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Lv1.梦旅人
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抓住云雀~
【随机遇敌系统】- #==============================================================================
- # vx新遇敌系统 by 沉影不器
- # protosssonny修改版
- # -----------------------------------------------------------------------------
- # 功能描述:
- # 根据角色队伍人数决定敌人数
- # 在[数据库-敌人队伍]中增加多个不同的敌人;遇敌中,敌人将随机抽取,并自动排列
- # 明雷指定敌人ID: 明雷遇敌时,允许指定某个敌人必出现
- # -----------------------------------------------------------------------------
- # 目前大概是这样,不同敌人有不同出现率(这点还没写 - -!).
- # 周末之前没时间,先放出这个粗糙工程,欢迎找bug,礼拜天早上查收意见
- #==============================================================================
- # ■ Game_Temp
- #==============================================================================
- class Game_Temp
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_accessor :enemy_id # 指定敌人 ID
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- alias ini initialize
- def initialize
- ini
- # 初始化指定敌人 ID
- @enemy_id = 0
- end
- end
- #==============================================================================
- # ■ Game_Interpreter
- #==============================================================================
- class Game_Interpreter
- #--------------------------------------------------------------------------
- # ● 战斗处理
- #--------------------------------------------------------------------------
- def command_301
- return true if $game_temp.in_battle
- if @params[0] == 0 # 直接指定
- troop_id = @params[1]
- else # 使用变量指定
- troop_id = $game_variables[@params[1]]
- end
- if $data_troops[troop_id] != nil
- # 代入指定敌人 ID
- $game_troop.setup(troop_id, $game_temp.enemy_id)
- $game_troop.can_escape = @params[2]
- $game_troop.can_lose = @params[3]
- $game_temp.battle_proc = Proc.new { |n| @branch[@indent] = n }
- $game_temp.next_scene = "battle"
- end
- @index += 1
- return false
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle < Scene_Base
- #--------------------------------------------------------------------------
- # ● 结束处理
- #--------------------------------------------------------------------------
- def terminate
- super
- # 还原指定敌人 ID
- $game_temp.enemy_id = 0
- dispose_info_viewport
- @message_window.dispose
- @spriteset.dispose
- unless $scene.is_a?(Scene_Gameover)
- $scene = nil if $BTEST
- end
- end
- end
- #==============================================================================
- # ■ Game_Troop
- #==============================================================================
- class Game_Troop < Game_Unit
- #--------------------------------------------------------------------------
- # ● 敌人角色名称后的文字表
- #--------------------------------------------------------------------------
- LETTER_TABLE = [ 'A','B','C','D','E','F','G','H','I','J',
- 'K','L','M','N','O','P','Q','R','S','T',
- 'U','V','W','X','Y','Z']
- SPACE = 32
- #--------------------------------------------------------------------------
- # ● 清除
- #--------------------------------------------------------------------------
- def clear
- @screen.clear
- @interpreter.clear
- @event_flags.clear
- @enemies = []
- @turn_count = 0
- @names_count = {}
- @can_escape = false
- @can_lose = false
- @preemptive = false
- @surprise = false
- @turn_ending = false
- @forcing_battler = nil
- # 新坐标数组
- @coordinate_x = []
- # 敌方新队伍对象
- @troop = nil
- end
- #--------------------------------------------------------------------------
- # ○ 获取成员
- #--------------------------------------------------------------------------
- def members
- return @enemies
- end
- #--------------------------------------------------------------------------
- # ○ 获取敌方组对象
- #--------------------------------------------------------------------------
- def troop
- return @troop
- end
- #--------------------------------------------------------------------------
- # ○ 获取敌方组对象
- # enemy_id : 敌人 ID
- #--------------------------------------------------------------------------
- def setup_troop(enemy_id)
- # 角色数
- party_size = $game_party.members.size
- # 指定敌人数
- if $game_variables[PA::V_E_N] > 0
- enemies_size = $game_variables[PA::V_E_N]
- else
- case party_size
- when 1
- enemies_size = 1+rand(2)
- when 2
- enemies_size = 1+rand(4)
- when 3
- enemies_size = 1+rand(6)
- when 4
- enemies_size = 1+rand(8)
- end
- end
- troop_members = []
- # 没注意这是实例,晕! @_@
- troop_all = $data_troops[@troop_id].clone
- # 使敌人组按指定顺序排列,比如在战斗前调用脚本 $special_array =[0,1,1,2,2]
- if $special_array != nil
- for i in 0...$special_array.size
- troop_members.push troop_all.members[$special_array[i]]
- end
- # 普通遇敌
- else
- if $game_switches[PA::S_E_O] == false
- # 1号ID敌人必须出现在1号位
- if $game_switches[PA::S_E_M] == true
- enemy_index = 0
- for i in 0...enemies_size
- troop_members.push troop_all.members[enemy_index]
- enemy_index = 1 + rand(troop_all.members.size - 1)
- end
- else
- for i in 0...enemies_size
- enemy_index = rand(troop_all.members.size)
- troop_members.push troop_all.members[enemy_index]
- end
- end
- end
- end
- troop_all.members = troop_members
- return troop_all
- end
- #--------------------------------------------------------------------------
- # ○ 设定敌人坐标
- #--------------------------------------------------------------------------
- def setup_coordinate_x
- # 获取宽度数组
- width = []
- # 获取宽度和
- width_all = 0
- for i in 0...troop.members.size
- width.push battle_graphic_width(i)
- width_all += width[i]
- end
- # 计算间距
- space = [(Graphics.width-width_all)/(troop.members.size), SPACE].min
- space = [(Graphics.width-width_all)/(troop.members.size-1), SPACE].min if troop.members.size > 1
- # 预算外
- width_all += space * (troop.members.size-1)
- # 计算首敌横坐标
- x = (Graphics.width - width_all) / 2
- x += width[0]/2
- x = width[0]/2 if x < width[0]/2
- # 循环返回值数组
- @coordinate_x.push(x)
- for i in 1...troop.members.size
- x += width[i-1]/2 + width[i]/2 + space
- @coordinate_x.push x
- end
- end
- #--------------------------------------------------------------------------
- # ○ 获取敌人战斗图宽度
- # index : 敌人队内序号
- #--------------------------------------------------------------------------
- def battle_graphic_width(index)
- id = troop.members[index].enemy_id
- battler_name = $data_enemies[id].battler_name
- battler_hue = $data_enemies[id].battler_hue
- bitmap = Cache.battler(battler_name, battler_hue)
- return bitmap.width
- end
- #--------------------------------------------------------------------------
- # ● 设置
- # troop_id : 敌方队伍 ID
- # enemy_id : 敌人 ID
- #--------------------------------------------------------------------------
- def setup(troop_id, enemy_id = 0)
- clear
- @troop_id = troop_id
- # 生成敌方队伍
- @troop = setup_troop(enemy_id)
- # 新坐标重排
- setup_coordinate_x
- @enemies = []
- a = 1
- for member in troop.members
- next if $data_enemies[member.enemy_id] == nil
- enemy = Game_Enemy.new(@enemies.size, member.enemy_id)
- enemy.hidden = member.hidden
- enemy.immortal = member.immortal
- case a
- when 1
- enemy.screen_x = 200 + rand(250)
- enemy.screen_y = 120 + rand(80)
- when 2
- enemy.screen_x = 200 + rand(250)
- enemy.screen_y = 120 + rand(80)
- when 3
- enemy.screen_x = 200 + rand(250)
- enemy.screen_y = 120 + rand(80)
- when 4
- enemy.screen_x = 200 + rand(250)
- enemy.screen_y = 120 + rand(80)
- when 5
- enemy.screen_x = 200 + rand(250)
- enemy.screen_y = 120 + rand(80)
- when 6
- enemy.screen_x = 200 + rand(250)
- enemy.screen_y = 120 + rand(80)
- when 7
- enemy.screen_x = 200 + rand(250)
- enemy.screen_y = 120 + rand(80)
- when 8
- enemy.screen_x = 200 + rand(250)
- enemy.screen_y = 120 + rand(80)
- end
- a += 1
- @enemies.push(enemy)
- end
- make_unique_names
- end
- end
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