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Lv1.梦旅人
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怎么给这个脚本加个开关,也就是某个开关打开时,将不显示所有信息。关闭以后再次显示信息- module Blue
- #这个是控制显示最近的多少条信息的,当超出一屏能显示的值的话可通过先按一下shift
- #然后用上下翻看内容。再按一次shift则解除激活
- Blue_max = 7
- #这个填写进如游戏时生成的系统语言,
- INTRO = "祝各位玩家游戏愉快~~"
- #战斗画面时即时消息窗口的x坐标
- BATAM_X = 0
- #战斗画面时即时消息窗口的y坐标
- BATAM_Y = 100
- #用于清空hash表,可以不管它,但不要让Blue_max大于它,当然,它的值也可以改变
- NAM_MAX = 50
- #主要传递信息参数为函数$am,参见脚本内容
- end
- #-------------------------------------------
- class Scene_Load < Scene_File
- #--------------------------------------------------------------------------
- # ● 确定时的处理
- #--------------------------------------------------------------------------
- def on_decision(filename)
- # 文件不存在的情况下
- unless FileTest.exist?(filename)
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 演奏读档 SE
- $game_system.se_play($data_system.load_se)
- # 写入存档数据
- file = File.open(filename, "rb")
- read_save_data(file)
- file.close
- # 还原 BGM、BGS
- $game_system.bgm_play($game_system.playing_bgm)
- $game_system.bgs_play($game_system.playing_bgs)
- # 刷新地图 (执行并行事件)
- $a = {}
- $game_map.update
- # 切换到地图画面
- $scene = Scene_Map.new
- end
- end
- #==============================================================================
- # ■ Scene_Title
- #------------------------------------------------------------------------------
- # 处理标题画面的类。
- #==============================================================================
- class Scene_Title
- #--------------------------------------------------------------------------
- # ● 命令 : 新游戏
- #--------------------------------------------------------------------------
- def command_new_game
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 停止 BGM
- Audio.bgm_stop
- # 重置测量游戏时间用的画面计数器
- Graphics.frame_count = 0
- # 生成各种游戏对像
- $game_temp = Game_Temp.new
- $game_system = Game_System.new
- $game_switches = Game_Switches.new
- $game_variables = Game_Variables.new
- $game_self_switches = Game_SelfSwitches.new
- $game_screen = Game_Screen.new
- $game_actors = Game_Actors.new
- $game_party = Game_Party.new
- $game_troop = Game_Troop.new
- $game_map = Game_Map.new
- $game_player = Game_Player.new
- # 设置初期同伴位置
- $game_party.setup_starting_members
- # 设置初期位置的地图
- $game_map.setup($data_system.start_map_id)
- # 主角向初期位置移动
- $game_player.moveto($data_system.start_x, $data_system.start_y)
- # 刷新主角
- $game_player.refresh
- # 执行地图设置的 BGM 与 BGS 的自动切换
- $game_map.autoplay
- # 刷新地图 (执行并行事件)
- $game_map.update
- $a = {}
- $am = Blue::INTRO
- $ccc = 0
- # 切换地图画面
- $scene = Scene_Map.new
- end
- #--------------------------------------------------------------------------
- # ● 命令 : 继续
- #--------------------------------------------------------------------------
- def command_continue
- # 继续无效的情况下
- unless @continue_enabled
- # 演奏无效 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 切换到读档画面
- $scene = Scene_Load.new
- end
- #--------------------------------------------------------------------------
- # ● 命令 : 退出
- #--------------------------------------------------------------------------
- def command_shutdown
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # BGM、BGS、ME 的淡入淡出
- Audio.bgm_fade(800)
- Audio.bgs_fade(800)
- Audio.me_fade(800)
- # 退出
- $scene = nil
- end
- #--------------------------------------------------------------------------
- # ● 战斗测试
- #--------------------------------------------------------------------------
- def battle_test
- # 载入数据库 (战斗测试用)
- $data_actors = load_data("Data/BT_Actors.rxdata")
- $data_classes = load_data("Data/BT_Classes.rxdata")
- $data_skills = load_data("Data/BT_Skills.rxdata")
- $data_items = load_data("Data/BT_Items.rxdata")
- $data_weapons = load_data("Data/BT_Weapons.rxdata")
- $data_armors = load_data("Data/BT_Armors.rxdata")
- $data_enemies = load_data("Data/BT_Enemies.rxdata")
- $data_troops = load_data("Data/BT_Troops.rxdata")
- $data_states = load_data("Data/BT_States.rxdata")
- $data_animations = load_data("Data/BT_Animations.rxdata")
- $data_tilesets = load_data("Data/BT_Tilesets.rxdata")
- $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
- $data_system = load_data("Data/BT_System.rxdata")
- # 重置测量游戏时间用的画面计数器
- Graphics.frame_count = 0
- # 生成各种游戏对像
- $game_temp = Game_Temp.new
- $game_system = Game_System.new
- $game_switches = Game_Switches.new
- $game_variables = Game_Variables.new
- $game_self_switches = Game_SelfSwitches.new
- $game_screen = Game_Screen.new
- $game_actors = Game_Actors.new
- $game_party = Game_Party.new
- $game_troop = Game_Troop.new
- $game_map = Game_Map.new
- $game_player = Game_Player.new
- $a = {0=>"进入战斗测试."}
- # 设置战斗测试用同伴
- $game_party.setup_battle_test_members
- # 设置队伍 ID、可以逃走标志、战斗背景
- $game_temp.battle_troop_id = $data_system.test_troop_id
- $game_temp.battle_can_escape = true
- $game_map.battleback_name = $data_system.battleback_name
- # 演奏战斗开始 BGM
- $game_system.se_play($data_system.battle_start_se)
- # 演奏战斗 BGM
- $game_system.bgm_play($game_system.battle_bgm)
- # 切换到战斗画面
- $scene = Scene_Battle.new
- end
- end
- #-------------------------------------------------------
- class Scene_Map
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- @spriteset = Spriteset_Map.new
- @message_window = Window_Message.new
- @down_window = Window_Down.new
- Graphics.transition
- # 主循环
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- @spriteset.dispose
- @message_window.dispose
- @down_window.dispose
- if $scene.is_a?(Scene_Title)
- Graphics.transition
- Graphics.freeze
- end
- @am_size = $a.size
- end
- #---------------------
- def bluefool_sort
- if $am != nil
- if $a.size > Blue::NAM_MAX
- a_temp = {}
- j = 0
- for i in ($a.size - Blue::Blue_max)...$a.size
- a_temp[j] = $a[i]
- j += 1
- end
- $a = a_temp
- end
- if $am.length < 54
- $a[$a.size] = $am
- else
- while $am.length > 53
- i = 53
- while (/\W/ =~ $am[i-3,3]) != nil
- i -= 1
- end
- $a[$a.size] = $am[0,i]
- $am = $am[i ,$am.length - i]
- end
- $a[$a.size] = $am
- end
- $am = nil
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- # 循环
- loop do
- # 按照地图、实例、主角的顺序刷新
- # (本更新顺序不会在的满足事件的执行条件下成为给予角色瞬间移动
- # 的机会的重要因素)
- $game_map.update
- $game_system.map_interpreter.update
- $game_player.update
- # 系统 (计时器)、画面刷新
- $game_system.update
- $game_screen.update
- # 如果主角在场所移动中就中断循环
- unless $game_temp.player_transferring
- break
- end
- # 执行场所移动
- transfer_player
- # 处理过渡中的情况下、中断循环
- if $game_temp.transition_processing
- break
- end
- end
- # 刷新活动块
- @spriteset.update
- # 刷新信息窗口
- @message_window.update
- # 游戏结束的情况下
- if $game_temp.gameover
- # 切换的游戏结束画面
- $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
- # 处理过渡中的情况下
- if $game_temp.transition_processing
- # 清除过渡处理中标志
- $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
- # 遇敌计数为 0 且、且遇敌列表不为空的情况下
- if $game_player.encounter_count == 0 and $game_map.encounter_list != []
- # 不是在事件执行中或者禁止遇敌中
- unless $game_system.map_interpreter.running? or
- $game_system.encounter_disabled
- # 确定队伍
- n = rand($game_map.encounter_list.size)
- troop_id = $game_map.encounter_list[n]
- # 队伍有效的话
- if $data_troops[troop_id] != nil
- # 设置调用战斗标志
- $game_temp.battle_calling = true
- $game_temp.battle_troop_id = troop_id
- $game_temp.battle_can_escape = true
- $game_temp.battle_can_lose = false
- $game_temp.battle_proc = nil
- end
- end
- end
- #---------------------------------------------
- bluefool_sort
- if @am_size != $a.size
- @down_window.refresh
- if $a != nil and $a.size < Blue::Blue_max + 1
- @down_window.index = $a.size/2 - 1
- elsif $a != nil and $a.size > Blue::Blue_max
- @down_window.index = Blue::Blue_max/2 - 1
- end
- @am_size = $a.size
- end
- if Input.trigger?(Input::A)
- if @down_window.active == false
- @down_window.active = true
- $ccc = 1
- else
- @down_window.active = false
- $ccc = 0
- end
- end
- if Input.trigger?(Input::DOWN)#输入DOWN键的情况
- if @down_window.active == true and @down_window.index < (@down_window.item_max-1)/2
- @down_window.index += 1
- end
- end
- if Input.trigger?(Input::UP)#输入UP键的情况
- if @down_window.active == true and @down_window.index > 0
- @down_window.index -= 1
- end
- end
- #----------------------------------------------
- # 按下 B 键的情况下
- if Input.trigger?(Input::B)
- # 不是在事件执行中或菜单禁止中
- unless $game_system.map_interpreter.running? or
- $game_system.menu_disabled
- # 设置菜单调用标志以及 SE 演奏
- $game_temp.menu_calling = true
- $game_temp.menu_beep = true
- end
- end
- # 调试模式为 ON 并且按下 F9 键的情况下
- if $DEBUG and Input.press?(Input::F9)
- # 设置调用调试标志
- $game_temp.debug_calling = true
- end
- # 不在主角移动中的情况下
- unless $game_player.moving?
- # 执行各种画面的调用
- if $game_temp.battle_calling
- call_battle
- elsif $game_temp.shop_calling
- call_shop
- elsif $game_temp.name_calling
- call_name
- elsif $game_temp.menu_calling
- call_menu
- elsif $game_temp.save_calling
- call_save
- elsif $game_temp.debug_calling
- call_debug
- end
- end
- end
- end
- class Game_Battler
- def bluefool_sort
- if $am != nil
- if $am.length < 54
- $a[$a.size] = $am
- else
- while $am.length > 53
- i = 53
- while (/\W/ =~ $am[i-3,3]) != nil
- i -= 1
- end
- $a[$a.size] = $am[0,i]
- $am = $am[i ,$am.length - i]
- end
- $a[$a.size] = $am
- end
- $am = nil
- end
- end
- #--------------------------------------------------------------------------
- # ● 应用连续伤害效果
- #--------------------------------------------------------------------------
- def slip_damage_effect
- # 设置伤害
- self.damage = self.maxhp / 98
- # 分散
- if self.damage.abs > 0
- amp = [self.damage.abs * 15 / 100, 1].max
- self.damage += rand(amp+1) + rand(amp+1) - amp
- end
- # HP 的伤害减法运算
- self.hp -= self.damage
- if self.damage > 0
- # $am = "状态使#{self.name}受到了#{self.damage}点伤害!"
- elsif self.damage < 0
- # $am = "状态使#{self.name}恢复了#{self.damage.abs}点#{$data_system.words.hp}"
- end
- bluefool_sort
- # 过程结束
- return true
- end
- #--------------------------------------------------------------------------
- # ● 应用通常攻击效果
- # attacker : 攻击者 (battler)
- #--------------------------------------------------------------------------
- def attack_effect(attacker)
- # 清除会心一击标志
- self.critical = false
- # 第一命中判定
- hit_result = (rand(100) < attacker.hit)
- # 命中的情况下
- if hit_result == true
- # 计算基本伤害
- atk = [attacker.atk - self.pdef / 2, 0].max
- self.damage = atk * (20 + attacker.str) / 20
- # 属性修正
- self.damage *= elements_correct(attacker.element_set)
- self.damage /= 100
- # 伤害符号正确的情况下
- if self.damage > 0
- # 会心一击修正
- if rand(100) < 4 * attacker.dex / self.agi
- self.damage *= 2
- self.critical = true
- end
- # 防御修正
- if self.guarding?
- self.damage /= 2
- end
- end
- # 分散
- if self.damage.abs > 0
- amp = [self.damage.abs * 15 / 100, 1].max
- self.damage += rand(amp+1) + rand(amp+1) - amp
- end
- # 第二命中判定
- eva = 8 * self.agi / attacker.dex + self.eva
- hit = self.damage < 0 ? 100 : 100 - eva
- hit = self.cant_evade? ? 100 : hit
- hit_result = (rand(100) < hit)
- end
- # 命中的情况下
- if hit_result == true
- # 状态冲击解除
- remove_states_shock
- # HP 的伤害计算
- self.hp -= self.damage
- #$am = "#{attacker.name}对#{self.name}造成了#{self.damage}伤害!"
- bluefool_sort
- # 状态变化
- @state_changed = false
- states_plus(attacker.plus_state_set)
- states_minus(attacker.minus_state_set)
- # Miss 的情况下
- else
- # 伤害设置为 "Miss"
- self.damage = "Miss"
- # $am = "#{attacker.name}没有命中!"
- bluefool_sort
- # 清除会心一击标志
- self.critical = false
- end
- # 过程结束
- return true
- end
- #--------------------------------------------------------------------------
- # ● 应用特技效果
- # user : 特技的使用者 (battler)
- # skill : 特技
- #--------------------------------------------------------------------------
- def skill_effect(user, skill)
- # 清除会心一击标志
- self.critical = false
- # 特技的效果范围是 HP 1 以上的己方、自己的 HP 为 0、
- # 或者特技的效果范围是 HP 0 的己方、自己的 HP 为 1 以上的情况下
- if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
- ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
- # 过程结束
- return false
- end
- # 清除有效标志
- effective = false
- # 公共事件 ID 是有效的情况下,设置为有效标志
- effective |= skill.common_event_id > 0
- # 第一命中判定
- hit = skill.hit
- if skill.atk_f > 0
- hit *= user.hit / 100
- end
- hit_result = (rand(100) < hit)
- # 不确定的特技的情况下设置为有效标志
- effective |= hit < 100
- # 命中的情况下
- if hit_result == true
- # 计算威力
- power = skill.power + user.atk * skill.atk_f / 100
- if power > 0
- power -= self.pdef * skill.pdef_f / 200
- power -= self.mdef * skill.mdef_f / 200
- power = [power, 0].max
- end
- # 计算倍率
- rate = 20
- rate += (user.str * skill.str_f / 100)
- rate += (user.dex * skill.dex_f / 100)
- rate += (user.agi * skill.agi_f / 100)
- rate += (user.int * skill.int_f / 100)
- # 计算基本伤害
- self.damage = power * rate / 20
- # 属性修正
- self.damage *= elements_correct(skill.element_set)
- self.damage /= 100
- # 伤害符号正确的情况下
- if self.damage > 0
- ###########################################
- if rand(100) < 4 * user.dex / self.dex
- self.damage *= 2
- self.critical = true
- end
- ###########################################
- # 防御修正
- if self.guarding?
- self.damage /= 2
- end
- end
- # 分散
- if skill.variance > 0 and self.damage.abs > 0
- amp = [self.damage.abs * skill.variance / 100, 1].max
- self.damage += rand(amp+1) + rand(amp+1) - amp
- end
- # 第二命中判定
- eva = 8 * self.agi / user.dex + self.eva
- hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
- hit = self.cant_evade? ? 100 : hit
- hit_result = (rand(100) < hit)
- # 不确定的特技的情况下设置为有效标志
- effective |= hit < 100
- end
- # 命中的情况下
- if hit_result == true
- # 威力 0 以外的物理攻击的情况下
- if skill.power != 0 and skill.atk_f > 0
- # 状态冲击解除
- remove_states_shock
- # 设置有效标志
- effective = true
- end
- # HP 的伤害减法运算
- last_hp = self.hp
- self.hp -= self.damage
- if self.damage > 0
- # $am = "#{user.name}对#{self.name}造成了#{self.damage}伤害."
- elsif self.damage < 0
- if user == self
- #$am = "#{user.name}恢复了自己#{self.damage.abs}点#{$data_system.words.hp}."
- else
- #$am = "#{user.name}恢复了#{self.name}#{self.damage.abs}点#{$data_system.words.hp}."
- end
- end
- bluefool_sort
- effective |= self.hp != last_hp
- # 状态变化
- @state_changed = false
- effective |= states_plus(skill.plus_state_set)
- effective |= states_minus(skill.minus_state_set)
- # 威力为 0 的场合
- if skill.power == 0
- # 伤害设置为空的字串
- self.damage = ""
- # 状态没有变化的情况下
- unless @state_changed
- # 伤害设置为 "Miss"
- self.damage = "Miss"
- # $am = "#{user.name}没有命中!"
- bluefool_sort
- end
- end
- # Miss 的情况下
- else
- # 伤害设置为 "Miss"
- self.damage = "Miss"
- # $am = "#{user.name}没有命中!"
- bluefool_sort
- end
- # 不在战斗中的情况下
- unless $game_temp.in_battle
- # 伤害设置为 nil
- self.damage = nil
- end
- # 过程结束
- return effective
- end
- end
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● 刷新画面 (主回合步骤 1 : 准备行动)
- #--------------------------------------------------------------------------
- def update_phase4_step1
- # 隐藏帮助窗口
- @help_window.visible = false
- # 判定胜败
- if judge
- # 胜利或者失败的情况下 : 过程结束
- return
- end
- # 强制行动的战斗者不存在的情况下
- if $game_temp.forcing_battler == nil
- # 设置战斗事件
- setup_battle_event
- # 执行战斗事件中的情况下
- if $game_system.battle_interpreter.running?
- return
- end
- end
- # 强制行动的战斗者存在的情况下
- if $game_temp.forcing_battler != nil
- # 在头部添加后移动
- @action_battlers.delete($game_temp.forcing_battler)
- @action_battlers.unshift($game_temp.forcing_battler)
- end
- # 未行动的战斗者不存在的情况下 (全员已经行动)
- if @action_battlers.size == 0
- # 开始同伴命令回合
- start_phase2
- return
- end
- # 初始化动画 ID 和公共事件 ID
- @animation1_id = 0
- @animation2_id = 0
- @common_event_id = 0
- # 未行动的战斗者移动到序列的头部
- @active_battler = @action_battlers.shift
- # 如果已经在战斗之外的情况下
- if @active_battler.index == nil
- return
- end
- # 连续伤害
- if @active_battler.hp > 0 and @active_battler.slip_damage?
- @active_battler.slip_damage_effect
- @active_battler.damage_pop = true
- @down_window.refresh
- end
- # 自然解除状态
- @active_battler.remove_states_auto
- # 刷新状态窗口
- @status_window.refresh
- # 移至步骤 2
- @phase4_step = 2
- 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)
- # 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..8]
- # 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)
- $am = "获得#{exp}经验 #{gold}#{$data_system.words.gold}!"
- bluefool_sort
- @down_window.refresh
- # 获得宝物
- for item in treasures
- case item
- when RPG::Item
- $game_party.gain_item(item.id, 1)
- $am = "获得#{$data_items[item.id].name}"
- bluefool_sort
- when RPG::Weapon
- $game_party.gain_weapon(item.id, 1)
- $am = "获得#{$data_weapons[item.id].name}"
- bluefool_sort
- when RPG::Armor
- $game_party.gain_armor(item.id, 1)
- $am = "获得#{$data_armors[item.id].name}"
- bluefool_sort
- end
- @down_window.refresh
- 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
- #--------------------------------------------------------------------------
- # ● 生成基本行动结果
- #--------------------------------------------------------------------------
- def make_basic_action_result
- # 攻击的情况下
- if @active_battler.current_action.basic == 0
- # 设置攻击 ID
- @animation1_id = @active_battler.animation1_id
- @animation2_id = @active_battler.animation2_id
- # 行动方的战斗者是敌人的情况下
- if @active_battler.is_a?(Game_Enemy)
- if @active_battler.restriction == 3
- target = $game_troop.random_target_enemy
- elsif @active_battler.restriction == 2
- target = $game_party.random_target_actor
- else
- index = @active_battler.current_action.target_index
- target = $game_party.smooth_target_actor(index)
- end
- end
- # 行动方的战斗者是角色的情况下
- if @active_battler.is_a?(Game_Actor)
- if @active_battler.restriction == 3
- target = $game_party.random_target_actor
- elsif @active_battler.restriction == 2
- target = $game_troop.random_target_enemy
- else
- index = @active_battler.current_action.target_index
- target = $game_troop.smooth_target_enemy(index)
- end
- end
- # 设置对像方的战斗者序列
- @target_battlers = [target]
- for target in @target_battlers
- #$am = "#{@active_battler.name}对#{target.name}发起攻击!"
- bluefool_sort
- target.attack_effect(@active_battler)
- end
- return
- end
- # 防御的情况下
- if @active_battler.current_action.basic == 1
- @help_window.set_text($data_system.words.guard, 1)
- # $am = "#{@active_battler.name}进行了防御."
- bluefool_sort
- return
- end
- # 逃跑的情况下
- if @active_battler.is_a?(Game_Enemy) and
- @active_battler.current_action.basic == 2
- # 帮助窗口显示"逃跑"
- @help_window.set_text("逃跑", 1)
- # 逃跑
- @active_battler.escape
- return
- end
- # 什么也不做的情况下
- if @active_battler.current_action.basic == 3
- # 清除强制行动对像的战斗者
- $game_temp.forcing_battler = nil
- # 移至步骤 1
- @phase4_step = 1
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 生成特技行动结果
- #--------------------------------------------------------------------------
- def make_skill_action_result
- # 获取特技
- [url=home.php?mod=space&uid=260100]@skill[/url] = $data_skills[@active_battler.current_action.skill_id]
- # 如果不是强制行动
- unless @active_battler.current_action.forcing
- # 因为 SP 耗尽而无法使用的情况下
- unless @active_battler.skill_can_use?(@skill.id)
- # 清除强制行动对像的战斗者
- $game_temp.forcing_battler = nil
- # 移至步骤 1
- @phase4_step = 1
- return
- end
- end
- # 消耗 SP
- @active_battler.sp -= @skill.sp_cost
- # 刷新状态窗口
- @status_window.refresh
- # 在帮助窗口显示特技名
- @help_window.set_text(@skill.name, 1)
- # 设置动画 ID
- @animation1_id = @skill.animation1_id
- @animation2_id = @skill.animation2_id
- # 设置公共事件 ID
- @common_event_id = @skill.common_event_id
- # 设置对像侧战斗者
- set_target_battlers(@skill.scope)
- # 应用特技效果
- for target in @target_battlers
- case @skill.scope
- when 1
- #$am = "#{@active_battler.name}施展#{@skill.name}攻击#{target.name}!"
- when 2
- #$am = "#{@active_battler.name}施展#{@skill.name}攻击#{target.name}!"
- when 7
- #$am = "#{@active_battler.name}对自己施展#{@skill.name}."
- else
- if target == @active_battler
- # $am = "#{@active_battler.name}对自己施展#{@skill.name}."
- else
- # $am = "#{@active_battler.name}对#{target.name}施展#{@skill.name}."
- end
- end
- bluefool_sort
- target.skill_effect(@active_battler, @skill)
- end
- end
- #--------------------------------------------------------------------------
- # ● 生成物品行动结果
- #--------------------------------------------------------------------------
- def make_item_action_result
- # 获取物品
- @item = $data_items[@active_battler.current_action.item_id]
- # 因为物品耗尽而无法使用的情况下
- unless $game_party.item_can_use?(@item.id)
- # 移至步骤 1
- @phase4_step = 1
- return
- end
- # 消耗品的情况下
- if @item.consumable
- # 使用的物品减 1
- $game_party.lose_item(@item.id, 1)
- end
- # 在帮助窗口显示物品名
- @help_window.set_text(@item.name, 1)
- # 设置动画 ID
- @animation1_id = @item.animation1_id
- @animation2_id = @item.animation2_id
- # 设置公共事件 ID
- @common_event_id = @item.common_event_id
- # 确定对像
- index = @active_battler.current_action.target_index
- target = $game_party.smooth_target_actor(index)
- # 设置对像侧战斗者
- set_target_battlers(@item.scope)
- # 应用物品效果
- for target in @target_battlers
- target.item_effect(@item)
- if target == @active_battler
- #$am = "#{@active_battler.name}对自己使用了#{@item.name}"
- else
- # $am = "#{@active_battler.name}对#{target.name}使用了#{@item.name}"
- end
- bluefool_sort
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (主回合步骤 4 : 对像方动画)
- #--------------------------------------------------------------------------
- def update_phase4_step4
- # 对像方动画
- for target in @target_battlers
- target.animation_id = @animation2_id
- target.animation_hit = (target.damage != "Miss")
- end
- @down_window.refresh
- @wait_count = 8
- # 移至步骤 5
- @phase4_step = 5
- end
- def bluefool_sort
- if $am != nil
- if $a.size > Blue::NAM_MAX
- a_temp = {}
- j = 0
- for i in ($a.size - Blue::Blue_max)...$a.size
- a_temp[j] = $a[i]
- j += 1
- end
- $a = a_temp
- end
- if $am.length < 54
- $a[$a.size] = $am
- else
- while $am.length > 53
- i = 53
- while (/\W/ =~ $am[i-3,3]) != nil
- i -= 1
- end
- $a[$a.size] = $am[0,i]
- $am = $am[i ,$am.length - i]
- end
- $a[$a.size] = $am
- end
- $am = nil
- end
- end
- def main
- #$am = "队伍进入战斗!"
- bluefool_sort
- $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
- $game_system.battle_interpreter.setup(nil, 0)
- @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(80, [s1, s2, s3, s4])
- @actor_command_window.y = 160
- @actor_command_window.back_opacity = 220
- @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 = 220
- @help_window.visible = false
- @status_window = Window_BattleStatus.new
- @message_window = Window_Message.new
- @down_window = Window_Down.new
- @down_window.y = Blue::BATAM_Y
- @down_window.z = @actor_command_window.z - 10
- # 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
- Graphics.update
- Input.update
- update
- 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
- @down_window.dispose
- # $am = "战斗结束"
- bluefool_sort
- 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
- end
- #---------------------------------------------------------
- class Interpreter
- def bluefool_sort
- if $am != nil
- if $a.size > Blue::NAM_MAX
- a_temp = {}
- j = 0
- for i in ($a.size - Blue::Blue_max)...$a.size
- a_temp[j] = $a[i]
- j += 1
- end
- $a = a_temp
- end
- if $am.length < 54
- $a[$a.size] = $am
- else
- while $am.length > 53
- i = 53
- while (/\W/ =~ $am[i-3,3]) != nil
- i -= 1
- end
- $a[$a.size] = $am[0,i]
- $am = $am[i ,$am.length - i]
- end
- $a[$a.size] = $am
- end
- $am = nil
- end
- end
- def command_101
- if $game_temp.message_text != nil
- return false
- end
- # 设置信息结束后待机和返回调用标志
- @message_waiting = true
- $game_temp.message_proc = Proc.new { @message_waiting = false }
- # message_text 设置为 1 行
- $game_temp.message_text = @list[@index].parameters[0] + "\n"
- if (@list[@index].parameters[0]).split(/\\/)[1] != nil
- # $am = @list[@index].parameters[0].split(/\\/)[0]
- else
- #$am = @list[@index].parameters[0]
- end
- bluefool_sort
- line_count = 1
- # 循环
- loop do
- # 下一个事件指令为文章两行以上的情况
- if @list[@index+1].code == 401
- # message_text 添加到第 2 行以下
- $game_temp.message_text += @list[@index+1].parameters[0] + "\n"
- $am = @list[@index+1].parameters[0]
- bluefool_sort
- line_count += 1
- # 事件指令不在文章两行以下的情况
- else
- # 下一个事件指令为显示选择项的情况下
- if @list[@index+1].code == 102
- # 如果选择项能收纳在画面里
- if @list[@index+1].parameters[0].size <= 4 - line_count
- # 推进索引
- @index += 1
- # 设置选择项
- $game_temp.choice_start = line_count
- setup_choices(@list[@index].parameters)
- end
- # 下一个事件指令为处理输入数值的情况下
- elsif @list[@index+1].code == 103
- # 如果数值输入窗口能收纳在画面里
- if line_count < 4
- # 推进索引
- @index += 1
- # 设置输入数值
- $game_temp.num_input_start = line_count
- $game_temp.num_input_variable_id = @list[@index].parameters[0]
- $game_temp.num_input_digits_max = @list[@index].parameters[1]
- end
- end
- # 继续
- return true
- end
- # 推进索引
- @index += 1
- end
- end
- def command_125
- value = operate_value(@parameters[0], @parameters[1], @parameters[2])
- $game_party.gain_gold(value)
- if value >= 0
- $am = "#{$game_party.actors[0].name}得到了#{value}#{$data_system.words.gold}"
- else
- $am = "#{$game_party.actors[0].name}失去了#{value.abs.to_s}#{$data_system.words.gold}"
- end
- bluefool_sort
- #Audio.se_play("Audio/SE/",100,100)
- return true
- end
- def command_126
- value = operate_value(@parameters[1], @parameters[2], @parameters[3])
- # 增减物品
- $game_party.gain_item(@parameters[0], value)
- if value >= 0
- $am = "#{$game_party.actors[0].name}得到了#{value.abs.to_s}个#{$data_items[@parameters[0]].name}"
- else
- $am = "#{$game_party.actors[0].name}失去了#{value.abs.to_s}个#{$data_items[@parameters[0]].name}"
- end
- bluefool_sort
- #Audio.se_play("Audio/SE/",100,100)
- return true
- end
- def command_127
- value = operate_value(@parameters[1], @parameters[2], @parameters[3])
- # 增减武器
- $game_party.gain_weapon(@parameters[0], value)
- if value >= 0
- $am = "#{$game_party.actors[0].name}得到了#{value.abs.to_s}个#{$data_weapons[@parameters[0]].name}"
- else
- $am = "#{$game_party.actors[0].name}失去了#{value.abs.to_s}个#{$data_weapons[@parameters[0]].name}"
- end
- bluefool_sort
- # Audio.se_play("Audio/SE/",100,100)
- return true
- end
- def command_128
- value = operate_value(@parameters[1], @parameters[2], @parameters[3])
- # 增减防具
- $game_party.gain_armor(@parameters[0], value)
- if value >= 0
- $am = "#{$game_party.actors[0].name}得到了#{value.abs.to_s}个#{$data_armors[@parameters[0]].name}"
- else
- $am = "#{$game_party.actors[0].name}失去了#{value.abs.to_s}个#{$data_armors[@parameters[0]].name}"
- end
- bluefool_sort
- # Audio.se_play("Audio/SE/",100,100)
- return true
- end
- def command_129
- # 获取角色
- actor = $game_actors[@parameters[0]]
- # 角色有效的情况下
- if actor != nil
- # 操作分支
- if @parameters[1] == 0
- if @parameters[2] == 1
- $game_actors[@parameters[0]].setup(@parameters[0])
- end
- $game_party.add_actor(@parameters[0])
- $am = ""
- bluefool_sort
- else
- $game_party.remove_actor(@parameters[0])
- $am = ""
- bluefool_sort
- end
- end
- # 继续
- return true
- end
- #-------------------------
- end
- #==============================================================================
- # ■ Window_Down
- #------------------------------------------------------------------------------
- # 信息窗口。
- #==============================================================================
- class Window_Down < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(0, 345, 450, 150)
- @column_max = 1
- self.opacity = 0
- #self.z = 999
- if $a != nil and $a.size < 21
- self.index = $a.size/2
- elsif $a != nil and $a.size > 20
- self.index = 10
- end
- refresh
- self.active = false
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- if $a != nil and $a.size < Blue::Blue_max + 1
- @item_max = $a.size
- elsif $a != nil and $a.size > Blue::Blue_max
- @item_max = Blue::Blue_max
- end
- if @item_max > 0
- self.contents = Bitmap.new(width - 32, row_max * 16)
- for i in 0...@item_max
- draw_item(i)
- end
- end
- end
- def item_max
- return @item_max
- end
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # index : 项目编号
- #--------------------------------------------------------------------------
- def draw_item(index)
- if $a.size < Blue::Blue_max + 1
- item = $a[index]
- else
- item = $a[index + $a.size - Blue::Blue_max]
- end
- x = 0
- y = index * 16
- self.contents.font.size = 12
- self.contents.font.color = Color.new(-170,-170,-170,255)
- self.contents.draw_text(x + 6, y + 1, self.contents.text_size(item).width, 16, item, 0)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 5, y, self.contents.text_size(item).width, 16, item, 0)
- end
- #--------------------------------------
- # ● 刷新光标
- #--------------------------------------
- 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
- cursor_width = 0
- # 计算光标坐标
- x = @index % @column_max * (cursor_width + 32)
- y = @index / @column_max * 32 - self.oy
- # 更新国标矩形
- self.cursor_rect.set(x, y, cursor_width, 16)
- end
- end
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