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Lv1.梦旅人
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- 2008-11-20
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以前某大曾经写过一个脚本……我刚才搜索不到原文了……他名字我也忘记了= =|(被作者打飞)
这里……给你吧。向我忘记的的本脚本原作者致敬……- unless defined? SNSER
-
- module SNSER
-
- #--------------------------------------------------------------------------
- # ● 设置路径
- #--------------------------------------------------------------------------
- PATH_BGM = "Audio/BGM/"
-
- #--------------------------------------------------------------------------
- # ● API函数声明
- #--------------------------------------------------------------------------
- Channel_Pause = Win32API.new("RmSound","Channel_Pause","l","v")
- Channel_Resume = Win32API.new("RmSound","Channel_Resume","l","v")
- Channel_Stop = Win32API.new("RmSound","Channel_Stop","l","v")
- Channel_StopAll = Win32API.new("RmSound","Channel_StopAll","v","v")
- Midi_Play = Win32API.new("RmSound","Midi_Play","pi","l")
-
- @@pause = false
-
- #--------------------------------------------------------------------------
- # ● 模块函数
- #--------------------------------------------------------------------------
- module_function
- def is_pause(pause)
- @@is_pause = pause
- end
-
- def bgm_pause?
- return $game_system.battle_bgm_pause
- end
-
- #--------------------------------------------------------------------------
- # ● 暂停Channel
- # hChannel :要暂停的Channel句柄。
- #--------------------------------------------------------------------------
- def chn_pause(hChannel)
- Channel_Pause.call(hChannel)
- end
-
- #--------------------------------------------------------------------------
- # ● 恢复Channel
- # hChannel :要恢复的Channel句柄。
- #--------------------------------------------------------------------------
- def chn_resume(hChannel)
- Channel_Resume.call(hChannel)
- end
-
- #--------------------------------------------------------------------------
- # ● 停止Channel
- # hChannel :要停止的Channel句柄。
- #--------------------------------------------------------------------------
- def chn_stop(hChannel)
- Channel_Stop.call(hChannel)
- end
-
- #--------------------------------------------------------------------------
- # ● 暂停所有Channel
- #--------------------------------------------------------------------------
- def chn_pause_all
- Channel_PauseAll.call
- end
-
- #--------------------------------------------------------------------------
- # ● 恢复所有Channel
- #--------------------------------------------------------------------------
- def chn_resume_all
- Channel_ResumeAll.call
- end
-
- #--------------------------------------------------------------------------
- # ● 停止所有Channel
- #--------------------------------------------------------------------------
- def chn_stop_all
- Channel_StopAll.call
- end
- #--------------------------------------------------------------------------
- # ※ Midi
- #--------------------------------------------------------------------------
-
- #--------------------------------------------------------------------------
- # ● 播放Midi
- # filename :要加载的midi文件名
- # loop :如果参数为 0,那么midi播放一次,如果为 1,则一直循环直
- # 到播放的 Channel 停止。
- #
- # return :返回一个Channel的句柄 hChannel,可以用该句柄来控制 。
- # 失败返回 0。
- #--------------------------------------------------------------------------
- def midi_play(filename,loop=1)
- if filename != ""
- return Midi_Play.call(filename,loop)
- end
- end
-
- end
- end
- class << Audio
- @@battle_channel = nil
- @@map_channel = nil
- #--------------------------------------------------------------------------
- # ※ BGM
- #--------------------------------------------------------------------------
- def bgm_play(filename, volume = 80, pitch = 100)
- if $game_system.map_bgm_playing == true
- if @@map_channel != nil
- SNSER.chn_stop(@@map_channel)
- end
- @@map_channel = SNSER.midi_play(filename+ ".mid")
- end
- if $game_system.battle_bgm_playing == true
- if @@battle_channel != nil
- SNSER.chn_stop(@@battle_channel)
- end
- @@battle_channel = SNSER.midi_play(filename+ ".mid")
- end
- end
-
- def bgm_stop
- if $game_system.map_bgm_playing == false
- if @@map_channel.nil?
-
- else
- if $game_system.battle_bgm_pause == false
- SNSER.chn_stop(@@map_channel)
- @@map_channel = nil
- end
- end
- end
- if $game_system.battle_bgm_playing == false
- if @@battle_channel.nil?
-
- else
- SNSER.chn_stop(@@battle_channel)
- @@battle_channel = nil
- end
- end
- end
-
- def bgm_pause
-
- if $game_system.battle_bgm_pause == true
- if @@map_channel.nil?
-
- else
- SNSER.chn_pause(@@map_channel)
- end
- end
-
- end
-
- def bgm_resume
- if $game_system.battle_bgm_pause == false
- if @@map_channel.nil?
-
- else
- SNSER.chn_resume(@@map_channel)
- end
- end
- end
-
- end
- class Game_System
- attr_accessor :map_bgm_playing
- attr_accessor :battle_bgm_playing
- attr_accessor :battle_bgm_pause
-
- alias ori_initialize initialize
- def initialize
- @battle_bgm_playing = false
- @map_bgm_playing = false
- @battle_bgm_pause = false
- ori_initialize
- end
- #--------------------------------------------------------------------------
- # ● 获取战斗 BGM
- #--------------------------------------------------------------------------
- def battle_bgm
- if @battle_bgm == nil
- return $data_system.battle_bgm
- else
- return @battle_bgm
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置战斗 BGM
- # battle_bgm : 新的战斗 BGM
- #--------------------------------------------------------------------------
- def battle_bgm=(battle_bgm)
- @battle_bgm = battle_bgm
- end
-
- #--------------------------------------------------------------------------
- # ● 演奏 BGM
- # bgm : 演奏的 BGM
- #--------------------------------------------------------------------------
- def bgm_play(bgm)
- @playing_bgm = bgm
- if bgm != nil and bgm.name != ""
- Audio.bgm_play("Audio/BGM/" + bgm.name, bgm.volume, bgm.pitch)
- else
- Audio.bgm_stop
- end
- Graphics.frame_reset
- end
- end
- class Game_Map
- #--------------------------------------------------------------------------
- # ● BGM / BGS 自动切换
- #--------------------------------------------------------------------------
- def autoplay
- if @map.autoplay_bgm
- if SNSER.bgm_pause?
- Audio.bgm_resume
- else
- $game_system.map_bgm_playing = true
- $game_system.bgm_play(@map.bgm)
- end
- end
- if @map.autoplay_bgs
- $game_system.bgs_play(@map.bgs)
- end
- end
- end
- class Scene_Map
- #--------------------------------------------------------------------------
- # ● 调用战斗
- #--------------------------------------------------------------------------
- def call_battle
- # 清除战斗调用标志
- $game_temp.battle_calling = false
- # 清除菜单调用标志
- $game_temp.menu_calling = false
- $game_temp.menu_beep = false
- # 生成遇敌计数
- $game_player.make_encounter_count
- # 记忆地图 BGM 、停止 BGM
- #$game_temp.map_bgm = $game_system.playing_bgm
- #$game_system.bgm_stop
-
-
- # 记忆地图 BGM 停止 BGM
- $game_system.map_bgm_playing = false
-
- $game_system.battle_bgm_pause = true
- Audio.bgm_pause
- $game_system.map_bgm_playing = false
- $game_system.battle_bgm_playing = true
- # 演奏战斗开始 SE
- $game_system.se_play($data_system.battle_start_se)
- # 演奏战斗 BGM
- $game_system.bgm_play($game_system.battle_bgm)
-
-
- # 矫正主角姿势
- $game_player.straighten
- # 切换到战斗画面
- $scene = Scene_Battle.new
- end
- end
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● 胜负判定
- #--------------------------------------------------------------------------
- def judge
- # 全灭判定是真、并且同伴人数为 0 的情况下
- if $game_party.all_dead? or $game_party.actors.size == 0
- # 允许失败的情况下
- if $game_temp.battle_can_lose
- # 还原为战斗开始前的 BGM
- #$game_system.bgm_play($game_temp.map_bgm)
- $game_system.battle_bgm_playing = false
- Audio.bgm_stop
- $game_system.battle_bgm_pause = false
- Audio.bgm_resume
- # 战斗结束
- battle_end(2)
- # 返回 true
- return true
- end
- # 设置游戏结束标志
- $game_temp.gameover = true
- # 返回 true
- return true
- end
- # 如果存在任意 1 个敌人就返回 false
- for enemy in $game_troop.enemies
- if enemy.exist?
- return false
- end
- end
- # 开始结束战斗回合 (胜利)
- start_phase5
- # 返回 true
- return true
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- # 执行战斗事件中的情况下
- if $game_system.battle_interpreter.running?
- # 刷新解释器
- $game_system.battle_interpreter.update
- # 强制行动的战斗者不存在的情况下
- if $game_temp.forcing_battler == nil
- # 执行战斗事件结束的情况下
- unless $game_system.battle_interpreter.running?
- # 继续战斗的情况下、再执行战斗事件的设置
- unless judge
- setup_battle_event
- end
- end
- # 如果不是结束战斗回合的情况下
- if @phase != 5
- # 刷新状态窗口
- @status_window.refresh
- end
- end
- end
- # 系统 (计时器)、刷新画面
- $game_system.update
- $game_screen.update
- # 计时器为 0 的情况下
- if $game_system.timer_working and $game_system.timer == 0
- # 中断战斗
- $game_temp.battle_abort = true
- end
- # 刷新窗口
- @help_window.update
- @party_command_window.update
- @actor_command_window.update
- @status_window.update
- @message_window.update
- # 刷新活动块
- @spriteset.update
- # 处理过渡中的情况下
- if $game_temp.transition_processing
- # 清除处理过渡中标志
- $game_temp.transition_processing = false
- # 执行过渡
- if $game_temp.transition_name == ""
- Graphics.transition(20)
- else
- Graphics.transition(40, "Graphics/Transitions/" +
- $game_temp.transition_name)
- end
- end
- # 显示信息窗口中的情况下
- if $game_temp.message_window_showing
- return
- end
- # 显示效果中的情况下
- if @spriteset.effect?
- return
- end
- # 游戏结束的情况下
- if $game_temp.gameover
- # 切换到游戏结束画面
- $scene = Scene_Gameover.new
- return
- end
- # 返回标题画面的情况下
- if $game_temp.to_title
- # 切换到标题画面
- $scene = Scene_Title.new
- return
- end
- # 中断战斗的情况下
- if $game_temp.battle_abort
- # 还原为战斗前的 BGM
- # $game_system.bgm_play($game_temp.map_bgm)
- $game_system.battle_bgm_playing = false
- Audio.bgm_stop
- $game_system.battle_bgm_pause = false
- Audio.bgm_resume
- # 战斗结束
- battle_end(1)
- return
- end
- # 等待中的情况下
- if @wait_count > 0
- # 减少等待计数
- @wait_count -= 1
- return
- end
- # 强制行动的角色存在、
- # 并且战斗事件正在执行的情况下
- if $game_temp.forcing_battler == nil and
- $game_system.battle_interpreter.running?
- return
- end
- # 回合分支
- case @phase
- when 1 # 自由战斗回合
- update_phase1
- when 2 # 同伴命令回合
- update_phase2
- when 3 # 角色命令回合
- update_phase3
- when 4 # 主回合
- update_phase4
- when 5 # 战斗结束回合
- update_phase5
- end
- end
- #--------------------------------------------------------------------------
- # ● 画面更新 (同伴指令回合 : 逃跑)
- #--------------------------------------------------------------------------
- def update_phase2_escape
- # 计算敌人速度的平均值
- enemies_agi = 0
- enemies_number = 0
- for enemy in $game_troop.enemies
- if enemy.exist?
- enemies_agi += enemy.agi
- enemies_number += 1
- end
- end
- if enemies_number > 0
- enemies_agi /= enemies_number
- end
- # 计算角色速度的平均值
- actors_agi = 0
- actors_number = 0
- for actor in $game_party.actors
- if actor.exist?
- actors_agi += actor.agi
- actors_number += 1
- end
- end
- if actors_number > 0
- actors_agi /= actors_number
- end
- # 逃跑成功判定
- success = rand(100) < 50 * actors_agi / enemies_agi
- # 成功逃跑的情况下
- if success
- # 演奏逃跑 SE
- $game_system.se_play($data_system.escape_se)
- # 还原为战斗开始前的 BGM
- # $game_system.bgm_play($game_temp.map_bgm)
- $game_system.battle_bgm_playing = false
- Audio.bgm_stop
- $game_system.battle_bgm_pause = false
- Audio.bgm_resume
- # 战斗结束
- battle_end(1)
- # 逃跑失败的情况下
- else
- # 清除全体同伴的行动
- $game_party.clear_actions
- # 开始主回合
- start_phase4
- end
- end
-
- #--------------------------------------------------------------------------
- # ● 开始结束战斗回合
- #--------------------------------------------------------------------------
- def start_phase5
- # 转移到回合 5
- @phase = 5
- # 演奏战斗结束 ME
- $game_system.me_play($game_system.battle_end_me)
- # 还原为战斗开始前的 BGM
- # $game_system.bgm_play($game_temp.map_bgm)
- $game_system.battle_bgm_playing = false
- Audio.bgm_stop
- $game_system.battle_bgm_pause = false
- Audio.bgm_resume
- # 初始化 EXP、金钱、宝物
- exp = 0
- gold = 0
- treasures = []
- # 循环
- for enemy in $game_troop.enemies
- # 敌人不是隐藏状态的情况下
- unless enemy.hidden
- # 获得 EXP、增加金钱
- exp += enemy.exp
- gold += enemy.gold
- # 出现宝物判定
- if rand(100) < enemy.treasure_prob
- if enemy.item_id > 0
- treasures.push($data_items[enemy.item_id])
- end
- if enemy.weapon_id > 0
- treasures.push($data_weapons[enemy.weapon_id])
- end
- if enemy.armor_id > 0
- treasures.push($data_armors[enemy.armor_id])
- end
- end
- end
- end
- # 限制宝物数为 6 个
- treasures = treasures[0..5]
- # 获得 EXP
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- if actor.cant_get_exp? == false
- last_level = actor.level
- actor.exp += exp
- if actor.level > last_level
- @status_window.level_up(i)
- end
- end
- end
- # 获得金钱
- $game_party.gain_gold(gold)
- # 获得宝物
- for item in treasures
- case item
- when RPG::Item
- $game_party.gain_item(item.id, 1)
- when RPG::Weapon
- $game_party.gain_weapon(item.id, 1)
- when RPG::Armor
- $game_party.gain_armor(item.id, 1)
- end
- end
- # 生成战斗结果窗口
- @result_window = Window_BattleResult.new(exp, gold, treasures)
- # 设置等待计数
- @phase5_wait_count = 100
- end
- end
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