#encoding:utf-8 #============================================================================== # ■ String #------------------------------------------------------------------------------ # String 类追加定义。 #============================================================================== class String #---------------------------------------------------------------------------- # ● API #---------------------------------------------------------------------------- @@MultiByteToWideChar = Win32API.new('kernel32', 'MultiByteToWideChar', 'ilpipi', 'i') @@WideCharToMultiByte = Win32API.new('kernel32', 'WideCharToMultiByte', 'ilpipipp', 'i') #---------------------------------------------------------------------------- # ● UTF-8 转 Unicode #---------------------------------------------------------------------------- def u2w i = @@MultiByteToWideChar.call(65001, 0 , self, -1, nil,0) buffer = "\0" * (i*2) @@MultiByteToWideChar.call(65001, 0 , self, -1, buffer, i) buffer.chop! return buffer end #---------------------------------------------------------------------------- # ● UTF-8 转系统编码 #---------------------------------------------------------------------------- def u2s i = @@MultiByteToWideChar.call(65001, 0 , self, -1, nil,0) buffer = "\0" * (i*2) @@MultiByteToWideChar.call(65001, 0 , self, -1, buffer, i) i = @@WideCharToMultiByte.call(0, 0, buffer, -1, nil, 0, nil, nil) result = "\0" * i @@WideCharToMultiByte.call(0, 0, buffer, -1, result, i, nil, nil) result.chop! return result end #---------------------------------------------------------------------------- # ● 系统编码转 UTF-8 #---------------------------------------------------------------------------- def s2u i = @@MultiByteToWideChar.call(0, 0, self, -1, nil, 0) buffer = "\0" * (i*2) @@MultiByteToWideChar.call(0, 0, self, -1, buffer, buffer.size / 2) i = @@WideCharToMultiByte.call(65001, 0, buffer, -1, nil, 0, nil, nil) result = "\0" * i @@WideCharToMultiByte.call(65001, 0, buffer, -1, result, result.size, nil, nil) result.chop! return result end end #============================================================================== # ■ AceResolutionMemoryPatch #------------------------------------------------------------------------------ # 用于调整RMACE分辨率的内存补丁脚本,免修改DLL。 # # by 灼眼的夏娜(感谢fux2君提供内存地址) #============================================================================== # 更多脚本请转到 [url]www.66rpg.com[/url]。 #============================================================================== module AceResolutionMemoryPatch GetModuleFileName = Win32API.new("kernel32", "GetModuleFileName", "lpl", "l") GetPrivateProfileString = Win32API.new("kernel32", "GetPrivateProfileString", "pppplp", "l") GetModuleHandle = Win32API.new("kernel32", "GetModuleHandle", "p", "l") RtlMoveMemory = Win32API.new("kernel32", "RtlMoveMemory", "pli", "v") RtlMoveMemoryLP = Win32API.new("kernel32", "RtlMoveMemory", "lpi", "v") VirtualProtect = Win32API.new("kernel32", "VirtualProtect", "lllp", "i") FindWindow = Win32API.new("user32", "FindWindow", "pp", "l") module_function def patch(width = 1024, height = 768) # 获取句柄 path = 0.chr * 256 return false if 0 == GetModuleFileName.call(0, path, path.size) path = path.s2u.gsub!(/.exe/ ,".ini").u2s buff = 0.chr * 256 return false if 0 == GetPrivateProfileString.call("Game", "Library", nil, buff, buff.size, path) buff.delete!("\0") rgsshandle = GetModuleHandle.call(buff) # 获取标题名和脚本名字 title = 0.chr * 256 return false if 0 == GetPrivateProfileString.call("Game", "Title", nil, title, title.size, path) title = title.s2u.delete("\0").u2s scripts = 0.chr * 256 return false if 0 == GetPrivateProfileString.call("Game", "Scripts", nil, scripts, scripts.size, path) scripts = scripts.s2u.delete("\0").u2w # 地址表 addr = { # 直接宽度替换 :w0 => [0x000016EE, 0x000020F6, 0x000020FF, 0x0010DFED, 0x0010E025, 0x0010E059, 0x0010E08D, 0x000019AA, 0x00001A5B, 0x0001C528, 0x0001F49C, 0x0010E7E7, 0x0010EFE9], # 直接高度替换 :h0 => [0x000016E9, 0x00002106, 0x0000210F, 0x0010DFE8, 0x0010E020, 0x0010E054, 0x0010E088, 0x000019A5, 0x00001A56, 0x0001C523, 0x0001F497, 0x0010E803, 0x0010EFF9], # 宽度+32 :w1 => [0x000213E4], # 高度+32 :h1 => [0x000213DF], # 最大宽度/32+1 :w2 => [0x00021FE1], # 最大高度/32+1 :h2 => [0x00021F5D] } # 更新 w0 = [width].pack("L") addr[:w0].each{|ofs| return false if !write_memory(rgsshandle + ofs, w0)} h0 = [height].pack("L") addr[:h0].each{|ofs| return false if !write_memory(rgsshandle + ofs, h0)} w1 = [width + 32].pack("L") addr[:w1].each{|ofs| return false if !write_memory(rgsshandle + ofs, w1)} h1 = [height + 32].pack("L") addr[:h1].each{|ofs| return false if !write_memory(rgsshandle + ofs, h1)} w2 = [width / 32 + 1].pack("C") addr[:w2].each{|ofs| return false if !write_memory(rgsshandle + ofs, w2)} h2 = [height / 32 + 1].pack("C") addr[:h2].each{|ofs| return false if !write_memory(rgsshandle + ofs, h2)} # 重启 rgssgamemain = Win32API.new(buff, "RGSSGameMain", "ipp", "v") rgssgamemain.call(FindWindow.call("RGSS Player", title), scripts, "") # 补丁成功 return true end def write_memory(addr, str) old = 0.chr * 4 return false if 0 == VirtualProtect.call(addr, str.size, 0x40, old) RtlMoveMemoryLP.call(addr, str, str.size) return false if 0 == VirtualProtect.call(addr, str.size, old.unpack("L").first, old) return true end private_class_method :write_memory def read_byte(addr) dst = 0.chr * 1 RtlMoveMemory.call(dst, addr, dst.size) return dst.unpack("C").first end private_class_method :read_byte def read_dword(addr) dst = 0.chr * 4 RtlMoveMemory.call(dst, addr, dst.size) return dst.unpack("L").first end private_class_method :read_dword end unless $ace_patched $ace_patched = true raise "应用分辨率补丁失败!" unless AceResolutionMemoryPatch.patch #raise RGSSReset.new end Graphics.resize_screen(1024, 768)
#============================================================================== # # ▼ Yanfly Engine Ace - 装备系统 v1.06 # -- 最后更新: 2014.05.01 # -- 使用难度: 普通, 困难 # -- 需要脚本: 无 #先获得物品,然后事件脚本 #$game_actors[x].change_equip_by_id(y, z) #x为数据库角色编号 #y为y号装备槽位置【从0开始】(相对于角色的装备槽) #z为数据库装备编号 # #============================================================================== $imported = {} if $imported.nil? $imported["YEA-AceEquipEngine"] = true #============================================================================== # ▼ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2014.05.01 - Bug Fixed: Refresh Equip Item List when change slot. # 2012.02.02 - Bug Fixed: Crash when changing classes to different equip slots. # 2012.01.22 - Bug Fixed: <equip slot> notetags updated to factor in spaces. # 2012.01.05 - Compatibility Update: Equip Dynamic Stats # 2011.12.30 - Bug Fixed: Stats didn't update. # 2011.12.23 - Script efficiency optimized. # 2011.12.18 - Script efficiency optimized. # 2011.12.13 - Started Script and Finished. # #============================================================================== # ▼ 介绍 # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 默认的装备系统十分基础,本脚本为装备系统添加诸多功能,如指定角色装备类型(包 # 括角色可以拥有多个相同的装备类型)、设定新的装备类型(这里说的装备类型不同于 # 于数据库中的武器类型、护甲类型,可以说装备类型包括武器、防具、饰品等)。 # #============================================================================== # ▼ 安装方式 # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 打开脚本编辑器,将本脚本拷贝/复制到一个在▼ 插件脚本之下▼ Main之上的新 # 脚本页/槽中.记得保存你的工程以使脚本生效. # # ----------------------------------------------------------------------------- # 角色备注 - 在数据库-角色中可以使用的备注. # ----------------------------------------------------------------------------- # <装备槽> # 内容 # 内容 # </装备槽> # 设定该角色可装备的装备类型,及装备类型的顺序。将"内容"替换为该角色可用的装备 # 类型名称(本脚本下面),该设定的优先级大于数据库中设定的优先级。为了说明清楚, # 你也可以将"内容"替换为"装备类型: x"x为0-4间的任意一个数字,数字代表的意思下面 # 有讲。 # # <初始装备: x> # <初始装备: x, x> # 设定该角色的初始装备类型,x为装备类型的id。在数据库中没有新装备槽的初始装备设 # 定时可以使用。 # # <固定装备: x> # <固定装备: x, x> # 固定该角色的x号装备类型。 # # <禁用装备: x> # <禁用装备: x, x> # 禁用该角色的x号装备类型。意思是装备无法放置在该装备槽中。 # # ----------------------------------------------------------------------------- # 职业备注 - 在数据库-职业中可以使用的备注. # ----------------------------------------------------------------------------- # <装备槽> # 内容 # 内容 # </装备槽> # 设定该职业可装备的装备类型,及装备类型的顺序。将"内容"替换为该职业可用的装备 # 类型名称(本脚本下面),该设定的优先级大于数据库中设定的优先级。为了说明清楚, # 你也可以将"内容"替换为"装备类型: x"x为0-4间的任意一个数字,数字代表的意思下面 # 有讲 # # <固定装备: x> # <固定装备: x, x> # 固定该职业的x号装备类型。 # # <禁用装备: x> # <禁用装备: x, x> # 禁用该职业的x号装备类型。意思是装备无法放置在该装备槽中。 # # ----------------------------------------------------------------------------- # 武器备注 - 在数据库-武器中可以使用的备注. # ----------------------------------------------------------------------------- # <固定装备: x> # <固定装备: x, x> # 装备该武器后固定x号装备类型。 # # <禁用装备: x> # <禁用装备: x, x> # 装备该武器后禁用该武器的x号装备类型。意思是装备无法放置在该装备槽中。 # # ----------------------------------------------------------------------------- # 护甲备注 - 在数据库-护甲中可以使用的备注. # ----------------------------------------------------------------------------- # <装备类型: x> # <装备类型: 文本> # x替换为装备名称(本脚本下面)或装备类型ID,此备注将该护甲归类/视为x号装备类型 # # <固定装备: x> # <固定装备: x, x> # 装备该护甲后固定x号装备类型。 # # <禁用装备: x> # <禁用装备: x, x> # 装备该护甲后禁用该武器的x号装备类型。意思是装备无法放置在该装备槽中。 # # ----------------------------------------------------------------------------- # 状态备注 - 在数据库-状态中可以使用的备注. # ----------------------------------------------------------------------------- # <固定装备: x> # <固定装备: x, x> # 获得该状态后固定x号装备类型。(配合脚本"战斗中更换装备") # # <禁用装备: x> # <禁用装备: x, x> # 获得该状态后禁用x号装备类型。意思是装备无法放置在该装备槽中。(配合脚本"战斗中 # 更换装备") # #============================================================================== # ▼ 兼容性 # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 本脚本仅为RPG Maker VX Ace编写.极不可能在无任何修改的情况下运行于RPG Maker VX. # #============================================================================== module YEA module EQUIP #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - 通用装备设置 - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # 调整默认装备设置,你可以添加新的装备类型,建议不要改得太多,以免出现问题。 # 下面是默认id对应的装备类型 # # ID 装备类型 # --- ------------ # 0 武器 # 1 盾牌 # 2 头盔 # 3 铠甲 # 4 饰品 # # 无论你怎么修改以下顺序,武器双持的情况都是不变的:第二个装备类型变为武器(0). #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # 下面这个数组是默认的可用装备槽即其顺序,应用于一切未通过备注自定义装备槽 # 的角色。 DEFAULT_BASE_SLOTS = [0,0,0,0,0,1,2,3,4,5,5,5,5,5,6,7] # 下面这个哈希表用来添加新的装备类型(id为 4+). 你还可以设定其能否被移除, # 是否能通过"最强装备"自动选择最强的装备。 TYPES ={ # TypeID => ["类型名称", 能否移除?, 能否使用"最强装备"?], 0 => [ "心灵", true, false], 1 => [ "衣服", true, false], 2 => [ "下装", true, false], 3 => [ "袜子", true, false], 4 => [ "鞋子", true, false], 5 => [ "其它", true, false], } # 别动这个括号. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - 装备指令列表 - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # 在这里调整装备指令列表(甚至是移除某些指令)下面是指令的解释: # # ------------------------------------------------------------------------- # :指令 解释 # ------------------------------------------------------------------------- # :equip 激活装备选择窗口. 默认. # :optimize 自动为角色选择最强装备. 默认. # :clear 移除角色身上的全部装备. 默认 # # 以上为默认的全部可用指令。 #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # 在数组中放置可用的指令. COMMAND_LIST =[ :equip, # :optimize, :clear, # :custom1, # :custom2, ] # 不要动这个括号. #-------------------------------------------------------------------------- # - 装备自定义指令 - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # 对于那些希望通过本脚本来为装备场景添加特殊效果的人,可以使用下面的哈希表 # 来管理装备场景中的指令。你可以使用开关来禁用/隐藏指令。如果你不想把指令与 # 开关相关联,把开关设定为0就行。 #-------------------------------------------------------------------------- CUSTOM_EQUIP_COMMANDS ={ # :指令 => [ "文本", 启用开关, 显示开关, 处理方法], :custom1 => [ "自定义名称", 0, 0, :command_name1], :custom2 => [ "自定义文本", 0, 0, :command_name2], } # 不要动这个括号. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - 其他窗口设置 - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # 调整装备窗口的视觉效果. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # 改变右下角能力值数字的字体大小 STATUS_FONT_SIZE = 20 # 在更换装备指令中,移除装备指令的图标和文本设定 REMOVE_EQUIP_ICON = 0 REMOVE_EQUIP_TEXT = "<移除>" # 装备槽中,无装备的图标和文本. NOTHING_ICON = 0 NOTHING_TEXT = "<空>" end # EQUIP end # YEA #============================================================================== # ▼ 编辑以下内容可能会出现电脑损坏、死机,电脑主人脑袋爆炸、昏迷、死亡或口臭 # 所以编辑了后果自负。 #============================================================================== module YEA module REGEXP module BASEITEM EQUIP_SLOTS_ON = /<(?:EQUIP_SLOTS|装备槽)>/i EQUIP_SLOTS_OFF = /<\/(?:EQUIP_SLOTS|装备槽)>/i EQUIP_TYPE_INT = /<(?:EQUIP_TYPE|装备类型):[ ]*(\d+)>/i EQUIP_TYPE_STR = /<(?:EQUIP_TYPE|装备类型):[ ]*(.*)>/i STARTING_GEAR = /<(?:STARTING_GEAR|初始装备):[ ](\d+(?:\s*,\s*\d+)*)>/i FIXED_EQUIP = /<(?:FIXED_EQUIP|固定装备):[ ](\d+(?:\s*,\s*\d+)*)>/i SEALED_EQUIP = /<(?:SEALED_EQUIP|禁用装备):[ ](\d+(?:\s*,\s*\d+)*)>/i end # BASEITEM end # REGEXP end # YEA #============================================================================== # ■ Vocab #============================================================================== module Vocab #-------------------------------------------------------------------------- # overwrite method: self.etype #-------------------------------------------------------------------------- def self.etype(etype) return $data_system.terms.etypes[etype] if [0,1,2,3,4].include?(etype) return YEA::EQUIP::TYPES[etype][0] if YEA::EQUIP::TYPES.include?(etype) return "" end end # Vocab #============================================================================== # ■ Icon #============================================================================== module Icon #-------------------------------------------------------------------------- # self.remove_equip #-------------------------------------------------------------------------- def self.remove_equip; return YEA::EQUIP::REMOVE_EQUIP_ICON; end #-------------------------------------------------------------------------- # self.nothing_equip #-------------------------------------------------------------------------- def self.nothing_equip; return YEA::EQUIP::NOTHING_ICON; end end # Icon #============================================================================== # ■ Numeric #============================================================================== class Numeric #-------------------------------------------------------------------------- # new method: group_digits #-------------------------------------------------------------------------- unless $imported["YEA-CoreEngine"] def group; return self.to_s; end end # $imported["YEA-CoreEngine"] end # Numeric #============================================================================== # ■ DataManager #============================================================================== module DataManager #-------------------------------------------------------------------------- # alias method: load_database #-------------------------------------------------------------------------- class <<self; alias load_database_aee load_database; end def self.load_database load_database_aee load_notetags_aee end #-------------------------------------------------------------------------- # new method: load_notetags_aee #-------------------------------------------------------------------------- def self.load_notetags_aee groups = [$data_actors, $data_classes, $data_weapons, $data_armors, $data_states] for group in groups for obj in group next if obj.nil? obj.load_notetags_aee end end end end # DataManager #============================================================================== # ■ RPG::BaseItem #============================================================================== class RPG::BaseItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :base_equip_slots attr_accessor :fixed_equip_type attr_accessor :sealed_equip_type attr_accessor :extra_starting_equips #-------------------------------------------------------------------------- # common cache: load_notetags_aee #-------------------------------------------------------------------------- def load_notetags_aee @base_equip_slots = [] @equip_slots_on = false @fixed_equip_type = [] @sealed_equip_type = [] @extra_starting_equips = [] #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when YEA::REGEXP::BASEITEM::EQUIP_SLOTS_ON next unless self.is_a?(RPG::Actor) ||self.is_a?(RPG::Class) @equip_slots_on = true when YEA::REGEXP::BASEITEM::EQUIP_SLOTS_OFF next unless self.is_a?(RPG::Actor) ||self.is_a?(RPG::Class) @equip_slots_on = false #--- when YEA::REGEXP::BASEITEM::STARTING_GEAR next unless self.is_a?(RPG::Actor) $1.scan(/\d+/).each { |num| @extra_starting_equips.push(num.to_i) if num.to_i > 0 } when YEA::REGEXP::BASEITEM::FIXED_EQUIP $1.scan(/\d+/).each { |num| @fixed_equip_type.push(num.to_i) if num.to_i > 0 } when YEA::REGEXP::BASEITEM::SEALED_EQUIP $1.scan(/\d+/).each { |num| @sealed_equip_type.push(num.to_i) if num.to_i > 0 } #--- when YEA::REGEXP::BASEITEM::EQUIP_TYPE_INT next unless self.is_a?(RPG::Armor) @etype_id = [1, $1.to_i].max when YEA::REGEXP::BASEITEM::EQUIP_TYPE_STR next unless self.is_a?(RPG::Armor) for key in YEA::EQUIP::TYPES id = key[0] next if YEA::EQUIP::TYPES[id][0].upcase != $1.to_s.upcase @etype_id = [1, id].max break end #--- else if @equip_slots_on case line.upcase when /装备类型[ ](\d+)/i, /装备类型:[ ](\d+)/i id = $1.to_i @base_equip_slots.push(id) if [0,1,2,3,4].include?(id) @base_equip_slots.push(id) if YEA::EQUIP::TYPES.include?(id) when /WEAPON/i @base_equip_slots.push(0) when /SHIELD/i @base_equip_slots.push(1) when /HEAD/i @base_equip_slots.push(2) when /BODY/i, /ARMOR/i, /ARMOUR/i @base_equip_slots.push(3) when /ETC/i, /OTHER/i, /ACCESSOR/i @base_equip_slots.push(4) else text = line.upcase.delete(" ") for key in YEA::EQUIP::TYPES id = key[0] next if YEA::EQUIP::TYPES[id][0].upcase.delete(" ")!= text @base_equip_slots.push(id) break end end end end } # self.note.split #--- return unless self.is_a?(RPG::Class) if @base_equip_slots.empty? @base_equip_slots = YEA::EQUIP::DEFAULT_BASE_SLOTS.clone end end end # RPG::BaseItem #============================================================================== # ■ Game_Temp #============================================================================== class Game_Temp #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :eds_actor attr_accessor :scene_equip_index attr_accessor :scene_equip_oy end # Game_Temp #============================================================================== # ■ Game_BaseItem #============================================================================== class Game_BaseItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :item_id end # Game_BaseItem #============================================================================== # ■ Game_BattlerBase #============================================================================== class Game_BattlerBase #-------------------------------------------------------------------------- # alias method: equip_type_fixed? #-------------------------------------------------------------------------- alias game_battlerbase_equip_type_fixed_aee equip_type_fixed? def equip_type_fixed?(etype_id) return true if fixed_etypes.include?(etype_id) if actor? return game_battlerbase_equip_type_fixed_aee(etype_id) end #-------------------------------------------------------------------------- # alias method: equip_type_sealed? #-------------------------------------------------------------------------- alias game_battlerbase_equip_type_sealed_aee equip_type_sealed? def equip_type_sealed?(etype_id) return true if sealed_etypes.include?(etype_id) if actor? return game_battlerbase_equip_type_sealed_aee(etype_id) end end # Game_BattlerBase #============================================================================== # ■ Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # alias method: init_equips #-------------------------------------------------------------------------- alias game_actor_init_equips_aee init_equips def init_equips(equips) game_actor_init_equips_aee(equips) equip_extra_starting_equips end #-------------------------------------------------------------------------- # new method: equip_extra_starting_equips #-------------------------------------------------------------------------- def equip_extra_starting_equips for equip_id in actor.extra_starting_equips armour = $data_armors[equip_id] next if armour.nil? etype_id = armour.etype_id next unless equip_slots.include?(etype_id) slot_id = empty_slot(etype_id) @equips[slot_id].set_equip(etype_id == 0, armour.id) end refresh end #-------------------------------------------------------------------------- # overwrite method: equip_slots #-------------------------------------------------------------------------- def equip_slots return equip_slots_dual if dual_wield? return equip_slots_normal end #-------------------------------------------------------------------------- # new method: equip_slots_normal #-------------------------------------------------------------------------- def equip_slots_normal return self.actor.base_equip_slots if self.actor.base_equip_slots != [] return self.class.base_equip_slots end #-------------------------------------------------------------------------- # new method: equip_slots_dual #-------------------------------------------------------------------------- def equip_slots_dual array = equip_slots_normal.clone array[1] = 0 if array.size >= 2 return array end #-------------------------------------------------------------------------- # new method: fixed_etypes #-------------------------------------------------------------------------- def fixed_etypes array = [] array |= self.actor.fixed_equip_type array |= self.class.fixed_equip_type for equip in equips next if equip.nil? array |= equip.fixed_equip_type end for state in states next if state.nil? array |= state.fixed_equip_type end return array end #-------------------------------------------------------------------------- # new method: sealed_etypes #-------------------------------------------------------------------------- def sealed_etypes array = [] array |= self.actor.sealed_equip_type array |= self.class.sealed_equip_type for equip in equips next if equip.nil? array |= equip.sealed_equip_type end for state in states next if state.nil? array |= state.sealed_equip_type end return array end #-------------------------------------------------------------------------- # alias method: change_equip #-------------------------------------------------------------------------- alias game_actor_change_equip_aee change_equip def change_equip(slot_id, item) if item.nil? && !@optimize_clear etype_id = equip_slots[slot_id] return unless YEA::EQUIP::TYPES[etype_id][1] elsif item.nil? && @optimize_clear etype_id = equip_slots[slot_id] return unless YEA::EQUIP::TYPES[etype_id][2] end @equips[slot_id] = Game_BaseItem.new if @equips[slot_id].nil? game_actor_change_equip_aee(slot_id, item) end #-------------------------------------------------------------------------- # overwrite method: optimize_equipments #-------------------------------------------------------------------------- def optimize_equipments $game_temp.eds_actor = self @optimize_clear = true clear_equipments @optimize_clear = false equip_slots.size.times do |i| next if !equip_change_ok?(i) next unless can_optimize?(i) items = $game_party.equip_items.select do |item| item.etype_id == equip_slots[i] && equippable?(item) && item.performance >= 0 end change_equip(i, items.max_by {|item| item.performance }) end $game_temp.eds_actor = nil end #-------------------------------------------------------------------------- # new method: can_optimize? #-------------------------------------------------------------------------- def can_optimize?(slot_id) etype_id = equip_slots[slot_id] return YEA::EQUIP::TYPES[etype_id][2] end #-------------------------------------------------------------------------- # alias method: force_change_equip #-------------------------------------------------------------------------- alias game_actor_force_change_equip_aee force_change_equip def force_change_equip(slot_id, item) @equips[slot_id] = Game_BaseItem.new if @equips[slot_id].nil? game_actor_force_change_equip_aee(slot_id, item) end #-------------------------------------------------------------------------- # alias method: weapons #-------------------------------------------------------------------------- alias game_actor_weapons_aee weapons def weapons anti_crash_equips return game_actor_weapons_aee end #-------------------------------------------------------------------------- # alias method: armors #-------------------------------------------------------------------------- alias game_actor_armors_aee armors def armors anti_crash_equips return game_actor_armors_aee end #-------------------------------------------------------------------------- # alias method: equips #-------------------------------------------------------------------------- alias game_actor_equips_aee equips def equips anti_crash_equips return game_actor_equips_aee end #-------------------------------------------------------------------------- # new method: equips #-------------------------------------------------------------------------- def anti_crash_equips for i in 0...@equips.size next unless @equips[i].nil? @equips[i] = Game_BaseItem.new end end end # Game_Actor #============================================================================== # ■ Game_Interpreter #============================================================================== class Game_Interpreter #-------------------------------------------------------------------------- # overwrite method: change equip #-------------------------------------------------------------------------- def command_319 actor = $game_actors[@params[0]] return if actor.nil? if @params[1] == 0 && @params[2] != 0 item = $data_weapons[@params[2]] return unless actor.equip_slots.include?(0) slot_id = actor.empty_slot(0) elsif @params[2] != 0 item = $data_armors[@params[2]] return unless actor.equip_slots.include?(item.etype_id) slot_id = actor.empty_slot(item.etype_id) else slot_id = @params[1] end actor.change_equip_by_id(slot_id, @params[2]) end end # Game_Interpreter #============================================================================== # ■ Window_EquipStatus #============================================================================== class Window_EquipStatus < Window_Base #-------------------------------------------------------------------------- # overwrite method: initialize #-------------------------------------------------------------------------- def initialize(dx, dy) super(dx, dy, window_width, Graphics.height - dy) @actor = nil @temp_actor = nil refresh end #-------------------------------------------------------------------------- # overwrite method: window_width #-------------------------------------------------------------------------- def window_width; return Graphics.width * 2 / 5; end #-------------------------------------------------------------------------- # overwrite method: refresh #-------------------------------------------------------------------------- def refresh contents.clear 8.times {|i| draw_item(0, line_height * i, i) } end #-------------------------------------------------------------------------- # overwrite method: draw_item #-------------------------------------------------------------------------- def draw_item(dx, dy, param_id) draw_background_colour(dx, dy) draw_param_name(dx + 4, dy, param_id) draw_current_param(dx + 4, dy, param_id) if @actor drx = (contents.width + 22) / 2 draw_right_arrow(drx, dy) draw_new_param(drx + 22, dy, param_id) if @temp_actor reset_font_settings end #-------------------------------------------------------------------------- # new method: draw_background_colour #-------------------------------------------------------------------------- def draw_background_colour(dx, dy) colour = Color.new(0, 0, 0, translucent_alpha/2) rect = Rect.new(dx+1, dy+1, contents.width - 2, line_height - 2) contents.fill_rect(rect, colour) end #-------------------------------------------------------------------------- # overwrite method: draw_param_name #-------------------------------------------------------------------------- def draw_param_name(dx, dy, param_id) contents.font.size = YEA::EQUIP::STATUS_FONT_SIZE change_color(system_color) draw_text(dx, dy, contents.width, line_height, Vocab::param(param_id)) end #-------------------------------------------------------------------------- # overwrite method: draw_current_param #-------------------------------------------------------------------------- def draw_current_param(dx, dy, param_id) change_color(normal_color) dw = (contents.width + 22) / 2 draw_text(0, dy, dw, line_height, @actor.param(param_id).group, 2) reset_font_settings end #-------------------------------------------------------------------------- # overwrite method: draw_new_param #-------------------------------------------------------------------------- def draw_new_param(dx, dy, param_id) contents.font.size = YEA::EQUIP::STATUS_FONT_SIZE new_value = @temp_actor.param(param_id) change_color(param_change_color(new_value - @actor.param(param_id))) draw_text(0, dy, contents.width-4, line_height, new_value.group, 2) reset_font_settings end end # Window_EquipStatus #============================================================================== # ■ Window_EquipCommand #============================================================================== class Window_EquipCommand < Window_HorzCommand #-------------------------------------------------------------------------- # overwrite method: make_command_list #-------------------------------------------------------------------------- def make_command_list for command in YEA::EQUIP::COMMAND_LIST case command when :equip add_command(Vocab::equip2, :equip) # when :optimize # add_command(Vocab::optimize, :optimize) when :clear add_command(Vocab::clear, :clear) else process_custom_command(command) end end end #-------------------------------------------------------------------------- # process_ok #-------------------------------------------------------------------------- def process_ok $game_temp.scene_equip_index = index $game_temp.scene_equip_oy = self.oy super end #-------------------------------------------------------------------------- # new method: process_custom_command #-------------------------------------------------------------------------- def process_custom_command(command) return unless YEA::EQUIP::CUSTOM_EQUIP_COMMANDS.include?(command) show = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][2] continue = show <= 0 ? true : $game_switches[show] return unless continue text = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][0] switch = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][1] enabled = switch <= 0 ? true : $game_switches[switch] add_command(text, command, enabled) end #-------------------------------------------------------------------------- # overwrite method: window_width #-------------------------------------------------------------------------- def window_width; return 160; end #-------------------------------------------------------------------------- # overwrite method: contents_width #-------------------------------------------------------------------------- def contents_width; return width - standard_padding * 2; end #-------------------------------------------------------------------------- # overwrite method: contents_height #-------------------------------------------------------------------------- def contents_height ch = height - standard_padding * 2 return [ch - ch % item_height, row_max * item_height].max end #-------------------------------------------------------------------------- # overwrite method: visible_line_number #-------------------------------------------------------------------------- def visible_line_number; return 4; end #-------------------------------------------------------------------------- # overwrite method: col_max #-------------------------------------------------------------------------- def col_max; return 1; end #-------------------------------------------------------------------------- # overwrite method: item_rect #-------------------------------------------------------------------------- def item_rect(index) rect = Rect.new rect.width = item_width rect.height = item_height rect.x = index % col_max * (item_width + spacing) rect.y = index / col_max * item_height rect end #-------------------------------------------------------------------------- # overwrite method: ensure_cursor_visible #-------------------------------------------------------------------------- def ensure_cursor_visible self.top_row = row if row < top_row self.bottom_row = row if row > bottom_row end #-------------------------------------------------------------------------- # overwrite method: cursor_down #-------------------------------------------------------------------------- def cursor_down(wrap = false) if index < item_max - col_max || (wrap && col_max == 1) select((index + col_max) % item_max) end end #-------------------------------------------------------------------------- # overwrite method: cursor_up #-------------------------------------------------------------------------- def cursor_up(wrap = false) if index >= col_max || (wrap && col_max == 1) select((index - col_max + item_max) % item_max) end end #-------------------------------------------------------------------------- # overwrite method: process_pageup #-------------------------------------------------------------------------- def process_pageup Sound.play_cursor Input.update deactivate call_handler(:pageup) end #-------------------------------------------------------------------------- # overwrite method: process_pagedown #-------------------------------------------------------------------------- def process_pagedown Sound.play_cursor Input.update deactivate call_handler(:pagedown) end end # Window_EquipCommand #============================================================================== # ■ Window_EquipSlot #============================================================================== class Window_EquipSlot < Window_Selectable #-------------------------------------------------------------------------- # overwrite method: initialize #-------------------------------------------------------------------------- def initialize(dx, dy, dw) super(dx, dy, dw, Graphics.height - dy) @actor = nil refresh end #-------------------------------------------------------------------------- # overwrite method: window_height #-------------------------------------------------------------------------- def window_height; return self.height; end #-------------------------------------------------------------------------- # overwrite method: visible_line_number #-------------------------------------------------------------------------- def visible_line_number; return item_max; end #-------------------------------------------------------------------------- # overwrite method: refresh #-------------------------------------------------------------------------- def refresh create_contents super end #-------------------------------------------------------------------------- # overwrite method: draw_item #-------------------------------------------------------------------------- def draw_item(index) return unless @actor rect = item_rect_for_text(index) change_color(system_color, enable?(index)) draw_text(rect.x, rect.y, 92, line_height, slot_name(index)) item = @actor.equips[index] dx = rect.x + 92 dw = contents.width - dx - 24 if item.nil? draw_nothing_equip(dx, rect.y, false, dw) else draw_item_name(item, dx, rect.y, enable?(index), dw) end end #-------------------------------------------------------------------------- # new method: draw_nothing_equip #-------------------------------------------------------------------------- def draw_nothing_equip(dx, dy, enabled, dw) change_color(normal_color, enabled) draw_icon(Icon.nothing_equip, dx, dy, enabled) text = YEA::EQUIP::NOTHING_TEXT draw_text(dx + 24, dy, dw - 24, line_height, text) end end # Window_EquipSlot #============================================================================== # ■ Window_EquipItem #============================================================================== class Window_EquipItem < Window_ItemList #-------------------------------------------------------------------------- # overwrite method: col_max #-------------------------------------------------------------------------- def col_max; return 1; end #-------------------------------------------------------------------------- # overwrite method: slot_id= #-------------------------------------------------------------------------- def slot_id=(slot_id) return if @slot_id == slot_id @slot_id = slot_id @last_item = nil self.oy = 0 refresh end #-------------------------------------------------------------------------- # overwrite method: draw_item #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] rect = item_rect(index) rect.width -= 4 if item.nil? draw_remove_equip(rect) return end dw = contents.width - rect.x - 24 draw_item_name(item, rect.x, rect.y, enable?(item), dw) draw_item_number(rect, item) end #-------------------------------------------------------------------------- # new method: draw_remove_equip #-------------------------------------------------------------------------- def draw_remove_equip(rect) draw_icon(Icon.remove_equip, rect.x, rect.y) text = YEA::EQUIP::REMOVE_EQUIP_TEXT rect.x += 24 rect.width -= 24 draw_text(rect, text) end #-------------------------------------------------------------------------- # overwrite method: include? #-------------------------------------------------------------------------- def include?(item) if item.nil? && !@actor.nil? etype_id = @actor.equip_slots[@slot_id] return YEA::EQUIP::TYPES[etype_id][1] end return true if item.nil? return false unless item.is_a?(RPG::EquipItem) return false if @slot_id < 0 return false if item.etype_id != @actor.equip_slots[@slot_id] return @actor.equippable?(item) end #-------------------------------------------------------------------------- # overwrite method: enable? #-------------------------------------------------------------------------- def enable?(item) if item.nil? && !@actor.nil? etype_id = @actor.equip_slots[@slot_id] return YEA::EQUIP::TYPES[etype_id][1] end return @actor.equippable?(item) end #-------------------------------------------------------------------------- # new method: show #-------------------------------------------------------------------------- def show @last_item = 0 update_help super end #-------------------------------------------------------------------------- # overwrite method: update_help #-------------------------------------------------------------------------- def update_help super return if @actor.nil? return if @status_window.nil? return if @last_item == item @last_item = item temp_actor = Marshal.load(Marshal.dump(@actor)) temp_actor.force_change_equip(@slot_id, item) @status_window.set_temp_actor(temp_actor) end end # Window_EquipItem #============================================================================== # ■ Window_EquipActor #============================================================================== class Window_EquipActor < Window_Base #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(dx, dy) super(dx, dy, window_width, fitting_height(4)) @actor = nil end #-------------------------------------------------------------------------- # window_width #-------------------------------------------------------------------------- def window_width; return Graphics.width - 160; end #-------------------------------------------------------------------------- # actor= #-------------------------------------------------------------------------- def actor=(actor) return if @actor == actor @actor = actor refresh end #-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh contents.clear return unless @actor draw_actor_face(@actor, 0, 0) draw_actor_simple_status(@actor, 108, line_height / 2) end end # Window_EquipActor #============================================================================== # ■ Scene_Equip #============================================================================== class Scene_Equip < Scene_MenuBase #-------------------------------------------------------------------------- # overwrite method: create_status_window #-------------------------------------------------------------------------- def create_status_window wx = Graphics.width - (Graphics.width * 2 / 5) wy = @help_window.height + 120 @status_window = Window_EquipStatus.new(wx, wy) @status_window.viewport = @viewport @status_window.actor = @actor end #-------------------------------------------------------------------------- # overwrite method: create_command_window #-------------------------------------------------------------------------- def create_command_window wx = 0 wy = @help_window.height ww = 160 @command_window = Window_EquipCommand.new(wx, wy, ww) @command_window.viewport = @viewport @command_window.help_window = @help_window if !$game_temp.scene_equip_index.nil? @command_window.select($game_temp.scene_equip_index) @command_window.oy = $game_temp.scene_equip_oy end $game_temp.scene_equip_index = nil $game_temp.scene_equip_oy = nil @command_window.set_handler(:equip, method(:command_equip)) # @command_window.set_handler(:optimize, method(:command_optimize)) @command_window.set_handler(:clear, method(:command_clear)) @command_window.set_handler(:cancel, method(:return_scene)) @command_window.set_handler(:pagedown, method(:next_actor)) @command_window.set_handler(:pageup, method(:prev_actor)) process_custom_equip_commands create_actor_window end #-------------------------------------------------------------------------- # new method: create_actor_window #-------------------------------------------------------------------------- def create_actor_window wy = @help_window.height @actor_window = Window_EquipActor.new(@command_window.width, wy) @actor_window.viewport = @viewport @actor_window.actor = @actor end #-------------------------------------------------------------------------- # new method: process_custom_equip_commands #-------------------------------------------------------------------------- def process_custom_equip_commands for command in YEA::EQUIP::COMMAND_LIST next unless YEA::EQUIP::CUSTOM_EQUIP_COMMANDS.include?(command) called_method = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][3] @command_window.set_handler(command, method(called_method)) end end #-------------------------------------------------------------------------- # overwrite method: create_slot_window #-------------------------------------------------------------------------- def create_slot_window wx = 0 wy = @command_window.y + @command_window.height ww = Graphics.width - @status_window.width @slot_window = Window_EquipSlot.new(wx, wy, ww) @slot_window.viewport = @viewport @slot_window.help_window = @help_window @slot_window.status_window = @status_window @slot_window.actor = @actor @slot_window.set_handler(:ok, method(:on_slot_ok)) @slot_window.set_handler(:cancel, method(:on_slot_cancel)) end #-------------------------------------------------------------------------- # overwrite method: create_item_window #-------------------------------------------------------------------------- def create_item_window wx = @slot_window.x wy = @slot_window.y ww = @slot_window.width wh = @slot_window.height @item_window = Window_EquipItem.new(wx, wy, ww, wh) @item_window.viewport = @viewport @item_window.help_window = @help_window @item_window.status_window = @status_window @item_window.actor = @actor @item_window.set_handler(:ok, method(:on_item_ok)) @item_window.set_handler(:cancel, method(:on_item_cancel)) @slot_window.item_window = @item_window @item_window.hide end #-------------------------------------------------------------------------- # alias method: command_optimize #-------------------------------------------------------------------------- # alias scene_equip_command_optimize_aee command_optimize # def command_optimize # scene_equip_command_optimize_aee # @actor_window.refresh # end #-------------------------------------------------------------------------- # alias method: command_clear #-------------------------------------------------------------------------- alias scene_equip_command_clear_aee command_clear def command_clear scene_equip_command_clear_aee @actor_window.refresh end #-------------------------------------------------------------------------- # alias method: on_slot_ok #-------------------------------------------------------------------------- alias scene_equip_on_slot_ok_aee on_slot_ok def on_slot_ok scene_equip_on_slot_ok_aee @slot_window.hide @item_window.refresh @item_window.show end #-------------------------------------------------------------------------- # alias method: on_item_ok #-------------------------------------------------------------------------- alias scene_equip_on_item_ok_aee on_item_ok def on_item_ok scene_equip_on_item_ok_aee @actor_window.refresh @slot_window.show @item_window.hide end #-------------------------------------------------------------------------- # alias method: on_item_cancel #-------------------------------------------------------------------------- alias scene_equip_on_item_cancel_aee on_item_cancel def on_item_cancel scene_equip_on_item_cancel_aee @slot_window.show @item_window.hide end #-------------------------------------------------------------------------- # alias method: on_actor_change #-------------------------------------------------------------------------- alias scene_equip_on_actor_change_aee on_actor_change def on_actor_change scene_equip_on_actor_change_aee @actor_window.actor = @actor end #-------------------------------------------------------------------------- # new method: command_name1 #-------------------------------------------------------------------------- def command_name1 # Do nothing. end #-------------------------------------------------------------------------- # new method: command_name2 #-------------------------------------------------------------------------- def command_name2 # Do nothing. end end # Scene_Equip #============================================================================== # # ▼ End of File # #==============================================================================
#============================================================================== # +++ MOG - 伤害显示 (v4.5) +++ #============================================================================== # By Moghunter # [url]https://atelierrgss.wordpress.com/[/url] #============================================================================== # 用图片显示伤害数字. #============================================================================== # 需要以下图片 # # Critical # Evaded # Exp # Gold # Level Up # Missed # MP # Number # TP # # 全部放在 /GRAPHICS/DAMAGE/ #============================================================================== #============================================================================== # 行走图上显示伤害数字 (事件) #============================================================================== # 如果你想要在地图上或战斗中手动显示伤害数字,使用以下脚本: # # damage_popup(目标ID,数值,"类型") # # 目标ID # 1...999 - 地图上的事件ID # 0 - 玩家 # -1...-3 - 队友 # # 数值 # 显示伤害的数值(可以是负值)或文本.当类型为"States"时为状态的ID,不能为负值 # # 类型 (可选) # "Exp" - 显示EXP. # "Gold" - 显示金币. # "States" - 显示状态图标. # #============================================================================== # # damage_popup(1,999) # damage_popup(4,"存档点.") # damage_popup(0,"我饿了!!!") <- 玩家 # damage_popup(-1,"Booo!") <- 1号队友(离玩家最近的队友,不是ID=1的队友) # damage_popup(0,2000,"Exp") <- 显示 2000 Exp # damage_popup(0,5000,"Gold") <- 显示 5000 金币 # #============================================================================== # 使用以下脚本来在全部队友的头顶显示伤害数字.: # # damage_popup_party(目标ID,数值,"类型") # #============================================================================== # 地图上显示/不显示伤害数字. #============================================================================== # 使用以下脚本来在地图上显示/不显示伤害数字: # # damage_popup_map(true) -> 或 (false) # #============================================================================== # ● Histórico (Version History) #============================================================================== # v 4.5 - Correção de ativar o dano quando o alvo é morto e o dano é zero. #============================================================================== $imported = {} if $imported.nil? $imported[:mog_damage_popup] = true module MOG_DAMAGEPOPUP #是否允许在地图上显示伤害数字. (默认) DAMAGE_POPUP_MAP = false #是否在获得物品时显示该物品图标. (仅在地图上). ITEM_POPUP_MAP = false #是否允许在敌人身上显示EXP和金币. EXP_GOLD_POPUP_BATTLE = false EXP_GOLD_POPUP_MAP = false #是否显示升级 LEVEL_POPUP_BATTLE = false LEVEL_POPUP_MAP = false #是否显示状态图标 STATES_POPUP_BATTLE = true STATES_POPUP_MAP = true #设定字体 (物品名/状态名/ etc...). FONT_SIZE = 28 FONT_BOLD = true FONT_ITALIC = false FONT_COLOR = Color.new(255,255,255) FONT_COLOR_ITEM = Color.new(255,255,255) FONT_COLOR_STATUS_PLUS = Color.new(155,155,255) FONT_COLOR_STATUS_MINUS = Color.new(255,150,150) #每条伤害间的距离(竖直距离). Y_SPACE = 28 #伤害数字的Z坐标 DAMAGE_Z = 151 end #============================================================================== # ■ Game_System #============================================================================== class Game_System attr_accessor :damage_popup_map #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_damage_popup_initialize initialize def initialize @damage_popup_map = MOG_DAMAGEPOPUP::DAMAGE_POPUP_MAP mog_damage_popup_initialize end #-------------------------------------------------------------------------- # ● Damage Popup Clear #-------------------------------------------------------------------------- def damage_popup_clear $game_party.character_members.each {|t| t.actor.damage.clear; t.actor.skip_dmg_popup = false ; t.damage.clear; t.skip_dmg_popup = false} rescue nil $game_map.events.values.each {|t| t.damage.clear ; t.skip_dmg_popup = false} rescue nil end end #============================================================================== # ■ Game Temp #============================================================================== class Game_Temp attr_accessor :battle_end #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_damage_temp_opup_initialize initialize def initialize @battle_end = false mog_damage_temp_opup_initialize end #-------------------------------------------------------------------------- # ● Sprite Visible #-------------------------------------------------------------------------- def sprite_visible return false if $game_message.visible return false if $game_temp.battle_end return true end end #============================================================================== # ■ Game CharacterBase #============================================================================== class Game_CharacterBase attr_accessor :damage ,:battler ,:skip_dmg_popup #-------------------------------------------------------------------------- # ● Ini Public Members #-------------------------------------------------------------------------- alias mog_damage_popup_init_public_members init_public_members def init_public_members @damage = [] ; @skip_dmg_popup = false mog_damage_popup_init_public_members end #-------------------------------------------------------------------------- # ● Damage Popup #-------------------------------------------------------------------------- def damage_popup(value,type = "String") @damage.push([value,type]) end end #============================================================================== # ■ Scene Map #============================================================================== class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # ● Start #-------------------------------------------------------------------------- alias mog_damage_popup_start start def start $game_system.damage_popup_clear ; $game_temp.battle_end = false mog_damage_popup_start end end #============================================================================== # ■ Game Player #============================================================================== class Game_Player < Game_Character #-------------------------------------------------------------------------- # ● Battler #-------------------------------------------------------------------------- def battler actor end end #============================================================================== # ■ Game Follower #============================================================================== class Game_Follower < Game_Character #-------------------------------------------------------------------------- # ● Battler #-------------------------------------------------------------------------- def battler actor end end #============================================================================== # ■ Game_BattlerBase #============================================================================== class Game_BattlerBase #-------------------------------------------------------------------------- # ● Change HP #-------------------------------------------------------------------------- alias mog_damage_popup_change_hp change_hp def change_hp(value, enable_death) mog_damage_popup_change_hp(value, enable_death) self.damage.push([-value,"Hp"]) end end #============================================================================== # ■ Game_Battler #============================================================================== class Game_Battler < Game_BattlerBase include MOG_DAMAGEPOPUP attr_accessor :damage , :skip_dmg_popup #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_damage_sprite_initialize initialize def initialize @damage = [] ; @skip_dmg_popup = false mog_damage_sprite_initialize end #-------------------------------------------------------------------------- # ● Item Apply #-------------------------------------------------------------------------- alias mog_damage_pop_item_apply item_apply def item_apply(user, item) mog_damage_pop_item_apply(user, item) execute_damage_popup(user,item) end #-------------------------------------------------------------------------- # ● Execute Damage Popup #-------------------------------------------------------------------------- def execute_damage_popup(user,item) if !@result.missed and !@result.evaded and @result.hit? self.damage.push([@result.hp_damage,"HP",@result.critical]) if item.damage.to_hp? or @result.hp_damage != 0 user.damage.push([-@result.hp_drain,"HP",@result.critical]) if item.damage.type == 5 self.damage.push([@result.mp_damage,"MP",@result.critical]) if item.damage.to_mp? or @result.mp_damage != 0 user.damage.push([-@result.mp_drain,"MP",@result.critical]) if item.damage.type == 6 self.damage.push([@result.tp_damage,"TP",@result.critical]) if @result.tp_damage != 0 elsif !self.dead? if @result.missed ; self.damage.push(["Missed","Missed"]) elsif @result.evaded ; self.damage.push(["Evaded","Evaded"]) end end end #-------------------------------------------------------------------------- # ● Regenerate HP #-------------------------------------------------------------------------- alias mog_damage_pop_regenerate_hp regenerate_hp def regenerate_hp mog_damage_pop_regenerate_hp self.damage.push(["Regenerate",""]) if @result.hp_damage < 0 self.damage.push([@result.hp_damage,"HP"]) if @result.hp_damage != 0 end #-------------------------------------------------------------------------- # ● Regenerate MP #-------------------------------------------------------------------------- alias mog_damage_pop_regenerate_mp regenerate_mp def regenerate_mp mog_damage_pop_regenerate_mp self.damage.push([@result.mp_damage,"MP"]) if @result.mp_damage != 0 end #-------------------------------------------------------------------------- # ● Regenerate TP #-------------------------------------------------------------------------- alias mog_damage_pop_regenerate_tp regenerate_tp def regenerate_tp mog_damage_pop_regenerate_tp tp_damage = 100 * trg self.damage.push([tp_damage,"TP"]) if tp_damage != 0 end #-------------------------------------------------------------------------- # ● Added New State #-------------------------------------------------------------------------- alias mog_damage_pop_add_new_state add_new_state def add_new_state(state_id) mog_damage_pop_add_new_state(state_id) execute_popup_add_new_state(state_id) end #-------------------------------------------------------------------------- # ● Execute Popup Add New State #-------------------------------------------------------------------------- def execute_popup_add_new_state(state_id) st = $data_states[state_id] if self.hp > 0 unless (SceneManager.scene_is?(Scene_Battle) and !STATES_POPUP_BATTLE) or (SceneManager.scene_is?(Scene_Map) and !STATES_POPUP_MAP) self.damage.push([st.name.to_s,"States Plus",false,st.icon_index]) end end end #-------------------------------------------------------------------------- # ● Remove State #-------------------------------------------------------------------------- alias mog_damage_pop_remove_state remove_state def remove_state(state_id) execute_popup_remove_state(state_id) mog_damage_pop_remove_state(state_id) end #-------------------------------------------------------------------------- # ● Execute Popup Remove State #-------------------------------------------------------------------------- def execute_popup_remove_state(state_id) if state?(state_id) and self.hp > 0 st = $data_states[state_id] unless (SceneManager.scene_is?(Scene_Battle) and !STATES_POPUP_BATTLE) or (SceneManager.scene_is?(Scene_Map) and !STATES_POPUP_MAP) self.damage.push([st.name.to_s,"States Minus",false,st.icon_index]) unless BattleManager.escape? end end end end #============================================================================== # ■ BattleManager #============================================================================== module BattleManager #-------------------------------------------------------------------------- # ● Escape? #-------------------------------------------------------------------------- def self.escape? @phase == nil end end #============================================================================== # ■ Game_Temp #============================================================================== class Game_Temp attr_accessor :dmg_battle_mode #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_damage_popup_initialize initialize def initialize @dmg_battle_mode = false mog_damage_popup_initialize end end #============================================================================== # ■ Scene Battle #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # ● Start #-------------------------------------------------------------------------- alias mog_damage_popup_start start def start $game_temp.dmg_battle_mode = true mog_damage_popup_start end #-------------------------------------------------------------------------- # ● Terminate #-------------------------------------------------------------------------- alias mog_damage_popup_terminate terminate def terminate mog_damage_popup_terminate $game_temp.dmg_battle_mode = false end end #============================================================================== # ■ Game Party #============================================================================== class Game_Party < Game_Unit #-------------------------------------------------------------------------- # ● Character Members #-------------------------------------------------------------------------- def character_members char_m = [] ; char_m.push($game_player) $game_player.followers.each do |f| char_m.push(f) end return char_m end #-------------------------------------------------------------------------- # ● Gain Gold #-------------------------------------------------------------------------- alias mog_damage_popup_gain_gold gain_gold def gain_gold(amount) mog_damage_popup_gain_gold(amount) $game_party.members[0].damage.push([amount,"Gold"]) if can_damage_popup_gold? end #-------------------------------------------------------------------------- # ● Can Damage Popup Gold #-------------------------------------------------------------------------- def can_damage_popup_gold? return false if !SceneManager.scene_is?(Scene_Map) return false if $game_temp.dmg_battle_mode return false if !MOG_DAMAGEPOPUP::EXP_GOLD_POPUP_MAP return false if !$game_system.damage_popup_map return false if !$game_party.members[0] return true end #-------------------------------------------------------------------------- # ● Gain Item #-------------------------------------------------------------------------- alias mog_damage_popup_gain_item gain_item def gain_item(item, amount, include_equip = false) mog_damage_popup_gain_item(item, amount, include_equip) execute_item_popup(item) if can_damage_popup_item?(item) end #-------------------------------------------------------------------------- # ● Can Damage Poupup Item #-------------------------------------------------------------------------- def can_damage_popup_item?(item) return false if item == nil return false if !MOG_DAMAGEPOPUP::ITEM_POPUP_MAP return false if !$game_system.damage_popup_map return false if SceneManager.scene_is?(Scene_Battle) return false if !$game_party.members[0] return false if $game_temp.dmg_battle_mode return true end #-------------------------------------------------------------------------- # ● Execute Item Popup #-------------------------------------------------------------------------- def execute_item_popup(item) it = $data_items[item.id] if item.is_a?(RPG::Item) it = $data_weapons[item.id] if item.is_a?(RPG::Weapon) it = $data_armors[item.id] if item.is_a?(RPG::Armor) $game_party.members[0].damage.push([it.name.to_s,"Item",false,it.icon_index]) end end #============================================================================== # ■ Game Interpreter #============================================================================== class Game_Interpreter #-------------------------------------------------------------------------- # ● Damage Popup Map #-------------------------------------------------------------------------- def damage_popup_map(value) $game_system.damage_popup_map = value end #-------------------------------------------------------------------------- # ● Damage Popup #-------------------------------------------------------------------------- def damage_popup(target_id, value,type = "") return if !$game_system.damage_popup_map target = set_target_dmg(target_id) rescue nil target.damage.push([value,type]) if target end #-------------------------------------------------------------------------- # ● Set Target Dmg #-------------------------------------------------------------------------- def set_target_dmg(target) return $game_player.battler if target == 0 return $game_player.followers.battler[(target_id + 1).abs] if target < 0 $game_map.events.values.each do |event| return event.battler if event.id == target_id and event.battler return event if event.id == target_id end end #-------------------------------------------------------------------------- # * Change MP #-------------------------------------------------------------------------- alias mog_damage_popup_command_312 command_312 def command_312 value = operate_value(@params[2], @params[3], @params[4]) iterate_actor_var(@params[0], @params[1]) do |actor| actor.damage.push([-value,"MP"]) end mog_damage_popup_command_312 end end #============================================================================== # ■ Game Actor #============================================================================== class Game_Actor < Game_Battler include MOG_DAMAGEPOPUP #-------------------------------------------------------------------------- # ● Level UP #-------------------------------------------------------------------------- alias mog_damage_pop_level_up level_up def level_up mog_damage_pop_level_up execute_level_popup end #-------------------------------------------------------------------------- # ● Execute Level Popup #-------------------------------------------------------------------------- def execute_level_popup if (SceneManager.scene_is?(Scene_Battle) and LEVEL_POPUP_BATTLE) or (SceneManager.scene_is?(Scene_Map) and LEVEL_POPUP_MAP) @damage.push(["Level UP","Level_UP"]) unless @skip_dmg_popup @skip_dmg_popup = true end end #-------------------------------------------------------------------------- # ● Change Exp #-------------------------------------------------------------------------- alias mog_damage_popup_change_exp change_exp def change_exp(exp, show) n_exp = self.exp mog_damage_popup_change_exp(exp, show) c_exp = n_exp - self.exp @damage.push([c_exp.abs,"Exp"]) if can_popup_exp?(exp) end #-------------------------------------------------------------------------- # ● Can Popup EXP #-------------------------------------------------------------------------- def can_popup_exp?(exp) return false if !EXP_GOLD_POPUP_MAP return false if exp <= 0 return false if self.skip_dmg_popup return false if self.max_level? return true end end #============================================================================== # ■ Scene_Battle #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # ● Invoke Counter Attack #-------------------------------------------------------------------------- alias mog_damage_popup_invoke_counter_attack invoke_counter_attack def invoke_counter_attack(target, item) mog_damage_popup_invoke_counter_attack(target, item) target.damage.push(["Counter","Counter"]) end #-------------------------------------------------------------------------- # ● Invoke Counter Attack #-------------------------------------------------------------------------- alias mog_damage_popup_invoke_magic_reflection invoke_magic_reflection def invoke_magic_reflection(target, item) mog_damage_popup_invoke_magic_reflection(target, item) target.damage.push(["Reflection","Reflection"]) end end #============================================================================== # ■ Cache #============================================================================== module Cache #-------------------------------------------------------------------------- # * Damage #-------------------------------------------------------------------------- def self.damage(filename) load_bitmap("Graphics/Damage/", filename) end end #============================================================================== # ■ Game Temp #============================================================================== class Game_Temp attr_accessor :pre_cache_damage #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_damage_pop_initialize initialize def initialize mog_damage_pop_initialize pre_cache_damage_temp end #-------------------------------------------------------------------------- # ● Pre Cache Damage Temp #-------------------------------------------------------------------------- def pre_cache_damage_temp return if @pre_cache_damage != nil @pre_cache_damage = [] @pre_cache_damage.push(Cache.damage("HP_Number")) @pre_cache_damage.push(Cache.damage("MP")) @pre_cache_damage.push(Cache.damage("TP")) @pre_cache_damage.push(Cache.damage("Missed")) @pre_cache_damage.push(Cache.damage("Evaded")) @pre_cache_damage.push(Cache.damage("Critical")) @pre_cache_damage.push(Cache.damage("Exp")) @pre_cache_damage.push(Cache.damage("Gold")) @pre_cache_damage.push(Cache.damage("Level UP")) @pre_cache_damage.push(Cache.damage("Counter")) @pre_cache_damage.push(Cache.damage("Reflection")) @pre_cache_damage.push(Cache.damage("MP_Number")) @pre_cache_damage.push(Cache.damage("TP_Number")) @pre_cache_damage.push(Cache.damage("EG_Number")) @pre_cache_damage.push(Cache.system("Iconset")) end end #============================================================================== # ■ Sprite Base #============================================================================== class Sprite_Base < Sprite #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_damage_popup_sprite_initialize initialize def initialize(viewport = nil) mog_damage_popup_sprite_initialize(viewport) damage_popup_setup end #-------------------------------------------------------------------------- # ● Damage Popup Setup #-------------------------------------------------------------------------- def damage_popup_setup $game_temp.pre_cache_damage_temp ; @damage_sprites = [] $game_system.damage_popup_clear end #-------------------------------------------------------------------------- # ● Dispose #-------------------------------------------------------------------------- alias mog_damage_popup_sprite_dispose dispose def dispose mog_damage_popup_sprite_dispose dispose_damage_sprites end #-------------------------------------------------------------------------- # ● Dispose Damage Sprites #-------------------------------------------------------------------------- def dispose_damage_sprites return if @damage_sprites == nil @damage_sprites.each {|sprite| sprite.dispose_damage } end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- alias mog_damage_popup_sprite_update update def update mog_damage_popup_sprite_update update_damage_popup end #-------------------------------------------------------------------------- # ● Update Damage Popup #-------------------------------------------------------------------------- def update_damage_popup return if @damage_sprites == nil create_damage_sprite if can_create_damage? update_damage_sprite if !@damage_sprites.empty? end #-------------------------------------------------------------------------- # ● Can Create Damage? #-------------------------------------------------------------------------- def can_create_damage? return false if $game_message.visible if @battler return false if @battler.damage == nil return false if @battler.damage.empty? if $game_temp.battle_end and @battler.is_a?(Game_Actor) return false if $game_message.visible return false if $imported[:mog_battler_result] and $game_temp.result end elsif @character return false if !$game_system.damage_popup_map if @character.battler return false if @character.battler.damage == nil return false if @character.battler.damage.empty? else return false if @character.damage == nil return false if @character.damage.empty? end end return false if @battler == nil and @character == nil return true end #-------------------------------------------------------------------------- # ● Create Damage Sprite #-------------------------------------------------------------------------- def create_damage_sprite target = @battler ? @battler : @character screen_x_available = target.screen_x rescue nil return if screen_x_available == nil sx = target.screen_x != nil ? target.screen_x : self.x sy = target.screen_y != nil ? target.screen_y : self.y @damage_sprites = [] if @damage_sprites == nil target = @character.battler if @character and @character.battler target.damage.each_with_index do |i, index| @damage_sprites.push(Damage_Sprite.new(nil,sx,sy,i,index,@damage_sprites.size,self)) end if SceneManager.scene_is?(Scene_Battle) @damage_sprites.each_with_index do |i, index| i.set_duration(index) end end target.damage.clear ; target.skip_dmg_popup = false end #-------------------------------------------------------------------------- # ● Update Damage Sprite #-------------------------------------------------------------------------- def update_damage_sprite clear = true @damage_sprites.each_with_index do |sprite, i| sprite.update_damage(@damage_sprites.size,i,@battler) sprite.dispose_damage if sprite.duration <= 0 clear = false if sprite.duration > 0 end @damage_sprites.clear if clear end end #============================================================================== # ■ Damage Sprite #============================================================================== class Damage_Sprite < Sprite include MOG_DAMAGEPOPUP attr_accessor :duration #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize(viewport = nil , x,y, value ,index,index_max,target) super(viewport) dispose_damage ; setup_base(value,x,y,index,index_max,target) ; create_sprites end #-------------------------------------------------------------------------- # ● Setup Base #-------------------------------------------------------------------------- def setup_base(value,x,y,index,index_max,target) @target = target ; y2 = 0 if @target.bitmap != nil ; y2 = SceneManager.scene_is?(Scene_Battle) ? @target.bitmap.height / 2 : 0 ; end @animation_type = 0 ; @index = index ; @index_max = index_max + 1 @image = $game_temp.pre_cache_damage ; self.z = index + DAMAGE_Z @cw = @image[0].width / 10 ; @ch = @image[0].height / 2 ; @cw2 = 0 @x = x ; @y = y - y2 ; @value = value[0] ; @type = value[1] ; @ch2 = 0 @critical = (value[2] and @value.to_i >= 0) ? true : false; self.opacity = 0 @state_index = value[3] ; @oxy = [0,0,0,0] ; @org_xy = [0,0] ; @spxy = [0,0] @duration = 92 ; @org_oxy = [0,0,0,0] self.visible = false ;set_initial_position(index,nil) end #-------------------------------------------------------------------------- # ● Set Duration #-------------------------------------------------------------------------- def set_duration(index,pre_index = nil) return if @duration != 0 @duration = 82 + (2 * index) if @animation_type == 0 end #-------------------------------------------------------------------------- # ● Set Initial Position #-------------------------------------------------------------------------- def set_initial_position(index,old_duration) @org_xy = [@x,@y] self.zoom_y = self.zoom_x end #-------------------------------------------------------------------------- # ● Dispose Damage #-------------------------------------------------------------------------- def dispose_damage (self.bitmap.dispose ; self.bitmap = nil) if self.bitmap (@sup_sprite.bitmap.dispose ; @sup_sprite.dispose) if @sup_sprite @duration = -1 end #-------------------------------------------------------------------------- # ● Create Sprites #-------------------------------------------------------------------------- def create_sprites if @value.is_a?(Numeric) create_number elsif ["Missed","Evaded","Level UP","Counter","Reflection"].include?(@value.to_s) create_miss else create_string end set_damage_position end #-------------------------------------------------------------------------- # ● Set Damage Position #-------------------------------------------------------------------------- def set_damage_position return if self.bitmap == nil self.ox = (self.bitmap.width - @cw2) / 2 self.oy = self.bitmap.height / 2 ; self.x = @x ; self.y = @y @org_oxy[0] = self.ox @org_oxy[1] = self.oy set_animation_type if @sup_sprite @sup_sprite.ox = self.bitmap.width / 2 ; @sup_sprite.oy = self.bitmap.height / 2 @org_oxy[2] = @sup_sprite.ox @org_oxy[3] = @sup_sprite.oy if @critical @sup_sprite.x = @x - (@sup_sprite.bitmap.width / 2) + ((@cw / 2) * @number_value.size) @sup_sprite.y = self.y end update_sup_position(@index_max - @index) end end #-------------------------------------------------------------------------- # ● Set Damage Position #-------------------------------------------------------------------------- def set_animation_type s = rand(2) ; s2 = (rand(10) * 0.1).round(2) @oxy[2] = s == 1 ? s2 : -s2 end #-------------------------------------------------------------------------- # ● Create Number #-------------------------------------------------------------------------- def create_number case @type when "MP" number_image = @image[11] ;h = @value >= 0 ? 0 : @ch ; create_sup_sprite when "TP" number_image = @image[12] ;h = @value >= 0 ? 0 : @ch ; create_sup_sprite when "Exp" number_image = @image[13] ;h = 0 ; create_sup_sprite when "Gold" number_image = @image[13] ;h = @ch ; create_sup_sprite else number_image = @image[0] ; h = @value >= 0 ? 0 : @ch end @number_value = @value.abs.truncate.to_s.split(//) self.bitmap = Bitmap.new(@cw * @number_value.size, @ch) for r in 0...@number_value.size number_value_abs = @number_value[r].to_i src_rect = Rect.new(@cw * number_value_abs, h, @cw, @ch) self.bitmap.blt(@cw * r, 0, number_image, src_rect) end create_sup_sprite if @critical end #-------------------------------------------------------------------------- # ● Create Sup Sprite #-------------------------------------------------------------------------- def create_sup_sprite return if @sup_sprite != nil @sup_sprite = Sprite.new ; @sup_sprite.visible = false ; fy = 0 ; sp = [0,0] if @type == "MP" ; @sup_sprite.bitmap = @image[1].dup elsif @type == "TP" ; @sup_sprite.bitmap = @image[2].dup elsif @critical @sup_sprite.bitmap = @image[5].dup @cw2 = 0 ; @ch2 = @sup_sprite.bitmap.height return elsif @type == "Exp" @sup_sprite.bitmap = @image[6].dup ; fy = @ch ; sp[1] = 1.0 elsif @type == "Gold" @sup_sprite.bitmap = @image[7].dup ; fy = (@ch * 2) ; sp[1] = 0.5 end fy = 0 if !SceneManager.scene_is?(Scene_Battle) @y += fy ; @org_xy[1] += 0 @cw2 = @sup_sprite.bitmap.width + @cw @spxy = [sp[0],sp[1]] end #-------------------------------------------------------------------------- # ● Update Sup Position #-------------------------------------------------------------------------- def update_sup_position(dif_y) @sup_sprite.x = self.x - @cw unless @critical @sup_sprite.y = @critical ? self.y - @ch2 : self.y @sup_sprite.opacity = self.opacity ; @sup_sprite.angle = self.angle @sup_sprite.zoom_x = self.zoom_x ; @sup_sprite.zoom_y = self.zoom_y @sup_sprite.z = self.z ; @sup_sprite.viewport = self.viewport @sup_sprite.visible = self.visible end #-------------------------------------------------------------------------- # ● Create Miss #-------------------------------------------------------------------------- def create_miss self.bitmap = @image[3].dup if @value == "Missed" self.bitmap = @image[4].dup if @value == "Evaded" self.bitmap = @image[8].dup if @value == "Level UP" self.bitmap = @image[9].dup if @value == "Counter" self.bitmap = @image[10].dup if @value == "Reflection" end #-------------------------------------------------------------------------- # ● Create Spring #-------------------------------------------------------------------------- def create_string string_size = @value.to_s.split(//) ; fsize = FONT_SIZE > 10 ? FONT_SIZE : 10 @stg_size = string_size.size > 0 ? ((1 + string_size.size ) * ((fsize / 2) - 2)) : 32 self.bitmap = Bitmap.new(@stg_size,32) self.bitmap.font.color = FONT_COLOR self.bitmap.font.size = fsize ; self.bitmap.font.bold = FONT_BOLD self.bitmap.font.italic = FONT_ITALIC if @type == "Item" self.bitmap.font.color = FONT_COLOR_ITEM elsif @type == "States Plus" self.bitmap.font.color = FONT_COLOR_STATUS_PLUS elsif @type == "States Minus" self.bitmap.font.color = FONT_COLOR_STATUS_MINUS end self.bitmap.draw_text(0, 0, self.bitmap.width, self.bitmap.height, @value.to_s,0) draw_states if @state_index != nil end #-------------------------------------------------------------------------- # ● Draw States #-------------------------------------------------------------------------- def draw_states @sup_sprite = Sprite.new ; @sup_sprite.bitmap = Bitmap.new(24,24) rect = Rect.new(@state_index % 16 * 24, @state_index / 16 * 24, 24, 24) @image[14] = Cache.system("Iconset") if @image[14]== nil or @image[14].disposed? @sup_sprite.bitmap.blt(0, 0, @image[14].dup, rect) (@org_xy[1] += (@ch + 5) ; @y += (@ch + 5)) unless !SceneManager.is_a?(Scene_Battle) @cw2 = @sup_sprite.bitmap.width + @cw / 2 ; @sup_sprite.visible = false end #-------------------------------------------------------------------------- # ● Update Damage #-------------------------------------------------------------------------- def update_damage(index_max,index,battler) @index_max = index_max ; @index = index return if self.bitmap == nil or self.bitmap.disposed? @duration -= 1 self.visible = @duration > 90 ? false : true return if !self.visible dif_y = (@index_max - @index) update_animation(dif_y) update_sprite_position(dif_y,battler) update_sup_position(dif_y) if @sup_sprite dispose_damage if @duration <= 0 end #-------------------------------------------------------------------------- # ● Update Sprite Position #-------------------------------------------------------------------------- def update_sprite_position(dif_y,battler) execute_move(0,self,@org_xy[0] + @oxy[0]) execute_move(1,self,@org_xy[1] + @oxy[1] - (dif_y * Y_SPACE)) self.zoom_y = self.zoom_x update_battle_camera if oxy_camera?(battler) end #-------------------------------------------------------------------------- # ● Update Battle Camera #-------------------------------------------------------------------------- def update_battle_camera self.ox = $game_temp.viewport_oxy[0] + @org_oxy[0] self.oy = $game_temp.viewport_oxy[1] + @org_oxy[1] @sup_sprite.ox = $game_temp.viewport_oxy[0] + @org_oxy[2] if @sup_sprite != nil @sup_sprite.oy = $game_temp.viewport_oxy[1] + @org_oxy[3] if @sup_sprite != nil end #-------------------------------------------------------------------------- # ● OXY_CAMERA #-------------------------------------------------------------------------- def oxy_camera?(battler) return false if $imported[:mog_battle_camera] == nil if battler.is_a?(Game_Actor) return false if $imported[:mog_battle_hud_ex] and SceneManager.face_battler? end return true end #-------------------------------------------------------------------------- # ● Execute Move #-------------------------------------------------------------------------- def execute_move(type,sprite,np) cp = type == 0 ? sprite.x : sprite.y sp = 1 + ((cp - np).abs / 10) sp = 1 if @duration < 60 if cp > np ; cp -= sp ; cp = np if cp < np elsif cp < np ; cp += sp ; cp = np if cp > np end sprite.x = cp if type == 0 ; sprite.y = cp if type == 1 end #-------------------------------------------------------------------------- # ● Update Animation #-------------------------------------------------------------------------- def update_animation(dif_y) @oxy[1] -= 1 case @duration when 60..90 ; self.opacity += 15 when 30..60 ; self.opacity = 255 when 0..30 ; self.opacity -= 9 end end end #============================================================================== # ■ Sprite Battler #============================================================================== class Sprite_Battler < Sprite_Base #-------------------------------------------------------------------------- # ● Update Collapse #-------------------------------------------------------------------------- alias mog_damage_pop_update_collapse update_collapse def update_collapse mog_damage_pop_update_collapse execute_exp_pop end #-------------------------------------------------------------------------- # ● Update Instant Collapse #-------------------------------------------------------------------------- alias mog_damage_pop_update_instant_collapse update_instant_collapse def update_instant_collapse mog_damage_pop_update_instant_collapse execute_exp_pop end #-------------------------------------------------------------------------- # ● Update Boss Collapse #-------------------------------------------------------------------------- alias mog_damage_pop_update_boss_collapse update_boss_collapse def update_boss_collapse mog_damage_pop_update_boss_collapse execute_exp_pop end #-------------------------------------------------------------------------- # ● Execute Exp Pop #-------------------------------------------------------------------------- def execute_exp_pop return if !MOG_DAMAGEPOPUP::EXP_GOLD_POPUP_BATTLE or @dam_exp != nil return if @battler == nil or @battler.is_a?(Game_Actor) @dam_exp = true if $imported[:mog_active_bonus_gauge] != nil real_exp = $game_troop.bonus_exp? ? @battler.exp * 2 : @battler.exp real_gold = $game_troop.bonus_gold? ? @battler.gold * 2 : @battler.gold else real_exp = @battler.exp ; real_gold = @battler.gold end @battler.damage.push([real_exp,"Exp"]) if @battler.exp > 0 @battler.damage.push([real_gold,"Gold"]) if @battler.gold > 0 end end
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alexncf125 发表于 2021-10-12 20:20
把"修改游戏分辨率的脚本"放在"装备栏脚本"的下方能解決"出错时的弹窗说了"group”"
"显示伤害的脚本会无 ...
alexncf125 发表于 2021-10-12 20:20
把"修改游戏分辨率的脚本"放在"装备栏脚本"的下方能解決"出错时的弹窗说了"group”"
"显示伤害的脚本会无 ...
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