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Lv1.梦旅人 B
- 梦石
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- 50
- 在线时间
- 26 小时
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- 2007-8-26
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- 3693
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- #==============================================================================
- # ■ Window_PartyCommand
- #------------------------------------------------------------------------------
- # 战斗画面、选择战斗与逃跑的窗口。
- #==============================================================================
- class Window_PartyCommand < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 640, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.back_opacity = 160
- @commands = ["战斗", "逃跑","休息"]
- @item_max = 3
- @column_max = 3
- draw_item(0, normal_color)
- draw_item(1, $game_temp.battle_can_escape ? normal_color : disabled_color)
- draw_item(2, normal_color)
- self.active = false
- self.visible = false
- self.index = 0
- end
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # index : 项目标号
- # color : 文字颜色
- #--------------------------------------------------------------------------
- def draw_item(index, color)
- self.contents.font.color = color
- rect = Rect.new(80 + index * 160 + 4, 0, 128 - 10, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- self.contents.draw_text(rect, @commands[index], 1)
- end
- #--------------------------------------------------------------------------
- # ● 更新光标矩形
- #--------------------------------------------------------------------------
- def update_cursor_rect
- self.cursor_rect.set(80 + index * 160, 0, 128, 32)
- end
- end
- class Scene_Battle
- def update_phase2
- # 按下 C 键的情况下
- if Input.trigger?(Input::C)
- # 同伴指令窗口光标位置分支
- case @party_command_window.index
- when 0 # 战斗
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 开始角色的命令回合
- start_phase3
- when 1 # 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
- when 2
- $game_system.se_play($data_system.decision_se)
- for actor in $game_party.actors
- actor.hp += (actor.maxhp*0.05).round
- end
- start_phase4
- end
- return
- end
- end
- end
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