赞 | 0 |
VIP | 0 |
好人卡 | 0 |
积分 | 5 |
经验 | 0 |
最后登录 | 2018-10-28 |
在线时间 | 43 小时 |
Lv2.观梦者
- 梦石
- 0
- 星屑
- 504
- 在线时间
- 43 小时
- 注册时间
- 2018-2-19
- 帖子
- 66
|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
刚才在下把一些钟意的脚本放在一起用 ,结果发生了脚本冲突 ,在下弄来弄去实在不能了 ,只好求助各位,不知能不能帮在下一个吗 ?小弟先再次感谢各位 。冲突脚本是【技能信息详细显示】和【cp战斗】。
首先是[size=18.6667px]技能信息详细显示
- #==============================================================================
- # ☆技能信息详细显示☆
- #------------------------------------------------------------------------------
- # by -> 芯☆淡茹水
- #==============================================================================
- # 复制该脚本,插入到 main 前。
- #==============================================================================
- # 系统文字颜色
- SKILL_SYSTEM_COLOR = Color.new(192, 224, 255)
- # 技能名颜色
- SKILL_NAME_COLOR = Color.new(255, 128, 255)
- # 技能属性值颜色
- SKILL_RES_COLOR = Color.new(128, 255, 128)
- # 角色属性名称颜色
- SKILL_EM_COLOR = Color.new(255, 255, 128)
- # 技能说明颜色
- SKILL_TXT_COLOR = Color.new(128, 255, 255)
- #==============================================================================
- class Window_Skill_Help < Window_Base
- #--------------------------------------------------------------------------
- def initialize
- super(396, 4, 240, 472)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.z = 999
- self.back_opacity = 220
- self.visible = false
- end
- #--------------------------------------------------------------------------
- def set_skill(skill_id, actor_id)
- self.contents.clear
- if skill_id == nil or actor_id == nil
- return
- end
- skill = $data_skills[skill_id]
- actor = $game_actors[actor_id]
- x = y = 0
- # 技能图标
- bitmap = RPG::Cache.icon(skill.icon_name)
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), 255)
- # 技能名
- self.contents.font.color = SKILL_NAME_COLOR
- self.contents.font.size = 18
- cx = contents.text_size(skill.name).width
- self.contents.draw_text(x + 38, y, cx, 32, skill.name)
- # 技能等级
- level = actor.skill_level(skill.id)
- n = (level + 1) / 2
- name = "l" + n.to_s
- for i in 0...level
- bitmap = RPG::Cache.icon(name)
- self.contents.blt(x + i * 20, y + 30, bitmap, Rect.new(0, 0, 20, 20), 255)
- end
- # 技能类型
- if [5, 6].include?(skill.scope)
- name = "skill_b"
- elsif skill.atk_f > 0
- name = "skill_a"
- elsif skill.power > 0
- name = "skill_m"
- elsif skill.power < 0
- name = "skill_r"
- else
- name = "skill_o"
- end
- bitmap = RPG::Cache.icon(name)
- self.contents.blt(self.width - 60, y + 3, bitmap, Rect.new(0, 0, 24, 24), 255)
- # 熟练度
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.font.size = 16
- self.contents.draw_text(x, y + 55, 64, 28, "熟练度:")
- if skill.power != 0 or skill.atk_f != 0
- txt = actor.skill_proficiency[skill.id].to_s
- else
- txt = "——"
- end
- cx = contents.text_size(txt).width
- self.contents.font.color = SKILL_RES_COLOR
- self.contents.draw_text(x + 64, y + 55, cx, 28, txt)
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.draw_text(x + 66 + cx, y + 55, 28, 28, "/")
- if actor.skill_level(skill.id) >= 10 or (skill.power == 0 and skill.atk_f == 0)
- txt = "——"
- else
- txt = SKILL_LEVEL[actor.skill_level(skill.id)].to_s
- end
- self.contents.draw_text(x + 76 + cx, y + 55, 28, 28, txt)
- # 消耗 SP
- y += 77
- self.contents.font.color = SKILL_SYSTEM_COLOR
- txt = "消耗" + $data_system.words.sp + ":"
- cx = contents.text_size(txt).width
- self.contents.draw_text(x, y, cx, 28, txt)
- self.contents.font.color = SKILL_RES_COLOR
- self.contents.draw_text(x + cx + 6, y, 96, 28, skill.sp_cost.to_s)
- # 效果范围
- y += 22
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.draw_text(x, y, 94, 28, "效果范围:")
- scopes = ["——。", "敌单体。", "敌全体。", "己方单体。", "己方全体。",
- "己方单体(HP 0)。", "己方全体(HP 0)。", "使用者。"]
- txt = scopes[skill.scope]
- self.contents.font.color = SKILL_RES_COLOR
- cx = contents.text_size(txt).width
- self.contents.draw_text(x + 84, y, cx, 28, txt)
- # 命中率
- y += 32
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.draw_text(x + 104, y, 86, 28, "命中率:")
- self.contents.font.color = SKILL_RES_COLOR
- self.contents.draw_text(x + 166, y, 64, 28, skill.hit.to_s + " %")
- # 威力
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.draw_text(x, y, 46, 28, "威力:")
- self.contents.font.color = SKILL_RES_COLOR
- txt = skill.power != 0 ? skill.power.to_s : "——"
- self.contents.draw_text(x + 62, y, 64, 28, txt)
- # 攻击力
- y += 20
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.draw_text(x, y, 66, 28, "攻击力:")
- self.contents.font.color = SKILL_RES_COLOR
- txt = skill.atk_f > 0 ? skill.atk_f.to_s : "——"
- self.contents.draw_text(x + 62, y, 66, 28, txt)
- # 属性相关
- y += 28
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.draw_text(x, y, 124, 28, "角色属性关联:")
- names = [$data_system.words.str + ":", $data_system.words.dex + ":",
- $data_system.words.agi + ":", $data_system.words.int + ":"]
- elementes = [skill.str_f, skill.dex_f, skill.agi_f, skill.int_f]
- text = [skill.str_f.to_s + " %", skill.dex_f.to_s + " %",
- skill.agi_f.to_s + " %", skill.int_f.to_s + " %"]
- bitnames = ["str_s", "dex_s","agi_s","int_s"]
- for i in 0...names.size
- next if elementes[i] == 0
- y += 30
- name = names[i]
- self.contents.font.size = 16
- self.contents.font.color = SKILL_EM_COLOR
- cx = contents.text_size(name).width
- self.contents.draw_text(x, y, cx, 28, name)
- name = bitnames[i]
- bitmap = RPG::Cache.icon(name)
- width = bitmap.width * elementes[i] / 100
- rect = Rect.new(0, 0, width, bitmap.height)
- self.contents.blt(x + cx + 3, y + 8, bitmap, rect, 255)
- bitmap = RPG::Cache.icon("e0")
- rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- self.contents.blt(x + cx + 2, y + 6, bitmap, rect, 255)
- self.contents.font.size = 14
- self.contents.font.color = SKILL_RES_COLOR
- self.contents.draw_text(x + 110 + cx, y, 64, 28, text[i])
- end
- self.contents.font.size = 16
- # 属性攻击
- if skill.element_set != []
- y += 30
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.draw_text(x, y, 86, 28, "属性攻击:")
- self.contents.font.color = SKILL_RES_COLOR
- self.contents.font.size = 14
- nx = 80
- for i in 0...skill.element_set.size
- name = $data_system.elements[skill.element_set[i]]
- name = i == (skill.element_set.size - 1) ? name : name + ","
- cx = contents.text_size(name).width
- if nx + cx > self.width - 32
- nx = 80
- y += 16
- end
- self.contents.draw_text(nx, y, cx, 28, name)
- nx += cx
- end
- else
- y += 10
- end
- # 附加状态
- self.contents.font.size = 16
- if skill.plus_state_set != []
- y += 20
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.draw_text(x, y, 86, 28, "附加状态:")
- self.contents.font.color = SKILL_RES_COLOR
- nx = 80
- self.contents.font.size = 14
- for i in 0...skill.plus_state_set.size
- name = $data_states[skill.plus_state_set[i]].name
- name = i == (skill.plus_state_set.size - 1) ? name : name + ","
- cx = contents.text_size(name).width
- if nx + cx > self.width - 32
- nx = 80
- y += 16
- end
- self.contents.draw_text(nx, y, cx, 28, name)
- nx += cx
- end
- end
- # 解除状态
- self.contents.font.size = 16
- if skill.minus_state_set != []
- y += 20
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.draw_text(x, y, 86, 28, "解除状态:")
- self.contents.font.color = SKILL_RES_COLOR
- nx = 80
- self.contents.font.size = 14
- for i in 0...skill.minus_state_set.size
- name = $data_states[skill.minus_state_set[i]].name
- name = i == (skill.minus_state_set.size - 1) ? name : name + ","
- cx = contents.text_size(name).width
- if nx + cx > self.width - 32
- nx = 80
- y += 16
- end
- self.contents.draw_text(nx, y, cx, 28, name)
- nx += cx
- end
- end
- # 说明
- self.contents.font.size = 16
- x = 14
- y += 30
- self.contents.font.size = 14
- self.contents.font.color = SKILL_TXT_COLOR
- text = skill.description.scan(/./)
- for i in 0...text.size
- txt = text[i]
- cx = contents.text_size(txt).width
- if (x + cx) > self.width - 32
- x = 0
- y += 16
- break if (y + 16) > self.height - 32
- end
- self.contents.draw_text(x, y, cx, 16, txt)
- x += cx
- end
- self.height = [y + 48, 472].min
- end
- end
- #=============================================================================
- class Window_Skill < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # actor : 角色
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(0, 64, 640, 416)
- @actor = actor
- @column_max = 2
- refresh
- self.index = 0
- # 战斗中的情况下将窗口移至中央并将其半透明化
- if $game_temp.in_battle
- self.y = 0
- self.height = 320
- self.back_opacity = 160
- end
- end
- end
- #==============================================================================
- class Window_SkillStatus < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # actor : 角色
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(0, 0, 640, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- @actor = actor
- refresh
- end
- end
- #=============================================================================
- class Scene_Skill
- #--------------------------------------------------------------------------
- def main
- # 获取角色
- @actor = $game_party.actors[@actor_index]
- # 生成帮助窗口、状态窗口、特技窗口
- @help_window = Window_Skill_Help.new
- @status_window = Window_SkillStatus.new(@actor)
- @skill_window = Window_Skill.new(@actor)
- # 生成目标窗口 (设置为不可见・不活动)
- @target_window = Window_Target.new
- @target_window.visible = false
- @target_window.active = false
- # 执行过渡
- Graphics.transition
- # 主循环
- loop do
- # 刷新游戏画面
- Graphics.update
- # 刷新输入信息
- Input.update
- # 刷新画面
- update
- # 如果画面切换的话就中断循环
- if $scene != self
- break
- end
- end
- # 准备过渡
- Graphics.freeze
- # 释放窗口
- @help_window.dispose
- @status_window.dispose
- @skill_window.dispose
- @target_window.dispose
- end
- #--------------------------------------------------------------------------
- alias add_update_skill_xdrs update_skill
- def update_skill
- @help_window.x = (@skill_window.index + 1) % 2 * 392 + 4
- @help_window.set_skill(@skill_window.skill.id, @actor.id)
- @help_window.visible = true
- add_update_skill_xdrs
- end
- #--------------------------------------------------------------------------
- alias add_update_target_xdrs update_target
- def update_target
- @help_window.visible = false
- add_update_target_xdrs
- end
- end
- #============================================================================
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- # 初始化战斗用的各种暂时数据
- $game_temp.in_battle = true
- $game_temp.battle_turn = 0
- $game_temp.battle_event_flags.clear
- $game_temp.battle_abort = false
- $game_temp.battle_main_phase = false
- $game_temp.battleback_name = $game_map.battleback_name
- $game_temp.forcing_battler = nil
- # 初始化战斗用事件解释器
- $game_system.battle_interpreter.setup(nil, 0)
- # 准备队伍
- @troop_id = $game_temp.battle_troop_id
- $game_troop.setup(@troop_id)
- # 生成角色命令窗口
- s1 = $data_system.words.attack
- s2 = $data_system.words.skill
- s3 = $data_system.words.guard
- s4 = $data_system.words.item
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
- @actor_command_window.y = 160
- @actor_command_window.back_opacity = 160
- @actor_command_window.active = false
- @actor_command_window.visible = false
- # 生成其它窗口
- @party_command_window = Window_PartyCommand.new
- @help_window = Window_Help.new
- @help_window.back_opacity = 160
- @help_window.visible = false
- @status_window = Window_BattleStatus.new
- @message_window = Window_Message.new
- @skill_help_window = Window_Skill_Help.new
- # 生成活动块
- @spriteset = Spriteset_Battle.new
- # 初始化等待计数
- @wait_count = 0
- # 执行过渡
- if $data_system.battle_transition == ""
- Graphics.transition(20)
- else
- Graphics.transition(40, "Graphics/Transitions/" +
- $data_system.battle_transition)
- end
- # 开始自由战斗回合
- start_phase1
- # 主循环
- loop do
- # 刷新游戏画面
- Graphics.update
- # 刷新输入信息
- Input.update
- # 刷新画面
- update
- # 如果画面切换的话就中断循环
- if $scene != self
- break
- end
- end
- # 刷新地图
- $game_map.refresh
- # 准备过渡
- Graphics.freeze
- # 释放窗口
- @actor_command_window.dispose
- @party_command_window.dispose
- @help_window.dispose
- @status_window.dispose
- @message_window.dispose
- @skill_help_window.dispose
- if @skill_window != nil
- @skill_window.dispose
- end
- if @item_window != nil
- @item_window.dispose
- end
- if @result_window != nil
- @result_window.dispose
- end
- # 释放活动块
- @spriteset.dispose
- # 标题画面切换中的情况
- if $scene.is_a?(Scene_Title)
- # 淡入淡出画面
- Graphics.transition
- Graphics.freeze
- end
- # 战斗测试或者游戏结束以外的画面切换中的情况
- if $BTEST and not $scene.is_a?(Scene_Gameover)
- $scene = nil
- end
- end
- #--------------------------------------------------------------------------
- alias add_update_phase3_skill_select_xdrs update_phase3_skill_select
- def update_phase3_skill_select
- @help_window.visible = false
- @skill_help_window.x = (@skill_window.index + 1) % 2 * 392 + 4
- @skill_help_window.set_skill(@skill_window.skill.id, @active_battler.id)
- @skill_help_window.visible = true
- add_update_phase3_skill_select_xdrs
- end
- #--------------------------------------------------------------------------
- def start_skill_select
- # 生成特技窗口
- @skill_window = Window_Skill.new(@active_battler)
- # 无效化角色指令窗口
- @actor_command_window.active = false
- @actor_command_window.visible = false
- end
- #--------------------------------------------------------------------------
- alias add_start_enemy_select_xdrs start_enemy_select
- def start_enemy_select
- @skill_help_window.visible = false
- add_start_enemy_select_xdrs
- end
- #--------------------------------------------------------------------------
- alias add_end_enemy_select_xdrs end_enemy_select
- def end_enemy_select
- @help_window.visible = false
- add_end_enemy_select_xdrs
- end
- #--------------------------------------------------------------------------
- alias add_start_actor_select_xdrs start_actor_select
- def start_actor_select
- @skill_help_window.visible = false
- add_start_actor_select_xdrs
- end
- #--------------------------------------------------------------------------
- alias add_end_actor_select_xdrs end_actor_select
- def end_actor_select
- @help_window.visible = false
- add_end_actor_select_xdrs
- end
- #--------------------------------------------------------------------------
- alias add_end_skill_select_xdrs end_skill_select
- def end_skill_select
- @skill_help_window.visible = false
- add_end_skill_select_xdrs
- end
- end
- #=============================================================================
复制代码
[size=18.6667px]之后是cp战斗
- #========================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #========================================================================
- #========================================================================
- # ▼▲▼ XRXS_BP 1. CP制導入 ver..23 ▼▲▼
- # by 桜雅 在土, 和希
- #------------------------------------------------------------------------
- # □ カスタマイズポイント
- #========================================================================
- module XRXS_BP1
- #
- # 对齐方式。0:左 1:中央 2:右
- #
- ALIGN = 0
- #
- # 人数
- #
- MAX = 4
- end
- class Scene_Battle_CP
- #
- # 战斗速度
- #
- BATTLE_SPEED = 2.0
- #
- # 战斗开始的时候气槽百分比
- #
- START_CP_PERCENT = 0
- end
- class Scene_Battle
- # 效果音效,可以自己添加
- DATA_SYSTEM_COMMAND_UP_SE = ""
- # 各项数值功能消耗的CP值
- CP_COST_BASIC_ACTIONS = 0 # 基础共同
- CP_COST_SKILL_ACTION = 65535 # 技能
- CP_COST_ITEM_ACTION = 65535 # 物品
- CP_COST_BASIC_ATTACK = 65535 # 攻撃
- CP_COST_BASIC_GUARD = 32768 # 防御
- CP_COST_BASIC_NOTHING = 65535 # 不做任何事情
- CP_COST_BASIC_ESCAPE = 65535 # 逃跑
- end
- #========================================================================
- # --- XRXS.コマンドウィンドウ?コマンド追加機構 ---
- #------------------------------------------------------------------------
- # Window_Commandクラスに add_command メソッドを追加します。
- #========================================================================
- module XRXS_Window_Command_Add_Command
- #----------------------------------------------------------------------
- # ○ コマンドを追加
- #----------------------------------------------------------------------
- def add_command(command)
- # 初期化されていない場合、無効化判別用の配列 @disabled の初期化
- #
- if @disabled == nil
- @disabled = []
- end
- if @commands.size != @disabled.size
- for i in [email protected]
- @disabled[i] = false
- end
- end
- #
- # 追加
- #
- @commands.push(command)
- @disabled.push(false)
- @item_max = @commands.size
- self.y -= 32
- self.height += 32
- self.contents.dispose
- self.contents = nil
- self.contents = Bitmap.new(self.width - 32, @item_max * 32)
- refresh
- for i in [email protected]
- if @disabled[i]
- disable_item(i)
- end
- end
- end
- #----------------------------------------------------------------------
- # ○ 項目の無効化
- # index : 項目番号
- #----------------------------------------------------------------------
- def disable_item(index)
- if @disabled == nil
- @disabled = []
- end
- @disabled[index] = true
- draw_item(index, disabled_color)
- end
- end
- class Window_Command < Window_Selectable
- #----------------------------------------------------------------------
- # ○ インクルード
- #----------------------------------------------------------------------
- include XRXS_Window_Command_Add_Command
- #----------------------------------------------------------------------
- # ● 項目の無効化
- # index : 項目番号
- #----------------------------------------------------------------------
- def disable_item(index)
- super
- end
- end
- #========================================================================
- # □ Scene_Battle_CP
- #========================================================================
- class Scene_Battle_CP
- #----------------------------------------------------------------------
- # ○ 公開インスタンス変数
- #----------------------------------------------------------------------
- attr_accessor :stop # CP加算ストップ
- #----------------------------------------------------------------------
- # ○ オブジェクトの初期化
- #----------------------------------------------------------------------
- def initialize
- @battlers = []
- @cancel = false
- @stop = false
- @agi_total = 0
- # 配列 count_battlers を初期化
- count_battlers = []
- # エネミーを配列 count_battlers に追加
- for enemy in $game_troop.enemies
- count_battlers.push(enemy)
- end
- # アクターを配列 count_battlers に追加
- for actor in $game_party.actors
- count_battlers.push(actor)
- end
- for battler in count_battlers
- @agi_total += battler.agi
- end
- for battler in count_battlers
- battler.cp = [[65535 * START_CP_PERCENT * (rand(15) + 85) * 4 * battler.agi / @agi_total / 10000, 0].max, 65535].min
- end
- end
- #----------------------------------------------------------------------
- # ○ CPカウントアップ
- #----------------------------------------------------------------------
- def update
- # ストップされているならリターン
- return if @stop
- #
- for battler in $game_party.actors + $game_troop.enemies
- # 行動出来なければ無視
- if battler.dead? == true
- battler.cp = 0
- next
- end
- battler.cp = [[battler.cp + BATTLE_SPEED * 4096 * battler.agi / @agi_total, 0].max, 65535].min
- end
- end
- #----------------------------------------------------------------------
- # ○ CPカウントの開始
- #----------------------------------------------------------------------
- def stop
- @cancel = true
- if @cp_thread != nil then
- @cp_thread.join
- @cp_thread = nil
- end
- end
- end
- #========================================================================
- # ■ Game_Battler
- #========================================================================
- class Game_Battler
- attr_accessor :now_guarding # 現在防御中フラグ
- attr_accessor :cp # 現在CP
- attr_accessor :slip_state_update_ban # スリップ?ステート自動処理の禁止
- #----------------------------------------------------------------------
- # ○ CP の変更
- #-----------------------------------------------------------------------
- def cp=(p)
- @cp = [[p, 0].max, 65535].min
- end
- #----------------------------------------------------------------------
- # ● 防御中判定 [ 再定義 ]
- #----------------------------------------------------------------------
- def guarding?
- return @now_guarding
- end
- #----------------------------------------------------------------------
- # ● コマンド入力可能判定
- #----------------------------------------------------------------------
- alias xrxs_bp1_inputable? inputable?
- def inputable?
- bool = xrxs_bp1_inputable?
- return (bool and (@cp >= 65535))
- end
- #----------------------------------------------------------------------
- # ● ステート [スリップダメージ] 判定
- #----------------------------------------------------------------------
- alias xrxs_bp1_slip_damage? slip_damage?
- def slip_damage?
- return false if @slip_state_update_ban
- return xrxs_bp1_slip_damage?
- end
- #----------------------------------------------------------------------
- # ● ステート自然解除 (ターンごとに呼び出し)
- #----------------------------------------------------------------------
- alias xrxs_bp1_remove_states_auto remove_states_auto
- def remove_states_auto
- return if @slip_state_update_ban
- xrxs_bp1_remove_states_auto
- end
- end
- #========================================================================
- # ■ Game_Actor
- #========================================================================
- class Game_Actor < Game_Battler
- #----------------------------------------------------------------------
- # ● セットアップ
- #----------------------------------------------------------------------
- alias xrxs_bp1_setup setup
- def setup(actor_id)
- xrxs_bp1_setup(actor_id)
- @cp = 0
- @now_guarding = false
- @slip_state_update_ban = false
- end
- end
- #========================================================================
- # ■ Game_Enemy
- #========================================================================
- class Game_Enemy < Game_Battler
- #----------------------------------------------------------------------
- # ● オブジェクト初期化
- #----------------------------------------------------------------------
- alias xrxs_bp1_initialize initialize
- def initialize(troop_id, member_index)
- xrxs_bp1_initialize(troop_id, member_index)
- @cp = 0
- @now_guarding = false
- @slip_state_update_ban = false
- end
- end
- class Window_All < Window_Base
- def initialize(viewport)
- super(0,0,640,480)
- @viewport = viewport
- self.opacity = 0
- self.contents = Bitmap.new(width - 32, height - 32)
- @cps = nil
- refresh
- end
- def dispose
- super
- dispose_cps
- end
- def dispose_cps
- return if @cps.nil?
- return if @cps.size <= 0
- @cps.each{|cp| cp.dispose unless cp.nil?}
- end
- def alive_size
- size = 0; $game_troop.enemies.each{|enemy| size += 1 if enemy.exist?}
- return size
- end
- def refresh
- if @cps.nil? || @cps.size != alive_size
- create_cps
- else
- refresh_cps
- end
- end
- def create_cps
- dispose_cps
- @cps = []
- for i in 0...$game_troop.enemies.size
- enemy = $game_troop.enemies[i]
- next if !enemy.exist?
- @cps[i] = Enemy_CP_Hito.new(enemy, @viewport)
- end
- end
- def refresh_cps
- return if @cps.nil?
- return if @cps.size <= 0
- @cps.each{|cp| cp.refresh}
- end
- end
- class Enemy_CP_Hito < Window_Base
- def initialize(enemy, viewport)
- @enemy = enemy
- super(enemy_x,enemy_y,cp_width + 32,cp_height + 32, viewport)
- self.opacity = 0
- self.contents = Bitmap.new(width - 32, height - 32)
- self.z = enemy_z
- refresh
- end
- def cp_width; return 60; end
- def cp_height; return 6; end
- def enemy_x; return 0 if @enemy.nil?; return @enemy.screen_x - 50; end
- def enemy_y; return 0 if @enemy.nil?; return @enemy.screen_y - 25; end
- def enemy_z; return 0 if @enemy.nil?; return @enemy.screen_z; end
- def refresh(enemy = @enemy)
- self.contents.clear
- @enemy = enemy
- draw_actor_cp_meter(@enemy, 0, 0, cp_width, cp_height)
- end
- #----------------------------------------------------------------------
- # ○ CPメーター の描画
- #----------------------------------------------------------------------
- def draw_actor_cp_meter(actor, x, y, width = 156, type = 0)
- self.contents.font.color = system_color
- self.contents.fill_rect(x, y, width,6, Color.new(0, 0, 0, 255))
- if actor.cp == nil
- actor.cp = 0
- end
- w = (width - 2) * [actor.cp,65535].min / 65535
- self.contents.fill_rect(x+1, y+1, w,1, Color.new(255, 255, 128, 255))
- self.contents.fill_rect(x+1, y+2, w,1, Color.new(255, 255, 0, 255))
- self.contents.fill_rect(x+1, y+3, w,1, Color.new(192, 192, 0, 255))
- self.contents.fill_rect(x+1, y+4, w,1, Color.new(128, 128, 0, 255))
- end
- end
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # x : 窗口的 X 坐标
- # y : 窗口的 Y 坐标
- # width : 窗口的宽
- # height : 窗口的宽
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height, viewport = nil)
- if viewport.nil?
- super()
- else
- super(viewport)
- end
- @windowskin_name = $game_system.windowskin_name
- self.windowskin = RPG::Cache.windowskin(@windowskin_name)
- self.x = x
- self.y = y
- self.width = width
- self.height = height
- self.z = 100
- end
- end
- #========================================================================
- # ■ Window_BattleStatus
- #========================================================================
- class Window_BattleStatus < Window_Base
- #-----------------------------------------------------------------------
- # ○ 公開インスタンス変数
- #----------------------------------------------------------------------
- attr_accessor :update_cp_only # CPメーターのみの更新
- #----------------------------------------------------------------------
- # ● オブジェクト初期化
- #----------------------------------------------------------------------
- alias xrxs_bp1_initialize initialize
- def initialize(enemy_viewport)
- @update_cp_only = false
- @wall = Window_All.new(enemy_viewport)
- xrxs_bp1_initialize
- end
- def dispose
- super
- @wall.dispose
- end
- #----------------------------------------------------------------------
- # ● リフレッシュ
- #----------------------------------------------------------------------
- alias xrxs_bp1_refresh refresh
- def refresh
- unless @update_cp_only
- xrxs_bp1_refresh
- end
- refresh_cp
- @wall.refresh
- end
- #----------------------------------------------------------------------
- # ○ リフレッシュ(CPのみ)
- #----------------------------------------------------------------------
- def refresh_cp
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- width = [self.width*3/4 / XRXS_BP1::MAX, 80].max
- space = self.width / XRXS_BP1::MAX
- case XRXS_BP1::ALIGN
- when 0
- actor_x = i * space + 4
- when 1
- actor_x = (space * ((XRXS_BP1::MAX - $game_party.actors.size)/2.0 + i)).floor
- when 2
- actor_x = (i + XRXS_BP1::MAX - $game_party.actors.size) * space + 4
- end
- actor_x += self.x
- draw_actor_cp_meter(actor, actor_x, 96, width, 0)
- end
- end
- #----------------------------------------------------------------------
- # ○ CPメーター の描画
- #----------------------------------------------------------------------
- def draw_actor_cp_meter(actor, x, y, width = 156, type = 0)
- self.contents.font.color = system_color
- self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))
- if actor.cp == nil
- actor.cp = 0
- end
- w = width * [actor.cp,65535].min / 65535
- self.contents.fill_rect(x, y+28, w,1, Color.new(255, 255, 128, 255))
- self.contents.fill_rect(x, y+29, w,1, Color.new(255, 255, 0, 255))
- self.contents.fill_rect(x, y+30, w,1, Color.new(192, 192, 0, 255))
- self.contents.fill_rect(x, y+31, w,1, Color.new(128, 128, 0, 255))
- end
- end
- #========================================================================
- # ■ Scene_Battle
- #========================================================================
- class Scene_Battle
- ################################################
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- # 初始化战斗用的各种暂时数据
- $game_temp.in_battle = true
- $game_temp.battle_turn = 0
- $game_temp.battle_event_flags.clear
- $game_temp.battle_abort = false
- $game_temp.battle_main_phase = false
- $game_temp.battleback_name = $game_map.battleback_name
- $game_temp.forcing_battler = nil
- # 初始化战斗用事件解释器
- $game_system.battle_interpreter.setup(nil, 0)
- # 准备队伍
- @troop_id = $game_temp.battle_troop_id
- $game_troop.setup(@troop_id)
- # 生成角色命令窗口
- s1 = $data_system.words.attack
- s2 = $data_system.words.skill
- s3 = $data_system.words.guard
- s4 = $data_system.words.item
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
- @actor_command_window.y = 160
- @actor_command_window.back_opacity = 160
- @actor_command_window.active = false
- @actor_command_window.visible = false
- # 生成其它窗口
- @party_command_window = Window_PartyCommand.new
- @help_window = Window_Help.new
- @help_window.back_opacity = 160
- @help_window.visible = false
- ################
- # 活动块放到状态窗口之上生成
- # 生成活动块
- @spriteset = Spriteset_Battle.new
- # 加括弧里的内容
- @status_window = Window_BattleStatus.new(@spriteset.viewport1)
- ################
- @message_window = Window_Message.new
- # 初始化等待计数
- @wait_count = 0
- # 执行过渡
- if $data_system.battle_transition == ""
- Graphics.transition(20)
- else
- Graphics.transition(40, "Graphics/Transitions/" +
- $data_system.battle_transition)
- end
- # 开始自由战斗回合
- start_phase1
- # 主循环
- loop do
- # 刷新游戏画面
- Graphics.update
- # 刷新输入信息
- Input.update
- # 刷新画面
- update
- # 如果画面切换的话就中断循环
- if $scene != self
- break
- end
- end
- # 刷新地图
- $game_map.refresh
- # 准备过渡
- Graphics.freeze
- # 释放窗口
- @actor_command_window.dispose
- @party_command_window.dispose
- @help_window.dispose
- @status_window.dispose
- @message_window.dispose
- if @skill_window != nil
- @skill_window.dispose
- end
- if @item_window != nil
- @item_window.dispose
- end
- if @result_window != nil
- @result_window.dispose
- end
- # 释放活动块
- @spriteset.dispose
- # 标题画面切换中的情况
- if $scene.is_a?(Scene_Title)
- # 淡入淡出画面
- Graphics.transition
- Graphics.freeze
- end
- # 战斗测试或者游戏结束以外的画面切换中的情况
- if $BTEST and not $scene.is_a?(Scene_Gameover)
- $scene = nil
- end
- end
- ################################################
- #----------------------------------------------------------------------
- # ● フレーム更新
- #----------------------------------------------------------------------
- alias xrxs_bp1_update update
- def update
- xrxs_bp1_update
- # CP更新
- @cp_thread.update
- end
- #----------------------------------------------------------------------
- # ● バトル終了
- # result : 結果 (0:勝利 1:敗北 2:逃走)
- #----------------------------------------------------------------------
- alias xrxs_bp1_battle_end battle_end
- def battle_end(result)
- # CPカウントを停止する
- @cp_thread.stop
- # 呼び戻す
- xrxs_bp1_battle_end(result)
- end
- #----------------------------------------------------------------------
- # ● プレバトルフェーズ開始
- #----------------------------------------------------------------------
- alias xrxs_bp1_start_phase1 start_phase1
- def start_phase1
- @agi_total = 0
- # CP加算を開始する
- @cp_thread = Scene_Battle_CP.new
- # インデックスを計算
- @cp_escape_actor_command_index = @actor_command_window.height/32 - 1
- # アクターコマンドウィンドウに追加
- @actor_command_window.add_command("逃跑")
- if !$game_temp.battle_can_escape
- @actor_command_window.disable_item(@cp_escape_actor_command_index)
- end
- # 呼び戻す
- xrxs_bp1_start_phase1
- end
- #----------------------------------------------------------------------
- # ● パーティコマンドフェーズ開始
- #----------------------------------------------------------------------
- alias xrxs_bp1_start_phase2 start_phase2
- def start_phase2
- xrxs_bp1_start_phase2
- @party_command_window.active = false
- @party_command_window.visible = false
- # CP加算を再開する
- @cp_thread.stop = false
- # 次へ
- start_phase3
- end
- #----------------------------------------------------------------------
- # ● アクターコマンドウィンドウのセットアップ
- #----------------------------------------------------------------------
- alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
- def phase3_setup_command_window
- # CPスレッドを一時停止する
- @cp_thread.stop = true
- # ウィンドウのCP更新
- @status_window.refresh_cp
- # @active_battlerの防御を解除
- @active_battler.now_guarding = false
- # 効果音の再生
- Audio.se_play(DATA_SYSTEM_COMMAND_UP_SE) if DATA_SYSTEM_COMMAND_UP_SE != ""
- # 呼び戻す
- xrxs_bp1_phase3_setup_command_window
- end
- #----------------------------------------------------------------------
- # ● フレーム更新 (アクターコマンドフェーズ : 基本コマンド)
- #----------------------------------------------------------------------
- alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
- def update_phase3_basic_command
- # C ボタンが押された場合
- if Input.trigger?(Input::C)
- # アクターコマンドウィンドウのカーソル位置で分岐
- case @actor_command_window.index
- when @cp_escape_actor_command_index # 逃げる
- if $game_temp.battle_can_escape
- # 決定 SE を演奏
- $game_system.se_play($data_system.decision_se)
- # アクションを設定
- @active_battler.current_action.kind = 0
- @active_battler.current_action.basic = 4
- # 次のアクターのコマンド入力へ
- phase3_next_actor
- else
- # ブザー SE を演奏
- $game_system.se_play($data_system.buzzer_se)
- end
- return
- end
- end
- xrxs_bsp1_update_phase3_basic_command
- end
- #----------------------------------------------------------------------
- # ● メインフェーズ開始
- #----------------------------------------------------------------------
- alias xrxs_bp1_start_phase4 start_phase4
- def start_phase4
- # 呼び戻す
- xrxs_bp1_start_phase4
- # CPスレッドを一時停止する
- unless @action_battlers.empty?
- @cp_thread.stop = true
- end
- end
- #----------------------------------------------------------------------
- # ● 行動順序作成
- #----------------------------------------------------------------------
- alias xrxs_bp1_make_action_orders make_action_orders
- def make_action_orders
- xrxs_bp1_make_action_orders
- # 全員のCPを確認
- exclude_battler = []
- for battler in @action_battlers
- # CPが不足している場合は @action_battlers から除外する
- if battler.cp < 65535
- exclude_battler.push(battler)
- end
- end
- @action_battlers -= exclude_battler
- end
- #----------------------------------------------------------------------
- # ● フレーム更新 (メインフェーズ ステップ 1 : アクション準備)
- #----------------------------------------------------------------------
- alias xrxs_bp1_update_phase4_step1 update_phase4_step1
- def update_phase4_step1
- # 初期化
- @phase4_act_continuation = 0
- # 勝敗判定
- if judge
- @cp_thread.stop
- # 勝利または敗北の場合 : メソッド終了
- return
- end
- # 未行動バトラー配列の先頭から取得
- @active_battler = @action_battlers[0]
- # ステータス更新をCPだけに限定。
- @status_window.update_cp_only = true
- # ステート更新を禁止。
- @active_battler.slip_state_update_ban = true if @active_battler != nil
- # 戻す
- xrxs_bp1_update_phase4_step1
- # @status_windowがリフレッシュされなかった場合は手動でリフレッシュ(CPのみ)
- if @phase4_step != 2
- # リフレッシュ
- @status_window.refresh
- # 軽量化:たったコレだけΣ(?w?
- Graphics.frame_reset
- end
- # 禁止を解除
- @status_window.update_cp_only = false
- @active_battler.slip_state_update_ban = false if @active_battler != nil
- end
- #----------------------------------------------------------------------
- # ● フレーム更新 (メインフェーズ ステップ 2 : アクション開始)
- #----------------------------------------------------------------------
- alias xrxs_bp1_update_phase4_step2 update_phase4_step2
- def update_phase4_step2
- # 強制アクションでなければ
- unless @active_battler.current_action.forcing
- # 制約が [敵を通常攻撃する] か [味方を通常攻撃する] の場合
- if @active_battler.restriction == 2 or @active_battler.restriction == 3
- # アクションに攻撃を設定
- @active_battler.current_action.kind = 0
- @active_battler.current_action.basic = 0
- end
- # 制約が [行動できない] の場合
- if @active_battler.restriction == 4
- # アクション強制対象のバトラーをクリア
- $game_temp.forcing_battler = nil
- if @phase4_act_continuation == 0 and @active_battler.cp >= 65535
- # ステート自然解除
- @active_battler.remove_states_auto
- # CP消費
- @active_battler.cp -= 65535
- # ステータスウィンドウをリフレッシュ
- @status_window.refresh
- end
- # ステップ 1 に移行
- @phase4_step = 1
- return
- end
- end
- # アクションの種別で分岐
- case @active_battler.current_action.kind
- when 0
- # 攻撃?防御?逃げる?何もしない時の共通消費CP
- @active_battler.cp -= CP_COST_BASIC_ACTIONS if @phase4_act_continuation == 0
- when 1
- # スキル使用時の消費CP
- @active_battler.cp -= CP_COST_SKILL_ACTION if @phase4_act_continuation == 0
- when 2
- # アイテム使用時の消費CP
- @active_battler.cp -= CP_COST_ITEM_ACTION if @phase4_act_continuation == 0
- end
- # ステート自然解除
- @active_battler.remove_states_auto
- # 呼び戻す
- xrxs_bp1_update_phase4_step2
- end
- #----------------------------------------------------------------------
- # ● 基本アクション 結果作成
- #----------------------------------------------------------------------
- alias xrxs_bp1_make_basic_action_result make_basic_action_result
- def make_basic_action_result
- # 攻撃の場合
- if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
- @active_battler.cp -= CP_COST_BASIC_ATTACK # 攻撃時のCP消費
- end
- # 防御の場合
- if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
- @active_battler.cp -= CP_COST_BASIC_GUARD # 防御時のCP消費
- # @active_battlerの防御をON
- @active_battler.now_guarding = true
- end
- # 敵の逃げるの場合
- if @active_battler.is_a?(Game_Enemy) and
- @active_battler.current_action.basic == 2 and @phase4_act_continuation == 0
- @active_battler.cp -= CP_COST_BASIC_ESCAPE # 逃走時のCP消費
- end
- # 何もしないの場合
- if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
- @active_battler.cp -= CP_COST_BASIC_NOTHING # 何もしない時のCP消費
- end
- # 逃げるの場合
- if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0
- @active_battler.cp -= CP_COST_BASIC_ESCAPE # 逃走時のCP消費
- # 逃走可能ではない場合
- if $game_temp.battle_can_escape == false
- # ブザー SE を演奏
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 逃走処理
- update_phase2_escape
- return
- end
- # 呼び戻す
- xrxs_bp1_make_basic_action_result
- end
- #----------------------------------------------------------------------
- # ● フレーム更新 (メインフェーズ ステップ 6 : リフレッシュ)
- #----------------------------------------------------------------------
- alias xrxs_bp1_update_phase4_step6 update_phase4_step6
- def update_phase4_step6
- # スリップダメージ
- if @active_battler.hp > 0 and @active_battler.slip_damage?
- @active_battler.slip_damage_effect
- @active_battler.damage_pop = true
- # ステータスウィンドウをリフレッシュ
- @status_window.refresh
- end
- # 呼び戻す
- xrxs_bp1_update_phase4_step6
- end
- end
- #======================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #======================================================================
复制代码
|
|