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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
* v$ c" G" J/ s; H3 |; S! N
|/ E# z' i; l8 z- # 队伍最大人数
! L; N' ~3 {8 D- }% \) L/ @! Q/ U - MaxPartySize = 86 [7 K Z" K& `! F2 @2 Y
6 q# K e$ Y# S' v1 W+ t& U) g- # 出战人数
]0 l7 I3 w3 Z! S$ ^6 O - MaxBattlerSize = 1) S- }" \5 x# `2 K+ h* |- q1 c
+ z7 d" ~6 ^* d) N/ q" Z( l2 E. }- # 换人语句. U3 h8 V6 ]% G# k/ e
- WordChangeBattler = "换人"
/ r D7 S8 ~& \# p# k/ x- R
* D! J& I G8 h+ \ ]* @- # 换人时播放的动画
6 {/ B4 n5 T/ h1 q3 L - AnimationChangeBattler = 265 q5 K8 q4 g) p3 H$ ]1 ~
- , L) e9 A; _' s
- end& {6 {3 @: D1 k3 w1 r4 A! h8 I1 i8 M
- " V9 ]) A+ [3 w
- class Game_BattleAction
7 N3 e( T: E3 L% H - attr_accessor :change_to_battler- E0 \ F3 p. n- j# H( n
- # 初始化
( H+ a( u' l* n5 J - alias lbp_initialize initialize( E" J& j% h; R0 E8 Z2 l
- def initialize# o2 u6 @6 j' y$ w" G
- lbp_initialize1 v. @ P; E# |+ ] [
- @change_to_battler = 0$ r3 p, ^- v! Z0 H
- end( w3 v2 X6 F1 Q
- # 欲更换角色编号7 M0 c, a- K$ ^$ B8 g8 f" Y# B
- def set_change_battler
+ b% [- q" m0 w4 a/ r3 [, B - @kind = 3! g) z! n2 H! Z9 l7 V6 F
- end! P" K; o# R, I
- # 判断行动是否为更换角色
7 }+ M- m/ z- ]* u - def is_change_battler?1 [' F/ a# [0 |" P9 ~! T$ y8 }
- return (@kind == 3)
# J0 |. n% K' D0 h - end
6 B: D' R* e i j - end$ K+ Y2 H6 l0 L& z9 D
- ' o& |. ], k7 @3 _( C
- class Game_Party
; C1 u5 @ h' p! i, r' d - include LimBattlePlug+ f7 j& R' f, @' B( v' _& g
- attr_reader :actors21 O" a4 c$ Y1 d) N- X
- alias lpb_initialize initialize4 i# _. P* N' {2 A9 L* y
- def initialize- ?0 R1 K7 r! M. V9 l t, s
- lpb_initialize
& z" C5 e1 i+ K6 F3 h j - @actors2 = []& u, E. V( j6 U
- end. q, k. b e% n" u2 S
- # 角色加入! e: W1 x) s! [+ Z: G
- def add_actor(actor_id)
" M9 B/ [ f" n1 k+ V - actor = $game_actors[actor_id]
/ [+ {. K; I2 {" i8 S- C1 }3 F+ @! V! F - if @actors.size < MaxPartySize and not @actors.include?(actor)5 n" B/ m. O( |" C( r8 G
- @actors.push(actor)4 p( [! e! u- }0 i
- $game_player.refresh0 a# f: B8 v) @, i6 G
- end# E) S6 w% H8 P& V
- end; H- X) k( q( V: D: [% ~
- # 设置战斗的角色2 }7 v2 ]* }9 C5 U7 _
- def set_actor_to_battle6 y/ N9 _3 h1 d. n1 [
- @actors2 = []: M( z% @* y; |1 k' C* o
- @actors.each do |actor|
5 D) p# P; b6 G2 H0 G7 | - @actors2.push(actor)
3 F/ K8 @& B$ }" f$ e - end
7 T( y+ ?- m6 w5 f - @actors = []
) x9 L! M/ ~. b! d" t/ y - @actors2.each do |actor|
1 N. { c9 V9 g" U3 J - @actors.push(actor)
" Y- `. U* v3 J# N9 P, |7 j" e - break if @actors.size == MaxBattlerSize
& X- ], E! l, s1 M9 M1 H - end
$ ~' ~9 L- Z6 ^- ]; N1 G - end
7 m* e6 Y3 }4 b! K6 q - # 还原战斗的角色! C z" c8 f$ R. X' r' z: v
- def set_actor_to_normal. x8 p! V3 y& C* D: |5 E
- @actors = []
2 N- v$ Y! L2 W$ u1 \( J( P - @actors2.each do |actor|
2 o3 `3 A9 H+ P/ Q: E7 ]9 _' x4 p - @actors.push(actor)7 P% l% X2 w6 C. j1 N
- end
) `) U \1 l. `# j5 f - end5 D. _7 K4 J, r1 u
- # 获取角色id数组1 y K8 P3 _1 e9 k5 m
- def get_actors_id# p0 w4 X( |$ _
- id = []
5 m ^% {) [& B' u- Q1 `& b$ `+ B - @actors.each{|actor|id.push(actor.id)}
7 _, [/ ?% h) Z - return id
7 Q# L0 I4 E4 y: K6 H+ W8 O, W - end
* B1 {2 d: {7 `" R# ~( _9 H - # 获取角色id数组4 C7 M8 U" `! W8 K% @* K. Y
- def get_actors2_id
# w& n/ @$ T. }3 S - id = []% I! p) Z: q# C! J p9 n! N: V
- @actors2.each{|actor|id.push(actor.id)}5 j: H, [$ r& \2 l+ o
- return id
, o: H* q# z- a) z3 l. |6 A" c4 c - end
3 n) g$ `6 j1 {" _8 q { - # 兑换角色- m8 i& _5 h9 g& G
- def change_actor(index,id)/ \. @) X4 }! l6 c
- @actors[index] = $game_actors[id]( X& Q4 r; C1 k# Q+ e
- end
/ \/ s) b8 w3 t; x6 @9 a$ T' _) c - # 全灭判定8 i! w9 O3 L; O( N; L9 N
- def all_dead?9 q9 I' y, R( i
- # 同伴人数为 0 的情况下9 l. N: M; k) j5 ~' {/ E% w
- if $game_party.actors.size == 0
+ G. Y" e6 v, f b1 @ - return false
3 n" I! c5 g5 T' E - end
% `1 i( V- ^' x' p, x- H3 g - # 同伴中无人 HP 在 0 以上
* L9 K+ B2 E9 p; K - for actor in @actors2
% T; C% Z M8 p6 g/ _5 v( e j - if actor.hp > 0& v' z; }9 D. ]
- return false8 j% Z6 R# f) m; B/ [4 `
- end
# [7 C5 ^' T4 J, m/ d0 G - end5 g8 W' @ q! W1 [# R% m* r$ {
- for actor in @actors
7 O/ L5 V# l2 d* Z$ \ - if actor.hp > 0
5 q! ?1 E. G5 M& |; n; B - return false
, `5 I! T) Z2 B5 O* d1 Y- q - end
( R1 {- r1 e/ K2 ?$ M2 o, ~" m - end4 ?& Q3 T; |- e1 V& i- F
- # 全灭
+ J! f) H9 Y( V - return true
, C$ r5 ~( M! y3 a7 S; ^3 `( R: U - end
# V j) W+ J9 q8 o - # 其他角色
4 v; K0 i6 S4 }6 I5 u8 H - def other_actors
8 h' N! G ^% a: Y7 k9 q - actors = []# e/ y6 Q( s5 U8 ^6 e
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}: v- K* \5 T" O, d8 s
- return actors" w8 X @) |8 x! _* v
- end+ d9 ?6 ~8 D; T2 y, W
- # 角色位置互换( ?. f) p8 [) z3 z
- def change_actor_pos(id1,id2)
( K: c, }2 z* c! R( Y' N - actor_id = []' V/ I6 l6 q. }$ C; }3 {
- @actors.each do |actor|
! d! Z5 u; ]& D# q* ^ - actor_id.push(actor.id). C6 ~2 _ N/ r& O5 ?) L* t
- end
0 W- H* A1 G, T* J9 \4 f - return if !actor_id.include?(id1) and !actor_id.include?(id2)
" ?5 |% T5 s9 Q* R0 o* E1 L - id1_index = id2_index = -1
: K! Z3 O/ d r1 G' K - (0...actor_id.size).each do |i|
# i ?4 I1 E0 c - if actor_id[i] == id1
- n/ b% N1 V" n5 B - id1_index = i3 {2 Y" T8 A" T; P
- elsif actor_id[i] == id2' Y; ]& {% |5 x/ e' k7 a
- id2_index = i
6 ^% o: z0 O3 r" ? - end
( O; {: F! v7 D; ?3 v5 _ - end; T8 z* X5 F$ E
- temp_actor = @actors[id1_index]- D( u. X" T$ c5 _0 l3 c
- @actors[id1_index] = @actors[id2_index]
" p) R7 S0 w- |. `! G - @actors[id2_index] = temp_actor
/ x$ W% Y0 s* K$ U6 n! ~) O - end
0 `2 N# _, Y+ ~& K9 J/ D# I6 ] - end( h/ V% ]( u7 O' \1 L# _
( J! G8 \; i/ l) p, f, W- class Window_Actor < Window_Selectable2 U- U: m, k# O
- # 初始化
# g' e! J5 U9 @2 r* x* B- u8 l5 ` - def initialize3 D2 e6 e9 h5 B9 n( W
- super(0,64,640,256)+ |( G- w6 o/ y0 D
- self.back_opacity = 160; {/ I" H, }6 Y; ~
- refresh$ T1 A+ U" b- N7 U5 z8 H4 n0 q; ?" |
- self.index = -15 c: ^; j; a% f$ h, k
- self.active = false: D) v1 _* s* Z. ^/ c$ z1 Z
- end
6 {% b, u" ~9 h: D# L! d - # 刷新
7 g: b) _/ f6 u# J& G2 C1 g+ y - def refresh) c6 \, A8 b- C) e8 q
- @item_max = $game_party.actors2.size+ ]5 o- n2 G3 `, w! t% k1 X
- @data = []1 v3 [5 W% z2 v
- $game_party.actors.each do |actor|6 M- S& {" B* O$ B- n# ]. c5 Y; F% N
- @data.push(actor)1 k$ `1 Z+ \2 r& |/ m0 Q9 u
- end
0 g3 p* w& b) G8 }- s - $game_party.actors2.each do |actor|9 \/ i1 u! J* J! E) j
- @data.push(actor) if [email protected]?(actor). Q' W% V/ [- K; \6 c/ ? Q
- end
0 F4 F; s: a: J - if self.contents != nil- ` o$ K. _# o! y+ d( A
- self.contents.clear$ Z9 v. a$ [; T! \* q
- self.contents = nil% D. e; t' \ d0 U8 U0 g
- end
2 K5 r' R! a& C8 J5 m( u, j3 I - self.contents = Bitmap.new(608,@data.size*32)
/ l$ c5 K$ v* w3 J% C! ~" P - x = 4$ s$ [! [; Q. u8 g+ ^, r
- y = 09 L2 D) m3 H6 |* b, r
- @data.each do |actor|
( `/ M9 t7 H8 f! B! _ - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
$ h3 q5 V7 s8 _* O+ J1 V7 m& z# M - rect = Rect.new(0,0,bitmap.width/4,31) |& I8 V( Z, d6 X4 i% q* ?9 O; V
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)- V! l$ ^3 B1 u2 }; }/ C* O
- draw_actor_name(actor,x+36,y)
6 Y' d+ H4 m. A1 g& c - draw_actor_state(actor,156,y)$ L, U9 d2 G, K. J' s7 U! K
- draw_actor_hp(actor,x+256,y,96)7 @, M$ N, r8 b1 U
- draw_actor_sp(actor,x+376,y,96)
4 u% W1 ?, ~' x4 r# K$ N - if $game_party.actors.include?(actor). t7 y, o( n# ` Z* P
- self.contents.font.color = text_color(6)
8 u, B& B& k( ^ O0 n1 ] - cword = "出战"
3 _# t q" e6 A1 W5 M6 P - else# Z& B5 o- S8 [4 b
- self.contents.font.color = text_color(0)
. D8 H8 {& D# Q+ j - cword = "待战"
2 H' I8 j3 w* I/ z* E - end2 [7 ?& s7 @/ p
- self.contents.draw_text(x+496,y,60,32,cword)- ^7 Q/ C; E5 r* c" [; s6 r8 O
- y += 32+ K- U/ ?& Z5 J( [) N
- end8 g8 O8 w- q; A& { o0 b
- end
' s/ i* P- K4 Y) ^5 O: Z! r - # 获取当前角色编号& W$ ?9 ]5 W" C! b. ?$ [8 V. k
- def actor_id
m& u9 P$ ?8 l - return @data[self.index].id
' P1 p. R. ]7 Q) K; h$ z* k2 t - end
, k4 J$ y* Y' E8 P8 @. J1 S# y - # 刷新帮助$ t- Y5 s# P- \: L
- def update_help
?( X+ r6 A( S - @help_window.set_text(@data[self.index] == nil ?\
$ u: O, `1 ?4 i ~% Q! s+ I - "" : @data[self.index].name)
8 b/ d* ?9 ?2 W( O$ Z( w8 Y1 W - end9 m! q9 Y I# d. r
- end
) b6 S% M9 Z3 _4 L4 @ - 3 ?+ Y% _" z, X( O5 Z
- class Scene_Battle5 M$ {1 S | i6 B9 s
- include LimBattlePlug
$ [* b3 B, X7 u) O% w - # 初始化/ d, T; q! E# G2 ~
- def initialize
" m! [" \' D2 B4 T# n7 ~ - $game_party.set_actor_to_battle
: _9 ]6 ^ R; _ - end
9 k$ G+ d6 w) I, o. n! ?/ T - # 主处理9 s. F8 P3 K9 C; S
- def main
! x& n7 ?0 I: A1 _5 ?) O0 t - # 初始化战斗用的各种暂时数据9 F1 L( j% U M# }. x
- $game_temp.in_battle = true& f* ?+ w4 V3 u) P: p# G
- $game_temp.battle_turn = 0
/ { ~9 Q" x: |' v' I! B* F - $game_temp.battle_event_flags.clear
: V. \9 r/ M% ]( C( ]( e - $game_temp.battle_abort = false
2 F2 w' I" p# I7 o2 l - $game_temp.battle_main_phase = false
# [2 ]: @7 z( v4 M1 S& y - $game_temp.battleback_name = $game_map.battleback_name
* `6 G, Q$ {/ m6 { - $game_temp.forcing_battler = nil
/ U, y) v* k7 U6 j0 c# y - # 初始化战斗用事件解释器( F4 Y& ?9 T# ~/ Z; D% A
- $game_system.battle_interpreter.setup(nil, 0)/ }/ s$ _4 ^: `: _3 k4 ]
- # 准备队伍
3 {3 w% O1 J6 B" r- Y. O( j7 O - @troop_id = $game_temp.battle_troop_id
m; D+ B; l3 M) v3 D - $game_troop.setup(@troop_id)( M; U W, I; `$ G' V/ n
- # 生成角色命令窗口3 o9 y* m: w: i1 P, ^3 c
- s1 = $data_system.words.attack
+ @) r5 @0 c, z" J - s2 = $data_system.words.skill
g( \ d5 i' p/ B0 d7 |- V - s3 = $data_system.words.guard1 W' V1 I, {9 |* \; L! q. t5 q
- s4 = $data_system.words.item
6 C7 K" k) _; J+ F! B! J$ J - s5 = WordChangeBattler
: D0 P9 K& L- L3 R+ o - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
" l, b1 r1 h ~3 P - @actor_command_window.y = 128# S# Q) p% A$ R, n# p' N* _
- @actor_command_window.back_opacity = 160
5 o# A1 J3 G, Q, t' }, Y* D - @actor_command_window.active = false
/ k- C. K! o" r& J7 | - @actor_command_window.visible = false" c3 C5 m7 Q% e) i, l5 E1 t. M3 r
- # 生成其它窗口3 [) }; R4 r0 \
- @party_command_window = Window_PartyCommand.new: f q5 d) a$ p: q. g; Y8 V
- @help_window = Window_Help.new
! F7 M2 b% `2 |: U - @help_window.back_opacity = 160
( E+ d; o; Y5 N- i- r# O - @help_window.visible = false' Q5 p$ Y: {! m
- @status_window = Window_BattleStatus.new I+ S: F; x! K8 }
- @message_window = Window_Message.new
( r! P" E" c* s8 A" w# a6 t - # 生成活动块
. O, t3 [9 b ]* R5 I - @spriteset = Spriteset_Battle.new
- P! M, m4 k+ [: ~ w - # 初始化等待计数
8 }, V1 \4 H1 O; [% k8 a - @wait_count = 0
- C1 Z0 O2 z. g' m9 | - # 执行过渡# y* d2 ]' {1 C( q; o9 |
- if $data_system.battle_transition == ""
: J1 O# ~/ i, x& f( g0 P - Graphics.transition(20)
5 n: S. {4 e5 R* ~6 c - else
" j* g; U2 m$ ? - Graphics.transition(40, "Graphics/Transitions/" +" `; D( z! s/ T! S6 l: t0 P
- $data_system.battle_transition)
, f+ Z1 |. _) K) ^/ @6 b/ n - end
/ M) i$ e7 z4 |1 t) a3 H, s# ?# c - # 开始自由战斗回合, I- u# H$ l+ j0 l9 v- d* ~6 b
- start_phase1
# d4 r: |- N: a9 N. p& g - # 主循环& ? f6 L; I M4 }. V
- loop do
0 e# h. n: S( f1 d0 Q9 @ - # 刷新游戏画面
1 f" q; J K1 @" C3 n0 c) Z* E - Graphics.update3 o6 D' f( a( [; T a$ e* b$ l' `& l
- # 刷新输入信息
4 O1 j v9 [. z5 T" S1 H! y - Input.update
1 l/ s- R- A1 p) ? - # 刷新画面* X& x" K1 O& B( L
- update
( ]7 ~4 p4 A3 c1 E" m) M. n9 h7 k - # 如果画面切换的话就中断循环
. h2 T: C3 `% x/ a# }5 {4 [ - if $scene != self
R+ ^) q; P1 b5 [* q2 L - break
+ ^! t/ ?, a) {) T! N - end6 f6 R) u" L) ^+ F
- end% D! t4 k5 u/ q, z C9 F9 H, N2 P
- # 刷新地图
' T& W! E4 j6 r7 A, X - $game_map.refresh
% N8 _" k9 F n3 A F - # 准备过渡
5 V3 C* K7 x% D9 R" s n5 U - Graphics.freeze% l9 Z& }) K6 e" f5 x: i3 E
- # 释放窗口# D6 k% c9 H- }. \1 \
- @actor_command_window.dispose
- e' w! g: D' `: c, o& Q - @party_command_window.dispose* |) `" S7 a% O: ^1 h* j' Z* n9 |5 O, l
- @help_window.dispose
5 T# S2 _6 F5 R, ?4 B0 h% n h - @status_window.dispose& e0 @/ y1 S- b/ r) z, A; g
- @message_window.dispose# B4 p* W# b T( {! ?9 {
- if @skill_window != nil
( E8 {4 w( i' D. [' u7 G - @skill_window.dispose5 B$ z" B1 @& @5 {4 I
- end
- g: c6 ?) a# m - if @item_window != nil
9 ~" z! u9 E) x) i7 e4 I4 ~! t - @item_window.dispose
+ g1 f6 X1 j% k - end
9 u8 p# m4 Q# o @! w* ?+ P - if @actor_window != nil
4 U" |( o8 [8 l - @actor_window.dispose, m5 c$ B, c' Z3 E* t. `
- end
% C- c- `8 e5 C+ L7 x/ m - if @result_window != nil T( a. V+ S& G: W0 v5 |8 O
- @result_window.dispose
% X& \7 C& O* g! Q# Z$ { - end
* Z {5 n) ]- ?' a- q" c - # 释放活动块& @. y0 b1 v. U0 o% F* q
- @spriteset.dispose
. Y; u0 k7 \# a& _5 m - # 标题画面切换中的情况
" C3 b: @ H2 t; a* G, K - if $scene.is_a?(Scene_Title)4 w. `' Y _% h j3 ?7 t* @6 F% S
- # 淡入淡出画面) B" @3 n3 o7 R: O, w
- Graphics.transition
; F# q8 g+ W8 T - Graphics.freeze- g. I' y# {* [# T, y
- end6 R* Z) e. |7 d+ X% U3 b# i
- # 战斗测试或者游戏结束以外的画面切换中的情况( S p: D% P9 f$ ~5 L: s
- if $BTEST and not $scene.is_a?(Scene_Gameover)1 B" S- j$ o$ X g/ T/ Z0 E3 h
- $scene = nil' f4 I; {; b2 r& ?* ]# a' P
- end% c8 t$ Z8 F$ Q# v% u
- end0 x: d4 P. P* l% l' u4 i; B# c
- # 战斗结束' s, o- \) p/ ?* w
- alias lpb_battle_end battle_end
( X% M4 H$ [1 q* u5 j) c - def battle_end(n)
- W* }3 V+ X! o' }' e/ H [% o+ u - lpb_battle_end(n)
1 G# u/ w) p1 j) ] c. Q - $game_party.set_actor_to_normal
( t( w3 w5 H7 Q i: k+ j - end
4 D& [) s7 S7 b3 O8 R0 G - # 开始回合3
0 _$ }% `7 H5 o - alias lbp_start_phase3 start_phase3
! p- e" F" U# c - def start_phase3
: d- k' l$ _4 ?9 m; Y) F% \ - @changed_battler_id = []
6 n7 s) d3 L; P. X - lbp_start_phase3
0 i& Z/ q& J' D3 U, a; G) L+ a - end. E+ z+ T8 U+ E0 ~7 Z* H* f
- # 刷新角色命令回合画面, e9 F) C2 b- V. \& H
- def update_phase3
$ w9 I0 I I5 A1 g* H - # 敌人光标有效的情况下
9 g7 F: e' u$ b7 ^4 F9 M& e - if @enemy_arrow != nil
/ s3 F/ W# L9 c! T" X3 V - update_phase3_enemy_select7 D8 Y7 z- v, f7 p- [
- # 角色光标有效的情况下* J) J$ ~* j8 q0 X# p( _2 x6 `4 d
- elsif @actor_arrow != nil
: }' F+ z; {# A5 U - update_phase3_actor_select
* M+ L8 n/ f8 l& U' `9 ] - # 特技窗口有效的情况下
9 e# x7 t8 ~( }3 b* J$ D - elsif @skill_window != nil
4 ?: x( o7 ?3 T# ~# f - update_phase3_skill_select Z* i# w+ K/ w! }
- # 物品窗口有效的情况下, b4 [: v- O5 s+ q9 d$ U( C, O
- elsif @item_window != nil3 e$ @- d. l! o8 ]+ C- @# t m
- update_phase3_item_select
5 E6 A: H5 h, t7 \/ Z2 V - elsif @actor_window != nil/ E- [6 ?3 P* [) x/ w1 U6 W! F
- update_phase3_battler_select* M8 i8 t4 L! ^' C) K
- # 角色指令窗口有效的情况下
2 Z, t( T8 R5 p$ F: h9 |6 Q) ^ - elsif @actor_command_window.active
6 G. K9 Y5 s. f$ j7 B - update_phase3_basic_command
+ w1 l/ \+ ~( W: Q% S$ T" L - end& p7 m& Q8 B J& j
- end( L. l' |1 c' W, ]+ w
- # 角色基本命令: Z. a; D3 r( ?8 _
- def update_phase3_basic_command! g- p- F i, h' M$ j
- # 按下 B 键的情况下, y9 g( J$ W4 w- `7 S5 c" Z
- if Input.trigger?(Input::B)/ m& u3 k( b# g: l
- # 演奏取消 SE
4 d9 ^# y3 N# n5 } [4 u - $game_system.se_play($data_system.cancel_se)
8 j1 ]! s+ v3 R; E5 _2 }/ h1 G- j - # 转向前一个角色的指令输入; M2 s* U' T1 t! {0 q1 \; L" P
- phase3_prior_actor
7 S6 s& U9 r: s" E. B+ M2 r - return$ C4 f' f$ J7 N0 R, t( ^' i: b
- end' e: H/ @' s+ S
- # 按下 C 键的情况下
$ ]( j4 S( v, G. |2 V Q - if Input.trigger?(Input::C)
7 Y1 d+ l$ j4 a Y6 _' f - # 角色指令窗口光标位置分之, q* K4 W+ {6 O3 a
- case @actor_command_window.index# | n, Y/ t/ B/ w* X9 ]
- when 0 # 攻击9 J- \2 u) D8 j: [; ]& x, E. x: D
- # 演奏确定 SE
: T0 f4 m" E0 R0 ]2 j - $game_system.se_play($data_system.decision_se)
8 C) l) R5 T4 ^0 ^* h. C9 T - # 设置行动
, [0 l+ K" w9 L$ I; e& G - @active_battler.current_action.kind = 0 h- ?5 a% s# I5 Q( P& K, z4 z
- @active_battler.current_action.basic = 0
: Z8 a5 K4 ~+ R! v - # 开始选择敌人( S8 y" r- D" E) B+ J: S
- start_enemy_select/ ]$ Z/ D/ U! z
- when 1 # 特技: Y! s3 J m% u7 F
- # 演奏确定 SE
) {1 o# m9 O# n3 O4 @ - $game_system.se_play($data_system.decision_se)
& |4 Z4 s1 C9 p7 h5 E( e - # 设置行动! ?, x, K3 F0 x* R
- @active_battler.current_action.kind = 15 `# J3 s( ]& O/ w6 o6 r4 _5 P* Y( I, `
- # 开始选择特技6 ~( N6 M1 K3 h( z5 q' M( l
- start_skill_select
5 F9 ?* d( i- g% g& t - when 2 # 防御
1 Z6 ]9 R3 j, c( s+ K - # 演奏确定 SE0 D) s& d- O" G/ s+ o6 ?2 g
- $game_system.se_play($data_system.decision_se); h7 v0 T! Y' D" o
- # 设置行动
7 V0 z0 Q: ]$ S' M) W6 }# S# @ - @active_battler.current_action.kind = 08 ~9 c+ X9 N: [( n: I+ s
- @active_battler.current_action.basic = 1
$ P9 N6 d" w* K3 H# W - # 转向下一位角色的指令输入5 a) w5 V% o2 ?1 y
- phase3_next_actor
: g. v: ]4 I4 j# Z% C P9 Z - when 3 # 物品
7 c& }* [1 k q3 f6 ? - # 演奏确定 SE! s# u. V" O8 h3 @
- $game_system.se_play($data_system.decision_se)8 I5 G& r9 c @
- # 设置行动
9 I' u) `2 `) X9 k - @active_battler.current_action.kind = 2; Q0 L3 Y1 P) v3 z$ T h
- # 开始选择物品% r* W0 O& h2 a: A1 o& p6 G
- start_item_select+ K0 i+ a" s# l5 n3 [ P0 _) X) z
- when 4 # 换人
D, c- J2 h C4 _ - $game_system.se_play($data_system.decision_se)5 y' V/ z/ O( J& M' O) p" l
- @active_battler.current_action.set_change_battler- A2 A5 Q6 _, f# E& _9 H
- start_battler_select7 i7 I: a' `; g6 W( u
- end
; d0 ]; P9 ?5 ? g) H$ G9 X- K, e8 A - return2 x1 ?9 v: U! R# R# w' Z# b
- end
! p. F7 t$ R. k/ A8 ]+ T - end
! M( t$ ^/ t5 \4 K8 i& M1 a - # 开始角色选择
3 f: e& y4 R5 [# x - def start_battler_select
- ]1 ^: Z- Z4 w& u/ \- \ - @actor_window = Window_Actor.new
; X# O- |% z- Z+ \# P* V/ B' e - @actor_window.active = true
7 T. L$ F, v, o, i8 T H4 L: S - @actor_window.index = 0# w2 r8 ]3 |9 ~: Y% N) G9 D- G, \
- @actor_window.help_window = @help_window$ q: s) v8 W7 o0 C
- @actor_command_window.active = false5 S+ J* d, T+ o, G% L, {" f
- @actor_command_window.visible = false7 N) o5 H6 P s' ^7 k
- end
" q2 ]. g. h- a* B" j) F - # 结束角色选择
8 r, r& i4 m+ g9 q - def end_battler_select) }0 s) w, b1 R, I7 l @5 F; ^
- @actor_window.dispose/ \# f- U& N8 \$ I7 w4 B
- @actor_window = nil" X) V- J: K( `
- @help_window.visible = false. s4 s, c+ T8 v
- @actor_command_window.active = true# w* ]0 b% @% K8 \
- @actor_command_window.visible = true
+ y5 Z) e% t: F& {8 F( f- p, \+ T - end0 I4 b$ ~4 a) n6 Z H6 X0 d
- # 刷新角色选择
) p9 I E" I# b ?) I - def update_phase3_battler_select
8 r5 K8 u3 k: z ^ s - @actor_window.visible = true
I6 ?' l }" j0 g' D - @actor_window.update; N7 W( S- H# Y
- if Input.trigger?(Input::B)% }; T( y2 p5 e3 ]5 y- ^; {( H$ U
- $game_system.se_play($data_system.cancel_se)7 f5 S& X8 C% T5 x3 {/ Z/ Y
- end_battler_select
/ y! i1 Y$ t8 r3 H( l3 t7 o2 Y( G - return% H* W' i0 D$ v5 G. r1 }
- end
* W. ~/ f5 p) i1 @$ s. J - if Input.trigger?(Input::C)
: `* K6 k( z' D" T; J+ ` - actor_id = @actor_window.actor_id! l% w6 p- u/ o: v# k- q4 h+ p
- if $game_party.get_actors_id.include?(actor_id) or; _- x i. n" N7 V7 w1 _
- $game_actors[actor_id].dead? or
' e) ^# b6 A. }1 j1 E# S% Z8 m" ~# m - @changed_battler_id.include?(actor_id): p- d! g+ {& O( G
- $game_system.se_play($data_system.buzzer_se)9 w8 r& w( }+ E( t+ o8 ^) |
- return# I4 b% ~% c" A* b1 H; `
- end
2 t* f+ L6 n' v7 B - $game_system.se_play($data_system.decision_se)
9 b7 K7 S E3 m3 ^ - @active_battler.current_action.change_to_battler = actor_id2 B/ k3 M- r$ }2 X) h; f& i
- @changed_battler_id.push(actor_id)
# n ^% G6 ^+ p: H' L" P+ y5 k' j) M# M - end_battler_select
, j1 ^2 `! m% u1 V( f$ U - phase3_next_actor' z5 m7 ^8 U+ T+ l: K# x
- return* I" n& A" C, o2 j1 v/ f1 }
- end
7 m U0 `. f1 p4 J5 Q1 {- U - end+ A' u+ H' u) m" z+ Y
- # 行动方动画
* b6 [0 J* L0 j0 R1 \, J$ { - def update_phase4_step3) J0 ~0 ^$ @ t n; D2 _
- if @active_battler.current_action.is_change_battler?
. s' Q" M8 \3 K: L E& z: m5 X - @animation1_id = AnimationChangeBattler3 m3 |- d6 ^) f& p! v9 L
- @target_battlers = []
$ u9 v) r% Y# M8 N. S - end
7 i, N: a" j7 w; W - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
" M9 f# B0 c% i - if @animation1_id == 02 l% w2 W% V* i, ?0 V, o" j
- @active_battler.white_flash = true3 g6 }, y; {5 \% M
- else
1 o- ]- \1 Z" c2 ~2 ^ Y/ c0 _ - @active_battler.animation_id = @animation1_id
- G" ~* |+ a; L9 k) s+ s/ r - @active_battler.animation_hit = true
% c* a3 X' s4 @. u0 Y - end
8 j* C; K7 v! q- \2 T - # 移至步骤 46 Q7 N& ~! O$ X6 ]) Z- E: K' t1 j
- @phase4_step = 4
n& k& l: J: T |7 K9 G2 {! J - end$ w6 u/ o4 R3 u6 i! o9 [
- # 对象方动画
- }3 [: X' M- A+ e9 _0 C* ~4 x- E1 f - def update_phase4_step4" _0 T9 O! M" P1 i9 e& y
- if @active_battler.current_action.is_change_battler?
% m5 L# u5 b3 K1 A" W - actor1_id = @active_battler.current_action.change_to_battler
, O" ?- W; A& f! R" P - actor2_id = @active_battler.id) q- N8 C1 z/ k: T% Z: A" P' p/ O2 V, m
- (0...$game_party.actors.size).each do |i|
7 h/ W* Z4 N* I+ e - if $game_party.actors[i].id == actor2_id
8 T7 f7 l0 A% U8 b9 B0 |, K$ l - $game_party.change_actor(i,actor1_id)
$ o' l6 E9 b9 ^6 [4 q0 a- H: l - @active_battler = $game_actors[actor1_id]
9 B+ |0 N/ l$ l8 q5 V8 |* q - @status_window.refresh! K% x$ i0 L- t! h1 S
- end- U- w5 m' w, U* T- k. O/ r, R ?; i( ?
- end
- N0 v' h. H3 x/ j& o - end
/ O0 m; b1 o l0 R - # 对像方动画- q0 C3 r& e, @/ t# n4 e3 C# b
- for target in @target_battlers
% Q4 J- x5 K$ L, ?8 w7 Y0 z3 T) T* s - target.animation_id = @animation2_id
/ W4 k) |7 A! Q) w4 z& O - target.animation_hit = (target.damage != "Miss")( ?. C* ~& u* [5 `' g) Y
- end( g3 a/ @$ K3 T
- # 限制动画长度、最低 8 帧0 g' h5 R) ?2 {+ A$ B7 Y7 E
- @wait_count = 8! x- M" Z1 l8 q" _9 D* Q
- # 移至步骤 5! q. D) a8 p3 z' ^0 X+ Y
- @phase4_step = 5
& K1 q- V9 N- \ - end$ R [$ o, X7 ^+ ]6 I
- # 公共事件
, N9 l5 ~' b! }$ N - def update_phase4_step6
( f) @ a! N4 k! I5 T - @target_battlers.each do |target|# c* h" [, p @
- if target.is_a?(Game_Actor) and target.dead? and
- O. p8 G) n2 V) M5 J - !$game_party.other_actors.all?{|actor|actor.dead?}
8 J0 e$ s: _3 n, f- d - @actor_window = Window_Actor.new
) v; j% p* [# w5 v5 \& ]% Y' N - @actor_window.index = 0
4 S" E% O! E' Y% e* `& M5 L, n4 @1 ? - @actor_window.active = true
# P% Y& H7 x q3 f c: j. u7 ], | - @actor_window.help_window = @help_window
& z6 B/ ]# _: F; Q; |8 K0 ~ - actor_id = -1
8 h' I- J, e* \7 X$ ] - loop do
8 [$ I" _1 H% c6 @+ s# P - Graphics.update5 D+ b8 m7 H/ i" I
- Input.update
% H5 ^. O5 R) \0 z$ C$ y" n+ |/ ]3 W - @actor_window.update
) `) d; e0 o0 m e - if Input.trigger?(Input::C)7 }, f2 e. Y) \! z" e- D) Y
- actor = $game_actors[@actor_window.actor_id]" p3 V( Z9 o/ ]9 p1 ?( k
- if actor.dead? or6 p. U- [" \# Z8 ]
- (@changed_battler_id.include?(actor.id) and & N8 V% y; l: C. [2 Q0 g& b
- target.current_action.change_to_battler != actor.id) or
4 w* L3 J0 ?- B( G - $game_party.actors.include?(actor)
, F6 g( g7 k6 P) O$ s7 f - $game_system.se_play($data_system.buzzer_se)
u. q" X5 O" x* D- r! d9 B4 N - else
4 X- D! b4 h( y" i1 m4 U5 v7 g - actor_id = actor.id
. v/ E9 m: X4 }' Q - end8 N* }6 W* K& c3 u9 B
- end* R; e, @/ w% h, _
- break if actor_id >= 0
/ X' F8 \- l) X6 Q8 j# X - end% h, E& ^# m* `" l
- @actor_window.visible = false) d |$ N- [% i$ r' H% y/ L
- @actor_window.dispose& U4 f- b# R8 q* k5 `) Y
- @actor_window = nil7 t; T* P2 j$ [1 b
- @help_window.visible = false
! w8 `0 O# p1 V) X! @1 { - (0...$game_party.actors.size).each do |i|
' V4 `+ i- Z5 g; J3 D/ K - if $game_party.actors[i].id == target.id* F* p1 W3 ^. U) Y- U: J# ~
- $game_party.change_actor(i,actor_id)
3 ^, m( i3 L+ C1 s# D - @status_window.refresh: P' x; }* c" S! v- a2 `
- end
. L( x" F$ I9 a0 h3 P" R% N - end; ]0 Q* n% ?7 V4 R
- end- R2 w5 ^! n! y D* y
- end1 `$ P, `5 N- E: {, _! a
- # 清除强制行动对像的战斗者* g! ~6 D( P G: a4 {! e0 Y
- $game_temp.forcing_battler = nil
+ B2 q2 i: c; W0 N8 v# U6 J; | - # 公共事件 ID 有效的情况下; j3 h2 }0 ^1 }# ]
- if @common_event_id > 0
' I) s# `2 z/ D - # 设置事件
7 T5 q$ u9 c. |* t6 |, B* P - common_event = $data_common_events[@common_event_id]' \8 ]$ r; h4 d' r% M
- $game_system.battle_interpreter.setup(common_event.list, 0), n( e" _2 V7 j' I1 ?7 q0 y
- end
5 P" H8 L' O( [+ l5 P' s5 |9 o& a - # 移至步骤 14 D4 O8 z2 T E0 P- G$ [; j
- @phase4_step = 17 ]" \/ G0 Q- b+ Q g0 E" V
- end
|1 B0 t6 Z, l - end
" |( @8 |1 u3 c X( t5 P; a% Z - 4 }' g- ]$ X# m' c9 J4 K( ~9 w9 \
- class Window_MenuStatus
# L& [* p9 K ?- F4 a' s" u - def refresh$ A. Z( q' h K0 p e6 |7 ^
- self.contents.clear7 b& P+ U3 Z* B+ I1 ?) D
- @item_max = $game_party.actors.size
/ `8 c# q* u& L0 s, j+ D- D) T - for i in 0...$game_party.actors.size4 Z, I! _* g0 c! o0 I& e
- x = 4
8 @" V1 ^2 V. S3 ~! M - y = i * 32
# a3 b/ C2 @4 V* H - actor = $game_party.actors[i]5 _) R; g0 |* ]# k, l
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue) z$ i6 Y; s5 u
- rect = Rect.new(0,0,bitmap.width/4,31)
8 B2 \( l5 l# l, n' T - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)/ J; m* e$ t& g+ d
- draw_actor_name(actor, x+36, y)
5 B! t$ z' C9 v- O6 h3 M5 C1 Z% ~ - draw_actor_state(actor, x + 136,y)
0 L Z# ?+ B/ j6 }1 i2 o+ B - draw_actor_hp(actor, x + 236, y,96)3 P3 w, o" \" [# E7 M, R% y
- draw_actor_sp(actor, x + 336, y,96)
7 o# q- a& P1 t) A+ `3 f - end |* _& A+ T3 I3 B
- end
6 d) d' w/ V. [ C' ]! |& ] - def update_cursor_rect& A! v! g2 G& o9 d! c- ^
- super, E7 \( C3 w5 x: a9 P7 u. ~
- end( u6 e* H, v* u8 s% Y
- 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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