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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 LimBattlePlug1 z3 e0 l) ~7 A, x
g: L" u4 H) s3 Y+ A- # 队伍最大人数
' R. `6 x3 J T2 I0 d - MaxPartySize = 87 E& n) S1 R! Q2 b9 a9 v3 M* T
' S3 ?' \0 W' J8 F" z- # 出战人数
, Q9 h" }' O( z# T) y- N - MaxBattlerSize = 14 T% A b. _/ v* b* A5 `$ v
- * L$ _( h3 @& t U
- # 换人语句
9 w, V) m% I3 X! C - WordChangeBattler = "换人"
! d: O* x3 X! a& T: G" h - % m7 d( n% i; ]$ _0 \# s1 H# J
- # 换人时播放的动画
7 R8 t' I- _$ b4 I9 v; t% v - AnimationChangeBattler = 26; p1 G* {! A) D, i5 F
- - c: @ I$ l7 L
- end$ o: {: ?* }$ @* e
- , o2 r+ ?# }, Y) A) a$ \( k
- class Game_BattleAction
O3 p; d: c, q5 E- l - attr_accessor :change_to_battler5 |! Y/ g; H$ e! \$ Z j3 P
- # 初始化. G- N( B' U# l
- alias lbp_initialize initialize
& x W7 Y6 X& i7 l! E- b7 r; t0 R - def initialize, \5 F, m! j0 V4 v
- lbp_initialize% Y+ C: K1 W+ |: s! Z
- @change_to_battler = 0
, K9 D4 c9 s; ], R; M6 t - end
! `3 I' S4 z* N5 t+ m - # 欲更换角色编号
* ^$ u( c% S* c - def set_change_battler
% ~/ z2 A* H/ B - @kind = 3
6 X8 a- L3 J4 `0 ]7 b - end
8 K# ~. {) k4 n - # 判断行动是否为更换角色
4 ?0 \0 a5 Z# U+ X - def is_change_battler?
# p% s7 o6 K/ D: c$ G - return (@kind == 3)" H, l$ Z( G! f! J I7 H
- end& p1 u+ W) J1 ?7 [
- end9 m4 c- h: q! J9 o& F# x
# C7 |5 N. C5 Z) C9 k$ D& _/ x- class Game_Party( y+ Q8 p" [& J$ `, R2 ~
- include LimBattlePlug- O% r% E8 \2 d
- attr_reader :actors2
7 X* X# V4 ^$ O( D/ F) N - alias lpb_initialize initialize3 w7 G: p1 c$ ?
- def initialize3 P7 n k5 E! e% d2 X. H" A
- lpb_initialize1 f E i, E; X& f! b/ ?
- @actors2 = []
" U8 t) P7 e- I3 U+ U - end
2 X# @" U: ^, s - # 角色加入
4 \ f* z8 i" V& \" x' ^8 ~: h - def add_actor(actor_id)
1 T- u% Y7 b5 i: }( M - actor = $game_actors[actor_id]& \8 O! b& N# O9 q& ?
- if @actors.size < MaxPartySize and not @actors.include?(actor)
( D$ ^( I9 L4 f/ p" B# D - @actors.push(actor)
& d, C5 x9 u. w8 f$ I7 e - $game_player.refresh0 x: i E6 S0 c# h) [
- end
3 ?9 @1 k: _0 \' _9 b9 ?% `8 D - end4 g2 B+ k1 P1 ] @) M
- # 设置战斗的角色/ g9 s9 ^% }9 _$ \8 L* R; l
- def set_actor_to_battle7 B! r3 r5 W9 i+ `8 \' t4 ^9 F# r7 S
- @actors2 = []! y3 Z9 a& n' `
- @actors.each do |actor|1 y2 Z1 y! b) t2 G6 p
- @actors2.push(actor)3 e0 s2 Y2 K6 t9 m& ?/ R# u
- end! Q- m9 @* g; }/ R0 u2 ~: e+ \
- @actors = []3 B% e; {2 K+ n! I4 W* l- P( H9 |
- @actors2.each do |actor|" u" V/ A1 ^7 o2 `# ^
- @actors.push(actor)
0 i! Y8 P" M; G, U0 v - break if @actors.size == MaxBattlerSize
* U* V: S6 u7 g# B- g - end# @( k5 [. ]3 C* |! Q9 d2 C
- end
& X) [* \8 V" ^8 } - # 还原战斗的角色& {% O3 t6 g J% B- M
- def set_actor_to_normal8 A2 h' X2 m! B6 ]8 q) ]& W
- @actors = []- W1 V# w U% W! x3 l6 L' }
- @actors2.each do |actor|
( }* Q& `2 t& ~ - @actors.push(actor)
# w2 j! L* O8 i! s% I& e - end
6 T: R% N* R+ B9 F4 `0 a/ x! c3 x - end: l; ^, }8 l" M6 L- P3 R7 o
- # 获取角色id数组
' ? }' w6 ?4 r0 ~9 O9 x6 [ - def get_actors_id6 w' C4 Z* K3 r: s
- id = []: ]: S5 O1 h3 X0 B% _3 Z9 `
- @actors.each{|actor|id.push(actor.id)}( h; p; b% j/ S2 M5 r
- return id0 U; g6 _6 i# I) _
- end
3 { I" l2 e, ^ - # 获取角色id数组
& c7 M: ?: f; y4 B) g - def get_actors2_id
& J. Z4 `5 h0 V( G - id = []
( Z3 ~6 a6 Z' y0 M; W$ [ - @actors2.each{|actor|id.push(actor.id)}
; r% q# \. t; s0 T - return id* s) V! N9 u/ d
- end' h) j+ F0 t! L' W# k5 h6 }; D1 q+ o
- # 兑换角色
) ?5 P% W V7 z: F; h! n7 j - def change_actor(index,id)& t& |" E2 C7 ^* c$ l! h- U# ]
- @actors[index] = $game_actors[id]
( P9 f" r+ H: y - end- e% x3 E7 I; g) @/ E$ t" ^: E
- # 全灭判定
7 D" o3 J+ B1 c& j/ p - def all_dead?, o0 \& a( L. J5 J* w1 O" G+ _' x" t
- # 同伴人数为 0 的情况下: S$ A) }: b7 w9 q1 f
- if $game_party.actors.size == 09 v& x# f! v+ q3 Y1 @5 X
- return false
9 x3 x8 U q) {& J3 Z% x - end$ p0 k5 R2 f& n# f
- # 同伴中无人 HP 在 0 以上
; {- l7 r7 U3 ]# p5 v - for actor in @actors2
9 y, ]. ^7 c C9 m - if actor.hp > 0
' H/ B7 s1 R8 D {% R' H* g# i. W - return false7 M% U7 G$ a* H, N' L1 }
- end( f) G: L( H4 [9 X! e
- end
# ~3 Y* n7 e/ c/ e - for actor in @actors
: T" |4 O# H; }0 o1 [. h - if actor.hp > 0
: T, |; B" b4 }. K+ T$ l( T) D - return false. @8 X- s! p) ]. i/ @' t
- end
* Q/ `) |9 l- x) o7 M& S - end$ t' B$ Z' Q- u( }" |; |' P
- # 全灭; {9 f S! ]0 ~6 G. k4 n: O; n
- return true5 K9 \% x8 n% `* u0 a$ q. }
- end; \# t. g" C+ X _
- # 其他角色/ u8 |! X5 c7 e; E: U, }
- def other_actors* d7 [5 i% W& }8 ~7 |
- actors = []$ N7 }" D" o7 m
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}' s7 ?6 Z+ k2 y7 S, H
- return actors
! F% t* k- r+ p" U( H h/ e1 m - end
7 X- `3 ?# I: f, ^ - # 角色位置互换$ G# h0 z7 ~+ }3 l0 G
- def change_actor_pos(id1,id2)
% U1 T8 {. Y/ q% N4 r/ f - actor_id = []! [, W9 y. H. t7 }
- @actors.each do |actor|
8 v8 a0 i3 Z* r* h* X0 l - actor_id.push(actor.id)' F& D D$ j9 o5 J
- end
8 v; y8 K' {" G+ l$ H - return if !actor_id.include?(id1) and !actor_id.include?(id2)6 v' v( E% @7 o& M$ ~
- id1_index = id2_index = -1- v/ ^7 B$ ~1 G
- (0...actor_id.size).each do |i|- m/ J4 a5 D4 U0 @
- if actor_id[i] == id1
2 S& s3 C& A9 y4 k' N - id1_index = i
& t" H; @7 L2 E; g, G" | - elsif actor_id[i] == id2
$ X: W/ k4 }5 \, t6 p - id2_index = i7 X8 s- x, ~. n/ c# b
- end- \9 m, Z+ l9 R; ]- c
- end% b* @$ V5 H: G; v) f2 X
- temp_actor = @actors[id1_index]& h$ g; U- g) b6 F( F
- @actors[id1_index] = @actors[id2_index]
$ G1 G9 P2 o1 \8 w+ ^6 }- o - @actors[id2_index] = temp_actor5 D$ F) \$ o7 @& H# y
- end$ B F& m3 D! ?) z! a
- end- e# l: r1 K# z' y4 [; Z
- * g0 f! C5 o4 S5 ~2 D( }
- class Window_Actor < Window_Selectable
, l7 Q; ?8 a; l( S - # 初始化
. r2 B5 j! T. ?4 J) O# @. v5 O: _ - def initialize& L9 s( U5 K. ?3 b* y4 F
- super(0,64,640,256)
X6 W8 x2 _) l6 E1 B j, H - self.back_opacity = 1609 p9 ^8 Z+ R7 d! b4 Z L
- refresh
+ N0 S% L! h$ d* c, \* ] - self.index = -1
8 y* g9 B& t/ N - self.active = false9 W0 Q! e. |% \: D$ F9 h$ H% V
- end
, y& z Y0 B! k8 Y6 ]4 n1 e - # 刷新
1 E$ P7 K6 i1 I1 r; S& x! T - def refresh8 t2 `1 s+ u! P; }3 _& a
- @item_max = $game_party.actors2.size! [# f$ I5 `( C1 G+ P
- @data = []
+ C7 |1 P9 c2 e2 v: Z4 t - $game_party.actors.each do |actor|
5 a5 W' ^2 O9 \' ~ - @data.push(actor)# U! z+ v5 \7 X# |% z
- end
n7 [4 o2 X6 d- n: X z, L" v - $game_party.actors2.each do |actor|
) I# a7 M/ O# ~5 |9 u5 v - @data.push(actor) if [email protected]?(actor)5 C. }% F s2 S8 t- S1 h& q
- end7 \8 y) }) x$ H2 l. R. F
- if self.contents != nil
; ]2 D3 b v# \& [' `; i - self.contents.clear. P3 L8 _4 g- A* f/ n7 E; H" g* W
- self.contents = nil
2 F& R8 E8 i. |8 }/ H# q$ \5 X - end; H+ o+ @; u7 ^1 x4 p
- self.contents = Bitmap.new(608,@data.size*32)
% }2 A: H$ X; z2 i. |4 @! N. P - x = 4# [ y$ u0 [$ c
- y = 0
# u, P1 Q, Z3 i1 `& t8 {+ Q - @data.each do |actor|( U3 k4 X1 F$ }" X. R+ K4 G' \
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
) p, r- w9 N; T1 c# z - rect = Rect.new(0,0,bitmap.width/4,31)
( _: q# R" F$ \8 h C4 w - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
# Z O1 \0 M, o# m - draw_actor_name(actor,x+36,y)
) z; I! E4 P% c - draw_actor_state(actor,156,y)
1 R/ w1 s$ C$ x- j - draw_actor_hp(actor,x+256,y,96)+ S" @* d& B7 L/ P* I& l
- draw_actor_sp(actor,x+376,y,96)4 a' p5 l: [7 P) \" P
- if $game_party.actors.include?(actor)0 W% \+ h; n' r
- self.contents.font.color = text_color(6). z. U6 y9 v" j' Z1 o
- cword = "出战"
+ Q$ q8 V5 n% O7 K8 M' W- N - else
! X+ h/ r# W* D* j7 D - self.contents.font.color = text_color(0)
( Z% ^/ w) Z7 l - cword = "待战"
6 ]+ W6 Y* J7 W K: l8 W( d - end
) S+ U' _* r, [ - self.contents.draw_text(x+496,y,60,32,cword)! g4 V$ {4 C1 i
- y += 327 @/ }: q3 n. q* P- I7 g& X
- end
- N8 Z- B! F3 H2 h) s& Q6 @ Z! c0 P - end$ @& }2 z8 J% T) y( ]. ^$ f
- # 获取当前角色编号
; q5 ~- o2 ?; t, z8 a3 J( q - def actor_id
7 T. b1 \4 j, }# A( H' U - return @data[self.index].id
3 B, ~0 ~. o1 k6 E - end
/ m- A/ R0 `! ~ - # 刷新帮助" T# f n: g( R" ?' K
- def update_help
# \4 k q! G" [( b" \ - @help_window.set_text(@data[self.index] == nil ?\
* Y+ P2 d0 B; R) b - "" : @data[self.index].name)
: K( j3 ~% H$ \- O0 C2 A - end5 {+ K- m5 I, O2 k* [8 e
- end
/ r2 w- ~/ G5 C- `! e - $ V' H- I$ u' \4 r" c7 P
- class Scene_Battle: d$ U; n# o- j$ \! A* H/ {% v, ^# r
- include LimBattlePlug. y. i9 y) U1 r; G3 y
- # 初始化9 D9 n) H! S( z
- def initialize
" |- [* K8 {& [+ x - $game_party.set_actor_to_battle1 J# `: |- R7 C/ v
- end6 @2 B! m" C7 O, a) i* k
- # 主处理: T! m* N% \! {8 S
- def main3 Z: D- E6 b- _. D% z6 ]
- # 初始化战斗用的各种暂时数据+ F$ o Y1 J# T* j
- $game_temp.in_battle = true
) X" r6 d d# I3 g' u% @7 c) q Y% y0 \ - $game_temp.battle_turn = 0
( F0 [7 D+ P, S l6 R- O7 W - $game_temp.battle_event_flags.clear
3 q D6 M) l" T9 E" H- P# w& S - $game_temp.battle_abort = false$ U/ c- X5 T, [: u8 B- t
- $game_temp.battle_main_phase = false t8 a3 _9 o" s: Q
- $game_temp.battleback_name = $game_map.battleback_name( ]% Z& W5 p0 _6 h/ f% d6 Y
- $game_temp.forcing_battler = nil. V- x4 n4 K1 Q3 W4 d+ i# f
- # 初始化战斗用事件解释器
0 z/ ~4 d9 Z1 o9 L n; t2 }% _& d" a - $game_system.battle_interpreter.setup(nil, 0)
1 A n* m+ j w+ {1 B# q# R5 U, ] - # 准备队伍7 V/ h1 s* }7 T- G5 ?# T( a( i
- @troop_id = $game_temp.battle_troop_id) `4 {9 c6 Q/ l( |1 a7 g1 y
- $game_troop.setup(@troop_id)
2 ?! @. ?6 t |6 P% \$ R - # 生成角色命令窗口
" @# y2 g* l0 s$ g; b - s1 = $data_system.words.attack
0 E/ y' q) R; a0 |' L3 P" N6 ^: j' c - s2 = $data_system.words.skill9 `3 J+ {5 J5 u5 I. Z. D
- s3 = $data_system.words.guard# \ C! T( p: F
- s4 = $data_system.words.item
! R4 u3 Z7 z0 C i3 M9 m - s5 = WordChangeBattler
/ M4 k( J$ c: g. x, `) D - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
- o0 z+ _' u, B - @actor_command_window.y = 1283 N) o& y6 B- P* y
- @actor_command_window.back_opacity = 160
$ c5 f, R, z p - @actor_command_window.active = false
/ q$ J7 x R& ]4 \9 ` - @actor_command_window.visible = false$ Q* |7 e% v9 f7 @* z+ g1 G
- # 生成其它窗口, [0 c: |& Q' B* v
- @party_command_window = Window_PartyCommand.new
7 G' p0 L. \" Z. K - @help_window = Window_Help.new+ h9 `/ P0 |5 ^' m! D( N- \
- @help_window.back_opacity = 1600 H/ p% N" v/ M
- @help_window.visible = false7 V% G, P: s' G% c3 c6 W" e
- @status_window = Window_BattleStatus.new# i( \8 d y$ `! t+ j* p! u
- @message_window = Window_Message.new- g! _; @ E7 U, S' W
- # 生成活动块. u3 ~( c3 B7 \6 x3 B5 D! F
- @spriteset = Spriteset_Battle.new
/ F/ t8 e5 s/ m! `6 ?+ n6 ~ - # 初始化等待计数
$ n! W2 b J; d$ v4 T0 B; } - @wait_count = 0
7 Z7 r6 P5 A1 B9 o" v - # 执行过渡
9 A: j% c% Y" b* d& ?. ? - if $data_system.battle_transition == "", g* ~- _; V' o& ~% j
- Graphics.transition(20)
, g: H+ G3 O/ j$ ~4 x. ? - else9 V( h! r" i j* o- o& C6 Q8 j
- Graphics.transition(40, "Graphics/Transitions/" +
, Q) ]2 Y) g' D4 [7 Y0 m) |# p% p - $data_system.battle_transition). `# I( T# P. t! h2 f
- end, }% y& o. b t
- # 开始自由战斗回合' N9 H" G, o4 a+ f3 M
- start_phase1
2 H+ G1 U7 G' }# I7 X - # 主循环
$ F( `; t1 d9 O9 O0 n - loop do1 E+ E0 b# y6 X5 _) K* e" \) U
- # 刷新游戏画面
- t4 K& m% y4 \; x( [$ e- E; T - Graphics.update
8 u1 ]2 U1 d+ T& A F' U( K D9 e - # 刷新输入信息
& N2 k$ g' `# c/ M# C% ]- F - Input.update
3 l/ Q$ m" J* Z6 X - # 刷新画面! S# K* G V: E8 I) Z
- update
9 r$ ~- [2 V: Y2 n6 s4 ~ - # 如果画面切换的话就中断循环, X8 ^" j2 L' @# Z( H4 V
- if $scene != self D* i, }: ~7 T* `( q" C5 H' h& k
- break
' G, [" C( \: u: ]0 B( P% r% R - end) D o' | A! l0 ?
- end
. n; M$ P7 V% G0 ^0 H; I6 C - # 刷新地图
4 i; E* f1 n3 Y0 v' j - $game_map.refresh
9 E: H R8 [+ h2 V - # 准备过渡' o9 n, S$ l8 a P9 X
- Graphics.freeze& f- e4 p' g% g7 ~" h2 w0 M, o9 y1 J
- # 释放窗口
9 g+ D+ I# u! w/ ~& n) v - @actor_command_window.dispose4 a0 v' m: N. D9 i$ B. `) h
- @party_command_window.dispose
, m/ a6 M! U. p3 \ w& v8 e1 a7 z) |+ n - @help_window.dispose
- b7 D/ Y% Y( k4 l# G - @status_window.dispose
9 l: r& b8 ]/ J( Q2 z' ]8 @5 q - @message_window.dispose& `0 `$ M" L- s r8 K2 |
- if @skill_window != nil; U- q3 X, U+ e" {0 ^6 a
- @skill_window.dispose
3 O1 L+ G0 ~1 g - end
7 T, \* f) q. M - if @item_window != nil
7 p3 A1 f% ]- x' g - @item_window.dispose$ q7 b5 c0 O; C( o; c7 W
- end: _% y) F4 q" G; I1 u' u1 F4 ?- d
- if @actor_window != nil
# y8 g ^2 C& D0 R, i1 G S - @actor_window.dispose4 M2 |; g) R& T, z( c0 p( [: n% `
- end% Y& V t8 {, B- c! q
- if @result_window != nil$ {8 y1 E$ S M
- @result_window.dispose; Z( ?1 ~ W( T0 _
- end
' m5 a9 f: k1 ~5 ~ - # 释放活动块. \- a8 m- S4 j! Z
- @spriteset.dispose
: O( R3 A4 T {# i& o( V - # 标题画面切换中的情况
1 G( K# g6 }2 | - if $scene.is_a?(Scene_Title)1 E$ n& P% F. U5 J: r+ p5 f
- # 淡入淡出画面
9 l4 P( F# [/ l* C2 j - Graphics.transition
& ]) H0 a! k! ^- T7 J$ S* x - Graphics.freeze- b( d' t6 A* k
- end
' r6 D. p9 \+ t/ F6 v' a2 M1 S* y5 s - # 战斗测试或者游戏结束以外的画面切换中的情况
0 }6 ?, s" ?3 U9 p% w1 D - if $BTEST and not $scene.is_a?(Scene_Gameover)4 g8 A2 b9 W2 M5 \$ a. M! G
- $scene = nil- H' f" S' A4 ~! I4 @7 E( k
- end/ O8 {" Z' C, z" }: x% o5 a5 e/ X
- end( \% T, Y4 ?0 @4 @8 a
- # 战斗结束
( e' |+ q" b F6 `6 h: F* g9 J4 @ - alias lpb_battle_end battle_end( I" h3 G2 b5 O' L9 _) B
- def battle_end(n)
; s$ n. }1 O+ K# s4 l+ _ - lpb_battle_end(n)
1 I3 I8 [+ G* m+ w" e' r - $game_party.set_actor_to_normal, E# o- |6 _* n
- end1 ^ c3 u% ?+ S( J3 F t2 [* P
- # 开始回合3* B3 ]% I5 g4 r
- alias lbp_start_phase3 start_phase3 J. a6 S3 I: U7 G; I
- def start_phase3
' y+ j% A4 t: W, E - @changed_battler_id = []
$ | p* u9 a/ M: H - lbp_start_phase3
7 Q) V4 \% u# ]) w1 Z - end
' A& ~, o- e( H1 I5 E( ?! b/ s* ?4 } - # 刷新角色命令回合画面
( c5 H% J( q+ Y" h: D - def update_phase31 R l. }4 w8 v) w9 Y3 T
- # 敌人光标有效的情况下
8 D7 P7 V6 ^+ n1 t - if @enemy_arrow != nil) r! t! u5 H2 m# ^* V: s3 t" L
- update_phase3_enemy_select$ R/ }( ~4 I8 [
- # 角色光标有效的情况下
% r1 y' n9 n# {8 M+ r% d - elsif @actor_arrow != nil! h& D( w, [, C9 y# ^ K
- update_phase3_actor_select
* n& K3 x: l3 I, x& m/ `" A" @ V - # 特技窗口有效的情况下 e6 `% G, {1 {* n/ Z
- elsif @skill_window != nil
7 ]5 ^6 a$ d1 n1 ?1 _/ L" H5 T! \5 R - update_phase3_skill_select2 i3 x5 ^) A9 _- O
- # 物品窗口有效的情况下. K, w3 Z' M8 U$ U' o* K
- elsif @item_window != nil
6 N4 X5 G' r/ I& X5 X# w - update_phase3_item_select
- E1 l' \+ r& d+ G- @; d$ T - elsif @actor_window != nil
) G2 D) R! @% u' a4 H0 C- J, R - update_phase3_battler_select9 K+ w8 ?* X9 ^" D7 J" w) e5 B
- # 角色指令窗口有效的情况下
$ M# K9 e; g6 E4 Z6 F) H1 v - elsif @actor_command_window.active3 ~: f& U" a% I( S
- update_phase3_basic_command$ E& }) p7 @4 N r' `. _5 |
- end0 {$ s' `6 t) `2 }5 l
- end) K5 A3 C1 B- {& F6 @% g
- # 角色基本命令; I2 y5 w: ]; h
- def update_phase3_basic_command
u% e2 r+ N7 h% q- G - # 按下 B 键的情况下: M& U3 y6 a; h: V; h
- if Input.trigger?(Input::B)
, u! I8 s+ }+ T - # 演奏取消 SE
2 {/ r$ R$ X- K7 h" n3 Y - $game_system.se_play($data_system.cancel_se)
9 z+ a' j9 q+ I2 `( V - # 转向前一个角色的指令输入' e3 l8 j( @2 V: [7 Z
- phase3_prior_actor
- P% U! y2 Y2 u6 o }8 F - return5 ~( }3 `) M1 @8 N& B
- end
* b; J+ @* }/ y" D( D - # 按下 C 键的情况下
. F: @' Z; G; o* q! w - if Input.trigger?(Input::C)0 `$ o$ V* ~ a; V
- # 角色指令窗口光标位置分之4 t, v, J6 e% |. w% Z& ?" r
- case @actor_command_window.index# c" C# Z% a8 p G% w5 y
- when 0 # 攻击0 }. v' ~# J- G- B5 e4 H2 K( D
- # 演奏确定 SE4 w7 u1 T/ t" P% M Z
- $game_system.se_play($data_system.decision_se), I& A4 k9 H" z: J1 z. K* M
- # 设置行动7 } ~* x; b q6 w7 p, r7 z
- @active_battler.current_action.kind = 0
; R3 U; t$ f; C" p7 C& `( l* U! D - @active_battler.current_action.basic = 0' ^8 G0 w$ s b- z4 P
- # 开始选择敌人
/ o% f! u/ k8 h# t - start_enemy_select3 n' V) r( ?2 r; v5 V$ y( @
- when 1 # 特技
1 c }, q- r$ ^ - # 演奏确定 SE
" `$ P, G. H) A7 B0 O0 H, s) r - $game_system.se_play($data_system.decision_se)
& d: B4 @" d" Y1 U- g/ q) h& @* ]' R - # 设置行动8 L3 n1 g; m& e6 ~8 @$ u
- @active_battler.current_action.kind = 1( _6 g; q% z0 M6 _& [
- # 开始选择特技
0 p9 U r7 ]9 ]2 l: c5 c- j - start_skill_select$ v8 z$ w7 Z4 Y" p* j
- when 2 # 防御2 T \; H! P+ T& `; u2 ` X0 u
- # 演奏确定 SE9 v! }% m3 Y% a/ [& D: m1 |
- $game_system.se_play($data_system.decision_se)8 t! r0 F2 I( H3 m5 l% v$ Z8 D$ X
- # 设置行动" Z9 M" y# K" {3 o! J% y
- @active_battler.current_action.kind = 07 q6 U6 c4 @7 S9 j
- @active_battler.current_action.basic = 1
1 O; c& ?( ^( M! ^ - # 转向下一位角色的指令输入
( j& T* y V3 y+ R: M: I - phase3_next_actor: j5 V, q! E% g; }2 g5 a4 Y0 F
- when 3 # 物品
/ w1 R {5 M1 \ x - # 演奏确定 SE
7 \: W; L. K2 E' Y( ^ - $game_system.se_play($data_system.decision_se)
6 ?& j0 p* y% T; b( i# b" X* } - # 设置行动% h. \ n6 v, l" ^1 ^! E
- @active_battler.current_action.kind = 2
( B. S$ p4 U( `) z( r* ?5 V" w2 d - # 开始选择物品
8 }4 a3 {! L/ m" q7 T7 Q# l: y - start_item_select
! ^( I9 v( j2 Q - when 4 # 换人
6 J- f- `% x, |+ u - $game_system.se_play($data_system.decision_se)
# f$ U/ P, u2 i: w - @active_battler.current_action.set_change_battler
8 e4 x9 n# b# N9 Y - start_battler_select
, _% l+ u9 w% x2 I/ X, ` - end- n9 E+ O: E, O6 g5 z7 @5 s
- return
5 Z5 E% w0 g q6 F* p- k# a6 k N - end
# E% m8 x4 j. K( D d7 Y - end9 s# r: j( ?0 K) u
- # 开始角色选择: _$ W0 a7 C/ P0 r+ w
- def start_battler_select
/ R+ X1 \4 }+ L. u% \: ^ - @actor_window = Window_Actor.new
& v+ Q7 i. k- z( S0 m6 X8 N - @actor_window.active = true
' W+ y& O b& Y4 s - @actor_window.index = 0
- t- n8 o0 E, M" S - @actor_window.help_window = @help_window* L( K9 {4 ?9 Z; V
- @actor_command_window.active = false
. m" I$ g" X' E& F1 w - @actor_command_window.visible = false
5 I2 M0 _" M; T - end* X2 l$ a, d5 _
- # 结束角色选择
- C* \; ]6 n6 e4 B9 }/ O6 { - def end_battler_select
2 [# ~6 V q+ n: c+ n9 X$ `( M - @actor_window.dispose
" U, e k8 z$ n" {; P, s( A - @actor_window = nil( k2 `. N2 Z, I) \- a
- @help_window.visible = false& @# m- F+ S; _! [" ?3 E' X) g
- @actor_command_window.active = true1 ~# s7 v6 A1 n" x2 }* U
- @actor_command_window.visible = true
6 m' s6 D- d- q$ D( c m% Q' s7 e - end8 _2 y1 {* U- j
- # 刷新角色选择: ?3 N! v0 X# Y* k/ [: \+ ?
- def update_phase3_battler_select# B6 c: k( R) |: S# q
- @actor_window.visible = true
4 W0 i# F: B" l) h |( d/ \ - @actor_window.update( o2 [1 o6 g0 F& Q4 [. X( j' A
- if Input.trigger?(Input::B)
4 {' [; k3 a+ [ - $game_system.se_play($data_system.cancel_se)
/ H' f% s' w. k5 s+ K! j - end_battler_select
8 U; X' q2 n' q7 k8 h8 l6 I* b - return9 y6 j) }4 X& h2 G7 h
- end
- E, L) q! O' n" O, S: l - if Input.trigger?(Input::C)
& z8 q! @+ m9 d - actor_id = @actor_window.actor_id& t- [+ P4 V- r4 {; [! M
- if $game_party.get_actors_id.include?(actor_id) or' R& b) u3 z2 j5 A$ r; {; _0 M
- $game_actors[actor_id].dead? or
" R# ]3 G2 r- V/ W) c& T - @changed_battler_id.include?(actor_id)/ c, r# V: W! l+ ^
- $game_system.se_play($data_system.buzzer_se)! Z2 w" n7 P! J$ [5 L, h0 X
- return& ? K# P4 p) u8 ^ g9 m0 E
- end/ N2 i* P3 L& v2 g
- $game_system.se_play($data_system.decision_se)
+ U7 x9 f5 A7 y g+ A" v - @active_battler.current_action.change_to_battler = actor_id# @( O7 T2 X* I3 c' G
- @changed_battler_id.push(actor_id)* a2 w, f( f9 ]7 @9 K: K
- end_battler_select7 f0 _- |9 }5 X. c6 @
- phase3_next_actor$ b+ G, l2 d4 {- b0 J" s
- return
" h3 j' j. T" e! x" Z - end+ G4 G; p1 D4 v g
- end7 L! r% ]3 S) {. R
- # 行动方动画
0 ?" `4 }1 K6 A6 [( c7 q - def update_phase4_step3
9 s- M+ F0 ?1 h! Z( | - if @active_battler.current_action.is_change_battler?- C7 \, F4 z# q) V0 L- a
- @animation1_id = AnimationChangeBattler
/ W+ q0 ]% Z' Z - @target_battlers = []4 H# Q+ r4 J2 ]" i9 {$ L
- end
( A0 }# `+ y) b7 \9 l P - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
" z4 {2 q! n) B; \' N - if @animation1_id == 0: n1 @# w! K6 @
- @active_battler.white_flash = true* c+ q1 N* b; e0 l2 T
- else
* z: w7 C- u' v4 B: v* T5 x# L - @active_battler.animation_id = @animation1_id6 t: x1 ]8 ^( I
- @active_battler.animation_hit = true' i+ ^6 o6 ?/ u4 z% p( O( m
- end
( Z, j9 J& V. @9 K+ ^* @ - # 移至步骤 4
" S {) @: R0 }4 ` - @phase4_step = 44 z5 }( [$ |( x! Z9 _" ^( _! h$ {
- end
7 O( x: j4 b* r - # 对象方动画
& c+ c- D5 s( d& U; d% O - def update_phase4_step4/ x" N* @8 w; g# M- J$ a
- if @active_battler.current_action.is_change_battler?
' o& U. u$ j% e9 b! t% @2 U- G& H - actor1_id = @active_battler.current_action.change_to_battler
- g6 \$ U5 N) y) z! a - actor2_id = @active_battler.id G) I D* q% H/ o) o4 e' A) X
- (0...$game_party.actors.size).each do |i|
2 b) s; a; B" R0 ^" m7 Y8 w2 y8 _ - if $game_party.actors[i].id == actor2_id
. M1 N! h9 v: ?' K2 M- _2 J+ R( u - $game_party.change_actor(i,actor1_id)
( e5 ]: X2 b5 P4 O - @active_battler = $game_actors[actor1_id]8 r; K) [7 k$ J: e" S, N
- @status_window.refresh {# g, B1 {2 _- q) c/ h0 K) U6 p
- end
5 }' N4 p6 F+ ]! G - end6 l3 U) o! W+ D1 O( r; e* v# X2 q
- end: [) [% q. {6 e) f) x3 r
- # 对像方动画, X! S" n% b) N- T6 o: i1 h4 v
- for target in @target_battlers
5 j: k2 [$ ~. o- c: c! Z# t - target.animation_id = @animation2_id$ W; b5 F+ o4 w$ D
- target.animation_hit = (target.damage != "Miss")
4 _: m* A8 n7 {! r( @, h - end
0 e2 ^! r( A7 _8 o1 c/ ~$ ~ - # 限制动画长度、最低 8 帧
* G* e3 j8 E, y& L( A8 Z - @wait_count = 8
3 k4 L8 ~ m& U2 S - # 移至步骤 54 z. R/ t% g- L. q- C- y) j
- @phase4_step = 5
5 E0 u: W) C0 A, T4 C3 h' S" T - end
/ P; Q7 j# b% Q( L: G - # 公共事件2 F/ Q2 M% T2 I( }9 m$ n# d* I
- def update_phase4_step6
- p% U0 z8 B& v - @target_battlers.each do |target|
8 N; @2 Y* h# ^- p( z" n - if target.is_a?(Game_Actor) and target.dead? and
/ H! a# Y- q. Z - !$game_party.other_actors.all?{|actor|actor.dead?}* @4 C1 C/ [1 [7 R* R7 d
- @actor_window = Window_Actor.new
5 z0 m' u8 j4 @' A - @actor_window.index = 0
- M. n" }6 Y" k# H - @actor_window.active = true
) j [: ~: D8 @' c" k - @actor_window.help_window = @help_window
0 S! R- R8 {# c& @& L- w+ H" R2 k5 [ - actor_id = -1
( }' E2 P4 w6 K6 Z- d: ~ - loop do
7 o: Q% q P: e3 g - Graphics.update
( q6 Z B0 A7 ]; t. c - Input.update, O) v7 E$ z! h, z1 \
- @actor_window.update
# s1 A+ {$ N( ?8 R% U4 W - if Input.trigger?(Input::C)
! I9 ^8 Y0 G+ w - actor = $game_actors[@actor_window.actor_id]0 I7 b2 A0 u. Y9 Z$ ^8 B
- if actor.dead? or
: ]3 s+ R7 v. g: u/ W- S - (@changed_battler_id.include?(actor.id) and Z! k: R* z* ]' }
- target.current_action.change_to_battler != actor.id) or
9 T( D) D- V2 i. C - $game_party.actors.include?(actor)- G& V0 W' n$ |3 Z2 P
- $game_system.se_play($data_system.buzzer_se)) Y7 v* M: Z) L* Q& w0 g
- else- u. n' I) [- d3 g- g' R: f6 Q4 [# b
- actor_id = actor.id
- a, a9 [+ |/ ~6 P' [8 S - end
9 \) S$ O9 V! ?) q; E - end. Q, z3 k6 _; r
- break if actor_id >= 0$ u& i" ^$ N+ p# B# {5 V8 r. |
- end
4 {- W2 `: Q5 g z8 b. a - @actor_window.visible = false- b7 s3 ?. l8 f2 a
- @actor_window.dispose
# u4 L# i% r' a2 o' [ - @actor_window = nil" I4 x9 ?* r* K4 J* @- [9 s9 A
- @help_window.visible = false) S" k: L( G5 r( H" i _ E7 p# O
- (0...$game_party.actors.size).each do |i|
, o5 ]7 U+ t/ }! U$ U - if $game_party.actors[i].id == target.id J$ z" s; s' d0 A3 w& a
- $game_party.change_actor(i,actor_id)# Z9 ?* Z" M8 }* [/ B- ?! u9 ]
- @status_window.refresh2 a- Q- J v! }
- end
' L, @: X* w) |8 `8 Y) a1 B0 @ - end0 p0 y+ E. K3 T9 N; c9 D4 U. j+ K
- end
1 b% p0 X6 \# B: K4 {. G5 j F - end
1 L. ^ f# d c# ` - # 清除强制行动对像的战斗者
$ O0 L0 C# m- f1 V( t - $game_temp.forcing_battler = nil# C" f2 g" F1 z" k4 Z c
- # 公共事件 ID 有效的情况下6 P' w' z g- ]0 o+ {
- if @common_event_id > 07 L# e1 Z) W( {8 I8 F
- # 设置事件+ f# i: A( v. W/ w% p& | Z
- common_event = $data_common_events[@common_event_id]
' v/ }; {+ W* v2 B8 l; b2 t4 J - $game_system.battle_interpreter.setup(common_event.list, 0)9 q6 }* J$ N( |" K- Z
- end5 m' `9 z: }: n
- # 移至步骤 1
2 p8 p) w1 D* Z* m3 x* C! z - @phase4_step = 1: Z" Z" b# n, H; d }) z
- end+ B b2 \# O/ z$ j/ F' _8 H0 j9 w
- end
2 \- o; B& W" t4 c( ~8 U
# m3 D. _8 T$ |( R- class Window_MenuStatus0 J- X2 M/ W l! z$ {
- def refresh
2 o0 `9 P5 m. C/ o3 H# w) V& G5 _ - self.contents.clear0 } h& z4 r4 P. [$ D0 |# h# ?& D1 @. ?
- @item_max = $game_party.actors.size
/ \) J4 d+ X- T4 `$ _8 ? - for i in 0...$game_party.actors.size$ L# d% y! j- p3 |6 q3 j
- x = 49 Q5 S2 r4 c! K4 C
- y = i * 321 a0 I& H" m; d0 Y4 L7 A
- actor = $game_party.actors[i]8 x/ U* E" i" E* D7 A6 r
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)* E5 i( W: o- ?1 y
- rect = Rect.new(0,0,bitmap.width/4,31)
* R( A: p8 W+ N1 `3 z2 ^9 ^ - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect): }' b$ W$ o+ v+ R. s8 Q, y0 X
- draw_actor_name(actor, x+36, y). P2 @% c# _+ p/ i% T
- draw_actor_state(actor, x + 136,y)3 f. h- G& E2 H1 ]2 A' Q
- draw_actor_hp(actor, x + 236, y,96)
+ l4 \. Q+ `& A( p, [: ?3 g - draw_actor_sp(actor, x + 336, y,96)' \3 ]% q! A6 l
- end
2 _5 r. A' y( K! I8 g - end
! B; V0 z. [/ Q9 z - def update_cursor_rect
8 a8 G: v& u) K; h7 ]8 l - super
0 f1 L3 M: u5 J# O( D1 w5 A: w - end
& M/ n5 F* A- Q0 @ - end
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