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Lv5.捕梦者 御灵的宠物
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54被我不小心替换的默认窗口吧……
说明:本来打算晚点再放的,看到新手区已经有两人以上求此效果就提早放了……- -
就是让一些角色战斗不能普通攻击,另一些人不能使用物品什么的……还附带技能分类的一个功能,大家自己看吧orz
使用方式:插入main脚本之前
冲突可能:和图标战斗菜单之类的是100%冲突orz,至于其他战斗系统,我没用alias……插入其他插件前的位置或许冲突没这么大。
本脚本完全兼容柳柳的技能分类脚本,如果使用了技能分类,用它替换技能分类范例里的战斗部分即可
范例工程:http://rpg.blue/upload_program/files/技能分类_82648056.rar
脚本:
- DISABLE_ATTACK=[5,7,8]#无法攻击的战斗者
- DISABLE_ITEM=[2,3,5]#无法使用物品的战斗者
- DISABLE_ESCAPE=[3,2,5]#无法逃跑的战斗者,可以令比如说队长才能下令逃跑...
- #==============================================================================
- # ■ RPG追加定义,使用@符号分类
- #==============================================================================
- module RPG
- class Skill
- def description
- description = @description.split(/@/)[0]
- return description != nil ? description : ''
- end
- def desc
- desc = @description.split(/@/)[1]
- return desc != nil ? desc : "技能"#普通技能的名字。可以改
- end
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- class Window_BattleCommand < Window_Selectable
- #--------------------------------------------------------------------------
- def initialize(actor=$game_party.actors[0])
- # 由命令的个数计算出窗口的高
- super(240, 240 , 160, 160)
- @actor=actor
- @item_max = 0
- @commands = []
- refresh
- self.index = 0
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- if !DISABLE_ATTACK.include?(@actor.id)
- @commands.push "攻击"
- end
- for i in [email protected]
- skill = $data_skills[@actor.skills[i]].desc
- if skill != nil and [email protected]?(skill)
- desc = ""
- desc += skill
- @commands.push(desc)
- end
- end
- @commands.push "防御"
- if !DISABLE_ITEM.include?(@actor.id)
- @commands.push "物品"
- end
- if !DISABLE_ESCAPE.include?(@actor.id)
- @commands.push "逃跑"
- end
- @item_max = @commands.size
- height = @item_max * 32 + 32
- if height > 320
- height = 320
- end
- self.y = 320 - height
- self.height= height
- self.contents = Bitmap.new(width - 32, @item_max * 32)
- self.contents.clear
- for i in 0...@item_max
- draw_item(i, normal_color)
- end
- end
- def command
- return @commands[self.index]
- end
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # index : 项目编号
- # color : 文字色
- #--------------------------------------------------------------------------
- def draw_item(index, color)
- self.contents.font.color = color
- rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- self.contents.draw_text(rect, @commands[index])
- end
- #--------------------------------------------------------------------------
- # ● 项目无效化
- # index : 项目编号
- #--------------------------------------------------------------------------
- def disable_item(index)
- draw_item(index, disabled_color)
- end
- end
- #==============================================================================
- # ■ Window_Skill
- #------------------------------------------------------------------------------
- # 战斗画面显示可以使用的特技浏览的窗口。
- #==============================================================================
- class Window_Skill_1 < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # actor : 角色
- #--------------------------------------------------------------------------
- def initialize(actor,desc)
- super(0, 128, 640, 352)
- @desc = desc
- @actor = actor
- @column_max = 2
- refresh
- self.index = 0
- # 战斗中的情况下将窗口移至中央并将其半透明化
- if $game_temp.in_battle
- self.y = 64
- self.height = 256
- self.back_opacity = 160
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取特技
- #--------------------------------------------------------------------------
- def skill
- return @data[self.index]
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @data = []
- for i in [email protected]
- skill = $data_skills[@actor.skills[i]]
- if skill != nil and $data_skills[@actor.skills[i]].desc == @desc
- @data.push(skill)
- end
- end
- # 如果项目数不是 0 就生成位图、重新描绘全部项目
- @item_max = @data.size
- if @item_max > 0
- self.contents = Bitmap.new(width - 32, row_max * 32)
- for i in 0...@item_max
- draw_item(i)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # index : 项目编号
- #--------------------------------------------------------------------------
- def draw_item(index)
- skill = @data[index]
- if @actor.skill_can_use?(skill.id)
- self.contents.font.color = normal_color
- else
- self.contents.font.color = disabled_color
- end
- x = 4 + index % 2 * (288 + 32)
- y = index / 2 * 32
- rect = Rect.new(x, y, self.width / @column_max - 32, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- bitmap = RPG::Cache.icon(skill.icon_name)
- opacity = self.contents.font.color == normal_color ? 255 : 128
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
- self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
- self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● 刷新帮助文本
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(self.skill == nil ? "" : self.skill.description)
- end
- end
- class Scene_Battle
- 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_BattleCommand.new###只改这行……
- @actor_command_window.y = 160
- @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_setup_command_window
- # 同伴指令窗口无效化
- @party_command_window.active = false
- @party_command_window.visible = false
- @actor_command_window.dispose
- @actor_command_window=Window_BattleCommand.new(@active_battler)
- @actor_command_window.active = true
- @actor_command_window.visible = true
- # 设置角色指令窗口的位置
- @actor_command_window.x = @actor_index * 160
- # 设置索引为 0
- @actor_command_window.index = 0
- end
- 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
- if @actor_command_window.command == "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
- elsif @actor_command_window.command == "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
- elsif @actor_command_window.command == "逃跑"
- # 不能逃跑的情况下
- if $game_temp.battle_can_escape == false
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 逃走处理
- update_phase2_escape
- elsif @actor_command_window.command == "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
- else
- # 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
- end
- return
- end
- end
- def start_skill_select
- # 生成特技窗口
- @skill_window=Window_Skill_1.new(@active_battler, @actor_command_window.command)
- # 关联帮助窗口
- @skill_window.help_window = @help_window
- # 无效化角色指令窗口
- @actor_command_window.active = false
- @actor_command_window.visible = false
- end
- end
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