class Chaochao_Window_PartyRight < Window_Selectable
def initialize
super(320, 0, 320, 224)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 160
self.index = -1
refresh
end
def actor
return @actors[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@actors = []
for i in 0...$game_party.actors2.size
@actors.push($game_party.actors2)
end
@item_max = $game_party.actors2.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
elsif @item_max == 0
end
end
def draw_item(index)
actor = @actors[index]
text = @actors[index].name
lv = @actors[index].level.to_s + " "
if $game_party.chaochao2.include?(actor.id) or $game_party.actors.size >= 4
self.contents.font.color = Color.new(255, 0, 0) #不能被移动的颜色
else
self.contents.font.color = Color.new(0, 255, 0) #可以被移动的颜色
end
self.contents.draw_text(3, index * 32, 288, 32, text)
self.contents.font.color = normal_color
self.contents.font.size = 16
self.contents.draw_text(3, index * 32 + 4, 264, 32, "Lv: ", 2)
colorx = [255.0000 - 255.0000/60 * @actors[index].level,0].max
colory = [255.0000 / 60 * @actors[index].level,255].min
self.contents.font.color = Color.new(colorx, colory, 0)
self.contents.draw_text(3, index * 32 + 4, 288, 32, lv, 2)
self.contents.font.color = normal_color
self.contents.font.size = 22
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
cursor_width = self.width / @column_max - 32
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 32 - self.oy
self.cursor_rect.set(x, y, cursor_width, 32)
end
def item_max
return @item_max
end
def actor?(index)
return @actors[index] == nil ? false : true
end
def set_index(x)
@index = x
end
end
class Game_Party
attr_reader :actors2
attr_reader :chaochao#不能从队伍向备用角色移动的角色ID
attr_reader :chaochao2#不能从备用角色向队伍移动的角色ID
def initialize
@actors = []
@gold = 0
@steps = 0
@items = {}
@weapons = {}
@armors = {}
@actors2 = [] @chaochao = [37]
@chaochao2 = []
end
def add_actor(actor_id,type=1)#type为1是向队伍中添加,为2则相反。
case type
when 1
if $game_actors[actor_id] != nil
actor = $game_actors[actor_id]
#如果队伍没有满和队伍中没有此角色
if @actors.size < 4 and not @actors.include?(actor) and not @actors2.include?(actor)
@actors.push(actor)
$game_player.refresh
end
end
when 2
if $game_actors[actor_id] != nil
actor = $game_actors[actor_id]
#如果角色不在队伍中和不在备用角色队伍中的情况下
#向备用角色中添加角色
if not @actors.include?(actor) and not @actors2.include?(actor)
@actors2.push(actor)
$game_player.refresh
end
end
end
end
def huanren(index,type=1)#type为1是从备用角色向队伍中移动,为2则相反。
actor = $game_actors[index]
case type
when 1
if @actors.size < 3 and @actors2.include?(actor) and not @chaochao2.include?(index) and not @actors.include?(actor)
@actors.push(actor)
@actors2.delete(actor)
$game_system.se_play($data_system.decision_se)
$game_player.refresh
end
when 2
if @actors.include?(actor) and not @chaochao.include?(index) and not @actors2.include?(actor)
@actors2.push(actor)
@actors.delete(actor)
$game_system.se_play($data_system.decision_se)
$game_player.refresh
end
end
end
#type1,1是操作队伍中的角色能否向备用队伍移动,2则相反。
#type2,1是添加不能移动的,2是删除不能移动的。
def yidong(actor_id,type1,type2=1)
case type2
when 1
case type1
when 1
@chaochao.push(actor_id)
when 2
@chaochao2.push(actor_id)
end
when 2
case type1
when 1
@chaochao.delete(actor_id)
when 2
@chaochao2.delete(actor_id)
end
end
end
#type,1从队伍中离开,2从备用角色中离开,3从队伍和备用角色中离开。
def remove_actor(actor_id,type=1)
actor = $game_actors[actor_id]
case type
when 1
@actors.delete(actor)
$game_player.refresh
when 2
@actors2.delete(actor)
$game_player.refresh
when 3
@actors.delete(actor)
@actors2.delete(actor)
$game_player.refresh
end
end
def refresh
new_actors = []
new_actors2 = []
for i in 0...@actors.size
if $data_actors[@actors.id] != nil
new_actors.push($game_actors[@actors.id])
end
end
@actors = new_actors
for i in 0...@actors2.size
if $data_actors[@actors2.id] != nil
new_actors2.push($game_actors[@actors2.id])
end
end
@actors2 = new_actors2
end
end
class Chaochao_Scene_Party
def main
@left_temp_command = 0
@right_temp_command = 0 @temp = 0
@left_window = Chaochao_Window_PartyLeft.new
@left_window.active = true
@right_window = Chaochao_Window_PartyRight.new
@right_window.active = false
@data_window = Chaochao_Window_PartyData.new
update_data
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@left_window.dispose
@right_window.dispose
@data_window.dispose
end
def update
@left_window.update
@right_window.update
@data_window.update
update_command
update_data
end
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
#画面切换
$scene = Scene_Map.new
return
end
if @left_window.active
update_left
return
end
if @right_window.active
update_right
return
end
end
def update_left
if Input.trigger?(Input::RIGHT)
if @right_window.item_max > 0
@left_temp_command = @left_window.index
@left_window.set_index(-1)
$game_system.se_play($data_system.cursor_se)
@left_window.active = false
@right_window.active = true
@left_window.refresh
@right_window.refresh
@right_window.set_index(@right_temp_command)
return
else
$game_system.se_play($data_system.buzzer_se)
return
end
end
if Input.trigger?(Input::C)
if @left_window.active and @left_window.actor?(@left_window.index) and $game_party.actors.size > 1 and not $game_party.chaochao.include?($game_party.actors[@left_window.index].id)
$game_party.huanren($game_party.actors[@left_window.index].id,2)#type为1是从备用角色向队伍中移动,为2则相反。
@left_window.refresh
@right_window.refresh
else
$game_system.se_play($data_system.buzzer_se)
end
end
return
end
def update_right
if Input.trigger?(Input::LEFT)
if @left_window.item_max > 0
@right_temp_command = @right_window.index
@right_window.set_index(-1)
$game_system.se_play($data_system.cursor_se)
@left_window.active = true
@right_window.active = false
@left_window.refresh
@right_window.refresh
@left_window.set_index(@left_temp_command)
return
else
$game_system.se_play($data_system.buzzer_se)
return
end
end
if Input.trigger?(Input::C)
if $game_party.actors.size >= 3
$game_system.se_play($data_system.buzzer_se)
return
end
if @right_window.active and @right_window.actor?(@right_window.index) and not $game_party.chaochao2.include?($game_party.actors2[@right_window.index].id)
$game_party.huanren($game_party.actors2[@right_window.index].id,1)#type为1是从备用角色向队伍中移动,为2则相反。
if $game_party.actors2.size == 0
@right_temp_command = @right_window.index
@right_window.set_index(-1)
$game_system.se_play($data_system.cursor_se)
@left_window.active = true
@right_window.active = false
@left_window.refresh
@right_window.refresh
@left_window.set_index(@left_temp_command)
end
if @right_window.index > 0
@right_window.set_index(@right_window.index-1)
end
@left_window.refresh
@right_window.refresh
else
$game_system.se_play($data_system.buzzer_se)
end
end
return
end
def update_data
if @left_window.active
if $game_party.actors[@left_window.index] != nil
@data_window.set_actor($game_party.actors[@left_window.index])
else
@data_window.clear
end
return
end
if @right_window.active
if $game_party.actors2[@right_window.index] != nil
@data_window.set_actor($game_party.actors2[@right_window.index])
else
@data_window.clear
end
return
end
end
end
class Chaochao_Window_PartyData < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 224, 640, 256)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 160
@actor = nil
end
#--------------------------------------------------------------------------
# ● 设置角色
#--------------------------------------------------------------------------
def set_actor(actor)
clear
@actor = actor
x = 4 + 32
y = 0
draw_actor_graphic(@actor, 32, 64)
self.contents.font.color = normal_color
self.contents.draw_text(x - 120 + 128, y, 120, 32, @actor.name, 2)
draw_actor_state(@actor, x + 64, y + 32)
x = 4
y = 72
draw_actor_level(@actor, x, y)
self.contents.draw_text(x - 236 + 160, y, 236, 32, @actor.class_name, 2)
draw_actor_hp(@actor, x, y + 32, 172)
draw_actor_sp(@actor, x, y + 64, 172)
self.contents.font.color = system_color
self.contents.draw_text(x, y + 96 , 80, 32, "EXP")
self.contents.draw_text(x, y + 128, 80, 32, "NEXP EXP")
self.contents.font.color = normal_color
self.contents.draw_text(x + 72, y + 96 , 84, 32, @actor.exp_s, 2)
self.contents.draw_text(x + 72, y + 128, 84, 32, @actor.next_rest_exp_s, 2)
x = 224 - 16
for i in 0..6 do draw_actor_parameter(@actor, x, 32*i, i) end
class Game_BattleAction
attr_accessor :change_to_battler
# 初始化
alias lbp_initialize initialize
def initialize
lbp_initialize
@change_to_battler = 0
end
# 欲更换角色编号
def set_change_battler
@kind = 3
end
# 判断行动是否为更换角色
def is_change_battler?
return (@kind == 3)
end
end
class Game_Party
include LimBattlePlug
attr_reader :actors2
alias lpb_initialize initialize
def initialize
lpb_initialize
@actors2 = []
end
# 角色加入
def add_actor(actor_id)
actor = $game_actors[actor_id]
if @actors.size < MaxPartySize and not @actors.include?(actor)
@actors.push(actor)
$game_player.refresh
end
end
# 设置战斗的角色
def set_actor_to_battle
@actors2 = []
@actors.each do |actor|
@actors2.push(actor)
end
@actors = []
@actors2.each do |actor|
@actors.push(actor)
break if @actors.size == MaxBattlerSize
end
end
# 还原战斗的角色
def set_actor_to_normal
@actors = []
@actors2.each do |actor|
@actors.push(actor)
end
end
# 获取角色id数组
def get_actors_id
id = []
@actors.each{|actor|id.push(actor.id)}
return id
end
# 获取角色id数组
def get_actors2_id
id = []
@actors2.each{|actor|id.push(actor.id)}
return id
end
# 兑换角色
def change_actor(index,id)
@actors[index] = $game_actors[id]
end
# 全灭判定
def all_dead?
# 同伴人数为 0 的情况下
if $game_party.actors.size == 0
return false
end
# 同伴中无人 HP 在 0 以上
for actor in @actors2
if actor.hp > 0
return false
end
end
for actor in @actors
if actor.hp > 0
return false
end
end
# 全灭
return true
end
# 其他角色
def other_actors
actors = []
@actors2.each{|actor|actors.push(actor) if !@actors.include?(actor)}
return actors
end
# 角色位置互换
def change_actor_pos(id1,id2)
actor_id = []
@actors.each do |actor|
actor_id.push(actor.id)
end
return if !actor_id.include?(id1) and !actor_id.include?(id2)
id1_index = id2_index = -1
(0...actor_id.size).each do |i|
if actor_id == id1
id1_index = i
elsif actor_id == id2
id2_index = i
end
end
temp_actor = @actors[id1_index]
@actors[id1_index] = @actors[id2_index]
@actors[id2_index] = temp_actor
end
end
class Window_Actor < Window_Selectable
# 初始化
def initialize
super(0,64,640,256)
self.back_opacity = 160
refresh
self.index = -1
self.active = false
end
# 刷新
def refresh
@item_max = $game_party.actors2.size @data = []
$game_party.actors.each do |actor|
@data.push(actor)
end
$game_party.actors2.each do |actor|
@data.push(actor) if !@data.include?(actor)
end
if self.contents != nil
self.contents.clear
self.contents = nil
end
self.contents = Bitmap.new(608,@data.size*32)
x = 4
y = 0
@data.each do |actor|
bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
rect = Rect.new(0,0,bitmap.width/4,31)
self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
draw_actor_name(actor,x+36,y)
draw_actor_state(actor,156,y)
draw_actor_hp(actor,x+256,y,96)
draw_actor_sp(actor,x+376,y,96)
if $game_party.actors.include?(actor)
self.contents.font.color = text_color(6)
cword = "出战"
else
self.contents.font.color = text_color(0)
cword = "待战"
end
self.contents.draw_text(x+496,y,60,32,cword)
y += 32
end
end
# 获取当前角色编号
def actor_id
return @data[self.index].id
end
# 刷新帮助
def update_help
@help_window.set_text(@data[self.index] == nil ?\
"" : @data[self.index].name)
end
end
class Scene_Battle
include LimBattlePlug
# 初始化
def initialize
$game_party.set_actor_to_battle
end
# 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 = WordChangeBattler
@actor_command_window = Window_Command.new(85, [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 @actor_window != nil
@actor_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
# 战斗结束
alias lpb_battle_end battle_end
def battle_end(n)
lpb_battle_end(n)
$game_party.set_actor_to_normal
end
# 开始回合3
alias lbp_start_phase3 start_phase3
def start_phase3
@changed_battler_id = []
lbp_start_phase3
end
# 刷新角色命令回合画面
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
elsif @actor_window != nil
update_phase3_battler_select
# 角色指令窗口有效的情况下
elsif @actor_command_window.active
update_phase3_basic_command
end
end
# 角色基本命令
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 # 换人
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.set_change_battler
start_battler_select
end
return
end
end
# 开始角色选择
def start_battler_select
@actor_window = Window_Actor.new
@actor_window.active = true
@actor_window.index = 0
@actor_window.help_window = @help_window
@actor_command_window.active = false
@actor_command_window.visible = false
end
# 结束角色选择
def end_battler_select
@actor_window.dispose
@actor_window = nil
@help_window.visible = false
@actor_command_window.active = true
@actor_command_window.visible = true
end
# 刷新角色选择
def update_phase3_battler_select
@actor_window.visible = true
@actor_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
end_battler_select
return
end
if Input.trigger?(Input::C)
actor_id = @actor_window.actor_id
if $game_party.get_actors_id.include?(actor_id) or
$game_actors[actor_id].dead? or
@changed_battler_id.include?(actor_id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.change_to_battler = actor_id
@changed_battler_id.push(actor_id)
end_battler_select
phase3_next_actor
return
end
end
# 行动方动画
def update_phase4_step3
if @active_battler.current_action.is_change_battler?
@animation1_id = AnimationChangeBattler
@target_battlers = []
end
# 行动方动画 (ID 为 0 的情况下是白色闪烁)
if @animation1_id == 0
@active_battler.white_flash = true
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
# 移至步骤 4
@phase4_step = 4
end
# 对象方动画
def update_phase4_step4
if @active_battler.current_action.is_change_battler?
actor1_id = @active_battler.current_action.change_to_battler
actor2_id = @active_battler.id
(0...$game_party.actors.size).each do |i|
if $game_party.actors.id == actor2_id
$game_party.change_actor(i,actor1_id)
@active_battler = $game_actors[actor1_id]
@status_window.refresh
end
end
end
# 对像方动画
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
end
# 限制动画长度、最低 8 帧
@wait_count = 8
# 移至步骤 5
@phase4_step = 5
end
# 公共事件
def update_phase4_step6
@target_battlers.each do |target|
if target.is_a?(Game_Actor) and target.dead? and
!$game_party.other_actors.all?{|actor|actor.dead?}
@actor_window = Window_Actor.new
@actor_window.index = 0
@actor_window.active = true
@actor_window.help_window = @help_window
actor_id = -1
loop do
Graphics.update
Input.update
@actor_window.update
if Input.trigger?(Input::C)
actor = $game_actors[@actor_window.actor_id]
if actor.dead? or
(@changed_battler_id.include?(actor.id) and
target.current_action.change_to_battler != actor.id) or
$game_party.actors.include?(actor)
$game_system.se_play($data_system.buzzer_se)
else
actor_id = actor.id
end
end
break if actor_id >= 0
end
@actor_window.visible = false
@actor_window.dispose
@actor_window = nil
@help_window.visible = false
(0...$game_party.actors.size).each do |i|
if $game_party.actors.id == target.id
$game_party.change_actor(i,actor_id)
@status_window.refresh
end
end
end
end
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 公共事件 ID 有效的情况下
if @common_event_id > 0
# 设置事件
common_event = $data_common_events[@common_event_id]
$game_system.battle_interpreter.setup(common_event.list, 0)
end
# 移至步骤 1
@phase4_step = 1
end
end[/pre]作者: 夜狠简单 时间: 2016-10-4 10:29
[fold=加到仓库脚本后][pre lang="ruby"]class Scene_Battle
alias start_phase56104 start_phase5
def start_phase5
start_phase56104
# 敌人不是隐藏状态的情况下获得 EXP
@exp104=0
$game_troop.enemies.each{|enemy|@exp104 += enemy.exp if !enemy.hidden}
$game_party.actors2.each{|actor|actor.exp += @exp104 if !actor.cant_get_exp?}
end
end[/pre][/fold]