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