Project1
标题:
求一个关于战斗胜利后奖励界面的脚本.
[打印本页]
作者:
woaizhazha521
时间:
2011-12-6 23:46
标题:
求一个关于战斗胜利后奖励界面的脚本.
希望各位前辈能赐予一个 战斗胜利后 获得奖励时的好看些的窗口化的脚本
而不是系统默认那种在对话框位置显示 XXX获得多少经验啊 获得什么物品啊 获得多少金钱之类的
请各位前辈帮助!~ dsu_plus_rewardpost_czw
作者:
小白玩家
时间:
2011-12-7 10:59
来源
http://mintoroom.web.infoseek.co.jp/RGSS2_12.html
#仧仦仧仦仧 傾僋僥傿僽儗儀儖傾僢僾VX ver 1.23 仦仧仦仧仦
# 奐敪幰梡丒崅懍悢帤昤幨婡峔 ver 1.11 埲崀昁恵
# 僒億乕僩宖帵斅 http://www2.ezbbs.net/21/minto-aaa/
# by 傒傫偲
=begin
仭 峏怴棜楌
仜 ver 1.23乮2009/12/14乯
枹姰偺僟儞儃乕儖偝傫偺[愴摤屻偵戜帉擖傟]偵懳墳
仜 ver 1.22乮2009/07/12乯
僀儀儞僩偱晧偗傞偲僴儅傞儈僗傪廋惓
仜 ver 1.21乮2009/06/14乯
僀儀儞僩偱彑棙偡傞偲僴儅傞儈僗傪廋惓
仜 ver 1.20乮2009/05/31乯
懠僒僀僩偝傫偺儗儀儖尷奅撍攋偵懳墳
仜 ver 1.19乮2009/05/23乯
婄僌儔僼傿僢僋偺嶼弌偑岆偭偰偄偨儈僗傪廋惓
仜 ver 1.18乮2009/05/15乯
KGC Software偝傫偺[僪儘僢僾傾僀僥儉奼挘]偵懳墳
僪儘僢僾昞婰偺儈僗傪廋惓
仜 ver 1.17乮2009/04/22乯
愴摤廔椆儊僢僙乕僕傪昞帵
仜 ver 1.16乮2009/03/02乯
僌儔僼傿僢僋偺曄峏偵懳墳
仜 ver 1.15乮2009/02/22乯
KGC Software偝傫偺[儌儞僗僞乕恾娪]偵懳墳
儗僀傾僂僩傪旝廋惓
仜 ver 1.14乮2009/02/17乯
廋惓偲擖庤傾僀僥儉昞帵傪摑堦壔
仜 ver 1.13乮2009/02/17乯
妋曐恖悢枹枮偺PT偱僄儔乕棊偪偡傞儈僗傪廋惓
仜 ver 1.12乮2009/02/16乯
僶僩儖拞抐偑柍帇偝傟傞儈僗傪廋惓
NewSkill昞帵儈僗傪廋惓
張棟傪寉張棟壔
仜 ver 1.11乮2009/02/15乯
懠僒僀僩偝傫偺愴摤儊儞僶乕奼挘偵懳墳
懠丄嵶偐偄巇條傪曄峏
仜 ver 1.10乮2009/02/15乯
KGC偝傫偲偺暪梡偵學傢傞儈僗傪廋惓
仜 ver 1.09乮2009/02/14乯
KGC Software偝傫偺[僗僉儖廗摼憰旛]偵懳墳
URL
http://ytomy.sakura.ne.jp/
仜 ver 1.08乮2009/02/13乯
慡柵側偳偱僴儅偭偰偟傑偆儈僗傪廋惓
仜 ver 1.07乮2009/02/13乯
RGSS Wiki偺僒僀僪價儏乕+ATB偵懳墳
仜 ver 1.06乮2009/02/13乯
斈梡惈傪岦忋丄墘弌傕旝嫮壔
仜 ver 1.05乮2009/02/11乯
擖傟懼偊偵晄懳墳偩偭偨儈僗傪廋惓
仜 ver 1.04乮2009/02/10乯
愴摤晄擻儊儞僶乕偑昞帵偝傟側偄儈僗傪廋惓
僎乕僕壛嶼SE傪捛壛
仜 ver 1.03乮2009/02/07乯
僌儔僼傿僢僋娭楢偺儈僗傪廋惓
仜 ver 1.02乮2009/01/31乯
彑棙埲奜偺愴摤廔椆偱棊偪傞儈僗傪廋惓
仜 ver 1.01乮2009/01/27乯
NewSkill偺昞帵僼儔僌偑娫堘偭偰偄偨儈僗傪廋惓
仜 ver 1.00乮2009/01/25乯
岞奐
仭 愢柧
側傞傋偔壓偺曽偵僙僋僔儑儞傪嶌惉偟丄
杮僗僋儕僾僩傪摫擖偟偰偔偩偝偄丅
愴摤廔椆帪偺儕僓儖僩昞帵傪
僇僔儍僇僔儍EXP妉摼昞帵偵曄峏偟傑偡丅
僎乕僕傕傾僋僥傿僽偱曄摦偟丄
偄偭傁偄偵側偭偨傜儗儀儖傾僢僾偟傑偡丅
傑偨丄偦偺嵺偼愱梡偺僌儔僼傿僢僋偵曄峏偝傟傑偡丅
夋憸偼僒儞僾儖偺傕偺傪巊梡偟偰偄偨偩偄偰峔偄傑偣傫丅
墘弌偼C儃僞儞乮Enter僉乕乯偱僇僢僩偱偒傑偡丅
=end
#==============================================================================
# 仚 MINTO
#------------------------------------------------------------------------------
# 條乆側僼儔僌傪埖偆儊僀儞儌僕儏乕儖偱偡丅
#==============================================================================
module MINTO
# 傾僋僥傿僽儗儀儖傾僢僾VX傪桳岠壔 乮 true 偱桳岠 / false 偱柍岠 乯
RGSS["Active_Lv_UpVX"] = true
end
# 傾僋僥傿僽儗儀儖傾僢僾VX偑桳岠側応崌偵埲崀偺張棟傪幚峴偡傞
if MINTO::RGSS["Active_Lv_UpVX"] == true then
#==============================================================================
# 仚 僇僗僞儅僀僘
#------------------------------------------------------------------------------
# 婡擻偺僇僗僞儅僀僘傪偙偙偱峴偄傑偡丅
#==============================================================================
module MINTO
# 巊梡偡傞婄僌儔僌儔僼傿僢僋僼傽僀儖柤
# Face_Name[ID] = ["捠忢帪偺僼傽僀儖枛旜柤", "LVUP帪偺僼傽僀儖枛旜柤"]
# 偡傋偰僺僋僠儍乕僼僅儖僟傪嶲徠偟傑偡丅
# 仸 僼傽僀儖柤偼婡夿揑偵嶲徠偟傑偡丅
# 偨偲偊偽丄Face_Name[1] = ["晛", "徫"]偲愝掕偟丄
# 僼傽僀儖柤偑Actor1偱僀儞僨僢僋僗偑0偺応崌丄
# 幚嵺偺僼傽僀儖柤偼 Actor1_0晛, Actor1_0徫 偲側傝傑偡丅
# 尨懃丄慡傾僋僞乕暘愝掕偟偰偔偩偝偄丅
# nil 偺応崌偼乽尰嵼偺愝掕僌儔僼傿僢僋乿傪嶲徠偟傑偡丅
Face_Name = [] # 曄峏偟側偄
Face_Name[1] = [nil, nil]
Face_Name[2] = [nil, nil]
Face_Name[3] = [nil, nil]
Face_Name[4] = [nil, nil]
Face_Name[5] = [nil, nil]
Face_Name[6] = [nil, nil]
Face_Name[7] = [nil, nil]
Face_Name[8] = [nil, nil]
# 妋曐偡傞儊儞僶乕僒僀僘
# 懠僒僀僩偝傫偺愴摤儊儞僶乕奼挘僗僋儕僾僩傪摫擖偟偰偄傞応崌偼丄
# 偦偺嵟戝悢傪愝掕偟偰偔偩偝偄
Max_Size = 4
# 墘弌梡偺嵟廔儗儀儖
#乮懠僒僀僩偝傫偺儗儀儖尷奅曄峏僗僋儕僾僩傪摫擖偟偰偄傞応崌偼丄
# 偦偺嵟廔抣傪擖椡偟偰偔偩偝偄乯
Final_Level = 99
# 嬻EXP僎乕僕偺柤慜
Base_EXP_Gauge = "gauge"
# 杮懱EXP僎乕僕偺柤慜
A_EXP_Gauge = "gauge_exp2"
# 墘弌帪娫僼儗乕儉
#乮1昩娫偑婎杮揑偵60僼儗乕儉偱偡丅
# 偨偩偟丄擖庤EXP偑偦傟枹枮偺応崌偼EXP暘偺僼儗乕儉帪娫偵側傝傑偡乯
LVUP_Frame = 300
# 僎乕僕壛嶼SE乮[僼傽僀儖柤, 儃儕儏乕儉, 僺僢僠乯
# 仸 儅僔儞僗儁僢僋偑崅偔側偄偲丄偍偦傜偔張棟棊偪偟傑偡
# 晄梫側応崌偼SE柤偵 "" 傪愝掕偟偰偔偩偝偄
Gauge_SE = ["Decision1", 80, 400]
# LVUP帪偵柭傜偡SE乮[僼傽僀儖柤, 儃儕儏乕儉, 僺僢僠乯
LVUP_SE = ["Up", 100, 150]
#--------------------------------------------------------------------------
# 仠 KGC Software僗僋儕僾僩偺専嶕
# key : 僗僋儕僾僩僉乕
#--------------------------------------------------------------------------
def self.search_kgc(key)
# 巜掕偝傟偨僗僋儕僾僩偑桳岠偐偳偆偐挷傋傞
$imported != nil and $imported[key] == true
end
end
#==============================================================================
# 仭 MINTO_Number
#------------------------------------------------------------------------------
# 丂僺僋僠儍乕傛傞悢帤偺昞帵傪埖偆儌僕儏乕儖偱偡丅
# 偙偺儌僕儏乕儖偼悢抣偺崅懍昤幨偵摿壔偟偨儌僕儏乕儖偲側偭偰偄傑偡丅
#==============================================================================
module MINTO_Number
#--------------------------------------------------------------------------
# 仠 掕悢
#--------------------------------------------------------------------------
WIDHT = -4 # 墶暆挷愡抣
HEIGHT = 24 # 1僇儔乕偺崅偝
#--------------------------------------------------------------------------
# 仠 悢帤偺昤幨
# x : 昤幨愭 X 嵗昗
# y : 昤幨愭 Y 嵗昗
# number : 昤幨偡傞悢帤
# bitmap : 巊梡偡傞價僢僩儅僢僾
# color : 巊梡偡傞僇儔乕僀儞僨僢僋僗
# text : 巊梡偡傞夋憸僼傽僀儖柤
#--------------------------------------------------------------------------
def self.draw_number(x, y, number, bitmap, color = 0, text = "String02")
# 僺僋僠儍乕偺撉傒崬傒
picture = Cache.picture(text)
# 僺僋僠儍乕偺婎杮偺墶暆傪庢摼偡傞
width_base = picture.width / 10.0
# 媮傔傜傟偨悢帤傪堦暥帤偢偮攝楍偵偡傞
array = number.to_s.split(//)
# 儖乕僾張棟乮僀僥儗乕僞乯
(0...array.size).each do |i|
# 昤幨嵗昗傪寁嶼
draw_x = array[i].to_i * width_base
draw_y = HEIGHT * color
# 昤幨嵗昗傪庢摼偡傞
rect = Rect.new(draw_x, draw_y, width_base, HEIGHT)
# 悢帤傪昤幨
bitmap.blt(x + (i * (width_base + WIDHT)), y + 4, picture, rect)
end
end
end
#==============================================================================
# 仭 Mint_Gauge_System_Active
#------------------------------------------------------------------------------
# 丂僺僋僠儍乕僎乕僕偺僗僾儔僀僩昞帵傪埖偆僋儔僗偱偡丅
# 偙偺僋儔僗偼僎乕僕偺崅懍嵞昤幨偵摿壔偟偨僋儔僗偲側偭偰偄傑偡丅
#==============================================================================
class Mint_Gauge_System_Active
#--------------------------------------------------------------------------
# 仠 僆僽僕僃僋僩弶婜壔
# gauge : 僎乕僕夋憸
#--------------------------------------------------------------------------
def initialize(x, y, z = 500, type = 0)
# 嬻僎乕僕傪撉傒崬傓
gauge_base = Cache.picture(MINTO::Base_EXP_Gauge)
# 嬻僎乕僕梡偺僗僾儔僀僩傪嶌惉
@sprite_gauge_base = Sprite.new
# 嵗昗傪愝掕
@sprite_gauge_base.x = x
@sprite_gauge_base.y = y
@sprite_gauge_base.z = z
# 僗僾儔僀僩傪嶌惉
@sprite = @sprite_gauge_base.dup
@sprite.x -= 16
@sprite.y -= 16
@sprite.z += 1
@sprite.bitmap = Bitmap.new(64, 32)
@sprite.bitmap.font.color.set(0, 200, 250)
# 嬻僎乕僕傪昤幨
@sprite_gauge_base.bitmap = gauge_base
# 杮懱僎乕僕傪撉傒崬傓
@gauge = gauge_initialize(type)
# 杮懱僎乕僕梡偺攝楍傪嶌惉
@sprite_gauge = [Sprite.new]
(1..6).each do |i|
# 杮懱僎乕僕梡偺僗僾儔僀僩傪嶌惉
@sprite_gauge[i] = Sprite.new
# 嵗昗傪愝掕
@sprite_gauge[i].x = (x - i) + 8
@sprite_gauge[i].y = y + i
@sprite_gauge[i].z = z
end
end
#--------------------------------------------------------------------------
# 仠 僎乕僕梡價僢僩儅僢僾偺嶌惉
#--------------------------------------------------------------------------
def gauge_initialize(type)
# 僞僀僾偵墳偠偰暘婒
case type
when 0
# 僎乕僕偺撉傒崬傒
gauge = Cache.picture(MINTO::A_EXP_Gauge)
end
# 杮懱僎乕僕梡偺僗僾儔僀僩傪嶌惉
sprite_gauge = []
(1..100).each do |i|
# 杮懱僎乕僕梡偺價僢僩儅僢僾傪嶌惉
sprite_gauge[i] = Bitmap.new(i, 1)
# 杮懱僎乕僕梡偺昤幨斖埻傪寁嶼
dest_rect = Rect.new(0, 0, i, 1)
sprite_gauge[i].stretch_blt(dest_rect, gauge, gauge.rect)
end
return sprite_gauge
end
#--------------------------------------------------------------------------
# 仠 夝曻
#--------------------------------------------------------------------------
def dispose
# 僗僾儔僀僩傪夝曻
for s in @sprite_gauge
s.dispose
end
@sprite_gauge_base.bitmap.dispose
@sprite_gauge_base.dispose
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# 仠 墢暥帤昤幨
#--------------------------------------------------------------------------
def draw_frame_text(x, y, width, height, text, ag = 0)
# 尦偺怓傪曐懚
ori_color = @sprite.bitmap.font.color.clone
# 墢偺怓傪掕媊
@sprite.bitmap.font.color.set(0, 0, 0)
# 墢暥帤傪昤幨
@sprite.bitmap.draw_text(x-1, y, width, height, text, ag)
@sprite.bitmap.draw_text(x+1, y, width, height, text, ag)
@sprite.bitmap.draw_text(x, y-1, width, height, text, ag)
@sprite.bitmap.draw_text(x, y+1, width, height, text, ag)
# 尦偺怓偵栠偡
@sprite.bitmap.font.color = ori_color
# 杮懱偺暥帤傪昤幨
@sprite.bitmap.draw_text(x, y, width, height, text, ag)
end
#--------------------------------------------------------------------------
# 仠 壜帇忬懺偺庢摼
#--------------------------------------------------------------------------
def visible
# 愭摢偺壜帇忬懺傪曉偡
return @sprite_gauge[1].visible
end
#--------------------------------------------------------------------------
# 仠 壜帇忬懺偺曄峏
# visible : 怴偟偄壜帇忬懺
#--------------------------------------------------------------------------
def visible=(visible)
# 壜帇忬懺偺曄峏乮僀僥儗乕僞乯
(1..6).each{|i| @sprite_gauge[i].visible = visible}
@sprite_gauge_base.visible = visible
end
#--------------------------------------------------------------------------
# 仠 儗乕僩偺愝掕
# rate : 僎乕僕偺尭彮棪
#--------------------------------------------------------------------------
def set_rate(rate)
rate = [[rate, 100].min, 0].max
# 僎乕僕傪幚嵺偵昤幨
@sprite_gauge[1].bitmap = @gauge[rate]
@sprite_gauge[2].bitmap = @gauge[rate]
@sprite_gauge[3].bitmap = @gauge[rate]
@sprite_gauge[4].bitmap = @gauge[rate]
@sprite_gauge[5].bitmap = @gauge[rate]
@sprite_gauge[6].bitmap = @gauge[rate]
end
end
#==============================================================================
# 仭 Object
#------------------------------------------------------------------------------
# 丂慡偰偺僋儔僗偺僗乕僷乕僋儔僗丅僆僽僕僃僋僩偺堦斒揑側怳晳偄傪掕媊偟傑偡丅
#==============================================================================
class Object
#--------------------------------------------------------------------------
# 仠 怺偄暋惢偺嶌惉
#--------------------------------------------------------------------------
def deep_copy
# Marshal儌僕儏乕儖傪宱桼偟偰丄姰慡側暋惢傪嶌惉
return Marshal.load(Marshal.dump(self))
end
end
#==============================================================================
# 仭 Numeric
#------------------------------------------------------------------------------
# 丂悢抣慡斒傪埖偆慻傒崬傒僋儔僗偱偡丅
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# 仠 嵟戝抣偺愝掕
# max : 媮傔傜傟偨嵟戝偺悢抣
#--------------------------------------------------------------------------
def to_max(min, max)
if self > max
return max
elsif self < min
return min
else
return self
end
end
#--------------------------------------------------------------------------
# 仠 嵟戝抣偺愝掕
# max : 媮傔傜傟偨嵟戝偺悢抣
#--------------------------------------------------------------------------
def to_m(max)
if self > max
return max
else
return self
end
end
#--------------------------------------------------------------------------
# 仠 嵟彫抣偺愝掕
# min : 媮傔傜傟偨嵟彫偺悢抣
#--------------------------------------------------------------------------
def to_min(min)
if self < min
return min
else
return self
end
end
end
#==============================================================================
# 仭 Game_Temp
#------------------------------------------------------------------------------
# 丂僙乕僽僨乕僞偵娷傑傟側偄丄堦帪揑側僨乕僞傪埖偆僋儔僗偱偡丅偙偺僋儔僗偺僀儞
# 僗僞儞僗偼 $game_temp 偱嶲徠偝傟傑偡丅
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# 仠 岞奐僀儞僗僞儞僗曄悢
#--------------------------------------------------------------------------
attr_accessor :after_battle_phase # 傾僼僞乕僶僩儖僼僃乕僘拞僼儔僌
end
#==============================================================================
# 仭 Game_Actor
#------------------------------------------------------------------------------
# 丂傾僋僞乕傪埖偆僋儔僗偱偡丅偙偺僋儔僗偼 Game_Actors 僋儔僗 ($game_actors)
# 偺撪晹偱巊梡偝傟丄Game_Party 僋儔僗 ($game_party) 偐傜傕嶲徠偝傟傑偡丅
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# 仠 EXP儕僗僩偺庢摼
#--------------------------------------------------------------------------
def exp_list
return @exp_list
end
#--------------------------------------------------------------------------
# 仠 僎乕僕梡偺EXP_NEXT 偺庢摼
#--------------------------------------------------------------------------
def minto_next_exp(lv, exp)
exp_rate = @exp_list[lv+1] - @exp_list[lv]
next_exp = @exp_list[lv+1] - exp
rate = (next_exp * 100) / exp_rate
if @exp_list[lv+1] == 0
rate = 100
end
return 100 - rate
end
#--------------------------------------------------------------------------
# 仠 師偺儗儀儖傑偱偺 EXP 庢摼
#--------------------------------------------------------------------------
def next_rest_exp2(lv, exp)
return @exp_list[lv+1] > 0 ? (@exp_list[lv+1] - exp) : 0
end
#--------------------------------------------------------------------------
# 仜 AP 妉摼乮KGC[EquipLearnSkill]嵞掕媊乯
# ap : AP 偺憹壛検
# show : 儅僗僞乕僗僉儖昞帵僼儔僌
#--------------------------------------------------------------------------
def gain_ap(ap, show)
# 嵟廔僗僉儖傪婰壇
last_full_ap_skills = full_ap_skills
# 憰旛昳偵傛傝廗摼偟偰偄傞僗僉儖偵 AP 傪壛嶼
equipment_skills(true).each do |skill|
# AP偺曄峏
change_ap(skill, skill_ap(skill.id) + ap)
end
# 儅僗僞乕僗僉儖昞帵僼儔僌偑桳岠偱丄妿偮僗僉儖梫慺偑堎側偭偰偄傞応崌
if show == true and (last_full_ap_skills != full_ap_skills) then
# 儊僜僢僪傪曉偡乮僗僉儖廗摼乯
return true
end
# 儊僜僢僪傪曉偡乮僗僉儖枹廗摼乯
return false
end
#--------------------------------------------------------------------------
# 仜 儅僗僞乕偟偨僗僉儖偺昞帵乮KGC[EquipLearnSkill]嵞掕媊乯
# new_skills : 怴偟偔儅僗僞乕偟偨僗僉儖偺攝楍
#--------------------------------------------------------------------------
def display_full_ap_skills(new_skills)
# 柍岠壔乮張棟傪峴傢側偄乯
return
end
end
#==============================================================================
# 仭 Game_Troop
#------------------------------------------------------------------------------
# 丂揋僌儖乕僾偍傛傃愴摤偵娭偡傞僨乕僞傪埖偆僋儔僗偱偡丅僶僩儖僀儀儞僩偺張棟傕
# 峴偄傑偡丅偙偺僋儔僗偺僀儞僗僞儞僗偼 $game_troop 偱嶲徠偝傟傑偡丅
#==============================================================================
class Game_Troop < Game_Unit
#--------------------------------------------------------------------------
# 仠 僪儘僢僾傾僀僥儉偺攝楍嶌惉乯
# forcing : 嫮惂僼儔僌
#--------------------------------------------------------------------------
def make_drop_items(forcing = false)
# 攝楍傪嶌惉
drop_items = []
# 嫮惂僼儔僌偑僆僼偺応崌
if forcing == false then
# 儊僜僢僪傪曉偡
return drop_items
end
# 儖乕僾張棟
for enemy in dead_members do
# 柍岠側僄僱儈乕偺応崌
if enemy == nil then
# 師偺岓曗傊
next
end
# 僪儘僢僾傾僀僥儉孮傪庢摼
drop_items_array = [enemy.drop_item1, enemy.drop_item2]
# 儖乕僾張棟
for i in 0...2 do
# 僪儘僢僾傾僀僥儉傪庢摼
drop_item = drop_items_array[i]
# 柍岠側傾僀僥儉偺応崌
if drop_item.kind == 0 then
# 師偺岓曗傊
next
end
# 僪儘僢僾傾僀僥儉傪擖庤偟偰偄側偄応崌
if rand(drop_item.denominator) != 0 then
# 師偺岓曗傊
next
end
# 僪儘僢僾傾僀僥儉偺庬暿偵墳偠偰暘婒
case drop_item.kind
# 傾僀僥儉
when 1 then
# 僪儘僢僾傾僀僥儉傪擖庤
drop_items.push($data_items[drop_item.item_id])
# 晲婍
when 2 then
# 僪儘僢僾傾僀僥儉傪擖庤
drop_items.push($data_weapons[drop_item.weapon_id])
# 杊嬶
when 3 then
# 僪儘僢僾傾僀僥儉傪擖庤
drop_items.push($data_armors[drop_item.armor_id])
end
# KGC[儌儞僗僞乕恾娪]偑桳岠側応崌
if MINTO.search_kgc("EnemyGuide") == true then
# 僪儘僢僾嵪傒僼儔僌傪僙僢僩
KGC::Commands.set_enemy_item_dropped(enemy.enemy.id, i)
end
end
# KGC[僪儘僢僾傾僀僥儉奼挘]偑桳岠側応崌
if MINTO.search_kgc("ExtraDropItem") == true then
# 儖乕僾張棟乮KGC傾僀僥儉僪儘僢僾奼挘乯
for ex_index in 0...enemy.extra_drop_items.size do
# 奼挘僪儘僢僾傾僀僥儉傪庢摼
extra_drop = enemy.extra_drop_items[ex_index]
# 柍岠側庬椶偺応崌
if extra_drop.kind.zero? then
# 師偺岓曗傊
next
end
# 擖庤妋棪偱巜掕偝傟偰偄傞応崌
if extra_drop.drop_prob >= 1 then
# 擖庤弌棃側偐偭偨応崌
unless extra_drop.drop_prob > rand(100) then
# 師偺岓曗傊
next
end
# 擖庤暘曣偱巜掕偝傟偰偄傞応崌
else
# 擖庤弌棃側偐偭偨応崌
unless (rand(extra_drop.denominator)).zero?
# 師偺岓曗傊
next
end
end
# 奼挘僪儘僢僾傾僀僥儉偺庬暿偵墳偠偰暘婒
case extra_drop.kind
# 傾僀僥儉
when 1 then
# 僪儘僢僾傾僀僥儉傪擖庤
drop_items.push($data_items[extra_drop.item_id])
# 晲婍
when 2 then
# 僪儘僢僾傾僀僥儉傪擖庤
drop_items.push($data_weapons[extra_drop.weapon_id])
# 杊嬶
when 3 then
# 僪儘僢僾傾僀僥儉傪擖庤
drop_items.push($data_armors[extra_drop.armor_id])
end
# KGC[儌儞僗僞乕恾娪]偑桳岠側応崌
if MINTO.search_kgc("EnemyGuide") == true then
# 僪儘僢僾嵪傒僼儔僌傪僙僢僩
KGC::Commands.set_enemy_item_dropped(enemy.enemy.id, ex_index + 2)
end
end
end
end
# 擖庤偟偨傾僀僥儉傪曉偡
return drop_items
end
end
#==============================================================================
# 仭 Window_BattleMessage
#------------------------------------------------------------------------------
# 丂愴摤拞偵昞帵偡傞儊僢僙乕僕僂傿儞僪僂偱偡丅捠忢偺儊僢僙乕僕僂傿儞僪僂偺婡擻
# 偵壛偊丄愴摤恑峴偺僫儗乕僔儑儞傪昞帵偡傞婡擻傪帩偪傑偡丅
#==============================================================================
class Window_BattleMessage < Window_Message
#--------------------------------------------------------------------------
# 仠 壜帇忬懺偺曄峏
# visible : 怴偟偄壜帇忬懺
#--------------------------------------------------------------------------
def visible=(visible)
# 傾僼僞乕僶僩儖僼僃乕僘拞偺応崌
if $game_temp.after_battle_phase == true then
# 僗乕僷乕僋儔僗傪幚峴乮暥復偺柍岠壔乯
super(visible)
# 儊僢僙乕僕傪晄壜帇偵偡傞
$game_message.visible = false
# 儊僢僙乕僕偲偦傟偵學傢傞僼儔僌傪柍岠壔
$game_message.texts.clear
# 傾僼僞乕僶僩儖僼僃乕僘拞偱側偄応崌
else
# 僗乕僷乕僋儔僗傪幚峴乮捠忢偺張棟乯
super(visible)
end
end
#--------------------------------------------------------------------------
# 仠 僼儗乕儉峏怴
#--------------------------------------------------------------------------
alias :update_Active_Lv_UpVX :update
def update
# 尦偺張棟傪幚峴
update_Active_Lv_UpVX
# 傾僼僞乕僶僩儖僼僃乕僘拞偺応崌
if $game_temp.after_battle_phase == true then
# 僂傿儞僪僂傪壜帇忬懺偵偡傞
self.visible = true
end
end
end
#==============================================================================
# 仭 Window_BattleResult
#------------------------------------------------------------------------------
# 丂僶僩儖廔椆帪偵丄妉摼偟偨 EXP 傗僑乕儖僪側偳傪昞帵偡傞僂傿儞僪僂偱偡丅
#==============================================================================
class Window_BattleResult < Window_Base
#--------------------------------------------------------------------------
# 仠 僆僽僕僃僋僩弶婜壔
# exp : EXP
# gold : 僑乕儖僪
# treasures : 僩儗僕儍乕
#--------------------------------------------------------------------------
def initialize(exp, gold, treasures, ap = 0)
super(272, 0, 272, 416)
self.opacity = 255
self.z = 0x270f
# 奺僨乕僞傪曐娗
@exp = [exp, 999999].min
@gold = [gold, 999999].min
@ap = ap
@puls = 0
@items = {}
# 暥帤偺昞帵宍幃傪挷愡
self.contents.font.italic = true
# 僥僉僗僩偺攝楍傪嶌惉
text_array = ["EXP", $data_system.terms.gold]
# AP偑0埲奜偺応崌
if @ap != 0 then
# 梡岅[AP]傪捛壛
text_array << "AP"
@puls = 48
end
# 儖乕僾張棟
for i in 0...text_array.size do
# 僥僉僗僩傪庢摼
text = text_array[i]
# 僥僉僗僩昞帵
frame_text(4, 8 + 50 * i, 224, 25, text, system_color)
# 傾儞僟乕儔僀儞昤幨
self.contents.fill_rect(4, 40 + 50 * i, 224, 1, system_color)
end
# 暥帤偺昞帵宍幃傪栠偡
self.contents.font.italic = false
# 擖庤傾僀僥儉偑1偮偱傕懚嵼偡傞応崌
if treasures.to_a != [] then
# 儖乕僾張棟
for item in treasures do
# 柍岠側屄悢偺応崌
if @items[item] == nil then
# 屄悢傪弶婜壔
@items[item] = 0
end
# 屄悢傪壛嶼
@items[item] += 1
# 傾僀僥儉傪擖庤
$game_party.gain_item(item, 1)
end
# 廳暋偡傞傾僀僥儉傪嶍彍
treasures.uniq!
# 僩儗僕儍乕梡偺僥僉僗僩傪昞帵
frame_text(4, 24 * 4 + @puls, 256, 24, "擖庤傾僀僥儉", system_color)
# 擖庤傾僀僥儉柤偺Y嵗昗
y = 24 * 5 + @puls
# 儖乕僾張棟
for item in treasures do
# 擖庤傾僀僥儉傪昤幨
draw_item_name(item, 4, y)
y += 24
end
end
refresh
end
#--------------------------------------------------------------------------
# 仠 墢暥帤昤幨
#--------------------------------------------------------------------------
def frame_text(x, y, width, height, text, color, ag = 0)
self.contents.font.color.set(0, 0, 0)
self.contents.font.shadow = false
self.contents.draw_text(x-1, y, width, height, text, ag)
self.contents.draw_text(x+1, y, width, height, text, ag)
self.contents.draw_text(x, y-1, width, height, text, ag)
self.contents.draw_text(x, y+1, width, height, text, ag)
self.contents.font.color = color
self.contents.draw_text(x, y, width, height, text, ag)
end
#--------------------------------------------------------------------------
# 仠 傾僀僥儉柤偺昤夋
# item : 傾僀僥儉
# x : 昤夋愭 X 嵗昗
# y : 昤夋愭 Y 嵗昗
#--------------------------------------------------------------------------
def draw_item_name(item, x, y)
# 柍岠側傾僀僥儉偺応崌
if item == nil then
# 儊僜僢僪傪曉偡
return
end
# 傾僀僥儉偺傾僀僐儞傪昤幨
draw_icon(item.icon_index, x, y, true)
# 傾僀僥儉柤傪墢庢傝偟偰昤幨
frame_text(x + 28, y, 224, 24, item.name, normal_color)
# 懳徾傾僀僥儉傪2偮埲忋擖庤偟偰偄傞応崌
if @items[item] >= 2 then
# 傾僀僥儉偺擖庤屄悢傪昤幨
frame_text(-24, y, 224, 24, "亊", normal_color, 2)
frame_text(0, y, 224, 24, @items[item].to_s, normal_color, 2)
end
end
#--------------------------------------------------------------------------
# 仠 儕僼儗僢僔儏
#--------------------------------------------------------------------------
def refresh
self.openness = 1
$scene.active_gauge_window.openness = 1
$scene.active_gauge_window.visible = true
# 16僼儗乕儉懸偮
16.times do
# 僂傿儞僪僂傪奐偔
self.openness += 16
$scene.active_gauge_window.openness += 16
# 僎乕儉夋柺傪峏怴
Graphics.update
end
# EXP傪昤幨
MINTO_Number.draw_number(96, 4, @exp, self.contents, 1)
# 僑乕儖僪傪昤幨
MINTO_Number.draw_number(96, 52, @gold, self.contents, 1)
# AP偑0埲奜偺応崌
if @ap != 0 then
# AP傪昤幨
MINTO_Number.draw_number(96, 100, @ap, self.contents, 1)
end
# 僎乕僕僂傿儞僪僂傪儕僼儗僢僔儏
$scene.active_gauge_window.refresh_exp
end
end
#==============================================================================
# 仭 Window_Active_Exp
#------------------------------------------------------------------------------
# 丂妉摼偟偨EXP偵墳偠偰丄僎乕僕傪曄摦偝偣傞僂傿儞僪僂偱偡丅
#==============================================================================
class Window_Active_Exp < Window_Base
#--------------------------------------------------------------------------
# 仠 僆僽僕僃僋僩弶婜壔
# exp : EXP
#--------------------------------------------------------------------------
def initialize(exp, skills)
super(0, 0, 272, 416)
@exp = exp
# EXP昞帵梡偺攝楍傪嶌惉
@text = []
# LV昞帵梡偺攝楍傪嶌惉
@lv = []
# EXP僎乕僕梡偺攝楍
@exp_gauge = []
# 僗僉儖曐懚梡偺攝楍
@skills = []
# 儖乕僾張棟
for i in 0...$game_party.members.size do
# 攝楍傪弶婜壔
@skills[i] = []
# 儖乕僾張棟
for id in 0...skills[i].size do
# 僗僉儖偑桳岠側応崌
if skills[i] != nil and skills[i][id] != nil then
# 嵟廔僗僉儖偺攝楍偺暋惢傪嶌惉
@skills[i] << skills[i][id].id
end
end
end
# 墘弌僗僉僢僾僼儔僌傪僋儕傾
@skip = false
self.opacity = 255
self.z = 9999
# 僗僾儔僀僩傪嶌惉
@sprite = Sprite.new
# 僗僾儔僀僩偺價僢僩儅僢僾傪嶌惉
@sprite.bitmap = Bitmap.new(width - 32, height - 32)
# 僗僾儔僀僩偺僨乕僞傪愝掕
@sprite.x = self.x + 16
@sprite.y = self.y + 16
@sprite.z = 10000
# 僌儔僼傿僢僋梡偺僗僾儔僀僩傪嶌惉
@sprite2 = @sprite.dup
@sprite2.z = 9999
@sprite2.bitmap = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# 仠 僾儔僗嵗昗偺庢摼
#--------------------------------------------------------------------------
def puls_y
return (96.0 * (4.0 / MINTO::Max_Size.to_f)).to_i
end
#--------------------------------------------------------------------------
# 仠 廋惓嵗昗偺庢摼
# y : Y嵗昗
#--------------------------------------------------------------------------
def y_pass(y)
return (y * (4.0 / MINTO::Max_Size.to_f)).to_i
end
#--------------------------------------------------------------------------
# 仠 僗僾儔僀僩偺嶌惉
#--------------------------------------------------------------------------
def sprite_set
# 僷乕僥傿乕恖悢暘偩偗孞傝曉偡乮僀僥儗乕僞乯
(0...$game_party.members.size).each do |i|
# 傾僋僞乕傪庢摼
actor = $game_party.members[i]
# 嵗昗傪庢摼
y = i * puls_y
# 傾僋僞乕柤傪昤幨
frame_text(96, y, 116, 24, actor.name, normal_color)
# 梡岅傪昤幨
frame_text(64, y + y_pass(32), 64, 24, "LV", system_color, 2)
frame_text(64, y + y_pass(66), 64, 24, "NEXT", system_color, 2)
end
end
#--------------------------------------------------------------------------
# 仠 婄僌儔僼傿僢僋偺昤夋
# face_name : 婄僌儔僼傿僢僋 僼傽僀儖柤
# face_index : 婄僌儔僼傿僢僋 僀儞僨僢僋僗
# x : 昤夋愭 X 嵗昗
# y : 昤夋愭 Y 嵗昗
# size : 昞帵僒僀僘
#--------------------------------------------------------------------------
def draw_face(face_name, face_index, x, y, size = puls_y)
rect = Rect.new(0, 0, 0, 0)
rect.x = (face_index % 4 * 96 + (96 - size) / 2)
rect.y = (face_index / 4 * 96 + (96 - size) / 2)
rect.width = puls_y.to_m(96)
rect.height = puls_y.to_m(96)
# 懳徾偺斖埻傪徚偡
@sprite2.bitmap.fill_rect(x, y, puls_y, puls_y, Color.new(0, 0, 0, 0))
@sprite2.bitmap.blt(x, y, Cache.face(face_name), rect)
end
#--------------------------------------------------------------------------
# 仠 僌儔僼傿僢僋偺嶌惉
# actor : 傾僋僞乕
# x : 昤幨愭偺X嵗昗
# y : 昤幨愭偺Y嵗昗
# index : 僀儞僨僢僋僗
# type : 昤幨僞僀僾
#--------------------------------------------------------------------------
def graphic_set(actor, x, y, index, type)
# 婄僌儔僼傿僢僋偺攝楍
face = []
# 婄僌儔僼傿僢僋枛旜柤偑桳岠側応崌
unless MINTO::Face_Name[actor.id][type].nil? then
# 僼傽僀儖柤傪嶌惉
file_name = "#{actor.face_name}_#{actor.face_index}"
# 僼傽僀儖枛旜柤傪庢摼
file_name += MINTO::Face_Name[actor.id][type]
# 婄僌儔僼傿僢僋傪撉傒崬傓
face[index] = Cache.picture(file_name)
# 懳徾偺斖埻傪徚偡
rect = Rect.new(x, y, puls_y, puls_y)
@sprite2.bitmap.fill_rect(rect, Color.new(0, 0, 0, 0))
# 婄僌儔僼傿僢僋傪昤幨
@sprite2.bitmap.blt(x, y, face[index], Rect.new(0, 0, puls_y, puls_y))
# 婄僌儔僼傿僢僋枛旜柤偑柍岠側応崌
else
# 尰嵼偺愝掕僌儔僼傿僢僋傪昤幨
draw_face(actor.face_name, actor.face_index, x, y)
end
end
#--------------------------------------------------------------------------
# 仠 墢暥帤昤幨
#--------------------------------------------------------------------------
def frame_text(x, y, width, height, text, color, ag = 0)
@sprite.bitmap.font.color.set(0, 0, 0)
@sprite.bitmap.font.shadow = false
@sprite.bitmap.draw_text(x-1, y, width, height, text, ag)
@sprite.bitmap.draw_text(x+1, y, width, height, text, ag)
@sprite.bitmap.draw_text(x, y-1, width, height, text, ag)
@sprite.bitmap.draw_text(x, y+1, width, height, text, ag)
@sprite.bitmap.font.color = color
@sprite.bitmap.draw_text(x, y, width, height, text, ag)
end
#--------------------------------------------------------------------------
# 仠 儕僼儗僢僔儏EXP
#--------------------------------------------------------------------------
def refresh_exp
# 壜帇僼儔僌傪僆儞
self.visible = true
# 梡岅傪昤幨
sprite_set
# 峏怴僼儗乕儉悢傪嶌惉
thyme = @exp < MINTO::LVUP_Frame ? @exp.abs : MINTO::LVUP_Frame
rate_p = @exp < MINTO::LVUP_Frame ? @exp.abs : MINTO::LVUP_Frame
# EXP偺攝楍
exp = []
# LV偺攝楍
last_lv = []
# 嵟廔EXP偺攝楍
last_exp = []
# 儗儀儖傾僢僾僼儔僌
level_up = []
# 僷乕僥傿乕恖悢暘偩偗孞傝曉偡乮僀僥儗乕僞乯
(0...$game_party.members.size).each do |i|
actor = $game_party.members[i]
# 嵗昗傪庢摼
x = 160
y = i * puls_y
# LV昞帵梡偺僺僋僠儍乕悢帤傪嶌惉
@lv[i] = Mint_Picture_Number.new(x + 16, y + y_pass(46), 2, 10000)
# NEXT_EXP昞帵梡偺僺僋僠儍乕悢帤傪嶌惉
@text[i] = Mint_Picture_Number.new(x, y + y_pass(82), 6, 10000)
# EXP僎乕僕傪嶌惉
@exp_gauge[i] = Mint_Gauge_System_Active.new(x - 16,
y + y_pass(102), 9999)
# 嵟廔Level偲EXP傪戙擖
last_lv[i] = $scene.last_level[i].to_i
last_exp[i] = $scene.last_exp[i].to_i
# EXP偺妉摼偑壜擻側応崌
if $game_party.existing_members.include?(actor) then
# 擖庤EXP偑LVUP_Frame埲忋側傜丄LVUP_Frame偱妱偭偰偦偺梋傝傪媮傔傞
if @exp > MINTO::LVUP_Frame then
last_exp[i] += @exp % MINTO::LVUP_Frame
# 宱尡抣2攞偺応崌
if actor.double_exp_gain
last_exp[i] += @exp % MINTO::LVUP_Frame
end
end
end
# 僌儔僼傿僢僋傪昤幨
graphic_set(actor, 0, y, actor.id, 0)
end
# 峏怴僼儗乕儉偑側偔側傞傑偱孞傝曉偡
thyme.times do
# 僌儔僼傿僢僋傪僋儕傾
@sprite2.bitmap.clear
# C儃僞儞偑墴偝傟偨応崌
if Input.trigger?(Input::C)
# 僗僉僢僾僼儔僌傪僆儞
@skip = true
end
# 僗僉僢僾偟側偄応崌
if @skip != true then
# 僎乕僕壛嶼SE偑桳岠側応崌
if MINTO::Gauge_SE[0] != "" then
# SE僨乕僞傪戙擖
data = MINTO::Gauge_SE
# 僎乕僕壛嶼SE傪墘憈
Audio.se_play("Audio/SE/#{data[0]}", data[1], data[2])
end
end
# 僷乕僥傿乕恖悢暘偩偗孞傝曉偡乮僀僥儗乕僞乯
(0...$game_party.members.size).each do |i|
# 傾僋僞乕傪戙擖
actor = $game_party.members[i]
# EXP偺妉摼偑壜擻側応崌
if $game_party.existing_members.include?(actor) then
# 昤幨梡偺EXP傪壛嶼
last_exp[i] += (@exp / rate_p)
# 宱尡抣2攞偺応崌
if actor.double_exp_gain
last_exp[i] += (@exp / rate_p)
end
end
# NEXT_EXP傪庢摼
next_p = actor.next_rest_exp2(last_lv[i], last_exp[i])
# NEXT_EXP偑暥帤楍偱偼側偄応崌
if next_p.is_a?(Numeric) then
# 嵟掅抣傪0偵愝掕
next_p = next_p.to_min(0)
# 傾僋僞乕偺儅僓乕僨乕僞傪庢摼
d_actor = $data_actors[actor.id]
# 嵟廔儗儀儖傪戙擖
final_level = MINTO::Final_Level
# 儗儀儖傾僢僾偑壜擻側応崌
# 乮NEXT_EXP偑0偱妿偮丄嵟廔儗儀儖偑MAX儗儀儖枹枮偺応崌乯
if next_p == 0 and last_lv[i] < final_level then
# 昤幨梡偺LV傪壛嶼
last_lv[i] += 1
# 僗僉儖廗摼敾掕
for skill in actor.class.learnings do
# 儗儀儖忦審傪枮偨偟偰偄傞応崌
if last_lv[i] >= skill.level then
# 嵟廔僗僉儖偵懚嵼偟側偄応崌
unless @skills[i].include?(skill.skill_id) then
# 嵟廔僗僉儖偵曐懚
@skills[i].push(skill.skill_id)
# NewSkill昞帵
@lv[i].string_pop("NewSkill", -64, y_pass(-32))
end
end
end
# 僗僉僢僾偟側偄応崌
if @skip != true then
# SE僨乕僞傪戙擖
data = MINTO::LVUP_SE
# SE傪墘憈偡傞
Audio.se_play("Audio/SE/#{data[0]}", data[1], data[2])
end
# 尷奅儗儀儖傪庢摼
last_lv[i] = [last_lv[i], final_level].min
# LVUP昞帵
@lv[i].string_pop("lvup", y_pass(-64))
# 儗儀儖傾僢僾僼儔僌傪愝掕
level_up[i] = true
end
# 儗儀儖傾僢僾偑桳岠側応崌
if level_up[i] == true then
# 僌儔僼傿僢僋傪昤幨
graphic_set(actor, 0, (i * puls_y), actor.id, 1)
else
# 僌儔僼傿僢僋傪昤幨
graphic_set(actor, 0, (i * puls_y), actor.id, 0)
end
end
# 僎乕僕偺挿偝傪嶼弌
n = actor.next_rest_exp2(last_lv[i], last_exp[i])
rate = actor.minto_next_exp(last_lv[i], last_exp[i]).to_max(0, 100)
# 僎乕僕傪峏怴
@exp_gauge[i].set_rate(rate)
# NEXT_EXP傪昤幨
@text[i].set_text(n.to_min(0))
# 嵟廔儗儀儖傪昤幨
@lv[i].set_text(last_lv[i])
# LVUP昞帵傪峏怴
@lv[i].update
end
# 僗僉僢僾僼儔僌偑僆僼偺応崌
if @skip == false then
# 僎乕儉夋柺傪峏怴
Graphics.update
# 擖椡忣曬傪峏怴
Input.update
end
end
# 昁恵僂僃僀僩僞僀儉乮曄峏偟側偄乯
thyme = 0
# 僷乕僥傿乕恖悢暘偩偗孞傝曉偡乮僀僥儗乕僞乯
(0...$game_party.members.size).each do |i|
# LVUP昞帵僇僂儞僩傪庢摼偡傞
count = @lv[i].string_pop_duration[0].to_i
# thyme 傛傝 count 偺曽偑崅偗傟偽 thyme 傪忋彂偒
if count > thyme then
thyme = count
end
end
# 昁恵僂僃僀僩僞僀儉偑1埲忋偺尷傝峏怴偡傞
while thyme >= 1 do
# 僷乕僥傿乕恖悢暘偩偗孞傝曉偡乮僀僥儗乕僞乯
(0...$game_party.members.size).each do |i|
# LVUP昞帵傪峏怴
@lv[i].update
end
# 僇僂儞僩傪尭傜偡
thyme -= 1
# 僎乕儉夋柺傪峏怴
Graphics.update
end
# 擖椡忣曬傪峏怴
Input.update
end
#--------------------------------------------------------------------------
# 仠 僼儗乕儉峏怴乮僗僉儖廗摼乯
# learning_skill : 怴偨偵僗僉儖傪廗摼偟偨偐偳偆偐偺僼儔僌
#--------------------------------------------------------------------------
def update_skill(learning_skill)
# SkillLearningSE墘憈僼儔僌
learning = 0
# 僷乕僥傿乕恖悢暘偩偗孞傝曉偡乮僀僥儗乕僞乯
(0...$game_party.members.size).each do |i|
# 傾僋僞乕傪戙擖
actor = $game_party.members[i]
# EXP偺妉摼偑壜擻側応崌
if $game_party.existing_members.include?(actor) then
# 僗僉儖悢偑憹偊偰偄傞応崌
if learning_skill[actor] == true then
# SkillLearning昞帵
@lv[i].string_pop("learning", -64, y_pass(-32))
# SE傪墘憈偡傞
learning = 1
end
end
end
# 堦恖偱傕僗僉儖傪廗摼偟偨応崌
if learning == 1 then
# SE僨乕僞傪戙擖
data = MINTO::LVUP_SE
# SE傪墘憈偡傞
Audio.se_play("Audio/SE/#{data[0]}", data[1], data[2])
end
# 昁恵僂僃僀僩僞僀儉乮曄峏偟側偄乯
thyme = 0
# 僷乕僥傿乕恖悢暘偩偗孞傝曉偡乮僀僥儗乕僞乯
(0...$game_party.members.size).each do |i|
# LVUP昞帵僇僂儞僩傪庢摼偡傞
count = @lv[i].string_pop_duration[0].to_i
# thyme 傛傝 count 偺曽偑崅偗傟偽 thyme 傪忋彂偒
if count > thyme then
thyme = count
end
end
# 儖乕僾張棟乮昁恵僂僃僀僩僞僀儉乯
thyme.times do
# 僷乕僥傿乕恖悢暘偩偗孞傝曉偡乮僀僥儗乕僞乯
(0...$game_party.members.size).each do |i|
# LVUP昞帵傪峏怴
@lv[i].update
end
# 僎乕儉夋柺傪峏怴
Graphics.update
end
# 擖椡忣曬傪峏怴
Input.update
end
#--------------------------------------------------------------------------
# 仠 夝曻
#--------------------------------------------------------------------------
def dispose
# 儖乕僾張棟
for sprite in @text + @lv + @exp_gauge do
# 摿庩僗僾儔僀僩傪夝曻
sprite.dispose
end
# 僗僾儔僀僩傪夝曻
@sprite.bitmap.dispose
@sprite.dispose
@sprite2.bitmap.dispose
@sprite2.dispose
# 僗乕僷乕僋儔僗傪幚峴
super
end
end
#==============================================================================
# 仭 Scene_Base
#------------------------------------------------------------------------------
# 丂僎乕儉拞偺偡傋偰偺僔乕儞偺僗乕僷乕僋儔僗偱偡丅
#==============================================================================
class Scene_Base
#--------------------------------------------------------------------------
# 仠 彑棙偺張棟乮枹姰偺僟儞儃乕儖[愴摤屻偵戜帉擖傟]嵞掕媊乯
#--------------------------------------------------------------------------
def process_victory_plus_talk
end
#--------------------------------------------------------------------------
# 仠 妉摼偟偨宱尡抣偲偍嬥偺昞帵乮枹姰偺僟儞儃乕儖[愴摤屻偵戜帉擖傟]嵞掕媊乯
#--------------------------------------------------------------------------
def display_exp_and_gold_fast
end
end
#==============================================================================
# 仭 Scene_Battle
#------------------------------------------------------------------------------
# 丂僶僩儖夋柺偺張棟傪峴偆僋儔僗偱偡丅
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# 仠 岞奐僀儞僗僞儞僗曄悢
#--------------------------------------------------------------------------
attr_reader :last_exp # 嵟廔EXP
attr_reader :last_level # 嵟廔儗儀儖
attr_reader :last_skills # 嵟廔僗僉儖偺攝楍
attr_accessor :active_gauge_window # 僎乕僕僂傿儞僪僂
#--------------------------------------------------------------------------
# 仠 廔椆張棟
#--------------------------------------------------------------------------
alias :terminate_Active_Lv_UpVX :terminate
def terminate
# 傾僋僥傿僽僎乕僕僂傿儞僪僂偑桳岠側応崌
if @active_gauge_window != nil then
# 傾僋僥傿僽僎乕僕僂傿儞僪僂傪夝曻
@active_gauge_window.dispose
# 僶僩儖儕僓儖僩僂傿儞僪僂傪夝曻
@result_window.dispose
end
# 尦偺張棟傪幚峴
terminate_Active_Lv_UpVX
end
#--------------------------------------------------------------------------
# 仠 愴摤廔椆
# result : 寢壥 (0:彑棙 1:摝憱 2:攕杒)
#--------------------------------------------------------------------------
alias :battle_end_Active_Lv_UpVX :battle_end
def battle_end(result)
# 僶僩儖僀儀儞僩幚峴拞偺応崌
if $game_troop.interpreter.running? == true then
case result
# 僶僩儖拞抐偺応崌
when 1
# 尦偺張棟傪幚峴
battle_end_Active_Lv_UpVX(result)
# 傾僼僞乕僶僩儖僼僃乕僘拞僼儔僌傪僆僼偵偡傞
$game_temp.after_battle_phase = false
# 攕杒偺応崌
when 2
# 尦偺張棟傪幚峴
battle_end_Active_Lv_UpVX(result)
# 傾僼僞乕僶僩儖僼僃乕僘拞僼儔僌傪僆僼偵偡傞
$game_temp.after_battle_phase = false
# 儊僜僢僪傪曉偡
return
end
end
# 愴摤彑棙偺応崌
if result == 0 then
# 100僼儗乕儉懸偮
100.times do
# 僎乕儉夋柺傪峏怴
Graphics.update
# 僗僾儔僀僩僙僢僩傪峏怴
@spriteset.update
end
# 傾僼僞乕僶僩儖僼僃乕僘偺奐巒
start_after_battle_phase
# C儃僞儞偑墴偝傟傞傑偱孞傝曉偡
while (Input.trigger?(13) == false) do
# 僎乕儉夋柺傪峏怴
Graphics.update
# 擖椡忣曬傪峏怴
Input.update
# 僗僾儔僀僩僙僢僩傪峏怴
@spriteset.update
end
# KGC[僗僉儖廗摼憰旛]偑桳岠側応崌
if MINTO.search_kgc("EquipLearnSkill") == true then
# AP壛嶼乮KGC[僗僉儖廗摼憰旛]乯
display_master_equipment_skill(true)
# 僗僉儖廗摼昞帵
@active_gauge_window.update_skill(@learning)
# C儃僞儞偑墴偝傟傞傑偱孞傝曉偡
while (Input.trigger?(13) == false) do
# 僎乕儉夋柺傪峏怴
Graphics.update
# 擖椡忣曬傪峏怴
Input.update
# 僗僾儔僀僩僙僢僩傪峏怴
@spriteset.update
end
end
end
# 尦偺張棟傪幚峴
battle_end_Active_Lv_UpVX(result)
# 傾僼僞乕僶僩儖僼僃乕僘拞僼儔僌傪僆僼偵偡傞
$game_temp.after_battle_phase = false
end
#--------------------------------------------------------------------------
# 仠 彑棙偺張棟
#--------------------------------------------------------------------------
alias :process_victory_Active_Lv_UpVX :process_victory
def process_victory
# 傾僼僞乕僶僩儖僼僃乕僘弨旛
reservation_after_battle_phase
# 尦偺張棟傪幚峴
process_victory_Active_Lv_UpVX
end
#--------------------------------------------------------------------------
# 仠 彑棙偺張棟乮枹姰偺僟儞儃乕儖[愴摤屻偵戜帉擖傟]嵞掕媊乯
#--------------------------------------------------------------------------
alias :process_victory_plus_talk_Active_Lv_UpVX :process_victory_plus_talk
def process_victory_plus_talk
# 傾僼僞乕僶僩儖僼僃乕僘弨旛
reservation_after_battle_phase
# 尦偺張棟傪幚峴
process_victory_plus_talk_Active_Lv_UpVX
end
#--------------------------------------------------------------------------
# 仠 妉摼偟偨宱尡抣偲偍嬥偺昞帵
#--------------------------------------------------------------------------
alias :display_exp_and_gold_Active_Lv_UpVX :display_exp_and_gold
def display_exp_and_gold
# 愴摤彑棙儊僢僙乕僕傪庢摼
text = sprintf(Vocab::Victory, $game_party.name)
# 愴摤彑棙儊僢僙乕僕傪昞帵
$game_message.texts.push('\.\>' + text)
# 20僼儗乕儉乮3暘偺1昩乯懸偮
wait(20)
# 擖椡忣曬傪峏怴
Input.update
# 傾僼僞乕僶僩儖僼僃乕僘拞僼儔僌傪僆儞偵偡傞
$game_temp.after_battle_phase = true
# 尦偺張棟傪幚峴
display_exp_and_gold_Active_Lv_UpVX
end
#--------------------------------------------------------------------------
# 仠 妉摼偟偨宱尡抣偲偍嬥偺昞帵乮枹姰偺僟儞儃乕儖[愴摤屻偵戜帉擖傟]嵞掕媊乯
#--------------------------------------------------------------------------
def display_exp_and_gold_fast
# 尦偺張棟傪幚峴
display_exp_and_gold
end
#--------------------------------------------------------------------------
# 仜 儅僗僞乕偟偨僗僉儖偺昞帵乮KGC[EquipLearnSkill]嵞掕媊乯
# forcing : 嫮惂僼儔僌
#--------------------------------------------------------------------------
def display_master_equipment_skill(forcing = false)
# KGC[僗僉儖廗摼憰旛]偑柍岠側応崌
if MINTO.search_kgc("EquipLearnSkill") == false then
# 儊僜僢僪傪曉偡
return
end
# AP壛嶼嵪傒偺応崌
if @gain_ap == true then
# 儊僜僢僪傪曉偡
return
end
# 嫮惂偝傟偰偄側偄応崌
if forcing == false then
# 儊僜僢僪傪曉偡
return
end
# 僗僉儖廗摼僼儔僌偺僴僢僔儏
@learning = {}
# AP傪庢摼
ap = $game_troop.ap_total
# 儖乕僾張棟乮僷乕僥傿乕乯
$game_party.existing_members.each do |actor|
# AP壛嶼
@learning[actor] = actor.gain_ap(ap, true)
end
# AP壛嶼嵪傒僼儔僌傪僆儞偵偡傞
@gain_ap = true
end
#--------------------------------------------------------------------------
# 仠 傾僼僞乕僶僩儖僼僃乕僘偺弨旛
#--------------------------------------------------------------------------
def reservation_after_battle_phase
# 嵟廔EXP偲儗儀儖傪弶婜壔
@last_exp = []
@last_level = []
# 嵟廔僗僉儖偺攝楍
@last_skills = []
# 僷乕僥傿乕恖悢暘偩偗孞傝曉偡乮僀僥儗乕僞乯
(0...$game_party.members.size).each do |i|
# 傾僋僞乕傪庢摼
actor = $game_party.members[i]
# 嵟廔EXP傪曐懚
@last_exp[i] = actor.exp.to_i
# 嵟廔儗儀儖傪曐懚
@last_level[i] = actor.level.to_i
# 嵟廔僗僉儖偺庢摼
@last_skills[i] = actor.skills.deep_copy
end
# 儕僓儖僩僨乕僞傪婰壇
@exp = $game_troop.exp_total
@gold = $game_troop.gold_total
@drop_items = $game_troop.make_drop_items(true)
@ap = 0
# KGC[僗僉儖廗摼憰旛]偑桳岠側応崌
if MINTO.search_kgc("EquipLearnSkill") == true then
# AP傪婰壇
@ap = $game_troop.ap_total
end
end
#--------------------------------------------------------------------------
# 仠 傾僼僞乕僶僩儖僼僃乕僘偺奐巒
#--------------------------------------------------------------------------
def start_after_battle_phase
# 傾僋僥傿僽僎乕僕僂傿儞僪僂傪嶌惉
@active_gauge_window = Window_Active_Exp.new(@exp, @last_skills)
# 僶僩儖儕僓儖僩僂傿儞僪僂傪嶌惉
@result_window = Window_BattleResult.new(@exp, @gold, @drop_items, @ap)
end
end
end
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脚本有,图片有,可是就是冲突
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