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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 # ★新建选项 s5 = "公共事件" # ★调整窗口及坐标 @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, s5]) @actor_command_window.y = 128 @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 # ★新建分歧 when 4 # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 执行 common_event = $data_common_events[@active_battler.id] $game_system.battle_interpreter.setup(common_event.list, 0) # 转到下一位角色的指令输入 phase3_next_actor end return end end end
yang1zhi 发表于 2016-2-20 22:09
Scene_Battle 1
这里找到 s1 = $data_system.words.attack
s2 = $data_system.words.skill
4.JPG (27.56 KB, 下载次数: 28)
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6.JPG (20.49 KB, 下载次数: 30)
yang1zhi 发表于 2016-2-20 22:09
Scene_Battle 1
这里找到 s1 = $data_system.words.attack
s2 = $data_system.words.skill
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