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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 = [3, 4] # 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 = [0,200,150,100,50,0,-100] result = table[$data_classes[@class_id].element_ranks[element_id]] # 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[i] 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[i].guard_element_set.include?(element_id) result /= 2 end end # 过程结束 return result end #-------------------------------------------------------------------------- # ● 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[i] if armor != nil if armor.guard_state_set.include?(state_id) return true end end end return false end #-------------------------------------------------------------------------- # ● 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 elements end #-------------------------------------------------------------------------- # ● 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_states end #-------------------------------------------------------------------------- # ● 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_states end #-------------------------------------------------------------------------- # ● 获取基本力量 #-------------------------------------------------------------------------- def base_str n = $data_actors[@actor_id].parameters[2, @level] 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 [[n, 1].max, 999].min end #-------------------------------------------------------------------------- # ● 获取基本灵巧 #-------------------------------------------------------------------------- def base_dex n = $data_actors[@actor_id].parameters[3, @level] 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 [[n, 1].max, 999].min end #-------------------------------------------------------------------------- # ● 获取基本速度 #-------------------------------------------------------------------------- def base_agi n = $data_actors[@actor_id].parameters[4, @level] 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 [[n, 1].max, 999].min end #-------------------------------------------------------------------------- # ● 获取基本魔力 #-------------------------------------------------------------------------- def base_int n = $data_actors[@actor_id].parameters[5, @level] 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 [[n, 1].max, 999].min end #-------------------------------------------------------------------------- # ● 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 atk end #-------------------------------------------------------------------------- # ● 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 + pdef5 end #-------------------------------------------------------------------------- # ● 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 + mdef5 end #-------------------------------------------------------------------------- # ● 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 + eva4 end #-------------------------------------------------------------------------- # ● 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[id] : 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[id]) $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[id]) $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[id]) $game_party.gain_armor(@armor4_id, 1) @armor4_id = id $game_party.lose_armor(id, 1) end end end #-------------------------------------------------------------------------- # ● 更改职业 ID # class_id : 新的职业 ID #-------------------------------------------------------------------------- def class_id=(class_id) if $data_classes[class_id] != nil @class_id = class_id # 避开无法装备的物品 unless equippable?($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 end end #-------------------------------------------------------------------------- # ● 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 : 0 end #-------------------------------------------------------------------------- # ● 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 = $data_weapons[-@armor1_id] end return weapon != nil ? weapon.animation2_id : 0 endend#==============================================================================# ■ Window_EquipRight#------------------------------------------------------------------------------# 装备画面、显示角色现在装备的物品的窗口。#==============================================================================class Window_EquipRight < Window_Selectable #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear @data = [] @data.push($data_weapons[@actor.weapon_id]) if @actor.armor1_id >= 0 @data.push($data_armors[@actor.armor1_id]) else @data.push($data_weapons[[email protected]_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[0], 92, 32 * 0) draw_item_name(@data[1], 92, 32 * 1) draw_item_name(@data[2], 92, 32 * 2) draw_item_name(@data[3], 92, 32 * 3) draw_item_name(@data[4], 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[i]) 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 $data_armors[i].kind == @equip_type-1 @data.push($data_armors[i]) 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) end endend#==============================================================================# ■ 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 end end #-------------------------------------------------------------------------- # ● 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) end endend#==============================================================================# ■ 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[i] # 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[actor.weapon_id] elsif @item.kind == 0 item1 = actor.armor1_id > 0 ? $data_armors[actor.armor1_id] : nil elsif @item.kind == 1 item1 = $data_armors[actor.armor2_id] elsif @item.kind == 2 item1 = $data_armors[actor.armor3_id] else item1 = $data_armors[actor.armor4_id] 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 end endend#==============================================================================# ■ 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[[email protected]_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
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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