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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
, J6 z& {- t# F8 j& l* ]6 v e& T
) K1 R& S+ o* T3 v* Y; G% L; e# i- # 队伍最大人数
% `% ^6 i9 ]0 Y7 f9 a6 k - MaxPartySize = 85 [' U# L" r5 j
; d; B, c. @+ i- # 出战人数
8 s) H. k6 B& Z8 p* w, N - MaxBattlerSize = 16 s- ^7 t, L$ p' G c V) S
- 2 ?% w1 \( h9 \
- # 换人语句8 j5 {% ^9 U& C) C+ H# _
- WordChangeBattler = "换人"# ~* e; z3 J( q* T& r( c
- ' ^, ~! c1 j/ d# c% i9 {
- # 换人时播放的动画
: W0 ^( F" `; r) T: | - AnimationChangeBattler = 26
4 Q: K) d# s2 i9 O$ Q( i- F( l - 9 }- g2 y4 L% M$ \" z
- end
, B; L" B; A: V/ L - / r- ]! t2 k6 ?# Q
- class Game_BattleAction9 q: [6 V$ G; O9 Y9 K% U& J
- attr_accessor :change_to_battler! H9 x' K% J5 v5 }* {
- # 初始化# M& Z$ d: V0 `
- alias lbp_initialize initialize5 T1 s% Q. X6 g
- def initialize" Z, l3 N5 L$ D. K* E
- lbp_initialize
, M$ J) M) D$ p, W - @change_to_battler = 0
: s' N/ M6 L3 a9 E - end$ J4 T8 g9 J' c, |4 P4 f
- # 欲更换角色编号
' X8 e7 m& }9 L! \5 v) y- Y - def set_change_battler, Y0 i3 w" L+ G) U: [. v5 \
- @kind = 3 F9 Q3 G# @; j9 [# }
- end4 H$ G4 s9 A6 o. {) f, ?; {
- # 判断行动是否为更换角色$ ~+ X+ F( f+ Z: R! a+ W0 c4 a; E5 h; K
- def is_change_battler?
1 d, J( Q+ v& O. B; j& { d4 N - return (@kind == 3)7 _# N. a+ f( U4 s- \, S6 g$ t
- end
/ F0 W |, I# m: c. b - end
$ h3 Z T/ B# _" H
9 L2 b& V, l* H& F- class Game_Party
* F$ n3 _$ p2 E( b - include LimBattlePlug8 r9 [2 I a' ]$ C& X( k
- attr_reader :actors2
0 ~8 b k7 D% Y- L, `- l( z7 K - alias lpb_initialize initialize
/ q! f% n* h* o8 P - def initialize
$ c; V% T+ ~3 t) M: A' ]' I" C& M - lpb_initialize
$ {) r" j9 ^8 `: r1 n9 w - @actors2 = []
9 G) V, F8 J/ {( @' ?: R - end
1 d0 h+ v, {: ]6 J2 R6 o: H6 q# m W - # 角色加入
/ ~6 S! R8 V0 Z* E0 I - def add_actor(actor_id)
9 q* D( Z, S* p% O" r - actor = $game_actors[actor_id]
4 ^) F- @( s! a* h2 i( @# A4 k - if @actors.size < MaxPartySize and not @actors.include?(actor)
- o# D/ t9 r5 r5 H2 o1 c - @actors.push(actor)
. E0 _4 x( h' A+ t - $game_player.refresh
" Z$ C1 r; a( w0 J9 O4 V - end
& u$ M8 E7 w' o8 F - end
# `' _ c' v$ t- O( e - # 设置战斗的角色
) N) j+ \: o" V8 v5 w6 i9 d - def set_actor_to_battle
6 O2 [3 i( A! H- x: v# a! ] - @actors2 = []
- c0 s9 y4 W# B) ~. X, C- N - @actors.each do |actor|% w( w) Q2 h' n. W9 W: N, s c
- @actors2.push(actor)
1 |; H0 [$ U9 j' ^8 A - end
# Z Q. L; m8 P' q B" p* w9 x) B - @actors = []0 u/ v5 [+ L/ ]6 F1 E* D7 q" Z
- @actors2.each do |actor|. t; G1 d7 ?2 O; t
- @actors.push(actor)
Y" J" Z" S, u' [+ ? - break if @actors.size == MaxBattlerSize
2 Z/ C! S8 v/ y7 e% j- y, n - end2 U$ u3 k6 W9 @& ?$ j( E
- end
6 {; A: b, X _ f4 G! C, C - # 还原战斗的角色6 p S: g. G+ K+ H: j9 w
- def set_actor_to_normal
, {5 [% `. ~3 z* t/ v - @actors = []
/ o* r) j) k# h6 o - @actors2.each do |actor|
! G+ c# N; v3 ` - @actors.push(actor)
% `. T9 Z& {* m! W) e - end
+ X8 n0 w6 g) @& r - end6 d- P; v# R ^; O: t4 ~( W
- # 获取角色id数组& H4 @6 f" w. \' w7 C; s/ A d! M
- def get_actors_id0 x' @7 c+ G1 X
- id = []% z5 i- n; B; T E' I% B/ ]
- @actors.each{|actor|id.push(actor.id)}0 c& a. o) g# t$ Y5 o
- return id6 d! m$ u7 L \! X% q5 ~
- end' n) |! c4 ^( ^' h. A- O- O
- # 获取角色id数组3 i- d% X3 j9 n8 w; B7 H
- def get_actors2_id n* W- W% T" N; G2 g/ A2 _
- id = []' C* Y3 ?) x5 i, f: I
- @actors2.each{|actor|id.push(actor.id)}* f3 o- |. _) o0 ?: U$ f
- return id
$ m# p3 C2 f$ F* j4 |0 n. {# [ - end
! \8 A7 P) o( d4 ~ - # 兑换角色5 a5 v, X2 Q6 H* t0 g
- def change_actor(index,id)
, \$ b. I! s6 `3 \+ R, o - @actors[index] = $game_actors[id]
" {9 G3 A! X3 Y. b; U, b" j/ H - end
* f1 c4 g! m: \ h& G - # 全灭判定
7 {, D- F2 k3 t8 w0 v$ v/ w - def all_dead?
9 c1 f( `6 |5 Y3 F; V - # 同伴人数为 0 的情况下- R- P! q# M# b& x! U- X# f
- if $game_party.actors.size == 00 `, V5 \# ^9 p- G9 G X5 h3 R
- return false) D3 i0 `0 Z4 t, A% [
- end) l0 m9 \& o4 w( @9 [1 R4 j
- # 同伴中无人 HP 在 0 以上: O. x5 o( K. Q8 d; J
- for actor in @actors2
3 F( e5 V& q" ?, _# k5 e5 m: w - if actor.hp > 0
7 Z0 `( ]0 m9 z - return false' h' G- B% p' D4 L2 u
- end
, ~# ]2 }1 p8 B0 m - end; o) Q. B6 T. D! h* {0 b
- for actor in @actors
/ b& r, X4 J D0 z" y* L - if actor.hp > 0
W l# l" L2 g2 G - return false6 R7 t2 s u% c+ F& N2 k
- end
4 A/ p/ \4 q- K5 G - end5 U- n8 G3 u6 C" p
- # 全灭, o# z9 C9 v" S! M
- return true0 U- d- a2 k" {( b0 {0 t7 W
- end
5 X/ N# p0 E o" r8 f% S; C( J. q. _ - # 其他角色7 t- [& c" e- i
- def other_actors
0 z+ s; B& r( f2 t7 L - actors = []' k! B1 Y0 v( `1 A0 X# ^
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
, {9 Z7 z4 K% P0 s - return actors
5 b; d, j+ x' }, C. X7 h - end
0 R3 F+ K' p% y0 x4 f- ~ - # 角色位置互换) a% S/ n+ \) p
- def change_actor_pos(id1,id2)7 d' u0 |; ?- Q
- actor_id = []
1 p4 @2 x; a7 G j3 \: g: L3 x$ } - @actors.each do |actor|: i) @) {, m) g- M' v
- actor_id.push(actor.id)2 B6 Y, V$ n/ \" n4 t2 n X9 R
- end& b7 y% w3 {# z2 ~1 E* q
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
+ ^' Z" }' @. E3 ]. z: {; F* i9 ?9 r - id1_index = id2_index = -1/ m5 F( j) C* X# Q
- (0...actor_id.size).each do |i|
( M* o5 j5 L& g& e7 Z: Q! |% S, ^6 i - if actor_id[i] == id1
4 N/ N+ R1 O! a# Q# r* Z, ?; ? - id1_index = i- |* `" M3 N# u# |+ F# _
- elsif actor_id[i] == id2
2 O H+ T1 H: I* M' y; {) G/ o - id2_index = i, u& E/ r9 a$ H9 G" e
- end: O" @3 J* x8 H( v. I9 x
- end
' ~5 G$ h3 j1 v1 Y - temp_actor = @actors[id1_index]+ K2 O# R# {- Y5 Z& @6 G
- @actors[id1_index] = @actors[id2_index]- o2 `: H* a4 [& P1 T( j7 N; r$ v/ M
- @actors[id2_index] = temp_actor; L R5 O" ?$ F! _( h3 e
- end
V+ U% u7 _7 n5 A D2 @ - end
; b3 S5 d2 I8 `+ x8 h! \# I - / W$ w9 o2 s8 ^# U4 I5 d9 E
- class Window_Actor < Window_Selectable
2 D" T9 W, {% @0 k - # 初始化
* O! B7 C6 k u! m5 W, z - def initialize9 g+ h( G4 ~4 N7 \! Z# A
- super(0,64,640,256)) g& H+ U3 x- E& E! y
- self.back_opacity = 160
& k4 b1 ~! a% b$ k4 {) l6 k9 L# H: R - refresh* T: n) }! a; z, [7 o
- self.index = -1
H4 u- U+ W) @3 J5 c: o! P' C1 R - self.active = false4 ?" E4 M9 a; {, s3 V& q8 z( p
- end# N9 h" q4 y% X& C5 ~1 e2 q
- # 刷新! I) G: L/ I+ L, L
- def refresh
1 ^, c! e2 \& D4 d - @item_max = $game_party.actors2.size: w3 ~5 m/ w$ h. j' n
- @data = []0 i, R) W+ a3 G" S& i+ Q$ h9 m; Q
- $game_party.actors.each do |actor|" J7 S2 _- `2 c+ B
- @data.push(actor)
0 k$ x) g1 A y( S - end: i' `- \! F9 R
- $game_party.actors2.each do |actor|& R9 y$ `+ [7 K
- @data.push(actor) if [email protected]?(actor)
, a/ l, p: i& Q - end) p& \0 ~9 d# y1 Y5 V: a
- if self.contents != nil7 O! h) F! J3 t* h% h
- self.contents.clear x; s* \' H) B: @8 {# T
- self.contents = nil
' c6 F5 `& V. C2 }$ |4 p3 k - end2 P. Y; z7 k4 |* f, _$ q
- self.contents = Bitmap.new(608,@data.size*32)+ G; f, I( @1 J. C- n# E
- x = 4
# z, M* m: b; t; @' x3 Z' @# f - y = 0
* y! U% t. u6 l q5 h3 _7 S - @data.each do |actor|
. X) t& L5 X* X. x6 k+ t - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)" C: z, k5 o( Z' L. o
- rect = Rect.new(0,0,bitmap.width/4,31)( _0 u# G; K3 K2 C5 B8 U5 }/ L
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)- o# J# \% S6 y4 O) U
- draw_actor_name(actor,x+36,y)# ^6 t* d) D' ^! ?
- draw_actor_state(actor,156,y)5 q3 y+ Q, Z& x( k4 J: r+ S: _
- draw_actor_hp(actor,x+256,y,96)$ r+ {. T/ a. m- p" s a8 h
- draw_actor_sp(actor,x+376,y,96); `% @9 e9 M) T5 M
- if $game_party.actors.include?(actor)
: X: V& X# a$ m! T$ V8 P* ?& P - self.contents.font.color = text_color(6)
4 O$ l( M6 S n' Y1 r2 ] - cword = "出战"
- z; l" g( ?/ [/ j1 p. m" w; b - else. t% m8 f" f$ r4 q8 ~
- self.contents.font.color = text_color(0)
9 e$ _# X+ m* p, g7 }5 ~0 C - cword = "待战"6 Y) s7 P- x$ X
- end* s8 C$ p. v' Q3 C y" W
- self.contents.draw_text(x+496,y,60,32,cword)
2 r6 C5 U# t) a - y += 321 \" \ |2 \. @% k, d
- end
8 n1 Q: W( `" X2 k: [% w$ q - end
+ ^7 x9 i- Q& f* @2 g6 J+ i - # 获取当前角色编号# ? b G, T) D4 I+ @! A
- def actor_id1 ~: {& I8 n- p- ^
- return @data[self.index].id- J( v/ t( C. X, K' s3 b
- end6 r4 H6 [2 ]: I$ ~) C- o- F
- # 刷新帮助1 B4 z7 R7 T" \1 o
- def update_help9 }7 c% e6 p. z% j+ O
- @help_window.set_text(@data[self.index] == nil ?\# O% q1 u; P( w4 j5 J/ t: K
- "" : @data[self.index].name)
5 c6 `+ g$ H( \/ N" L, x - end
3 a: q) e: ~! }7 j: K; n) ? - end
7 y1 q) s6 l; E0 g/ q
3 Z+ A$ d5 x! j1 F9 z2 X6 `- class Scene_Battle) m2 p1 t* a4 D4 k* T3 M
- include LimBattlePlug# L, A! u# L: S P
- # 初始化/ X# W; \9 u8 j4 ]- r9 c3 C+ K
- def initialize+ A9 j1 s+ I8 \9 \5 `4 F
- $game_party.set_actor_to_battle
0 J5 o/ b& N% P' W" P' g - end5 o: X, z9 o7 H9 e# i8 M
- # 主处理
/ m, B6 }& j# p7 G - def main
# C5 h) o8 E# {' S$ N7 }2 H - # 初始化战斗用的各种暂时数据
; P2 {. f0 P4 \ - $game_temp.in_battle = true$ G. e: |9 m! h5 P: q' o
- $game_temp.battle_turn = 02 X% _& W6 u6 s6 y
- $game_temp.battle_event_flags.clear0 g4 F9 N) Q# X0 v- ]1 S
- $game_temp.battle_abort = false( _5 r, ], ?; S' M0 e& p, n m; ~9 n- J
- $game_temp.battle_main_phase = false
0 Z8 f4 C; L( w- ^0 i - $game_temp.battleback_name = $game_map.battleback_name/ ~- }7 Y* F* u0 }6 w0 {/ u* i7 L. v& `
- $game_temp.forcing_battler = nil# {4 y6 u4 y: w8 H5 \
- # 初始化战斗用事件解释器
' v! L: p* r! I - $game_system.battle_interpreter.setup(nil, 0)
- s7 j0 R+ K' ?' d/ P. m& d - # 准备队伍
* E' F. P8 d, E4 j - @troop_id = $game_temp.battle_troop_id
; X% u, y8 K9 A) X - $game_troop.setup(@troop_id)
: r3 |* S! a4 c - # 生成角色命令窗口
7 \' m7 U7 _/ x# J# Z4 W/ Z) Q3 p B - s1 = $data_system.words.attack
5 p: _% v7 d# } - s2 = $data_system.words.skill
- r \- c2 ]2 s0 H( b# `( v @ - s3 = $data_system.words.guard
/ q" y: e2 o7 g% f) \ - s4 = $data_system.words.item5 A% {$ H9 e% `, L9 o$ }
- s5 = WordChangeBattler+ O6 [% h6 N( Y5 ?6 N! O
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
# V% I/ h% \ ^% J - @actor_command_window.y = 128
* K9 G3 m% a/ j' k; _* _1 Y% H/ R - @actor_command_window.back_opacity = 160- [/ ~' A& ?7 {( D0 T9 S; a
- @actor_command_window.active = false* g' ?& q/ r, b; J) o2 O# P" V; R
- @actor_command_window.visible = false$ q2 u9 U( S9 Q9 K0 ^2 g! p: `
- # 生成其它窗口/ Y5 S3 L/ L) Q( S) R0 }- M0 u
- @party_command_window = Window_PartyCommand.new# ?2 ^4 w# f% \0 F& a
- @help_window = Window_Help.new
( L, W* y8 {: n. | - @help_window.back_opacity = 160
' u/ {1 C+ ^! V4 z - @help_window.visible = false
) ~! c2 c( r9 Z/ U# m T+ Y - @status_window = Window_BattleStatus.new+ i2 g5 m3 E) f! a- m! x
- @message_window = Window_Message.new7 d$ G; x+ C! J ^* ~) q* f
- # 生成活动块5 e: P0 p1 v. W4 f
- @spriteset = Spriteset_Battle.new
7 K W/ S7 }/ c' m* W6 U5 v- y - # 初始化等待计数
! ^) v0 w% G4 K) z* E - @wait_count = 04 [7 V6 Z( G; J/ r# X' `
- # 执行过渡1 h% @ h, J, r |/ F
- if $data_system.battle_transition == ""/ K/ j" @. u+ r" a: t- j& |
- Graphics.transition(20)
! j( C! g' v& A. U5 C - else
# `- \. |# Z. |& f H+ {# { - Graphics.transition(40, "Graphics/Transitions/" +
7 [4 l7 j8 n: P5 [% L - $data_system.battle_transition)
( F5 t: w( n* @2 x/ _ f1 z7 E - end9 x: `. W9 L! T% n
- # 开始自由战斗回合
4 z% ]5 x. d b6 u( i; v+ ] - start_phase12 u* X9 K0 o& |+ Y: W
- # 主循环8 o4 X, ]! h% Q
- loop do
7 ` L$ z+ M5 t - # 刷新游戏画面
$ M! c% b/ t% Z( [9 e, J2 S, M! k - Graphics.update
, _! N) l$ ~+ N6 @. f9 ]4 t - # 刷新输入信息( r8 `0 m' D3 |$ a- s0 p3 x( d
- Input.update2 A* K4 G- T; K3 W
- # 刷新画面
" T7 G# l% U" N - update
+ {: }1 {2 S5 _7 Y - # 如果画面切换的话就中断循环
2 a; Z$ c, g: |" u4 W+ a - if $scene != self6 F9 @, Q8 j* V3 H
- break* w' d: L P8 Y# N* Z
- end
: n# A$ H! t6 V& P, Z, t0 T/ J+ } - end
( }! V; G2 ]1 R" }$ B" d - # 刷新地图8 B' \& ]0 {" x/ p2 `7 v; M L
- $game_map.refresh3 z' _( h* D6 s( T4 M; G! L, P F
- # 准备过渡
" l7 {/ s: ^! r1 Q3 } - Graphics.freeze% O g+ X; N6 {: K2 S1 h
- # 释放窗口* v* B( R8 {* y) n, i
- @actor_command_window.dispose
5 a M `$ x/ x( ^! h/ l7 k! P - @party_command_window.dispose
r ]1 P0 O' A. L3 |; Z3 V: Q( R - @help_window.dispose
0 u$ Y. ]" O# ~9 u! `+ h - @status_window.dispose3 d8 O; u r& K$ E6 `. @8 M
- @message_window.dispose1 h8 f/ e$ T+ n- A' r
- if @skill_window != nil- p8 K u9 _4 B( ^
- @skill_window.dispose% l" {1 o. G" X9 l5 Y
- end( S! c3 P! c+ Q+ r5 }7 k+ [
- if @item_window != nil8 j7 Z5 _: F* K" _% T# i$ x. p
- @item_window.dispose
7 W w; f9 P: C3 i/ J2 t+ m/ a - end
* t; `( M6 C; o0 @ - if @actor_window != nil
o6 r6 i& d6 r0 z8 P9 s, o9 ` - @actor_window.dispose
8 l5 H& a, V# H; C! R0 G. | - end
9 V! ~5 p- g- r4 e - if @result_window != nil) a. P8 S5 H1 m7 g J# P
- @result_window.dispose1 L( d' W* K7 |2 T: u( M9 z6 j
- end
7 m: @8 q; c4 S3 P) P) I, X - # 释放活动块
: p+ q8 R( K8 P4 n - @spriteset.dispose' {! A- l, L, G* c
- # 标题画面切换中的情况
8 k* J+ u' m& j4 v1 P# ], w - if $scene.is_a?(Scene_Title)
' c j, O5 D) W( E: J( H - # 淡入淡出画面( w3 p! U8 ^! W6 |
- Graphics.transition
- _- t7 r$ F# i. ?8 ]3 D R - Graphics.freeze3 X+ j% g9 x+ I
- end# C! [' s1 N5 o% v& f! I: M7 ^6 D
- # 战斗测试或者游戏结束以外的画面切换中的情况% J/ `9 R% M* d7 Q
- if $BTEST and not $scene.is_a?(Scene_Gameover)5 I% ^5 y/ T. k7 i
- $scene = nil
1 X$ _) ]2 f W+ `% Y2 O - end
5 |8 A0 F6 B7 L+ p" ] - end' c- a2 ]8 I" j. h
- # 战斗结束
+ f9 A, L* w1 ^% h) i+ ^; C - alias lpb_battle_end battle_end
* j6 s+ @) S0 Y& q9 s- c0 L - def battle_end(n)
& {" L h( c$ F0 C Z - lpb_battle_end(n)
6 [$ P6 a5 i) D$ p K0 D/ e - $game_party.set_actor_to_normal- k( T+ B- s- v% M0 N) `
- end
) o4 C! Q$ \5 m/ U - # 开始回合3
6 ?& F) s$ u; [* ?, a9 [; D - alias lbp_start_phase3 start_phase34 t: b9 o; o" z/ e$ @
- def start_phase3
! F) S, [! {' j - @changed_battler_id = []. J2 r& D* Z( q0 t v/ D' T
- lbp_start_phase3% w* Q* n0 ]* q% Q
- end, M, D2 w0 Z9 i0 {. V, J. z. \
- # 刷新角色命令回合画面
( p: S& F1 g+ c# z1 c$ D - def update_phase3
" ~3 S6 Y% r: ^ w2 z7 c - # 敌人光标有效的情况下
& W" r( e ?8 A' e - if @enemy_arrow != nil
: I/ m0 Q9 p& X6 L9 y$ Z' D - update_phase3_enemy_select" v8 N: i& f1 ? g9 p- a' q ^
- # 角色光标有效的情况下
' V7 u/ m: p4 ^% T - elsif @actor_arrow != nil
7 l' i$ Q7 ?( z0 F - update_phase3_actor_select
) y7 l" b7 n* ^ - # 特技窗口有效的情况下5 U6 B" i7 b, q; w0 g
- elsif @skill_window != nil
- J/ E4 b, v1 `/ y5 r! L5 M- Y: s% f! ] - update_phase3_skill_select8 W( r* A. @1 J( w$ L
- # 物品窗口有效的情况下( s" v. J$ ~, s. o
- elsif @item_window != nil+ J1 U# `, Q; S- \; a
- update_phase3_item_select! Y4 M+ U4 F: L1 x6 J$ j
- elsif @actor_window != nil- q6 J. I" J: y
- update_phase3_battler_select
: Z' f. E& o# ^5 I: M) z - # 角色指令窗口有效的情况下
: V4 N7 f1 z' ?2 a - elsif @actor_command_window.active4 ?' ]$ h& ]/ b
- update_phase3_basic_command- Q9 \3 ?* u5 Z( }0 k1 h
- end
1 g1 y6 P4 q3 d# A/ @! l - end
. ^3 d4 A ~/ H' } - # 角色基本命令. P; ~8 z4 A% n
- def update_phase3_basic_command
- p9 I3 q3 X( Z - # 按下 B 键的情况下
$ T* Q7 h9 k% P3 B; o - if Input.trigger?(Input::B)+ E, ?, G+ t& U/ k- ~; k
- # 演奏取消 SE- V- N( M! D6 y+ e
- $game_system.se_play($data_system.cancel_se)
: S% O1 \. S6 |, S - # 转向前一个角色的指令输入& p1 j! g3 h1 r5 W
- phase3_prior_actor
. N9 J$ n- o. e9 h+ E% b - return7 m4 h9 c7 {+ y/ \" Q
- end
# l- I- c2 i, @( g6 }3 s9 Y" L( l - # 按下 C 键的情况下) w5 x# _& k. m; \) w( {! \
- if Input.trigger?(Input::C)
* O, X5 w' H# z4 D - # 角色指令窗口光标位置分之7 R7 I9 G& k# A0 M3 }. ?: t
- case @actor_command_window.index# y" W7 q, D! O3 v& u5 T5 V
- when 0 # 攻击% v/ T9 m* _- Y$ k+ Q, T% S
- # 演奏确定 SE
3 e+ `- o1 d# \5 `5 F. ?$ Y - $game_system.se_play($data_system.decision_se)1 P( J' d1 J2 |2 g8 Q6 \- G
- # 设置行动0 M3 e* `, c1 B3 d
- @active_battler.current_action.kind = 0! n; a$ Z# w- |& k* M2 p5 S
- @active_battler.current_action.basic = 0
% R6 B% ^ w9 A( V! D: I6 _ - # 开始选择敌人2 ?% d. ^% w- K! y
- start_enemy_select6 G. ^' f7 n0 y$ ^$ O* v) @! h
- when 1 # 特技
0 V+ t% Y3 R) L - # 演奏确定 SE" A7 e' q" m$ G' y- p3 T
- $game_system.se_play($data_system.decision_se)9 ?% T& j* z5 X. [7 f
- # 设置行动
% l& h- x7 g7 L, R6 S& S- P2 q - @active_battler.current_action.kind = 1
; X/ L- |3 N8 S; g- ] - # 开始选择特技; \+ ]8 a( B9 J0 X: H+ H
- start_skill_select9 |9 V0 C9 k5 \0 c7 ^ b: X
- when 2 # 防御
( O2 P/ i, S9 f* r* x9 z! N - # 演奏确定 SE
$ p, q$ G* Y, ^; z I - $game_system.se_play($data_system.decision_se)/ l4 O3 C, L8 M2 F# F* s" p
- # 设置行动
" d# w, t! [ q1 A# a1 B4 v- l - @active_battler.current_action.kind = 0
( M1 F1 Q3 ~5 i" L+ b- u - @active_battler.current_action.basic = 10 ?9 M4 d3 L& L
- # 转向下一位角色的指令输入
' L, h1 e3 b( @; P9 }, g, @ - phase3_next_actor
7 z( Z: {) B% S! }# z - when 3 # 物品- {" Y. k0 O. ]7 i
- # 演奏确定 SE: d+ Y9 v' s* O; [) v
- $game_system.se_play($data_system.decision_se); q! Q* x( b/ y7 t0 X% g6 A
- # 设置行动6 G. ]+ s4 ]$ ~+ r/ x+ F
- @active_battler.current_action.kind = 21 |" c) D. r: \, _
- # 开始选择物品 I/ o1 U0 c8 {1 S$ X, f( {) c
- start_item_select
# e. D7 S1 c% o4 b - when 4 # 换人& C5 j9 y. w# v+ M- Q7 S' d* e* T
- $game_system.se_play($data_system.decision_se)+ y: r: ^6 l9 ?0 I, |0 Z
- @active_battler.current_action.set_change_battler3 F1 I8 B' ^1 y5 \
- start_battler_select
9 I) h7 S" v! g- X - end
F* S2 E! v& }1 G - return6 O9 U, e" r8 Z; R3 F4 X
- end
j# X& ?: }/ t( Z: D- f7 }" z - end
7 L. `+ E$ e' V - # 开始角色选择
( H7 E2 I5 j, A |$ O - def start_battler_select# j# O% p7 M6 O4 v4 P
- @actor_window = Window_Actor.new
( h; B; V3 R3 _+ Z) H6 _1 k - @actor_window.active = true
, Q% Z! v! I. M- a9 S - @actor_window.index = 0
7 {: N0 E' K: g - @actor_window.help_window = @help_window
0 H4 G( i) }2 h2 s( J - @actor_command_window.active = false
' X# T, ~. n0 m; H5 E4 F# Y - @actor_command_window.visible = false
3 R, }* v- `$ N. ? - end
. v: h/ m# b. g: c: G/ h6 X! V - # 结束角色选择! K: F$ T" Q* l! }& [3 @6 d" @
- def end_battler_select
6 H H; O+ S5 a: S$ c0 ]" G; s - @actor_window.dispose; _ Q# m) d+ O t$ ]. f
- @actor_window = nil" C: o/ Z: l9 p5 S2 r- p0 |# N7 ]
- @help_window.visible = false5 ~; z$ M7 G: |/ g9 z, L
- @actor_command_window.active = true4 u g V4 p) G1 J
- @actor_command_window.visible = true$ I3 @4 l1 H$ S) o$ T7 M' f
- end
. y, ]5 M3 ?! l- f- E1 x2 a& B - # 刷新角色选择
- ?/ d, D* c1 l, l) W - def update_phase3_battler_select
' h% D7 i( m: P8 |. ~ - @actor_window.visible = true
" x+ Q2 z) J. W) x2 a% N! p& T - @actor_window.update
: Q" V4 x* n I5 K; T - if Input.trigger?(Input::B)5 N* X$ \% l8 I9 O" X
- $game_system.se_play($data_system.cancel_se)
! g" }+ l- } n) B/ H7 L - end_battler_select( K& V7 u6 L+ T) B
- return
9 s) `" m* S' P1 N - end( a. e' f7 n' l) Q( G; X; y
- if Input.trigger?(Input::C)
2 h8 I4 |1 F* T% V/ V - actor_id = @actor_window.actor_id, t8 d5 P/ R! a; I/ }) B( k
- if $game_party.get_actors_id.include?(actor_id) or2 S o5 m9 B \7 o
- $game_actors[actor_id].dead? or
2 B9 X$ l4 Q5 A% f5 E - @changed_battler_id.include?(actor_id)" O5 [% @' a. P0 {. X0 z- |
- $game_system.se_play($data_system.buzzer_se)3 ^: e8 N: }# X, A; _: D
- return ^! }% D% M! s3 r4 D7 @
- end8 I& H4 I; C% K' H) V8 B
- $game_system.se_play($data_system.decision_se)
; r3 R; g/ x5 ]. d - @active_battler.current_action.change_to_battler = actor_id# b$ D" N) N9 F! y3 I# x8 w
- @changed_battler_id.push(actor_id)
6 U" ~9 [' [! v8 b1 ?$ ]6 k - end_battler_select
; U1 I( G/ g( D4 [+ b' s - phase3_next_actor
' c2 U0 ?6 @& h& f' D) n - return$ X3 d* g2 p0 m2 ^8 k, ?
- end
% ~% A. \4 Y; l! ]( z - end( a4 `$ O9 ?( g$ f" `) [
- # 行动方动画
* A( m. ~3 ]# K5 P+ E" w - def update_phase4_step3
/ e6 R( e) q, V7 Y% E4 \9 D8 L - if @active_battler.current_action.is_change_battler?
8 O& T, I3 P7 z6 N' ^8 K - @animation1_id = AnimationChangeBattler1 u) D) M: \# l W& C% }- d
- @target_battlers = []9 [% u7 b* Q0 X7 L9 [9 o9 `
- end: Y! p1 b3 ?1 ?: |9 Y* c
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
4 [, `2 d+ ~1 I T& C - if @animation1_id == 0
3 S1 A" N. J8 \' T- }9 I6 T7 j P - @active_battler.white_flash = true
m3 y! S% J% w1 `) _7 { - else
, P/ @( w' `) V - @active_battler.animation_id = @animation1_id# v; B$ K+ {8 J4 M! |4 c8 _
- @active_battler.animation_hit = true
9 e7 ?: F" ]9 B - end
7 p/ M& x6 d( w, B - # 移至步骤 4
# ^, I/ k) C+ T2 m$ ?2 q+ E - @phase4_step = 4* f" X# `# H3 F- Q; C' ]
- end
% h" E/ Z: K$ W* k) K - # 对象方动画
2 K0 Z G, G4 b/ x% e - def update_phase4_step4
1 n: j; ?) O3 K1 a* c/ |: _0 h9 R - if @active_battler.current_action.is_change_battler?
9 S+ }# s% F9 Z2 m. w" t# l - actor1_id = @active_battler.current_action.change_to_battler/ z* ~1 e6 G3 r" o9 p
- actor2_id = @active_battler.id2 u4 N: f4 g7 y4 ~2 u
- (0...$game_party.actors.size).each do |i|8 x% r8 Y* \8 i& r* R+ c
- if $game_party.actors[i].id == actor2_id
1 ]' M$ a: Y3 n( M8 [5 Z - $game_party.change_actor(i,actor1_id)
2 j+ ~6 }% R0 C" D2 P6 i - @active_battler = $game_actors[actor1_id]! w. v- `3 n; H& k8 \) e3 ~
- @status_window.refresh0 e. f( z/ f k% i4 |2 y
- end
9 Y7 y1 r" x M2 s2 E/ ?# s - end: W+ R) O# l- ^. G7 @, e
- end3 z$ g3 z3 b3 O t! y
- # 对像方动画
7 d8 ~- o3 \0 G' G - for target in @target_battlers
! y/ M: s* A& x$ X - target.animation_id = @animation2_id( Y6 l3 L+ E4 l% k) {
- target.animation_hit = (target.damage != "Miss")
7 N4 k+ B% z; r! v% [% L - end
9 @" R% y! }; S# c - # 限制动画长度、最低 8 帧
/ I( y- n" a$ C6 w1 u9 {2 I/ K - @wait_count = 8
, n3 M, m/ S" l P* Y# z0 ? - # 移至步骤 5$ R5 W) @/ T2 A: H
- @phase4_step = 5
9 ^6 {( F! H) t7 Z - end
Y" K" k- w1 k1 f0 z" |" Z0 G - # 公共事件
3 ?& y7 v; t, W2 E/ x) P, c! R7 @ - def update_phase4_step6 L) w- O% S; I# R" y" @
- @target_battlers.each do |target|& K/ U" K3 G7 D0 g
- if target.is_a?(Game_Actor) and target.dead? and C2 K2 ^7 S: }
- !$game_party.other_actors.all?{|actor|actor.dead?}8 \* F; h7 q% a
- @actor_window = Window_Actor.new
# s. y: w) {% N4 R - @actor_window.index = 0
4 L {) m9 O/ U* c y: q - @actor_window.active = true
( R/ t# T' ^6 ] T5 X4 _# L: v - @actor_window.help_window = @help_window
9 |8 D1 w! v7 e1 K% [+ y - actor_id = -1- E$ {) s1 m" I3 A% G/ d8 U2 F
- loop do
9 |: m" w, U& w3 I6 G - Graphics.update
5 z" u7 W" x0 E( W" i# l - Input.update% U% S6 \% N4 H6 e. \: h
- @actor_window.update2 @6 G" C% J6 {' Q+ z; I
- if Input.trigger?(Input::C)
( V0 W3 S. A% Y$ h( z - actor = $game_actors[@actor_window.actor_id]
$ A7 w" j: @- W4 R/ q! U - if actor.dead? or
4 S; e b+ ^5 ]6 E - (@changed_battler_id.include?(actor.id) and ( S# r$ f6 v9 A+ H
- target.current_action.change_to_battler != actor.id) or' d" v) _: f9 R! }
- $game_party.actors.include?(actor)* R) c& l+ s# @8 Q1 t% z0 r
- $game_system.se_play($data_system.buzzer_se)( s1 q) G% B/ R7 u# P3 v: u
- else8 J2 T* p5 L9 |3 I/ y
- actor_id = actor.id5 `9 ?. j9 r/ O# N$ k9 ~0 S
- end; y- B- @* o- W" j2 z1 z* G0 P
- end: W- w6 H; g8 a" V! [
- break if actor_id >= 08 I, l; L: L, p0 H
- end/ a4 S/ e. R2 D9 y$ p+ f3 l' u
- @actor_window.visible = false
' B; n; s% a& J. D$ o& s - @actor_window.dispose2 B& l4 ` j$ H8 N5 o f$ o: W/ ?
- @actor_window = nil
& y) N5 f, c6 v v: d - @help_window.visible = false3 m1 |! W. p$ M- O( S
- (0...$game_party.actors.size).each do |i|' Z2 u n# J% v) r8 g( A0 j3 b
- if $game_party.actors[i].id == target.id
0 K6 s$ m" M; I, r1 n - $game_party.change_actor(i,actor_id)3 j1 i# S9 y; q8 G! V* n1 C& T0 W
- @status_window.refresh) y) |/ Y: k7 m, B: O- y
- end
& Z- g3 b! X' a8 B - end+ h" t- u6 Y, t0 U3 R
- end- @! B, s' [$ t6 L# w# V
- end& Q; g5 } l! t" l/ v& c
- # 清除强制行动对像的战斗者7 X% E/ Q& G/ s, |2 y# O# T
- $game_temp.forcing_battler = nil
9 B8 X/ t4 z; l$ G% Y) m0 H, z3 L - # 公共事件 ID 有效的情况下
6 p8 Q2 I; E) [6 H7 C - if @common_event_id > 08 F. u' Y) ~- Q
- # 设置事件# e" v) g, @% o8 H
- common_event = $data_common_events[@common_event_id]
* ^) j4 I7 L5 L# T! }* j! h# I - $game_system.battle_interpreter.setup(common_event.list, 0)+ o+ b3 {8 D; C5 W+ I+ l% b
- end
# L: l, n/ Z4 ]3 u - # 移至步骤 1
. L0 o$ v# b6 C: \, A. ]0 r/ r7 y3 }% P - @phase4_step = 10 A4 A3 Y6 ~+ h% J/ F! K. Y7 U
- end. j1 X s3 H) R4 ?
- end
5 n& M+ v4 D5 l
2 L; V$ @. J K1 @# I* S" e4 p; o- class Window_MenuStatus( t2 s! j- U7 d7 u* C/ Z( G
- def refresh
1 ^* m8 ]' e+ s/ Z! N& F - self.contents.clear
1 i; o) n3 E4 W) h( B: Q - @item_max = $game_party.actors.size
- z5 l# |* x) w* t; \ - for i in 0...$game_party.actors.size
+ u, d0 i6 r* H2 |& i - x = 43 J( o9 @- _+ h2 J8 }* ]. i9 c
- y = i * 32( _6 V, x; m5 ?" t1 M
- actor = $game_party.actors[i]$ S% K& x- q8 @. K0 l
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)+ V" n5 [- n' @4 I8 i% k8 |
- rect = Rect.new(0,0,bitmap.width/4,31)
: l) ~6 u3 j/ g; @5 V0 y" | - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)% q3 f1 `& O9 Q! G0 ^4 q
- draw_actor_name(actor, x+36, y)
! g; S# V; R& s9 k5 T - draw_actor_state(actor, x + 136,y)
' h% v4 _0 N4 E5 |( a - draw_actor_hp(actor, x + 236, y,96)
. a' }& x. s# v$ v4 o - draw_actor_sp(actor, x + 336, y,96)6 Q) b+ x% ?: L& Y
- end8 S( X8 a# c5 D( F, k, @* B$ t
- end
( n5 V- R' r6 R/ n - def update_cursor_rect3 m5 G+ k5 P3 J+ ?
- super
& h% a, Z2 l0 a4 X9 F; U, a - end
! w3 a* u" _- n9 h; N - 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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