class Game_Party
attr_accessor :enemy_info # 出会った敵情報(図鑑用)
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias book_info_initialize initialize
def initialize
book_info_initialize
@enemy_info = {}
end
#--------------------------------------------------------------------------
# ● エネミー情報の追加(図鑑用)
# type : 通常遭遇かアナライズか 0:通常 1:アナライズ -1:情報削除
# 0:無遭遇 1:遭遇済 2:アナライズ済
#--------------------------------------------------------------------------
def add_enemy_info(enemy_id, type = 0)
case type
when 0
if @enemy_info[enemy_id] == 2
return false
end
@enemy_info[enemy_id] = 1
when 1
@enemy_info[enemy_id] = 2
when -1
@enemy_info[enemy_id] = 0
end
end
#--------------------------------------------------------------------------
# ● 魔物図鑑の最大登録数を取得
#--------------------------------------------------------------------------
def enemy_book_max
return $game_temp.enemy_book_data.id_data.size - 1
end
#--------------------------------------------------------------------------
# ● 魔物図鑑の現在登録数を取得
#--------------------------------------------------------------------------
def enemy_book_now
now_enemy_info = @enemy_info.keys
# 登録無視の属性IDを取得
no_add = $game_temp.enemy_book_data.no_add_element
new_enemy_info = []
for i in now_enemy_info
enemy = $data_enemies[i]
next if enemy.name == ""
if enemy.element_ranks[no_add] == 1
next
end
new_enemy_info.push(enemy.id)
end
return new_enemy_info.size
end
#--------------------------------------------------------------------------
# ● 魔物図鑑の完成率を取得
#--------------------------------------------------------------------------
def enemy_book_complete_percentage
e_max = enemy_book_max.to_f
e_now = enemy_book_now.to_f
comp = e_now / e_max * 100
return comp.truncate
end
end
class Interpreter
def enemy_book_max
return $game_party.enemy_book_max
end
def enemy_book_now
return $game_party.enemy_book_now
end
def enemy_book_comp
return $game_party.enemy_book_complete_percentage
end
end
class Scene_Battle
alias add_enemy_info_start_phase5 start_phase5
def start_phase5
for enemy in $game_troop.enemies
# エネミーが隠れ状態でない場合
unless enemy.hidden
# 敵遭遇情報追加
$game_party.add_enemy_info(enemy.id, 0)
end
end
add_enemy_info_start_phase5
end
end
class Window_Base < Window
#--------------------------------------------------------------------------
# ● エネミーの戦闘後獲得アイテムの描画
#--------------------------------------------------------------------------
def draw_enemy_drop_item(enemy, x, y)
self.contents.font.color = Color.new(79,39,0,255)
treasures = []
if enemy.item_id > 0
treasures.push($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
# 現状ではとりあえず1つのみ描画
if treasures.size > 0
item = treasures[0]
#bitmap = RPG::Cache.icon(item.icon_name)
opacity = 255
# self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
name = treasures[0].name
else
self.contents.font.color = Color.new(79,39,0,255)
name = "无"
end
self.contents.draw_text(x-15, y+30, 212, 32, name)
end
#--------------------------------------------------------------------------
# ● エネミーの図鑑IDの描画
#--------------------------------------------------------------------------
def draw_enemy_book_id(enemy, x, y)
self.contents.font.color = normal_color
id = $game_temp.enemy_book_data.id_data.index(enemy.id)
self.contents.draw_text(x, y, 32, 32, id.to_s)
end
#--------------------------------------------------------------------------
# ● エネミーの名前の描画
# enemy : エネミー
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_enemy_name(enemy, x, y)
if enemy.gold != 0
$enelv = enemy.gold
self.contents.font.color = Color.new(79,39,0,255)
self.contents.draw_text(x, y, 152, 32, enemy.name)
else
$enelv = 1
self.contents.font.color = Color.new(79,39,0,255)
self.contents.draw_text(x, y, 152, 32, enemy.name)
end
end
#--------------------------------------------------------------------------
# ● エネミーグラフィックの描画(アナライズ)
# enemy : エネミー
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_enemy_graphic(enemy, x, y, opacity = 255)
bitmap = RPG::Cache.battler(enemy.battler_name, enemy.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
x = x + (cw / 2 - x) if cw / 2 > x
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity)
end
#--------------------------------------------------------------------------
# ● エネミーの獲得EXPの描画
# enemy : エネミー
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_enemy_exp(enemy, x, y)
#self.contents.font.color = system_color
#self.contents.draw_text(x-120, y, 120, 32, "EXP")
self.contents.font.color = Color.new(79,39,0,255)
self.contents.draw_text(x-20, y-12, 36, 32, enemy.exp.to_s, 2)
end
#--------------------------------------------------------------------------
# ● エネミーの獲得GOLDの描画
# enemy : エネミー
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_enemy_gold(enemy, x, y)
#self.contents.font.color = system_color
#self.contents.draw_text(x, y, 120, 32, $data_system.words.gold)
self.contents.font.color = Color.new(79,39,0,255)
if enemy.gold != 0
self.contents.draw_text(x-120, y+5, 36, 32, enemy.gold.to_s, 2)
else
self.contents.draw_text(x-120, y+5, 36, 32, "1", 2)
end
end
end
class Game_Enemy_Book < Game_Enemy
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(enemy_id)
super(2, 1)#ダミー
@enemy_id = enemy_id
enemy = $data_enemies[@enemy_id]
@battler_name = enemy.battler_name
@battler_hue = enemy.battler_hue
if enemy.gold != 0
$enelv = enemy.gold
else
$enelv = 1
end
@hp = maxhp
@sp = maxsp
end
end
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================
#——————————————————————————————————————
#魔物图鉴
#
#战斗终了时自动添加敌人进入图鉴(class Scene_Battle start_phase5 追加。)
#
#Window_MonsterBook_Info 的 DROP_ITEM_NEED_ANALYZE 为 true
#则会显示敌人携带的物品,通常为false
#图鉴完成度的表示功能追加
#SHOW_COMPLETE_TYPE 的数值可以设定
#当为1,显示现有个数/总数,当为2,显示完成百分比,当为3,全显示。
#使用方法:$scene = Scene_MonsterBook.new
#特殊敌人ID指定:对于不想加入怪物图鉴的,首先设置一种属性名为“不加入图鉴”
#然后让这个敌人对此属性为A即可。
#——————————————————————————————————————
module Enemy_Book_Config
DROP_ITEM_NEED_ANALYZE = true #显示物品
EVA_NAME = "闪躲" #回避修正的名称(因为数据库中没有定义)
SHOW_COMPLETE_TYPE = 3 #图鉴完成率表示方法
end
class Data_MonsterBook
#--------------------------------------------------------------------------
# ● 图鉴用ID設定
#--------------------------------------------------------------------------
def enemy_book_id_set
data = [0]
data[1] = 2
data[2] = 1
data[3] = 15
data[4] = 25
data[5] = 18
data[6] = 30
return data
end
end
class Game_Temp
attr_accessor :enemy_book_data
alias temp_enemy_book_data_initialize initialize
def initialize
temp_enemy_book_data_initialize
@enemy_book_data = Data_MonsterBook.new
end
end
class Data_MonsterBook
attr_reader :id_data
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
@id_data = enemy_book_id_set
end
#--------------------------------------------------------------------------
# ● 図鑑用登録無視属性取得
#--------------------------------------------------------------------------
def no_add_element
no_add = 0
# 登録無視の属性IDを取得
for i in 1...$data_system.elements.size
if $data_system.elements[i] =~ /不加入图鉴/
no_add = i
break
end
end
return no_add
end
#--------------------------------------------------------------------------
# ● 図鑑用敵ID設定
#--------------------------------------------------------------------------
def enemy_book_id_set
data = [0]
no_add = no_add_element
# 登録無視の属性IDを取得
for i in 1...$data_enemies.size
enemy = $data_enemies[i]
next if enemy.name == ""
if enemy.element_ranks[no_add] == 1
next
end
data.push(enemy.id)
end
return data
end
end
class Window_MonsterBook < Window_Selectable
attr_reader :data
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(index=0)
super(0, 5, 280, 215)
@column_max = 1
@book_data = $game_temp.enemy_book_data
@data = @book_data.id_data.dup
@data.shift
#@data.sort!
@item_max = @data.size
self.index = 0
refresh if @item_max > 0
end
#--------------------------------------------------------------------------
# ● 遭遇データを取得
#--------------------------------------------------------------------------
def data_set
data = $game_party.enemy_info.keys
data.sort!
newdata = []
for i in data
next if $game_party.enemy_info[i] == 0
# 図鑑登録無視を考慮
if book_id(i) != nil
newdata.push(i)
end
end
return newdata
end
#--------------------------------------------------------------------------
# ● 表示許可取得
#--------------------------------------------------------------------------
def show?(id)
if $game_party.enemy_info[id] == 0 or $game_party.enemy_info[id] == nil
return false
else
return true
end
end
#--------------------------------------------------------------------------
# ● 図鑑用ID取得
#--------------------------------------------------------------------------
def book_id(id)
return @book_data.index(id)
end
#--------------------------------------------------------------------------
# ● エネミー取得
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
self.contents = Bitmap.new(width - 32, row_max * 32)
#項目数が 0 でなければビットマップを作成し、全項目を描画
if @item_max > 0
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# ● 項目の描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_item(index)
enemy = $data_enemies[@data[index]]
return if enemy == nil
x = 4 + index % 1 * (288)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.color = normal_color
self.contents.font.size = 12
draw_enemy_book_id(enemy, x, y)
if show?(enemy.id)
if enemy.gold != 0
$enelv = enemy.gold
self.contents.font.color = normal_color
self.contents.draw_text(x + 55, y, 212, 32, enemy.name, 0)
else
$enelv = 1
self.contents.font.color = normal_color
self.contents.draw_text(x + 55, y, 212, 32, enemy.name, 0)
end
else
self.contents.draw_text(x + 55, y, 212, 32, "-------", 0)
return
end
if analyze?(@data[index])
self.contents.font.color = text_color(3)
self.contents.draw_text(x + 256, y, 24, 32, "済", 2)
end
end
#--------------------------------------------------------------------------
# ● アナライズ済かどうか
#--------------------------------------------------------------------------
def analyze?(enemy_id)
if $game_party.enemy_info[enemy_id] == 2
return true
else
return false
end
end
#--------------------------------------------------------------------------
# ● 获取 1 页可以显示的项目数
#--------------------------------------------------------------------------
def page_item_max
# 将行数 page_row_max 乘上列数 @column_max
return page_row_max * @column_max
end
#--------------------------------------------------------------------------
# ● 帮助窗口的设置
# help_window : 新的帮助窗口
#--------------------------------------------------------------------------
def help_window=(help_window)
@help_window = help_window
# 刷新帮助文本 (update_help 定义了继承目标)
if self.active and @help_window != nil
update_help
end
end
#--------------------------------------------------------------------------
# ● 更新光标举行
#--------------------------------------------------------------------------
def update_cursor_rect
# 光标位置不满 0 的情况下
if @index < 0
self.cursor_rect.empty
return
end
# 获取当前的行
row = @index / @column_max
# 当前行被显示开头行前面的情况下
if row < self.top_row
# 从当前行向开头行滚动
self.top_row = row
end
# 当前行被显示末尾行之后的情况下
if row > self.top_row + (self.page_row_max - 1)
# 从当前行向末尾滚动
self.top_row = row - (self.page_row_max - 1)
end
# 计算光标的宽
cursor_width = self.width / @column_max - 32
# 计算光标坐标
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 32 - self.oy + 7
# 更新国标矩形
self.cursor_rect.set(x, y, cursor_width - 46, 24)
end
end
class Window_MonsterBook_Info < Window_Base
include Enemy_Book_Config
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 0, 999, 999)
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh(enemy_id)
self.contents.clear
self.contents.font.size = 13
enemy = Game_Enemy_Book.new(enemy_id)
draw_enemy_graphic(enemy, 163, 400, 200)
draw_enemy_name(enemy, 430, 44)
draw_actor_hp(enemy, 402, 165)
draw_actor_sp(enemy, 402, 187)
draw_actor_parameter1(enemy, 300, 213, 0)
draw_actor_parameter1(enemy, 300 , 237, 1)
draw_actor_parameter1(enemy, 300, 261, 2)
#self.contents.font.color = Color.new(79,39,0,255)
#self.contents.draw_text(158+160, 52, 120, 32, EVA_NAME)
self.contents.font.color = Color.new(79,39,0,255)
self.contents.draw_text(319+100, 285, 36, 32, enemy.eva.to_s, 2)
draw_actor_parameter1(enemy, 270 , 309, 3)
draw_actor_parameter1(enemy, 365, 309, 4)
draw_actor_parameter1(enemy, 270 , 333, 5)
draw_actor_parameter1(enemy, 365, 333, 6)
draw_enemy_exp(enemy, 447, 109)
draw_enemy_gold(enemy, 387+160, 66)
if analyze?(enemy.id) or !DROP_ITEM_NEED_ANALYZE
#self.contents.draw_text(360, 246, 96, 32, "无")
draw_enemy_drop_item(enemy, 360+96+4, 329)
self.contents.font.color = Color.new(79,39,0,255)
#draw_element_guard(enemy, 320-32, 160-16+96)
end
end
#--------------------------------------------------------------------------
# ● アナライズ済かどうか
#--------------------------------------------------------------------------
def analyze?(enemy_id)
if $game_party.enemy_info[enemy_id] == 2
return false
else
return true
end
end
end
class Scene_MonsterBook
include Enemy_Book_Config
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
def main
$game_temp.enemy_book_data = Data_MonsterBook.new
# 生成图签背景
@a = Sprite.new
@a.bitmap = Bitmap.new("Graphics/Pictures/哈哈.png")
@a.opacity=255
# 生成图签背景
@b = Sprite.new
@b.bitmap = Bitmap.new("Graphics/Pictures/图签.png")
@b.opacity= 0
# ウィンドウを作成
@title_window = Window_Base.new(0, 0, 640, 64)
@title_window.contents = Bitmap.new(640 - 32, 64 - 32)
if SHOW_COMPLETE_TYPE != 0
case SHOW_COMPLETE_TYPE
when 1
e_now = $game_party.enemy_book_now
e_max = $game_party.enemy_book_max
text = e_now.to_s + "/" + e_max.to_s
when 2
comp = $game_party.enemy_book_complete_percentage
text = comp.to_s + "%"
when 3
e_now = $game_party.enemy_book_now
e_max = $game_party.enemy_book_max
comp = $game_party.enemy_book_complete_percentage
text = e_now.to_s + "/" + e_max.to_s + " " + comp.to_s + "%"
end
if text != nil
@title_window.contents.font.size = 12
@title_window.contents.font.color = Color.new(79, 39, 0, 255)
@title_window.contents.draw_text(-90, -10, 288, 32, text, 2)
end
end
@main_window = Window_MonsterBook.new
@main_window.active = true
# インフォウィンドウを作成 (不可視・非アクティブに設定)
@info_window = Window_MonsterBook_Info.new
@info_window.z = 110
@info_window.visible = false
@info_window.active = false
@visible_index = 0
# トランジション実行
Graphics.transition
# メインループ
loop do
# ゲーム画面を更新
Graphics.update
# 入力情報を更新
Input.update
# フレーム更新
update
# 画面が切り替わったらループを中断
if $scene != self
break
end
end
# トランジション準備
Graphics.freeze
# ウィンドウを解放
@main_window.dispose
@info_window.dispose
@title_window.dispose
@a.dispose
@b.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
# 刷新窗口
@a.update
@b.update
@main_window.update
@info_window.update
if @info_window.active
update_info
return
end
# メインウィンドウがアクティブの場合: update_target を呼ぶ
if @main_window.active
update_main
return
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_main
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
@a.visible = true
@a.opacity=255
@b.visible = true
@b.opacity=255
@main_window.visible=false
@title_window.visible=false
if @main_window.item == nil or @main_window.show?(@main_window.item) == false
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
@main_window.visible=true
@title_window.visible=true
@b.visible = false
@b.opacity=0
return
end
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
@main_window.active = false
@info_window.active = true
@info_window.visible = true
@visible_index = @main_window.index
@info_window.refresh(@main_window.item)
return
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (インフォウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_info
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
@main_window.active = true
@info_window.active = false
@info_window.visible = false
@main_window.visible=true
@title_window.visible=true
@a.visible = true
@a.opacity=255
@b.visible = false
@b.opacity=0
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# 決定 SE を演奏
#$game_system.se_play($data_system.decision_se)
return
end
if Input.trigger?(Input::L)
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
loop_end = false
while loop_end == false
if @visible_index != 0
@visible_index -= 1
else
@visible_index = @main_window.data.size - 1
end
loop_end = true if @main_window.show?(@main_window.data[@visible_index])
end
id = @main_window.data[@visible_index]
@info_window.refresh(id)
return
end
if Input.trigger?(Input::R)
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
loop_end = false
while loop_end == false
if @visible_index != @main_window.data.size - 1
@visible_index += 1
else
@visible_index = 0
end
loop_end = true if @main_window.show?(@main_window.data[@visible_index])
end
id = @main_window.data[@visible_index]
@info_window.refresh(id)
return
end
end
end