#============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #============================================================================== #============================================================================== # Game_System #------------------------------------------------------------------------------ # 添加内容 #============================================================================== class Game_System attr_accessor :mission #现在执行的任务 attr_accessor :partmission alias carol3_ini initialize def initialize carol3_ini @mission = "" @partmission = [] end end #============================================================================== # ■ Scene_Title #------------------------------------------------------------------------------ # 处理标题画面的类。 #============================================================================== class Scene_Title alias carol3_title1 main def main $map_infos = load_data("Data/MapInfos.rxdata") for key in $map_infos.keys $map_infos[key] = $map_infos[key].name end $任务 = "" $支线 = nil $支线完成 = nil carol3_title1 end end class Scene_Map alias carol3_update update def update carol3_update if $支线 != nil for i in 0...$game_system.partmission.size if $game_system.partmission[i] == $支线 $支线 = nil break end end if $支线 != nil $game_system.partmission.push($支线) $支线 = nil end end if $支线完成 != nil for i in 0...$game_system.partmission.size if $game_system.partmission[i] == $支线完成 $game_system.partmission.delete($game_system.partmission[i]) break end end $支线完成 = nil end end end #============================================================================== # Window_MenuStatus #------------------------------------------------------------------------------ # 显示菜单画面和同伴状态的窗口。 #============================================================================== class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # ● 初始化目标 #-------------------------------------------------------------------------- def initialize super(0, 0, 480, 384) self.contents = Bitmap.new(width - 32, height - 32) self.active = false self.index = -1 @position = 0 @count = 0 @oldposition = 0 refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 64 y = i * 90 actor = $game_party.actors[i] self.contents.font.size = 18 draw_actor_active_graphic(actor, x - 40, y + 50) draw_actor_name(actor, x, y) draw_actor_class(actor, x + 144, y) draw_actor_level(actor, x, y + 25) draw_actor_state(actor, x + 90, y + 25) draw_actor_exp(actor, x, y + 50) draw_actor_hp(actor, x + 236, y + 25) draw_actor_sp(actor, x + 236, y + 50) end end #-------------------------------------------------------------------------- # ● 绘制行走图 #-------------------------------------------------------------------------- def draw_actor_active_graphic(actor, x, y) bitmap = RPG::Cache.character(actor.character_name, actor.character_hue) cw = bitmap.width / 4 ch = bitmap.height / 4 p = @position * cw src_rect = Rect.new(p, 0, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end #-------------------------------------------------------------------------- # ● 刷新光标矩形 #-------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index *90-5, self.width - 32, 90) end end def update super @count += 1 @count %= 15 if @count == 0 @position = (@position + 1) % 4 end if @position != @oldposition @oldposition = @position refresh end end end #============================================================================== # ■ Game_Map #------------------------------------------------------------------------------ # 处理地图的类。包含卷动以及可以通行的判断功能。 # 本类的实例请参考 $game_map 。 #============================================================================== class Game_Map def name return $map_infos[@map_id] end end #============================================================================== # Window_RecordBook #------------------------------------------------------------------------------ # 菜单界面表示信息的窗口 #============================================================================== class Window_RecordBook < Window_Base #-------------------------------------------------------------------------- # ● 初始化对象 #-------------------------------------------------------------------------- def initialize super(160, 384, 480, 480) self.contents = Bitmap.new(width - 32, height - 32) if $任务 == "" $任务 = $game_system.mission else $game_system.mission = $任务 end refresh end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.font.size = 20 cx = self.contents.text_size("现在地点").width + 24 self.contents.draw_text(4, 0, cx, 24, "现在地点") self.contents.font.color = normal_color self.contents.draw_text(4 + cx, 0, 444 - cx, 24, $game_map.name.to_s) self.contents.font.color = system_color cx = self.contents.text_size("主线任务").width + 24 self.contents.draw_text(4, 32, cx, 24, "主线任务") self.contents.font.color = Color.new(240,250,75,255) self.contents.draw_text(4 + cx, 32, 444 - cx, 24, $game_system.mission.to_s) self.contents.font.color = system_color cx = self.contents.text_size("支线任务").width + 24 self.contents.draw_text(4, 96, cx, 24, "支线任务") self.contents.font.color = normal_color for i in 0...$game_system.partmission.size self.contents.draw_text(4 + cx, 96 + i * 32, 444 - cx, 24, $game_system.partmission[i].to_s) end end end #============================================================================== # ■ Scene_Menu #------------------------------------------------------------------------------ # 处理菜单画面的类。 #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # ● 初始化对像 # menu_index : 命令光标的初期位置 #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index @切换状态暂停 = "" end #-------------------------------------------------------------------------- # ● 主处理 #-------------------------------------------------------------------------- def main # 生成命令窗口 s1 = " 使用物品"#$data_system.words.item s2 = " 使用技能"#$data_system.words.skill s3 = " 更改装备"#$data_system.words.equip s4 = " 查看状态" s5 = " 储存游戏" s6 = " 结束游戏" s7 = " 查看任务" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7]) @command_window.index = @menu_index # 同伴人数为 0 的情况下 if $game_party.actors.size == 0 # 物品、特技、装备、状态无效化 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end # 禁止存档的情况下 if $game_system.save_disabled # 存档无效 @command_window.disable_item(4) end # 生成游戏时间窗口 @playtime_window = Window_PlayTime.new @playtime_window.x = 0 @playtime_window.y = 256 # 生成金钱窗口 @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = 416 # 生成状态窗口 @status_window = Window_MenuStatus.new @status_window.x = 160 @status_window.y = 0 #—— 生成天书窗口 @recordbook_window = Window_RecordBook.new @recordbook_window.z = 1000 #—— 生成外边框窗口 @outside_window = Window_Outside.new @outside_window.visible = true @outside_window.z = 1001 # 执行过渡 Graphics.transition # 主循环 loop do # 刷新游戏画面 Graphics.update # 刷新输入信息 Input.update # 刷新画面 update # 如果切换画面就中断循环 if $scene != self break end end # 准备过渡 Graphics.freeze # 释放窗口 @command_window.dispose @playtime_window.dispose @gold_window.dispose @status_window.dispose @outside_window.dispose @recordbook_window.dispose end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update # 刷新窗口 @command_window.update @playtime_window.update @gold_window.update @status_window.update # 命令窗口被激活的情况下: 调用 update_command if @command_window.active update_command return end # 状态窗口被激活的情况下: 调用 update_status if @status_window.active update_status return end if @outside_window.visible == false update_recordbook return end end #-------------------------------------------------------------------------- # ● 刷新画面 (命令窗口被激活的情况下) #-------------------------------------------------------------------------- def update_command # 按下 B 键的情况下 if Input.trigger?(Input::B) # 演奏取消 SE $game_system.se_play($data_system.cancel_se) # 切换的地图画面 $scene = Scene_Map.new return end # 按下 C 键的情况下 if Input.trigger?(Input::C) # 同伴人数为 0、存档、游戏结束以外的场合 if $game_party.actors.size == 0 and @command_window.index < 4 # 演奏冻结 SE $game_system.se_play($data_system.buzzer_se) return end # 命令窗口的光标位置分支 case @command_window.index when 0 # 物品 # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 切换到物品画面 $scene = Scene_Item.new when 1 # 特技 # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 激活状态窗口 @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 # 装备 # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 激活状态窗口 @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 # 状态 # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 激活状态窗口 @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 # 存档 # 禁止存档的情况下 if $game_system.save_disabled # 演奏冻结 SE $game_system.se_play($data_system.buzzer_se) return end # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 切换到存档画面 $scene = Scene_Save.new when 5 # 游戏结束 # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 切换到游戏结束画面 $scene = Scene_End.new when 6 # 查看任务 # 演奏确定 SE $game_system.se_play($data_system.decision_se) @command_window.active = false @outside_window.visible = false end return end end #-------------------------------------------------------------------------- # ● 刷新画面 (查看天书的情况下) #-------------------------------------------------------------------------- def update_recordbook if @切换状态暂停 == "天书消失" if @recordbook_window.y < 384 @recordbook_window.y +=64 @status_window.y -= 16 return else @切换状态暂停 = "" @outside_window.visible = true @command_window.active = true end else if @recordbook_window.y >0 @recordbook_window.y -= 32 @status_window.y += 8 return else @status_window.visible = false if Input.trigger?(Input::B) @切换状态暂停 = "天书消失" $game_system.se_play($data_system.cancel_se) @status_window.visible = true return end end end end #-------------------------------------------------------------------------- # ● 刷新画面 (状态窗口被激活的情况下) #-------------------------------------------------------------------------- def update_status # 按下 B 键的情况下 if Input.trigger?(Input::B) # 演奏取消 SE $game_system.se_play($data_system.cancel_se) # 激活命令窗口 @command_window.active = true @status_window.active = false @status_window.index = -1 return end # 按下 C 键的情况下 if Input.trigger?(Input::C) # 命令窗口的光标位置分支 case @command_window.index when 1 # 特技 # 本角色的行动限制在 2 以上的情况下 if $game_party.actors[@status_window.index].restriction >= 2 # 演奏冻结 SE $game_system.se_play($data_system.buzzer_se) return end # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 切换到特技画面 $scene = Scene_Skill.new(@status_window.index) when 2 # 装备 # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 切换的装备画面 $scene = Scene_Equip.new(@status_window.index) when 3 # 状态 # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 切换到状态画面 $scene = Scene_Status.new(@status_window.index) end return end end end #============================================================================== # Window_Outside #------------------------------------------------------------------------------ # 外边框窗口 #============================================================================== class Window_Outside < Window_Base #-------------------------------------------------------------------------- # ● 初始化对象 #-------------------------------------------------------------------------- def initialize super(160, 384, 480, 96) self.back_opacity = 0 end end #============================================================================== # ■ Window_PlayTime #------------------------------------------------------------------------------ # 菜单画面的系统时间表示 #============================================================================== class Window_PlayTime < Window_Base #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 128) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.size = 18 refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.font.color = text_color(6) time = Time.now text = time.strftime("%x %X") self.contents.draw_text(-2, 32, 130, 32, text, 2) @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 0, 160, 32, "日期与游戏时间") self.contents.draw_text(-2, 64, 130, 32, text, 2) end #-------------------------------------------------------------------------- # ● 更新 #-------------------------------------------------------------------------- def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end #============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #============================================================================== |