Project1
标题:
关于状态问题!
[打印本页]
作者:
372349799
时间:
2009-10-9 22:32
标题:
关于状态问题!
本帖最后由 372349799 于 2009-10-9 22:33 编辑
使用了此脚本后,状态的显示速度有问题!只有敌人攻击一下或者人物行动状态才会变化!请速度解决!
# ————————————————————————————————————
# 本脚本来自www.66rpg.com,转载请保留此信息
# ————————————————————————————————————
# ▼▲▼ XRXS_BP 7. バトルステータス?クリアデザイン ver.1.03 ▼▲▼
# by 桜雅 在土
#==============================================================================
# ■ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :update_cp_only # CPメーターのみの更新
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias xrxs_bp7_initialize initialize
def initialize
# 初期化
@previous_hp = []
@previous_sp = []
# 呼び戻す
xrxs_bp7_initialize
# ↓Full-Viewの場合は下二行の # を消してください。
self.opacity = 160
self.back_opacity = 160
=begin
@hp = []
for j in 0...$game_party.actors.size
@hp[j] = $game_party.actors[j].hp
end
@refresh_flag = true
refresh
=end
end
#★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
def draw_battler_graphic(actor, x, y)
battler=RPG::Cache.battler(actor.battler_name, actor.battler_hue)
w = battler.width
h = battler.height
self.contents.blt(x-w/2, y-h, battler, Rect.new(0, 0, w,h),255)
self.z = 20
end
#★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
alias xrxs_bp7_refresh refresh
def refresh
# CPメーターの更新のみ の場合
if @update_cp_only
xrxs_bp7_refresh
return
end
# 変更するものがない場合、飛ばす
@item_max = $game_party.actors.size
bool = false
for i in 0...@item_max
actor = $game_party.actors[i]
if (@previous_hp[i] != actor.hp) or (@previous_sp[i] != actor.sp)
bool = true
end
end
return if bool == false
# 描写を開始
self.contents.clear
for i in 0...@item_max
actor = $game_party.actors[i]
actor_x = i * 160 + 21
# 歩行キャラグラフィックの描写
draw_battler_graphic(actor, actor_x + 43, 80)
# HP/SPメーターの描写
draw_actor_hp_meter_line(actor, actor_x - 17, 82, 120, 10)
draw_actor_sp_meter_line(actor, actor_x - 17, 98, 120, 10)
# HP数値の描写
self.contents.font.size = 18 # HP/SP数値の文字の大きさ
self.contents.font.color = Color.new(0,0,0,192)
self.contents.draw_text(actor_x, 72, 96, 24, actor.hp.to_s, 2)
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(actor_x-2, 70, 96, 24, actor.hp.to_s, 2)
# SP数値の描写
self.contents.font.color = Color.new(0,0,0,192)
self.contents.draw_text(actor_x, 88, 96, 24, actor.sp.to_s, 2)
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(actor_x-2, 86, 96, 24, actor.sp.to_s, 2)
# 用語「HP」と用語「SP」の描写
self.contents.font.size = 18 # 用語「HP/SP」の文字の大きさ
self.contents.font.color = Color.new(0,0,0,192)
self.contents.draw_text(actor_x - 7, 74, 196, 24, $data_system.words.hp)
self.contents.draw_text(actor_x - 7, 90, 196, 24, $data_system.words.sp)
self.contents.font.color = system_color # 用語「HP/SP」の文字の色
self.contents.draw_text(actor_x - 7, 72, 196, 24, $data_system.words.hp)
self.contents.draw_text(actor_x - 7, 88, 196, 24, $data_system.words.sp)
# ステートの描写
draw_actor_state(actor, actor_x-20, 103) #X- 55
# 描画角色姓名
#draw_actor_name(actor, actor_x-17, 103)
# 値を更新
@previous_hp[i] = actor.hp
@previous_sp[i] = actor.sp
end
end
end
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● HPメーター の描画
#--------------------------------------------------------------------------
def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
w = width * actor.hp / actor.maxhp
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)
end
#--------------------------------------------------------------------------
# ● SPメーター の描画
#--------------------------------------------------------------------------
def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
w = width * actor.sp / actor.maxsp
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)
end
#--------------------------------------------------------------------------
# ● 名前の描画
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_name draw_actor_name
def draw_actor_name(actor, x, y)
xrxs_bp7_draw_actor_name(actor, x, y) #if @draw_ban != true
end
#--------------------------------------------------------------------------
# ● ステートの描画
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_state draw_actor_state
def draw_actor_state(actor, x, y, width = 120)
xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true
end
#--------------------------------------------------------------------------
# ● HP の描画
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_hp draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true
end
#--------------------------------------------------------------------------
# ● SP の描画
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_sp draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true
end
end
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias xrxs_bp7_update update
def update
xrxs_bp7_update
# メッセージウィンドウ表示中の場合
if $game_temp.message_window_showing
@status_window.update_cp_only = true
else
@status_window.update_cp_only = false
end
end
end
#==============================================================================
# ◇ 外部ライブラリ
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# ● ライン描画 軽量版 by 桜雅 在土
#--------------------------------------------------------------------------
def draw_lineght(start_x, start_y, end_x, end_y, 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
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
self.contents.set_pixel(x, y, start_color)
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
复制代码
作者:
372349799
时间:
2009-10-10 22:20
难道说就没有人能解决这问题吗?
作者:
Eienshinken
时间:
2009-10-12 06:04
未知错误不明!! 你自行实验...
#==============================================================================
# ■ Scene_Battle (分割定义 1)
#------------------------------------------------------------------------------
# 处理战斗画面的类。
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 初始化战斗用的各种暂时数据
$game_temp.in_battle = true
$game_temp.battle_turn = 0
$game_temp.battle_event_flags.clear
$game_temp.battle_abort = false
$game_temp.battle_main_phase = false
$game_temp.battleback_name = $game_map.battleback_name
$game_temp.forcing_battler = nil
# 初始化战斗用事件解释器
$game_system.battle_interpreter.setup(nil, 0)
# 准备队伍
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
# 生成角色命令窗口
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
@actor_command_window.y = 160
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
# 生成其它窗口
@party_command_window = Window_PartyCommand.new
@help_window = Window_Help.new
@help_window.back_opacity = 160
@help_window.visible = false
@status_window = Window_BattleStatus.new
@message_window = Window_Message.new
# 生成活动块
@spriteset = Spriteset_Battle.new
# 初始化等待计数
@wait_count = 0
# 执行过渡
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
# 开始自由战斗回合
start_phase1
# 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
# 如果画面切换的话就中断循环
if $scene != self
break
end
end
# 刷新地图
$game_map.refresh
# 准备过渡
Graphics.freeze
# 释放窗口
@actor_command_window.dispose
@party_command_window.dispose
@help_window.dispose
@status_window.dispose
@message_window.dispose
if @skill_window != nil
@skill_window.dispose
end
if @item_window != nil
@item_window.dispose
end
if @result_window != nil
@result_window.dispose
end
# 释放活动块
@spriteset.dispose
# 标题画面切换中的情况
if $scene.is_a?(Scene_Title)
# 淡入淡出画面
Graphics.transition
Graphics.freeze
end
# 战斗测试或者游戏结束以外的画面切换中的情况
if $BTEST and not $scene.is_a?(Scene_Gameover)
$scene = nil
end
end
#--------------------------------------------------------------------------
# ● 胜负判定
#--------------------------------------------------------------------------
def judge
# 全灭判定是真、并且同伴人数为 0 的情况下
if $game_party.all_dead? or $game_party.actors.size == 0
# 允许失败的情况下
if $game_temp.battle_can_lose
# 还原为战斗开始前的 BGM
$game_system.bgm_play($game_temp.map_bgm)
# 战斗结束
battle_end(2)
# 返回 true
return true
end
# 设置游戏结束标志
$game_temp.gameover = true
# 返回 true
return true
end
# 如果存在任意 1 个敌人就返回 false
for enemy in $game_troop.enemies
if enemy.exist?
return false
end
end
# 开始结束战斗回合 (胜利)
start_phase5
# 返回 true
return true
end
#--------------------------------------------------------------------------
# ● 战斗结束
# result : 結果 (0:胜利 1:失败 2:逃跑)
#--------------------------------------------------------------------------
def battle_end(result)
# 清除战斗中标志
$game_temp.in_battle = false
# 清除全体同伴的行动
$game_party.clear_actions
# 解除战斗用状态
for actor in $game_party.actors
actor.remove_states_battle
end
# 清除敌人
$game_troop.enemies.clear
# 调用战斗返回调用
if $game_temp.battle_proc != nil
$game_temp.battle_proc.call(result)
$game_temp.battle_proc = nil
end
# 切换到地图画面
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# ● 设置战斗事件
#--------------------------------------------------------------------------
def setup_battle_event
# 正在执行战斗事件的情况下
if $game_system.battle_interpreter.running?
return
end
# 搜索全部页的战斗事件
for index in 0...$data_troops[@troop_id].pages.size
# 获取事件页
page = $data_troops[@troop_id].pages[index]
# 事件条件可以参考 c
c = page.condition
# 没有指定任何条件的情况下转到下一页
unless c.turn_valid or c.enemy_valid or
c.actor_valid or c.switch_valid
next
end
# 执行完毕的情况下转到下一页
if $game_temp.battle_event_flags[index]
next
end
# 确认回合条件
if c.turn_valid
n = $game_temp.battle_turn
a = c.turn_a
b = c.turn_b
if (b == 0 and n != a) or
(b > 0 and (n < 1 or n < a or n % b != a % b))
next
end
end
# 确认敌人条件
if c.enemy_valid
enemy = $game_troop.enemies[c.enemy_index]
if enemy == nil or enemy.hp * 100.0 / enemy.maxhp > c.enemy_hp
next
end
end
# 确认角色条件
if c.actor_valid
actor = $game_actors[c.actor_id]
if actor == nil or actor.hp * 100.0 / actor.maxhp > c.actor_hp
next
end
end
# 确认开关条件
if c.switch_valid
if $game_switches[c.switch_id] == false
next
end
end
# 设置事件
$game_system.battle_interpreter.setup(page.list, 0)
# 本页的范围是 [战斗] 或 [回合] 的情况下
if page.span <= 1
# 设置执行结束标志
$game_temp.battle_event_flags[index] = true
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 执行战斗事件中的情况下
if $game_system.battle_interpreter.running?
# 刷新解释器
$game_system.battle_interpreter.update
# 强制行动的战斗者不存在的情况下
if $game_temp.forcing_battler == nil
# 执行战斗事件结束的情况下
unless $game_system.battle_interpreter.running?
# 继续战斗的情况下、再执行战斗事件的设置
unless judge
setup_battle_event
end
end
# 如果不是结束战斗回合的情况下
if @phase != 5
# 刷新状态窗口
@status_window.refresh
end
end
end
# 系统 (计时器)、刷新画面
$game_system.update
$game_screen.update
# 计时器为 0 的情况下
if $game_system.timer_working and $game_system.timer == 0
# 中断战斗
$game_temp.battle_abort = true
end
# 刷新窗口
@help_window.update
@party_command_window.update
@actor_command_window.update
@status_window.update
@message_window.update
# 刷新活动块
@spriteset.update
# 处理过渡中的情况下
if $game_temp.transition_processing
# 清除处理过渡中标志
$game_temp.transition_processing = false
# 执行过渡
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# 显示信息窗口中的情况下
if $game_temp.message_window_showing
return
end
# 显示效果中的情况下
if @spriteset.effect?
return
end
# 游戏结束的情况下
if $game_temp.gameover
# 切换到游戏结束画面
$scene = Scene_Gameover.new
return
end
# 返回标题画面的情况下
if $game_temp.to_title
# 切换到标题画面
$scene = Scene_Title.new
return
end
# 中断战斗的情况下
if $game_temp.battle_abort
# 还原为战斗前的 BGM
$game_system.bgm_play($game_temp.map_bgm)
# 战斗结束
battle_end(1)
return
end
# 等待中的情况下
if @wait_count > 0
# 减少等待计数
@wait_count -= 1
return
end
# 强制行动的角色存在、
# 并且战斗事件正在执行的情况下
if $game_temp.forcing_battler == nil and
$game_system.battle_interpreter.running?
return
end
# 回合分支
case @phase
when 1 # 自由战斗回合
update_phase1
when 2 # 同伴命令回合
update_phase2
when 3 # 角色命令回合
update_phase3
when 4 # 主回合
update_phase4
when 5 # 战斗结束回合
update_phase5
end
end
end
复制代码
作者:
372349799
时间:
2009-10-12 22:08
额~~看来问题大了~~不行呀
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