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?(active_battler)
if @kind == 3
if active_battler.is_a?(Game_Actor)
return $game_actors[active_battler.current_action.change_to_battler].exist?
else
return $game_troop.enemies2[active_battler.current_action.change_to_battler].exist?
end
end
end
end
class Game_Party
include LimBattlePlug
attr_reader :actors2
attr_reader :battle_actors
alias lpb_initialize initialize
def initialize
lpb_initialize
@actors2 = []
@battle_actors = []
end
#卐 角色加入
def add_actor(actor_id,type=1)
actor = $game_actors[actor_id]
if type == 1
unless $game_temp.in_battle
if @actors.size < MaxPartySize and [email protected]?(actor)
@actors.push(actor)
$game_player.refresh
else
type = 2
end
else
if @actors2.size < MaxPartySize and [email protected]?(actor)
@actors2.push(actor)
$game_player.refresh
else
type = 2
end
end
end
if type == 2 and !@actors_box.include?(actor)
@actors_box.push(actor)
$game_player.refresh
end
end
#卐 设置战斗的角色
def set_actor_to_battle
@actors2 = []
@actors.each do |actor|
@actors2.push(actor)
end
@actors = []
dead_actor = []
@actors2.each do |actor|
@actors.push(actor)
@battle_actors.push(actor)
break if @actors.size == $maxbattlersize#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
# 更换角色
def change_actor(index,id)
#卐 解除"leave_remove"标签的状态
for i in @actors[index].states
@actors[index].remove_state(i) if $data_states.leave_remove
end
#卐 替身的 HP 归零
@actors[index].substitute_hp = 0
#卐 恢复各项能力等级
@actors[index].remove_l
#卐 CD相关全部清除
@actors[index].cd_skill_id = nil
@actors[index].cd = nil
#卐 清除强制技能
@actors[index].force_skill_id = nil
#卐 清除最后使用的技能
@actors[index].last_skill_id = nil
#卐 连续使用技能的次数归零
@actors[index].con_skill_turn = 0
#卐 已在场回合数清零
@actors[index].con_turns = 0
#卐 主处理
@actors[index] = $game_actors[id]
@battle_actors.push(@actors[index])
#卐 特性效果处理
if @actors[index].ability=="威吓"
for enemy in $game_troop.enemies
enemy.lstr -= 1
end
end
#卐 场地效果处理
for i in @actors[index].states | @states
#卐 隐形岩
if i.id == 101
self.damage += self.maxhp / (8.0 / elements_correct(13,self.first_element,self.second_element))
self.hp -= self.damage
end
#卐 毒菱
if i.id == 103
state_rank = @states_rank[107]
if state_rank == 1
self.add_state(2)
else
self.add_state(3)
end
end
#卐 撒菱
if i.id == 108
state_rank = @states_rank[107]
self.damage += self.maxhp / (10 - 2 * state_rank)
self.hp -= self.damage
end
end
end
#卐 训练家主动更换角色
def trainer_change_actor(index,id)
if @actors[index].exist?
for i in @actors[index].states
if $data_states.bound
bound = true
end
end
end
if !bound
change_actor(index,id)
else
$game_temp.message_text = "无法更换宝可梦"
end
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 [email protected]?(actor)}
return actors
end
#卐 其他存活角色
def other_exist_actors
other_exist_actors = []
@actors2.each{|actor|other_exist_actors.push(actor) if [email protected]?(actor) and actor.exist?}
return other_exist_actors
end
#卐 已濒死角色
def dead_actors
dead_actors = []
@actors2.each{|actor|dead_actors.push(actor) if [email protected]?(actor) and actor.dead?}
return dead_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 [email protected]?(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)
#卐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.skill
s2 = $data_system.words.item
s3 = WordChangeBattler
s4 = " 逃 跑"
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
@actor_command_window.y = 320
@actor_command_window.back_opacity = 320#160
@actor_command_window.active = false
@actor_command_window.visible = false
#卐 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
#卐 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
# XXOO 解除战斗用状态(中途换下的队员)
for actor in $game_party.actors2
actor.remove_states_battle
end
end
#卐 开始回合3
alias lbp_start_phase3 start_phase3
def start_phase3
@changed_battler_id = []
@changed_enemy_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
#卐 决定发动技能
def decide_skill(skill_id)
#卐 获取特技选择窗口现在选择的特技的数据
@skill = $data_skills[skill_id]
@active_battler.effect_scope = @skill.scope
@last_original_scope = @skill.scope
#卐 如果物品的"can_to_actor"标签或"can_to_enemy"标签为"true"
if @skill.can_to_actor == true or @skill.can_to_enemy == true
#卐 将行动者"改变选择的目标"标签设为"true"
@active_battler.change_target = true
else
#卐 将行动者"改变选择的目标"标签设为"false"
@active_battler.change_target = false
end
# 设置行动
@active_battler.current_action.skill_id = @skill.id
#卐 效果范围是敌单体的情况下
if @skill.scope == 1
enemy_numbers = 0
target_numbers = -1
for enemy in $game_troop.enemies
if enemy.exist?
enemy_numbers += 1
target_numbers += 1
end
end
for actor in $game_party.actors
if actor.exist?
target_numbers += 1
end
end
#卐 如果目标只有一个且唯一目标为敌人
if target_numbers == 1 and enemy_numbers == 1
#卐 转到下一位角色的指令输入
phase3_next_actor
#卐 如果目标不止一个或唯一目标为队友
else
# 开始选择敌人
start_enemy_select
end
# 效果范围是我方单体的情况下
elsif @skill.scope == 3 or @skill.scope == 5
# 开始选择角色
start_actor_select
# 效果范围不是单体的情况下
else
# 转到下一位角色的指令输入
phase3_next_actor
end
return
end
#卐 角色基本命令
def update_phase3_basic_command
# 按下 B 键的情况下
#if Input.trigger?(Input::B)
# 演奏取消 SE
#$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
#if @active_battler.cd ? @active_battler.cd <= 0 : false
#卐 当强制技能存在时
if @active_battler.force_skill_id
#卐 设置行动为发动强制技能
@active_battler.current_action.kind = 1
@active_battler.current_action.skill_id = @active_battler.force_skill_id
#卐 决定发动技能
#phase3_next_actor
decide_skill(@active_battler.current_action.skill_id)
return
end
#卐 当CD回合数存在时
if @active_battler.cd
#卐 设定行动种类为技能
@active_battler.current_action.kind = 1
#卐 设置行动为发动CD技能
@active_battler.current_action.skill_id = @active_battler.cd_skill_id
#卐 若CD回合数为 0
if @active_battler.cd == 0
#卐 确定发动技能
decide_skill(@active_battler.current_action.skill_id)
end
#卐 转向下一位角色的指令输入
phase3_next_actor
return
end
#卐 当CD回合数存在时
#if @active_battler.cd ? @active_battler.cd == 0 : false
#卐 设置行动为发动CD技能
#@active_battler.current_action.kind = 1
#@active_battler.current_action.skill_id = @active_battler.cd_skill_id
#end
#卐 当强制技能存在时
#if @active_battler.force_skill_id
#卐 设置行动为发动强制技能
#@active_battler.current_action.kind = 1
#@active_battler.current_action.skill_id = @active_battler.force_skill_id
#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 # 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
#卐 当前角色的PP已经耗光的情况下
if @active_battler.pp_run_out?
#卐 设置行动为发动"挣扎"
@active_battler.current_action.kind = 1
@active_battler.current_action.skill_id = PP_0_SKILL
#卐 转向下一位角色的指令输入
phase3_next_actor
else
# 开始选择特技
start_skill_select
end
when 1 # 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 2 # 换人
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.set_change_battler
start_battler_select
when 3 # 逃跑
# 不能逃跑的情况下
if $game_temp.battle_can_escape == false
# 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)
# 逃走处理
update_phase2_escape
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?(@active_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
#卐 对象方动画
def update_phase4_step4
if @active_battler.current_action.is_change_battler?(@active_battler)
if @active_battler.is_a?(Game_Actor)
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.trainer_change_actor(i,actor1_id)
@active_battler = $game_actors[actor1_id]
@status_window.refresh
end
end
else
enemy1_index = @active_battler.current_action.change_to_battler
enemy2_index = @active_battler.ex_index
(0...$game_troop.enemies.size).each do |i|
if $game_troop.enemies.es_index == enemy2_index
$game_troop.trainer_change_enemy(i,enemy1_index)
@active_battler = $game_troop.enemies2[enemy1_index]
end
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
#--------------------------------------------------------------------------
# 卐 刷新画面 (主回合步骤 6 : 刷新)
#--------------------------------------------------------------------------
def update_phase4_step6
#卐 连续伤害
if @active_battler.hp > 0 and (@active_battler.slip_damage? or @active_battler.is_a?(Game_Actor) ? $game_party.slip_damage? : $game_troop.slip_damage?)
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
end
#卐 已在场回合数 +1
for pm in $game_troop.enemies + $game_party.actors
pm.con_turns += 1
end
#卐 自然解除状态
for actor in $game_party.actors2
actor.remove_states_auto
end
for enemy in $game_troop.enemies2
enemy.remove_states_auto
end
$game_party.remove_states_auto
$game_troop.remove_states_auto
#卐 归零本回合内已受到的伤害
for pm in $game_troop.enemies2 + $game_party.actors2
pm.turn_damage = 0
end
#卐 如果本回合双方有角色进入濒死状态则记录之
$game_party.fainted = false
for actor in $game_party.actors
$game_party.fainted |= actor.dead?
end
$game_troop.fainted = false
for enemy in $game_troop.enemies
$game_troop.fainted |= enemy.dead?
end
#卐 经验值
for actor in $game_party.actors
for enemy in $game_troop.enemies
#卐 敌人不是隐藏状态,HP为0的情况下
if !enemy.hidden and enemy.dead?
#卐 获得 EXP
a = $game_troop.trainer ? 1.5 : 1 #卐 和训练家对战时为1.5,否则为1
t = actor.how_catch == 1 ? 1.5 : 1 #卐 如果宝可梦是自己收服的为1,不是自己收服的为1.5,从第四世代开始,从其他语言版本中收服的为1.7
b = enemy.exp #卐 被打倒的宝可梦的基础经验值
e = 1 #卐 如果持有幸运蛋,则为1.5,否则为1
l = enemy.level #卐 被打倒的宝可梦的等级
lp = actor.level #卐 获得经验的宝可梦的等级
s = ($game_party.battle_actors - ($game_party.battle_actors & $game_party.dead_actors)).size#卐 参加对战并没有进入濒死状态的宝可梦数量,包括携带学习装置的宝可梦的数量
v = !actor.jh_level.empty? ? actor.jh_level.each{|jh_level|break 1.2 if actor.level >= jh_level} : 1#卐 如果该宝可梦的下一阶段需要等级进化,并且该宝可梦的等级等同于或超过需要进化的等级,则该值为1.2,否则为1
k = 1#卐 学习装置关闭(不在包包里RGBY)或者宝可梦参加对战则为1;学习装置开启(放入包包RGBY)且宝可梦没有参加对战则为2;学习装置放入包包且同行的宝可梦只有1只则为0.5RGBY
p = 1#卐 释出之力和O-力量中经验之力的效果。经验之力↓↓↓为0.5,经验之力↓↓为0.66,经验之力↓为0.8,经验之力↑或经验之力 Lv.1为1.2、经验之力↑↑或经验之力 Lv.2为1.5、经验之力↑↑↑或经验之力 S或经验之力 Max或经验之力 Lv.3为2.0
f = 1#卐 宝可友友乐或宝可清爽乐中友好度达二颗心以上则为1.2,否则为1
exp = ((b * l) / (5 * s * k) * ((2 * l + 10) / (l + lp + 10) ** 2.5 + 1)) * t * e * f * v * p
actor.exp += exp
end
end
end
#卐 更换宝可梦
#卐 对方
$game_troop.enemies.each do |target|
if target.dead? and !$game_troop.other_enemies.all?{|enemy| enemy.dead?}
enemy_index = rand($game_troop.other_exist_enemies.size)
enemy_index = $game_troop.other_exist_enemies[enemy_index].index
(0...$game_troop.enemies.size).each do |i|
if $game_troop.enemies.id == target.id
$game_troop.change_enemy(i,enemy_index)
end
end
end
end
# 己方
$game_party.actors.each do |target|
if target.dead? and !$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