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Lv3.寻梦者
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5楼
楼主 |
发表于 2020-2-18 18:43:41
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只看该作者
虽然还没有看那个动漫幻想曲的工程怎么做的战斗换人,不过看到换人已经知道怎么做了,就像菜单中换人那样
选中的角色 与 替换的角色 相互调换位置。再刷新各个方面
#==============================================================================
# ■ 在战斗中实现战斗换人的功能{第一次写外挂脚本} by:轩辕合流
#------------------------------------------------------------------------------
class Game_Party
#--------------------------------------------------------------------------
# ● 加入同伴
#--------------------------------------------------------------------------
def add_actor(actor_id)
# 获取角色
actor = $game_actors[actor_id]
# 同伴人数未满 10 人、本角色不在队伍中的情况下
if @actors.size < 10 and not @actors.include?(actor)
# 添加角色
@actors.push(actor)
# 还原主角
$game_player.refresh
end
end
end
class Window_MenuStatus < Window_Selectable
alias :new_initialize :initialize
def initialize
new_initialize
@column_max = 2
end
def refresh
self.contents.clear
self.contents.font.size = 18
self.contents.draw_text(4, 0, 160, 32, "战斗人员")
self.contents.draw_text(4, 78*2+26, 160, 32, "待机人员")
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
x = i % 2 * 240
y = i / 2 * 78 + 26
if i > 3
y += 26
end
draw_actor_graphic(actor, x + 16, y + 64)
draw_actor_name(actor, x + 48, y)
draw_actor_level(actor, x + 128, y)
draw_actor_hp(actor, x + 48, y + 26)
draw_actor_sp(actor, x + 48, y + 52)
end
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
index_y = @index / 2 * 78 + 26
if @index > 3
index_y += 26
end
self.cursor_rect.set(@index % 2 * 240, index_y, 200, 78)
end
end
end
class Window_Substitution < Window_Selectable
def initialize
super(0,0,640,320)
@item_max = $game_party.actors.size
self.contents = Bitmap.new(width - 32, @item_max * 32 + 32)
refresh
self.index = 0
end
def refresh
self.contents.clear
self.contents.font.size = 18
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
y = i * 32
draw_actor_name(actor, 4, y)
draw_actor_state(actor, 140, y)
draw_actor_hp(actor, 284, y)
draw_actor_sp(actor, 460, y)
end
end
end
class Scene_Battle
alias :new_update_phase3 :update_phase3
#--------------------------------------------------------------------------
# ● 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
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, "换人"])
@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 @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)
$scene = nil
end
end
def phase3_next_actor
# 循环
begin
# 角色的明灭效果 OFF
if @active_battler != nil
@active_battler.blink = false
end
# 最后的角色的情况
if @actor_index == [$game_party.actors.size-1, 3].min
# 开始主回合
start_phase4
return
end
# 推进角色索引
@actor_index += 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# 如果角色是在无法接受指令的状态就再试
end until @active_battler.inputable?
# 设置角色的命令窗口
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# ● 刷新画面 (角色命令回合)
#--------------------------------------------------------------------------
def update_phase3
if @substiution_window != nil
update_phase3_substiution
end
new_update_phase3
end
def update_phase3_substiution
@substiution_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@substiution_window.dispose
@substiution_window = nil
@actor_command_window.active = true
@actor_command_window.visible = true
return
end
if Input.trigger?(Input::C)
if @substiution_window.index > 3
if $game_party.actors[@substiution_window.index].hp != 0
$game_system.se_play($data_system.decision_se)
@sub = $game_party.actors[@substiution_window.index]
$game_party.actors[@substiution_window.index] = $game_party.actors[@actor_index]
$game_party.actors[@actor_index] = @sub
else
$game_system.se_play($data_system.buzzer_se)
end
else
$game_system.se_play($data_system.buzzer_se)
end
@status_window.refresh
@substiution_window.refresh
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (角色命令回合 : 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
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
@substiution_window = Window_Substitution.new
@actor_command_window.active = false
@actor_command_window.visible = false
end
return
end
end
end
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