module LimBattlePlug # 队伍最大人数 MaxPartySize = 8 # 出战人数 MaxBattlerSize = 1 # 换人语句 WordChangeBattler = "换人" # 换人时播放的动画 AnimationChangeBattler = 26 end class Game_BattleAction attr_accessor :change_to_battler # 初始化 alias lbp_initialize initialize def initialize lbp_initialize @change_to_battler = 0 end # 欲更换角色编号 def set_change_battler @kind = 3 end # 判断行动是否为更换角色 def is_change_battler? return (@kind == 3) end end class Game_Party include LimBattlePlug attr_reader :actors2 alias lpb_initialize initialize def initialize lpb_initialize @actors2 = [] end # 角色加入 def add_actor(actor_id) actor = $game_actors[actor_id] if @actors.size < MaxPartySize and not @actors.include?(actor) @actors.push(actor) $game_player.refresh end end # 设置战斗的角色 def set_actor_to_battle @actors2 = [] @actors.each do |actor| @actors2.push(actor) end @actors = [] dead_actor = [] @actors2.each do |actor| if !actor.dead? @actors.push(actor) else dead_actor.push(actor) end break if @actors.size == MaxBattlerSize end if @actors.size < MaxBattlerSize for actor in dead_actor @actors.push(actor) break if @actors.size == MaxBattlerSize end end end # 还原战斗的角色 def set_actor_to_normal @actors = [] @actors2.each do |actor| @actors.push(actor) end end # 获取角色id数组 def get_actors_id id = [] @actors.each{|actor|id.push(actor.id)} return id end # 获取角色id数组 def get_actors2_id id = [] @actors2.each{|actor|id.push(actor.id)} return id end # 兑换角色 def change_actor(index,id) @actors[index] = $game_actors[id] 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 @actors2 if actor.hp > 0 return false end end for actor in @actors if actor.hp > 0 return false end end # 全灭 return true end # 其他角色 def other_actors actors = [] @actors2.each{|actor|actors.push(actor) if !@actors.include?(actor)} return actors end # 角色位置互换 def change_actor_pos(id1,id2) actor_id = [] @actors.each do |actor| actor_id.push(actor.id) end return if !actor_id.include?(id1) and !actor_id.include?(id2) id1_index = id2_index = -1 (0...actor_id.size).each do |i| if actor_id[i] == id1 id1_index = i elsif actor_id[i] == id2 id2_index = i end end temp_actor = @actors[id1_index] @actors[id1_index] = @actors[id2_index] @actors[id2_index] = temp_actor end end class Window_Actor < Window_Selectable # 初始化 def initialize super(0,64,640,256) self.back_opacity = 160 refresh self.index = -1 self.active = false end # 刷新 def refresh @item_max = $game_party.actors2.size @data = [] $game_party.actors.each do |actor| @data.push(actor) end $game_party.actors2.each do |actor| @data.push(actor) if !@data.include?(actor) end if self.contents != nil self.contents.clear self.contents = nil end self.contents = Bitmap.new(608,@data.size*32) x = 4 y = 0 @data.each do |actor| bitmap = RPG::Cache.character(actor.character_name,actor.character_hue) rect = Rect.new(0,0,bitmap.width/4,31) self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect) draw_actor_name(actor,x+36,y) draw_actor_state(actor,156,y) draw_actor_hp(actor,x+256,y,96) draw_actor_sp(actor,x+376,y,96) if $game_party.actors.include?(actor) self.contents.font.color = text_color(6) cword = "出战" else self.contents.font.color = text_color(0) cword = "待战" end self.contents.draw_text(x+496,y,60,32,cword) y += 32 end end # 获取当前角色编号 def actor_id return @data[self.index].id end # 刷新帮助 def update_help @help_window.set_text(@data[self.index] == nil ?\ "" : @data[self.index].name) end end class Scene_Battle include LimBattlePlug # 初始化 def initialize $game_party.set_actor_to_battle end # 主处理 def main # 初始化战斗用的各种暂时数据 $game_temp.in_battle = true $game_temp.battle_turn = 0 $game_temp.battle_event_flags.clear $game_temp.battle_abort = false $game_temp.battle_main_phase = false $game_temp.battleback_name = $game_map.battleback_name $game_temp.forcing_battler = nil # 初始化战斗用事件解释器 $game_system.battle_interpreter.setup(nil, 0) # 准备队伍 @troop_id = $game_temp.battle_troop_id $game_troop.setup(@troop_id) # 生成角色命令窗口 s1 = $data_system.words.attack s2 = $data_system.words.skill s3 = $data_system.words.guard s4 = $data_system.words.item s5 = WordChangeBattler @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5]) @actor_command_window.y = 128 @actor_command_window.back_opacity = 160 @actor_command_window.active = false @actor_command_window.visible = false # 生成其它窗口 @party_command_window = Window_PartyCommand.new @help_window = Window_Help.new @help_window.back_opacity = 160 @help_window.visible = false @status_window = Window_BattleStatus.new @message_window = Window_Message.new # 生成活动块 @spriteset = Spriteset_Battle.new # 初始化等待计数 @wait_count = 0 # 执行过渡 if $data_system.battle_transition == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $data_system.battle_transition) end # 开始自由战斗回合 start_phase1 # 主循环 loop do # 刷新游戏画面 Graphics.update # 刷新输入信息 Input.update # 刷新画面 update # 如果画面切换的话就中断循环 if $scene != self break end end # 刷新地图 $game_map.refresh # 准备过渡 Graphics.freeze # 释放窗口 @actor_command_window.dispose @party_command_window.dispose @help_window.dispose @status_window.dispose @message_window.dispose if @skill_window != nil @skill_window.dispose end if @item_window != nil @item_window.dispose end if @actor_window != nil @actor_window.dispose end if @result_window != nil @result_window.dispose end # 释放活动块 @spriteset.dispose # 标题画面切换中的情况 if $scene.is_a?(Scene_Title) # 淡入淡出画面 Graphics.transition Graphics.freeze end # 战斗测试或者游戏结束以外的画面切换中的情况 if $BTEST and not $scene.is_a?(Scene_Gameover) $scene = nil end end # 战斗结束 alias lpb_battle_end battle_end def battle_end(n) lpb_battle_end(n) $game_party.set_actor_to_normal end # 开始回合3 alias lbp_start_phase3 start_phase3 def start_phase3 @changed_battler_id = [] lbp_start_phase3 end # 刷新角色命令回合画面 def update_phase3 # 敌人光标有效的情况下 if @enemy_arrow != nil update_phase3_enemy_select # 角色光标有效的情况下 elsif @actor_arrow != nil update_phase3_actor_select # 特技窗口有效的情况下 elsif @skill_window != nil update_phase3_skill_select # 物品窗口有效的情况下 elsif @item_window != nil update_phase3_item_select elsif @actor_window != nil update_phase3_battler_select # 角色指令窗口有效的情况下 elsif @actor_command_window.active update_phase3_basic_command end end # 角色基本命令 def update_phase3_basic_command # 按下 B 键的情况下 if Input.trigger?(Input::B) # 演奏取消 SE $game_system.se_play($data_system.cancel_se) # 转向前一个角色的指令输入 phase3_prior_actor return end # 按下 C 键的情况下 if Input.trigger?(Input::C) # 角色指令窗口光标位置分之 case @actor_command_window.index when 0 # 攻击 # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 设置行动 @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 0 # 开始选择敌人 start_enemy_select when 1 # 特技 # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 设置行动 @active_battler.current_action.kind = 1 # 开始选择特技 start_skill_select when 2 # 防御 # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 设置行动 @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 1 # 转向下一位角色的指令输入 phase3_next_actor when 3 # 物品 # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 设置行动 @active_battler.current_action.kind = 2 # 开始选择物品 start_item_select when 4 # 换人 $game_system.se_play($data_system.decision_se) @active_battler.current_action.set_change_battler start_battler_select end return end end # 开始角色选择 def start_battler_select @actor_window = Window_Actor.new @actor_window.active = true @actor_window.index = 0 @actor_window.help_window = @help_window @actor_command_window.active = false @actor_command_window.visible = false end # 结束角色选择 def end_battler_select @actor_window.dispose @actor_window = nil @help_window.visible = false @actor_command_window.active = true @actor_command_window.visible = true end # 刷新角色选择 def update_phase3_battler_select @actor_window.visible = true @actor_window.update if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) end_battler_select return end if Input.trigger?(Input::C) actor_id = @actor_window.actor_id if $game_party.get_actors_id.include?(actor_id) or $game_actors[actor_id].dead? or @changed_battler_id.include?(actor_id) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) @active_battler.current_action.change_to_battler = actor_id @changed_battler_id.push(actor_id) end_battler_select phase3_next_actor return end end # 行动方动画 def update_phase4_step3 if @active_battler.current_action.is_change_battler? @animation1_id = AnimationChangeBattler @target_battlers = [] end # 行动方动画 (ID 为 0 的情况下是白色闪烁) if @animation1_id == 0 @active_battler.white_flash = true else @active_battler.animation_id = @animation1_id @active_battler.animation_hit = true end # 移至步骤 4 @phase4_step = 4 end # 对象方动画 def update_phase4_step4 if @active_battler.current_action.is_change_battler? actor1_id = @active_battler.current_action.change_to_battler actor2_id = @active_battler.id (0...$game_party.actors.size).each do |i| if $game_party.actors[i].id == actor2_id $game_party.change_actor(i,actor1_id) @active_battler = $game_actors[actor1_id] @status_window.refresh end end end # 对像方动画 for target in @target_battlers target.animation_id = @animation2_id target.animation_hit = (target.damage != "Miss") end # 限制动画长度、最低 8 帧 @wait_count = 8 # 移至步骤 5 @phase4_step = 5 end # 公共事件 def update_phase4_step6 @target_battlers.each do |target| if target.is_a?(Game_Actor) and target.dead? and !$game_party.other_actors.all?{|actor|actor.dead?} @actor_window = Window_Actor.new @actor_window.index = 0 @actor_window.active = true @actor_window.help_window = @help_window actor_id = -1 loop do Graphics.update Input.update @actor_window.update if Input.trigger?(Input::C) actor = $game_actors[@actor_window.actor_id] if actor.dead? or (@changed_battler_id.include?(actor.id) and target.current_action.change_to_battler != actor.id) or $game_party.actors.include?(actor) $game_system.se_play($data_system.buzzer_se) else actor_id = actor.id end end break if actor_id >= 0 end @actor_window.visible = false @actor_window.dispose @actor_window = nil @help_window.visible = false (0...$game_party.actors.size).each do |i| if $game_party.actors[i].id == target.id $game_party.change_actor(i,actor_id) @status_window.refresh end end end end # 清除强制行动对像的战斗者 $game_temp.forcing_battler = nil # 公共事件 ID 有效的情况下 if @common_event_id > 0 # 设置事件 common_event = $data_common_events[@common_event_id] $game_system.battle_interpreter.setup(common_event.list, 0) end # 移至步骤 1 @phase4_step = 1 end end class Window_MenuStatus def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 4 y = i * 32 actor = $game_party.actors[i] bitmap = RPG::Cache.character(actor.character_name,actor.character_hue) rect = Rect.new(0,0,bitmap.width/4,31) self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect) draw_actor_name(actor, x+36, y) draw_actor_state(actor, x + 136,y) draw_actor_hp(actor, x + 236, y,96) draw_actor_sp(actor, x + 336, y,96) end end def update_cursor_rect super end end
#============================================================================== # ■ Scene_Battle (分割定义 4) #------------------------------------------------------------------------------ # 处理战斗画面的类。 #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # ● 开始主回合 #-------------------------------------------------------------------------- def start_phase4 # 转移到回合 4 @phase = 4 # 回合数计数 $game_temp.battle_turn += 1 # 搜索全页的战斗事件 for index in 0...$data_troops[@troop_id].pages.size # 获取事件页 page = $data_troops[@troop_id].pages[index] # 本页的范围是 [回合] 的情况下 if page.span == 1 # 设置已经执行标志 $game_temp.battle_event_flags[index] = false end end # 设置角色为非选择状态 @actor_index = -1 @active_battler = nil # 有效化同伴指令窗口 @party_command_window.active = false @party_command_window.visible = false # 无效化角色指令窗口 @actor_command_window.active = false @actor_command_window.visible = false # 设置主回合标志 $game_temp.battle_main_phase = true # 生成敌人行动 for enemy in $game_troop.enemies enemy.make_action end # 生成行动顺序 make_action_orders # 移动到步骤 1 @phase4_step = 1 end #-------------------------------------------------------------------------- # ● 生成行动循序 #-------------------------------------------------------------------------- def make_action_orders # 初始化序列 @action_battlers @action_battlers = [] # 添加敌人到 @action_battlers 序列 for enemy in $game_troop.enemies @action_battlers.push(enemy) end # 添加角色到 @action_battlers 序列 for actor in $game_party.actors @action_battlers.push(actor) end # 确定全体的行动速度 for battler in @action_battlers battler.make_action_speed end # 按照行动速度从大到小排列 @action_battlers.sort! {|a,b| b.current_action.speed - a.current_action.speed } end #-------------------------------------------------------------------------- # ● 刷新画面 (主回合) #-------------------------------------------------------------------------- def update_phase4 case @phase4_step when 1 update_phase4_step1 when 2 update_phase4_step2 when 3 update_phase4_step3 when 4 update_phase4_step4 when 5 update_phase4_step5 when 6 update_phase4_step6 end end #-------------------------------------------------------------------------- # ● 刷新画面 (主回合步骤 1 : 准备行动) #-------------------------------------------------------------------------- def update_phase4_step1 # 隐藏帮助窗口 @help_window.visible = false # 判定胜败 if judge # 胜利或者失败的情况下 : 过程结束 return end # 强制行动的战斗者不存在的情况下 if $game_temp.forcing_battler == nil # 设置战斗事件 setup_battle_event # 执行战斗事件中的情况下 if $game_system.battle_interpreter.running? return end end # 强制行动的战斗者存在的情况下 if $game_temp.forcing_battler != nil # 在头部添加后移动 @action_battlers.delete($game_temp.forcing_battler) @action_battlers.unshift($game_temp.forcing_battler) end # 未行动的战斗者不存在的情况下 (全员已经行动) if @action_battlers.size == 0 # 开始同伴命令回合 start_phase2 return end # 初始化动画 ID 和公共事件 ID @animation1_id = 0 @animation2_id = 0 @common_event_id = 0 # 未行动的战斗者移动到序列的头部 @active_battler = @action_battlers.shift # 如果已经在战斗之外的情况下 if @active_battler.index == nil return end # 连续伤害 if @active_battler.hp > 0 and @active_battler.slip_damage? @active_battler.slip_damage_effect @active_battler.damage_pop = true end # 自然解除状态 @active_battler.remove_states_auto # 刷新状态窗口 @status_window.refresh # 移至步骤 2 @phase4_step = 2 end #-------------------------------------------------------------------------- # ● 刷新画面 (主回合步骤 2 : 开始行动) #-------------------------------------------------------------------------- def update_phase4_step2 # 如果不是强制行动 unless @active_battler.current_action.forcing # 限制为 [敌人为普通攻击] 或 [我方为普通攻击] 的情况下 if @active_battler.restriction == 2 or @active_battler.restriction == 3 # 设置行动为攻击 @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 0 end # 限制为 [不能行动] 的情况下 if @active_battler.restriction == 4 # 清除行动强制对像的战斗者 $game_temp.forcing_battler = nil # 移至步骤 1 @phase4_step = 1 return end end # 清除对像战斗者 @target_battlers = [] # 行动种类分支 case @active_battler.current_action.kind when 0 # 基本 make_basic_action_result when 1 # 特技 make_skill_action_result when 2 # 物品 make_item_action_result end # 移至步骤 3 if @phase4_step == 2 @phase4_step = 3 end end #-------------------------------------------------------------------------- # ● 生成基本行动结果 #-------------------------------------------------------------------------- def make_basic_action_result # 攻击的情况下 if @active_battler.current_action.basic == 0 # 设置攻击 ID @animation1_id = @active_battler.animation1_id @animation2_id = @active_battler.animation2_id # 行动方的战斗者是敌人的情况下 if @active_battler.is_a?(Game_Enemy) if @active_battler.restriction == 3 target = $game_troop.random_target_enemy elsif @active_battler.restriction == 2 target = $game_party.random_target_actor else index = @active_battler.current_action.target_index target = $game_party.smooth_target_actor(index) end end # 行动方的战斗者是角色的情况下 if @active_battler.is_a?(Game_Actor) if @active_battler.restriction == 3 target = $game_party.random_target_actor elsif @active_battler.restriction == 2 target = $game_troop.random_target_enemy else index = @active_battler.current_action.target_index target = $game_troop.smooth_target_enemy(index) end end # 设置对像方的战斗者序列 @target_battlers = [target] # 应用通常攻击效果 for target in @target_battlers target.attack_effect(@active_battler) end return end # 防御的情况下 if @active_battler.current_action.basic == 1 # 帮助窗口显示"防御" @help_window.set_text($data_system.words.guard, 1) return end # 逃跑的情况下 if @active_battler.is_a?(Game_Enemy) and @active_battler.current_action.basic == 2 # 帮助窗口显示"逃跑" @help_window.set_text("逃跑", 1) # 逃跑 @active_battler.escape return end # 什么也不做的情况下 if @active_battler.current_action.basic == 3 # 清除强制行动对像的战斗者 $game_temp.forcing_battler = nil # 移至步骤 1 @phase4_step = 1 return end end #-------------------------------------------------------------------------- # ● 设置物品或特技对像方的战斗者 # scope : 特技或者是物品的范围 #-------------------------------------------------------------------------- def set_target_battlers(scope) # 行动方的战斗者是敌人的情况下 if @active_battler.is_a?(Game_Enemy) # 效果范围分支 case scope when 1 # 敌单体 index = @active_battler.current_action.target_index @target_battlers.push($game_party.smooth_target_actor(index)) when 2 # 敌全体 for actor in $game_party.actors if actor.exist? @target_battlers.push(actor) end end when 3 # 我方单体 index = @active_battler.current_action.target_index @target_battlers.push($game_troop.smooth_target_enemy(index)) when 4 # 我方全体 for enemy in $game_troop.enemies if enemy.exist? @target_battlers.push(enemy) end end when 5 # 我方单体 (HP 0) index = @active_battler.current_action.target_index enemy = $game_troop.enemies[index] if enemy != nil and enemy.hp0? @target_battlers.push(enemy) end when 6 # 我方全体 (HP 0) for enemy in $game_troop.enemies if enemy != nil and enemy.hp0? @target_battlers.push(enemy) end end when 7 # 使用者 @target_battlers.push(@active_battler) end end # 行动方的战斗者是角色的情况下 if @active_battler.is_a?(Game_Actor) # 效果范围分支 case scope when 1 # 敌单体 index = @active_battler.current_action.target_index @target_battlers.push($game_troop.smooth_target_enemy(index)) when 2 # 敌全体 for enemy in $game_troop.enemies if enemy.exist? @target_battlers.push(enemy) end end when 3 # 我方单体 index = @active_battler.current_action.target_index @target_battlers.push($game_party.smooth_target_actor(index)) when 4 # 我方全体 for actor in $game_party.actors if actor.exist? @target_battlers.push(actor) end end when 5 # 我方单体 (HP 0) index = @active_battler.current_action.target_index actor = $game_party.actors[index] if actor != nil and actor.hp0? @target_battlers.push(actor) end when 6 # 我方全体 (HP 0) for actor in $game_party.actors if actor != nil and actor.hp0? @target_battlers.push(actor) end end when 7 # 使用者 @target_battlers.push(@active_battler) end end end #-------------------------------------------------------------------------- # ● 生成特技行动结果 #-------------------------------------------------------------------------- def make_skill_action_result # 获取特技 @skill = $data_skills[@active_battler.current_action.skill_id] # 如果不是强制行动 unless @active_battler.current_action.forcing # 因为 SP 耗尽而无法使用的情况下 unless @active_battler.skill_can_use?(@skill.id) # 清除强制行动对像的战斗者 $game_temp.forcing_battler = nil # 移至步骤 1 @phase4_step = 1 return end end # 消耗 SP @active_battler.sp -= @skill.sp_cost if @skill.element_set.include?(20) # ★消耗绝技值 @active_battler.tp -= 100 end # 刷新状态窗口 @status_window.refresh # 在帮助窗口显示特技名 @help_window.set_text(@skill.name, 1) # 设置动画 ID @animation1_id = @skill.animation1_id @animation2_id = @skill.animation2_id # 设置公共事件 ID @common_event_id = @skill.common_event_id # 设置对像侧战斗者 set_target_battlers(@skill.scope) # 应用特技效果 for target in @target_battlers target.skill_effect(@active_battler, @skill) end #================================================================ if @active_battler.is_a?(Game_Actor) $game_temp.actor_skill[@active_battler.id] = @skill.id#只改了这么三行 end #================================================================ end #-------------------------------------------------------------------------- # ● 生成物品行动结果 #-------------------------------------------------------------------------- def make_item_action_result # 获取物品 @item = $data_items[@active_battler.current_action.item_id] # 因为物品耗尽而无法使用的情况下 unless $game_party.item_can_use?(@item.id) # 移至步骤 1 @phase4_step = 1 return end # 消耗品的情况下 if @item.consumable # 使用的物品减 1 $game_party.lose_item(@item.id, 1) end # 在帮助窗口显示物品名 @help_window.set_text(@item.name, 1) # 设置动画 ID @animation1_id = @item.animation1_id @animation2_id = @item.animation2_id # 设置公共事件 ID @common_event_id = @item.common_event_id # 确定对像 index = @active_battler.current_action.target_index target = $game_party.smooth_target_actor(index) # 设置对像侧战斗者 set_target_battlers(@item.scope) # 应用物品效果 for target in @target_battlers target.item_effect(@item) end end #-------------------------------------------------------------------------- # ● 刷新画面 (主回合步骤 3 : 行动方动画) #-------------------------------------------------------------------------- def update_phase4_step3 # 行动方动画 (ID 为 0 的情况下是白色闪烁) if @animation1_id == 0 @active_battler.white_flash = true else @active_battler.animation_id = @animation1_id @active_battler.animation_hit = true end # 移至步骤 4 @phase4_step = 4 end #-------------------------------------------------------------------------- # ● 刷新画面 (主回合步骤 4 : 对像方动画) #-------------------------------------------------------------------------- def update_phase4_step4 # 对像方动画 for target in @target_battlers target.animation_id = @animation2_id target.animation_hit = (target.damage != "Miss") end # 限制动画长度、最低 8 帧 @wait_count = 8 # 移至步骤 5 @phase4_step = 5 end #-------------------------------------------------------------------------- # ● 刷新画面 (主回合步骤 5 : 显示伤害) #-------------------------------------------------------------------------- def update_phase4_step5 # 隐藏帮助窗口 @help_window.visible = false # 刷新状态窗口 @status_window.refresh # 显示伤害 for target in @target_battlers if target.damage != nil target.damage_pop = true end end # 移至步骤 6 @phase4_step = 6 end #-------------------------------------------------------------------------- # ● 刷新画面 (主回合步骤 6 : 刷新) #-------------------------------------------------------------------------- def update_phase4_step6 # 清除强制行动对像的战斗者 $game_temp.forcing_battler = nil # 公共事件 ID 有效的情况下 if @common_event_id > 0 # 设置事件 common_event = $data_common_events[@common_event_id] $game_system.battle_interpreter.setup(common_event.list, 0) end # 移至步骤 1 @phase4_step = 1 end end
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