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示例图

#==============================================================================
# ++ サイドビューバトル(歩行グラフィック版) ver. 1.13 ++
# Script by パラ犬
# http://rpg.para.s3p.net/
# 修改,整理,汉化:玄天
# 战斗横版,行走图显示
#==============================================================================
module SDVA
#-----------------------------总括设置--------------------------------------
X_LINE = 500 # 横位置坐标
Y_LINE = 200 # 纵位置左边
X_SPACE = 15 # 横位置间隔
Y_SPACE = 40 # 纵位置间隔
X_POSITION = 25 # 隊列[前衛・中衛・後衛]的横間隔
Y_POSITION = 0 # 隊列[前衛・中衛・後衛]的纵間隔
ATTACK_MOVE = true # 攻击时是否向前进一步( true / false )
SKILL_MOVE = true # 使用技能时是否向前进一步( true / false )
ITEM_MOVE = false # 使用物品时是否向前进一步( true / false )
MOVE_STEP = 3 # 前进的步数
MOVE_PIXEL = 10 # 每一步的象素数
PARTY_POS = 1 # 初始人物面向( 0:下 / 1:左 / 2:右 / 3:上 )
WINDOWPOS_CHANGE = true # 在人物旁边显示指令窗口吗?( true / false )
end
#-------------------------下面不用修改-------------------------------------
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 战斗画面X坐标取得
#--------------------------------------------------------------------------
def screen_x
if self.index != nil
# 队列取得
pos = $data_classes[self.class_id].position
x_pos = pos * SDVA::X_POSITION
scr_x = self.index * SDVA::X_SPACE + SDVA::X_LINE + x_pos
# 移动时候动作
if self.current_action.move_action == true
# 横移动
scr_x += @shift_x
end
return scr_x
else
return 0
end
end
#--------------------------------------------------------------------------
# ● 战斗画面Y取得
#--------------------------------------------------------------------------
def screen_y
if self.index != nil
# 队列取得
pos = $data_classes[self.class_id].position
y_pos = pos * SDVA::Y_POSITION
scr_y = self.index * SDVA::Y_SPACE + SDVA::Y_LINE + y_pos
# 移动时候动作
if self.current_action.move_action == true
# 纵移动
scr_y += @shift_y
end
return scr_y
else
return 0
end
end
#--------------------------------------------------------------------------
# ● 战斗画面Z坐标取得
#--------------------------------------------------------------------------
def screen_z
if self.index != nil
return self.index
else
return 0
end
end
end
#==============================================================================
# ■ Game_Battler (分割定義 1)
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# ● 公开变量
#--------------------------------------------------------------------------
attr_reader :pattern # 步行图
attr_reader :trans_x # X方向移动距离
attr_reader :moving # 移动中标志
#--------------------------------------------------------------------------
# ● 全局初期化
#--------------------------------------------------------------------------
alias initialize_sdva initialize
def initialize
initialize_sdva
move_reset
end
#--------------------------------------------------------------------------
# ○ 移动数
#--------------------------------------------------------------------------
def move
@moving = 1
if @step < SDVA::MOVE_STEP
# 满足移动步数
@pattern = (@pattern + 1) % 4
@step += 1
move_step
else
# 移動終了
@pattern = 1
@moving = 2
end
end
#--------------------------------------------------------------------------
# ○ 移动处理
#--------------------------------------------------------------------------
def move_step
# 根据设定的方向改变移动坐标
case SDVA: ARTY_POS
when 0
@shift_y = @step * SDVA::MOVE_PIXEL
when 1
@shift_x = -(@step * SDVA::MOVE_PIXEL)
when 2
@shift_x = @step * SDVA::MOVE_PIXEL
when 3
@shift_y = -(@step * SDVA::MOVE_PIXEL)
end
end
#--------------------------------------------------------------------------
# ○ 移动复位
#--------------------------------------------------------------------------
def move_reset
@moving = 0
@pattern = 0
@step = 0
@shift_x = 0
@shift_y = 0
end
end
#==============================================================================
# ■ Game_BattleAction
#==============================================================================
class Game_BattleAction
#--------------------------------------------------------------------------
# ● 公开变量
#--------------------------------------------------------------------------
attr_accessor :move_action # 移动的动作
#--------------------------------------------------------------------------
# ● クリア
#--------------------------------------------------------------------------
alias clear_sdva clear
def clear
clear_sdva
@move_action = false
end
end
#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
alias update_sdva update
def update
super
# 战斗角色在的时候
if @battler.is_a?(Game_Actor)
# 如果文件名或者角色与现在的不同
# 行動中の場合
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue or
@battler.current_action.basic == 0 or
@battler.current_action.kind != 3
# 取得位图,设定
@character_name = @battler.character_name
@character_hue = @battler.character_hue
# 描绘步行图
self.bitmap = RPG::Cache.character(@character_name, @character_hue)
cw = self.bitmap.width / 4
ch = self.bitmap.height / 4
@width = cw
@height = ch
if @battler.current_action.move_action == true
# 使之行动
@battler.move
else
@battler.move_reset
end
# 転送元の矩形を設定(机器:设定转送原来的矩形.我理解不能)
sx = @battler.pattern * cw
sy = SDVA: ARTY_POS * ch
self.src_rect.set(sx, sy, cw, ch)
self.ox = @width / 2
self.oy = @height
# 隠れ状態なら不透明度を 0 にする(机器:要是隐藏状态把不透明度做为0)
# 本人理解不能...
if @battler.hidden
self.opacity = 0
end
end
end
update_sdva
end
end
#==============================================================================
# ■ Scene_Battle 下面我就不翻译了,翻译不了..可恶
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ● アクターコマンドウィンドウのセットアップ
#--------------------------------------------------------------------------
alias phase3_setup_command_window_sdva phase3_setup_command_window
def phase3_setup_command_window
phase3_setup_command_window_sdva
if SDVA::WINDOWPOS_CHANGE
# アクターコマンドウィンドウの位置を設定
case SDVA: ARTY_POS
when 0
x_pos = @active_battler.screen_x - (@actor_command_window.width/2)
y_pos = @active_battler.screen_y
when 1
x_pos = @active_battler.screen_x - @actor_command_window.width - 16
y_pos = @active_battler.screen_y - @actor_command_window.height
when 2
x_pos = @active_battler.screen_x + 16
y_pos = @active_battler.screen_y - @actor_command_window.height
when 3
x_pos = @active_battler.screen_x - (@actor_command_window.width/2)
y_pos = @active_battler.screen_y - @actor_command_window.height - 48
end
@actor_command_window.x = x_pos >= 0 ? x_pos : 0
@actor_command_window.x = x_pos+@actor_command_window.width <= 640 ? x_pos : 640-@actor_command_window.width
@actor_command_window.y = y_pos >= 0 ? y_pos : 0
@actor_command_window.y = y_pos+@actor_command_window.height <= 480 ? y_pos : 480-@actor_command_window.height
# ステータスウインドウに隠れないように
@actor_command_window.z = 9999
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 3 : 行動側アニメーション)
#--------------------------------------------------------------------------
alias update_phase4_step3_sdva update_phase4_step3
def update_phase4_step3
if SDVA::ATTACK_MOVE
if @active_battler.current_action.basic == 0
@active_battler.current_action.move_action = true
end
end
if SDVA::SKILL_MOVE
if @active_battler.current_action.kind == 1
@active_battler.current_action.move_action = true
end
end
if SDVA::ITEM_MOVE
if @active_battler.current_action.kind == 2
@active_battler.current_action.move_action = true
end
end
# バトラーがアクターに含まれ、移動アクション中
if @active_battler.is_a?(Game_Actor) and
@active_battler.current_action.move_action
# 移動終了時
if @active_battler.moving == 2
update_phase4_step3_sdva
end
else
if @active_battler.moving == 0
update_phase4_step3_sdva
end
end
end
#--------------------------------------------------------------------------
# ● 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 update_phase4_step6_sdva update_phase4_step6
def update_phase4_step6
@active_battler.current_action.move_action = false
@active_battler.move_reset
update_phase4_step6_sdva
end
end
#==============================================================================
# ■ Spriteset_Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ● 全局初期化
#--------------------------------------------------------------------------
alias initialize_sdva initialize
def initialize
initialize_sdva
@viewport2.z = 1
end
end
#==============================================================================
# ■ Arrow_Actor
#==============================================================================
class Arrow_Actor < Arrow_Base
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
alias update_sdva update
def update
update_sdva
# 光标下
if Input.repeat?(Input: OWN)
$game_system.se_play($data_system.cursor_se)
@index += 1
@index %= $game_party.actors.size
end
# 光标上
if Input.repeat?(Input::UP)
$game_system.se_play($data_system.cursor_se)
@index += $game_party.actors.size - 1
@index %= $game_party.actors.size
end
end
end
#==============================================================================
# ■ Arrow_Enemy
#==============================================================================
class Arrow_Enemy < Arrow_Base
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
alias update_sdva update
def update
update_sdva
# 光标下
if Input.repeat?(Input: OWN)
$game_system.se_play($data_system.cursor_se)
$game_troop.enemies.size.times do
@index += 1
@index %= $game_troop.enemies.size
break if self.enemy.exist?
end
end
# 光标上
if Input.repeat?(Input::UP)
$game_system.se_play($data_system.cursor_se)
$game_troop.enemies.size.times do
@index += $game_troop.enemies.size - 1
@index %= $game_troop.enemies.size
break if self.enemy.exist?
end
end
end
end
[此贴子已经被作者于2005-8-3 19:51:20编辑过] |