Project1
标题:
战斗人物状态脚本问题寻求帮助
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作者:
ilyfenger
时间:
2012-10-15 02:32
标题:
战斗人物状态脚本问题寻求帮助
脚本问题请教:我用XP1.03使用以下脚本时,在敌人队伍测试出现
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2012-10-15 02:25 上传
问题,但在测试游戏里又无这样的情况(在原本系统脚本的测试下)
。请各位大大帮忙解决,在下感激不尽!!#==============================================================================
# ■ 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,1].max
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,1].max
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
#==============================================================================
# ◇ 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
#==============================================================================
# 本脚本来自
www.66RPG.com
,使用和转载请保留此信息
#==============================================================================
#==============================================================================
# ■ Window_BattleStatus
#------------------------------------------------------------------------------
# 显示战斗画面同伴状态的窗口。
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(480, 320, 160, 160)
self.contents = Bitmap.new(width - 32, height - 32)
@level_up_flags = [false, false, false, false]
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
@actor = $game_party.actors[$status_window_contents]
@actor_x = 21
self.contents.font.size = 18
draw_actor_name(actor, 4, 0)
# 歩行キャラグラフィックの描写
draw_actor_graphic(actor, actor_x - 9, 116)
# HP/SPメーターの描写
draw_actor_hp_meter_line(actor, actor_x, 52, 96, 12)
draw_actor_sp_meter_line(actor, actor_x, 84, 96, 12)
# HP数値の描写
self.contents.font.color = Color.new(0,0,0,192)
self.contents.draw_text(actor_x, 40, 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, 38, 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, 72, 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, 70, 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+2, 32, 196, 24, $data_system.words.hp)
self.contents.draw_text(actor_x+2, 64, 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, 30, 196, 24, $data_system.words.hp)
self.contents.draw_text(actor_x, 62, 196, 24, $data_system.words.sp)
# ステートの描写
draw_actor_state(actor, actor_x, 100)
# 値を更新
end
end
#==============================================================================
# ■ Scene_Map
#------------------------------------------------------------------------------
# 处理地图画面的类。
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# ● 调用战斗
#--------------------------------------------------------------------------
alias call_new call_battle
def call_battle
call_new
$status_window_contents = 0
end
end
#==============================================================================
# ■ Scene_Battle
#------------------------------------------------------------------------------
# 处理战斗画面的类。
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ● 设置角色指令窗口
#--------------------------------------------------------------------------
alias:phase3_setup_command_window_2:phase3_setup_command_window
def phase3_setup_command_window
phase3_setup_command_window_2
# 设置角色指令窗口的位置
@actor_command_window.x = 320
end
#--------------------------------------------------------------------------
# ● 开始同伴命令回合
#--------------------------------------------------------------------------
alias start_phase2_2 start_phase2
def start_phase2
$status_window_contents = 0
@status_window.refresh
start_phase2_2
end
#--------------------------------------------------------------------------
# ● 转到输入下一个角色的命令
#--------------------------------------------------------------------------
def phase3_next_actor
if @actor_index > -1 and @actor_index < $game_party.actors.size - 1
$status_window_contents = @actor_index + 1
@status_window.refresh
end
# 循环
begin
# 角色的明灭效果 OFF
if @active_battler != nil
@active_battler.blink = false
end
# 最后的角色的情况
if @actor_index == $game_party.actors.size - 1
# 开始主回合
start_phase4
return
end
# 推进角色索引
@actor_index += 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# 如果角色是在无法接受指令的状态就再试
end until @active_battler.inputable?
# 设置角色的命令窗口
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# ● 转向前一个角色的命令输入
#--------------------------------------------------------------------------
def phase3_prior_actor
if @actor_index > 0
$status_window_contents = @actor_index - 1
@status_window.refresh
end
# 循环
begin
# 角色的明灭效果 OFF
if @active_battler != nil
@active_battler.blink = false
end
# 最初的角色的情况下
if @actor_index == 0
# 开始同伴指令回合
start_phase2
return
end
# 返回角色索引
@actor_index -= 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# 如果角色是在无法接受指令的状态就再试
end until @active_battler.inputable?
# 设置角色的命令窗口
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# ● 刷新画面 (主回合步骤 1 : 准备行动)
#--------------------------------------------------------------------------
def update_phase4_step1
# 隐藏帮助窗口
@help_window.visible = false
# 判定胜败
if judge
# 胜利或者失败的情况下 : 过程结束
return
end
# 强制行动的战斗者不存在的情况下
if $game_temp.forcing_battler == nil
# 设置战斗事件
setup_battle_event
# 执行战斗事件中的情况下
if $game_system.battle_interpreter.running?
return
end
end
# 强制行动的战斗者存在的情况下
if $game_temp.forcing_battler != nil
# 在头部添加后移动
@action_battlers.delete($game_temp.forcing_battler)
@action_battlers.unshift($game_temp.forcing_battler)
end
# 未行动的战斗者不存在的情况下 (全员已经行动)
if @action_battlers.size == 0
# 开始同伴命令回合
start_phase2
return
end
# 初始化动画 ID 和公共事件 ID
@animation1_id = 0
@animation2_id = 0
@common_event_id = 0
# 未行动的战斗者移动到序列的头部
@active_battler = @action_battlers.shift
# 如果已经在战斗之外的情况下
if @active_battler.index == nil
return
end
# 连续伤害
if @active_battler.hp > 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
end
# 自然解除状态
@active_battler.remove_states_auto
if @active_battler.is_a?(Game_Actor)
$status_window_contents = @active_battler.index
end
# 刷新状态窗口
@status_window.refresh
# 移至步骤 2
@phase4_step = 2
end
end
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