Project1
标题:
想找一个战斗中换装的脚本,知道的请告诉一下哈!
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作者:
clap_pl
时间:
2010-8-19 23:02
标题:
想找一个战斗中换装的脚本,知道的请告诉一下哈!
如题,突然想用这个脚本,但一时找不到了,知道的请告诉下。非常感谢。
作者:
clap_pl
时间:
2010-8-19 23:17
就是在战斗中更换装备
作者:
逸豫
时间:
2010-8-19 23:37
#==============================================================================
# ■ Scene_Equip
#------------------------------------------------------------------------------
# 处理装备画面的类。
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ● 初始化对像
# actor_index : 角色索引
# equip_index : 装备索引
#--------------------------------------------------------------------------
def equip_begin(actor_index = 0, equip_index = 0)
@actor_index = actor_index
@equip_index = equip_index
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def equip_main
# 获取角色
@actor = $game_party.actors[@actor_index]
# 生成窗口
@help_equip_window = Window_Help.new
@left_window = Window_EquipLeft.new(@actor)
@right_window = Window_EquipRight.new(@actor)
@item_equip_window1 = Window_EquipItem.new(@actor, 0)
@item_equip_window2 = Window_EquipItem.new(@actor, 1)
@item_equip_window3 = Window_EquipItem.new(@actor, 2)
@item_equip_window4 = Window_EquipItem.new(@actor, 3)
@item_equip_window5 = Window_EquipItem.new(@actor, 4)
# 生成窗口
@help_equip_window.z = 10000
@left_window.z = 10000
@right_window.z = 10000
@item_equip_window1.z = 10000
@item_equip_window2.z = 10000
@item_equip_window3.z = 10000
@item_equip_window4.z = 10000
@item_equip_window5.z = 10000
# 关联帮助窗口
@right_window.help_window = @help_equip_window
@item_equip_window1.help_window = @help_equip_window
@item_equip_window2.help_window = @help_equip_window
@item_equip_window3.help_window = @help_equip_window
@item_equip_window4.help_window = @help_equip_window
@item_equip_window5.help_window = @help_equip_window
# 设置光标位置
@right_window.index = @equip_index
@breaker = false
equip_refresh
# 执行过渡
Graphics.transition
# 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
equip_update
# 如果画面切换的话的就中断循环
if @breaker
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@help_equip_window.dispose
@left_window.dispose
@right_window.dispose
@item_equip_window1.dispose
@item_equip_window2.dispose
@item_equip_window3.dispose
@item_equip_window4.dispose
@item_equip_window5.dispose
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def equip_refresh
# 设置物品窗口的可视状态
@item_equip_window1.visible = (@right_window.index == 0)
@item_equip_window2.visible = (@right_window.index == 1)
@item_equip_window3.visible = (@right_window.index == 2)
@item_equip_window4.visible = (@right_window.index == 3)
@item_equip_window5.visible = (@right_window.index == 4)
# 获取当前装备中的物品
item1 = @right_window.item
# 设置当前的物品窗口到 @item_equip_window
case @right_window.index
when 0
@item_equip_window = @item_equip_window1
when 1
@item_equip_window = @item_equip_window2
when 2
@item_equip_window = @item_equip_window3
when 3
@item_equip_window = @item_equip_window4
when 4
@item_equip_window = @item_equip_window5
end
# 右窗口被激活的情况下
if @right_window.active
# 删除变更装备后的能力
@left_window.set_new_parameters(nil, nil, nil)
end
# 物品窗口被激活的情况下
if @item_equip_window.active
# 获取现在选中的物品
item2 = @item_equip_window.item
# 变更装备
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
# 获取变更装备后的能力值
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
# 返回到装备
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
# 描画左窗口
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def equip_update
# 刷新窗口
@left_window.update
@right_window.update
@item_equip_window.update
equip_refresh
# 右侧窗口被激活的情况下: 调用 update_right
if @right_window.active
update_right
return
end
# 物品窗口被激活的情况下: 调用 update_item
if @item_equip_window.active
update_item
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (右侧窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_right
# 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)
# 切换到菜单画面
#$scene = Scene_Menu.new(2)
@breaker = true
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 固定装备的情况下
if @actor.equip_fix?(@right_window.index)
# 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)
# 激活物品窗口
@right_window.active = false
@item_equip_window.active = true
@item_equip_window.index = 0
return
end
# 按下 R 键的情况下
if Input.trigger?(Input::R)
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至下一位角色
@actor_index += 1
@actor_index %= $game_party.actors.size
# 切换到别的装备画面
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
# 按下 L 键的情况下
if Input.trigger?(Input::L)
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至上一位角色
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# 切换到别的装备画面
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (物品窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_item
# 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)
# 激活右侧窗口
@right_window.active = true
@item_equip_window.active = false
@item_equip_window.index = -1
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 演奏装备 SE
$game_system.se_play($data_system.equip_se)
# 获取物品窗口现在选择的装备数据
item = @item_equip_window.item
# 变更装备
@actor.equip(@right_window.index, item == nil ? 0 : item.id)
# 激活右侧窗口
@right_window.active = true
@item_equip_window.active = false
@item_equip_window.index = -1
# 再生成右侧窗口、物品窗口的内容
@right_window.refresh
@item_equip_window.refresh
return
end
end
end
class Scene_Battle
#--------------------------------------------------------------------------
# ● 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
s5 = "装备"
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
@actor_command_window.y = 160 #此处修改Y坐标,自己DIY,丰衣足食
@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
#--------------------------------------------------------------------------
# ● 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
if @active_battler.is_a?(Game_Actor)
$game_system.se_play($data_system.decision_se)
equip_begin(@active_battler.id-1)
equip_main
Graphics.transition
end
end
return
end
end
end
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SceneInScene
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