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以前曾经写了一个,貌似那个贴已经失踪到不懂哪里去了,所以今天重写了一个。而且之前写那个还可以玩围攻,这个是模仿口袋的战斗换人,功能就是那样,没得介绍,插入脚本后即可用。- module LimBattlePlug3 b. D$ g& t7 R8 `% d _
- ; o5 L" {3 Y0 Q/ ^3 B y
- # 队伍最大人数0 H" j4 ~8 P/ E9 g; o
- MaxPartySize = 8
& @1 D* ]; w5 [
6 y( d0 U! O7 V) _) {9 ?- # 出战人数
- M/ O0 N: a0 |$ U2 H4 [9 T - MaxBattlerSize = 1- y8 s$ c$ {2 A7 `+ f
- 9 j# Z. ^3 K& C
- # 换人语句. e8 O( w- R# C- n: K
- WordChangeBattler = "换人"
2 X$ B, K, j/ {1 c) |
# u6 X' B! H3 ]! ~* T7 T, \& H% e- # 换人时播放的动画9 S$ |7 q9 x" l8 R
- AnimationChangeBattler = 26
8 L! \" H; x, \& o! ?# b - ! g5 E o" D9 y; R
- end. t$ Z4 x/ e+ _. J0 A; k Y. v4 i& g
- / \9 p8 V7 w R o* G+ X/ f9 _
- class Game_BattleAction( F1 v; f$ v- {
- attr_accessor :change_to_battler
# z, u) H+ V( H* O. P6 a - # 初始化
) Q; Y/ `0 M( Q3 A9 q5 H5 b1 `+ B3 ~ - alias lbp_initialize initialize5 D: @& ~5 K! x0 ?2 m% J- M) S
- def initialize' l* Y1 }: _9 ~: V4 T V+ J
- lbp_initialize; \! r7 Z* Y# n0 G0 u( Y9 [4 F
- @change_to_battler = 0
, c/ o" l; L' K3 A - end
8 Y+ A5 {, J2 U# ^, u" a/ g5 T - # 欲更换角色编号
. A0 V p0 }; D; q4 F - def set_change_battler: S X& y0 {+ A6 N$ N
- @kind = 3; c, M$ Q' r/ y$ Y- F3 |& n
- end
+ h3 x2 x- `: z3 V8 d) [ - # 判断行动是否为更换角色$ i) ]6 m. \& y5 b0 P+ p( V/ t
- def is_change_battler?7 I: _& b! w9 f
- return (@kind == 3)/ t( V! B3 H7 }
- end
; C2 z5 |8 e7 T; m - end
p N* g( U1 c9 a. A) g& s: |6 h+ j - 3 L' g' P8 z3 O# }5 v
- class Game_Party
0 l# a+ {$ w% }9 j, [+ Q M - include LimBattlePlug
) m7 b! ` M( t3 v - attr_reader :actors2& F2 c3 T! ^2 ~) R$ W: X
- alias lpb_initialize initialize
& h( B7 o! }$ l6 U9 v - def initialize8 F' s& v5 v) n* H5 p6 a
- lpb_initialize
9 r' G0 f7 ~, R - @actors2 = []7 c' y) A4 K5 r! r2 c
- end
6 Z; ^; o& G6 J - # 角色加入
( V. Y& O" Z' Y6 ^+ I7 ?& l. ?) q* j - def add_actor(actor_id)0 }0 l2 {" i; c$ ~: X
- actor = $game_actors[actor_id]# g/ y: E: b- E
- if @actors.size < MaxPartySize and not @actors.include?(actor)- `6 c) h, W* s, N
- @actors.push(actor)
* r. Y* p' B2 `1 w, n* o, d! v - $game_player.refresh! C3 Z, E1 z) K) m2 t @; F; J& I1 C
- end
. \0 s" K2 O7 o R9 W# v: Z( v - end/ g1 ?' Q4 @8 F( K1 W1 q U7 }- I
- # 设置战斗的角色# r! ]6 P) W7 X/ ^1 k; \
- def set_actor_to_battle% @# [" {1 g' W. W
- @actors2 = []* P2 z+ l2 L" O! L7 F
- @actors.each do |actor|
) i; C, S% k- x - @actors2.push(actor)- o3 N k3 j; t) z' o2 J
- end' K! E1 I* |+ i9 D% l! E# Q, ]( j
- @actors = []
( C2 n3 V: k" T6 x* k - @actors2.each do |actor|$ e: ?2 p$ N# {3 R+ P2 p
- @actors.push(actor)
- M/ s( J6 o) G2 b- @- s - break if @actors.size == MaxBattlerSize8 Z0 c4 n& w( r/ @5 L2 w/ J( U
- end
; _0 G7 ^0 d2 ] - end3 n0 j1 R" f1 P$ M B
- # 还原战斗的角色: c) t0 ~( m0 Q2 O) m
- def set_actor_to_normal' |' h6 B3 x. O9 r
- @actors = []
$ c7 C5 `1 @9 P0 X2 t9 j - @actors2.each do |actor|
* M3 _+ X3 y* m; N- I* B - @actors.push(actor)3 q4 P3 ?% }$ P) d9 { w% {9 |
- end7 ]1 \* {/ M( H+ v
- end% n! j. j. N6 i @% F" R. H% M- y
- # 获取角色id数组
% R8 F J6 b( t3 k! h8 h0 t - def get_actors_id9 M6 z1 n0 Z9 D% c8 y8 C
- id = []
( X, e8 ~2 k% Y; J - @actors.each{|actor|id.push(actor.id)}" f1 L0 `7 X" n7 A, X* O8 l
- return id/ n, q" \4 @( a$ w6 L
- end
1 M1 ]4 i* v0 a& D - # 获取角色id数组5 u- y. r7 F. M- F
- def get_actors2_id
1 F" y. r" v9 `% J+ {5 r - id = []
" c5 f5 c% g, s/ Y: U O( R3 e4 X - @actors2.each{|actor|id.push(actor.id)}/ N/ V5 o% n E6 j# t
- return id
" m( S: D/ }1 Y" b - end6 |! ]/ K; q: ]; Q/ _
- # 兑换角色' \! E! V6 v& s i. H
- def change_actor(index,id)( E- D [' v( G: H# Q
- @actors[index] = $game_actors[id]# x/ J3 {$ q" c! R6 n1 Z& h
- end8 z# g* A# I, F! ?
- # 全灭判定
" k( w9 m- x5 C; z/ k: h - def all_dead?6 G* c/ j# I5 v! K( t9 {. F
- # 同伴人数为 0 的情况下; g! p7 T5 }0 R- c+ { J/ ]
- if $game_party.actors.size == 05 k7 r% h: W& V9 `% s& F2 m
- return false
: K8 i1 v. `4 G4 y( D# z$ s - end, T. G/ v9 u9 w0 e0 o. V
- # 同伴中无人 HP 在 0 以上, Y, I3 Y9 c* N2 h) y" Z8 u- d' i3 A# Q
- for actor in @actors2" S( }4 y( J- ~7 N7 I' L
- if actor.hp > 0
1 [" I4 J* d: D }% M! J8 H - return false* s7 W9 o# Y6 W0 G+ H& D4 |
- end
7 ` g/ ~4 a0 C) Z - end
" ^( ?- d! A9 C1 k8 V - for actor in @actors0 j) A; y7 o8 Y8 X7 P7 K
- if actor.hp > 04 d; L/ i8 q9 ^& R/ T: F( ~) b
- return false
1 A7 Z. `6 [& T" d* C7 A - end" E" w' G# Z, |7 |* C6 J }
- end
" l7 H Y! i; J9 S' J# |9 i/ L - # 全灭
@/ N0 C+ c+ J1 x8 { - return true
2 @ z# ?$ u, F - end
% V6 \+ F) K' _7 E8 A/ M2 j - # 其他角色* T6 ]( @# @5 D
- def other_actors
/ y" Z8 L. J- x4 y( Q+ e - actors = []# l/ y [8 E4 m$ p, ]( Y
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}, m. U5 m# e3 P
- return actors# R; p. O2 Q3 I$ v5 J9 r
- end+ a$ z/ ?$ _) \ L+ X, p) ]
- # 角色位置互换
: L! X7 `8 b- y/ S, e+ J4 [ - def change_actor_pos(id1,id2)2 j1 m8 W( o0 J \- E3 F K
- actor_id = []
9 v$ L6 R/ f: s3 K" a0 ~+ y - @actors.each do |actor|
. w, g2 c$ B/ t5 T - actor_id.push(actor.id)0 u& C$ b3 s$ v) l
- end
2 `3 c) x* m9 m- [ - return if !actor_id.include?(id1) and !actor_id.include?(id2)
6 X5 J1 G3 ?. M: U - id1_index = id2_index = -1
! d% m5 @4 o" R0 L) I4 V q0 y% w - (0...actor_id.size).each do |i|+ Y3 l1 p: y. V8 k* Q* {) n
- if actor_id[i] == id1
+ p6 Y, s! ^" _7 f) p8 Z - id1_index = i- a( e R! V+ ^
- elsif actor_id[i] == id2
/ ~: [4 k1 g2 F8 T' A* w% i Z - id2_index = i6 _: x, z0 {) t( C: K# E5 H
- end0 M D7 h$ @4 X# [8 v& X
- end6 H0 |. ~! I* I
- temp_actor = @actors[id1_index]* s. ^8 L7 O$ n% f
- @actors[id1_index] = @actors[id2_index]/ A% b# z1 n! ~6 ]) c: O6 F
- @actors[id2_index] = temp_actor
m; R* S+ L/ w8 ?3 z - end) W( @+ L3 J ^" o* E3 P" r
- end
" C$ l. Z, {1 ]/ Q
8 m2 y4 B. {5 n5 N5 {- class Window_Actor < Window_Selectable
' E$ k6 K' V0 A: H$ e) \8 D - # 初始化
3 Q: f1 S1 p1 ]1 C - def initialize
$ e% f& x! m. T7 r* C - super(0,64,640,256)2 |7 i8 z3 R; \6 @( X
- self.back_opacity = 160# O4 ^' h# a+ L4 ~3 T( `
- refresh
2 X: z4 |3 s4 f - self.index = -1
/ z# j' ~; A' l) v - self.active = false
! f/ G1 w \, j, K8 _' ] - end
?" w2 ^8 v0 ?! Y$ n - # 刷新
. x y3 f% p7 Z3 R- }4 G+ z4 B9 [ - def refresh
5 `; p$ r9 k7 |4 H3 X# s( ~ - @item_max = $game_party.actors2.size: m! K( K1 }2 Q# F: A& f
- @data = []
) Q! Y) `5 T$ u8 Y Y7 q; y& @ - $game_party.actors.each do |actor|
- X( ]" y V# i0 x# w - @data.push(actor)
" {6 v( c/ A5 m% \. m( i - end
. V0 G/ _7 |+ P& L. z" ` - $game_party.actors2.each do |actor|
: l- L2 F3 ~! q$ o# O - @data.push(actor) if [email protected]?(actor). K3 q2 z; l5 i, d' T5 |2 `
- end
: _) Y* d5 }' W B* S" R* e - if self.contents != nil
1 m% y C1 Q! N8 \9 A - self.contents.clear
4 Q) {/ t/ [( w3 j1 J - self.contents = nil9 _+ t3 q2 e) a! v% w( d# A; b6 L* Z
- end
! ?, b* U4 K) i) Y - self.contents = Bitmap.new(608,@data.size*32)
1 E! x9 m2 x& E! L! y( p - x = 4! m6 T7 A; S: X
- y = 0 [+ ^9 z1 x) D
- @data.each do |actor|
# L4 W/ w3 r i& e$ F3 s# R5 i. D: S - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
: B* J9 |# h# r5 K+ j8 G - rect = Rect.new(0,0,bitmap.width/4,31)0 r5 ~6 P7 h4 U* q
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
9 v9 }: u+ Z1 B: D8 ]* O r" r - draw_actor_name(actor,x+36,y)
' w: F L* R- b) V - draw_actor_state(actor,156,y)
; ?) I0 `7 R; o! |* W" d' K4 P - draw_actor_hp(actor,x+256,y,96), Z, m5 l5 ? V
- draw_actor_sp(actor,x+376,y,96)
9 C. I0 C1 |9 l* d3 W3 I) v' \; l - if $game_party.actors.include?(actor)
3 L. a- x/ C8 U' ` - self.contents.font.color = text_color(6)2 R) n" ?' }( D* a
- cword = "出战"
5 `' i9 Z t- ?! n* c4 j( n - else
4 C. W2 i7 H4 v [" [" [ - self.contents.font.color = text_color(0)
' l5 x# d( s; U: n - cword = "待战"; ^$ q* [1 ` T0 `! x
- end3 `" H" m5 M1 O0 k2 Q- V3 W
- self.contents.draw_text(x+496,y,60,32,cword)
! K0 o# ^* [8 X1 H; b - y += 32
7 I6 \& J! s" Z& r* E4 ?. S" y - end
4 T" M& b& E7 i! A' |) N3 P - end8 u$ X$ S1 d3 J3 v+ O Z7 O- I
- # 获取当前角色编号
& ^" h, y- U$ M4 W( Q - def actor_id
3 e3 \( W A f! S - return @data[self.index].id# C7 [4 C' y& Q' [) U3 L# [8 C
- end
! [* c2 h' O% M! X! F7 L3 A - # 刷新帮助; g. j' G; N F8 y; A) m
- def update_help
6 Q0 ?% I+ \* w - @help_window.set_text(@data[self.index] == nil ?\
6 Z8 [7 L/ x! f$ Z* I! w - "" : @data[self.index].name)
) Q8 c- y, }3 @* w - end$ A- `3 k+ s9 E/ {: F; _/ F4 M% t
- end
. L- s$ N( \9 A
. m) e# f9 r0 U8 ^ \- class Scene_Battle) g$ I/ F! r; u z
- include LimBattlePlug' Z' _' a+ R5 R+ o0 W- v
- # 初始化
% ?/ H5 \' D7 ]6 ]' K; M3 C4 S1 C- B - def initialize) y8 L, ^2 F: q. F- m
- $game_party.set_actor_to_battle7 {) Y t6 h. |8 ^" N
- end
# H( P5 ~0 v: ^# }/ ^& ` - # 主处理5 q |- |* {, K9 V8 B
- def main
) d: n. H# Y' g" ~- `0 i2 Y* M - # 初始化战斗用的各种暂时数据
7 H2 j" e# M& }# O$ q' P - $game_temp.in_battle = true- c, _) `/ n- h8 R
- $game_temp.battle_turn = 05 }1 ~3 G* x U' g8 ~
- $game_temp.battle_event_flags.clear6 _; H8 k2 {$ w! K/ ^: J# `: s
- $game_temp.battle_abort = false% x( W9 O2 h1 j" C/ Q S
- $game_temp.battle_main_phase = false1 O- t/ H4 g# ~9 y
- $game_temp.battleback_name = $game_map.battleback_name# @ G3 I, b" x
- $game_temp.forcing_battler = nil1 E1 G" N ?, [
- # 初始化战斗用事件解释器
5 X4 V1 A) |, ^7 q- i - $game_system.battle_interpreter.setup(nil, 0)
+ N6 D; K5 Z- [) m; s, c% E - # 准备队伍: e* h i1 ]2 t
- @troop_id = $game_temp.battle_troop_id' t( S8 ?' y2 m( ]4 f
- $game_troop.setup(@troop_id)
0 f% H% h6 l ]) I4 M% q - # 生成角色命令窗口: L/ I! h9 B+ j% {
- s1 = $data_system.words.attack
% H: w' P1 q% D# ]/ F - s2 = $data_system.words.skill
2 H1 l* {. \- E! b3 E - s3 = $data_system.words.guard+ C! K8 d# I# S, O3 P
- s4 = $data_system.words.item
- i$ o/ S/ `: y9 ^- T- s - s5 = WordChangeBattler
1 O7 l! B0 \3 X/ H- Q - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])' w( P% k# w- @- z
- @actor_command_window.y = 128
n+ d4 Y" {8 o: T9 f - @actor_command_window.back_opacity = 1601 C3 i2 w) b' P* O1 e4 D
- @actor_command_window.active = false, Z, Z# ^% O: g0 [
- @actor_command_window.visible = false4 j* k) _5 e0 k# i: v4 n* `- O! K
- # 生成其它窗口
1 V; ]/ d" _. C/ B, e9 n - @party_command_window = Window_PartyCommand.new( V, U. T7 | A) Q6 m
- @help_window = Window_Help.new& w$ ?' v! l+ @' x- g1 _, E2 u4 W
- @help_window.back_opacity = 160
3 @: Z: X: I/ G& l - @help_window.visible = false* j1 }. T& s' \
- @status_window = Window_BattleStatus.new- q# \( I8 n, C4 D% L' K' v" \
- @message_window = Window_Message.new* c# U! f% {5 I
- # 生成活动块8 P3 I. F4 `5 p: G2 e6 [
- @spriteset = Spriteset_Battle.new
; n% l- z$ U" `0 i9 [0 ]/ b( A; k - # 初始化等待计数
$ p1 E7 t9 m% e+ J1 |* p1 a - @wait_count = 0+ K9 P% u% C: G0 B$ i0 ?' p; O ~# g7 ^
- # 执行过渡
4 [& x R# R3 Q c5 s: o - if $data_system.battle_transition == "") p4 O) P8 l: R/ j$ L2 X1 m% q$ X
- Graphics.transition(20); W# N' A4 H9 ~5 D/ ~
- else
4 u6 C% d {* k: g. y9 E% w - Graphics.transition(40, "Graphics/Transitions/" +
, y/ N% m+ |1 ^0 [ - $data_system.battle_transition)
7 Z: F& H& g6 {% w: A - end
: Y/ a/ ?8 R3 p ~9 t6 I3 i - # 开始自由战斗回合
6 Z% T( ?3 O! d* r# Y5 ]! A# S1 s+ ^ - start_phase1- L9 w: ~4 v `4 h* w+ }; H
- # 主循环" [# t( J' i! W2 @* B6 [
- loop do
8 T' P* o5 S/ g( c+ j - # 刷新游戏画面
" V0 F# e/ u) v3 }3 o" d - Graphics.update
" T" q7 T/ R( v, P) P - # 刷新输入信息6 Q+ N4 n' m( F( P, L8 L6 i
- Input.update
+ j$ V0 S; I: x1 i1 N- O: k - # 刷新画面: e3 s2 D5 A& `3 R$ s
- update
- n3 W/ I3 u' c5 C; n2 u9 h - # 如果画面切换的话就中断循环' g+ ~2 z9 Y( q O% P5 O* @
- if $scene != self! j, H# Y; N8 T
- break
' J: x( h3 j: C8 G - end8 u0 O7 Z' Y) I) j" K
- end0 X2 N1 z/ ]9 }( w6 G$ _! ~
- # 刷新地图
% E& p" H$ b3 [! h4 w - $game_map.refresh0 x& d ~9 z/ y$ R; A) e
- # 准备过渡
$ G' q: y/ k* D& T% K! ^2 \ Y - Graphics.freeze
3 s$ G+ h3 ^ Z% [) {1 |) E; v - # 释放窗口( d( e8 t3 L. g$ W
- @actor_command_window.dispose; p+ K- a( Z) F1 x
- @party_command_window.dispose" C' J3 R2 B' E) X* Y- D
- @help_window.dispose% d# a$ j. Q1 I# C4 t
- @status_window.dispose
. |1 z3 v3 U/ ^ - @message_window.dispose
2 @9 Q1 q) P6 |7 z) L9 z - if @skill_window != nil
: S6 E2 f' ]" c: H" Z3 }; k/ X! R* S3 s - @skill_window.dispose
& a9 _& a4 [5 V/ O( ]5 T# L2 D - end
* b I( {5 ^" H) |% Q( A* G - if @item_window != nil
3 f4 W- K/ L( k0 m5 b- t- `& s9 m - @item_window.dispose: W; i8 v% p0 f: [, i4 N( B! v, ]
- end
, g6 W! J9 k! m - if @actor_window != nil1 }% _# @6 E& ^+ {1 v
- @actor_window.dispose
' K2 }; _: |; l - end
2 Z( u' K% v! O+ n+ f& S! L - if @result_window != nil4 d; d$ G' g' z) w* M6 _; N
- @result_window.dispose$ G [) P$ }( r _
- end* q# |$ X! ~* a. g3 Z( ]0 C
- # 释放活动块2 s8 a4 G, t' w
- @spriteset.dispose
$ f0 u; B% X5 U' D& M7 F% v - # 标题画面切换中的情况' d0 q, b4 w/ M2 ~
- if $scene.is_a?(Scene_Title)5 O9 L8 c3 P- Y; g, o
- # 淡入淡出画面
: Y* h7 }1 _0 F* E4 O' L - Graphics.transition
/ T$ ?+ M2 }6 r1 `# z - Graphics.freeze( |) P+ W3 d9 r6 S W2 r# `
- end3 W8 F8 ]* }; j
- # 战斗测试或者游戏结束以外的画面切换中的情况
8 [! p3 }% i/ P0 F - if $BTEST and not $scene.is_a?(Scene_Gameover)
. w' p7 H5 z. H' ~! B$ w! l - $scene = nil
$ l: y# q- {4 n0 S+ ]$ [ - end2 d5 b( e- a, T. N, @; V/ h
- end
8 l+ B7 ~% I. Z' u- v - # 战斗结束
$ _ `& F7 D' x4 w5 C - alias lpb_battle_end battle_end
! s' P4 _! c# n; {8 g; X - def battle_end(n)
% O6 l% R/ v' d5 \ - lpb_battle_end(n)* k5 I- N0 K, V4 g4 u
- $game_party.set_actor_to_normal% Z1 o) v# W( F; V( E
- end1 h% e# F0 c: q
- # 开始回合3
# E: Y0 q' P: O8 c! T/ R - alias lbp_start_phase3 start_phase39 Z, C+ }3 Q, _0 q, D Z
- def start_phase3+ Z. f z6 D) ^0 J9 S
- @changed_battler_id = []
9 V% k& O2 }9 `# Z( S/ f6 k - lbp_start_phase3' Q0 j1 H' \8 g& E
- end
; A! q8 K: R! m$ m! w4 @4 `5 l - # 刷新角色命令回合画面
1 T* }: [6 f' {/ R( H: i8 o - def update_phase3
; H/ w3 ` \8 [0 \ - # 敌人光标有效的情况下& ?2 X( I& P2 [: H) ]5 Q
- if @enemy_arrow != nil
3 A+ }$ u6 H" a1 d* _ - update_phase3_enemy_select
3 _3 g' x$ G' [2 u% y; j0 k - # 角色光标有效的情况下
j) G4 ^& a1 Y9 w$ z' h j - elsif @actor_arrow != nil
5 f& F) v& t3 U, Q5 |. m! A - update_phase3_actor_select
/ j8 P/ e3 S, z; [# W, p7 ?' } B" Q - # 特技窗口有效的情况下
, s6 R2 \4 Z! {& K$ { M4 t - elsif @skill_window != nil6 Q2 q: r7 k2 Y
- update_phase3_skill_select- ~' h) X: @7 G& U" f+ W
- # 物品窗口有效的情况下
, H4 t; d3 ^* |5 ^ - elsif @item_window != nil
2 n. M! b4 ?. e: F/ {2 ] - update_phase3_item_select
1 W; S7 G7 L( h9 M - elsif @actor_window != nil4 v8 |: l2 @7 F% Z
- update_phase3_battler_select
7 I; }7 u& V% ~# I9 |$ R4 a; j+ r - # 角色指令窗口有效的情况下
1 t( N# B' }, V: w7 Z2 L# R - elsif @actor_command_window.active* q% I: [9 i0 W3 u3 e
- update_phase3_basic_command
3 W) g: u e6 Y2 c3 G - end9 e7 s/ Y7 w- l' J# a! h7 r# s
- end
- I$ W* |, {: Z- ?! s - # 角色基本命令/ f: M2 m5 G( a9 o, T1 u5 x* S
- def update_phase3_basic_command
/ H& E; @! B- g8 K9 h3 U - # 按下 B 键的情况下: Z- ]! H' i; p- L3 w7 J, g7 |* L
- if Input.trigger?(Input::B)- D& ?' k0 q. u* ]. D
- # 演奏取消 SE5 l& x4 ]0 t, f+ g
- $game_system.se_play($data_system.cancel_se)7 L6 w& ^% T$ Y5 ?9 L
- # 转向前一个角色的指令输入: V8 ~7 W m- j; g
- phase3_prior_actor4 O9 e: }" ]" c! B* j& F, J0 g
- return7 w7 b- |2 j3 e2 ~7 C. W( k+ o
- end
8 v5 D7 S" C% O. H5 `1 ^* e/ n+ l0 [ - # 按下 C 键的情况下 I1 W# i; @+ |, @) w) b
- if Input.trigger?(Input::C)7 v' Z |) Q, e9 r1 x
- # 角色指令窗口光标位置分之2 A4 E) S* t7 g( T0 B; T
- case @actor_command_window.index
$ y) n* L5 h, n# s ]. e% _ - when 0 # 攻击
# R* h+ H/ w& a: _. _3 } - # 演奏确定 SE4 k+ \1 n i& ~
- $game_system.se_play($data_system.decision_se)
2 X- @# c) I: f5 m1 H) `3 O) [ - # 设置行动 K1 j% s. \4 t$ d7 e
- @active_battler.current_action.kind = 0
; L. a- F. ^- | |0 }' ^8 ?- y - @active_battler.current_action.basic = 0! Y$ ]1 p: Z% N0 q) L0 S
- # 开始选择敌人 {6 {7 q+ e: A! U; J6 g
- start_enemy_select
7 u- V! U' X0 g' e6 G/ l! u - when 1 # 特技
5 f0 W' {8 L. |( u - # 演奏确定 SE
+ {$ R9 |1 }# {+ j% U - $game_system.se_play($data_system.decision_se)1 x0 I. V# Y+ c8 z: w9 t
- # 设置行动- F: x& R% w G
- @active_battler.current_action.kind = 16 I- k4 f) H' A* ~. O. c G
- # 开始选择特技
- \4 s. i. G4 q: n - start_skill_select+ ?. H3 K( c' m$ W2 A
- when 2 # 防御
: \% V8 B9 D) n# w, Z - # 演奏确定 SE0 @: }+ u! W4 O& z8 o
- $game_system.se_play($data_system.decision_se)
/ N1 T+ q4 C% t. m - # 设置行动+ N, P8 g- e% t
- @active_battler.current_action.kind = 0* d. p1 J6 }; w# g9 {! ?$ E
- @active_battler.current_action.basic = 1
( c) g/ O( Q. y0 s& w) U0 g0 m% z - # 转向下一位角色的指令输入
}/ B( ^7 T+ N" ~& O - phase3_next_actor; A- v; _! B: P0 D, D
- when 3 # 物品
0 J& A) u/ [7 ]5 z ^' O: b j - # 演奏确定 SE
; ^6 M. c0 f8 U' e - $game_system.se_play($data_system.decision_se) b& v* e( T. g& l6 M8 v3 `% j3 @
- # 设置行动
K; M/ w% v8 {$ W* h - @active_battler.current_action.kind = 2
$ Z) C9 z+ P9 z3 V2 q7 R1 z D- k( F - # 开始选择物品4 p5 |* E4 k; `9 V! h" e# v
- start_item_select& I% G0 p# G8 S# t5 c; C
- when 4 # 换人, r: ~% @( f% F
- $game_system.se_play($data_system.decision_se)1 U! a0 Z5 G+ Z
- @active_battler.current_action.set_change_battler
; I R: D: S3 D3 T# Z& q- I - start_battler_select
5 N" N( N. G- e8 C7 n9 ]$ ~6 z - end% ^& J" ?- v: I: i4 U
- return% ~# J5 B" n8 _( U
- end9 X0 \! |2 y" H+ N' Q) |0 V7 E
- end
( C, `2 ~! W8 t$ j- Y* O' R - # 开始角色选择
: b4 \/ ^ f2 y/ H& R7 @5 W - def start_battler_select
1 S6 {# G' A7 ?+ f/ h - @actor_window = Window_Actor.new( U3 e- c8 R2 ]. U
- @actor_window.active = true
5 J) X& J' R7 `( K" A1 O' V. Y - @actor_window.index = 0
3 O+ |+ s# p& b5 \) P3 M; W - @actor_window.help_window = @help_window8 [. s l0 E) o; G
- @actor_command_window.active = false
4 L; Q5 Q6 h0 d' p) c6 S4 |6 p* c - @actor_command_window.visible = false% B* F' S' {7 ]+ K# z# v
- end) J1 j2 H, ?8 t C& C$ g
- # 结束角色选择 X6 A$ `/ R6 c6 L
- def end_battler_select
3 h# y0 l9 a0 F6 r0 E+ ? - @actor_window.dispose
& `- E9 R9 g- F5 O+ m/ @. i - @actor_window = nil1 F( F8 l. R! M. W* r, D
- @help_window.visible = false
3 w& h- n$ w+ ]3 l" E# n1 y - @actor_command_window.active = true
) F. Z, k4 o) Y% x% J - @actor_command_window.visible = true3 g' d1 O2 b$ Q' C0 |& h z
- end
6 X. ~, l- s0 S1 A. u4 @ - # 刷新角色选择# A/ }+ p1 k, [( Q9 S1 g
- def update_phase3_battler_select9 j+ O0 g9 ] d, t q* D. V& f* b9 h
- @actor_window.visible = true% K T& @0 q. S- z2 m
- @actor_window.update
, H& ]2 w) J* E4 o% i; L3 M - if Input.trigger?(Input::B)
/ }7 ]# H: C3 G! l' j - $game_system.se_play($data_system.cancel_se)
" v" V' d! W' }+ X" }0 G& _1 h0 I4 p9 k! { - end_battler_select7 G8 ^+ ?1 p ?" p; i; \
- return
+ [1 u6 W8 e3 D9 M, i - end
) B6 |0 w/ \4 P/ G* T - if Input.trigger?(Input::C)
; l/ U5 L$ X, Y) n/ J - actor_id = @actor_window.actor_id
2 O' N& _% c7 Q$ a- C - if $game_party.get_actors_id.include?(actor_id) or0 `+ a/ I& p+ z- ~% L$ j
- $game_actors[actor_id].dead? or : d3 Q, C- P0 T b' b# B$ ~
- @changed_battler_id.include?(actor_id)
8 {3 U3 f) P" a* ^/ U) Q - $game_system.se_play($data_system.buzzer_se)
4 ?1 ~( `9 ~4 e) a. @ - return
4 R* N- P) y& @ - end9 `& ?5 L! l5 R& z' S8 J5 T7 j
- $game_system.se_play($data_system.decision_se)
6 ~ z7 A& b! D, c8 N3 V - @active_battler.current_action.change_to_battler = actor_id7 I+ l$ X8 y% F
- @changed_battler_id.push(actor_id)3 U1 s$ i$ B" R( t! W! @
- end_battler_select9 T I3 C U' _ ?0 R
- phase3_next_actor
0 T8 D6 q) c9 [' {' J - return
' U. r& T( s1 R- r; c! O# K9 U - end
% s4 Y- O" ?# x% v - end' G7 _1 {! s0 W3 C. f
- # 行动方动画
- B0 T! ~( I9 R* i1 a9 m0 e; X3 V - def update_phase4_step3$ c! L* i: `6 c0 C& C! h; k+ F( L
- if @active_battler.current_action.is_change_battler?2 n/ \2 U4 V7 ]( x' o2 }
- @animation1_id = AnimationChangeBattler- h. C/ |7 y3 ~4 ]1 Q' j
- @target_battlers = []* F" O( C' i, `. V# S* N
- end
# F5 ^9 p( g) C) \ - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
5 e5 e* k, P8 t" ~5 h7 F - if @animation1_id == 0
1 g( R- q! N9 ? - @active_battler.white_flash = true/ p" Y y$ r5 _/ q! J' x( b2 _
- else2 f. b3 Z7 F) Z: A6 n& U( A
- @active_battler.animation_id = @animation1_id
9 S2 P" `" }6 t; K5 |+ j - @active_battler.animation_hit = true
; H- {4 h0 q. {/ W - end( N; F4 F' \ @/ R9 L' c1 O& l+ Z
- # 移至步骤 4. J0 P5 ^( l/ G) Q1 M
- @phase4_step = 4! p. p- D; f. P. g* V; F8 E4 N, v
- end
" W1 j- ~. V5 u ~ - # 对象方动画4 w# s U5 B v/ Z. ?: x, t8 b \
- def update_phase4_step4
6 H: s; x+ w! x( F8 } - if @active_battler.current_action.is_change_battler?1 a8 }1 l) J x, X' Y% r R' Q6 ~2 [
- actor1_id = @active_battler.current_action.change_to_battler- b# S: V3 w; N4 ]0 j% h6 e, X' N
- actor2_id = @active_battler.id( k! G& q5 l- B
- (0...$game_party.actors.size).each do |i|* Q! v O# o, l
- if $game_party.actors[i].id == actor2_id' c+ j5 I8 L7 B a0 l" Z
- $game_party.change_actor(i,actor1_id)
0 C+ I$ t$ g1 P. `% g - @active_battler = $game_actors[actor1_id]4 \2 g5 E. |0 }
- @status_window.refresh
/ B8 B+ `! B6 D" w, W" h4 ]6 j - end
: \6 ^0 k" E! o% j/ k - end
' ~7 L* j! a# }3 O5 G - end
8 A& A8 M# [) O. a P" m; k - # 对像方动画
4 a& v- v5 k$ d* k; y; K - for target in @target_battlers j/ H1 W! m' r) N
- target.animation_id = @animation2_id
; ?) S* F% o6 Z4 E5 k9 g - target.animation_hit = (target.damage != "Miss")7 L3 e" L5 m; d5 Q
- end
6 v) }$ } A, n' B9 E9 p - # 限制动画长度、最低 8 帧
0 Q' k P. o' K- q( | - @wait_count = 8; `1 ] f( v5 @! y: v
- # 移至步骤 5
- y R" L2 E; E8 E# b - @phase4_step = 5
; L$ Y8 T; Q- m. F5 r9 H' J - end8 x9 h& Q4 D( V$ E% L) g# Z
- # 公共事件
: q+ E% x( @4 T# I8 s' G5 n - def update_phase4_step6
% k* E) v/ r% E - @target_battlers.each do |target|, E6 e* z* T0 q* {
- if target.is_a?(Game_Actor) and target.dead? and
- a. l$ V8 s! u& W& H - !$game_party.other_actors.all?{|actor|actor.dead?}7 v) h/ V1 Y( c( k+ R# O; q8 l
- @actor_window = Window_Actor.new
8 o5 N+ C2 M6 ^ M - @actor_window.index = 03 m# U4 ^& W; q& c
- @actor_window.active = true
3 b$ ^3 g q; |, q' l N$ V - @actor_window.help_window = @help_window) `. d$ I' R$ E$ ^- h6 w; P
- actor_id = -1) x! Y' ]' H3 Q: h E
- loop do! [, p7 z1 n$ ]+ [ v7 u/ A8 G
- Graphics.update* E( W; x% ?* E& H+ i
- Input.update
. M1 v6 f# g) Z; N - @actor_window.update- @5 a) Q/ _; J+ f) ^+ z/ a
- if Input.trigger?(Input::C)
, `, u! Y( L' f4 h4 s# U5 m, [ - actor = $game_actors[@actor_window.actor_id]0 b2 p4 ]: a+ {$ T, [5 I$ E
- if actor.dead? or
; {6 Z& @( e* K$ q - (@changed_battler_id.include?(actor.id) and q! y& o) |- ?3 T+ b
- target.current_action.change_to_battler != actor.id) or, [7 c9 Y$ d0 }* ?6 @; ]" y
- $game_party.actors.include?(actor): |6 ~0 {8 ?5 j1 e
- $game_system.se_play($data_system.buzzer_se)0 S- E( U8 p& {, c Y
- else$ @! }3 B0 U' c# k! l2 s; q
- actor_id = actor.id! f' y# G- }. {! `0 D
- end# e0 w, H6 U+ O* u _& x! B! |) q
- end
9 b1 P+ O3 l5 G; {/ k - break if actor_id >= 0
7 R& j" C+ ]1 h8 q+ \3 J/ D S% N - end/ M8 \; i9 |% z/ ~! B
- @actor_window.visible = false# K& V/ X# T5 |3 R0 F4 j
- @actor_window.dispose( ~3 ?& k; G, K/ o8 S" T$ R
- @actor_window = nil
2 k1 F, f4 C4 ] - @help_window.visible = false
* @* x( g* c# r5 \, ] - (0...$game_party.actors.size).each do |i|
6 ^5 Z8 _# R6 j- i' G( p& t z4 F- h$ k - if $game_party.actors[i].id == target.id
/ p7 U* Z' K. z - $game_party.change_actor(i,actor_id)$ D( x7 z2 G; R% {- S* S V- I$ y
- @status_window.refresh: C" P8 o% n5 Y2 [2 G# q- C3 s2 P
- end
$ }" d: ~2 n! Y4 T7 x# H - end1 o% v6 _9 H0 u& ^
- end
. o" |$ J5 @- V1 p5 m - end
! X2 ^ M, E* i9 { - # 清除强制行动对像的战斗者 V) j0 ~" k9 v9 R2 t
- $game_temp.forcing_battler = nil
, v! G- ?( x8 R% O& ^ - # 公共事件 ID 有效的情况下
4 ~, r$ p( M9 E - if @common_event_id > 0) Z- H( U a; n% @1 t" { L
- # 设置事件) X0 s; e, ?6 k! W
- common_event = $data_common_events[@common_event_id]
5 y K: D9 c& ` - $game_system.battle_interpreter.setup(common_event.list, 0)
, B5 T* W" m" w/ K4 f - end
. P1 {8 x9 r- v7 N+ f8 p2 A. C - # 移至步骤 1
2 ~5 V" [+ @. I - @phase4_step = 1" U, i% o8 Y8 |5 u) E- `- T; p
- end5 ?9 D; R% M" F# l# U! ~+ d' q+ |
- end
# l& r- O2 g8 V& {% j! e& V5 Y. c
5 T# P9 B7 G: F/ Y- X- class Window_MenuStatus6 s' }2 Q! w7 L1 K9 W% m% E
- def refresh
* x7 c! |% } G# {1 P/ k8 |3 Y - self.contents.clear. C: J1 K: I8 T, C& j' }
- @item_max = $game_party.actors.size
5 _; J% S! n/ H# n m7 j+ L# c8 r - for i in 0...$game_party.actors.size- U0 ~" A/ [- a2 ?" k
- x = 4, j- e/ i* S# B: P+ f! o
- y = i * 32
/ T* t1 b0 y# y. p1 p - actor = $game_party.actors[i]
& Q3 T( G: I' O - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)5 ]8 H3 L) n! O2 t
- rect = Rect.new(0,0,bitmap.width/4,31)
; c! @1 K0 J% T4 T" r - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)8 A9 A$ `* w4 B# {9 O) E: ~
- draw_actor_name(actor, x+36, y)! Z7 F1 x: O5 d" O
- draw_actor_state(actor, x + 136,y)* O2 a4 l, |, Q. O( o6 P
- draw_actor_hp(actor, x + 236, y,96)) Y, U* J1 T0 j% D& l. n6 v
- draw_actor_sp(actor, x + 336, y,96): X- g/ d5 u, B8 o
- end5 k5 d7 M7 C0 Z0 ^" q5 j$ `' I
- end5 v) d# r+ `) M, R% {5 r
- def update_cursor_rect
: T% n8 ?* E3 C( p$ f% | - super3 k/ R/ C( f3 r1 [: j) C9 w
- end
+ U# b3 i5 ?) c* b - end
复制代码 说明:这个东西是转自enghao_lim的一篇帖子,版权归原作者所有。 |
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