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Lv1.梦旅人
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- # ▼▲▼ XRXS65. CP制御ターンシステム ver.β ▼▲▼ built 201120
-
- # by 桜雅 在土
-
- #==============================================================================
-
- # □ カスタマイズポイント
-
- #==============================================================================
-
- module XRXS65
-
- #
-
- # “速度战”(数字越大更快)
-
- #
-
- SPEED = 1.0
-
- #
-
- # CP在战斗开始。固定值和占用
-
- #
-
- CP_PRESET_FIXNUM = 0
-
- CP_PRESET_RATIO = 2.0
-
- #
-
- # 转动控制器(零:计数使能/关闭。
-
- # 数値 : 该指数已主宰敌人)
-
- #
-
- TC = 0
-
- #
-
- # 数/转(如果启用TC被忽略。)
-
- #
-
- CPT = 40
-
- #
-
- # 皮肤CP
-
- #
-
- SKIN = "asd" # 窗口图形名称(Graphics/Windowskins中添加)
-
- LINE_HEIGHT = 5 # スキンの"一行"の縦幅[単位:ピクセル]
-
- #
-
- # 表示位置セッティング
-
- #
-
- X_OFFSET = 140 # 横位置
-
- Y_OFFSET = 467 # 縦位置
-
- Y_FF = 10
-
- ALIGN = 0 #对齐方式(CP条的位置。0:左对齐 1:中央 2:右对齐)
-
- MAX = 4 # 確保するサイズ[単位:~人分]
-
- #
-
- # アクターコマンドがポップしたときの効果音
-
- #
-
- COMMAND_UP_SE = "Audio/SE/046-Book01.ogg"
-
- end
-
- #==============================================================================
-
- # --- CP メーターの描画情報の取得 --- (Game_Battlerにインクルードされます)
-
- #==============================================================================
-
- module XRXS_CP
-
- #--------------------------------------------------------------------------
-
- # ○ 皮肤线(或使用排至皮肤)
-
- #--------------------------------------------------------------------------
-
- def cp_linetype
-
- # 对于第二行使用的全部CP皮肤
-
- return 2 if self.cp_full?
-
- # 通常使用的皮肤的第一行
-
- return 1
-
- end
-
- #--------------------------------------------------------------------------
-
- # ○ 米卷[单位:%]
-
- #--------------------------------------------------------------------------
-
- def cp_lineamount
-
- # 对于非战斗显示为0%
-
- return 0 if self.dead?
-
- # 要返回转换到%CP值
-
- return 100 * self.cp / self.max_cp
-
- end
-
- end
-
- #
-
- # 定制点为止。
-
- #------------------------------------------------------------------------------
-
- #==============================================================================
-
- # --- XRXS. CP機構 ---
-
- #==============================================================================
-
- module XRXS_CP_SYSTEM
-
- #----------------------------------------------------------------------------
-
- # ○ AGI的总收购
-
- #----------------------------------------------------------------------------
-
- def self.total_agi
-
- total = 0
-
- for battler in $game_party.actors + $game_troop.enemies
-
- total += battler.agi
-
- end
-
- return total
-
- end
-
- end
-
- #==============================================================================
-
- # --- 模块的功能添加到巴特勒CP---
-
- #==============================================================================
-
- module XRXS_CP
-
- #--------------------------------------------------------------------------
-
- # ○ 最大 CP の取得
-
- #--------------------------------------------------------------------------
-
- def max_cp
-
- return 65535
-
- end
-
- #--------------------------------------------------------------------------
-
- # ○ 获取和设置CP
-
- #--------------------------------------------------------------------------
-
- def cp
-
- return @cp == nil ? @cp = 0 : @cp
-
- end
-
- def cp=(n)
-
- @cp = [[n.to_i, 0].max, self.max_cp].min
-
- end
-
- #--------------------------------------------------------------------------
-
- # ○ CP 初期設定
-
- #--------------------------------------------------------------------------
-
- def cp_preset
-
- percent = self.max_cp * XRXS65::CP_PRESET_RATIO * (rand(16) + 16) * self.agi / XRXS_CP_SYSTEM.total_agi / 24
-
- self.cp = XRXS65::CP_PRESET_FIXNUM #+ percent
-
- end
-
- #--------------------------------------------------------------------------
-
- # ○ CP 计数
-
- #--------------------------------------------------------------------------
-
- def cp_update
-
- self.cp += XRXS65::SPEED * 4096 * self.agi / XRXS_CP_SYSTEM.total_agi
-
- end
-
- #--------------------------------------------------------------------------
-
- # ○ CP 填写?
-
- #--------------------------------------------------------------------------
-
- def cp_full?
-
- return @cp == self.max_cp
-
- end
-
- end
-
- class Game_Battler
-
- include XRXS_CP
-
- end
-
- #==============================================================================
-
- # --- 保护功能 ---
-
- #==============================================================================
-
- class Game_Battler
-
- #--------------------------------------------------------------------------
-
- # ○ 国旗卫士
-
- #--------------------------------------------------------------------------
-
- def guarding=(n)
-
- @guarding = n
-
- end
-
- #--------------------------------------------------------------------------
-
- # ● 防御中判定 [再定義]
-
- #--------------------------------------------------------------------------
-
- def guarding?
-
- return @guarding
-
- end
-
- end
-
- #==============================================================================
-
- # --- 员的决定可以输入命令“:未经CP没有命令 ---
-
- #==============================================================================
-
- module XRXS_CP_INPUTABLE
-
- def inputable?
-
- return (self.cp_full? and super)
-
- end
-
- end
-
- class Game_Actor < Game_Battler
-
- include XRXS_CP_INPUTABLE
-
- end
-
- #==============================================================================
-
- # --- 敌人“采取行动的决定”:没有不带CP命令 ---
-
- #==============================================================================
-
- module XRXS_CP_MOVABLE
-
- def movable?
-
- return (self.cp_full? and super)
-
- end
-
- end
-
- class Game_Enemy < Game_Battler
-
- include XRXS_CP_MOVABLE
-
- end
-
- #==============================================================================
-
- # --- 计数打击CP ---
-
- #==============================================================================
-
- module XRXS_CP_Battle
-
- #--------------------------------------------------------------------------
-
- # ○ 初始化各方CP
-
- #--------------------------------------------------------------------------
-
- def cp_preset_party
-
- for actor in $game_party.actors
-
- actor.cp_preset
-
- end
-
- end
-
- #--------------------------------------------------------------------------
-
- # ○ 初始化所有的部队CP
-
- #--------------------------------------------------------------------------
-
- def cp_preset_troop
-
- for enemy in $game_troop.enemies
-
- enemy.cp_preset
-
- end
-
- end
-
- #--------------------------------------------------------------------------
-
- # ○ 统计了所有的CP巴特勒
-
- #--------------------------------------------------------------------------
-
- def cp_update
-
- for battler in $game_party.actors + $game_troop.enemies
-
- battler.cp_update
-
- end
-
- end
-
- end
-
- class Scene_Battle
-
- include XRXS_CP_Battle
-
- end
-
- #==============================================================================
-
- # ■ Scene_Battle
-
- #==============================================================================
-
- class Scene_Battle
-
- #--------------------------------------------------------------------------
-
- # ● メイン処理
-
- #--------------------------------------------------------------------------
-
- alias xrxs65_main main
-
- def main
-
- # 初期化
-
- @extra_sprites = [] if @extra_sprites == nil
-
- # CP の初期化
-
- cp_preset_party
-
- # CP 创建一米
-
- @cp_meters = CP_Meters.new
-
- # CP 额外的电表登记精灵
-
- @extra_sprites.push(@cp_meters)
-
- # 呼び戻す
-
- xrxs65_main
-
- # メーターの解放
-
- @cp_meters.dispose
-
- end
-
- #--------------------------------------------------------------------------
-
- # ● 前战斗阶段开始
-
- #--------------------------------------------------------------------------
-
- alias xrxs65_start_phase1 start_phase1
-
- def start_phase1
-
- # 召回
-
- xrxs65_start_phase1
-
- #初始化的CP
-
- cp_preset_troop
-
- #更新的CP米
-
- @cp_meters.refresh
-
- # 计算指数
-
- @cp_escape_actor_command_index = @actor_command_window.height/32 - 1
-
- end
-
- #--------------------------------------------------------------------------
-
- # ● 党指挥阶段开始
-
- #--------------------------------------------------------------------------
-
- alias xrxs65_start_phase2 start_phase2
-
- def start_phase2
-
- # 召回
-
- xrxs65_start_phase2
-
- # 禁用党指挥窗口
-
- # @party_command_window.active = false
-
- # @party_command_window.visible = false
-
- # 强制保持第2期
-
- @phase = 2
-
- # 但是,如果已经有一个动作获得3
-
- start_phase3 if anybody_movable?
-
- end
-
- #--------------------------------------------------------------------------
-
- # ○ 打开系统计数CP
-
- #--------------------------------------------------------------------------
-
- def cp_turn_count
-
- $game_temp.battle_turn += 1
-
- # 搜索之战事件的所有网页
-
- for index in 0...$data_troops[@troop_id].pages.size
-
- # 跨度此网页转,如果
-
- if $data_troops[@troop_id].pages[index].span == 1
-
- # 清除hasBeenDone
-
- $game_temp.battle_event_flags[index] = false
-
- end
-
- end
-
- end
-
- #--------------------------------------------------------------------------
-
- # ●新帧(党的指挥阶段)。
-
- #--------------------------------------------------------------------------
-
- alias xrxs65_update_phase2 update_phase2
-
- def update_phase2
-
- # 党的命令窗口中禁用索引
-
- # @party_command_window.index = -1
-
- # 召回
-
- xrxs65_update_phase2
-
- # 例外補正
-
- @turn_count_time = 1 if @turn_count_time == nil
-
- # 关闭数
-
- if @turn_count_time > 0
-
- @turn_count_time -= 1
-
- if @turn_count_time == 0
-
- cp_turn_count
-
- @turn_count_time = XRXS65::CPT if XRXS65::TC == nil
-
- end
-
- end
-
- #CP帧更新
-
- cp_update
-
- @cp_meters.refresh
-
- # 如果你有一个完整的巴特勒CP,回合开始
-
- start_phase3 if anybody_movable?
-
- end
-
- #--------------------------------------------------------------------------
-
- # ○ 是否有一个完整的CP巴特勒?
-
- #--------------------------------------------------------------------------
-
- def anybody_movable?
-
- for battler in $game_party.actors + $game_troop.enemies
-
- return true if battler.cp_full?
-
- end
-
- return false
-
- end
-
- #--------------------------------------------------------------------------
-
- # ● 演员成立了一个命令窗口
-
- #--------------------------------------------------------------------------
-
- alias xrxs65_phase3_setup_command_window phase3_setup_command_window
-
- def phase3_setup_command_window
-
- # 効果音の再生
-
- Audio.se_play(XRXS65::COMMAND_UP_SE) rescue nil
-
- # 呼び戻す
-
- xrxs65_phase3_setup_command_window
-
- end
-
- #--------------------------------------------------------------------------
-
- # ● 帧更新(演员命令阶段:基本命令)
-
- #--------------------------------------------------------------------------
-
- alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
-
- def update_phase3_basic_command
-
- xrxs_bsp1_update_phase3_basic_command
-
- end
-
- #--------------------------------------------------------------------------
-
- # ● 主要阶段开始
-
- #--------------------------------------------------------------------------
-
- alias xrxs65_start_phase4 start_phase4
-
- def start_phase4
-
- # 不会造成减去圈数在数人为改变
-
- $game_temp.battle_turn -= 1
-
- # 保存标志
-
- save_flags = $game_temp.battle_event_flags.dup
-
- # 召回
-
- xrxs65_start_phase4
-
- # 恢复的标志
-
- $game_temp.battle_event_flags = save_flags
-
- end
-
- #--------------------------------------------------------------------------
-
- # ● 行動順序作成
-
- #--------------------------------------------------------------------------
-
- alias xrxs65_make_action_orders make_action_orders
-
- def make_action_orders
-
- # 召回
-
- xrxs65_make_action_orders
-
- # 如果CP是从@缺少排除action_battlers
-
- for battler in @action_battlers.dup
-
- @action_battlers.delete(battler) unless battler.cp_full?
-
- end
-
- end
-
- #--------------------------------------------------------------------------
-
- # ● 帧更新 (第2步主要阶段:动作開始)
-
- #--------------------------------------------------------------------------
-
- alias xrxs65_update_phase4_step2 update_phase4_step2
-
- def update_phase4_step2
-
- # 守卫解除
-
- @active_battler.guarding = false
-
- a = @actor_command_window.index
- case a
- when 0
- @active_battler.cp -= 30000
- when 1
- if skill.element_set.include?($data_system.elements.index("无CD"))
- @active_battler.cp -= 30000
- else
- @active_battler.cp -= 65535
- end
- when 2
- @active_battler.cp -= 30000
- when 3
- if item.element_set.include?($data_system.elements.index("无CD"))
- @active_battler.cp -= 0
- else
- @active_battler.cp -= 65535
- end
- when 4
- @active_battler.cp -= 65535
- end
-
- # CPの消費
-
- # @active_battler.cp = 0
-
- # CP 米の更新
-
- @cp_meters.refresh
-
- # 召回
-
- xrxs65_update_phase4_step2
-
- # 补偿异常
-
- return if @active_battler == nil
-
- # 转动控制器
-
- if @active_battler.is_a?(Game_Enemy) and @active_battler.index == XRXS65::TC
-
- cp_turn_count
-
- end
-
- end
-
-
-
-
- #--------------------------------------------------------------------------
-
- # ● 创建基本动作结果
-
- #--------------------------------------------------------------------------
-
- alias xrxs65_make_basic_action_result make_basic_action_result
-
- def make_basic_action_result
-
- # 召回
-
- xrxs65_make_basic_action_result
-
- # 防御の場合
-
- @active_battler.guarding = false
-
- if @active_battler.current_action.basic == 1
-
- @active_battler.guarding = true
-
- return
-
- end
-
- # 如果党的逃逸
-
- if @active_battler.current_action.basic == 4
-
- # 如果你无法逃避
-
- if $game_temp.battle_can_escape == false
-
- # ブザー SE を演奏
-
- $game_system.se_play($data_system.buzzer_se)
-
- return
-
- end
-
- # 清除各方CP
-
- for actor in $game_party.actors
-
- actor.cp = 0
-
- end
-
- # 更新的CP米
-
- @cp_meters.refresh
-
- # 逃走処理
-
- update_phase2_escape
-
- return
-
- end
-
- end
-
- #--------------------------------------------------------------------------
-
- # ● 更新帧(步骤5个主要阶段:查看伤害)
-
- #--------------------------------------------------------------------------
-
- alias xrxs65_update_phase4_step5 update_phase4_step5
-
- def update_phase4_step5
-
- # 召回
-
- xrxs65_update_phase4_step5
-
- #更新的CP米
-
- @cp_meters.refresh
-
- end
-
- end
-
- #==============================================================================
-
- # --- 米级的CP,所有的关系都显示管理集 ---
-
- #==============================================================================
-
- class CP_Meters
-
- #--------------------------------------------------------------------------
-
- # ○ 对象初始化
-
- #--------------------------------------------------------------------------
-
- def initialize
-
- # 仪表组发电
-
- @meters = []
-
- for i in 0...$game_party.actors.size
-
- make_meter(i)
-
- end
-
- refresh
-
- end
-
- #--------------------------------------------------------------------------
-
- # ○ 刷新
-
- #--------------------------------------------------------------------------
-
- def refresh
-
- #更改成员的数量来确定打击
-
- for i in @meters.size...$game_party.actors.size
-
- make_meter(i)
-
- end
-
- for i in [email protected]
-
- @meters[i].dispose
-
- @meters[i] = nil
-
- end
-
- @meters.compact!
-
- # 表示更新
-
- for i in 0...$game_party.actors.size
-
- actor = $game_party.actors[i]
-
- @meters[i].line = actor.cp_linetype
-
- @meters[i].amount = actor.cp_lineamount
-
-
- end
-
- end
-
- #--------------------------------------------------------------------------
-
- # ○ 一代米
-
- #--------------------------------------------------------------------------
-
- def make_meter(i)
-
- # スキンの取得
-
- skin = RPG::Cache.windowskin(XRXS65::SKIN)
-
- #
-
- space = 640 / XRXS65::MAX
-
-
- case XRXS65::ALIGN
-
- when 0
-
- actor_x = i * space + 4
-
- when 1
-
- actor_x = (space * ((XRXS65::MAX - $game_party.actors.size)/2.0 + i)).floor
-
- when 2
-
- actor_x = (i + XRXS65::MAX - $game_party.actors.size) * space + 4
-
- end
-
-
- meter = MeterSprite.new(skin,XRXS65::LINE_HEIGHT)
-
- meter.x = actor_x + XRXS65::X_OFFSET - skin.width
-
- meter.y = XRXS65::Y_OFFSET
-
- @meters[i] = meter
-
- end
-
- #--------------------------------------------------------------------------
-
- # ○ 可視状態
-
- #--------------------------------------------------------------------------
-
- def visible=(b)
-
- @meters.each{|sprite| sprite.visible = b }
-
- end
-
- #--------------------------------------------------------------------------
-
- # ○ 解放
-
- #--------------------------------------------------------------------------
-
- def dispose
-
- @meters.each{|sprite| sprite.dispose }
-
- end
-
- end
-
- #==============================================================================
-
- # --- XRXS。矩形仪表显示?极 ---
-
- #==============================================================================
-
- class MeterSprite < Sprite
-
- #--------------------------------------------------------------------------
-
- # ○ 对象初期化
-
- #--------------------------------------------------------------------------
-
- def initialize(skin, line_height)
-
- @skin = skin
-
- @width = @skin.width
-
- @height = line_height
-
- @line = 1
-
- @amount = 0
-
- @base_sprite = Sprite.new
-
- @base_sprite.bitmap = @skin
-
- @base_sprite.src_rect.set(0, 0, @width, @height)
-
- @base_sprite.z = 9000 #601
-
- super()
-
- self.z = @base_sprite.z + 1
-
- self.bitmap = @skin
-
- self.line = 1
-
- end
-
- #--------------------------------------------------------------------------
-
- # ○ 値の設定
-
- #--------------------------------------------------------------------------
-
- def line=(n)
-
- @line = n
-
- refresh
-
- end
-
- def amount=(n)
-
- @amount = n
-
- refresh
-
- end
-
- def refresh
-
- self.src_rect.set(0, @line * @height, @width * @amount / 100, @height)
-
- end
-
- #--------------------------------------------------------------------------
-
- # ○ 座標の設定
-
- #--------------------------------------------------------------------------
-
- def x=(n)
-
- super
-
- @base_sprite.x = n
-
- end
-
- def y=(n)
-
- super
-
- @base_sprite.y = n
-
- end
-
- #--------------------------------------------------------------------------
-
- # ○ 解放
-
- #--------------------------------------------------------------------------
-
- def dispose
-
- @base_sprite.dispose
-
- super
-
- end
-
- end
复制代码 在这个脚本中新加入队伍的人员可以马上行动。在哪里改。??
还有从696行开始是消耗CP的判断。skill.element_set.include?($data_system.elements.index("无CD"))
是判断技能的属性。我想再加个判断物品的。但item.element_set.include?($data_system.elements.index("无CD"))
不正确,。。,该怎么改?
zgm1100于2011-10-21 13:08补充以下内容:
坐等一天。。无人甩我、。、、、、、、、、、、、、、、、、
zgm1100于2011-10-21 13:08补充以下内容:
坐等中
zgm1100于2011-10-22 00:43补充以下内容:
zgm1100于2011-10-22 00:44补充以下内容:
..................................没人。。。。
zgm1100于2011-10-22 02:59补充以下内容:
{:4_113:}{:4_113:}{:4_113:} |
|