Project1
标题:
800*600分辨率与双远景脚本整合问题
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作者:
u566
时间:
2013-2-24 16:48
标题:
800*600分辨率与双远景脚本整合问题
最近在制作游戏的时候,我发现双远景图脚本与800*600分辨率脚本有冲突。窗口中只显示640*480大小的远景图。其余全是空白
于是我对脚本进行了修改,虽然远景图能在全部窗口中显示,但是远景图把事件和角色都挡住了。如图。
360截图20130224165328812.jpg
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2013-2-24 16:45 上传
请问如何解决?附上分辨率脚本、双远景脚本、修改后的双远景脚本
# ————————————————————————————————————
# 本脚本来自www.66rpg.com,转载请保留此信息
# ————————————————————————————————————
class Win32API
GAME_INI_FILE = ".\\Game.ini"
HWND_TOPMOST = 0
HWND_TOP = -1
SWP_NOMOVE = 0
SWP_FRAMECHANGED = 0
HWND_NOTTOPMOST = 0
WM_GETMINMAXINFO = 24
end
$width = 800
$height = 600
#==============================================================================
# ■ Spriteset_Map
#------------------------------------------------------------------------------
# 处理地图画面活动块和元件的类。本类在 Scene_Map 类的内部使用。
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
@viewport2 = Viewport.new(0, 0, $width, $height) #——生成图片
@viewport3 = Viewport.new(0, 0, $width, $height) #——生成画面闪烁用的部分
$viewport4 = Viewport.new(640, 0, $width-640, 480) #——右侧
$viewport5 = Viewport.new(0, 480, 640, $height-480) #——下侧
$viewport6 = Viewport.new(640, 480, $width-640, $height-480) #——右下角
$viewport1 = Viewport.new(0, 0, 640, 480) #——主窗口
@viewport_weather = Viewport.new(0, 0, $width, $height) #——生成天气专用
@viewport2.z = 200 #——生成图片的深度
@viewport3.z = 5000 #——生成画面闪烁用的深度
@tilemap = Tilemap.new($viewport1) #——主窗口
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
@tilemap2 = Tilemap.new($viewport4) #——右侧
@tilemap2.tileset = RPG::Cache.tileset($game_map.tileset_name)
@tilemap3 = Tilemap.new($viewport5) #——下侧
@tilemap3.tileset = RPG::Cache.tileset($game_map.tileset_name)
@tilemap4 = Tilemap.new($viewport6) #——右下角
@tilemap4.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6 #——生成自动元件
autotile_name = $game_map.autotile_names[i]
@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
@tilemap2.autotiles[i] = RPG::Cache.autotile(autotile_name)
@tilemap3.autotiles[i] = RPG::Cache.autotile(autotile_name)
@tilemap4.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@tilemap.map_data = $game_map.data #——生成地图数据
@tilemap2.map_data = $game_map.data
@tilemap3.map_data = $game_map.data
@tilemap4.map_data = $game_map.data
@tilemap.priorities = $game_map.priorities #——生成优先
@tilemap2.priorities = $game_map.priorities
@tilemap3.priorities = $game_map.priorities
@tilemap4.priorities = $game_map.priorities
@character_sprites = [] #——生成事件
for i in $game_map.events.keys.sort
sprite = Sprite_Character.new($viewport1, $game_map.events[i])
@character_sprites.push(sprite)
sprite = Sprite_Character.new($viewport4, $game_map.events[i])
@character_sprites.push(sprite)
sprite = Sprite_Character.new($viewport5, $game_map.events[i])
@character_sprites.push(sprite)
sprite = Sprite_Character.new($viewport6, $game_map.events[i])
@character_sprites.push(sprite)
end #——下面继续生成角色
@character_sprites.push(Sprite_Character.new($viewport1, $game_player))
@character_sprites.push(Sprite_Character.new($viewport4, $game_player))
@character_sprites.push(Sprite_Character.new($viewport5, $game_player))
@character_sprites.push(Sprite_Character.new($viewport6, $game_player))
#——下面生成远景
@panorama = Plane.new($viewport1)
@panorama.z = -1000
@panorama2 = Plane.new($viewport4)
@panorama2.z = -1000
@panorama3 = Plane.new($viewport5)
@panorama3.z = -1000
@panorama4 = Plane.new($viewport6)
@panorama4.z = -1000
#——下面生成雾
[url=home.php?mod=space&uid=14217]@fog[/url] = Plane.new($viewport1)
@fog.z = 3000
@fog2 = Plane.new($viewport4)
@fog2.z = 3000
@fog3 = Plane.new($viewport5)
@fog3.z = 3000
@fog4 = Plane.new($viewport6)
@fog4.z = 3000
#——下面生成天气
@weather = Weather.new(@viewport_weather)
@picture_sprites = [] #——这里生成图片
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport2, $game_screen.pictures[i]))
end
@timer_sprite = Sprite_Timer.new #——生成计时器
#——刷新
update
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
@tilemap.tileset.dispose #——释放元件地图
@tilemap2.tileset.dispose
@tilemap3.tileset.dispose
@tilemap4.tileset.dispose
for i in 0..6
@tilemap.autotiles[i].dispose
@tilemap2.autotiles[i].dispose
@tilemap3.autotiles[i].dispose
@tilemap4.autotiles[i].dispose
end
@tilemap.dispose
@tilemap2.dispose
@tilemap3.dispose
@tilemap4.dispose
@panorama.dispose #——释放远景平面
@panorama2.dispose
@panorama3.dispose
@panorama4.dispose
@fog.dispose #——释放雾平面
@fog2.dispose
@fog3.dispose
@fog4.dispose
for sprite in @character_sprites #——释放角色活动块
sprite.dispose
end
@weather.dispose
for sprite in @picture_sprites
sprite.dispose
end
# 释放计时器块
@timer_sprite.dispose
# 释放显示端口
$viewport1.dispose
@viewport2.dispose
@viewport3.dispose
$viewport4.dispose
$viewport5.dispose
$viewport6.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 远景与现在的情况有差异发情况下
if @panorama_name != $game_map.panorama_name or @panorama_hue != $game_map.panorama_hue
@panorama_name = $game_map.panorama_name
@panorama_hue = $game_map.panorama_hue
if @panorama.bitmap != nil
@panorama.bitmap.dispose
@panorama.bitmap = nil
@panorama2.bitmap.dispose
@panorama2.bitmap = nil
@panorama3.bitmap.dispose
@panorama3.bitmap = nil
@panorama4.bitmap.dispose
@panorama4.bitmap = nil
end
if @panorama_name != ""
@panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
@panorama2.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
@panorama3.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
@panorama4.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
end
Graphics.frame_reset
end
# 雾与现在的情况有差异的情况下
if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
@fog_name = $game_map.fog_name
@fog_hue = $game_map.fog_hue
if @fog.bitmap != nil
@fog.bitmap.dispose
@fog.bitmap = nil
@fog2.bitmap.dispose
@fog2.bitmap = nil
@fog3.bitmap.dispose
@fog3.bitmap = nil
@fog4.bitmap.dispose
@fog4.bitmap = nil
end
if @fog_name != ""
@fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
@fog2.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
@fog3.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
@fog4.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
end
Graphics.frame_reset
end
# 刷新元件地图
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
@tilemap2.ox = @tilemap.ox
@tilemap2.oy = @tilemap.oy
@tilemap2.update
@tilemap3.ox = @tilemap.ox
@tilemap3.oy = @tilemap.oy + 480
@tilemap3.update
@tilemap4.ox = @tilemap.ox
@tilemap4.oy = @tilemap.oy + 480
@tilemap4.update
# 刷新远景平面
@panorama.ox = $game_map.display_x / 8
@panorama.oy = $game_map.display_y / 8
@panorama2.ox = @panorama.ox
@panorama2.oy = @panorama.oy
@panorama3.ox = @panorama.ox
@panorama3.oy = @panorama.oy + 480
@panorama4.ox = @panorama.ox
@panorama4.oy = @panorama.oy + 480
# 刷新雾平面
@
[email protected]
[email protected]
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_x = $game_map.fog_zoom / 100.0
@
[email protected]
[email protected]
[email protected]
_y = $game_map.fog_zoom / 100.0
@
[email protected]
[email protected]
[email protected]
= $game_map.fog_opacity
@
[email protected]
[email protected]
[email protected]
_type = $game_map.fog_blend_type
@fog4.tone = @fog3.tone = @fog2.tone = @fog.tone = $game_map.fog_tone
@fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
@fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
@fog2.ox = @fog.ox #+ 140#*@fog.zoom_x
@fog2.oy = @fog.oy
@fog3.ox = @fog.ox
@fog3.oy = @fog.oy + 480
@fog4.ox = @fog.ox
@fog4.oy = @fog.oy + 480
# 刷新角色活动块
for sprite in @character_sprites
sprite.update
end
# 刷新天候图形
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.ox = $game_map.display_x / 4
@weather.oy = $game_map.display_y / 4
@weather.update
# 刷新图片
for sprite in @picture_sprites
sprite.update
end
# 刷新计时器块
@timer_sprite.update
# 设置画面的色调与震动位置
$viewport1.tone = $game_screen.tone
$viewport1.ox = $game_screen.shake
$viewport4.tone = $game_screen.tone
$viewport4.ox = $game_screen.shake+640
$viewport5.tone = $game_screen.tone
$viewport5.ox = $game_screen.shake
$viewport6.tone = $game_screen.tone
$viewport6.ox = $game_screen.shake+640
# 设置画面的闪烁色
@viewport3.color = $game_screen.flash_color
# 刷新显示端口
$viewport1.update
@viewport3.update
$viewport4.update
$viewport5.update
$viewport6.update
end
end
class Weather
def initialize(viewport = nil)
@type = 0
@max = 0
@ox = 0
@oy = 0
color1 = Color.new(255, 255, 255, 255)
color2 = Color.new(255, 255, 255, 128)
@rain_bitmap = Bitmap.new(7, 56)
for i in 0..6
@rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1)
end
@storm_bitmap = Bitmap.new(34, 64)
for i in 0..31
@storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2)
@storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1)
@storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2)
end
@snow_bitmap = Bitmap.new(6, 6)
@snow_bitmap.fill_rect(0, 1, 6, 4, color2)
@snow_bitmap.fill_rect(1, 0, 4, 6, color2)
@snow_bitmap.fill_rect(1, 2, 4, 2, color1)
@snow_bitmap.fill_rect(2, 1, 2, 4, color1)
@sprites = []
for i in 1..40
sprite = Sprite.new(viewport)
sprite.z = 1000
sprite.visible = false
sprite.opacity = 0
@sprites.push(sprite)
end
end
def dispose
for sprite in @sprites
sprite.dispose
end
@rain_bitmap.dispose
@storm_bitmap.dispose
@snow_bitmap.dispose
end
def type=(type)
return if @type == type
@type = type
case @type
when 1
bitmap = @rain_bitmap
when 2
bitmap = @storm_bitmap
when 3
bitmap = @snow_bitmap
else
bitmap = nil
end
for i in 1..40
sprite = @sprites[i]
if sprite != nil
sprite.visible = (i <= @max)
sprite.bitmap = bitmap
end
end
end
def ox=(ox)
return if @ox == ox;
@ox = ox
for sprite in @sprites
sprite.ox = @ox
end
end
def oy=(oy)
return if @oy == oy;
@oy = oy
for sprite in @sprites
sprite.oy = @oy
end
end
def max=(max)
return if @max == max;
@max = [[max, 0].max, 40].min
for i in 1..40
sprite = @sprites[i]
if sprite != nil
sprite.visible = (i <= @max)
end
end
end
def update
return if @type == 0
for i in 1..@max
sprite = @sprites[i]
if sprite == nil
break
end
if @type == 1
sprite.x -= 2
sprite.y += 16
sprite.opacity -= 8
end
if @type == 2
sprite.x -= 8
sprite.y += 16
sprite.opacity -= 12
end
if @type == 3
sprite.x -= 2
sprite.y += 8
sprite.opacity -= 8
end
x = sprite.x - @ox
y = sprite.y - @oy
if sprite.opacity < 64 or x < -50 or x > $width+150 or y < -300 or y > $height+100
sprite.x = rand($width+150) - 50 + @ox
sprite.y = rand($height+100) - 200 + @oy
sprite.opacity = 255
end
end
end
attr_reader :type
attr_reader :max
attr_reader :ox
attr_reader :oy
end
#==============================================================================
# ■ Game_Player
#------------------------------------------------------------------------------
# 处理主角的类。事件启动的判定、以及地图的滚动等功能。
# 本类的实例请参考 $game_player。
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● 恒量
#--------------------------------------------------------------------------
CENTER_X = ($width/2 - 16) * 4
CENTER_Y = ($height/2 - 16) * 4
#--------------------------------------------------------------------------
# ● 可以通行判定
# x : X 坐标
# y : Y 坐标
# d : 方向 (0,2,4,6,8) ※ 0 = 全方向不能通行的情况判定 (跳跃用)
#--------------------------------------------------------------------------
def passable?(x, y, d)
# 求得新的坐标
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# 坐标在地图外的情况下
unless $game_map.valid?(new_x, new_y)
# 不能通行
return false
end
# 调试模式为 ON 并且 按下 CTRL 键的情况下
if $DEBUG and Input.press?(Input::CTRL)
# 可以通行
return true
end
super
end
#--------------------------------------------------------------------------
# ● 像通到画面中央一样的设置地图的显示位置
#--------------------------------------------------------------------------
def center(x, y)
max_x = ($game_map.width - 20) * 128
max_y = ($game_map.height - 15) * 128
$game_map.display_x = [0, [x * 128 - CENTER_X, max_x].min].max
$game_map.display_y = [0, [y * 128 - CENTER_Y, max_y].min].max
$game_map.scroll_down(0)
$game_map.scroll_right(0)
end
#--------------------------------------------------------------------------
# ● 向指定的位置移动
# x : X 座標
# y : Y 座標
#--------------------------------------------------------------------------
def moveto(x, y)
super
# 自连接
center(x, y)
# 生成遇敌计数
make_encounter_count
end
#--------------------------------------------------------------------------
# ● 增加步数
#--------------------------------------------------------------------------
def increase_steps
super
# 不是强制移动路线的场合
unless @move_route_forcing
# 增加步数
$game_party.increase_steps
# 步数是偶数的情况下
if $game_party.steps % 2 == 0
# 检查连续伤害
$game_party.check_map_slip_damage
end
end
end
#--------------------------------------------------------------------------
# ● 获取遇敌计数
#--------------------------------------------------------------------------
def encounter_count
return @encounter_count
end
#--------------------------------------------------------------------------
# ● 生成遇敌计数
#--------------------------------------------------------------------------
def make_encounter_count
# 两种颜色震动的图像
if $game_map.map_id != 0
n = $game_map.encounter_step
@encounter_count = rand(n) + rand(n) + 1
end
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
# 同伴人数为 0 的情况下
if $game_party.actors.size == 0
# 清除角色的文件名及对像
@character_name = ""
@character_hue = 0
# 分支结束
return
end
# 获取带头的角色
actor = $game_party.actors[0]
# 设置角色的文件名及对像
@character_name = actor.character_name
@character_hue = actor.character_hue
# 初始化不透明度和合成方式子
@opacity = 255
@blend_type = 0
end
#--------------------------------------------------------------------------
# ● 同位置的事件启动判定
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
result = false
# 事件执行中的情况下
if $game_system.map_interpreter.running?
return result
end
# 全部事件的循环
for event in $game_map.events.values
# 事件坐标与目标一致的情况下
if event.x == @x and event.y == @y and triggers.include?(event.trigger)
# 跳跃中以外的情况下、启动判定是同位置的事件
if not event.jumping? and event.over_trigger?
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# ● 正面事件的启动判定
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
result = false
# 事件执行中的情况下
if $game_system.map_interpreter.running?
return result
end
# 计算正面坐标
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# 全部事件的循环
for event in $game_map.events.values
# 事件坐标与目标一致的情况下
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# 跳跃中以外的情况下、启动判定是正面的事件
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
# 找不到符合条件的事件的情况下
if result == false
# 正面的元件是计数器的情况下
if $game_map.counter?(new_x, new_y)
# 计算 1 元件里侧的坐标
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# 全事件的循环
for event in $game_map.events.values
# 事件坐标与目标一致的情况下
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# 跳跃中以外的情况下、启动判定是正面的事件
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# ● 接触事件启动判定
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
result = false
# 事件执行中的情况下
if $game_system.map_interpreter.running?
return result
end
# 全事件的循环
for event in $game_map.events.values
# 事件坐标与目标一致的情况下
if event.x == x and event.y == y and [1,2].include?(event.trigger)
# 跳跃中以外的情况下、启动判定是正面的事件
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# ● 画面更新
#--------------------------------------------------------------------------
def update
# 本地变量记录移动信息
last_moving = moving?
# 移动中、事件执行中、强制移动路线中、
# 信息窗口一个也不显示的时候
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
# 如果方向键被按下、主角就朝那个方向移动
case Input.dir4
when 2
move_down
when 4
move_left
when 6
move_right
when 8
move_up
end
end
# 本地变量记忆坐标
last_real_x = @real_x
last_real_y = @real_y
super
# 角色向下移动、画面上的位置在中央下方的情况下
if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
# 画面向下卷动
$game_map.scroll_down(@real_y - last_real_y)
end
# 角色向左移动、画面上的位置在中央左方的情况下
if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
# 画面向左卷动
$game_map.scroll_left(last_real_x - @real_x)
end
# 角色向右移动、画面上的位置在中央右方的情况下
if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
# 画面向右卷动
$game_map.scroll_right(@real_x - last_real_x)
end
# 角色向上移动、画面上的位置在中央上方的情况下
if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
# 画面向上卷动
$game_map.scroll_up(last_real_y - @real_y)
end
# 不在移动中的情况下
unless moving?
# 上次主角移动中的情况
if last_moving
# 与同位置的事件接触就判定为事件启动
result = check_event_trigger_here([1,2])
# 没有可以启动的事件的情况下
if result == false
# 调试模式为 ON 并且按下 CTRL 键的情况下除外
unless $DEBUG and Input.press?(Input::CTRL)
# 遇敌计数下降
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 判定为同位置以及正面的事件启动
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
end
end
#==============================================================================
# ■ Scene_Gameover
#------------------------------------------------------------------------------
# 处理游戏结束画面的类。
#==============================================================================
class Scene_Gameover
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成游戏结束图形
if $game_temp.in_battle
@temp_sprite = Spriteset_Battle.new
else
@temp_sprite = Spriteset_Map.new
end
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.gameover($data_system.gameover_name)
@sprite.opacity = 0
# 停止 BGM、BGS
$game_system.bgm_play(nil)
$game_system.bgs_play(nil)
# 演奏游戏结束 ME
$game_system.me_play($data_system.gameover_me)
# 执行过渡
Graphics.transition(0)
# 主循环
for i in 0..120
@sprite.opacity +=4
Graphics.update
end
@temp_sprite.dispose
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面情报
update
# 如果画面被切换的话就中断循环
if $scene != self
break
end
end
# 释放游戏结束图形
@sprite.bitmap.dispose
@sprite.dispose
# 执行过度
Graphics.transition(0)
# 准备过渡
if $BTEST
$scene = nil
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 按下 C 键的情况下
if Input.trigger?(Input::C)
for i in 0..30
@sprite.opacity -=10
Graphics.update
end
# 切换到标题画面
$scene = Scene_Title.new
end
end
end
#==============================================================================
# ■ Scene_Title
#------------------------------------------------------------------------------
# 处理标题画面的类。
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# ● 住处理
#--------------------------------------------------------------------------
def main
# 战斗测试的情况下
if $BTEST
battle_test
return
end
# 载入数据库
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
# 生成系统对像
$game_system = Game_System.new
# 生成标题图形
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
@sprite.opacity = 0
# 生成命令窗口
s1 = "新游戏"
s2 = "继续"
s3 = "退出"
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.back_opacity = 160
@command_window.x = $width /2 - @command_window.width / 2
@command_window.y = $height /2 +132
# 判定继续的有效性
# 存档文件一个也不存在的时候也调查
# 有効为 @continue_enabled 为 true、無効为 false
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
# 继续为有效的情况下、光标停止在继续上
# 无效的情况下、继续的文字显示为灰色
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
# 演奏标题 BGM
$game_system.bgm_play($data_system.title_bgm)
# 停止演奏 ME、BGS
Audio.me_stop
Audio.bgs_stop
# 执行过渡
Graphics.transition(0)
# 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
# 如果画面被切换就中断循环
if $scene != self
break
end
end
# 装备过渡
Graphics.freeze
# 释放命令窗口
@command_window.dispose
# 释放标题图形
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
if @sprite.opacity < 255
@sprite.opacity += 15
end
# 刷新命令窗口
@command_window.update
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 命令窗口的光标位置的分支
case @command_window.index
when 0 # 新游戏
command_new_game
when 1 # 继续
command_continue
when 2 # 退出
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# ● 命令 : 新游戏
#--------------------------------------------------------------------------
def command_new_game
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 停止 BGM
Audio.bgm_stop
# 重置测量游戏时间用的画面计数器
Graphics.frame_count = 0
# 生成各种游戏对像
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# 设置初期同伴位置
$game_party.setup_starting_members
# 设置初期位置的地图
$game_map.setup($data_system.start_map_id)
# 主角向初期位置移动
$game_player.moveto($data_system.start_x, $data_system.start_y)
# 刷新主角
$game_player.refresh
# 执行地图设置的 BGM 与 BGS 的自动切换
$game_map.autoplay
# 刷新地图 (执行并行事件)
$game_map.update
# 切换地图画面
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# ● 命令 : 继续
#--------------------------------------------------------------------------
def command_continue
# 继续无效的情况下
unless @continue_enabled
# 演奏无效 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到读档画面
$scene = Scene_Load.new
end
#--------------------------------------------------------------------------
# ● 命令 : 退出
#--------------------------------------------------------------------------
def command_shutdown
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# BGM、BGS、ME 的淡入淡出
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# 退出
tempBitmap = Sprite.new
tempBitmap.bitmap = Bitmap.new($width,$height)
tempBitmap.bitmap.fill_rect(0, 0, $width, $height, Color.new(0,0,0,255))
tempBitmap.opacity = 0
for i in 0..20
tempBitmap.opacity+=14
Graphics.update
end
$scene = nil
end
#--------------------------------------------------------------------------
# ● 战斗测试
#--------------------------------------------------------------------------
def battle_test
# 载入数据库 (战斗测试用)
$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")
# 重置测量游戏时间用的画面计数器
Graphics.frame_count = 0
# 生成各种游戏对像
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# 设置战斗测试用同伴
$game_party.setup_battle_test_members
# 设置队伍 ID、可以逃走标志、战斗背景
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
# 演奏战斗开始 BGM
$game_system.se_play($data_system.battle_start_se)
# 演奏战斗 BGM
$game_system.bgm_play($game_system.battle_bgm)
# 切换到战斗画面
$scene = Scene_Battle.new
end
end
#==============================================================================
# ■ Scene_Map
#------------------------------------------------------------------------------
# 处理地图画面的类。
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成活动块
@spriteset = Spriteset_Map.new
# 生成信息窗口
@message_window = Window_Message.new
tempBitmap = Sprite.new
tempBitmap.bitmap = Bitmap.new($width,$height)
tempBitmap.bitmap.fill_rect(0, 0, $width, $height, Color.new(0,0,0,255))
# 执行过渡
Graphics.transition(0)
for i in 0..10
tempBitmap.opacity-=25
Graphics.update
end
tempBitmap.bitmap.dispose
tempBitmap.dispose
# 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
# 标题画面切换中的情况下
if $scene.is_a?(Scene_Title)
@message_window.dispose
tempBitmap = Sprite.new
tempBitmap.bitmap = Bitmap.new($width,$height)
tempBitmap.bitmap.fill_rect(0, 0, $width, $height, Color.new(0,0,0,255))
tempBitmap.opacity = 0
for i in 0..25
tempBitmap.opacity +=11
Graphics.update
end
tempBitmap.bitmap.dispose
tempBitmap.dispose
Graphics.transition(0)
@spriteset.dispose
else
@message_window.dispose
@spriteset.dispose
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 循环
loop do
# 按照地图、实例、主角的顺序刷新
# (本更新顺序不会在的满足事件的执行条件下成为给予角色瞬间移动
# 的机会的重要因素)
$game_map.update
$game_system.map_interpreter.update
$game_player.update
# 系统 (计时器)、画面刷新
$game_system.update
$game_screen.update
# 如果主角在场所移动中就中断循环
unless $game_temp.player_transferring
break
end
# 执行场所移动
transfer_player
# 处理过渡中的情况下、中断循环
if $game_temp.transition_processing
break
end
end
# 刷新活动块
@spriteset.update
# 刷新信息窗口
@message_window.update
# 游戏结束的情况下
if $game_temp.gameover
# 切换的游戏结束画面
$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
# 处理过渡中的情况下
if $game_temp.transition_processing
# 清除过渡处理中标志
$game_temp.transition_processing = false
# 执行过渡
Graphics.transition(0)
end
# 显示信息窗口中的情况下
if $game_temp.message_window_showing
return
end
# 遇敌计数为 0 且、且遇敌列表不为空的情况下
if $game_player.encounter_count == 0 and $game_map.encounter_list != []
# 不是在事件执行中或者禁止遇敌中
unless $game_system.map_interpreter.running? or
$game_system.encounter_disabled
# 确定队伍
n = rand($game_map.encounter_list.size)
troop_id = $game_map.encounter_list[n]
# 队伍有效的话
if $data_troops[troop_id] != nil
# 设置调用战斗标志
$game_temp.battle_calling = true
$game_temp.battle_troop_id = troop_id
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
end
end
end
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 不是在事件执行中或菜单禁止中
unless $game_system.map_interpreter.running? or
$game_system.menu_disabled
# 设置菜单调用标志以及 SE 演奏
$game_temp.menu_calling = true
$game_temp.menu_beep = true
end
end
# 调试模式为 ON 并且按下 F9 键的情况下
if $DEBUG and Input.press?(Input::F9)
# 设置调用调试标志
$game_temp.debug_calling = true
end
# 不在主角移动中的情况下
unless $game_player.moving?
# 执行各种画面的调用
if $game_temp.battle_calling
call_battle
elsif $game_temp.shop_calling
call_shop
elsif $game_temp.name_calling
call_name
elsif $game_temp.menu_calling
call_menu
elsif $game_temp.save_calling
call_save
elsif $game_temp.debug_calling
call_debug
end
end
end
#--------------------------------------------------------------------------
# ● 调用战斗
#--------------------------------------------------------------------------
def call_battle
# 清除战斗调用标志
$game_temp.battle_calling = false
# 清除菜单调用标志
$game_temp.menu_calling = false
$game_temp.menu_beep = false
# 生成遇敌计数
$game_player.make_encounter_count
# 记忆地图 BGM 、停止 BGM
$game_temp.map_bgm = $game_system.playing_bgm
$game_system.bgm_stop
# 演奏战斗开始 SE
$game_system.se_play($data_system.battle_start_se)
# 演奏战斗 BGM
$game_system.bgm_play($game_system.battle_bgm)
# 矫正主角姿势
$game_player.straighten
# 切换到战斗画面
$scene = Scene_Battle.new
end
#--------------------------------------------------------------------------
# ● 调用商店
#--------------------------------------------------------------------------
def call_shop
# 清除商店调用标志
$game_temp.shop_calling = false
# 矫正主角姿势
$game_player.straighten
# 切换到商店画面
$scene = Scene_Shop.new
end
#--------------------------------------------------------------------------
# ● 调用名称输入
#--------------------------------------------------------------------------
def call_name
# 清除商店调用名称输入标志
$game_temp.name_calling = false
# 矫正主角姿势
$game_player.straighten
# 切换到名称输入画面
$scene = Scene_Name.new
end
#--------------------------------------------------------------------------
# ● 调用菜单
#--------------------------------------------------------------------------
def call_menu
# 清除商店调用菜单标志
$game_temp.menu_calling = false
# 已经设置了菜单 SE 演奏标志的情况下
if $game_temp.menu_beep
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 清除菜单演奏 SE 标志
$game_temp.menu_beep = false
end
# 矫正主角姿势
$game_player.straighten
# 切换到菜单画面
$scene = Scene_Menu.new
end
#--------------------------------------------------------------------------
# ● 调用存档
#--------------------------------------------------------------------------
def call_save
# 矫正主角姿势
$game_player.straighten
# 切换到存档画面
$scene = Scene_Save.new
end
#--------------------------------------------------------------------------
# ● 调用调试
#--------------------------------------------------------------------------
def call_debug
# 清除商店调用调试标志
$game_temp.debug_calling = false
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 矫正主角姿势
$game_player.straighten
# 切换到调试画面
$scene = Scene_Debug.new
end
#--------------------------------------------------------------------------
# ● 主角的场所移动
#--------------------------------------------------------------------------
def transfer_player
# 清除主角场所移动调试标志
$game_temp.player_transferring = false
# 移动目标与现在的地图有差异的情况下
if $game_map.map_id != $game_temp.player_new_map_id
# 设置新地图
$game_map.setup($game_temp.player_new_map_id)
end
# 设置主角位置
$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
# 设置主角朝向
case $game_temp.player_new_direction
when 2 # 下
$game_player.turn_down
when 4 # 左
$game_player.turn_left
when 6 # 右
$game_player.turn_right
when 8 # 上
$game_player.turn_up
end
# 矫正主角姿势
$game_player.straighten
# 刷新地图 (执行并行事件)
$game_map.update
# 在生成活动块
@spriteset.dispose
@spriteset = Spriteset_Map.new
# 处理过渡中的情况下
if $game_temp.transition_processing
# 清除过渡处理中标志
$game_temp.transition_processing = false
# 执行过渡
$_t_Bitmap=Sprite.new
$_t_Bitmap.bitmap = Bitmap.new($width,$height)
$_t_Bitmap.bitmap.fill_rect(0,0,$width,$height,Color.new(0,0,0,255))
Graphics.transition(0)
for i in 0..10
$_t_Bitmap.opacity-=26
Graphics.update
end
$_t_Bitmap.bitmap.dispose
$_t_Bitmap.dispose
end
# 执行地图设置的 BGM、BGS 的自动切换
$game_map.autoplay
# 设置画面
Graphics.frame_reset
# 刷新输入信息
Input.update
end
end
#==============================================================================
# ■ Interpreter (分割定义 5)
#------------------------------------------------------------------------------
# 执行事件命令的注释器。本类在 Game_System 类
# 和 Game_Event 类的内部使用。
#==============================================================================
class Interpreter
#--------------------------------------------------------------------------
# ● 场所移动
#--------------------------------------------------------------------------
def command_201
# 战斗中的情况
if $game_temp.in_battle
# 继续
return true
end
# 场所移动中、信息显示中、过渡处理中的情况下
if $game_temp.player_transferring or
$game_temp.message_window_showing or
$game_temp.transition_processing
# 结束
return false
end
# 设置场所移动标志
$game_temp.player_transferring = true
# 指定方法为 [直接指定] 的情况下
if @parameters[0] == 0
# 设置主角的移动目标
$game_temp.player_new_map_id = @parameters[1]
$game_temp.player_new_x = @parameters[2]
$game_temp.player_new_y = @parameters[3]
$game_temp.player_new_direction = @parameters[4]
# 指定方法为 [使用变量指定] 的情况下
else
# 设置主角的移动目标
$game_temp.player_new_map_id = $game_variables[@parameters[1]]
$game_temp.player_new_x = $game_variables[@parameters[2]]
$game_temp.player_new_y = $game_variables[@parameters[3]]
$game_temp.player_new_direction = @parameters[4]
end
# 推进索引
@index += 1
# 有淡入淡出的情况下
if @parameters[5] == 0
# 准备过渡
tempBitmap = Sprite.new
tempBitmap.bitmap = Bitmap.new($width,$height)
tempBitmap.bitmap.fill_rect(0, 0, $width, $height, Color.new(0,0,0,255))
tempBitmap.opacity = 0
for i in 0..10
tempBitmap.opacity+=26
Graphics.update
end
Graphics.freeze
tempBitmap.bitmap.dispose
tempBitmap.dispose
# 设置过渡处理中标志
$game_temp.transition_processing = true
$game_temp.transition_name = ""
end
# 结束
return false
end
#--------------------------------------------------------------------------
# ● 设置事件位置
#--------------------------------------------------------------------------
def command_202
# 战斗中的情况下
if $game_temp.in_battle
# 继续
return true
end
# 获取角色
character = get_character(@parameters[0])
# 角色不存在的情况下
if character == nil
# 继续
return true
end
# 指定方法为 [直接指定] 的情况下
if @parameters[1] == 0
# 设置角色的位置
character.moveto(@parameters[2], @parameters[3])
# 指定方法为 [使用变量指定] 的情况下
elsif @parameters[1] == 1
# 设置角色的位置
character.moveto($game_variables[@parameters[2]],
$game_variables[@parameters[3]])
# 指定方法为 [与其它事件交换] 的情况下
else
old_x = character.x
old_y = character.y
character2 = get_character(@parameters[2])
if character2 != nil
character.moveto(character2.x, character2.y)
character2.moveto(old_x, old_y)
end
end
# 设置觉得的朝向
case @parameters[4]
when 8 # 上
character.turn_up
when 6 # 右
character.turn_right
when 2 # 下
character.turn_down
when 4 # 左
character.turn_left
end
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 地图的滚动
#--------------------------------------------------------------------------
def command_203
# 战斗中的情况下
if $game_temp.in_battle
# 继续
return true
end
# 已经在滚动中的情况下
if $game_map.scrolling?
# 结束
return false
end
# 开始滚动
$game_map.start_scroll(@parameters[0], @parameters[1], @parameters[2])
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 更改地图设置
#--------------------------------------------------------------------------
def command_204
case @parameters[0]
when 0 # 远景
$game_map.panorama_name = @parameters[1]
$game_map.panorama_hue = @parameters[2]
when 1 # 雾
$game_map.fog_name = @parameters[1]
$game_map.fog_hue = @parameters[2]
$game_map.fog_opacity = @parameters[3]
$game_map.fog_blend_type = @parameters[4]
$game_map.fog_zoom = @parameters[5]
$game_map.fog_sx = @parameters[6]
$game_map.fog_sy = @parameters[7]
when 2 # 战斗背景
$game_map.battleback_name = @parameters[1]
$game_temp.battleback_name = @parameters[1]
end
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 更改雾的色调
#--------------------------------------------------------------------------
def command_205
# 开始更改色调
$game_map.start_fog_tone_change(@parameters[0], @parameters[1] * 2)
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 更改雾的不透明度
#--------------------------------------------------------------------------
def command_206
# 开始更改不透明度
$game_map.start_fog_opacity_change(@parameters[0], @parameters[1] * 2)
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 显示动画
#--------------------------------------------------------------------------
def command_207
# 获取角色
character = get_character(@parameters[0])
# 角色不存在的情况下
if character == nil
# 继续
return true
end
# 设置动画 ID
character.animation_id = @parameters[1]
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 更改透明状态
#--------------------------------------------------------------------------
def command_208
# 设置主角的透明状态
$game_player.transparent = (@parameters[0] == 0)
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 设置移动路线
#--------------------------------------------------------------------------
def command_209
# 获取角色
character = get_character(@parameters[0])
# 角色不存在的情况下
if character == nil
# 继续
return true
end
# 强制移动路线
character.force_move_route(@parameters[1])
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 移动结束后等待
#--------------------------------------------------------------------------
def command_210
# 如果不在战斗中
unless $game_temp.in_battle
# 设置移动结束后待机标志
@move_route_waiting = true
end
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 开始过渡
#--------------------------------------------------------------------------
def command_221
# 显示信息窗口中的情况下
if $game_temp.message_window_showing
# 结束
return false
end
# 准备过渡
Graphics.freeze
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 执行过渡
#--------------------------------------------------------------------------
def command_222
# 已经设置了过渡处理中标志的情况下
if $game_temp.transition_processing
# 结束
return false
end
# 设置过渡处理中标志
$game_temp.transition_processing = true
$game_temp.transition_name = @parameters[0]
# 推进索引
@index += 1
# 结束
return false
end
#--------------------------------------------------------------------------
# ● 更改画面色调
#--------------------------------------------------------------------------
def command_223
# 开始更改色调
$game_screen.start_tone_change(@parameters[0], @parameters[1] * 2)
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 画面闪烁
#--------------------------------------------------------------------------
def command_224
# 开始闪烁
$game_screen.start_flash(@parameters[0], @parameters[1] * 2)
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 画面震动
#--------------------------------------------------------------------------
def command_225
# 震动开始
$game_screen.start_shake(@parameters[0], @parameters[1],
@parameters[2] * 2)
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 显示图片
#--------------------------------------------------------------------------
def command_231
# 获取图片编号
number = @parameters[0] + ($game_temp.in_battle ? 50 : 0)
# 指定方法为 [直接指定] 的情况下
if @parameters[3] == 0
x = @parameters[4]
y = @parameters[5]
# 指定方法为 [使用变量指定] 的情况下
else
x = $game_variables[@parameters[4]]
y = $game_variables[@parameters[5]]
end
# 显示图片
$game_screen.pictures[number].show(@parameters[1], @parameters[2],
x, y, @parameters[6], @parameters[7], @parameters[8], @parameters[9])
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 移动图片
#--------------------------------------------------------------------------
def command_232
# 获取图片编号
number = @parameters[0] + ($game_temp.in_battle ? 50 : 0)
# 指定方法为 [直接指定] 的情况下
if @parameters[3] == 0
x = @parameters[4]
y = @parameters[5]
# 指定方法为 [使用变量指定] 的情况下
else
x = $game_variables[@parameters[4]]
y = $game_variables[@parameters[5]]
end
# 移动图片
$game_screen.pictures[number].move(@parameters[1] * 2, @parameters[2],
x, y, @parameters[6], @parameters[7], @parameters[8], @parameters[9])
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 旋转图片
#--------------------------------------------------------------------------
def command_233
# 获取图片编号
number = @parameters[0] + ($game_temp.in_battle ? 50 : 0)
# 设置旋转速度
$game_screen.pictures[number].rotate(@parameters[1])
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 更改图片色调
#--------------------------------------------------------------------------
def command_234
# 获取图片编号
number = @parameters[0] + ($game_temp.in_battle ? 50 : 0)
# 开始更改色调
$game_screen.pictures[number].start_tone_change(@parameters[1],
@parameters[2] * 2)
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 删除图片
#--------------------------------------------------------------------------
def command_235
# 获取图片编号
number = @parameters[0] + ($game_temp.in_battle ? 50 : 0)
# 删除图片
$game_screen.pictures[number].erase
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 天候设置
#--------------------------------------------------------------------------
def command_236
# 设置天候
$game_screen.weather(@parameters[0], @parameters[1], @parameters[2])
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 演奏 BGM
#--------------------------------------------------------------------------
def command_241
# 演奏 BGM
$game_system.bgm_play(@parameters[0])
# 继续
return true
end
#--------------------------------------------------------------------------
# ● BGM 的淡入淡出
#--------------------------------------------------------------------------
def command_242
# 淡入淡出 BGM
$game_system.bgm_fade(@parameters[0])
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 演奏 BGS
#--------------------------------------------------------------------------
def command_245
# 演奏 BGS
$game_system.bgs_play(@parameters[0])
# 继续
return true
end
#--------------------------------------------------------------------------
# ● BGS 的淡入淡出
#--------------------------------------------------------------------------
def command_246
# 淡入淡出 BGS
$game_system.bgs_fade(@parameters[0])
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 记忆 BGM / BGS
#--------------------------------------------------------------------------
def command_247
# 记忆 BGM / BGS
$game_system.bgm_memorize
$game_system.bgs_memorize
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 还原 BGM / BGS
#--------------------------------------------------------------------------
def command_248
# 还原 BGM / BGS
$game_system.bgm_restore
$game_system.bgs_restore
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 演奏 ME
#--------------------------------------------------------------------------
def command_249
# 演奏 ME
$game_system.me_play(@parameters[0])
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 演奏 SE
#--------------------------------------------------------------------------
def command_250
# 演奏 SE
$game_system.se_play(@parameters[0])
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 停止 SE
#--------------------------------------------------------------------------
def command_251
# 停止 SE
Audio.se_stop
# 继续
return true
end
end
#==============================================================================
# ■ Game_Enemy
#------------------------------------------------------------------------------
# 处理敌人的类。本类在 Game_Troop 类 ($game_troop) 的
# 内部使用。
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● 初始化对像
# troop_id : 循环 ID
# member_index : 循环成员的索引
#--------------------------------------------------------------------------
def initialize(troop_id, member_index)
super()
@troop_id = troop_id
@member_index = member_index
troop = $data_troops[@troop_id]
@enemy_id = troop.members[@member_index].enemy_id
enemy = $data_enemies[@enemy_id]
@battler_name = enemy.battler_name
@battler_hue = enemy.battler_hue
@hp = maxhp
@sp = maxsp
@hidden = troop.members[@member_index].hidden
@immortal = troop.members[@member_index].immortal
end
#--------------------------------------------------------------------------
# ● 获取敌人 ID
#--------------------------------------------------------------------------
def id
return @enemy_id
end
#--------------------------------------------------------------------------
# ● 获取索引
#--------------------------------------------------------------------------
def index
return @member_index
end
#--------------------------------------------------------------------------
# ● 获取名称
#--------------------------------------------------------------------------
def name
return $data_enemies[@enemy_id].name
end
#--------------------------------------------------------------------------
# ● 获取基本 MaxHP
#--------------------------------------------------------------------------
def base_maxhp
return $data_enemies[@enemy_id].maxhp
end
#--------------------------------------------------------------------------
# ● 获取基本 MaxSP
#--------------------------------------------------------------------------
def base_maxsp
return $data_enemies[@enemy_id].maxsp
end
#--------------------------------------------------------------------------
# ● 获取基本力量
#--------------------------------------------------------------------------
def base_str
return $data_enemies[@enemy_id].str
end
#--------------------------------------------------------------------------
# ● 获取基本灵巧
#--------------------------------------------------------------------------
def base_dex
return $data_enemies[@enemy_id].dex
end
#--------------------------------------------------------------------------
# ● 获取基本速度
#--------------------------------------------------------------------------
def base_agi
return $data_enemies[@enemy_id].agi
end
#--------------------------------------------------------------------------
# ● 获取基本魔力
#--------------------------------------------------------------------------
def base_int
return $data_enemies[@enemy_id].int
end
#--------------------------------------------------------------------------
# ● 获取基本攻击力
#--------------------------------------------------------------------------
def base_atk
return $data_enemies[@enemy_id].atk
end
#--------------------------------------------------------------------------
# ● 获取基本物理防御
#--------------------------------------------------------------------------
def base_pdef
return $data_enemies[@enemy_id].pdef
end
#--------------------------------------------------------------------------
# ● 获取基本魔法防御
#--------------------------------------------------------------------------
def base_mdef
return $data_enemies[@enemy_id].mdef
end
#--------------------------------------------------------------------------
# ● 获取基本回避修正
#--------------------------------------------------------------------------
def base_eva
return $data_enemies[@enemy_id].eva
end
#--------------------------------------------------------------------------
# ● 普通攻击 获取攻击方动画 ID
#--------------------------------------------------------------------------
def animation1_id
return $data_enemies[@enemy_id].animation1_id
end
#--------------------------------------------------------------------------
# ● 普通攻击 获取对像方动画 ID
#--------------------------------------------------------------------------
def animation2_id
return $data_enemies[@enemy_id].animation2_id
end
#--------------------------------------------------------------------------
# ● 获取属性修正值
# element_id : 属性 ID
#--------------------------------------------------------------------------
def element_rate(element_id)
# 获取对应属性有效度的数值
table = [0,200,150,100,50,0,-100]
result = table[$data_enemies[@enemy_id].element_ranks[element_id]]
# 状态能防御本属性的情况下效果减半
for i in @states
if $data_states[i].guard_element_set.include?(element_id)
result /= 2
end
end
# 过程结束
return result
end
#--------------------------------------------------------------------------
# ● 获取属性有效度
#--------------------------------------------------------------------------
def state_ranks
return $data_enemies[@enemy_id].state_ranks
end
#--------------------------------------------------------------------------
# ● 属性防御判定
# state_id : 状态 ID
#--------------------------------------------------------------------------
def state_guard?(state_id)
return false
end
#--------------------------------------------------------------------------
# ● 获取普通攻击属性
#--------------------------------------------------------------------------
def element_set
return []
end
#--------------------------------------------------------------------------
# ● 获取普通攻击的状态变化 (+)
#--------------------------------------------------------------------------
def plus_state_set
return []
end
#--------------------------------------------------------------------------
# ● 获取普通攻击的状态变化 (-)
#--------------------------------------------------------------------------
def minus_state_set
return []
end
#--------------------------------------------------------------------------
# ● 获取行动
#--------------------------------------------------------------------------
def actions
return $data_enemies[@enemy_id].actions
end
#--------------------------------------------------------------------------
# ● 获取 EXP
#--------------------------------------------------------------------------
def exp
return $data_enemies[@enemy_id].exp
end
#--------------------------------------------------------------------------
# ● 获取金钱
#--------------------------------------------------------------------------
def gold
return $data_enemies[@enemy_id].gold
end
#--------------------------------------------------------------------------
# ● 获取物品 ID
#--------------------------------------------------------------------------
def item_id
return $data_enemies[@enemy_id].item_id
end
#--------------------------------------------------------------------------
# ● 获取武器 ID
#--------------------------------------------------------------------------
def weapon_id
return $data_enemies[@enemy_id].weapon_id
end
#--------------------------------------------------------------------------
# ● 获取放具 ID
#--------------------------------------------------------------------------
def armor_id
return $data_enemies[@enemy_id].armor_id
end
#--------------------------------------------------------------------------
# ● 获取宝物出现率
#--------------------------------------------------------------------------
def treasure_prob
return $data_enemies[@enemy_id].treasure_prob
end
#--------------------------------------------------------------------------
# ● 取得战斗画面 X 坐标
#--------------------------------------------------------------------------
def screen_x
return $data_troops[@troop_id].members[@member_index].x*$width/640
end
#--------------------------------------------------------------------------
# ● 取得战斗画面 Y 坐标
#--------------------------------------------------------------------------
def screen_y
return $data_troops[@troop_id].members[@member_index].y*$height/480
end
#--------------------------------------------------------------------------
# ● 取得战斗画面 Z 坐标
#--------------------------------------------------------------------------
def screen_z
return screen_y
end
#--------------------------------------------------------------------------
# ● 逃跑
#--------------------------------------------------------------------------
def escape
# 设置击中标志
@hidden = true
# 清除当前行动
self.current_action.clear
end
#--------------------------------------------------------------------------
# ● 变身
# enemy_id : 变身为的敌人 ID
#--------------------------------------------------------------------------
def transform(enemy_id)
# 更改敌人 ID
@enemy_id = enemy_id
# 更改战斗图形
@battler_name = $data_enemies[@enemy_id].battler_name
@battler_hue = $data_enemies[@enemy_id].battler_hue
# 在生成行动
make_action
end
#--------------------------------------------------------------------------
# ● 生成行动
#--------------------------------------------------------------------------
def make_action
# 清除当前行动
self.current_action.clear
# 无法行动的情况
unless self.movable?
# 过程结束
return
end
# 抽取现在有效的行动
available_actions = []
rating_max = 0
for action in self.actions
# 确认回合条件
n = $game_temp.battle_turn
a = action.condition_turn_a
b = action.condition_turn_b
if (b == 0 and n != a) or
(b > 0 and (n < 1 or n < a or n % b != a % b))
next
end
# 确认 HP 条件
if self.hp * 100.0 / self.maxhp > action.condition_hp
next
end
# 确认等级条件
if $game_party.max_level < action.condition_level
next
end
# 确认开关条件
switch_id = action.condition_switch_id
if switch_id > 0 and $game_switches[switch_id] == false
next
end
# 符合条件 : 添加本行动
available_actions.push(action)
if action.rating > rating_max
rating_max = action.rating
end
end
# 最大概率值作为 3 合计计算(0 除外)
ratings_total = 0
for action in available_actions
if action.rating > rating_max - 3
ratings_total += action.rating - (rating_max - 3)
end
end
# 概率合计不为 0 的情况下
if ratings_total > 0
# 生成随机数
value = rand(ratings_total)
# 设置对应生成随机数的当前行动
for action in available_actions
if action.rating > rating_max - 3
if value < action.rating - (rating_max - 3)
self.current_action.kind = action.kind
self.current_action.basic = action.basic
self.current_action.skill_id = action.skill_id
self.current_action.decide_random_target_for_enemy
return
else
value -= action.rating - (rating_max - 3)
end
end
end
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
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_accessor :tileset_name # 元件 文件名
attr_accessor :autotile_names # 自动元件 文件名
attr_accessor :panorama_name # 全景 文件名
attr_accessor :panorama_hue # 全景 色相
attr_accessor :fog_name # 雾 文件名
attr_accessor :fog_hue # 雾 色相
attr_accessor :fog_opacity # 雾 不透明度
attr_accessor :fog_blend_type # 雾 混合方式
attr_accessor :fog_zoom # 雾 放大率
attr_accessor :fog_sx # 雾 SX
attr_accessor :fog_sy # 雾 SY
attr_accessor :battleback_name # 战斗背景 文件名
attr_accessor :display_x # 显示 X 坐标 * 128
attr_accessor :display_y # 显示 Y 坐标 * 128
attr_accessor :need_refresh # 刷新要求标志
attr_reader :passages # 通行表
attr_reader :priorities # 优先表
attr_reader :terrain_tags # 地形标记表
attr_reader :events # 事件
attr_reader :fog_ox # 雾 原点 X 坐标
attr_reader :fog_oy # 雾 原点 Y 坐标
attr_reader :fog_tone # 雾 色调
#--------------------------------------------------------------------------
# ● 初始化条件
#--------------------------------------------------------------------------
def initialize
@map_id = 0
@display_x = 0
@display_y = 0
end
#--------------------------------------------------------------------------
# ● 设置
# map_id : 地图 ID
#--------------------------------------------------------------------------
def setup(map_id)
# 地图 ID 记录到 @map_id
@map_id = map_id
# 地图文件装载后、设置到 @map
@map = load_data(sprintf("Data/Map%03d.rxdata", @map_id))
# 定义实例变量设置地图元件信息
tileset = $data_tilesets[@map.tileset_id]
@tileset_name = tileset.tileset_name
@autotile_names = tileset.autotile_names
@panorama_name = tileset.panorama_name
@panorama_hue = tileset.panorama_hue
@fog_name = tileset.fog_name
@fog_hue = tileset.fog_hue
@fog_opacity = tileset.fog_opacity
@fog_blend_type = tileset.fog_blend_type
@fog_zoom = tileset.fog_zoom
@fog_sx = tileset.fog_sx
@fog_sy = tileset.fog_sy
@battleback_name = tileset.battleback_name
@passages = tileset.passages
@priorities = tileset.priorities
@terrain_tags = tileset.terrain_tags
# 初始化显示坐标
@display_x = 0
@display_y = 0
# 清除刷新要求标志
@need_refresh = false
# 设置地图事件数据
@events = {}
for i in @map.events.keys
@events[i] = Game_Event.new(@map_id, @map.events[i])
end
# 设置公共事件数据
@common_events = {}
for i in 1...$data_common_events.size
@common_events[i] = Game_CommonEvent.new(i)
end
# 初始化雾的各种信息
@fog_ox = 0
@fog_oy = 0
@fog_tone = Tone.new(0, 0, 0, 0)
@fog_tone_target = Tone.new(0, 0, 0, 0)
@fog_tone_duration = 0
@fog_opacity_duration = 0
@fog_opacity_target = 0
# 初始化滚动信息
@scroll_direction = 2
@scroll_rest = 0
@scroll_speed = 4
end
#--------------------------------------------------------------------------
# ● 获取地图 ID
#--------------------------------------------------------------------------
def map_id
return @map_id
end
#--------------------------------------------------------------------------
# ● 获取宽度
#--------------------------------------------------------------------------
def width
return @map.width
end
#--------------------------------------------------------------------------
# ● 获取高度
#--------------------------------------------------------------------------
def height
return @map.height
end
#--------------------------------------------------------------------------
# ● 获取遇敌列表
#--------------------------------------------------------------------------
def encounter_list
return @map.encounter_list
end
#--------------------------------------------------------------------------
# ● 获取遇敌步数
#--------------------------------------------------------------------------
def encounter_step
return @map.encounter_step
end
#--------------------------------------------------------------------------
# ● 获取地图数据
#--------------------------------------------------------------------------
def data
return @map.data
end
#--------------------------------------------------------------------------
# ● BGM / BGS 自动切换
#--------------------------------------------------------------------------
def autoplay
if @map.autoplay_bgm
$game_system.bgm_play(@map.bgm)
end
if @map.autoplay_bgs
$game_system.bgs_play(@map.bgs)
end
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
# 地图 ID 有效
if @map_id > 0
# 刷新全部的地图事件
for event in @events.values
event.refresh
end
# 刷新全部的公共事件
for common_event in @common_events.values
common_event.refresh
end
end
# 清除刷新要求标志
@need_refresh = false
end
#--------------------------------------------------------------------------
# ● 滚动
# distance : 滚动距离
#--------------------------------------------------------------------------
def scroll_down(distance)
@display_y = [@display_y + distance, (self.height - ($height / 32.0)) * 128].min
end
#--------------------------------------------------------------------------
def scroll_left(distance)
@display_x = [@display_x - distance, 0].max
end
#--------------------------------------------------------------------------
def scroll_right(distance)
@display_x = [@display_x + distance, (self.width - ($width / 32.0)) * 128].min
end
#--------------------------------------------------------------------------
def scroll_up(distance)
@display_y = [@display_y - distance, 0].max
end
#--------------------------------------------------------------------------
# ● 有效坐标判定
# x : X 坐标
# y : Y 坐标
#--------------------------------------------------------------------------
def valid?(x, y)
return (x >= 0 and x < width and y >= 0 and y < height)
end
#--------------------------------------------------------------------------
# ● 可以通行判定
# x : X 坐标
# y : Y 坐标
# d : 方向 (0,2,4,6,8,10)
# ※ 0,10 = 全方向不能通行的情况的判定 (跳跃等)
# self_event : 自己 (判定事件可以通行的情况下)
#--------------------------------------------------------------------------
def passable?(x, y, d, self_event = nil)
# 被给予的坐标地图外的情况下
unless valid?(x, y)
# 不能通行
return false
end
# 方向 (0,2,4,6,8,10) 与障碍物接触 (0,1,2,4,8,0) 后变换
bit = (1 << (d / 2 - 1)) & 0x0f
# 循环全部的事件
for event in events.values
# 自己以外的元件与坐标相同的情况
if event.tile_id >= 0 and event != self_event and
event.x == x and event.y == y and not event.through
# 如果障碍物的接触被设置的情况下
if @passages[event.tile_id] & bit != 0
# 不能通行
return false
# 如果全方向的障碍物的接触被设置的情况下
elsif @passages[event.tile_id] & 0x0f == 0x0f
# 不能通行
return false
# 这以外的优先度为 0 的情况下
elsif @priorities[event.tile_id] == 0
# 可以通行
return true
end
end
end
# 从层按从上到下的顺序调查循环
for i in [2, 1, 0]
# 取得元件 ID
tile_id = data[x, y, i]
# 取得元件 ID 失败
if tile_id == nil
# 不能通行
return false
# 如果障碍物的接触被设置的情况下
elsif @passages[tile_id] & bit != 0
# 不能通行
return false
# 如果全方向的障碍物的接触被设置的情况下
elsif @passages[tile_id] & 0x0f == 0x0f
# 不能通行
return false
# 这以外的优先度为 0 的情况下
elsif @priorities[tile_id] == 0
# 可以通行
return true
end
end
# 可以通行
return true
end
#--------------------------------------------------------------------------
# ● 茂密判定
# x : X 坐标
# y : Y 坐标
#--------------------------------------------------------------------------
def bush?(x, y)
if @map_id != 0
for i in [2, 1, 0]
tile_id = data[x, y, i]
if tile_id == nil
return false
elsif @passages[tile_id] & 0x40 == 0x40
return true
end
end
end
return false
end
#--------------------------------------------------------------------------
# ● 反击判定
# x : X 坐标
# y : Y 坐标
#--------------------------------------------------------------------------
def counter?(x, y)
if @map_id != 0
for i in [2, 1, 0]
tile_id = data[x, y, i]
if tile_id == nil
return false
elsif @passages[tile_id] & 0x80 == 0x80
return true
end
end
end
return false
end
#--------------------------------------------------------------------------
# ● 地获取地形标志
# x : X 坐标
# y : Y 坐标
#--------------------------------------------------------------------------
def terrain_tag(x, y)
if @map_id != 0
for i in [2, 1, 0]
tile_id = data[x, y, i]
if tile_id == nil
return 0
elsif @terrain_tags[tile_id] > 0
return @terrain_tags[tile_id]
end
end
end
return 0
end
#--------------------------------------------------------------------------
# ● 获取指定位置的事件 ID
# x : X 坐标
# y : Y 坐标
#--------------------------------------------------------------------------
def check_event(x, y)
for event in $game_map.events.values
if event.x == x and event.y == y
return event.id
end
end
end
#--------------------------------------------------------------------------
# ● 滚动开始
# direction : 滚动方向
# distance : 滚动距离
# speed : 滚动速度
#--------------------------------------------------------------------------
def start_scroll(direction, distance, speed)
@scroll_direction = direction
@scroll_rest = distance * 128
@scroll_speed = speed
end
#--------------------------------------------------------------------------
# ● 滚动中判定
#--------------------------------------------------------------------------
def scrolling?
return @scroll_rest > 0
end
#--------------------------------------------------------------------------
# ● 开始变更雾的色调
# tone : 色调
# duration : 时间
#--------------------------------------------------------------------------
def start_fog_tone_change(tone, duration)
@fog_tone_target = tone.clone
@fog_tone_duration = duration
if @fog_tone_duration == 0
@fog_tone = @fog_tone_target.clone
end
end
#--------------------------------------------------------------------------
# ● 开始变更雾的不透明度
# opacity : 不透明度
# duration : 时间
#--------------------------------------------------------------------------
def start_fog_opacity_change(opacity, duration)
@fog_opacity_target = opacity * 1.0
@fog_opacity_duration = duration
if @fog_opacity_duration == 0
@fog_opacity = @fog_opacity_target
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 还原必要的地图
if $game_map.need_refresh
refresh
end
# 滚动中的情况下
if @scroll_rest > 0
# 滚动速度变化为地图坐标系的距离
distance = 2 ** @scroll_speed
# 执行滚动
case @scroll_direction
when 2 # 下
scroll_down(distance)
when 4 # 左
scroll_left(distance)
when 6 # 右
scroll_right(distance)
when 8 # 上
scroll_up(distance)
end
# 滚动距离的减法运算
@scroll_rest -= distance
end
# 更新地图事件
for event in @events.values
event.update
end
# 更新公共事件
for common_event in @common_events.values
common_event.update
end
# 处理雾的滚动
@fog_ox -= @fog_sx / 8.0
@fog_oy -= @fog_sy / 8.0
# 处理雾的色调变更
if @fog_tone_duration >= 1
d = @fog_tone_duration
target = @fog_tone_target
@fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
@fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
@fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
@fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
@fog_tone_duration -= 1
end
# 处理雾的不透明度变更
if @fog_opacity_duration >= 1
d = @fog_opacity_duration
@fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
@fog_opacity_duration -= 1
end
end
end
#==============================================================================
# ■ Sprite_Character
#------------------------------------------------------------------------------
# 角色显示用脚本。监视 Game_Character 类的实例、
# 自动变化脚本状态。
#==============================================================================
class Sprite_Character < RPG::Sprite
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_accessor :character # 角色
#--------------------------------------------------------------------------
# ● 初始化对像
# viewport : 查看端口
# character : 角色 (Game_Character)
#--------------------------------------------------------------------------
def initialize(viewport, character = nil)
super(viewport)
@vp = viewport
@character = character
update
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
# 元件 ID、文件名、色相与现在的情况存在差异的情况下
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
# 记忆元件 ID 与文件名、色相
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
# 元件 ID 为有效值的情况下
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
# 元件 ID 为无效值的情况下
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
end
# 设置可视状态
self.visible = (not @character.transparent)
# 图形是角色的情况下
if @tile_id == 0
# 设置传送目标的矩形
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
# 设置脚本的坐标
self.x = @character.screen_x
#if @character == $game_player
if @vp == $viewport5 or @vp == $viewport6
self.y = @character.screen_y-480
self.z = @character.screen_z(@ch)-480
else
self.y = @character.screen_y
self.z = @character.screen_z(@ch)
end
#else
#self.y = @character.screen_y
#self.z = @character.screen_z(@ch)
#end
# 设置不透明度、合成方式、茂密
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
# 动画
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
end
end
class Weather
def initialize(viewport = nil)
@type = 0
@max = 0
@ox = 0
@oy = 0
color1 = Color.new(255, 255, 255, 255)
color2 = Color.new(255, 255, 255, 128)
@rain_bitmap = Bitmap.new(7, 56)
for i in 0..6
@rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1)
end
@storm_bitmap = Bitmap.new(34, 64)
for i in 0..31
@storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2)
@storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1)
@storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2)
end
@snow_bitmap = Bitmap.new(6, 6)
@snow_bitmap.fill_rect(0, 1, 6, 4, color2)
@snow_bitmap.fill_rect(1, 0, 4, 6, color2)
@snow_bitmap.fill_rect(1, 2, 4, 2, color1)
@snow_bitmap.fill_rect(2, 1, 2, 4, color1)
@sprites = []
for i in 1..40
sprite = Sprite.new(viewport)
sprite.z = 1000
sprite.visible = false
sprite.opacity = 0
@sprites.push(sprite)
end
end
def dispose
for sprite in @sprites
sprite.dispose
end
@rain_bitmap.dispose
@storm_bitmap.dispose
@snow_bitmap.dispose
end
def type=(type)
return if @type == type
@type = type
case @type
when 1
bitmap = @rain_bitmap
when 2
bitmap = @storm_bitmap
when 3
bitmap = @snow_bitmap
else
bitmap = nil
end
for i in 1..40
sprite = @sprites[i]
if sprite != nil
sprite.visible = (i <= @max)
sprite.bitmap = bitmap
end
end
end
def ox=(ox)
return if @ox == ox;
@ox = ox
for sprite in @sprites
sprite.ox = @ox
end
end
def oy=(oy)
return if @oy == oy;
@oy = oy
for sprite in @sprites
sprite.oy = @oy
end
end
def max=(max)
return if @max == max;
@max = [[max, 0].max, 40].min
for i in 1..40
sprite = @sprites[i]
if sprite != nil
sprite.visible = (i <= @max)
end
end
end
def update
return if @type == 0
for i in 1..@max
sprite = @sprites[i]
if sprite == nil
break
end
if @type == 1
sprite.x -= 2
sprite.y += 16
sprite.opacity -= 8
end
if @type == 2
sprite.x -= 8
sprite.y += 16
sprite.opacity -= 12
end
if @type == 3
sprite.x -= 2
sprite.y += 8
sprite.opacity -= 8
end
x = sprite.x - @ox
y = sprite.y - @oy
if sprite.opacity < 64 or x < -50 or x > $width+150 or y < -300 or y > $height+100
sprite.x = rand($width+150) - 50 + @ox
sprite.y = rand($height+100) - 200 + @oy
sprite.opacity = 255
end
end
end
attr_reader :type
attr_reader :max
attr_reader :ox
attr_reader :oy
end
复制代码
#==============================================================================
# ■ 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 $game_map 。
#==============================================================================
class Game_Map
attr_accessor :map
attr_accessor :map_id
end
#==============================================================================
# 本脚本的用途请参考制作录像
#==============================================================================
#==============================================================================
# 本脚本来自www.66rpg.com,使用前请参考制作录像
#==============================================================================
# ■ Spriteset_Map
#------------------------------------------------------------------------------
# 处理地图画面活动块和元件的类。本类在
# Scene_Map 类的内部使用。
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
# 生成显示端口
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 200
@viewport3.z = 5000
# 生成元件地图
@tilemap = Tilemap.new(@viewport1)
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@tilemap.map_data = $game_map.data
@tilemap.priorities = $game_map.priorities
# 生成远景平面
@panorama = Plane.new(@viewport1)
@panorama.z = -1000
@panorama2 = Plane.new(@viewport1)
@panorama2.z = 3000
# 生成雾平面
@fog = Plane.new(@viewport1)
@fog.z = 3000
# 生成角色活动块
@character_sprites = []
for i in $game_map.events.keys.sort
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.push(sprite)
end
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
# 生成天气
@weather = RPG::Weather.new(@viewport1)
# 生成图片
@picture_sprites = []
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport2,
$game_screen.pictures[i]))
end
# 生成计时器块
@timer_sprite = Sprite_Timer.new
# 刷新画面
update
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
# 释放元件地图
@tilemap.tileset.dispose
for i in 0..6
@tilemap.autotiles[i].dispose
end
@tilemap.dispose
# 释放远景平面
@panorama.dispose
@panorama2.dispose
# 释放雾平面
@fog.dispose
# 释放角色活动块
for sprite in @character_sprites
sprite.dispose
end
# 释放天候
@weather.dispose
# 释放图片
for sprite in @picture_sprites
sprite.dispose
end
# 释放计时器块
@timer_sprite.dispose
# 释放显示端口
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 远景与现在的情况有差异发情况下
if @panorama_name != $game_map.panorama_name or
@panorama_hue != $game_map.panorama_hue
@panorama_name = $game_map.panorama_name
@panorama_hue = $game_map.panorama_hue
if @panorama.bitmap != nil
@panorama.bitmap.dispose
@panarama2.bitmap.dispose
@panorama2.bitmap = nil
@panarama.bitmap = nil
end
if @panorama_name != ""
@panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
@panorama2.bitmap = RPG::Cache.panorama(@panorama_name+"_2", @panorama_hue)
end
Graphics.frame_reset
end
# 雾与现在的情况有差异的情况下
if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
@fog_name = $game_map.fog_name
@fog_hue = $game_map.fog_hue
if @fog.bitmap != nil
@fog.bitmap.dispose
@fog.bitmap = nil
end
if @fog_name != ""
@fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
end
Graphics.frame_reset
end
# 刷新元件地图
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
# 刷新远景平面
@panorama.ox = $game_map.display_x / 4
@panorama.oy = $game_map.display_y / 4
@panorama2.ox = @panorama.ox
@panorama2.oy = @panorama.oy
# 刷新雾平面
@fog.zoom_x = $game_map.fog_zoom / 100.0
@fog.zoom_y = $game_map.fog_zoom / 100.0
@fog.opacity = $game_map.fog_opacity
@fog.blend_type = $game_map.fog_blend_type
@fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
@fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
@fog.tone = $game_map.fog_tone
# 刷新角色活动块
for sprite in @character_sprites
sprite.update
end
# 刷新天候图形
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.ox = $game_map.display_x / 4
@weather.oy = $game_map.display_y / 4
@weather.update
# 刷新图片
for sprite in @picture_sprites
sprite.update
end
# 刷新计时器块
@timer_sprite.update
# 设置画面的色调与震动位置
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
# 设置画面的闪烁色
@viewport3.color = $game_screen.flash_color
# 刷新显示端口
@viewport1.update
@viewport3.update
end
end
#==============================================================================
# 本脚本来自www.66rpg.com,使用前请参考制作录像
#==============================================================================
复制代码
#==============================================================================
# 本脚本来自www.66rpg.com,使用前请参考制作录像
#==============================================================================
# ■ Spriteset_Map
#------------------------------------------------------------------------------
# 处理地图画面活动块和元件的类。本类在
# Scene_Map 类的内部使用。
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
# 生成显示端口
@viewport1 = Viewport.new(0, 0, 800, 600)
@viewport2 = Viewport.new(0, 0, 800, 600)
@viewport3 = Viewport.new(0, 0, 800, 600)
$viewport4 = Viewport.new(640, 0, $width-640, 480) #——右侧
$viewport5 = Viewport.new(0, 480, 640, $height-480) #——下侧
$viewport6 = Viewport.new(640, 480, $width-640, $height-480) #——右下角
$viewport1 = Viewport.new(0, 0, 640, 480) #——主窗口
@viewport_weather = Viewport.new(0, 0, $width, $height) #——生成天气专用
@viewport2.z = 200
@viewport3.z = 5000
# 生成元件地图
@tilemap = Tilemap.new(@viewport1)
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
@tilemap2 = Tilemap.new($viewport4) #——右侧
@tilemap2.tileset = RPG::Cache.tileset($game_map.tileset_name)
@tilemap3 = Tilemap.new($viewport5) #——下侧
@tilemap3.tileset = RPG::Cache.tileset($game_map.tileset_name)
@tilemap4 = Tilemap.new($viewport6) #——右下角
@tilemap4.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
@tilemap2.autotiles[i] = RPG::Cache.autotile(autotile_name)
@tilemap3.autotiles[i] = RPG::Cache.autotile(autotile_name)
@tilemap4.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@tilemap.map_data = $game_map.data
@tilemap2.map_data = $game_map.data
@tilemap3.map_data = $game_map.data
@tilemap4.map_data = $game_map.data
@tilemap.priorities = $game_map.priorities
@tilemap2.priorities = $game_map.priorities
@tilemap3.priorities = $game_map.priorities
@tilemap4.priorities = $game_map.priorities
# 生成远景平面
@panorama = Plane.new($viewport1)
@panorama.z = 1000
@panorama2 = Plane.new($viewport4)
@panorama2.z = 1000
@panorama3 = Plane.new($viewport5)
@panorama3.z = 1000
@panorama4 = Plane.new($viewport6)
@panorama4.z = 1000
$panorama_2 = Plane.new($viewport1)
$panorama_2.z = 3000
$panorama2_2 = Plane.new($viewport4)
$panorama2_2.z = 3000
$panorama3_2 = Plane.new($viewport5)
$panorama3_2.z = 3000
$panorama4_2 = Plane.new($viewport6)
$panorama4_2.z = 3000
# 生成雾平面
@fog = Plane.new($viewport1)
@fog.z = 3000
@fog2 = Plane.new($viewport4)
@fog2.z = 3000
@fog3 = Plane.new($viewport5)
@fog3.z = 3000
@fog4 = Plane.new($viewport6)
@fog4.z = 3000
# 生成角色活动块
@character_sprites = []
for i in $game_map.events.keys.sort
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.push(sprite)
sprite = Sprite_Character.new($viewport4, $game_map.events[i])
@character_sprites.push(sprite)
sprite = Sprite_Character.new($viewport5, $game_map.events[i])
@character_sprites.push(sprite)
sprite = Sprite_Character.new($viewport6, $game_map.events[i])
@character_sprites.push(sprite)
end
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
@character_sprites.push(Sprite_Character.new($viewport4, $game_player))
@character_sprites.push(Sprite_Character.new($viewport5, $game_player))
@character_sprites.push(Sprite_Character.new($viewport6, $game_player))
# 生成天气
@weather = RPG::Weather.new(@viewport_weather)
# 生成图片
@picture_sprites = []
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport2,
$game_screen.pictures[i]))
end
# 生成计时器块
@timer_sprite = Sprite_Timer.new
# 刷新画面
update
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
# 释放元件地图
@tilemap.tileset.dispose
@tilemap2.tileset.dispose
@tilemap3.tileset.dispose
@tilemap4.tileset.dispose
for i in 0..6
@tilemap.autotiles[i].dispose
@tilemap2.autotiles[i].dispose
@tilemap3.autotiles[i].dispose
@tilemap4.autotiles[i].dispose
end
@tilemap.dispose
@tilemap2.dispose
@tilemap3.dispose
@tilemap4.dispose
# 释放远景平面
@panorama.dispose
@panorama2.dispose
@panorama3.dispose
@panorama4.dispose
$panorama_2.dispose
$panorama2_2.dispose
$panorama3_2.dispose
$panorama4_2.dispose
# 释放雾平面
@fog.dispose
@fog2.dispose
@fog3.dispose
@fog4.dispose
# 释放角色活动块
for sprite in @character_sprites
sprite.dispose
end
# 释放天候
@weather.dispose
# 释放图片
for sprite in @picture_sprites
sprite.dispose
end
# 释放计时器块
@timer_sprite.dispose
# 释放显示端口
$viewport1.dispose
@viewport2.dispose
@viewport3.dispose
$viewport4.dispose
$viewport5.dispose
$viewport6.dispose
end
#-------------------------------------
def abs(x)
if x < 0 # 如果 x 小于 0 的话,
return -x # 结束函数,返回值 -x。
else # 除此之外,
return x # 结束函数,返回值 x。
end # 分歧结束。
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 远景与现在的情况有差异发情况下
if @panorama_name != $game_map.panorama_name or
@panorama_hue != $game_map.panorama_hue
@panorama_name = $game_map.panorama_name
@panorama_hue = $game_map.panorama_hue
if @panorama.bitmap != nil
@panorama.bitmap.dispose
@panarama.bitmap = nil
$panorama_2.bitmap.dispose
$panorama_2.bitmap = nil
@panorama2.bitmap.dispose
@panorama2.bitmap = nil
$panorama2_2.bitmap.dispose
$panorama2_2.bitmap = nil
@panorama3.bitmap.dispose
@panorama3.bitmap = nil
$panorama3_2.bitmap.dispose
$panorama3_2.bitmap = nil
@panorama4.bitmap.dispose
@panorama4.bitmap = nil
$panorama4_2.bitmap.dispose
$panorama4_2.bitmap = nil
end
if @panorama_name != ""
@panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
$panorama_2.bitmap = RPG::Cache.panorama(@panorama_name+"_2", @panorama_hue)
@panorama2.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
@panorama3.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
@panorama4.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
$panorama2_2.bitmap = RPG::Cache.panorama(@panorama_name+"_2", @panorama_hue)
$panorama3_2.bitmap = RPG::Cache.panorama(@panorama_name+"_2", @panorama_hue)
$panorama4_2.bitmap = RPG::Cache.panorama(@panorama_name+"_2", @panorama_hue)
end
Graphics.frame_reset
end
# 雾与现在的情况有差异的情况下
if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
@fog_name = $game_map.fog_name
@fog_hue = $game_map.fog_hue
if @fog.bitmap != nil
@fog.bitmap.dispose
@fog.bitmap = nil
@fog2.bitmap.dispose
@fog2.bitmap = nil
@fog3.bitmap.dispose
@fog3.bitmap = nil
@fog4.bitmap.dispose
@fog4.bitmap = nil
end
if @fog_name != ""
@fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
@fog2.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
@fog3.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
@fog4.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
end
Graphics.frame_reset
end
# 刷新元件地图
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
@tilemap2.ox = @tilemap.ox
@tilemap2.oy = @tilemap.oy
@tilemap2.update
@tilemap3.ox = @tilemap.ox
@tilemap3.oy = @tilemap.oy + 480
@tilemap3.update
@tilemap4.ox = @tilemap.ox
@tilemap4.oy = @tilemap.oy + 480
@tilemap4.update
# 刷新远景平面
@panorama.ox = $game_map.display_x / 4
@panorama.oy = $game_map.display_y / 4
$panorama_2.ox = @panorama.ox
$panorama_2.oy = @panorama.oy
@panorama2.ox = @panorama.ox
@panorama2.oy = @panorama.oy
$panorama2_2.ox = @panorama.ox
$panorama2_2.oy = @panorama.oy
@panorama3.ox = @panorama.ox
@panorama3.oy = @panorama.oy + 480
$panorama3_2.ox = @panorama.ox
$panorama3_2.oy = @panorama.oy + 480
@panorama4.ox = @panorama.ox
@panorama4.oy = @panorama.oy + 480
$panorama4_2.ox = @panorama.ox
$panorama4_2.oy = @panorama.oy + 480
# 刷新雾平面
@
[email protected]
[email protected]
[email protected]
_x = $game_map.fog_zoom / 100.0
@
[email protected]
[email protected]
[email protected]
_y = $game_map.fog_zoom / 100.0
@
[email protected]
[email protected]
[email protected]
= $game_map.fog_opacity
@
[email protected]
[email protected]
[email protected]
_type = $game_map.fog_blend_type
@fog4.tone = @fog3.tone = @fog2.tone = @fog.tone = $game_map.fog_tone
@fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
@fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
@fog2.ox = @fog.ox #+ 140#*@fog.zoom_x
@fog2.oy = @fog.oy
@fog3.ox = @fog.ox
@fog3.oy = @fog.oy + 480
@fog4.ox = @fog.ox
@fog4.oy = @fog.oy + 480
# 刷新角色活动块
for sprite in @character_sprites
sprite.update
end
# 刷新天候图形
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.ox = $game_map.display_x / 4
@weather.oy = $game_map.display_y / 4
@weather.update
# 刷新图片
for sprite in @picture_sprites
sprite.update
end
#--------------------------------------------------------------------------------
# 雙遠景-偽優先級
# 與隊伍/npc 遮擋修正
# width: 人物大約寛度, 越大修正範圍越多, 但可能卡
# 越小越順暢, 但視覺上會有點滯後
# height: 大約高度
# *width不應比人物真實寛度大,否則可能造成與遮擋圖發生的問題
# By tintin
#--------------------------------------------------------------------------------
width = 32
height = 64
k = @character_sprites.size - 1
i = @character_sprites.size - 2
#case 隊尾/npc踏地圖元件7 方塊
#由隊尾檢查, 如隊尾不當遮擋隊頭, 修正隊頭
while i >= 0
#如事件/npc 圖片是"無"或角色透明 ,略過
if @character_sprites[i].re_char_name !="" && @character_sprites[i].re_char_transparent == false
j = i - 1
while j >= 0
#如事件/npc 圖片是"無"或角色透明,略過
if @character_sprites[j].re_char_name != "" && @character_sprites[j].re_char_transparent == false
if abs(@character_sprites[i].x - @character_sprites[j].x) < width &&
abs(@character_sprites[i].y - @character_sprites[j].y) < height &&
@character_sprites[i].y < @character_sprites[j].y &&
@character_sprites[i].z >= @character_sprites[j].z
@character_sprites[j].z = @character_sprites[i].z + 10
end
end
j-=1
end
#主角處理--@character_sprites[k]
if abs(@character_sprites[i].x - @character_sprites[k].x) < width &&
abs(@character_sprites[i].y - @character_sprites[k].y) < height &&
@character_sprites[i].y < @character_sprites[k].y &&
@character_sprites[i].z >= @character_sprites[k].z
@character_sprites[k].z = @character_sprites[i].z + 10
end
end
i-= 1
end
#case 隊頭踏地圖元件7 方塊
#由隊頭檢查, 如隊頭不當遮擋隊尾/npc, 修正隊尾
j = 0
#主角處理--@character_sprites[k]
while j <= @character_sprites.size - 2
if @character_sprites[j].re_char_name != "" && @character_sprites[j].re_char_transparent == false
if abs(@character_sprites[k].x - @character_sprites[j].x) < width &&
abs(@character_sprites[k].y - @character_sprites[j].y) < height &&
@character_sprites[k].y < @character_sprites[j].y &&
@character_sprites[k].z >= @character_sprites[j].z
@character_sprites[j].z = @character_sprites[k].z + 10
end
end
j+=1
end
i = 0
while i <= @character_sprites.size - 2
if @character_sprites[i].re_char_name != "" && @character_sprites[i].re_char_transparent == false
j = i + 1
while j <= @character_sprites.size - 2
if abs(@character_sprites[i].x - @character_sprites[j].x) <width &&
abs(@character_sprites[i].y - @character_sprites[j].y) <height &&
@character_sprites[i].y < @character_sprites[j].y &&
@character_sprites[i].z >= @character_sprites[j].z
@character_sprites[j].z = @character_sprites[i].z + 10
end
j+=1
end
end
i+= 1
end
#----------------------------------------------------------------------------------
# 刷新计时器块
@timer_sprite.update
# 设置画面的色调与震动位置
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
$viewport4.tone = $game_screen.tone
$viewport4.ox = $game_screen.shake+640
$viewport5.tone = $game_screen.tone
$viewport5.ox = $game_screen.shake
$viewport6.tone = $game_screen.tone
$viewport6.ox = $game_screen.shake+640
# 设置画面的闪烁色
@viewport3.color = $game_screen.flash_color
# 刷新显示端口
$viewport1.update
@viewport3.update
$viewport4.update
$viewport5.update
$viewport6.update
end
end
#==============================================================================
# ■ Sprite_Character
#------------------------------------------------------------------------------
# 角色显示用脚本。监视 Game_Character 类的实例、
# 自动变化脚本状态。
#==============================================================================
class Sprite_Character < RPG::Sprite
#--------------------------------------------------------------------------
# ● 取得角色 文件名
#--------------------------------------------------------------------------
def re_char_name
return @character.character_name
end
#--------------------------------------------------------------------------
# ● 取得透明状态
#--------------------------------------------------------------------------
def re_char_transparent
return @character.transparent
end
end
#==============================================================================
# 本脚本来自www.66rpg.com,使用前请参考制作录像
#==============================================================================
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