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Lv1.梦旅人
- 梦石
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- 星屑
- 60
- 在线时间
- 9 小时
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- 2008-7-21
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- 174
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他的三个脚本- #==============================================================================
- # ■ Game_Battler (分割定义 1)
- #------------------------------------------------------------------------------
- # 处理战斗者的类。这个类作为 Game_Actor 类与 Game_Enemy 类的
- # 超级类来使用。
- #==============================================================================
- class Game_Battler
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_accessor :battler_name # 战斗者 文件名 ★★★
- attr_reader :battler_hue # 战斗者 色相
- attr_reader :hp # HP
- attr_reader :sp # SP
- attr_reader :states # 状态
- attr_accessor :hidden # 隐藏标志
- attr_accessor :immortal # 不死身标志
- attr_accessor :damage_pop # 显示伤害标志
- attr_accessor :damage # 伤害值
- attr_accessor :critical # 会心一击标志
- attr_accessor :animation_id # 动画 ID
- attr_accessor :animation_hit # 动画 击中标志
- attr_accessor :white_flash # 白色屏幕闪烁标志
- attr_accessor :blink # 闪烁标志
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- @battler_name = ""
- @battler_hue = 0
- @hp = 0
- @sp = 0
- @states = []
- @states_turn = {}
- @maxhp_plus = 0
- @maxsp_plus = 0
- @str_plus = 0
- @dex_plus = 0
- @agi_plus = 0
- @int_plus = 0
- @hidden = false
- @immortal = false
- @damage_pop = false
- @damage = nil
- @critical = false
- @animation_id = 0
- @animation_hit = false
- @white_flash = false
- @blink = false
- @current_action = Game_BattleAction.new
- end
- #--------------------------------------------------------------------------
- # ● 获取 MaxHP
- #--------------------------------------------------------------------------
- def maxhp
- n = [[base_maxhp + @maxhp_plus, 1].max, 999999].min
- for i in @states
- n *= $data_states[i].maxhp_rate / 100.0
- end
- n = [[Integer(n), 1].max, 999999].min
- return n
- end
- #--------------------------------------------------------------------------
- # ● 获取 MaxSP
- #--------------------------------------------------------------------------
- def maxsp
- n = [[base_maxsp + @maxsp_plus, 0].max, 9999].min
- for i in @states
- n *= $data_states[i].maxsp_rate / 100.0
- end
- n = [[Integer(n), 0].max, 9999].min
- return n
- end
- #--------------------------------------------------------------------------
- # ● 获取力量
- #--------------------------------------------------------------------------
- def str
- n = [[base_str + @str_plus, 1].max, 999].min
- for i in @states
- n *= $data_states[i].str_rate / 100.0
- end
- n = [[Integer(n), 1].max, 999].min
- return n
- end
- #--------------------------------------------------------------------------
- # ● 获取灵巧
- #--------------------------------------------------------------------------
- def dex
- n = [[base_dex + @dex_plus, 1].max, 999].min
- for i in @states
- n *= $data_states[i].dex_rate / 100.0
- end
- n = [[Integer(n), 1].max, 999].min
- return n
- end
- #--------------------------------------------------------------------------
- # ● 获取速度
- #--------------------------------------------------------------------------
- def agi
- n = [[base_agi + @agi_plus, 1].max, 999].min
- for i in @states
- n *= $data_states[i].agi_rate / 100.0
- end
- n = [[Integer(n), 1].max, 999].min
- return n
- end
- #--------------------------------------------------------------------------
- # ● 获取魔力
- #--------------------------------------------------------------------------
- def int
- n = [[base_int + @int_plus, 1].max, 999].min
- for i in @states
- n *= $data_states[i].int_rate / 100.0
- end
- n = [[Integer(n), 1].max, 999].min
- return n
- end
- #--------------------------------------------------------------------------
- # ● 设置 MaxHP
- # maxhp : 新的 MaxHP
- #--------------------------------------------------------------------------
- def maxhp=(maxhp)
- @maxhp_plus += maxhp - self.maxhp
- @maxhp_plus = [[@maxhp_plus, -9999].max, 9999].min
- @hp = [@hp, self.maxhp].min
- end
- #--------------------------------------------------------------------------
- # ● 设置 MaxSP
- # maxsp : 新的 MaxSP
- #--------------------------------------------------------------------------
- def maxsp=(maxsp)
- @maxsp_plus += maxsp - self.maxsp
- @maxsp_plus = [[@maxsp_plus, -9999].max, 9999].min
- @sp = [@sp, self.maxsp].min
- end
- #--------------------------------------------------------------------------
- # ● 设置力量
- # str : 新的力量
- #--------------------------------------------------------------------------
- def str=(str)
- @str_plus += str - self.str
- @str_plus = [[@str_plus, -999].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 设置灵巧
- # dex : 新的灵巧
- #--------------------------------------------------------------------------
- def dex=(dex)
- @dex_plus += dex - self.dex
- @dex_plus = [[@dex_plus, -999].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 设置速度
- # agi : 新的速度
- #--------------------------------------------------------------------------
- def agi=(agi)
- @agi_plus += agi - self.agi
- @agi_plus = [[@agi_plus, -999].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 设置魔力
- # int : 新的魔力
- #--------------------------------------------------------------------------
- def int=(int)
- @int_plus += int - self.int
- @int_plus = [[@int_plus, -999].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 获取命中率
- #--------------------------------------------------------------------------
- def hit
- n = 100
- for i in @states
- n *= $data_states[i].hit_rate / 100.0
- end
- return Integer(n)
- end
- #--------------------------------------------------------------------------
- # ● 获取攻击力
- #--------------------------------------------------------------------------
- def atk
- n = base_atk
- for i in @states
- n *= $data_states[i].atk_rate / 100.0
- end
- return Integer(n)
- end
- #--------------------------------------------------------------------------
- # ● 获取物理防御
- #--------------------------------------------------------------------------
- def pdef
- n = base_pdef
- for i in @states
- n *= $data_states[i].pdef_rate / 100.0
- end
- return Integer(n)
- end
- #--------------------------------------------------------------------------
- # ● 获取魔法防御
- #--------------------------------------------------------------------------
- def mdef
- n = base_mdef
- for i in @states
- n *= $data_states[i].mdef_rate / 100.0
- end
- return Integer(n)
- end
- #--------------------------------------------------------------------------
- # ● 获取回避修正
- #--------------------------------------------------------------------------
- def eva
- n = base_eva
- for i in @states
- n += $data_states[i].eva
- end
- return n
- end
- #--------------------------------------------------------------------------
- # ● 更改 HP
- # hp : 新的 HP
- #--------------------------------------------------------------------------
- def hp=(hp)
- @hp = [[hp, maxhp].min, 0].max
- # 解除附加的战斗不能状态
- for i in 1...$data_states.size
- if $data_states[i].zero_hp
- if self.dead?
- add_state(i)
- else
- remove_state(i)
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 更改 SP
- # sp : 新的 SP
- #--------------------------------------------------------------------------
- def sp=(sp)
- @sp = [[sp, maxsp].min, 0].max
- end
- #--------------------------------------------------------------------------
- # ● 全回复
- #--------------------------------------------------------------------------
- def recover_all
- @hp = maxhp
- @sp = maxsp
- for i in @states.clone
- remove_state(i)
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取当前的动作
- #--------------------------------------------------------------------------
- def current_action
- return @current_action
- end
- #--------------------------------------------------------------------------
- # ● 确定动作速度
- #--------------------------------------------------------------------------
- def make_action_speed
- @current_action.speed = agi + rand(10 + agi / 4)
- end
- #--------------------------------------------------------------------------
- # ● 战斗不能判定
- #--------------------------------------------------------------------------
- def dead?
- return (@hp == 0 and not @immortal)
- end
- #--------------------------------------------------------------------------
- # ● 存在判定
- #--------------------------------------------------------------------------
- def exist?
- return (not @hidden and (@hp > 0 or @immortal))
- end
- #--------------------------------------------------------------------------
- # ● HP 0 判定
- #--------------------------------------------------------------------------
- def hp0?
- return (not @hidden and @hp == 0)
- end
- #--------------------------------------------------------------------------
- # ● 可以输入命令判定
- #--------------------------------------------------------------------------
- def inputable?
- return (not @hidden and restriction <= 1)
- end
- #--------------------------------------------------------------------------
- # ● 可以行动判定
- #--------------------------------------------------------------------------
- def movable?
- return (not @hidden and restriction < 4)
- end
- #--------------------------------------------------------------------------
- # ● 防御中判定
- #--------------------------------------------------------------------------
- def guarding?
- return (@current_action.kind == 0 and @current_action.basic == 1)
- end
- #--------------------------------------------------------------------------
- # ● 休止中判定
- #--------------------------------------------------------------------------
- def resting?
- return (@current_action.kind == 0 and @current_action.basic == 3)
- end
- end
复制代码
- module RPG
- class Sprite < ::Sprite
- def damage(value, critical)
- dispose_damage
- if value.is_a?(Numeric)
- damage_string = value.abs.to_s
- else
- damage_string = value.to_s
- end
- bitmap = Bitmap.new(160, 48)
- bitmap.font.name = "Arial Black"
- bitmap.font.size = 32
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
- bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
- bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
- bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
- if value.is_a?(Numeric) and value < 0
- bitmap.font.color.set(176, 255, 144)
- else
- bitmap.font.color.set(255, 255, 255)
- end
- bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
- if critical
- bitmap.font.size = 20
- bitmap.font.color.set(0, 0, 0)
- bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
- bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
- bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
- bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
- bitmap.font.color.set(255, 255, 255)
- bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
- end
- @_damage_sprite = ::Sprite.new(self.viewport)
- @_damage_sprite.bitmap = bitmap
- @_damage_sprite.ox = 80
- @_damage_sprite.oy = 20
- @_damage_sprite.x = self.x
- @_damage_sprite.x -= self.bitmap.width/2 if @battler.is_a?(Game_Actor)
- @_damage_sprite.y = self.y - self.oy / 2
- @_damage_sprite.z = 3000
- @_damage_duration = 40
- end
- end
- end
复制代码
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