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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 LimBattlePlug
) j! R% N. B9 L
+ I8 P7 f/ j9 }# }7 @2 T6 S ~/ f- # 队伍最大人数2 k9 U4 ^0 t4 W1 d
- MaxPartySize = 8
- T& F: h c q
5 g" z( z( A( {2 t, P9 u( G- # 出战人数
# ]3 h6 \0 U& ?5 w - MaxBattlerSize = 1& T, b- B+ e- S5 J2 u2 y
1 x9 u8 q2 `2 F- # 换人语句: S* p0 B8 H$ P4 q7 h+ E8 @- g' H
- WordChangeBattler = "换人") v0 D% e( c: e# ~
3 H% x6 U$ J/ P0 W3 a6 b7 d- # 换人时播放的动画% b. q# }2 _3 Y- _
- AnimationChangeBattler = 26
+ u. f! G8 M, `5 S7 U9 ~2 G: I - . b; Q" [" [; x. b- n" D+ C& m
- end
7 q7 J6 Q3 z& z - 1 A; h) ?" s0 u& o+ f
- class Game_BattleAction
2 e3 b* u9 B5 a- ] - attr_accessor :change_to_battler" R' y4 {( I' z5 n, A$ u# l
- # 初始化1 [7 h& q5 c3 U3 X
- alias lbp_initialize initialize
& m' A9 h W5 P# m, G# ` - def initialize1 B7 y- ~7 b2 k
- lbp_initialize
1 y2 x! c+ [% z5 O/ w8 b" n - @change_to_battler = 0/ S0 o. s: T5 T4 h; A
- end$ B! P. m* P v* h( m0 i' T
- # 欲更换角色编号) {7 f1 [. d5 i- }6 D/ K3 K9 H0 E6 Z
- def set_change_battler
( Y5 Y8 W' ^; I" l% @) [! i - @kind = 3
# _8 t" a. T3 n - end- k* n; P3 h! ?
- # 判断行动是否为更换角色
0 z$ q5 x) y L2 d3 M8 \7 p - def is_change_battler?) W1 r" e7 I- m) c5 ?
- return (@kind == 3)+ \7 ^) Z0 m/ o/ u, c: _) v
- end
$ n% l4 e1 n: m# a+ W( k% R' h - end
8 m4 v' z0 u" e% l. G5 [2 T - / {$ T$ l2 E- y8 M
- class Game_Party
- n0 x `$ t5 Q+ v+ w - include LimBattlePlug
) w6 f: I7 q! Q$ I - attr_reader :actors2, p/ A/ w/ |$ |5 C8 f, w
- alias lpb_initialize initialize
6 Y4 v" `/ c* T) M - def initialize
0 e, e, h, N7 b. S0 I$ I/ f, B - lpb_initialize% ~4 ^3 N9 K% k
- @actors2 = []
) m. f( Q: M+ F" k) h! ?) k - end6 z$ M6 ^) {5 o/ m7 K; U8 m! S
- # 角色加入6 s- q5 a) c1 L, G
- def add_actor(actor_id)3 U! V+ Y0 q _
- actor = $game_actors[actor_id]
B: f2 W* N3 \8 B$ A: i - if @actors.size < MaxPartySize and not @actors.include?(actor)+ F) V2 f' {+ {0 i( u: W# G8 Q
- @actors.push(actor)
X3 ]/ T S' W' D8 I. C - $game_player.refresh
/ |3 C6 D5 h+ T0 f - end
2 c8 V7 z" X. J4 z0 C' z - end
/ b- } o% n$ q9 M+ L - # 设置战斗的角色
, ^' b- m \. v$ p5 y - def set_actor_to_battle/ u& S1 }7 X+ |1 O( [6 P& Y
- @actors2 = []
5 `- x. q& m0 E* s - @actors.each do |actor|
; x& e" O! _5 k) E - @actors2.push(actor)
' H3 S1 i0 A1 @$ J, _! g - end
+ e4 t; h }% p3 V - @actors = []
6 x. ~$ _$ {4 Y# `' v) @7 g( Y - @actors2.each do |actor|4 d" R8 k' g! y7 n+ I! K8 `% O& F
- @actors.push(actor)
! T% C9 q" I2 X: @2 F ^ - break if @actors.size == MaxBattlerSize2 N' l; w1 \4 ^
- end
8 e, \- q4 {7 |% y - end/ d' U" Q* h4 d! B; j
- # 还原战斗的角色7 r, r$ [" i" v
- def set_actor_to_normal
8 n3 x; }* r5 E, X - @actors = []
. o0 n/ Z% t7 S( ] B - @actors2.each do |actor|
5 I: T6 a8 ?6 q7 ^$ W/ M - @actors.push(actor)) M/ y6 {0 X+ g/ ?8 z6 Y3 s+ @# q
- end ~6 c+ N! y: F' o: _
- end
; c! g- l# b, a% l M0 P, I - # 获取角色id数组
/ a5 W) C4 N8 ^ f- j - def get_actors_id1 x# U8 ]! z6 d- [( e# u8 w( P% x
- id = []4 N+ u' |9 m5 j4 |, o# U* X: ^
- @actors.each{|actor|id.push(actor.id)}" L4 a% B* b. M
- return id
* i" K3 R# K0 \# l - end' ?) a% x! T' W5 ^9 i* e
- # 获取角色id数组9 H( A) ?- W ?1 f& a8 R
- def get_actors2_id
3 ~" J* q; U/ b* u* {3 K - id = []
3 D. s) @% ~* l; A4 e - @actors2.each{|actor|id.push(actor.id)}
# N) e5 O% O |5 k8 c6 r9 T+ b' m - return id0 \) `6 K! W. R5 Y7 J% w" I) N3 H
- end
! Q( k( ?5 ^2 \" y - # 兑换角色( |2 v! B6 p) C+ p- u9 c8 T
- def change_actor(index,id)2 t/ Z" a, P" v- B
- @actors[index] = $game_actors[id]% c, p- }$ m2 F2 m
- end
& W5 a }0 ~4 @9 a9 B, ^5 _ - # 全灭判定
1 ?( E' T% q; a0 c. S - def all_dead?/ Q$ g0 D" o) I- t5 o- E
- # 同伴人数为 0 的情况下
- F/ {7 S L3 ]4 F# N) A - if $game_party.actors.size == 0
1 L. C/ t) z* D! b - return false
* A& {5 D* h4 w4 F& ` - end
1 N# j# \7 ?1 L - # 同伴中无人 HP 在 0 以上
5 r% e8 b$ r! O8 B - for actor in @actors2 m8 E1 n" ]7 K' n
- if actor.hp > 0
2 T* ~/ s4 d' F" z - return false1 G7 O: \6 y+ N, |- h0 \! X6 I4 p0 u
- end
* F1 T2 R" b+ O' e - end3 E7 z$ x7 y5 [2 u7 k
- for actor in @actors0 Q- y* g* ?6 x5 F: T
- if actor.hp > 0
' F9 r/ S1 i( ^' D" _) L: ?# w - return false
9 R* G" B) `" K& J. l* x' \ - end! e/ w+ I% [3 |
- end( m, [! k3 l3 b) d7 X4 P2 P
- # 全灭
6 ^9 O$ B0 z1 @% C$ ~ - return true5 e5 q: L8 H3 o G6 V9 u
- end
4 r+ Y( W4 q" k( \' D - # 其他角色
p# k; w& | q. c6 a - def other_actors
4 o w. @1 Q) j# L - actors = []
- e; J# f: t/ O) y% l - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
+ ~, f# h6 l( W0 R - return actors) d6 r9 j6 C! l% W8 A! m
- end. i. N, f6 _' b6 ?8 x" L! O8 g+ U" o
- # 角色位置互换2 @1 @4 o6 r) {5 a' F* ? }& T
- def change_actor_pos(id1,id2)
+ Y9 H9 U& P7 F" {! m0 ^- s3 S - actor_id = []5 e7 W, o5 C. W3 J& G5 W
- @actors.each do |actor|
7 Z8 S$ [ W2 u - actor_id.push(actor.id)2 Q) {/ t6 W9 p) o
- end
% y0 K5 T, t4 |: D) a# l0 N - return if !actor_id.include?(id1) and !actor_id.include?(id2)3 q1 Y6 s# G7 V$ j" ^
- id1_index = id2_index = -1# w6 Z1 p Y3 [1 q! V* ^
- (0...actor_id.size).each do |i|
0 U: F) L9 m4 i8 S# u- q - if actor_id[i] == id1
& a/ ^, v. u4 N. ?% C% N - id1_index = i
- Y. U# k; d& r% j! l$ F1 T6 s - elsif actor_id[i] == id2! G. c z0 {9 l8 g
- id2_index = i
, R1 H7 N# \' J3 G0 q; }% p - end
" K3 A* W% W+ D$ N/ u - end5 O% j J4 m; Q4 v. E, j
- temp_actor = @actors[id1_index]
# S& ~% N' b: p( k0 F. n! e" i - @actors[id1_index] = @actors[id2_index]) _5 M# K% j6 N: L( \
- @actors[id2_index] = temp_actor
1 ~ r A+ B' t& F d& Z - end
2 @0 ]3 a! K3 L - end
. u% R5 U2 M: x# e$ B: J - $ [- G+ f6 r# f7 X8 ~4 U
- class Window_Actor < Window_Selectable k) h$ ^% N1 N- R' Y2 N1 P
- # 初始化- e- Y; \7 {4 g- U( X: P
- def initialize' K, m5 O! x7 _/ m4 q
- super(0,64,640,256)) d, q3 C! G: J; k* @
- self.back_opacity = 160+ }" ]; a! {3 j% d
- refresh+ f7 L0 n8 z9 O9 v4 c. ~, o; D b
- self.index = -1* o8 j' _* g5 |4 d: [6 I
- self.active = false
; t7 o& P7 A' F" n* j, J - end# ^( L b" R, S. c2 M8 H! \* _/ s4 u; U
- # 刷新7 {% v& q E) w6 W5 S0 j) e* z. k
- def refresh5 }1 K0 Y1 l! k) r* ^# U* v2 B
- @item_max = $game_party.actors2.size' L8 y! Z. |7 |5 J Q# E& E
- @data = []. A1 } L9 l1 t5 B; @
- $game_party.actors.each do |actor|" A. f8 i. X [/ ^
- @data.push(actor)
7 D) T0 w: }9 e5 K' j - end
" l. v& l# A2 {; h( t - $game_party.actors2.each do |actor|
: X' N$ W3 m. e7 p1 K5 A+ f) i - @data.push(actor) if [email protected]?(actor)
: k) F. |+ D. ~6 h9 h' \) J - end, r. p1 ~6 R8 m l) {% m* s. j
- if self.contents != nil
' q5 \5 e# O% ?" m0 l* X9 F) ` - self.contents.clear* u3 I* P4 |# R+ }" w/ ~
- self.contents = nil! [+ H$ e; ]3 ^4 x
- end
+ W/ a( v4 q2 Y& ?2 C) q) E - self.contents = Bitmap.new(608,@data.size*32)
( J! D, Z/ B' C - x = 4# t+ A" p0 v+ w! q
- y = 0! }5 I5 K/ k8 ^/ I
- @data.each do |actor|
?7 o% I: y+ K( x$ C1 h - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
: _1 x/ f; N+ H; W. C& ~$ j4 e - rect = Rect.new(0,0,bitmap.width/4,31)
# N# I! {8 R# W5 U - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)- Z. D9 `1 U4 ?( G( U
- draw_actor_name(actor,x+36,y)
9 W3 I! R7 v2 @- L( P% _2 a - draw_actor_state(actor,156,y)
4 C9 y: C7 C0 S2 {4 y - draw_actor_hp(actor,x+256,y,96)
" A0 y5 h1 D/ y, ^1 v" _: W3 z6 Y - draw_actor_sp(actor,x+376,y,96)- q; R5 X. x: U
- if $game_party.actors.include?(actor)% h T# ?4 e# B! C, w9 _
- self.contents.font.color = text_color(6): P. n% s; L0 m' \4 }$ J, W
- cword = "出战"
, B4 [7 w9 K/ T& g4 _3 y - else+ Z0 T. C0 P: l p/ n
- self.contents.font.color = text_color(0)1 J5 o5 _0 t% {9 H& y( X+ o8 @
- cword = "待战"
9 e b( O# j2 o R - end
; A. x3 p5 v* I, W) e) f - self.contents.draw_text(x+496,y,60,32,cword)
6 M5 ]+ v) b" x" S$ r - y += 32) U& h8 t3 W' n6 I
- end) |( O: K$ C; Y
- end
2 Z$ P/ X& M5 j9 i+ F0 ^ - # 获取当前角色编号
7 Q% R# c% X {5 L - def actor_id
% t. [$ f. O" _! Q1 P# n. Q - return @data[self.index].id
0 E: \, C; N) j( h% g - end5 x* P" X3 B' H* V0 L, x
- # 刷新帮助
1 Q! V3 [3 ~9 O5 _ - def update_help
+ |( F+ ~* u+ K0 h# A$ T F0 S - @help_window.set_text(@data[self.index] == nil ?\
# L# p) P# l4 ~5 V$ u- ^3 u$ f+ D - "" : @data[self.index].name)$ U1 M+ X+ q! Y. d% _+ l
- end
# a' h8 K% P7 T& Y: \/ ^ - end
+ _% ]8 R* J9 ?& | - * R& V1 J4 l: Q
- class Scene_Battle
. o' _! c, x. ` - include LimBattlePlug, f' H4 m1 a* W7 M
- # 初始化
7 a; a! C% }8 k: p - def initialize" m3 I% J5 v' d6 i& Y e/ [2 x4 ?
- $game_party.set_actor_to_battle
- T. g, A! o7 ~, D - end+ R1 L) C& f" v9 b( W
- # 主处理5 m4 w) N; z7 O2 r# D& s
- def main; z# X# p& l7 s! e$ t
- # 初始化战斗用的各种暂时数据5 F" V) h! \" t2 w/ E
- $game_temp.in_battle = true3 Q: P( h7 U d9 T) @
- $game_temp.battle_turn = 0) L7 ~2 o& O9 L2 }' a) v# d
- $game_temp.battle_event_flags.clear
% U# N9 ^7 } X* F; M - $game_temp.battle_abort = false
4 ?$ L2 o6 j4 Q+ E2 T4 _ - $game_temp.battle_main_phase = false! a: t9 k& t, L& [' _
- $game_temp.battleback_name = $game_map.battleback_name, R3 B1 n7 O$ {
- $game_temp.forcing_battler = nil6 d% Z6 f8 J7 R5 N {5 Y
- # 初始化战斗用事件解释器 @7 o& I- n9 F1 e. R5 j
- $game_system.battle_interpreter.setup(nil, 0)
2 h. z }9 S9 O3 s; }& S/ h5 C: s! k* o( v" | - # 准备队伍
/ ]* G# Z; q2 N5 T# [0 e2 c - @troop_id = $game_temp.battle_troop_id
; f# e8 [5 U' w# d5 r8 T9 C - $game_troop.setup(@troop_id)
, z4 r& F+ U! x - # 生成角色命令窗口) ?' v% a4 ]/ h' B2 A
- s1 = $data_system.words.attack5 G. D: y: E* l M
- s2 = $data_system.words.skill& X+ j0 D/ Q: N5 @
- s3 = $data_system.words.guard/ [, |3 V- Q/ Y
- s4 = $data_system.words.item" u4 g9 B6 o9 W& J
- s5 = WordChangeBattler
& f. g5 e9 ^, b6 V - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
# R0 ~' Z/ r$ [ - @actor_command_window.y = 128
( l( D& w) L: ?7 x$ Z; t$ h% u' P - @actor_command_window.back_opacity = 160
6 H) ~( t/ o+ |) G$ d/ x - @actor_command_window.active = false9 c, F5 |+ D1 p, ?3 R1 _
- @actor_command_window.visible = false
& d5 O% b8 }; s) {' { - # 生成其它窗口
9 P. ` c7 I: ^) M' T7 t- k4 S8 V - @party_command_window = Window_PartyCommand.new8 T$ W. P+ O9 S0 _3 E3 k8 {
- @help_window = Window_Help.new
7 B" C/ ~" z0 I( ` - @help_window.back_opacity = 160" L+ S4 |) W# m S" ]
- @help_window.visible = false, m7 O% _% A- r. V
- @status_window = Window_BattleStatus.new. B2 Z9 B/ z! v. e
- @message_window = Window_Message.new' @/ d6 v r" b
- # 生成活动块8 \$ ]. } l6 u
- @spriteset = Spriteset_Battle.new$ p% e: \1 |; n4 H" R
- # 初始化等待计数
1 E. N: y5 V# m& Q - @wait_count = 0
' \" N+ u$ U! C% I% U$ c - # 执行过渡9 ]* S9 B. @( d. C# c
- if $data_system.battle_transition == ""
/ e M* _; v! A+ _ - Graphics.transition(20)
# H I3 `6 [& ~$ ^6 @$ ` - else
) N: L, C. j' E; z - Graphics.transition(40, "Graphics/Transitions/" +
3 m0 e* [2 z1 N9 a7 m3 G1 M% f - $data_system.battle_transition)* {! U$ V2 }/ x* O* M5 |. A9 _
- end
/ z9 {, v6 e' K( F8 p1 f2 o - # 开始自由战斗回合
5 i# F7 U& i5 M5 E# V* u; ] - start_phase18 k% x; V; [. r: D' f& j3 P% X4 |
- # 主循环
/ q# F1 e/ C* q3 v1 s - loop do
/ Z4 K' j6 F% w% o+ E - # 刷新游戏画面
4 C$ Y- h2 e5 C8 Z - Graphics.update
h# K* d8 x1 h; ]9 S/ j# v$ _& H' G - # 刷新输入信息
/ X$ g. U& [) P. t - Input.update' I! B" V+ H$ l" ~- M
- # 刷新画面
. u) k- Q& d. j7 M. t( ^" v$ l0 d - update
, H1 l2 o. U4 A! W \5 m - # 如果画面切换的话就中断循环- L+ p8 s. J! p( q" x1 ]
- if $scene != self
4 N" R0 i* L6 D) b - break C0 F% g O9 @ C. _
- end& l- A9 a4 H7 {6 P
- end
7 O8 t; G! `, I& R - # 刷新地图
, u% t5 l/ s. f' \$ L; O - $game_map.refresh
" V( v$ F9 x7 o. N4 N7 d5 k1 W: ? - # 准备过渡
9 s& {+ `7 q2 @; J( g - Graphics.freeze; g r) J+ m* I0 m
- # 释放窗口3 c3 a. H/ P! ~* U' b
- @actor_command_window.dispose
* W7 d' n. _: q4 N, r2 I - @party_command_window.dispose. W' r4 g7 s% t8 T
- @help_window.dispose
+ \. F5 H# r4 H! @$ A - @status_window.dispose
% U+ a& m- ^$ E6 J; @" y - @message_window.dispose
6 k: _* B6 B% u$ u; n - if @skill_window != nil& t b2 @% A2 f5 v5 C4 z
- @skill_window.dispose
3 C& w/ l6 _0 E A; j( O - end& F6 b% G7 t# `8 L& J2 Y6 g. L9 O( D
- if @item_window != nil! d3 X, t& `$ c3 R' q" T6 v' v+ q$ i
- @item_window.dispose
1 w- C% A1 x( g# s: I7 a1 P: E - end
/ i& F* n9 B# K - if @actor_window != nil) Q' ~1 O+ Q, I2 q9 g# ]9 F" S
- @actor_window.dispose
: R1 @( v2 {! U3 M - end
( Z$ n8 a" u# p2 o; W - if @result_window != nil, G; }% u6 j6 n2 B
- @result_window.dispose
. ~8 r! C% C6 w - end4 A3 x" {) b& g/ l5 p
- # 释放活动块/ y% t6 ?0 d" P6 N2 V% E
- @spriteset.dispose
: y" a0 V# c1 U8 ?' \+ ?& h - # 标题画面切换中的情况
! Y* ], s- i; ~+ Z: `8 q5 b2 ]; F - if $scene.is_a?(Scene_Title); A; w- Z" @" ?, }! h0 h7 R
- # 淡入淡出画面
9 P8 C! K& S& w1 ? - Graphics.transition7 T- D) K9 G% ~
- Graphics.freeze
, K0 E; y0 f; |, C2 k - end
3 E2 }! A1 O: J$ \ - # 战斗测试或者游戏结束以外的画面切换中的情况* \% f/ ?3 R1 D2 l D% K
- if $BTEST and not $scene.is_a?(Scene_Gameover)
6 p. T) I6 M- F3 r0 l6 t8 v( S - $scene = nil2 b! H! s; A, u1 C$ B8 V3 o
- end
# u& U, h; t. ?, `+ o. \ - end* O! D- ^- ]0 x5 X; X$ {
- # 战斗结束( V- c- N! `! ~5 q- P
- alias lpb_battle_end battle_end6 |8 T( H0 p) |/ \
- def battle_end(n)1 c" l2 n G# t# L
- lpb_battle_end(n): L! @; v. k# f2 m
- $game_party.set_actor_to_normal
; b5 @ @" Q+ `2 b& B/ y - end- r1 m x. C& i& F
- # 开始回合31 F9 K" n7 g( @
- alias lbp_start_phase3 start_phase38 p# b3 E5 q; r- Z) l
- def start_phase3/ k7 N* F4 G* y, `+ A
- @changed_battler_id = []
! O$ ?0 s' j1 v& R3 C. e1 {. Z - lbp_start_phase3
& y% Q, ?) J' b6 w& K - end! |5 j2 f j4 H) [ B
- # 刷新角色命令回合画面: G `" h* V, J- B* x
- def update_phase3# W1 V. `+ G, g7 m1 k: |
- # 敌人光标有效的情况下8 z% o- n" t+ F/ R$ g
- if @enemy_arrow != nil
1 l' I: R" U) G* } - update_phase3_enemy_select
1 @% i! B! J; X* B - # 角色光标有效的情况下
& r% s; k. D! @2 X3 n% r& u2 A - elsif @actor_arrow != nil$ u0 t5 }& r3 D! x5 c3 M
- update_phase3_actor_select/ |: i4 g! G' u4 z$ k" h" r
- # 特技窗口有效的情况下% s" S0 u9 M) p% \$ e2 e, l) l
- elsif @skill_window != nil
6 w7 z* i) | n3 W# t; P, e. R - update_phase3_skill_select
2 N: u* }& s; a5 }( T - # 物品窗口有效的情况下
3 p) f. s) v$ f - elsif @item_window != nil( \$ v# H# d7 x7 M+ F
- update_phase3_item_select
( s- g9 {' D& `, p - elsif @actor_window != nil
, l9 l; M5 U3 p# n3 B+ S - update_phase3_battler_select
- V% H" ~ G( L3 W$ m: {4 Q9 t - # 角色指令窗口有效的情况下
" Y: A8 ]- R$ `. C! k& [. x - elsif @actor_command_window.active& P- }+ {. G: h; ^5 P1 m* G
- update_phase3_basic_command
m& v" Y, {8 a' W6 r& J" D K2 L1 J - end* r$ t4 D: H- @
- end
) R$ `& g' P; J9 m - # 角色基本命令9 L4 M7 z: w. i% T% o" ^
- def update_phase3_basic_command6 n$ s0 i& y' G5 i/ R& W- u9 N; J0 m
- # 按下 B 键的情况下5 p$ j7 k. v6 [7 C, P. @, v
- if Input.trigger?(Input::B) P* c1 m. B) X7 G2 O
- # 演奏取消 SE
* g! ~& O1 r! ]' r - $game_system.se_play($data_system.cancel_se). G; K0 @, {6 d- N) G: V
- # 转向前一个角色的指令输入: X) t! X/ }% {( s" }1 R
- phase3_prior_actor9 m0 a5 D0 a" |4 a% j3 y0 p( U
- return
) C1 w9 M( Y! N9 v4 L% S1 V* Z - end2 I+ J1 c v: r$ A
- # 按下 C 键的情况下* P: L. o! S1 w8 s3 B! D" _
- if Input.trigger?(Input::C)$ x) M0 o! m( i9 |- K6 n
- # 角色指令窗口光标位置分之0 u% g) X2 ]; {4 n
- case @actor_command_window.index
2 Z: X5 Z0 a' z/ l! ?$ f - when 0 # 攻击) x1 n1 a+ ?' c$ j3 W, J
- # 演奏确定 SE
& l% N1 W, G/ f; |" _9 N - $game_system.se_play($data_system.decision_se)
% ]- v$ K. f6 f% w: s$ y7 N - # 设置行动. y* q: g0 E* z( \% |0 s1 \
- @active_battler.current_action.kind = 09 V+ \; ]2 K/ ]" k1 m- `; {
- @active_battler.current_action.basic = 0
3 b, {# d, ?* G& O( P, L1 Z - # 开始选择敌人% ~- Y9 R% a" p
- start_enemy_select" E3 R+ O& o! x) E$ u
- when 1 # 特技
7 d# _" o* w: P. x2 E( H - # 演奏确定 SE/ \% W" c5 {& h' ^; p3 h
- $game_system.se_play($data_system.decision_se)
. B# o7 ]0 d" L# I0 w3 N - # 设置行动
& }) v. E# Q: V; I# ^$ } - @active_battler.current_action.kind = 1) A4 I" Q' C I9 e
- # 开始选择特技+ S- Z& [3 N( h8 B. ]! `
- start_skill_select
. w' y+ D# C* {, ?% s5 \ - when 2 # 防御
" }: Z! y! T* S- j - # 演奏确定 SE% ~% Q+ m) j# R! A
- $game_system.se_play($data_system.decision_se)
* J: p3 d) P/ N% r3 D9 c+ p) v - # 设置行动2 k' S2 ], y5 c' ~0 u* @% ^
- @active_battler.current_action.kind = 0
: W. ^1 j p, x1 q( I) c - @active_battler.current_action.basic = 1
: Z- a9 B% r5 O& U% q - # 转向下一位角色的指令输入) G! K' w$ Y% n3 z; M
- phase3_next_actor: s+ n4 d- l& ^5 \; z
- when 3 # 物品
! H4 `' c1 y7 X# V, F2 A - # 演奏确定 SE5 _* w/ Z, A" s# n" D2 g% ?4 ^
- $game_system.se_play($data_system.decision_se)/ ^2 ]# N! O$ U2 J5 h( q; k2 M
- # 设置行动
* y0 e3 Q( g# f$ M+ e7 o3 ?8 [ - @active_battler.current_action.kind = 2
* n' m1 E" H) i0 {8 d: f7 a( O - # 开始选择物品
' ?( N, v# z% a/ A2 V - start_item_select
2 {9 l+ i. k5 e6 X" O# S& ` - when 4 # 换人
7 b7 \! e6 L$ a7 i - $game_system.se_play($data_system.decision_se)
/ z6 h; j. M* n7 J - @active_battler.current_action.set_change_battler
1 E+ L+ C2 x6 R - start_battler_select* p* d& ~& G5 z6 F) b& Q7 ~# V0 T" R
- end
+ _' v& M5 { a" P3 Q$ b - return
3 l& O( U( y4 c - end W1 P- W3 J# X0 c" U# d' \
- end
/ e0 m" V% E1 \& s - # 开始角色选择
& Z# O1 u+ D6 ^; _ - def start_battler_select6 \+ r+ @- K( J. Y6 |0 m5 q: e
- @actor_window = Window_Actor.new
: h S$ Z3 a% f: `; l2 Z) i - @actor_window.active = true
k m. Y* z7 t8 x - @actor_window.index = 0+ I7 B$ n$ L- S9 \
- @actor_window.help_window = @help_window; c* m3 k7 Q( v9 \) t: G
- @actor_command_window.active = false
3 l4 I, {4 s- T( e* W5 \ W$ _ - @actor_command_window.visible = false. n. u- `5 h! A6 {
- end# [; B: ]( @! ?6 Q, c" P& `
- # 结束角色选择
B, [/ l' W% z) I& v - def end_battler_select
4 z, |' a. l3 J% \" X! G* B0 b( u5 x. b - @actor_window.dispose
e) d4 O! e! g$ x7 v - @actor_window = nil1 l5 j# s9 R& F7 Y5 ^
- @help_window.visible = false2 z7 ]9 N4 A' y- F" ]+ D* s
- @actor_command_window.active = true
8 j" v9 A5 B( I% @5 D - @actor_command_window.visible = true
; q- g( A6 c+ b* o" c! n& N2 Z - end( _7 _5 B% ^" ~' N; p6 l: t* y! v
- # 刷新角色选择
+ x& U6 _" W1 L; G8 O# h) z4 k - def update_phase3_battler_select: k. R$ W5 i u* M0 d* C
- @actor_window.visible = true* w8 n- J, J2 r0 k- u
- @actor_window.update2 y& [* }# `' g! s J ^
- if Input.trigger?(Input::B)/ m& o# O9 u1 [: e$ G2 _9 ^
- $game_system.se_play($data_system.cancel_se)
. L& U6 q' i& G7 f" R - end_battler_select. w& |8 q4 R6 ]! g H) Q
- return
6 _$ f8 _! v" n! K) v( l - end
. Y6 t% O, h; ~ - if Input.trigger?(Input::C)
- A9 P+ P# ^0 l2 A1 X e9 W - actor_id = @actor_window.actor_id$ z! ~# i3 c* Q* p
- if $game_party.get_actors_id.include?(actor_id) or
$ j4 t; c6 j, M - $game_actors[actor_id].dead? or 2 q& a$ m2 l& ^' d1 w
- @changed_battler_id.include?(actor_id)
2 k. K- O8 ^4 {8 Y+ n1 c - $game_system.se_play($data_system.buzzer_se) H1 U6 r# S. Z( L7 a: i" u5 J
- return
! r" v* S! e+ u# n# V( ~ - end# Z$ N/ Z8 u M5 B
- $game_system.se_play($data_system.decision_se)5 R+ y5 A$ o _) y
- @active_battler.current_action.change_to_battler = actor_id
0 g! C6 A2 {0 Z3 t: a - @changed_battler_id.push(actor_id)
5 O$ s3 S) f, J0 p% ~+ Q - end_battler_select
( m }& m. Z2 P9 a' L) G p/ s - phase3_next_actor: ? H" L3 T* y) z* L# [
- return8 ^ I" {9 _( F. P& h6 f
- end2 Y0 r3 c' `% N- S
- end
/ h1 x6 M3 p: X& a; o% ? - # 行动方动画
& j( o+ S4 N& I# b% S3 Z, o - def update_phase4_step3. V; X6 c$ \0 X, O
- if @active_battler.current_action.is_change_battler?. \" j4 | D3 }: u
- @animation1_id = AnimationChangeBattler
2 D3 ]- ^0 h8 ` - @target_battlers = []9 C8 x2 Y; D' {) X* u
- end
7 ?0 W0 r1 e Z! P; D9 ]4 D - # 行动方动画 (ID 为 0 的情况下是白色闪烁)* L) L& [. B/ W) m s" j5 k
- if @animation1_id == 0/ e/ ~" p, q2 L S" c
- @active_battler.white_flash = true; u$ c3 N2 v2 N0 {
- else
4 c7 ~* l; K2 p$ m, w% P( b - @active_battler.animation_id = @animation1_id
: Y8 E2 u$ P9 W( p2 k' F9 H4 @ - @active_battler.animation_hit = true- C$ I. Z) E0 I. Z# c- T6 r
- end" P# T( T& G6 y7 Q
- # 移至步骤 4
, o' H6 a W2 h2 p J* X - @phase4_step = 4. E* u; Q5 N Q. H" u
- end
# Q* `2 \; y! n; ` - # 对象方动画
/ w1 i( n y0 c - def update_phase4_step4
4 [2 _' A$ O2 j; x - if @active_battler.current_action.is_change_battler?0 J- x+ j) J7 N7 F9 b
- actor1_id = @active_battler.current_action.change_to_battler: V' ^% Q+ }+ U. @
- actor2_id = @active_battler.id( S8 e9 Y+ U9 q' X) k! @) Y2 ^2 J
- (0...$game_party.actors.size).each do |i|1 {7 O1 e0 P( K7 q
- if $game_party.actors[i].id == actor2_id j9 g2 E$ J- B9 w7 C6 J) k
- $game_party.change_actor(i,actor1_id)
8 G) g- e; r6 O% r - @active_battler = $game_actors[actor1_id]
4 \ d. m% V' H* W" v& r8 }, p - @status_window.refresh
* i! M3 \1 X/ L/ n1 _' v R - end
4 p! b" C% x$ F" l - end/ F/ ?0 _, l: r3 \; F+ Z) t5 h) o
- end4 b7 X( x# `, R) ^
- # 对像方动画* X6 p; U5 r3 R+ u; k
- for target in @target_battlers
& N: Y+ U" F1 f. n - target.animation_id = @animation2_id
! ?- w/ ]( @# b4 Q - target.animation_hit = (target.damage != "Miss")
4 r2 e7 }* ^" f& b. u* k4 C - end
0 h5 n8 s# b7 Y - # 限制动画长度、最低 8 帧
$ a7 I- \: }: l" J - @wait_count = 8 {7 u& o1 t4 H( N0 J [
- # 移至步骤 5' g' C; H5 t1 A# u( \% C% k1 m; n
- @phase4_step = 5
8 T+ r7 x* n% C, l6 V - end
- n' A+ V4 z! Y1 N - # 公共事件, G$ y: z" r) l. ]# V. Q; \
- def update_phase4_step6
+ a* C( v1 S" p- f - @target_battlers.each do |target|/ Z% d- i& r* i# q: i9 W
- if target.is_a?(Game_Actor) and target.dead? and" o0 [' ?: J& ]& P- h3 R+ o
- !$game_party.other_actors.all?{|actor|actor.dead?}
' E! F1 P; d' n - @actor_window = Window_Actor.new! H' L. K Z6 w7 O$ L
- @actor_window.index = 0- R6 q! P) R% o' y! k- x- I
- @actor_window.active = true
+ i, G u4 N; l! N - @actor_window.help_window = @help_window" X# i" z1 ` ?! A
- actor_id = -1/ R7 a- V9 Z2 o) p3 h8 z/ k
- loop do
3 @" \0 @$ c6 X2 `0 l - Graphics.update& W0 T5 X5 S, [- i1 Q
- Input.update) l, y% F# I0 H8 O5 k ^+ ~7 T0 v0 B
- @actor_window.update
- N, A2 o2 n6 _* n5 j - if Input.trigger?(Input::C), @4 F0 ^+ v! r+ e7 d/ t
- actor = $game_actors[@actor_window.actor_id]5 n; r* K1 y" C( v
- if actor.dead? or% F1 H. D7 T+ {7 S# O! H9 v- U
- (@changed_battler_id.include?(actor.id) and
7 ?) N6 K6 N' k9 S' | - target.current_action.change_to_battler != actor.id) or
6 @+ u- Z/ T( F- s/ b, N - $game_party.actors.include?(actor)& r2 k! U8 m* _# X8 w" T
- $game_system.se_play($data_system.buzzer_se)
: _/ \* }/ Y( J; D+ c - else1 r* q( v% `$ V1 |) O
- actor_id = actor.id' |& v7 P$ A: j- `% q2 j
- end
8 y& T& b: Q3 x8 {% g - end) m& R3 {7 F, B
- break if actor_id >= 0
; X' G2 X8 G, H5 e1 E - end6 L; w# | U2 J( ?' O! [7 r' \$ a
- @actor_window.visible = false
( w2 i. h. i" ~3 }- [) r* i - @actor_window.dispose' c& c/ z! ~( P* m; A5 W
- @actor_window = nil0 {: @3 z g- s
- @help_window.visible = false" S$ T0 V% m9 A3 z1 y1 ~7 W: d0 M
- (0...$game_party.actors.size).each do |i| W3 a1 r" V/ b
- if $game_party.actors[i].id == target.id
% M+ h& z5 K0 c Z - $game_party.change_actor(i,actor_id)
* u" p( w. V* K2 o7 U+ W- n* u - @status_window.refresh- F% T1 w+ |- G& ?- ]: S, i
- end1 M! s9 Z3 n# i" c8 b' W& b+ z
- end9 _4 u1 j2 p: ^+ u. u$ ~
- end
6 }3 r# \" ?2 O - end
2 y+ N9 U& h: n. E# e - # 清除强制行动对像的战斗者
/ ^/ q! `* x! p! D - $game_temp.forcing_battler = nil
: z! y6 d/ d' p2 }+ t - # 公共事件 ID 有效的情况下
% V, d/ g, l$ d( v - if @common_event_id > 0$ f+ P+ e; W; g
- # 设置事件
1 q2 e; {6 ~( r. k+ P9 `7 E% y$ b - common_event = $data_common_events[@common_event_id]
) N9 e2 ?6 P* r+ @9 E! R% {( Z - $game_system.battle_interpreter.setup(common_event.list, 0)4 r# }0 z5 \4 b v$ ~0 o' d S0 K
- end6 m- i4 J& W& j- I/ Y8 m$ m- A
- # 移至步骤 1# L$ V# r+ a% |
- @phase4_step = 16 L- u' K/ l: }8 Y- |' q1 l1 k/ H
- end
Y+ S4 W. s# ]( _/ J - end
% M& q; G O: _' Q6 v% A, V9 N% C& D - 3 y( m; V+ O' n# L0 w
- class Window_MenuStatus
7 N p: d3 r# B! X - def refresh5 O ~' h; a) h' A* b
- self.contents.clear( u3 v5 e3 B. r5 D+ A& h! R
- @item_max = $game_party.actors.size3 J, m' o: f5 }
- for i in 0...$game_party.actors.size
; J' Q* b; b! W - x = 47 w4 i. G- h2 o0 H9 }6 [
- y = i * 32
% C' [- [: W1 A/ t - actor = $game_party.actors[i]6 `% `8 J: b# D) ]8 S& Z) z
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
; p+ Q6 ^0 J7 t$ f9 H. b - rect = Rect.new(0,0,bitmap.width/4,31)
0 q. u1 C9 H8 P9 k. z* q5 Q# r9 H - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect) `+ x) S/ k8 ^; E7 c* c
- draw_actor_name(actor, x+36, y), {" K& @; O: m
- draw_actor_state(actor, x + 136,y) Q5 \1 A2 p6 C" j3 o
- draw_actor_hp(actor, x + 236, y,96)7 N; j$ k/ u6 X
- draw_actor_sp(actor, x + 336, y,96)
: J" l6 O" H2 \; m5 q# Y - end0 l/ i6 i& t5 h+ X
- end1 |; q8 j& s1 L$ z: P$ J# T
- def update_cursor_rect- W0 B8 _: k) k/ X. G9 a
- super
1 y: A6 G( r! n! d5 h5 G - end
+ ]6 l v5 [% V9 e' L% D+ I3 V - end
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