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【求助】如何让怪物显示出来? |
見習魔法師 二級 |
如题
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見習魔法師 二級 |
怎么截图?
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見習魔法師 二級 |
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見習魔法師 二級 |
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見習魔法師 二級 |
#=============================================================== # 本脚本来自 www.66rpg.com# 功能:对于没有设置战斗背景的地图,直接用地图做战斗背景 #=============================================================== class Scene_Battle alias battleback_map_main main def main @battleback_sprite = Spriteset_Map.new unless $BTEST battleback_map_main @battleback_sprite.dispose unless $BTEST end end #=============================================================== # 申请者:张永;脚本作者:bluefool #===========================================================
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見習魔法師 二級 |
#============================================================================== # ■ Spriteset_Map #------------------------------------------------------------------------------ # 处理地图画面活动块和元件的类。本类在 # Scene_Map 类的内部使用。 #==============================================================================
class Spriteset_Map #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- def initialize # 生成显示端口 @viewport1 = Viewport.new(0, 0, 640, 480) @viewport2 = Viewport.new(0, 0, 640, 480) @viewport3 = Viewport.new(0, 0, 640, 480) @viewport2.z = 200 @viewport3.z = 5000 # 生成元件地图 @tilemap = Tilemap.new(@viewport1) @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name) for i in 0..6 autotile_name = $game_map.autotile_names[i] @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name) end @tilemap.map_data = $game_map.data @tilemap.priorities = $game_map.priorities # 生成远景平面 @panorama = Plane.new(@viewport1) @panorama.z = -1000 # 生成雾平面 @fog = Plane.new(@viewport1) @fog.z = 3000 # 生成角色活动块 @character_sprites = [] for i in $game_map.events.keys.sort sprite = Sprite_Character.new(@viewport1, $game_map.events[i]) @character_sprites.push(sprite) end @character_sprites.push(Sprite_Character.new(@viewport1, $game_player)) # 生成天气 @weather = RPG::Weather.new(@viewport1) # 生成图片 @picture_sprites = [] for i in 1..50 @picture_sprites.push(Sprite_Picture.new(@viewport2, $game_screen.pictures[i])) end # 生成计时器块 @timer_sprite = Sprite_Timer.new # 刷新画面 update end #-------------------------------------------------------------------------- # ● 释放 #-------------------------------------------------------------------------- def dispose # 释放元件地图 @tilemap.tileset.dispose for i in 0..6 @tilemap.autotiles[i].dispose end @tilemap.dispose # 释放远景平面 @panorama.dispose # 释放雾平面 @fog.dispose # 释放角色活动块 for sprite in @character_sprites sprite.dispose end # 释放天候 @weather.dispose # 释放图片 for sprite in @picture_sprites sprite.dispose end # 释放计时器块 @timer_sprite.dispose # 释放显示端口 @viewport1.dispose @viewport2.dispose @viewport3.dispose end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update # 远景与现在的情况有差异发生的情况下 if @panorama_name != $game_map.panorama_name or @panorama_hue != $game_map.panorama_hue @panorama_name = $game_map.panorama_name @panorama_hue = $game_map.panorama_hue if @panorama.bitmap != nil @panorama.bitmap.dispose @panorama.bitmap = nil end if @panorama_name != "" @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue) end Graphics.frame_reset end # 雾与现在的情况有差异的情况下 if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue @fog_name = $game_map.fog_name @fog_hue = $game_map.fog_hue if @fog.bitmap != nil @fog.bitmap.dispose @fog.bitmap = nil end if @fog_name != "" @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue) end Graphics.frame_reset end # 刷新元件地图 @tilemap.ox = $game_map.display_x / 4 @tilemap.oy = $game_map.display_y / 4 @tilemap.update # 刷新远景平面 @panorama.ox = $game_map.display_x / 8 @panorama.oy = $game_map.display_y / 8 # 刷新雾平面 @fog.zoom_x = $game_map.fog_zoom / 100.0 @fog.zoom_y = $game_map.fog_zoom / 100.0 @fog.opacity = $game_map.fog_opacity @fog.blend_type = $game_map.fog_blend_type @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy @fog.tone = $game_map.fog_tone # 刷新角色活动块 for sprite in @character_sprites sprite.update end # 刷新天候图形 @weather.type = $game_screen.weather_type @weather.max = $game_screen.weather_max @weather.ox = $game_map.display_x / 4 @weather.oy = $game_map.display_y / 4 @weather.update # 刷新图片 for sprite in @picture_sprites sprite.update end # 刷新计时器块 @timer_sprite.update # 设置画面的色调与震动位置 @viewport1.tone = $game_screen.tone @viewport1.ox = $game_screen.shake # 设置画面的闪烁色 @viewport3.color = $game_screen.flash_color # 刷新显示端口 @viewport1.update @viewport3.update end end
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見習魔法師 二級 |
?
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見習魔法師 二級 |
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見習魔法師 二級 |
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見習魔法師 二級 |
#============================================================================== # ■ Game_Battler (分割定义 1) #------------------------------------------------------------------------------ # 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 #-------------------------------------------------------------------------- # ● 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 attr_accessor :move_x # X移位 attr_accessor :move_y # Y移位 attr_accessor :weapon_pop # 显示武器 attr_accessor :weapon_icon # 武器图标 attr_accessor :weapon_type # 武器旋转方式 #-------------------------------------------------------------------------- # ● 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 = 0 @animation_hit = false @white_flash = false @blink = false @move_x = 0 @move_y = 0 @weapon_pop = false @weapon_icon = "" @weapon_type = 0 @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[i].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[i].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[i].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[i].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[i].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[i].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[i].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[i].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[i].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[i].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 += $data_states[i].eva end return n end #-------------------------------------------------------------------------- # ● 更改 HP # hp : 新的 HP #-------------------------------------------------------------------------- def hp=(hp) @hp = [[hp, maxhp].min, 0].max # 解除附加的战斗不能状态 for i in 1...$data_states.size if $data_states[i].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 <= 1) end #-------------------------------------------------------------------------- # ● 可以行动判定 #-------------------------------------------------------------------------- def movable? return (not @hidden and restriction < 4) end #-------------------------------------------------------------------------- # ● 防御中判定 #-------------------------------------------------------------------------- def guarding? return (@current_action.kind == 0 and @current_action.basic == 1) end #-------------------------------------------------------------------------- # ● 休止中判定 #-------------------------------------------------------------------------- def resting? return (@current_action.kind == 0 and @current_action.basic == 3) end end
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見習魔法師 二級 |
#============================================================================== # ■ Game_BattleAction #------------------------------------------------------------------------------ # 处理行动 (战斗中的行动) 的类。这个类在 Game_Battler 类 # 的内部使用。 #==============================================================================
class Game_BattleAction #-------------------------------------------------------------------------- # ● 定义实例变量 #-------------------------------------------------------------------------- attr_accessor :speed # 速度 attr_accessor :kind # 种类 (基本 / 特技 / 物品) attr_accessor :basic # 基本 (攻击 / 防御 / 逃跑) attr_accessor :skill_id # 特技 ID attr_accessor :item_id # 物品 ID attr_accessor :target_index # 对像索引 attr_accessor :forcing # 强制标志 #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- def initialize clear end #-------------------------------------------------------------------------- # ● 清除 #-------------------------------------------------------------------------- def clear @speed = 0 @kind = 0 @basic = 3 @skill_id = 0 @item_id = 0 @target_index = -1 @forcing = false end #-------------------------------------------------------------------------- # ● 有效判定 #-------------------------------------------------------------------------- def valid? return (not (@kind == 0 and @basic == 3)) end #========================================================================== # ★ 行动为普通攻击 #========================================================================== def attack? return (@kind == 0 and @basic == 0) end #========================================================================== # ★ 行动为防御状态 #========================================================================== def guard? return (@kind == 0 and @basic == 1) end #========================================================================== # ★ 行动为逃跑 #========================================================================== def escape? return (@kind == 0 and @basic == 2) end #========================================================================== # ★ 行动为使用特技 #========================================================================== def skill? return (@kind == 1) end #========================================================================== # ★ 行动为使用物品 #========================================================================== def item? return (@kind == 2) end #========================================================================== # ★ 当前行动 #========================================================================== def action return "attack" if attack? return "guard" if guard? return "escape" if escape? return "skill" if skill? return "item" if item? return "nil" end #-------------------------------------------------------------------------- # ● 己方单体使用判定 #-------------------------------------------------------------------------- def for_one_friend? # 种类为特技、效果范围是我方单体 (包含 HP 0) 的情况 if @kind == 1 and [3, 5].include?($data_skills[@skill_id].scope) return true end # 种类为物品、效果范围是我方单体 (包含 HP 0) 的情况 if @kind == 2 and [3, 5].include?($data_items[@item_id].scope) return true end return false end #-------------------------------------------------------------------------- # ● 己方单体用 (HP 0) 判定 #-------------------------------------------------------------------------- def for_one_friend_hp0? # 种类为特技、效果范围是我方单体 (HP 0) 的情况 if @kind == 1 and [5].include?($data_skills[@skill_id].scope) return true end # 种类为物品、效果范围是我方单体 (HP 0) 的情况 if @kind == 2 and [5].include?($data_items[@item_id].scope) return true end return false end #-------------------------------------------------------------------------- # ● 随机目标 (角色用) #-------------------------------------------------------------------------- def decide_random_target_for_actor # 效果范围的分支 if for_one_friend_hp0? battler = $game_party.random_target_actor_hp0 elsif for_one_friend? battler = $game_party.random_target_actor else battler = $game_troop.random_target_enemy end # 对像存在的话取得索引、 # 对像不存在的场合下清除行动 if battler != nil @target_index = battler.index else clear end end #-------------------------------------------------------------------------- # ● 随机目标 (敌人用) #-------------------------------------------------------------------------- def decide_random_target_for_enemy # 效果范围的分支 if for_one_friend_hp0? battler = $game_troop.random_target_enemy_hp0 elsif for_one_friend? battler = $game_troop.random_target_enemy else battler = $game_party.random_target_actor end # 对像存在的话取得索引、 # 对像不存在的场合下清除行动 if battler != nil @target_index = battler.index else clear end end #-------------------------------------------------------------------------- # ● 最后的目标 (角色用) #-------------------------------------------------------------------------- def decide_last_target_for_actor # 效果范围是己方单体以及行动者以外的敌人 if @target_index == -1 battler = nil elsif for_one_friend? battler = $game_party.actors[@target_index] else battler = $game_troop.enemies[@target_index] end # 对像不存在的场合下清除行动 if battler == nil or not battler.exist? clear end end #-------------------------------------------------------------------------- # ● 最后的目标 (敌人用) #-------------------------------------------------------------------------- def decide_last_target_for_enemy # 效果范围是己方单体以敌人以外的角色 if @target_index == -1 battler = nil elsif for_one_friend? battler = $game_troop.enemies[@target_index] else battler = $game_party.actors[@target_index] end # 对像不存在的场合下清除行动 if battler == nil or not battler.exist? clear end end end
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見習魔法師 二級 |
#============================================================================== # ■ Game_Actor #------------------------------------------------------------------------------ # 处理角色的类。本类在 Game_Actors 类 ($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 = $data_actors[@actor_id] @exp_list[1] = 0 pow_i = 2.4 + actor.exp_inflation / 100.0 for i in 2..100 if i > actor.final_level @exp_list[i] = 0 else n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i) @exp_list[i] = @exp_list[i-1] + Integer(n) end end end #-------------------------------------------------------------------------- # ● 取得属性修正值 # element_id : 属性 ID #-------------------------------------------------------------------------- def element_rate(element_id) # 获取对应属性有效度的数值 table = [0,200,150,100,50,0,-100] result = table[$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[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 #-------------------------------------------------------------------------- # ● 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[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 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[i].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 : 0 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 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 : 0 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 : 0 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 # 自动编排,根据队伍大小 case $game_party.actors.size when 1;return 320 + @move_x when 2;return self.index*100+270 + @move_x when 3;return self.index*100+220 + @move_x when 4;return self.index*100+170 + @move_x end end #-------------------------------------------------------------------------- # ● 取得战斗画面的 Y 坐标 #-------------------------------------------------------------------------- def screen_y return 464 - 160 + @move_y end #-------------------------------------------------------------------------- # ● 取得战斗画面的 Z 坐标 #-------------------------------------------------------------------------- def screen_z # 返回Y座标 return screen_y end #========================================================================== # ★ 取得战斗图的宽 #========================================================================== def bitmap_width bitmap = RPG::Cache.character(@character_name,@character_hue) return bitmap.width/4 end #========================================================================== # ★ 取得战斗图的高 #========================================================================== def bitmap_height bitmap = RPG::Cache.character(@character_name,@character_hue) return bitmap.height/4 end #========================================================================== # ★ 近距离攻击 #========================================================================== def melee? return false if @weapon_id == 0 return ($data_weapons[@weapon_id].melee?) end #========================================================================== # ★ 远距离攻击 #========================================================================== def magic? return false if @weapon_id == 0 return ($data_weapons[@weapon_id].magic?) end end
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見習魔法師 二級 |
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