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CP制战斗脚本加入以后,发现每个角色的怒气槽变成了几万多,但是轮到某个角色攻击的时候,怒气槽又恢复到10,但是过了回合之后又变成几万多,这是怎么回事,加了CP制战斗脚本后,换人按钮按去按去没反应,只有角色死亡之后才会自动显示换人界面o(╯□╰)o,放脚本,请大大们解答
这是换人脚本[pre lang="Ruby"]module LimBattlePlug
# 队伍最大人数
MaxPartySize = 12
# 出战人数
MaxBattlerSize = 4
# 换人语句
WordChangeBattler = "换人"
# 换人时播放的动画
AnimationChangeBattler = 26
end
class Game_BattleAction
attr_accessor :change_to_battler
# 初始化
alias lbp_initialize initialize
def initialize
lbp_initialize
@change_to_battler = 0
end
# 欲更换角色编号
def set_change_battler
@kind = 3
end
# 判断行动是否为更换角色
def is_change_battler?
return (@kind == 3)
end
end
class Game_Party
include LimBattlePlug
attr_reader :actors2
alias lpb_initialize initialize
def initialize
lpb_initialize
@actors2 = []
end
# 角色加入
def add_actor(actor_id)
actor = $game_actors[actor_id]
if @actors.size < MaxPartySize and not @actors.include?(actor)
@actors.push(actor)
$game_player.refresh
end
end
# 设置战斗的角色
def set_actor_to_battle
@actors2 = []
@actors.each do |actor|
@actors2.push(actor)
end
@actors = []
dead_actor = []
@actors2.each do |actor|
if !actor.dead?
@actors.push(actor)
else
dead_actor.push(actor)
end
break if @actors.size == MaxBattlerSize
end
if @actors.size < MaxBattlerSize
for actor in dead_actor
@actors.push(actor)
break if @actors.size == MaxBattlerSize
end
end
end
# 还原战斗的角色
def set_actor_to_normal
@actors = []
@actors2.each do |actor|
@actors.push(actor)
end
end
# 获取角色id数组
def get_actors_id
id = []
@actors.each{|actor|id.push(actor.id)}
return id
end
# 获取角色id数组
def get_actors2_id
id = []
@actors2.each{|actor|id.push(actor.id)}
return id
end
# 兑换角色
def change_actor(index,id)
@actors[index] = $game_actors[id]
end
# 全灭判定
def all_dead?
# 同伴人数为 0 的情况下
if $game_party.actors.size == 0
return false
end
# 同伴中无人 HP 在 0 以上
for actor in @actors2
if actor.hp > 0
return false
end
end
for actor in @actors
if actor.hp > 0
return false
end
end
# 全灭
return true
end
# 其他角色
def other_actors
actors = []
@actors2.each{|actor|actors.push(actor) if !@actors.include?(actor)}
return actors
end
# 角色位置互换
def change_actor_pos(id1,id2)
actor_id = []
@actors.each do |actor|
actor_id.push(actor.id)
end
return if !actor_id.include?(id1) and !actor_id.include?(id2)
id1_index = id2_index = -1
(0...actor_id.size).each do |i|
if actor_id == id1
id1_index = i
elsif actor_id == id2
id2_index = i
end
end
temp_actor = @actors[id1_index]
@actors[id1_index] = @actors[id2_index]
@actors[id2_index] = temp_actor
end
end
class Window_Actor < Window_Selectable
# 初始化
def initialize
super(0,64,640,256)
self.back_opacity = 160
refresh
self.index = -1
self.active = false
end
# 刷新
def refresh
@item_max = $game_party.actors2.size
@data = []
$game_party.actors.each do |actor|
@data.push(actor)
end
$game_party.actors2.each do |actor|
@data.push(actor) if !@data.include?(actor)
end
if self.contents != nil
self.contents.clear
self.contents = nil
end
self.contents = Bitmap.new(608,@data.size*32)
x = 4
y = 0
@data.each do |actor|
bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
rect = Rect.new(0,0,bitmap.width/4,31)
self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
draw_actor_name(actor,x+36,y)
draw_actor_state(actor,156,y)
draw_actor_hp(actor,x+256,y,96)
draw_actor_sp(actor,x+376,y,96)
if $game_party.actors.include?(actor)
self.contents.font.color = text_color(6)
cword = "出战"
else
self.contents.font.color = text_color(0)
cword = "待战"
end
self.contents.draw_text(x+496,y,60,32,cword)
y += 32
end
end
# 获取当前角色编号
def actor_id
return @data[self.index].id
end
# 刷新帮助
def update_help
@help_window.set_text(@data[self.index] == nil ?\
"" : @data[self.index].name)
end
end
class Scene_Battle
include LimBattlePlug
# 初始化
def initialize
$game_party.set_actor_to_battle
end
# 主处理
def main
# 初始化战斗用的各种暂时数据
$game_temp.in_battle = true
$game_temp.battle_turn = 0
$game_temp.battle_event_flags.clear
$game_temp.battle_abort = false
$game_temp.battle_main_phase = false
$game_temp.battleback_name = $game_map.battleback_name
$game_temp.forcing_battler = nil
# 初始化战斗用事件解释器
$game_system.battle_interpreter.setup(nil, 0)
# 准备队伍
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
# 生成角色命令窗口
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
s5 = WordChangeBattler
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
@actor_command_window.y = 128
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
# 生成其它窗口
@party_command_window = Window_PartyCommand.new
@help_window = Window_Help.new
@help_window.back_opacity = 160
@help_window.visible = false
@status_window = Window_BattleStatus.new
@message_window = Window_Message.new
# 生成活动块
@spriteset = Spriteset_Battle.new
# 初始化等待计数
@wait_count = 0
# 执行过渡
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
# 开始自由战斗回合
start_phase1
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面切换的话就中断循环
if $scene != self
break
end
end
# 刷新地图
$game_map.refresh
# 准备过渡
Graphics.freeze
# 释放窗口
@actor_command_window.dispose
@party_command_window.dispose
@help_window.dispose
@status_window.dispose
@message_window.dispose
if @skill_window != nil
@skill_window.dispose
end
if @item_window != nil
@item_window.dispose
end
if @actor_window != nil
@actor_window.dispose
end
if @result_window != nil
@result_window.dispose
end
# 释放活动块
@spriteset.dispose
# 标题画面切换中的情况
if $scene.is_a?(Scene_Title)
# 淡入淡出画面
Graphics.transition
Graphics.freeze
end
# 战斗测试或者游戏结束以外的画面切换中的情况
if $BTEST and not $scene.is_a?(Scene_Gameover)
$scene = nil
end
end
# 战斗结束
alias lpb_battle_end battle_end
def battle_end(n)
lpb_battle_end(n)
$game_party.set_actor_to_normal
end
# 开始回合3
alias lbp_start_phase3 start_phase3
def start_phase3
@changed_battler_id = []
lbp_start_phase3
end
# 刷新角色命令回合画面
def update_phase3
# 敌人光标有效的情况下
if @enemy_arrow != nil
update_phase3_enemy_select
# 角色光标有效的情况下
elsif @actor_arrow != nil
update_phase3_actor_select
# 特技窗口有效的情况下
elsif @skill_window != nil
update_phase3_skill_select
# 物品窗口有效的情况下
elsif @item_window != nil
update_phase3_item_select
elsif @actor_window != nil
update_phase3_battler_select
# 角色指令窗口有效的情况下
elsif @actor_command_window.active
update_phase3_basic_command
end
end
# 角色基本命令
def update_phase3_basic_command
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 转向前一个角色的指令输入
phase3_prior_actor
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 角色指令窗口光标位置分之
case @actor_command_window.index
when 0 # 攻击
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
# 开始选择敌人
start_enemy_select
when 1 # 特技
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.kind = 1
# 开始选择特技
start_skill_select
when 2 # 防御
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
# 转向下一位角色的指令输入
phase3_next_actor
when 3 # 物品
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.kind = 2
# 开始选择物品
start_item_select
when 4 # 换人
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.set_change_battler
start_battler_select
end
return
end
end
# 开始角色选择
def start_battler_select
@actor_window = Window_Actor.new
@actor_window.active = true
@actor_window.index = 0
@actor_window.help_window = @help_window
@actor_command_window.active = false
@actor_command_window.visible = false
end
# 结束角色选择
def end_battler_select
@actor_window.dispose
@actor_window = nil
@help_window.visible = false
@actor_command_window.active = true
@actor_command_window.visible = true
end
# 刷新角色选择
def update_phase3_battler_select
@actor_window.visible = true
@actor_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
end_battler_select
return
end
if Input.trigger?(Input::C)
actor_id = @actor_window.actor_id
if $game_party.get_actors_id.include?(actor_id) or
$game_actors[actor_id].dead? or
@changed_battler_id.include?(actor_id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.change_to_battler = actor_id
@changed_battler_id.push(actor_id)
end_battler_select
phase3_next_actor
return
end
end
# 行动方动画
def update_phase4_step3
if @active_battler.current_action.is_change_battler?
@animation1_id = AnimationChangeBattler
@target_battlers = []
end
# 行动方动画 (ID 为 0 的情况下是白色闪烁)
if @animation1_id == 0
@active_battler.white_flash = true
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
# 移至步骤 4
@phase4_step = 4
end
# 对象方动画
def update_phase4_step4
if @active_battler.current_action.is_change_battler?
actor1_id = @active_battler.current_action.change_to_battler
actor2_id = @active_battler.id
(0...$game_party.actors.size).each do |i|
if $game_party.actors.id == actor2_id
$game_party.change_actor(i,actor1_id)
@active_battler = $game_actors[actor1_id]
@status_window.refresh
end
end
end
# 对像方动画
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
end
# 限制动画长度、最低 8 帧
@wait_count = 8
# 移至步骤 5
@phase4_step = 5
end
# 公共事件
def update_phase4_step6
@target_battlers.each do |target|
if target.is_a?(Game_Actor) and target.dead? and
!$game_party.other_actors.all?{|actor|actor.dead?}
@actor_window = Window_Actor.new
@actor_window.index = 0
@actor_window.active = true
@actor_window.help_window = @help_window
actor_id = -1
loop do
Graphics.update
Input.update
@actor_window.update
if Input.trigger?(Input::C)
actor = $game_actors[@actor_window.actor_id]
if actor.dead? or
(@changed_battler_id.include?(actor.id) and
target.current_action.change_to_battler != actor.id) or
$game_party.actors.include?(actor)
$game_system.se_play($data_system.buzzer_se)
else
actor_id = actor.id
end
end
break if actor_id >= 0
end
@actor_window.visible = false
@actor_window.dispose
@actor_window = nil
@help_window.visible = false
(0...$game_party.actors.size).each do |i|
if $game_party.actors.id == target.id
$game_party.change_actor(i,actor_id)
@status_window.refresh
end
end
end
end
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 公共事件 ID 有效的情况下
if @common_event_id > 0
# 设置事件
common_event = $data_common_events[@common_event_id]
$game_system.battle_interpreter.setup(common_event.list, 0)
end
# 移至步骤 1
@phase4_step = 1
end
end
class Window_MenuStatus
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 4
y = i * 32
actor = $game_party.actors
bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
rect = Rect.new(0,0,bitmap.width/4,31)
self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
draw_actor_name(actor, x+36, y)
draw_actor_state(actor, x + 136,y)
draw_actor_hp(actor, x + 236, y,96)
draw_actor_sp(actor, x + 336, y,96)
end
end
def update_cursor_rect
super
end
end[/pre]
CP制战斗[pre lang="Ruby"]# ▼▲▼ XRXS65. CP制御ターンシステム ver.β ▼▲▼ built 201120
# by 桜雅 在土
#==============================================================================
# □ カスタマイズポイント
#==============================================================================
module XRXS65
#
# 「バトルスピード」(数値が高いほど早い)
#
SPEED = 4.0
#
# 戦闘開始時 CP。 固定値と占有率
#
CP_PRESET_FIXNUM = 0
CP_PRESET_RATIO = 2.0
#
# ターンコントローラ (nil : カウント/ターンを有効。
# 数値 : そのインデックスをもつエネミーが支配)
#
TC = 0
#
# カウント/ターン (TCが有効な場合は無視)
#
CPT = 40
#
# CP スキン
#
SKIN = "123" # スキンファイル名(Graphics/Windowskinsフォルダ)
LINE_HEIGHT = 6 # スキンの"一行"の縦幅[単位:ピクセル]
#
# 表示位置セッティング
#
X_OFFSET = 144 # 横位置
Y_OFFSET = 464 # 縦位置
ALIGN = 1 #「位置揃え」(CPメーターの位置。0:左寄せ 1:中央 2:右寄せ)
MAX = 12 # 確保するサイズ[単位:~人分]
#
# アクターコマンドがポップしたときの効果音
#
COMMAND_UP_SE = "Audio/SE/046-Book01.ogg"
end
#==============================================================================
# --- CP メーターの描画情報の取得 --- (Game_Battlerにインクルードされます)
#==============================================================================
module XRXS_CP
#--------------------------------------------------------------------------
# ○ スキンライン (スキンの何行目を使うか)
#--------------------------------------------------------------------------
def cp_linetype
# CP フルの場合はスキンの 2 行目を使う
return 2 if self.cp_full?
# 通常はスキンの 1 行目を使う
return 1
end
#--------------------------------------------------------------------------
# ○ メーター量[単位:%]
#--------------------------------------------------------------------------
def cp_lineamount
# 戦闘不能の場合は 0 %として表示させる
return 0 if self.dead?
# CP値を%値に変換して返却する
return 100 * self.cp / self.max_cp
end
end
#
# カスタマイズポイントここまで。
#------------------------------------------------------------------------------
#==============================================================================
# --- XRXS. CP機構 ---
#==============================================================================
module XRXS_CP_SYSTEM
#----------------------------------------------------------------------------
# ○ 合計 AGI の取得
#----------------------------------------------------------------------------
def self.total_agi
total = 0
for battler in $game_party.actors + $game_troop.enemies
total += battler.agi
end
return total
end
end
#==============================================================================
# --- バトラーにCP機能を追加 モジュール ---
#==============================================================================
module XRXS_CP
#--------------------------------------------------------------------------
# ○ 最大 CP の取得
#--------------------------------------------------------------------------
def max_cp
return 65535
end
#--------------------------------------------------------------------------
# ○ CP の取得と設定
#--------------------------------------------------------------------------
def cp
return @cp == nil ? @cp = 0 : @cp
end
def cp=(n)
@cp = [[n.to_i, 0].max, self.max_cp].min
end
#--------------------------------------------------------------------------
# ○ CP 初期設定
#--------------------------------------------------------------------------
def cp_preset
percent = self.max_cp * XRXS65::CP_PRESET_RATIO * (rand(16) + 16) * self.agi / XRXS_CP_SYSTEM.total_agi / 24
self.cp = XRXS65::CP_PRESET_FIXNUM + percent
end
#--------------------------------------------------------------------------
# ○ CP カウントアップ
#--------------------------------------------------------------------------
def cp_update
self.cp += XRXS65::SPEED * 4096 * self.agi / XRXS_CP_SYSTEM.total_agi
self.cp = [self.cp,self.max_cp].min
end
#--------------------------------------------------------------------------
# ○ CP 満タン?
#--------------------------------------------------------------------------
def cp_full?
return @cp == self.max_cp
end
end
class Game_Battler
include XRXS_CP
end
#==============================================================================
# --- ガード機能 ---
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# ○ ガードフラグ
#--------------------------------------------------------------------------
def guarding=(n)
@guarding = n
end
#--------------------------------------------------------------------------
# ● 防御中判定 [再定義]
#--------------------------------------------------------------------------
def guarding?
return @guarding
end
end
#==============================================================================
# --- アクター「コマンド入力可能判定」:CPがないとコマンドしない ---
#==============================================================================
module XRXS_CP_INPUTABLE
def inputable?
return (self.cp_full? and super)
end
end
class Game_Actor < Game_Battler
include XRXS_CP_INPUTABLE
end
#==============================================================================
# --- エネミー「行動可能判定」:CPがないとコマンドしない ---
#==============================================================================
module XRXS_CP_MOVABLE
def movable?
return (self.cp_full? and super)
end
end
class Game_Enemy < Game_Battler
include XRXS_CP_MOVABLE
end
#==============================================================================
# --- 戦闘時 CPカウント ---
#==============================================================================
module XRXS_CP_Battle
#--------------------------------------------------------------------------
# ○ パーティ全員の CP を初期設定
#--------------------------------------------------------------------------
def cp_preset_party
for actor in $game_party.actors
actor.cp_preset
end
end
#--------------------------------------------------------------------------
# ○ トループ全員の CP を初期設定
#--------------------------------------------------------------------------
def cp_preset_troop
for enemy in $game_troop.enemies
enemy.cp_preset
end
end
#--------------------------------------------------------------------------
# ○ バトラー全員の CP をカウントアップ
#--------------------------------------------------------------------------
def cp_update
for battler in $game_party.actors + $game_troop.enemies
battler.cp_update
end
end
end
class Scene_Battle
include XRXS_CP_Battle
end
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
alias xrxs65_main main
def main
# エクストラスプライトの初期化
@extra_sprites = [] if @extra_sprites == nil
# CP の初期化
cp_preset_party
# CP メーターの作成
@cp_meters = CP_Meters.new
# CP メーターをエクストラスプライトへ登録
@extra_sprites.push(@cp_meters)
# 呼び戻す
xrxs65_main
# メーターの解放
@cp_meters.dispose
end
#--------------------------------------------------------------------------
# ● プレバトルフェーズ開始
#--------------------------------------------------------------------------
alias xrxs65_start_phase1 start_phase1
def start_phase1
# 呼び戻す
xrxs65_start_phase1
# CP の初期化
cp_preset_troop
# CP メーターの更新
@cp_meters.refresh
# インデックスを計算
@cp_escape_actor_command_index = 4#@actor_command_window.height/32 - 1
# アクターコマンドウィンドウに追加
#@actor_command_window.add_command("逃跑")
#if !$game_temp.battle_can_escape
# @actor_command_window.disable_item(@cp_escape_actor_command_index)
#end
end
#--------------------------------------------------------------------------
# ● パーティコマンドフェーズ開始
#--------------------------------------------------------------------------
alias xrxs65_start_phase2 start_phase2
def start_phase2
# 呼び戻す
xrxs65_start_phase2
# パーティコマンドウィンドウを無効化
@party_command_window.active = false
@party_command_window.visible = false
# 強制的にフェイズ 2 を保持
@phase = 2
# ただし、既に行動可能者が存在する場合は 3 へ
start_phase3 if anybody_movable?
end
#--------------------------------------------------------------------------
# ○ CP制での ターンのカウント
#--------------------------------------------------------------------------
def cp_turn_count
$game_temp.battle_turn += 1
# バトルイベントの全ページを検索
for index in 0...$data_troops[@troop_id].pages.size
# このページのスパンが [ターン] の場合
if $data_troops[@troop_id].pages[index].span == 1
# 実行済みフラグをクリア
$game_temp.battle_event_flags[index] = false
end
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (パーティコマンドフェーズ)
#--------------------------------------------------------------------------
alias xrxs65_update_phase2 update_phase2
def update_phase2
# パーティコマンドウィンドウのインデックスを無効化
@party_command_window.index = -1
# 呼び戻す
xrxs65_update_phase2
# 例外補正
@turn_count_time = 1 if @turn_count_time == nil
# ターンのカウント
if @turn_count_time > 0
@turn_count_time -= 1
if @turn_count_time == 0
cp_turn_count
@turn_count_time = XRXS65::CPT if XRXS65::TC == nil
end
end
# CP のフレーム更新
cp_update
@cp_meters.refresh
# フル CP のバトラーが存在する場合、ターン開始
start_phase3 if anybody_movable?
end
#--------------------------------------------------------------------------
# ○ フル CP バトラーが存在するか?
#--------------------------------------------------------------------------
def anybody_movable?
for battler in $game_party.actors + $game_troop.enemies
return true if battler.cp_full?
end
return false
end
#--------------------------------------------------------------------------
# ● アクターコマンドウィンドウのセットアップ
#--------------------------------------------------------------------------
alias xrxs65_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
# 効果音の再生
Audio.se_play(XRXS65::COMMAND_UP_SE) rescue nil
# 呼び戻す
xrxs65_phase3_setup_command_window
end
#--------------------------------------------------------------------------
# ● フレーム更新 (アクターコマンドフェーズ : 基本コマンド)
#--------------------------------------------------------------------------
alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
def update_phase3_basic_command
# C ボタンが押された場合
if Input.trigger?(Input::C)
# アクターコマンドウィンドウのカーソル位置で分岐
case @actor_command_window.index
when @cp_escape_actor_command_index # 逃げる
if $game_temp.battle_can_escape
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# アクションを設定
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 4
# 次のアクターのコマンド入力へ
phase3_next_actor
else
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
# 呼び戻す
xrxs_bsp1_update_phase3_basic_command
end
#--------------------------------------------------------------------------
# ● メインフェーズ開始
#--------------------------------------------------------------------------
alias xrxs65_start_phase4 start_phase4
def start_phase4
# ターン数を引くことによって擬似的にカウントに変化を起こさせない
$game_temp.battle_turn -= 1
# フラグを退避
save_flags = $game_temp.battle_event_flags.dup
# 呼び戻す
xrxs65_start_phase4
# フラグを復旧
$game_temp.battle_event_flags = save_flags
end
#--------------------------------------------------------------------------
# ● 行動順序作成
#--------------------------------------------------------------------------
alias xrxs65_make_action_orders make_action_orders
def make_action_orders
# 呼び戻す
xrxs65_make_action_orders
# CPが不足している場合は @action_battlers から除外する
for battler in @action_battlers.dup
@action_battlers.delete(battler) unless battler.cp_full?
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 2 : アクション開始)
#--------------------------------------------------------------------------
alias xrxs65_update_phase4_step2 update_phase4_step2
def update_phase4_step2
# ガードの解除
@active_battler.guarding = false
# CPの消費
@active_battler.cp = 0
# CP メーターの更新
@cp_meters.refresh
# 呼び戻す
xrxs65_update_phase4_step2
# 例外補正
return if @active_battler == nil
# ターンコントローラ
if @active_battler.is_a?(Game_Enemy) and @active_battler.index == XRXS65::TC
cp_turn_count
end
end
#--------------------------------------------------------------------------
# ● 基本アクション 結果作成
#--------------------------------------------------------------------------
alias xrxs65_make_basic_action_result make_basic_action_result
def make_basic_action_result
# 呼び戻す
xrxs65_make_basic_action_result
# 防御の場合
if @active_battler.current_action.basic == 1
@active_battler.guarding = true
return
end
# パーティの逃亡の場合
if @active_battler.current_action.basic == 4
# 逃走可能ではない場合
if $game_temp.battle_can_escape == false
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# パーティ全員の CP をクリア
for actor in $game_party.actors
actor.cp = 0
end
# CP メーターの更新
@cp_meters.refresh
# 逃走処理
update_phase2_escape
return
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 5 : ダメージ表示)
#--------------------------------------------------------------------------
alias xrxs65_update_phase4_step5 update_phase4_step5
def update_phase4_step5
# 呼び戻す
xrxs65_update_phase4_step5
# CP メーターの更新
@cp_meters.refresh
end
end
#==============================================================================
# --- CP メーターをまとめて管理するクラス、表示関係はすべてココ ---
#==============================================================================
class CP_Meters
#--------------------------------------------------------------------------
# ○ オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
# メーター群の生成
@meters = []
for i in 0...$game_party.actors.size
make_meter(i)
end
refresh
end
#--------------------------------------------------------------------------
# ○ リフレッシュ
#--------------------------------------------------------------------------
def refresh
# 戦闘メンバー数の変更を判別
for i in @meters.size...$game_party.actors.size
make_meter(i)
end
for i in $game_party.actors.size...@meters.size
@meters.dispose
@meters = nil
end
@meters.compact!
# 表示更新
for i in 0...$game_party.actors.size
actor = $game_party.actors
@meters.line = actor.cp_linetype
@meters.amount = actor.cp_lineamount
end
end
#--------------------------------------------------------------------------
# ○ メーターひとつの生成
#--------------------------------------------------------------------------
def make_meter(i)
# スキンの取得
skin = RPG::Cache.windowskin(XRXS65::SKIN)
#
space = 640 / XRXS65::MAX
case XRXS65::ALIGN
when 0
actor_x = i * space + 4
when 1
actor_x = (space * ((XRXS65::MAX - $game_party.actors.size)/2.0 + i)).floor
when 2
actor_x = (i + XRXS65::MAX - $game_party.actors.size) * space + 4
end
meter = MeterSprite.new(skin, XRXS65::LINE_HEIGHT)
meter.x = actor_x + XRXS65::X_OFFSET - skin.width
meter.y = XRXS65::Y_OFFSET
@meters = meter
end
#--------------------------------------------------------------------------
# ○ 可視状態
#--------------------------------------------------------------------------
def visible=(b)
@meters.each{|sprite| sprite.visible = b }
end
#--------------------------------------------------------------------------
# ○ 解放
#--------------------------------------------------------------------------
def dispose
@meters.each{|sprite| sprite.dispose }
end
end
#==============================================================================
# --- XRXS. レクタンギュラーメーター表示・極 ---
#==============================================================================
class MeterSprite < Sprite
#--------------------------------------------------------------------------
# ○ オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(skin, line_height)
@skin = skin
@width = @skin.width
@height = line_height
@line = 1
@amount = 0
@base_sprite = Sprite.new
@base_sprite.bitmap = @skin
@base_sprite.src_rect.set(0, 0, @width, @height)
@base_sprite.z = 601
super()
self.z = @base_sprite.z + 1
self.bitmap = @skin
self.line = 1
end
#--------------------------------------------------------------------------
# ○ 値の設定
#--------------------------------------------------------------------------
def line=(n)
@line = n
refresh
end
def amount=(n)
@amount = n
refresh
end
def refresh
self.src_rect.set(0, @line * @height, @width * @amount / 100, @height)
end
#--------------------------------------------------------------------------
# ○ 座標の設定
#--------------------------------------------------------------------------
def x=(n)
super
@base_sprite.x = n
end
def y=(n)
super
@base_sprite.y = n
end
#--------------------------------------------------------------------------
# ○ 解放
#--------------------------------------------------------------------------
def dispose
@base_sprite.dispose
super
end
end[/pre]
怒气脚本是更改了好多原始脚本得来的,就为这事头疼。 |
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