class Game_Party
#--------------------------------------------------------------------------
# ● 角色入队到指定位置
#--------------------------------------------------------------------------
# 使用方法:
# 事件脚本 $game_party.cld99_add_actor(id,pos)
# id:角色的数据库id
# pos:角色入队的位置 队首为0 其他依次递增 缺省值为队尾
# 例: $game_party.cld99_add_actor(1,0) #让数据库id为1的艾里克加入队首
#--------------------------------------------------------------------------
def cld99_add_actor(actor_id, position = @actors.length)
@actors.insert(position,actor_id) unless @actors.include?(actor_id)
$game_player.refresh
$game_map.need_refresh = true
end
end
class Window_EquipSlot < Window_Selectable
#--------------------------------------------------------------------------
# ● 绘制物品名称
# enabled : 有效的标志。false 的时候使用半透明效果绘制
#--------------------------------------------------------------------------
alias :cld99_draw_item_name :draw_item_name
def draw_item_name(item, x, y, enabled = true, width = 172)
if item
cld99_draw_item_name(item, x, y, enabled, width)
else
change_color(normal_color, enabled)
draw_text(x + 24, y, width, line_height, "无装备")
end
end
end
class Game_Actor
STATES_NOT_LOAD = [2]
#不在地图上加载的状态(不起效也不解除)
end
class Game_Actor
#--------------------------------------------------------------------------
# ● 更新状态的步数计数
#--------------------------------------------------------------------------
def update_state_steps(state)
if state.remove_by_walking
@state_steps[state.id] -= 1 if @state_steps[state.id] > 0
remove_state(state.id) if @state_steps[state.id] == 0
#p state.name + "还剩余#{@state_steps[state.id].to_i}步解除"
end
end
#--------------------------------------------------------------------------
# ● 角色移动一步时的处理
#--------------------------------------------------------------------------
def on_player_walk
#puts "on_player_walk"
@result.clear
check_floor_effect
if $game_player.normal_walk?
turn_end_on_map
states.each {|state| update_state_steps(state) unless STATES_NOT_LOAD.include?(state.id)}
show_added_states
show_removed_states
end
end
#--------------------------------------------------------------------------
# ● 地图画面上回合结束的处理
#--------------------------------------------------------------------------
def turn_end_on_map
if $game_party.steps % steps_for_turn == 0
#puts "turn_end_on_map"
STATES_NOT_LOAD.each{|state_id| @not_load = true if state?(state_id)}
on_turn_end unless @not_load
@not_load = false
#puts ""
perform_map_damage_effect if @result.hp_damage > 0
end
end
end
module CLD99_SCREEN_FLASH
COLOR = Color.new(255,0,0,64)
#在此设置闪烁的颜色 Color.new(R,G,B,A) 默认值:Color.new(255,0,0,128)
#R 红 G 绿 B 蓝 A 不透明度
#最小值0 最大值255 超出范围的值会自动修正
DURATION = 8
#颜色闪烁所用的帧数(60帧=1秒) 默认值:8
SWI = 1
#此开关开启时,伤害地形闪烁颜色随机化
def self.random
Color.new(rand(255),rand(255),rand(255),128)
end
end
class Game_Screen
#--------------------------------------------------------------------------
# ● 开始闪烁(慢性伤害和有害地形用)
#--------------------------------------------------------------------------
def start_flash_for_damage
flash_color = $game_switches[CLD99_SCREEN_FLASH::SWI] ? CLD99_SCREEN_FLASH.random : CLD99_SCREEN_FLASH::COLOR
start_flash(flash_color, CLD99_SCREEN_FLASH::DURATION)
end
end
class Game_CharacterBase
#--------------------------------------------------------------------------
# ● 限制事件活动范围
#
# 使用方法:在事件的移动路线中用自定义,选脚本,
# 添加一句 @region = n
# 则该事件只能在地图上区域n内移动
#--------------------------------------------------------------------------
alias :cld99_passable? :passable?
def passable?(x, y, d)
if self.is_a?(Game_Event)
x2 = $game_map.round_x_with_direction(x, d)
y2 = $game_map.round_y_with_direction(y, d)
return false if @region && $game_map.region_id(x2, y2) != @region
end
return cld99_passable?(x, y, d)
end
end
module CLD99_ActorCommandHelp
SWI = 1
#此开关开启时,启用战斗指令选择的帮助
end
module Vocab
# 战斗指令选择的帮助
AttackHelp = "普通攻击" #攻击 的帮助
SkillHelp = [nil, #不要删除此行
"用武力使出的特技", #技能 的帮助
"魔法师通过咏唱咒语操纵元素之力的技能" #魔法 的帮助
]
GuardHelp = "一回合内进行防御,受到的伤害减半" #防御 的帮助
ItemHelp = "使用背包里的物品" #物品 的帮助
end
#◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● 生成所有窗口
#--------------------------------------------------------------------------
def create_all_windows
create_message_window
create_scroll_text_window
create_log_window
create_status_window
create_info_viewport
create_party_command_window
#create_actor_command_window 原来的位置
create_help_window
create_actor_command_window #现在的位置
create_skill_window
create_item_window
create_actor_window
create_enemy_window
end
#--------------------------------------------------------------------------
# ● 生成角色指令窗口
#--------------------------------------------------------------------------
def create_actor_command_window
@actor_command_window = Window_ActorCommand.new(@help_window, @info_viewport)
#加入了帮助窗口和viewport的初始化
@actor_command_window.viewport = @info_viewport
@actor_command_window.set_handler(:attack, method(:command_attack))
@actor_command_window.set_handler(:skill, method(:command_skill))
@actor_command_window.set_handler(:guard, method(:command_guard))
@actor_command_window.set_handler(:item, method(:command_item))
@actor_command_window.set_handler(:cancel, method(:prior_command))
@actor_command_window.x = Graphics.width
end
#--------------------------------------------------------------------------
# ● 开始角色指令的选择
#--------------------------------------------------------------------------
def start_actor_command_selection
@status_window.select(BattleManager.actor.index)
@party_command_window.close
@actor_command_window.setup(BattleManager.actor)
@actor_command_window.show.active
#加入帮助窗口的显示
end
#--------------------------------------------------------------------------
# ● 开始队伍指令的选择
#--------------------------------------------------------------------------
def start_party_command_selection
unless scene_changing?
refresh_status
@status_window.unselect
@status_window.open
if BattleManager.input_start
@actor_command_window.hide #加了这一句
@actor_command_window.close
@party_command_window.setup
else
@party_command_window.deactivate
turn_start
end
end
end
#--------------------------------------------------------------------------
# ● 技能“取消”
#--------------------------------------------------------------------------
def on_skill_cancel
@skill_window.hide
@actor_command_window.activate
@actor_command_window.show.active #加了这一句
end
#--------------------------------------------------------------------------
# ● 物品“取消”
#--------------------------------------------------------------------------
def on_item_cancel
@item_window.hide
@actor_command_window.activate
@actor_command_window.show.active #加了这一句
end
#--------------------------------------------------------------------------
# ● 指令“防御”
#--------------------------------------------------------------------------
def command_guard
BattleManager.actor.input.set_guard
@actor_command_window.hide #加了这一句
next_command
end
end
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# ● 添加指令
# name : 指令名称
# symbol : 对应的符号
# enabled : 有效状态的标志
# ext : 任意的扩展数据
# help : 选项帮助
#--------------------------------------------------------------------------
def add_command(name, symbol, enabled = true, ext = nil, help = nil)
@list.push({:name=>name, :symbol=>symbol, :enabled=>enabled, :ext=>ext, :help=>help})
end
#--------------------------------------------------------------------------
# ● 获取选项的帮助
#--------------------------------------------------------------------------
def current_help
current_data ? current_data[:help] : nil
end
end
class Window_ActorCommand < Window_Command
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
alias :cld99_initialize :initialize
def initialize(help_window, info_viewport)
cld99_initialize
@help_window = help_window
@info_viewport = info_viewport
end
#--------------------------------------------------------------------------
# ● 显示窗口
#--------------------------------------------------------------------------
def show
return self unless show_help?
@help_window.show
super
end
#--------------------------------------------------------------------------
# ● 隐藏窗口
#--------------------------------------------------------------------------
def hide
return self unless show_help?
@help_window.hide
super
end
#--------------------------------------------------------------------------
# ● 更新帮助内容
#--------------------------------------------------------------------------
def update_help
return unless show_help?
@help_window.set_text(current_help)
end
#--------------------------------------------------------------------------
# ● 显示帮助内容
#--------------------------------------------------------------------------
def show_help?
#return true ####
$game_switches[CLD99_ActorCommandHelp::SWI]
end
#--------------------------------------------------------------------------
# ● 添加攻击指令
#--------------------------------------------------------------------------
def add_attack_command
add_command(Vocab::attack, :attack, @actor.attack_usable?,nil, Vocab::AttackHelp)
end
#--------------------------------------------------------------------------
# ● 添加技能指令
#--------------------------------------------------------------------------
def add_skill_commands
@actor.added_skill_types.sort.each do |stype_id|
name = $data_system.skill_types[stype_id]
add_command(name, :skill, true, stype_id, Vocab::SkillHelp[stype_id])
end
end
#--------------------------------------------------------------------------
# ● 添加防御指令
#--------------------------------------------------------------------------
def add_guard_command
add_command(Vocab::guard, :guard, @actor.guard_usable?,nil,Vocab::GuardHelp)
end
#--------------------------------------------------------------------------
# ● 添加物品指令
#--------------------------------------------------------------------------
def add_item_command
add_command(Vocab::item, :item,true,nil,Vocab::ItemHelp)
end
end
module CLD99_SkillCommandHelp
SWI = 1
#此开关开启时,启用技能类型选择的帮助
end
module Vocab
SkillHelp = [nil, #不要删除此行
"用武力使出的特技", #技能 的帮助
"魔法师通过咏唱咒语操纵元素之力的技能" #魔法 的帮助
]
end
#◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# ● 添加指令
# name : 指令名称
# symbol : 对应的符号
# enabled : 有效状态的标志
# ext : 任意的扩展数据
# help : 选项帮助
#--------------------------------------------------------------------------
def add_command(name, symbol, enabled = true, ext = nil, help = nil)
@list.push({:name=>name, :symbol=>symbol, :enabled=>enabled, :ext=>ext, :help=>help})
end
#--------------------------------------------------------------------------
# ● 获取选项的帮助
#--------------------------------------------------------------------------
def current_help
current_data ? current_data[:help] : nil
end
end
class Window_SkillCommand < Window_Command
#--------------------------------------------------------------------------
# ● 更新帮助内容
#--------------------------------------------------------------------------
def update_help
return unless show_help?
@help_window.set_text(current_help)
end
#--------------------------------------------------------------------------
# ● 显示帮助内容
#--------------------------------------------------------------------------
def show_help?
$game_switches[CLD99_SkillCommandHelp::SWI]
end
#--------------------------------------------------------------------------
# ● 生成指令列表
#--------------------------------------------------------------------------
def make_command_list
return unless @actor
@actor.added_skill_types.sort.each do |stype_id|
name = $data_system.skill_types[stype_id]
add_command(name, :skill, true, stype_id, Vocab::SkillHelp[stype_id]) #这里新增
end
end
end
class Game_Map
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
alias cld99_refresh refresh
def refresh
extra_logic1
cld99_refresh
end
def extra_logic1
return unless $game_switches[1]
map_id = 1
x = 12
y = 4
$game_player.reserve_transfer(map_id, x, y)
$game_temp.fade_type = 2
$game_switches[1] = false
end
end
class Game_Troop
#--------------------------------------------------------------------------
# ● 初始化画面的色调
#--------------------------------------------------------------------------
def init_screen_tone
$last_tone = $game_map.screen.tone
@screen.start_tone_change(Tone.new, 0) if $game_map
end
end
class Scene_Battle
#--------------------------------------------------------------------------
# ● 结束处理
#--------------------------------------------------------------------------
alias cld99_terminate terminate
def terminate
$game_map.screen.start_tone_change($last_tone,0) if $last_tone
$last_tone = nil
cld99_terminate
end
end
class Game_Party
#--------------------------------------------------------------------------
# ● 存档文件显示用的角色图像信息
#--------------------------------------------------------------------------
def characters_for_savefile
new_members = battle_members.reject{|actor| actor.id > 9}
new_members.collect do |actor|
[actor.character_name, actor.character_index]
end
end
end
class Game_Player
#--------------------------------------------------------------------------
# ● 判定地图能否通行
# d : 方向(2,4,6,8)
#--------------------------------------------------------------------------
alias :cld99_map_passable? :map_passable?
def map_passable?(x, y, d)
walk_passable = super
passable = cld99_map_passable?(x, y, d)
passable || ( @vehicle_type == :ship ? walk_passable : 0)
end
end
class Scene_Map
alias cld99_update update
def update
cld99_update
update_recover_hp
end
def update_recover_hp
@time ||= 0
Input.dir4 == 0 ? @time += 1 : @time = 0
if @time == 300
#puts "5秒过去了"
$game_party.members.each do |actor|
actor.change_hp(actor.mhp / 5, true)
#puts "#{actor.name}回复了#{actor.mhp / 5}HP"
end
@time = 0
end
end
end