Project1
标题:
有没有「魔塔」用的怪物图鉴脚本?
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作者:
泡沫花茶
时间:
2013-9-6 21:43
标题:
有没有「魔塔」用的怪物图鉴脚本?
魔塔游戏是在地图上战斗,所以使用一般的怪物图鉴没有用~~
希望有高手愿意提供此类脚本
p.s.(1) 站内、Google搜不到
我制作的仿魔塔游戏有大量的怪物,有些怪物只有行走图没有战斗图
可以的话希望可以有行走图代替战斗图的怪物图鉴脚本
p.s.(2) 怪物行走图可以有转转乐或正面行走,不然就一般平面没动作的也可以啦 XD
恳请大大帮忙解答。
作者:
myownroc
时间:
2013-9-6 21:46
表示做过一个人物图鉴脚本,个人认为工程量略大,建议vip悬赏,这样关注度高。我现在没有电脑,没办法帮你做。抱歉。
作者:
876加几
时间:
2013-9-6 21:51
建议在主站搜索,以下就是我找到的整合系统(里面有怪物图鉴脚本)。
http://www.66rpg.com/articles/4676
作者:
泡沫花茶
时间:
2013-9-7 01:47
本帖最后由 泡沫花茶 于 2013-9-7 02:02 编辑
876加几 发表于 2013-9-6 21:51
建议在主站搜索,以下就是我找到的整合系统(里面有怪物图鉴脚本)。
http://www.66rpg.com/articles/4676
...
第一个我先拆这个出来
Enemies_Switches=8 #8号开关决定是否显示怪物信息,主要以是否获得怪物手册为准
Enemieskind_Variables=7#本层的怪物种类数
Playerdate_magicdef=19#19号开关决定是否采用勇士魔防
#==============================================================================
# ■ Window_EnemyDate
#------------------------------------------------------------------------------
# 显示怪物的生命及造成的伤害等。
#==============================================================================
class Window_EnemyDate < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(160, 0, 480, 480)
@column_max = 1
refresh
self.index = -1
self.active = false
end
#--------------------------------------------------------------------------
# ● 获取开头行
#--------------------------------------------------------------------------
def top_row
# 将窗口内容的传送源 Y 坐标、1 行的高 32 等分
return self.oy / 64
end
#--------------------------------------------------------------------------
# ● 设置开头行
# row : 显示开头的行
#--------------------------------------------------------------------------
def top_row=(row)
# row 未满 0 的场合更正为 0
if row < 0
row = 0
end
# row 超过 row_max - 1 的情况下更正为 row_max - 1
if row > row_max - 1
row = row_max - 1
end
# row 1 行高的 32 倍、窗口内容的传送源 Y 坐标
self.oy = row * 64
end
#--------------------------------------------------------------------------
# ● 获取 1 页可以显示的行数
#--------------------------------------------------------------------------
def page_row_max
# 窗口的高度,设置画面的高度减去 32 ,除以 1 行的高度 32
return (self.height - 32) / 64
end
#--------------------------------------------------------------------------
# ● 更新光标举行
#--------------------------------------------------------------------------
def update_cursor_rect
# 光标位置不满 0 的情况下
if [url=home.php?mod=space&uid=370741]@Index[/url] < 0
self.cursor_rect.empty
return
end
# 获取当前的行
row = @index / @column_max
# 当前行被显示开头行前面的情况下
if row < self.top_row
# 从当前行向开头行滚动
self.top_row = row
end
# 当前行被显示末尾行之后的情况下
if row > self.top_row + (self.page_row_max - 1)
# 从当前行向末尾滚动
self.top_row = row - (self.page_row_max - 1)
end
# 计算光标的宽
cursor_width = self.width / @column_max - 32
# 计算光标坐标
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 64 - self.oy
# 更新国标矩形
self.cursor_rect.set(x, y, cursor_width, 64)
end
#--------------------------------------------------------------------------
# ● 获取怪物信息
#--------------------------------------------------------------------------
def einfo#skill
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
return if $game_switches[Enemies_Switches]==false
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...$game_variables[Enemieskind_Variables]#指定当前层的怪物种类数
einfo = $data_enemies[$floorenemies[i]]
#floorenemies为数组,指定当前层分别为哪些怪物类型
if einfo != nil
@data.push(einfo)
end
end
# 如果项目数不是 0 就生成位图、重新描绘全部项目
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 64)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
einfo = @data[index]
a =108
x =120
y = index * 64
bitmap = RPG::Cache.battler(einfo.battler_name , einfo.battler_hue )
src_rect = Rect.new(0, 0,bitmap.width, bitmap.height)
self.contents.blt(0, y+16, bitmap, src_rect)
e=Enemy_property.new(einfo.id)
@p1=e.got_p1
@p2=e.got_p2
#获得怪物的两个属性值
@name=0#初始化怪物“屏蔽”属性,默认不是“屏蔽”
self.contents.font.color = text_color(0)#描绘怪物姓名
self.contents.draw_text(35, y+4, 80, 32, einfo.name.split(':')[0].to_s ,1)
xx=33
pp=@p1
for i in 0...2#分别显示两种属性
case pp
when 0
self.contents.font.color = text_color(0)
@pro="普 通"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1) if i==0
when 1
self.contents.font.color = text_color(3)
if @p2!=0
@pro="中毒"
else
@pro="中 毒"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 2
self.contents.font.color = text_color(5)
if @p2!=0
@pro="衰弱"
else
@pro="衰 弱"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 4
self.contents.font.color = text_color(2)
if @p2!=0
@pro="吸血"
else
@pro="吸 血"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 8
self.contents.font.color = text_color(7)
if @p2!=0
@pro="坚固"
else
@pro="坚 固"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 16
self.contents.font.color = text_color(11)
if @p2!=0
@pro="先攻"
else
@pro="先 攻"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 32
self.contents.font.color = text_color(1)
if @p2!=0
@pro="迟缓"
else
@pro="迟 缓"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 64
self.contents.font.color = text_color(12)
if @p2!=0
@pro="魔攻"
else
@pro="魔 攻"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 128
self.contents.font.color = text_color(6)
if @p2!=0
@pro=einfo.eva.to_s+"连击"
else
@pro=einfo.eva.to_s+"连击"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 256
self.contents.font.color = Color.new(255,50,200)
if @p2!=0
@pro="领域"
else
@pro="领 域"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 512
self.contents.font.color = text_color(9)
if @p2!=0
@pro="爆击"
else
@pro="爆 击"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 1024
self.contents.font.color = text_color(10)
if @p2!=0
@pro="潜伏"
else
@pro="潜 伏"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 2048
self.contents.font.color = text_color(8)
if @p2!=0
@pro="无敌"
else
@pro="无 敌"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 4096
self.contents.font.color = Color.new(200,100,200)
if @p2!=0
@pro="模仿"
else
@pro="模 仿"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 8192
self.contents.font.color = Color.new(100,200,200)
if @p2!=0
@pro="诅咒"
else
@pro="诅 咒"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 9900
self.contents.font.color = Color.new(200,100,100)
if @p2!=0
@pro="反击"
else
@pro="反 击"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 9910
self.contents.font.color= Color.new(100,50,50)
if @p2!=0
@pro="重生"
else
@pro="重 生"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 9920
self.contents.font.color = text_color(4)
if @p2!=0
@pro="净化"
else
@pro="净 化"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 9930
self.contents.font.color = Color.new(100,255,200)
if @p2!=0
@pro="神偷"
else
@pro="神 偷"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 9940
self.contents.font.color = Color.new(225,80,80,200)
if @p2!=0
@pro="自爆"
else
@pro="自 爆"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 9950
self.contents.font.color = Color.new(150,200,200)
if @p2!=0
@pro="退化"
else
@pro="退 化"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 9960
self.contents.font.color = Color.new(150,200,150)
if @p2!=0
@pro="仇恨"
else
@pro="仇 恨"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
end
when 9970
self.contents.font.color = Color.new(30,30,30,90)
if @p2!=0
@pro="伪装"
@name=1
else
@pro="伪 装"
self.contents.draw_text(xx, y+28, 80, 32, @pro.to_s,1)
@name=1
end
end#case到此结束
if @p2!=0
self.contents.draw_text(xx, y+28, 42, 32, @pro.to_s,1) if i==0
self.contents.draw_text(xx+42, y+28, 42, 32, @pro.to_s,1) if i==1
end
pp=@p2#准备开始第二次属性判断
end
if index*1.0/2 == index/2#单双数颜色变化
self.contents.font.color = text_color(3)
else
self.contents.font.color= text_color(4)
end
self.contents.draw_text(120, y, a, 32, "生命", 0)
self.contents.draw_text(230, y,a, 32, "攻击",0)
self.contents.draw_text(340, y, a, 32, "防御",0)
self.contents.draw_text(230, y+32, a, 32, "经验", 0)
self.contents.draw_text(120, y+32,a, 32, "金币", 0)
self.contents.draw_text(340, y+32, a, 32, "伤害", 0)
if @name==0
self.contents.draw_text(145, y, a-8, 32, einfo.maxhp.to_s, 1)
self.contents.draw_text(255, y, a-8, 32, e.got_ea.to_s, 1)
self.contents.draw_text(365, y, a-8, 32, e.got_ed.to_s, 1)
self.contents.draw_text(255, y+32, a-8, 32, einfo.exp.to_s, 1)
self.contents.draw_text(145, y+32,a-8, 32, einfo.gold.to_s, 1)
else
self.contents.draw_text(145, y, a-8, 32, "×××", 1)
self.contents.draw_text(255, y, a-8, 32, "×××", 1)
self.contents.draw_text(365, y, a-8, 32, "×××", 1)
self.contents.draw_text(255, y+32, a-8, 32, "×××", 1)
self.contents.draw_text(145, y+32,a-8, 32, "×××", 1)
end
@edamage=e.got_damage
self.contents.font.color = text_color(2)
self.contents.font.color = text_color(0) if @edamage==0
self.contents.font.color = text_color(7) if @edamage>=$game_actors[$game_variables[1]+1].hp
if e.got_nowin==2
@edamage="?????"#怪物是无敌属性
self.contents.font.color = text_color(8)
end
if e.got_nowin==1
@edamage="????" #勇士的攻击<怪物的防御
self.contents.font.color = text_color(7)
end
self.contents.draw_text(365, y+32, a-8, 32, @edamage.to_s, 1)
end
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.einfo == nil ? "" : self.einfo.description)
end
end
复制代码
我第二个拆这个
#==============================================================================
# ■ Scene_Menu
#------------------------------------------------------------------------------
# 处理菜单画面的类。
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# ● 初始化对像
# menu_index : 命令光标的初期位置
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成命令窗口
# s1 = $data_system.words.item
# s2 = $data_system.words.skill
# s3 = $data_system.words.equip
# s4 = "状态"
s1 = "敌物资料"
s2 = "物品与装备"
s3 = "存档"
s4 = "读档"
if $record != nil and $record.mode == "录制"
s5 = "退回主界面"
else
s5 = "重新开始"
end
s6 = "版权说明"
@command_window = Window_Command.new(160, [s1, s2 ,s3 ,s4 ,s5,s6])#, s3, s4, s5, s6])
@command_window.index = @menu_index
# 同伴人数为 0 的情况下
# if $game_party.actors.size == 0
# 物品、特技、装备、状态无效化
# @command_window.disable_item(0)
# @command_window.disable_item(1)
# @command_window.disable_item(2)
# @command_window.disable_item(3)
# end
# 禁止存档的情况下
if $game_system.save_disabled
# 存档无效
@command_window.disable_item(2)
end
# 生成游戏时间窗口
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 224
# 生成步数窗口
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
# 生成版本窗口
@gold_window = Window_Version.new
@gold_window.x = 0
@gold_window.y = 416
# 生成怪物状态窗口
@enemy_window = Window_EnemyDate.new
@enemy_window.x = 160
@enemy_window.y = 0
# 生成状态窗口
# @status_window = Window_MenuStatus.new
# @status_window.x = 160
# @status_window.y = 0
# 执行过渡
Graphics.transition
# 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
# 如果切换画面就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@enemy_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@enemy_window.update
# 命令窗口被激活的情况下: 调用 update_command
if @command_window.active
update_command
return
end
# 状态窗口被激活的情况下: 调用 update_status
if @enemy_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (命令窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_command
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换的地图画面
$scene = Scene_Map.new
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 同伴人数为 0、存档、游戏结束以外的场合
if $game_party.actors.size == 0 and @command_window.index < 4
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 命令窗口的光标位置分支
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
# 激活状态窗口
@command_window.active = false
# @status_window2.active = false
# @status_window2.visible=false ##########
@enemy_window.active = true
@enemy_window.index = 0
# @enemy_window.visible=true
when 1 # 物品
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到物品画面
$scene = Scene_Item.new
when 2 # 存档
if $game_system.save_disabled
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到存档画面
$scene = Scene_Save.new
when 3 # 读档
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到存档画面
$scene = Scene_Load2.new
when 4 #重新开始
if $record != nil and $record.mode == "录制"
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 淡入淡出 BGM、BGS、ME
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# 切换到标题画面
$scene = Scene_Title.new
else
# 游戏重新开始
# 载入数据库
$data_mapname = load_data("Data/MapInfos.rxdata")
$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
# 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
when 5 # 版权说明
$game_temp.common_event_id =19
# 切换地图画面
$scene = Scene_Map.new
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (状态窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_status
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 激活命令窗口
@command_window.active = true
@enemy_window.active = false
@enemy_window.index = -1
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 命令窗口的光标位置分支
case @command_window.index
when 1 # 特技
# 本角色的行动限制在 2 以上的情况下
if $game_party.actors[@status_window.index].restriction >= 2
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到特技画面
$scene = Scene_Skill.new(@status_window.index)
when 2 # 装备
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换的装备画面
$scene = Scene_Equip.new(@status_window.index)
when 3 # 状态
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到状态画面
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
复制代码
菜单是有出现敌物資料
然後从他共通事件调用来看,有一个"怪物信息显示"开关
有需要使用到剧本吗?
剧本我有点不是很看的懂...
作者:
泡沫花茶
时间:
2013-9-8 01:46
自顶一下~~有没有人有在更简单的脚本呢?
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