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 Lv1.梦旅人 
	梦石0 星屑50 在线时间73 小时注册时间2013-2-18帖子56 | 
| 谷歌大神翻译的复制代码#================================================= =============================
#+ MOG - MELODIA(V1.1)+ + +
#================================================= =============================
由Moghunter#
#================================================= =============================
#Sistema的德MUSICA,efeitosvisuáisÉjogabilidade快速电子简单。
#埃斯特脚本农村SER usado科莫的minigameavançado或是mesmo como庵瑜伽
#COMPLETO dependendoutilização到系统。
#================================================= =============================
#================================================= =============================
#●PARAØ哈马脚本
#================================================= =============================
#使用突击队突击队abaixo的的哈马atraves脚本。
#
#Melodia_a(A,B)
#
#A - ID来Stágio的
#B - 开关ID阙血清ativada vencer AO在stágio。 (可选)
#
#================================================= =============================
#================================================= =============================
ID:●OUTRAS $者资讯
#================================================= =============================
#1 - 记录的奔涛ficarágravadovariávelID为101(默认)。
#2 - àquantidade的德组合:马克西莫ficará在variávelID为102(默认)gravado。
#3 - 图像devem SERgravádas的面食
#显示/ MELODIA /
#================================================= =============================
#================================================= =============================
#●HISTÓRICO
#================================================= =============================
#1.1 - 缺陷Corrigidofunção暂停鳌terminar的Stagio。
#================================================= =============================
#================================================= =============================
#■舞台设置
#================================================= =============================
模块MOG_MELODIA_STAGE_SETUP的
  
  #☢注意!☢只有网站管理员看得到,不碰。^ _ ^
  STAGE_BASE_SETUP = []
  STAGE_MUSIC = []
  STAGE_BACKGROUND = []
  STAGE_CHARACTER = []
  STAGE_PARTICLES = []
  #☢注意!☢只有网站管理员看得到,不碰。^ _ ^
  
  #------------------------------------------------- -------------------------
  #●SYSTEM_SETUP
  #------------------------------------------------- -------------------------
  #STAGE_SYSTEM_SETUP [ID] = [A,B,C,D]
  #
  ID =#ID阶段
  #ID stagio。
  #= PLAYER惠普
  #Quantidade德阙VOCE vezes农村疏失杜兰特UM stagio。
  #B =上诉METER
  #Vezes:阙Quantidade口头德韦acertar第vencer段stagio。
  #C =阶段持续时间(以秒/ 60 = 1分钟)
  #天宝,LIMITE第vencer的stagio。
  #D =反应速度(60 = 1秒)
  #天宝,LIMITE第pressionar段波涛CERTO。
  #------------------------------------------------- -------------------------
  STAGE_BASE_SETUP [1] = [10,10,180,45]
  STAGE_BASE_SETUP [2] = [3,300,120,30]
  STAGE_BASE_SETUP [3] = [10,200,180,60]
  #------------------------------------------------- -------------------------
  #●音乐设置
  #------------------------------------------------- -------------------------
  #STAGE_MUSIC [ID] = [“A”,“A”,“A”...]
  #
  ID =#ID阶段
  #
  #A =Definição的诺姆德arquivo音乐(颇得SER MAIS心灵)。
  #
  #EV - STAGE_MUSIC [1] =:[“Music_0”,“Music_1”,“Music_2”]
  #
  #------------------------------------------------- -------------------------
  STAGE_MUSIC [1] = [“字段1”]
  STAGE_MUSIC [2] =:[“滴没有mukou”]
  STAGE_MUSIC [3] = [[Music_3“
  #------------------------------------------------- -------------------------
  ●舞台背景#1
  #------------------------------------------------- -------------------------
  #STAGE_BACKGROUND [ID] = [“A”,B,C,D'É']
  #
  ID =#ID阶段
  #
  #A =的背景名称(文件名)
  #
  #B = EFFECT TYPE
  # - 0 =滑动效果
  # - 1 =波效应
  #
  #C = A POWER
  #Velocidade的deslize水平(幻灯片效果)
  #区distorção没有efeito波。 (德0 9)
  #
  #D = B电源
  #Velocidade deslize垂直(幻灯片效果)
  #Velocidade德distorção到efeito波。 (德0 9)
  #
  #E =第二个背景(字符)
  #
  #------------------------------------------------- -------------------------
   STAGE_BACKGROUND [1] = [“Back_01的0,5,0]
   STAGE_BACKGROUND [2] = [“Back_02,”1,10,10]
   STAGE_BACKGROUND [3] = [“Back_03,”0,1,0]
  #------------------------------------------------- -------------------------
  #●阶段性
  #------------------------------------------------- -------------------------
  #STAGE_CHARACTER [A] = [“B”,C]
  #
  #A - 级ID
  #B - 呼吸的影响
  #Ativar的efeito德respiração
  #------------------------------------------------- -------------------------
  STAGE_CHARACTER [1] = [“Char_01的,假]
  STAGE_CHARACTER [2] = [“Char_02,”真]
  STAGE_CHARACTER [3] = [“Char_03”,虚假]
  #------------------------------------------------- -------------------------
  ●舞台颗粒
  #------------------------------------------------- -------------------------
  #STAGE_PARTICLES的[ID] = [“A”,B,C,D,E,F,G]
  #
  ID =#ID阶段
  #
  #B = X速度
  #水平particula Velocidade。
  #
  #C = Y速度
  #Velocidade,particula垂直的。
  #
  #D =角速率
  #Velocidade安古洛particula。
  #
  #E = BLENDY型
  #TIPO到Efeito BLENDY。
  #
  #F =随机颜色
  #Ativar芯aleatórias的。
  #
  G#=颗粒数
  编号号码查询partículas。 (浅草的我Tenha的德敖定义quantidade
  #Patículas第NAO causar的滞后性。)
  #------------------------------------------------- -------------------------
  。STAGE_PARTICLES [1] = [“Particle_01”,2,0,4,0,真实的,10]
  STAGE_PARTICLES [2] = [“Particle_02,”0,2,1,1,真正的15]
  STAGE_PARTICLES [3] = [Particle_03',2,-3,2,0,真正的15]
结束
#================================================= =============================
#■一般设定
#================================================= =============================
模块MOG_MELODIA_A
  IDvariável的#Definição,阙ficarágravada奔涛记录。
  STORE_SCORE_VARIABLE_ID = 101
  IDvariável的#Definição,阙ficarágravada记录连击。
  STORE_COMBO_VARIABLE_ID = 102
  用#Posição(ENCANTO /魅力)到medidor德呼吁
  APPEAL_METER_POS = [81.277]
  #Velocidade德animação到medidor。
  METER_FLOW_SPEED = 5
  NUMERO#Posição到了步伐。
  TIME_NUMBER_POS = [100.380]
  #Posição到NUMERO的奔涛。
  SCORE_POS = [360,385]
  #PosiçãoIMAGEM福戈。
  FIRE_POS = [15.235]
  #VelocidadeanimaçãoIMAGEM福戈。
  FIRE_ANIMATION_SPEED = 3
  #到medidor性能Posição。
  PERFORM_POS = [100.15]
  #德reaçãomedidorPosição。
  REACTION_POS = [315.15]
  #为了Posição波涛IMAGEM德pressionar。
  KEY_POS = [155.265]
  #到medidor后劲Posição。
  STAMINA_METER_POS = [137.340]
  #PosiçãoNUMERO的组合。
  CB_NUMBER_POS = [453.350]
结束
#================================================= ==============================
#模块■音效
#================================================= ==============================
模块MOG_MELODIA_A_SOUND_EFFECTS的
  光标#索姆。
  CURSOR_SE =“Decision1”
  #敖索姆pausar的瑜伽。
  PAUSE_SE =的“Chime2”
  #敖索姆acertar的突击队。
  RIGHT_SE =“Wind7中”
  #Definição的成交量高达索姆acerto。
  #(啪啦阙aqueles的incomodam COMØ索姆atrapalhando一个MUSICA Fundo的。)
  RIGHT_SE_VOLUME = 70
  #敖索姆疏失突击队。
  WRONG_SE =的“Buzzer1”
  #索姆向ULTIMO德acerto突击队。
  LAST_PRESS_SE =的“Chime2”
  #索姆到特拉德resultado。
  RESULT_SE =“项目1”
  #AO索姆的reação的零chegar Medidor。
  REACTION_TIMEOVER_SE =“载入”
  #何时,索姆一个后劲chegar的零。
  STAMINA_ZERO_SE =“Absorb1”
  #索姆速度的限制。
  TIMEOVER_SE =“电话”
结束
#================================================= =============================
#■游戏系统
#================================================= =============================
类Game_System
  attr_accessor中:melodia_a
  attr_accessor中:melodia_a_record
  
  #------------------------------------------------- -------------------------
  #●初始化
  #------------------------------------------------- -------------------------
  又名mog_melodia_a_initialize初始化
  DEF初始化
      @ Melodia_a = []
      @ Melodia_a_record = [0,0]
      mog_melodia_a_initialize
  结束
结束
#================================================= =============================
■游戏口译
#================================================= =============================
类Game_Interpreter
  包括MOG_MELODIA_STAGE_SETUP
  
  #------------------------------------------------- -------------------------
  #●MELODIA
  #------------------------------------------------- -------------------------
  DEF旋律(stage_id = 1,swith_id =零)
      $ Game_system.melodia_a.clear
      system_setup = STAGE_BASE_SETUP [stage_id]救援为零
      music_setup = STAGE_MUSIC [stage_id]救援为零
      background_setup = STAGE_BACKGROUND [stage_id]救援为零
      character_setup = STAGE_CHARACTER [stage_id]救援为零
      particles_setup = STAGE_PARTICLES [stage_id]救援为零
      Game_system.melodia_a [0] = system_setup
      $ Game_system.melodia_a:[1] = music_setup
      $ Game_system.melodia_a [2] = background_setup
      $ Game_system.melodia_a [3] = character_setup
      Game_system.melodia_a [4] = particles_setup
      Game_system.melodia_a [5] = swith_id
      SceneManager.call(Scene_Melodia_A)
  结束
  
结束
#================================================= =============================
#■高速缓存
#================================================= =============================
Cache模块
  
  #------------------------------------------------- -------------------------
  #●萌
  #------------------------------------------------- -------------------------
  :DEF self.moe_1(文件名)
      load_bitmap(“图形/ MELODIA /”,文件名)
  结束
  
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
  包括MOG_MELODIA_A
  包括MOG_MELODIA_STAGE_SETUP
  
#------------------------------------------------- -----------------------------
#●主
#------------------------------------------------- -----------------------------
DEF主
     格局
     create_sprites
     execute_loop
     execute_dispose
结束
  
#------------------------------------------------- -----------------------------
●执行循环
#------------------------------------------------- -----------------------------
DEF execute_loop
     graphics.transition(60)
     环路
          Graphics.update
          Input.update
          更新
          打破,如果SceneManager.scene!=自我
     结束
结束
  #------------------------------------------------- -------------------------
  #●初始化
  #------------------------------------------------- -------------------------
  DEF初始化
      BattleManager.save_bgm_and_bgs
      setup_base
      setup_music
  结束
  #------------------------------------------------- -------------------------
  ●设置#音乐
  #------------------------------------------------- -------------------------
  DEF setup_music
      music_list = $ game_system.melodia_a救援零[1]
      _AT_ Music_name =为零
      返回如果music_list ==无
      @ Music_name music_list = [兰特(music_list.size)]救援零
  结束
  
  #------------------------------------------------- -------------------------
  #●设置
  #------------------------------------------------- -------------------------
  DEF设置
      execute_dispose
      @得分为0
      @ = @ Score_old得分
      @ = @ Score_cache得分
      @点击= 0
      @ EVENT_TIME = 240
      _AT_ Event_speed = 1时
      @暂停=真
      _AT_ Force_pause = FALSE
      @相= 0
      _AT_ Press_refresh = FALSE
      _AT_ Target_attack_duration = 0时
      _AT_ Hp_number_animation_duration = 0时
      _AT_ Particles_enable = TRUE
      _AT_ Particles_max = game_system.melodia_a $ [4] [6]救援零
      @ Particles_max = 10 @ particles_max ==零
      @第= 0
      _AT_ Max_combo = 0时
      _AT_ Max_score = 0时
      @ Top_score = $ game_system.melodia_a_record:[0]
      @ N_hits = 0
      _AT_ Rank_point = 0时
      @等级='F'
      setup_timer_meter
  结束
  
  #------------------------------------------------- -------------------------
  #●设置基地
  #------------------------------------------------- -------------------------
  DEF setup_base
      如果game_system.melodia_a美元[0] =零
         马力= $ game_system.melodia_a [0] [0]
         appeal_meter = $ game_system.melodia_a [0] [1]
         stage_duration = $ game_system.melodia_a [0] [2]
         reation_speed = $ game_system.melodia_a [0] [3]
      结束
      如果惠普HP = 10马力==零或<= 0
      如果appeal_meter = 30 appeal_meter ==零或appeal_meter的<= 0
      如果stage_duration stage_duration = 1 ==零或stage_duration <1
      stage_duration如果stage_duration = 5999 = 6000
      reation_speed如果reation_speed ==无或reation_speed的<= 0 = 60
      _AT_ Player_maxhp马力
      @ = @ Player_hp player_maxhp
      _AT_ Target_maxhp = appeal_meter
      _AT_ Target_hp = 0时
      _AT_ Stage_duration = stage_duration
      @ Bonus_speed = 35
      _AT_ Reaction_time_max = reation_speed
      @ = @ Reaction_time reaction_time_max
      _AT_ Reaction_time_score = 0时
      _AT_ Reaction_time_average = 0时
  结束
  
  #------------------------------------------------- -------------------------
  ●执行音乐
  #------------------------------------------------- -------------------------
  DEF execute_music
      如果返回@ music_name ==零
      Audio.bgm_play(音频/ BGM /“+ @ music_name.to_s,100,100)救援零
  结束
  
  #------------------------------------------------- -------------------------
  #●设置定时
  #------------------------------------------------- -------------------------
  DEF setup_timer_meter
      @ KEY = 0
      @等待= 0
      _AT_ Wait_cancel = FALSE
      @定时器= 60 * @ stage_duration
      MAX_TIME @ = @定时器
      update_timer
      create_meter
      create_number
      create_fire
  结束
  
  #------------------------------------------------- -------------------------
  #●开始
  #------------------------------------------------- -------------------------
  高清create_sprites的
      execute_music
      create_info(“INFO0”)
      create_score
      create_stamina_meter
      create_background_1
      create_background_2
      create_bonus_meter
      create_press
      create_combo
      create_reaction_meter
      create_layout
      create_particles
      create_flash
  结束
    
结束
#================================================= ==============================
#■梅勒迪健全的影响
#================================================= ==============================
模块MELODIA_A_SOUND_EFFECTS的
  包括MOG_MELODIA_A_SOUND_EFFECTS
  
  #------------------------------------------------- -------------------------
  #●播放声音
  #------------------------------------------------- -------------------------
  DEF play_sound(文件名,音量= 100)
      Audio.se_play(音频/ SE /“+ file_name.to_s,卷,100)救援零
  结束
  
  #------------------------------------------------- -------------------------
  ●光标
  #------------------------------------------------- -------------------------
  def se_cursor中
      play_sound(CURSOR_SE)
  结束
   
  #------------------------------------------------- -------------------------
  #●东南错误的
  #------------------------------------------------- -------------------------
  DEF se_wrong
      play_sound(WRONG_SE)
  结束
  #------------------------------------------------- -------------------------
  ●正确的
  #------------------------------------------------- -------------------------
  DEF se_right
      play_sound(RIGHT_SE RIGHT_SE_VOLUME)
  结束
    
  #------------------------------------------------- -------------------------
  ●暂停
  #------------------------------------------------- -------------------------
  DEF se_pause
      play_sound(PAUSE_SE)
  结束
      
  #------------------------------------------------- -------------------------
  #●最后一击
  #------------------------------------------------- -------------------------
  DEF se_last_blow
      play_sound(LAST_PRESS_SE)
  结束
    
  #------------------------------------------------- -------------------------
  ●结果
  #------------------------------------------------- -------------------------
  DEF se_result
      play_sound(RESULT_SE)
  结束
  
  #------------------------------------------------- -------------------------
  #●反应TIMEOVER
  #------------------------------------------------- -------------------------
  DEF se_reaction_timeover
      play_sound(REACTION_TIMEOVER_SE)
  结束
    
  #------------------------------------------------- -------------------------
  #●耐力SE零
  #------------------------------------------------- -------------------------
  DEF se_statmina_zero
      play_sound(STAMINA_ZERO_SE)
  结束
  #------------------------------------------------- -------------------------
  ●SE TIMEOVER
  #------------------------------------------------- -------------------------
  DEF se_timeover
      play_sound(TIMEOVER_SE)
  结束
  
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
      包括MELODIA_A_SOUND_EFFECTS
结束
    
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
  
  #------------------------------------------------- -------------------------
  #●创建Flash
  #------------------------------------------------- -------------------------
  DEF create_flash
      dispose_flash
      @ Viewport_flash Viewport.new =(0,105,544,170)
      _AT_ Viewport_flash.z千
      @ Flash_bitmap = []
      指数= 0
      i和0 .. 8
          X =(37 *指数)+(KEY_POS [0] - 18)
          _AT_ Flash_bitmap.push(Flash_Sprite_Melodia_A.new(@ viewport_flash,X,索引))
          指数+ = 1
      结束
  结束
    
  #------------------------------------------------- -------------------------
  ●创建粒子
  #------------------------------------------------- -------------------------
  DEF create_particles
      dispose_particles
      返回,如果@ particles_enable
      _AT_ Viewport_light Viewport.new的=(-32,-32,576,350)
      @ Viewport_light.z = 10
      @ Light_bitmap = []
      0 .. @ particles_max
          _AT_ Light_bitmap.push(Particles_Melodia_A.new(@ viewport_light))
      结束
  结束
  
  #------------------------------------------------- -------------------------
  ●创建背景#1
  #------------------------------------------------- -------------------------
  DEF create_background_1
      如果$ game_system.melodia_a [2] =零
         文件名= game_system.melodia_a [2] [0]救援零
         @ Back_effect_type = $ game_system.melodia_a [2] [1]救援零
         (c)Back_effect_power_1 = $ game_system.melodia_a [2] [2]救援零
         (c)Back_effect_power_2 = $ game_system.melodia_a [2] [3]救援零
      结束
      文件名=“”如果FILE_NAME ==无
      _AT_ Back_effect_type = 0,如果@ back_effect_type ==零
      @ Back_effect_power_1 = 1如果@ back_effect_power_1 ==零
      @ Back_effect_power_2 = 0 @ back_effect_power_2 ==零
      @ Battleback1_bitmap = Cache.moe_1(file_name.to_s)救援零
      @ Battleback1_bitmap = Bitmap.new(32,32),如果@ battleback1_bitmap ==零
      如果_AT_ back_effect_type == 0
         @背景= Plane.new
         @ = @ Background.bitmap battleback1_bitmap
      其他
         @背景= Sprite.new
         范围=(的@ back_effect_power_1 + 1)* 10
         范围= 500如果范围> 500
         速度=(的@ back_effect_power_2 + 1)* 100
         速度,如果速度= 1000> 1000
         @ Background.x范围=
         @ Background.wave_amp范围=
         @ Background.wave_length的= 544
         _AT_ Background.wave_speed速度
         _AT_ Background.bitmap Bitmap.new的=(544 +(范围* 2),416)
         @ Background.bitmap.stretch_blt(@ background.bitmap.rect,battleback1_bitmap,@,@ battleback1_bitmap.rect)
#@ = Background.ox background.bitmap.width / 2
#@ = Background.oy background.bitmap.height / 2
#@ = Background.x background.ox
#@ = Background.y background.oy
      结束
#@ = Background.bitmap battleback1_bitmap
      _AT_ Background.z = 0时
  结束
    
    
  #------------------------------------------------- -------------------------
  ●创建背景#2
  #------------------------------------------------- -------------------------
  DEF create_background_2
      @ Breach_effect = [1.0,0]
      如果$ game_system.melodia_a [3] =零
         文件名= game_system.melodia_a [3] [0]救援零
         _AT_ Breath_effect = game_system.melodia_a $ [3] [1]救援零
      结束
      文件名=“”如果FILE_NAME ==无
      @ Breath_effect = false,如果@ breath_effect ==零
      @ Battleback2_bitmap = Cache.moe_1(file_name.to_s)救援零
      @ Battleback2_bitmap = Bitmap.new(32,32),如果@ battleback2_bitmap ==零
      _AT_ Background_2 = Sprite.new
      @ = @ Background_2.bitmap battleback2_bitmap
      @ = @ Background_2.y background_2.bitmap.height
      @ = @ Background_2.oy background_2.bitmap.height
      _AT_ Background_2.z = 1时
  结束
  
  #------------------------------------------------- -------------------------
  ●创建布局
  #------------------------------------------------- -------------------------
  DEF create_layout
      @布局= Sprite.new
      @ Layout.bitmap = Cache.moe_1(“布局”)
      @ Layout.z = 100
      _AT_ Layout.visible = FALSE
  结束
  
  #------------------------------------------------- -------------------------
  #●create_meter
  #------------------------------------------------- -------------------------
  DEF create_meter
      _AT_ Meter_flow = 0时
      @ Meter_image = Cache.moe_1(“Timer_Meter”)
      _AT_ Meter_bitmap = Bitmap.new(@ meter_image.width,meter_image.height)
      = @ @ Meter_range meter_image.width / 3
      Meter_width = @ @ @ target_hp meter_range * / @ target_maxhp
      = @ @ Meter_height meter_image.height / 2
      _AT_ Meter_sprite = Sprite.new
      @ = @ Meter_sprite.bitmap meter_bitmap
      _AT_ Meter_sprite.z 201
      @ Meter_sprite.x APPEAL_METER_POS = [0]
      _AT_ Meter_sprite.y = APPEAL_METER_POS [1]
      @ = @ Meter2_width meter_range
      _AT_ Meter2_bitmap = Bitmap.new(@ meter_image.width,meter_image.height)
      _AT_ Meter2_sprite = Sprite.new
      @ = @ Meter2_sprite.bitmap meter2_bitmap
      @ Meter2_sprite.z = 200
      _AT_ Meter2_sprite.mirror = TRUE
      @ Meter2_sprite.x APPEAL_METER_POS = [0] - (meter_range * 2)
      _AT_ Meter2_sprite.y = APPEAL_METER_POS [1]
      @ Meter_sprite.bitmap.clear
      @ Meter2_sprite.bitmap.clear
      Meter_width = @ @ @ target_hp meter_range * / @ target_maxhp
      @ Meter_src_rect = Rect.new(@ meter_flow,0,@ meter_width meter_height)
      @ @ Meter_bitmap.blt(0.0,meter_image,@ meter_src_rect)
      _AT_ Meter2_src_rect = Rect.new(_AT_ meter_flow meter_height @,@ meter2_width meter_height)
      @ @ Meter2_bitmap.blt(0.0,meter_image,@ meter2_src_rect)
      @ Meter_flow + = METER_FLOW_SPEED的
      @ Meter_flow = 0 @ meter_flow> = meter_image.width @ - @ meter_range
      _AT_ Meter_sprite.visible = FALSE
      _AT_ Meter2_sprite.visible = FALSE
  结束
  
  #------------------------------------------------- -------------------------
  ●创建奖励计
  #------------------------------------------------- -------------------------
  DEF create_bonus_meter
      执行@ = 0
      _AT_ Perform_max千
      @ P_image = Cache.moe_1(“P_Meter”)
      _AT_ P_bitmap = Bitmap.new(@ p_image.width,p_image.height)
      P_width = @ @ @ p_image.width *执行/ @ perform_max
      @ = @ P_height p_image.height
      @ P_src_rect Rect.new =(0,p_width p_height)
      @ @ P_bitmap.blt(0.0,p_image,@ p_src_rect)
      _AT_ P_sprite = Sprite.new
      @ = @ P_sprite.bitmap p_bitmap
      _AT_ P_sprite.z 201
      @ P_sprite.x PERFORM_POS = [0]
      _AT_ P_sprite.y = PERFORM_POS [1]
      _AT_ P_sprite.visible = FALSE
      update_bonus_meter
  结束
  
  #------------------------------------------------- -------------------------
  ●创建反应仪
  #------------------------------------------------- -------------------------
  DEF create_reaction_meter
      @ R_image = Cache.moe_1(“Reaction_Meter”)
      _AT_ R_bitmap = Bitmap.new(@ r_image.width,r_image.height)
      R_width = @ _AT_ reaction_time r_image.width * / @ reaction_time_max
      @ = @ R_height r_image.height
      _AT_ R_sprite = Sprite.new
      @ = @ R_sprite.bitmap r_bitmap
      _AT_ R_sprite.z 201
      @ R_sprite.x REACTION_POS = [0]
      _AT_ R_sprite.y = REACTION_POS [1]
      _AT_ R_sprite.visible = FALSE
      update_reaction_meter
  结束
  
  #------------------------------------------------- -------------------------
  ●创建新闻
  #------------------------------------------------- -------------------------
  DEF create_press
      _AT_ Next_key = 0时
      _AT_ Pressed_key = 0时
      :_AT_ Press_image = Cache.moe_1(“按钮”)
      _AT_ Press_bitmap = Bitmap.new(@ press_image.width,press_image.height)
      @ = @ Press_width press_image.width上/ 9
      @ = @ Press_height press_image.height
      make_next_command
      _AT_ Press_src_rect Rect.new =(@ * @ next_key press_width,0,@ press_width @ press_height)
      @ @ Press_bitmap.blt(0.0,press_image,@ press_src_rect)
      _AT_ Press_sprite = Sprite.new
      @ = @ Press_sprite.bitmap press_bitmap
      _AT_ Press_sprite.z 201
      @ Press_sprite.x KEY_POS = [0]
      @ Press_sprite.y = KEY_POS [1]
      = @ @ Press_sprite.ox press_width / 2
      @ = @ Press_sprite.oy press_height
      _AT_ Press_sprite.visible = FALSE
  结束
  
  #------------------------------------------------- -------------------------
  ●检查关键位置
  #------------------------------------------------- -------------------------
  def check_key_position中
      KEY_POS = @(@ @ press_width next_key *)+ KEY_POS [0]
      @ = @ Press_sprite.x KEY_POS
  结束
  
  #------------------------------------------------- -------------------------
  #●create_number
  #------------------------------------------------- -------------------------
  DEF create_number
      @ Number_image = Cache.moe_1(“Timer_Number”)
      _AT_ Number_bitmap = Bitmap.new(@ number_image.width,number_image.height)
      _AT_ Number_sprite = Sprite.new
      @ = @ Number_sprite.bitmap number_bitmap
      _AT_ Number_sprite.z 203
      @ Number_sprite.x TIME_NUMBER_POS = [0]
      _AT_ Number_sprite.y = TIME_NUMBER_POS [1]
      = @ @ Number_cw number_image.width / 10
      @ = @ Number_ch number_image.height
      refresh_number
      @ = @ total_sec
      _AT_ Number_sprite.visible = FALSE
  结束
    
  #------------------------------------------------- -------------------------
  ●创建耐力仪表
  #------------------------------------------------- -------------------------
  DEF create_stamina_meter
      _AT_ Old_stamina = - 1
      @ Hp2_image = Cache.moe_1(“Stamina_Meter”)
      _AT_ Hp2_bitmap = Bitmap.new(@ hp2_image.width,hp2_image.height)
      Hp2_width = @ @ @ player_hp hp2_image.width * / @ player_maxhp
      @ = @ Hp2_height hp2_image.height
      _AT_ Hp2_sprite = Sprite.new
      @ = @ Hp2_sprite.bitmap hp2_bitmap
      _AT_ Hp2_sprite.z 201
      @ Hp2_sprite.x STAMINA_METER_POS = [0]
      _AT_ Hp2_sprite.y = STAMINA_METER_POS [1]
      _AT_ Hp2_sprite.visible = FALSE
      refresh_stamina_meter
  结束
    
  #------------------------------------------------- -------------------------
  ●创建组合
  #------------------------------------------------- -------------------------
  DEF create_combo
      @组合= 0
      @ = @ Combo_old组合
      @ Cb_number_image = Cache.moe_1(“CB_Number”)
      _AT_ Cb_number_bitmap = Bitmap.new(@ cb_number_image.width,cb_number_image.height)
      _AT_ Cb_number_sprite = Sprite.new
      @ = @ Cb_number_sprite.bitmap cb_number_bitmap
      _AT_ Cb_number_sprite.z 203
      @ Cb_number_sprite.x CB_NUMBER_POS = [0]
      _AT_ Cb_number_sprite.y = CB_NUMBER_POS [1]
      = @ @ Cb_number_cw cb_number_image.width / 10
      @ = @ Cb_number_ch cb_number_image.height
      = @ @ Cb_number_sprite.ox cb_number_cw / 2
      = @ @ Cb_number_sprite.oy cb_number_ch / 2
      _AT_ Cb_number_sprite.visible = FALSE
      _AT_ Combo_animation_duration = 0时
      refresh_cb_number
  结束
  
  #------------------------------------------------- -------------------------
  #●create_score
  #------------------------------------------------- -------------------------
  DEF create_score
      @ Score_image = Cache.moe_1(“Number_Score”)
      _AT_ Score_bitmap = Bitmap.new(@ score_image.width,score_image.height)
      _AT_ Score_sprite = Sprite.new
      @ = @ Score_sprite.bitmap score_bitmap
      _AT_ Score_sprite.z 203
      @ Score_sprite.x SCORE_POS = [0]
      _AT_ Score_sprite.y = SCORE_POS [1]
      = @ @ Score_cw score_image.width / 10
      @ = @ Score_ch score_image.height
      refresh_score
      _AT_ Score_sprite.visible = FALSE
  结束
  
  #------------------------------------------------- -------------------------
  #●create_fire
  #------------------------------------------------- -------------------------
  DEF create_fire
      _AT_ Fire_flow = 0时
      _AT_ Fire_flow_speed = 0时
      _AT_ Fire_refresh = FALSE
      @ Fire_image = Cache.moe_1(“Timer_Fire”)
      _AT_ Fire_bitmap = Bitmap.new(@ fire_image.width,fire_image.height)
      = @ @ Fire_width fire_image.width / 4
      @ Fire_src_rect_back Rect.new =(0,fire_width fire_image.height)
      @ Fire_bitmap.blt(0.0 @ fire_image,@ fire_src_rect_back)
      _AT_ Fire_sprite = Sprite.new
      @ = @ Fire_sprite.bitmap fire_bitmap
      @ Fire_sprite.z = 99
      @ Fire_sprite.x FIRE_POS = [0]
      _AT_ Fire_sprite.y = FIRE_POS [1]
      _AT_ Fire_sprite.visible = FALSE
      update_fire
  结束
    
  #------------------------------------------------- -------------------------
  ●创建信息
  #------------------------------------------------- -------------------------
  DEF create_info(文件名)
      dispose_info
      @信息= Plane.new
      @ Info.bitmap = Cache.moe_1(FILE_NAME)救援零
      @ Info.bitmap Cache.moe_1 =(“”)==零[email protected]
      _AT_ Info.z 999
      _AT_ Info.opacity = 255
  结束
  
  #------------------------------------------------- -------------------------
  ●结果#创建文本
  #------------------------------------------------- -------------------------
  DEF create_result_text
      _AT_ Result_sprite = Sprite.new
      @ Result_sprite.bitmap = Bitmap.new(544.416)
      @ Result_sprite.bitmap.font.size = 38
      _AT_ Result_sprite.bitmap.font.bold = TRUE
      #反应结果
      @ Result_sprite.bitmap.draw_text(215,0,320,40 @ reaction_time_average.to_s,2)
      #最强组合
      @ Result_sprite.bitmap.draw_text(215,39,320,40 @ max_combo.to_s,2)
      #小姐
      @ Result_sprite.bitmap.draw_text(215,79,320,40 @ misses.to_s,2)
      #分数
      @ Result_sprite.bitmap.draw_text(215,168,320,40 @ max_score.to_s,2)
      #排名
      @ Result_sprite.bitmap.font.size = 96
      @ Result_sprite.bitmap.font.italic =
      _AT_ Result_sprite.bitmap.font.color Color.new =(255155100)
      @ Result_sprite.bitmap.draw_text(115200320100 @ rank.to_s,2)
      = @ @ Result_sprite.ox result_sprite.bitmap.width / 2
      = @ @ Result_sprite.oy result_sprite.bitmap.height / 2
      = @ @ Result_sprite.x result_sprite.bitmap.width / 2
      = @ @ Result_sprite.y result_sprite.bitmap.width / 2
      _AT_ Result_sprite.z 999
  结束
  
  #------------------------------------------------- -------------------------
  ●可视对象精灵
  #------------------------------------------------- -------------------------
  :DEF objects_sprites_visible(勇气=真)
      _AT_ Press_sprite.visible =勇气
      _AT_ Layout.visible =勇气
      _AT_ Meter_sprite.visible =勇气
      _AT_ Meter2_sprite.visible =勇气
      _AT_ P_sprite.visible =勇气
      _AT_ R_sprite.visible =勇气
      _AT_ Number_sprite.visible =勇气
      _AT_ Hp2_sprite.visible =勇气
      _AT_ Cb_number_sprite.visible =勇气
      _AT_ Score_sprite.visible =勇气
      _AT_ Fire_sprite.visible =勇气
  结束
  
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Particles_Melodia_A <雪碧
  
#------------------------------------------------- -------------------------
#●初始化
#------------------------------------------------- -------------------------
  DEF初始化(视口中=零)
      超(视)
      如果$ game_system.melodia_a [4] =零
          file_name中= $ game_system.melodia_a [4] [0]救援零
          _AT_ Speed_x = game_system.melodia_a $ [4] [1]
          @ Speed_y = $ game_system.melodia_a [4] [2]
          _AT_ Speed_a = game_system.melodia_a $ [4] [3]
          BLENDY = $ game_system.melodia_a [4] [4]
          random_color = $ game_system.melodia_a [4] [5]
      结束
      _AT_ Speed_x = 0,如果@ speed_x ==零
      _AT_ Speed_y = 0,如果@ speed_y ==零
      _AT_ Speed_a = 0,如果@ speed_a ==零
      = 1,如果BLENDY BLENDY ==无
      random_color = false,如果random_color ==零
      self.bitmap = Cache.moe_1救援零(file_name.to_s)
      self.bitmap Cache.moe_1 =(“”)==无如果self.bitmap
      self.tone.set(兰特(255),兰特(255),兰特(255),255),如果random_color
      self.blend_type = BLENDY
      reset_setting
  结束
  
#------------------------------------------------- -------------------------
●复位设置
#------------------------------------------------- -------------------------
  DEF reset_setting
      变焦=(50 +兰特(100))/ 100.1
      self.zoom_x =变焦
      self.zoom_y =变焦
      self.x =兰特(576)-32
      self.y =兰特(320 + self.bitmap.height)
      self.opacity = 0
      self.angle =兰特(360)
  结束
  
#------------------------------------------------- -------------------------
●处置#
#------------------------------------------------- -------------------------
  DEF处置
      非常
      如果self.bitmap!=零self.bitmap.dispose
  结束
  
#------------------------------------------------- -------------------------
#●更新
#------------------------------------------------- -------------------------
  DEF更新
      非常
      self.x + = @ speed_x
      self.y - = @ speed_y
      self.angle + = @ speed_a
      self.opacity + = 5
      reset_setting如果can_reset_setting,?
  结束
  
#------------------------------------------------- -------------------------
#●可以重置设置
#------------------------------------------------- -------------------------
  高清can_reset_setting?
      如果返回true!self.x.between(-32.580)?
      如果返回true!self.y.between(-32.370)?
      返回false
  结束
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Flash_Sprite_Melodia_A <雪碧
  
#------------------------------------------------- -------------------------
#●视口
#------------------------------------------------- -------------------------
  DEF初始化(视口,X,索引)
      超(视)
      self.bitmap = Cache.moe_1(“Flash_Effect”)
      self.x = X
      self.y = 0
      self.opacity = 0
      self.visible =假
      self.blend_type = 1
      SET_COLOR(指数)
  结束
  
#------------------------------------------------- -------------------------
#●设置颜色
#------------------------------------------------- -------------------------
  :DEF SET_COLOR(指数)
      索引的情况下
         当0; self.tone.set的(0,0,255,255)
         当一个; self.tone.set(0,255,0,255)
         当2 self.tone.set(255,0,0,255)
         当3 self.tone.set(125125125,255)
         当4; self.tone.set 0255255,255()
         当5 self.tone.set(255,255,0,255)
         当6 self.tone.set(255,0,255,255)
         当7; self.tone.set的(55255125,255)
      结束
  结束
  
#------------------------------------------------- -------------------------
●处置#
#------------------------------------------------- -------------------------
  DEF处置
      非常
      self.bitmap.dispose
  结束
#------------------------------------------------- -------------------------
#●更新
#------------------------------------------------- -------------------------
  DEF更新
      非常
      update_effect
  结束
  
#------------------------------------------------- -------------------------
#●更新的影响
#------------------------------------------------- -------------------------
  DEF update_effect
      self.opacity - = 5
      self.visible = false,如果self.opacity == 0
  结束
  
#------------------------------------------------- -------------------------
#●闪光效果
#------------------------------------------------- -------------------------
  DEF flash_effect
      特效持续= 0
      self.visible =真
      self.opacity = 255
      self.y = 0
  结束
  
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
  
  #------------------------------------------------- -------------------------
  #执行●处置
  #------------------------------------------------- -------------------------
  DEF execute_dispose
      Graphics.freeze
      dispose_target_meter
      dispose_combo_number
      dispose_time_number
      dispose_background
      dispose_fire_animation
      dispose_layout
      dispose_score
      dispose_perform_meter
      dispose_reaction_meter
      dispose_hp_meter
      dispose_button
      dispose_info
      dispose_particles
      dispose_flash
      dispose_result_text
      BattleManager.replay_bgm_and_bgs
  结束
  
  #------------------------------------------------- -------------------------
  ●处置结果文本
  #------------------------------------------------- -------------------------
  DEF dispose_result_text
      返回@ result_sprite ==零
      @ Result_sprite.bitmap.dispose
      @ Result_sprite.dispose
      _AT_ Result_sprite =为零
  结束
#------------------------------------------------- -------------------------
●处置目标仪表
#------------------------------------------------- -------------------------
  DEF dispose_target_meter
      返回@ meter_image ==零
      @ Meter_sprite.bitmap.dispose
      @ Meter_sprite.dispose
      @ Meter_bitmap.dispose
      @ Meter2_sprite.bitmap.dispose
      @ Meter2_sprite.dispose
      @ Meter2_bitmap.dispose
      @ Meter_image.dispose
      _AT_ Meter_image =为零
  结束
      
#------------------------------------------------- -------------------------
●处置时间编号#
#------------------------------------------------- -------------------------
DEF dispose_time_number
      返回@ number_image ==零
      @ Number_sprite.bitmap.dispose
      @ Number_sprite.dispose
      @ Number_bitmap.dispose
      @ Number_image.dispose
      _AT_ Number_image =为零
结束
#------------------------------------------------- -------------------------
●处置组合号码#
#------------------------------------------------- -------------------------
DEF dispose_combo_number
      返回@ cb_number_image ==零
      @ Cb_number_sprite.bitmap.dispose
      @ Cb_number_sprite.dispose
      @ Cb_number_bitmap.dispose
      @ Cb_number_image.dispose
结束
      
#------------------------------------------------- -------------------------
●处置消防动画
#------------------------------------------------- -------------------------
DEF dispose_fire_animation
      返回@ fire_image ==零
      @ Fire_bitmap.dispose
      @ Fire_sprite.bitmap.dispose
      @ Fire_sprite.dispose
      @ Fire_image.dispose
      _AT_ Fire_image =为零
结束
      
#------------------------------------------------- -------------------------
●处置布局
#------------------------------------------------- -------------------------
DEF dispose_layout
      @如果布局==零回报
      @ Layout.bitmap.dispose
      @ Layout.dispose
结束
#------------------------------------------------- -------------------------
●处置背景
#------------------------------------------------- -------------------------
DEF dispose_background
     如果返回@背景==零
     @ Background.bitmap.dispose
     @ Background.dispose
     @ Background_2.bitmap.dispose
     @ Background_2.dispose
     @ Battleback1_bitmap.dispose
     @ Battleback2_bitmap.dispose
结束
#------------------------------------------------- -------------------------
●处置分数
#------------------------------------------------- -------------------------
DEF dispose_score
     返回@ score_image ==零
     @ Score_bitmap.dispose
     @ Score_sprite.bitmap.dispose
     @ Score_sprite.dispose
     @ Score_image.dispose
     _AT_ Score_image =为零
结束
      
#------------------------------------------------- -------------------------
●处置执行仪表
#------------------------------------------------- -------------------------
DEF dispose_perform_meter
      返回@ p_image ==零
      @ P_bitmap.dispose
      @ P_sprite.bitmap.dispose
      @ P_sprite.dispose
      @ P_image.dispose
      _AT_ P_image =为零
结束
      
#------------------------------------------------- -------------------------
●处置反应仪表
#------------------------------------------------- -------------------------
DEF dispose_reaction_meter
     返回@ r_image ==零
     @ R_bitmap.dispose
     @ R_sprite.bitmap.dispose
     @ R_sprite.dispose
     @ R_image.dispose
     _AT_ R_image =为零
结束
    
#------------------------------------------------- -------------------------
●处置HP计量表
#------------------------------------------------- -------------------------
DEF dispose_hp_meter
     返回@ hp2_image ==零
     @ Hp2_bitmap.dispose
     @ Hp2_sprite.bitmap.dispose
     @ Hp2_sprite.dispose
     @ Hp2_image.dispose
     _AT_ Hp2_image =为零
结束
      
#------------------------------------------------- -------------------------
●处置按钮
#------------------------------------------------- -------------------------
DEF dispose_button
     返回@ press_image ==零
     @ Press_bitmap.dispose
     @ Press_sprite.bitmap.dispose
     @ Press_sprite.dispose
     @ Press_image.dispose
     _AT_ Press_image =为零
结束
   
#------------------------------------------------- -------------------------
●处置颗粒
#------------------------------------------------- -------------------------
  DEF dispose_particles
      返回@ light_bitmap ==零
      @ Light_bitmap.each {|精灵| sprite.dispose}
      _AT_ Light_bitmap =为零
      @ Viewport_light.dispose的viewport_light!=无
  结束
  
#------------------------------------------------- -------------------------
●处置闪光
#------------------------------------------------- -------------------------
  DEF dispose_flash
      返回@ flash_bitmap ==零
      @ Flash_bitmap.each {|精灵| sprite.dispose}
      _AT_ Flash_bitmap =为零
      @ Viewport_flash.dispose viewport_flash!=无
  结束
  
  #------------------------------------------------- -------------------------
  #●处置信息
  #------------------------------------------------- -------------------------
  DEF dispose_info
      返回@信息==零
      [email protected] ==无回报
      @ Info.bitmap.dispose
      @ Info.dispose
      @信息=零
  结束
   
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
  
  #------------------------------------------------- -------------------------
  #●更新Flash
  #------------------------------------------------- -------------------------
  DEF update_flash
      返回@ flash_bitmap ==零
      @ Flash_bitmap.each {|精灵| sprite.update}
  结束
  
  #------------------------------------------------- -------------------------
  #●更新粒子
  #------------------------------------------------- -------------------------
  DEF update_particles
      返回@ light_bitmap == nil或者@相<3
      @ Light_bitmap.each {|精灵| sprite.update}
  结束
  
  #------------------------------------------------- -------------------------
  #●更新法术仪表的
  #------------------------------------------------- -------------------------
  DEF update_bonus_meter
      @ P_sprite.bitmap.clear
      P_width = @ @ @ p_image.width *执行/ @ perform_max
      @ P_src_rect Rect.new =(0,p_width p_height)
      @ @ P_bitmap.blt(0.0,p_image,@ p_src_rect)
  结束
    
  #------------------------------------------------- -------------------------
  ●抽奖号码
  #------------------------------------------------- -------------------------
  :DEF draw_number(X,Y值)
      _AT_ Number_text value.abs.to_s.split的=(/ /)
      plus_x = - @ * @ number_cw number_text.size
      r和0。@ number_text.size分类 - 1
         @ @ Number_text number_abs = [R]。To_i
         @ Number_src_rect Rect.new =(@ * @,0 number_cw number_abs @ number_cw,number_ch)
         _AT_ Number_bitmap.blt(plus_x + X +(@ number_cw * R),Y,@ number_image @ number_src_rect)
      结束
  结束
    
  #------------------------------------------------- -------------------------
  ●编号#刷新
  #------------------------------------------------- -------------------------
  DEF refresh_number
      @ = @ total_sec
      @ Number_sprite.bitmap.clear
      draw_number(@ number_cw * 1,0,0),如果@最小<10
      draw_number(number_cw @ * 2.0,@最小),
      draw_number(@ number_cw * 4,0,0),如果@秒<10
      draw_number(number_cw @ * 5.0,@秒)
  结束
  #------------------------------------------------- -------------------------
  #●更新流量
  #------------------------------------------------- -------------------------
  DEF update_flow
      如果返回@暂停
      @ Meter_sprite.bitmap.clear
      @ Meter2_sprite.bitmap.clear
      Meter_width = @ @ @ target_hp meter_range * / @ target_maxhp
      @ Meter_src_rect = Rect.new(@ meter_flow,0,@ meter_width meter_height)
      @ @ Meter_bitmap.blt(0.0,meter_image,@ meter_src_rect)
      _AT_ Meter2_src_rect = Rect.new(_AT_ meter_flow meter_height @,@ meter2_width meter_height)
      @ @ Meter2_bitmap.blt(0.0,meter_image,@ meter2_src_rect)
      @ Meter_flow + = METER_FLOW_SPEED的
      @ Meter_flow = 0 @ meter_flow> = meter_image.width @ - @ meter_range
  结束
    
  #------------------------------------------------- -------------------------
  #●更新反应仪表
  #------------------------------------------------- -------------------------
  DEF update_reaction_meter
      如果返回@暂停
      @ R_sprite.bitmap.clear
      R_width = @ _AT_ reaction_time r_image.width * / @ reaction_time_max
      @ R_src_rect Rect.new =(0,r_width r_height)
      @ @ R_bitmap.blt(0.0,r_image,@ r_src_rect)
  结束
  
  #------------------------------------------------- -------------------------
  #●刷新耐力母校
  #------------------------------------------------- -------------------------
  DEF refresh_stamina_meter
      @ = @ Old_stamina player_hp
      @ Hp2_sprite.bitmap.clear
      Hp2_width = @ @ @ player_hp hp2_image.width * / @ player_maxhp
      src_rect Rect.new =(0,hp2_width hp2_height)
      @ Hp2_bitmap.blt(0.0 @ hp2_image,src_rect)
结束
  
  #------------------------------------------------- -------------------------
  #●更新消防
  #------------------------------------------------- -------------------------
  DEF update_fire
    如果返回@暂停
    @ Fire_flow_speed + = 1
    如果_AT_ fire_flow_speed> FIRE_ANIMATION_SPEED
       @ Fire_flow + = 1
       _AT_ Fire_flow_speed = 0时
       @ Fire_flow如果@ fire_flow == 4 = 0
       _AT_ Fire_refresh = TRUE
    结束
    返回@ fire_refresh == FALSE
    @ Fire_sprite.bitmap.clear
    _AT_ Fire_refresh = FALSE
    _AT_ Fire_src_rect_back Rect.new =(@ * @ fire_width fire_flow,0,@ fire_width @ fire_image.height)
    @ Fire_bitmap.blt(0.0 @ fire_image,@ fire_src_rect_back)
  结束
  
  #------------------------------------------------- -------------------------
  #●刷新出版社
  #------------------------------------------------- -------------------------
  DEF refresh_press
      _AT_ Press_refresh = FALSE
      @ Press_sprite.zoom_x = 2:00
      @ Press_sprite.zoom_y = 2:00
      @ Press_sprite.bitmap.clear
      如果@等待> 0
         _AT_ Press_src_rect Rect.new =(8 * @ press_width,0,@ press_width press_height)
      其他
         _AT_ Press_src_rect Rect.new =(@ * @ next_key press_width,0,@ press_width @ press_height)
      结束
      @ @ Press_bitmap.blt(0.0,press_image,@ press_src_rect)
      check_key_position
  结束
  
  #------------------------------------------------- -------------------------
  #●刷新分数
  #------------------------------------------------- -------------------------
  DEF refresh_score
      @ Score_sprite.bitmap.clear
      @ @ Score_cache.abs.to_s.split score_text =(/ /)
      r和0。@ score_text.size分类 - 1
         @ @ Score_text score_abs = [R]。To_i
         @ Score_src_rect Rect.new =(@ * @,0 score_cw score_abs @ score_cw,score_ch)
         @ Score_bitmap.blt(_AT_ score_cw * R,0,@ score_image,@ score_src_rect)
      结束
      @ Score_refresh = false,如果@得分== @ score_old
  结束
  
  #------------------------------------------------- -------------------------
  #●更新得分
  #------------------------------------------------- -------------------------
  DEF update_score_number
      _AT_ Score_refresh = TRUE
      N = 1 *(得分 - @ score_old)。ABS / 100
      score_speed最大= [[N],9999999分钟,1]。
      如果score_old @ <@得分
          @ Score_cache + = score_speed的
          如果score_cache @> = @得分
             @ = @ Score_old得分
             @ = @ Score_cache得分
          结束
        ELSIF @ score_old> @得分
           @ Score_cache - = score_speed
           如果@ score_cache <= @得分
              @ = @ Score_old得分
              @ = @ Score_cache得分
           结束
        结束
  结束
  #------------------------------------------------- -------------------------
  #●刷新CB号码
  #------------------------------------------------- -------------------------
  DEF refresh_cb_number
      @ = @ Combo_old组合
      @ Cb_number_bitmap.clear
      @ @ Combo.abs.to_s.split cb_number_text =(/ /)
      r和0。@ cb_number_text.size分类 - 1
         number_abs = _AT_ cb_number_text [R]。to_i
         src_rect = Rect.new(cb_number_cw number_abs *,0,@ cb_number_cw cb_number_ch)
         @ Cb_number_bitmap.blt((@ cb_number_cw * R),0,@ cb_number_image,src_rect)
      结束
      _AT_ Cb_number_sprite.ox =(@ * _AT_ cb_number_cw cb_number_text.size)/ 2
  结束
  
  #------------------------------------------------- -------------------------
  #●更新组合效应
  #------------------------------------------------- -------------------------
  DEF update_combo_effect
      返回@ combo_animation_duration == 0
      _AT_ Combo_animation_duration的 - = 1
      情况_AT_ combo_animation_duration的
          当21 .40
               @ Cb_number_sprite.zoom_x + = 12:06
               @ Cb_number_sprite.zoom_y + = 0.06
          当1 .20
               @ Cb_number_sprite.zoom_x - = 12:06
               @ Cb_number_sprite.zoom_y - = 12:06
          其他
               @ Cb_number_sprite.zoom_x = 1.00
               @ Cb_number_sprite.zoom_y = 1:00
               _AT_ Combo_animation_duration = 0时
      结束
   结束
    
  #------------------------------------------------- -------------------------
  #●更新HP编号效果
  #------------------------------------------------- -------------------------
  DEF update_button_effect
      返回if@press_sprite.zoom_x的== 1:00
      @ Press_sprite.zoom_x - = 0.06
      @ Press_sprite.zoom_y - = 0.06
      if@press_sprite.zoom_x <= 1:00
         @ Press_sprite.zoom_x = 1:00
         @ Press_sprite.zoom_y = 1:00
      结束
  结束
   
  #------------------------------------------------- -------------------------
  ●背景更新#1
  #------------------------------------------------- -------------------------
  DEF update_background_1
      如果_AT_ back_effect_type == 0
         @ Background.ox + = @ back_effect_power_1
         @ Background.oy + = @ back_effect_power_2
      其他
         @ Background.update
      结束
  结束
    
  #------------------------------------------------- -------------------------
  ●背景更新#2
  #------------------------------------------------- -------------------------
  DEF update_background_2
      update_breath_effect
      如果_AT_ back2_effect_type == 0
         @ Background_2.ox + = @ back2_effect_power_1
         @ Background_2.oy + = @ back2_effect_power_2
      其他
         @ Background_2.update
      结束
  结束
  
  #------------------------------------------------- -------------------------
  #●更新呼吸效应
  #------------------------------------------------- -------------------------
DEF update_breath_effect
     返回,如果@ breath_effect
      @ Breach_effect [1] + = 1
      案件@ breach_effect [1]
         当0 .30
             Breach_effect [0] + = 0.0004
         当31 .50
             @ Breach_effect [0] - = 0.0004
         其他
         @ Breach_effect [1] = 0
         @ Breach_effect [0] = 1.truncate
      结束
      @ = _AT_ Background_2.zoom_y breach_effect的[0]
结束
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
  #------------------------------------------------- -------------------------
  #●更新
  #------------------------------------------------- -------------------------
  DEF更新
      update_base
      update_sprites
      update_system
  结束
  #------------------------------------------------- -------------------------
  #●Update_base
  #------------------------------------------------- -------------------------
  DEF update_base
      update_wait
      update_event
      update_pause
  结束
  
  #------------------------------------------------- -------------------------
  #●Update_system
  #------------------------------------------------- -------------------------
  DEF update_system
      返回!can_update_system?
      update_bonus
      update_reaction_time
      update_timer
      @的update_timeover,如果定时器> 0
      update_command
  结束
  
  #------------------------------------------------- -------------------------
  ●可以更新系统吗?
  #------------------------------------------------- -------------------------
  高清can_update_system?
      返回false,如果@ EVENT_TIME 0
      返回false,如果@暂停
      返回false,如果@ force_pause的
      返回false,如果@相!= 3
      返回true
  结束
  
  #------------------------------------------------- -------------------------
  #●更新精灵
  #------------------------------------------------- -------------------------
  高清update_sprites的
      update_flow
      update_fire
      update_bonus_meter
      update_combo_effect
      update_reaction_meter
      update_button_effect
      update_defeat_target
      update_particles
      update_flash
      update_background_1
      update_background_2
      如果@ score_old!= @得分update_score_number
      refresh_stamina_meter如果@ old_stamina!= @ player_hp
      refresh_number @数字!= @ total_sec
      如果@ combo_old!= @组合refresh_cb_number
      refresh_press如果press_refresh @
      refresh_score如果score_refresh @
  结束
  #------------------------------------------------- -------------------------
  #●更新暂停
  #------------------------------------------------- -------------------------
  DEF update_pause
      返回!can_update_pause?
      如果Input.trigger(输入:: A)?
         se_pause
         如果@ force_pause的
            _AT_ Force_pause = FALSE
            make_next_command
            @ Press_sprite.visible的=真
            dispose_info
         其他
            _AT_ Force_pause = TRUE
            _AT_ Press_sprite.visible = FALSE
            create_info(INFO6“)
         结束
      结束
  结束
  
  #------------------------------------------------- -------------------------
  ●可更新#暂停
  #------------------------------------------------- -------------------------
  高清can_update_pause?
      返回false,如果@ EVENT_TIME 0
      返回false,如果@暂停
      返回false,如果@等待> 0
      返回false,如果@相!= 3
      返回true
  结束
  
  #------------------------------------------------- -------------------------
  #●更新目标击败
  #------------------------------------------------- -------------------------
  def update_defeat_target中
      如果返回@相= 4!
      返回@目标==零
      _AT_ Target.opacity的 - = 1
  结束
  #------------------------------------------------- -------------------------
  #●更新
  #------------------------------------------------- -------------------------
  DEF update_timer
      Total_sec @ = @定时器/ Graphics.frame_rate的
      @闵= @ total_sec / 60
      SEC = @ total_sec 60%
  结束
  #------------------------------------------------- -------------------------
  #●update_wait
  #------------------------------------------------- -------------------------
  DEF update_wait
      如果返回@等待== 0
      @等待 - = 1
      如果@等待== 0
         make_next_command
      结束
  结束
  
  #------------------------------------------------- -------------------------
  #●更新反应时间
  #------------------------------------------------- -------------------------
  DEF update_reaction_time
      如果返回@等待> 0
      选择重返如果_AT_ reaction_time == 0
      @ Reaction_time - = 1
      如果_AT_ reaction_time == 0
         execute_wait
         se_reaction_timeover
         execute_player_damage
         _AT_ Player_shake_duration = 40
      结束
  结束
  
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
  
  #------------------------------------------------- -------------------------
  #●更新事件
  #------------------------------------------------- -------------------------
  DEF update_event
      update_event_duration
      返回!can_update_event?
      _AT_ Info.opacity的 - = 10除非@ force_pause的
      如果第一阶段== @ 6和@ result_sprite的!=零
         _AT_ Result_sprite.opacity的 - = 10
         _AT_ Number_sprite.opacity的 - = 10
      结束
      execute_event [email protected] <= 0
   结束
  #------------------------------------------------- -------------------------
  #●更新事件持续
  #------------------------------------------------- -------------------------
   DEF update_event_duration
       如果返回_AT_ EVENT_TIME的<= 0
       @ EVENT_TIME - = @ event_speed
       _AT_ EVENT_TIME = 0,如果@ EVENT_TIME <0
       update_skip_event
   结束
     
  #------------------------------------------------- -------------------------
  ●可以更新事件?
  #------------------------------------------------- -------------------------
   高清can_update_event?
       返回false,如果@ EVENT_TIME 0
       返回false,如果@信息==零
       返回true
   结束
   
  #------------------------------------------------- -------------------------
  #*跳过更新事件
  #------------------------------------------------- -------------------------
  DEF update_skip_event
      返回false,如果_AT_ EVENT_TIME == 0
      返回false,如果@相位== 3
      返回假[email protected] <60
      如果Input.trigger(输入:: C)或
         Input.trigger(输入:: B)?
         _AT_ EVENT_TIME = 0,
         se_cursor
      结束
   结束
    
  #------------------------------------------------- -------------------------
  ●执行事件
  #------------------------------------------------- -------------------------
   DEF execute_event
       案例@相
             当6 execute_exit
             当5 event_timeover时
             当4; event_victory的
             当2 event_battle_start的
             当一个人; event_ready_go
             当0; event_tutorial的
       结束
  结束
  
  
  #------------------------------------------------- -------------------------
  ●事件随着时间
  #------------------------------------------------- -------------------------
  DEF event_timeover
      execute_exit
  结束
    
  #------------------------------------------------- -------------------------
  #事件的胜利
  #------------------------------------------------- -------------------------
  DEF event_victory
      create_info(“Info7”)
      @ EVENT_TIME = 900
      @相= 6
      check_average_reaction_time
      objects_sprites_visible(假)
      @ Number_sprite.visible的=真
      _AT_ Number_sprite.x = 420元
      @ Number_sprite.y = 193
      _AT_ Number_sprite.z =千
      make_rank
      create_result_text
      se_result
  结束
  
  #------------------------------------------------- -------------------------
  #启动事件战役
  #------------------------------------------------- -------------------------
  DEF event_battle_start
      dispose_info
      @暂停=假
      @等待= 0
      @相= 3
      _AT_ EVENT_TIME = 0,
      objects_sprites_visible(真)
      make_next_command
  结束
  
  #------------------------------------------------- -------------------------
  事件#READY GO
  #------------------------------------------------- -------------------------
  DEF event_ready_go
      dispose_info
      create_info(“INFO2”)
      @相= 2
      _AT_ EVENT_TIME 160
  结束
  
  #------------------------------------------------- -------------------------
  事件#教程
  #------------------------------------------------- -------------------------
  DEF event_tutorial
      dispose_info
      create_info(“INFO1”)
      @相= 1
      _AT_ EVENT_TIME = 220,
  结束
  
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
  
  #------------------------------------------------- -------------------------
  ●更新#GAMEOVER
  #------------------------------------------------- -------------------------
  DEF update_timeover
      如果返回@暂停
      @定时器 - = 1
      如果@计时器== 0
         create_info(“INFO4”)
         se_timeover
         execute_lose
      结束
  结束
  
  #------------------------------------------------- -------------------------
  #●Execute_lose
  #------------------------------------------------- -------------------------
  DEF execute_lose
      update_score_number
      refresh_stamina_meter
      refresh_number
      refresh_cb_number
      refresh_score
      RPG :: BGM.fade(5 * 1000)
      @ EVENT_TIME = 180
      @相= 5
  结束
    
  #------------------------------------------------- -------------------------
  ●执行Game_Over
  #------------------------------------------------- -------------------------
  DEF execute_exit
      SceneManager.return
  结束
  
  #------------------------------------------------- -------------------------
  ●执行胜利
  #------------------------------------------------- -------------------------
  DEF execute_victory
      @暂停=真
      @相= 4
      dispose_info
      _AT_ Target_phase = 0时
      create_info(“INFO3”)
      @ EVENT_TIME = 150
      _AT_ Target_shake_duration = 180
      @ Meter_sprite.bitmap.clear
      _AT_ Press_sprite.visible = FALSE
      RPG :: BGM.fade(12 * 1000)
      se_last_blow
      execute_store_record
  结束
  
  #------------------------------------------------- -------------------------
  ●执行记录存储
  #------------------------------------------------- -------------------------
  DEF execute_store_record
      variable_id1 = STORE_SCORE_VARIABLE_ID
      variable_id2 = STORE_COMBO_VARIABLE_ID
      $ Game_system.melodia_a_record [0] = @ @ max_score如果max_score> game_system.melodia_a_record [0]
      $ Game_system.melodia_a_record [1] = @ @ max_combo如果max_combo> $ game_system.melodia_a_record [1]
      $ Game_variables [variable_id1] = @ max_score如果max_score> $ game_variables [variable_id1]
      $ Game_variables [variable_id2] = @ max_combo如果max_combo> $ game_variables [variable_id2]
      如果$ game_system.melodia_a [5] =零
         Game_switches [$ game_system.melodia_a [5] =真
      结束
      $ Game_map.need_refresh =真
  结束
  
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
  
#------------------------------------------------- -------------------------
●检查红利限制
#------------------------------------------------- -------------------------
DEF check_bonus_limit
     执行@ = @如果perform_max执行> @ perform_max
     如果执行@ = 0 @执行<0
  结束
      
  #------------------------------------------------- -------------------------
  #●更新奖金
  #------------------------------------------------- -------------------------
  DEF update_bonus
      执行@ = 1 - > 0 @执行
  结束
  #------------------------------------------------- -------------------------
  ●添加奖励计
  #------------------------------------------------- -------------------------
  DEF add_bonus_gauge
      执行@ + = @ bonus_speed
      check_bonus_limit
  结束
  
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
  
  #------------------------------------------------- -------------------------
  ●添加分数
  #------------------------------------------------- -------------------------
  DEF add_score
      点=(@执行+兰特(命中)+兰特(9)条)。截断
      点= 1点,如果<1
      @ + =分数点
      Max_score = @ @ @得分,如果得分> @ max_score
  结束
  
  #------------------------------------------------- -------------------------
  ●Recuce分数
  #------------------------------------------------- -------------------------
  DEF reduce_score
      点=((得分* 5/100)+截断兰特(9)条)。
      点= 1点,如果<1
      @分数 - =点
      @得分为0,如果@得分<0
      @小姐+ = 1
  结束
  
  #------------------------------------------------- -------------------------
  ●执行#玩家伤害
  #------------------------------------------------- -------------------------
  DEF execute_player_damage
      @ Player_hp - = 1
      @小姐+ = 1
      execute_combo(假)
      如果@ player_hp <= 0
         _AT_ Player_hp = 0时
         create_info(INFO5“)
         se_statmina_zero
         execute_lose
      结束
  结束
  #------------------------------------------------- -------------------------
  #执行●等待
  #------------------------------------------------- -------------------------
  DEF execute_wait
      @等待= 42
      make_next_command(真)
  结束
  
  #------------------------------------------------- -------------------------
  ●执行错误SE
  #------------------------------------------------- -------------------------
  DEF execute_wrong_se
      se_wrong
  结束
  
  #------------------------------------------------- -------------------------
  #●错误的命令
  #------------------------------------------------- -------------------------
  DEF wrong_command
      execute_wait
      execute_wrong_se
      execute_player_damage
  结束
  
  #------------------------------------------------- -------------------------
  ●执行组合
  #------------------------------------------------- -------------------------
  :DEF execute_combo(值= FALSE)
      @组合+ = 1,如果值
      @组合= 0,如果值!
      Max_combo = @ @ @ Combo连击> @ max_combo
      @ Cb_number_sprite.zoom_x = 1.00
      @ Cb_number_sprite.zoom_y = 1:00
      _AT_ Cb_number_sprite.opacity = 255
      _AT_ Combo_animation_duration = 40
  结束
  
  #------------------------------------------------- -------------------------
  ●执行Target_Damage
  #------------------------------------------------- -------------------------
  DEF execute_target_damage
      se_right
      @ N_hits + = 1
      execute_combo(真)
      RC = @ reaction_time_max - @ reaction_time
      @ Reaction_time_score + = RC
      @ = @ Reaction_time reaction_time_max
      add_bonus_gauge
      _AT_ Flash_bitmap [@ next_key]。Flash_effect
      make_next_command
      @ Target_hp + = 1
      @点击+ = 1
      add_score
      Target_hp = @ @ @ target_maxhp如果target_hp> @ target_maxhp
      _AT_ Target_hp = 0,如果@ target_hp <0
      ,如果execute_victory target_hp @> = @ target_maxhp
  结束
  
  #------------------------------------------------- -------------------------
  ●检查平均反应时间
  #------------------------------------------------- -------------------------
  DEF check_average_reaction_time
      =百分之一(@ reaction_time_score截断/ 0.6)。
      @ Reaction_time_average =(百分之一秒/ n_hits)
  结束
  
  #------------------------------------------------- -------------------------
  ●排名,
  #------------------------------------------------- -------------------------
  DEF make_rank
      if@reaction_time_average.between(0.15)
         @ Rank_point + = 20
      elsif@reaction_time_average.between(16,30)?
         @ Rank_point + = 15
      elsif@reaction_time_average.between?(31.45)
         @ Rank_point + = 10
      elsif@reaction_time_average.between(46,60)?
         @ Rank_point + = 8
      elsif@reaction_time_average.between?(61.75)
         @ Rank_point + = 6
      elsif@reaction_time_average.between?(76.90)
         @ Rank_point + = 4
      elsif@reaction_time_average.between(90.105)?
         @ Rank_point + = 2
      结束
      如果@ == 0错过
         @ Rank_point + = 15
      ELSIF @ == 1错过
         @ Rank_point + = 10
      [email protected](2,4)
         @ Rank_point + = 5
      其他
         @ Rank_point - = @失误
      结束
      @ Rank_point = 0,如果@ rank_point <0
      if@rank_point.between(30,40)?
         @排名='S'
      elsif@rank_point.between?(25.29)
         @等级=“A”
      elsif@rank_point.between?(20.24)
         @排名=“B”
      elsif@rank_point.between(15,19)?
         @等级='C'
      elsif@rank_point.between?(10.14)
         @等级=“D”
      elsif@rank_point.between(5.9)?
         @排名='E'
      其他
         @等级='F'
      结束
  结束
  
  
结束
#================================================= =============================
#■Scene_Melodia_A
#================================================= =============================
类Scene_Melodia_A
  
  #------------------------------------------------- -------------------------
  ●下一个命令#
  #------------------------------------------------- -------------------------
  高清make_next_command(跳过=假)
      如果返回@相!= 3
      除非跳
         @ Next_key =兰特(8)
         @ = @ Pressed_key next_key
         @ = @ Reaction_time reaction_time_max
      结束
      _AT_ Press_refresh = TRUE
  结束
    
  #------------------------------------------------- -------------------------
  #●update_command
  #------------------------------------------------- -------------------------
  DEF update_command
      如果返回@等待> 0
      如果Input.trigger(输入:: C)#Z
         _AT_ Pressed_key = 0时
         如果_AT_ next_key == 0
            execute_target_damage
         其他
            wrong_command
         结束
       的ELSIF Input.trigger?(输入:: B)#X
         _AT_ Pressed_key = 1时
         如果@ next_key == 1
            execute_target_damage
         其他
            wrong_command
         结束
       的ELSIF Input.trigger?(输入:: X)#A
         _AT_ Pressed_key = 2的
         如果_AT_ next_key == 2
            execute_target_damage
         其他
            wrong_command
         结束
       的ELSIF Input.trigger?(输入:: Y)#S
         _AT_ Pressed_key = 3的
         如果_AT_ next_key == 3
            execute_target_damage
         其他
            wrong_command
         结束
       的ELSIF Input.trigger?(输入::权)
         @ Pressed_key = 4
         如果@ next_key == 4
            execute_target_damage
         其他
            wrong_command
         结束
       的ELSIF Input.trigger?(输入:LEFT)
         @ Pressed_key = 5
         如果@ next_key == 5
            execute_target_damage
         其他
            wrong_command
         结束
       的ELSIF Input.trigger?(下输入::)
         _AT_ Pressed_key 6
         如果@ next_key == 6
            execute_target_damage
         其他
            wrong_command
         结束
       的ELSIF Input.trigger?(输入:: UP)
         _AT_ Pressed_key 7
         如果_AT_ next_key == 7
            execute_target_damage
         其他
            wrong_command
         结束
      结束
   结束
  
结束
$ Mog_rgss3_melodia =真
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