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[转载发布] KSteps2Doom ACE

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    灌水之王

    发表于 2026-8-3 11:55:14 | 显示全部楼层 |阅读模式
    KSteps2Doom ACE

    by Kyonides


    Introduction

    This script turns the map's encounter steps as a fixed number.
    It features a simple HUD to let you know when you are about to trigger a random encounter on the current map.
    The HUD will disappear if you leave any of the monster regions.
    You have set no regions on that map?

    Well, that means you won't be fighting any given monster.






    Spoiler: The Script
                    Ruby:       
    1. # * KSteps2Doom ACE * #
    2. #   Scripter : Kyonides Arkanthes
    3. #   v1.0.0 - 2024-03-19
    4. # This script turns the map's encounter steps as a fixed number.
    5. # It features a simple HUD to let you know when you are about to trigger a
    6. # random encounter on the current map.
    7. # The HUD will disappear if you leave any of the monster regions.
    8. # * Configuration Section * #
    9. module KSteps2Doom
    10.   ICON_INDEX    = 9
    11.   ICON_OFFSET_X = 32
    12.   COUNTER_X     = 4
    13.   COUNTER_Y     = 4
    14.   COUNTER_WH    = [104, 26]
    15. end
    16. # * End * #
    17. class Game_Map
    18.   alias :kyon_steps2doom_gm_map_setup :setup
    19.   def setup(map_id)
    20.     kyon_steps2doom_gm_map_setup(map_id)
    21.     @region_ids = @map.encounter_list.map {|list| list.region_set }
    22.     @region_ids = @region_ids.flatten.uniq.sort
    23.   end
    24.   def monster_region?
    25.     @region_ids.any? and region_id($game_player.x, $game_player.y) > 0
    26.   end
    27.   attr_reader :region_ids
    28. end
    29. class Game_Player
    30.   attr_reader :encounter_count
    31.   def make_encounter_count
    32.     @encounter_count = 0
    33.   end
    34.   def encounter
    35.     return false if $game_map.interpreter.running?
    36.     return false if $game_system.encounter_disabled
    37.     return false if $game_map.encounter_step != @encounter_count
    38.     troop_id = make_encounter_troop_id
    39.     return false unless $data_troops[troop_id]
    40.     make_encounter_count
    41.     BattleManager.setup(troop_id)
    42.     BattleManager.on_encounter
    43.     return true
    44.   end
    45.   def update_encounter
    46.     return if $TEST && Input.press?(:CTRL)
    47.     return if $game_party.encounter_none?
    48.     return if in_airship?
    49.     return if @move_route_forcing
    50.     return if $game_map.region_id(@x, @y) == 0
    51.     @encounter_count += 1
    52.   end
    53. end
    54. class EncounterSprite < Sprite
    55.   include KSteps2Doom
    56.   def initialize(vp=nil)
    57.     super(vp)
    58.     self.x = COUNTER_X
    59.     self.y = COUNTER_Y
    60.     self.bitmap = Bitmap.new(*COUNTER_WH)
    61.     make_rects
    62.   end
    63.   def make_rects
    64.     grad_width = bitmap.width / 2
    65.     @black = Color.new(0, 0, 0)
    66.     @alpha = Color.new(0, 0, 0, 0)
    67.     @left_rect = Rect.new(0, 0, grad_width, bitmap.height)
    68.     @right_rect = Rect.new(grad_width, 0, grad_width, bitmap.height)
    69.     iox = ICON_OFFSET_X
    70.     @text_rect = Rect.new(iox, 0, bitmap.width - iox - 4, 24)
    71.     icon = Cache.system("IconSet")
    72.     icon_rect = Rect.new(ICON_INDEX % 16 * 24, ICON_INDEX / 16 * 24, 24, 24)
    73.     @icon = Bitmap.new(24, 24)
    74.     @icon.blt(0, 0, icon, icon_rect)
    75.   end
    76.   def refresh
    77.     self.visible = $game_map.monster_region?
    78.     return if $game_player.encounter_count == @last_steps
    79.     self.bitmap.clear
    80.     @last_steps = $game_player.encounter_count
    81.     es = $game_map.encounter_step
    82.     counter = sprintf("%02d/%02d", @last_steps, es)
    83.     bitmap.gradient_fill_rect(@left_rect, @alpha, @black)
    84.     bitmap.gradient_fill_rect(@right_rect, @black, @alpha)
    85.     bitmap.blt(8, 0, @icon, @icon.rect)
    86.     bitmap.draw_text(@text_rect, counter)
    87.   end
    88.   def dispose_all
    89.     @icon.dispose
    90.     bitmap.dispose
    91.     dispose
    92.   end
    93. end
    94. class Spriteset_Map
    95.   alias :kyon_steps2doom_sprtst_map_crt_pix :create_pictures
    96.   alias :kyon_steps2doom_sprtst_map_up :update
    97.   alias :kyon_steps2doom_sprtst_map_disp :dispose
    98.   def create_pictures
    99.     kyon_steps2doom_sprtst_map_crt_pix
    100.     make_encounter_counter
    101.   end
    102.   def make_encounter_counter
    103.     @encounter_sprite = EncounterSprite.new(@viewport3)
    104.   end
    105.   def update_encounter_bitmap
    106.     @encounter_sprite.refresh
    107.   end
    108.   def update
    109.     kyon_steps2doom_sprtst_map_up
    110.     update_encounter_bitmap
    111.   end
    112.   def dispose
    113.     kyon_steps2doom_sprtst_map_disp
    114.     @encounter_sprite.dispose_all
    115.   end
    116. end
    复制代码




    Terms & Conditions

    Free for use in ANY game.
    Due credit is mandatory.
    Mention this forum in your game credits.
    That's it!



    本贴来自国际rpgmaker官方论坛作者:kyonides处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/ksteps2doom-ace.166982/

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