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 Lv1.梦旅人 
	梦石0 星屑225 在线时间245 小时注册时间2011-2-20帖子49 | 
| 替换脚本"教学式战斗脚本",其实就是把与@party_command_window有关的注释掉 复制代码
#请不要删除本脚本上方的两个脚本
class Array
  def random(number)
    sort_by{rand}.slice(0...number)   
  end
end
class Game_Interpreter
  def chouti    
    tiku = $data_enemies[$game_troop.members[0].enemy_id].read_note('题目')
    if tiku != nil
      $game_variables[1] = tiku.random(1)[0]
    else
      msgbox "这个敌人没有设置题目"
      exit
    end
  end
  def direndonghua
    enemy = $game_troop.members[0]
    index = $data_enemies[enemy.enemy_id].read_note('战斗动画')        
    return true if !index    
    false
  end
end
class Game_Party < Game_Unit
  def max_battle_members
    return 1
  end
end
class Window_ActorCommand < Window_Command
  def make_command_list
    return unless @actor
    add_attack_command
    add_skill_commands
    add_item_command
  end
end
class Window_BattleStatus < Window_Selectable
  def item_max
    1
  end
  def draw_item(index)
    actor = $game_party.battle_members[index]
    rect = item_rect(index)
    draw_actor_face(actor, rect.x + 10, rect.y + 1)
    draw_actor_simple_status(actor, rect.x + 120, rect.y)
  end  
  def draw_actor_simple_status(actor, x, y)
    x += 20    
    draw_actor_name(actor, x, y)    
    draw_actor_icons(actor, x, y + line_height * 2)
    draw_actor_class(actor, x + 120, y)
    draw_actor_hp(actor, x + 25, y + line_height * 1 + 10)
    draw_actor_mp(actor, x + 25, y + line_height * 2 + 10)
  end
end
class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # ● 生成所有窗口
  #--------------------------------------------------------------------------
  def create_all_windows
    create_message_window
    create_scroll_text_window
    create_log_window
    create_status_window
    create_info_viewport
    #create_party_command_window
    create_actor_command_window
    create_help_window
    create_skill_window
    create_item_window
    create_actor_window
    create_enemy_window
  end
  #--------------------------------------------------------------------------
  # ● 回合开始
  #--------------------------------------------------------------------------
  def turn_start
    #@party_command_window.close
    @actor_command_window.close
    @status_window.unselect
    @subject =  nil
    BattleManager.turn_start
    @log_window.wait
    @log_window.clear
  end
  #--------------------------------------------------------------------------
  # ● 更新信息显示的显示端口
  #--------------------------------------------------------------------------
  def update_info_viewport
    #move_info_viewport(0)   if @party_command_window.active
    move_info_viewport(128) if @actor_command_window.active
    move_info_viewport(64)  if BattleManager.in_turn?
  end
  #--------------------------------------------------------------------------
  # ● 开始角色指令的选择
  #--------------------------------------------------------------------------
  def start_actor_command_selection
    @status_window.select(BattleManager.actor.index)
    #@party_command_window.close
    @actor_command_window.setup(BattleManager.actor)
  end
  #--------------------------------------------------------------------------
  # ● 信息窗口打开时的更新
  #    在状态窗口关闭完成前,信息窗口的打开度设置为 0 。
  #--------------------------------------------------------------------------
  def update_message_open
    if $game_message.busy? && !@status_window.close?
      @message_window.openness = 0
      @status_window.close
      #@party_command_window.close
      @actor_command_window.close
    end
  end
  def start_party_command_selection
    unless scene_changing?
      refresh_status
      @status_window.unselect
      @status_window.open
      if BattleManager.input_start
       command_fight
      else
        #@party_command_window.deactivate
        turn_start
      end
    end
  end
  
  def command_attack
    $game_temp.reserve_common_event(1)
    turn_end
  end
  def apply_item_effects(target, item)
    target.item_apply(@subject, item)
    refresh_status
  end
end
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