#==============================================================================
# ■ Scene_Battle (分割定义 1)
#------------------------------------------------------------------------------
# 处理战斗画面的类。
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 初始化战斗用的各种暂时数据
#$game_party.actors.push(2)
$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
$game_troop.setup(@troop_id)
kds_push_baby
chu
for i in 0..$game_party.actors.size-1
if $game_party.actors.dead? == false
$game_party.actors.battler_name = $game_party.actors.battler_name.split(/★/)[0]
$game_party.actors.s_x = $game_party.actors.screen_x
$game_party.actors.s_y = $game_party.actors.screen_y
$game_party.actors.s_z = $game_party.actors.screen_z
end
$game_party.actors.baohu_x = $game_party.actors.s_x
$game_party.actors.baohu_y = $game_party.actors.s_y
$game_party.actors.baohu_z = $game_party.actors.s_z
end
# 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])
@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
@actor2_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
#--------------------------------------------------------------------------
# ● 胜负判定
#--------------------------------------------------------------------------
def judge
# 全灭判定是真、并且同伴人数为 0 的情况下
if $game_party.all_dead? or $game_party.actors.size == 0
# 允许失败的情况下
if $game_temp.battle_can_lose
# 还原为战斗开始前的 BGM
$game_system.bgm_play($game_temp.map_bgm)
# 战斗结束
battle_end(2)
# 返回 true
return true
end
# 设置游戏结束标志
$game_temp.gameover = true
# 返回 true
return true
end
# 如果存在任意 1 个敌人就返回 false
for enemy in $game_troop.enemies
if enemy.exist?
return false
end
end
# 开始结束战斗回合 (胜利)
start_phase5
# 返回 true
return true
end
#--------------------------------------------------------------------------
# ● 战斗结束
# result : 結果 (0:胜利 1:失败 2:逃跑)
#--------------------------------------------------------------------------
def battle_end(result)
# 清除战斗中标志
$game_temp.in_battle = false
# 清除全体同伴的行动
$game_temp.in_battle = false
# 清除全体同伴的行动
$game_party.clear_actions
# 解除战斗用状态
for actor in $game_party.actors
actor.remove_states_battle
actor.hp += (actor.maxhp-actor.hp)/4
actor.sp += (actor.maxsp-actor.sp)/4
$fanhui_dx = $game_party.actors
#保护系统-保护效果显示-2
end
for i in 21..133
$game_actors.recover_all
end
# 清除敌人
$game_troop.enemies.clear
# 调用战斗返回调用
if $game_temp.battle_proc != nil
$game_temp.battle_proc.call(result)
$game_temp.battle_proc = nil
end
# 切换到地图画面
for i in 0..$game_party.actors.size-1
$game_party.actors.baohu.clear
end
kds_delete_baby
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# ● 设置战斗事件
#--------------------------------------------------------------------------
def setup_battle_event
# 正在执行战斗事件的情况下
if $game_system.battle_interpreter.running?
return
end
# 搜索全部页的战斗事件
for index in 0...$data_troops[@troop_id].pages.size
# 获取事件页
page = $data_troops[@troop_id].pages[index]
# 事件条件可以参考 c
c = page.condition
# 没有指定任何条件的情况下转到下一页
unless c.turn_valid or c.enemy_valid or
c.actor_valid or c.switch_valid
next
end
# 执行完毕的情况下转到下一页
if $game_temp.battle_event_flags[index]
next
end
# 确认回合条件
if c.turn_valid
n = $game_temp.battle_turn
a = c.turn_a
b = c.turn_b
if (b == 0 and n != a) or
(b > 0 and (n < 1 or n < a or n % b != a % b))
next
end
end
# 确认敌人条件
if c.enemy_valid
enemy = $game_troop.enemies[c.enemy_index]
if enemy == nil or enemy.hp * 100.0 / enemy.maxhp > c.enemy_hp
next
end
end
# 确认角色条件
if c.actor_valid
actor = $game_actors[c.actor_id]
if actor == nil or actor.hp * 100.0 / actor.maxhp > c.actor_hp
next
end
end
# 确认开关条件
if c.switch_valid
if $game_switches[c.switch_id] == false
next
end
end
# 设置事件
$game_system.battle_interpreter.setup(page.list, 0)
# 本页的范围是 [战斗] 或 [回合] 的情况下
if page.span <= 1
# 设置执行结束标志
$game_temp.battle_event_flags[index] = true
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 执行战斗事件中的情况下
if $status_shu == 0
@status_window.refresh
$status_shu = 1
end
#保护系统-保护效果显示-2
if $fanhui_dx != nil
for i in 0..$fanhui_dx.size-1
if $fanhui_dx.baohu_donghua2 == 0
@p_1 = $fanhui_dx.baohu_dx
if $fanhui_dx.bug != 1
if @active_battler.is_a?(Game_Enemy)
$fanhui_dx[@p_1].s_x += ($fanhui_dx[@p_1].baohu_x - $fanhui_dx[@p_1].s_x)/3 + 3
else
$fanhui_dx[@p_1].s_x += ($fanhui_dx[@p_1].baohu_x - $fanhui_dx[@p_1].s_x)/3 - 3
end
$fanhui_dx[@p_1].s_y += ($fanhui_dx[@p_1].baohu_y - $fanhui_dx[@p_1].s_y)/3
end
$fanhui_dx.baohu_time2 += 1
if $fanhui_dx.baohu_time2 == 3
$fanhui_dx.baohu_donghua2 = nil
if $fanhui_dx.bug != 1
$fanhui_dx[@p_1].s_x = $fanhui_dx[@p_1].baohu_x
$fanhui_dx[@p_1].s_y = $fanhui_dx[@p_1].baohu_y
$fanhui_dx[@p_1].s_z = $fanhui_dx[@p_1].baohu_z
end
if $fanhui_dx[@p_1].damage != nil
$fanhui_dx[@p_1].damage_pop = true
end
@status_window.refresh
$fanhui_dx.baohu_dx = nil
@jiance = nil #检测第二保护对象存在与否 ★2
for i in 0..$fanhui_dx.size-1
if $fanhui_dx.baohu_donghua2b == 0
@jiance = 1
break
end
end
if @jiance == nil
if $kongzhi == 0
$duixiang = nil
end
$fanhui_dx = nil
break
end
break
end
end
if $fanhui_dx.baohu_donghua2b == 0
@p_1b = $fanhui_dx.baohu_dxb
if $fanhui_dx.bug != 1
if @active_battler.is_a?(Game_Enemy)
$fanhui_dx[@p_1b].s_x += ($fanhui_dx[@p_1b].baohu_x - $fanhui_dx[@p_1b].s_x)/3 + 3
else
$fanhui_dx[@p_1b].s_x += ($fanhui_dx[@p_1b].baohu_x - $fanhui_dx[@p_1b].s_x)/3 - 3
end
$fanhui_dx[@p_1b].s_y += ($fanhui_dx[@p_1b].baohu_y - $fanhui_dx[@p_1b].s_y)/3
end
$fanhui_dx.baohu_time2b += 1
if $fanhui_dx.baohu_time2b == 3
$fanhui_dx.baohu_donghua2b = nil
if $fanhui_dx.bug != 1
$fanhui_dx[@p_1b].s_x = $fanhui_dx[@p_1b].baohu_x
$fanhui_dx[@p_1b].s_y = $fanhui_dx[@p_1b].baohu_y
$fanhui_dx[@p_1b].s_z = $fanhui_dx[@p_1b].baohu_z
end
if $fanhui_dx[@p_1b].damage != nil
$fanhui_dx[@p_1b].damage_pop = true
end
@status_window.refresh
$fanhui_dx.baohu_dxb = nil
@jiance = nil
for i in 0..$fanhui_dx.size-1
if $fanhui_dx.baohu_donghua2 == 0
@jiance = 1
break
end
end
if @jiance == nil
if $kongzhi == 0
$duixiang = nil
end
$fanhui_dx = nil
break
end
end
end
end
end
if @active_battler.is_a?(Game_Enemy)
$duixiang = $game_party.actors
else
$duixiang = nil
end
if $duixiang != nil
for i in 0..$duixiang.size-1
if $duixiang.baohu_donghua1 == 0
p_1 = $duixiang.baohu_dx
$duixiang[p_1].s_z = $duixiang.s_z + 10
if @active_battler.is_a?(Game_Enemy)
$duixiang[p_1].s_x += ($duixiang.s_x - $duixiang[p_1].s_x)/3 - 3
else
$duixiang[p_1].s_x += ($duixiang.s_x - $duixiang[p_1].s_x)/3 + 3
end
$duixiang[p_1].s_y += ($duixiang.s_y - $duixiang[p_1].s_y)/3
$duixiang.baohu_time1 += 1
if $duixiang.baohu_time1 == 3
$duixiang.baohu_donghua1 = nil
$duixiang[p_1].s_z = $duixiang.s_z + 10
if @active_battler.is_a?(Game_Enemy)
$duixiang[p_1].s_x = $duixiang.s_x - 10
else
$duixiang[p_1].s_x = $duixiang.s_x + 10
end
$duixiang[p_1].s_y = $duixiang.s_y
end
end
if $duixiang.baohu_donghua1b == 0
p_1 = $duixiang.baohu_dxb
$duixiang[p_1].s_z = $duixiang.s_z + 10
if @active_battler.is_a?(Game_Enemy)
$duixiang[p_1].s_x += ($duixiang.s_x - $duixiang[p_1].s_x)/3 - 3
else
$duixiang[p_1].s_x += ($duixiang.s_x - $duixiang[p_1].s_x)/3 + 3
end
$duixiang[p_1].s_y += ($duixiang.s_y - $duixiang[p_1].s_y)/3
$duixiang.baohu_time1b += 1
if $duixiang.baohu_time1b == 3
$duixiang.baohu_donghua1b = nil
$duixiang[p_1].s_z = $duixiang.s_z + 10
if @active_battler.is_a?(Game_Enemy)
$duixiang[p_1].s_x = $duixiang.s_x - 10
else
$duixiang[p_1].s_x = $duixiang.s_x + 10
end
$duixiang[p_1].s_y = $duixiang.s_y
end
end
end
end
if $game_system.battle_interpreter.running?
# 刷新解释器
$game_system.battle_interpreter.update
# 强制行动的战斗者不存在的情况下
if $game_temp.forcing_battler == nil
# 执行战斗事件结束的情况下
unless $game_system.battle_interpreter.running?
# 继续战斗的情况下、再执行战斗事件的设置
unless judge
setup_battle_event
end
end
# 如果不是结束战斗回合的情况下
#if @phase != 5
# 刷新状态窗口
#@status_window.refresh
#end
end
end
# 系统 (计时器)、刷新画面
$game_system.update
$game_screen.update
# 计时器为 0 的情况下
if $game_system.timer_working and $game_system.timer == 0
# 中断战斗
$game_temp.battle_abort = true
end
# 刷新窗口
@help_window.update
@party_command_window.update
@actor_command_window.update
@actor2_command_window.update
@status_window.update
@message_window.update
# 刷新活动块
@spriteset.update
# 处理过渡中的情况下
if $game_temp.transition_processing
# 清除处理过渡中标志
$game_temp.transition_processing = false
# 执行过渡
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# 显示信息窗口中的情况下
if $game_temp.message_window_showing
return
end
# 显示效果中的情况下
if @spriteset.effect?
if @phase == 4
if ![4,3].include?(@phase4_step)
return
end
else
return
end
end
if @spriteset.damage_effect?
if @phase == 4
#if ![4,3,6].include?(@phase4_step)
return
#end
else
return
end
end
# 游戏结束的情况下
if $game_temp.gameover
# 切换到游戏结束画面
$scene = Scene_Gameover.new
return
end
# 返回标题画面的情况下
if $game_temp.to_title
# 切换到标题画面
$scene = Scene_Title.new
return
end
# 中断战斗的情况下
if $game_temp.battle_abort
# 还原为战斗前的 BGM
$game_system.bgm_play($game_temp.map_bgm)
# 战斗结束
battle_end(1)
return
end
# 等待中的情况下
if @wait_count > 0
# 减少等待计数
@wait_count -= 1
return
end
# 强制行动的角色存在、
# 并且战斗事件正在执行的情况下
if $game_temp.forcing_battler == nil and
$game_system.battle_interpreter.running?
return
end
# 回合分支
case @phase
when 1 # 自由战斗回合
update_phase1
when 2 # 同伴命令回合
update_phase2
when 3 # 角色命令回合
update_phase3
when 4 # 主回合
update_phase4
when 5 # 战斗结束回合
update_phase5
end
end
end
欢迎光临 Project1 (https://rpg.blue/) | Powered by Discuz! X3.1 |