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水贴勿点

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发表于 2013-5-30 00:32:02 | 显示全部楼层 |阅读模式

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本帖最后由 魔力的觉醒 于 2016-8-17 13:54 编辑

水贴勿点
你的意思就是要打架咯?
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 楼主| 发表于 2013-5-30 00:33:44 | 显示全部楼层
本帖最后由 魔力的觉醒 于 2016-8-17 13:53 编辑

废贴勿点
你的意思就是要打架咯?
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贵宾

发表于 2013-5-30 11:37:48 | 显示全部楼层
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 楼主| 发表于 2013-5-30 12:03:32 | 显示全部楼层
{:2_277:}谷歌什么的弱爆了     还好我小宇宙爆发   解决了这两个脚本。
你的意思就是要打架咯?
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发表于 2013-6-7 08:47:14 | 显示全部楼层
  1. #================================================= =============================
  2. #+ MOG - MELODIA(V1.1)+ + +
  3. #================================================= =============================
  4. 由Moghunter#

  5. #================================================= =============================
  6. #Sistema的德MUSICA,efeitosvisuáisÉjogabilidade快速电子简单。
  7. #埃斯特脚本农村SER usado科莫的minigameavançado或是mesmo como庵瑜伽
  8. #COMPLETO dependendoutilização到系统。
  9. #================================================= =============================

  10. #================================================= =============================
  11. #●PARAØ哈马脚本
  12. #================================================= =============================
  13. #使用突击队突击队abaixo的的哈马atraves脚本。
  14. #
  15. #Melodia_a(A,B)
  16. #
  17. #A - ID来Stágio的
  18. #B - 开关ID阙血清ativada vencer AO在stágio。 (可选)
  19. #
  20. #================================================= =============================

  21. #================================================= =============================
  22. ID:●OUTRAS $者资讯
  23. #================================================= =============================
  24. #1 - 记录的奔涛ficarágravadovariávelID为101(默认)。
  25. #2 - àquantidade的德组合:马克西莫ficará在variávelID为102(默认)gravado。
  26. #3 - 图像devem SERgravádas的面食
  27. #显示/ MELODIA /
  28. #================================================= =============================

  29. #================================================= =============================
  30. #●HISTÓRICO
  31. #================================================= =============================
  32. #1.1 - 缺陷Corrigidofunção暂停鳌terminar的Stagio。
  33. #================================================= =============================

  34. #================================================= =============================
  35. #■舞台设置
  36. #================================================= =============================
  37. 模块MOG_MELODIA_STAGE_SETUP的
  38.   
  39.   #☢注意!☢只有网站管理员看得到,不碰。^ _ ^
  40.   STAGE_BASE_SETUP = []
  41.   STAGE_MUSIC = []
  42.   STAGE_BACKGROUND = []
  43.   STAGE_CHARACTER = []
  44.   STAGE_PARTICLES = []
  45.   #☢注意!☢只有网站管理员看得到,不碰。^ _ ^
  46.   
  47.   #------------------------------------------------- -------------------------
  48.   #●SYSTEM_SETUP
  49.   #------------------------------------------------- -------------------------
  50.   #STAGE_SYSTEM_SETUP [ID] = [A,B,C,D]
  51.   #
  52.   ID =#ID阶段
  53.   #ID stagio。
  54.   #= PLAYER惠普
  55.   #Quantidade德阙VOCE vezes农村疏失杜兰特UM stagio。
  56.   #B =上诉METER
  57.   #Vezes:阙Quantidade口头德韦acertar第vencer段stagio。
  58.   #C =阶段持续时间(以秒/ 60 = 1分钟)
  59.   #天宝,LIMITE第vencer的stagio。
  60.   #D =反应速度(60 = 1秒)
  61.   #天宝,LIMITE第pressionar段波涛CERTO。
  62.   #------------------------------------------------- -------------------------
  63.   STAGE_BASE_SETUP [1] = [10,10,180,45]
  64.   STAGE_BASE_SETUP [2] = [3,300,120,30]
  65.   STAGE_BASE_SETUP [3] = [10,200,180,60]
  66.   #------------------------------------------------- -------------------------
  67.   #●音乐设置
  68.   #------------------------------------------------- -------------------------
  69.   #STAGE_MUSIC [ID] = [“A”,“A”,“A”...]
  70.   #
  71.   ID =#ID阶段
  72.   #
  73.   #A =Definição的诺姆德arquivo音乐(颇得SER MAIS心灵)。
  74.   #
  75.   #EV - STAGE_MUSIC [1] =:[“Music_0”,“Music_1”,“Music_2”]
  76.   #
  77.   #------------------------------------------------- -------------------------
  78.   STAGE_MUSIC [1] = [“字段1”]
  79.   STAGE_MUSIC [2] =:[“滴没有mukou”]
  80.   STAGE_MUSIC [3] = [[Music_3“
  81.   #------------------------------------------------- -------------------------
  82.   ●舞台背景#1
  83.   #------------------------------------------------- -------------------------
  84.   #STAGE_BACKGROUND [ID] = [“A”,B,C,D'É']
  85.   #
  86.   ID =#ID阶段
  87.   #
  88.   #A =的背景名称(文件名)
  89.   #
  90.   #B = EFFECT TYPE
  91.   # - 0 =滑动效果
  92.   # - 1 =波效应
  93.   #
  94.   #C = A POWER
  95.   #Velocidade的deslize水平(幻灯片效果)
  96.   #区distorção没有efeito波。 (德0 9)
  97.   #
  98.   #D = B电源
  99.   #Velocidade deslize垂直(幻灯片效果)
  100.   #Velocidade德distorção到efeito波。 (德0 9)
  101.   #
  102.   #E =第二个背景(字符)
  103.   #
  104.   #------------------------------------------------- -------------------------
  105.    STAGE_BACKGROUND [1] = [“Back_01的0,5,0]
  106.    STAGE_BACKGROUND [2] = [“Back_02,”1,10,10]
  107.    STAGE_BACKGROUND [3] = [“Back_03,”0,1,0]
  108.   #------------------------------------------------- -------------------------
  109.   #●阶段性
  110.   #------------------------------------------------- -------------------------
  111.   #STAGE_CHARACTER [A] = [“B”,C]
  112.   #
  113.   #A - 级ID
  114.   #B - 呼吸的影响
  115.   #Ativar的efeito德respiração
  116.   #------------------------------------------------- -------------------------
  117.   STAGE_CHARACTER [1] = [“Char_01的,假]
  118.   STAGE_CHARACTER [2] = [“Char_02,”真]
  119.   STAGE_CHARACTER [3] = [“Char_03”,虚假]
  120.   #------------------------------------------------- -------------------------
  121.   ●舞台颗粒
  122.   #------------------------------------------------- -------------------------
  123.   #STAGE_PARTICLES的[ID] = [“A”,B,C,D,E,F,G]
  124.   #
  125.   ID =#ID阶段
  126.   #
  127.   #B = X速度
  128.   #水平particula Velocidade。
  129.   #
  130.   #C = Y速度
  131.   #Velocidade,particula垂直的。
  132.   #
  133.   #D =角速率
  134.   #Velocidade安古洛particula。
  135.   #
  136.   #E = BLENDY型
  137.   #TIPO到Efeito BLENDY。
  138.   #
  139.   #F =随机颜色
  140.   #Ativar芯aleatórias的。
  141.   #
  142.   G#=颗粒数
  143.   编号号码查询partículas。 (浅草的我Tenha的德敖定义quantidade
  144.   #Patículas第NAO causar的滞后性。)
  145.   #------------------------------------------------- -------------------------
  146.   。STAGE_PARTICLES [1] = [“Particle_01”,2,0,4,0,真实的,10]
  147.   STAGE_PARTICLES [2] = [“Particle_02,”0,2,1,1,真正的15]
  148.   STAGE_PARTICLES [3] = [Particle_03',2,-3,2,0,真正的15]
  149. 结束

  150. #================================================= =============================
  151. #■一般设定
  152. #================================================= =============================
  153. 模块MOG_MELODIA_A
  154.   IDvariável的#Definição,阙ficarágravada奔涛记录。
  155.   STORE_SCORE_VARIABLE_ID = 101
  156.   IDvariável的#Definição,阙ficarágravada记录连击。
  157.   STORE_COMBO_VARIABLE_ID = 102
  158.   用#Posição(ENCANTO /魅力)到medidor德呼吁
  159.   APPEAL_METER_POS = [81.277]
  160.   #Velocidade德animação到medidor。
  161.   METER_FLOW_SPEED = 5
  162.   NUMERO#Posição到了步伐。
  163.   TIME_NUMBER_POS = [100.380]
  164.   #Posição到NUMERO的奔涛。
  165.   SCORE_POS = [360,385]
  166.   #PosiçãoIMAGEM福戈。
  167.   FIRE_POS = [15.235]
  168.   #VelocidadeanimaçãoIMAGEM福戈。
  169.   FIRE_ANIMATION_SPEED = 3
  170.   #到medidor性能Posição。
  171.   PERFORM_POS = [100.15]
  172.   #德reaçãomedidorPosição。
  173.   REACTION_POS = [315.15]
  174.   #为了Posição波涛IMAGEM德pressionar。
  175.   KEY_POS = [155.265]
  176.   #到medidor后劲Posição。
  177.   STAMINA_METER_POS = [137.340]
  178.   #PosiçãoNUMERO的组合。
  179.   CB_NUMBER_POS = [453.350]
  180. 结束

  181. #================================================= ==============================
  182. #模块■音效
  183. #================================================= ==============================
  184. 模块MOG_MELODIA_A_SOUND_EFFECTS的
  185.   光标#索姆。
  186.   CURSOR_SE =“Decision1”
  187.   #敖索姆pausar的瑜伽。
  188.   PAUSE_SE =的“Chime2”
  189.   #敖索姆acertar的突击队。
  190.   RIGHT_SE =“Wind7中”
  191.   #Definição的成交量高达索姆acerto。
  192.   #(啪啦阙aqueles的incomodam COMØ索姆atrapalhando一个MUSICA Fundo的。)
  193.   RIGHT_SE_VOLUME = 70
  194.   #敖索姆疏失突击队。
  195.   WRONG_SE =的“Buzzer1”
  196.   #索姆向ULTIMO德acerto突击队。
  197.   LAST_PRESS_SE =的“Chime2”
  198.   #索姆到特拉德resultado。
  199.   RESULT_SE =“项目1”
  200.   #AO索姆的reação的零chegar Medidor。
  201.   REACTION_TIMEOVER_SE =“载入”
  202.   #何时,索姆一个后劲chegar的零。
  203.   STAMINA_ZERO_SE =“Absorb1”
  204.   #索姆速度的限制。
  205.   TIMEOVER_SE =“电话”
  206. 结束




  207. #================================================= =============================
  208. #■游戏系统
  209. #================================================= =============================
  210. 类Game_System
  211.   attr_accessor中:melodia_a
  212.   attr_accessor中:melodia_a_record
  213.   
  214.   #------------------------------------------------- -------------------------
  215.   #●初始化
  216.   #------------------------------------------------- -------------------------
  217.   又名mog_melodia_a_initialize初始化
  218.   DEF初始化
  219.       @ Melodia_a = []
  220.       @ Melodia_a_record = [0,0]
  221.       mog_melodia_a_initialize
  222.   结束

  223. 结束

  224. #================================================= =============================
  225. ■游戏口译
  226. #================================================= =============================
  227. 类Game_Interpreter
  228.   包括MOG_MELODIA_STAGE_SETUP
  229.   
  230.   #------------------------------------------------- -------------------------
  231.   #●MELODIA
  232.   #------------------------------------------------- -------------------------
  233.   DEF旋律(stage_id = 1,swith_id =零)
  234.       $ Game_system.melodia_a.clear
  235.       system_setup = STAGE_BASE_SETUP [stage_id]救援为零
  236.       music_setup = STAGE_MUSIC [stage_id]救援为零
  237.       background_setup = STAGE_BACKGROUND [stage_id]救援为零
  238.       character_setup = STAGE_CHARACTER [stage_id]救援为零
  239.       particles_setup = STAGE_PARTICLES [stage_id]救援为零
  240.       Game_system.melodia_a [0] = system_setup
  241.       $ Game_system.melodia_a:[1] = music_setup
  242.       $ Game_system.melodia_a [2] = background_setup
  243.       $ Game_system.melodia_a [3] = character_setup
  244.       Game_system.melodia_a [4] = particles_setup
  245.       Game_system.melodia_a [5] = swith_id
  246.       SceneManager.call(Scene_Melodia_A)
  247.   结束
  248.   
  249. 结束

  250. #================================================= =============================
  251. #■高速缓存
  252. #================================================= =============================
  253. Cache模块
  254.   
  255.   #------------------------------------------------- -------------------------
  256.   #●萌
  257.   #------------------------------------------------- -------------------------
  258.   :DEF self.moe_1(文件名)
  259.       load_bitmap(“图形/ MELODIA /”,文件名)
  260.   结束
  261.   
  262. 结束

  263. #================================================= =============================
  264. #■Scene_Melodia_A
  265. #================================================= =============================
  266. 类Scene_Melodia_A
  267.   包括MOG_MELODIA_A
  268.   包括MOG_MELODIA_STAGE_SETUP
  269.   
  270. #------------------------------------------------- -----------------------------
  271. #●主
  272. #------------------------------------------------- -----------------------------
  273. DEF主
  274.      格局
  275.      create_sprites
  276.      execute_loop
  277.      execute_dispose
  278. 结束
  279.   
  280. #------------------------------------------------- -----------------------------
  281. ●执行循环
  282. #------------------------------------------------- -----------------------------
  283. DEF execute_loop
  284.      graphics.transition(60)
  285.      环路
  286.           Graphics.update
  287.           Input.update
  288.           更新
  289.           打破,如果SceneManager.scene!=自我
  290.      结束
  291. 结束

  292.   #------------------------------------------------- -------------------------
  293.   #●初始化
  294.   #------------------------------------------------- -------------------------
  295.   DEF初始化
  296.       BattleManager.save_bgm_and_bgs
  297.       setup_base
  298.       setup_music
  299.   结束

  300.   #------------------------------------------------- -------------------------
  301.   ●设置#音乐
  302.   #------------------------------------------------- -------------------------
  303.   DEF setup_music
  304.       music_list = $ game_system.melodia_a救援零[1]
  305.       _AT_ Music_name =为零
  306.       返回如果music_list ==无
  307.       @ Music_name music_list = [兰特(music_list.size)]救援零
  308.   结束
  309.   
  310.   #------------------------------------------------- -------------------------
  311.   #●设置
  312.   #------------------------------------------------- -------------------------
  313.   DEF设置
  314.       execute_dispose
  315.       @得分为0
  316.       @ = @ Score_old得分
  317.       @ = @ Score_cache得分
  318.       @点击= 0
  319.       @ EVENT_TIME = 240
  320.       _AT_ Event_speed = 1时
  321.       @暂停=真
  322.       _AT_ Force_pause = FALSE
  323.       @相= 0
  324.       _AT_ Press_refresh = FALSE
  325.       _AT_ Target_attack_duration = 0时
  326.       _AT_ Hp_number_animation_duration = 0时
  327.       _AT_ Particles_enable = TRUE
  328.       _AT_ Particles_max = game_system.melodia_a $ [4] [6]救援零
  329.       @ Particles_max = 10 @ particles_max ==零
  330.       @第= 0
  331.       _AT_ Max_combo = 0时
  332.       _AT_ Max_score = 0时
  333.       @ Top_score = $ game_system.melodia_a_record:[0]
  334.       @ N_hits = 0
  335.       _AT_ Rank_point = 0时
  336.       @等级='F'
  337.       setup_timer_meter
  338.   结束
  339.   
  340.   #------------------------------------------------- -------------------------
  341.   #●设置基地
  342.   #------------------------------------------------- -------------------------
  343.   DEF setup_base
  344.       如果game_system.melodia_a美元[0] =零
  345.          马力= $ game_system.melodia_a [0] [0]
  346.          appeal_meter = $ game_system.melodia_a [0] [1]
  347.          stage_duration = $ game_system.melodia_a [0] [2]
  348.          reation_speed = $ game_system.melodia_a [0] [3]
  349.       结束
  350.       如果惠普HP = 10马力==零或<= 0
  351.       如果appeal_meter = 30 appeal_meter ==零或appeal_meter的<= 0
  352.       如果stage_duration stage_duration = 1 ==零或stage_duration <1
  353.       stage_duration如果stage_duration = 5999 = 6000
  354.       reation_speed如果reation_speed ==无或reation_speed的<= 0 = 60
  355.       _AT_ Player_maxhp马力
  356.       @ = @ Player_hp player_maxhp
  357.       _AT_ Target_maxhp = appeal_meter
  358.       _AT_ Target_hp = 0时
  359.       _AT_ Stage_duration = stage_duration
  360.       @ Bonus_speed = 35
  361.       _AT_ Reaction_time_max = reation_speed
  362.       @ = @ Reaction_time reaction_time_max
  363.       _AT_ Reaction_time_score = 0时
  364.       _AT_ Reaction_time_average = 0时
  365.   结束
  366.   
  367.   #------------------------------------------------- -------------------------
  368.   ●执行音乐
  369.   #------------------------------------------------- -------------------------
  370.   DEF execute_music
  371.       如果返回@ music_name ==零
  372.       Audio.bgm_play(音频/ BGM /“+​​ @ music_name.to_s,100,100)救援零
  373.   结束
  374.   
  375.   #------------------------------------------------- -------------------------
  376.   #●设置定时
  377.   #------------------------------------------------- -------------------------
  378.   DEF setup_timer_meter
  379.       @ KEY = 0
  380.       @等待= 0
  381.       _AT_ Wait_cancel = FALSE
  382.       @定时器= 60 * @ stage_duration
  383.       MAX_TIME @ = @定时器
  384.       update_timer
  385.       create_meter
  386.       create_number
  387.       create_fire
  388.   结束
  389.   
  390.   #------------------------------------------------- -------------------------
  391.   #●开始
  392.   #------------------------------------------------- -------------------------
  393.   高清create_sprites的
  394.       execute_music
  395.       create_info(“INFO0”)
  396.       create_score
  397.       create_stamina_meter
  398.       create_background_1
  399.       create_background_2
  400.       create_bonus_meter
  401.       create_press
  402.       create_combo
  403.       create_reaction_meter
  404.       create_layout
  405.       create_particles
  406.       create_flash
  407.   结束
  408.     
  409. 结束

  410. #================================================= ==============================
  411. #■梅勒迪健全的影响
  412. #================================================= ==============================
  413. 模块MELODIA_A_SOUND_EFFECTS的
  414.   包括MOG_MELODIA_A_SOUND_EFFECTS
  415.   
  416.   #------------------------------------------------- -------------------------
  417.   #●播放声音
  418.   #------------------------------------------------- -------------------------
  419.   DEF play_sound(文件名,音量= 100)
  420.       Audio.se_play(音频/ SE /“+ file_name.to_s,卷,100)救援零
  421.   结束
  422.   
  423.   #------------------------------------------------- -------------------------
  424.   ●光标
  425.   #------------------------------------------------- -------------------------
  426.   def se_cursor中
  427.       play_sound(CURSOR_SE)
  428.   结束
  429.    
  430.   #------------------------------------------------- -------------------------
  431.   #●东南错误的
  432.   #------------------------------------------------- -------------------------
  433.   DEF se_wrong
  434.       play_sound(WRONG_SE)
  435.   结束

  436.   #------------------------------------------------- -------------------------
  437.   ●正确的
  438.   #------------------------------------------------- -------------------------
  439.   DEF se_right
  440.       play_sound(RIGHT_SE RIGHT_SE_VOLUME)
  441.   结束
  442.     
  443.   #------------------------------------------------- -------------------------
  444.   ●暂停
  445.   #------------------------------------------------- -------------------------
  446.   DEF se_pause
  447.       play_sound(PAUSE_SE)
  448.   结束
  449.       
  450.   #------------------------------------------------- -------------------------
  451.   #●最后一击
  452.   #------------------------------------------------- -------------------------
  453.   DEF se_last_blow
  454.       play_sound(LAST_PRESS_SE)
  455.   结束
  456.     
  457.   #------------------------------------------------- -------------------------
  458.   ●结果
  459.   #------------------------------------------------- -------------------------
  460.   DEF se_result
  461.       play_sound(RESULT_SE)
  462.   结束
  463.   
  464.   #------------------------------------------------- -------------------------
  465.   #●反应TIMEOVER
  466.   #------------------------------------------------- -------------------------
  467.   DEF se_reaction_timeover
  468.       play_sound(REACTION_TIMEOVER_SE)
  469.   结束
  470.     
  471.   #------------------------------------------------- -------------------------
  472.   #●耐力SE零
  473.   #------------------------------------------------- -------------------------
  474.   DEF se_statmina_zero
  475.       play_sound(STAMINA_ZERO_SE)
  476.   结束

  477.   #------------------------------------------------- -------------------------
  478.   ●SE TIMEOVER
  479.   #------------------------------------------------- -------------------------
  480.   DEF se_timeover
  481.       play_sound(TIMEOVER_SE)
  482.   结束
  483.   
  484. 结束

  485. #================================================= =============================
  486. #■Scene_Melodia_A
  487. #================================================= =============================
  488. 类Scene_Melodia_A
  489.       包括MELODIA_A_SOUND_EFFECTS
  490. 结束
  491.     
  492. #================================================= =============================
  493. #■Scene_Melodia_A
  494. #================================================= =============================
  495. 类Scene_Melodia_A
  496.   
  497.   #------------------------------------------------- -------------------------
  498.   #●创建Flash
  499.   #------------------------------------------------- -------------------------
  500.   DEF create_flash
  501.       dispose_flash
  502.       @ Viewport_flash Viewport.new =(0,105,544,170)
  503.       _AT_ Viewport_flash.z千
  504.       @ Flash_bitmap = []
  505.       指数= 0
  506.       i和0 .. 8
  507.           X =(37 *指数)+(KEY_POS [0] - 18)
  508.           _AT_ Flash_bitmap.push(Flash_Sprite_Melodia_A.new(@ viewport_flash,X,索引))
  509.           指数+ = 1
  510.       结束
  511.   结束
  512.     
  513.   #------------------------------------------------- -------------------------
  514.   ●创建粒子
  515.   #------------------------------------------------- -------------------------
  516.   DEF create_particles
  517.       dispose_particles
  518.       返回,如果@ particles_enable
  519.       _AT_ Viewport_light Viewport.new的=(-32,-32,576,350)
  520.       @ Viewport_light.z = 10
  521.       @ Light_bitmap = []
  522.       0 .. @ particles_max
  523.           _AT_ Light_bitmap.push(Particles_Melodia_A.new(@ viewport_light))
  524.       结束
  525.   结束
  526.   
  527.   #------------------------------------------------- -------------------------
  528.   ●创建背景#1
  529.   #------------------------------------------------- -------------------------
  530.   DEF create_background_1
  531.       如果$ game_system.melodia_a [2] =零
  532.          文件名= game_system.melodia_a [2] [0]救援零
  533.          @ Back_effect_type = $ game_system.melodia_a [2] [1]救援零
  534.          (c)Back_effect_power_1 = $ game_system.melodia_a [2] [2]救援零
  535.          (c)Back_effect_power_2 = $ game_system.melodia_a [2] [3]救援零
  536.       结束
  537.       文件名=“”如果FILE_NAME ==无
  538.       _AT_ Back_effect_type = 0,如果@ back_effect_type ==零
  539.       @ Back_effect_power_1 = 1如果@ back_effect_power_1 ==零
  540.       @ Back_effect_power_2 = 0 @ back_effect_power_2 ==零
  541.       @ Battleback1_bitmap = Cache.moe_1(file_name.to_s)救援零
  542.       @ Battleback1_bitmap = Bitmap.new(32,32),如果@ battleback1_bitmap ==零
  543.       如果_AT_ back_effect_type == 0
  544.          @背景= Plane.new
  545.          @ = @ Background.bitmap battleback1_bitmap
  546.       其他
  547.          @背景= Sprite.new
  548.          范围=(的@ back_effect_power_1 + 1)* 10
  549.          范围= 500如果范围> 500
  550.          速度=(的@ back_effect_power_2 + 1)* 100
  551.          速度,如果速度= 1000> 1000
  552.          @ Background.x范围=
  553.          @ Background.wave_amp范围=
  554.          @ Background.wave_length的= 544
  555.          _AT_ Background.wave_speed速度
  556.          _AT_ Background.bitmap Bitmap.new的=(544 +(范围* 2),416)
  557.          @ Background.bitmap.stretch_blt(@ background.bitmap.rect,battleback1_bitmap,@,@ battleback1_bitmap.rect)
  558. #@ = Background.ox background.bitmap.width / 2
  559. #@ = Background.oy background.bitmap.height / 2
  560. #@ = Background.x background.ox
  561. #@ = Background.y background.oy
  562.       结束
  563. #@ = Background.bitmap battleback1_bitmap
  564.       _AT_ Background.z = 0时
  565.   结束
  566.     
  567.     
  568.   #------------------------------------------------- -------------------------
  569.   ●创建背景#2
  570.   #------------------------------------------------- -------------------------
  571.   DEF create_background_2
  572.       @ Breach_effect = [1.0,0]
  573.       如果$ game_system.melodia_a [3] =零
  574.          文件名= game_system.melodia_a [3] [0]救援零
  575.          _AT_ Breath_effect = game_system.melodia_a $ [3] [1]救援零
  576.       结束
  577.       文件名=“”如果FILE_NAME ==无
  578.       @ Breath_effect = false,如果@ breath_effect ==零
  579.       @ Battleback2_bitmap = Cache.moe_1(file_name.to_s)救援零
  580.       @ Battleback2_bitmap = Bitmap.new(32,32),如果@ battleback2_bitmap ==零
  581.       _AT_ Background_2 = Sprite.new
  582.       @ = @ Background_2.bitmap battleback2_bitmap
  583.       @ = @ Background_2.y background_2.bitmap.height
  584.       @ = @ Background_2.oy background_2.bitmap.height
  585.       _AT_ Background_2.z = 1时
  586.   结束
  587.   
  588.   #------------------------------------------------- -------------------------
  589.   ●创建布局
  590.   #------------------------------------------------- -------------------------
  591.   DEF create_layout
  592.       @布局= Sprite.new
  593.       @ Layout.bitmap = Cache.moe_1(“布局”)
  594.       @ Layout.z = 100
  595.       _AT_ Layout.visible = FALSE
  596.   结束
  597.   
  598.   #------------------------------------------------- -------------------------
  599.   #●create_meter
  600.   #------------------------------------------------- -------------------------
  601.   DEF create_meter
  602.       _AT_ Meter_flow = 0时
  603.       @ Meter_image = Cache.moe_1(“Timer_Meter”)
  604.       _AT_ Meter_bitmap = Bitmap.new(@ meter_image.width,meter_image.height)
  605.       = @ @ Meter_range meter_image.width / 3
  606.       Meter_width = @ @ @ target_hp meter_range * / @ target_maxhp
  607.       = @ @ Meter_height meter_image.height / 2
  608.       _AT_ Meter_sprite = Sprite.new
  609.       @ = @ M​​eter_sprite.bitmap meter_bitmap
  610.       _AT_ Meter_sprite.z 201
  611.       @ Meter_sprite.x APPEAL_METER_POS = [0]
  612.       _AT_ Meter_sprite.y = APPEAL_METER_POS [1]
  613.       @ = @ M​​eter2_width meter_range
  614.       _AT_ Meter2_bitmap = Bitmap.new(@ meter_image.width,meter_image.height)
  615.       _AT_ Meter2_sprite = Sprite.new
  616.       @ = @ M​​eter2_sprite.bitmap meter2_bitmap
  617.       @ Meter2_sprite.z = 200
  618.       _AT_ Meter2_sprite.mirror = TRUE
  619.       @ Meter2_sprite.x APPEAL_METER_POS = [0] - (meter_range * 2)
  620.       _AT_ Meter2_sprite.y = APPEAL_METER_POS [1]
  621.       @ Meter_sprite.bitmap.clear
  622.       @ Meter2_sprite.bitmap.clear
  623.       Meter_width = @ @ @ target_hp meter_range * / @ target_maxhp
  624.       @ Meter_src_rect = Rect.new(@ meter_flow,0,@ meter_width meter_height)
  625.       @ @ Meter_bitmap.blt(0.0,meter_image,@ meter_src_rect)
  626.       _AT_ Meter2_src_rect = Rect.new(_AT_ meter_flow meter_height @,@ meter2_width meter_height)
  627.       @ @ Meter2_bitmap.blt(0.0,meter_image,@ meter2_src_rect)
  628.       @ Meter_flow + = METER_FLOW_SPEED的
  629.       @ Meter_flow = 0 @ meter_flow> = meter_image.width @ - @ meter_range
  630.       _AT_ Meter_sprite.visible = FALSE
  631.       _AT_ Meter2_sprite.visible = FALSE
  632.   结束
  633.   
  634.   #------------------------------------------------- -------------------------
  635.   ●创建奖励计
  636.   #------------------------------------------------- -------------------------
  637.   DEF create_bonus_meter
  638.       执行@ = 0
  639.       _AT_ Perform_max千
  640.       @ P_image = Cache.moe_1(“P_Meter”)
  641.       _AT_ P_bitmap = Bitmap.new(@ p_image.width,p_image.height)
  642.       P_width = @ @ @ p_image.width *执行/ @ perform_max
  643.       @ = @ P_height p_image.height
  644.       @ P_src_rect Rect.new =(0,p_width p_height)
  645.       @ @ P_bitmap.blt(0.0,p_image,@ p_src_rect)
  646.       _AT_ P_sprite = Sprite.new
  647.       @ = @ P_sprite.bitmap p_bitmap
  648.       _AT_ P_sprite.z 201
  649.       @ P_sprite.x PERFORM_POS = [0]
  650.       _AT_ P_sprite.y = PERFORM_POS [1]
  651.       _AT_ P_sprite.visible = FALSE
  652.       update_bonus_meter
  653.   结束
  654.   
  655.   #------------------------------------------------- -------------------------
  656.   ●创建反应仪
  657.   #------------------------------------------------- -------------------------
  658.   DEF create_reaction_meter
  659.       @ R_image = Cache.moe_1(“Reaction_Meter”)
  660.       _AT_ R_bitmap = Bitmap.new(@ r_image.width,r_image.height)
  661.       R_width = @ _AT_ reaction_time r_image.width * / @ reaction_time_max
  662.       @ = @ R_height r_image.height
  663.       _AT_ R_sprite = Sprite.new
  664.       @ = @ R_sprite.bitmap r_bitmap
  665.       _AT_ R_sprite.z 201
  666.       @ R_sprite.x REACTION_POS = [0]
  667.       _AT_ R_sprite.y = REACTION_POS [1]
  668.       _AT_ R_sprite.visible = FALSE
  669.       update_reaction_meter
  670.   结束
  671.   
  672.   #------------------------------------------------- -------------------------
  673.   ●创建新闻
  674.   #------------------------------------------------- -------------------------
  675.   DEF create_press
  676.       _AT_ Next_key = 0时
  677.       _AT_ Pressed_key = 0时
  678.       :_AT_ Press_image = Cache.moe_1(“按钮”)
  679.       _AT_ Press_bitmap = Bitmap.new(@ press_image.width,press_image.height)
  680.       @ = @ Press_width press_image.width上/ 9
  681.       @ = @ Press_height press_image.height
  682.       make_next_command
  683.       _AT_ Press_src_rect Rect.new =(@ * @ next_key press_width,0,@ press_width @ press_height)
  684.       @ @ Press_bitmap.blt(0.0,press_image,@ press_src_rect)
  685.       _AT_ Press_sprite = Sprite.new
  686.       @ = @ Press_sprite.bitmap press_bitmap
  687.       _AT_ Press_sprite.z 201
  688.       @ Press_sprite.x KEY_POS = [0]
  689.       @ Press_sprite.y = KEY_POS [1]
  690.       = @ @ Press_sprite.ox press_width / 2
  691.       @ = @ Press_sprite.oy press_height
  692.       _AT_ Press_sprite.visible = FALSE
  693.   结束
  694.   
  695.   #------------------------------------------------- -------------------------
  696.   ●检查关键位置
  697.   #------------------------------------------------- -------------------------
  698.   def check_key_position中
  699.       KEY_POS = @(@ @ press_width next_key *)+ KEY_POS [0]
  700.       @ = @ Press_sprite.x KEY_POS
  701.   结束
  702.   
  703.   #------------------------------------------------- -------------------------
  704.   #●create_number
  705.   #------------------------------------------------- -------------------------
  706.   DEF create_number
  707.       @ Number_image = Cache.moe_1(“Timer_Number”)
  708.       _AT_ Number_bitmap = Bitmap.new(@ number_image.width,number_image.height)
  709.       _AT_ Number_sprite = Sprite.new
  710.       @ = @ Number_sprite.bitmap number_bitmap
  711.       _AT_ Number_sprite.z 203
  712.       @ Number_sprite.x TIME_NUMBER_POS = [0]
  713.       _AT_ Number_sprite.y = TIME_NUMBER_POS [1]
  714.       = @ @ Number_cw number_image.width / 10
  715.       @ = @ Number_ch number_image.height
  716.       refresh_number
  717.       @ = @ total_sec
  718.       _AT_ Number_sprite.visible = FALSE
  719.   结束
  720.     
  721.   #------------------------------------------------- -------------------------
  722.   ●创建耐力仪表
  723.   #------------------------------------------------- -------------------------
  724.   DEF create_stamina_meter
  725.       _AT_ Old_stamina = - 1
  726.       @ Hp2_image = Cache.moe_1(“Stamina_Meter”)
  727.       _AT_ Hp2_bitmap = Bitmap.new(@ hp2_image.width,hp2_image.height)
  728.       Hp2_width = @ @ @ player_hp hp2_image.width * / @ player_maxhp
  729.       @ = @ Hp2_height hp2_image.height
  730.       _AT_ Hp2_sprite = Sprite.new
  731.       @ = @ Hp2_sprite.bitmap hp2_bitmap
  732.       _AT_ Hp2_sprite.z 201
  733.       @ Hp2_sprite.x STAMINA_METER_POS = [0]
  734.       _AT_ Hp2_sprite.y = STAMINA_METER_POS [1]
  735.       _AT_ Hp2_sprite.visible = FALSE
  736.       refresh_stamina_meter
  737.   结束
  738.     
  739.   #------------------------------------------------- -------------------------
  740.   ●创建组合
  741.   #------------------------------------------------- -------------------------
  742.   DEF create_combo
  743.       @组合= 0
  744.       @ = @ Combo_old组合
  745.       @ Cb_number_image = Cache.moe_1(“CB_Number”)
  746.       _AT_ Cb_number_bitmap = Bitmap.new(@ cb_number_image.width,cb_number_image.height)
  747.       _AT_ Cb_number_sprite = Sprite.new
  748.       @ = @ Cb_number_sprite.bitmap cb_number_bitmap
  749.       _AT_ Cb_number_sprite.z 203
  750.       @ Cb_number_sprite.x CB_NUMBER_POS = [0]
  751.       _AT_ Cb_number_sprite.y = CB_NUMBER_POS [1]
  752.       = @ @ Cb_number_cw cb_number_image.width / 10
  753.       @ = @ Cb_number_ch cb_number_image.height
  754.       = @ @ Cb_number_sprite.ox cb_number_cw / 2
  755.       = @ @ Cb_number_sprite.oy cb_number_ch / 2
  756.       _AT_ Cb_number_sprite.visible = FALSE
  757.       _AT_ Combo_animation_duration = 0时
  758.       refresh_cb_number
  759.   结束
  760.   
  761.   #------------------------------------------------- -------------------------
  762.   #●create_score
  763.   #------------------------------------------------- -------------------------
  764.   DEF create_score
  765.       @ Score_image = Cache.moe_1(“Number_Score”)
  766.       _AT_ Score_bitmap = Bitmap.new(@ score_image.width,score_image.height)
  767.       _AT_ Score_sprite = Sprite.new
  768.       @ = @ Score_sprite.bitmap score_bitmap
  769.       _AT_ Score_sprite.z 203
  770.       @ Score_sprite.x SCORE_POS = [0]
  771.       _AT_ Score_sprite.y = SCORE_POS [1]
  772.       = @ @ Score_cw score_image.width / 10
  773.       @ = @ Score_ch score_image.height
  774.       refresh_score
  775.       _AT_ Score_sprite.visible = FALSE
  776.   结束
  777.   
  778.   #------------------------------------------------- -------------------------
  779.   #●create_fire
  780.   #------------------------------------------------- -------------------------
  781.   DEF create_fire
  782.       _AT_ Fire_flow = 0时
  783.       _AT_ Fire_flow_speed = 0时
  784.       _AT_ Fire_refresh = FALSE
  785.       @ Fire_image = Cache.moe_1(“Timer_Fire”)
  786.       _AT_ Fire_bitmap = Bitmap.new(@ fire_image.width,fire_image.height)
  787.       = @ @ Fire_width fire_image.width / 4
  788.       @ Fire_src_rect_back Rect.new =(0,fire_width fire_image.height)
  789.       @ Fire_bitmap.blt(0.0 @ fire_image,@ fire_src_rect_back)
  790.       _AT_ Fire_sprite = Sprite.new
  791.       @ = @ Fire_sprite.bitmap fire_bitmap
  792.       @ Fire_sprite.z = 99
  793.       @ Fire_sprite.x FIRE_POS = [0]
  794.       _AT_ Fire_sprite.y = FIRE_POS [1]
  795.       _AT_ Fire_sprite.visible = FALSE
  796.       update_fire
  797.   结束
  798.     
  799.   #------------------------------------------------- -------------------------
  800.   ●创建信息
  801.   #------------------------------------------------- -------------------------
  802.   DEF create_info(文件名)
  803.       dispose_info
  804.       @信息= Plane.new
  805.       @ Info.bitmap = Cache.moe_1(FILE_NAME)救援零
  806.       @ Info.bitmap Cache.moe_1 =(“”)==零if@info.bitmap
  807.       _AT_ Info.z 999
  808.       _AT_ Info.opacity = 255
  809.   结束
  810.   
  811.   #------------------------------------------------- -------------------------
  812.   ●结果#创建文本
  813.   #------------------------------------------------- -------------------------
  814.   DEF create_result_text
  815.       _AT_ Result_sprite = Sprite.new
  816.       @ Result_sprite.bitmap = Bitmap.new(544.416)
  817.       @ Result_sprite.bitmap.font.size = 38
  818.       _AT_ Result_sprite.bitmap.font.bold = TRUE
  819.       #反应结果
  820.       @ Result_sprite.bitmap.draw_text(215,0,320,40 @ reaction_time_average.to_s,2)
  821.       #最强组合
  822.       @ Result_sprite.bitmap.draw_text(215,39,320,40 @ max_combo.to_s,2)
  823.       #小姐
  824.       @ Result_sprite.bitmap.draw_text(215,79,320,40 @ misses.to_s,2)
  825.       #分数
  826.       @ Result_sprite.bitmap.draw_text(215,168,320,40 @ max_score.to_s,2)
  827.       #排名
  828.       @ Result_sprite.bitmap.font.size = 96
  829.       @ Result_sprite.bitmap.font.italic =
  830.       _AT_ Result_sprite.bitmap.font.color Color.new =(255155100)
  831.       @ Result_sprite.bitmap.draw_text(115200320100 @ rank.to_s,2)
  832.       = @ @ Result_sprite.ox result_sprite.bitmap.width / 2
  833.       = @ @ Result_sprite.oy result_sprite.bitmap.height / 2
  834.       = @ @ Result_sprite.x result_sprite.bitmap.width / 2
  835.       = @ @ Result_sprite.y result_sprite.bitmap.width / 2
  836.       _AT_ Result_sprite.z 999
  837.   结束
  838.   
  839.   #------------------------------------------------- -------------------------
  840.   ●可视对象精灵
  841.   #------------------------------------------------- -------------------------
  842.   :DEF objects_sprites_visible(勇气=真)
  843.       _AT_ Press_sprite.visible =勇气
  844.       _AT_ Layout.visible =勇气
  845.       _AT_ Meter_sprite.visible =勇气
  846.       _AT_ Meter2_sprite.visible =勇气
  847.       _AT_ P_sprite.visible =勇气
  848.       _AT_ R_sprite.visible =勇气
  849.       _AT_ Number_sprite.visible =勇气
  850.       _AT_ Hp2_sprite.visible =勇气
  851.       _AT_ Cb_number_sprite.visible =勇气
  852.       _AT_ Score_sprite.visible =勇气
  853.       _AT_ Fire_sprite.visible =勇气
  854.   结束
  855.   
  856. 结束

  857. #================================================= =============================
  858. #■Scene_Melodia_A
  859. #================================================= =============================
  860. 类Particles_Melodia_A <雪碧
  861.   
  862. #------------------------------------------------- -------------------------
  863. #●初始化
  864. #------------------------------------------------- -------------------------
  865.   DEF初始化(视口中=零)
  866.       超(视)
  867.       如果$ game_system.melodia_a [4] =零
  868.           file_name中= $ game_system.melodia_a [4] [0]救援零
  869.           _AT_ Speed​​_x = game_system.melodia_a $ [4] [1]
  870.           @ Speed​​_y = $ game_system.melodia_a [4] [2]
  871.           _AT_ Speed​​_a = game_system.melodia_a $ [4] [3]
  872.           BLENDY = $ game_system.melodia_a [4] [4]
  873.           random_color = $ game_system.melodia_a [4] [5]
  874.       结束
  875.       _AT_ Speed​​_x = 0,如果@ speed_x ==零
  876.       _AT_ Speed​​_y = 0,如果@ speed_y ==零
  877.       _AT_ Speed​​_a = 0,如果@ speed_a ==零
  878.       = 1,如果BLENDY BLENDY ==无
  879.       random_color = false,如果random_color ==零
  880.       self.bitmap = Cache.moe_1救援零(file_name.to_s)
  881.       self.bitmap Cache.moe_1 =(“”)==无如果self.bitmap
  882.       self.tone.set(兰特(255),兰特(255),兰特(255),255),如果random_color
  883.       self.blend_type = BLENDY
  884.       reset_setting
  885.   结束
  886.   
  887. #------------------------------------------------- -------------------------
  888. ●复位设置
  889. #------------------------------------------------- -------------------------
  890.   DEF reset_setting
  891.       变焦=(50 +兰特(100))/ 100.1
  892.       self.zoom_x =变焦
  893.       self.zoom_y =变焦
  894.       self.x =兰特(576)-32
  895.       self.y =兰特(320 + self.bitmap.height)
  896.       self.opacity = 0
  897.       self.angle =兰特(360)
  898.   结束
  899.   
  900. #------------------------------------------------- -------------------------
  901. ●处置#
  902. #------------------------------------------------- -------------------------
  903.   DEF处置
  904.       非常
  905.       如果self.bitmap!=零self.bitmap.dispose
  906.   结束
  907.   
  908. #------------------------------------------------- -------------------------
  909. #●更新
  910. #------------------------------------------------- -------------------------
  911.   DEF更新
  912.       非常
  913.       self.x + = @ speed_x
  914.       self.y - = @ speed_y
  915.       self.angle + = @ speed_a
  916.       self.opacity + = 5
  917.       reset_setting如果can_reset_setting,?
  918.   结束
  919.   
  920. #------------------------------------------------- -------------------------
  921. #●可以重置设置
  922. #------------------------------------------------- -------------------------
  923.   高清can_reset_setting?
  924.       如果返回true!self.x.between(-32.580)?
  925.       如果返回true!self.y.between(-32.370)?
  926.       返回false
  927.   结束
  928. 结束


  929. #================================================= =============================
  930. #■Scene_Melodia_A
  931. #================================================= =============================
  932. 类Flash_Sprite_Melodia_A <雪碧
  933.   
  934. #------------------------------------------------- -------------------------
  935. #●视口
  936. #------------------------------------------------- -------------------------
  937.   DEF初始化(视口,X,索引)
  938.       超(视)
  939.       self.bitmap = Cache.moe_1(“Flash_Effect”)
  940.       self.x = X
  941.       self.y = 0
  942.       self.opacity = 0
  943.       self.visible =假
  944.       self.blend_type = 1
  945.       SET_COLOR(指数)
  946.   结束
  947.   
  948. #------------------------------------------------- -------------------------
  949. #●设置颜色
  950. #------------------------------------------------- -------------------------
  951.   :DEF SET_COLOR(指数)
  952.       索引的情况下
  953.          当0; self.tone.set的(0,0,255,255)
  954.          当一个; self.tone.set(0,255,0,255)
  955.          当2 self.tone.set(255,0,0,255)
  956.          当3 self.tone.set(125125125,255)
  957.          当4; self.tone.set 0255255,255()
  958.          当5 self.tone.set(255,255,0,255)
  959.          当6 self.tone.set(255,0,255,255)
  960.          当7; self.tone.set的(55255125,255)
  961.       结束
  962.   结束
  963.   
  964. #------------------------------------------------- -------------------------
  965. ●处置#
  966. #------------------------------------------------- -------------------------
  967.   DEF处置
  968.       非常
  969.       self.bitmap.dispose
  970.   结束

  971. #------------------------------------------------- -------------------------
  972. #●更新
  973. #------------------------------------------------- -------------------------
  974.   DEF更新
  975.       非常
  976.       update_effect
  977.   结束
  978.   
  979. #------------------------------------------------- -------------------------
  980. #●更新的影响
  981. #------------------------------------------------- -------------------------
  982.   DEF update_effect
  983.       self.opacity - = 5
  984.       self.visible = false,如果self.opacity == 0
  985.   结束
  986.   
  987. #------------------------------------------------- -------------------------
  988. #●闪光效果
  989. #------------------------------------------------- -------------------------
  990.   DEF flash_effect
  991.       特效持续= 0
  992.       self.visible =真
  993.       self.opacity = 255
  994.       self.y = 0
  995.   结束
  996.   
  997. 结束

  998. #================================================= =============================
  999. #■Scene_Melodia_A
  1000. #================================================= =============================
  1001. 类Scene_Melodia_A
  1002.   
  1003.   #------------------------------------------------- -------------------------
  1004.   #执行●处置
  1005.   #------------------------------------------------- -------------------------
  1006.   DEF execute_dispose
  1007.       Graphics.freeze
  1008.       dispose_target_meter
  1009.       dispose_combo_number
  1010.       dispose_time_number
  1011.       dispose_background
  1012.       dispose_fire_animation
  1013.       dispose_layout
  1014.       dispose_score
  1015.       dispose_perform_meter
  1016.       dispose_reaction_meter
  1017.       dispose_hp_meter
  1018.       dispose_button
  1019.       dispose_info
  1020.       dispose_particles
  1021.       dispose_flash
  1022.       dispose_result_text
  1023.       BattleManager.replay_bgm_and_bgs
  1024.   结束
  1025.   
  1026.   #------------------------------------------------- -------------------------
  1027.   ●处置结果文本
  1028.   #------------------------------------------------- -------------------------
  1029.   DEF dispose_result_text
  1030.       返回@ result_sprite ==零
  1031.       @ Result_sprite.bitmap.dispose
  1032.       @ Result_sprite.dispose
  1033.       _AT_ Result_sprite =为零
  1034.   结束

  1035. #------------------------------------------------- -------------------------
  1036. ●处置目标仪表
  1037. #------------------------------------------------- -------------------------
  1038.   DEF dispose_target_meter
  1039.       返回@ meter_image ==零
  1040.       @ Meter_sprite.bitmap.dispose
  1041.       @ Meter_sprite.dispose
  1042.       @ Meter_bitmap.dispose
  1043.       @ Meter2_sprite.bitmap.dispose
  1044.       @ Meter2_sprite.dispose
  1045.       @ Meter2_bitmap.dispose
  1046.       @ Meter_image.dispose
  1047.       _AT_ Meter_image =为零
  1048.   结束
  1049.       
  1050. #------------------------------------------------- -------------------------
  1051. ●处置时间编号#
  1052. #------------------------------------------------- -------------------------
  1053. DEF dispose_time_number
  1054.       返回@ number_image ==零
  1055.       @ Number_sprite.bitmap.dispose
  1056.       @ Number_sprite.dispose
  1057.       @ Number_bitmap.dispose
  1058.       @ Number_image.dispose
  1059.       _AT_ Number_image =为零
  1060. 结束

  1061. #------------------------------------------------- -------------------------
  1062. ●处置组合号码#
  1063. #------------------------------------------------- -------------------------
  1064. DEF dispose_combo_number
  1065.       返回@ cb_number_image ==零
  1066.       @ Cb_number_sprite.bitmap.dispose
  1067.       @ Cb_number_sprite.dispose
  1068.       @ Cb_number_bitmap.dispose
  1069.       @ Cb_number_image.dispose
  1070. 结束
  1071.       
  1072. #------------------------------------------------- -------------------------
  1073. ●处置消防动画
  1074. #------------------------------------------------- -------------------------
  1075. DEF dispose_fire_animation
  1076.       返回@ fire_image ==零
  1077.       @ Fire_bitmap.dispose
  1078.       @ Fire_sprite.bitmap.dispose
  1079.       @ Fire_sprite.dispose
  1080.       @ Fire_image.dispose
  1081.       _AT_ Fire_image =为零
  1082. 结束
  1083.       
  1084. #------------------------------------------------- -------------------------
  1085. ●处置布局
  1086. #------------------------------------------------- -------------------------
  1087. DEF dispose_layout
  1088.       @如果布局==零回报
  1089.       @ Layout.bitmap.dispose
  1090.       @ Layout.dispose
  1091. 结束

  1092. #------------------------------------------------- -------------------------
  1093. ●处置背景
  1094. #------------------------------------------------- -------------------------
  1095. DEF dispose_background
  1096.      如果返回@背景==零
  1097.      @ Background.bitmap.dispose
  1098.      @ Background.dispose
  1099.      @ Background_2.bitmap.dispose
  1100.      @ Background_2.dispose
  1101.      @ Battleback1_bitmap.dispose
  1102.      @ Battleback2_bitmap.dispose
  1103. 结束

  1104. #------------------------------------------------- -------------------------
  1105. ●处置分数
  1106. #------------------------------------------------- -------------------------
  1107. DEF dispose_score
  1108.      返回@ score_image ==零
  1109.      @ Score_bitmap.dispose
  1110.      @ Score_sprite.bitmap.dispose
  1111.      @ Score_sprite.dispose
  1112.      @ Score_image.dispose
  1113.      _AT_ Score_image =为零
  1114. 结束
  1115.       
  1116. #------------------------------------------------- -------------------------
  1117. ●处置执行仪表
  1118. #------------------------------------------------- -------------------------
  1119. DEF dispose_perform_meter
  1120.       返回@ p_image ==零
  1121.       @ P_bitmap.dispose
  1122.       @ P_sprite.bitmap.dispose
  1123.       @ P_sprite.dispose
  1124.       @ P_image.dispose
  1125.       _AT_ P_image =为零
  1126. 结束
  1127.       
  1128. #------------------------------------------------- -------------------------
  1129. ●处置反应仪表
  1130. #------------------------------------------------- -------------------------
  1131. DEF dispose_reaction_meter
  1132.      返回@ r_image ==零
  1133.      @ R_bitmap.dispose
  1134.      @ R_sprite.bitmap.dispose
  1135.      @ R_sprite.dispose
  1136.      @ R_image.dispose
  1137.      _AT_ R_image =为零
  1138. 结束
  1139.     
  1140. #------------------------------------------------- -------------------------
  1141. ●处置HP计量表
  1142. #------------------------------------------------- -------------------------
  1143. DEF dispose_hp_meter
  1144.      返回@ hp2_image ==零
  1145.      @ Hp2_bitmap.dispose
  1146.      @ Hp2_sprite.bitmap.dispose
  1147.      @ Hp2_sprite.dispose
  1148.      @ Hp2_image.dispose
  1149.      _AT_ Hp2_image =为零
  1150. 结束
  1151.       
  1152. #------------------------------------------------- -------------------------
  1153. ●处置按钮
  1154. #------------------------------------------------- -------------------------
  1155. DEF dispose_button
  1156.      返回@ press_image ==零
  1157.      @ Press_bitmap.dispose
  1158.      @ Press_sprite.bitmap.dispose
  1159.      @ Press_sprite.dispose
  1160.      @ Press_image.dispose
  1161.      _AT_ Press_image =为零
  1162. 结束
  1163.    
  1164. #------------------------------------------------- -------------------------
  1165. ●处置颗粒
  1166. #------------------------------------------------- -------------------------
  1167.   DEF dispose_particles
  1168.       返回@ light_bitmap ==零
  1169.       @ Light_bitmap.each {|精灵| sprite.dispose}
  1170.       _AT_ Light_bitmap =为零
  1171.       @ Viewport_light.dispose的viewport_light!=无
  1172.   结束
  1173.   
  1174. #------------------------------------------------- -------------------------
  1175. ●处置闪光
  1176. #------------------------------------------------- -------------------------
  1177.   DEF dispose_flash
  1178.       返回@ flash_bitmap ==零
  1179.       @ Flash_bitmap.each {|精灵| sprite.dispose}
  1180.       _AT_ Flash_bitmap =为零
  1181.       @ Viewport_flash.dispose viewport_flash!=无
  1182.   结束
  1183.   
  1184.   #------------------------------------------------- -------------------------
  1185.   #●处置信息
  1186.   #------------------------------------------------- -------------------------
  1187.   DEF dispose_info
  1188.       返回@信息==零
  1189.       if@info.bitmap ==无回报
  1190.       @ Info.bitmap.dispose
  1191.       @ Info.dispose
  1192.       @信息=零
  1193.   结束
  1194.    
  1195. 结束


  1196. #================================================= =============================
  1197. #■Scene_Melodia_A
  1198. #================================================= =============================
  1199. 类Scene_Melodia_A
  1200.   
  1201.   #------------------------------------------------- -------------------------
  1202.   #●更新Flash
  1203.   #------------------------------------------------- -------------------------
  1204.   DEF update_flash
  1205.       返回@ flash_bitmap ==零
  1206.       @ Flash_bitmap.each {|精灵| sprite.update}
  1207.   结束
  1208.   
  1209.   #------------------------------------------------- -------------------------
  1210.   #●更新粒子
  1211.   #------------------------------------------------- -------------------------
  1212.   DEF update_particles
  1213.       返回@ light_bitmap == nil或者@相<3
  1214.       @ Light_bitmap.each {|精灵| sprite.update}
  1215.   结束
  1216.   
  1217.   #------------------------------------------------- -------------------------
  1218.   #●更新法术仪表的
  1219.   #------------------------------------------------- -------------------------
  1220.   DEF update_bonus_meter
  1221.       @ P_sprite.bitmap.clear
  1222.       P_width = @ @ @ p_image.width *执行/ @ perform_max
  1223.       @ P_src_rect Rect.new =(0,p_width p_height)
  1224.       @ @ P_bitmap.blt(0.0,p_image,@ p_src_rect)
  1225.   结束
  1226.     
  1227.   #------------------------------------------------- -------------------------
  1228.   ●抽奖号码
  1229.   #------------------------------------------------- -------------------------
  1230.   :DEF draw_number(X,Y值)
  1231.       _AT_ Number_text value.abs.to_s.split的=(/ /)
  1232.       plus_x = - @ * @ number_cw number_text.size
  1233.       r和0。@ number_text.size分类 - 1
  1234.          @ @ Number_text number_abs = [R]。To_i
  1235.          @ Number_src_rect Rect.new =(@ * @,0 number_cw number_abs @ number_cw,number_ch)
  1236.          _AT_ Number_bitmap.blt(plus_x + X +(@ number_cw * R),Y,@ number_image @ number_src_rect)
  1237.       结束
  1238.   结束
  1239.     
  1240.   #------------------------------------------------- -------------------------
  1241.   ●编号#刷新
  1242.   #------------------------------------------------- -------------------------
  1243.   DEF refresh_number
  1244.       @ = @ total_sec
  1245.       @ Number_sprite.bitmap.clear
  1246.       draw_number(@ number_cw * 1,0,0),如果@最小<10
  1247.       draw_number(number_cw @ * 2.0,@最小),
  1248.       draw_number(@ number_cw * 4,0,0),如果@秒<10
  1249.       draw_number(number_cw @ * 5​​.0,@秒)
  1250.   结束

  1251.   #------------------------------------------------- -------------------------
  1252.   #●更新流量
  1253.   #------------------------------------------------- -------------------------
  1254.   DEF update_flow
  1255.       如果返回@暂停
  1256.       @ Meter_sprite.bitmap.clear
  1257.       @ Meter2_sprite.bitmap.clear
  1258.       Meter_width = @ @ @ target_hp meter_range * / @ target_maxhp
  1259.       @ Meter_src_rect = Rect.new(@ meter_flow,0,@ meter_width meter_height)
  1260.       @ @ Meter_bitmap.blt(0.0,meter_image,@ meter_src_rect)
  1261.       _AT_ Meter2_src_rect = Rect.new(_AT_ meter_flow meter_height @,@ meter2_width meter_height)
  1262.       @ @ Meter2_bitmap.blt(0.0,meter_image,@ meter2_src_rect)
  1263.       @ Meter_flow + = METER_FLOW_SPEED的
  1264.       @ Meter_flow = 0 @ meter_flow> = meter_image.width @ - @ meter_range
  1265.   结束
  1266.     
  1267.   #------------------------------------------------- -------------------------
  1268.   #●更新反应仪表
  1269.   #------------------------------------------------- -------------------------
  1270.   DEF update_reaction_meter
  1271.       如果返回@暂停
  1272.       @ R_sprite.bitmap.clear
  1273.       R_width = @ _AT_ reaction_time r_image.width * / @ reaction_time_max
  1274.       @ R_src_rect Rect.new =(0,r_width r_height)
  1275.       @ @ R_bitmap.blt(0.0,r_image,@ r_src_rect)
  1276.   结束
  1277.   
  1278.   #------------------------------------------------- -------------------------
  1279.   #●刷新耐力母校
  1280.   #------------------------------------------------- -------------------------
  1281.   DEF refresh_stamina_meter
  1282.       @ = @ Old_stamina player_hp
  1283.       @ Hp2_sprite.bitmap.clear
  1284.       Hp2_width = @ @ @ player_hp hp2_image.width * / @ player_maxhp
  1285.       src_rect Rect.new =(0,hp2_width hp2_height)
  1286.       @ Hp2_bitmap.blt(0.0 @ hp2_image,src_rect)
  1287. 结束
  1288.   
  1289.   #------------------------------------------------- -------------------------
  1290.   #●更新消防
  1291.   #------------------------------------------------- -------------------------
  1292.   DEF update_fire
  1293.     如果返回@暂停
  1294.     @ Fire_flow_speed + = 1
  1295.     如果_AT_ fire_flow_speed> FIRE_ANIMATION_SPEED
  1296.        @ Fire_flow + = 1
  1297.        _AT_ Fire_flow_speed = 0时
  1298.        @ Fire_flow如果@ fire_flow == 4 = 0
  1299.        _AT_ Fire_refresh = TRUE
  1300.     结束
  1301.     返回@ fire_refresh == FALSE
  1302.     @ Fire_sprite.bitmap.clear
  1303.     _AT_ Fire_refresh = FALSE
  1304.     _AT_ Fire_src_rect_back Rect.new =(@ * @ fire_width fire_flow,0,@ fire_width @ fire_image.height)
  1305.     @ Fire_bitmap.blt(0.0 @ fire_image,@ fire_src_rect_back)
  1306.   结束
  1307.   
  1308.   #------------------------------------------------- -------------------------
  1309.   #●刷新出版社
  1310.   #------------------------------------------------- -------------------------
  1311.   DEF refresh_press
  1312.       _AT_ Press_refresh = FALSE
  1313.       @ Press_sprite.zoom_x = 2:00
  1314.       @ Press_sprite.zoom_y = 2:00
  1315.       @ Press_sprite.bitmap.clear
  1316.       如果@等待> 0
  1317.          _AT_ Press_src_rect Rect.new =(8 * @ press_width,0,@ press_width press_height)
  1318.       其他
  1319.          _AT_ Press_src_rect Rect.new =(@ * @ next_key press_width,0,@ press_width @ press_height)
  1320.       结束
  1321.       @ @ Press_bitmap.blt(0.0,press_image,@ press_src_rect)
  1322.       check_key_position
  1323.   结束
  1324.   
  1325.   #------------------------------------------------- -------------------------
  1326.   #●刷新分数
  1327.   #------------------------------------------------- -------------------------
  1328.   DEF refresh_score
  1329.       @ Score_sprite.bitmap.clear
  1330.       @ @ Score_cache.abs.to_s.split score_text =(/ /)
  1331.       r和0。@ score_text.size分类 - 1
  1332.          @ @ Score_text score_abs = [R]。To_i
  1333.          @ Score_src_rect Rect.new =(@ * @,0 score_cw score_abs @ score_cw,score_ch)
  1334.          @ Score_bitmap.blt(_AT_ score_cw * R,0,@ score_image,@ score_src_rect)
  1335.       结束
  1336.       @ Score_refresh = false,如果@得分== @ score_old
  1337.   结束
  1338.   
  1339.   #------------------------------------------------- -------------------------
  1340.   #●更新得分
  1341.   #------------------------------------------------- -------------------------
  1342.   DEF update_score_number
  1343.       _AT_ Score_refresh = TRUE
  1344.       N = 1 *(得分 - @ score_old)。ABS / 100
  1345.       score_speed最大= [[N],9999999分钟,1]。
  1346.       如果score_old @ <@得分
  1347.           @ Score_cache + = score_speed的
  1348.           如果score_cache @> = @得分
  1349.              @ = @ Score_old得分
  1350.              @ = @ Score_cache得分
  1351.           结束
  1352.         ELSIF @ score_old> @得分
  1353.            @ Score_cache - = score_speed
  1354.            如果@ score_cache <= @得分
  1355.               @ = @ Score_old得分
  1356.               @ = @ Score_cache得分
  1357.            结束
  1358.         结束
  1359.   结束

  1360.   #------------------------------------------------- -------------------------
  1361.   #●刷新CB号码
  1362.   #------------------------------------------------- -------------------------
  1363.   DEF refresh_cb_number
  1364.       @ = @ Combo_old组合
  1365.       @ Cb_number_bitmap.clear
  1366.       @ @ Combo.abs.to_s.split cb_number_text =(/ /)
  1367.       r和0。@ cb_number_text.size分类 - 1
  1368.          number_abs = _AT_ cb_number_text [R]。to_i
  1369.          src_rect = Rect.new(cb_number_cw number_abs *,0,@ cb_number_cw cb_number_ch)
  1370.          @ Cb_number_bitmap.blt((@ cb_number_cw * R),0,@ cb_number_image,src_rect)
  1371.       结束
  1372.       _AT_ Cb_number_sprite.ox =(@ * _AT_ cb_number_cw cb_number_text.size)/ 2
  1373.   结束
  1374.   
  1375.   #------------------------------------------------- -------------------------
  1376.   #●更新组合效应
  1377.   #------------------------------------------------- -------------------------
  1378.   DEF update_combo_effect
  1379.       返回@ combo_animation_duration == 0
  1380.       _AT_ Combo_animation_duration的 - = 1
  1381.       情况_AT_ combo_animation_duration的
  1382.           当21 .40
  1383.                @ Cb_number_sprite.zoom_x + = 12:06
  1384.                @ Cb_number_sprite.zoom_y + = 0.06
  1385.           当1 .20
  1386.                @ Cb_number_sprite.zoom_x - = 12:06
  1387.                @ Cb_number_sprite.zoom_y - = 12:06
  1388.           其他
  1389.                @ Cb_number_sprite.zoom_x = 1.00
  1390.                @ Cb_number_sprite.zoom_y = 1:00
  1391.                _AT_ Combo_animation_duration = 0时
  1392.       结束
  1393.    结束
  1394.     
  1395.   #------------------------------------------------- -------------------------
  1396.   #●更新HP编号效果
  1397.   #------------------------------------------------- -------------------------
  1398.   DEF update_button_effect
  1399.       返回if@press_sprite.zoom_x的== 1:00
  1400.       @ Press_sprite.zoom_x - = 0.06
  1401.       @ Press_sprite.zoom_y - = 0.06
  1402.       if@press_sprite.zoom_x <= 1:00
  1403.          @ Press_sprite.zoom_x = 1:00
  1404.          @ Press_sprite.zoom_y = 1:00
  1405.       结束
  1406.   结束
  1407.    
  1408.   #------------------------------------------------- -------------------------
  1409.   ●背景更新#1
  1410.   #------------------------------------------------- -------------------------
  1411.   DEF update_background_1
  1412.       如果_AT_ back_effect_type == 0
  1413.          @ Background.ox + = @ back_effect_power_1
  1414.          @ Background.oy + = @ back_effect_power_2
  1415.       其他
  1416.          @ Background.update
  1417.       结束
  1418.   结束
  1419.     
  1420.   #------------------------------------------------- -------------------------
  1421.   ●背景更新#2
  1422.   #------------------------------------------------- -------------------------
  1423.   DEF update_background_2
  1424.       update_breath_effect
  1425.       如果_AT_ back2_effect_type == 0
  1426.          @ Background_2.ox + = @ back2_effect_power_1
  1427.          @ Background_2.oy + = @ back2_effect_power_2
  1428.       其他
  1429.          @ Background_2.update
  1430.       结束
  1431.   结束
  1432.   
  1433.   #------------------------------------------------- -------------------------
  1434.   #●更新呼吸效应
  1435.   #------------------------------------------------- -------------------------
  1436. DEF update_breath_effect
  1437.      返回,如果@ breath_effect
  1438.       @ Breach_effect [1] + = 1
  1439.       案件@ breach_effect [1]
  1440.          当0 .30
  1441.              Breach_effect [0] + = 0.0004
  1442.          当31 .50
  1443.              @ Breach_effect [0] - = 0.0004
  1444.          其他
  1445.          @ Breach_effect [1] = 0
  1446.          @ Breach_effect [0] = 1.truncate
  1447.       结束
  1448.       @ = _AT_ Background_2.zoom_y breach_effect的[0]
  1449. 结束

  1450. 结束

  1451. #================================================= =============================
  1452. #■Scene_Melodia_A
  1453. #================================================= =============================
  1454. 类Scene_Melodia_A

  1455.   #------------------------------------------------- -------------------------
  1456.   #●更新
  1457.   #------------------------------------------------- -------------------------
  1458.   DEF更新
  1459.       update_base
  1460.       update_sprites
  1461.       update_system
  1462.   结束

  1463.   #------------------------------------------------- -------------------------
  1464.   #●Update_base
  1465.   #------------------------------------------------- -------------------------
  1466.   DEF update_base
  1467.       update_wait
  1468.       update_event
  1469.       update_pause
  1470.   结束
  1471.   
  1472.   #------------------------------------------------- -------------------------
  1473.   #●Update_system
  1474.   #------------------------------------------------- -------------------------
  1475.   DEF update_system
  1476.       返回!can_update_system?
  1477.       update_bonus
  1478.       update_reaction_time
  1479.       update_timer
  1480.       @的update_timeover,如果定时器> 0
  1481.       update_command
  1482.   结束
  1483.   
  1484.   #------------------------------------------------- -------------------------
  1485.   ●可以更新系统吗?
  1486.   #------------------------------------------------- -------------------------
  1487.   高清can_update_system?
  1488.       返回false,如果@ EVENT_TIME 0
  1489.       返回false,如果@暂停
  1490.       返回false,如果@ force_pause的
  1491.       返回false,如果@相!= 3
  1492.       返回true
  1493.   结束
  1494.   
  1495.   #------------------------------------------------- -------------------------
  1496.   #●更新精灵
  1497.   #------------------------------------------------- -------------------------
  1498.   高清update_sprites的
  1499.       update_flow
  1500.       update_fire
  1501.       update_bonus_meter
  1502.       update_combo_effect
  1503.       update_reaction_meter
  1504.       update_button_effect
  1505.       update_defeat_target
  1506.       update_particles
  1507.       update_flash
  1508.       update_background_1
  1509.       update_background_2
  1510.       如果@ score_old!= @得分update_score_number
  1511.       refresh_stamina_meter如果@ old_stamina!= @ p​​layer_hp
  1512.       refresh_number @数字!= @ total_sec
  1513.       如果@ combo_old!= @组合refresh_cb_number
  1514.       refresh_press如果press_refresh @
  1515.       refresh_score如果score_refresh @
  1516.   结束

  1517.   #------------------------------------------------- -------------------------
  1518.   #●更新暂停
  1519.   #------------------------------------------------- -------------------------
  1520.   DEF update_pause
  1521.       返回!can_update_pause?
  1522.       如果Input.trigger(输入:: A)?
  1523.          se_pause
  1524.          如果@ force_pause的
  1525.             _AT_ Force_pause = FALSE
  1526.             make_next_command
  1527.             @ Press_sprite.visible的=真
  1528.             dispose_info
  1529.          其他
  1530.             _AT_ Force_pause = TRUE
  1531.             _AT_ Press_sprite.visible = FALSE
  1532.             create_info(INFO6“)
  1533.          结束
  1534.       结束
  1535.   结束
  1536.   
  1537.   #------------------------------------------------- -------------------------
  1538.   ●可更新#暂停
  1539.   #------------------------------------------------- -------------------------
  1540.   高清can_update_pause?
  1541.       返回false,如果@ EVENT_TIME 0
  1542.       返回false,如果@暂停
  1543.       返回false,如果@等待> 0
  1544.       返回false,如果@相!= 3
  1545.       返回true
  1546.   结束
  1547.   
  1548.   #------------------------------------------------- -------------------------
  1549.   #●更新目标击败
  1550.   #------------------------------------------------- -------------------------
  1551.   def update_defeat_target中
  1552.       如果返回@相= 4!
  1553.       返回@目标==零
  1554.       _AT_ Target.opacity的 - = 1
  1555.   结束

  1556.   #------------------------------------------------- -------------------------
  1557.   #●更新
  1558.   #------------------------------------------------- -------------------------
  1559.   DEF update_timer
  1560.       Total_sec @ = @定时器/ Graphics.frame_rate的
  1561.       @闵= @ total_sec / 60
  1562.       SEC = @ total_sec 60%
  1563.   结束

  1564.   #------------------------------------------------- -------------------------
  1565.   #●update_wait
  1566.   #------------------------------------------------- -------------------------
  1567.   DEF update_wait
  1568.       如果返回@等待== 0
  1569.       @等待 - = 1
  1570.       如果@等待== 0
  1571.          make_next_command
  1572.       结束
  1573.   结束
  1574.   
  1575.   #------------------------------------------------- -------------------------
  1576.   #●更新反应时间
  1577.   #------------------------------------------------- -------------------------
  1578.   DEF update_reaction_time
  1579.       如果返回@等待> 0
  1580.       选择重返如果_AT_ reaction_time == 0
  1581.       @ Reaction_time - = 1
  1582.       如果_AT_ reaction_time == 0
  1583.          execute_wait
  1584.          se_reaction_timeover
  1585.          execute_player_damage
  1586.          _AT_ Player_shake_duration = 40
  1587.       结束
  1588.   结束
  1589.   
  1590. 结束


  1591. #================================================= =============================
  1592. #■Scene_Melodia_A
  1593. #================================================= =============================
  1594. 类Scene_Melodia_A
  1595.   
  1596.   #------------------------------------------------- -------------------------
  1597.   #●更新事件
  1598.   #------------------------------------------------- -------------------------
  1599.   DEF update_event
  1600.       update_event_duration
  1601.       返回!can_update_event?
  1602.       _AT_ Info.opacity的 - = 10除非@ force_pause的
  1603.       如果第一阶段== @ 6和@ result_sprite的!=零
  1604.          _AT_ Result_sprite.opacity的 - = 10
  1605.          _AT_ Number_sprite.opacity的 - = 10
  1606.       结束
  1607.       execute_event if@info.opacity <= 0
  1608.    结束

  1609.   #------------------------------------------------- -------------------------
  1610.   #●更新事件持续
  1611.   #------------------------------------------------- -------------------------
  1612.    DEF update_event_duration
  1613.        如果返回_AT_ EVENT_TIME的<= 0
  1614.        @ EVENT_TIME - = @ event_speed
  1615.        _AT_ EVENT_TIME = 0,如果@ EVENT_TIME <0
  1616.        update_skip_event
  1617.    结束
  1618.      
  1619.   #------------------------------------------------- -------------------------
  1620.   ●可以更新事件?
  1621.   #------------------------------------------------- -------------------------
  1622.    高清can_update_event?
  1623.        返回false,如果@ EVENT_TIME 0
  1624.        返回false,如果@信息==零
  1625.        返回true
  1626.    结束
  1627.    
  1628.   #------------------------------------------------- -------------------------
  1629.   #*跳过更新事件
  1630.   #------------------------------------------------- -------------------------
  1631.   DEF update_skip_event
  1632.       返回false,如果_AT_ EVENT_TIME == 0
  1633.       返回false,如果@相位== 3
  1634.       返回假if@info.opacity <60
  1635.       如果Input.trigger(输入:: C)或
  1636.          Input.trigger(输入:: B)?
  1637.          _AT_ EVENT_TIME = 0,
  1638.          se_cursor
  1639.       结束
  1640.    结束
  1641.     
  1642.   #------------------------------------------------- -------------------------
  1643.   ●执行事件
  1644.   #------------------------------------------------- -------------------------
  1645.    DEF execute_event
  1646.        案例@相
  1647.              当6 execute_exit
  1648.              当5 event_timeover时
  1649.              当4; event_victory的
  1650.              当2 event_battle_start的
  1651.              当一个人; event_ready_go
  1652.              当0; event_tutorial的
  1653.        结束
  1654.   结束
  1655.   
  1656.   
  1657.   #------------------------------------------------- -------------------------
  1658.   ●事件随着时间
  1659.   #------------------------------------------------- -------------------------
  1660.   DEF event_timeover
  1661.       execute_exit
  1662.   结束
  1663.     
  1664.   #------------------------------------------------- -------------------------
  1665.   #事件的胜利
  1666.   #------------------------------------------------- -------------------------
  1667.   DEF event_victory
  1668.       create_info(“Info7”)
  1669.       @ EVENT_TIME = 900
  1670.       @相= 6
  1671.       check_average_reaction_time
  1672.       objects_sprites_visible(假)
  1673.       @ Number_sprite.visible的=真
  1674.       _AT_ Number_sprite.x = 420元
  1675.       @ Number_sprite.y = 193
  1676.       _AT_ Number_sprite.z =千
  1677.       make_rank
  1678.       create_result_text
  1679.       se_result
  1680.   结束
  1681.   
  1682.   #------------------------------------------------- -------------------------
  1683.   #启动事件战役
  1684.   #------------------------------------------------- -------------------------
  1685.   DEF event_battle_start
  1686.       dispose_info
  1687.       @暂停=假
  1688.       @等待= 0
  1689.       @相= 3
  1690.       _AT_ EVENT_TIME = 0,
  1691.       objects_sprites_visible(真)
  1692.       make_next_command
  1693.   结束
  1694.   
  1695.   #------------------------------------------------- -------------------------
  1696.   事件#READY GO
  1697.   #------------------------------------------------- -------------------------
  1698.   DEF event_ready_go
  1699.       dispose_info
  1700.       create_info(“INFO2”)
  1701.       @相= 2
  1702.       _AT_ EVENT_TIME 160
  1703.   结束
  1704.   
  1705.   #------------------------------------------------- -------------------------
  1706.   事件#教程
  1707.   #------------------------------------------------- -------------------------
  1708.   DEF event_tutorial
  1709.       dispose_info
  1710.       create_info(“INFO1”)
  1711.       @相= 1
  1712.       _AT_ EVENT_TIME = 220,
  1713.   结束
  1714.   
  1715. 结束


  1716. #================================================= =============================
  1717. #■Scene_Melodia_A
  1718. #================================================= =============================
  1719. 类Scene_Melodia_A
  1720.   
  1721.   #------------------------------------------------- -------------------------
  1722.   ●更新#GAMEOVER
  1723.   #------------------------------------------------- -------------------------
  1724.   DEF update_timeover
  1725.       如果返回@暂停
  1726.       @定时器 - = 1
  1727.       如果@计时器== 0
  1728.          create_info(“INFO4”)
  1729.          se_timeover
  1730.          execute_lose
  1731.       结束
  1732.   结束
  1733.   
  1734.   #------------------------------------------------- -------------------------
  1735.   #●Execute_lose
  1736.   #------------------------------------------------- -------------------------
  1737.   DEF execute_lose
  1738.       update_score_number
  1739.       refresh_stamina_meter
  1740.       refresh_number
  1741.       refresh_cb_number
  1742.       refresh_score
  1743.       RPG :: BGM.fade(5 * 1000)
  1744.       @ EVENT_TIME = 180
  1745.       @相= 5
  1746.   结束
  1747.     
  1748.   #------------------------------------------------- -------------------------
  1749.   ●执行Game_Over
  1750.   #------------------------------------------------- -------------------------
  1751.   DEF execute_exit
  1752.       SceneManager.return
  1753.   结束
  1754.   
  1755.   #------------------------------------------------- -------------------------
  1756.   ●执行胜利
  1757.   #------------------------------------------------- -------------------------
  1758.   DEF execute_victory
  1759.       @暂停=真
  1760.       @相= 4
  1761.       dispose_info
  1762.       _AT_ Target_phase = 0时
  1763.       create_info(“INFO3”)
  1764.       @ EVENT_TIME = 150
  1765.       _AT_ Target_shake_duration = 180
  1766.       @ Meter_sprite.bitmap.clear
  1767.       _AT_ Press_sprite.visible = FALSE
  1768.       RPG :: BGM.fade(12 * 1000)
  1769.       se_last_blow
  1770.       execute_store_record
  1771.   结束
  1772.   
  1773.   #------------------------------------------------- -------------------------
  1774.   ●执行记录存储
  1775.   #------------------------------------------------- -------------------------
  1776.   DEF execute_store_record
  1777.       variable_id1 = STORE_SCORE_VARIABLE_ID
  1778.       variable_id2 = STORE_COMBO_VARIABLE_ID
  1779.       $ Game_system.melodia_a_record [0] = @ @ max_score如果max_score> game_system.melodia_a_record [0]
  1780.       $ Game_system.melodia_a_record [1] = @ @ max_combo如果max_combo> $ game_system.melodia_a_record [1]
  1781.       $ Game_variables [variable_id1] = @ max_score如果max_score> $ game_variables [variable_id1]
  1782.       $ Game_variables [variable_id2] = @ max_combo如果max_combo> $ game_variables [variable_id2]
  1783.       如果$ game_system.melodia_a [5] =零
  1784.          Game_switches [$ game_system.melodia_a [5] =真
  1785.       结束
  1786.       $ Game_map.need_refresh =真
  1787.   结束
  1788.   
  1789. 结束

  1790. #================================================= =============================
  1791. #■Scene_Melodia_A
  1792. #================================================= =============================
  1793. 类Scene_Melodia_A
  1794.   
  1795. #------------------------------------------------- -------------------------
  1796. ●检查红利限制
  1797. #------------------------------------------------- -------------------------
  1798. DEF check_bonus_limit
  1799.      执行@ = @如果perform_max执行> @ perform_max
  1800.      如果执行@ = 0 @执行<0
  1801.   结束
  1802.       
  1803.   #------------------------------------------------- -------------------------
  1804.   #●更新奖金
  1805.   #------------------------------------------------- -------------------------
  1806.   DEF update_bonus
  1807.       执行@ = 1 - > 0 @执行
  1808.   结束

  1809.   #------------------------------------------------- -------------------------
  1810.   ●添加奖励计
  1811.   #------------------------------------------------- -------------------------
  1812.   DEF add_bonus_gauge
  1813.       执行@ + = @ bonus_speed
  1814.       check_bonus_limit
  1815.   结束
  1816.   
  1817. 结束

  1818. #================================================= =============================
  1819. #■Scene_Melodia_A
  1820. #================================================= =============================
  1821. 类Scene_Melodia_A
  1822.   
  1823.   #------------------------------------------------- -------------------------
  1824.   ●添加分数
  1825.   #------------------------------------------------- -------------------------
  1826.   DEF add_score
  1827.       点=(@执行+兰特(命中)+兰特(9)条)。截断
  1828.       点= 1点,如果<1
  1829.       @ + =分数点
  1830.       Max_score = @ @ @得分,如果得分> @ max_score
  1831.   结束
  1832.   
  1833.   #------------------------------------------------- -------------------------
  1834.   ●Recuce分数
  1835.   #------------------------------------------------- -------------------------
  1836.   DEF reduce_score
  1837.       点=((得分* 5/100)+截断兰特(9)条)。
  1838.       点= 1点,如果<1
  1839.       @分数 - =点
  1840.       @得分为0,如果@得分<0
  1841.       @小姐+ = 1
  1842.   结束
  1843.   
  1844.   #------------------------------------------------- -------------------------
  1845.   ●执行#玩家伤害
  1846.   #------------------------------------------------- -------------------------
  1847.   DEF execute_player_damage
  1848.       @ Player_hp - = 1
  1849.       @小姐+ = 1
  1850.       execute_combo(假)
  1851.       如果@ player_hp <= 0
  1852.          _AT_ Player_hp = 0时
  1853.          create_info(INFO5“)
  1854.          se_statmina_zero
  1855.          execute_lose
  1856.       结束
  1857.   结束

  1858.   #------------------------------------------------- -------------------------
  1859.   #执行●等待
  1860.   #------------------------------------------------- -------------------------
  1861.   DEF execute_wait
  1862.       @等待= 42
  1863.       make_next_command(真)
  1864.   结束
  1865.   
  1866.   #------------------------------------------------- -------------------------
  1867.   ●执行错误SE
  1868.   #------------------------------------------------- -------------------------
  1869.   DEF execute_wrong_se
  1870.       se_wrong
  1871.   结束
  1872.   
  1873.   #------------------------------------------------- -------------------------
  1874.   #●错误的命令
  1875.   #------------------------------------------------- -------------------------
  1876.   DEF wrong_command
  1877.       execute_wait
  1878.       execute_wrong_se
  1879.       execute_player_damage
  1880.   结束
  1881.   
  1882.   #------------------------------------------------- -------------------------
  1883.   ●执行组合
  1884.   #------------------------------------------------- -------------------------
  1885.   :DEF execute_combo(值= FALSE)
  1886.       @组合+ = 1,如果值
  1887.       @组合= 0,如果值!
  1888.       Max_combo = @ @ @ Combo连击> @ max_combo
  1889.       @ Cb_number_sprite.zoom_x = 1.00
  1890.       @ Cb_number_sprite.zoom_y = 1:00
  1891.       _AT_ Cb_number_sprite.opacity = 255
  1892.       _AT_ Combo_animation_duration = 40
  1893.   结束
  1894.   
  1895.   #------------------------------------------------- -------------------------
  1896.   ●执行Target_Damage
  1897.   #------------------------------------------------- -------------------------
  1898.   DEF execute_target_damage
  1899.       se_right
  1900.       @ N_hits + = 1
  1901.       execute_combo(真)
  1902.       RC = @ reaction_time_max - @ reaction_time
  1903.       @ Reaction_time_score + = RC
  1904.       @ = @ Reaction_time reaction_time_max
  1905.       add_bonus_gauge
  1906.       _AT_ Flash_bitmap [@ next_key]。Flash_effect
  1907.       make_next_command
  1908.       @ Target_hp + = 1
  1909.       @点击+ = 1
  1910.       add_score
  1911.       Target_hp = @ @ @ target_maxhp如果target_hp> @ target_maxhp
  1912.       _AT_ Target_hp = 0,如果@ target_hp <0
  1913.       ,如果execute_victory target_hp @> = @ target_maxhp
  1914.   结束
  1915.   
  1916.   #------------------------------------------------- -------------------------
  1917.   ●检查平均反应时间
  1918.   #------------------------------------------------- -------------------------
  1919.   DEF check_average_reaction_time
  1920.       =百分之一(@ reaction_time_score截断/ 0.6)。
  1921.       @ Reaction_time_average =(百分之一秒/ n_hits)
  1922.   结束
  1923.   
  1924.   #------------------------------------------------- -------------------------
  1925.   ●排名,
  1926.   #------------------------------------------------- -------------------------
  1927.   DEF make_rank
  1928.       if@reaction_time_average.between(0.15)
  1929.          @ Rank_point + = 20
  1930.       elsif@reaction_time_average.between(16,30)?
  1931.          @ Rank_point + = 15
  1932.       elsif@reaction_time_average.between?(31.45)
  1933.          @ Rank_point + = 10
  1934.       elsif@reaction_time_average.between(46,60)?
  1935.          @ Rank_point + = 8
  1936.       elsif@reaction_time_average.between?(61.75)
  1937.          @ Rank_point + = 6
  1938.       elsif@reaction_time_average.between?(76.90)
  1939.          @ Rank_point + = 4
  1940.       elsif@reaction_time_average.between(90.105)?
  1941.          @ Rank_point + = 2
  1942.       结束
  1943.       如果@ == 0错过
  1944.          @ Rank_point + = 15
  1945.       ELSIF @ == 1错过
  1946.          @ Rank_point + = 10
  1947.       elsif@misses.between(2,4)
  1948.          @ Rank_point + = 5
  1949.       其他
  1950.          @ Rank_point - = @失误
  1951.       结束
  1952.       @ Rank_point = 0,如果@ rank_point <0
  1953.       if@rank_point.between(30,40)?
  1954.          @排名='S'
  1955.       elsif@rank_point.between?(25.29)
  1956.          @等级=“A”
  1957.       elsif@rank_point.between?(20.24)
  1958.          @排名=“B”
  1959.       elsif@rank_point.between(15,19)?
  1960.          @等级='C'
  1961.       elsif@rank_point.between?(10.14)
  1962.          @等级=“D”
  1963.       elsif@rank_point.between(5.9)?
  1964.          @排名='E'
  1965.       其他
  1966.          @等级='F'
  1967.       结束
  1968.   结束
  1969.   
  1970.   
  1971. 结束


  1972. #================================================= =============================
  1973. #■Scene_Melodia_A
  1974. #================================================= =============================
  1975. 类Scene_Melodia_A
  1976.   
  1977.   #------------------------------------------------- -------------------------
  1978.   ●下一个命令#
  1979.   #------------------------------------------------- -------------------------
  1980.   高清make_next_command(跳过=假)
  1981.       如果返回@相!= 3
  1982.       除非跳
  1983.          @ Next_key =兰特(8)
  1984.          @ = @ Pressed_key next_key
  1985.          @ = @ Reaction_time reaction_time_max
  1986.       结束
  1987.       _AT_ Press_refresh = TRUE
  1988.   结束
  1989.     
  1990.   #------------------------------------------------- -------------------------
  1991.   #●update_command
  1992.   #------------------------------------------------- -------------------------
  1993.   DEF update_command
  1994.       如果返回@等待> 0
  1995.       如果Input.trigger(输入:: C)#Z
  1996.          _AT_ Pressed_key = 0时
  1997.          如果_AT_ next_key == 0
  1998.             execute_target_damage
  1999.          其他
  2000.             wrong_command
  2001.          结束
  2002.        的ELSIF Input.trigger?(输入:: B)#X
  2003.          _AT_ Pressed_key = 1时
  2004.          如果@ next_key == 1
  2005.             execute_target_damage
  2006.          其他
  2007.             wrong_command
  2008.          结束
  2009.        的ELSIF Input.trigger?(输入:: X)#A
  2010.          _AT_ Pressed_key = 2的
  2011.          如果_AT_ next_key == 2
  2012.             execute_target_damage
  2013.          其他
  2014.             wrong_command
  2015.          结束
  2016.        的ELSIF Input.trigger?(输入:: Y)#S
  2017.          _AT_ Pressed_key = 3的
  2018.          如果_AT_ next_key == 3
  2019.             execute_target_damage
  2020.          其他
  2021.             wrong_command
  2022.          结束
  2023.        的ELSIF Input.trigger?(输入::权)
  2024.          @ Pressed_key = 4
  2025.          如果@ next_key == 4
  2026.             execute_target_damage
  2027.          其他
  2028.             wrong_command
  2029.          结束
  2030.        的ELSIF Input.trigger?(输入:LEFT)
  2031.          @ Pressed_key = 5
  2032.          如果@ next_key == 5
  2033.             execute_target_damage
  2034.          其他
  2035.             wrong_command
  2036.          结束
  2037.        的ELSIF Input.trigger?(下输入::)
  2038.          _AT_ Pressed_key 6
  2039.          如果@ next_key == 6
  2040.             execute_target_damage
  2041.          其他
  2042.             wrong_command
  2043.          结束
  2044.        的ELSIF Input.trigger?(输入:: UP)
  2045.          _AT_ Pressed_key 7
  2046.          如果_AT_ next_key == 7
  2047.             execute_target_damage
  2048.          其他
  2049.             wrong_command
  2050.          结束
  2051.       结束
  2052.    结束
  2053.   
  2054. 结束

  2055. $ Mog_rgss3_melodia =真
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