new(255, 255, 192, 192)
- color3 = Color.new(0, 0, 0, 192)
- color4 = Color.new(64, 0, 0, 192)
- color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
- color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
- # 変数spに描画するゲージの幅を代入
- if actor.maxhp != 0
- hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp
- else
- hp = 0
- end
- # ゲージの描画
- gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
- width, plus_width + width * rate_width / 100,
- height, hp, align1, align2, align3,
- color1, color2, color3, color4, color5, color6, grade1, grade2)
- # オリジナルのHP描画処理を呼び出し
- draw_actor_hp_original(actor, x, y, width)
- end
- #--------------------------------------------------------------
- # ● SP ゲージの描画
- #------------------------------------------------------------
- # オリジナルのSP描画を draw_actor_sp_original と名前変更
- alias :draw_actor_sp_original :draw_actor_sp
- def draw_actor_sp(actor, x, y, width = 144)
- # 変数rateに 現在のSP/MSPを代入
- if actor.maxsp != 0
- rate = actor.sp.to_f / actor.maxsp
- else
- rate = 1
- end
- # plus_x:X座標の位置補正 rate_x:X座標の位置補正(%) plus_y:Y座標の位置補正
- # plus_width:幅の補正 rate_width:幅の補正(%) height:縦幅
- # align1:描画タイプ1 0:左詰め 1:中央揃え 2:右詰め
- # align2:描画タイプ2 0:上詰め 1:中央揃え 2:下詰め
- # align3:ゲージタイプ 0:左詰め 1:右詰め
- plus_x = 0
- rate_x = 0
- plus_y = 25
- plus_width = 0
- rate_width = 100
- height = 10
- align1 = 1
- align2 = 2
- align3 = 0
- # グラデーション設定 grade1:空ゲージ grade2:実ゲージ
- # (0:横にグラデーション 1:縦にグラデーション 2:斜めにグラデーション(激重))
- grade1 = 1
- grade2 = 0
- # 色設定。color1:外枠,color2:中枠
- # color3:空ゲージダークカラー,color4:空ゲージライトカラー
- # color5:実ゲージダークカラー,color6:実ゲージライトカラー
- color1 = Color.new(0, 0, 0, 192)
- color2 = Color.new(255, 255, 192, 192)
- color3 = Color.new(0, 0, 0, 192)
- color4 = Color.new(0, 64, 0, 192)
- color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
- color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
- # 変数spに描画するゲージの幅を代入
- if actor.maxsp != 0
- sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp
- else
- sp = (width + plus_width) * rate_width / 100
- end
- # ゲージの描画
- gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
- width, plus_width + width * rate_width / 100,
- height, sp, align1, align2, align3,
- color1, color2, color3, color4, color5, color6, grade1, grade2)
- # オリジナルのSP描画処理を呼び出し
- draw_actor_sp_original(actor, x, y, width)
- end
- #--------------------------------------------------------
- # ● EXP ゲージの描画
- #----------------------------------------------------------
- # オリジナルのEXP描画を draw_actor_sp_original と名前変更
- alias :draw_actor_exp_original :draw_actor_exp
- def draw_actor_exp(actor, x, y, width = 204)
- # 変数rateに 現在のexp/nextexpを代入
- if actor.next_exp != 0
- rate = actor.now_exp.to_f / actor.next_exp
- else
- rate = 1
- end
- # plus_x:X座標の位置補正 rate_x:X座標の位置補正(%) plus_y:Y座標の位置補正
- # plus_width:幅の補正 rate_width:幅の補正(%) height:縦幅
- # align1:描画タイプ1 0:左詰め 1:中央揃え 2:右詰め
- # align2:描画タイプ2 0:上詰め 1:中央揃え 2:下詰め
- # align3:ゲージタイプ 0:左詰め 1:右詰め
- plus_x = 0
- rate_x = 0
- plus_y = 25
- plus_width = 0
- rate_width = 100
- height = 10
- align1 = 1
- align2 = 2
- align3 = 0
- # グラデーション設定 grade1:空ゲージ grade2:実ゲージ
- # (0:横にグラデーション 1:縦にグラデーション 2:斜めにグラデーション(激重))
- grade1 = 1
- grade2 = 0
- # 色設定。color1:外枠,color2:中枠
- # color3:空ゲージダークカラー,color4:空ゲージライトカラー
- # color5:実ゲージダークカラー,color6:実ゲージライトカラー
- color1 = Color.new(0, 0, 0, 192)
- color2 = Color.new(255, 255, 192, 192)
- color3 = Color.new(0, 0, 0, 192)
- color4 = Color.new(64, 0, 0, 192)
- color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
- color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
- # 変数expに描画するゲージの幅を代入
- if actor.next_exp != 0
- exp = (width + plus_width) * actor.now_exp * rate_width /
- 100 / actor.next_exp
- else
- exp = (width + plus_width) * rate_width / 100
- end
- # ゲージの描画
- gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
- width, plus_width + width * rate_width / 100,
- height, exp, align1, align2, align3,
- color1, color2, color3, color4, color5, color6, grade1, grade2)
- # オリジナルのEXP描画処理を呼び出し
- draw_actor_exp_original(actor, x, y)
- end
- #---------------------------------------------------------
- # ● ゲージの描画
- #-----------------------------------------------------
- def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
- color1, color2, color3, color4, color5, color6, grade1, grade2)
- case align1
- when 1
- x += (rect_width - width) / 2
- when 2
- x += rect_width - width
- end
- case align2
- when 1
- y -= height / 2
- when 2
- y -= height
- end
- # 枠描画
- self.contents.fill_rect(x, y, width, height, color1)
- self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
- if align3 == 0
- if grade1 == 2
- grade1 = 3
- end
- if grade2 == 2
- grade2 = 3
- end
- end
- if (align3 == 1 and grade1 == 0) or grade1 > 0
- color = color3
- color3 = color4
- color4 = color
- end
- if (align3 == 1 and grade2 == 0) or grade2 > 0
- color = color5
- color5 = color6
- color6 = color
- end
- # 空ゲージの描画
- self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4,
- color3, color4, grade1)
- if align3 == 1
- x += width - gauge
- end
- # 実ゲージの描画
- self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
- color5, color6, grade2)
- end
- end
- #--------------------------------------------------------------
- # Bitmapクラスに新たな機能を追加します。
- #===================================================================
- class Bitmap
- #------------------------------------------------------------
- # ● 矩形をグラデーション表示
- # color1 : スタートカラー
- # color2 : エンドカラー
- # align : 0:横にグラデーション
- # 1:縦にグラデーション
- # 2:斜めにグラデーション(激重につき注意)
- #--------------------------------------------------------
- def gradation_rect(x, y, width, height, color1, color2, align = 0)
- if align == 0
- for i in x...x + width
- red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
- green = color1.green +
- (color2.green - color1.green) * (i - x) / (width - 1)
- blue = color1.blue +
- (color2.blue - color1.blue) * (i - x) / (width - 1)
- alpha = color1.alpha +
- (color2.alpha - color1.alpha) * (i - x) / (width - 1)
- color = Color.new(red, green, blue, alpha)
- fill_rect(i, y, 1, height, color)
- end
- elsif align == 1
- for i in y...y + height
- red = color1.red +
- (color2.red - color1.red) * (i - y) / (height - 1)
- green = color1.green +
- (color2.green - color1.green) * (i - y) / (height - 1)
- blue = color1.blue +
- (color2.blue - color1.blue) * (i - y) / (height - 1)
- alpha = color1.alpha +
- (color2.alpha - color1.alpha) * (i - y) / (height - 1)
- color = Color.new(red, green, blue, alpha)
- fill_rect(x, i, width, 1, color)
- end
- elsif align == 2
- for i in x...x + width
- for j in y...y + height
- red = color1.red + (color2.red - color1.red) *
- ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
- green = color1.green + (color2.green - color1.green) *
- ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
- blue = color1.blue + (color2.blue - color1.blue) *
- ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
- alpha = color1.alpha + (color2.alpha - color1.alpha) *
- ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
- color = Color.new(red, green, blue, alpha)
- set_pixel(i, j, color)
- end
- end
- elsif align == 3
- for i in x...x + width
- for j in y...y + height
- red = color1.red + (color2.red - color1.red) *
- ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
- green = color1.green + (color2.green - color1.green) *
- ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
- blue = color1.blue + (color2.blue - color1.blue) *
- ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
- alpha = color1.alpha + (color2.alpha - color1.alpha) *
- ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
- color = Color.new(red, green, blue, alpha)
- set_pixel(i, j, color)
- end
- end
- end
- end
- end
- ################################################################################
- #STUPID PIG工作室里面的人不是笨猪,而是一群追逐梦想的年轻人!~~
- ################################################################################
-
-
-
-
复制代码 |
|