#============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #============================================================================== #—————————————————————————————————————— #魔物图鉴 # #战斗终了时自动添加敌人进入图鉴(class Scene_Battle start_phase5 追加。) # #Window_MonsterBook_Info 的 DROP_ITEM_NEED_ANALYZE 为 true #则会显示敌人携带的物品,通常为false #图鉴完成度的表示功能追加 #SHOW_COMPLETE_TYPE 的数值可以设定 #当为1,显示现有个数/总数,当为2,显示完成百分比,当为3,全显示。 #使用方法:$scene = Scene_MonsterBook.new #特殊敌人ID指定:对于不想加入怪物图鉴的,首先设置一种属性名为“不加入图鉴” #然后让这个敌人对此属性为A即可。 #—————————————————————————————————————— module Enemy_Book_Config DROP_ITEM_NEED_ANALYZE = false #显示物品 EVA_NAME = "回避" #回避修正的名称(因为数据库中没有定义) SHOW_COMPLETE_TYPE = 3 #图鉴完成率表示方法 end class Data_MonsterBook #-------------------------------------------------------------------------- # ● 图鉴用ID設定 #-------------------------------------------------------------------------- def enemy_book_id_set data = [0] data[1] = 2 data[2] = 1 data[3] = 15 data[4] = 25 data[5] = 18 data[6] = 30 return data end end class Game_Temp attr_accessor :enemy_book_data alias temp_enemy_book_data_initialize initialize def initialize temp_enemy_book_data_initialize @enemy_book_data = Data_MonsterBook.new end end class Game_Party attr_accessor :enemy_info # 出会った敵情報(図鑑用) #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- alias book_info_initialize initialize def initialize book_info_initialize @enemy_info = {} end #-------------------------------------------------------------------------- # ● エネミー情報の追加(図鑑用) # type : 通常遭遇かアナライズか 0:通常 1:アナライズ -1:情報削除 # 0:無遭遇 1:遭遇済 2:アナライズ済 #-------------------------------------------------------------------------- def add_enemy_info(enemy_id, type = 0) case type when 0 if @enemy_info[enemy_id] == 2 return false end @enemy_info[enemy_id] = 1 when 1 @enemy_info[enemy_id] = 2 when -1 @enemy_info[enemy_id] = 0 end end #-------------------------------------------------------------------------- # ● 魔物図鑑の最大登録数を取得 #-------------------------------------------------------------------------- def enemy_book_max return $game_temp.enemy_book_data.id_data.size - 1 end #-------------------------------------------------------------------------- # ● 魔物図鑑の現在登録数を取得 #-------------------------------------------------------------------------- def enemy_book_now now_enemy_info = @enemy_info.keys # 登録無視の属性IDを取得 no_add = $game_temp.enemy_book_data.no_add_element new_enemy_info = [] for i in now_enemy_info enemy = $data_enemies[i] next if enemy.name == "" if enemy.element_ranks[no_add] == 1 next end new_enemy_info.push(enemy.id) end return new_enemy_info.size end #-------------------------------------------------------------------------- # ● 魔物図鑑の完成率を取得 #-------------------------------------------------------------------------- def enemy_book_complete_percentage e_max = enemy_book_max.to_f e_now = enemy_book_now.to_f comp = e_now / e_max * 100 return comp.truncate end end class Interpreter def enemy_book_max return $game_party.enemy_book_max end def enemy_book_now return $game_party.enemy_book_now end def enemy_book_comp return $game_party.enemy_book_complete_percentage end end class Scene_Battle alias add_enemy_info_start_phase5 start_phase5 def start_phase5 for enemy in $game_troop.enemies # エネミーが隠れ状態でない場合 unless enemy.hidden # 敵遭遇情報追加 $game_party.add_enemy_info(enemy.id, 0) end end add_enemy_info_start_phase5 end end class Window_Base < Window #-------------------------------------------------------------------------- # ● エネミーの戦闘後獲得アイテムの描画 #-------------------------------------------------------------------------- def draw_enemy_drop_item(enemy, x, y) self.contents.font.color = normal_color treasures = [] if enemy.item_id > 0 treasures.push($data_items[enemy.item_id]) end if enemy.weapon_id > 0 treasures.push($data_weapons[enemy.weapon_id]) end if enemy.armor_id > 0 treasures.push($data_armors[enemy.armor_id]) end # 現状ではとりあえず1つのみ描画 if treasures.size > 0 item = treasures[0] bitmap = RPG::Cache.icon(item.icon_name) opacity = 255 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) name = treasures[0].name else self.contents.font.color = disabled_color name = "No Item" end self.contents.draw_text(x+28, y, 212, 32, name) end #-------------------------------------------------------------------------- # ● エネミーの図鑑IDの描画 #-------------------------------------------------------------------------- def draw_enemy_book_id(enemy, x, y) self.contents.font.color = normal_color id = $game_temp.enemy_book_data.id_data.index(enemy.id) self.contents.draw_text(x, y, 32, 32, id.to_s) end #-------------------------------------------------------------------------- # ● エネミーの名前の描画 # enemy : エネミー # x : 描画先 X 座標 # y : 描画先 Y 座標 #-------------------------------------------------------------------------- def draw_enemy_name(enemy, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 152, 32, enemy.name) end #-------------------------------------------------------------------------- # ● エネミーグラフィックの描画(アナライズ) # enemy : エネミー # x : 描画先 X 座標 # y : 描画先 Y 座標 #-------------------------------------------------------------------------- def draw_enemy_graphic(enemy, x, y, opacity = 255) bitmap = RPG::Cache.battler(enemy.battler_name, enemy.battler_hue) cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) x = x + (cw / 2 - x) if cw / 2 > x self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity) end #-------------------------------------------------------------------------- # ● エネミーの獲得EXPの描画 # enemy : エネミー # x : 描画先 X 座標 # y : 描画先 Y 座標 #-------------------------------------------------------------------------- def draw_enemy_exp(enemy, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 120, 32, "EXP") self.contents.font.color = normal_color self.contents.draw_text(x + 120, y, 36, 32, enemy.exp.to_s, 2) end #-------------------------------------------------------------------------- # ● エネミーの獲得GOLDの描画 # enemy : エネミー # x : 描画先 X 座標 # y : 描画先 Y 座標 #-------------------------------------------------------------------------- def draw_enemy_gold(enemy, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 120, 32, $data_system.words.gold) self.contents.font.color = normal_color self.contents.draw_text(x + 120, y, 36, 32, enemy.gold.to_s, 2) end end class Game_Enemy_Book < Game_Enemy #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(enemy_id) super(2, 1)#ダミー @enemy_id = enemy_id enemy = $data_enemies[@enemy_id] @battler_name = enemy.battler_name @battler_hue = enemy.battler_hue @hp = maxhp @sp = maxsp end end class Data_MonsterBook attr_reader :id_data #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize @id_data = enemy_book_id_set end #-------------------------------------------------------------------------- # ● 図鑑用登録無視属性取得 #-------------------------------------------------------------------------- def no_add_element no_add = 0 # 登録無視の属性IDを取得 for i in 1...$data_system.elements.size if $data_system.elements[i] =~ /不加入图鉴/ no_add = i break end end return no_add end #-------------------------------------------------------------------------- # ● 図鑑用敵ID設定 #-------------------------------------------------------------------------- def enemy_book_id_set data = [0] no_add = no_add_element # 登録無視の属性IDを取得 for i in 1...$data_enemies.size enemy = $data_enemies[i] next if enemy.name == "" if enemy.element_ranks[no_add] == 1 next end data.push(enemy.id) end return data end end class Window_MonsterBook < Window_Selectable attr_reader :data #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(index=0) super(0, 64, 640, 416) @column_max = 2 @book_data = $game_temp.enemy_book_data @data = @book_data.id_data.dup @data.shift #@data.sort! @item_max = @data.size self.index = 0 refresh if @item_max > 0 end #-------------------------------------------------------------------------- # ● 遭遇データを取得 #-------------------------------------------------------------------------- def data_set data = $game_party.enemy_info.keys data.sort! newdata = [] for i in data next if $game_party.enemy_info[i] == 0 # 図鑑登録無視を考慮 if book_id(i) != nil newdata.push(i) end end return newdata end #-------------------------------------------------------------------------- # ● 表示許可取得 #-------------------------------------------------------------------------- def show?(id) if $game_party.enemy_info[id] == 0 or $game_party.enemy_info[id] == nil return false else return true end end #-------------------------------------------------------------------------- # ● 図鑑用ID取得 #-------------------------------------------------------------------------- def book_id(id) return @book_data.index(id) end #-------------------------------------------------------------------------- # ● エネミー取得 #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end self.contents = Bitmap.new(width - 32, row_max * 32) #項目数が 0 でなければビットマップを作成し、全項目を描画 if @item_max > 0 for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- # ● 項目の描画 # index : 項目番号 #-------------------------------------------------------------------------- def draw_item(index) enemy = $data_enemies[@data[index]] return if enemy == nil x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.font.color = normal_color draw_enemy_book_id(enemy, x, y) if show?(enemy.id) self.contents.draw_text(x + 28+16, y, 212, 32, enemy.name, 0) else self.contents.draw_text(x + 28+16, y, 212, 32, "-----", 0) return end if analyze?(@data[index]) self.contents.font.color = text_color(3) self.contents.draw_text(x + 256, y, 24, 32, "済", 2) end end #-------------------------------------------------------------------------- # ● アナライズ済かどうか #-------------------------------------------------------------------------- def analyze?(enemy_id) if $game_party.enemy_info[enemy_id] == 2 return true else return false end end end class Window_MonsterBook_Info < Window_Base include Enemy_Book_Config #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize super(0, 0+64, 640, 480-64) self.contents = Bitmap.new(width - 32, height - 32) end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh(enemy_id) self.contents.clear self.contents.font.size = 22 enemy = Game_Enemy_Book.new(enemy_id) draw_enemy_graphic(enemy, 96, 240+48+64, 200) draw_enemy_book_id(enemy, 4, 0) draw_enemy_name(enemy, 48, 0) draw_actor_hp(enemy, 288, 0) draw_actor_sp(enemy, 288+160, 0) draw_actor_parameter(enemy, 288 , 32, 0) self.contents.font.color = system_color self.contents.draw_text(288+160, 32, 120, 32, EVA_NAME) self.contents.font.color = normal_color self.contents.draw_text(288+160 + 120, 32, 36, 32, enemy.eva.to_s, 2) draw_actor_parameter(enemy, 288 , 64, 3) draw_actor_parameter(enemy, 288+160, 64, 4) draw_actor_parameter(enemy, 288 , 96, 5) draw_actor_parameter(enemy, 288+160, 96, 6) draw_actor_parameter(enemy, 288 , 128, 1) draw_actor_parameter(enemy, 288+160, 128, 2) draw_enemy_exp(enemy, 288, 160) draw_enemy_gold(enemy, 288+160, 160) if analyze?(enemy.id) or !DROP_ITEM_NEED_ANALYZE self.contents.draw_text(288, 192, 96, 32, "Drop Item") draw_enemy_drop_item(enemy, 288+96+4, 192) self.contents.font.color = normal_color #draw_element_guard(enemy, 320-32, 160-16+96) end end #-------------------------------------------------------------------------- # ● アナライズ済かどうか #-------------------------------------------------------------------------- def analyze?(enemy_id) if $game_party.enemy_info[enemy_id] == 2 return true else return false end end end class Scene_MonsterBook include Enemy_Book_Config #-------------------------------------------------------------------------- # ● メイン処理 #-------------------------------------------------------------------------- def main $game_temp.enemy_book_data = Data_MonsterBook.new # ウィンドウを作成 @title_window = Window_Base.new(0, 0, 640, 64) @title_window.contents = Bitmap.new(640 - 32, 64 - 32) @title_window.contents.draw_text(4, 0, 320, 32, "魔物图鉴", 0) if SHOW_COMPLETE_TYPE != 0 case SHOW_COMPLETE_TYPE when 1 e_now = $game_party.enemy_book_now e_max = $game_party.enemy_book_max text = e_now.to_s + "/" + e_max.to_s when 2 comp = $game_party.enemy_book_complete_percentage text = comp.to_s + "%" when 3 e_now = $game_party.enemy_book_now e_max = $game_party.enemy_book_max comp = $game_party.enemy_book_complete_percentage text = e_now.to_s + "/" + e_max.to_s + " " + comp.to_s + "%" end if text != nil @title_window.contents.draw_text(320, 0, 288, 32, text, 2) end end @main_window = Window_MonsterBook.new @main_window.active = true # インフォウィンドウを作成 (不可視?非アクティブに設定) @info_window = Window_MonsterBook_Info.new @info_window.z = 110 @info_window.visible = false @info_window.active = false @visible_index = 0 # トランジション実行 Graphics.transition # メインループ loop do # ゲーム画面を更新 Graphics.update # 入力情報を更新 Input.update # フレーム更新 update # 画面が切り替わったらループを中断 if $scene != self break end end # トランジション準備 Graphics.freeze # ウィンドウを解放 @main_window.dispose @info_window.dispose @title_window.dispose end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update # ウィンドウを更新 @main_window.update @info_window.update if @info_window.active update_info return end # メインウィンドウがアクティブの場合: update_target を呼ぶ if @main_window.active update_main return end end #-------------------------------------------------------------------------- # ● フレーム更新 (メインウィンドウがアクティブの場合) #-------------------------------------------------------------------------- def update_main # B ボタンが押された場合 if Input.trigger?(Input::B) # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end # C ボタンが押された場合 if Input.trigger?(Input::C) if @main_window.item == nil or @main_window.show?(@main_window.item) == false # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) @main_window.active = false @info_window.active = true @info_window.visible = true @visible_index = @main_window.index @info_window.refresh(@main_window.item) return end end #-------------------------------------------------------------------------- # ● フレーム更新 (インフォウィンドウがアクティブの場合) #-------------------------------------------------------------------------- def update_info # B ボタンが押された場合 if Input.trigger?(Input::B) # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) @main_window.active = true @info_window.active = false @info_window.visible = false return end # C ボタンが押された場合 if Input.trigger?(Input::C) # 決定 SE を演奏 #$game_system.se_play($data_system.decision_se) return end if Input.trigger?(Input::L) # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) loop_end = false while loop_end == false if @visible_index != 0 @visible_index -= 1 else @visible_index = @main_window.data.size - 1 end loop_end = true if @main_window.show?(@main_window.data[@visible_index]) end id = @main_window.data[@visible_index] @info_window.refresh(id) return end if Input.trigger?(Input::R) # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) loop_end = false while loop_end == false if @visible_index != @main_window.data.size - 1 @visible_index += 1 else @visible_index = 0 end loop_end = true if @main_window.show?(@main_window.data[@visible_index]) end id = @main_window.data[@visible_index] @info_window.refresh(id) return end end end #============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #==============================================================================
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