#============================================================================== # ■ Scene_Battle (分割定义 4) #------------------------------------------------------------------------------ # 处理战斗画面的类。 #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # ● 开始主回合 #-------------------------------------------------------------------------- attr_reader :active_battler attr_reader :target_battlers attr_reader :help_window 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 # 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) ##################################################################### if @skill.id == 118 common_event = $data_common_events[71] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 127 common_event = $data_common_events[72] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 129 common_event = $data_common_events[74] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 130 common_event = $data_common_events[73] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 131 common_event = $data_common_events[75] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 132 common_event = $data_common_events[76] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 135 common_event = $data_common_events[77] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 152 common_event = $data_common_events[78] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 154 common_event = $data_common_events[79] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 401 common_event = $data_common_events[45] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 168 common_event = $data_common_events[80] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 169 common_event = $data_common_events[81] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 171 common_event = $data_common_events[82] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 172 common_event = $data_common_events[83] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 176 common_event = $data_common_events[84] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 189 common_event = $data_common_events[85] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 190 common_event = $data_common_events[86] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 192 common_event = $data_common_events[87] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 194 common_event = $data_common_events[88] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 330 common_event = $data_common_events[89] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 332 common_event = $data_common_events[90] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 333 common_event = $data_common_events[91] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 334 common_event = $data_common_events[89] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 210 common_event = $data_common_events[92] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 211 common_event = $data_common_events[92] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 212 common_event = $data_common_events[92] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 851 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 852 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 853 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 854 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 855 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 850 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 871 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 872 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 873 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 874 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 875 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 876 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 877 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 878 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 879 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 880 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 508 common_event = $data_common_events[94] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 510 common_event = $data_common_events[94] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 509 common_event = $data_common_events[95] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 360 common_event = $data_common_events[96] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 361 common_event = $data_common_events[96] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 362 common_event = $data_common_events[97] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 382 common_event = $data_common_events[98] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 384 common_event = $data_common_events[98] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 385 common_event = $data_common_events[98] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 386 common_event = $data_common_events[98] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 388 common_event = $data_common_events[99] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1515 common_event = $data_common_events[100] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1516 common_event = $data_common_events[101] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1521 common_event = $data_common_events[102] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1522 common_event = $data_common_events[102] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1526 common_event = $data_common_events[102] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1530 common_event = $data_common_events[102] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1547 common_event = $data_common_events[103] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1549 common_event = $data_common_events[104] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1550 common_event = $data_common_events[106] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1553 common_event = $data_common_events[105] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1554 common_event = $data_common_events[105] $game_system.battle_interpreter.setup(common_event.list, 0) end ######## ############################################################## # 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 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 # 对像方动画 for target in @target_battlers target.animation_id = @animation2_id target.animation_hit = (target.damage != "Miss") 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 # 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 $game_variables[581] = 0 $game_variables[582] = 0 $game_variables[583] = $scene.active_battler.atk $game_variables[584] = $scene.active_battler.str $game_variables[585] = $scene.active_battler.dex $game_variables[586] = $scene.active_battler.int if $scene.target_battlers[0] == nil $game_variables[587] = 0 $game_variables[588] = 0 else $game_variables[587] = $scene.target_battlers[0].pdef $game_variables[588] = $scene.target_battlers[0].mdef end # 移至步骤 1 @phase4_step = 1 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 #-------------------------------------------------------------------------- attr_reader :active_battler attr_reader :target_battlers attr_reader :help_window 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 # 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) ##################################################################### if @skill.id == 118 common_event = $data_common_events[71] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 127 common_event = $data_common_events[72] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 129 common_event = $data_common_events[74] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 130 common_event = $data_common_events[73] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 131 common_event = $data_common_events[75] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 132 common_event = $data_common_events[76] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 135 common_event = $data_common_events[77] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 152 common_event = $data_common_events[78] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 154 common_event = $data_common_events[79] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 401 common_event = $data_common_events[45] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 168 common_event = $data_common_events[80] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 169 common_event = $data_common_events[81] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 171 common_event = $data_common_events[82] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 172 common_event = $data_common_events[83] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 176 common_event = $data_common_events[84] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 189 common_event = $data_common_events[85] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 190 common_event = $data_common_events[86] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 192 common_event = $data_common_events[87] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 194 common_event = $data_common_events[88] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 330 common_event = $data_common_events[89] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 332 common_event = $data_common_events[90] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 333 common_event = $data_common_events[91] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 334 common_event = $data_common_events[89] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 210 common_event = $data_common_events[92] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 211 common_event = $data_common_events[92] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 212 common_event = $data_common_events[92] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 851 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 852 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 853 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 854 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 855 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 850 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 871 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 872 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 873 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 874 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 875 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 876 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 877 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 878 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 879 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 880 common_event = $data_common_events[93] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 508 common_event = $data_common_events[94] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 510 common_event = $data_common_events[94] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 509 common_event = $data_common_events[95] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 360 common_event = $data_common_events[96] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 361 common_event = $data_common_events[96] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 362 common_event = $data_common_events[97] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 382 common_event = $data_common_events[98] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 384 common_event = $data_common_events[98] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 385 common_event = $data_common_events[98] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 386 common_event = $data_common_events[98] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 388 common_event = $data_common_events[99] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1515 common_event = $data_common_events[100] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1516 common_event = $data_common_events[101] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1521 common_event = $data_common_events[102] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1522 common_event = $data_common_events[102] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1526 common_event = $data_common_events[102] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1530 common_event = $data_common_events[102] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1547 common_event = $data_common_events[103] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1549 common_event = $data_common_events[104] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1550 common_event = $data_common_events[106] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1553 common_event = $data_common_events[105] $game_system.battle_interpreter.setup(common_event.list, 0) end if @skill.id == 1554 common_event = $data_common_events[105] $game_system.battle_interpreter.setup(common_event.list, 0) end ######## ############################################################## # 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 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 # 对像方动画 for target in @target_battlers target.animation_id = @animation2_id target.animation_hit = (target.damage != "Miss") 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 # 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 $game_variables[581] = 0 $game_variables[582] = 0 $game_variables[583] = $scene.active_battler.atk $game_variables[584] = $scene.active_battler.str $game_variables[585] = $scene.active_battler.dex $game_variables[586] = $scene.active_battler.int if $scene.target_battlers[0] == nil $game_variables[587] = 0 $game_variables[588] = 0 else $game_variables[587] = $scene.target_battlers[0].pdef $game_variables[588] = $scene.target_battlers[0].mdef end # 移至步骤 1 @phase4_step = 1 end end
# ▼▲▼ XRXS65A. CP制御ターンシステム「シンセ・ゲージ」 ▼▲▼ built201202 # by 桜雅 在土 #============================================================================== # □ カスタマイズポイント #============================================================================== class XRXS65A #-------------------------------------------------------------------------- # 「アイコン設定」 #-------------------------------------------------------------------------- DEFAULT = "046-Skill03" # ディフォルトアイコン # アイコンハッシュ 記述方式 : アクターID=>アイコン名 ICONS = { 1=>"1号集气", 2=>"2号集气", 3=>"3号集气", 10=>"1号集气", 13=>"2号集气" } # アイコンハッシュE 記述方式 : エネミーID=>アイコン名 ICONE = { 1=>"046-Skill03", 2=>"046-Skill03", } #-------------------------------------------------------------------------- # 「シンセ・ゲージ」 #-------------------------------------------------------------------------- SKIN = "123" # スキン X = 1 # X 座標 Y = 67 # Y 座標 end #============================================================================== # --- CP メーターをまとめて管理するクラス、表示関係はすべてココ --- [再定義] #============================================================================== class CP_Meters #-------------------------------------------------------------------------- # ○ オブジェクト初期化 #-------------------------------------------------------------------------- def initialize # シンセゲージの生成 @base = Sprite.new @base.bitmap = RPG::Cache.windowskin(XRXS65A::SKIN).dup @base.x = XRXS65A::X @base.y = XRXS65A::Y @base.z = XRXS65A::X @width = @base.bitmap.width @height = @base.bitmap.height @icon_set = [] refresh end #-------------------------------------------------------------------------- # ○ リフレッシュ #-------------------------------------------------------------------------- def refresh # 生成すべきバトラーの取得 need_initializes = [] for battler in $game_party.actors + $game_troop.enemies exist = false for set in @icon_set exist |= (set[1] == battler) end need_initializes.push(battler) unless exist end for battler in need_initializes iconname = nil if battler.is_a?(Game_Actor) iconname = XRXS65A::ICONS[battler.id] else iconname = XRXS65A::ICONE[battler.id] end if iconname == nil iconname = XRXS65A::DEFAULT end sprite = Sprite.new sprite.bitmap = RPG::Cache.icon(iconname).dup sprite.y = XRXS65A::Y + @height / 2 - 12 @icon_set.push([sprite, battler]) end # 更新 for set in @icon_set set[0].x = XRXS65A::X + @width * set[1].cp / set[1].max_cp - 12 set[0].z = set[0].x set[0].visible = false if set[1].dead? or !set[1].exist? end end #-------------------------------------------------------------------------- # ○ 可視状態 #-------------------------------------------------------------------------- def visible=(b) @base.visible = b @icon_set.each{|set| set[0].visible = b } end #-------------------------------------------------------------------------- # ○ 解放 #-------------------------------------------------------------------------- def dispose @base.dispose @icon_set.each{|set| set[0].dispose } end end
灯笼菜刀王 发表于 2018-4-25 15:44
那就在限制不能行动 return之前清除一次状态呗
# 限制为 [不能行动] 的情况下
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