DPS输出统计系统
其实严格意义来说DPS这个概念用在这儿是错误的,因为RM原生的回合制战斗模式不存在DPS的概念。但总而言之......这就是个统计单局队伍内各个成员输出情况的脚本。
至于这个系统到底有什么用,其实就是模仿一下WeGame上的DNF DPS统计,或者像王者LOL对局完后的单局数据统计这些。
主要还是提供个思路。附上简陋的范例
PS:最终版已经更新完毕,详情参考脚本说明,自行设置~最后附上脚本,即插即用
RUBY 代码
#==============================================================================
# ■DPS统计系统 by ZYYNOV
#------------------------------------------------------------------------------
# 此系统用于统计战斗时的输出数据,在战斗结束后显示各个队员造成的伤害及占比
# 新的战斗开始时会清空上一局的DPS统计,并重新统计。
#==============================================================================
$DPSswitch = true#控制战后是否显示DPS
#手动呼出使用代码$scene = Scene_DPS.new
class Game_Battler
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_accessor :dps ####
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
alias zyynov_initialize initialize
def initialize
@dps = 0##############
zyynov_initialize
end
#--------------------------------------------------------------------------
# ● 伤害效果
#--------------------------------------------------------------------------
alias zyynov_execute_damage execute_damage
def execute_damage(user)
if@hp_damage > 0 # 若伤害为正数
user.dps += @hp_damage#######
remove_states_shock # 攻击移除状态
end
zyynov_execute_damage(user)
end
###
end
#==============================================================================
# ■ RPG::Actor除错用
#==============================================================================
#=begin
module RPG
class Actor
def initialize
@damage = 0##除错用
end
attr_accessor :damage
end
end
#=end
#==============================================================================
# ■ RPG::Enemy除错用
#==============================================================================
#=begin
module RPG
class Enemy
def initialize
@damage = 0##除错用
end
attr_accessor :damage
end
end
#=end
#==============================================================================
# ■ Window_DPS
#------------------------------------------------------------------------------
# DPS显示的窗口。by ZYYNOV
#==============================================================================
class Window_DPS < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 96, 544, 160)
@actor = actor
@adps = 1
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
for i in0 .. 3###计算队伍角色加起来的总输出,用来计算单个角色的输出占比
if$game_party.members != nil
@adps += ($game_party.members.dps).to_f
end
end
###
#--------------------------------------------------------------------------
# ● 绘制战斗状态头像
# face_name: 头像文件名
# face_index : 头像号码
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# size : 显示大小
#--------------------------------------------------------------------------
def draw_status_face(face_name, face_index, x, y, size = 96)
bitmap = Cache.face(face_name)
rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96 + 32, 96, 22)
self.contents.blt(x, y, bitmap, rect)
bitmap.dispose
end
#--------------------------------------------------------------------------
# ● 绘制战斗状态头像
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# size: 绘制大小
#--------------------------------------------------------------------------
def draw_statu_face(actor, x, y)
draw_status_face(actor.face_name, actor.face_index, x, y)
end
###
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(x - 32 , y-96, 96, 24, "名字", 2)
self.contents.draw_text(x + 96 , y-96, 96, 24, "头像", 2)
self.contents.draw_text(x + 224 , y-96, 96, 24, "输出", 2)
self.contents.draw_text(x + 352 , y-96, 96, 24, "占比", 2)
###
self.contents.font.color = normal_color
if$game_party.members != nil
draw_statu_face($game_party.members, x + 128, y-WLH*3)
self.contents.draw_text(x + 0, y-WLH*3, 64, 24, $game_party.members.name.to_s, 2)
self.contents.draw_text(x + 224, y-WLH*3, 96, 24, $game_party.members.dps.to_s, 2)
self.contents.draw_text(x + 352, y-WLH*3, 96, 24, (($game_party.members.dps.to_i/@adps*100).to_i).to_s + "%", 2)
else
return
end
###
if$game_party.members != nil
draw_statu_face($game_party.members, x + 128, y-WLH*2)
self.contents.draw_text(x + 0, y-WLH*2, 64, 24, $game_party.members.name.to_s, 2)
self.contents.draw_text(x + 224, y-WLH*2, 96, 24, $game_party.members.dps.to_s, 2)
self.contents.draw_text(x + 352, y-WLH*2, 96, 24, (($game_party.members.dps.to_i/@adps*100).to_i).to_s + "%", 2)
else
return
end
###
if$game_party.members != nil
draw_statu_face($game_party.members, x + 128, y-WLH)
self.contents.draw_text(x + 0, y-WLH, 64, 24, $game_party.members.name.to_s, 2)
self.contents.draw_text(x + 224, y-WLH, 96, 24, $game_party.members.dps.to_s, 2)
self.contents.draw_text(x + 352, y-WLH, 96, 24, (($game_party.members.dps.to_i/@adps*100).to_i).to_s + "%", 2)
else
return
end
###
if$game_party.members != nil
draw_statu_face($game_party.members, x + 128, y)
self.contents.draw_text(x + 0, y, 64, 24, $game_party.members.name.to_s, 2)
self.contents.draw_text(x + 224, y, 96, 24, $game_party.members.dps.to_s, 2)
self.contents.draw_text(x + 352, y, 96, 24, (($game_party.members.dps.to_i/@adps*100).to_i).to_s + "%", 2)
else
return
end
end
end
#==============================================================================
# ■ Scene_Status
#------------------------------------------------------------------------------
# 处理DPS窗口的类。by ZYYNOV
#==============================================================================
class Scene_DPS < Scene_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor_index : 角色位置
#--------------------------------------------------------------------------
def initialize(actor_index = 0)
@actor_index = actor_index
end
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
def start
super
create_menu_background
@actor = $game_party.members[@actor_index]
@dps_window = Window_DPS.new(@actor)
end
#--------------------------------------------------------------------------
# ● 结束处理
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@dps_window.dispose
end
#--------------------------------------------------------------------------
# ● 回到原画面
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
update_menu_background
@dps_window.update
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
end
super
end
end
#==============================================================================
# ■ 战斗结束时显示DPS窗口
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
alias zyy_nov_start start
def start
zyy_nov_start
for i in0 .. 3##清空队伍成员的DPS
if$game_party.members != nil
$game_party.members.dps = 0
end
end
end
#--------------------------------------------------------------------------
# ● 结束处理
#--------------------------------------------------------------------------
alias zyynov_terminate terminate
def terminate
zyynov_terminate
if$DPSswitch == true
$scene = Scene_DPS.new
end
end
end
本帖来自P1论坛作者719783572,因Project1站服务器在国外有时候访问缓慢不方便作者交流学习,经联系P1站长fux2同意署名转载一起分享游戏制作经验,共同为国内独立游戏作者共同创造良好交流环境,原文地址:https://rpg.blue/forum.php?mod=viewthread&tid=477010若有侵权,发帖作者可联系底部站长QQ在线咨询功能删除,谢谢。
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