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- #==============================================================================# 《综合战斗处理第二代》#介绍;这款脚本加了以下内容;# 1.空手攻击的动画ID是第一个,被攻动画ID是第二个# 2.空手时攻防能力,修改防御力在 1252行,攻击力在 1246行# 3.增加了入场的动画,入场动画为3# 4.增加了 当物理攻击时,被攻方SP 与 HP 一起减少# 5.增加了 当物理攻击时,被攻方SP增加,HP 减少 (恢血的sp会减少的奥~~这是个缺陷,呵呵~~)# 6.增加了 连续伤害时,被攻方SP增加,HP 减少HP的5%# 7.增加了 战斗人物的上下摇动,如果不想要,就把1560行的 return 480 - rand(5)改为return 480# 8.把“MISS”更改成了“打空”# 9.增加了 战斗敌人人物的左右摇动,如果不想要,就把1793行的 return $data_troops[@troop_id].members[@member_index].y + rand(5)改为return $data_troops[@troop_id].members[@member_index].y # 10.更新了新的战斗计算方式,增加了幸运的随机伤害100# 11.随机获取经验,获取范围为你输入的 打死后获得经验 的值# 13.随机获取金钱,获取范围为你输入的 打死后获得金钱 的值# 14.增加了游戏一开始你的金钱,(随机获得),更改在1914,如果不要,就改为0.# 15.增加了显血设置(其中有2个显血设置来自66RPG)### *!!一定要在Main脚本前面,所有脚本的后面插入,不然就会发生错误!~~~~~# *!!注意,空手时攻击力的值是随机值,每换一次装备,空手时的攻击力就会改变!~# #!!此脚步可能会与某些脚本发生冲突!~~#制作人;STUPID ANT 制作组;STUPID PIG工作室##########################《使用声明》##########################################本脚本由STUPID PIG工作室自行研制,其制作权归本工作室所有,当然大家可以尽情的#使用,但是所有的备注都不能删除,呵呵~~就算你加密,我们也不怕,很轻松就能看到!#在使用过程中如果有什么漏洞或新的想法,可以联系我们,QQ;1660618519#当然,我不经常在线,所以你们还可以打我手机;13977375101#祝你们做游戏愉快!~#==============================================================================class Game_Battler #-------------------------------------------------------------------------- # ● 定义实例变量 #-------------------------------------------------------------------------- attr_reader :battler_name # 战斗者 文件名 attr_reader :battler_hue # 战斗者 色相 attr_reader :hp # HP attr_reader :sp # SP attr_reader :states # 状态 attr_accessor :hidden # 隐藏标志 attr_accessor :immortal # 不死身标志 attr_accessor :damage_pop # 显示伤害标志 attr_accessor :damage # 伤害值 attr_accessor :critical # 会心一击标志 attr_accessor :animation_id # 动画 ID attr_accessor :animation_hit # 动画 击中标志 attr_accessor :white_flash # 白色屏幕闪烁标志 attr_accessor :blink # 闪烁标志 #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- def initialize @battler_name = "" @battler_hue = 0 @hp = 0 @sp = 0 @states = [] @states_turn = {} @maxhp_plus = 0 @maxsp_plus = 0 @str_plus = 0 @dex_plus = 0 @agi_plus = 0 @int_plus = 0 @hidden = false @immortal = false @damage_pop = false @damage = nil @critical = false @animation_id = 03 @animation_hit = false @white_flash = false @blink = false @current_action = Game_BattleAction.new end #-------------------------------------------------------------------------- # ● 获取 MaxHP #-------------------------------------------------------------------------- def maxhp n = [[base_maxhp + @maxhp_plus, 1].max, 999999].min for i in @states n *= $data_states.maxhp_rate / 100.0 end n = [[Integer(n), 1].max, 999999].min return n end #-------------------------------------------------------------------------- # ● 获取 MaxSP #-------------------------------------------------------------------------- def maxsp n = [[base_maxsp + @maxsp_plus, 0].max, 9999].min for i in @states n *= $data_states.maxsp_rate / 100.0 end n = [[Integer(n), 0].max, 9999].min return n end #-------------------------------------------------------------------------- # ● 获取力量 #-------------------------------------------------------------------------- def str n = [[base_str + @str_plus, 1].max, 999].min for i in @states n *= $data_states.str_rate / 100.0 end n = [[Integer(n), 1].max, 999].min return n end #-------------------------------------------------------------------------- # ● 获取灵巧 #-------------------------------------------------------------------------- def dex n = [[base_dex + @dex_plus, 1].max, 999].min for i in @states n *= $data_states.dex_rate / 100.0 end n = [[Integer(n), 1].max, 999].min return n end #-------------------------------------------------------------------------- # ● 获取速度 #-------------------------------------------------------------------------- def agi n = [[base_agi + @agi_plus, 1].max, 999].min for i in @states n *= $data_states.agi_rate / 100.0 end n = [[Integer(n), 1].max, 999].min return n end #-------------------------------------------------------------------------- # ● 获取魔力 #-------------------------------------------------------------------------- def int n = [[base_int + @int_plus, 1].max, 999].min for i in @states n *= $data_states.int_rate / 100.0 end n = [[Integer(n), 1].max, 999].min return n end #-------------------------------------------------------------------------- # ● 设置 MaxHP # maxhp : 新的 MaxHP #-------------------------------------------------------------------------- def maxhp=(maxhp) @maxhp_plus += maxhp - self.maxhp @maxhp_plus = [[@maxhp_plus, -9999].max, 9999].min @hp = [@hp, self.maxhp].min end #-------------------------------------------------------------------------- # ● 设置 MaxSP # maxsp : 新的 MaxSP #-------------------------------------------------------------------------- def maxsp=(maxsp) @maxsp_plus += maxsp - self.maxsp @maxsp_plus = [[@maxsp_plus, -9999].max, 9999].min @sp = [@sp, self.maxsp].min end #-------------------------------------------------------------------------- # ● 设置力量 # str : 新的力量 #-------------------------------------------------------------------------- def str=(str) @str_plus += str - self.str @str_plus = [[@str_plus, -999].max, 999].min end #-------------------------------------------------------------------------- # ● 设置灵巧 # dex : 新的灵巧 #-------------------------------------------------------------------------- def dex=(dex) @dex_plus += dex - self.dex @dex_plus = [[@dex_plus, -999].max, 999].min end #-------------------------------------------------------------------------- # ● 设置速度 # agi : 新的速度 #-------------------------------------------------------------------------- def agi=(agi) @agi_plus += agi - self.agi @agi_plus = [[@agi_plus, -999].max, 999].min end #-------------------------------------------------------------------------- # ● 设置魔力 # int : 新的魔力 #-------------------------------------------------------------------------- def int=(int) @int_plus += int - self.int @int_plus = [[@int_plus, -999].max, 999].min end #-------------------------------------------------------------------------- # ● 获取命中率 #-------------------------------------------------------------------------- def hit n = 100 for i in @states n *= $data_states.hit_rate / 100.0 end return Integer(n) end #-------------------------------------------------------------------------- # ● 获取攻击力 #-------------------------------------------------------------------------- def atk n = base_atk for i in @states n *= $data_states.atk_rate / 100.0 end return Integer(n) end #-------------------------------------------------------------------------- # ● 获取物理防御 #-------------------------------------------------------------------------- def pdef n = base_pdef for i in @states n *= $data_states.pdef_rate / 100.0 end return Integer(n) end #-------------------------------------------------------------------------- # ● 获取魔法防御 #-------------------------------------------------------------------------- def mdef n = base_mdef for i in @states n *= $data_states.mdef_rate / 100.0 end return Integer(n) end #-------------------------------------------------------------------------- # ● 获取回避修正 #-------------------------------------------------------------------------- def eva n = base_eva for i in @states n += $data_states.eva end return n end #-------------------------------------------------------------------------- # ● 更改 HP # hp : 新的 HP #-------------------------------------------------------------------------- def hp=(hp) @hp = [[hp, maxhp].min, 0].max # 解除附加的战斗不能状态 for i in 1...$data_states.size if $data_states.zero_hp if self.dead? add_state(i) else remove_state(i) end end end end #-------------------------------------------------------------------------- # ● 更改 SP # sp : 新的 SP #-------------------------------------------------------------------------- def sp=(sp) @sp = [[sp, maxsp].min, 0].max end #-------------------------------------------------------------------------- # ● 全回复 #-------------------------------------------------------------------------- def recover_all @hp = maxhp @sp = maxsp for i in @states.clone remove_state(i) end end #-------------------------------------------------------------------------- # ● 获取当前的动作 #-------------------------------------------------------------------------- def current_action return @current_action end #-------------------------------------------------------------------------- # ● 确定动作速度 #-------------------------------------------------------------------------- def make_action_speed @current_action.speed = agi + rand(10 + agi / 4) end #-------------------------------------------------------------------------- # ● 战斗不能判定 #-------------------------------------------------------------------------- def dead? return (@hp == 0 and not @immortal) end #-------------------------------------------------------------------------- # ● 存在判定 #-------------------------------------------------------------------------- def exist? return (not @hidden and (@hp > 0 or @immortal)) end #-------------------------------------------------------------------------- # ● HP 0 判定 #-------------------------------------------------------------------------- def hp0? return (not @hidden and @hp == 0) end #-------------------------------------------------------------------------- # ● 可以输入命令判定 #-------------------------------------------------------------------------- def inputable? return (not @hidden and restriction state_b.rating -1 elsif state_a.rating < state_b.rating +1 elsif state_a.restriction > state_b.restriction -1 elsif state_a.restriction < state_b.restriction +1 else a b end end end # 强制附加的场合 if force # 设置为自然解除的最低回数 -1 (无效) @states_turn[state_id] = -1 end # 不能强制附加的场合 unless @states_turn[state_id] == -1 # 设置为自然解除的最低回数 @states_turn[state_id] = $data_states[state_id].hold_turn end # 无法行动的场合 unless movable? # 清除行动 @current_action.clear end # 检查 HP 及 SP 的最大值 @hp = [@hp, self.maxhp].min @sp = [@sp, self.maxsp].min end #-------------------------------------------------------------------------- # ● 解除状态 # state_id : 状态 ID # force : 强制解除标志 (处理自动状态时使用) #-------------------------------------------------------------------------- def remove_state(state_id, force = false) # 无法附加本状态的情况下 if state?(state_id) # 被强制附加的状态、并不是强制解除的情况下 if @states_turn[state_id] == -1 and not force # 过程结束 return end # 现在的 HP 为 0 当作选项 [当作 HP 0 的状态]有效的场合 if @hp == 0 and $data_states[state_id].zero_hp # 判断是否有另外的 [当作 HP 0 的状态]状态 zero_hp = false for i in @states if i != state_id and $data_states.zero_hp zero_hp = true end end # 如果可以解除战斗不能、将 HP 更改为 1 if zero_hp == false @hp = 1 end end # 将状态 ID 从 @states 队列和 @states_turn hash 中删除 @states.delete(state_id) @states_turn.delete(state_id) end # 检查 HP 及 SP 的最大值 @hp = [@hp, self.maxhp].min @sp = [@sp, self.maxsp].min end #-------------------------------------------------------------------------- # ● 获取状态的动画 ID #-------------------------------------------------------------------------- def state_animation_id # 一个状态也没被附加的情况下 if @states.size == 0 return 0 end # 返回概率最大的状态动画 ID return $data_states[@states[0]].animation_id end #-------------------------------------------------------------------------- # ● 获取限制 #-------------------------------------------------------------------------- def restriction restriction_max = 0 # 从当前附加的状态中获取最大的 restriction for i in @states if $data_states.restriction >= restriction_max restriction_max = $data_states.restriction end end return restriction_max end #-------------------------------------------------------------------------- # ● 判断状态 [无法获得 EXP] #-------------------------------------------------------------------------- def cant_get_exp? for i in @states if $data_states.cant_get_exp return true end end return false end #-------------------------------------------------------------------------- # ● 判断状态 [无法回避攻击] #-------------------------------------------------------------------------- def cant_evade? for i in @states if $data_states.cant_evade return true end end return false end #-------------------------------------------------------------------------- # ● 判断状态 [连续伤害] #-------------------------------------------------------------------------- def slip_damage? for i in @states if $data_states.slip_damage return true end end return false end #-------------------------------------------------------------------------- # ● 解除战斗用状态 (战斗结束时调用) #-------------------------------------------------------------------------- def remove_states_battle for i in @states.clone if $data_states.battle_only remove_state(i) end end end #-------------------------------------------------------------------------- # ● 状态自然解除 (回合改变时调用) #-------------------------------------------------------------------------- def remove_states_auto for i in @states_turn.keys.clone if @states_turn > 0 @states_turn -= 1 elsif rand(100) < $data_states.auto_release_prob remove_state(i) end end end #-------------------------------------------------------------------------- # ● 状态攻击解除 (受到物理伤害时调用) #-------------------------------------------------------------------------- def remove_states_shock for i in @states.clone if rand(100) < $data_states.shock_release_prob remove_state(i) end end end #-------------------------------------------------------------------------- # ● 状态变化 (+) 的适用 # plus_state_set : 状态变化 (+) #-------------------------------------------------------------------------- def states_plus(plus_state_set) # 清除有效标志 effective = false # 循环 (附加状态) for i in plus_state_set # 无法防御本状态的情况下 unless self.state_guard?(i) # 这个状态如果不是 full 的话就设置有效标志 effective |= self.state_full?(i) == false # 状态为 [不能抵抗] 的情况下 if $data_states.nonresistance # 设置状态变化标志 @state_changed = true # 附加状态 add_state(i) # 这个状态不是 full 的情况下 elsif self.state_full?(i) == false # 将状态的有效度变换为概率、与随机数比较 if rand(100) < [0,100,80,60,40,20,0][self.state_ranks] # 设置状态变化标志 @state_changed = true # 附加状态 add_state(i) end end end end # 过程结束 return effective end #-------------------------------------------------------------------------- # ● 状态变化 (-) 的使用 # minus_state_set : 状态变化 (-) #-------------------------------------------------------------------------- def states_minus(minus_state_set) # 清除有效标志 effective = false # 循环 (解除状态) for i in minus_state_set # 如果这个状态被附加则设置有效标志 effective |= self.state?(i) # 设置状态变化标志 @state_changed = true # 解除状态 remove_state(i) end # 过程结束 return effective endend#==============================================================================# ■ Game_Battler (分割定义 3)#------------------------------------------------------------------------------# 处理战斗者的类。这个类作为 Game_Actor 类与 Game_Enemy 类的# 超级类来使用。#==============================================================================class Game_Battler #-------------------------------------------------------------------------- # ● 可以使用特技的判定 # skill_id : 特技 ID #-------------------------------------------------------------------------- def skill_can_use?(skill_id) # SP 不足的情况下不能使用 if $data_skills[skill_id].sp_cost > self.sp return false end # 战斗不能的情况下不能使用 if dead? return false end # 沉默状态的情况下、物理特技以外的特技不能使用 if $data_skills[skill_id].atk_f == 0 and self.restriction == 1 return false end # 获取可以使用的时机 occasion = $data_skills[skill_id].occasion # 战斗中的情况下 if $game_temp.in_battle # [平时] 或者是 [战斗中] 可以使用 return (occasion == 0 or occasion == 1) # 不是战斗中的情况下 else # [平时] 或者是 [菜单中] 可以使用 return (occasion == 0 or occasion == 2) end end #-------------------------------------------------------------------------- # ● 应用通常攻击效果 # attacker : 攻击者 (battler) #-------------------------------------------------------------------------- def attack_effect(attacker) # 清除会心一击标志 self.critical = false # 第一命中判定 hit_result = (rand(100) < attacker.hit) # 命中的情况下 if hit_result == true # 计算基本伤害 atk = [attacker.atk - self.pdef / 2, 0].max self.damage = atk * (20 + attacker.str) / 20 + rand(100) # 属性修正 self.damage *= elements_correct(attacker.element_set) self.damage /= 100 # 伤害符号正确的情况下 if self.damage > 0 # 会心一击修正 if rand(100) < 4 * attacker.dex / self.agi self.damage *= 2 self.critical = true end # 防御修正 if self.guarding? self.damage /= 2 end end # 分散 if self.damage.abs > 0 amp = [self.damage.abs * 15 / 100, 1].max self.damage += rand(amp+1) + rand(amp+1) - amp end # 第二命中判定 eva = 8 * self.agi / attacker.dex + self.eva hit = self.damage < 0 ? 100 : 100 - eva hit = self.cant_evade? ? 100 : hit hit_result = (rand(100) < hit) end # 命中的情况下 if hit_result == true # 状态冲击解除 remove_states_shock # HP 的伤害计算 self.hp -= self.damage self.sp -= self.damage # 状态变化 @state_changed = false states_plus(attacker.plus_state_set) states_minus(attacker.minus_state_set) # Miss 的情况下 else # 伤害设置为 "Miss" self.damage = "打空" # 清除会心一击标志 self.critical = false end # 过程结束 return true end #-------------------------------------------------------------------------- # ● 应用特技效果 # user : 特技的使用者 (battler) # skill : 特技 #-------------------------------------------------------------------------- def skill_effect(user, skill) # 清除会心一击标志 self.critical = false # 特技的效果范围是 HP 1 以上的己方、自己的 HP 为 0、 # 或者特技的效果范围是 HP 0 的己方、自己的 HP 为 1 以上的情况下 if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1) # 过程结束 return false end # 清除有效标志 effective = false # 公共事件 ID 是有效的情况下,设置为有效标志 effective |= skill.common_event_id > 0 # 第一命中判定 hit = skill.hit if skill.atk_f > 0 hit *= user.hit / 100 end hit_result = (rand(100) < hit) # 不确定的特技的情况下设置为有效标志 effective |= hit < 100 # 命中的情况下 if hit_result == true # 计算威力 power = skill.power + user.atk * skill.atk_f / 100 if power > 0 power -= self.pdef * skill.pdef_f / 200 power -= self.mdef * skill.mdef_f / 200 power = [power, 0].max end # 计算倍率 rate = 20 rate += (user.str * skill.str_f / 100) rate += (user.dex * skill.dex_f / 100) rate += (user.agi * skill.agi_f / 100) rate += (user.int * skill.int_f / 100) # 计算基本伤害 self.damage = power * rate / 20 + rand(100) # 属性修正 self.damage *= elements_correct(skill.element_set) self.damage /= 100 # 伤害符号正确的情况下 if self.damage > 0 # 防御修正 if self.guarding? self.damage /= 2 end end # 分散 if skill.variance > 0 and self.damage.abs > 0 amp = [self.damage.abs * skill.variance / 100, 1].max self.damage += rand(amp+1) + rand(amp+1) - amp end # 第二命中判定 eva = 8 * self.agi / user.dex + self.eva hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100 hit = self.cant_evade? ? 100 : hit hit_result = (rand(100) < hit) # 不确定的特技的情况下设置为有效标志 effective |= hit < 100 end # 命中的情况下 if hit_result == true # 威力 0 以外的物理攻击的情况下 if skill.power != 0 and skill.atk_f > 0 # 状态冲击解除 remove_states_shock # 设置有效标志 effective = true end # HP 的伤害减法运算 last_hp = self.hp self.hp -= self.damage self.sp += self.damage effective |= self.hp != last_hp # 状态变化 @state_changed = false effective |= states_plus(skill.plus_state_set) effective |= states_minus(skill.minus_state_set) # 威力为 0 的场合 if skill.power == 0 # 伤害设置为空的字串 self.damage = "" # 状态没有变化的情况下 unless @state_changed # 伤害设置为 "Miss" self.damage = "打空" end end # Miss 的情况下 else # 伤害设置为 "Miss" self.damage = "打空" end # 不在战斗中的情况下 unless $game_temp.in_battle # 伤害设置为 nil self.damage = nil end # 过程结束 return effective end #-------------------------------------------------------------------------- # ● 应用物品效果 # item : 物品 #-------------------------------------------------------------------------- def item_effect(item) # 清除会心一击标志 self.critical = false # 物品的效果范围是 HP 1 以上的己方、自己的 HP 为 0、 # 或者物品的效果范围是 HP 0 的己方、自己的 HP 为 1 以上的情况下 if ((item.scope == 3 or item.scope == 4) and self.hp == 0) or ((item.scope == 5 or item.scope == 6) and self.hp >= 1) # 过程结束 return false end # 清除有效标志 effective = false # 公共事件 ID 是有效的情况下,设置为有效标志 effective |= item.common_event_id > 0 # 命中判定 hit_result = (rand(100) < item.hit) # 不确定的特技的情况下设置为有效标志 effective |= item.hit < 100 # 命中的情况 if hit_result == true # 计算回复量 recover_hp = maxhp * item.recover_hp_rate / 100 + item.recover_hp recover_sp = maxsp * item.recover_sp_rate / 100 + item.recover_sp if recover_hp < 0 recover_hp += self.pdef * item.pdef_f / 20 recover_hp += self.mdef * item.mdef_f / 20 recover_hp = [recover_hp, 0].min end # 属性修正 recover_hp *= elements_correct(item.element_set) recover_hp /= 100 recover_sp *= elements_correct(item.element_set) recover_sp /= 100 # 分散 if item.variance > 0 and recover_hp.abs > 0 amp = [recover_hp.abs * item.variance / 100, 1].max recover_hp += rand(amp+1) + rand(amp+1) - amp end if item.variance > 0 and recover_sp.abs > 0 amp = [recover_sp.abs * item.variance / 100, 1].max recover_sp += rand(amp+1) + rand(amp+1) - amp end # 回复量符号为负的情况下 if recover_hp < 0 # 防御修正 if self.guarding? recover_hp /= 2 end end # HP 回复量符号的反转、设置伤害值 self.damage = -recover_hp # HP 以及 SP 的回复 last_hp = self.hp last_sp = self.sp self.hp += recover_hp self.sp += recover_sp effective |= self.hp != last_hp effective |= self.sp != last_sp # 状态变化 @state_changed = false effective |= states_plus(item.plus_state_set) effective |= states_minus(item.minus_state_set) # 能力上升值有效的情况下 if item.parameter_type > 0 and item.parameter_points != 0 # 能力值的分支 case item.parameter_type when 1 # MaxHP @maxhp_plus += item.parameter_points when 2 # MaxSP @maxsp_plus += item.parameter_points when 3 # 力量 @str_plus += item.parameter_points when 4 # 灵巧 @dex_plus += item.parameter_points when 5 # 速度 @agi_plus += item.parameter_points when 6 # 魔力 @int_plus += item.parameter_points end # 设置有效标志 effective = true end # HP 回复率与回复量为 0 的情况下 if item.recover_hp_rate == 0 and item.recover_hp == 0 # 设置伤害为空的字符串 self.damage = "" # SP 回复率与回复量为 0、能力上升值无效的情况下 if item.recover_sp_rate == 0 and item.recover_sp == 0 and (item.parameter_type == 0 or item.parameter_points == 0) # 状态没有变化的情况下 unless @state_changed # 伤害设置为 "Miss" self.damage = "打空" end end end # Miss 的情况下 else # 伤害设置为 "Miss" self.damage = "打空" end # 不在战斗中的情况下 unless $game_temp.in_battle # 伤害设置为 nil self.damage = nil end # 过程结束 return effective end #-------------------------------------------------------------------------- # ● 应用连续伤害效果 #-------------------------------------------------------------------------- def slip_damage_effect # 设置伤害 self.damage = self.maxhp / 5 # 分散 if self.damage.abs > 0 amp = [self.damage.abs * 15 / 100, 1].max self.damage += rand(amp+1) + rand(amp+1) - amp end # HP 的伤害减法运算 self.hp -= self.damage # 过程结束 return true end #-------------------------------------------------------------------------- # ● 属性修正计算 # element_set : 属性 #-------------------------------------------------------------------------- def elements_correct(element_set) # 无属性的情况 if element_set == [] # 返回 100 return 100 end # 在被赋予的属性中返回最弱的 # ※过程 element_rate 是、本类以及继承的 Game_Actor # 和 Game_Enemy 类的定义 weakest = -100 for i in element_set weakest = [weakest, self.element_rate(i)].max end return weakest endend#==============================================================================# ■ Game_Actor#------------------------------------------------------------------------------# 处理角色的类。本类在 Game_Actors 类 ($game_actors)# 的内部使用、Game_Party 类请参考 ($game_party) 。#==============================================================================class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● 定义实例变量 #-------------------------------------------------------------------------- attr_reader :name # 名称 attr_reader :character_name # 角色 文件名 attr_reader :character_hue # 角色 色相 attr_reader :class_id # 职业 ID attr_reader :weapon_id # 武器 ID attr_reader :armor1_id # 盾 ID attr_reader :armor2_id # 头防具 ID attr_reader :armor3_id # 身体体防具 ID attr_reader :armor4_id # 装饰品 ID attr_reader :level # 等级 attr_reader :exp # EXP attr_reader :skills # 特技 #-------------------------------------------------------------------------- # ● 初始化对像 # actor_id : 角色 ID #-------------------------------------------------------------------------- def initialize(actor_id) super() setup(actor_id) end #-------------------------------------------------------------------------- # ● 设置 # actor_id : 角色 ID #-------------------------------------------------------------------------- def setup(actor_id) actor = $data_actors[actor_id] @actor_id = actor_id @name = actor.name @character_name = actor.character_name @character_hue = actor.character_hue @battler_name = actor.battler_name @battler_hue = actor.battler_hue @class_id = actor.class_id @weapon_id = actor.weapon_id @armor1_id = actor.armor1_id @armor2_id = actor.armor2_id @armor3_id = actor.armor3_id @armor4_id = actor.armor4_id @level = actor.initial_level @exp_list = Array.new(101) make_exp_list @exp = @exp_list[@level] @skills = [] @hp = maxhp @sp = maxsp @states = [] @states_turn = {} @maxhp_plus = 0 @maxsp_plus = 0 @str_plus = 0 @dex_plus = 0 @agi_plus = 0 @int_plus = 0 # 学会特技 for i in 1..@level for j in $data_classes[@class_id].learnings if j.level == i learn_skill(j.skill_id) end end end # 刷新自动状态 update_auto_state(nil, $data_armors[@armor1_id]) update_auto_state(nil, $data_armors[@armor2_id]) update_auto_state(nil, $data_armors[@armor3_id]) update_auto_state(nil, $data_armors[@armor4_id]) end #-------------------------------------------------------------------------- # ● 获取角色 ID #-------------------------------------------------------------------------- def id return @actor_id end #-------------------------------------------------------------------------- # ● 获取索引 #-------------------------------------------------------------------------- def index return $game_party.actors.index(self) end #-------------------------------------------------------------------------- # ● 计算 EXP #-------------------------------------------------------------------------- def make_exp_list actor = $data_actors[@actor_id] @exp_list[1] = 0 pow_i = 2.4 + actor.exp_inflation / 100.0 for i in 2..100 if i > actor.final_level @exp_list = 0 else n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i) @exp_list = @exp_list[i-1] + Integer(n) end end end #-------------------------------------------------------------------------- # ● 取得属性修正值 # element_id : 属性 ID #-------------------------------------------------------------------------- def element_rate(element_id) # 获取对应属性有效度的数值 table = [0,200,150,100,50,0,-100] result = table[$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, @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 result end #-------------------------------------------------------------------------- # ● 获取属性有效度 #-------------------------------------------------------------------------- def state_ranks return $data_classes[@class_id].state_ranks end #-------------------------------------------------------------------------- # ● 判定防御属性 # state_id : 属性 ID #-------------------------------------------------------------------------- def state_guard?(state_id) for i in [@armor1_id, @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 false end #-------------------------------------------------------------------------- # ● 获取普通攻击属性 #-------------------------------------------------------------------------- def element_set weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.element_set : [] end #-------------------------------------------------------------------------- # ● 获取普通攻击状态变化 (+) #-------------------------------------------------------------------------- def plus_state_set weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.plus_state_set : [] end #-------------------------------------------------------------------------- # ● 获取普通攻击状态变化 (-) #-------------------------------------------------------------------------- def minus_state_set weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.minus_state_set : [] end #-------------------------------------------------------------------------- # ● 获取 MaxHP #-------------------------------------------------------------------------- def maxhp n = [[base_maxhp + @maxhp_plus, 1].max, 9999].min for i in @states n *= $data_states.maxhp_rate / 100.0 end n = [[Integer(n), 1].max, 9999].min return n end #-------------------------------------------------------------------------- # ● 获取基本 MaxHP #-------------------------------------------------------------------------- def base_maxhp return $data_actors[@actor_id].parameters[0, @level] end #-------------------------------------------------------------------------- # ● 获取基本 MaxSP #-------------------------------------------------------------------------- def base_maxsp return $data_actors[@actor_id].parameters[1, @level] end #-------------------------------------------------------------------------- # ● 获取基本力量 #-------------------------------------------------------------------------- def base_str n = $data_actors[@actor_id].parameters[2, @level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] 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] armor1 = $data_armors[@armor1_id] 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] armor1 = $data_armors[@armor1_id] 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] armor1 = $data_armors[@armor1_id] 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 weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.atk : rand(60) end #-------------------------------------------------------------------------- # ● 获取基本物理防御 #-------------------------------------------------------------------------- def base_pdef weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] 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 + 5 end #-------------------------------------------------------------------------- # ● 获取基本魔法防御 #-------------------------------------------------------------------------- def base_mdef weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] 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 = $data_armors[@armor1_id] 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 #-------------------------------------------------------------------------- # ● 普通攻击 获取攻击方动画 ID #-------------------------------------------------------------------------- def animation1_id weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.animation1_id : 1 end #-------------------------------------------------------------------------- # ● 普通攻击 获取对像方动画 ID #-------------------------------------------------------------------------- def animation2_id weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.animation2_id : 2 end #-------------------------------------------------------------------------- # ● 获取类名 #-------------------------------------------------------------------------- def class_name return $data_classes[@class_id].name end #-------------------------------------------------------------------------- # ● 获取 EXP 字符串 #-------------------------------------------------------------------------- def exp_s return @exp_list[@level+1] > 0 ? @exp.to_s : "-------" end #-------------------------------------------------------------------------- # ● 获取下一等级的 EXP 字符串 #-------------------------------------------------------------------------- def next_exp_s return @exp_list[@level+1] > 0 ? @exp_list[@level+1].to_s : "-------" end #-------------------------------------------------------------------------- # ● 获取离下一等级还需的 EXP 字符串 #-------------------------------------------------------------------------- def next_rest_exp_s return @exp_list[@level+1] > 0 ? (@exp_list[@level+1] - @exp).to_s : "-------" end #-------------------------------------------------------------------------- # ● 更新自动状态 # old_armor : 卸下防具 # new_armor : 装备防具 #-------------------------------------------------------------------------- def update_auto_state(old_armor, new_armor) # 强制解除卸下防具的自动状态 if old_armor != nil and old_armor.auto_state_id != 0 remove_state(old_armor.auto_state_id, true) end # 强制附加装备防具的自动状态 if new_armor != nil and new_armor.auto_state_id != 0 add_state(new_armor.auto_state_id, true) end end #-------------------------------------------------------------------------- # ● 装备固定判定 # equip_type : 装备类型 #-------------------------------------------------------------------------- def equip_fix?(equip_type) case equip_type when 0 # 武器 return $data_actors[@actor_id].weapon_fix when 1 # 盾 return $data_actors[@actor_id].armor1_fix when 2 # 头 return $data_actors[@actor_id].armor2_fix when 3 # 身体 return $data_actors[@actor_id].armor3_fix when 4 # 装饰品 return $data_actors[@actor_id].armor4_fix end return false 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 $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor1_id], $data_armors[id]) $game_party.gain_armor(@armor1_id, 1) @armor1_id = id $game_party.lose_armor(id, 1) 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 #-------------------------------------------------------------------------- # ● 可以装备判定 # item : 物品 #-------------------------------------------------------------------------- def equippable?(item) # 武器的情况 if item.is_a?(RPG::Weapon) # 包含当前的职业可以装备武器的场合 if $data_classes[@class_id].weapon_set.include?(item.id) return true end end # 防具的情况 if item.is_a?(RPG::Armor) # 不包含当前的职业可以装备武器的场合 if $data_classes[@class_id].armor_set.include?(item.id) return true end end return false end #-------------------------------------------------------------------------- # ● 更改 EXP # exp : 新的 EXP #-------------------------------------------------------------------------- def exp=(exp) @exp = [[exp, 9999999].min, 0].max # 升级 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 @level += 1 # 学会特技 for j in $data_classes[@class_id].learnings if j.level == @level learn_skill(j.skill_id) end end end # 降级 while @exp < @exp_list[@level] @level -= 1 end # 修正当前的 HP 与 SP 超过最大值 @hp = [@hp, self.maxhp].min @sp = [@sp, self.maxsp].min end #-------------------------------------------------------------------------- # ● 更改等级 # level : 新的等级 #-------------------------------------------------------------------------- def level=(level) # 检查上下限 level = [[level, $data_actors[@actor_id].final_level].min, 1].max # 更改 EXP self.exp = @exp_list[level] end #-------------------------------------------------------------------------- # ● 觉悟特技 # skill_id : 特技 ID #-------------------------------------------------------------------------- def learn_skill(skill_id) if skill_id > 0 and not skill_learn?(skill_id) @skills.push(skill_id) @skills.sort! end end #-------------------------------------------------------------------------- # ● 遗忘特技 # skill_id : 特技 ID #-------------------------------------------------------------------------- def forget_skill(skill_id) @skills.delete(skill_id) end #-------------------------------------------------------------------------- # ● 已经学会的特技判定 # skill_id : 特技 ID #-------------------------------------------------------------------------- def skill_learn?(skill_id) return @skills.include?(skill_id) end #-------------------------------------------------------------------------- # ● 可以使用特技判定 # skill_id : 特技 ID #-------------------------------------------------------------------------- def skill_can_use?(skill_id) if not skill_learn?(skill_id) return false end return super end #-------------------------------------------------------------------------- # ● 更改名称 # name : 新的名称 #-------------------------------------------------------------------------- def name=(name) @name = name 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 equippable?($data_armors[@armor1_id]) equip(1, 0) end unless equippable?($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 #-------------------------------------------------------------------------- # ● 更改图形 # character_name : 新的角色 文件名 # character_hue : 新的角色 色相 # battler_name : 新的战斗者 文件名 # battler_hue : 新的战斗者 色相 #-------------------------------------------------------------------------- def set_graphic(character_name, character_hue, battler_name, battler_hue) @character_name = character_name @character_hue = character_hue @battler_name = battler_name @battler_hue = battler_hue end #-------------------------------------------------------------------------- # ● 取得战斗画面的 X 坐标 #-------------------------------------------------------------------------- def screen_x # 返回计算后的队伍 X 坐标的排列顺序 if self.index != nil return self.index * 160 + 80 else return 0 end end #-------------------------------------------------------------------------- # ● 取得战斗画面的 Y 坐标 #-------------------------------------------------------------------------- def screen_y return 480 - rand(5) end #-------------------------------------------------------------------------- # ● 取得战斗画面的 Z 坐标 #-------------------------------------------------------------------------- def screen_z # 返回计算后的队伍 Z 坐标的排列顺序 if self.index != nil return 8 - self.index else return 0 end endend#==============================================================================# ■ Game_Enemy#------------------------------------------------------------------------------# 处理敌人的类。本类在 Game_Troop 类 ($game_troop) 的# 内部使用。#==============================================================================class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ● 初始化对像 # troop_id : 循环 ID # member_index : 循环成员的索引 #-------------------------------------------------------------------------- def initialize(troop_id, member_index) super() @troop_id = troop_id @member_index = member_index troop = $data_troops[@troop_id] @enemy_id = troop.members[@member_index].enemy_id enemy = $data_enemies[@enemy_id] @battler_name = enemy.battler_name @battler_hue = enemy.battler_hue @hp = maxhp @sp = maxsp @hidden = troop.members[@member_index].hidden @immortal = troop.members[@member_index].immortal end #-------------------------------------------------------------------------- # ● 获取敌人 ID #-------------------------------------------------------------------------- def id return @enemy_id end #-------------------------------------------------------------------------- # ● 获取索引 #-------------------------------------------------------------------------- def index return @member_index end #-------------------------------------------------------------------------- # ● 获取名称 #-------------------------------------------------------------------------- def name return $data_enemies[@enemy_id].name end #-------------------------------------------------------------------------- # ● 获取基本 MaxHP #-------------------------------------------------------------------------- def base_maxhp return $data_enemies[@enemy_id].maxhp end #-------------------------------------------------------------------------- # ● 获取基本 MaxSP #-------------------------------------------------------------------------- def base_maxsp return $data_enemies[@enemy_id].maxsp end #-------------------------------------------------------------------------- # ● 获取基本力量 #-------------------------------------------------------------------------- def base_str return $data_enemies[@enemy_id].str end #-------------------------------------------------------------------------- # ● 获取基本灵巧 #-------------------------------------------------------------------------- def base_dex return $data_enemies[@enemy_id].dex end #-------------------------------------------------------------------------- # ● 获取基本速度 #-------------------------------------------------------------------------- def base_agi return $data_enemies[@enemy_id].agi end #-------------------------------------------------------------------------- # ● 获取基本魔力 #-------------------------------------------------------------------------- def base_int return $data_enemies[@enemy_id].int end #-------------------------------------------------------------------------- # ● 获取基本攻击力 #-------------------------------------------------------------------------- def base_atk return $data_enemies[@enemy_id].atk end #-------------------------------------------------------------------------- # ● 获取基本物理防御 #-------------------------------------------------------------------------- def base_pdef return $data_enemies[@enemy_id].pdef end #-------------------------------------------------------------------------- # ● 获取基本魔法防御 #-------------------------------------------------------------------------- def base_mdef return $data_enemies[@enemy_id].mdef end #-------------------------------------------------------------------------- # ● 获取基本回避修正 #-------------------------------------------------------------------------- def base_eva return $data_enemies[@enemy_id].eva end #-------------------------------------------------------------------------- # ● 普通攻击 获取攻击方动画 ID #-------------------------------------------------------------------------- def animation1_id return $data_enemies[@enemy_id].animation1_id end #-------------------------------------------------------------------------- # ● 普通攻击 获取对像方动画 ID #-------------------------------------------------------------------------- def animation2_id return $data_enemies[@enemy_id].animation2_id end #-------------------------------------------------------------------------- # ● 获取属性修正值 # element_id : 属性 ID #-------------------------------------------------------------------------- def element_rate(element_id) # 获取对应属性有效度的数值 table = [0,200,150,100,50,0,-100] result = table[$data_enemies[@enemy_id].element_ranks[element_id]] # 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 result end #-------------------------------------------------------------------------- # ● 获取属性有效度 #-------------------------------------------------------------------------- def state_ranks return $data_enemies[@enemy_id].state_ranks end #-------------------------------------------------------------------------- # ● 属性防御判定 # state_id : 状态 ID #-------------------------------------------------------------------------- def state_guard?(state_id) return false end #-------------------------------------------------------------------------- # ● 获取普通攻击属性 #-------------------------------------------------------------------------- def element_set return [] end #-------------------------------------------------------------------------- # ● 获取普通攻击的状态变化 (+) #-------------------------------------------------------------------------- def plus_state_set return [] end #-------------------------------------------------------------------------- # ● 获取普通攻击的状态变化 (-) #-------------------------------------------------------------------------- def minus_state_set return [] end #-------------------------------------------------------------------------- # ● 获取行动 #-------------------------------------------------------------------------- def actions return $data_enemies[@enemy_id].actions end #-------------------------------------------------------------------------- # ● 获取 EXP #-------------------------------------------------------------------------- def exp return rand($data_enemies[@enemy_id].exp) + 1 end #-------------------------------------------------------------------------- # ● 获取金钱 #-------------------------------------------------------------------------- def gold return rand($data_enemies[@enemy_id].gold) + 1 end #-------------------------------------------------------------------------- # ● 获取物品 ID #-------------------------------------------------------------------------- def item_id return $data_enemies[@enemy_id].item_id end #-------------------------------------------------------------------------- # ● 获取武器 ID #-------------------------------------------------------------------------- def weapon_id return $data_enemies[@enemy_id].weapon_id end #-------------------------------------------------------------------------- # ● 获取防具 ID #-------------------------------------------------------------------------- def armor_id return $data_enemies[@enemy_id].armor_id end #-------------------------------------------------------------------------- # ● 获取宝物出现率 #-------------------------------------------------------------------------- def treasure_prob return $data_enemies[@enemy_id].treasure_prob end #-------------------------------------------------------------------------- # ● 取得战斗画面 X 坐标 #-------------------------------------------------------------------------- def screen_x return $data_troops[@troop_id].members[@member_index].x end #-------------------------------------------------------------------------- # ● 取得战斗画面 Y 坐标 #-------------------------------------------------------------------------- def screen_y return $data_troops[@troop_id].members[@member_index].y + rand(5) end #-------------------------------------------------------------------------- # ● 取得战斗画面 Z 坐标 #-------------------------------------------------------------------------- def screen_z return screen_y end #-------------------------------------------------------------------------- # ● 逃跑 #-------------------------------------------------------------------------- def escape # 设置隐藏标志 @hidden = true # 清除当前行动 self.current_action.clear end #-------------------------------------------------------------------------- # ● 变身 # enemy_id : 变身为的敌人 ID #-------------------------------------------------------------------------- def transform(enemy_id) # 更改敌人 ID @enemy_id = enemy_id # 更改战斗图形 @battler_name = $data_enemies[@enemy_id].battler_name @battler_hue = $data_enemies[@enemy_id].battler_hue # 再生成行动 make_action end #-------------------------------------------------------------------------- # ● 生成行动 #-------------------------------------------------------------------------- def make_action # 清除当前行动 self.current_action.clear # 无法行动的情况 unless self.movable? # 过程结束 return end # 抽取现在有效的行动 available_actions = [] rating_max = 0 for action in self.actions # 确认回合条件 n = $game_temp.battle_turn a = action.condition_turn_a b = action.condition_turn_b if (b == 0 and n != a) or (b > 0 and (n < 1 or n < a or n % b != a % b)) next end # 确认 HP 条件 if self.hp * 100.0 / self.maxhp > action.condition_hp next end # 确认等级条件 if $game_party.max_level < action.condition_level next end # 确认开关条件 switch_id = action.condition_switch_id if switch_id > 0 and $game_switches[switch_id] == false next end # 符合条件 : 添加本行动 available_actions.push(action) if action.rating > rating_max rating_max = action.rating end end # 最大概率值作为 3 合计计算(0 除外) ratings_total = 0 for action in available_actions if action.rating > rating_max - 3 ratings_total += action.rating - (rating_max - 3) end end # 概率合计不为 0 的情况下 if ratings_total > 0 # 生成随机数 value = rand(ratings_total) # 设置对应生成随机数的当前行动 for action in available_actions if action.rating > rating_max - 3 if value < action.rating - (rating_max - 3) self.current_action.kind = action.kind self.current_action.basic = action.basic self.current_action.skill_id = action.skill_id self.current_action.decide_random_target_for_enemy return else value -= action.rating - (rating_max - 3) end end end end endend#==============================================================================# ■ Game_Party#------------------------------------------------------------------------------# 处理同伴的类。包含金钱以及物品的信息。本类的实例# 请参考 $game_party。#==============================================================================class Game_Party #-------------------------------------------------------------------------- # ● 定义实例变量 #-------------------------------------------------------------------------- attr_reader :actors # 角色 attr_reader :gold # 金钱 attr_reader :steps # 步数 #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- def initialize # 建立角色序列 @actors = [] # 初始化金钱与步数 @gold = rand(2000) + 1 @steps = 0 # 生成物品、武器、防具的所持数 hash @items = {} @weapons = {} @armors = {} end #-------------------------------------------------------------------------- # ● 设置初期同伴 #-------------------------------------------------------------------------- def setup_starting_members @actors = [] for i in $data_system.party_members @actors.push($game_actors) end end #-------------------------------------------------------------------------- # ● 设置战斗测试用同伴 #-------------------------------------------------------------------------- def setup_battle_test_members @actors = [] for battler in $data_system.test_battlers actor = $game_actors[battler.actor_id] actor.level = battler.level gain_weapon(battler.weapon_id, 1) gain_armor(battler.armor1_id, 1) gain_armor(battler.armor2_id, 1) gain_armor(battler.armor3_id, 1) gain_armor(battler.armor4_id, 1) actor.equip(0, battler.weapon_id) actor.equip(1, battler.armor1_id) actor.equip(2, battler.armor2_id) actor.equip(3, battler.armor3_id) actor.equip(4, battler.armor4_id) actor.recover_all @actors.push(actor) end @items = {} for i in 1...$data_items.size if $data_items.name != "" occasion = $data_items.occasion if occasion == 0 or occasion == 1 @items = 99 end end end end #-------------------------------------------------------------------------- # ● 同伴成员的还原 #-------------------------------------------------------------------------- def refresh # 游戏数据载入后角色对像直接从 $game_actors # 分离。 # 回避由于载入造成的角色再设置的问题。 new_actors = [] for i in [email protected] if $data_actors[@actors.id] != nil new_actors.push($game_actors[@actors.id]) end end @actors = new_actors end #-------------------------------------------------------------------------- # ● 获取最大等级 #-------------------------------------------------------------------------- def max_level # 同伴人数为 0 的情况下 if @actors.size == 0 return 0 end # 初始化本地变量 level level = 0 # 求得同伴的最大等级 for actor in @actors if level < actor.level level = actor.level end end return level end #-------------------------------------------------------------------------- # ● 加入同伴 # actor_id : 角色 ID #-------------------------------------------------------------------------- def add_actor(actor_id) # 获取角色 actor = $game_actors[actor_id] # 同伴人数未满 4 人、本角色不在队伍中的情况下 if @actors.size < 4 and not @actors.include?(actor) # 添加角色 @actors.push(actor) # 还原主角 $game_player.refresh end end #-------------------------------------------------------------------------- # ● 角色离开 # actor_id : 角色 ID #-------------------------------------------------------------------------- def remove_actor(actor_id) # 删除角色 @actors.delete($game_actors[actor_id]) # 还原主角 $game_player.refresh end #-------------------------------------------------------------------------- # ● 增加金钱 (减少) # n : 金额 #-------------------------------------------------------------------------- def gain_gold(n) @gold = [[@gold + n, 0].max, 9999999].min end #-------------------------------------------------------------------------- # ● 减少金钱 # n : 金额 #-------------------------------------------------------------------------- def lose_gold(n) # 调用数值逆转 gain_gold gain_gold(-n) end #-------------------------------------------------------------------------- # ● 增加步数 #-------------------------------------------------------------------------- def increase_steps @steps = [@steps + 1, 9999999].min end #-------------------------------------------------------------------------- # ● 获取物品的所持数 # item_id : 物品 ID #-------------------------------------------------------------------------- def item_number(item_id) # 如果 hash 个数数值不存在就返回 0 return @items.include?(item_id) ? @items[item_id] : 0 end #-------------------------------------------------------------------------- # ● 获取武器所持数 # weapon_id : 武器 ID #-------------------------------------------------------------------------- def weapon_number(weapon_id) # 如果 hash 个数数值不存在就返回 0 return @weapons.include?(weapon_id) ? @weapons[weapon_id] : 0 end #-------------------------------------------------------------------------- # ● 获取防具所持数 # armor_id : 防具 ID #-------------------------------------------------------------------------- def armor_number(armor_id) # 如果 hash 个数数值不存在就返回 0 return @armors.include?(armor_id) ? @armors[armor_id] : 0 end #-------------------------------------------------------------------------- # ● 增加物品 (减少) # item_id : 物品 ID # n : 个数 #-------------------------------------------------------------------------- def gain_item(item_id, n) # 更新 hash 的个数数据 if item_id > 0 @items[item_id] = [[item_number(item_id) + n, 0].max, 99].min end end #-------------------------------------------------------------------------- # ● 增加武器 (减少) # weapon_id : 武器 ID # n : 个数 #-------------------------------------------------------------------------- def gain_weapon(weapon_id, n) # 更新 hash 的个数数据 if weapon_id > 0 @weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min end end #-------------------------------------------------------------------------- # ● 增加防具 (减少) # armor_id : 防具 ID # n : 个数 #-------------------------------------------------------------------------- def gain_armor(armor_id, n) # 更新 hash 的个数数据 if armor_id > 0 @armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 99].min end end #-------------------------------------------------------------------------- # ● 减少物品 # item_id : 物品 ID # n : 个数 #-------------------------------------------------------------------------- def lose_item(item_id, n) # 调用 gain_item 的数值逆转 gain_item(item_id, -n) end #-------------------------------------------------------------------------- # ● 减少武器 # weapon_id : 武器 ID # n : 个数 #-------------------------------------------------------------------------- def lose_weapon(weapon_id, n) # 调用 gain_weapon 的数值逆转 gain_weapon(weapon_id, -n) end #-------------------------------------------------------------------------- # ● 减少防具 # armor_id : 防具 ID # n : 个数 #-------------------------------------------------------------------------- def lose_armor(armor_id, n) # 调用 gain_armor 的数值逆转 gain_armor(armor_id, -n) end #-------------------------------------------------------------------------- # ● 判断物品可以使用 # item_id : 物品 ID #-------------------------------------------------------------------------- def item_can_use?(item_id) # 物品个数为 0 的情况 if item_number(item_id) == 0 # 不能使用 return false end # 获取可以使用的时候 occasion = $data_items[item_id].occasion # 战斗的情况 if $game_temp.in_battle # 可以使用时为 0 (平时) 或者是 1 (战斗时) 可以使用 return (occasion == 0 or occasion == 1) end # 可以使用时为 0 (平时) 或者是 2 (菜单时) 可以使用 return (occasion == 0 or occasion == 2) end #-------------------------------------------------------------------------- # ● 清除全体的行动 #-------------------------------------------------------------------------- def clear_actions # 清除全体同伴的行为 for actor in @actors actor.current_action.clear end end #-------------------------------------------------------------------------- # ● 可以输入命令的判定 #-------------------------------------------------------------------------- def inputable? # 如果一可以输入命令就返回 true for actor in @actors if actor.inputable? return true end end return false end #-------------------------------------------------------------------------- # ● 全灭判定 #-------------------------------------------------------------------------- def all_dead? # 同伴人数为 0 的情况下 if $game_party.actors.size == 0 return false end # 同伴中无人 HP 在 0 以上 for actor in @actors if actor.hp > 0 return false end end # 全灭 return true end #-------------------------------------------------------------------------- # ● 检查连续伤害 (地图用) #-------------------------------------------------------------------------- def check_map_slip_damage for actor in @actors if actor.hp > 0 and actor.slip_damage? actor.hp -= [actor.maxhp / 100, 1].max if actor.hp == 0 $game_system.se_play($data_system.actor_collapse_se) end $game_screen.start_flash(Color.new(255,0,0,128), 4) $game_temp.gameover = $game_party.all_dead? end end end #-------------------------------------------------------------------------- # ● 对像角色的随机确定 # hp0 : 限制为 HP 0 的角色 #-------------------------------------------------------------------------- def random_target_actor(hp0 = false) # 初始化轮流 roulette = [] # 循环 for actor in @actors # 符合条件的场合 if (not hp0 and actor.exist?) or (hp0 and actor.hp0?) # 获取角色职业的位置 [位置] position = $data_classes[actor.class_id].position # 前卫的话 n = 4、中卫的话 n = 3、后卫的话 n = 2 n = 4 - position # 添加角色的轮流 n 回 n.times do roulette.push(actor) end end end # 轮流大小为 0 的情况 if roulette.size == 0 return nil end # 转轮盘赌,决定角色 return roulette[rand(roulette.size)] end #-------------------------------------------------------------------------- # ● 对像角色的随机确定 (HP 0) #-------------------------------------------------------------------------- def random_target_actor_hp0 return random_target_actor(true) end #-------------------------------------------------------------------------- # ● 对像角色的顺序确定 # actor_index : 角色索引 #-------------------------------------------------------------------------- def smooth_target_actor(actor_index) # 取得对像 actor = @actors[actor_index] # 对像存在的情况下 if actor != nil and actor.exist? return actor end # 循环 for actor in @actors # 对像存在的情况下 if actor.exist? return actor end end endendmodule PLAN_HPSP_DRAWFONT_NAME = ["黑体", "楷体", "宋体"] # フォントFONT_SIZE = 14 # フォントサイズFONT_BOLD = true # 太字FONT_ITALIC = true # 斜体DRAW_NAME = false # 名前の描画DRAW_HP = true # HP の描画DRAW_SP = true # SP の描画DRAW_WIDTH = 80 # 描画幅DRAW_HEIGHT = 3 * 32 # 描画高さDRAW_SPACE = 0 # 行間DRAW_Y = 36 # Y 座標修正値end#==============================================================================# ■ Sprite_Battler#==============================================================================class Sprite_Battler < RPG::Sprite#--------------------------------------------------------------------------# ● オブジェクト初期化#--------------------------------------------------------------------------alias plan_enemy_hpsp_draw_initialize initializedef initialize(viewport, battler = nil) # 元のメソッドに戻す plan_enemy_hpsp_draw_initialize(viewport, battler) # エネミーの場合 if @battler.is_a?(Game_Enemy) width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32 height = PLAN_HPSP_DRAW::DRAW_HEIGHT + 32 x = @battler.screen_x - width / 2 y = @battler.screen_y - height + 32 + PLAN_HPSP_DRAW::DRAW_Y @enemy_hpsp_window = Window_Base.new(x, y, width, height) @enemy_hpsp_window.contents = Bitmap.new(width - 32, height - 32) @enemy_hpsp_window.contents.font.name = PLAN_HPSP_DRAW::FONT_NAME @enemy_hpsp_window.contents.font.size = PLAN_HPSP_DRAW::FONT_SIZE @enemy_hpsp_window.contents.font.bold = PLAN_HPSP_DRAW::FONT_BOLD @enemy_hpsp_window.contents.font.italic = PLAN_HPSP_DRAW::FONT_ITALIC y = 0 @old_enemy_hpsp = [] one_line = ((PLAN_HPSP_DRAW::FONT_SIZE * 100 / 28) * 32) / 100 if PLAN_HPSP_DRAW::DRAW_NAME @enemy_hpsp_window.draw_actor_name(@battler, 0, y, width - 32) y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE @old_enemy_hpsp.push(@battler.name) end if PLAN_HPSP_DRAW::DRAW_HP @enemy_hpsp_window.draw_actor_hp2222(@battler, 0, y, width - 32) y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE @old_enemy_hpsp.push(@battler.hp) end if PLAN_HPSP_DRAW::DRAW_SP @enemy_hpsp_window.draw_actor_sp2222(@battler, 0, y, width - 32) @old_enemy_hpsp.push(@battler.sp) end @enemy_hpsp_window.opacity = 0 @enemy_hpsp_window.contents_opacity = 0 @enemy_hpsp_window.z = -2 endend#--------------------------------------------------------------------------# ● 解放#--------------------------------------------------------------------------alias plan_enemy_hpsp_draw_dispose disposedef dispose # エネミーの場合 if @battler.is_a?(Game_Enemy) @enemy_hpsp_window.dispose end # 元のメソッドに戻す plan_enemy_hpsp_draw_disposeend#--------------------------------------------------------------------------# ● フレーム更新#--------------------------------------------------------------------------alias plan_enemy_hpsp_draw_update updatedef update # 元のメソッドに戻す plan_enemy_hpsp_draw_update # エネミーの場合 if @battler.is_a?(Game_Enemy) @enemy_hpsp_window.visible = @battler_visible # スプライトの座標を設定 width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32 @enemy_hpsp_window.x = self.x - width / 2 @now_enemy_hpsp = [] if PLAN_HPSP_DRAW::DRAW_NAME @now_enemy_hpsp.push(@battler.name) end if PLAN_HPSP_DRAW::DRAW_HP @now_enemy_hpsp.push(@battler.hp) end if PLAN_HPSP_DRAW::DRAW_SP @now_enemy_hpsp.push(@battler.sp) end if @old_enemy_hpsp != @now_enemy_hpsp and $game_temp.enemy_hpsp_refresh @old_enemy_hpsp = @now_enemy_hpsp @enemy_hpsp_window.contents.clear y = 0 width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32 one_line = ((PLAN_HPSP_DRAW::FONT_SIZE * 100 / 28) * 32) / 100 if PLAN_HPSP_DRAW::DRAW_NAME @enemy_hpsp_window.draw_actor_name(@battler, 0, y, width - 32) y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE end if PLAN_HPSP_DRAW::DRAW_HP @enemy_hpsp_window.draw_actor_hp2222(@battler, 0, y, width - 32) y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE end if PLAN_HPSP_DRAW::DRAW_SP @enemy_hpsp_window.draw_actor_sp2222(@battler, 0, y, width - 32) end Graphics.frame_reset end endend#--------------------------------------------------------------------------# ● visible の設定#--------------------------------------------------------------------------if !method_defined?("plan_enemy_hpsp_draw_visible=") alias plan_enemy_hpsp_draw_visible= visible=enddef visible=(bool) # エネミーの場合 if @battler.is_a?(Game_Enemy) @enemy_hpsp_window.visible = bool end # 元のメソッドに戻す self.plan_enemy_hpsp_draw_visible=(bool)end#--------------------------------------------------------------------------# ● 不透明度の設定#--------------------------------------------------------------------------if !method_defined?("plan_enemy_hpsp_draw_opacity=") alias plan_enemy_hpsp_draw_opacity= opacity=enddef opacity=(n) # 元のメソッドに戻す self.plan_enemy_hpsp_draw_opacity=(n) # エネミーの場合 if @battler.is_a?(Game_Enemy) @enemy_hpsp_window.contents_opacity = n endendend#==============================================================================# ■ Game_Temp#==============================================================================class Game_Temp#--------------------------------------------------------------------------# ● 公開インスタンス変数#--------------------------------------------------------------------------attr_accessor :enemy_hpsp_refresh#--------------------------------------------------------------------------# ● オブジェクト初期化#--------------------------------------------------------------------------alias plan_enemy_hpsp_draw_initialize initializedef initialize # 元のメソッドに戻す plan_enemy_hpsp_draw_initialize @enemy_hpsp_refresh = falseendend#==============================================================================# ■ Scene_Battle#==============================================================================class Scene_Battle#--------------------------------------------------------------------------# ● プレバトルフェーズ開始 (エネミー名+アルファベット用)#--------------------------------------------------------------------------alias plan_enemy_hpsp_draw_start_phase1 start_phase1def start_phase1 $game_temp.enemy_hpsp_refresh = true # 元のメソッドに戻す plan_enemy_hpsp_draw_start_phase1end#--------------------------------------------------------------------------# ● パーティコマンドフェーズ開始 (エネミー名+アルファベット用)#--------------------------------------------------------------------------alias plan_enemy_hpsp_draw_start_phase2 start_phase2def start_phase2 $game_temp.enemy_hpsp_refresh = false # 元のメソッドに戻す plan_enemy_hpsp_draw_start_phase2end#--------------------------------------------------------------------------# ● フレーム更新 (メインフェーズ ステップ 5 : ダメージ表示)#--------------------------------------------------------------------------alias plan_enemy_hpsp_draw_update_phase4_step5 update_phase4_step5def update_phase4_step5 # 元のメソッドに戻す plan_enemy_hpsp_draw_update_phase4_step5 $game_temp.enemy_hpsp_refresh = trueend#--------------------------------------------------------------------------# ● フレーム更新 (メインフェーズ ステップ 6 : リフレッシュ)#--------------------------------------------------------------------------alias plan_enemy_hpsp_draw_update_phase4_step6 update_phase4_step6def update_phase4_step6 # 元のメソッドに戻す plan_enemy_hpsp_draw_update_phase4_step6 $game_temp.enemy_hpsp_refresh = falseendend#==============================================================================# ■ Window_Base#==============================================================================class Window_Base < Window#--------------------------------------------------------------------------# ● 名前の描画#--------------------------------------------------------------------------def draw_actor_name(actor, x, y, width = 120, align = 0) self.contents.font.color = normal_color align = 1 if $scene.is_a?(Scene_Battle) self.contents.draw_text(x, y, width, 32, actor.name, align)end#--------------------------------------------------------------------------# ● ステートの描画#--------------------------------------------------------------------------def draw_actor_state(actor, x, y, width = 120) # 元のメソッドに戻す text = make_battler_state_text(actor, width, true) self.contents.draw_text(x, y, width, 32, text, 1)endendclass Window_Base < Windowdef draw_actor_hp2222(actor, x, y, width = 100, height=8) y+=3 olx = x oly = y w = width * actor.hp / [actor.maxhp,1].max hp_color_1 = Color.new(255, 0, 0, 192) hp_color_2 = Color.new(255, 255, 0, 192) self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) x -= 1 y += (height/4).floor self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) x -= 1 y += (height/4).ceil self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) x -= 1 y += (height/4).ceil self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) x = olx y = oly-14 # 描绘字符串 "HP" self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.words.hp) # 计算描绘 MaxHP 所需的空间 if width - 32 >= 108 hp_x = x + width - 108 flag = true elsif width - 32 >= 48 hp_x = x + width - 48 flag = false end # 描绘 HP self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp = 108 sp_x = x + width - 108 flag = true elsif width - 32 >= 48 sp_x = x + width - 48 flag = false end # 描绘 SP self.contents.font.color = actor.sp == 0 ? knockout_color : actor.sp actor.maxhp/3 self.contents.font.color = Color.new(255, 255, 255, 250) end if actor.hp>=actor.maxhp/6 and actor.maxhp/3>actor.hp self.contents.font.color = Color.new(200, 200, 0, 255) end if actor.maxhp/6>actor.hp self.contents.font.color = Color.new(200, 0, 0, 255) end self.contents.draw_text(x+47,y,128,32,actor.hp.to_s,1) end def carol3_draw_sp_bar(actor, x, y, width = 128) self.contents.font.color = system_color if actor.maxsp != 0 rate = actor.sp.to_f / actor.maxsp else rate = 0 end color2 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192) w = width * actor.sp / [actor.maxsp,1].max self.contents.fill_rect(x+1, y+15, width+2,1, Color.new(0, 0, 0, 255)) self.contents.fill_rect(x+1, y+16, width+2,1, Color.new(255, 255, 192, 192)) self.contents.fill_rect(x+1, y+17, w,6,color2) self.contents.fill_rect(x+1, y+23, width+2,1, Color.new(255, 255, 192, 192)) self.contents.fill_rect(x+1, y+24, width+2,1, Color.new(0, 0, 0, 255)) self.contents.fill_rect(x, y+16, 1,8, Color.new(255, 255, 192, 192)) self.contents.fill_rect(x-1, y+15, 1,10, Color.new(0, 0, 0, 255)) self.contents.fill_rect(x+129, y+16, 1,8, Color.new(255, 255, 192, 192)) self.contents.fill_rect(x+130, y+15, 1,10, Color.new(0, 0, 0, 255)) self.contents.draw_text(x-53,y,128,32,$data_system.words.sp,1) if actor.hp>actor.maxsp/3 self.contents.font.color = Color.new(255, 255, 255, 250) end if actor.hp>=actor.maxsp/6 and actor.maxsp/3>actor.sp self.contents.font.color = Color.new(200, 200, 0, 255) end if actor.maxsp/6>actor.sp self.contents.font.color = Color.new(200, 0, 0, 255) end self.contents.draw_text(x+47,y,128,32,actor.sp.to_s,1) endend #==============================================================================# ■ Window_Item#------------------------------------------------------------------------------# 物品画面、战斗画面、显示浏览物品的窗口。#==============================================================================class Window_Item < Window_Selectable #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # 在战斗中以外添加武器、防具 unless $game_temp.in_battle # 添加报务 for i in 1...$data_items.size if $game_party.item_number(i) > 0 @data.push($data_items) end end for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 @data.push($data_weapons) end end for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 @data.push($data_armors) end end else for i in 1...$data_items.size if $game_party.item_number(i) > 0 occasion = $data_items.occasion if occasion == 0 or occasion == 1 @data.push($data_items) end end end end # 如果项目数不是 0 就生成位图、重新描绘全部项目 @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end endend#===============================================================# 本脚本来自www.66RPG.com,使用和转载请保留此信息#=============================================================== # ——————————————————————————————# HP/SP/EXPゲージ表示スクリプト Ver 1.00# 配布元?サポートURL# http://members.jcom.home.ne.jp/cogwheel/#===============================================================# ■ Game_Actor#--------------------------------------------------------# アクターを扱うクラスです。このクラスは Game_Actors クラス ($game_actors)# の内部で使用され、Game_Party クラス ($game_party) からも参照されます。#==============================================================class Game_Actor < Game_Battler def now_exp return @exp - @exp_list[@level] end def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 endend#==========================================================# ■ Window_Base#------------------------------------------------------------# ゲーム中のすべてのウィンドウのスーパークラスです。#============================================================class Window_Base < Window #-------------------------------------------------------- # ● HP ゲージの描画 #-------------------------------------------------- # オリジナルのHP描画を draw_actor_hp_original と名前変更 alias :draw_actor_hp_original :draw_actor_hp def draw_actor_hp(actor, x, y, width = 144) # 変数rateに 現在のHP/MHPを代入 if actor.maxhp != 0 rate = actor.hp.to_f / actor.maxhp else rate = 0 end # plus_x:X座標の位置補正 rate_x:X座標の位置補正(%) plus_y:Y座標の位置補正 # plus_width:幅の補正 rate_width:幅の補正(%) height:縦幅 # align1:描画タイプ1 0:左詰め 1:中央揃え 2:右詰め # align2:描画タイプ2 0:上詰め 1:中央揃え 2:下詰め # align3:ゲージタイプ 0:左詰め 1:右詰め plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 10 align1 = 1 align2 = 2 align3 = 0 # グラデーション設定 grade1:空ゲージ grade2:実ゲージ # (0:横にグラデーション 1:縦にグラデーション 2:斜めにグラデーション(激重)) grade1 = 1 grade2 = 0 # 色設定。color1:外枠,color2:中枠 # color3:空ゲージダークカラー,color4:空ゲージライトカラー # color5:実ゲージダークカラー,color6:実ゲージライトカラー color1 = Color.new(0, 0, 0, 192) color2 = Color.new(255, 255, 192, 192) color3 = Color.new(0, 0, 0, 192) color4 = Color.new(64, 0, 0, 192) color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192) color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192) # 変数spに描画するゲージの幅を代入 if actor.maxhp != 0 hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp else hp = 0 end # ゲージの描画 gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, hp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) # オリジナルのHP描画処理を呼び出し draw_actor_hp_original(actor, x, y, width) end #-------------------------------------------------------------- # ● SP ゲージの描画 #------------------------------------------------------------ # オリジナルのSP描画を draw_actor_sp_original と名前変更 alias :draw_actor_sp_original :draw_actor_sp def draw_actor_sp(actor, x, y, width = 144) # 変数rateに 現在のSP/MSPを代入 if actor.maxsp != 0 rate = actor.sp.to_f / actor.maxsp else rate = 1 end # plus_x:X座標の位置補正 rate_x:X座標の位置補正(%) plus_y:Y座標の位置補正 # plus_width:幅の補正 rate_width:幅の補正(%) height:縦幅 # align1:描画タイプ1 0:左詰め 1:中央揃え 2:右詰め # align2:描画タイプ2 0:上詰め 1:中央揃え 2:下詰め # align3:ゲージタイプ 0:左詰め 1:右詰め plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 10 align1 = 1 align2 = 2 align3 = 0 # グラデーション設定 grade1:空ゲージ grade2:実ゲージ # (0:横にグラデーション 1:縦にグラデーション 2:斜めにグラデーション(激重)) grade1 = 1 grade2 = 0 # 色設定。color1:外枠,color2:中枠 # color3:空ゲージダークカラー,color4:空ゲージライトカラー # color5:実ゲージダークカラー,color6:実ゲージライトカラー color1 = Color.new(0, 0, 0, 192) color2 = Color.new(255, 255, 192, 192) color3 = Color.new(0, 0, 0, 192) color4 = Color.new(0, 64, 0, 192) color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192) color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192) # 変数spに描画するゲージの幅を代入 if actor.maxsp != 0 sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp else sp = (width + plus_width) * rate_width / 100 end # ゲージの描画 gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, sp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) # オリジナルのSP描画処理を呼び出し draw_actor_sp_original(actor, x, y, width) end #-------------------------------------------------------- # ● EXP ゲージの描画 #---------------------------------------------------------- # オリジナルのEXP描画を draw_actor_sp_original と名前変更 alias :draw_actor_exp_original :draw_actor_exp def draw_actor_exp(actor, x, y, width = 204) # 変数rateに 現在のexp/nextexpを代入 if actor.next_exp != 0 rate = actor.now_exp.to_f / actor.next_exp else rate = 1 end # plus_x:X座標の位置補正 rate_x:X座標の位置補正(%) plus_y:Y座標の位置補正 # plus_width:幅の補正 rate_width:幅の補正(%) height:縦幅 # align1:描画タイプ1 0:左詰め 1:中央揃え 2:右詰め # align2:描画タイプ2 0:上詰め 1:中央揃え 2:下詰め # align3:ゲージタイプ 0:左詰め 1:右詰め plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 10 align1 = 1 align2 = 2 align3 = 0 # グラデーション設定 grade1:空ゲージ grade2:実ゲージ # (0:横にグラデーション 1:縦にグラデーション 2:斜めにグラデーション(激重)) grade1 = 1 grade2 = 0 # 色設定。color1:外枠,color2:中枠 # color3:空ゲージダークカラー,color4:空ゲージライトカラー # color5:実ゲージダークカラー,color6:実ゲージライトカラー color1 = Color.new(0, 0, 0, 192) color2 = Color.new(255, 255, 192, 192) color3 = Color.new(0, 0, 0, 192) color4 = Color.new(64, 0, 0, 192) color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192) color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192) # 変数expに描画するゲージの幅を代入 if actor.next_exp != 0 exp = (width + plus_width) * actor.now_exp * rate_width / 100 / actor.next_exp else exp = (width + plus_width) * rate_width / 100 end # ゲージの描画 gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, exp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) # オリジナルのEXP描画処理を呼び出し draw_actor_exp_original(actor, x, y) end #--------------------------------------------------------- # ● ゲージの描画 #----------------------------------------------------- def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) case align1 when 1 x += (rect_width - width) / 2 when 2 x += rect_width - width end case align2 when 1 y -= height / 2 when 2 y -= height end # 枠描画 self.contents.fill_rect(x, y, width, height, color1) self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2) if align3 == 0 if grade1 == 2 grade1 = 3 end if grade2 == 2 grade2 = 3 end end if (align3 == 1 and grade1 == 0) or grade1 > 0 color = color3 color3 = color4 color4 = color end if (align3 == 1 and grade2 == 0) or grade2 > 0 color = color5 color5 = color6 color6 = color end # 空ゲージの描画 self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4, color3, color4, grade1) if align3 == 1 x += width - gauge end # 実ゲージの描画 self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4, color5, color6, grade2) endend#--------------------------------------------------------------# Bitmapクラスに新たな機能を追加します。#===================================================================class Bitmap #------------------------------------------------------------ # ● 矩形をグラデーション表示 # color1 : スタートカラー # color2 : エンドカラー # align : 0:横にグラデーション # 1:縦にグラデーション # 2:斜めにグラデーション(激重につき注意) #-------------------------------------------------------- def gradation_rect(x, y, width, height, color1, color2, align = 0) if align == 0 for i in x...x + width red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1) green = color1.green + (color2.green - color1.green) * (i - x) / (width - 1) blue = color1.blue + (color2.blue - color1.blue) * (i - x) / (width - 1) alpha = color1.alpha + (color2.alpha - color1.alpha) * (i - x) / (width - 1) color = Color.new(red, green, blue, alpha) fill_rect(i, y, 1, height, color) end elsif align == 1 for i in y...y + height red = color1.red + (color2.red - color1.red) * (i - y) / (height - 1) green = color1.green + (color2.green - color1.green) * (i - y) / (height - 1) blue = color1.blue + (color2.blue - color1.blue) * (i - y) / (height - 1) alpha = color1.alpha + (color2.alpha - color1.alpha) * (i - y) / (height - 1) color = Color.new(red, green, blue, alpha) fill_rect(x, i, width, 1, color) end elsif align == 2 for i in x...x + width for j in y...y + height red = color1.red + (color2.red - color1.red) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 green = color1.green + (color2.green - color1.green) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 blue = color1.blue + (color2.blue - color1.blue) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 alpha = color1.alpha + (color2.alpha - color1.alpha) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 color = Color.new(red, green, blue, alpha) set_pixel(i, j, color) end end elsif align == 3 for i in x...x + width for j in y...y + height red = color1.red + (color2.red - color1.red) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 green = color1.green + (color2.green - color1.green) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 blue = color1.blue + (color2.blue - color1.blue) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 alpha = color1.alpha + (color2.alpha - color1.alpha) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 color = Color.new(red, green, blue, alpha) set_pixel(i, j, color) end end end endend#################################################################################STUPID PIG工作室里面的人不是笨猪,而是一群追逐梦想的年轻人!~~################################################################################ 复制代码
复制代码 本帖来自P1论坛作者dengwei,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=239595 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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