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Lv1.梦旅人
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可以弄在进入菜单时BGM音量降为20%,在地图画面BGM音量还原为100%吗- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- class Scene_Save
- #--------------------------------------------------------------------------
- # ● 写入存档数据
- # file : 写入用文件对像 (已经打开)
- #--------------------------------------------------------------------------
- def write_save_data(file)
- # 生成描绘存档文件用的角色图形
- characters = []
- for i in 0...[$game_party.actors.size,4].min
- actor = $game_party.actors[i]
- characters.push([actor.character_name, actor.character_hue])
- end
- # 写入描绘存档文件用的角色数据
- Marshal.dump(characters, file)
- # 写入测量游戏时间用画面计数
- Marshal.dump(Graphics.frame_count, file)
- # 增加 1 次存档次数
- $game_system.save_count += 1
- # 保存魔法编号
- # (将编辑器保存的值以随机值替换)
- $game_system.magic_number = $data_system.magic_number
- # 写入各种游戏对像
- Marshal.dump($game_system, file)
- Marshal.dump($game_switches, file)
- Marshal.dump($game_variables, file)
- Marshal.dump($game_self_switches, file)
- Marshal.dump($game_screen, file)
- Marshal.dump($game_actors, file)
- Marshal.dump($game_party, file)
- Marshal.dump($game_troop, file)
- Marshal.dump($game_map, file)
- Marshal.dump($game_player, file)
- end
- end
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● 设置物品或特技对像方的战斗者
- # scope : 特技或者是物品的范围
- #--------------------------------------------------------------------------
- def set_target_battlers(scope)
- # 行动方的战斗者是敌人的情况下
- if @active_battler.is_a?(Game_Enemy)
- # 效果范围分支
- case scope
- when 1 # 敌单体
- index = @active_battler.current_action.target_index
- @target_battlers.push($game_party.smooth_target_actor(index))
- when 2 # 敌全体
- for actor in 0...[$game_party.actors.size,4].min
- if $game_party.actors[actor].exist?
- @target_battlers.push($game_party.actors[actor])
- end
- end
- when 3 # 我方单体
- index = @active_battler.current_action.target_index
- @target_battlers.push($game_troop.smooth_target_enemy(index))
- when 4 # 我方全体
- for enemy in $game_troop.enemies
- if enemy.exist?
- @target_battlers.push(enemy)
- end
- end
- when 5 # 我方单体 (HP 0)
- index = @active_battler.current_action.target_index
- enemy = $game_troop.enemies[index]
- if enemy != nil and enemy.hp0?
- @target_battlers.push(enemy)
- end
- when 6 # 我方全体 (HP 0)
- for enemy in $game_troop.enemies
- if enemy != nil and enemy.hp0?
- @target_battlers.push(enemy)
- end
- end
- when 7 # 使用者
- @target_battlers.push(@active_battler)
- end
- end
- # 行动方的战斗者是角色的情况下
- if @active_battler.is_a?(Game_Actor)
- # 效果范围分支
- case scope
- when 1 # 敌单体
- index = @active_battler.current_action.target_index
- @target_battlers.push($game_troop.smooth_target_enemy(index))
- when 2 # 敌全体
- for enemy in $game_troop.enemies
- if enemy.exist?
- @target_battlers.push(enemy)
- end
- end
- when 3 # 我方单体
- index = @active_battler.current_action.target_index
- @target_battlers.push($game_party.smooth_target_actor(index))
- when 4 # 我方全体
- for actor in 0...[$game_party.actors.size,4].min
- if $game_party.actors[actor].exist?
- @target_battlers.push($game_party.actors[actor])
- end
- end
- when 5 # 我方单体 (HP 0)
- index = @active_battler.current_action.target_index
- actor = $game_party.actors[index]
- if actor != nil and actor.hp0?
- @target_battlers.push(actor)
- end
- when 6 # 我方全体 (HP 0)
- for actor in 0...[$game_party.actors.size,4].min
- if $game_party.actors[actor] != nil and $game_party.actors[actor].hp0?
- @target_battlers.push($game_party.actors[actor])
- end
- end
- when 7 # 使用者
- @target_battlers.push(@active_battler)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 生成行动循序
- #--------------------------------------------------------------------------
- def make_action_orders
- # 初始化序列 @action_battlers
- @action_battlers = []
- # 添加敌人到 @action_battlers 序列
- for enemy in $game_troop.enemies
- @action_battlers.push(enemy)
- end
- # 添加角色到 @action_battlers 序列
- for actor in 0...[$game_party.actors.size,4].min
- @action_battlers.push($game_party.actors[actor])
- end
- # 确定全体的行动速度
- for battler in @action_battlers
- battler.make_action_speed
- end
- # 按照行动速度从大到小排列
- @action_battlers.sort! {|a,b|
- b.current_action.speed - a.current_action.speed }
- 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..5]
- # 获得 EXP
- for i in 0...[$game_party.actors.size,4].min
- 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)
- # 获得宝物
- for item in treasures
- case item
- when RPG::Item
- $game_party.gain_item(item.id, 1)
- when RPG::Weapon
- $game_party.gain_weapon(item.id, 1)
- when RPG::Armor
- $game_party.gain_armor(item.id, 1)
- end
- end
- # 生成战斗结果窗口
- @result_window = Window_BattleResult.new(exp, gold, treasures)
- # 设置等待计数
- @phase5_wait_count = 100
- end
- #--------------------------------------------------------------------------
- # ● 转到输入下一个角色的命令
- #--------------------------------------------------------------------------
- def phase3_next_actor
- # 循环
- begin
- # 角色的明灭效果 OFF
- if @active_battler != nil
- @active_battler.blink = false
- end
- # 最后的角色的情况
- if @actor_index == [$game_party.actors.size-1,3].min
- # 开始主回合
- start_phase4
- return
- end
- # 推进角色索引
- @actor_index += 1
- @active_battler = $game_party.actors[@actor_index]
- @active_battler.blink = true
- # 如果角色是在无法接受指令的状态就再试
- end until @active_battler.inputable?
- # 设置角色的命令窗口
- phase3_setup_command_window
- end
- end
- class Arrow_Actor < Arrow_Base
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 光标右
- if Input.repeat?(Input::RIGHT)
- $game_system.se_play($data_system.cursor_se)
- @index += 1
- @index %= [$game_party.actors.size,4].min
- end
- # 光标左
- if Input.repeat?(Input::LEFT)
- $game_system.se_play($data_system.cursor_se)
- @index += $game_party.actors.size - 1
- @index %= [$game_party.actors.size,4].min
- end
- # 设置活动块坐标
- if self.actor != nil
- self.x = self.actor.screen_x
- self.y = self.actor.screen_y
- end
- end
- end
- #==============================================================================
- # ■ Window_Target
- #------------------------------------------------------------------------------
- # 物品画面与特技画面的、使用对像角色选择窗口。
- #==============================================================================
- class Window_Target < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 336, 480)
- self.contents = Bitmap.new(width - 32, $game_party.actors.size*112)
- self.z += 10
- @item_max = 999#$game_party.actors.size
- @top_row = 0
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- for i in 0...$game_party.actors.size
- x = 4
- y = i * 112
- actor = $game_party.actors[i]
- draw_actor_name(actor, x, y)
- draw_actor_class(actor, x + 144, y)
- draw_actor_level(actor, x + 8, y + 32)
- draw_actor_state(actor, x + 8, y + 64)
- draw_actor_hp(actor, x + 152, y + 32)
- draw_actor_sp(actor, x + 152, y + 64)
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新光标矩形
- #--------------------------------------------------------------------------
- def update_cursor_rect
- # 光标位置 -1 为全选、-2 以下为单独选择 (使用者自身)
- if @index <= -2
- self.cursor_rect.set(0, (@index + 10) * 112, self.width - 32, 96)
- elsif @index == -1
- self.cursor_rect.set(0, 0, self.width - 32, @item_max * 112 - 20)
- else
- tpy = @index * 112 - self.oy
- self.cursor_rect.set(0, tpy, self.width - 32, 96)
- if @index < @top_row
- @top_row = @index
- self.oy = @top_row *112
- end
- if @index > @top_row+3
- @top_row = @index-3
- self.oy = @top_row *112
- end
- end
- end
- end
- #==============================================================================
- # ■ Window_MenuStatus
- #------------------------------------------------------------------------------
- # 显示菜单画面和同伴状态的窗口。
- #==============================================================================
- class Window_MenuStatus < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化目标
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 480, 480)
- self.contents = Bitmap.new(width - 32, $game_party.actors.size*112)
- refresh
- @top_row = 0
- self.active = false
- self.index = -1
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- @item_max = $game_party.actors.size
- for i in 0...$game_party.actors.size
- x = 64
- y = i * 112
- if i <=3
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x,y,340,32,"[出战]",2)
- self.contents.font.color = normal_color
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x,y,340,32,"[出战]",2)
- self.contents.font.color = normal_color
- end
- actor = $game_party.actors[i]
- draw_actor_graphic(actor, x - 40, y + 80)
- draw_actor_name(actor, x, y)
- draw_actor_class(actor, x + 144, y)
- draw_actor_level(actor, x, y + 32)
- draw_actor_state(actor, x + 90, y + 32)
- draw_actor_exp(actor, x, y + 64)
- draw_actor_hp(actor, x + 236, y + 32)
- draw_actor_sp(actor, x + 236, y + 64)
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新光标矩形
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if @index < 0
- self.cursor_rect.empty
- else
- tpy = @index * 112 - self.oy
- self.cursor_rect.set(0, tpy, self.width - 32, 96)
- if @index < @top_row
- @top_row = @index
- self.oy = @top_row *112
- end
- if @index > @top_row+3
- @top_row = @index-3
- self.oy = @top_row *112
- end
- end
- end
- end
- class Game_Party
- #--------------------------------------------------------------------------
- # ● 全灭判定
- #--------------------------------------------------------------------------
- def all_dead?
- # 同伴人数为 0 的情况下
- if $game_party.actors.size == 0
- return false
- end
- # 同伴中无人 HP 在 0 以上
- for i in 0..3
- if @actors[i] != nil and@actors[i].hp >0
- return false
- end
- end
- # 全灭
- return true
- end
- #--------------------------------------------------------------------------
- # ● 加入同伴
- # actor_id : 角色 ID
- #--------------------------------------------------------------------------
- def add_actor(actor_id)
- # 获取角色
- actor = $game_actors[actor_id]
- # 同伴人数未满 4 人、本角色不在队伍中的情况下
- if not @actors.include?(actor)
- # 添加角色
- @actors.push(actor)
- # 还原主角
- $game_player.refresh
- end
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- class Scene_Menu
- # --------------------------------
- def initialize(menu_index = 0)
- @menu_index = menu_index
- @changer = 0
- @where = 0
- @checker = 0
- end
- # --------------------------------
- def main
- s1 = $data_system.words.item
- s2 = $data_system.words.skill
- s3 = $data_system.words.equip
- s4 = "人物状态"
- s5 = "储存进度"
- s6 = "离开游戏"
- s7 = "队形整理"
- s8 = "任务记录"
- s9 = "冒险记录"
- s10= "升级加点"
- s11= "卡片附魔"
- @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8, s9,s10,s11])
- @command_window.index = @menu_index
- if $game_party.actors.size == 0
- @command_window.disable_item(0)
- @command_window.disable_item(1)
- @command_window.disable_item(2)
- @command_window.disable_item(3)
- end
- if $game_system.save_disabled
- @command_window.disable_item(4)
- end
- if $game_party.actors.size == 1
- @command_window.disable_item(6)
- end
- @playtime_window = Window_Gold1.new
- @playtime_window.x = 0
- @playtime_window.y = 380
- @gold_window = Window_Gold.new
- @gold_window.x = 0
- @gold_window.y = 416
- @status_window = Window_MenuStatus.new
- @status_window.x = 160
- @status_window.y = 0
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- @command_window.dispose
- @playtime_window.dispose
- @gold_window.dispose
- @status_window.dispose
- end
- # --------------------------------
- def update
- @command_window.update
- @playtime_window.update
- @gold_window.update
- @status_window.update
- if @command_window.active
- update_command
- return
- end
- if @status_window.active
- update_status
- return
- end
- end
- # --------------------------------
- def update_command
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
-
- $scene = Scene_Map.new
- return
- end
- if Input.trigger?(Input::C)
- if $game_party.actors.size == 0 and @command_window.index < 4
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- if $game_party.actors.size == 1 and @command_window.index ==6
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- case @command_window.index
- when 0
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Item.new
- when 1
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 2
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 3
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 4
- if $game_system.save_disabled
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Save.new
- when 5
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_End.new
- when 6
- $game_system.se_play($data_system.decision_se)
- @checker = 0
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 7
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 8
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 9
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Lvup.new
- when 10
- $game_system.se_play($data_system.decision_se)
- $scene = Materia_Shop.new
-
- end
- return
- end
- end
- # --------------------------------
- def update_status
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @command_window.active = true
- @status_window.active = false
- @status_window.index = -1
- return
- end
- if Input.trigger?(Input::C)
- case @command_window.index
- when 1
- if $game_party.actors[@status_window.index].restriction >= 2
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Skill.new(@status_window.index)
- when 2
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Equip.new(@status_window.index)
- when 3
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Status.new(@status_window.index)
- when 6
- $game_system.se_play($data_system.decision_se)
- if @checker == 0
- @changer = $game_party.actors[@status_window.index]
- @where = @status_window.index
- @checker = 1
- else
- $game_party.actors[@where] = $game_party.actors[@status_window.index]
- $game_party.actors[@status_window.index] = @changer
- @checker = 0
- @status_window.refresh
- end
- when 7
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Task.new
- when 8
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_youmother.new
- # $scene = Scene_MonsterBook.new
- when 9
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Lvup.new
- when 10
- $game_system.se_play($data_system.decision_se)
- $scene = Materia_Shop.new
- end
- return
- end
- end
- end
-
-
- #插件(升级加点,换队伍顺序,人物介绍,动态行走图)
-
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- # 作者: 柳柳
- #
- # 说明:这是功能我再比较早期的时候发布在幻森,不过那时候比较笨,方法很糟糕
- # 这次是拿上就可以用的。
- #
- # 感谢:Claimh的脚本使我想起这个功能重做了一遍,本想直接用他的,不过他的算法过分
- # 冗余了,没好意思用。
- #==============================================================================
- # 使用方法:默认情况下把静态图变为了走步图。如果想自行修改,提供功能如下:
- #
- # 角色走步图:draw_walk_actor_graphic
- # 角色转向图:draw_turn_actor_graphic
- #
- # 回复原有静态角色图:删除100行以后的内容。修改下面这个变量可以更改行走速度
- #==============================================================================
- WALK_REFRESH_FRAME_SPEED = 10 # 刷新的速度,越大越慢,你可以改为3左右试试看
- #==============================================================================
- # Window_Base
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # 初始化方法
- #--------------------------------------------------------------------------
- alias initialize_walk initialize
- def initialize(x, y, width, height)
- initialize_walk(x, y, width, height)
- @start_walk = false
- @turn_index = 0
- @turn_phase = 0
- end
- #--------------------------------------------------------------------------
- # ★ 角色行走图
- # actor : 角色
- # x : 描绘的 X 坐标
- # y : 描绘的 Y 坐标
- #--------------------------------------------------------------------------
- def draw_walk_actor_graphic(actor, x, y)
- bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
- cw = bitmap.width / 4
- ch = bitmap.height / 4
- @start_turn = true
- case @turn_phase
- when 0
- x_x = 0
- when 1
- x_x = cw
- when 2
- x_x = cw * 2
- when 3
- x_x = cw * 3
- end
- src_rect = Rect.new(x_x, 0, cw, ch)
- self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
- end
- #--------------------------------------------------------------------------
- # ★ 角色转向图
- # actor : 角色
- # x : 描绘的 X 坐标
- # y : 描绘的 Y 坐标
- #--------------------------------------------------------------------------
- def draw_turn_actor_graphic(actor, x, y)
- bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
- cw = bitmap.width / 4
- ch = bitmap.height / 4
- @start_turn = true
- case @turn_phase
- when 0
- x_x = 0
- when 1
- x_x = ch
- when 2
- x_x = ch * 3
- when 3
- x_x = ch * 2
- end
- src_rect = Rect.new(0, x_x, cw, ch)
- self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
- end
- #--------------------------------------------------------------------------
- # 更新(可别使用刷新,玩命耗费内存= =)
- #--------------------------------------------------------------------------
- alias walk_update update
- def update
- walk_update
- if @start_turn == true
- @turn_index += 1
- if @turn_index == WALK_REFRESH_FRAME_SPEED
- refresh
- @turn_index = 0
- @turn_phase = (@turn_phase+1)%4
- end
- end
- end
- end
- #==============================================================================
- # Window_Base
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # 把原有静态图改为动态走步图
- #--------------------------------------------------------------------------
- def draw_actor_graphic(actor, x, y)
- draw_walk_actor_graphic(actor, x, y)
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- # 脚本使用设定:
- LEVEL_UP_POINT = 3 # 每升一级所增加的点数
- LEVEL_UP_VARIABLE = 100 # 储存角色点数的变量编号与角色id编号的差值
- # 默认情况 = 100,
- # 则是数据库里1号角色的加点数存于101号变量
- # 3号角色的加点数存于103号变量。
- # 你可以直接操作变量赠与角色可分配点数
- # 每增加一次点数,各项能力值的变化:357-410行
-
- # 使用方法介绍:
- # 本脚本不会取代原升级功能 也就是说,默认的升级还在,但可以用这个功能手动追加点数。
- # 如果你想纯粹使用手动加点(而升级不提升能力),只要把数据库中角色升级能力,
- # 1-99级全部等于一个相同数值就行了。
- # 呼唤加点场景的方法:$scene = Scene_Lvup.new(角色编号,返回菜单编号)。
- # 默认都是0号
- # 加点场景中,page up,page down换人,如果想加点完毕后返回地图,
- # 464行$scene = Scene_Menu.new(0)改为$scene = Scene_Map.new
- # 推荐脚本搭配:魔法商店脚本,两者结合,制作自由型RPG
- #==============================================================================
- # ■ Window_Command
- #------------------------------------------------------------------------------
- # 一般的命令选择行窗口。(追加定义)
- #==============================================================================
- class Window_Command < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 项目有效化
- # index : 项目编号
- #--------------------------------------------------------------------------
- def able_item(index)
- draw_item(index, normal_color)
- end
- end
- #==============================================================================
- # ■ Game_Actor
- #------------------------------------------------------------------------------
- # 处理角色的类。(再定义)
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 更改 EXP
- # exp : 新的 EXP
- #--------------------------------------------------------------------------
- def exp=(exp)
- @exp = [[exp, 9999999].min, 0].max
- # 升级
- while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
- @level += 1
- # 增加4点可自由分配的点数
- $game_variables[self.id + LEVEL_UP_VARIABLE] += LEVEL_UP_POINT
- # 学会特技
- for j in $data_classes[@class_id].learnings
- if j.level == @level
- learn_skill(j.skill_id)
- end
- end
- end
- # 降级
- while @exp < @exp_list[@level]
- @level -= 1
- end
- # 修正当前的 HP 与 SP 超过最大值
- @hp = [@hp, self.maxhp].min
- @sp = [@sp, self.maxsp].min
- end
- end
- #==============================================================================
- # ■ Window_Base
- #------------------------------------------------------------------------------
- # 游戏中全部窗口的超级类(追加定义)
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ● 描绘 HP
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标的宽
- #--------------------------------------------------------------------------
- def draw_actor_hp_lvup(actor, x, y)
- self.contents.font.color = system_color
- self.contents.draw_text(x , y, 96, 32, "最大" + $data_system.words.hp)
- if $temp_hp == 0
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 120 , y, 48, 32, actor.maxhp.to_s, 2)
- else
- maxhp = actor.maxhp + $temp_hp
- self.contents.font.color = Color.new(255, 128, 128, 255)
- self.contents.draw_text(x + 120 , y, 48, 32, maxhp.to_s ,2)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 155, y, 36, 32, "( ", 2)
- if $temp_hp >=0
- self.contents.font.color = Color.new(255, 128, 128, 255)
- self.contents.draw_text(x + 155, y, 36, 32, " +",2)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 155, y, 36, 32, " -",2)
- end
- self.contents.draw_text(x + 200, y, 36, 32, $temp_hp.to_s, 2)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 215, y, 36, 32, ")", 2)
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘 SP
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标的宽
- #--------------------------------------------------------------------------
- def draw_actor_sp_lvup(actor, x, y)
- self.contents.font.color = system_color
- self.contents.draw_text(x , y, 96, 32, "最大" + $data_system.words.sp)
- if $temp_sp == 0
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 120 , y, 48, 32, actor.maxsp.to_s, 2)
- else
- maxsp = actor.maxsp + $temp_sp
- self.contents.font.color = Color.new(255, 128, 128, 255)
- self.contents.draw_text(x + 120 , y, 48, 32, maxsp.to_s ,2)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 155, y, 36, 32, "( ", 2)
- if $temp_sp >=0
- self.contents.font.color = Color.new(255, 128, 128, 255)
- self.contents.draw_text(x + 155, y, 36, 32, " +",2)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 155, y, 36, 32, " -",2)
- end
- self.contents.draw_text(x + 200, y, 36, 32, $temp_sp.to_s, 2)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 215, y, 36, 32, ")", 2)
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘能力值
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # type : 能力值种类 (0~4)
- #--------------------------------------------------------------------------
- def draw_actor_lvup(actor, x, y, type)
- # 定义数字颜色
- lvup = normal_color
- upcolor = Color.new(255, 128, 128, 255)
- self.contents.font.color = normal_color
- case type
- when 0
- parameter_name = $data_system.words.str
- parameter_value = actor.str
- parameter_value_temp = parameter_value + $temp_str
- if $temp_str != 0
- lvup = upcolor
- self.contents.draw_text(x + 256, y, 16, 32, "(")
- if $temp_str >= 0
- self.contents.font.color = lvup
- self.contents.draw_text(x + 272, y, 80, 32, "+",0)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 272, y, 80, 32, "-",0)
- end
- self.contents.draw_text(x + 272, y, 80, 32, $temp_str.abs.to_s,1)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
- end
- when 1
- parameter_name = $data_system.words.dex
- parameter_value = actor.dex
- parameter_value_temp = parameter_value + $temp_dex
- if $temp_dex != 0
- lvup = upcolor
- self.contents.draw_text(x + 256, y, 16, 32, "(")
- if $temp_dex >= 0
- self.contents.font.color = lvup
- self.contents.draw_text(x + 272, y, 80, 32, "+",0)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 272, y, 80, 32, "-",0)
- end
- self.contents.draw_text(x + 272, y, 80, 32, $temp_dex.abs.to_s,1)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
- end
- when 2
- parameter_name = $data_system.words.agi
- parameter_value = actor.agi
- parameter_value_temp = parameter_value + $temp_agi
- if $temp_agi != 0
- lvup = upcolor
- self.contents.draw_text(x + 256, y, 16, 32, "(")
- if $temp_agi >= 0
- self.contents.font.color = lvup
- self.contents.draw_text(x + 272, y, 80, 32, "+",0)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 272, y, 80, 32, "-",0)
- end
- self.contents.draw_text(x + 272, y, 80, 32, $temp_agi.abs.to_s,1)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
- end
- when 3
- parameter_name = $data_system.words.int
- parameter_value = actor.int
- parameter_value_temp = parameter_value + $temp_int
- if $temp_int != 0
- lvup = upcolor
- self.contents.draw_text(x + 256, y, 16, 32, "(")
- if $temp_int >= 0
- self.contents.font.color = lvup
- self.contents.draw_text(x + 272, y, 80, 32, "+",0)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 272, y, 80, 32, "-",0)
- end
- self.contents.draw_text(x + 272, y, 80, 32, $temp_int.abs.to_s,1)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
- end
- when 4
- parameter_name = "剩余点数"
- parameter_value = $point
- if $point != 0
- lvup = upcolor
- end
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 120, 32, parameter_name)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s)
- if type != 4
- self.contents.draw_text(x + 150, y, 36, 32, "→")
- end
- self.contents.font.color = lvup
- self.contents.draw_text(x + 180, y, 60, 32, parameter_value_temp.to_s)
- self.contents.font.color = normal_color
- end
- end
- #==============================================================================
- # ■ Window_lvup
- #------------------------------------------------------------------------------
- # 显示升级状态窗口。
- #==============================================================================
- class Window_Lvup < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # actor : 角色
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(0, 0, 512, 320)
- self.contents = Bitmap.new(width - 32, height - 32)
- @actor = actor
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- draw_actor_graphic(@actor, 40, 112)
- draw_actor_name(@actor, 4, 0)
- draw_actor_class(@actor, 4 + 144, 0)
- draw_actor_level(@actor, 96, 32)
- draw_actor_state(@actor, 96, 64)
- draw_actor_hp_lvup(@actor, 96+128, 32)
- draw_actor_sp_lvup(@actor, 96+128, 64)
- draw_actor_lvup(@actor, 96, 128, 0)
- draw_actor_lvup(@actor, 96, 160, 1)
- draw_actor_lvup(@actor, 96, 192, 2)
- draw_actor_lvup(@actor, 96, 224, 3)
- draw_actor_lvup(@actor, 96, 256, 4)
- end
- end
- #==============================================================================
- # ■ Window_Help
- #------------------------------------------------------------------------------
- # 特技及物品的说明、角色的状态显示的窗口。
- #==============================================================================
- class Window_Lvup_Help < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(0, 320, 640, 160)
- self.contents = Bitmap.new(width - 32, height - 32)
- @test = "" #——这个东西用来检测,节约内存专用
- end
- #--------------------------------------------------------------------------
- # ● 设置文本
- #--------------------------------------------------------------------------
- def lvup_text(text1, text2 = nil, text3 = nil, text4 = nil)
- if @test != text1
- @test = text1
- else
- return
- end
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 0, self.width - 40, 32, text1)
- if text2 != nil
- self.contents.draw_text(4 , 32, self.width - 40, 32, text2)
- end
- self.contents.font.size -= 4
- if text3 != nil
- self.contents.draw_text(4 , 64, self.width - 40, 32, text3)
- end
- if text4 != nil
- self.contents.draw_text(4 , 96, self.width - 40, 32, text4)
- end
- self.contents.font.size += 4
- end
- end
- #==============================================================================
- # ■ Scene_lvup
- #------------------------------------------------------------------------------
- # 处理升级画面的类。
- #==============================================================================
- class Scene_Lvup
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # actor_index : 角色索引
- # menu_index : 选项起始位置
- #--------------------------------------------------------------------------
- def initialize(actor_index = 0 , menu_index = 0)
- @actor_index = actor_index
- @menu_index = menu_index
- end
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- s1 = "增加体力"
- s2 = "增加"+$data_system.words.str
- s3 = "增加"+$data_system.words.dex
- s4 = "增加"+$data_system.words.agi
- s5 = "增加"+$data_system.words.int
- s6 = "确认加点"
- s7 = "点数重置"
- @command_window = Window_Command.new(128, [s1, s2, s3, s4, s5, s6, s7])
- @command_window.index = @menu_index
- # 获取角色
- @actor = $game_party.actors[@actor_index]
- # 将角色的剩余点数带入
- $point = $game_variables[@actor.id + LEVEL_UP_VARIABLE]
- # 初始化临时量
- $temp_str = 0
- $temp_dex = 0
- $temp_agi = 0
- $temp_int = 0
- $temp_hp = 0
- $temp_sp = 0
- #=========================================================================
- # 特别提示:这些设置也可以使用小数,但是可能出现0值意外错误
- # (各种编程语言都有这种意外),建议还是使用整数,正负不限
- #=========================================================================
- # 每提升一次力量,提升多少附加能力
- #=========================================================================
- @str_hp = 2 # 每提升一次力量附加提升多少HP
- @str_sp = 2 # 每提升一次力量附加提升多少SP
- @str_dex = 1 # 每提升一次力量附加提升多少灵巧
- @str_agi = 1 # 每提升一次力量附加提升多少速度
- @str_int = 0 # 每提升一次力量附加提升多少魔力
- @str_str = 5 # 每提升一次力量附加提升多少力量
- #=========================================================================
- # 每提升一次灵巧,提升多少附加能力
- #=========================================================================
- @dex_hp = 3 # 每提升一次灵巧附加提升多少HP
- @dex_sp = 2 # 每提升一次灵巧附加提升多少SP
- @dex_str = 1 # 每提升一次灵巧附加提升多少力量
- @dex_agi = 1 # 每提升一次灵巧附加提升多少速度
- @dex_int = 0 # 每提升一次灵巧附加提升多少魔力
- @dex_dex = 5 # 每提升一次灵巧附加提升多少灵巧
- #=========================================================================
- # 每提升一次速度,提升多少附加能力
- #=========================================================================
- @agi_hp = 3 # 每提升一次速度附加提升多少HP
- @agi_sp = 2 # 每提升一次速度附加提升多少SP
- @agi_str = 1 # 每提升一次速度附加提升多少力量
- @agi_dex = 1 # 每提升一次速度附加提升多少灵巧
- @agi_int = 0 # 每提升一次速度附加提升多少魔力
- @agi_agi = 2 # 每提升一次速度附加提升多少速度
- #=========================================================================
- # 每提升一次魔力,提升多少附加能力
- #=========================================================================
- @int_hp = 1 # 每提升一次魔力附加提升多少HP
- @int_sp = 10 # 每提升一次魔力附加提升多少SP
- @int_str = -1 # 每提升一次魔力附加提升多少力量
- @int_dex = -1 # 每提升一次魔力附加提升多少灵巧
- @int_agi = -1 # 每提升一次魔力附加提升多少速度
- @int_int = 10 # 每提升一次魔力附加提升多少魔力
- #=========================================================================
- # 每提升一次体力,提升多少附加能力
- #=========================================================================
- @hp = 15 # 每提升一次体力提升多少HP
- @sp = 10 # 每提升一次体力提升多少SP
- @hp_str = -1 # 每提升一次体力提升多少力量
- @hp_dex = -1 # 每提升一次体力提升多少速度
- @hp_agi = -1 # 每提升一次体力提升多少灵巧
- @hp_int = -1 # 每提升一次体力提升多少魔力
- # 定义说明文字
- @text_hp_sc = "体力可以增加生存的能力,可以延长生存的时间!"
- @text_str_sc = $data_system.words.str + "可以增加物理攻击和物理技能的威力!"
- @text_dex_sc = $data_system.words.dex + "可以提高攻击的命中率和必杀!"
- @text_agi_sc = $data_system.words.agi + "可以提高回避、命中、逃跑成功率!"
- @text_int_sc = $data_system.words.int + "可以提高魔法的效果,可以增加1点魔法!"
- @text_save = "保存分配情况并返回游戏"
- @text_reset= "重新分配能力点数"
- @text_2 = "每增加一次此项能力值,可以提升能力值"
- @text_hp = "最大" + $data_system.words.hp + "值"
- @text_sp = "最大" + $data_system.words.sp + "值"
- @text_str = "最大" + $data_system.words.str + "值"
- @text_dex = "最大" + $data_system.words.dex + "值"
- @text_agi = "最大" + $data_system.words.agi + "值"
- @text_int = "最大" + $data_system.words.int + "值"
- s_disable
- # 生成状态窗口
- @lvup_window = Window_Lvup.new(@actor)
- @lvup_window.x = 128
- @lvup_window.y = 0
- # 生成帮助窗口并初始化帮助文本
- @help_window = Window_Lvup_Help.new
- # 执行过渡
- Graphics.transition(0, "Graphics/Transitions/" + $data_system.battle_transition)
- # 主循环
- loop do
- # 刷新游戏画面
- Graphics.update
- # 刷新输入信息
- Input.update
- # 刷新画面
- update
- # 如果切换画面就中断循环
- if $scene != self
- break
- end
- end
- # 准备过渡
- Graphics.freeze
- # 释放窗口
- @command_window.dispose
- @lvup_window.dispose
- @help_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- # 刷新窗口
- @command_window.update
- # 选项明暗判断(因为太消耗资源,所以屏蔽掉了)
- s_disable
- @lvup_window.update
- #=============================================================
- # 按下 B 键的情况下
- #=============================================================
- if Input.trigger?(Input::B)
- # 演奏取消 SE
- $game_system.se_play($data_system.cancel_se)
- # 切换到地图画面
- $scene = Scene_Menu.new(9)
- return
- end
- #=============================================================
- # 按下 C 键的情况下
- #=============================================================
- if Input.trigger?(Input::C)
- if @command_window.index == 5
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 将角色的剩余点数带回
- $game_variables[@actor.id + LEVEL_UP_VARIABLE] = $point
- # 将角色点数实际加上
- @actor.str += $temp_str
- @actor.dex += $temp_dex
- @actor.agi += $temp_agi
- @actor.int += $temp_int
- @actor.maxhp += $temp_hp
- @actor.maxsp += $temp_sp
- # 切换到地图画面
- $scene = Scene_Menu.new(9)
- return
- end
- if @command_window.index == 6
- # 演奏确定 SE
- $game_system.se_play($data_system.cancel_se)
- # 将角色的剩余点数带入
- $point = $game_variables[@actor.id + LEVEL_UP_VARIABLE]
- # 初始化临时量
- $temp_str = 0
- $temp_dex = 0
- $temp_agi = 0
- $temp_int = 0
- $temp_hp = 0
- $temp_sp = 0
- @lvup_window.refresh
- return
- end
- if $point == 0
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- case @command_window.index
- when 0
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- $temp_hp += @hp
- $temp_sp += @sp
- $temp_str += @hp_str
- $temp_dex += @hp_dex
- $temp_agi += @hp_agi
- $temp_int += @hp_int
- $point -= 1
- @lvup_window.refresh
- s_disable
- return
- when 1
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- $temp_str += @str_str
- $temp_hp += @str_hp
- $temp_sp += @str_sp
- $temp_dex += @str_dex
- $temp_agi += @str_agi
- $temp_int += @str_int
- $point -= 1
- @lvup_window.refresh
- s_disable
- return
- when 2
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- $temp_dex += @dex_dex
- $temp_hp += @dex_hp
- $temp_sp += @dex_sp
- $temp_str += @dex_str
- $temp_agi += @dex_agi
- $temp_int += @dex_int
- $point -= 1
- @lvup_window.refresh
- s_disable
- return
- when 3
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- $temp_agi += @agi_agi
- $temp_hp += @agi_hp
- $temp_sp += @agi_sp
- $temp_str += @agi_str
- $temp_dex += @agi_dex
- $temp_int += @agi_int
- $point -= 1
- @lvup_window.refresh
- s_disable
- return
- when 4
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- $temp_int += @int_int
- $temp_hp += @int_hp
- $temp_sp += @int_sp
- $temp_str += @int_str
- $temp_dex += @int_dex
- $temp_agi += @int_agi
- $point -= 1
- @lvup_window.refresh
- s_disable
- return
- end
- end
- #=============================================================
- # 什么都没有按下的情况
- #=============================================================
- case @command_window.index
- when 0 # 增加体力
- temptext1 = @text_hp + @hp.to_s + "点 " + @text_str + @hp_str.to_s + "点 " + @text_dex + @hp_dex.to_s + "点"
- temptext2 = @text_sp + @sp.to_s + "点 " + @text_agi + @hp_agi.to_s + "点 " + @text_int + @hp_int.to_s + "点"
- @help_window.lvup_text(@text_hp_sc , @text_2 , temptext1 , temptext2)
- when 1 # 增加力量
- temptext1 = @text_hp + @str_hp.to_s + "点 " + @text_str + @str_str.to_s + "点 " + @text_dex + @str_dex.to_s + "点"
- temptext2 = @text_sp + @str_sp.to_s + "点 " + @text_agi + @str_agi.to_s + "点 " + @text_int + @str_int.to_s + "点"
- @help_window.lvup_text(@text_str_sc , @text_2 , temptext1 , temptext2)
- when 2 # 增加灵巧
- temptext1 = @text_hp + @dex_hp.to_s + "点 " + @text_str + @dex_agi.to_s + "点 " + @text_dex + @dex_dex.to_s + "点"
- temptext2 = @text_sp + @dex_sp.to_s + "点 " + @text_agi + @dex_agi.to_s + "点 " + @text_int + @dex_int.to_s + "点"
- @help_window.lvup_text(@text_dex_sc , @text_2 , temptext1 , temptext2)
- when 3 # 增加速度
- temptext1 = @text_hp + @agi_hp.to_s + "点 " + @text_str + @agi_str.to_s + "点 " + @text_dex + @agi_dex.to_s + "点"
- temptext2 = @text_sp + @agi_sp.to_s + "点 " + @text_agi + @agi_agi.to_s + "点 " + @text_int + @agi_int.to_s + "点"
- @help_window.lvup_text(@text_agi_sc , @text_2 , temptext1 , temptext2)
- when 4 # 增加魔力
- temptext1 = @text_hp + @int_hp.to_s + "点 " + @text_str + @int_str.to_s + "点 " + @text_dex + @int_dex.to_s + "点"
- temptext2 = @text_sp + @int_sp.to_s + "点 " + @text_agi + @int_agi.to_s + "点 " + @text_int + @int_int.to_s + "点"
- @help_window.lvup_text(@text_int_sc , @text_2 , temptext1 , temptext2)
- when 5 # 保存设定
- @help_window.lvup_text(@text_save)
- when 6 # 点数重置
- @help_window.lvup_text(@text_reset)
- end
- #=============================================================
- # 按下R与L换人的情况
- #=============================================================
- # if Input.trigger?(Input::R)
- if Input.trigger?(Input::RIGHT)
- # 演奏光标 SE
- $game_system.se_play($data_system.cursor_se)
- # 移至下一位角色
- @actor_index += 1
- @actor_index %= $game_party.actors.size
- # 切换到别的状态画面
- $scene = Scene_Lvup.new(@actor_index , @command_window.index)
- return
- end
- # 按下 L 键的情况下
- #if Input.trigger?(Input::L)
- if Input.trigger?(Input::LEFT)
- # 演奏光标 SE
- $game_system.se_play($data_system.cursor_se)
- # 移至上一位角色
- @actor_index += $game_party.actors.size - 1
- @actor_index %= $game_party.actors.size
- # 切换到别的状态画面
- $scene = Scene_Lvup.new(@actor_index , @command_window.index)
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 选项明暗判断
- #--------------------------------------------------------------------------
- def s_disable
- # 判断剩余点数是否为0,如果为0,那么增加选项表示为暗色
- if $point == 0
- @command_window.disable_item(0)
- @command_window.disable_item(1)
- @command_window.disable_item(2)
- @command_window.disable_item(3)
- @command_window.disable_item(4)
- else
- @command_window.able_item(0)
- @command_window.able_item(1)
- @command_window.able_item(2)
- @command_window.able_item(3)
- @command_window.able_item(4)
- end
- end
- end
复制代码
老夫子于2011-5-12 23:24补充以下内容:- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- class Scene_Save
- #--------------------------------------------------------------------------
- # ● 写入存档数据
- # file : 写入用文件对像 (已经打开)
- #--------------------------------------------------------------------------
- def write_save_data(file)
- # 生成描绘存档文件用的角色图形
- characters = []
- for i in 0...[$game_party.actors.size,4].min
- actor = $game_party.actors[i]
- characters.push([actor.character_name, actor.character_hue])
- end
- # 写入描绘存档文件用的角色数据
- Marshal.dump(characters, file)
- # 写入测量游戏时间用画面计数
- Marshal.dump(Graphics.frame_count, file)
- # 增加 1 次存档次数
- $game_system.save_count += 1
- # 保存魔法编号
- # (将编辑器保存的值以随机值替换)
- $game_system.magic_number = $data_system.magic_number
- # 写入各种游戏对像
- Marshal.dump($game_system, file)
- Marshal.dump($game_switches, file)
- Marshal.dump($game_variables, file)
- Marshal.dump($game_self_switches, file)
- Marshal.dump($game_screen, file)
- Marshal.dump($game_actors, file)
- Marshal.dump($game_party, file)
- Marshal.dump($game_troop, file)
- Marshal.dump($game_map, file)
- Marshal.dump($game_player, file)
- end
- end
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● 设置物品或特技对像方的战斗者
- # scope : 特技或者是物品的范围
- #--------------------------------------------------------------------------
- def set_target_battlers(scope)
- # 行动方的战斗者是敌人的情况下
- if @active_battler.is_a?(Game_Enemy)
- # 效果范围分支
- case scope
- when 1 # 敌单体
- index = @active_battler.current_action.target_index
- @target_battlers.push($game_party.smooth_target_actor(index))
- when 2 # 敌全体
- for actor in 0...[$game_party.actors.size,4].min
- if $game_party.actors[actor].exist?
- @target_battlers.push($game_party.actors[actor])
- end
- end
- when 3 # 我方单体
- index = @active_battler.current_action.target_index
- @target_battlers.push($game_troop.smooth_target_enemy(index))
- when 4 # 我方全体
- for enemy in $game_troop.enemies
- if enemy.exist?
- @target_battlers.push(enemy)
- end
- end
- when 5 # 我方单体 (HP 0)
- index = @active_battler.current_action.target_index
- enemy = $game_troop.enemies[index]
- if enemy != nil and enemy.hp0?
- @target_battlers.push(enemy)
- end
- when 6 # 我方全体 (HP 0)
- for enemy in $game_troop.enemies
- if enemy != nil and enemy.hp0?
- @target_battlers.push(enemy)
- end
- end
- when 7 # 使用者
- @target_battlers.push(@active_battler)
- end
- end
- # 行动方的战斗者是角色的情况下
- if @active_battler.is_a?(Game_Actor)
- # 效果范围分支
- case scope
- when 1 # 敌单体
- index = @active_battler.current_action.target_index
- @target_battlers.push($game_troop.smooth_target_enemy(index))
- when 2 # 敌全体
- for enemy in $game_troop.enemies
- if enemy.exist?
- @target_battlers.push(enemy)
- end
- end
- when 3 # 我方单体
- index = @active_battler.current_action.target_index
- @target_battlers.push($game_party.smooth_target_actor(index))
- when 4 # 我方全体
- for actor in 0...[$game_party.actors.size,4].min
- if $game_party.actors[actor].exist?
- @target_battlers.push($game_party.actors[actor])
- end
- end
- when 5 # 我方单体 (HP 0)
- index = @active_battler.current_action.target_index
- actor = $game_party.actors[index]
- if actor != nil and actor.hp0?
- @target_battlers.push(actor)
- end
- when 6 # 我方全体 (HP 0)
- for actor in 0...[$game_party.actors.size,4].min
- if $game_party.actors[actor] != nil and $game_party.actors[actor].hp0?
- @target_battlers.push($game_party.actors[actor])
- end
- end
- when 7 # 使用者
- @target_battlers.push(@active_battler)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 生成行动循序
- #--------------------------------------------------------------------------
- def make_action_orders
- # 初始化序列 @action_battlers
- @action_battlers = []
- # 添加敌人到 @action_battlers 序列
- for enemy in $game_troop.enemies
- @action_battlers.push(enemy)
- end
- # 添加角色到 @action_battlers 序列
- for actor in 0...[$game_party.actors.size,4].min
- @action_battlers.push($game_party.actors[actor])
- end
- # 确定全体的行动速度
- for battler in @action_battlers
- battler.make_action_speed
- end
- # 按照行动速度从大到小排列
- @action_battlers.sort! {|a,b|
- b.current_action.speed - a.current_action.speed }
- 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..5]
- # 获得 EXP
- for i in 0...[$game_party.actors.size,4].min
- 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)
- # 获得宝物
- for item in treasures
- case item
- when RPG::Item
- $game_party.gain_item(item.id, 1)
- when RPG::Weapon
- $game_party.gain_weapon(item.id, 1)
- when RPG::Armor
- $game_party.gain_armor(item.id, 1)
- end
- end
- # 生成战斗结果窗口
- @result_window = Window_BattleResult.new(exp, gold, treasures)
- # 设置等待计数
- @phase5_wait_count = 100
- end
- #--------------------------------------------------------------------------
- # ● 转到输入下一个角色的命令
- #--------------------------------------------------------------------------
- def phase3_next_actor
- # 循环
- begin
- # 角色的明灭效果 OFF
- if @active_battler != nil
- @active_battler.blink = false
- end
- # 最后的角色的情况
- if @actor_index == [$game_party.actors.size-1,3].min
- # 开始主回合
- start_phase4
- return
- end
- # 推进角色索引
- @actor_index += 1
- @active_battler = $game_party.actors[@actor_index]
- @active_battler.blink = true
- # 如果角色是在无法接受指令的状态就再试
- end until @active_battler.inputable?
- # 设置角色的命令窗口
- phase3_setup_command_window
- end
- end
- class Arrow_Actor < Arrow_Base
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 光标右
- if Input.repeat?(Input::RIGHT)
- $game_system.se_play($data_system.cursor_se)
- @index += 1
- @index %= [$game_party.actors.size,4].min
- end
- # 光标左
- if Input.repeat?(Input::LEFT)
- $game_system.se_play($data_system.cursor_se)
- @index += $game_party.actors.size - 1
- @index %= [$game_party.actors.size,4].min
- end
- # 设置活动块坐标
- if self.actor != nil
- self.x = self.actor.screen_x
- self.y = self.actor.screen_y
- end
- end
- end
- #==============================================================================
- # ■ Window_Target
- #------------------------------------------------------------------------------
- # 物品画面与特技画面的、使用对像角色选择窗口。
- #==============================================================================
- class Window_Target < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 336, 480)
- self.contents = Bitmap.new(width - 32, $game_party.actors.size*112)
- self.z += 10
- @item_max = 999#$game_party.actors.size
- @top_row = 0
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- for i in 0...$game_party.actors.size
- x = 4
- y = i * 112
- actor = $game_party.actors[i]
- draw_actor_name(actor, x, y)
- draw_actor_class(actor, x + 144, y)
- draw_actor_level(actor, x + 8, y + 32)
- draw_actor_state(actor, x + 8, y + 64)
- draw_actor_hp(actor, x + 152, y + 32)
- draw_actor_sp(actor, x + 152, y + 64)
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新光标矩形
- #--------------------------------------------------------------------------
- def update_cursor_rect
- # 光标位置 -1 为全选、-2 以下为单独选择 (使用者自身)
- if @index <= -2
- self.cursor_rect.set(0, (@index + 10) * 112, self.width - 32, 96)
- elsif @index == -1
- self.cursor_rect.set(0, 0, self.width - 32, @item_max * 112 - 20)
- else
- tpy = @index * 112 - self.oy
- self.cursor_rect.set(0, tpy, self.width - 32, 96)
- if @index < @top_row
- @top_row = @index
- self.oy = @top_row *112
- end
- if @index > @top_row+3
- @top_row = @index-3
- self.oy = @top_row *112
- end
- end
- end
- end
- #==============================================================================
- # ■ Window_MenuStatus
- #------------------------------------------------------------------------------
- # 显示菜单画面和同伴状态的窗口。
- #==============================================================================
- class Window_MenuStatus < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化目标
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 480, 480)
- self.contents = Bitmap.new(width - 32, $game_party.actors.size*112)
- refresh
- @top_row = 0
- self.active = false
- self.index = -1
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- @item_max = $game_party.actors.size
- for i in 0...$game_party.actors.size
- x = 64
- y = i * 112
- if i <=3
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x,y,340,32,"[出战]",2)
- self.contents.font.color = normal_color
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x,y,340,32,"[出战]",2)
- self.contents.font.color = normal_color
- end
- actor = $game_party.actors[i]
- draw_actor_graphic(actor, x - 40, y + 80)
- draw_actor_name(actor, x, y)
- draw_actor_class(actor, x + 144, y)
- draw_actor_level(actor, x, y + 32)
- draw_actor_state(actor, x + 90, y + 32)
- draw_actor_exp(actor, x, y + 64)
- draw_actor_hp(actor, x + 236, y + 32)
- draw_actor_sp(actor, x + 236, y + 64)
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新光标矩形
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if @index < 0
- self.cursor_rect.empty
- else
- tpy = @index * 112 - self.oy
- self.cursor_rect.set(0, tpy, self.width - 32, 96)
- if @index < @top_row
- @top_row = @index
- self.oy = @top_row *112
- end
- if @index > @top_row+3
- @top_row = @index-3
- self.oy = @top_row *112
- end
- end
- end
- end
- class Game_Party
- #--------------------------------------------------------------------------
- # ● 全灭判定
- #--------------------------------------------------------------------------
- def all_dead?
- # 同伴人数为 0 的情况下
- if $game_party.actors.size == 0
- return false
- end
- # 同伴中无人 HP 在 0 以上
- for i in 0..3
- if @actors[i] != nil and@actors[i].hp >0
- return false
- end
- end
- # 全灭
- return true
- end
- #--------------------------------------------------------------------------
- # ● 加入同伴
- # actor_id : 角色 ID
- #--------------------------------------------------------------------------
- def add_actor(actor_id)
- # 获取角色
- actor = $game_actors[actor_id]
- # 同伴人数未满 4 人、本角色不在队伍中的情况下
- if not @actors.include?(actor)
- # 添加角色
- @actors.push(actor)
- # 还原主角
- $game_player.refresh
- end
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- class Scene_Menu
- # --------------------------------
- def initialize(menu_index = 0)
- @menu_index = menu_index
- @changer = 0
- @where = 0
- @checker = 0
- end
- # --------------------------------
- def main
- s1 = $data_system.words.item
- s2 = $data_system.words.skill
- s3 = $data_system.words.equip
- s4 = "人物状态"
- s5 = "储存进度"
- s6 = "离开游戏"
- s7 = "队形整理"
- s8 = "任务记录"
- s9 = "冒险记录"
- s10= "升级加点"
- s11= "卡片附魔"
- @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8, s9,s10,s11])
- @command_window.index = @menu_index
- if $game_party.actors.size == 0
- @command_window.disable_item(0)
- @command_window.disable_item(1)
- @command_window.disable_item(2)
- @command_window.disable_item(3)
- end
- if $game_system.save_disabled
- @command_window.disable_item(4)
- end
- if $game_party.actors.size == 1
- @command_window.disable_item(6)
- end
- @playtime_window = Window_Gold1.new
- @playtime_window.x = 0
- @playtime_window.y = 380
- @gold_window = Window_Gold.new
- @gold_window.x = 0
- @gold_window.y = 416
- @status_window = Window_MenuStatus.new
- @status_window.x = 160
- @status_window.y = 0
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- @command_window.dispose
- @playtime_window.dispose
- @gold_window.dispose
- @status_window.dispose
- end
- # --------------------------------
- def update
- @command_window.update
- @playtime_window.update
- @gold_window.update
- @status_window.update
- if @command_window.active
- update_command
- return
- end
- if @status_window.active
- update_status
- return
- end
- end
- # --------------------------------
- def update_command
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
-
- $scene = Scene_Map.new
- return
- end
- if Input.trigger?(Input::C)
- if $game_party.actors.size == 0 and @command_window.index < 4
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- if $game_party.actors.size == 1 and @command_window.index ==6
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- case @command_window.index
- when 0
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Item.new
- when 1
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 2
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 3
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 4
- if $game_system.save_disabled
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Save.new
- when 5
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_End.new
- when 6
- $game_system.se_play($data_system.decision_se)
- @checker = 0
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 7
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 8
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 9
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Lvup.new
- when 10
- $game_system.se_play($data_system.decision_se)
- $scene = Materia_Shop.new
-
- end
- return
- end
- end
- # --------------------------------
- def update_status
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @command_window.active = true
- @status_window.active = false
- @status_window.index = -1
- return
- end
- if Input.trigger?(Input::C)
- case @command_window.index
- when 1
- if $game_party.actors[@status_window.index].restriction >= 2
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Skill.new(@status_window.index)
- when 2
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Equip.new(@status_window.index)
- when 3
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Status.new(@status_window.index)
- when 6
- $game_system.se_play($data_system.decision_se)
- if @checker == 0
- @changer = $game_party.actors[@status_window.index]
- @where = @status_window.index
- @checker = 1
- else
- $game_party.actors[@where] = $game_party.actors[@status_window.index]
- $game_party.actors[@status_window.index] = @changer
- @checker = 0
- @status_window.refresh
- end
- when 7
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Task.new
- when 8
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_youmother.new
- # $scene = Scene_MonsterBook.new
- when 9
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Lvup.new
- when 10
- $game_system.se_play($data_system.decision_se)
- $scene = Materia_Shop.new
- end
- return
- end
- end
- end
-
-
- #插件(升级加点,换队伍顺序,人物介绍,动态行走图)
-
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- # 作者: 柳柳
- #
- # 说明:这是功能我再比较早期的时候发布在幻森,不过那时候比较笨,方法很糟糕
- # 这次是拿上就可以用的。
- #
- # 感谢:Claimh的脚本使我想起这个功能重做了一遍,本想直接用他的,不过他的算法过分
- # 冗余了,没好意思用。
- #==============================================================================
- # 使用方法:默认情况下把静态图变为了走步图。如果想自行修改,提供功能如下:
- #
- # 角色走步图:draw_walk_actor_graphic
- # 角色转向图:draw_turn_actor_graphic
- #
- # 回复原有静态角色图:删除100行以后的内容。修改下面这个变量可以更改行走速度
- #==============================================================================
- WALK_REFRESH_FRAME_SPEED = 10 # 刷新的速度,越大越慢,你可以改为3左右试试看
- #==============================================================================
- # Window_Base
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # 初始化方法
- #--------------------------------------------------------------------------
- alias initialize_walk initialize
- def initialize(x, y, width, height)
- initialize_walk(x, y, width, height)
- @start_walk = false
- @turn_index = 0
- @turn_phase = 0
- end
- #--------------------------------------------------------------------------
- # ★ 角色行走图
- # actor : 角色
- # x : 描绘的 X 坐标
- # y : 描绘的 Y 坐标
- #--------------------------------------------------------------------------
- def draw_walk_actor_graphic(actor, x, y)
- bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
- cw = bitmap.width / 4
- ch = bitmap.height / 4
- @start_turn = true
- case @turn_phase
- when 0
- x_x = 0
- when 1
- x_x = cw
- when 2
- x_x = cw * 2
- when 3
- x_x = cw * 3
- end
- src_rect = Rect.new(x_x, 0, cw, ch)
- self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
- end
- #--------------------------------------------------------------------------
- # ★ 角色转向图
- # actor : 角色
- # x : 描绘的 X 坐标
- # y : 描绘的 Y 坐标
- #--------------------------------------------------------------------------
- def draw_turn_actor_graphic(actor, x, y)
- bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
- cw = bitmap.width / 4
- ch = bitmap.height / 4
- @start_turn = true
- case @turn_phase
- when 0
- x_x = 0
- when 1
- x_x = ch
- when 2
- x_x = ch * 3
- when 3
- x_x = ch * 2
- end
- src_rect = Rect.new(0, x_x, cw, ch)
- self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
- end
- #--------------------------------------------------------------------------
- # 更新(可别使用刷新,玩命耗费内存= =)
- #--------------------------------------------------------------------------
- alias walk_update update
- def update
- walk_update
- if @start_turn == true
- @turn_index += 1
- if @turn_index == WALK_REFRESH_FRAME_SPEED
- refresh
- @turn_index = 0
- @turn_phase = (@turn_phase+1)%4
- end
- end
- end
- end
- #==============================================================================
- # Window_Base
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # 把原有静态图改为动态走步图
- #--------------------------------------------------------------------------
- def draw_actor_graphic(actor, x, y)
- draw_walk_actor_graphic(actor, x, y)
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- # 脚本使用设定:
- LEVEL_UP_POINT = 3 # 每升一级所增加的点数
- LEVEL_UP_VARIABLE = 100 # 储存角色点数的变量编号与角色id编号的差值
- # 默认情况 = 100,
- # 则是数据库里1号角色的加点数存于101号变量
- # 3号角色的加点数存于103号变量。
- # 你可以直接操作变量赠与角色可分配点数
- # 每增加一次点数,各项能力值的变化:357-410行
-
- # 使用方法介绍:
- # 本脚本不会取代原升级功能 也就是说,默认的升级还在,但可以用这个功能手动追加点数。
- # 如果你想纯粹使用手动加点(而升级不提升能力),只要把数据库中角色升级能力,
- # 1-99级全部等于一个相同数值就行了。
- # 呼唤加点场景的方法:$scene = Scene_Lvup.new(角色编号,返回菜单编号)。
- # 默认都是0号
- # 加点场景中,page up,page down换人,如果想加点完毕后返回地图,
- # 464行$scene = Scene_Menu.new(0)改为$scene = Scene_Map.new
- # 推荐脚本搭配:魔法商店脚本,两者结合,制作自由型RPG
- #==============================================================================
- # ■ Window_Command
- #------------------------------------------------------------------------------
- # 一般的命令选择行窗口。(追加定义)
- #==============================================================================
- class Window_Command < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 项目有效化
- # index : 项目编号
- #--------------------------------------------------------------------------
- def able_item(index)
- draw_item(index, normal_color)
- end
- end
- #==============================================================================
- # ■ Game_Actor
- #------------------------------------------------------------------------------
- # 处理角色的类。(再定义)
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 更改 EXP
- # exp : 新的 EXP
- #--------------------------------------------------------------------------
- def exp=(exp)
- @exp = [[exp, 9999999].min, 0].max
- # 升级
- while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
- @level += 1
- # 增加4点可自由分配的点数
- $game_variables[self.id + LEVEL_UP_VARIABLE] += LEVEL_UP_POINT
- # 学会特技
- for j in $data_classes[@class_id].learnings
- if j.level == @level
- learn_skill(j.skill_id)
- end
- end
- end
- # 降级
- while @exp < @exp_list[@level]
- @level -= 1
- end
- # 修正当前的 HP 与 SP 超过最大值
- @hp = [@hp, self.maxhp].min
- @sp = [@sp, self.maxsp].min
- end
- end
- #==============================================================================
- # ■ Window_Base
- #------------------------------------------------------------------------------
- # 游戏中全部窗口的超级类(追加定义)
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ● 描绘 HP
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标的宽
- #--------------------------------------------------------------------------
- def draw_actor_hp_lvup(actor, x, y)
- self.contents.font.color = system_color
- self.contents.draw_text(x , y, 96, 32, "最大" + $data_system.words.hp)
- if $temp_hp == 0
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 120 , y, 48, 32, actor.maxhp.to_s, 2)
- else
- maxhp = actor.maxhp + $temp_hp
- self.contents.font.color = Color.new(255, 128, 128, 255)
- self.contents.draw_text(x + 120 , y, 48, 32, maxhp.to_s ,2)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 155, y, 36, 32, "( ", 2)
- if $temp_hp >=0
- self.contents.font.color = Color.new(255, 128, 128, 255)
- self.contents.draw_text(x + 155, y, 36, 32, " +",2)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 155, y, 36, 32, " -",2)
- end
- self.contents.draw_text(x + 200, y, 36, 32, $temp_hp.to_s, 2)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 215, y, 36, 32, ")", 2)
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘 SP
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标的宽
- #--------------------------------------------------------------------------
- def draw_actor_sp_lvup(actor, x, y)
- self.contents.font.color = system_color
- self.contents.draw_text(x , y, 96, 32, "最大" + $data_system.words.sp)
- if $temp_sp == 0
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 120 , y, 48, 32, actor.maxsp.to_s, 2)
- else
- maxsp = actor.maxsp + $temp_sp
- self.contents.font.color = Color.new(255, 128, 128, 255)
- self.contents.draw_text(x + 120 , y, 48, 32, maxsp.to_s ,2)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 155, y, 36, 32, "( ", 2)
- if $temp_sp >=0
- self.contents.font.color = Color.new(255, 128, 128, 255)
- self.contents.draw_text(x + 155, y, 36, 32, " +",2)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 155, y, 36, 32, " -",2)
- end
- self.contents.draw_text(x + 200, y, 36, 32, $temp_sp.to_s, 2)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 215, y, 36, 32, ")", 2)
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘能力值
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # type : 能力值种类 (0~4)
- #--------------------------------------------------------------------------
- def draw_actor_lvup(actor, x, y, type)
- # 定义数字颜色
- lvup = normal_color
- upcolor = Color.new(255, 128, 128, 255)
- self.contents.font.color = normal_color
- case type
- when 0
- parameter_name = $data_system.words.str
- parameter_value = actor.str
- parameter_value_temp = parameter_value + $temp_str
- if $temp_str != 0
- lvup = upcolor
- self.contents.draw_text(x + 256, y, 16, 32, "(")
- if $temp_str >= 0
- self.contents.font.color = lvup
- self.contents.draw_text(x + 272, y, 80, 32, "+",0)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 272, y, 80, 32, "-",0)
- end
- self.contents.draw_text(x + 272, y, 80, 32, $temp_str.abs.to_s,1)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
- end
- when 1
- parameter_name = $data_system.words.dex
- parameter_value = actor.dex
- parameter_value_temp = parameter_value + $temp_dex
- if $temp_dex != 0
- lvup = upcolor
- self.contents.draw_text(x + 256, y, 16, 32, "(")
- if $temp_dex >= 0
- self.contents.font.color = lvup
- self.contents.draw_text(x + 272, y, 80, 32, "+",0)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 272, y, 80, 32, "-",0)
- end
- self.contents.draw_text(x + 272, y, 80, 32, $temp_dex.abs.to_s,1)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
- end
- when 2
- parameter_name = $data_system.words.agi
- parameter_value = actor.agi
- parameter_value_temp = parameter_value + $temp_agi
- if $temp_agi != 0
- lvup = upcolor
- self.contents.draw_text(x + 256, y, 16, 32, "(")
- if $temp_agi >= 0
- self.contents.font.color = lvup
- self.contents.draw_text(x + 272, y, 80, 32, "+",0)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 272, y, 80, 32, "-",0)
- end
- self.contents.draw_text(x + 272, y, 80, 32, $temp_agi.abs.to_s,1)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
- end
- when 3
- parameter_name = $data_system.words.int
- parameter_value = actor.int
- parameter_value_temp = parameter_value + $temp_int
- if $temp_int != 0
- lvup = upcolor
- self.contents.draw_text(x + 256, y, 16, 32, "(")
- if $temp_int >= 0
- self.contents.font.color = lvup
- self.contents.draw_text(x + 272, y, 80, 32, "+",0)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 272, y, 80, 32, "-",0)
- end
- self.contents.draw_text(x + 272, y, 80, 32, $temp_int.abs.to_s,1)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
- end
- when 4
- parameter_name = "剩余点数"
- parameter_value = $point
- if $point != 0
- lvup = upcolor
- end
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 120, 32, parameter_name)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s)
- if type != 4
- self.contents.draw_text(x + 150, y, 36, 32, "→")
- end
- self.contents.font.color = lvup
- self.contents.draw_text(x + 180, y, 60, 32, parameter_value_temp.to_s)
- self.contents.font.color = normal_color
- end
- end
- #==============================================================================
- # ■ Window_lvup
- #------------------------------------------------------------------------------
- # 显示升级状态窗口。
- #==============================================================================
- class Window_Lvup < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # actor : 角色
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(0, 0, 512, 320)
- self.contents = Bitmap.new(width - 32, height - 32)
- @actor = actor
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- draw_actor_graphic(@actor, 40, 112)
- draw_actor_name(@actor, 4, 0)
- draw_actor_class(@actor, 4 + 144, 0)
- draw_actor_level(@actor, 96, 32)
- draw_actor_state(@actor, 96, 64)
- draw_actor_hp_lvup(@actor, 96+128, 32)
- draw_actor_sp_lvup(@actor, 96+128, 64)
- draw_actor_lvup(@actor, 96, 128, 0)
- draw_actor_lvup(@actor, 96, 160, 1)
- draw_actor_lvup(@actor, 96, 192, 2)
- draw_actor_lvup(@actor, 96, 224, 3)
- draw_actor_lvup(@actor, 96, 256, 4)
- end
- end
- #==============================================================================
- # ■ Window_Help
- #------------------------------------------------------------------------------
- # 特技及物品的说明、角色的状态显示的窗口。
- #==============================================================================
- class Window_Lvup_Help < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(0, 320, 640, 160)
- self.contents = Bitmap.new(width - 32, height - 32)
- @test = "" #——这个东西用来检测,节约内存专用
- end
- #--------------------------------------------------------------------------
- # ● 设置文本
- #--------------------------------------------------------------------------
- def lvup_text(text1, text2 = nil, text3 = nil, text4 = nil)
- if @test != text1
- @test = text1
- else
- return
- end
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 0, self.width - 40, 32, text1)
- if text2 != nil
- self.contents.draw_text(4 , 32, self.width - 40, 32, text2)
- end
- self.contents.font.size -= 4
- if text3 != nil
- self.contents.draw_text(4 , 64, self.width - 40, 32, text3)
- end
- if text4 != nil
- self.contents.draw_text(4 , 96, self.width - 40, 32, text4)
- end
- self.contents.font.size += 4
- end
- end
- #==============================================================================
- # ■ Scene_lvup
- #------------------------------------------------------------------------------
- # 处理升级画面的类。
- #==============================================================================
- class Scene_Lvup
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # actor_index : 角色索引
- # menu_index : 选项起始位置
- #--------------------------------------------------------------------------
- def initialize(actor_index = 0 , menu_index = 0)
- @actor_index = actor_index
- @menu_index = menu_index
- end
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- s1 = "增加体力"
- s2 = "增加"+$data_system.words.str
- s3 = "增加"+$data_system.words.dex
- s4 = "增加"+$data_system.words.agi
- s5 = "增加"+$data_system.words.int
- s6 = "确认加点"
- s7 = "点数重置"
- @command_window = Window_Command.new(128, [s1, s2, s3, s4, s5, s6, s7])
- @command_window.index = @menu_index
- # 获取角色
- @actor = $game_party.actors[@actor_index]
- # 将角色的剩余点数带入
- $point = $game_variables[@actor.id + LEVEL_UP_VARIABLE]
- # 初始化临时量
- $temp_str = 0
- $temp_dex = 0
- $temp_agi = 0
- $temp_int = 0
- $temp_hp = 0
- $temp_sp = 0
- #=========================================================================
- # 特别提示:这些设置也可以使用小数,但是可能出现0值意外错误
- # (各种编程语言都有这种意外),建议还是使用整数,正负不限
- #=========================================================================
- # 每提升一次力量,提升多少附加能力
- #=========================================================================
- @str_hp = 2 # 每提升一次力量附加提升多少HP
- @str_sp = 2 # 每提升一次力量附加提升多少SP
- @str_dex = 1 # 每提升一次力量附加提升多少灵巧
- @str_agi = 1 # 每提升一次力量附加提升多少速度
- @str_int = 0 # 每提升一次力量附加提升多少魔力
- @str_str = 5 # 每提升一次力量附加提升多少力量
- #=========================================================================
- # 每提升一次灵巧,提升多少附加能力
- #=========================================================================
- @dex_hp = 3 # 每提升一次灵巧附加提升多少HP
- @dex_sp = 2 # 每提升一次灵巧附加提升多少SP
- @dex_str = 1 # 每提升一次灵巧附加提升多少力量
- @dex_agi = 1 # 每提升一次灵巧附加提升多少速度
- @dex_int = 0 # 每提升一次灵巧附加提升多少魔力
- @dex_dex = 5 # 每提升一次灵巧附加提升多少灵巧
- #=========================================================================
- # 每提升一次速度,提升多少附加能力
- #=========================================================================
- @agi_hp = 3 # 每提升一次速度附加提升多少HP
- @agi_sp = 2 # 每提升一次速度附加提升多少SP
- @agi_str = 1 # 每提升一次速度附加提升多少力量
- @agi_dex = 1 # 每提升一次速度附加提升多少灵巧
- @agi_int = 0 # 每提升一次速度附加提升多少魔力
- @agi_agi = 2 # 每提升一次速度附加提升多少速度
- #=========================================================================
- # 每提升一次魔力,提升多少附加能力
- #=========================================================================
- @int_hp = 1 # 每提升一次魔力附加提升多少HP
- @int_sp = 10 # 每提升一次魔力附加提升多少SP
- @int_str = -1 # 每提升一次魔力附加提升多少力量
- @int_dex = -1 # 每提升一次魔力附加提升多少灵巧
- @int_agi = -1 # 每提升一次魔力附加提升多少速度
- @int_int = 10 # 每提升一次魔力附加提升多少魔力
- #=========================================================================
- # 每提升一次体力,提升多少附加能力
- #=========================================================================
- @hp = 15 # 每提升一次体力提升多少HP
- @sp = 10 # 每提升一次体力提升多少SP
- @hp_str = -1 # 每提升一次体力提升多少力量
- @hp_dex = -1 # 每提升一次体力提升多少速度
- @hp_agi = -1 # 每提升一次体力提升多少灵巧
- @hp_int = -1 # 每提升一次体力提升多少魔力
- # 定义说明文字
- @text_hp_sc = "体力可以增加生存的能力,可以延长生存的时间!"
- @text_str_sc = $data_system.words.str + "可以增加物理攻击和物理技能的威力!"
- @text_dex_sc = $data_system.words.dex + "可以提高攻击的命中率和必杀!"
- @text_agi_sc = $data_system.words.agi + "可以提高回避、命中、逃跑成功率!"
- @text_int_sc = $data_system.words.int + "可以提高魔法的效果,可以增加1点魔法!"
- @text_save = "保存分配情况并返回游戏"
- @text_reset= "重新分配能力点数"
- @text_2 = "每增加一次此项能力值,可以提升能力值"
- @text_hp = "最大" + $data_system.words.hp + "值"
- @text_sp = "最大" + $data_system.words.sp + "值"
- @text_str = "最大" + $data_system.words.str + "值"
- @text_dex = "最大" + $data_system.words.dex + "值"
- @text_agi = "最大" + $data_system.words.agi + "值"
- @text_int = "最大" + $data_system.words.int + "值"
- s_disable
- # 生成状态窗口
- @lvup_window = Window_Lvup.new(@actor)
- @lvup_window.x = 128
- @lvup_window.y = 0
- # 生成帮助窗口并初始化帮助文本
- @help_window = Window_Lvup_Help.new
- # 执行过渡
- Graphics.transition(0, "Graphics/Transitions/" + $data_system.battle_transition)
- # 主循环
- loop do
- # 刷新游戏画面
- Graphics.update
- # 刷新输入信息
- Input.update
- # 刷新画面
- update
- # 如果切换画面就中断循环
- if $scene != self
- break
- end
- end
- # 准备过渡
- Graphics.freeze
- # 释放窗口
- @command_window.dispose
- @lvup_window.dispose
- @help_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- # 刷新窗口
- @command_window.update
- # 选项明暗判断(因为太消耗资源,所以屏蔽掉了)
- s_disable
- @lvup_window.update
- #=============================================================
- # 按下 B 键的情况下
- #=============================================================
- if Input.trigger?(Input::B)
- # 演奏取消 SE
- $game_system.se_play($data_system.cancel_se)
- # 切换到地图画面
- $scene = Scene_Menu.new(9)
- return
- end
- #=============================================================
- # 按下 C 键的情况下
- #=============================================================
- if Input.trigger?(Input::C)
- if @command_window.index == 5
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 将角色的剩余点数带回
- $game_variables[@actor.id + LEVEL_UP_VARIABLE] = $point
- # 将角色点数实际加上
- @actor.str += $temp_str
- @actor.dex += $temp_dex
- @actor.agi += $temp_agi
- @actor.int += $temp_int
- @actor.maxhp += $temp_hp
- @actor.maxsp += $temp_sp
- # 切换到地图画面
- $scene = Scene_Menu.new(9)
- return
- end
- if @command_window.index == 6
- # 演奏确定 SE
- $game_system.se_play($data_system.cancel_se)
- # 将角色的剩余点数带入
- $point = $game_variables[@actor.id + LEVEL_UP_VARIABLE]
- # 初始化临时量
- $temp_str = 0
- $temp_dex = 0
- $temp_agi = 0
- $temp_int = 0
- $temp_hp = 0
- $temp_sp = 0
- @lvup_window.refresh
- return
- end
- if $point == 0
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- case @command_window.index
- when 0
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- $temp_hp += @hp
- $temp_sp += @sp
- $temp_str += @hp_str
- $temp_dex += @hp_dex
- $temp_agi += @hp_agi
- $temp_int += @hp_int
- $point -= 1
- @lvup_window.refresh
- s_disable
- return
- when 1
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- $temp_str += @str_str
- $temp_hp += @str_hp
- $temp_sp += @str_sp
- $temp_dex += @str_dex
- $temp_agi += @str_agi
- $temp_int += @str_int
- $point -= 1
- @lvup_window.refresh
- s_disable
- return
- when 2
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- $temp_dex += @dex_dex
- $temp_hp += @dex_hp
- $temp_sp += @dex_sp
- $temp_str += @dex_str
- $temp_agi += @dex_agi
- $temp_int += @dex_int
- $point -= 1
- @lvup_window.refresh
- s_disable
- return
- when 3
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- $temp_agi += @agi_agi
- $temp_hp += @agi_hp
- $temp_sp += @agi_sp
- $temp_str += @agi_str
- $temp_dex += @agi_dex
- $temp_int += @agi_int
- $point -= 1
- @lvup_window.refresh
- s_disable
- return
- when 4
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- $temp_int += @int_int
- $temp_hp += @int_hp
- $temp_sp += @int_sp
- $temp_str += @int_str
- $temp_dex += @int_dex
- $temp_agi += @int_agi
- $point -= 1
- @lvup_window.refresh
- s_disable
- return
- end
- end
- #=============================================================
- # 什么都没有按下的情况
- #=============================================================
- case @command_window.index
- when 0 # 增加体力
- temptext1 = @text_hp + @hp.to_s + "点 " + @text_str + @hp_str.to_s + "点 " + @text_dex + @hp_dex.to_s + "点"
- temptext2 = @text_sp + @sp.to_s + "点 " + @text_agi + @hp_agi.to_s + "点 " + @text_int + @hp_int.to_s + "点"
- @help_window.lvup_text(@text_hp_sc , @text_2 , temptext1 , temptext2)
- when 1 # 增加力量
- temptext1 = @text_hp + @str_hp.to_s + "点 " + @text_str + @str_str.to_s + "点 " + @text_dex + @str_dex.to_s + "点"
- temptext2 = @text_sp + @str_sp.to_s + "点 " + @text_agi + @str_agi.to_s + "点 " + @text_int + @str_int.to_s + "点"
- @help_window.lvup_text(@text_str_sc , @text_2 , temptext1 , temptext2)
- when 2 # 增加灵巧
- temptext1 = @text_hp + @dex_hp.to_s + "点 " + @text_str + @dex_agi.to_s + "点 " + @text_dex + @dex_dex.to_s + "点"
- temptext2 = @text_sp + @dex_sp.to_s + "点 " + @text_agi + @dex_agi.to_s + "点 " + @text_int + @dex_int.to_s + "点"
- @help_window.lvup_text(@text_dex_sc , @text_2 , temptext1 , temptext2)
- when 3 # 增加速度
- temptext1 = @text_hp + @agi_hp.to_s + "点 " + @text_str + @agi_str.to_s + "点 " + @text_dex + @agi_dex.to_s + "点"
- temptext2 = @text_sp + @agi_sp.to_s + "点 " + @text_agi + @agi_agi.to_s + "点 " + @text_int + @agi_int.to_s + "点"
- @help_window.lvup_text(@text_agi_sc , @text_2 , temptext1 , temptext2)
- when 4 # 增加魔力
- temptext1 = @text_hp + @int_hp.to_s + "点 " + @text_str + @int_str.to_s + "点 " + @text_dex + @int_dex.to_s + "点"
- temptext2 = @text_sp + @int_sp.to_s + "点 " + @text_agi + @int_agi.to_s + "点 " + @text_int + @int_int.to_s + "点"
- @help_window.lvup_text(@text_int_sc , @text_2 , temptext1 , temptext2)
- when 5 # 保存设定
- @help_window.lvup_text(@text_save)
- when 6 # 点数重置
- @help_window.lvup_text(@text_reset)
- end
- #=============================================================
- # 按下R与L换人的情况
- #=============================================================
- # if Input.trigger?(Input::R)
- if Input.trigger?(Input::RIGHT)
- # 演奏光标 SE
- $game_system.se_play($data_system.cursor_se)
- # 移至下一位角色
- @actor_index += 1
- @actor_index %= $game_party.actors.size
- # 切换到别的状态画面
- $scene = Scene_Lvup.new(@actor_index , @command_window.index)
- return
- end
- # 按下 L 键的情况下
- #if Input.trigger?(Input::L)
- if Input.trigger?(Input::LEFT)
- # 演奏光标 SE
- $game_system.se_play($data_system.cursor_se)
- # 移至上一位角色
- @actor_index += $game_party.actors.size - 1
- @actor_index %= $game_party.actors.size
- # 切换到别的状态画面
- $scene = Scene_Lvup.new(@actor_index , @command_window.index)
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 选项明暗判断
- #--------------------------------------------------------------------------
- def s_disable
- # 判断剩余点数是否为0,如果为0,那么增加选项表示为暗色
- if $point == 0
- @command_window.disable_item(0)
- @command_window.disable_item(1)
- @command_window.disable_item(2)
- @command_window.disable_item(3)
- @command_window.disable_item(4)
- else
- @command_window.able_item(0)
- @command_window.able_item(1)
- @command_window.able_item(2)
- @command_window.able_item(3)
- @command_window.able_item(4)
- end
- end
- end
复制代码
老夫子于2011-5-12 23:25补充以下内容:
唉,怎么贴不上代码啊?附件好了
老夫子于2011-5-13 00:07补充以下内容:
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