Project1
标题:
怎么在这个图标战斗脚本加入偷跑
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作者:
【紫雨】
时间:
2011-1-14 21:41
标题:
怎么在这个图标战斗脚本加入偷跑
本帖最后由 fux2 于 2011-1-15 18:44 编辑
怎么在这个图标战斗脚本加入逃跑
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================
module Momo_IconCommand
# 图标名称设定
ATTACK_ICON_NAME = "攻击" # 攻撃
SKILL_ICON_NAME = "法术" # 特技
GUARD_ICON_NAME = "防御" # 防御
ITEM_ICON_NAME = "道具" # 物品
BAOHU_ICON_NAME = "保护"
ZHAO_ICON_NAME = "召唤"
# X坐标修正
X_PLUS = 0 - 35
# Y坐标修正
Y_PLUS = 0 - 295
# 选择时图标的动作
# 0:静止 1:放大
SELECT_TYPE = 0
# 闪烁时光芒的颜色
FLASH_COLOR = Color.new(255, 255, 255, 128)
# 闪烁时间
FLASH_DURATION = 10
# 闪烁间隔
FLASH_INTERVAL = 40
# 是否写出文字的名称
COM_NAME_DROW = false
# 文字名称是否移动
COM_NAME_MOVE = false
# 文字内容
ATTACK_NAME = "攻击" # 攻击
SKILL_NAME = "特技" # 特技
GUARD_NAME = "防御" # 防御
ITEM_NAME = "物品" # 物品
BAOHU_NAME = "保护"
ZHAO_NAME = "召唤"
# 文字颜色
COM_NAME_COLOR = Color.new(255, 255, 255, 255)
# 文字坐标修正
COM_NAME_X_PLUS = 0
COM_NAME_Y_PLUS = 0
end
class Window_CommandIcon < Window_Selectable
attr_accessor :last_index
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, commands)
super(x, y, 32, 32)
# ウィンドウスキンに空文字列を指定してウィンドウを描画しないようにする
self.windowskin = RPG::Cache.windowskin("")
self.z = 9999
@item_max = commands.size #项目数
@commands = commands #指令数
@column_max = 1
@index = 0
@last_index = nil
@name_sprite = nil
@sprite = []
refresh
end
def dispose
super
for sprite in @sprite
sprite.dispose unless sprite.nil?
end
@name_sprite.dispose unless @name_sprite.nil?
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
@name_sprite.dispose unless @name_sprite.nil?
for sprite in @sprite
sprite.dispose unless sprite.nil?
end
@name_sprite = nil
draw_com_name if Momo_IconCommand::COM_NAME_DROW
@sprite = []
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ● 項目の描画
#--------------------------------------------------------------------------
def draw_item(index)
@sprite[index] = Sprite_Icon.new(nil, @commands[index])
@sprite[index].z = self.z + 1
end
def draw_com_name
@name_sprite = Sprite_Comm_Name.new(nil, get_com_name)
end
# 更新
def update
super
icon_update
com_name_update if Momo_IconCommand::COM_NAME_DROW
if move_index?
@last_index = self.index
end
end
# アイコンの更新
def icon_update
for i in [email]
[email protected]
[/email]
@sprite[i].active = (self.index == i)
@sprite[i].x = self.x
@sprite[i].y = self.y + i*26
@sprite[i].z = (self.index == i) ? self.z + 2 : self.z + 1
@sprite[i].visible = self.visible
@sprite[i].update
end
end
# コマンドネームの更新
def com_name_update
if move_index?
@name_sprite.name = get_com_name
end
@name_sprite.x = self.x - 20 + Momo_IconCommand::COM_NAME_X_PLUS
@name_sprite.y = self.y - 40 + Momo_IconCommand::COM_NAME_Y_PLUS
@name_sprite.z = self.z + 1
@name_sprite.active = self.active
@name_sprite.visible = self.visible
@name_sprite.update
end
def get_com_name
make_name_set if @name_set.nil?
name = @name_set[self.index]
name = "" if name.nil?
return name
end
def make_name_set
@name_set = []
@name_set[0] = Momo_IconCommand::ATTACK_NAME
@name_set[1] = Momo_IconCommand::SKILL_NAME
@name_set[2] = Momo_IconCommand::GUARD_NAME
@name_set[3] = Momo_IconCommand::ITEM_NAME
@name_set[4] = Momo_IconCommand::BAOHU_NAME
@name_set[5] = Momo_IconCommand::ZHAO_NAME
end
def move_index?
return self.index != @last_index
end
def need_reset
@name_sprite.need_reset = true if Momo_IconCommand::COM_NAME_DROW
end
end
# アイコン用スプライト
class Sprite_Icon < Sprite
attr_accessor :active
attr_accessor :icon_name
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(viewport, icon_name)
super(viewport)
@icon_name = icon_name
@last_icon = @icon_name
@count = 0
self.bitmap = RPG::Cache.icon(@icon_name)
self.ox = self.bitmap.width / 2
self.oy = self.bitmap.height / 2
@active = false
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
if @icon_name != @last_icon
@last_icon = @icon_name
self.bitmap = RPG::Cache.icon(@icon_name)
end
if @active
@count += 1
case Momo_IconCommand::SELECT_TYPE
when 0
icon_flash
when 1
icon_zoom
end
@count = 0 if @count == 20
else
icon_reset
end
end
def icon_flash
if @count % Momo_IconCommand::FLASH_INTERVAL == 0 or @count == 1
self.flash(Momo_IconCommand::FLASH_COLOR, Momo_IconCommand::FLASH_DURATION)
end
end
def icon_zoom
case @count
when 1..10
zoom = 1.0 + @count / 10.0
when 11..20
zoom = 2.0 - (@count - 10) / 10.0
end
self.zoom_x = zoom
self.zoom_y = zoom
end
def icon_reset
@count = 0
self.zoom_x = 1.0
self.zoom_y = 1.0
end
end
# コマンドネーム用スプライト
class Sprite_Comm_Name < Sprite
attr_accessor :active
attr_accessor :name
attr_accessor :need_reset
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(viewport, name)
super(viewport)
@name = name
@last_name = nil
@count = 0
@x_plus = 0
@opa_plus = 0
@need_reset = false
@active = false
self.bitmap = Bitmap.new(160, 32)
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
if @active
if need_reset?
@need_reset = false
@last_name = @name
text_reset
end
move_text if Momo_IconCommand::COM_NAME_MOVE
end
end
def move_text
@count += 1
@x_plus = [@count * 8, 80].min
self.x = self.x - 80 + @x_plus
self.opacity = @count * 25
end
def text_reset
@count = 0
@x_plus = 0
self.bitmap.clear
self.bitmap.font.color = Momo_IconCommand::COM_NAME_COLOR
self.bitmap.draw_text(0, 0, 160, 32, @name)
end
def need_reset?
return (@name != @last_name or @need_reset)
end
end
class Scene_Battle
#--------------------------------------------------------------------------
# ● プレバトルフェーズ開始
#--------------------------------------------------------------------------
alias scene_battle_icon_command_start_phase1 start_phase1
def start_phase1
com1 = Momo_IconCommand::ATTACK_ICON_NAME
com2 = Momo_IconCommand::SKILL_ICON_NAME
com3 = Momo_IconCommand::GUARD_ICON_NAME
com4 = Momo_IconCommand::ITEM_ICON_NAME
com5 = Momo_IconCommand::BAOHU_ICON_NAME
com6 = Momo_IconCommand::ZHAO_ICON_NAME
@actor_command_window = Window_CommandIcon.new(0, 0, [com1, com2, com3, com4,com5,com6])
@actor_command_window.y = 160
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
@actor_command_window.update
@actor2_command_window = Window_CommandIcon.new(0, 0, [com1, com2, com3, com4,com5])
@actor2_command_window.y = 160
@actor2_command_window.back_opacity = 160
@actor2_command_window.active = false
@actor2_command_window.visible = false
@actor2_command_window.update
scene_battle_icon_command_start_phase1
end
#--------------------------------------------------------------------------
# ● アクターコマンドウィンドウのセットアップ
#--------------------------------------------------------------------------
alias scene_battle_icon_command_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
scene_battle_icon_command_phase3_setup_command_window
# アクターコマンドウィンドウの位置を設定
@actor_command_window.x = command_window_actor_x(@actor_index) - 100
@actor_command_window.y = command_window_actor_y(@actor_index)
@actor_command_window.need_reset
@actor2_command_window.x = command_window_actor_x(@actor_index) - 100
@actor2_command_window.y = command_window_actor_y(@actor_index)
@actor2_command_window.need_reset
end
def command_window_actor_x(index)
$game_party.actors[index].screen_x + Momo_IconCommand::X_PLUS
end
def command_window_actor_y(index)
$game_party.actors[index].screen_y + Momo_IconCommand::Y_PLUS
end
end
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================
复制代码
知道的帮忙下,谢谢!
作者:
枪胜贤者
时间:
2011-1-15 18:01
本帖最后由 fux2 于 2011-1-15 18:45 编辑
#==============================================================================
# 本脚本来自rpg.blue
#==============================================================================
module Momo_IconCommand
# 图标名称设定
ATTACK_ICON_NAME = "atk" # 攻撃
SKILL_ICON_NAME = "mag" # 特技
GUARD_ICON_NAME = "def" # 防御
ITEM_ICON_NAME = "itm" # 物品
ESCAPE_ICON_NAME = "esc" # 逃跑
BEIJING_ICON_NAME = "big" # 逃跑
# X坐标修正
X_PLUS = -40
# Y坐标修正
Y_PLUS = -80
# 选择时图标的动作
# 0:静止 1:放大
SELECT_TYPE = 0
# 闪烁时光芒的颜色
FLASH_COLOR = Color.new(255, 255, 255, 128)
# 闪烁时间
FLASH_DURATION = 10
# 闪烁间隔
FLASH_INTERVAL = 20
# 是否写出文字的名称
COM_NAME_DROW = false
# 文字名称是否移动
COM_NAME_MOVE = false
# 文字内容
ATTACK_NAME = "攻击" # 攻击
SKILL_NAME = "仙术" # 特技
GUARD_NAME = "防御" # 防御
ITEM_NAME = "物品" # 物品
ESCAPE_NAME = "逃跑" #逃跑
# 文字颜色
COM_NAME_COLOR = Color.new(255, 255, 255, 255)
# 文字坐标修正
COM_NAME_X_PLUS = 0
COM_NAME_Y_PLUS = 0
end
class Window_CommandIcon < Window_Selectable
attr_accessor :last_index
#------------------------------------------------------------------------
# ● オブジェクト初期化
#------------------------------------------------------------------------
def initialize(x, y, commands)
super(x, y, 32, 32)
# ウィンドウスキンに空文字列を指定してウィンドウを描画しないようにする
self.windowskin = RPG::Cache.windowskin("")
@item_max = commands.size
@commands = commands
@column_max = commands.size
@index = 0
#@column_max = 1
#@index_max = 0
@last_index = nil
@name_sprite = nil
@sprite = []
refresh
end
def dispose
super
for sprite in @sprite
sprite.dispose unless sprite.nil?
end
@name_sprite.dispose unless @name_sprite.nil?
end
#------------------------------------------------------------------------
# ● リフレッシュ
#------------------------------------------------------------------------
def refresh
@name_sprite.dispose unless @name_sprite.nil?
for sprite in @sprite
sprite.dispose unless sprite.nil?
end
@name_sprite = nil
draw_com_name if Momo_IconCommand::COM_NAME_DROW
@sprite = []
for i in 0...@item_max
draw_item(i)
end
end
#------------------------------------------------------------------------
# ● 項目の描画
#------------------------------------------------------------------------
def draw_item(index)
@sprite[index] = Sprite_Icon.new(nil, @commands[index])
@sprite[index].z = self.z + 1
end
def draw_com_name
@name_sprite = Sprite_Comm_Name.new(nil, get_com_name)
end
# 更新
def update
super
icon_update
com_name_update if Momo_IconCommand::COM_NAME_DROW
# if move_index?
# 判断当前光标位置
case @last_index
when 0 # 攻击
# 方向键下被按下的情况下
if Input.repeat?(Input::DOWN)
# 光标指向物品
$game_system.se_play($data_system.cursor_se)
@index = 1
end
#方向键上被按下的情况下
if Input.repeat?(Input::UP)
# 光标指向逃跑
$game_system.se_play($data_system.cursor_se)
@index = 0
end
# 方向键右被按下的情况下
if Input.repeat?(Input::RIGHT)
# 光标指向防御
$game_system.se_play($data_system.cursor_se)
@index = 1
end
# 方向键左被按下的情况下
if Input.repeat?(Input::LEFT)
# 光标指向法术
$game_system.se_play($data_system.cursor_se)
@index = 2
end
when 1 # 法术
# 方向键下被按下的情况下
if Input.repeat?(Input::DOWN)
# 光标指向物品
$game_system.se_play($data_system.cursor_se)
@index = 3
end
# 方向键上被按下的情况下
if Input.repeat?(Input::UP)
# 光标指向逃跑
$game_system.se_play($data_system.cursor_se)
@index = 0
end
# 方向键右被按下的情况下
if Input.repeat?(Input::RIGHT)
# 光标指向攻击
$game_system.se_play($data_system.cursor_se)
@index = 1
end
# 方向键左被按下的情况下
if Input.repeat?(Input::LEFT)
# 光标指向法术
$game_system.se_play($data_system.cursor_se)
@index = 2
end
when 2 # 防御
# 方向键下被按下的情况下
if Input.repeat?(Input::DOWN)
# 光标指向物品
$game_system.se_play($data_system.cursor_se)
@index = 4
end
# 方向键上被按下的情况下
if Input.repeat?(Input::UP)
# 光标指向逃跑
$game_system.se_play($data_system.cursor_se)
@index = 0
end
# 方向键右被按下的情况下
if Input.repeat?(Input::RIGHT)
# 光标指向防御
$game_system.se_play($data_system.cursor_se)
@index = 1
end
# 方向键左被按下的情况下
if Input.repeat?(Input::LEFT)
# 光标指向攻击
$game_system.se_play($data_system.cursor_se)
@index = 2
end
when 3 # 物品
# 方向键下被按下的情况下
if Input.repeat?(Input::DOWN)
# 光标指向物品
$game_system.se_play($data_system.cursor_se)
@index = 3
end
# 方向键上被按下的情况下
if Input.repeat?(Input::UP)
# 光标指向攻击
$game_system.se_play($data_system.cursor_se)
@index = 1
end
# 方向键右被按下的情况下
if Input.repeat?(Input::RIGHT)
# 光标指向防御
$game_system.se_play($data_system.cursor_se)
@index = 3
end
# 方向键左被按下的情况下
if Input.repeat?(Input::LEFT)
# 光标指向法术
$game_system.se_play($data_system.cursor_se)
@index = 4
end
when 4 # 逃跑
# 方向键下被按下的情况下
if Input.repeat?(Input::DOWN)
# 光标指向攻击
$game_system.se_play($data_system.cursor_se)
@index = 4
end
# 方向键上被按下的情况下
if Input.repeat?(Input::UP)
# 光标指向逃跑
$game_system.se_play($data_system.cursor_se)
@index = 2
end
# 方向键右被按下的情况下
if Input.repeat?(Input::RIGHT)
# 光标指向防御
$game_system.se_play($data_system.cursor_se)
@index = 3
end
# 方向键左被按下的情况下
if Input.repeat?(Input::LEFT)
# 光标指向法术
$game_system.se_play($data_system.cursor_se)
@index = 4
end
end
@last_index = self.index
# end
end
# アイコンの更新
def icon_update
qx = 25
qy = 405
for i in
[email protected]
@sprite[i].active = (self.index == i)
@sprite[0].x = 115 #self.x + i * 24
@sprite[0].y = 250#self.y + 0
@sprite[0].z = 9999
@sprite[1].x = 168
@sprite[1].y = 290
@sprite[1].z = 9999
@sprite[2].x = 60
@sprite[2].y = 290
@sprite[2].z = 9999
@sprite[3].x = 148
@sprite[3].y = 350
@sprite[3].z = 9999
@sprite[4].x = 81
@sprite[4].y = 350
@sprite[4].z = 9999
@sprite[5].x = 115
@sprite[5].y = 305
@sprite[5].z = 9998
# @sprite[i].z = (self.index == i) ? self.z + 2 : self.z + 1
@sprite[i].visible = self.visible
@sprite[i].update
end
end
# コマンドネームの更新
def com_name_update
# if move_index?
@name_sprite.name = get_com_name
# end
@name_sprite.x = 80 #self.x - 12 + Momo_IconCommand::COM_NAME_X_PLUS
@name_sprite.y = 350 #self.y - 40 + Momo_IconCommand::COM_NAME_Y_PLUS
@name_sprite.z = 9998 #self.z + 1
@name_sprite.active = self.active
@name_sprite.visible = self.visible
@name_sprite.update
end
def get_com_name
make_name_set if @name_set.nil?
name = @name_set[self.index]
name = "" if name.nil?
return name
end
def make_name_set
@name_set = []
@name_set[0] = Momo_IconCommand::ATTACK_NAME
@name_set[1] = Momo_IconCommand::SKILL_NAME
@name_set[2] = Momo_IconCommand::GUARD_NAME
@name_set[3] = Momo_IconCommand::ITEM_NAME
@name_set[4] = Momo_IconCommand::ESCAPE_NAM
@name_set[5] = Momo_IconCommand::EBEIJING_NAM
end
def move_index?
return self.index != @last_index
end
def need_reset
@name_sprite.need_reset = true if Momo_IconCommand::COM_NAME_DROW
end
end
# アイコン用スプライト
class Sprite_Icon < Sprite
attr_accessor :active
attr_accessor :icon_name
#------------------------------------------------------------------------
# ● オブジェクト初期化
#------------------------------------------------------------------------
def initialize(viewport, icon_name)
super(viewport)
@icon_name = icon_name
@last_icon = @icon_name
@count = 0
self.bitmap = RPG::Cache.icon(@icon_name)
self.ox = self.bitmap.width / 2
self.oy = self.bitmap.height / 2
@active = false
end
#------------------------------------------------------------------------
# ● 解放
#------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#------------------------------------------------------------------------
# ● フレーム更新
#------------------------------------------------------------------------
def update
super
if @icon_name != @last_icon
@last_icon = @icon_name
self.bitmap = RPG::Cache.icon(@icon_name)
end
if @active
@count += 1
case Momo_IconCommand::SELECT_TYPE
when 0
icon_flash
when 1
icon_zoom
end
@count = 0 if @count == 20
else
icon_reset
end
end
def icon_flash
if @count % Momo_IconCommand::FLASH_INTERVAL == 0 or @count == 2
self.flash(Momo_IconCommand::FLASH_COLOR, Momo_IconCommand::FLASH_DURATION)
end
end
def icon_zoom
case @count
when 1..10
zoom = 1.0 + @count / 10.0
when 11..20
zoom = 2.0 - (@count - 10) / 10.0
end
self.zoom_x = zoom
self.zoom_y = zoom
end
def icon_reset
@count = 0
self.zoom_x = 1.0
self.zoom_y = 1.0
end
end
# コマンドネーム用スプライト
class Sprite_Comm_Name < Sprite
attr_accessor :active
attr_accessor :name
attr_accessor :need_reset
#------------------------------------------------------------------------
# ● オブジェクト初期化
#------------------------------------------------------------------------
def initialize(viewport, name)
super(viewport)
@name = name
@last_name = nil
@count = 0
@x_plus = 0
@opa_plus = 0
@need_reset = false
@active = false
self.bitmap = Bitmap.new(160, 32)
end
#------------------------------------------------------------------------
# ● 解放
#------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#------------------------------------------------------------------------
# ● フレーム更新
#------------------------------------------------------------------------
def update
super
if @active
if need_reset?
@need_reset = false
@last_name = @name
text_reset
end
move_text if Momo_IconCommand::COM_NAME_MOVE
end
end
def move_text
@count += 1
@x_plus = [@count * 8, 80].min
self.x = self.x - 80 + @x_plus
self.opacity = @count * 25
end
def text_reset
@count = 0
@x_plus = 0
self.bitmap.clear
self.bitmap.font.color = Momo_IconCommand::COM_NAME_COLOR
self.bitmap.draw_text(0, 0, 160, 32, @name)
end
def need_reset?
return (@name != @last_name or @need_reset)
end
end
class Scene_Battle
#------------------------------------------------------------------------
# ● プレバトルフェーズ開始
#------------------------------------------------------------------------
alias scene_battle_icon_command_start_phase1 start_phase1
def start_phase1
com1 = Momo_IconCommand::ATTACK_ICON_NAME
com2 = Momo_IconCommand::SKILL_ICON_NAME
com3 = Momo_IconCommand::GUARD_ICON_NAME
com4 = Momo_IconCommand::ITEM_ICON_NAME
com5 = Momo_IconCommand::ESCAPE_ICON_NAME
com6 = Momo_IconCommand::BEIJING_ICON_NAME
@actor_command_window = Window_CommandIcon.new(0, 0, [com1, com2, com3, com4, com5,com6])
@actor_command_window.y = 128
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
@actor_command_window.update
scene_battle_icon_command_start_phase1
end
#------------------------------------------------------------------------
# ● アクターコマンドウィンドウのセットアップ
#------------------------------------------------------------------------
alias scene_battle_icon_command_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
scene_battle_icon_command_phase3_setup_command_window
# アクターコマンドウィンドウの位置を設定
@actor_command_window.x = command_window_actor_x(@actor_index)
@actor_command_window.y = command_window_actor_y(@actor_index)
@actor_command_window.need_reset
end
def command_window_actor_x(index)
$game_party.actors[index].screen_x + Momo_IconCommand::X_PLUS
end
def command_window_actor_y(index)
$game_party.actors[index].screen_y + Momo_IconCommand::Y_PLUS
end
end
#==============================================================================
# 本脚本来自rpg.blue
#==============================================================================
复制代码
作者:
keshom
时间:
2011-1-15 23:08
module Momo_IconCommand
# 图标名称设定
ATTACK_ICON_NAME = "攻击" # 攻撃
SKILL_ICON_NAME = "法术" # 特技
GUARD_ICON_NAME = "防御" # 防御
ITEM_ICON_NAME = "道具" # 物品
BAOHU_ICON_NAME = "保护"
ZHAO_ICON_NAME = "召唤"
ESCAPE_ICON_NAME="Escape" # 逃跑
# X坐标修正
X_PLUS = 0 - 35
# Y坐标修正
Y_PLUS = 0 - 295
# 选择时图标的动作
# 0:静止 1:放大
SELECT_TYPE = 0
# 闪烁时光芒的颜色
FLASH_COLOR = Color.new(255, 255, 255, 128)
# 闪烁时间
FLASH_DURATION = 10
# 闪烁间隔
FLASH_INTERVAL = 40
# 是否写出文字的名称
COM_NAME_DROW = false
# 文字名称是否移动
COM_NAME_MOVE = false
# 文字内容
ATTACK_NAME = "攻击" # 攻击
SKILL_NAME = "特技" # 特技
GUARD_NAME = "防御" # 防御
ITEM_NAME = "物品" # 物品
BAOHU_NAME = "保护"
ZHAO_NAME = "召唤"
ESCAPE_NAME="逃跑" # 逃跑
# 文字颜色
COM_NAME_COLOR = Color.new(255, 255, 255, 255)
# 文字坐标修正
COM_NAME_X_PLUS = 0
COM_NAME_Y_PLUS = 0
end
class Window_CommandIcon < Window_Selectable
attr_accessor :last_index
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, commands)
super(x, y, 32, 32)
# ウィンドウスキンに空文字列を指定してウィンドウを描画しないようにする
self.windowskin = RPG::Cache.windowskin("")
self.z = 9999
@item_max = commands.size #项目数
@commands = commands #指令数
@column_max = 1
@index = 0
@last_index = nil
@name_sprite = nil
@sprite = []
refresh
end
def dispose
super
for sprite in @sprite
sprite.dispose unless sprite.nil?
end
@name_sprite.dispose unless @name_sprite.nil?
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
@name_sprite.dispose unless @name_sprite.nil?
for sprite in @sprite
sprite.dispose unless sprite.nil?
end
@name_sprite = nil
draw_com_name if Momo_IconCommand::COM_NAME_DROW
@sprite = []
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ● 項目の描画
#--------------------------------------------------------------------------
def draw_item(index)
@sprite[index] = Sprite_Icon.new(nil, @commands[index])
@sprite[index].z = self.z + 1
end
def draw_com_name
@name_sprite = Sprite_Comm_Name.new(nil, get_com_name)
end
# 更新
def update
super
icon_update
com_name_update if Momo_IconCommand::COM_NAME_DROW
if move_index?
@last_index = self.index
end
end
# アイコンの更新
def icon_update
for i in [email]
[email protected]
[/email]
@sprite[i].active = (self.index == i)
@sprite[i].x = self.x
@sprite[i].y = self.y + i*26
@sprite[i].z = (self.index == i) ? self.z + 2 : self.z + 1
@sprite[i].visible = self.visible
@sprite[i].update
end
end
# コマンドネームの更新
def com_name_update
if move_index?
@name_sprite.name = get_com_name
end
@name_sprite.x = self.x - 20 + Momo_IconCommand::COM_NAME_X_PLUS
@name_sprite.y = self.y - 40 + Momo_IconCommand::COM_NAME_Y_PLUS
@name_sprite.z = self.z + 1
@name_sprite.active = self.active
@name_sprite.visible = self.visible
@name_sprite.update
end
def get_com_name
make_name_set if @name_set.nil?
name = @name_set[self.index]
name = "" if name.nil?
return name
end
def make_name_set
@name_set = []
@name_set[0] = Momo_IconCommand::ATTACK_NAME
@name_set[1] = Momo_IconCommand::SKILL_NAME
@name_set[2] = Momo_IconCommand::GUARD_NAME
@name_set[3] = Momo_IconCommand::ITEM_NAME
@name_set[4] = Momo_IconCommand::BAOHU_NAME
@name_set[5] = Momo_IconCommand::ZHAO_NAME
@name_set[6] = Momo_IconCommand::ESCAPE_NAME
end
def move_index?
return self.index != @last_index
end
def need_reset
@name_sprite.need_reset = true if Momo_IconCommand::COM_NAME_DROW
end
end
# アイコン用スプライト
class Sprite_Icon < Sprite
attr_accessor :active
attr_accessor :icon_name
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(viewport, icon_name)
super(viewport)
@icon_name = icon_name
@last_icon = @icon_name
@count = 0
self.bitmap = RPG::Cache.icon(@icon_name)
self.ox = self.bitmap.width / 2
self.oy = self.bitmap.height / 2
@active = false
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
if @icon_name != @last_icon
@last_icon = @icon_name
self.bitmap = RPG::Cache.icon(@icon_name)
end
if @active
@count += 1
case Momo_IconCommand::SELECT_TYPE
when 0
icon_flash
when 1
icon_zoom
end
@count = 0 if @count == 20
else
icon_reset
end
end
def icon_flash
if @count % Momo_IconCommand::FLASH_INTERVAL == 0 or @count == 1
self.flash(Momo_IconCommand::FLASH_COLOR, Momo_IconCommand::FLASH_DURATION)
end
end
def icon_zoom
case @count
when 1..10
zoom = 1.0 + @count / 10.0
when 11..20
zoom = 2.0 - (@count - 10) / 10.0
end
self.zoom_x = zoom
self.zoom_y = zoom
end
def icon_reset
@count = 0
self.zoom_x = 1.0
self.zoom_y = 1.0
end
end
# コマンドネーム用スプライト
class Sprite_Comm_Name < Sprite
attr_accessor :active
attr_accessor :name
attr_accessor :need_reset
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(viewport, name)
super(viewport)
@name = name
@last_name = nil
@count = 0
@x_plus = 0
@opa_plus = 0
@need_reset = false
@active = false
self.bitmap = Bitmap.new(160, 32)
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
if @active
if need_reset?
@need_reset = false
@last_name = @name
text_reset
end
move_text if Momo_IconCommand::COM_NAME_MOVE
end
end
def move_text
@count += 1
@x_plus = [@count * 8, 80].min
self.x = self.x - 80 + @x_plus
self.opacity = @count * 25
end
def text_reset
@count = 0
@x_plus = 0
self.bitmap.clear
self.bitmap.font.color = Momo_IconCommand::COM_NAME_COLOR
self.bitmap.draw_text(0, 0, 160, 32, @name)
end
def need_reset?
return (@name != @last_name or @need_reset)
end
end
class Scene_Battle
#--------------------------------------------------------------------------
# ● プレバトルフェーズ開始
#--------------------------------------------------------------------------
alias scene_battle_icon_command_start_phase1 start_phase1
def start_phase1
com1 = Momo_IconCommand::ATTACK_ICON_NAME
com2 = Momo_IconCommand::SKILL_ICON_NAME
com3 = Momo_IconCommand::GUARD_ICON_NAME
com4 = Momo_IconCommand::ITEM_ICON_NAME
com5 = Momo_IconCommand::BAOHU_ICON_NAME
com6 = Momo_IconCommand::ZHAO_ICON_NAME
com7 = Momo_IconCommand::ESCAPE_ICON_NAME
@actor_command_window = Window_CommandIcon.new(0, 0, [com1, com2, com3, com4,com5,com6,com7])
@actor_command_window.y = 160
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
@actor_command_window.update
@actor2_command_window = Window_CommandIcon.new(0, 0, [com1, com2, com3, com4,com5])
@actor2_command_window.y = 160
@actor2_command_window.back_opacity = 160
@actor2_command_window.active = false
@actor2_command_window.visible = false
@actor2_command_window.update
scene_battle_icon_command_start_phase1
end
#--------------------------------------------------------------------------
# ● アクターコマンドウィンドウのセットアップ
#--------------------------------------------------------------------------
alias scene_battle_icon_command_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
scene_battle_icon_command_phase3_setup_command_window
# アクターコマンドウィンドウの位置を設定
@actor_command_window.x = command_window_actor_x(@actor_index) - 100
@actor_command_window.y = command_window_actor_y(@actor_index)
@actor_command_window.need_reset
@actor2_command_window.x = command_window_actor_x(@actor_index) - 100
@actor2_command_window.y = command_window_actor_y(@actor_index)
@actor2_command_window.need_reset
end
def command_window_actor_x(index)
$game_party.actors[index].screen_x + Momo_IconCommand::X_PLUS
end
def command_window_actor_y(index)
$game_party.actors[index].screen_y + Momo_IconCommand::Y_PLUS
end
end
复制代码
keshom于2011-1-16 12:13补充以下内容:
忘了还有这个~~~
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# 将逃跑移到普通项 of sdxsdx
# (简易版)
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#==============================================================================
# ■ 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_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 = "逃跑"
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
@actor_command_window.y = 130
@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
#--------------------------------------------------------------------------
# ● 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_party.clear_actions
# 解除战斗用状态
for actor in $game_party.actors
actor.remove_states_battle
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
$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 $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
@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?
return
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
#==============================================================================
# ■ Scene_Battle (分割定义 3)
#------------------------------------------------------------------------------
# 处理战斗画面的类。
#==============================================================================
class Scene_Battle
def start_phase2
# 转移到回合 3
@phase = 3
# 设置觉得为非选择状态
@actor_index = -1
@active_battler = nil
# 输入下一个角色的命令
phase3_next_actor
@actor_command_window.active = true
@actor_command_window.visible = true
# 清除主回合标志
$game_temp.battle_main_phase = false
# 清除全体同伴的行动
$game_party.clear_actions
# 不能输入命令的情况下
unless $game_party.inputable?
# 开始主回合
start_phase4
end
end
#--------------------------------------------------------------------------
# ● 开始角色命令回合
#--------------------------------------------------------------------------
def start_phase3
# 转移到回合 3
@phase = 3
# 设置觉得为非选择状态
@actor_index = -1
@active_battler = nil
# 输入下一个角色的命令
phase3_next_actor
end
#--------------------------------------------------------------------------
# ● 转到输入下一个角色的命令
#--------------------------------------------------------------------------
def phase3_next_actor
# 循环
begin
# 角色的明灭效果 OFF
if @active_battler != nil
@active_battler.blink = false
end
# 最后的角色的情况
if @actor_index == $game_party.actors.size-1
# 开始主回合
start_phase4
return
end
# 推进角色索引
@actor_index += 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# 如果角色是在无法接受指令的状态就再试
end until @active_battler.inputable?
# 设置角色的命令窗口
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# ● 转向前一个角色的命令输入
#--------------------------------------------------------------------------
def phase3_prior_actor
# 循环
begin
# 角色的明灭效果 OFF
if @active_battler != nil
@active_battler.blink = false
end
# 最初的角色的情况下
if @actor_index == 0
# 开始同伴指令回合
#start_phase2
return
end
# 返回角色索引
@actor_index -= 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# 如果角色是在无法接受指令的状态就再试
end until @active_battler.inputable?
# 设置角色的命令窗口
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# ● 设置角色指令窗口
#--------------------------------------------------------------------------
def phase3_setup_command_window
# 同伴指令窗口无效化
@party_command_window.active = false
@party_command_window.visible = false
# 角色指令窗口无效化
@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
#--------------------------------------------------------------------------
# ● 刷新画面 (角色命令回合)
#--------------------------------------------------------------------------
def update_phase3
# 敌人光标有效的情况下
if @enemy_arrow != nil
update_phase3_enemy_select
# 角色光标有效的情况下
elsif @actor_arrow != nil
update_phase3_actor_select
# 特技窗口有效的情况下
elsif @skill_window != nil
update_phase3_skill_select
# 物品窗口有效的情况下
elsif @item_window != nil
update_phase3_item_select
# 角色指令窗口有效的情况下
elsif @actor_command_window.active
update_phase3_basic_command
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
enemies_agi = 0
enemies_number = 0
for enemy in $game_troop.enemies
if enemy.exist?
enemies_agi += enemy.agi
enemies_number += 1
end
end
if enemies_number > 0
enemies_agi /= enemies_number
end
# 计算角色速度的平均值
actors_agi = 0
actors_number = 0
for actor in $game_party.actors
if actor.exist?
actors_agi += actor.agi
actors_number += 1
end
end
if actors_number > 0
actors_agi /= actors_number
end
# 逃跑成功判定
success = rand(100) < 50 * actors_agi / enemies_agi
# 成功逃跑的情况下
if success
# 演奏逃跑 SE
$game_system.se_play($data_system.escape_se)
# 还原为战斗开始前的 BGM
$game_system.bgm_play($game_temp.map_bgm)
# 战斗结束
$game_temp.battle_abort = true
# 逃跑失败的情况下
else
# 清除全体同伴的行动
$game_party.clear_actions
# 开始主回合
start_phase4
end
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (角色命令回合 : 选择特技)
#--------------------------------------------------------------------------
def update_phase3_skill_select
# 设置特技窗口为可视状态
@skill_window.visible = true
# 刷新特技窗口
@skill_window.update
# 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)
# 结束特技选择
end_skill_select
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 获取特技选择窗口现在选择的特技的数据
@skill = @skill_window.skill
# 无法使用的情况下
if @skill == nil or not @active_battler.skill_can_use?(@skill.id)
# 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)
# 设置行动
@active_battler.current_action.skill_id = @skill.id
# 设置特技窗口为不可见状态
@skill_window.visible = false
# 效果范围是敌单体的情况下
if @skill.scope == 1
# 开始选择敌人
start_enemy_select
# 效果范围是我方单体的情况下
elsif @skill.scope == 3 or @skill.scope == 5
# 开始选择角色
start_actor_select
# 效果范围不是单体的情况下
else
# 选择特技结束
end_skill_select
# 转到下一位角色的指令输入
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (角色命令回合 : 选择物品)
#--------------------------------------------------------------------------
def update_phase3_item_select
# 设置物品窗口为可视状态
@item_window.visible = true
# 刷新物品窗口
@item_window.update
# 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)
# 选择物品结束
end_item_select
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 获取物品窗口现在选择的物品资料
@item = @item_window.item
# 无法使用的情况下
unless $game_party.item_can_use?(@item.id)
# 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)
# 设置行动
@active_battler.current_action.item_id = @item.id
# 设置物品窗口为不可见状态
@item_window.visible = false
# 效果范围是敌单体的情况下
if @item.scope == 1
# 开始选择敌人
start_enemy_select
# 效果范围是我方单体的情况下
elsif @item.scope == 3 or @item.scope == 5
# 开始选择角色
start_actor_select
# 效果范围不是单体的情况下
else
# 物品选择结束
end_item_select
# 转到下一位角色的指令输入
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面画面 (角色命令回合 : 选择敌人)
#--------------------------------------------------------------------------
def update_phase3_enemy_select
# 刷新敌人箭头
@enemy_arrow.update
# 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)
# 选择敌人结束
end_enemy_select
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.target_index = @enemy_arrow.index
# 选择敌人结束
end_enemy_select
# 显示特技窗口中的情况下
if @skill_window != nil
# 结束特技选择
end_skill_select
end
# 显示物品窗口的情况下
if @item_window != nil
# 结束物品选择
end_item_select
end
# 转到下一位角色的指令输入
phase3_next_actor
end
end
#--------------------------------------------------------------------------
# ● 画面更新 (角色指令回合 : 选择角色)
#--------------------------------------------------------------------------
def update_phase3_actor_select
# 刷新角色箭头
@actor_arrow.update
# 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)
# 选择角色结束
end_actor_select
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.target_index = @actor_arrow.index
# 选择角色结束
end_actor_select
# 显示特技窗口中的情况下
if @skill_window != nil
# 结束特技选择
end_skill_select
end
# 显示物品窗口的情况下
if @item_window != nil
# 结束物品选择
end_item_select
end
# 转到下一位角色的指令输入
phase3_next_actor
end
end
#--------------------------------------------------------------------------
# ● 开始选择敌人
#--------------------------------------------------------------------------
def start_enemy_select
# 生成敌人箭头
@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1)
# 关联帮助窗口
@enemy_arrow.help_window = @help_window
# 无效化角色指令窗口
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# ● 结束选择敌人
#--------------------------------------------------------------------------
def end_enemy_select
# 释放敌人箭头
@enemy_arrow.dispose
@enemy_arrow = nil
# 指令为 [战斗] 的情况下
if @actor_command_window.index == 0
# 有效化角色指令窗口
@actor_command_window.active = true
@actor_command_window.visible = true
# 隐藏帮助窗口
@help_window.visible = false
end
end
#--------------------------------------------------------------------------
# ● 开始选择角色
#--------------------------------------------------------------------------
def start_actor_select
# 生成角色箭头
@actor_arrow = Arrow_Actor.new(@spriteset.viewport2)
@actor_arrow.index = @actor_index
# 关联帮助窗口
@actor_arrow.help_window = @help_window
# 无效化角色指令窗口
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# ● 结束选择角色
#--------------------------------------------------------------------------
def end_actor_select
# 释放角色箭头
@actor_arrow.dispose
@actor_arrow = nil
end
#--------------------------------------------------------------------------
# ● 开始选择特技
#--------------------------------------------------------------------------
def start_skill_select
# 生成特技窗口
@skill_window = Window_Skill.new(@active_battler)
# 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
#--------------------------------------------------------------------------
# ● 选择特技结束
#--------------------------------------------------------------------------
def end_skill_select
# 释放特技窗口
@skill_window.dispose
@skill_window = nil
# 隐藏帮助窗口
@help_window.visible = false
# 有效化角色指令窗口
@actor_command_window.active = true
@actor_command_window.visible = true
end
#--------------------------------------------------------------------------
# ● 开始选择物品
#--------------------------------------------------------------------------
def start_item_select
# 生成物品窗口
@item_window = Window_Item.new
# 关联帮助窗口
@item_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
#--------------------------------------------------------------------------
# ● 结束选择物品
#--------------------------------------------------------------------------
def end_item_select
# 释放物品窗口
@item_window.dispose
@item_window = nil
# 隐藏帮助窗口
@help_window.visible = false
# 有效化角色指令窗口
@actor_command_window.active = true
@actor_command_window.visible = true
end
end
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