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Lv1.梦旅人 茄孓
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25号开关开启就生效吧
- module DUR
- DATA_WEAPON_SIZE = 32 # 原数据库武器最大id
- DATA_ARMOR_SIZE = 32 # 原数据库防具最大id
- DUR_SET_MAX = 999 # 最大耐久度
- end
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- def base_str
- n = $data_actors[@actor_id].parameters[2, @level]
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- n += (weapon != nil and weapon.dur > 0) ? weapon.str_plus : 0
- n += (armor1 != nil and armor1.dur > 0) ? armor1.str_plus : 0
- n += (armor2 != nil and armor2.dur > 0) ? armor2.str_plus : 0
- n += (armor3 != nil and armor3.dur > 0) ? armor3.str_plus : 0
- n += (armor4 != nil and armor4.dur > 0) ? armor4.str_plus : 0
- return [[n, 1].max, 999].min
- end
- #--------------------------------------------------------------------------
- def base_dex
- n = $data_actors[@actor_id].parameters[3, @level]
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- n += (weapon != nil and weapon.dur > 0) ? weapon.dex_plus : 0
- n += (armor1 != nil and armor1.dur > 0) ? armor1.dex_plus : 0
- n += (armor2 != nil and armor2.dur > 0) ? armor2.dex_plus : 0
- n += (armor3 != nil and armor3.dur > 0) ? armor3.dex_plus : 0
- n += (armor4 != nil and armor4.dur > 0) ? armor4.dex_plus : 0
- return [[n, 1].max, 999].min
- end
- #--------------------------------------------------------------------------
- def base_agi
- n = $data_actors[@actor_id].parameters[4, @level]
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- n += (weapon != nil and weapon.dur > 0) ? weapon.agi_plus : 0
- n += (armor1 != nil and armor1.dur > 0) ? armor1.agi_plus : 0
- n += (armor2 != nil and armor2.dur > 0) ? armor2.agi_plus : 0
- n += (armor3 != nil and armor3.dur > 0) ? armor3.agi_plus : 0
- n += (armor4 != nil and armor4.dur > 0) ? armor4.agi_plus : 0
- return [[n, 1].max, 999].min
- end
- #--------------------------------------------------------------------------
- def base_int
- n = $data_actors[@actor_id].parameters[5, @level]
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- n += (weapon != nil and weapon.dur > 0) ? weapon.int_plus : 0
- n += (armor1 != nil and armor1.dur > 0) ? armor1.int_plus : 0
- n += (armor2 != nil and armor2.dur > 0) ? armor2.int_plus : 0
- n += (armor3 != nil and armor3.dur > 0) ? armor3.int_plus : 0
- n += (armor4 != nil and armor4.dur > 0) ? armor4.int_plus : 0
- return [[n, 1].max, 999].min
- end
- #--------------------------------------------------------------------------
- def base_atk
- weapon = $data_weapons[@weapon_id]
- return (weapon != nil and weapon.dur > 0) ? weapon.atk : 0
- end
- #--------------------------------------------------------------------------
- def base_pdef
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- pdef1 = (weapon != nil and weapon.dur > 0) ? weapon.pdef : 0
- pdef2 = (armor1 != nil and armor1.dur > 0) ? armor1.pdef : 0
- pdef3 = (armor2 != nil and armor2.dur > 0) ? armor2.pdef : 0
- pdef4 = (armor3 != nil and armor3.dur > 0) ? armor3.pdef : 0
- pdef5 = (armor4 != nil and armor4.dur > 0) ? armor4.pdef : 0
- return pdef1 + pdef2 + pdef3 + pdef4 + pdef5
- end
- #--------------------------------------------------------------------------
- def base_mdef
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- mdef1 = (weapon != nil and weapon.dur > 0) ? weapon.mdef : 0
- mdef2 = (armor1 != nil and armor1.dur > 0) ? armor1.mdef : 0
- mdef3 = (armor2 != nil and armor2.dur > 0) ? armor2.mdef : 0
- mdef4 = (armor3 != nil and armor3.dur > 0) ? armor3.mdef : 0
- mdef5 = (armor4 != nil and armor4.dur > 0) ? armor4.mdef : 0
- return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
- end
- #--------------------------------------------------------------------------
- def base_eva
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- eva1 = (armor1 != nil and armor1.dur > 0) ? armor1.eva : 0
- eva2 = (armor2 != nil and armor2.dur > 0) ? armor2.eva : 0
- eva3 = (armor3 != nil and armor3.dur > 0) ? armor3.eva : 0
- eva4 = (armor4 != nil and armor4.dur > 0) ? armor4.eva : 0
- return eva1 + eva2 + eva3 + eva4
- end
- end
- #==============================================================================
- class Game_Party
- #--------------------------------------------------------------------------
- attr_accessor :weapons
- attr_accessor :armors
- #--------------------------------------------------------------------------
- def weapon_number(weapon_id)
- return @weapons.include?(weapon_id) ? @weapons[weapon_id] : 0
- end
- #--------------------------------------------------------------------------
- # 以下修改于<<武器攻击力波动>>(灼眼的夏娜)
- def gain_weapon(weapon_id, n)
- if $game_switches[25] == false #25号开关开启时,生效
- else
- if weapon_id > 0
- if n > 0 # 增加武器的情况
- n = 1
- # 装备栏中使用的武器不处理~
- if $scene.is_a?(Scene_Equip)
- @weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
- else
- new_weapon = $data_weapons[weapon_id].clone
- new_weapon.dur_set = $data_weapons[weapon_id].dur_set
- new_weapon.dur = $data_weapons[weapon_id].dur_set
- new_weapon.id = $data_weapons.size
- #数据库扩容
- $data_weapons.push(new_weapon)
- # 职业可装备武器数组更新~
- for i in 1...$data_classes.size
- if $data_classes[i].weapon_set.include?(weapon_id)
- $data_classes[i].weapon_set.push(new_weapon.id)
- end
- end
- # 增加武器~
- @weapons[new_weapon.id] = [[weapon_number(new_weapon.id) + n, 0].max, 99].min
- end
- else # n < 0 减少武器的情况(未定的情况: n = 0)
- n = -1
- # 装备栏中卸下的武器不处理~
- if $scene.is_a?(Scene_Equip)
- @weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
- else
- lose_name = $data_weapons[weapon_id].name
- dur_min = DUR::DUR_SET_MAX
- for i in DUR::DATA_WEAPON_SIZE+1...$data_weapons.size
- # 重新确定weapon_id,必定在原武器数据库之外
- # 减少同名武器中耐久度最低的
- if $data_weapons[i].name == lose_name and $data_weapons[i].dur < dur_min
- weapon_id = i
- end
- end
- # 已不存在的不做操作
- if weapon_number(weapon_id) <= 0
- return
- end
- # 减少武器
- @weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
- # 删除行囊拥有的武器id,后id补进
- @weapons.delete(weapon_id)
- weapon_keys = @weapons.keys.sort!
- for i in weapon_keys
- if i > weapon_id
- @weapons[i-1] = @weapons[i]
- @weapons.delete(i)
- end
- end
- # 更改角色使用中的武器id
- for i in [email protected]
- if @actors[i].weapon_id != nil and @actors[i].weapon_id > weapon_id
- @actors[i].weapon_id -= 1
- end
- end
- if weapon_id > DUR::DATA_WEAPON_SIZE
- # 删除数据库武器id,后补进
- for i in weapon_id+1...$data_weapons.size
- $data_weapons[i].id -= 1
- end
- $data_weapons.delete_at(weapon_id)
- # 职业可装备武器数组更新
- for i in 1...$data_classes.size
- if $data_classes[i].weapon_set.include?(weapon_id)
- $data_classes[i].weapon_set.delete(weapon_id)
- end
- for j in $data_classes[i].weapon_set
- if j > weapon_id
- $data_classes[i].weapon_set.delete(j)
- j -= 1
- $data_classes[i].weapon_set.push(j)
- end
- end
- end
- end
- end
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- def gain_armor(armor_id, n)
- if armor_id > 0
- if n > 0 # 增加防具的情况
- n = 1
- # 装备栏中使用的防具不处理~
- if $scene.is_a?(Scene_Equip)
- @armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 99].min
- else
- new_armor = $data_armors[armor_id].clone
- new_armor.dur_set = $data_armors[armor_id].dur_set
- new_armor.dur = $data_armors[armor_id].dur_set
- new_armor.id = $data_armors.size
- #数据库扩容
- $data_armors.push(new_armor)
- # 职业可装备防具数组更新~
- for i in 1...$data_classes.size
- if $data_classes[i].armor_set.include?(armor_id)
- $data_classes[i].armor_set.push(new_armor.id)
- end
- end
- # 增加防具
- @armors[new_armor.id] = [[armor_number(new_armor.id) + n, 0].max, 99].min
- end
- else # n < 0 减少防具的情况(未定的情况: n = 0)
- n = -1
- # 装备栏中卸下的防具不处理
- if $scene.is_a?(Scene_Equip)
- @armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 99].min
- else
- lose_name = $data_armors[armor_id].name
- dur_min = DUR::DUR_SET_MAX
- for i in DUR::DATA_ARMOR_SIZE+1...$data_armors.size
- # 重新确定armor_id,必定在原防具数据库之外
- # 减少同名防具中耐久度最低的
- if $data_armors[i].name == lose_name and $data_armors[i].dur < dur_min
- armor_id = i
- end
- end
- # 已不存在的不做操作
- if armor_number(armor_id) <= 0
- return
- end
- # 减少防具
- @armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 99].min
- # 删除行囊拥有的防具id,后id补进
- @weapons.delete(armor_id)
- armor_keys = @armors.keys.sort!
- for i in armor_keys
- if i > armor_id
- @armors[i-1] = @armors[i]
- @armors.delete(i)
- end
- end
- # 更改角色使用中的防具id
- for i in [email protected]
- if @actors[i].armor1_id != nil and @actors[i].armor1_id > armor_id
- @actors[i].armor1_id -= 1
- end
- if @actors[i].armor2_id != nil and @actors[i].armor2_id > armor_id
- @actors[i].armor2_id -= 1
- end
- if @actors[i].armor3_id != nil and @actors[i].armor3_id > armor_id
- @actors[i].armor3_id -= 1
- end
- if @actors[i].armor4_id != nil and @actors[i].armor4_id > armor_id
- @actors[i].armor4_id -= 1
- end
- end
- if armor_id > DUR::DATA_ARMOR_SIZE
- # 删除数据库防具id,后补进
- for i in armor_id+1...$data_armors.size
- $data_armors[i].id -= 1
- end
- $data_armors.delete_at(armor_id)
- # 职业可装备防具数组更新
- for i in 1...$data_classes.size
- if $data_classes[i].armor_set.include?(armor_id)
- $data_classes[i].armor_set.delete(armor_id)
- end
- for j in $data_classes[i].armor_set
- if j > armor_id
- $data_classes[i].armor_set.delete(j)
- j -= 1
- $data_classes[i].armor_set.push(j)
- end
- end
- end
- end
- end
- end
- end
- end
- end
- # ===========================================================================
- class Window_Item < Window_Selectable
- #--------------------------------------------------------------------------
- def update_help
- description = ""
- if self.item != nil
- description = self.item.description
- if !self.item.is_a? RPG::Item
- dur_set = item.dur_set
- dur = item.dur
- description = description + " 耐久度: #{dur}/#{dur_set}"
- end
- end
- @help_window.set_text(description)
- end
- end
- # ===========================================================================
- class Window_EquipItem < Window_Selectable
- #--------------------------------------------------------------------------
- def update_help
- description = ""
- if self.item != nil
- description = self.item.description
- dur_set = item.dur_set
- dur = item.dur
- description = description + " 耐久度: #{dur}/#{dur_set}"
- end
- @help_window.set_text(description)
- end
- end
- # ===========================================================================
- class Window_EquipRight < Window_Selectable
- #--------------------------------------------------------------------------
- def update_help
- description = ""
- if self.item != nil
- description = self.item.description
- dur_set = item.dur_set
- dur = item.dur
- description = description + " 耐久度: #{dur}/#{dur_set}"
- end
- @help_window.set_text(description)
- end
- end
- #==============================================================================
- class Window_ShopBuy < Window_Selectable
- #--------------------------------------------------------------------------
- def update_help
- description = ""
- if self.item != nil
- description = self.item.description
- if !self.item.is_a? RPG::Item
- dur_set = item.dur_set
- dur = item.dur
- description = description + " 耐久度: #{dur}/#{dur_set}"
- end
- end
- @help_window.set_text(description)
- end
- end
- #==============================================================================
- class Window_ShopSell < Window_Selectable
- #--------------------------------------------------------------------------
- def update_help
- description = ""
- if self.item != nil
- description = self.item.description
- if !self.item.is_a? RPG::Item
- dur_set = item.dur_set
- dur = item.dur
- description = description + " 耐久度: #{dur}/#{dur_set}"
- end
- end
- @help_window.set_text(description)
- end
- end
- #==============================================================================
- class Scene_Title
- #--------------------------------------------------------------------------
- alias main_add_dur main
- def main
- main_add_dur
- # 战斗测试的情况下
- if $BTEST
- battle_test
- return
- end
- $data_weapons = load_data("Data/Weapons.rxdata")
- $data_armors = load_data("Data/Armors.rxdata")
- # 初始化耐久度
- for i in 1...$data_weapons.size
- $data_weapons[i].dur = $data_weapons[i].dur_set
- end
- for i in 1...$data_armors.size
- $data_armors[i].dur = $data_armors[i].dur_set
- end
- end
- end
- #==============================================================================
- class Scene_Shop
- #--------------------------------------------------------------------------
- def update_buy
- @status_window.item = @buy_window.item
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- # 窗口状态转向初期模式
- @command_window.active = true
- @dummy_window.visible = true
- @buy_window.active = false
- @buy_window.visible = false
- @status_window.visible = false
- @status_window.item = nil
- @help_window.set_text("")
- return
- end
- if Input.trigger?(Input::C)
- @item = @buy_window.item
- if @item == nil or @item.price > $game_party.gold
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- case @item
- when RPG::Item
- number = $game_party.item_number(@item.id)
- when RPG::Weapon
- number = $game_party.weapon_number(@item.id)
- when RPG::Armor
- number = $game_party.armor_number(@item.id)
- end
- if number == 99
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- max = @item.price == 0 ? 99 : $game_party.gold / @item.price
- max = [max, 99 - number].min
- if @item.is_a? RPG::Item # 除物品外直接买进1件
- @buy_window.active = false
- @buy_window.visible = false
- @number_window.set(@item, max, @item.price)
- @number_window.active = true
- @number_window.visible = true
- else
- update_number
- end
- end
- end
- #--------------------------------------------------------------------------
- def update_sell
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @command_window.active = true
- @dummy_window.visible = true
- @sell_window.active = false
- @sell_window.visible = false
- @status_window.item = nil
- @help_window.set_text("")
- return
- end
- if Input.trigger?(Input::C)
- @item = @sell_window.item
- @status_window.item = @item
- if @item == nil or @item.price == 0
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- case @item
- when RPG::Item
- number = $game_party.item_number(@item.id)
- when RPG::Weapon
- number = $game_party.weapon_number(@item.id)
- when RPG::Armor
- number = $game_party.armor_number(@item.id)
- end
- max = number
- if @item.is_a? RPG::Item # 除物品外直接卖出1件
- @sell_window.active = false
- @sell_window.visible = false
- @number_window.set(@item, max, @item.price / 2)
- @number_window.active = true
- @number_window.visible = true
- @status_window.visible = true
- else
- update_number
- end
- end
- end
- end
- #==============================================================================
- class Game_Battler
- #--------------------------------------------------------------------------
- def attack_effect(attacker)
- self.critical = false
- hit_result = (rand(100) < attacker.hit)
- if hit_result == true
- atk = [attacker.atk - self.pdef / 2, 0].max
- self.damage = atk * (20 + attacker.str) / 20
- self.damage *= elements_correct(attacker.element_set)
- self.damage /= 100
- if self.damage > 0
- if rand(100) < 4 * attacker.dex / self.agi
- self.damage *= 2
- self.critical = true
- end
- if self.guarding?
- self.damage /= 2
- end
- end
- if self.damage.abs > 0
- amp = [self.damage.abs * 15 / 100, 1].max
- self.damage += rand(amp+1) + rand(amp+1) - amp
- end
- eva = 8 * self.agi / attacker.dex + self.eva
- hit = self.damage < 0 ? 100 : 100 - eva
- hit = self.cant_evade? ? 100 : hit
- hit_result = (rand(100) < hit)
- end
- if hit_result == true
- remove_states_shock
- self.hp -= self.damage
- @state_changed = false
- states_plus(attacker.plus_state_set)
- states_minus(attacker.minus_state_set)
- else
- self.damage = "Miss"
- self.critical = false
- end
- # 耐久度判断
- if hit_result == true
- if self.is_a?(Game_Actor) # 如果挨打的是角色,减防具耐久度
- armor_kind = 1 + rand(4)
- case armor_kind
- when 1
- if self.armor1_id != nil and self.armor1_id > 0
- if rand(2) == 0 and $data_armors[self.armor1_id].dur > 0
- $data_armors[self.armor1_id].dur -= 1
- end
- end
- when 2
- if self.armor2_id != nil and self.armor2_id > 0
- if rand(2) == 0 and $data_armors[self.armor2_id].dur > 0
- $data_armors[self.armor2_id].dur -= 1
- end
- end
- when 3
- if self.armor3_id != nil and self.armor3_id > 0
- if rand(2) == 0 and $data_armors[self.armor3_id].dur > 0
- $data_armors[self.armor3_id].dur -= 1
- end
- end
- when 4
- if self.armor4_id != nil and self.armor4_id > 0
- if rand(2) == 0 and $data_armors[self.armor4_id].dur > 0
- $data_armors[self.armor4_id].dur -= 1
- end
- end
- end
- else # 角色打人,减武器耐久度
- if attacker.weapon_id != nil and attacker.weapon_id > 0
- if rand(8) == 0 and $data_weapons[attacker.weapon_id].dur > 0
- $data_weapons[attacker.weapon_id].dur -= 1
- end
- end
- end
- end
- # 过程结束
- return true
- end
- #--------------------------------------------------------------------------
- def skill_effect(user, skill)
- self.critical = false
- if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
- ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
- return false
- end
- effective = false
- effective |= skill.common_event_id > 0
- hit = skill.hit
- if skill.atk_f > 0
- hit *= user.hit / 100
- end
- hit_result = (rand(100) < hit)
- effective |= hit < 100
- if hit_result == true
- power = skill.power + user.atk * skill.atk_f / 100
- if power > 0
- power -= self.pdef * skill.pdef_f / 200
- power -= self.mdef * skill.mdef_f / 200
- power = [power, 0].max
- end
- rate = 20
- rate += (user.str * skill.str_f / 100)
- rate += (user.dex * skill.dex_f / 100)
- rate += (user.agi * skill.agi_f / 100)
- rate += (user.int * skill.int_f / 100)
- self.damage = power * rate / 20
- self.damage *= elements_correct(skill.element_set)
- self.damage /= 100
- if self.damage > 0
- if self.guarding?
- self.damage /= 2
- end
- end
- if skill.variance > 0 and self.damage.abs > 0
- amp = [self.damage.abs * skill.variance / 100, 1].max
- self.damage += rand(amp+1) + rand(amp+1) - amp
- end
- eva = 8 * self.agi / user.dex + self.eva
- hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
- hit = self.cant_evade? ? 100 : hit
- hit_result = (rand(100) < hit)
- effective |= hit < 100
- end
- if hit_result == true
- if skill.power != 0 and skill.atk_f > 0
- remove_states_shock
- effective = true
- end
- last_hp = self.hp
- self.hp -= self.damage
- effective |= self.hp != last_hp
- @state_changed = false
- effective |= states_plus(skill.plus_state_set)
- effective |= states_minus(skill.minus_state_set)
- if skill.power == 0
- self.damage = ""
- unless @state_changed
- self.damage = "Miss"
- end
- end
- else
- self.damage = "Miss"
- end
- unless $game_temp.in_battle
- self.damage = nil
- end
- # 耐久度判断
- if hit_result == true
- if self.is_a?(Game_Actor) # 如果挨打的是角色,减防具耐久度
- armor_kind = 1 + rand(4)
- case armor_kind
- when 1
- if self.armor1_id != nil and self.armor1_id > 0
- if rand(2) == 0 and $data_armors[self.armor1_id].dur > 0
- $data_armors[self.armor1_id].dur -= 1
- end
- end
- when 2
- if self.armor2_id != nil and self.armor2_id > 0
- if rand(2) == 0 and $data_armors[self.armor2_id].dur > 0
- $data_armors[self.armor2_id].dur -= 1
- end
- end
- when 3
- if self.armor3_id != nil and self.armor3_id > 0
- if rand(2) == 0 and $data_armors[self.armor3_id].dur > 0
- $data_armors[self.armor3_id].dur -= 1
- end
- end
- when 4
- if self.armor4_id != nil and self.armor4_id > 0
- if rand(2) == 0 and $data_armors[self.armor4_id].dur > 0
- $data_armors[self.armor4_id].dur -= 1
- end
- end
- end
- else # 角色打人,减武器耐久度
- if user.weapon_id != nil and user.weapon_id > 0
- if rand(8) == 0 and $data_weapons[user.weapon_id].dur > 0
- if skill.atk_f == 0 # 非物理技能不损武器耐久度
- $data_weapons[user.weapon_id].dur -= 1
- end
- end
- end
- end
- end
- # 过程结束
- return effective
- end
- end
- #==============================================================================
- class Window_Dur < Window_Base
- #--------------------------------------------------------------------------
- def initialize
- super(0,0,320,480)
- self.opacity = 0
- self.contents = Bitmap.new(width - 32, height - 32)
- @text_dur_old = [0]
- @text_dur = []
- refresh
- end
- #--------------------------------------------------------------------------
- def draw_text_dur(index,y)
- text = @text_dur[index]
- tx = 0
- ty = index * 24 + y
- self.contents.font.color = normal_color
- self.contents.draw_text(tx, ty, 320-32, 24, text)
- end
- #--------------------------------------------------------------------------
- def refresh
- # 节省内存
- if @text_dur_old == @text_dur
- return
- end
- @text_dur.clear
- # 取得空耐久度的装备名
- for i in $game_party.actors
- if $data_weapons[i.weapon_id] != nil and $data_weapons[i.weapon_id].dur == 0
- @text_dur.push(i.name + "-" + $data_weapons[i.weapon_id].name)
- end
- if $data_armors[i.armor1_id] != nil and $data_armors[i.armor1_id].dur == 0
- @text_dur.push(i.name + "-" + $data_armors[i.armor1_id].name)
- end
- if $data_armors[i.armor2_id] != nil and $data_armors[i.armor2_id].dur == 0
- @text_dur.push(i.name + "-" + $data_armors[i.armor2_id].name)
- end
- if $data_armors[i.armor3_id] != nil and $data_armors[i.armor3_id].dur == 0
- @text_dur.push(i.name + "-" + $data_armors[i.armor3_id].name)
- end
- if $data_armors[i.armor4_id] != nil and $data_armors[i.armor4_id].dur == 0
- @text_dur.push(i.name + "-" + $data_armors[i.armor4_id].name)
- end
- end
- @text_dur_old = @text_dur
- y = 448 - @text_dur.size * 24
- self.contents.clear
- self.contents.font.size = 14
- if @text_dur != []
- self.contents.font.color = Color.new(255, 0, 0) # 红色显示
- self.contents.draw_text(0, y - 24, 320 - 32, 24, "装备损坏:")
- end
- for i in 0... @text_dur.size
- draw_text_dur(i,y)
- end
- self.contents.font.size = Font.default_size
- end
- end
- #==============================================================================
- class Scene_Map
- #--------------------------------------------------------------------------
- def main
- @spriteset = Spriteset_Map.new
- @message_window = Window_Message.new
- @dur_window = Window_Dur.new
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- @spriteset.dispose
- @message_window.dispose
- @dur_window.dispose
- if $scene.is_a?(Scene_Title)
- Graphics.transition
- Graphics.freeze
- end
- end
- #--------------------------------------------------------------------------
- def update
- loop do
- $game_map.update
- $game_system.map_interpreter.update
- $game_player.update
- $game_system.update
- $game_screen.update
- unless $game_temp.player_transferring
- break
- end
- transfer_player
- if $game_temp.transition_processing
- break
- end
- end
- @spriteset.update
- @message_window.update
- @dur_window.update
- if $game_temp.gameover
- $scene = Scene_Gameover.new
- return
- end
- if $game_temp.to_title
- $scene = Scene_Title.new
- return
- end
- if $game_temp.transition_processing
- $game_temp.transition_processing = false
- if $game_temp.transition_name == ""
- Graphics.transition(20)
- else
- Graphics.transition(40, "Graphics/Transitions/" +
- $game_temp.transition_name)
- end
- end
- if $game_temp.message_window_showing
- return
- end
- if $game_player.encounter_count == 0 and $game_map.encounter_list != []
- unless $game_system.map_interpreter.running? or
- $game_system.encounter_disabled
- n = rand($game_map.encounter_list.size)
- troop_id = $game_map.encounter_list[n]
- if $data_troops[troop_id] != nil
- $game_temp.battle_calling = true
- $game_temp.battle_troop_id = troop_id
- $game_temp.battle_can_escape = true
- $game_temp.battle_can_lose = false
- $game_temp.battle_proc = nil
- end
- end
- end
- if Input.trigger?(Input::B)
- unless $game_system.map_interpreter.running? or
- $game_system.menu_disabled
- $game_temp.menu_calling = true
- $game_temp.menu_beep = true
- end
- end
- if $DEBUG and Input.press?(Input::F9)
- $game_temp.debug_calling = true
- end
- unless $game_player.moving?
- if $game_temp.battle_calling
- call_battle
- elsif $game_temp.shop_calling
- call_shop
- elsif $game_temp.name_calling
- call_name
- elsif $game_temp.menu_calling
- call_menu
- elsif $game_temp.save_calling
- call_save
- elsif $game_temp.debug_calling
- call_debug
- end
- end
- end
- end
- #==============================================================================
- class Scene_Save < Scene_File
- #--------------------------------------------------------------------------
- def write_save_data(file)
- characters = []
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- characters.push([actor.character_name, actor.character_hue])
- end
- Marshal.dump(characters, file)
- Marshal.dump(Graphics.frame_count, file)
- $game_system.save_count += 1
- $game_system.magic_number = $data_system.magic_number
- Marshal.dump($game_system, file)
- Marshal.dump($game_switches, file)
- Marshal.dump($game_variables, file)
- Marshal.dump($game_self_switches, file)
- Marshal.dump($game_screen, file)
- Marshal.dump($game_actors, file)
- Marshal.dump($game_party, file)
- Marshal.dump($game_troop, file)
- Marshal.dump($game_map, file)
- Marshal.dump($game_player, file)
- Marshal.dump($data_weapons, file)
- Marshal.dump($data_armors, file)
- Marshal.dump($data_classes, file)
- end
- end
- #==============================================================================
- module RPG
- class Weapon
- attr_accessor :dur_set
- attr_accessor :dur
- def name
- name = @name.split(/,/)[0]
- return name != nil ? name : ''
- end
- def dur_set
- dur_set = @name.split(/,/)[1]
- return dur_set != nil ? dur_set.to_i : 0
- end
- end
- class Armor
- attr_accessor :dur_set
- attr_accessor :dur
- def name
- name = @name.split(/,/)[0]
- return name != nil ? name : ''
- end
- def dur_set
- dur_set = @name.split(/,/)[1]
- return dur_set != nil ? dur_set.to_i : 0
- end
- end
- end
- end
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