| 赞 | 5 |
| VIP | 52 |
| 好人卡 | 19 |
| 积分 | 6 |
| 经验 | 4394 |
| 最后登录 | 2023-5-29 |
| 在线时间 | 961 小时 |
铃铃塔的守护者
- 梦石
- 0
- 星屑
- 626
- 在线时间
- 961 小时
- 注册时间
- 2010-10-24
- 帖子
- 2768

|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
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 LimBattlePlug
) |- `6 `/ A; Q' q) u* O
' l4 }+ T/ g1 |% D. t: L- # 队伍最大人数7 A6 R3 J. M* Y3 P/ ?
- MaxPartySize = 87 X( j0 O: V7 |- U. A! g
- . `8 m3 V. ?& b# F
- # 出战人数( p6 p% I8 F. A4 ~5 ^
- MaxBattlerSize = 1
1 Z: p* `7 ?% a7 g+ W, e
8 w; _$ k3 E1 [5 n# L. [0 _, \7 k- # 换人语句
) y" y0 ?4 f& J1 | - WordChangeBattler = "换人", B) D, Q, d: P1 L- w
- + ~0 g$ o, [. T/ w' \4 ] p S
- # 换人时播放的动画; ?! Z! I3 ~4 u2 e
- AnimationChangeBattler = 26* q) Y7 F( g, ?4 j0 j
- 6 W4 u1 h9 a _9 t# [: C1 V) S8 t
- end( ^, {! h1 d' i
- 8 E- V" E$ L1 w8 `' n
- class Game_BattleAction4 @* M& U o+ m
- attr_accessor :change_to_battler
' o0 C/ H# q k# |( p% f - # 初始化/ `! {" a) H0 e& T5 Q% Q! I
- alias lbp_initialize initialize; W0 r/ J3 s# r8 \" p$ K
- def initialize3 r2 ~$ n I4 ~ R8 I
- lbp_initialize* [: H; G6 }0 k9 s ]% N# V. N, ]! q% {
- @change_to_battler = 0
$ x5 X- D$ i. x+ U" X0 o - end! j; V r+ g2 U$ F, ], M- c
- # 欲更换角色编号0 y' s. j% D" M% ^% |
- def set_change_battler J6 t+ }1 W3 X6 n. l
- @kind = 37 [! t6 C7 |7 @* C# h
- end2 B ^) P3 Y/ |4 H2 F
- # 判断行动是否为更换角色
7 V* V8 n) d' B( U/ {! @/ f - def is_change_battler?
7 l$ q4 E E! L- ^0 H7 z - return (@kind == 3)
- \5 V; l/ _0 ~: l) i' w$ A8 c2 W - end
& f* w& F; y" d" n' P - end& f+ k: g8 O- O: x
- ' a0 g+ q3 C$ N1 p3 Z' B; |
- class Game_Party
( c9 f+ Y. N' L9 {) Y& q) P - include LimBattlePlug
' x2 d C4 b: l2 q1 A - attr_reader :actors2
/ c! w# w1 E6 E* W5 {2 w - alias lpb_initialize initialize4 n' i T) Z/ }
- def initialize/ V% N& Y b$ {# ~" w9 ^ I2 n
- lpb_initialize( y/ F! s% n4 e2 t7 f$ C; @
- @actors2 = []2 d% A: ]$ c6 F$ S- A; t
- end* s8 T9 H& J' y$ U1 d
- # 角色加入
& w! g9 e8 J9 x* m5 W7 v' m6 o. v - def add_actor(actor_id)
, q/ k) F( W8 V8 G4 o6 H' e* Q; ` - actor = $game_actors[actor_id]6 L4 l1 y# B- }8 }" G
- if @actors.size < MaxPartySize and not @actors.include?(actor)1 o) e' I' A; V" o, m
- @actors.push(actor)( G1 Q3 D# e7 D6 p4 D
- $game_player.refresh
5 P( h0 @6 ~. e% }; l U" ~ - end( l/ w* x! ~# K8 P2 P
- end6 w3 o! V4 z- Y( Z% p
- # 设置战斗的角色
# p; l$ o( U5 U - def set_actor_to_battle7 [ T7 h* d, P
- @actors2 = []' {2 M1 y% N6 j. a6 E) t! `
- @actors.each do |actor|
& s' R# ~2 A! @1 [' p6 v - @actors2.push(actor)& }( N; U, @! o7 c" D* e" [% e" J
- end! v# S% c+ q7 v
- @actors = []6 g1 ?. m, h7 ]
- @actors2.each do |actor|% t! j# z- p5 _; @% _& U
- @actors.push(actor)
+ l r) I, Y" S! o - break if @actors.size == MaxBattlerSize( S6 c) a/ O2 w' N# p
- end
, m6 F0 n# h+ X( Z - end8 }0 {0 r6 I8 i' V! ^, Y G" i- r
- # 还原战斗的角色9 R4 _8 f" q) p- i, K
- def set_actor_to_normal
8 w) E# u: O* D( d. \+ J - @actors = []1 K4 @- [. ~; d' r4 w
- @actors2.each do |actor|
, ^( ^6 u( @( X7 j, p' N/ v; h - @actors.push(actor)
& Q2 A* Z9 A; C5 K - end
$ T* m" ]! n" ]% T7 v. N - end1 U9 W! M4 n, ` X
- # 获取角色id数组+ W5 b# I ^2 b
- def get_actors_id& P8 X/ `/ o3 P7 ]3 r z
- id = []6 J6 b' t+ z6 I/ M5 d/ `
- @actors.each{|actor|id.push(actor.id)}
6 u2 t( u' e- K8 h+ l, h7 z - return id
" v; q( w2 F" W; N. L - end* N ^+ n3 D8 d: c+ T, a# d* T' z: I
- # 获取角色id数组, n7 E. l1 h4 @1 @* g# f
- def get_actors2_id
/ }5 p% ]: J1 S+ ^) P% ~ - id = []( R( x/ I8 t0 I4 Q" t8 C6 \
- @actors2.each{|actor|id.push(actor.id)}' S* G' P3 s9 r9 [
- return id2 H p E Q& v/ i( D
- end$ h: N, y6 d+ f; M8 t1 ]# H: e
- # 兑换角色
2 [; n; I8 W$ o9 a' L) W - def change_actor(index,id)( \* e( E: `7 v8 r- J/ K0 p
- @actors[index] = $game_actors[id]
5 A9 l- t0 b ?+ ^ - end
1 r2 b; Y& K. T9 b# E0 e - # 全灭判定( { m$ x4 g- m/ y
- def all_dead?
D) O2 M( B4 k2 D, ]! ` - # 同伴人数为 0 的情况下
A! L: C- X; Z4 B" U4 h6 W8 |( ^$ A - if $game_party.actors.size == 03 y* v/ g: f4 u# C
- return false
+ q8 |2 Y8 U( B9 m+ K0 S - end0 p/ g6 R- f( C$ J: x7 O! [, n
- # 同伴中无人 HP 在 0 以上
3 r( h* P ?9 U: q L! A - for actor in @actors2
9 I! x) N7 O" f R% Y7 X7 [) C - if actor.hp > 0
4 i1 Q# Q. Z1 h7 y# W+ n - return false) x( X/ O! u9 [- F, D/ G; T
- end7 L9 Y6 |$ h: X
- end+ _; k) q$ }5 g1 ~
- for actor in @actors! _- v! G- _- G. F6 a
- if actor.hp > 01 B) t7 Q0 Q( z4 O; y. ?
- return false
' I- Q D( e- o8 L& k6 X" r2 z - end
2 L7 D4 p8 B1 \3 S - end
O3 d; B# f4 `: T* `8 B. R - # 全灭) X6 Y& X; B, t
- return true
4 X; \" s N2 I9 l# r - end3 p# s x5 n0 D: ?6 X( ]% P! {
- # 其他角色, C& ~6 v3 L4 P- j
- def other_actors
+ `, k! \% i7 t6 v6 [ - actors = []
) ~& f: w1 Z3 ~# F - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
$ \- M% g, n. U1 G0 i1 ~; }* D, g - return actors+ V7 F" f. G$ @3 U; o- J& _: G" P
- end7 g2 Z5 Q0 ]/ U/ k! ]
- # 角色位置互换( e+ e. |8 s9 r- H- }
- def change_actor_pos(id1,id2)
2 R% l/ Z, Z1 Q% d3 \ - actor_id = [] C) ]5 \; Q1 p- y% ]$ T: X8 G" ^2 p( v/ N
- @actors.each do |actor|: Y: C! _2 A, c/ q! [5 W
- actor_id.push(actor.id)
1 V* T$ g4 @& a: i0 G0 N* |( e, C$ ^ - end5 n1 P8 @1 S8 T; S6 J, W
- return if !actor_id.include?(id1) and !actor_id.include?(id2), H6 q& Y# g5 I) e$ P
- id1_index = id2_index = -1
7 ]+ e, Q4 F. ^9 G$ o4 b - (0...actor_id.size).each do |i|6 | s9 C/ x( a4 g
- if actor_id[i] == id1
, g; Y# Q* V) B+ ]9 [8 n - id1_index = i
+ [; _- Z3 X1 X8 f+ h; _ [ - elsif actor_id[i] == id2
' T! A% M! X' s$ {" s1 v - id2_index = i& Y2 J3 S A+ d
- end) b! o) o- U. r
- end
" @0 E: x/ L+ D( _ - temp_actor = @actors[id1_index]
* H, m7 ?) B) j- Q. Z) s - @actors[id1_index] = @actors[id2_index]3 L6 v" M: I" t
- @actors[id2_index] = temp_actor
+ Q1 {5 b3 Y3 k9 I2 l8 [4 a5 G' ]* } - end& s/ c0 _1 d9 W) f" p" o: d7 p, K _
- end
/ a4 }2 x0 d, Q9 K ` - ( K* I4 \9 Z' ]' T. B# Y
- class Window_Actor < Window_Selectable
+ B% w9 b+ g% F' D - # 初始化& S$ a, l) W% q# l# f# `
- def initialize
0 F) M4 B5 `9 \! W& C2 a2 O - super(0,64,640,256)7 z$ ^# `9 I8 C/ Y* Y
- self.back_opacity = 160
3 K) [! t. o& b; |% j: | - refresh
4 [/ X+ i. y1 O) { - self.index = -1" E8 E- |+ `3 \4 B
- self.active = false
# n: p" ^% Z/ O5 T - end
0 O* v F" W7 ]- Z$ K+ w - # 刷新
0 O# @* C/ Z B8 ?0 ^2 G - def refresh7 x) E6 b, q3 e2 U( A, t' M
- @item_max = $game_party.actors2.size
, E3 c) [8 g; S6 q& H - @data = []
& }& q2 l. N9 k1 Y - $game_party.actors.each do |actor|
3 O: V+ X2 m1 L- U( M& G$ x8 I" ? - @data.push(actor)( @2 |0 E d9 @7 R8 _( V/ b$ q7 H
- end7 }8 c+ [% [& y1 X# b" q
- $game_party.actors2.each do |actor|5 }7 j9 U0 G+ r6 G
- @data.push(actor) if [email protected]?(actor)
9 _2 d4 {! g1 i$ ~) p, i2 u) ?2 k - end! C- T7 i) i) |4 b# d& n0 j6 E9 A
- if self.contents != nil) P% W& z2 Y' d: t! u7 D7 Q/ z
- self.contents.clear
% @+ n5 B R) k1 M7 M# k4 n - self.contents = nil5 X& k2 n. O6 q
- end
}$ e8 B3 W4 ^. o- U/ k) [* ? - self.contents = Bitmap.new(608,@data.size*32)
7 i6 p* F0 F0 e8 W1 v# a - x = 4
+ |/ r" B6 }1 P" H! t3 g - y = 0
( c, M* M- p+ t; D! L0 Z5 t* u - @data.each do |actor|
! k; \2 T+ |% r9 Q8 {! n/ } - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)& W, P3 `- o, C
- rect = Rect.new(0,0,bitmap.width/4,31)0 S e' Z3 k5 Z, g9 ]' q
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)# y6 u9 r/ ^/ V" ]
- draw_actor_name(actor,x+36,y)
' ~+ R/ O. |1 G+ _' R - draw_actor_state(actor,156,y)
, i' ]+ P6 @, w8 h - draw_actor_hp(actor,x+256,y,96), G [! D* f# @+ o. F; j' w0 D
- draw_actor_sp(actor,x+376,y,96)& }, N" v0 Y+ ?* z* Q9 g& m
- if $game_party.actors.include?(actor)! D) H! C3 s' w! f! v
- self.contents.font.color = text_color(6)
0 Y9 i& T- u" z - cword = "出战"+ y8 [! r# e0 O5 ^
- else
/ _, r3 T: ?; X: J, @8 ` - self.contents.font.color = text_color(0), G' r4 `# I7 @- w) p
- cword = "待战"4 n5 v% y/ d' X2 U* `
- end
# u% s0 ~9 y. K8 ?+ ` - self.contents.draw_text(x+496,y,60,32,cword)
' \: ]& K* |# G7 [1 ]1 x5 B7 {# p0 ] - y += 325 P8 Z6 D2 S3 {1 @+ s
- end
( z/ n/ F1 s8 ]& W - end
1 A4 y* d+ m& H+ Q# ?) \ - # 获取当前角色编号; _ b- K2 A1 b0 o5 [
- def actor_id4 F( s/ n8 [5 w7 { \0 D" Q
- return @data[self.index].id3 m7 L: g6 ~. U% O
- end+ |& }$ N3 r- D+ F: w
- # 刷新帮助
4 O" ?, ~* [& M( H2 M; d* y - def update_help
@9 |& R4 E1 O6 x - @help_window.set_text(@data[self.index] == nil ?\
) C" C. T7 S! i9 g - "" : @data[self.index].name)7 } U6 i1 y. D/ x; c, a
- end
2 ^8 H! U4 g& \; K. m& S8 p - end
3 J2 a9 v# E4 V1 a9 h3 A$ a
1 m% J) Y* _# X7 F% N% N- class Scene_Battle8 w6 b( g7 `; z
- include LimBattlePlug8 x. E: u% m# V
- # 初始化2 H. \, R( K3 b$ F; L2 n/ D
- def initialize1 I5 g& D5 j4 J: z: i
- $game_party.set_actor_to_battle/ m' ~* [ \4 M) o! x N
- end4 R J/ C4 v O# U* A
- # 主处理9 T, R: k' m- @' t) j5 K6 t
- def main
9 j& Z) | X) J* c0 d5 R - # 初始化战斗用的各种暂时数据
8 E! W8 c- O+ `8 _" L% h! a( ~ - $game_temp.in_battle = true( C/ T' u4 p1 t& u
- $game_temp.battle_turn = 0
8 ?% f `6 B, D3 D Z7 a - $game_temp.battle_event_flags.clear, \9 ? s7 r5 m4 S: y1 {: u/ S
- $game_temp.battle_abort = false
9 p' z: f6 \7 F - $game_temp.battle_main_phase = false
$ W+ L; S8 Q |! { - $game_temp.battleback_name = $game_map.battleback_name5 x8 H5 u1 T$ w2 E. d5 M
- $game_temp.forcing_battler = nil
b, }6 O/ }' \, ~ - # 初始化战斗用事件解释器8 M) v- u; n. F/ g8 P9 Q! [
- $game_system.battle_interpreter.setup(nil, 0)
4 a' y+ g1 W% s% @: r, K0 e - # 准备队伍+ e* J( B' t7 a: y* s5 Q9 e
- @troop_id = $game_temp.battle_troop_id1 l ~4 }+ R4 p8 E
- $game_troop.setup(@troop_id)
( O( X1 X: O# w {/ W1 Q& ` - # 生成角色命令窗口; l/ y5 S% S( Z A; _. I# S
- s1 = $data_system.words.attack
; \8 u4 U/ c& K8 Q0 ? - s2 = $data_system.words.skill& c6 B# o& N' Y- _& b6 |+ f$ T' S
- s3 = $data_system.words.guard
. S7 H' P" y. A' n9 D - s4 = $data_system.words.item
& ]: R/ `" _/ E$ Z6 u# D2 A9 J4 l - s5 = WordChangeBattler% V- b9 z$ M: h5 c1 @# q
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
# [; z/ @) r( ?9 Z - @actor_command_window.y = 128( a3 h* n* T* r/ z. T. Y
- @actor_command_window.back_opacity = 160
5 {8 v# X: y' c; g' { - @actor_command_window.active = false
3 t' q" j& z% [' U4 }8 H" O - @actor_command_window.visible = false
' j/ r( |3 s1 Q - # 生成其它窗口
: m, Y" j6 J- q- J& s1 p+ v - @party_command_window = Window_PartyCommand.new
9 ]+ @- T- u6 ]& A3 K: z - @help_window = Window_Help.new3 }% `2 [2 l* M
- @help_window.back_opacity = 160
, w) W8 V4 G) j! [) L0 B) d) J$ k - @help_window.visible = false0 U: ^& R& s9 S6 ?. O
- @status_window = Window_BattleStatus.new
6 u ]6 H! b, j5 R7 g; d+ F - @message_window = Window_Message.new: q; j3 N8 o7 V
- # 生成活动块, |( Z( M) i) |5 ~9 i
- @spriteset = Spriteset_Battle.new4 \! ]6 @: x, g4 A
- # 初始化等待计数/ W* I! n3 v, a; p; q" |8 C
- @wait_count = 0- U) a; h' T Q3 ?1 i1 H
- # 执行过渡' E& l1 D; y9 Q8 x
- if $data_system.battle_transition == ""( I2 d" F* H7 Z3 [, V# T( |
- Graphics.transition(20)4 K& K1 D) d% Z' P
- else, _) [! t* d) l1 q# q% q1 g
- Graphics.transition(40, "Graphics/Transitions/" +
. X% n& D. [2 Z6 a - $data_system.battle_transition)
7 [ S" n- \/ S - end- s" `! L: O& `% O H% `
- # 开始自由战斗回合2 `. M, b- `2 Q9 F, p$ L7 \% n
- start_phase1$ N/ ~8 u) z# x# W8 @
- # 主循环
% a/ m& \% |2 z7 R3 O3 O - loop do
* {9 s, G6 n2 q6 @ - # 刷新游戏画面
6 L) \2 x/ o& e! q' e" E0 r" h - Graphics.update$ g+ Y6 G$ {9 N
- # 刷新输入信息
9 X3 H0 r, _1 J, d3 T - Input.update; T+ U7 h* V+ }4 L/ d
- # 刷新画面% B) ^- X, [7 s' z" L& S+ h( L& z6 B
- update1 C- [1 t: B' i- F; b m! v' ^8 K. h/ T
- # 如果画面切换的话就中断循环
7 C5 X/ B+ E: @8 w - if $scene != self
+ a8 u1 v" M% y - break4 w8 f* r) p0 l6 h! ^( ]" f. }
- end
% H$ Q1 G w1 i8 k! g - end
( R6 G3 L' L5 F9 I& O+ v! E - # 刷新地图
6 \" @& A ~. g2 }3 v( C - $game_map.refresh z3 C i6 C' }
- # 准备过渡
: \; x% |$ `+ @ - Graphics.freeze; H# s- d6 J o4 `
- # 释放窗口$ V: C( C+ Q1 B& \* G( d0 o
- @actor_command_window.dispose0 r5 ^) |6 o( Q* E) T8 Y
- @party_command_window.dispose0 o0 ` _- o4 h8 B' Y6 c4 N) S
- @help_window.dispose7 P) d' F3 t" B& S
- @status_window.dispose
8 q9 U2 `! F& f, O8 X - @message_window.dispose
. f Z) |& v' t5 V2 J3 k - if @skill_window != nil
; {# }( x$ P, j - @skill_window.dispose
: N/ f' @" s4 r, q8 w - end
) ^' S6 x/ K" c1 ~' I! s - if @item_window != nil
0 \' r! X7 _% v - @item_window.dispose; q1 L4 |, A- `4 Z8 \0 b. R4 a
- end
( L/ V* c+ J8 k$ H - if @actor_window != nil
9 @4 e, l: j+ D3 t$ s C1 W - @actor_window.dispose' S4 |6 l$ q3 y# B8 L9 \6 z2 k$ u
- end; R8 ~; s& t+ j2 K- u
- if @result_window != nil
6 H6 x1 ^% s" C/ d, w2 Q - @result_window.dispose
* ~4 n8 q% N5 x - end, ~4 M* K* y: j0 X2 t6 l8 r6 d
- # 释放活动块9 U- l I5 P" k/ e; N. N& ~- n
- @spriteset.dispose
: c0 y# c4 k7 G: l9 D, u - # 标题画面切换中的情况0 ?! N. P4 ^; E) e' x& }
- if $scene.is_a?(Scene_Title) N& K6 m! Q+ l8 D1 K7 _
- # 淡入淡出画面
" B3 w" f% ~4 A$ I - Graphics.transition
- W# r+ d" v. l3 @! @% X$ ~3 M - Graphics.freeze
! k1 ^; m( e6 ]& H A! y - end8 x c5 @1 m# ?/ Q2 C; p4 ^
- # 战斗测试或者游戏结束以外的画面切换中的情况
' a8 d! J* x6 c - if $BTEST and not $scene.is_a?(Scene_Gameover)
, B4 |( f% w {8 y7 g% [4 C - $scene = nil
. ]; X4 K% u& p; d7 A - end
. r& Z, ^$ p3 f# Z- F+ n - end' E2 f/ L/ G& r
- # 战斗结束
1 }; ^/ L" q9 p- V+ o5 I - alias lpb_battle_end battle_end& {0 l2 q! Z3 G8 H% h9 ]
- def battle_end(n)
- @6 ^) j8 t; Q - lpb_battle_end(n); Q3 \5 z% v/ I8 v3 a3 w4 W5 p
- $game_party.set_actor_to_normal
; Q/ e( N1 t7 R2 m& k9 h - end
% \8 p( Y, }6 Q3 @. y) X6 @6 { - # 开始回合3
; O( A: j* g' b9 q* G$ I - alias lbp_start_phase3 start_phase31 p% y0 H( ?+ y8 R
- def start_phase3
+ _/ Q5 [7 M" \4 C - @changed_battler_id = []5 _, D% [$ M% t% ]# _) h! [8 `
- lbp_start_phase3! j! ^- |+ q& s1 Z; i
- end
& y& f4 k( ~& v6 t z- P8 P, g3 o - # 刷新角色命令回合画面
0 S% r+ P; Q, g1 ] - def update_phase3
7 ~ H1 u- e" W" L) c9 y) T - # 敌人光标有效的情况下; L' d7 a5 Q6 V- D. d9 |4 Q
- if @enemy_arrow != nil
2 ~5 j6 o. u. E6 g, e6 x. q) O2 S - update_phase3_enemy_select
3 Q3 R1 S) U2 a0 H6 R, Y - # 角色光标有效的情况下
9 W) Z2 s$ f N& {" C' w K+ T - elsif @actor_arrow != nil, p# U, Q4 L$ V4 \* t5 S
- update_phase3_actor_select0 a- A# I8 \- e' _
- # 特技窗口有效的情况下
9 [, T( a. k- E- W6 ?7 W( W - elsif @skill_window != nil$ K0 C" U( u. D
- update_phase3_skill_select+ h/ D, x# m- |- X1 E
- # 物品窗口有效的情况下
* Z6 d9 A$ M# }1 ^0 T% l: G - elsif @item_window != nil
( ]5 H, X/ L# r; w0 u6 d+ _4 i - update_phase3_item_select
. c& g8 H' \2 q i3 ? - elsif @actor_window != nil
3 F0 I5 Q6 ~! W: ]2 P* i9 u/ J - update_phase3_battler_select
! C1 ~5 k- E6 H# c* l - # 角色指令窗口有效的情况下6 x2 Z% @4 H! x+ Q2 I
- elsif @actor_command_window.active8 T6 U0 T3 s. A# t
- update_phase3_basic_command$ j7 K6 `+ L8 A7 Y& {+ U
- end. }: Y r2 O, Z, e3 ^2 o2 Y
- end2 i+ Q% ]! Z Z: m" x
- # 角色基本命令
- ]0 x2 ^* U4 q$ `' t - def update_phase3_basic_command
$ g( b B6 |$ [ - # 按下 B 键的情况下
6 g6 h# M0 t3 _* m - if Input.trigger?(Input::B)( u3 ?; a1 Z* D7 ]8 f$ E3 L1 P) B
- # 演奏取消 SE+ m3 z* |7 b2 l+ O+ \& s( Y
- $game_system.se_play($data_system.cancel_se)
; T" t9 `; }! s+ A! ~4 X - # 转向前一个角色的指令输入
8 r2 L6 W0 B2 H4 _$ c; [ - phase3_prior_actor; _! Q0 [# _8 m9 @
- return
+ Y3 f/ F$ `! s. P - end
8 l" f8 s1 d3 U5 s0 I* T - # 按下 C 键的情况下
0 e0 c0 O* z' `. W1 I6 n5 e6 \ - if Input.trigger?(Input::C)
: ~2 A! O5 c2 l - # 角色指令窗口光标位置分之
% Q8 J" Z, K, U: R- S3 W2 C2 }. t - case @actor_command_window.index
9 t2 l6 n7 w$ Y - when 0 # 攻击
! c$ ? x, H6 F# M* G- K - # 演奏确定 SE
6 T3 [: R/ ]3 j7 Y/ V - $game_system.se_play($data_system.decision_se)/ D9 V8 g' }% X$ B3 v. Q# i
- # 设置行动/ p, h& ] o1 k* L0 `& M: z I2 ?& M
- @active_battler.current_action.kind = 0& E# p9 g9 q! w5 }, \
- @active_battler.current_action.basic = 08 |: V$ Z' D1 b+ s; k3 o
- # 开始选择敌人- G0 y' M: K X, t
- start_enemy_select9 l* y# G- p6 l: Z4 R$ U* M" m$ n D
- when 1 # 特技% b( |8 H* j( ~9 N6 z
- # 演奏确定 SE
2 e; `3 a J. f - $game_system.se_play($data_system.decision_se)& K9 H t& ?7 l' d. k& a
- # 设置行动8 W5 r, Z- b& N' {* `
- @active_battler.current_action.kind = 1
. o; e# d5 e+ m6 J: H: [5 K7 E* o - # 开始选择特技. G% U# r1 w5 r) Y$ `
- start_skill_select4 e& U" l. h! Y# V- c, N( Q$ n
- when 2 # 防御5 z4 `, K/ _% [( E( x
- # 演奏确定 SE
, l' w5 M5 ^& {1 a5 `5 t - $game_system.se_play($data_system.decision_se)
. [, ]+ \. }3 c3 u( F - # 设置行动0 \- `7 Q+ L) {
- @active_battler.current_action.kind = 0
8 e# Q1 E/ F9 d' w4 w7 v) c - @active_battler.current_action.basic = 1( w5 L7 B* p% d0 n/ C& F! _+ ?
- # 转向下一位角色的指令输入
' x0 `1 J( f, o0 y* C. z - phase3_next_actor
7 u0 J9 ~6 R9 z7 P4 W. K - when 3 # 物品
* g* F' i, t j4 { - # 演奏确定 SE: l6 b0 P% a# @; I0 k8 \
- $game_system.se_play($data_system.decision_se)0 J; }7 P v' K& C, \
- # 设置行动$ T( Q, F! ~" Y% {' i3 w2 j& \
- @active_battler.current_action.kind = 2
, | u% w, V& q* Q - # 开始选择物品. M4 F h: q: T
- start_item_select; O& L9 y' l7 t/ U
- when 4 # 换人4 y+ W' E/ `# ?/ g( P
- $game_system.se_play($data_system.decision_se)* l4 R" @" ]- O/ d' o
- @active_battler.current_action.set_change_battler5 N. O" P# d" s8 n# j
- start_battler_select
8 M3 ?; k& I+ Y/ ]2 o - end( {, a- D. _! M% v# x
- return) B5 k# G6 v& @5 f z8 w
- end
: \$ i7 e8 e; ?2 x- g7 o - end
4 m+ N9 D1 u" b2 C1 S0 h) { - # 开始角色选择
; a' R: q& r+ M; h - def start_battler_select2 _) M+ ^5 v3 ?$ c3 u. q
- @actor_window = Window_Actor.new9 P% X5 U' t1 f: Z* I% W; q
- @actor_window.active = true
2 O+ a, F+ ^- g, s( H3 \ - @actor_window.index = 0' ~- Y4 w4 r* h! q. L
- @actor_window.help_window = @help_window
$ e* [! K6 M$ f7 G; l" U - @actor_command_window.active = false" y7 \+ _% \/ e
- @actor_command_window.visible = false
% O+ f2 R. d; q- Z# l, v - end# j( l* ?+ N( H+ ], H2 E
- # 结束角色选择! k$ ^3 I, ~1 r4 A' a. h3 D
- def end_battler_select1 ?! r) s# g. V! \, R
- @actor_window.dispose
7 b) S' E7 ^0 g/ ~3 s! V - @actor_window = nil
5 L4 k5 J( Q3 c" _* ~& r - @help_window.visible = false
! J! e5 E' A* Y# |; q. c6 `9 h* [ - @actor_command_window.active = true8 l! z# V# Q: f, q
- @actor_command_window.visible = true* ?! l# Z' m" c" R& X5 ~% q
- end7 ?9 H) z" P" L0 u4 U
- # 刷新角色选择$ N6 ]2 i; z1 C* p' Q5 D
- def update_phase3_battler_select$ E6 b) e# f- g, Z. T
- @actor_window.visible = true! w/ c6 L. W7 E# Z$ T! {4 a1 m
- @actor_window.update+ r5 q. h, A& V7 z% X" n6 t5 M# L7 f6 X
- if Input.trigger?(Input::B)- U! X& d- M0 u1 A- I( ]9 O/ h' @0 v
- $game_system.se_play($data_system.cancel_se)
X' ^! U: w8 u. _( Q+ ` - end_battler_select
^* |. Q, i5 ^ e - return
$ \, _, m2 S% b. v& N* m - end5 F8 x% |1 U( [; ~$ s1 h
- if Input.trigger?(Input::C)' p3 V Y& K+ j: Y6 e9 T
- actor_id = @actor_window.actor_id
( p( [' W' N) l9 c9 \6 s% r - if $game_party.get_actors_id.include?(actor_id) or( i$ ^4 N, t* z6 M8 J) I
- $game_actors[actor_id].dead? or
9 x3 T6 f8 s8 r! t) ?& \ - @changed_battler_id.include?(actor_id)% q8 ^$ I# N5 f- n- q' h# f* W! R0 q
- $game_system.se_play($data_system.buzzer_se): ~/ D( c, C$ K% R/ _
- return
. c" u" I4 G& ]; d - end2 c k- M6 K$ S0 [* S( t
- $game_system.se_play($data_system.decision_se)( v A) I2 v4 M! j& m' r. z) T
- @active_battler.current_action.change_to_battler = actor_id/ ?0 R5 Y& I2 l
- @changed_battler_id.push(actor_id)
( w( |. N/ Z1 a! D - end_battler_select: X' V# O4 D: u3 i8 o9 J; ~
- phase3_next_actor3 h5 }* D5 N9 ~. [. L" i4 Z0 k
- return! W1 o, w0 O" [
- end4 Q; x4 V/ l i' A$ B
- end
. P( b8 p5 | n0 v - # 行动方动画
6 Q5 f" ^- R' B! G - def update_phase4_step3& M& F! p1 e0 G/ ^$ }$ R
- if @active_battler.current_action.is_change_battler?0 H& _, Y" @& [5 M- C# _
- @animation1_id = AnimationChangeBattler
$ P' c/ X' o) F7 X' } - @target_battlers = []% y2 \& R* w( S$ m& X E% \: R! D' M
- end
. E r' K6 b( C [1 G* w$ ?* A$ e - # 行动方动画 (ID 为 0 的情况下是白色闪烁)% E0 q+ @8 i& d7 w
- if @animation1_id == 0, [3 h0 Y6 o, f+ k0 _1 H3 R
- @active_battler.white_flash = true
" D- r# {$ b5 c2 I, l& M( m - else8 f) E+ p9 X% Z
- @active_battler.animation_id = @animation1_id0 U, S( X+ s V
- @active_battler.animation_hit = true" R/ v# X2 C, i1 f" B, u
- end/ e4 K% \5 z& X+ ?& D9 y) n% m$ @
- # 移至步骤 40 k1 Z5 F6 c% W) _
- @phase4_step = 4
# G/ E) o1 X6 G. ?: I e - end
' k! |; |% O+ H - # 对象方动画
S5 j* n" w# u: a3 [: x - def update_phase4_step4
7 n8 r5 J# d2 ~$ \, H7 Y( T - if @active_battler.current_action.is_change_battler?
4 ^5 F8 ~* n( m9 r8 Q t1 ~4 f - actor1_id = @active_battler.current_action.change_to_battler
% z [! y& `) t, Z/ h - actor2_id = @active_battler.id
. b6 e* e* L7 z/ u8 X+ a; S O6 g - (0...$game_party.actors.size).each do |i|+ c" F! Z8 K0 c' J6 E
- if $game_party.actors[i].id == actor2_id
' R, ^- A8 _. p h8 x5 r4 `3 m - $game_party.change_actor(i,actor1_id)+ n, z; \& \, Y6 M% Q
- @active_battler = $game_actors[actor1_id]( ]6 U" s F8 d6 f
- @status_window.refresh
0 ]4 a' ~/ q& D/ y - end
g5 ~/ o# a# L- } - end$ r; m- q8 T1 q( n+ J, j
- end
3 G& _) ?! O0 j) Y - # 对像方动画
/ B7 n7 m, a7 c& ` f - for target in @target_battlers
' [! N' _: i+ @+ l" W - target.animation_id = @animation2_id
: U2 O3 n; q+ A" N1 Z ] - target.animation_hit = (target.damage != "Miss")3 }6 X; t0 h8 b# u( z8 t# y. c
- end2 t% j( |* l( @! c, F
- # 限制动画长度、最低 8 帧
$ n. J- Q, D! @. C - @wait_count = 8
3 b- w. j' R5 t/ m3 w! z; e$ W - # 移至步骤 5
; h# F7 Z, w% Y - @phase4_step = 5$ i, w: T' P7 G9 _+ h
- end, p) p3 Z! Y9 ]7 B. J& ^, D
- # 公共事件
" Y$ A+ @0 P# a% ^ m - def update_phase4_step6, ~0 k: w1 _3 _* J/ k
- @target_battlers.each do |target|
/ v' \$ v* _/ W0 [. K+ k+ l - if target.is_a?(Game_Actor) and target.dead? and
/ G# ]$ E: y" E* u& s9 y6 T& V - !$game_party.other_actors.all?{|actor|actor.dead?}
+ L/ _" ~7 u/ l9 `) g- ?: r - @actor_window = Window_Actor.new% c: f( C3 C# F" c- l+ n/ I7 t
- @actor_window.index = 0
0 \# ]: }4 M" `7 m - @actor_window.active = true
8 c* `0 A0 a! ^8 Z - @actor_window.help_window = @help_window7 |7 l- m6 V. s
- actor_id = -1
6 S1 I' N1 s# r' A. P - loop do
* {0 M. J/ q/ \3 c - Graphics.update
1 |1 y) J ]# I, a9 V2 s& k - Input.update
5 f# O' s% ~, v' K# j7 P! E; q - @actor_window.update$ |5 c/ B/ q- Z
- if Input.trigger?(Input::C)
0 S7 Y; r, K3 z( }7 U2 X3 P7 T4 k. ?7 ~ - actor = $game_actors[@actor_window.actor_id]* c0 P$ l2 w$ A: ~9 b" w+ B
- if actor.dead? or0 ^6 |5 y4 A" T( N& }6 E, ?) R
- (@changed_battler_id.include?(actor.id) and
9 f( G2 H* [# e' H6 @; r6 C - target.current_action.change_to_battler != actor.id) or- L- @7 A, }8 v. Y/ y& Z
- $game_party.actors.include?(actor)4 I5 n+ k* T4 l: l& L
- $game_system.se_play($data_system.buzzer_se)
6 _( I( v& f; b - else
1 e8 A6 R' u) X8 C5 W% } - actor_id = actor.id# l6 }, m' v* K; Y# t- P
- end/ d. b% j# y- I' I
- end, P! a5 N% F, E
- break if actor_id >= 0' I! | e2 A! h4 E- v2 o
- end
2 N: n# q3 N9 Z& ^) ? - @actor_window.visible = false
( y [4 y( e X5 O4 z* w - @actor_window.dispose5 w" g6 I, {- h+ {: z2 r4 x
- @actor_window = nil. @" t' ]) y# R# e; R
- @help_window.visible = false) ^6 H" s# i, n; m
- (0...$game_party.actors.size).each do |i|$ Z9 m" l! Y+ e2 t# N! z
- if $game_party.actors[i].id == target.id4 `% p; D; x4 l4 U F- O
- $game_party.change_actor(i,actor_id)4 r3 L% A) w% f3 k0 L7 G
- @status_window.refresh* @4 t \9 [$ ]( v7 l
- end. _' T7 Y# y& k. L. x! g
- end) c2 {+ e! _. E: r7 v
- end
6 [- ]) @2 R1 l; b, I0 |* S# b) Z - end
# n/ W0 t3 R6 p3 \ ~ - # 清除强制行动对像的战斗者 V6 W# N7 _7 g5 o
- $game_temp.forcing_battler = nil
, z9 b6 Z% {; j - # 公共事件 ID 有效的情况下
" m, d- t/ k4 s, Q# O3 c% i - if @common_event_id > 0 Z7 q' D" R; M7 s0 B, c
- # 设置事件% g$ R4 e" S0 r7 U8 g
- common_event = $data_common_events[@common_event_id]
5 R; }$ ~/ F0 }; G) |3 i - $game_system.battle_interpreter.setup(common_event.list, 0)
3 C; n) s/ s `7 h - end
; ?- j+ @- L4 z3 r6 q8 s8 } - # 移至步骤 1
+ L8 g4 E+ n) S - @phase4_step = 1
1 ~1 a" r: } i) y' J - end
: V* \/ h2 F: {( v - end Y( w" }' _( H6 S7 l0 a) N
+ I; B3 S. A- S9 c& R& `- class Window_MenuStatus
* h, w ]" Q. Z - def refresh
% S n+ F% C v - self.contents.clear& t; W( V: V" B6 B! g
- @item_max = $game_party.actors.size
: |$ D# Z/ \) ~2 E) h; A4 W; G - for i in 0...$game_party.actors.size- i, q1 r; P$ `& c# j: K# a( M5 l
- x = 4
* Q3 h# \9 |! h: \ - y = i * 32& W7 y% {0 w3 k% ~# M. m' J# I
- actor = $game_party.actors[i]6 L9 h$ d. j* ^, s+ U _1 C
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)9 U7 h2 T+ j, s% x
- rect = Rect.new(0,0,bitmap.width/4,31)
' S. k5 e/ Y2 L. m9 Y4 A. B - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
% M" ]4 s# l8 Y. q* M+ s - draw_actor_name(actor, x+36, y)
+ L; X7 @8 S& B! Z0 A( k0 k - draw_actor_state(actor, x + 136,y)
- h' a3 m/ E& q: o# F - draw_actor_hp(actor, x + 236, y,96)- E0 M. q" P, x7 A, Y2 h
- draw_actor_sp(actor, x + 336, y,96)
. \& a! A* p8 ` - end
( n: I( Y% J% s1 r; U - end$ Z* A. O# S; @, r* w& }
- def update_cursor_rect: Q) H0 b0 ?4 b! |6 s
- super, Q" U0 Y+ t: E) e
- end3 |* v, ~$ g( X" e9 D p
- 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。 |
|