Project1
标题: 这个脚本怎么回事 [打印本页]
作者: 坚强的羁绊 时间: 2011-2-26 15:00
标题: 这个脚本怎么回事
本帖最后由 坚强的羁绊 于 2011-2-26 19:28 编辑
为什么在原版中好好的,移过来后就变成这样了?- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- # ————————————————————————————————————
- # ▼▲▼ XRXS_BP 1. CP制導入 ver..23 ▼▲▼
- # by 桜雅 在土, 和希
- #==============================================================================
- # □ カスタマイズポイント
- #==============================================================================
- module XRXS_BP1
- #
- # 对齐方式。0:左 1:中央 2:右
- #
- ALIGN = 0
- #
- # 人数
- #
- MAX = 4
- end
- class Scene_Battle_CP
- #
- # 战斗速度
- #
- BATTLE_SPEED = 2.0
- #
- # 战斗开始的时候气槽百分比
- #
- START_CP_PERCENT = 0
- end
- class Scene_Battle
- # 效果音效,可以自己添加
- DATA_SYSTEM_COMMAND_UP_SE = ""
- # 各项数值功能消耗的CP值
- CP_COST_BASIC_ACTIONS = 0 # 基础共同
- CP_COST_SKILL_ACTION = 65535 # 技能
- CP_COST_ITEM_ACTION = 65535 # 物品
- CP_COST_THROW_ACTION = 65535 # 投掷
- CP_COST_BASIC_ATTACK = 65535 # 攻撃
- CP_COST_BASIC_GUARD = 32768 # 防御
- CP_COST_BASIC_NOTHING = 65535 # 不做任何事情
- CP_COST_BASIC_ESCAPE = 65535 # 逃跑
- end
- #==============================================================================
- # --- XRXS.コマンドウィンドウ?コマンド追加機構 ---
- #------------------------------------------------------------------------------
- # Window_Commandクラスに add_command メソッドを追加します。
- #==============================================================================
- module XRXS_Window_Command_Add_Command
- #--------------------------------------------------------------------------
- # ○ コマンドを追加
- #--------------------------------------------------------------------------
- def add_command(command)
- # 初期化されていない場合、無効化判別用の配列 @disabled の初期化
- #
- if @disabled == nil
- @disabled = []
- end
- if @commands.size != @disabled.size
- for i in [email protected]
- @disabled[i] = false
- end
- end
- #
- # 追加
- #
- #@commands.push(command)
- @disabled.push(false)
- @item_max = @commands.size
- self.y -= 32
- self.height += 32
- self.contents.dispose
- self.contents = nil
- self.contents = Bitmap.new(self.width - 32, @item_max * 32)
- refresh
- for i in [email protected]
- if @disabled[i]
- disable_item(i)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ○ 項目の無効化
- # index : 項目番号
- #--------------------------------------------------------------------------
- def disable_item(index)
- if @disabled == nil
- @disabled = []
- end
- @disabled[index] = true
- draw_item(index, disabled_color)
- end
- end
- class Window_Command < Window_Selectable
- #--------------------------------------------------------------------------
- # ○ インクルード
- #--------------------------------------------------------------------------
- include XRXS_Window_Command_Add_Command
- #--------------------------------------------------------------------------
- # ● 項目の無効化
- # index : 項目番号
- #--------------------------------------------------------------------------
- def disable_item(index)
- super
- end
- end
- #==============================================================================
- # □ Scene_Battle_CP
- #==============================================================================
- class Scene_Battle_CP
- #--------------------------------------------------------------------------
- # ○ 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :stop # CP加算ストップ
- #----------------------------------------------------------------------------
- # ○ オブジェクトの初期化
- #----------------------------------------------------------------------------
- def initialize
- @battlers = []
- @cancel = false
- @stop = false
- @agi_total = 0
- # 配列 count_battlers を初期化
- count_battlers = []
- # エネミーを配列 count_battlers に追加
- for enemy in $game_troop.enemies
- count_battlers.push(enemy)
- end
- # アクターを配列 count_battlers に追加
- for actor in $game_party.actors
- count_battlers.push(actor)
- end
- for battler in count_battlers
- @agi_total += battler.agi
- end
- for battler in count_battlers
- battler.cp = [[65535 * START_CP_PERCENT * (rand(15) + 85) * 4 * battler.agi / @agi_total / 10000, 0].max, 65535].min
- end
- end
- #----------------------------------------------------------------------------
- # ○ CPカウントアップ
- #----------------------------------------------------------------------------
- def update
- # ストップされているならリターン
- return if @stop
- #
- for battler in $game_party.actors + $game_troop.enemies
- # 行動出来なければ無視
- if battler.dead? == true
- battler.cp = 0
- next
- end
- battler.cp = [[battler.cp + BATTLE_SPEED * 4096 * battler.agi / @agi_total, 0].max, 65535].min
- end
- end
- #----------------------------------------------------------------------------
- # ○ CPカウントの開始
- #----------------------------------------------------------------------------
- def stop
- @cancel = true
- if @cp_thread != nil then
- @cp_thread.join
- @cp_thread = nil
- end
- end
- end
- #==============================================================================
- # ■ Game_Battler
- #==============================================================================
- class Game_Battler
- attr_accessor :now_guarding # 現在防御中フラグ
- attr_accessor :cp # 現在CP
- attr_accessor :slip_state_update_ban # スリップ?ステート自動処理の禁止
- #--------------------------------------------------------------------------
- # ○ CP の変更
- #--------------------------------------------------------------------------
- def cp=(p)
- @cp = [[p, 0].max, 65535].min
- end
- #--------------------------------------------------------------------------
- # ● 防御中判定 [ 再定義 ]
- #--------------------------------------------------------------------------
- def guarding?
- return @now_guarding
- end
- #--------------------------------------------------------------------------
- # ● コマンド入力可能判定
- #--------------------------------------------------------------------------
- alias xrxs_bp1_inputable? inputable?
- def inputable?
- bool = xrxs_bp1_inputable?
- return (bool and (@cp >= 65535))
- end
- #--------------------------------------------------------------------------
- # ● ステート自然解除 (ターンごとに呼び出し)
- #--------------------------------------------------------------------------
- alias xrxs_bp1_remove_states_auto remove_states_auto
- def remove_states_auto
- return if @slip_state_update_ban
- xrxs_bp1_remove_states_auto
- end
- end
- #==============================================================================
- # ■ Game_Actor
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● セットアップ
- #--------------------------------------------------------------------------
- alias xrxs_bp1_setup setup
- def setup(actor_id)
- xrxs_bp1_setup(actor_id)
- @cp = 0
- @now_guarding = false
- @slip_state_update_ban = false
- end
- end
- #==============================================================================
- # ■ Game_Enemy
- #==============================================================================
- class Game_Enemy < Game_Battler
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias xrxs_bp1_initialize initialize
- def initialize(troop_id, member_index)
- xrxs_bp1_initialize(troop_id, member_index)
- @cp = 0
- @now_guarding = false
- @slip_state_update_ban = false
- end
- end
- #==============================================================================
- # ■ Window_All
- #==============================================================================
- class Window_All < Window_Base
- def initialize
- #super(0,0,640,480)
- #..........................................................................
- @enemy_cp_sprite = []
- @enemy_cp_sprite_back = []
- @enemy_cp_sprite_count = []
- for actor in $game_troop.enemies
- next if !actor.exist?
- @enemy_cp_sprite_count.push(actor.index)
- @enemy_cp_sprite[actor.index] = Sprite.new
- @enemy_cp_sprite[actor.index].bitmap = Bitmap.new("Graphics/system/battle/hmcp/sprite/" + actor.name)
- @enemy_cp_sprite[actor.index].x = 450
- @enemy_cp_sprite[actor.index].y = 25 + 11
- @enemy_cp_sprite[actor.index].z = 102
- @enemy_cp_sprite_back[actor.index] = Sprite.new
- @enemy_cp_sprite_back[actor.index].bitmap = Bitmap.new("Graphics/system/battle/hmcp/cp_sprite")
- @enemy_cp_sprite_back[actor.index].x = 450
- @enemy_cp_sprite_back[actor.index].y = 25
- @enemy_cp_sprite_back[actor.index].z = 102
- end
- refresh
- end
- def dispose
- for actor_index in @enemy_cp_sprite_count
- @enemy_cp_sprite[actor_index].bitmap.dispose
- @enemy_cp_sprite[actor_index].dispose
- @enemy_cp_sprite_back[actor_index].bitmap.dispose
- @enemy_cp_sprite_back[actor_index].dispose
- end
- end
- def refresh
- for actor in $game_troop.enemies
- next if !actor.exist?
- if actor.cp == nil
- actor.cp = 0
- end
- @enemy_cp_sprite[actor.index].x = 450 + actor.cp * 140 /65535
- @enemy_cp_sprite_back[actor.index].x = 450 + actor.cp * 140 /65535
- end
- end
- end
- #==============================================================================
- # ■ 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_bp1_initialize initialize
- def initialize
- @update_cp_only = false
- @wall = Window_All.new
- xrxs_bp1_initialize
-
- end
- def dispose
- super
- @wall.dispose
- @hp_bitmap.dispose
- @mp_bitmap.dispose
- @cp_bitmap.dispose
- @cp_back_bar.dispose
- for actor in $game_party.actors
- @actor_cp_sprite[actor.index].bitmap.dispose
- @actor_cp_sprite[actor.index].dispose
- @actor_cp_sprite_back[actor.index].bitmap.dispose
- @actor_cp_sprite_back[actor.index].dispose
- end
- for actor_index in 1..$game_party.actors.size
- @sta_back[actor_index].bitmap.dispose
- @sta_back[actor_index].dispose
- @sta_output[actor_index].bitmap.dispose
- @sta_output[actor_index].dispose
- @cp_output[actor_index].bitmap.dispose
- @cp_output[actor_index].dispose
- end
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- alias xrxs_bp1_refresh refresh
- def refresh
- unless @update_cp_only
- xrxs_bp1_refresh
- end
- refresh_cp
- @wall.refresh
- end
- #--------------------------------------------------------------------------
- # ○ リフレッシュ(CPのみ)
- #--------------------------------------------------------------------------
- def refresh_cp
- #........................................................................
- for actor in $game_party.actors
- next if !actor.exist?
- if actor.cp == nil
- actor.cp = 0
- end
- @actor_cp_sprite[actor.index].x = 450 + actor.cp * 140 /65535
- @actor_cp_sprite_back[actor.index].x = 450 + actor.cp * 140 /65535
- end
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- if actor.cp == nil
- actor.cp = 0
- end
- @cp_output[i + 1].bitmap.clear
- @cp_output[i + 1].bitmap.font.size = 11
- @cp_output[i + 1].bitmap.font.name = "宋体"
- @cp_output[i + 1].bitmap.font.color.set(50, 50, 50)
- cp_height = actor.cp * @cp_bitmap.height / 65535
- cp_rect = Rect.new(0, @cp_bitmap.height - cp_height, @cp_bitmap.width, cp_height)
- @cp_output[i + 1].bitmap.blt(9, 6 + @cp_bitmap.height - cp_height, @cp_bitmap, cp_rect)
- end
- #........................................................................
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- alias xrxs_bp1_update update
- def update
- xrxs_bp1_update
- # CP更新
- @cp_thread.update
- end
- #--------------------------------------------------------------------------
- # ● バトル終了
- # result : 結果 (0:勝利 1:敗北 2:逃走)
- #--------------------------------------------------------------------------
- alias xrxs_bp1_battle_end battle_end
- def battle_end(result)
- # CPカウントを停止する
- @cp_thread.stop
- # 呼び戻す
- xrxs_bp1_battle_end(result)
- end
- #--------------------------------------------------------------------------
- # ● プレバトルフェーズ開始
- #--------------------------------------------------------------------------
- alias xrxs_bp1_start_phase1 start_phase1
- def start_phase1
- @agi_total = 0
- # CP加算を開始する
- @cp_thread = Scene_Battle_CP.new
- # インデックスを計算
- @cp_escape_actor_command_index = @actor_command_window.height/32 - 1
- # アクターコマンドウィンドウに追加
- #@actor_command_window.add_command("逃跑")
- if !$game_temp.battle_can_escape
- #@actor_command_window.disable_item(@cp_escape_actor_command_index)
- end
- # 呼び戻す
- xrxs_bp1_start_phase1
- end
- #--------------------------------------------------------------------------
- # ● パーティコマンドフェーズ開始
- #--------------------------------------------------------------------------
- alias xrxs_bp1_start_phase2 start_phase2
- def start_phase2
- xrxs_bp1_start_phase2
- @party_command_window.active = false
- @party_command_window.visible = false
- # CP加算を再開する
- @cp_thread.stop = false
- # 次へ
- start_phase3
- end
- #--------------------------------------------------------------------------
- # ● アクターコマンドウィンドウのセットアップ
- #--------------------------------------------------------------------------
- alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
- def phase3_setup_command_window
- # CPスレッドを一時停止する
- @cp_thread.stop = true
- # ウィンドウのCP更新
- @status_window.refresh_cp
- # @active_battlerの防御を解除
- @active_battler.now_guarding = false
- # 効果音の再生
- Audio.se_play(DATA_SYSTEM_COMMAND_UP_SE) if DATA_SYSTEM_COMMAND_UP_SE != ""
- # 呼び戻す
- xrxs_bp1_phase3_setup_command_window
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (アクターコマンドフェーズ : 基本コマンド)
- #--------------------------------------------------------------------------
- alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
- def update_phase3_basic_command
- # C ボタンが押された場合
- if Input.trigger?(Input::C)
- # アクターコマンドウィンドウのカーソル位置で分岐
- case @actor_command_window.index
- when @cp_escape_actor_command_index # 逃げる
- if $game_temp.battle_can_escape
- # 決定 SE を演奏
- $game_system.se_play($data_system.decision_se)
- # アクションを設定
- @active_battler.current_action.kind = 0
- @active_battler.current_action.basic = 4
- # 次のアクターのコマンド入力へ
- end_atk(@active_battler.index)
- phase3_next_actor
- else
- # ブザー SE を演奏
- $game_system.se_play($data_system.buzzer_se)
- end
- return
- end
- end
- xrxs_bsp1_update_phase3_basic_command
- end
- #--------------------------------------------------------------------------
- # ● メインフェーズ開始
- #--------------------------------------------------------------------------
- alias xrxs_bp1_start_phase4 start_phase4
- def start_phase4
- # 呼び戻す
- xrxs_bp1_start_phase4
- # CPスレッドを一時停止する
- unless @action_battlers.empty?
- @cp_thread.stop = true
- end
- end
- #--------------------------------------------------------------------------
- # ● 行動順序作成
- #--------------------------------------------------------------------------
- alias xrxs_bp1_make_action_orders make_action_orders
- def make_action_orders
- xrxs_bp1_make_action_orders
- # 全員のCPを確認
- exclude_battler = []
- for battler in @action_battlers
- # CPが不足している場合は @action_battlers から除外する
- if battler.cp < 65535
- exclude_battler.push(battler)
- end
- end
- @action_battlers -= exclude_battler
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (メインフェーズ ステップ 1 : アクション準備)
- #--------------------------------------------------------------------------
- alias xrxs_bp1_update_phase4_step1 update_phase4_step1
- def update_phase4_step1
- # 初期化
- @phase4_act_continuation = 0
- # 勝敗判定
- if judge
- @cp_thread.stop
- # 勝利または敗北の場合 : メソッド終了
- return
- end
- # 未行動バトラー配列の先頭から取得
- @active_battler = @action_battlers[0]
- # ステータス更新をCPだけに限定。
- @status_window.update_cp_only = true
- # ステート更新を禁止。
- # 戻す
- xrxs_bp1_update_phase4_step1
- # @status_windowがリフレッシュされなかった場合は手動でリフレッシュ(CPのみ)
- if @phase4_step != 2
- # リフレッシュ
- @status_window.refresh
- # 軽量化:たったコレだけΣ(?w?
- Graphics.frame_reset
- end
- # 禁止を解除
- @status_window.update_cp_only = false
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (メインフェーズ ステップ 2 : アクション開始)
- #--------------------------------------------------------------------------
- alias xrxs_bp1_update_phase4_step2 update_phase4_step2
- def update_phase4_step2
- # 強制アクションでなければ
- unless @active_battler.current_action.forcing
- # 制約が [敵を通常攻撃する] か [味方を通常攻撃する] の場合
- if @active_battler.restriction == 2 or @active_battler.restriction == 3
- # アクションに攻撃を設定
- @active_battler.current_action.kind = 0
- @active_battler.current_action.basic = 0
- end
- # 制約が [行動できない] の場合
- if @active_battler.restriction == 4
- # アクション強制対象のバトラーをクリア
- $game_temp.forcing_battler = nil
- if @phase4_act_continuation == 0 and @active_battler.cp >= 65535
- # ステート自然解除
- @active_battler.remove_states_auto
- # CP消費
- @active_battler.cp -= 65535
- # ステータスウィンドウをリフレッシュ
- @status_window.refresh
- end
- # ステップ 1 に移行
- @phase4_step = 1
- return
- end
- end
- # アクションの種別で分岐
- case @active_battler.current_action.kind
- when 0
- # 攻撃?防御?逃げる?何もしない時の共通消費CP
- @active_battler.cp -= CP_COST_BASIC_ACTIONS if @phase4_act_continuation == 0
- when 1
- # スキル使用時の消費CP
- @active_battler.cp -= CP_COST_SKILL_ACTION if @phase4_act_continuation == 0
- when 2
- # アイテム使用時の消費CP
- @active_battler.cp -= CP_COST_ITEM_ACTION if @phase4_act_continuation == 0
- when 11
- @active_battler.cp -= CP_COST_THROW_ACTION if @phase4_act_continuation == 0
- end
- # ステート自然解除
- @active_battler.remove_states_auto
- # 呼び戻す
- xrxs_bp1_update_phase4_step2
- end
- #--------------------------------------------------------------------------
- # ● 基本アクション 結果作成
- #--------------------------------------------------------------------------
- alias xrxs_bp1_make_basic_action_result make_basic_action_result
- def make_basic_action_result
- # 攻撃の場合
- if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
- @active_battler.cp -= CP_COST_BASIC_ATTACK # 攻撃時のCP消費
- end
- # 防御の場合
- if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
- @active_battler.cp -= CP_COST_BASIC_GUARD # 防御時のCP消費
- # @active_battlerの防御をON
- @active_battler.now_guarding = true
- end
- # 敵の逃げるの場合
- if @active_battler.is_a?(Game_Enemy) and
- @active_battler.current_action.basic == 2 and @phase4_act_continuation == 0
- @active_battler.cp -= CP_COST_BASIC_ESCAPE # 逃走時のCP消費
- end
- # 何もしないの場合
- if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
- @active_battler.cp -= CP_COST_BASIC_NOTHING # 何もしない時のCP消費
- end
- # 逃げるの場合
- if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0
- @active_battler.cp -= CP_COST_BASIC_ESCAPE # 逃走時のCP消費
- # 逃走可能ではない場合
- if $game_temp.battle_can_escape == false
- # ブザー SE を演奏
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 逃走処理
- update_phase2_escape
- return
- end
- # 呼び戻す
- xrxs_bp1_make_basic_action_result
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
复制代码