Project1
标题: 能在地图上事件依次自动执行快捷Q W A S D [打印本页]
作者: 金芒芒 时间: 2022-10-17 13:34
标题: 能在地图上事件依次自动执行快捷Q W A S D
本帖最后由 金芒芒 于 2022-10-17 13:51 编辑
def shizi_board
if Kboard.keyboard($R_Key_Q)
return 1
elsif Kboard.keyboard($R_Key_W)
return 2
elsif Kboard.keyboard($R_Key_A)
return 3
elsif Kboard.keyboard($R_Key_S)
return 4
elsif Kboard.keyboard($R_Key_D)
return 5
end
return
end
def shizi_board
if Kboard.keyboard($R_Key_Q)
return 1
elsif Kboard.keyboard($R_Key_W)
return 2
elsif Kboard.keyboard($R_Key_A)
return 3
elsif Kboard.keyboard($R_Key_S)
return 4
elsif Kboard.keyboard($R_Key_D)
return 5
end
return
end
class ARPG
def initialize
@i1_window = Window_I1.new
@i2_window = Window_I2.new
@i3_window = Window_I3.new
@i4_window = Window_I4.new
end
def dispose
@i1_window.dispose
@i2_window.dispose
@i3_window.dispose
@i4_window.dispose
end
def skill
return @skill
end
######################################################################
def update
#==========================================================================
#技能
#==========================================================================
case shizi_board
when 1
@skill = $data_skills[$game_variables[$变量段+1]]
if $shizi_code[$game_variables[$变量段+1]] != 0 or $game_actors[1].skill_can_use?($game_variables[$变量段+1]) == false
$game_system.se_play($data_system.buzzer_se)
if $game_variables[$变量段+1] == 0
Mess_Text.write ("该键位没有技能。")
else
Mess_Text.write ("技能还没冷却完毕。")
end
else
$game_actors[1].sp -= @skill.sp_cost
if @skill.scope >= 3
$game_actors[1].skill_effect($game_actors[1], @skill)
$game_player.animation_id = @skill.animation1_id
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
end # @skill.common_event_id > 0
if $data_skills[@skill.id].element_set != []
$shizi_code[@skill.id] = $data_system.elements[$data_skills[@skill.id].element_set[0]].to_i * Graphics.frame_rate
end
@i1_window.refresh
end # @skill.scope >= 3
end # $shizi_code[@skill.id] != 0
when 2
@skill = $data_skills[$game_variables[$变量段+2]]
if $shizi_code[$game_variables[$变量段+2]] != 0 or $game_actors[1].skill_can_use?($game_variables[$变量段+2]) == false
$game_system.se_play($data_system.buzzer_se)
if $game_variables[$变量段+2] == 0
Mess_Text.write ("该键位没有技能。")
else
Mess_Text.write ("技能还没冷却完毕。")
end
else
$game_actors[1].sp -= @skill.sp_cost
if @skill.scope >= 3
$game_actors[1].skill_effect($game_actors[1], @skill)
$game_player.animation_id = @skill.animation1_id
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
end # @skill.common_event_id > 0
if $data_skills[@skill.id].element_set != []
$shizi_code[@skill.id] = $data_system.elements[$data_skills[@skill.id].element_set[0]].to_i * Graphics.frame_rate
end
@i1_window.refresh
end # @skill.scope >= 3
end # $shizi_code[@skill.id] != 0
@i1_window.refresh
when 3
@skill = $data_skills[$game_variables[$变量段+3]]
if $shizi_code[$game_variables[$变量段+3]] != 0 or $game_actors[1].skill_can_use?($game_variables[$变量段+3]) == false
$game_system.se_play($data_system.buzzer_se)
if $game_variables[$变量段+3] == 0
Mess_Text.write ("该键位没有技能。")
else
Mess_Text.write ("技能还没冷却完毕。")
end
else
$game_actors[1].sp -= @skill.sp_cost
if @skill.scope >= 3
$game_actors[1].skill_effect($game_actors[1], @skill)
$game_player.animation_id = @skill.animation1_id
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
end # @skill.common_event_id > 0
if $data_skills[@skill.id].element_set != []
$shizi_code[@skill.id] = $data_system.elements[$data_skills[@skill.id].element_set[0]].to_i * Graphics.frame_rate
end
@i1_window.refresh
end # @skill.scope >= 3
end # $shizi_code[@skill.id] != 0
@i1_window.refresh
when 4
@skill = $data_skills[$game_variables[$变量段+4]]
if $shizi_code[$game_variables[$变量段+4]] != 0 or $game_actors[1].skill_can_use?($game_variables[$变量段+4]) == false
$game_system.se_play($data_system.buzzer_se)
if $game_variables[$变量段+4] == 0
Mess_Text.write ("该键位没有技能。")
else
Mess_Text.write ("技能还没冷却完毕。")
end
else
$game_actors[1].sp -= @skill.sp_cost
if @skill.scope >= 3
$game_actors[1].skill_effect($game_actors[1], @skill)
$game_player.animation_id = @skill.animation1_id
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
end # @skill.common_event_id > 0
if $data_skills[@skill.id].element_set != []
$shizi_code[@skill.id] = $data_system.elements[$data_skills[@skill.id].element_set[0]].to_i * Graphics.frame_rate
end
@i1_window.refresh
end # @skill.scope >= 3
end # $shizi_code[@skill.id] != 0
@i1_window.refresh
when 5
@skill = $data_skills[$game_variables[$变量段+5]]
if $shizi_code[$game_variables[$变量段+5]] != 0 or $game_actors[1].skill_can_use?($game_variables[$变量段+5]) == false
$game_system.se_play($data_system.buzzer_se)
if $game_variables[$变量段+5] == 0
Mess_Text.write ("该键位没有技能。")
else
Mess_Text.write ("技能还没冷却完毕。")
end
else
$game_actors[1].sp -= @skill.sp_cost
if @skill.scope >= 3
$game_actors[1].skill_effect($game_actors[1], @skill)
$game_player.animation_id = @skill.animation1_id
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
end # @skill.common_event_id > 0
if $data_skills[@skill.id].element_set != []
$shizi_code[@skill.id] = $data_system.elements[$data_skills[@skill.id].element_set[0]].to_i * Graphics.frame_rate
end
@i1_window.refresh
end # @skill.scope >= 3
end # $shizi_code[@skill.id] != 0
@i1_window.refresh
end
#==========================================================================
#技能冷却
#==========================================================================
for i in 1...$shizi_code.size
@刷新 = false
@刷新 = true if $shizi_code[i] == 1
$shizi_code[i] -= 1 if $shizi_code[i] > 0
@i1_window.refresh if @刷新 == true
end
@i2_window.refresh_code
#==========================================================================
#物品
#==========================================================================
case item_board
when 1
if $shizi_code_item[$game_variables[$变量段+7]] != 0 or $game_party.item_can_use?($game_variables[$变量段+7]) == false
$game_system.se_play($data_system.buzzer_se)
if $game_variables[$变量段+7] == 0
Mess_Text.write ("该键位没有物品。")
else
Mess_Text.write ("物品还没冷却完毕。")
end
else
@item = $data_items[$game_variables[$变量段+7]]
$game_actors[1].item_effect(@item)
if @item.consumable
$game_party.lose_item(@item.id, 1)
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
end
$game_player.animation_id = @item.animation1_id
if $data_items[@item.id].element_set != []
$shizi_code_item[@item.id] = $data_system.elements[$data_items[@item.id].element_set[0]].to_i * Graphics.frame_rate
end
end
@i1_window.refresh
when 2
if $shizi_code_item[$game_variables[$变量段+8]] != 0 or $game_party.item_can_use?($game_variables[$变量段+8]) == false
$game_system.se_play($data_system.buzzer_se)
if $game_variables[$变量段+7] == 0
Mess_Text.write ("该键位没有物品。")
else
Mess_Text.write ("物品还没冷却完毕。")
end
else
@item = $data_items[$game_variables[$变量段+8]]
$game_actors[1].item_effect(@item)
if @item.consumable
$game_party.lose_item(@item.id, 1)
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
end
$game_player.animation_id = @item.animation1_id
if $data_items[@item.id].element_set != []
$shizi_code_item[@item.id] = $data_system.elements[$data_items[@item.id].element_set[0]].to_i * Graphics.frame_rate
end
end
@i1_window.refresh
when 3
if $shizi_code_item[$game_variables[$变量段+9]] != 0 or $game_party.item_can_use?($game_variables[$变量段+9]) == false
$game_system.se_play($data_system.buzzer_se)
if $game_variables[$变量段+7] == 0
Mess_Text.write ("该键位没有物品。")
else
Mess_Text.write ("物品还没冷却完毕。")
end else
@item = $data_items[$game_variables[$变量段+9]]
$game_actors[1].item_effect(@item)
if @item.consumable
$game_party.lose_item(@item.id, 1)
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
end
$game_player.animation_id = @item.animation1_id
if $data_items[@item.id].element_set != []
$shizi_code_item[@item.id] = $data_system.elements[$data_items[@item.id].element_set[0]].to_i * Graphics.frame_rate
end
end
@i1_window.refresh
when 4
if $shizi_code_item[$game_variables[$变量段+10]] != 0 or $game_party.item_can_use?($game_variables[$变量段+10]) == false
$game_system.se_play($data_system.buzzer_se)
if $game_variables[$变量段+7] == 0
Mess_Text.write ("该键位没有物品。")
else
Mess_Text.write ("物品还没冷却完毕。")
end
else
@item = $data_items[$game_variables[$变量段+10]]
$game_actors[1].item_effect(@item)
if @item.consumable
$game_party.lose_item(@item.id, 1)
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
end
$game_player.animation_id = @item.animation1_id
if $data_items[@item.id].element_set != []
$shizi_code_item[@item.id] = $data_system.elements[$data_items[@item.id].element_set[0]].to_i * Graphics.frame_rate
end
end
@i1_window.refresh
end
#==========================================================================
#物品冷却
#==========================================================================
for i in 1...$shizi_code_item.size
@刷新 = false
@刷新 = true if $shizi_code_item[i] == 1
$shizi_code_item[i] -= 1 if $shizi_code_item[i] > 0
@i1_window.refresh if @刷新 == true
end
@i4_window.refresh_code
end
######################################################################
def update_menu
@i1_window.refresh
end
#shizi
end
class ARPG
def initialize
@i1_window = Window_I1.new
@i2_window = Window_I2.new
@i3_window = Window_I3.new
@i4_window = Window_I4.new
end
def dispose
@i1_window.dispose
@i2_window.dispose
@i3_window.dispose
@i4_window.dispose
end
def skill
return @skill
end
######################################################################
def update
#==========================================================================
#技能
#==========================================================================
case shizi_board
when 1
@skill = $data_skills[$game_variables[$变量段+1]]
if $shizi_code[$game_variables[$变量段+1]] != 0 or $game_actors[1].skill_can_use?($game_variables[$变量段+1]) == false
$game_system.se_play($data_system.buzzer_se)
if $game_variables[$变量段+1] == 0
Mess_Text.write ("该键位没有技能。")
else
Mess_Text.write ("技能还没冷却完毕。")
end
else
$game_actors[1].sp -= @skill.sp_cost
if @skill.scope >= 3
$game_actors[1].skill_effect($game_actors[1], @skill)
$game_player.animation_id = @skill.animation1_id
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
end # @skill.common_event_id > 0
if $data_skills[@skill.id].element_set != []
$shizi_code[@skill.id] = $data_system.elements[$data_skills[@skill.id].element_set[0]].to_i * Graphics.frame_rate
end
@i1_window.refresh
end # @skill.scope >= 3
end # $shizi_code[@skill.id] != 0
when 2
@skill = $data_skills[$game_variables[$变量段+2]]
if $shizi_code[$game_variables[$变量段+2]] != 0 or $game_actors[1].skill_can_use?($game_variables[$变量段+2]) == false
$game_system.se_play($data_system.buzzer_se)
if $game_variables[$变量段+2] == 0
Mess_Text.write ("该键位没有技能。")
else
Mess_Text.write ("技能还没冷却完毕。")
end
else
$game_actors[1].sp -= @skill.sp_cost
if @skill.scope >= 3
$game_actors[1].skill_effect($game_actors[1], @skill)
$game_player.animation_id = @skill.animation1_id
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
end # @skill.common_event_id > 0
if $data_skills[@skill.id].element_set != []
$shizi_code[@skill.id] = $data_system.elements[$data_skills[@skill.id].element_set[0]].to_i * Graphics.frame_rate
end
@i1_window.refresh
end # @skill.scope >= 3
end # $shizi_code[@skill.id] != 0
@i1_window.refresh
when 3
@skill = $data_skills[$game_variables[$变量段+3]]
if $shizi_code[$game_variables[$变量段+3]] != 0 or $game_actors[1].skill_can_use?($game_variables[$变量段+3]) == false
$game_system.se_play($data_system.buzzer_se)
if $game_variables[$变量段+3] == 0
Mess_Text.write ("该键位没有技能。")
else
Mess_Text.write ("技能还没冷却完毕。")
end
else
$game_actors[1].sp -= @skill.sp_cost
if @skill.scope >= 3
$game_actors[1].skill_effect($game_actors[1], @skill)
$game_player.animation_id = @skill.animation1_id
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
end # @skill.common_event_id > 0
if $data_skills[@skill.id].element_set != []
$shizi_code[@skill.id] = $data_system.elements[$data_skills[@skill.id].element_set[0]].to_i * Graphics.frame_rate
end
@i1_window.refresh
end # @skill.scope >= 3
end # $shizi_code[@skill.id] != 0
@i1_window.refresh
when 4
@skill = $data_skills[$game_variables[$变量段+4]]
if $shizi_code[$game_variables[$变量段+4]] != 0 or $game_actors[1].skill_can_use?($game_variables[$变量段+4]) == false
$game_system.se_play($data_system.buzzer_se)
if $game_variables[$变量段+4] == 0
Mess_Text.write ("该键位没有技能。")
else
Mess_Text.write ("技能还没冷却完毕。")
end
else
$game_actors[1].sp -= @skill.sp_cost
if @skill.scope >= 3
$game_actors[1].skill_effect($game_actors[1], @skill)
$game_player.animation_id = @skill.animation1_id
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
end # @skill.common_event_id > 0
if $data_skills[@skill.id].element_set != []
$shizi_code[@skill.id] = $data_system.elements[$data_skills[@skill.id].element_set[0]].to_i * Graphics.frame_rate
end
@i1_window.refresh
end # @skill.scope >= 3
end # $shizi_code[@skill.id] != 0
@i1_window.refresh
when 5
@skill = $data_skills[$game_variables[$变量段+5]]
if $shizi_code[$game_variables[$变量段+5]] != 0 or $game_actors[1].skill_can_use?($game_variables[$变量段+5]) == false
$game_system.se_play($data_system.buzzer_se)
if $game_variables[$变量段+5] == 0
Mess_Text.write ("该键位没有技能。")
else
Mess_Text.write ("技能还没冷却完毕。")
end
else
$game_actors[1].sp -= @skill.sp_cost
if @skill.scope >= 3
$game_actors[1].skill_effect($game_actors[1], @skill)
$game_player.animation_id = @skill.animation1_id
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
end # @skill.common_event_id > 0
if $data_skills[@skill.id].element_set != []
$shizi_code[@skill.id] = $data_system.elements[$data_skills[@skill.id].element_set[0]].to_i * Graphics.frame_rate
end
@i1_window.refresh
end # @skill.scope >= 3
end # $shizi_code[@skill.id] != 0
@i1_window.refresh
end
#==========================================================================
#技能冷却
#==========================================================================
for i in 1...$shizi_code.size
@刷新 = false
@刷新 = true if $shizi_code[i] == 1
$shizi_code[i] -= 1 if $shizi_code[i] > 0
@i1_window.refresh if @刷新 == true
end
@i2_window.refresh_code
#==========================================================================
#物品
#==========================================================================
case item_board
when 1
if $shizi_code_item[$game_variables[$变量段+7]] != 0 or $game_party.item_can_use?($game_variables[$变量段+7]) == false
$game_system.se_play($data_system.buzzer_se)
if $game_variables[$变量段+7] == 0
Mess_Text.write ("该键位没有物品。")
else
Mess_Text.write ("物品还没冷却完毕。")
end
else
@item = $data_items[$game_variables[$变量段+7]]
$game_actors[1].item_effect(@item)
if @item.consumable
$game_party.lose_item(@item.id, 1)
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
end
$game_player.animation_id = @item.animation1_id
if $data_items[@item.id].element_set != []
$shizi_code_item[@item.id] = $data_system.elements[$data_items[@item.id].element_set[0]].to_i * Graphics.frame_rate
end
end
@i1_window.refresh
when 2
if $shizi_code_item[$game_variables[$变量段+8]] != 0 or $game_party.item_can_use?($game_variables[$变量段+8]) == false
$game_system.se_play($data_system.buzzer_se)
if $game_variables[$变量段+7] == 0
Mess_Text.write ("该键位没有物品。")
else
Mess_Text.write ("物品还没冷却完毕。")
end
else
@item = $data_items[$game_variables[$变量段+8]]
$game_actors[1].item_effect(@item)
if @item.consumable
$game_party.lose_item(@item.id, 1)
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
end
$game_player.animation_id = @item.animation1_id
if $data_items[@item.id].element_set != []
$shizi_code_item[@item.id] = $data_system.elements[$data_items[@item.id].element_set[0]].to_i * Graphics.frame_rate
end
end
@i1_window.refresh
when 3
if $shizi_code_item[$game_variables[$变量段+9]] != 0 or $game_party.item_can_use?($game_variables[$变量段+9]) == false
$game_system.se_play($data_system.buzzer_se)
if $game_variables[$变量段+7] == 0
Mess_Text.write ("该键位没有物品。")
else
Mess_Text.write ("物品还没冷却完毕。")
end else
@item = $data_items[$game_variables[$变量段+9]]
$game_actors[1].item_effect(@item)
if @item.consumable
$game_party.lose_item(@item.id, 1)
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
end
$game_player.animation_id = @item.animation1_id
if $data_items[@item.id].element_set != []
$shizi_code_item[@item.id] = $data_system.elements[$data_items[@item.id].element_set[0]].to_i * Graphics.frame_rate
end
end
@i1_window.refresh
when 4
if $shizi_code_item[$game_variables[$变量段+10]] != 0 or $game_party.item_can_use?($game_variables[$变量段+10]) == false
$game_system.se_play($data_system.buzzer_se)
if $game_variables[$变量段+7] == 0
Mess_Text.write ("该键位没有物品。")
else
Mess_Text.write ("物品还没冷却完毕。")
end
else
@item = $data_items[$game_variables[$变量段+10]]
$game_actors[1].item_effect(@item)
if @item.consumable
$game_party.lose_item(@item.id, 1)
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
end
$game_player.animation_id = @item.animation1_id
if $data_items[@item.id].element_set != []
$shizi_code_item[@item.id] = $data_system.elements[$data_items[@item.id].element_set[0]].to_i * Graphics.frame_rate
end
end
@i1_window.refresh
end
#==========================================================================
#物品冷却
#==========================================================================
for i in 1...$shizi_code_item.size
@刷新 = false
@刷新 = true if $shizi_code_item[i] == 1
$shizi_code_item[i] -= 1 if $shizi_code_item[i] > 0
@i1_window.refresh if @刷新 == true
end
@i4_window.refresh_code
end
######################################################################
def update_menu
@i1_window.refresh
end
#shizi
end
$x = 60 #快捷键X坐标
$q = -280 #技能快捷键的坐标
$y = 410 #快捷键Y坐标
$w = 400 #快捷键窗口的大小
$f = 16 #字体大小
$o = 0 #透明度
$f_s = 40 #(Q,W,E,A,S,D)字体的width
$f_w = 60 #(Q,W,E,A,S,D)字体的height
$g = 12 #数量 花费SP 的字体大小
class Window_I3 < Window_Base
def initialize
super(-16, -16, 672, 640)
self.contents = Bitmap.new("Graphics/Pictures/system_picture")
self.z = 1
self.opacity = 0
end
end
class Window_I2 < Window_Base
def initialize
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 1002
self.opacity = 0
refresh_code
end
def refresh_code
self.contents.clear
if $game_variables[$变量段+1] != 0 and $data_skills[$game_variables[$变量段+1]].element_set != []
height_shizi = 24*$shizi_code[$game_variables[$变量段+1]]/$data_system.elements[$data_skills[$game_variables[$变量段+1]].element_set[0]].to_i/Graphics.frame_rate
self.contents.fill_rect(377, 425, 24, height_shizi, Color.new(55,55,55,200))
end
if $game_variables[$变量段+2] != 0 and $data_skills[$game_variables[$变量段+2]].element_set != []
height_shizi = 24*$shizi_code[$game_variables[$变量段+2]]/$data_system.elements[$data_skills[$game_variables[$变量段+2]].element_set[0]].to_i/Graphics.frame_rate
self.contents.fill_rect(416, 425, 24, height_shizi, Color.new(55,55,55,200))
end
if $game_variables[$变量段+3] != 0 and $data_skills[$game_variables[$变量段+3]].element_set != []
height_shizi = 24*$shizi_code[$game_variables[$变量段+3]]/$data_system.elements[$data_skills[$game_variables[$变量段+3]].element_set[0]].to_i/Graphics.frame_rate
self.contents.fill_rect(455, 425, 24, height_shizi, Color.new(55,55,55,200))
end
if $game_variables[$变量段+4] != 0 and $data_skills[$game_variables[$变量段+4]].element_set != []
height_shizi = 24*$shizi_code[$game_variables[$变量段+4]]/$data_system.elements[$data_skills[$game_variables[$变量段+4]].element_set[0]].to_i/Graphics.frame_rate
self.contents.fill_rect(494, 425, 24, height_shizi,Color.new(55,55,55,200))
end
if $game_variables[$变量段+5] != 0 and $data_skills[$game_variables[$变量段+5]].element_set != []
height_shizi = 24*$shizi_code[$game_variables[$变量段+5]]/$data_system.elements[$data_skills[$game_variables[$变量段+5]].element_set[0]].to_i/Graphics.frame_rate
self.contents.fill_rect(533, 425, 24, height_shizi,Color.new(55,55,55,200))
end
end
end
$x = 60 #快捷键X坐标
$q = -280 #技能快捷键的坐标
$y = 410 #快捷键Y坐标
$w = 400 #快捷键窗口的大小
$f = 16 #字体大小
$o = 0 #透明度
$f_s = 40 #(Q,W,E,A,S,D)字体的width
$f_w = 60 #(Q,W,E,A,S,D)字体的height
$g = 12 #数量 花费SP 的字体大小
class Window_I3 < Window_Base
def initialize
super(-16, -16, 672, 640)
self.contents = Bitmap.new("Graphics/Pictures/system_picture")
self.z = 1
self.opacity = 0
end
end
class Window_I2 < Window_Base
def initialize
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 1002
self.opacity = 0
refresh_code
end
def refresh_code
self.contents.clear
if $game_variables[$变量段+1] != 0 and $data_skills[$game_variables[$变量段+1]].element_set != []
height_shizi = 24*$shizi_code[$game_variables[$变量段+1]]/$data_system.elements[$data_skills[$game_variables[$变量段+1]].element_set[0]].to_i/Graphics.frame_rate
self.contents.fill_rect(377, 425, 24, height_shizi, Color.new(55,55,55,200))
end
if $game_variables[$变量段+2] != 0 and $data_skills[$game_variables[$变量段+2]].element_set != []
height_shizi = 24*$shizi_code[$game_variables[$变量段+2]]/$data_system.elements[$data_skills[$game_variables[$变量段+2]].element_set[0]].to_i/Graphics.frame_rate
self.contents.fill_rect(416, 425, 24, height_shizi, Color.new(55,55,55,200))
end
if $game_variables[$变量段+3] != 0 and $data_skills[$game_variables[$变量段+3]].element_set != []
height_shizi = 24*$shizi_code[$game_variables[$变量段+3]]/$data_system.elements[$data_skills[$game_variables[$变量段+3]].element_set[0]].to_i/Graphics.frame_rate
self.contents.fill_rect(455, 425, 24, height_shizi, Color.new(55,55,55,200))
end
if $game_variables[$变量段+4] != 0 and $data_skills[$game_variables[$变量段+4]].element_set != []
height_shizi = 24*$shizi_code[$game_variables[$变量段+4]]/$data_system.elements[$data_skills[$game_variables[$变量段+4]].element_set[0]].to_i/Graphics.frame_rate
self.contents.fill_rect(494, 425, 24, height_shizi,Color.new(55,55,55,200))
end
if $game_variables[$变量段+5] != 0 and $data_skills[$game_variables[$变量段+5]].element_set != []
height_shizi = 24*$shizi_code[$game_variables[$变量段+5]]/$data_system.elements[$data_skills[$game_variables[$变量段+5]].element_set[0]].to_i/Graphics.frame_rate
self.contents.fill_rect(533, 425, 24, height_shizi,Color.new(55,55,55,200))
end
end
end
class Window_I1 < Window_Base
def initialize
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = $o
self.z = 1001
refresh
end
def refresh
self.contents.clear
self.contents.font.size = $f
class Window_I1 < Window_Base
def initialize
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = $o
self.z = 1001
refresh
end
def refresh
self.contents.clear
self.contents.font.size = $f
############################################################################
# 技能 #
############################################################################
if $game_variables[$变量段+1] != 0
@skill = $data_skills[$game_variables[$变量段+1]]
bitmap = RPG::Cache.icon(@skill.icon_name)
if $game_party.actors[0].skill_can_use?(@skill.id)
self.contents.blt(378, 425, bitmap, Rect.new(0, 0, 24, 24),255)
self.contents.font.color.set(255, 255, 255)
self.contents.font.size = $g
self.contents.draw_text(375, 427, 100, 32, @skill.sp_cost.to_s+"SP", 0)
else
self.contents.blt(378, 425, bitmap, Rect.new(0, 0, 24, 24),160)
self.contents.font.color.set(255, 255, 255,140)
self.contents.font.size = $g
self.contents.draw_text(375, 427, 100, 32, @skill.sp_cost.to_s+"SP", 0)
end
end
self.contents.font.size = $f
self.contents.font.color.set( 250, 50, 50,255)
#######################################################################
if $game_variables[$变量段+2] != 0
@skill = $data_skills[$game_variables[$变量段+2]]
bitmap = RPG::Cache.icon(@skill.icon_name)
if $game_party.actors[0].skill_can_use?(@skill.id)
self.contents.blt(417, 425, bitmap, Rect.new(0, 0, 24, 24),255)
self.contents.font.color.set(255, 255, 255)
self.contents.font.size = $g
self.contents.draw_text(414, 427, 100, 32, @skill.sp_cost.to_s+"SP", 0)
else
self.contents.blt(417, 425, bitmap, Rect.new(0, 0, 24, 24),160)
self.contents.font.color.set(255, 255, 255,140)
self.contents.font.size = $g
self.contents.draw_text(414, 427, 100, 32, @skill.sp_cost.to_s+"SP", 0)
end
end
self.contents.font.size = $f
self.contents.font.color.set( 250, 50, 50,255)
########################################################################
if $game_variables[$变量段+3] != 0
@skill = $data_skills[$game_variables[$变量段+3]]
bitmap = RPG::Cache.icon(@skill.icon_name)
if $game_party.actors[0].skill_can_use?(@skill.id)
self.contents.blt(456, 425, bitmap, Rect.new(0, 0, 24, 24),255)
self.contents.font.color.set(255, 255, 255)
self.contents.font.size = $g
self.contents.draw_text(453, 427, 100, 32, @skill.sp_cost.to_s+"SP", 0)
else
self.contents.blt(456, 425, bitmap, Rect.new(0, 0, 24, 24),160)
self.contents.font.color.set(255, 255, 255,140)
self.contents.font.size = $g
self.contents.draw_text(453, 427, 100, 32, @skill.sp_cost.to_s+"SP", 0)
end
end
self.contents.font.size = $f
self.contents.font.color.set( 250, 50, 50,255)
##########################################################################
if $game_variables[$变量段+4] != 0
@skill = $data_skills[$game_variables[$变量段+4]]
bitmap = RPG::Cache.icon(@skill.icon_name)
if $game_party.actors[0].skill_can_use?(@skill.id)
self.contents.blt(456+39, 425, bitmap, Rect.new(0, 0, 24, 24),255)
self.contents.font.color.set(255, 255, 255)
self.contents.font.size = $g
self.contents.draw_text(456+36, 427, 100, 32, @skill.sp_cost.to_s+"SP", 0)
else
self.contents.blt(456+39, 425, bitmap, Rect.new(0, 0, 24, 24),160)
self.contents.font.color.set(255, 255, 255,140)
self.contents.font.size = $g
self.contents.draw_text(456+36, 427, 100, 32, @skill.sp_cost.to_s+"SP", 0)
end
end
self.contents.font.size = $f
self.contents.font.color.set( 250, 50, 50,255)
############################################################################
if $game_variables[$变量段+5] != 0
@skill = $data_skills[$game_variables[$变量段+5]]
bitmap = RPG::Cache.icon(@skill.icon_name)
if $game_party.actors[0].skill_can_use?(@skill.id)
self.contents.blt(534, 425, bitmap, Rect.new(0, 0, 24, 24),255)
self.contents.font.color.set(255, 255, 255)
self.contents.font.size = $g
self.contents.draw_text(531, 427, 100, 32, @skill.sp_cost.to_s+"SP", 0)
else
self.contents.blt(534, 425, bitmap, Rect.new(0, 0, 24, 24),160)[pre lang="ruby"]
############################################################################
# 技能 #
############################################################################
if $game_variables[$变量段+1] != 0
@skill = $data_skills[$game_variables[$变量段+1]]
bitmap = RPG::Cache.icon(@skill.icon_name)
if $game_party.actors[0].skill_can_use?(@skill.id)
self.contents.blt(378, 425, bitmap, Rect.new(0, 0, 24, 24),255)
self.contents.font.color.set(255, 255, 255)
self.contents.font.size = $g
self.contents.draw_text(375, 427, 100, 32, @skill.sp_cost.to_s+"SP", 0)
else
self.contents.blt(378, 425, bitmap, Rect.new(0, 0, 24, 24),160)
self.contents.font.color.set(255, 255, 255,140)
self.contents.font.size = $g
self.contents.draw_text(375, 427, 100, 32, @skill.sp_cost.to_s+"SP", 0)
end
end
self.contents.font.size = $f
self.contents.font.color.set( 250, 50, 50,255)
#######################################################################
if $game_variables[$变量段+2] != 0
@skill = $data_skills[$game_variables[$变量段+2]]
bitmap = RPG::Cache.icon(@skill.icon_name)
if $game_party.actors[0].skill_can_use?(@skill.id)
self.contents.blt(417, 425, bitmap, Rect.new(0, 0, 24, 24),255)
self.contents.font.color.set(255, 255, 255)
self.contents.font.size = $g
self.contents.draw_text(414, 427, 100, 32, @skill.sp_cost.to_s+"SP", 0)
else
self.contents.blt(417, 425, bitmap, Rect.new(0, 0, 24, 24),160)
self.contents.font.color.set(255, 255, 255,140)
self.contents.font.size = $g
self.contents.draw_text(414, 427, 100, 32, @skill.sp_cost.to_s+"SP", 0)
end
end
self.contents.font.size = $f
self.contents.font.color.set( 250, 50, 50,255)
########################################################################
if $game_variables[$变量段+3] != 0
@skill = $data_skills[$game_variables[$变量段+3]]
bitmap = RPG::Cache.icon(@skill.icon_name)
if $game_party.actors[0].skill_can_use?(@skill.id)
self.contents.blt(456, 425, bitmap, Rect.new(0, 0, 24, 24),255)
self.contents.font.color.set(255, 255, 255)
self.contents.font.size = $g
self.contents.draw_text(453, 427, 100, 32, @skill.sp_cost.to_s+"SP", 0)
else
self.contents.blt(456, 425, bitmap, Rect.new(0, 0, 24, 24),160)
self.contents.font.color.set(255, 255, 255,140)
self.contents.font.size = $g
self.contents.draw_text(453, 427, 100, 32, @skill.sp_cost.to_s+"SP", 0)
end
end
self.contents.font.size = $f
self.contents.font.color.set( 250, 50, 50,255)
##########################################################################
if $game_variables[$变量段+4] != 0
@skill = $data_skills[$game_variables[$变量段+4]]
bitmap = RPG::Cache.icon(@skill.icon_name)
if $game_party.actors[0].skill_can_use?(@skill.id)
self.contents.blt(456+39, 425, bitmap, Rect.new(0, 0, 24, 24),255)
self.contents.font.color.set(255, 255, 255)
self.contents.font.size = $g
self.contents.draw_text(456+36, 427, 100, 32, @skill.sp_cost.to_s+"SP", 0)
else
self.contents.blt(456+39, 425, bitmap, Rect.new(0, 0, 24, 24),160)
self.contents.font.color.set(255, 255, 255,140)
self.contents.font.size = $g
self.contents.draw_text(456+36, 427, 100, 32, @skill.sp_cost.to_s+"SP", 0)
end
end
self.contents.font.size = $f
self.contents.font.color.set( 250, 50, 50,255)
############################################################################
if $game_variables[$变量段+5] != 0
@skill = $data_skills[$game_variables[$变量段+5]]
bitmap = RPG::Cache.icon(@skill.icon_name)
if $game_party.actors[0].skill_can_use?(@skill.id)
self.contents.blt(534, 425, bitmap, Rect.new(0, 0, 24, 24),255)
self.contents.font.color.set(255, 255, 255)
self.contents.font.size = $g
self.contents.draw_text(531, 427, 100, 32, @skill.sp_cost.to_s+"SP", 0)
else
self.contents.blt(534, 425, bitmap, Rect.new(0, 0, 24, 24),160)[pre lang="ruby"]
self.contents.font.color.set(255, 255, 255,140)
self.contents.font.size = $g
self.contents.draw_text(531, 427, 100, 32, @skill.sp_cost.to_s+"SP", 0)
end
end
self.contents.font.size = $f
self.contents.font.color.set( 250, 50, 50,255)[/pre]
def skill_旋舞斩
for enemy in $game_map.events.values
next if enemy.return_erased2
next if enemy.list == nil
next if enemy.list[0].code != 108
next if enemy.list[1].parameters[0] != "敌人"
px = $game_player.x
py = $game_player.y
if (px - enemy.x).abs <= 2 and (py - enemy.y).abs <= 1
case rand(10)
when 0..8
enemy.damage = $data_skills[@skill.id].power
enemy.damage_pop = true
case $game_player.direction
when 2
enemy.jump(0, 1)
when 4
enemy.jump(-1, 0)
when 6
enemy.jump(1, 0)
when 8
enemy.jump(0, -1)
end
when 9
enemy.damage = $data_skills[@skill.id].power*2
enemy.damage_pop = true
enemy.critical = true
case $game_player.direction
when 2
enemy.jump(0, 1)
when 4
enemy.jump(-1, 0)
when 6
enemy.jump(1, 0)
when 8
enemy.jump(0, -1)
end
end
Mess_Text.write ("#{enemy.list[2].parameters[0]}受到#{enemy.damage.to_i}伤害。")
end #伤害范围
end #定义event
end #旋舞斩技能
#--------------------------------------------------------------------------
# ● 定义圣光
#--------------------------------------------------------------------------
def skill_圣光
for enemy in $game_map.events.values
next if enemy.return_erased2
next if enemy.list == nil
next if enemy.list[0].code != 108
next if enemy.list[1].parameters[0] != "敌人"
px = $game_player.x
py = $game_player.y
if (px - enemy.x).abs <= 4 and (py - enemy.y).abs <= 2
case rand(10)
when 0..8
enemy.damage = $data_skills[@skill.id].power
enemy.damage_pop = true
case $game_player.direction
when 2
enemy.jump(0, 1)
when 4
enemy.jump(-1, 0)
when 6
enemy.jump(1, 0)
when 8
enemy.jump(0, -1)
end
when 9
enemy.damage = $data_skills[@skill.id].power*2
enemy.damage_pop = true
enemy.critical = true
case $game_player.direction
when 2
enemy.jump(0, 1)
when 4
enemy.jump(-1, 0)
when 6
enemy.jump(1, 0)
when 8
enemy.jump(0, -1)
end
end
Mess_Text.write ("#{enemy.list[2].parameters[0]}受到#{enemy.damage.to_i}伤害。")
end #伤害范围
end #定义event
end #圣光技能
#------------------------------------------------
def skill_旋舞斩
for enemy in $game_map.events.values
next if enemy.return_erased2
next if enemy.list == nil
next if enemy.list[0].code != 108
next if enemy.list[1].parameters[0] != "敌人"
px = $game_player.x
py = $game_player.y
if (px - enemy.x).abs <= 2 and (py - enemy.y).abs <= 1
case rand(10)
when 0..8
enemy.damage = $data_skills[@skill.id].power
enemy.damage_pop = true
case $game_player.direction
when 2
enemy.jump(0, 1)
when 4
enemy.jump(-1, 0)
when 6
enemy.jump(1, 0)
when 8
enemy.jump(0, -1)
end
when 9
enemy.damage = $data_skills[@skill.id].power*2
enemy.damage_pop = true
enemy.critical = true
case $game_player.direction
when 2
enemy.jump(0, 1)
when 4
enemy.jump(-1, 0)
when 6
enemy.jump(1, 0)
when 8
enemy.jump(0, -1)
end
end
Mess_Text.write ("#{enemy.list[2].parameters[0]}受到#{enemy.damage.to_i}伤害。")
end #伤害范围
end #定义event
end #旋舞斩技能
#--------------------------------------------------------------------------
# ● 定义圣光
#--------------------------------------------------------------------------
def skill_圣光
for enemy in $game_map.events.values
next if enemy.return_erased2
next if enemy.list == nil
next if enemy.list[0].code != 108
next if enemy.list[1].parameters[0] != "敌人"
px = $game_player.x
py = $game_player.y
if (px - enemy.x).abs <= 4 and (py - enemy.y).abs <= 2
case rand(10)
when 0..8
enemy.damage = $data_skills[@skill.id].power
enemy.damage_pop = true
case $game_player.direction
when 2
enemy.jump(0, 1)
when 4
enemy.jump(-1, 0)
when 6
enemy.jump(1, 0)
when 8
enemy.jump(0, -1)
end
when 9
enemy.damage = $data_skills[@skill.id].power*2
enemy.damage_pop = true
enemy.critical = true
case $game_player.direction
when 2
enemy.jump(0, 1)
when 4
enemy.jump(-1, 0)
when 6
enemy.jump(1, 0)
when 8
enemy.jump(0, -1)
end
end
Mess_Text.write ("#{enemy.list[2].parameters[0]}受到#{enemy.damage.to_i}伤害。")
end #伤害范围
end #定义event
end #圣光技能
#------------------------------------------------
进入新地图就自动按快捷键依次是Q W A S D,自动释放技能不要人工操作
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快捷方式.png
(78.47 KB, 下载次数: 18)
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按键.png
(64.22 KB, 下载次数: 15)
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