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Lv4.逐梦者 (超级版主) 嗜谎者
- 梦石
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- $脸图战斗 = true
- $imported = {} if $imported.nil?
- module YEA
- module BATTLE
- SKIP_PARTY_COMMAND = true
- BATTLESTATUS_NAME_FONT_SIZE = 20
- BATTLESTATUS_TEXT_FONT_SIZE = 16
- BATTLESTATUS_NO_ACTION_ICON = 185
- BATTLESTATUS_HPGAUGE_Y_PLUS = 11
- BATTLESTATUS_CENTER_FACES = false
- HELP_TEXT_ALL_FOES = "全体敌人"
- HELP_TEXT_ONE_RANDOM_FOE = "单个敌人"
- HELP_TEXT_MANY_RANDOM_FOE = "%d个随机敌人"
- HELP_TEXT_ALL_ALLIES = "全体队友"
- HELP_TEXT_ALL_DEAD_ALLIES = "全体死亡队友"
- HELP_TEXT_ONE_RANDOM_ALLY = "单个随机队友"
- HELP_TEXT_RANDOM_ALLIES = "%d个随机队友"
- end
- end
- class Game_Battler
- def can_collapse?
- return false unless dead?
- unless actor?
- return false unless sprite.battler_visible
- array = [:collapse, :boss_collapse, :instant_collapse]
- return false if array.include?(sprite.effect_type)
- end
- return true
- end
- def draw_mp?
- return true
- end
- def draw_tp?
- return $data_system.opt_display_tp
- end
- end
- module Icon
- def self.no_action; return YEA::BATTLE::BATTLESTATUS_NO_ACTION_ICON; end
- end
- class Game_Temp
- attr_accessor :battle_aid
- attr_accessor :evaluating
- end
- class Game_Action
- alias evaluate_item_with_target_abe evaluate_item_with_target
- def evaluate_item_with_target(target)
- $game_temp.evaluating = true
- result = evaluate_item_with_target_abe(target)
- $game_temp.evaluating = false
- return result
- end
- end
- class Game_Actor < Game_Battler
- def draw_mp?
- return true unless draw_tp?
- for skill in skills
- next unless added_skill_types.include?(skill.stype_id)
- return true if skill.mp_cost > 0
- end
- return false
- end
- def draw_tp?
- return false unless $data_system.opt_display_tp
- for skill in skills
- next unless added_skill_types.include?(skill.stype_id)
- return true if skill.tp_cost > 0
- end
- return false
- end
- end
- class Window_BattleStatus < Window_Selectable
- def initialize
- super(0, 0, window_width, window_height)
- self.openness = 0
- @party = $game_party.battle_members.clone
- end
- def col_max; return $game_party.max_battle_members; end
- def battle_members; return $game_party.battle_members; end
- def actor; return battle_members[@index]; end
- def update
- super
- return if @party == $game_party.battle_members
- @party = $game_party.battle_members.clone
- refresh
- end
- def draw_item(index)
- return if index.nil?
- clear_item(index)
- actor = battle_members[index]
- rect = item_rect(index)
- return if actor.nil?
- draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)
- draw_actor_name(actor, rect.x, rect.y, rect.width-8)
- draw_actor_action(actor, rect.x, rect.y)
- draw_actor_icons(actor, rect.x, line_height*1, rect.width)
- gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
- contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
- draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)
- if draw_tp?(actor) && draw_mp?(actor)
- dw = rect.width/2-2
- dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE
- draw_actor_tp(actor, rect.x+2, line_height*3, dw)
- dw = rect.width - rect.width/2 - 2
- draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)
- elsif draw_tp?(actor) && !draw_mp?(actor)
- draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)
- else
- draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)
- end
- end
- def item_rect(index)
- rect = Rect.new
- rect.width = contents.width / $game_party.max_battle_members
- rect.height = contents.height
- rect.x = index * rect.width
- if YEA::BATTLE::BATTLESTATUS_CENTER_FACES
- rect.x += (contents.width - $game_party.members.size * rect.width) / 2
- end
- rect.y = 0
- return rect
- end
- def draw_face(face_name, face_index, dx, dy, enabled = true)
- bitmap = Cache.face(face_name)
- fx = [(96 - item_rect(0).width + 1) / 2, 0].max
- fy = face_index / 4 * 96 + 2
- fw = [item_rect(0).width - 4, 92].min
- rect = Rect.new(fx, fy, fw, 92)
- rect = Rect.new(face_index % 4 * 96 + fx, fy, fw, 92)
- contents.blt(dx, dy, bitmap, rect, enabled ? 255 : translucent_alpha)
- bitmap.dispose
- end
- def draw_actor_name(actor, dx, dy, dw = 112)
- reset_font_settings
- contents.font.size = YEA::BATTLE::BATTLESTATUS_NAME_FONT_SIZE
- change_color(hp_color(actor))
- draw_text(dx+24, dy, dw-24, line_height, actor.name)
- end
- def draw_actor_action(actor, dx, dy)
- draw_icon(action_icon(actor), dx, dy)
- end
- def action_icon(actor)
- return Icon.no_action if actor.current_action.nil?
- return Icon.no_action if actor.current_action.item.nil?
- return actor.current_action.item.icon_index
- end
- def draw_tp?(actor)
- return actor.draw_tp?
- end
- def draw_mp?(actor)
- return actor.draw_mp?
- end
- def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2)
- change_color(color1)
- draw_text(dx, dy, dw, line_height, current.to_s, 2)
- end
- def draw_actor_hp(actor, dx, dy, width = 124)
- draw_gauge(dx, dy, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
- change_color(system_color)
- cy = (Font.default_size - contents.font.size) / 2 + 1
- draw_text(dx+2, dy+cy, 30, line_height, Vocab::hp_a)
- draw_current_and_max_values(dx, dy+cy, width, actor.hp, actor.mhp,
- hp_color(actor), normal_color)
- end
- def draw_actor_mp(actor, dx, dy, width = 124)
- draw_gauge(dx, dy, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
- change_color(system_color)
- cy = (Font.default_size - contents.font.size) / 2 + 1
- draw_text(dx+2, dy+cy, 30, line_height, Vocab::mp_a)
- draw_current_and_max_values(dx, dy+cy, width, actor.mp, actor.mmp,
- mp_color(actor), normal_color)
- end
- def draw_actor_tp(actor, dx, dy, width = 124)
- draw_gauge(dx, dy, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
- change_color(system_color)
- cy = (Font.default_size - contents.font.size) / 2 + 1
- draw_text(dx+2, dy+cy, 30, line_height, Vocab::tp_a)
- change_color(tp_color(actor))
- draw_text(dx + width - 42, dy+cy, 42, line_height, actor.tp.to_i, 2)
- end
- end
- class Window_BattleActor < Window_BattleStatus
- def show
- create_flags
- super
- end
- def create_flags
- set_select_flag(:any)
- select(0)
- return if $game_temp.battle_aid.nil?
- if $game_temp.battle_aid.need_selection?
- select(0)
- set_select_flag(:dead) if $game_temp.battle_aid.for_dead_friend?
- elsif $game_temp.battle_aid.for_user?
- battler = BattleManager.actor
- id = battler.nil? ? 0 : $game_party.battle_members.index(battler)
- select(id)
- set_select_flag(:user)
- elsif $game_temp.battle_aid.for_all?
- select(0)
- set_select_flag(:all)
- set_select_flag(:all_dead) if $game_temp.battle_aid.for_dead_friend?
- elsif $game_temp.battle_aid.for_random?
- select(0)
- set_select_flag(:random) if $game_temp.battle_aid.for_random?
- end
- end
- def set_select_flag(flag)
- @select_flag = flag
- case @select_flag
- when :all, :all_dead, :random
- @cursor_all = true
- else
- @cursor_all = false
- end
- end
- def update_cursor
- if @cursor_all
- cursor_rect.set(0, 0, contents.width, contents.height)
- self.top_row = 0
- elsif @index < 0
- cursor_rect.empty
- else
- ensure_cursor_visible
- cursor_rect.set(item_rect(@index))
- end
- end
- def cursor_movable?
- return false if @select_flag == :user
- return super
- end
- def current_item_enabled?
- return true if $game_temp.battle_aid.nil?
- if $game_temp.battle_aid.need_selection?
- member = $game_party.battle_members[@index]
- return member.dead? if $game_temp.battle_aid.for_dead_friend?
- elsif $game_temp.battle_aid.for_dead_friend?
- for member in $game_party.battle_members
- return true if member.dead?
- end
- return false
- end
- return true
- end
- end
- class Window_BattleStatusAid < Window_BattleStatus
- attr_accessor :status_window
- def initialize
- super
- self.visible = false
- self.openness = 255
- end
- def window_width; return 128; end
- def show
- super
- refresh
- end
- def refresh
- contents.clear
- return if @status_window.nil?
- draw_item(@status_window.index)
- end
- def item_rect(index)
- return Rect.new(0, 0, contents.width, contents.height)
- end
- end
- class Window_BattleEnemy < Window_Selectable
- def initialize(info_viewport)
- super(0, Graphics.height, window_width, fitting_height(1))
- refresh
- self.visible = false
- @info_viewport = info_viewport
- end
- def col_max; return item_max; end
- def show
- create_flags
- super
- end
- def create_flags
- set_select_flag(:any)
- select(0)
- return if $game_temp.battle_aid.nil?
- if $game_temp.battle_aid.need_selection?
- select(0)
- elsif $game_temp.battle_aid.for_all?
- select(0)
- set_select_flag(:all)
- elsif $game_temp.battle_aid.for_random?
- select(0)
- set_select_flag(:random)
- end
- end
- def set_select_flag(flag)
- @select_flag = flag
- case @select_flag
- when :all, :random
- @cursor_all = true
- else
- @cursor_all = false
- end
- end
- def select_all?
- return true if @select_flag == :all
- return true if @select_flag == :random
- return false
- end
- def update_cursor
- if @cursor_all
- cursor_rect.set(0, 0, contents.width, contents.height)
- self.top_row = 0
- elsif @index < 0
- cursor_rect.empty
- else
- ensure_cursor_visible
- cursor_rect.set(item_rect(@index))
- end
- end
- def cursor_movable?
- return false if @select_flag == :user
- return super
- end
- def current_item_enabled?
- return true if $game_temp.battle_aid.nil?
- if $game_temp.battle_aid.need_selection?
- member = $game_party.battle_members[@index]
- return member.dead? if $game_temp.battle_aid.for_dead_friend?
- elsif $game_temp.battle_aid.for_dead_friend?
- for member in $game_party.battle_members
- return true if member.dead?
- end
- return false
- end
- return true
- end
- def enemy; @data[index]; end
- def refresh
- make_item_list
- create_contents
- draw_all_items
- end
- def make_item_list
- @data = $game_troop.alive_members
- @data.sort! { |a,b| a.screen_x <=> b.screen_x }
- end
- def draw_item(index); return; end
- def update
- super
- return unless active
- enemy.sprite_effect_type = :whiten
- return unless select_all?
- for enemy in $game_troop.alive_members
- enemy.sprite_effect_type = :whiten
- end
- end
- end
- class Window_BattleHelp < Window_Help
- attr_accessor :actor_window
- attr_accessor :enemy_window
- def update
- super
- if !self.visible and @text != ""
- @text = ""
- return refresh
- end
- update_battler_name
- end
- def update_battler_name
- return unless @actor_window.active || @enemy_window.active
- if @actor_window.active
- battler = $game_party.battle_members[@actor_window.index]
- elsif @enemy_window.active
- battler = @enemy_window.enemy
- end
- if special_display?
- refresh_special_case(battler)
- else
- refresh_battler_name(battler) if battler_name(battler) != @text
- end
- end
- def battler_name(battler)
- text = battler.name.clone
- return text
- end
- def refresh_battler_name(battler)
- contents.clear
- reset_font_settings
- change_color(normal_color)
- @text = battler_name(battler)
- icons = battler.state_icons + battler.buff_icons
- dy = icons.size <= 0 ? line_height / 2 : 0
- draw_text(0, dy, contents.width, line_height, @text, 1)
- dx = (contents.width - (icons.size * 24)) / 2
- draw_actor_icons(battler, dx, line_height, contents.width)
- end
- def special_display?
- return false if $game_temp.battle_aid.nil?
- return false if $game_temp.battle_aid.for_user?
- return !$game_temp.battle_aid.need_selection?
- end
- def refresh_special_case(battler)
- if $game_temp.battle_aid.for_opponent?
- if $game_temp.battle_aid.for_all?
- text = YEA::BATTLE::HELP_TEXT_ALL_FOES
- else
- case $game_temp.battle_aid.number_of_targets
- when 1
- text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_FOE
- else
- number = $game_temp.battle_aid.number_of_targets
- text = sprintf(YEA::BATTLE::HELP_TEXT_MANY_RANDOM_FOE, number)
- end
- end
- else
- if $game_temp.battle_aid.for_dead_friend?
- text = YEA::BATTLE::HELP_TEXT_ALL_DEAD_ALLIES
- elsif $game_temp.battle_aid.for_random?
- case $game_temp.battle_aid.number_of_targets
- when 1
- text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_ALLY
- else
- number = $game_temp.battle_aid.number_of_targets
- text = sprintf(YEA::BATTLE::HELP_TEXT_RANDOM_ALLIES, number)
- end
- else
- text = YEA::BATTLE::HELP_TEXT_ALL_ALLIES
- end
- end
- return if text == @text
- @text = text
- contents.clear
- reset_font_settings
- draw_text(0, 0, contents.width, line_height*2, @text, 1)
- end
- end
- class Window_SkillList < Window_Selectable
- def spacing
- return 8 if $game_party.in_battle
- return super
- end
- end
- class Window_ItemList < Window_Selectable
- def spacing
- return 8 if $game_party.in_battle
- return super
- end
- end
- class Scene_Battle < Scene_Base
- attr_accessor :enemy_window
- attr_accessor :info_viewport
- attr_accessor :spriteset
- attr_accessor :status_window
- attr_accessor :status_aid_window
- attr_accessor :subject
- alias scene_battle_create_all_windows_abe create_all_windows
- def create_all_windows
- scene_battle_create_all_windows_abe
- create_battle_status_aid_window
- set_help_window
- end
- alias scene_battle_create_info_viewport_abe create_info_viewport
- def create_info_viewport
- scene_battle_create_info_viewport_abe
- @status_window.refresh
- end
- def create_battle_status_aid_window
- @status_aid_window = Window_BattleStatusAid.new
- @status_aid_window.status_window = @status_window
- @status_aid_window.x = Graphics.width - @status_aid_window.width
- @status_aid_window.y = Graphics.height - @status_aid_window.height
- end
- def create_help_window
- @help_window = Window_BattleHelp.new
- @help_window.hide
- end
- def set_help_window
- @help_window.actor_window = @actor_window
- @help_window.enemy_window = @enemy_window
- end
- alias scene_battle_create_skill_window_abe create_skill_window
- def create_skill_window
- scene_battle_create_skill_window_abe
- @skill_window.height = @info_viewport.rect.height
- @skill_window.width = Graphics.width - @actor_command_window.width
- @skill_window.y = Graphics.height - @skill_window.height
- end
- alias scene_battle_create_item_window_abe create_item_window
- def create_item_window
- scene_battle_create_item_window_abe
- @item_window.height = @skill_window.height
- @item_window.width = @skill_window.width
- @item_window.y = Graphics.height - @item_window.height
- end
- alias scene_battle_next_command_abe next_command
- def next_command
- @status_window.show
- redraw_current_status
- @actor_command_window.show
- @status_aid_window.hide
- scene_battle_next_command_abe
- end
- alias scene_battle_prior_command_abe prior_command
- def prior_command
- redraw_current_status
- scene_battle_prior_command_abe
- end
- def redraw_current_status
- return if @status_window.index < 0
- @status_window.draw_item(@status_window.index)
- end
- alias scene_battle_command_attack_abe command_attack
- def command_attack
- $game_temp.battle_aid = $data_skills[BattleManager.actor.attack_skill_id]
- scene_battle_command_attack_abe
- end
- alias scene_battle_command_skill_abe command_skill
- def command_skill
- scene_battle_command_skill_abe
- @status_window.hide
- @actor_command_window.hide
- @status_aid_window.show
- end
- alias scene_battle_command_item_abe command_item
- def command_item
- scene_battle_command_item_abe
- @status_window.hide
- @actor_command_window.hide
- @status_aid_window.show
- end
- def on_skill_ok
- @skill = @skill_window.item
- $game_temp.battle_aid = @skill
- BattleManager.actor.input.set_skill(@skill.id)
- BattleManager.actor.last_skill.object = @skill
- if @skill.for_opponent?
- select_enemy_selection
- elsif @skill.for_friend?
- select_actor_selection
- else
- @skill_window.hide
- next_command
- $game_temp.battle_aid = nil
- end
- end
- alias scene_battle_on_skill_cancel_abe on_skill_cancel
- def on_skill_cancel
- scene_battle_on_skill_cancel_abe
- @status_window.show
- @actor_command_window.show
- @status_aid_window.hide
- end
- def on_item_ok
- @item = @item_window.item
- $game_temp.battle_aid = @item
- BattleManager.actor.input.set_item(@item.id)
- if @item.for_opponent?
- select_enemy_selection
- elsif @item.for_friend?
- select_actor_selection
- else
- @item_window.hide
- next_command
- $game_temp.battle_aid = nil
- end
- $game_party.last_item.object = @item
- end
- alias scene_battle_on_item_cancel_abe on_item_cancel
- def on_item_cancel
- scene_battle_on_item_cancel_abe
- @status_window.show
- @actor_command_window.show
- @status_aid_window.hide
- end
- alias scene_battle_select_actor_selection_abe select_actor_selection
- def select_actor_selection
- @status_aid_window.refresh
- scene_battle_select_actor_selection_abe
- @status_window.hide
- @skill_window.hide
- @item_window.hide
- @help_window.show
- end
- alias scene_battle_on_actor_ok_abe on_actor_ok
- def on_actor_ok
- $game_temp.battle_aid = nil
- scene_battle_on_actor_ok_abe
- @status_window.show
- if $imported["YEA-BattleCommandList"] && !@confirm_command_window.nil?
- @actor_command_window.visible = !@confirm_command_window.visible
- else
- @actor_command_window.show
- end
- @status_aid_window.hide
- end
- alias scene_battle_on_actor_cancel_abe on_actor_cancel
- def on_actor_cancel
- BattleManager.actor.input.clear
- @status_aid_window.refresh
- $game_temp.battle_aid = nil
- scene_battle_on_actor_cancel_abe
- case @actor_command_window.current_symbol
- when :skill
- @skill_window.show
- when :item
- @item_window.show
- end
- end
- alias scene_battle_select_enemy_selection_abe select_enemy_selection
- def select_enemy_selection
- @status_aid_window.refresh
- scene_battle_select_enemy_selection_abe
- @help_window.show
- end
- alias scene_battle_on_enemy_ok_abe on_enemy_ok
- def on_enemy_ok
- $game_temp.battle_aid = nil
- scene_battle_on_enemy_ok_abe
- end
- alias scene_battle_on_enemy_cancel_abe on_enemy_cancel
- def on_enemy_cancel
- BattleManager.actor.input.clear
- @status_aid_window.refresh
- $game_temp.battle_aid = nil
- scene_battle_on_enemy_cancel_abe
- if @skill_window.visible || @item_window.visible
- @help_window.show
- else
- @help_window.hide
- end
- end
- def end_battle_conditions?
- return true if $game_party.members.empty?
- return true if $game_party.all_dead?
- return true if $game_troop.all_dead?
- return true if BattleManager.aborting?
- return false
- end
- def refresh_status
- #如果你是程序员,请顺手帮忙优化下这里,谢谢。
- @status_window.refresh
- for i in $game_party.battle_members
- @status_window.draw_item($game_party.battle_members.index(i))
- end
- end
- end
复制代码 脸图战斗脚本 |
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