# @taroxd metadata 1.0
# @display 跳过标题画面
# @help 测试游戏时跳过标题画面
# @id skip_title
module Taroxd
SkipTitle = $TEST && !$BTEST
end
def SceneManager.first_scene_class
DataManager.setup_new_game
$game_map.autoplay
Scene_Map
end if Taroxd::SkipTitle
跳过标题画面
跳过撤退指令
# @taroxd metadata 1.0
# @id skip_party_command
# @display 跳过撤退指令
# @help 不可撤退时,跳过“战斗/撤退”指令的选择
module Taroxd
module SkipPartyCommand
# 满足此条件时,不跳过指令选择
def self.disabled?
BattleManager.can_escape?
end
end
end
# 是否存在上一个指令。无副作用。
def BattleManager.prior_command?
actors = $game_party.battle_members.first(@actor_index + 1)
actor = actors.pop
actor && (actor.prior_command? || actors.any?(&:inputable?))
end
class Game_Actor < Game_Battler
# 是否已经输入过指令
def prior_command?
@action_input_index > 0
end
end
class Scene_Battle < Scene_Base
def start_party_command_selection
return if scene_changing?
refresh_status
@status_window.unselect
@status_window.open
if BattleManager.input_start
if Taroxd::SkipPartyCommand.disabled?
@actor_command_window.close
@party_command_window.setup
else
command_fight
end
else
@party_command_window.deactivate
turn_start
end
end
end
class Window_ActorCommand < Window_Command
def cancel_enabled?
Taroxd::SkipPartyCommand.disabled? || BattleManager.prior_command?
end
end
视野限制
# @taroxd metadata 1.0
# @id sight
# @display 视野限制
# @require taroxd_core
# @require bitmap_ext
# @help
# 使用方法:在地图上备注 <sight x>,则该地图限制视野。x 为无补正时的可见半径
# 在角色、职业、装备、状态上备注 <sight x>,则可以设置角色周围 x 的视野补正
# 在事件名称上备注 <sight x> 则可以在事件周围设置 x 的视野补正
#
# 可以设置 $game_map.sight 属性来调整视野范围。
# 该值默认为地图上备注的数字或 nil(无备注,不限制视野)
module Taroxd::Sight
DARKNESS = 32 # 视野限制时可见区域的暗度。
# 阴影的位图。纯白色,越靠近中间透明度越大。
def self.shadow
return @shadow if @shadow && !@shadow.disposed?
@shadow = Bitmap.new(128, 128)
@shadow.fill_rect(@shadow.rect, Color.new(255, 255, 255, 0))
@shadow.width.times do |x|
@shadow.height.times do |y|
bright = 4096 - (x - 64)**2 - (y - 64)**2
next if bright <= 0
@shadow.set_pixel(x, y, Color.new(255, 255, 255, bright / DARKNESS))
end
end
@shadow
end
end
RPG::Map.note_i :sight, nil
RPG::BaseItem.note_i :sight
RPG::Event.note_i :sight
class Game_Map
attr_accessor :sight
def_after(:setup) { |_| @sight = @map.sight }
end
class Game_Actor < Game_Battler
def sight
note_objects.sum(&:sight)
end
end
class Game_CharacterBase
def sight
0
end
end
class Game_Event < Game_Character
def sight
@event.sight
end
end
class Game_Player < Game_Character
def sight
return 0 unless $game_map.sight
$game_party.sum($game_map.sight, &:sight)
end
end
class Sprite_SightShadow < Sprite_Base
# sprites: Sprite_Character 实例的数组
def initialize(viewport, sprites)
super(viewport)
@sprites = sprites
self.z = 160
self.bitmap = Bitmap.new(Graphics.width, Graphics.height)
end
def dispose
bitmap.dispose
super
end
def update
self.visible = $game_map.sight
refresh if visible
end
private
def refresh
bitmap.fill_rect(bitmap.rect, Color.new(255, 255, 255, 0))
@sprites.each { |s| draw_shadow(s) }
bitmap.xor!(0xFFFFFFFF)
end
def draw_shadow(sprite)
r = sprite.character.sight
x = sprite.x - sprite.ox + sprite.width / 2 - r
y = sprite.y - sprite.oy + sprite.height / 2 - r
bitmap.stretch_blt(Rect.new(x, y, r * 2, r * 2), shadow, shadow.rect)
end
def shadow
Taroxd::Sight.shadow
end
end
class Spriteset_Map
def create_sight_shadow
sprites = @character_sprites.select { |s| s.character.sight > 0 }
@sight_shadow = Sprite_SightShadow.new(@viewport2, sprites)
end
def dispose_sight_shadow
@sight_shadow.dispose
end
def update_sight_shadow
@sight_shadow.update
end
def refresh_sight_shadow
dispose_sight_shadow
create_sight_shadow
end
%w(create dispose update refresh).each do |prefix|
def_after :"#{prefix}_characters", :"#{prefix}_sight_shadow"
end
end