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【求助】如何让怪物显示出来?

1樓 史莱姆的绿色 2010-10-16 19:12
如题
3樓 史莱姆的绿色 2010-10-16 19:14
怎么截图?
4樓 史莱姆的绿色 2010-10-16 19:15
7樓 史莱姆的绿色 2010-10-16 19:17

脚本?

什么脚本?

8樓 史莱姆的绿色 2010-10-16 19:18
#===============================================================
# 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
#===========================================================
10樓 史莱姆的绿色 2010-10-16 19:20

#==============================================================================
# ■ 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

12樓 史莱姆的绿色 2010-10-16 19:21
14樓 史莱姆的绿色 2010-10-16 19:24
15樓 史莱姆的绿色 2010-10-16 19:25
17樓 史莱姆的绿色 2010-10-16 19:27

#==============================================================================
# ■ 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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