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发表于 2021-3-18 23:02:16
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- #合并版#========================================================================
- # 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 = 0.5
- #
- # 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 = 65535 # 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
- ###############################################################
- ###############################################################
- $冷却时间显示 = true
- module RPG
- class Skill
-
- def cold
- return @name.split(/,/)[1]
- end
-
- def name(actor = nil)
- if $冷却时间显示 and actor != nil and actor.cold[@id] != nil
- a = (@name.split(/,/)[0] == nil ? 0 : @name.split(/,/)[0])
- return a + "(" + actor.cold[@id].to_s + ")"
- else
- return (@name.split(/,/)[0] == nil ? 0 : @name.split(/,/)[0])
- end
- end
-
- 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计数
- #----------------------------------------------------------------------
- def update
- # 如果停止则返回
- return if @stop
- #
- for battler in $game_party.actors + $game_troop.enemies
- # 如果你不采取行动,忽略
- 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
- #----------------------------------------------------------------------
- # ○ 开始CP计数
- #----------------------------------------------------------------------
- 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 # 禁止自动打滑状态处理
- #----------------------------------------------------------------------
- # ○ CP の変更
- #-----------------------------------------------------------------------
-
- ###############################################################
- ###############################################################
- attr_accessor :cold
-
- alias initialize_cold :initialize
- def initialize
- @cold = {}
- initialize_cold
- end
-
- def set_cold(i,key) # i是角色编号,key为角色i的技能编号
- return if i.cold[key] == nil#无冷却回合数,则返回,无需冷却-1
- i.cold[key] = i.cold[key] - 1 #冷却回合数-1
-
- #该技能冷却回合数到0,则需该角色冷却技能序列表中,删除该编号技能
- i.cold.delete(key) if i.cold[key] <= 0
- end
-
- alias skill_can_use_addcold :skill_can_use?
- def skill_can_use?(skill_id)
- return false if self.cold[skill_id] != nil#角色冷却序列表中某技能为空,则可用
- skill_can_use_addcold(skill_id)
- end
- ###############################################################
- ###############################################################
-
-
-
- def cp=(p)
- @cp = [[p, 0].max, 65535].min
- end
- #----------------------------------------------------------------------
- # ● 防御中判定 [ 再定義 ]
- #----------------------------------------------------------------------
- def guarding?
- return @now_guarding
- end
- #----------------------------------------------------------------------
- # ● 判断是否可以输入命令
- #----------------------------------------------------------------------
- alias xrxs_bp1_inputable? inputable?
- def inputable?
- bool = xrxs_bp1_inputable?
- return (bool and (@cp >= 65535))
- end
- #----------------------------------------------------------------------
- # ● 状态[滑倒伤害]判断
- #----------------------------------------------------------------------
- alias xrxs_bp1_slip_damage? slip_damage?
- def slip_damage?
- return false if @slip_state_update_ban
- return xrxs_bp1_slip_damage?
- end
- #----------------------------------------------------------------------
- # ● 自然释放状态(每转一次)
- #----------------------------------------------------------------------
- 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
- #----------------------------------------------------------------------
- # ● 设置
- #----------------------------------------------------------------------
- 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
- #----------------------------------------------------------------------
- # ● 对象初始化
- #----------------------------------------------------------------------
- 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
- super(0,0,640,480)
- self.opacity = 0
- self.contents = Bitmap.new(width - 32, height - 32)
- refresh
- end
- def refresh
- self.contents.clear
- for actor in $game_troop.enemies
- next if !actor.exist?
- draw_actor_cp_meter(actor, actor.screen_x-50, actor.screen_y-50, 60, 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
- #========================================================================
- # ■ Window_BattleStatus
- #========================================================================
- class Window_BattleStatus < Window_Base
- #-----------------------------------------------------------------------
- # ○ 公共实例变量
- #----------------------------------------------------------------------
- attr_accessor :update_cp_only # 仅CP表更新
- #----------------------------------------------------------------------
- # ● 对象初始化
- #----------------------------------------------------------------------
- alias xrxs_bp1_initialize initialize
- def initialize
- @update_cp_only = false
- @wall = Window_All.new
- xrxs_bp1_initialize
- end
- def dispose
- super
- @wall.dispose
- end
- #----------------------------------------------------------------------
- # ● 刷新
- #----------------------------------------------------------------------
- alias xrxs_bp1_refresh refresh
- def refresh
- unless @update_cp_only
- xrxs_bp1_refresh
- end
- refresh_cp
- @wall.refresh
- end
- #----------------------------------------------------------------------
- # 刷新(仅CP)
- #----------------------------------------------------------------------
- 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
- #----------------------------------------------------------------------
- # ● 框架更新
- #----------------------------------------------------------------------
-
-
- ################################################################
- ###############################################################
- alias make_skill_action_result_addcold :make_skill_action_result
- def make_skill_action_result
- make_skill_action_result_addcold
- if @skill.cold.to_i != 0 #若该技能的设定冷却回合非0
- @active_battler.cold[@skill.id] = @skill.cold.to_i
- end
- end
- ################################################################
- ###############################################################
-
-
-
- alias xrxs_bp1_update update
- def update
- xrxs_bp1_update
- # CP更新
- @cp_thread.update
- end
- #----------------------------------------------------------------------
- # ● 战斗结束
- # result : 結果 (0:勝利 1:敗北 2:逃走)
- #----------------------------------------------------------------------
- alias xrxs_bp1_battle_end battle_end
- def battle_end(result)
- # 停止CP计数
- @cp_thread.stop
- # 呼び戻す
- xrxs_bp1_battle_end(result)
- end
- #----------------------------------------------------------------------
- # ● 战斗前阶段开始
- #----------------------------------------------------------------------
- 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
- #----------------------------------------------------------------------
- # ● 派对命令阶段开始
- #----------------------------------------------------------------------
- alias xrxs_bp1_start_phase2 start_phase2
- def start_phase2
- xrxs_bp1_start_phase2
- @party_command_window.active = false
- @party_command_window.visible = false
- # 恢复CP添加
- @cp_thread.stop = false
- # 下一个
- start_phase3
- end
- #----------------------------------------------------------------------
- # ● Actor命令窗口设置
- #----------------------------------------------------------------------
- alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
- def phase3_setup_command_window
- # 暂停CP线程
- @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
- #----------------------------------------------------------------------
- # ● 帧更新(演员命令阶段:基本命令)
- #----------------------------------------------------------------------
- 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
- #----------------------------------------------------------------------
- # ● 主阶段开始
- #----------------------------------------------------------------------
- alias xrxs_bp1_start_phase4 start_phase4
- def start_phase4
- # 呼び戻す
-
-
- ###############################################################
- ###############################################################
- for i in $game_party.actors + $game_troop.enemies
- #如何只冷却当前行动角色的技能CD?
- for j in i.cold.keys # if self.is_a?(Game_Actor)
- #***********************************************************
- i.set_cold(i,j)#删去此处,则冷却回合无法递减,不删则无技能冷却
- end
- end
- ###############################################################
- ###############################################################
-
-
- xrxs_bp1_start_phase4
- # 暂停CP线程
- unless @action_battlers.empty?
- @cp_thread.stop = true
- end
- end
- #----------------------------------------------------------------------
- # ● 行动顺序创建
- #----------------------------------------------------------------------
- alias xrxs_bp1_make_action_orders make_action_orders
- def make_action_orders
- xrxs_bp1_make_action_orders
- # 检查每个人的CP
- exclude_battler = []
- for battler in @action_battlers
- # 如果缺少CP,则从@action_battlers中排除
- if battler.cp < 65535
- exclude_battler.push(battler)
- end
- end
- @action_battlers -= exclude_battler
- end
- #----------------------------------------------------------------------
- # ● 框架更新(主要阶段步骤1:动作准备)
- #----------------------------------------------------------------------
- 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
- # 如果胜利或失败:方法结束
- return
- end
- # 从不活动的管家数组的开头获取
- @active_battler = @action_battlers[0]
- # 状态更新仅限于CP。
- @status_window.update_cp_only = true
-
- # 禁止状态更新
- @active_battler.slip_state_update_ban = true if @active_battler != nil
- # 返回
- xrxs_bp1_update_phase4_step1
- # @status_window 如果未刷新则手动刷新(仅CP)
- if @phase4_step != 2
- # 刷新
- @status_window.refresh
- # 减轻重量:只有Σ(?W?
- Graphics.frame_reset
- end
- # 解除禁令
- @status_window.update_cp_only = false
- @active_battler.slip_state_update_ban = false if @active_battler != nil
- end
- #----------------------------------------------------------------------
- # ● 框架更新(主要阶段步骤2:动作开始)
- #----------------------------------------------------------------------
- alias xrxs_bp1_update_phase4_step2 update_phase4_step2
- def update_phase4_step2
- # 除非是强制性行动
- unless @active_battler.current_action.forcing
- # 如果限制条件是[通常攻击敌人]或[通常攻击盟友]
- 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
- # 如果约束条件无法执行
- if @active_battler.restriction == 4
- # 清除要采取行动的管家
- $game_temp.forcing_battler = nil
- if @phase4_act_continuation == 0 and @active_battler.cp >= 65535
- # 自然释放状态
- @active_battler.remove_states_auto
- # CP消費
- @active_battler.cp -= 65535
- # 刷新状态窗口
- @status_window.refresh
- end
- # 转到步骤1
- @phase4_step = 1
- return
- end
- end
- # 按动作类型分支
- case @active_battler.current_action.kind
- when 0
- # 攻击/防御/逃脱?无所事事的共同消费CP
- @active_battler.cp -= CP_COST_BASIC_ACTIONS if @phase4_act_continuation == 0
- when 1
- # 使用技能时消耗的CP
- @active_battler.cp -= CP_COST_SKILL_ACTION if @phase4_act_continuation == 0
- when 2
- # 使用物品时消耗的CP
- @active_battler.cp -= CP_COST_ITEM_ACTION if @phase4_act_continuation == 0
- end
- # 自然释放状态
- @active_battler.remove_states_auto
- # 召回
- xrxs_bp1_update_phase4_step2
- end
- #----------------------------------------------------------------------
- # ● 基本动作结果创建
- #----------------------------------------------------------------------
- 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
- # 当敌人逃跑时
- 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
- # 如果你什么都不做
- 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
- # 如果你逃跑
- 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
- # 如果它没有逃脱
- if $game_temp.battle_can_escape == false
- # 播放SE を演奏
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 逃走処理
- update_phase2_escape
- return
- end
- # 召回
- xrxs_bp1_make_basic_action_result
- end
- #----------------------------------------------------------------------
- # ● 框架更新(主要阶段步骤6:刷新)
- #----------------------------------------------------------------------
- alias xrxs_bp1_update_phase4_step6 update_phase4_step6
- def update_phase4_step6
- # 滑倒损坏
- if @active_battler.hp > 0 and @active_battler.slip_damage?
- @active_battler.slip_damage_effect
- @active_battler.damage_pop = true
- # 刷新状态窗口
- @status_window.refresh
- end
- #召回
- 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
- #======================================================================
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