じ☆ve冰风 发表于 2024-4-19 20:41:57

Dual_Wield 轻量级二刀流脚本

闲话不多说,看注释,插到main前面就可以了
轻量级,只附带二刀流功能(盾当武器),不夹带任何私货等,标准新建工程测试通过#==============================================================================# ★ Dual_Wield 轻量级二刀流脚本#------------------------------------------------------------------------------#  本脚本#不使用#任何alias,避免冲突#  本脚本#不追加定义#任何实例变量,避免冲突和制作中途加入带来的存档不兼容问题#  本脚本未实现二刀流双次动画或双次攻击功能,有意者可自行实现,难度很低#  二刀流实现原理:当盾的ID小于0时,为双持的武器,否则为盾#  默认攻击力、属性、状态等为二手直接相加,可以修改base_atk之类定义来进行修改#  常量DUAL_WIELDER_CLASSES为可以双持武器的职业ID组,请在下面修改#==============================================================================# ■ Game_Actor#------------------------------------------------------------------------------#  处理角色的类。本类在 Game_Actors 类 ($game_actors)# 的内部使用、Game_Party 类请参考 ($game_party) 。#==============================================================================class Game_Actor < Game_Battler#--------------------------------------------------------------------------# ● 常量#--------------------------------------------------------------------------DUAL_WIELDER_CLASSES =                # 可以双持武器的职业 ID 组#--------------------------------------------------------------------------# ● 双持武器判定#--------------------------------------------------------------------------def dual_wield?    return DUAL_WIELDER_CLASSES.include?(@class_id)end#--------------------------------------------------------------------------# ● 取得属性修正值#   element_id : 属性 ID#--------------------------------------------------------------------------def element_rate(element_id)    # 获取对应属性有效度的数值    table =     result = table[$data_classes[@class_id].element_ranks]    # 防具能防御本属性的情况下效果减半    for i in [[@armor1_id, 0].max, @armor2_id, @armor3_id, @armor4_id]      armor = $data_armors      if armor != nil and armor.guard_element_set.include?(element_id)      result /= 2      end    end    # 状态能防御本属性的情况下效果减半    for i in @states      if $data_states.guard_element_set.include?(element_id)      result /= 2      end    end    # 过程结束    return resultend#--------------------------------------------------------------------------# ● 判定防御属性#   state_id : 属性 ID#--------------------------------------------------------------------------def state_guard?(state_id)    for i in [[@armor1_id, 0].max, @armor2_id, @armor3_id, @armor4_id]      armor = $data_armors      if armor != nil      if armor.guard_state_set.include?(state_id)          return true      end      end    end    return falseend#--------------------------------------------------------------------------# ● 获取普通攻击属性#--------------------------------------------------------------------------def element_set    elements = []    weapon1 = $data_weapons[@weapon_id]    weapon2 = @armor1_id < 0 ? $data_weapons[-@armor1_id] : nil    elements |= weapon1.element_set if weapon1 != nil    elements |= weapon2.element_set if weapon2 != nil    return elementsend#--------------------------------------------------------------------------# ● 获取普通攻击状态变化 (+)#--------------------------------------------------------------------------def plus_state_set    plus_states = []    weapon1 = $data_weapons[@weapon_id]    weapon2 = @armor1_id < 0 ? $data_weapons[-@armor1_id] : nil    plus_states |= weapon1.plus_state_set if weapon1 != nil    plus_states |= weapon2.plus_state_set if weapon2 != nil    return plus_statesend#--------------------------------------------------------------------------# ● 获取普通攻击状态变化 (-)#--------------------------------------------------------------------------def minus_state_set    minus_states = []    weapon1 = $data_weapons[@weapon_id]    weapon2 = @armor1_id < 0 ? $data_weapons[-@armor1_id] : nil    minus_states |= weapon1.minus_state_set if weapon1 != nil    minus_states |= weapon2.minus_state_set if weapon2 != nil    return minus_statesend#--------------------------------------------------------------------------# ● 获取基本力量#--------------------------------------------------------------------------def base_str    n = $data_actors[@actor_id].parameters    weapon = $data_weapons[@weapon_id]    if @armor1_id >= 0       armor1 = $data_armors[@armor1_id]    else      armor1 = $data_weapons[-@armor1_id]    end    armor2 = $data_armors[@armor2_id]    armor3 = $data_armors[@armor3_id]    armor4 = $data_armors[@armor4_id]    n += weapon != nil ? weapon.str_plus : 0    n += armor1 != nil ? armor1.str_plus : 0    n += armor2 != nil ? armor2.str_plus : 0    n += armor3 != nil ? armor3.str_plus : 0    n += armor4 != nil ? armor4.str_plus : 0    return [.max, 999].minend#--------------------------------------------------------------------------# ● 获取基本灵巧#--------------------------------------------------------------------------def base_dex    n = $data_actors[@actor_id].parameters    weapon = $data_weapons[@weapon_id]    if @armor1_id >= 0       armor1 = $data_armors[@armor1_id]    else      armor1 = $data_weapons[-@armor1_id]    end    armor2 = $data_armors[@armor2_id]    armor3 = $data_armors[@armor3_id]    armor4 = $data_armors[@armor4_id]    n += weapon != nil ? weapon.dex_plus : 0    n += armor1 != nil ? armor1.dex_plus : 0    n += armor2 != nil ? armor2.dex_plus : 0    n += armor3 != nil ? armor3.dex_plus : 0    n += armor4 != nil ? armor4.dex_plus : 0    return [.max, 999].minend#--------------------------------------------------------------------------# ● 获取基本速度#--------------------------------------------------------------------------def base_agi    n = $data_actors[@actor_id].parameters    weapon = $data_weapons[@weapon_id]    if @armor1_id >= 0       armor1 = $data_armors[@armor1_id]    else      armor1 = $data_weapons[-@armor1_id]    end    armor2 = $data_armors[@armor2_id]    armor3 = $data_armors[@armor3_id]    armor4 = $data_armors[@armor4_id]    n += weapon != nil ? weapon.agi_plus : 0    n += armor1 != nil ? armor1.agi_plus : 0    n += armor2 != nil ? armor2.agi_plus : 0    n += armor3 != nil ? armor3.agi_plus : 0    n += armor4 != nil ? armor4.agi_plus : 0    return [.max, 999].minend#--------------------------------------------------------------------------# ● 获取基本魔力#--------------------------------------------------------------------------def base_int    n = $data_actors[@actor_id].parameters    weapon = $data_weapons[@weapon_id]    if @armor1_id >= 0       armor1 = $data_armors[@armor1_id]    else      armor1 = $data_weapons[-@armor1_id]    end    armor2 = $data_armors[@armor2_id]    armor3 = $data_armors[@armor3_id]    armor4 = $data_armors[@armor4_id]    n += weapon != nil ? weapon.int_plus : 0    n += armor1 != nil ? armor1.int_plus : 0    n += armor2 != nil ? armor2.int_plus : 0    n += armor3 != nil ? armor3.int_plus : 0    n += armor4 != nil ? armor4.int_plus : 0    return [.max, 999].minend#--------------------------------------------------------------------------# ● 获取基本攻击力#--------------------------------------------------------------------------def base_atk    atk = 0    weapon = $data_weapons[@weapon_id]    atk += weapon.atk if weapon != nil    if @armor1_id < 0      weapon = $data_weapons[-@armor1_id]      atk += weapon.atk if weapon != nil    end    return atkend#--------------------------------------------------------------------------# ● 获取基本物理防御#--------------------------------------------------------------------------def base_pdef    weapon = $data_weapons[@weapon_id]    if @armor1_id >= 0       armor1 = $data_armors[@armor1_id]    else      armor1 = $data_weapons[-@armor1_id]    end    armor2 = $data_armors[@armor2_id]    armor3 = $data_armors[@armor3_id]    armor4 = $data_armors[@armor4_id]    pdef1 = weapon != nil ? weapon.pdef : 0    pdef2 = armor1 != nil ? armor1.pdef : 0    pdef3 = armor2 != nil ? armor2.pdef : 0    pdef4 = armor3 != nil ? armor3.pdef : 0    pdef5 = armor4 != nil ? armor4.pdef : 0    return pdef1 + pdef2 + pdef3 + pdef4 + pdef5end#--------------------------------------------------------------------------# ● 获取基本魔法防御#--------------------------------------------------------------------------def base_mdef    weapon = $data_weapons[@weapon_id]    if @armor1_id >= 0       armor1 = $data_armors[@armor1_id]    else      armor1 = $data_weapons[-@armor1_id]    end    armor2 = $data_armors[@armor2_id]    armor3 = $data_armors[@armor3_id]    armor4 = $data_armors[@armor4_id]    mdef1 = weapon != nil ? weapon.mdef : 0    mdef2 = armor1 != nil ? armor1.mdef : 0    mdef3 = armor2 != nil ? armor2.mdef : 0    mdef4 = armor3 != nil ? armor3.mdef : 0    mdef5 = armor4 != nil ? armor4.mdef : 0    return mdef1 + mdef2 + mdef3 + mdef4 + mdef5end#--------------------------------------------------------------------------# ● 获取基本回避修正#--------------------------------------------------------------------------def base_eva    armor1 = @armor1_id >= 0 ? $data_armors[@armor1_id] : nil    armor2 = $data_armors[@armor2_id]    armor3 = $data_armors[@armor3_id]    armor4 = $data_armors[@armor4_id]    eva1 = armor1 != nil ? armor1.eva : 0    eva2 = armor2 != nil ? armor2.eva : 0    eva3 = armor3 != nil ? armor3.eva : 0    eva4 = armor4 != nil ? armor4.eva : 0    return eva1 + eva2 + eva3 + eva4end#--------------------------------------------------------------------------# ● 变更装备#   equip_type : 装备类型#   id    : 武器 or 防具 ID(0 为解除装备)#--------------------------------------------------------------------------def equip(equip_type, id)    case equip_type    when 0# 武器      if id == 0 or $game_party.weapon_number(id) > 0      $game_party.gain_weapon(@weapon_id, 1)      @weapon_id = id      $game_party.lose_weapon(id, 1)      end    when 1# 盾      if id == 0 or (id > 0 and $game_party.armor_number(id) > 0) or         (id < 0 and $game_party.weapon_number(-id) > 0)      old_shield = @armor1_id > 0 ? $data_armors[@armor1_id] : nil      new_shield = id > 0 ? $data_armors : nil      update_auto_state(old_shield, new_shield)      if @armor1_id > 0          $game_party.gain_armor(@armor1_id, 1)      elsif @armor1_id < 0          $game_party.gain_weapon(-@armor1_id, 1)      end      @armor1_id = id      if id > 0          $game_party.lose_armor(id, 1)      elsif id < 0          $game_party.lose_weapon(-id, 1)      end      end    when 2# 头      if id == 0 or $game_party.armor_number(id) > 0      update_auto_state($data_armors[@armor2_id], $data_armors)      $game_party.gain_armor(@armor2_id, 1)      @armor2_id = id      $game_party.lose_armor(id, 1)      end    when 3# 身体      if id == 0 or $game_party.armor_number(id) > 0      update_auto_state($data_armors[@armor3_id], $data_armors)      $game_party.gain_armor(@armor3_id, 1)      @armor3_id = id      $game_party.lose_armor(id, 1)      end    when 4# 装饰品      if id == 0 or $game_party.armor_number(id) > 0      update_auto_state($data_armors[@armor4_id], $data_armors)      $game_party.gain_armor(@armor4_id, 1)      @armor4_id = id      $game_party.lose_armor(id, 1)      end    endend#--------------------------------------------------------------------------# ● 更改职业 ID#   class_id : 新的职业 ID#--------------------------------------------------------------------------def class_id=(class_id)    if $data_classes != nil      @class_id = class_id      # 避开无法装备的物品      unless equippable?($data_weapons[@weapon_id])      equip(0, 0)      end      unless (@armor1_id > 0 and equippable?($data_armors[@armor1_id])) or      (@armor1_id < 0 and equippable?($data_weapons[-@armor1_id]) and      dual_wield?)      equip(1, 0)      end      unless equippable?($data_armors[@armor2_id])      equip(2, 0)      end      unless equippable?($data_armors[@armor3_id])      equip(3, 0)      end      unless equippable?($data_armors[@armor4_id])      equip(4, 0)      end    endend#--------------------------------------------------------------------------# ● 普通攻击 获取攻击方动画 ID#--------------------------------------------------------------------------def animation1_id    weapon = $data_weapons[@weapon_id]    if weapon == nil and dual_wield? and @armor1_id < 0      weapon = $data_weapons[-@armor1_id]    end    return weapon != nil ? weapon.animation1_id : 0end#--------------------------------------------------------------------------# ● 普通攻击 获取对像方动画 ID#--------------------------------------------------------------------------def animation2_id    weapon = $data_weapons[@weapon_id]    if weapon == nil and dual_wield? and @armor1_id < 0      weapon = $data_weapons[-@armor1_id]    end    return weapon != nil ? weapon.animation2_id : 0endend#==============================================================================# ■ Window_EquipRight#------------------------------------------------------------------------------#  装备画面、显示角色现在装备的物品的窗口。#==============================================================================class Window_EquipRight < Window_Selectable#--------------------------------------------------------------------------# ● 刷新#--------------------------------------------------------------------------def refresh    self.contents.clear    @data = []    @data.push($data_weapons[@actor.weapon_id])    if @actor.armor1_id >= 0      @data.push($data_armors[@actor.armor1_id])    else      @data.push($data_weapons[_id])    end    @data.push($data_armors[@actor.armor2_id])    @data.push($data_armors[@actor.armor3_id])    @data.push($data_armors[@actor.armor4_id])    @item_max = @data.size    self.contents.font.color = system_color    if @actor.dual_wield?      text1 = "右手"      text2 = "左手"    else      text1 = $data_system.words.weapon      text2 = $data_system.words.armor1    end    self.contents.draw_text(4, 32 * 0, 92, 32, text1)    self.contents.draw_text(4, 32 * 1, 92, 32, text2)    self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)    self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)    self.contents.draw_text(4, 32 * 4, 92, 32, $data_system.words.armor4)    draw_item_name(@data, 92, 32 * 0)    draw_item_name(@data, 92, 32 * 1)    draw_item_name(@data, 92, 32 * 2)    draw_item_name(@data, 92, 32 * 3)    draw_item_name(@data, 92, 32 * 4)endend#==============================================================================# ■ Window_EquipItem#------------------------------------------------------------------------------#  装备画面、显示浏览变更装备的候补物品的窗口。#==============================================================================class Window_EquipItem < Window_Selectable#--------------------------------------------------------------------------# ● 刷新#--------------------------------------------------------------------------def refresh    if self.contents != nil      self.contents.dispose      self.contents = nil    end    @data = []    # 添加可以装备的武器    if @equip_type == 0 or (@equip_type == 1 and @actor.dual_wield?)      weapon_set = $data_classes[@actor.class_id].weapon_set      for i in 1...$data_weapons.size      if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)          @data.push($data_weapons)      end      end    end    # 添加可以装备的防具    if @equip_type != 0      armor_set = $data_classes[@actor.class_id].armor_set      for i in 1...$data_armors.size      if $game_party.armor_number(i) > 0 and armor_set.include?(i)          if $data_armors.kind == @equip_type-1            @data.push($data_armors)          end      end      end    end    # 添加空白    @data.push(nil)    # 生成位图、描绘全部项目    @item_max = @data.size    self.contents = Bitmap.new(width - 32, row_max * 32)    for i in 0...@item_max-1      draw_item(i)    endendend#==============================================================================# ■ Scene_Equip#------------------------------------------------------------------------------#  处理装备画面的类。#==============================================================================class Scene_Equip#--------------------------------------------------------------------------# ● 刷新画面 (物品窗口被激活的情况下)#--------------------------------------------------------------------------def update_item    # 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)      # 激活右侧窗口      @right_window.active = true      @item_window.active = false      @item_window.index = -1      return    end    # 按下 C 键的情况下    if Input.trigger?(Input::C)      # 演奏装备 SE      $game_system.se_play($data_system.equip_se)      # 获取物品窗口现在选择的装备数据      item = @item_window.item      # 变更装备      if @right_window.index == 1 and item.is_a?(RPG::Weapon)      @actor.equip(@right_window.index, -item.id)      @item_window1.refresh      else      @actor.equip(@right_window.index, item == nil ? 0 : item.id)      @item_window2.refresh if @right_window.index == 0 and @actor.dual_wield?      @item_window1.refresh if @right_window.index == 1 and @actor.dual_wield?      end      # 激活右侧窗口      @right_window.active = true      @item_window.active = false      @item_window.index = -1      # 再生成右侧窗口、物品窗口的内容      @right_window.refresh      @item_window.refresh      return    endend#--------------------------------------------------------------------------# ● 刷新#--------------------------------------------------------------------------def refresh    # 设置物品窗口的可视状态    @item_window1.visible = (@right_window.index == 0)    @item_window2.visible = (@right_window.index == 1)    @item_window3.visible = (@right_window.index == 2)    @item_window4.visible = (@right_window.index == 3)    @item_window5.visible = (@right_window.index == 4)    # 获取当前装备中的物品    item1 = @right_window.item    # 设置当前的物品窗口到 @item_window    case @right_window.index    when 0      @item_window = @item_window1    when 1      @item_window = @item_window2    when 2      @item_window = @item_window3    when 3      @item_window = @item_window4    when 4      @item_window = @item_window5    end    # 右窗口被激活的情况下    if @right_window.active      # 删除变更装备后的能力      @left_window.set_new_parameters(nil, nil, nil)    end    # 物品窗口被激活的情况下    if @item_window.active      # 获取现在选中的物品      item2 = @item_window.item      # 变更装备      last_hp = @actor.hp      last_sp = @actor.sp      if @right_window.index == 1 and item2.is_a?(RPG::Weapon)      @actor.equip(@right_window.index, -item2.id)      else      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)      end      # 获取变更装备后的能力值      new_atk = @actor.atk      new_pdef = @actor.pdef      new_mdef = @actor.mdef      # 返回到装备      if @right_window.index == 1 and item1.is_a?(RPG::Weapon)      @actor.equip(@right_window.index, -item1.id)      else      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)      end      @actor.hp = last_hp      @actor.sp = last_sp      # 描画左窗口      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)    endendend#==============================================================================# ■ Window_ShopStatus#------------------------------------------------------------------------------#  商店画面、显示物品所持数与角色装备的窗口。#==============================================================================class Window_ShopStatus < Window_Base#--------------------------------------------------------------------------# ● 刷新#--------------------------------------------------------------------------def refresh    self.contents.clear    if @item == nil      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 = $game_party.armor_number(@item.id)    end    self.contents.font.color = system_color    self.contents.draw_text(4, 0, 200, 32, "所持数")    self.contents.font.color = normal_color    self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)    if @item.is_a?(RPG::Item)      return    end    # 添加装备品信息    for i in 0...$game_party.actors.size      # 获取角色      actor = $game_party.actors      # 可以装备为普通文字颜色、不能装备设置为无效文字颜色      if actor.equippable?(@item)      self.contents.font.color = normal_color      else      self.contents.font.color = disabled_color      end      # 描绘角色名字      self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)      # 获取当前的装备品      if @item.is_a?(RPG::Weapon)      item1 = $data_weapons      elsif @item.kind == 0      item1 = actor.armor1_id > 0 ? $data_armors : nil      elsif @item.kind == 1      item1 = $data_armors      elsif @item.kind == 2      item1 = $data_armors      else      item1 = $data_armors      end      # 可以装备的情况      if actor.equippable?(@item)      # 武器的情况      if @item.is_a?(RPG::Weapon)          atk1 = item1 != nil ? item1.atk : 0          atk2 = @item != nil ? @item.atk : 0          change = atk2 - atk1      end      # 防具的情况      if @item.is_a?(RPG::Armor)          pdef1 = item1 != nil ? item1.pdef : 0          mdef1 = item1 != nil ? item1.mdef : 0          pdef2 = @item != nil ? @item.pdef : 0          mdef2 = @item != nil ? @item.mdef : 0          change = pdef2 - pdef1 + mdef2 - mdef1      end      # 描绘能力值变化      self.contents.draw_text(124, 64 + 64 * i, 112, 32,          sprintf("%+d", change), 2)      end      # 描绘物品      if item1 != nil      x = 4      y = 64 + 64 * i + 32      bitmap = RPG::Cache.icon(item1.icon_name)      opacity = self.contents.font.color == normal_color ? 255 : 128      self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)      self.contents.draw_text(x + 28, y, 212, 32, item1.name)      end    endendend#==============================================================================# ■ Window_Status#------------------------------------------------------------------------------#  显示状态画面、完全规格的状态窗口。#==============================================================================class Window_Status < Window_Base#--------------------------------------------------------------------------# ● 刷新#--------------------------------------------------------------------------def refresh    self.contents.clear    draw_actor_graphic(@actor, 40, 112)    draw_actor_name(@actor, 4, 0)    draw_actor_class(@actor, 4 + 144, 0)    draw_actor_level(@actor, 96, 32)    draw_actor_state(@actor, 96, 64)    draw_actor_hp(@actor, 96, 112, 172)    draw_actor_sp(@actor, 96, 144, 172)    draw_actor_parameter(@actor, 96, 192, 0)    draw_actor_parameter(@actor, 96, 224, 1)    draw_actor_parameter(@actor, 96, 256, 2)    draw_actor_parameter(@actor, 96, 304, 3)    draw_actor_parameter(@actor, 96, 336, 4)    draw_actor_parameter(@actor, 96, 368, 5)    draw_actor_parameter(@actor, 96, 400, 6)    self.contents.font.color = system_color    self.contents.draw_text(320, 48, 80, 32, "EXP")    self.contents.draw_text(320, 80, 80, 32, "NEXT")    self.contents.font.color = normal_color    self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)    self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)    self.contents.font.color = system_color    self.contents.draw_text(320, 160, 96, 32, "装备")    draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)    if @actor.armor1_id >= 0      draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)    else      draw_item_name($data_weapons[_id], 320 + 16, 256)    end    draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304)    draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352)    draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400)endend复制代码
            本帖来自P1论坛作者小传子,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=225786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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