#==============================================================================
# ■ States_Restrict(封系状态)
#------------------------------------------------------------------------------
#
# * 说明:脚本定义了新的限制,原状态限制作废。
# 不建议作为插件使用,最好和其他脚本整合一下(难度很低)。
#
# * 命名:英语渣,大家就凑合看吧。
#
# * 冲突:重定义了 update_phase4_step2 主回合步骤 2 : 开始行动
# 重定义了 make_basic_action_result 生成基本行动结果
# 重定义了 make_skill_action_result 生成特技行动结果
# 重定义了 make_item_action_result 生成物品行动结果
#
#==============================================================================
module States_Restrict
# - 优先级(按照从低到高的顺序排列)
Priority = []
# * 攻击
Priority[0] = ["B", "A", "C"]
# * 特技
Priority[1] = ["C", "B", "A"]
# * 物品
Priority[2] = ["C", "B", "A"]
# - 设置
A_States_Restrict_To_Attack = [16] # 不可攻击
B_States_Restrict_To_Attack = [] # 只能普通攻击敌人
C_States_Restrict_To_Attack = [15] # 只能普通攻击同伴
A_States_Restrict_To_Skill = [] # 不可(使用)技能
B_States_Restrict_To_Skill = [14] # 只可对敌人(只能使用攻击类技能)
C_States_Restrict_To_Skill = [] # 只可对同伴(只能使用辅助类技能)
A_States_Restrict_To_Item = [13] # 不可(使用)物品
B_States_Restrict_To_Item = [] # 只可对敌人(只能使用暗器类物品)
C_States_Restrict_To_Item = [] # 只可对同伴(只能使用辅助类物品)
States_Restrict_To_Guard = [16] # 不可防御
# - 用语(不用管)
A_States_Restrict_To_Attack_Word = "不可攻击"
B_States_Restrict_To_Attack_Word = "只能普通攻击敌人"
C_States_Restrict_To_Attack_Word = "只能普通攻击同伴"
A_States_Restrict_To_Skill_Word = "不可(使用)技能"
B_States_Restrict_To_Skill_Word = "只可对敌人"
C_States_Restrict_To_Skill_Word = "只可对同伴"
A_States_Restrict_To_Item_Word = "不可(使用)物品"
B_States_Restrict_To_Item_Word = "只可对敌人"
C_States_Restrict_To_Item_Word = "只可对同伴"
States_Restrict_To_Guard_Word = "不可防御"
end
class Game_Battler
def restriction_zhouzhou
command = []
# - 攻击指令
for index in States_Restrict::Priority[0]
if index == "B"
if (@states & States_Restrict::B_States_Restrict_To_Attack).size > 0
command[0] = States_Restrict::B_States_Restrict_To_Attack_Word
end
elsif index == "A"
if (@states & States_Restrict::A_States_Restrict_To_Attack).size > 0
command[0] = States_Restrict::A_States_Restrict_To_Attack_Word
end
elsif index == "C"
if (@states & States_Restrict::C_States_Restrict_To_Attack).size > 0
command[0] = States_Restrict::C_States_Restrict_To_Attack_Word
end
end
end
# - 特技指令
for index in States_Restrict::Priority[1]
if index == "C"
if (@states & States_Restrict::C_States_Restrict_To_Skill).size > 0
command[1] = States_Restrict::C_States_Restrict_To_Skill_Word
end
elsif index == "B"
if (@states & States_Restrict::B_States_Restrict_To_Skill).size > 0
command[1] = States_Restrict::B_States_Restrict_To_Skill_Word
end
elsif index == "A"
if (@states & States_Restrict::A_States_Restrict_To_Skill).size > 0
command[1] = States_Restrict::A_States_Restrict_To_Skill_Word
end
end
end
# - 物品指令
for index in States_Restrict::Priority[2]
if index == "C"
if (@states & States_Restrict::C_States_Restrict_To_Item).size > 0
command[2] = States_Restrict::C_States_Restrict_To_Item_Word
end
elsif index == "B"
if (@states & States_Restrict::B_States_Restrict_To_Item).size > 0
command[2] = States_Restrict::B_States_Restrict_To_Item_Word
end
elsif index == "A"
if (@states & States_Restrict::A_States_Restrict_To_Item).size > 0
command[2] = States_Restrict::A_States_Restrict_To_Item_Word
end
end
end
# - 防御指令
if (@states & States_Restrict::States_Restrict_To_Guard).size > 0
command[3] = States_Restrict::States_Restrict_To_Guard_Word
end
return command
end
end
# - 参战人数
class Game_Party
def exist_size
actor_size = 0
for i in $game_party.actors
actor_size += 1 if i.exist?
end
return actor_size
end
end
class Game_Troop
def exist_size
actor_size = 0
for i in $game_troop.enemies
actor_size += 1 if i.exist?
end
return actor_size
end
end
class Scene_Battle
# - 检查限制
def check_to_restrict
re = @active_battler.restriction_zhouzhou
# - 攻击
if re[0] != nil
# - 限制
if (@active_battler.current_action.kind != 0 or
@active_battler.current_action.basic != 0) and
re[0] != States_Restrict::A_States_Restrict_To_Attack_Word
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
# - 无效指令
elsif @active_battler.current_action.kind == 0 and
@active_battler.current_action.basic == 0 and
re[0] == States_Restrict::A_States_Restrict_To_Attack_Word
# 清除行动强制对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
# - 特技
if re[1] != nil
if @active_battler.current_action.kind == 1 and
re[1] == States_Restrict::A_States_Restrict_To_Skill_Word
# 清除行动强制对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
# - 物品
if re[2] != nil
if @active_battler.current_action.kind == 2 and
re[2] == States_Restrict::A_States_Restrict_To_Item_Word
# 清除行动强制对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
# - 防御
if re[3] != nil
if @active_battler.current_action.kind == 0 and
@active_battler.current_action.basic == 1
# 清除行动强制对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (主回合步骤 2 : 开始行动)
#--------------------------------------------------------------------------
def update_phase4_step2
# 如果不是强制行动
unless @active_battler.current_action.forcing
check_to_restrict
end
# 清除对像战斗者
@target_battlers = []
# 行动种类分支
case @active_battler.current_action.kind
when 0 # 基本
make_basic_action_result
when 1 # 特技
make_skill_action_result
when 2 # 物品
make_item_action_result
end
# 移至步骤 3
if @phase4_step == 2
@phase4_step = 3
end
end
#--------------------------------------------------------------------------
# ● 生成基本行动结果
#--------------------------------------------------------------------------
def make_basic_action_result
# 攻击的情况下
if @active_battler.current_action.basic == 0
re = @active_battler.restriction_zhouzhou[0]
# 设置攻击 ID
@animation1_id = @active_battler.animation1_id
@animation2_id = @active_battler.animation2_id
# 行动方的战斗者是敌人的情况下
if @active_battler.is_a?(Game_Enemy)
# - 普通攻击同伴
if re == States_Restrict::C_States_Restrict_To_Attack_Word
if $game_troop.exist_size > 1
target = $game_troop.random_target_enemy
while target == @active_battler
target = $game_troop.random_target_enemy
end
else
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
# - 普通攻击敌人
elsif re == States_Restrict::B_States_Restrict_To_Attack_Word
target = $game_party.random_target_actor
# - 无限制
elsif re == nil
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
else
return
end
end
# 行动方的战斗者是角色的情况下
if @active_battler.is_a?(Game_Actor)
# - 普通攻击同伴
if re == States_Restrict::C_States_Restrict_To_Attack_Word
if $game_party.exist_size > 1
target = $game_party.random_target_actor
while target == @active_battler
target = $game_party.random_target_actor
end
else
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
# - 普通攻击敌人
elsif re == States_Restrict::B_States_Restrict_To_Attack_Word
target = $game_troop.random_target_enemy
# - 无限制
elsif re == nil
index = @active_battler.current_action.target_index
target = $game_troop.smooth_target_enemy(index)
else
return
end
end
# 设置对像方的战斗者序列
@target_battlers = [target]
# 应用通常攻击效果
for target in @target_battlers
target.attack_effect(@active_battler)
end
return
end
# 防御的情况下
if @active_battler.current_action.basic == 1
# 帮助窗口显示"防御"
@help_window.set_text($data_system.words.guard, 1)
return
end
# 逃跑的情况下
if @active_battler.is_a?(Game_Enemy) and
@active_battler.current_action.basic == 2
# 帮助窗口显示"逃跑"
@help_window.set_text("逃跑", 1)
# 逃跑
@active_battler.escape
return
end
# 什么也不做的情况下
if @active_battler.current_action.basic == 3
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
#--------------------------------------------------------------------------
# ● 生成特技行动结果
#--------------------------------------------------------------------------
def make_skill_action_result
re = @active_battler.restriction_zhouzhou[1]
# 获取特技
[url=home.php?mod=space&uid=260100]@skill[/url] = $data_skills[@active_battler.current_action.skill_id]
# 如果不是强制行动
unless @active_battler.current_action.forcing
# 因为 SP 耗尽而无法使用的情况下
unless @active_battler.skill_can_use?(@skill.id)
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
# 设置对像侧战斗者
set_target_battlers(@skill.scope)
# - 限制特技
case re
when States_Restrict::A_States_Restrict_To_Skill_Word
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
when States_Restrict::B_States_Restrict_To_Skill_Word
if @active_battler.is_a?(Game_Actor)
if @target_battlers[0].is_a?(Game_Actor)
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
elsif @active_battler.is_a?(Game_Enemy)
if @target_battlers[0].is_a?(Game_Enemy)
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
when States_Restrict::C_States_Restrict_To_Skill_Word
if @active_battler.is_a?(Game_Actor)
if @target_battlers[0].is_a?(Game_Enemy)
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
elsif @active_battler.is_a?(Game_Enemy)
if @target_battlers[0].is_a?(Game_Actor)
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
end
# 消耗 SP
@active_battler.sp -= @skill.sp_cost
# 刷新状态窗口
@status_window.refresh
# 在帮助窗口显示特技名
@help_window.set_text(@skill.name, 1)
# 设置动画 ID
@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_id
# 设置公共事件 ID
@common_event_id = @skill.common_event_id
# 应用特技效果
for target in @target_battlers
target.skill_effect(@active_battler, @skill)
end
end
#--------------------------------------------------------------------------
# ● 生成物品行动结果
#--------------------------------------------------------------------------
def make_item_action_result
re = @active_battler.restriction_zhouzhou[2]
# 获取物品
@item = $data_items[@active_battler.current_action.item_id]
# 因为物品耗尽而无法使用的情况下
unless $game_party.item_can_use?(@item.id)
# 移至步骤 1
@phase4_step = 1
return
end
# 设置对像侧战斗者
set_target_battlers(@item.scope)
# - 限制物品
case re
when States_Restrict::A_States_Restrict_To_Item_Word
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
when States_Restrict::B_States_Restrict_To_Item_Word
if @active_battler.is_a?(Game_Actor)
if @target_battlers[0].is_a?(Game_Actor)
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
elsif @active_battler.is_a?(Game_Enemy)
if @target_battlers[0].is_a?(Game_Enemy)
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
when States_Restrict::C_States_Restrict_To_Item_Word
if @active_battler.is_a?(Game_Actor)
if @target_battlers[0].is_a?(Game_Enemy)
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
elsif @active_battler.is_a?(Game_Enemy)
if @target_battlers[0].is_a?(Game_Actor)
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
end
# 消耗品的情况下
if @item.consumable
# 使用的物品减 1
$game_party.lose_item(@item.id, 1)
end
# 在帮助窗口显示物品名
@help_window.set_text(@item.name, 1)
# 设置动画 ID
@animation1_id = @item.animation1_id
@animation2_id = @item.animation2_id
# 设置公共事件 ID
@common_event_id = @item.common_event_id
# 应用物品效果
for target in @target_battlers
target.item_effect(@item)
end
end
end
#------------------------------------------------------------------------------