#========================================================================
# 本脚本来自[url]www.66RPG.com[/url],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 = 49151 # 防御
CP_COST_BASIC_NOTHING = 65535 # 不做任何事情
CP_COST_BASIC_ESCAPE = 32535 # 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 0...@commands.size
@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 0...@commands.size
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
@str_total = 0
@dex_total = 0
@agi_total = 0
@int_total = 0
# 配列 count_battlers を初期化
count_battlers = []
# 将enemy添加到数组count_battlers
for enemy in $game_troop.enemies
count_battlers.push(enemy)
end
# 将actor添加到数组count_battlers
for actor in $game_party.actors
count_battlers.push(actor)
end
for battler in count_battlers
@str_total = [@str_total,battler.str].max
@dex_total = [@dex_total,battler.dex].max
@agi_total = [@agi_total,battler.agi].max
@int_total = [@int_total,battler.int].max
end
for battler in count_battlers
battler.cp = 0
end
for battler in $game_party.actors #
if battler.state?(100)
battler.cp+=65535
battler.xp2_damage="我先出手!"
battler.xp2_damage_pop=true
end
end
#下面就是困扰我很久的bug,只有先运行数据库队伍战斗事件触发条件为0回合的事件页然后再开始跑CP集气条的话才能解决这个bug
for battler in $game_troop.enemies
if battler.state?(100)
battler.cp+=65535
battler.xp2_damage="我先出手! "
battler.xp2_damage_pop=true
end
end
end
#----------------------------------------------------------------------
# ○ CP计数
#----------------------------------------------------------------------
def update
# 如果停止就返回
return if @stop
for battler in $game_party.actors + $game_troop.enemies
# 如果行动不能忽视
if battler.dead? == true
battler.cp = 0
next
end
cp_a=0.6
cp_b=0.4
cp_c=0.3
cp_d=0.08
battler.cp = [[battler.cp + BATTLE_SPEED * 4000 * (cp_a*battler.agi+cp_b*battler.dex+cp_c*battler.int+cp_d*battler.str) /(0.6*@agi_total+0.4*@dex_total+0.3*@int_total+0.08*@str_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 # 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
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
@update_cp_only = false
@wall = Window_All.new
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 i
when 0
actor_x = 510-64
actor_y = 360-100
when 1
actor_x = 430-40-24
actor_y = 395-100
when 2
actor_x = 288
actor_y = 400-60
when 3
actor_x = 580-64
actor_y = 288-100
end # of case
#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, actor_y+56, 64, 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
#----------------------------------------------------------------------
# ● 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
@int_total = 0
@dex_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
#----------------------------------------------------------------------
# ● 帧更新(角色命令阶段:基本命令)
#----------------------------------------------------------------------
alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
def update_phase3_basic_command
if @actor_command_window.active = true && @actor_command_window.visible = true #玄:防重复按键
# 按下回车按钮时
if Input.trigger?(Input::C)
# 在actor命令窗口中的光标位置处分支
case @actor_command_window.index
when @cp_escape_actor_command_index # 逃跑
if $game_temp.battle_can_escape
# 决定时SE播放
$game_system.se_play($data_system.decision_se)
# 设定动作类型
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 4
# 转到下一个actor命令输入
phase3_next_actor
else
# 播放蜂鸣器SE
$game_system.se_play($data_system.buzzer_se)
end
return
end#of case
end
xrxs_bsp1_update_phase3_basic_command
end
end
#----------------------------------------------------------------------
# ● 主要阶段开始
#----------------------------------------------------------------------
alias xrxs_bp1_start_phase4 start_phase4
def start_phase4
#
xrxs_bp1_start_phase4
# 暂停CP进程
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
# 确认每个人的CP
exclude_battler = []
@time += 1
for battler in @action_battlers
#玄:时序插入
if @time%68 == 0 && battler.cp < 65535
unless battler.dead?
battler.time_effect
@status_window.refresh
@phase4_step = 2
end
end
# 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
#----------------------------------------------------------------------
# ● 帧更新(主要阶段步骤1:行动准备)
#----------------------------------------------------------------------
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
# 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
# 如果不是强制行动
unless @active_battler.current_action.forcing
# 当约束是[通常攻击敌人]或[通常攻击盟友]
if @active_battler.restriction == 2 or @active_battler.restriction == 3
# 将攻击设置为行动
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
end
# 当限制是“我不能行动”
if @active_battler.restriction == 4
# 清除动作强制管家
$game_temp.forcing_battler = nil
if @phase4_act_continuation == 0 and @active_battler.cp >= 65535
# 状态符号自然解除
@active_battler.remove_states_auto
# CP消費
@active_battler.cp -= 65535
# 刷新状态窗口
@status_window.refresh
end
# 转到第1步
@phase4_step = 1
return
end
end
# 行动类型分支
case @active_battler.current_action.kind
when 0
# 攻击、防御、逃跑、什么都不做时消耗的CP
@active_battler.cp -= CP_COST_BASIC_ACTIONS if @phase4_act_continuation == 0
when 1
@active_battler.now_guarding = false
if @phase4_act_continuation == 0
if $data_skills[@active_battler.current_action.skill_id ].int_f == 1
@active_battler.cp -= 16384
else
end
end
when 2
@active_battler.now_guarding = false #玄:融合脚本,取消防御
# 使用道具时消耗的CP
if @phase4_act_continuation == 0
@active_battler.cp -= CP_COST_ITEM_ACTION
end
if $data_items[@active_battler.current_action.item_id].scope == 3
@active_battler.cp += 46000
end
end
# 记录行动
if @active_battler.is_a?(Game_Actor) #&& @active_battler.id == 1
@active_battler.last_action.kind = @active_battler.current_action.kind
@active_battler.last_action.basic = @active_battler.current_action.basic
@active_battler.last_action.forcing = @active_battler.current_action.forcing
@active_battler.last_action.target_index = @active_battler.current_action.target_index
@active_battler.last_action.skill_id = @active_battler.current_action.skill_id
@active_battler.last_action.item_id = @active_battler.current_action.item_id
end
#状态自然解除
if @active_battler.current_action.skill_id != 0
unless $data_skills[@active_battler.current_action.skill_id ].int_f == 1
@active_battler.remove_states_auto
end
else
@active_battler.remove_states_auto
end
#返回
xrxs_bp1_update_phase4_step2
end
#----------------------------------------------------------------------
# ● 基本操作结果创建
#----------------------------------------------------------------------
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
@active_battler.now_guarding = false
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
@active_battler.now_guarding = false
end
#如果你什么也不做
if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
@active_battler.cp -= CP_COST_BASIC_NOTHING # 什么都不做のCP消費
@active_battler.now_guarding = false
end
#如果你要逃跑
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
#如果你不能逃走
if $game_temp.battle_can_escape == false
#播放蜂鸣器SE
$game_system.se_play($data_system.buzzer_se)
return
end
#逃走处理中
update_phase2_escape
return
end
# 返回
xrxs_bp1_make_basic_action_result
end
#----------------------------------------------------------------------
# ● 帧更新(主阶段步骤6:刷新)
#----------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step6 update_phase4_step6
def update_phase4_step6
if @active_battler.hp > 0 and @active_battler.slip_damage?
if @active_battler.current_action.kind == 0 #普通攻击
@active_battler.slip_damage_effect
@active_battler.damage_pop = true #刷新状态窗口
elsif @active_battler.current_action.kind == 1 #特技攻击
if @active_battler.current_action.skill_id != 0
else
end
elsif @active_battler.current_action.kind == 2 #使用物品
@active_battler.slip_damage_effect
@active_battler.damage_pop = true #刷新状态窗口
else
end
@status_window.refresh
end
# 呼び戻す
xrxs_bp1_update_phase4_step6
end
end
#======================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#======================================================================