#==============================================================================
# ■ Sprite_BattleArrow
#==============================================================================
class Sprite_BattleArrow < Sprite
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_reader :index
attr_accessor :select_all
attr_accessor :can_select_all
attr_accessor :members
attr_accessor :add_x
attr_accessor :on_ok_method
attr_accessor :on_cancel_method
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize(type, viewport, can_select_all = false)
super(viewport)
self.bitmap = Cache.system("BattleArrow")
@type = type
case @type
when :enemy
self.ox = 0
src_rect.set(32, 30-35, 32, 32+50)
@members = $game_troop.members
@add_x = 30-10
when :actor
self.ox = 32
src_rect.set(0, 20-35, 32, 32+50)
@members = $game_party.battle_members
@add_x = -30
else
self.ox = 16
src_rect.set(0, 0, 32, 32)
@members = []
@add_x = 0
end
self.oy = 32
self.z = 2500
self.visible = false
@index = 0
@old_index = @index
@select_all = false
@can_select_all = can_select_all
update
end
#--------------------------------------------------------------------------
# ● 设置
#--------------------------------------------------------------------------
def setup(can_select_all)
@can_select_all = can_select_all
@select_all = false
@index = @old_index
case @type
when :actor
@members = $game_party.battle_members
when :enemy
@members = $game_troop.members
else
@members = []
end
self.visible = true
update
end
#--------------------------------------------------------------------------
# ● 获取光标指向的战斗者
#--------------------------------------------------------------------------
def battler
return members[index]
end
#--------------------------------------------------------------------------
# ● 设置光标位置
#--------------------------------------------------------------------------
def index=(index)
@index = index
update
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
return unless visible
if Input.trigger?(13)
Sound.play_ok
on_ok_method.call if on_ok_method
return
end
if Input.trigger?(12)
Sound.play_cancel
on_cancel_method.call if on_cancel_method
return
end
if Input.trigger?(4) or Input.trigger?(6)
if @select_all
@select_all = false
@index = @old_index
else
if @can_select_all
@select_all = true
@old_index = @index
end
end
end
case @type
when :actor
update_actor
when :enemy
update_enemy
end
end
#--------------------------------------------------------------------------
# ● 刷新选择角色
#--------------------------------------------------------------------------
def update_actor
if @select_all
@index += 1
@index %= members.size
else
old_index = @index
for i in 0..members.size
@index = i
if @index == members.size
@index = old_index
break
end
next unless battler
self_x = battler.fscreen_x + add_x
self_y = battler.fscreen_y
end
if Input.repeat?(2)
Sound.play_cursor
@index += 1
@index %= members.size
end
if Input.repeat?(8)
Sound.play_cursor
@index += members.size - 1
@index %= members.size
end
end
if battler
self.x = battler.fscreen_x + add_x
self.y = battler.fscreen_y
end
end
#--------------------------------------------------------------------------
# ● 刷新选择敌人
#--------------------------------------------------------------------------
def update_enemy
if @select_all
members.size.times do
@index += 1
@index %= members.size
break if not battler.hidden?
end
else
members.size.times do
break if not battler.hidden?
@index += 1
@index %= members.size
end
old_index = @index
for i in 0..members.size
@index = i
if @index == members.size
@index = old_index
break
end
next if battler.hidden?
self_x = battler.screen_x + add_x
self_y = battler.screen_y
end
if Input.repeat?(2)
Sound.play_cursor
members.size.times do
@index += 1
@index %= members.size
break if not battler.hidden?
end
end
if Input.repeat?(8)
Sound.play_cursor
members.size.times do
@index += members.size - 1
@index %= members.size
break if not battler.hidden?
end
end
end
if battler != nil
self.x = battler.screen_x + add_x
self.y = battler.screen_y
end
end
end
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● 结束处理
#--------------------------------------------------------------------------
alias hzhj_terminate_battle_arrow terminate
def terminate
@actor_arrow.dispose
@enemy_arrow.dispose
hzhj_terminate_battle_arrow
end
#--------------------------------------------------------------------------
# ● 刷新所有窗口
#--------------------------------------------------------------------------
alias hzhj_update_all_windows_battle_arrow update_all_windows
def update_all_windows
hzhj_update_all_windows_battle_arrow
@actor_arrow.update
@enemy_arrow.update
end
#--------------------------------------------------------------------------
# ● 生成角色窗口
#--------------------------------------------------------------------------
def create_actor_window
viewport = @viewport #@spriteset.viewport1
@actor_arrow = Sprite_BattleArrow.new(:actor, viewport, false)
@actor_arrow.on_ok_method = method(:on_actor_ok)
@actor_arrow.on_cancel_method = method(:on_actor_cancel)
end
#--------------------------------------------------------------------------
# ● 生成敌人窗口
#--------------------------------------------------------------------------
def create_enemy_window
viewport = @viewport #@spriteset.viewport1
@enemy_arrow = Sprite_BattleArrow.new(:enemy, viewport, false)
@enemy_arrow.on_ok_method = method(:on_enemy_ok)
@enemy_arrow.on_cancel_method = method(:on_enemy_cancel)
end
#--------------------------------------------------------------------------
# ● 开始选择队友
#--------------------------------------------------------------------------
def select_actor_selection(can_select_all = false)
@actor_arrow.setup(can_select_all)
@skill_window.hide
@item_window.hide
end
#--------------------------------------------------------------------------
# ● 角色“确定”
#--------------------------------------------------------------------------
def on_actor_ok
target_index = @actor_arrow.select_all ? 65535 : @actor_arrow.index
BattleManager.actor.input.target_index = target_index
@skill_window.hide
@item_window.hide
@actor_arrow.visible = false
next_command
end
#--------------------------------------------------------------------------
# ● 角色“取消”
#--------------------------------------------------------------------------
def on_actor_cancel
case @actor_command_window.current_symbol
when :skill
@skill_window.show.activate
when :item
@item_window.show.activate
end
@actor_arrow.visible = false
end
#--------------------------------------------------------------------------
# ● 开始选择敌人
#--------------------------------------------------------------------------
def select_enemy_selection(can_select_all = false)
@enemy_arrow.setup(can_select_all)
# @actor_command_window.hide
@skill_window.hide
@item_window.hide
end
#--------------------------------------------------------------------------
# ● 敌人“确定”
#--------------------------------------------------------------------------
def on_enemy_ok
target_index = @enemy_arrow.select_all ? 65535 : @enemy_arrow.index
BattleManager.actor.input.target_index = target_index
@skill_window.hide
@item_window.hide
@enemy_arrow.visible = false
next_command
end
#--------------------------------------------------------------------------
# ● 敌人“取消”
#--------------------------------------------------------------------------
def on_enemy_cancel
case @actor_command_window.current_symbol
when :attack
@actor_command_window.show.activate
when :skill
@skill_window.show.activate
when :status
@actor_command_window.show.activate
when :item
@item_window.show.activate
end
@enemy_arrow.visible = false
end
end
class Game_Actor < Game_Battler
attr_accessor :fscreen_x
attr_accessor :fscreen_y
def initialize(actor_id)
super()
setup(actor_id)
@last_skill = Game_BaseItem.new
@fscreen_x = 0
@fscreen_y = 0
end
end
class Game_Party < Game_Unit
def setup_battle_test_members
$data_system.test_battlers.each do |battler|
actor = $game_actors[battler.actor_id]
actor.change_level(battler.level, false)
actor.init_equips(battler.equips)
actor.recover_all
actor.fscreen_x = 100
actor.fscreen_y = 276+battler.actor_id*24
p battler.actor_id
add_actor(actor.id)
end
end
end
class Sprite_BattleArrow < Sprite
def update_enemy
if @select_all
members.size.times do
@index += 1
@index %= members.size
break if not battler.hidden? || battler.dead?
end
else
members.size.times do
break if not battler.hidden? || battler.dead?
@index += 1
@index %= members.size
end
old_index = @index
for i in 0..members.size
@index = i
if @index == members.size
@index = old_index
break
end
next if battler.hidden? || battler.dead?
self_x = battler.screen_x + add_x
self_y = battler.screen_y
end
if Input.repeat?(2)
Sound.play_cursor
members.size.times do
@index += 1
@index %= members.size
break if not battler.hidden? || battler.dead?
end
end
if Input.repeat?(8)
Sound.play_cursor
members.size.times do
@index += members.size - 1
@index %= members.size
break if not battler.hidden? || battler.dead?
end
end
end
if battler != nil
self.x = battler.screen_x + add_x
self.y = battler.screen_y
end
end
end